#include <common/constants.qh>
#include <common/net_linked.qh>
+#include <common/mapobjects/func/ladder.qh>
#include <common/mapobjects/trigger/jumppads.qh>
.float speed;
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 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(this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
{
+ if (!this.goalcurrent.wpisbox // warpzone
+ && vlen2(this.origin - this.goalstack01.origin) < vlen2(this.origin - this.goalcurrent.origin))
+ {
+ navigation_poproute(this);
+ ++removed_goals;
+ navigation_poproute(this);
+ ++removed_goals;
+ return removed_goals;
+ }
+
// 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 && TELEPORT_USED(this, this.goalcurrent))
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)
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;