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);
}
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;
if (this.goalcurrent == NULL)
return;
- navigation_poptouchedgoals(this);
+
+ 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
if(this.goalcurrent == NULL)
}
// avoiding dangers and obstacles
- offset = (vdist(this.velocity, >, 32) ? this.velocity * 0.5 : v_forward * 32);
- vector dst_ahead = this.origin + this.view_ofs + offset;
+ offset = (vdist(this.velocity - eZ * this.velocity.z, >, 32) ? this.velocity * 0.5 : v_forward * 32);
+ vector dst_ahead = this.origin + offset;
vector dst_down = dst_ahead - '0 0 3000';
- // Look ahead
- traceline(this.origin + this.view_ofs, dst_ahead, true, NULL);
-
// Check head-banging against walls
- if(vdist(this.origin + this.view_ofs - trace_endpos, <, 25) && !(this.aistatus & AI_STATUS_OUT_WATER))
+ traceline(this.origin, dst_ahead, true, NULL);
+ if(vdist(this.origin - trace_endpos, <, 25) && !(this.aistatus & AI_STATUS_OUT_WATER))
{
PHYS_INPUT_BUTTON_JUMP(this) = true;
- if(this.facingwalltime && time > this.facingwalltime)
+ if(!this.facingwalltime)
+ this.facingwalltime = time + 0.2;
+ else if(time > this.facingwalltime)
{
- this.ignoregoal = this.goalcurrent;
- this.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
+ navigation_clearroute(this);
this.bot_strategytime = 0;
return;
}
- else
- {
- this.facingwalltime = time + 0.05;
- }
}
else
- {
this.facingwalltime = 0;
- if(this.ignoregoal != NULL && time > this.ignoregoaltime)
- {
- this.ignoregoal = NULL;
- this.ignoregoaltime = 0;
- }
- }
-
// Check for water/slime/lava and dangerous edges
// (only when the bot is on the ground or jumping intentionally)
this.aistatus &= ~AI_STATUS_DANGER_AHEAD;
+ dst_ahead = this.origin + this.view_ofs + offset;
+ dst_down = dst_ahead - '0 0 3000';
+
+ traceline(this.origin + this.view_ofs, dst_ahead, true, NULL);
+
bool unreachable = false;
s = CONTENT_SOLID;
if(trace_fraction == 1 && this.jumppadcount == 0 && !this.goalcurrent.wphardwired )