#include <common/constants.qh>
#include <common/net_linked.qh>
+#include <common/mapobjects/func/ladder.qh>
#include <common/mapobjects/trigger/jumppads.qh>
.float speed;
#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;
}
// 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
{
// 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))
{
// 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;
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 || (this.items & IT_UNLIMITED_WEAPON_AMMO))
+ 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;
}
}
// shorten path by removing intermediate goals
-void navigation_shortenpath(entity this)
+bool navigation_shortenpath(entity this)
{
if (!this.goalstack01 || wasfreed(this.goalstack01))
- return;
+ return false;
if (this.bot_tracewalk_time > time)
- return;
+ return false;
this.bot_tracewalk_time = max(time, this.bot_tracewalk_time) + 0.25;
bool cut_allowed = false;
navigation_poproute(this);
}
while (this.goalcurrent != next);
+ return true;
}
- return;
+ return false;
}
}
{
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.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;
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)
this.aistatus |= AI_STATUS_STUCK;
}
}
+ this.goalentity_shouldbefrozen = boolean(STAT(FROZEN, this.goalentity));
}
void botframe_updatedangerousobjects(float maxupdate)
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;