// TODO: tracewalk() should take care of this job (better path finding under water)
// if we don't have a goal and we're under water look for a waypoint near the "shore" and push it
- if(IS_DEAD(this))
+ if(!(IS_DEAD(this)))
if(!this.goalcurrent)
if(this.waterlevel == WATERLEVEL_SWIMMING || (this.aistatus & AI_STATUS_OUT_WATER))
{
//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);
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);
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
// 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;
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)
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;
});
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;
}
}
if (this.goalcurrent == NULL)
return;
- if (this.goalcurrent)
- navigation_poptouchedgoals(this);
+ 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
- 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';
+ vector dst_ahead = this.origin + this.view_ofs + this.velocity * 0.5;
+ vector dst_down = dst_ahead - '0 0 3000';
// Look ahead
traceline(this.origin + this.view_ofs, dst_ahead, true, NULL);
this.aistatus &= ~AI_STATUS_DANGER_AHEAD;
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');
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
+ 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);
+ this.bot_strategytime = 0;
+ }
+ else
+ evadelava = normalize(this.velocity) * -1;
}
}
}
void havocbot_chooseenemy(entity this)
{
- entity head, best, head2;
- float rating, bestrating, hf;
- vector eye, v;
if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(this))
{
this.enemy = NULL;
if (time < this.havocbot_chooseenemy_finished)
return;
this.havocbot_chooseenemy_finished = time + autocvar_bot_ai_enemydetectioninterval;
- eye = this.origin + this.view_ofs;
- best = NULL;
- bestrating = 100000000;
- head = head2 = findchainfloat(bot_attack, true);
+ vector eye = this.origin + this.view_ofs;
+ entity best = NULL;
+ float bestrating = 100000000;
// Backup hit flags
- hf = this.dphitcontentsmask;
+ int hf = this.dphitcontentsmask;
// Search for enemies, if no enemy can be seen directly try to look through transparent objects
{
scan_secondary_targets = false;
LABEL(scan_targets)
- for( ; head; head = head.chain)
+ IL_EACH(g_bot_targets, it.bot_attack,
{
if(!scan_secondary_targets)
{
- if(head.classname == "misc_breakablemodel")
+ if(it.classname == "misc_breakablemodel")
{
have_secondary_targets = true;
continue;
}
}
- else
- {
- if(head.classname != "misc_breakablemodel")
- continue;
- }
+ else if(it.classname != "misc_breakablemodel")
+ continue;
- v = (head.absmin + head.absmax) * 0.5;
- rating = vlen(v - eye);
- if (rating<autocvar_bot_ai_enemydetectionradius)
+ vector v = (it.absmin + it.absmax) * 0.5;
+ float rating = vlen2(v - eye);
+ if (vdist(v - eye, <, autocvar_bot_ai_enemydetectionradius))
if (bestrating > rating)
- if (bot_shouldattack(this, head))
+ if (bot_shouldattack(this, it))
{
traceline(eye, v, true, this);
- if (trace_ent == head || trace_fraction >= 1)
+ if (trace_ent == it || trace_fraction >= 1)
{
- best = head;
+ best = it;
bestrating = rating;
}
}
- }
+ });
if(!best && have_secondary_targets && !scan_secondary_targets)
{
scan_secondary_targets = true;
// restart the loop
- head = head2;
bestrating = 100000000;
goto scan_targets;
}
// Set flags to see through transparent objects
this.dphitcontentsmask |= DPCONTENTS_OPAQUE;
- head = head2;
scan_transparent = true;
}