#include <common/constants.qh>
#include <common/net_linked.qh>
-#include <common/triggers/trigger/jumppads.qh>
+#include <common/mapobjects/func/ladder.qh>
+#include <common/mapobjects/trigger/jumppads.qh>
.float speed;
return this.bot_strategytime < time;
}
+#define MAX_CHASE_DISTANCE 700
bool navigation_goalrating_timeout_can_be_anticipated(entity this)
{
- if(time > this.bot_strategytime - (IS_MOVABLE(this.goalentity) ? 3 : 2))
+ vector gco = (this.goalentity.absmin + this.goalentity.absmax) * 0.5;
+ if (vdist(gco - this.origin, >, autocvar_sv_maxspeed * 1.5)
+ && time > this.bot_strategytime - (IS_MOVABLE(this.goalentity) ? 3 : 2))
+ {
return true;
+ }
if (this.goalentity.bot_pickup && time > this.bot_strategytime - 5)
{
- vector gco = (this.goalentity.absmin + this.goalentity.absmax) * 0.5;
if(!havocbot_goalrating_item_pickable_check_players(this, this.origin, this.goalentity, gco))
{
this.ignoregoal = this.goalentity;
this.nearestwaypointtimeout = time;
}
-void navigation_dynamicgoal_set(entity this)
+void navigation_dynamicgoal_set(entity this, entity dropper)
{
this.nearestwaypointtimeout = time;
+ if (dropper && dropper.nearestwaypointtimeout && dropper.nearestwaypointtimeout < time + 2)
+ this.nearestwaypoint = dropper.nearestwaypoint;
if (this.nearestwaypoint)
this.nearestwaypointtimeout += 2;
}
vector dest = '0 0 0';
if ((ent.classname != "waypoint") || ent.wpisbox)
{
- vector wm1 = ent.origin + ent.mins - eZ * (PL_MAX_CONST.z - 1);
- vector wm2 = ent.origin + ent.maxs - eZ * (PL_MIN_CONST.z + 1);
+ vector wm1 = ent.origin + ent.mins;
+ vector wm2 = ent.origin + ent.maxs;
dest.x = bound(wm1.x, org.x, wm2.x);
dest.y = bound(wm1.y, org.y, wm2.y);
dest.z = bound(wm1.z, org.z, wm2.z);
{
if ((ent.classname != "waypoint") || ent.wpisbox)
{
- vector wm1 = ent.origin + ent.mins - eZ * (PL_MAX_CONST.z - 1);
- vector wm2 = ent.origin + ent.maxs - eZ * (PL_MIN_CONST.z + 1);
+ vector wm1 = ent.origin + ent.mins;
+ vector wm2 = ent.origin + ent.maxs;
if (IS_PLAYER(ent) || IS_MONSTER(ent))
{
// move destination point out of player bbox otherwise tracebox always fails
// z coord is set to ent's min height
tracewalk_dest.x = bound(wm1.x, org.x, wm2.x);
tracewalk_dest.y = bound(wm1.y, org.y, wm2.y);
- tracewalk_dest.z = wm1.z;
- tracewalk_dest_height = wm2.z - wm1.z; // destination height
+ if ((IS_PLAYER(ent) || IS_MONSTER(ent))
+ && org.x == tracewalk_dest.x && org.y == tracewalk_dest.y && org.z > tracewalk_dest.z)
+ {
+ tracewalk_dest.z = wm2.z - PL_MIN_CONST.z;
+ tracewalk_dest_height = 0;
+ fix_player_dest = false;
+ }
+ else
+ {
+ tracewalk_dest.z = wm1.z;
+ tracewalk_dest_height = wm2.z - wm1.z;
+ }
}
else
{
vector closer_dest = '0 0 0';
if ((ent.classname != "waypoint") || ent.wpisbox)
{
- vector wm1 = ent.origin + ent.mins - eZ * (PL_MAX_CONST.z - 1);
- vector wm2 = ent.origin + ent.maxs - eZ * (PL_MIN_CONST.z + 1);
+ vector wm1 = ent.origin + ent.mins;
+ vector wm2 = ent.origin + ent.maxs;
closer_dest.x = bound(wm1.x, org.x, wm2.x);
closer_dest.y = bound(wm1.y, org.y, wm2.y);
closer_dest.z = bound(wm1.z, org.z, wm2.z);
// rough simulation of walking from one point to another to test if a path
// can be traveled, used for waypoint linking and havocbot
// if end_height is > 0 destination is any point in the vertical segment [end, end + end_height * eZ]
+// INFO: the command sv_cmd trace walk is useful to test this function in game
bool tracewalk(entity e, vector start, vector m1, vector m2, vector end, float end_height, float movemode)
{
if(autocvar_bot_debug_tracewalk)
int nav_action;
// Analyze starting point
- traceline(start, start, MOVE_NORMAL, e);
- if (trace_dpstartcontents & (DPCONTENTS_SLIME | DPCONTENTS_LAVA))
+ if (IN_LAVA(start))
ignorehazards = true;
tracebox(start, m1, m2, start, MOVE_NOMONSTERS, e);
this.goalcurrent_distance_z = FLOAT_MAX;
this.goalcurrent_distance_time = 0;
this.goalentity_lock_timeout = 0;
+ this.goalentity_shouldbefrozen = false;
this.goalentity = NULL;
this.goalcurrent = NULL;
this.goalstack01 = NULL;
vector pm2 = ent.origin + ent.maxs;
// do two scans, because box test is cheaper
- IL_EACH(g_waypoints, it != ent && it != except,
+ IL_EACH(g_waypoints, it != ent && it != except && !(it.wpflags & WAYPOINTFLAG_TELEPORT),
{
if(boxesoverlap(pm1, pm2, it.absmin, it.absmax))
{
tracewalk_dest, tracewalk_dest_height, walkfromwp, bestdist))
{
if (walkfromwp)
- bestdist = vlen(tracewalk_dest - org);
+ bestdist = vlen(tracewalk_dest - v);
else
bestdist = vlen(v - org);
best = it;
// updates the best goal according to a weighted calculation of travel cost and item value of a new proposed item
void navigation_routerating(entity this, entity e, float f, float rangebias)
{
- if (!e)
- return;
-
- if(e.blacklisted)
- return;
+ if (!e || e.blacklisted) { return; }
rangebias = waypoint_getlinearcost(rangebias);
f = waypoint_getlinearcost(f);
if (IS_PLAYER(e))
{
bool rate_wps = false;
- if((e.flags & FL_INWATER) || (e.flags & FL_PARTIALGROUND))
+ if (e.watertype < CONTENT_WATER || (e.waterlevel > WATERLEVEL_WETFEET && !STAT(FROZEN, e))
+ || (e.flags & FL_PARTIALGROUND))
+ {
rate_wps = true;
+ }
if(!IS_ONGROUND(e))
{
{
entity theEnemy = e;
entity best_wp = NULL;
- float best_dist = 10000;
- IL_EACH(g_waypoints, vdist(it.origin - theEnemy.origin, <, 500)
+ float best_dist = FLOAT_MAX;
+ IL_EACH(g_waypoints, !(it.wpflags & WAYPOINTFLAG_TELEPORT)
+ && vdist(it.origin - theEnemy.origin, <, 500)
&& vdist(it.origin - this.origin, >, 100)
- && !(it.wpflags & WAYPOINTFLAG_TELEPORT),
+ && vdist(it.origin - this.origin, <, 10000),
{
- float dist = vlen(it.origin - theEnemy.origin);
+ float dist = vlen2(it.origin - theEnemy.origin);
if (dist < best_dist)
{
best_wp = it;
//print("routerating ", etos(e), " = ", ftos(f), " - ", ftos(rangebias), "\n");
// Evaluate path using jetpack
- if(g_jetpack)
if(this.items & IT_JETPACK)
if(autocvar_bot_ai_navigation_jetpack)
if(vdist(this.origin - goal_org, >, autocvar_bot_ai_navigation_jetpack_mindistance))
t += xydistance / autocvar_g_jetpack_maxspeed_side;
fuel = t * autocvar_g_jetpack_fuel * 0.8;
- LOG_DEBUG("jetpack ai: required fuel ", ftos(fuel), " this.ammo_fuel ", ftos(this.ammo_fuel));
+ LOG_DEBUG("jetpack ai: required fuel ", ftos(fuel), ", have ", ftos(GetResourceAmount(this, RESOURCE_FUEL)));
// enough fuel ?
- if(this.ammo_fuel>fuel)
+ if(GetResourceAmount(this, RESOURCE_FUEL) > fuel || (this.items & IT_UNLIMITED_WEAPON_AMMO))
{
// Estimate cost
// (as onground costs calculation is mostly based on distances, here we do the same establishing some relationship
nwp = e.nearestwaypoint;
}
- LOG_DEBUG("-- checking ", e.classname, " (with cost ", ftos(nwp.wpcost), ")");
if (nwp && nwp.wpcost < 10000000)
{
//te_wizspike(nwp.wpnearestpoint);
else
nwptoitem_cost = waypoint_gettravelcost(nwp.wpnearestpoint, goal_org, nwp, e);
float cost = nwp.wpcost + nwptoitem_cost;
- LOG_DEBUG(e.classname, " ", ftos(f), "/(1+", ftos(cost), "/", ftos(rangebias), ") = ");
+ LOG_DEBUG("checking ^5", e.classname, "^7 with base rating ^xf04", ftos(f), "^7 and rangebias ^xf40", ftos(rangebias));
f = f * rangebias / (rangebias + cost);
- LOG_DEBUG("considering ", e.classname, " (with rating ", ftos(f), ")");
+ LOG_DEBUG(" ^5", e.classname, "^7 with cost ^6", ftos(cost), "^7 and final rating ^2", ftos(f));
if (navigation_bestrating < f)
{
- LOG_DEBUG("ground path: added goal ", e.classname, " (with rating ", ftos(f), ")");
+ LOG_DEBUG(" ground path: ^3added goal ^5", e.classname);
navigation_bestrating = f;
navigation_bestgoal = e;
}
// if it can reach the goal there is nothing more to do
set_tracewalk_dest(e, startposition, true);
- if (trace_ent == this || tracewalk(this, startposition, STAT(PL_MIN, this), STAT(PL_MAX, this),
- tracewalk_dest, tracewalk_dest_height, bot_navigation_movemode))
+ if ((!IS_MOVABLE(this.goalcurrent) || vdist(tracewalk_dest - this.origin, <, MAX_CHASE_DISTANCE))
+ && (trace_ent == this || tracewalk(this, startposition, STAT(PL_MIN, this), STAT(PL_MAX, this),
+ tracewalk_dest, tracewalk_dest_height, bot_navigation_movemode)))
{
return true;
}
// often path can be optimized by not adding the nearest waypoint
if (this.goalentity.navigation_dynamicgoal || autocvar_g_waypointeditor)
{
- set_tracewalk_dest(this.goalentity, nearest_wp.enemy.origin, true);
- if (trace_ent == this || (vdist(tracewalk_dest - nearest_wp.enemy.origin, <, 1050)
- && tracewalk(this, nearest_wp.enemy.origin, STAT(PL_MIN, this), STAT(PL_MAX, this),
- tracewalk_dest, tracewalk_dest_height, bot_navigation_movemode)))
+ if (nearest_wp.enemy.wpcost < autocvar_bot_ai_strategyinterval_movingtarget)
{
- e = nearest_wp.enemy;
+ if (vdist(vec2(this.goalentity.origin - nearest_wp.origin), <, 32))
+ e = nearest_wp.enemy;
+ else
+ {
+ set_tracewalk_dest(this.goalentity, nearest_wp.enemy.origin, true);
+ if (trace_ent == this || (vdist(tracewalk_dest - nearest_wp.enemy.origin, <, 1050)
+ && vlen2(tracewalk_dest - nearest_wp.enemy.origin) < vlen2(nearest_wp.origin - nearest_wp.enemy.origin)
+ && tracewalk(this, nearest_wp.enemy.origin, STAT(PL_MIN, this), STAT(PL_MAX, this),
+ tracewalk_dest, tracewalk_dest_height, bot_navigation_movemode)))
+ {
+ e = nearest_wp.enemy;
+ }
+ }
}
}
else if(navigation_item_islinked(nearest_wp.enemy, this.goalentity))
return false;
}
+// shorten path by removing intermediate goals
+bool navigation_shortenpath(entity this)
+{
+ if (!this.goalstack01 || wasfreed(this.goalstack01))
+ return false;
+ if (this.bot_tracewalk_time > time)
+ return false;
+ this.bot_tracewalk_time = max(time, this.bot_tracewalk_time) + 0.25;
+
+ bool cut_allowed = false;
+ entity next = this.goalentity;
+ // evaluate whether bot can discard current route and chase directly a player, trying to
+ // keep waypoint route as long as possible, as it is safer and faster (bot can bunnyhop)
+ if (IS_MOVABLE(next))
+ {
+ set_tracewalk_dest(next, this.origin, true);
+ if (vdist(this.origin - tracewalk_dest, <, 200))
+ cut_allowed = true;
+ else if (vdist(tracewalk_dest - this.origin, <, MAX_CHASE_DISTANCE)
+ && vdist(tracewalk_dest - this.goalcurrent.origin, >, 200)
+ && vdist(this.origin - this.goalcurrent.origin, >, 100)
+ && checkpvs(this.origin + this.view_ofs, next))
+ {
+ if (vlen2(next.origin - this.origin) < vlen2(this.goalcurrent.origin - this.origin))
+ cut_allowed = true;
+ else
+ {
+ vector deviation = vectoangles(this.goalcurrent.origin - this.origin) - vectoangles(next.origin - this.origin);
+ while (deviation.y < -180) deviation.y += 360;
+ while (deviation.y > 180) deviation.y -= 360;
+ if (fabs(deviation.y) > 25)
+ cut_allowed = true;
+ }
+ }
+ if (cut_allowed)
+ {
+ if (trace_ent == this || tracewalk(this, this.origin, this.mins, this.maxs,
+ tracewalk_dest, tracewalk_dest_height, bot_navigation_movemode))
+ {
+ LOG_DEBUG("path optimized for ", this.netname, ", route cleared");
+ do
+ {
+ navigation_poproute(this);
+ }
+ while (this.goalcurrent != next);
+ return true;
+ }
+ return false;
+ }
+ }
+
+ next = this.goalstack01;
+ // if for some reason the bot is closer to the next goal, pop the current one
+ if (!IS_MOVABLE(next) // already checked in the previous case
+ && vlen2(this.goalcurrent.origin - next.origin) > vlen2(next.origin - this.origin)
+ && checkpvs(this.origin + this.view_ofs, next))
+ {
+ set_tracewalk_dest(next, this.origin, true);
+ cut_allowed = true;
+ }
+
+ if (cut_allowed)
+ {
+ if (trace_ent == this || tracewalk(this, this.origin, this.mins, this.maxs,
+ tracewalk_dest, tracewalk_dest_height, bot_navigation_movemode))
+ {
+ LOG_DEBUG("path optimized for ", this.netname, ", removed a goal from the queue");
+ navigation_poproute(this);
+ return true;
+ }
+ }
+ return false;
+}
+
// removes any currently touching waypoints from the goal stack
// (this is how bots detect if they reached a goal)
int navigation_poptouchedgoals(entity this)
{
int removed_goals = 0;
- if(IS_PLAYER(this.goalcurrent) && IS_DEAD(this.goalcurrent) && checkpvs(this.origin + this.view_ofs, this.goalcurrent))
- {
- navigation_poproute(this);
- ++removed_goals;
- }
+ if(!this.goalcurrent)
+ return removed_goals;
if(this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
{
// make sure jumppad is really hit, don't rely on distance based checks
// as they may report a touch even if it didn't really happen
- if(this.lastteleporttime > 0
- && time - this.lastteleporttime < ((this.goalcurrent.wpflags & WAYPOINTFLAG_PERSONAL) ? 2 : 0.15))
+ if(this.lastteleporttime > 0 && TELEPORT_USED(this, this.goalcurrent))
{
if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_GOING)
if(this.goalcurrent.wpflags & WAYPOINTFLAG_PERSONAL && this.goalcurrent.owner==this)
this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_GOING;
this.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_REACHED;
}
+ if(this.jumppadcount)
+ {
+ // remove jumppad waypoint after a random delay to prevent bots getting
+ // stuck on certain jumppads that require an extra initial horizontal speed
+ float max_delay = 0.1;
+ if (vdist(vec2(this.velocity), >, 2 * autocvar_sv_maxspeed))
+ max_delay = 0.05;
+ if (time - this.lastteleporttime < random() * max_delay)
+ return removed_goals;
+ }
navigation_poproute(this);
this.lastteleporttime = 0;
++removed_goals;
else
return removed_goals;
}
-
- // If for some reason the bot is closer to the next goal, pop the current one
- // randomness should help to get unstuck bot on certain hard paths with climbs and tight corners
- if (this.goalstack01 && !wasfreed(this.goalstack01) && random() < 0.7)
+ else if (this.lastteleporttime > 0)
{
- entity next = IS_PLAYER(this.goalentity) ? this.goalentity : this.goalstack01;
- if (vlen2(this.goalcurrent.origin - next.origin) > vlen2(next.origin - this.origin)
- && checkpvs(this.origin + this.view_ofs, next))
+ // sometimes bot is pushed so hard (by a jumppad or a shot) that ends up touching the next
+ // teleport / jumppad / warpzone present in its path skipping check of one or more goals
+ // if so immediately fix bot path by removing skipped goals
+ entity tele_ent = NULL;
+ if (this.goalstack01 && (this.goalstack01.wpflags & WAYPOINTFLAG_TELEPORT))
+ tele_ent = this.goalstack01;
+ else if (this.goalstack02 && (this.goalstack02.wpflags & WAYPOINTFLAG_TELEPORT))
+ tele_ent = this.goalstack02;
+ else if (this.goalstack03 && (this.goalstack03.wpflags & WAYPOINTFLAG_TELEPORT))
+ tele_ent = this.goalstack03;
+ if (tele_ent && TELEPORT_USED(this, tele_ent))
{
- set_tracewalk_dest(next, this.origin, true);
- if (trace_ent == this || tracewalk(this, this.origin, this.mins, this.maxs,
- tracewalk_dest, tracewalk_dest_height, bot_navigation_movemode))
+ if (this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_GOING)
+ if (tele_ent.wpflags & WAYPOINTFLAG_PERSONAL && tele_ent.owner == this)
{
- LOG_DEBUG("path optimized for ", this.netname, ", removed a goal from the queue");
- do
- {
- // loop clears the whole route if next is a player
- navigation_poproute(this);
- ++removed_goals;
- }
- while (this.goalcurrent == next);
- if (this.goalcurrent && this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
- return removed_goals;
- // TODO this may also be a nice idea to do "early" (e.g. by
- // manipulating the vlen() comparisons) to shorten paths in
- // general - this would make bots walk more "on rails" than
- // "zigzagging" which they currently do with sufficiently
- // random-like waypoints, and thus can make a nice bot
- // personality property
+ this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_GOING;
+ this.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_REACHED;
+ }
+ while (this.goalcurrent != tele_ent)
+ {
+ navigation_poproute(this);
+ ++removed_goals;
}
+ navigation_poproute(this);
+ this.lastteleporttime = 0;
+ ++removed_goals;
+ return removed_goals;
}
}
gc_min = this.goalcurrent.origin - '1 1 1' * 12;
gc_max = this.goalcurrent.origin + '1 1 1' * 12;
}
- if(!boxesoverlap(this.absmin, this.absmax, gc_min, gc_max))
- break;
+ if (time < this.ladder_time)
+ {
+ if (!boxesoverlap(this.absmin, this.absmax - eZ * STAT(PL_MAX, this).z, gc_min, gc_max))
+ break;
+ }
+ else
+ {
+ if (!boxesoverlap(this.absmin, this.absmax, gc_min, gc_max))
+ break;
+ }
// Detect personal waypoints
if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_GOING)
entity navigation_get_really_close_waypoint(entity this)
{
entity wp = this.goalcurrent;
- if(!wp || vdist(wp.origin - this.origin, >, 50))
+ if(!wp)
wp = this.goalcurrent_prev;
if(!wp)
return NULL;
+ if(wp != this.goalcurrent_prev && vdist(wp.origin - this.origin, >, 50))
+ {
+ wp = this.goalcurrent_prev;
+ if(!wp)
+ return NULL;
+ }
if(wp.classname != "waypoint")
{
wp = wp.nearestwaypoint;
}
if(vdist(wp.origin - this.origin, >, 50))
{
+ wp = NULL;
IL_EACH(g_waypoints, !(it.wpflags & WAYPOINTFLAG_TELEPORT),
{
if(vdist(it.origin - this.origin, <, 50))
break;
}
});
+ if(!wp)
+ return NULL;
}
if(wp.wpflags & WAYPOINTFLAG_TELEPORT)
return NULL;
this.aistatus |= AI_STATUS_STUCK;
}
}
+ this.goalentity_shouldbefrozen = boolean(STAT(FROZEN, this.goalentity));
}
void botframe_updatedangerousobjects(float maxupdate)
void navigation_unstuck(entity this)
{
- float search_radius = 1000;
-
if (!autocvar_bot_wander_enable)
return;
+ bool has_user_waypoints = false;
+ IL_EACH(g_waypoints, !(it.wpflags & WAYPOINTFLAG_GENERATED),
+ {
+ has_user_waypoints = true;
+ break;
+ });
+ if (!has_user_waypoints)
+ return;
+
+ float search_radius = 1000;
+
if (!bot_waypoint_queue_owner)
{
LOG_DEBUG(this.netname, " stuck, taking over the waypoints queue");
float d = vlen2(this.origin - bot_waypoint_queue_goal.origin);
LOG_DEBUG(this.netname, " evaluating ", bot_waypoint_queue_goal.classname, " with distance ", ftos(d));
set_tracewalk_dest(bot_waypoint_queue_goal, this.origin, false);
- if (tracewalk(bot_waypoint_queue_goal, this.origin, STAT(PL_MIN, this), STAT(PL_MAX, this),
+ if (tracewalk(this, this.origin, STAT(PL_MIN, this), STAT(PL_MAX, this),
tracewalk_dest, tracewalk_dest_height, bot_navigation_movemode))
{
if( d > bot_waypoint_queue_bestgoalrating)
bot_waypoint_queue_bestgoal = bot_waypoint_queue_goal;
}
}
+
+ // move to a random waypoint while bot is searching for a walkable path;
+ // this is usually sufficient to unstuck bots from bad spots or when other
+ // bots of the same team block all their ways
+ if (!bot_waypoint_queue_bestgoal && (!this.goalentity || random() < 0.1))
+ {
+ navigation_clearroute(this);
+ navigation_routetogoal(this, bot_waypoint_queue_goal, this.origin);
+ navigation_goalrating_timeout_expire(this, 1 + random() * 2);
+ }
+
bot_waypoint_queue_goal = bot_waypoint_queue_goal.bot_waypoint_queue_nextgoal;
if (!bot_waypoint_queue_goal)
if (bot_waypoint_queue_bestgoal)
{
LOG_DEBUG(this.netname, " stuck, reachable waypoint found, heading to it");
+ navigation_clearroute(this);
navigation_routetogoal(this, bot_waypoint_queue_bestgoal, this.origin);
navigation_goalrating_timeout_set(this);
this.aistatus &= ~AI_STATUS_STUCK;