X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fserver%2Fbot%2Fdefault%2Fhavocbot%2Fhavocbot.qc;h=2a0d0c8503f005c17d2156fd2871ebf216ac932d;hp=712157f558b0f3617848eb2ec94b87edbf83691e;hb=0f1ffe9c0565f1f1a0d6f58240760f227aa3ee99;hpb=d5634fe916916ac8c4ab0984240ac1bf0547e1b3 diff --git a/qcsrc/server/bot/default/havocbot/havocbot.qc b/qcsrc/server/bot/default/havocbot/havocbot.qc index 712157f55..2a0d0c850 100644 --- a/qcsrc/server/bot/default/havocbot/havocbot.qc +++ b/qcsrc/server/bot/default/havocbot/havocbot.qc @@ -1,5 +1,7 @@ #include "havocbot.qh" +#include +#include #include "../cvars.qh" #include "../aim.qh" @@ -31,8 +33,7 @@ void havocbot_ai(entity this) if(bot_execute_commands(this)) return; - if (bot_strategytoken == this) - if (!bot_strategytoken_taken) + if (bot_strategytoken == this && !bot_strategytoken_taken) { if(this.havocbot_blockhead) { @@ -44,7 +45,6 @@ void havocbot_ai(entity this) this.havocbot_role(this); // little too far down the rabbit hole } - // TODO: tracewalk() should take care of this job (better path finding under water) // if we don't have a goal and we're under water look for a waypoint near the "shore" and push it if(!(IS_DEAD(this) || STAT(FROZEN, this))) if(!this.goalcurrent) @@ -84,7 +84,11 @@ void havocbot_ai(entity this) } if(IS_DEAD(this) || STAT(FROZEN, this)) + { + if (this.goalcurrent) + navigation_clearroute(this); return; + } havocbot_chooseenemy(this); @@ -137,11 +141,23 @@ void havocbot_ai(entity this) this.aistatus |= AI_STATUS_ROAMING; this.aistatus &= ~AI_STATUS_ATTACKING; - vector now,v,next;//,heading; + vector now, next; float aimdistance,skillblend,distanceblend,blend; - next = now = ( (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5) - (this.origin + this.view_ofs); + + vector v = get_closer_dest(this.goalcurrent, this.origin); + if(this.goalcurrent.wpisbox) + { + // avoid a glitch when bot is teleported but teleport waypoint isn't removed yet + if(this.goalstack02 && this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT + && this.lastteleporttime > 0 && time - this.lastteleporttime < 0.15) + v = (this.goalstack02.absmin + this.goalstack02.absmax) * 0.5; + // aim to teleport origin if bot is inside teleport waypoint but hasn't touched the real teleport yet + else if(boxesoverlap(this.goalcurrent.absmin, this.goalcurrent.absmax, this.origin, this.origin)) + v = this.goalcurrent.origin; + } + next = now = v - (this.origin + this.view_ofs); aimdistance = vlen(now); - //heading = this.velocity; + //dprint(this.goalstack01.classname,etos(this.goalstack01),"\n"); if( this.goalstack01 != this && this.goalstack01 && !wasfreed(this.goalstack01) && ((this.aistatus & AI_STATUS_RUNNING) == 0) && @@ -187,13 +203,13 @@ void havocbot_ai(entity this) if(skill >= 5) // bots can only look for unloaded weapons past this skill if(this.(weaponentity).clip_load >= 0) // only if we're not reloading a weapon already { - FOREACH(Weapons, it != WEP_Null, LAMBDA( + FOREACH(Weapons, it != WEP_Null, { if((this.weapons & (it.m_wepset)) && (it.spawnflags & WEP_FLAG_RELOADABLE) && (this.(weaponentity).weapon_load[it.m_id] < it.reloading_ammo)) { this.(weaponentity).m_switchweapon = it; break; } - )); + }); } } } @@ -212,7 +228,7 @@ void havocbot_keyboard_movement(entity this, vector destorg) + 0.05 / max(1, sk + this.havocbot_keyboardskill) + random() * 0.025 / max(0.00025, skill + this.havocbot_keyboardskill) , time); - keyboard = this.movement / autocvar_sv_maxspeed; + keyboard = CS(this).movement / autocvar_sv_maxspeed; float trigger = autocvar_bot_ai_keyboard_threshold; float trigger1 = -trigger; @@ -264,8 +280,8 @@ void havocbot_keyboard_movement(entity this, vector destorg) keyboard = this.havocbot_keyboard; float blend = bound(0, vlen(destorg - this.origin) / autocvar_bot_ai_keyboard_distance, 1); // When getting close move with 360 degree - //dprint("movement ", vtos(this.movement), " keyboard ", vtos(keyboard), " blend ", ftos(blend), "\n"); - this.movement = this.movement + (keyboard - this.movement) * blend; + //dprint("movement ", vtos(CS(this).movement), " keyboard ", vtos(keyboard), " blend ", ftos(blend), "\n"); + CS(this).movement = CS(this).movement + (keyboard - CS(this).movement) * blend; } void havocbot_bunnyhop(entity this, vector dir) @@ -273,7 +289,6 @@ void havocbot_bunnyhop(entity this, vector dir) float bunnyhopdistance; vector deviation; float maxspeed; - vector gco, gno; // Don't jump when attacking if(this.aistatus & AI_STATUS_ATTACKING) @@ -306,12 +321,12 @@ void havocbot_bunnyhop(entity this, vector dir) this.bot_timelastseengoal = 0; } - gco = (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5; + vector gco = get_closer_dest(this.goalcurrent, this.origin); bunnyhopdistance = vlen(this.origin - gco); // Run only to visible goals if(IS_ONGROUND(this)) - if(vlen(this.velocity - eZ * this.velocity.z) >= autocvar_sv_maxspeed) // if -really- running + if(vdist(vec2(this.velocity), >=, autocvar_sv_maxspeed)) // if -really- running if(checkpvs(this.origin + this.view_ofs, this.goalcurrent)) { this.bot_lastseengoal = this.goalcurrent; @@ -343,7 +358,7 @@ void havocbot_bunnyhop(entity this, vector dir) if(fabs(gco.z - this.origin.z) < this.maxs.z - this.mins.z) if(this.goalstack01 && !wasfreed(this.goalstack01)) { - gno = (this.goalstack01.absmin + this.goalstack01.absmax) * 0.5; + vector gno = (this.goalstack01.absmin + this.goalstack01.absmax) * 0.5; deviation = vectoangles(gno - this.origin) - vectoangles(gco - this.origin); while (deviation.y < -180) deviation.y = deviation.y + 360; while (deviation.y > 180) deviation.y = deviation.y - 360; @@ -363,7 +378,7 @@ void havocbot_bunnyhop(entity this, vector dir) if(checkdistance) { this.aistatus &= ~AI_STATUS_RUNNING; - // increase stop distance in case the goal is on a slope or a lower platform + // increase stop distance in case the goal is on a slope or a lower platform if(bunnyhopdistance > autocvar_bot_ai_bunnyhop_stopdistance + (this.origin.z - gco.z)) PHYS_INPUT_BUTTON_JUMP(this) = true; } @@ -401,42 +416,88 @@ void havocbot_bunnyhop(entity this, vector dir) while (deviation.y > 180) deviation.y = deviation.y - 360; if(fabs(deviation.y)>10) - this.movement_x = 0; + CS(this).movement_x = 0; if(deviation.y>10) - this.movement_y = maxspeed * -1; + CS(this).movement_y = maxspeed * -1; else if(deviation.y<10) - this.movement_y = maxspeed; + CS(this).movement_y = maxspeed; } } #endif } -.entity goalcurrent_prev; -.float goalcurrent_distance; -.float goalcurrent_distance_time; +// return true when bot isn't getting closer to the current goal +bool havocbot_checkgoaldistance(entity this, vector gco) +{ + float curr_dist_z = max(20, fabs(this.origin.z - gco.z)); + float curr_dist_2d = max(20, vlen(vec2(this.origin - gco))); + float distance_time = this.goalcurrent_distance_time; + if(distance_time < 0) + distance_time = -distance_time; + if(curr_dist_z >= this.goalcurrent_distance_z && curr_dist_2d >= this.goalcurrent_distance_2d) + { + if(!distance_time) + this.goalcurrent_distance_time = time; + else if (time - distance_time > 0.5) + return true; + } + else + { + // reduce it a little bit so it works even with very small approaches to the goal + this.goalcurrent_distance_z = max(20, curr_dist_z - 10); + this.goalcurrent_distance_2d = max(20, curr_dist_2d - 10); + this.goalcurrent_distance_time = 0; + } + return false; +} + +entity havocbot_select_an_item_of_group(entity this, int gr) +{ + entity selected = NULL; + float selected_dist2 = 0; + // select farthest item of this group from bot's position + IL_EACH(g_items, it.item_group == gr && it.solid, + { + float dist2 = vlen2(this.origin - it.origin); + if (dist2 < 600 ** 2 && dist2 > selected_dist2) + { + selected = it; + selected_dist2 = vlen2(this.origin - selected.origin); + } + }); + + if (!selected) + return NULL; + + set_tracewalk_dest(selected, this.origin, false); + if (!tracewalk(this, this.origin, STAT(PL_MIN, this), STAT(PL_MAX, this), + tracewalk_dest, tracewalk_dest_height, bot_navigation_movemode)) + { + return NULL; + } + + return selected; +} + void havocbot_movetogoal(entity this) { - vector destorg; vector diff; vector dir; vector flatdir; - vector m1; - vector m2; vector evadeobstacle; vector evadelava; float maxspeed; - vector gco; //float dist; vector dodge; //if (this.goalentity) // te_lightning2(this, this.origin, (this.goalentity.absmin + this.goalentity.absmax) * 0.5); - this.movement = '0 0 0'; + CS(this).movement = '0 0 0'; maxspeed = autocvar_sv_maxspeed; + PHYS_INPUT_BUTTON_JETPACK(this) = false; // Jetpack navigation - if(this.goalcurrent) if(this.navigation_jetpack_goal) if(this.goalcurrent==this.navigation_jetpack_goal) if(this.ammo_fuel) @@ -463,20 +524,16 @@ void havocbot_movetogoal(entity this) if(this.aistatus & AI_STATUS_JETPACK_LANDING) { // Calculate brake distance in xy - float db, v, d; - vector dxy; - - dxy = this.origin - ( ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5 ); dxy.z = 0; - d = vlen(dxy); - v = vlen(this.velocity - this.velocity.z * '0 0 1'); - db = ((v ** 2) / (autocvar_g_jetpack_acceleration_side * 2)) + 100; - // dprint("distance ", ftos(ceil(d)), " velocity ", ftos(ceil(v)), " brake at ", ftos(ceil(db)), "\n"); + float d = vlen(vec2(this.origin - (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5)); + float v = vlen(vec2(this.velocity)); + float db = ((v ** 2) / (autocvar_g_jetpack_acceleration_side * 2)) + 100; + //LOG_INFOF("distance %d, velocity %d, brake at %d ", ceil(d), ceil(v), ceil(db)); if(d < db || d < 500) { // Brake - if(fabs(this.velocity.x)>maxspeed*0.3) + if(v > maxspeed * 0.3) { - this.movement_x = dir * v_forward * -maxspeed; + CS(this).movement_x = dir * v_forward * -maxspeed; return; } // Switch to normal mode @@ -495,11 +552,11 @@ void havocbot_movetogoal(entity this) } // Flying - PHYS_INPUT_BUTTON_HOOK(this) = true; + PHYS_INPUT_BUTTON_JETPACK(this) = true; if(this.navigation_jetpack_point.z - STAT(PL_MAX, this).z + STAT(PL_MIN, this).z < this.origin.z) { - this.movement_x = dir * v_forward * maxspeed; - this.movement_y = dir * v_right * maxspeed; + CS(this).movement_x = dir * v_forward * maxspeed; + CS(this).movement_y = dir * v_right * maxspeed; } return; } @@ -507,17 +564,25 @@ void havocbot_movetogoal(entity this) // Handling of jump pads if(this.jumppadcount) { - // If got stuck on the jump pad try to reach the farthest visible waypoint - // but with some randomness so it can try out different paths - if(this.aistatus & AI_STATUS_OUT_JUMPPAD) + if(this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT) { - if(fabs(this.velocity.z)<50) + this.aistatus |= AI_STATUS_OUT_JUMPPAD; + navigation_poptouchedgoals(this); + return; + } + else if(this.aistatus & AI_STATUS_OUT_JUMPPAD) + { + // If got stuck on the jump pad try to reach the farthest visible waypoint + // but with some randomness so it can try out different paths + if(!this.goalcurrent) { entity newgoal = NULL; - if (vdist(this.origin - this.goalcurrent.origin, <, 150)) - this.aistatus &= ~AI_STATUS_OUT_JUMPPAD; - else IL_EACH(g_waypoints, vdist(it.origin - this.origin, <=, 1000), + IL_EACH(g_waypoints, vdist(it.origin - this.origin, <=, 1000), { + if(it.wpflags & WAYPOINTFLAG_TELEPORT) + if(it.origin.z < this.origin.z - 100 && vdist(vec2(it.origin - this.origin), <, 100)) + continue; + traceline(this.origin + this.view_ofs, ((it.absmin + it.absmax) * 0.5), true, this); if(trace_fraction < 1) @@ -539,11 +604,32 @@ void havocbot_movetogoal(entity this) } } else - return; + { + if (this.goalcurrent.bot_pickup) + { + entity jumppad_wp = this.goalcurrent_prev; + navigation_poptouchedgoals(this); + if(!this.goalcurrent && jumppad_wp.wp00) + { + // head to the jumppad destination once bot reaches the goal item + navigation_pushroute(this, jumppad_wp.wp00); + } + } + vector gco = (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5; + if (this.origin.z > gco.z && vdist(vec2(this.velocity), <, autocvar_sv_maxspeed)) + this.aistatus &= ~AI_STATUS_OUT_JUMPPAD; + else if(havocbot_checkgoaldistance(this, gco)) + { + navigation_clearroute(this); + navigation_goalrating_timeout_force(this); + } + else + return; + } } else { - if(time - this.lastteleporttime > 0.3 && this.velocity.z > 0) + if(time - this.lastteleporttime > 0.2 && this.velocity.z > 0) { vector velxy = this.velocity; velxy_z = 0; if(vdist(velxy, <, autocvar_sv_maxspeed * 0.2)) @@ -563,9 +649,12 @@ void havocbot_movetogoal(entity this) this.aistatus &= ~AI_STATUS_OUT_JUMPPAD; // If there is a trigger_hurt right below try to use the jetpack or make a rocketjump - if(skill>6) - if (!(IS_ONGROUND(this))) + if (skill > 6 && !(IS_ONGROUND(this))) { + #define ROCKETJUMP_DAMAGE() WEP_CVAR(devastator, damage) * 0.8 \ + * ((this.strength_finished > time) ? autocvar_g_balance_powerup_strength_selfdamage : 1) \ + * ((this.invincible_finished > time) ? autocvar_g_balance_powerup_invincible_takedamage : 1) + tracebox(this.origin, this.mins, this.maxs, this.origin + '0 0 -65536', MOVE_NOMONSTERS, this); if(tracebox_hits_trigger_hurt(this.origin, this.mins, this.maxs, trace_endpos )) if(this.items & IT_JETPACK) @@ -574,12 +663,10 @@ void havocbot_movetogoal(entity this) if(tracebox_hits_trigger_hurt(this.origin, this.mins, this.maxs, trace_endpos + '0 0 1' )) { if(this.velocity.z<0) - { - PHYS_INPUT_BUTTON_HOOK(this) = true; - } + PHYS_INPUT_BUTTON_JETPACK(this) = true; } else - PHYS_INPUT_BUTTON_HOOK(this) = true; + PHYS_INPUT_BUTTON_JETPACK(this) = true; // If there is no goal try to move forward @@ -597,8 +684,8 @@ void havocbot_movetogoal(entity this) tracebox(this.origin, this.mins, this.maxs, this.origin + (dir * maxspeed * 3), MOVE_NOMONSTERS, this); if(trace_fraction==1) { - this.movement_x = dir * v_forward * maxspeed; - this.movement_y = dir * v_right * maxspeed; + CS(this).movement_x = dir * v_forward * maxspeed; + CS(this).movement_y = dir * v_right * maxspeed; if (skill < 10) havocbot_keyboard_movement(this, this.origin + dir * 100); } @@ -608,7 +695,7 @@ void havocbot_movetogoal(entity this) return; } - else if(this.health > WEP_CVAR(devastator, damage) * 0.5 * ((this.strength_finished < time) ? autocvar_g_balance_powerup_strength_selfdamage : 1)) + else if(this.health + this.armorvalue > ROCKETJUMP_DAMAGE()) { if(this.velocity.z < 0) { @@ -621,7 +708,7 @@ void havocbot_movetogoal(entity this) if(client_hasweapon(this, WEP_DEVASTATOR, weaponentity, true, false)) { - this.movement_x = maxspeed; + CS(this).movement_x = maxspeed; if(this.rocketjumptime) { @@ -646,13 +733,12 @@ void havocbot_movetogoal(entity this) { // If there is no goal try to move forward if(this.goalcurrent==NULL) - this.movement_x = maxspeed; + CS(this).movement_x = maxspeed; } } // If we are under water with no goals, swim up - if(this.waterlevel) - if(this.goalcurrent==NULL) + if(this.waterlevel && !this.goalcurrent) { dir = '0 0 0'; if(this.waterlevel>WATERLEVEL_SWIMMING) @@ -662,9 +748,9 @@ void havocbot_movetogoal(entity this) else PHYS_INPUT_BUTTON_JUMP(this) = false; makevectors(this.v_angle.y * '0 1 0'); - this.movement_x = dir * v_forward * maxspeed; - this.movement_y = dir * v_right * maxspeed; - this.movement_z = dir * v_up * maxspeed; + CS(this).movement_x = dir * v_forward * maxspeed; + CS(this).movement_y = dir * v_right * maxspeed; + CS(this).movement_z = dir * v_up * maxspeed; } // if there is nowhere to go, exit @@ -673,12 +759,17 @@ void havocbot_movetogoal(entity this) bool locked_goal = false; - if(this.goalentity && wasfreed(this.goalentity)) + if((this.goalentity && wasfreed(this.goalentity)) + || (this.goalcurrent == this.goalentity && this.goalentity.tag_entity)) { navigation_clearroute(this); - this.bot_strategytime = 0; + navigation_goalrating_timeout_force(this); return; } + else if(this.goalentity.tag_entity) + { + navigation_goalrating_timeout_expire(this, 2); + } else if(this.goalentity.bot_pickup) { if(this.goalentity.bot_pickup_respawning) @@ -687,28 +778,91 @@ void havocbot_movetogoal(entity this) this.goalentity.bot_pickup_respawning = false; else if(time < this.goalentity.scheduledrespawntime - 10) // item already taken (by someone else) { - this.goalentity.bot_pickup_respawning = false; - navigation_clearroute(this); - this.bot_strategytime = 0; - return; + if(checkpvs(this.origin, this.goalentity)) + { + this.goalentity.bot_pickup_respawning = false; + navigation_goalrating_timeout_expire(this, random()); + } + locked_goal = true; // wait for item to respawn } else if(this.goalentity == this.goalcurrent) locked_goal = true; // wait for item to respawn } - else if(!this.goalentity.solid) + else if(!this.goalentity.solid && !boxesoverlap(this.goalentity.absmin, this.goalentity.absmax, this.absmin, this.absmax)) { - navigation_clearroute(this); - this.bot_strategytime = 0; - return; + if(checkpvs(this.origin, this.goalentity)) + { + navigation_goalrating_timeout_expire(this, random()); + } + } + } + if (this.goalcurrent == this.goalentity && this.goalentity_lock_timeout > time) + locked_goal = true; + + navigation_shortenpath(this); + + if (IS_MOVABLE(this.goalcurrent)) + { + if (IS_DEAD(this.goalcurrent)) + { + if (checkpvs(this.origin + this.view_ofs, this.goalcurrent)) + { + navigation_goalrating_timeout_force(this); + return; + } + } + else if (this.bot_tracewalk_time < time) + { + set_tracewalk_dest(this.goalcurrent, this.origin, true); + if (!(trace_ent == this || tracewalk(this, this.origin, this.mins, this.maxs, + tracewalk_dest, tracewalk_dest_height, bot_navigation_movemode))) + { + navigation_goalrating_timeout_force(this); + return; + } + this.bot_tracewalk_time = max(time, this.bot_tracewalk_time) + 0.25; } } if(!locked_goal) - navigation_poptouchedgoals(this); + { + // optimize path finding by anticipating goalrating when bot is near a waypoint; + // in this case path finding can start directly from a waypoint instead of + // looking for all the reachable waypoints up to a certain distance + if (navigation_poptouchedgoals(this)) + { + if (this.goalcurrent) + { + if (IS_MOVABLE(this.goalcurrent) && IS_DEAD(this.goalcurrent)) + { + // remove even if not visible + navigation_goalrating_timeout_force(this); + return; + } + else if (navigation_goalrating_timeout_can_be_anticipated(this)) + navigation_goalrating_timeout_force(this); + } + else + { + entity old_goal = this.goalcurrent_prev; + if (old_goal.item_group && this.item_group != old_goal.item_group) + { + // Avoid multiple costly calls of path finding code that selects one of the closest + // item of the group by telling the bot to head directly to the farthest item. + // Next time we let the bot select a goal as usual which can be another item + // of this group (the closest one) and so on + this.item_group = old_goal.item_group; + entity new_goal = havocbot_select_an_item_of_group(this, old_goal.item_group); + if (new_goal) + navigation_pushroute(this, new_goal); + } + } + } + } // if ran out of goals try to use an alternative goal or get a new strategy asap if(this.goalcurrent == NULL) { - this.bot_strategytime = 0; + navigation_goalrating_timeout_force(this); return; } @@ -716,23 +870,37 @@ void havocbot_movetogoal(entity this) if(autocvar_bot_debug_goalstack) debuggoalstack(this); - m1 = this.goalcurrent.origin + this.goalcurrent.mins; - m2 = this.goalcurrent.origin + this.goalcurrent.maxs; - destorg = this.origin; - destorg.x = bound(m1_x, destorg.x, m2_x); - destorg.y = bound(m1_y, destorg.y, m2_y); - destorg.z = bound(m1_z, destorg.z, m2_z); + bool bunnyhop_forbidden = false; + vector destorg = get_closer_dest(this.goalcurrent, this.origin); + + // in case bot ends up inside the teleport waypoint without touching + // the teleport itself, head to the teleport origin + if(this.goalcurrent.wpisbox && boxesoverlap(this.goalcurrent.absmin, this.goalcurrent.absmax, this.origin + eZ * this.mins.z, this.origin + eZ * this.maxs.z)) + { + bunnyhop_forbidden = true; + destorg = this.goalcurrent.origin; + if(destorg.z > this.origin.z) + PHYS_INPUT_BUTTON_JUMP(this) = true; + } + diff = destorg - this.origin; - //dist = vlen(diff); + + if (fabs(diff.x) < 10 && fabs(diff.y) < 10 + && this.goalcurrent == this.goalentity && time < this.goalentity_lock_timeout) + { + destorg = this.origin; + diff.x = 0; + diff.y = 0; + } + dir = normalize(diff); flatdir = diff;flatdir.z = 0; flatdir = normalize(flatdir); - gco = (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5; //if (this.bot_dodgevector_time < time) { - // this.bot_dodgevector_time = time + cvar("bot_ai_dodgeupdateinterval"); - // this.bot_dodgevector_jumpbutton = 1; + //this.bot_dodgevector_time = time + cvar("bot_ai_dodgeupdateinterval"); + //this.bot_dodgevector_jumpbutton = 1; evadeobstacle = '0 0 0'; evadelava = '0 0 0'; @@ -742,18 +910,20 @@ void havocbot_movetogoal(entity this) { if(this.waterlevel>WATERLEVEL_SWIMMING) { - // flatdir_z = 1; - this.aistatus |= AI_STATUS_OUT_WATER; + if(!this.goalcurrent) + this.aistatus |= AI_STATUS_OUT_WATER; + else if(destorg.z > this.origin.z) + PHYS_INPUT_BUTTON_JUMP(this) = true; } else { - if(this.velocity.z >= 0 && !(this.watertype == CONTENT_WATER && gco.z < this.origin.z) && + dir = flatdir; + if(this.velocity.z >= 0 && !(this.watertype == CONTENT_WATER && destorg.z < this.origin.z) && ( !(this.waterlevel == WATERLEVEL_WETFEET && this.watertype == CONTENT_WATER) || this.aistatus & AI_STATUS_OUT_WATER)) PHYS_INPUT_BUTTON_JUMP(this) = true; else PHYS_INPUT_BUTTON_JUMP(this) = false; } - dir = normalize(flatdir); } else { @@ -764,62 +934,91 @@ void havocbot_movetogoal(entity this) // jump if going toward an obstacle that doesn't look like stairs we // can walk up directly - offset = (vdist(this.velocity, >, 32) ? this.velocity * 0.2 : v_forward * 32); - tracebox(this.origin, this.mins, this.maxs, this.origin + offset, false, this); + vector deviation = '0 0 0'; + if (this.velocity) + { + deviation = vectoangles(diff) - vectoangles(this.velocity); + while (deviation.y < -180) deviation.y += 360; + while (deviation.y > 180) deviation.y -= 360; + } + vector flat_diff = vec2(diff); + offset = max(32, vlen(vec2(this.velocity)) * cos(deviation.y * DEG2RAD) * 0.2) * flatdir; + vector actual_destorg = this.origin + offset; + if (!this.goalstack01 || this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT) + { + if (vlen2(flat_diff) < vlen2(offset)) + { + actual_destorg.x = destorg.x; + actual_destorg.y = destorg.y; + } + } + else if (vdist(flat_diff, <, 32) && diff.z < -16) // destination is under the bot + { + actual_destorg.x = destorg.x; + actual_destorg.y = destorg.y; + } + else if (vlen2(flat_diff) < vlen2(offset)) + { + vector next_goal_org = (this.goalstack01.absmin + this.goalstack01.absmax) * 0.5; + vector next_dir = normalize(vec2(next_goal_org - destorg)); + float next_dist = vlen(vec2(this.origin + offset - destorg)); + actual_destorg = vec2(destorg) + next_dist * next_dir; + actual_destorg.z = this.origin.z; + } + + tracebox(this.origin, this.mins, this.maxs, actual_destorg, false, this); if (trace_fraction < 1) if (trace_plane_normal.z < 0.7) { s = trace_fraction; - tracebox(this.origin + stepheightvec, this.mins, this.maxs, this.origin + offset + stepheightvec, false, this); + tracebox(this.origin + stepheightvec, this.mins, this.maxs, actual_destorg + stepheightvec, false, this); if (trace_fraction < s + 0.01) if (trace_plane_normal.z < 0.7) { s = trace_fraction; - tracebox(this.origin + jumpstepheightvec, this.mins, this.maxs, this.origin + offset + jumpstepheightvec, false, this); + tracebox(this.origin + jumpstepheightvec, this.mins, this.maxs, actual_destorg + jumpstepheightvec, false, this); if (trace_fraction > s) PHYS_INPUT_BUTTON_JUMP(this) = true; } } // if bot for some reason doesn't get close to the current goal find another one - if(!IS_PLAYER(this.goalcurrent) && !(this.goalcurrent.bot_pickup_respawning && this.goalcurrent_distance < 50)) + if(!this.jumppadcount && !IS_PLAYER(this.goalcurrent)) + if(!(locked_goal && this.goalcurrent_distance_z < 50 && this.goalcurrent_distance_2d < 50)) + if(havocbot_checkgoaldistance(this, destorg)) { - float curr_dist = vlen(this.origin - this.goalcurrent.origin); - if(this.goalcurrent != this.goalcurrent_prev) - { - this.goalcurrent_prev = this.goalcurrent; - this.goalcurrent_distance = curr_dist; - this.goalcurrent_distance_time = 0; - } - else if(curr_dist > this.goalcurrent_distance) + if(this.goalcurrent_distance_time < 0) // can't get close for the second time { - if(!this.goalcurrent_distance_time) - this.goalcurrent_distance_time = time; - else if (time - this.goalcurrent_distance_time > 0.5) - { - this.goalcurrent_prev = NULL; - navigation_clearroute(this); - this.bot_strategytime = 0; - return; - } + navigation_clearroute(this); + navigation_goalrating_timeout_force(this); + return; } - else + + set_tracewalk_dest(this.goalcurrent, this.origin, false); + if (!tracewalk(this, this.origin, this.mins, this.maxs, + tracewalk_dest, tracewalk_dest_height, bot_navigation_movemode)) { - // reduce it a little bit so it works even with very small approaches to the goal - this.goalcurrent_distance = max(20, curr_dist - 15); - this.goalcurrent_distance_time = 0; + navigation_clearroute(this); + navigation_goalrating_timeout_force(this); + return; } + + // give bot only another chance to prevent bot getting stuck + // in case it thinks it can walk but actually can't + this.goalcurrent_distance_z = FLOAT_MAX; + this.goalcurrent_distance_2d = FLOAT_MAX; + this.goalcurrent_distance_time = -time; // mark second try } // Check for water/slime/lava and dangerous edges // (only when the bot is on the ground or jumping intentionally) + offset = (vdist(this.velocity, >, 32) ? this.velocity * 0.2 : v_forward * 32); vector dst_ahead = this.origin + this.view_ofs + offset; vector dst_down = dst_ahead - '0 0 3000'; traceline(this.origin + this.view_ofs, dst_ahead, true, NULL); bool unreachable = false; - bool ignorehazards = false; s = CONTENT_SOLID; if(trace_fraction == 1 && this.jumppadcount == 0 && !this.goalcurrent.wphardwired ) if((IS_ONGROUND(this)) || (this.aistatus & AI_STATUS_RUNNING) || (this.aistatus & AI_STATUS_ROAMING) || PHYS_INPUT_BUTTON_JUMP(this)) @@ -833,16 +1032,7 @@ void havocbot_movetogoal(entity this) s = pointcontents(trace_endpos + '0 0 1'); if (s != CONTENT_SOLID) if (s == CONTENT_LAVA || s == CONTENT_SLIME) - { evadelava = normalize(this.velocity) * -1; - if(this.waterlevel >= WATERLEVEL_WETFEET && (this.watertype == CONTENT_LAVA || this.watertype == CONTENT_SLIME)) - ignorehazards = true; - } - else if (s == CONTENT_WATER) - { - if(this.waterlevel >= WATERLEVEL_WETFEET && this.watertype == CONTENT_WATER) - ignorehazards = true; - } else if (s == CONTENT_SKY) evadeobstacle = normalize(this.velocity) * -1; else if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos)) @@ -852,7 +1042,7 @@ void havocbot_movetogoal(entity this) tracebox(dst_ahead, this.mins, this.maxs, dst_down, true, this); if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos)) { - if (gco.z > this.origin.z + jumpstepheightvec.z) + if (destorg.z > this.origin.z + jumpstepheightvec.z) { // the goal is probably on an upper platform, assume bot can't get there unreachable = true; @@ -871,15 +1061,16 @@ void havocbot_movetogoal(entity this) if(evadeobstacle || evadelava || (s == CONTENT_WATER)) { - if(!ignorehazards) - this.aistatus |= AI_STATUS_DANGER_AHEAD; + this.aistatus |= AI_STATUS_DANGER_AHEAD; if(IS_PLAYER(this.goalcurrent)) unreachable = true; } if(unreachable) { navigation_clearroute(this); - this.bot_strategytime = 0; + navigation_goalrating_timeout_force(this); + this.ignoregoal = this.goalcurrent; + this.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout; } } @@ -912,17 +1103,17 @@ void havocbot_movetogoal(entity this) //dir = this.bot_dodgevector; //if (this.bot_dodgevector_jumpbutton) // PHYS_INPUT_BUTTON_JUMP(this) = true; - this.movement_x = dir * v_forward * maxspeed; - this.movement_y = dir * v_right * maxspeed; - this.movement_z = dir * v_up * maxspeed; + CS(this).movement_x = dir * v_forward * maxspeed; + CS(this).movement_y = dir * v_right * maxspeed; + CS(this).movement_z = dir * v_up * maxspeed; // Emulate keyboard interface if (skill < 10) havocbot_keyboard_movement(this, destorg); // Bunnyhop! -// if(this.aistatus & AI_STATUS_ROAMING) - if(this.goalcurrent) + //if(this.aistatus & AI_STATUS_ROAMING) + if(!bunnyhop_forbidden && this.goalcurrent) if(skill+this.bot_moveskill >= autocvar_bot_ai_bunnyhop_skilloffset) havocbot_bunnyhop(this, dir); @@ -1078,10 +1269,10 @@ float havocbot_chooseweapon_checkreload(entity this, .entity weaponentity, int n // if this weapon is scheduled for reloading, don't switch to it during combat if (this.(weaponentity).weapon_load[new_weapon] < 0) { - FOREACH(Weapons, it != WEP_Null, LAMBDA( + FOREACH(Weapons, it != WEP_Null, { if(it.wr_checkammo1(it, this, weaponentity) + it.wr_checkammo2(it, this, weaponentity)) return true; // other weapon available - )); + }); } return false; @@ -1103,13 +1294,13 @@ void havocbot_chooseweapon(entity this, .entity weaponentity) { // If no weapon was chosen get the first available weapon if(this.(weaponentity).m_weapon==WEP_Null) - FOREACH(Weapons, it != WEP_Null, LAMBDA( + FOREACH(Weapons, it != WEP_Null, { if(client_hasweapon(this, it, weaponentity, true, false)) { this.(weaponentity).m_switchweapon = it; return; } - )); + }); return; } @@ -1202,10 +1393,10 @@ void havocbot_aim(entity this) vector enemyvel = this.enemy.velocity; if (!this.enemy.waterlevel) enemyvel.z = 0; - lag_additem(this, time + this.ping, 0, 0, this.enemy, this.origin, myvel, (this.enemy.absmin + this.enemy.absmax) * 0.5, enemyvel); + lag_additem(this, time + CS(this).ping, 0, 0, this.enemy, this.origin, myvel, (this.enemy.absmin + this.enemy.absmax) * 0.5, enemyvel); } else - lag_additem(this, time + this.ping, 0, 0, NULL, this.origin, myvel, ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5, '0 0 0'); + lag_additem(this, time + CS(this).ping, 0, 0, NULL, this.origin, myvel, ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5, '0 0 0'); } bool havocbot_moveto_refresh_route(entity this) @@ -1263,7 +1454,8 @@ float havocbot_moveto(entity this, vector pos) debuggoalstack(this); // Heading - vector dir = ( ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5 ) - (this.origin + this.view_ofs); + vector dir = get_closer_dest(this.goalcurrent, this.origin); + dir = dir - (this.origin + this.view_ofs); dir.z = 0; bot_aimdir(this, dir, -1);