X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fbot%2Fdefault%2Fhavocbot%2Fhavocbot.qc;h=3d4e298d13fe6196ab4784a297f677a62795faf3;hb=438689d3feb91ed0fe07b32a15d0ad9e83c774ae;hp=9f3e075f1d6fbbbd7290d0e361c6df2e9601e418;hpb=7f042267d93f57719b68f0725af14d444f5c8932;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/bot/default/havocbot/havocbot.qc b/qcsrc/server/bot/default/havocbot/havocbot.qc index 9f3e075f1..3d4e298d1 100644 --- a/qcsrc/server/bot/default/havocbot/havocbot.qc +++ b/qcsrc/server/bot/default/havocbot/havocbot.qc @@ -9,6 +9,7 @@ #include "../waypoints.qh" #include +#include #include #include #include @@ -30,10 +31,6 @@ void havocbot_ai(entity this) if(bot_execute_commands(this)) return; - if(this.goalcurrent) - if(wasfreed(this.goalcurrent)) - navigation_poproute(this); - if (bot_strategytoken == this) if (!bot_strategytoken_taken) { @@ -147,7 +144,7 @@ void havocbot_ai(entity this) //heading = this.velocity; //dprint(this.goalstack01.classname,etos(this.goalstack01),"\n"); if( - this.goalstack01 != this && this.goalstack01 != NULL && ((this.aistatus & AI_STATUS_RUNNING) == 0) && + this.goalstack01 != this && this.goalstack01 && !wasfreed(this.goalstack01) && ((this.aistatus & AI_STATUS_RUNNING) == 0) && !(this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT) ) next = ((this.goalstack01.absmin + this.goalstack01.absmax) * 0.5) - (this.origin + this.view_ofs); @@ -183,7 +180,7 @@ void havocbot_ai(entity this) // we are currently holding a weapon that's not fully loaded, reload it if(skill >= 2) // bots can only reload the held weapon on purpose past this skill if(this.(weaponentity).clip_load < this.(weaponentity).clip_size) - this.impulse = 20; // "press" the reload button, not sure if this is done right + this.impulse = IMP_weapon_reload.impulse; // not sure if this is done right // if we're not reloading a weapon, switch to any weapon in our invnetory that's not fully loaded to reload it next // the code above executes next frame, starting the reloading then @@ -192,7 +189,10 @@ void havocbot_ai(entity this) { FOREACH(Weapons, it != WEP_Null, LAMBDA( 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; + } )); } } @@ -290,7 +290,8 @@ void havocbot_bunnyhop(entity this, vector dir) maxspeed = autocvar_sv_maxspeed; - if(this.aistatus & AI_STATUS_DANGER_AHEAD) + if(this.aistatus & AI_STATUS_RUNNING && vdist(this.velocity, <, autocvar_sv_maxspeed * 0.75) + || this.aistatus & AI_STATUS_DANGER_AHEAD) { this.aistatus &= ~AI_STATUS_RUNNING; PHYS_INPUT_BUTTON_JUMP(this) = false; @@ -316,7 +317,7 @@ void havocbot_bunnyhop(entity this, vector dir) // Run only to visible goals if(IS_ONGROUND(this)) - if(this.speed==maxspeed) + if(vlen(this.velocity - eZ * this.velocity.z) >= autocvar_sv_maxspeed) // if -really- running if(checkpvs(this.origin + this.view_ofs, this.goalcurrent)) { this.bot_lastseengoal = this.goalcurrent; @@ -346,7 +347,7 @@ void havocbot_bunnyhop(entity this, vector dir) if(this.goalcurrent.classname=="waypoint") if (!(this.goalcurrent.wpflags & WAYPOINTFLAG_PERSONAL)) if(fabs(gco.z - this.origin.z) < this.maxs.z - this.mins.z) - if(this.goalstack01!=NULL) + if(this.goalstack01 && !wasfreed(this.goalstack01)) { gno = (this.goalstack01.absmin + this.goalstack01.absmax) * 0.5; deviation = vectoangles(gno - this.origin) - vectoangles(gco - this.origin); @@ -368,7 +369,8 @@ void havocbot_bunnyhop(entity this, vector dir) if(checkdistance) { this.aistatus &= ~AI_STATUS_RUNNING; - if(bunnyhopdistance > autocvar_bot_ai_bunnyhop_stopdistance) + // 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; } else @@ -427,7 +429,6 @@ void havocbot_movetogoal(entity this) vector m2; vector evadeobstacle; vector evadelava; - float s; float maxspeed; vector gco; //float dist; @@ -498,7 +499,7 @@ void havocbot_movetogoal(entity this) // Flying PHYS_INPUT_BUTTON_HOOK(this) = true; - if(this.navigation_jetpack_point.z - STAT(PL_MAX, NULL).z + STAT(PL_MIN, NULL).z < this.origin.z) + 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; @@ -510,19 +511,22 @@ void havocbot_movetogoal(entity this) 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(fabs(this.velocity.z)<50) { entity newgoal = NULL; - IL_EACH(g_waypoints, vdist(it.origin - this.origin, <=, 1000), + 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), { traceline(this.origin + this.view_ofs, ((it.absmin + it.absmax) * 0.5), true, this); if(trace_fraction < 1) continue; - if(!newgoal || vlen2(it.origin - this.origin) > vlen2(newgoal.origin - this.origin)) + if(!newgoal || ((random() < 0.8) && vlen2(it.origin - this.origin) > vlen2(newgoal.origin - this.origin))) newgoal = it; }); @@ -532,6 +536,8 @@ void havocbot_movetogoal(entity this) this.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout; navigation_clearroute(this); navigation_routetogoal(this, newgoal, this.origin); + if(autocvar_bot_debug_goalstack) + debuggoalstack(this); this.aistatus &= ~AI_STATUS_OUT_JUMPPAD; } } @@ -540,12 +546,10 @@ void havocbot_movetogoal(entity this) } else { - if(this.velocity.z>0) + if(time - this.lastteleporttime > 0.3 && this.velocity.z > 0) { - float threshold; vector velxy = this.velocity; velxy_z = 0; - threshold = maxspeed * 0.2; - if(vdist(velxy, <, threshold)) + if(vdist(velxy, <, autocvar_sv_maxspeed * 0.2)) { LOG_TRACE("Warning: ", this.netname, " got stuck on a jumppad (velocity in xy is ", vtos(velxy), "), trying to get out of it now"); this.aistatus |= AI_STATUS_OUT_JUMPPAD; @@ -670,7 +674,38 @@ void havocbot_movetogoal(entity this) if (this.goalcurrent == NULL) return; - if (this.goalcurrent) + + bool locked_goal = false; + if(this.goalentity && wasfreed(this.goalentity)) + { + navigation_clearroute(this); + this.bot_strategytime = 0; + return; + } + else if(this.goalentity.bot_pickup) + { + if(this.goalentity.bot_pickup_respawning) + { + if(this.goalentity.solid) // item respawned + 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; + } + else if(this.goalentity == this.goalcurrent) + locked_goal = true; // wait for item to respawn + } + else if(!this.goalentity.solid) + { + navigation_clearroute(this); + this.bot_strategytime = 0; + return; + } + } + if(!locked_goal) navigation_poptouchedgoals(this); // if ran out of goals try to use an alternative goal or get a new strategy asap @@ -704,6 +739,7 @@ void havocbot_movetogoal(entity this) evadeobstacle = '0 0 0'; evadelava = '0 0 0'; + makevectors(this.v_angle.y * '0 1 0'); if (this.waterlevel) { if(this.waterlevel>WATERLEVEL_SWIMMING) @@ -720,36 +756,37 @@ void havocbot_movetogoal(entity this) PHYS_INPUT_BUTTON_JUMP(this) = false; } dir = normalize(flatdir); - makevectors(this.v_angle.y * '0 1 0'); } else { + float s; + vector offset; if(this.aistatus & AI_STATUS_OUT_WATER) this.aistatus &= ~AI_STATUS_OUT_WATER; // jump if going toward an obstacle that doesn't look like stairs we // can walk up directly - tracebox(this.origin, this.mins, this.maxs, this.origin + this.velocity * 0.2, false, this); + offset = (vdist(this.velocity, >, 32) ? this.velocity * 0.2 : v_forward * 32); + tracebox(this.origin, this.mins, this.maxs, this.origin + offset, 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 + this.velocity * 0.2 + stepheightvec, false, this); + tracebox(this.origin + stepheightvec, this.mins, this.maxs, this.origin + offset + 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 + this.velocity * 0.2 + jumpstepheightvec, false, this); + tracebox(this.origin + jumpstepheightvec, this.mins, this.maxs, this.origin + offset + jumpstepheightvec, false, this); if (trace_fraction > s) PHYS_INPUT_BUTTON_JUMP(this) = true; } } // avoiding dangers and obstacles - vector dst_ahead, dst_down; - makevectors(this.v_angle.y * '0 1 0'); - dst_ahead = this.origin + this.view_ofs + (this.velocity * 0.4) + (v_forward * 32 * 3); - dst_down = dst_ahead - '0 0 1500'; + offset = (vdist(this.velocity, >, 32) ? this.velocity * 0.5 : v_forward * 32); + vector dst_ahead = this.origin + this.view_ofs + offset; + vector dst_down = dst_ahead - '0 0 3000'; // Look ahead traceline(this.origin + this.view_ofs, dst_ahead, true, NULL); @@ -785,13 +822,15 @@ void havocbot_movetogoal(entity this) // (only when the bot is on the ground or jumping intentionally) this.aistatus &= ~AI_STATUS_DANGER_AHEAD; + bool unreachable = false; + s = CONTENT_SOLID; if(trace_fraction == 1 && this.jumppadcount == 0 && !this.goalcurrent.wphardwired ) - if((IS_ONGROUND(this)) || (this.aistatus & AI_STATUS_RUNNING) || PHYS_INPUT_BUTTON_JUMP(this)) + if((IS_ONGROUND(this)) || (this.aistatus & AI_STATUS_RUNNING) || (this.aistatus & AI_STATUS_ROAMING) || PHYS_INPUT_BUTTON_JUMP(this)) { // Look downwards traceline(dst_ahead , dst_down, true, NULL); - // te_lightning2(NULL, this.origin, dst_ahead); // Draw "ahead" look - // te_lightning2(NULL, dst_ahead, dst_down); // Draw "downwards" look + //te_lightning2(NULL, this.origin + this.view_ofs, dst_ahead); // Draw "ahead" look + //te_lightning2(NULL, dst_ahead, dst_down); // Draw "downwards" look if(trace_endpos.z < this.origin.z + this.mins.z) { s = pointcontents(trace_endpos + '0 0 1'); @@ -800,17 +839,20 @@ void havocbot_movetogoal(entity this) evadelava = normalize(this.velocity) * -1; else if (s == CONTENT_SKY) evadeobstacle = normalize(this.velocity) * -1; - else if (!boxesoverlap(dst_ahead - this.view_ofs + this.mins, dst_ahead - this.view_ofs + this.maxs, - this.goalcurrent.absmin, this.goalcurrent.absmax)) + else if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos)) { - // if ain't a safe goal with "holes" (like the jumpad on soylent) - // and there is a trigger_hurt below - if(tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos)) + // the traceline check isn't enough but is good as optimization, + // when not true (most of the time) this tracebox call is avoided + tracebox(dst_ahead, this.mins, this.maxs, dst_down, true, this); + if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos)) { - // Remove dangerous dynamic goals from stack - LOG_TRACE("bot ", this.netname, " avoided the goal ", this.goalcurrent.classname, " ", etos(this.goalcurrent), " because it led to a dangerous path; goal stack cleared"); - navigation_clearroute(this); - return; + if (gco.z > this.origin.z + jumpstepheightvec.z) + { + // the goal is probably on an upper platform, assume bot can't get there + unreachable = true; + } + else + evadelava = normalize(this.velocity) * -1; } } } @@ -821,8 +863,17 @@ void havocbot_movetogoal(entity this) evadelava.z = 0; makevectors(this.v_angle.y * '0 1 0'); - if(evadeobstacle!='0 0 0'||evadelava!='0 0 0') + if(evadeobstacle || evadelava || (s == CONTENT_WATER)) + { this.aistatus |= AI_STATUS_DANGER_AHEAD; + if(IS_PLAYER(this.goalcurrent)) + unreachable = true; + } + if(unreachable) + { + navigation_clearroute(this); + this.bot_strategytime = 0; + } } dodge = havocbot_dodge(this); @@ -1020,13 +1071,10 @@ 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) { - bool other_weapon_available = false; FOREACH(Weapons, it != WEP_Null, LAMBDA( if(it.wr_checkammo1(it, this, weaponentity) + it.wr_checkammo2(it, this, weaponentity)) - other_weapon_available = true; + return true; // other weapon available )); - if(other_weapon_available) - return true; } return false;