]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/bot/default/navigation.qc
Bot waypoints: fix waypoint link creation ignoring botclip surfaces. Apply the same...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / bot / default / navigation.qc
index c9ebc07550408ea28704823bdbc27304fd9ec09a..9c3bae8e7992f37c5ce9157bfdd7d688808346a8 100644 (file)
@@ -13,7 +13,7 @@
 
 #include <common/constants.qh>
 #include <common/net_linked.qh>
-#include <common/triggers/trigger/jumppads.qh>
+#include <common/mapobjects/trigger/jumppads.qh>
 
 .float speed;
 
@@ -46,6 +46,7 @@ bool navigation_goalrating_timeout(entity this)
        return this.bot_strategytime < time;
 }
 
+#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))
@@ -94,8 +95,8 @@ vector get_closer_dest(entity ent, vector org)
        vector dest = '0 0 0';
        if ((ent.classname != "waypoint") || ent.wpisbox)
        {
-               vector wm1 = ent.origin + ent.mins - eZ * (PL_MAX_CONST.z - 1);
-               vector wm2 = ent.origin + ent.maxs - eZ * (PL_MIN_CONST.z + 1);
+               vector wm1 = ent.origin + ent.mins;
+               vector wm2 = ent.origin + ent.maxs;
                dest.x = bound(wm1.x, org.x, wm2.x);
                dest.y = bound(wm1.y, org.y, wm2.y);
                dest.z = bound(wm1.z, org.z, wm2.z);
@@ -109,8 +110,8 @@ void set_tracewalk_dest(entity ent, vector org, bool fix_player_dest)
 {
        if ((ent.classname != "waypoint") || ent.wpisbox)
        {
-               vector wm1 = ent.origin + ent.mins - eZ * (PL_MAX_CONST.z - 1);
-               vector wm2 = ent.origin + ent.maxs - eZ * (PL_MIN_CONST.z + 1);
+               vector wm1 = ent.origin + ent.mins;
+               vector wm2 = ent.origin + ent.maxs;
                if (IS_PLAYER(ent) || IS_MONSTER(ent))
                {
                        // move destination point out of player bbox otherwise tracebox always fails
@@ -158,8 +159,8 @@ vector set_tracewalk_dest_2(entity ent, vector org)
        vector closer_dest = '0 0 0';
        if ((ent.classname != "waypoint") || ent.wpisbox)
        {
-               vector wm1 = ent.origin + ent.mins - eZ * (PL_MAX_CONST.z - 1);
-               vector wm2 = ent.origin + ent.maxs - eZ * (PL_MIN_CONST.z + 1);
+               vector wm1 = ent.origin + ent.mins;
+               vector wm2 = ent.origin + ent.maxs;
                closer_dest.x = bound(wm1.x, org.x, wm2.x);
                closer_dest.y = bound(wm1.y, org.y, wm2.y);
                closer_dest.z = bound(wm1.z, org.z, wm2.z);
@@ -245,6 +246,7 @@ vector resurface_limited(vector org, float lim, vector m1)
 // 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)
@@ -967,7 +969,7 @@ entity navigation_findnearestwaypoint_withdist_except(entity ent, float walkfrom
                        tracewalk_dest, tracewalk_dest_height, walkfromwp, bestdist))
                {
                        if (walkfromwp)
-                               bestdist = vlen(tracewalk_dest - org);
+                               bestdist = vlen(tracewalk_dest - v);
                        else
                                bestdist = vlen(v - org);
                        best = it;
@@ -1255,7 +1257,6 @@ void navigation_routerating(entity this, entity e, float f, float rangebias)
        //print("routerating ", etos(e), " = ", ftos(f), " - ", ftos(rangebias), "\n");
 
        // Evaluate path using jetpack
-       if(g_jetpack)
        if(this.items & IT_JETPACK)
        if(autocvar_bot_ai_navigation_jetpack)
        if(vdist(this.origin - goal_org, >, autocvar_bot_ai_navigation_jetpack_mindistance))
@@ -1317,7 +1318,7 @@ void navigation_routerating(entity this, entity e, float f, float rangebias)
                        LOG_DEBUG("jetpack ai: required fuel ", ftos(fuel), " this.ammo_fuel ", ftos(this.ammo_fuel));
 
                        // enough fuel ?
-                       if(this.ammo_fuel>fuel)
+                       if(this.ammo_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
@@ -1446,8 +1447,9 @@ bool navigation_routetogoal(entity this, entity e, vector startposition)
 
        // if it can reach the goal there is nothing more to do
        set_tracewalk_dest(e, startposition, true);
-       if (trace_ent == this || tracewalk(this, startposition, STAT(PL_MIN, this), STAT(PL_MAX, this),
-               tracewalk_dest, tracewalk_dest_height, bot_navigation_movemode))
+       if ((!IS_MOVABLE(this.goalcurrent) || vdist(tracewalk_dest - this.origin, <, MAX_CHASE_DISTANCE))
+               && (trace_ent == this || tracewalk(this, startposition, STAT(PL_MIN, this), STAT(PL_MAX, this),
+               tracewalk_dest, tracewalk_dest_height, bot_navigation_movemode)))
        {
                return true;
        }
@@ -1472,12 +1474,21 @@ bool navigation_routetogoal(entity this, entity e, vector startposition)
                // often path can be optimized by not adding the nearest waypoint
                if (this.goalentity.navigation_dynamicgoal || autocvar_g_waypointeditor)
                {
-                       set_tracewalk_dest(this.goalentity, nearest_wp.enemy.origin, true);
-                       if (trace_ent == this || (vdist(tracewalk_dest - nearest_wp.enemy.origin, <, 1050)
-                               && tracewalk(this, nearest_wp.enemy.origin, STAT(PL_MIN, this), STAT(PL_MAX, this),
-                               tracewalk_dest, tracewalk_dest_height, bot_navigation_movemode)))
+                       if (nearest_wp.enemy.wpcost < autocvar_bot_ai_strategyinterval_movingtarget)
                        {
-                               e = nearest_wp.enemy;
+                               if (vdist(vec2(this.goalentity.origin - nearest_wp.origin), <, 32))
+                                       e = nearest_wp.enemy;
+                               else
+                               {
+                                       set_tracewalk_dest(this.goalentity, nearest_wp.enemy.origin, true);
+                                       if (trace_ent == this || (vdist(tracewalk_dest - nearest_wp.enemy.origin, <, 1050)
+                                               && vlen2(tracewalk_dest - nearest_wp.enemy.origin) < vlen2(nearest_wp.origin - nearest_wp.enemy.origin)
+                                               && tracewalk(this, nearest_wp.enemy.origin, STAT(PL_MIN, this), STAT(PL_MAX, this),
+                                               tracewalk_dest, tracewalk_dest_height, bot_navigation_movemode)))
+                                       {
+                                               e = nearest_wp.enemy;
+                                       }
+                               }
                        }
                }
                else if(navigation_item_islinked(nearest_wp.enemy, this.goalentity))
@@ -1497,6 +1508,77 @@ bool navigation_routetogoal(entity this, entity e, vector startposition)
        return false;
 }
 
+// shorten path by removing intermediate goals
+void navigation_shortenpath(entity this)
+{
+       if (!this.goalstack01 || wasfreed(this.goalstack01))
+               return;
+       if (this.bot_tracewalk_time > time)
+               return;
+       this.bot_tracewalk_time = max(time, this.bot_tracewalk_time) + 0.25;
+
+       bool cut_allowed = false;
+       entity next = this.goalentity;
+       // evaluate whether bot can discard current route and chase directly a player, trying to
+       // keep waypoint route as long as possible, as it is safer and faster (bot can bunnyhop)
+       if (IS_MOVABLE(next))
+       {
+               set_tracewalk_dest(next, this.origin, true);
+               if (vdist(this.origin - tracewalk_dest, <, 200))
+                       cut_allowed = true;
+               else if (vdist(tracewalk_dest - this.origin, <, MAX_CHASE_DISTANCE)
+                       && vdist(tracewalk_dest - this.goalcurrent.origin, >, 200)
+                       && vdist(this.origin - this.goalcurrent.origin, >, 100)
+                       && checkpvs(this.origin + this.view_ofs, next))
+               {
+                       if (vlen2(next.origin - this.origin) < vlen2(this.goalcurrent.origin - this.origin))
+                               cut_allowed = true;
+                       else
+                       {
+                               vector deviation = vectoangles(this.goalcurrent.origin - this.origin) - vectoangles(next.origin - this.origin);
+                               while (deviation.y < -180) deviation.y += 360;
+                               while (deviation.y > 180) deviation.y -= 360;
+                               if (fabs(deviation.y) > 25)
+                                       cut_allowed = true;
+                       }
+               }
+               if (cut_allowed)
+               {
+                       if (trace_ent == this || tracewalk(this, this.origin, this.mins, this.maxs,
+                               tracewalk_dest, tracewalk_dest_height, bot_navigation_movemode))
+                       {
+                               LOG_DEBUG("path optimized for ", this.netname, ", route cleared");
+                               do
+                               {
+                                       navigation_poproute(this);
+                               }
+                               while (this.goalcurrent != next);
+                       }
+                       return;
+               }
+       }
+
+       next = this.goalstack01;
+       // if for some reason the bot is closer to the next goal, pop the current one
+       if (!IS_MOVABLE(next) // already checked in the previous case
+               && vlen2(this.goalcurrent.origin - next.origin) > vlen2(next.origin - this.origin)
+               && checkpvs(this.origin + this.view_ofs, next))
+       {
+               set_tracewalk_dest(next, this.origin, true);
+               cut_allowed = true;
+       }
+
+       if (cut_allowed)
+       {
+               if (trace_ent == this || tracewalk(this, this.origin, this.mins, this.maxs,
+                       tracewalk_dest, tracewalk_dest_height, bot_navigation_movemode))
+               {
+                       LOG_DEBUG("path optimized for ", this.netname, ", removed a goal from the queue");
+                       navigation_poproute(this);
+               }
+       }
+}
+
 // removes any currently touching waypoints from the goal stack
 // (this is how bots detect if they reached a goal)
 int navigation_poptouchedgoals(entity this)
@@ -1510,8 +1592,7 @@ int navigation_poptouchedgoals(entity this)
        {
                // 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
-                       && time - this.lastteleporttime < ((this.goalcurrent.wpflags & WAYPOINTFLAG_PERSONAL) ? 2 : 0.15))
+               if(this.lastteleporttime > 0 && TELEPORT_USED(this, this.goalcurrent))
                {
                        if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_GOING)
                        if(this.goalcurrent.wpflags & WAYPOINTFLAG_PERSONAL && this.goalcurrent.owner==this)
@@ -1526,36 +1607,35 @@ int navigation_poptouchedgoals(entity this)
                else
                        return removed_goals;
        }
-
-       // If for some reason the bot is closer to the next goal, pop the current one
-       // randomness should help to get unstuck bot on certain hard paths with climbs and tight corners
-       if (this.goalstack01 && !wasfreed(this.goalstack01) && random() < 0.7)
+       else if (this.lastteleporttime > 0)
        {
-               entity next = IS_PLAYER(this.goalentity) ? this.goalentity : this.goalstack01;
-               if (vlen2(this.goalcurrent.origin - next.origin) > vlen2(next.origin - this.origin)
-                       && checkpvs(this.origin + this.view_ofs, next))
+               // sometimes bot is pushed so hard (by a jumppad or a shot) that ends up touching the next
+               // teleport / jumppad / warpzone present in its path skipping check of one or more goals
+               // if so immediately fix bot path by removing skipped goals
+               entity tele_ent = NULL;
+               if (this.goalstack01 && (this.goalstack01.wpflags & WAYPOINTFLAG_TELEPORT))
+                       tele_ent = this.goalstack01;
+               else if (this.goalstack02 && (this.goalstack02.wpflags & WAYPOINTFLAG_TELEPORT))
+                       tele_ent = this.goalstack02;
+               else if (this.goalstack03 && (this.goalstack03.wpflags & WAYPOINTFLAG_TELEPORT))
+                       tele_ent = this.goalstack03;
+               if (tele_ent && TELEPORT_USED(this, tele_ent))
                {
-                       set_tracewalk_dest(next, this.origin, true);
-                       if (trace_ent == this || tracewalk(this, this.origin, this.mins, this.maxs,
-                               tracewalk_dest, tracewalk_dest_height, bot_navigation_movemode))
+                       if (this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_GOING)
+                       if (tele_ent.wpflags & WAYPOINTFLAG_PERSONAL && tele_ent.owner == this)
                        {
-                               LOG_DEBUG("path optimized for ", this.netname, ", removed a goal from the queue");
-                               do
-                               {
-                                       // loop clears the whole route if next is a player
-                                       navigation_poproute(this);
-                                       ++removed_goals;
-                               }
-                               while (this.goalcurrent == next);
-                               if (this.goalcurrent && this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
-                                       return removed_goals;
-                               // TODO this may also be a nice idea to do "early" (e.g. by
-                               // manipulating the vlen() comparisons) to shorten paths in
-                               // general - this would make bots walk more "on rails" than
-                               // "zigzagging" which they currently do with sufficiently
-                               // random-like waypoints, and thus can make a nice bot
-                               // personality property
+                               this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_GOING;
+                               this.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_REACHED;
                        }
+                       while (this.goalcurrent != tele_ent)
+                       {
+                               navigation_poproute(this);
+                               ++removed_goals;
+                       }
+                       navigation_poproute(this);
+                       this.lastteleporttime = 0;
+                       ++removed_goals;
+                       return removed_goals;
                }
        }
 
@@ -1616,10 +1696,16 @@ int navigation_poptouchedgoals(entity this)
 entity navigation_get_really_close_waypoint(entity this)
 {
        entity wp = this.goalcurrent;
-       if(!wp || vdist(wp.origin - this.origin, >, 50))
+       if(!wp)
                wp = this.goalcurrent_prev;
        if(!wp)
                return NULL;
+       if(wp != this.goalcurrent_prev && vdist(wp.origin - this.origin, >, 50))
+       {
+               wp = this.goalcurrent_prev;
+               if(!wp)
+                       return NULL;
+       }
        if(wp.classname != "waypoint")
        {
                wp = wp.nearestwaypoint;
@@ -1628,6 +1714,7 @@ entity navigation_get_really_close_waypoint(entity this)
        }
        if(vdist(wp.origin - this.origin, >, 50))
        {
+               wp = NULL;
                IL_EACH(g_waypoints, !(it.wpflags & WAYPOINTFLAG_TELEPORT),
                {
                        if(vdist(it.origin - this.origin, <, 50))
@@ -1636,6 +1723,8 @@ entity navigation_get_really_close_waypoint(entity this)
                                break;
                        }
                });
+               if(!wp)
+                       return NULL;
        }
        if(wp.wpflags & WAYPOINTFLAG_TELEPORT)
                return NULL;
@@ -1719,11 +1808,20 @@ void botframe_updatedangerousobjects(float maxupdate)
 
 void navigation_unstuck(entity this)
 {
-       float search_radius = 1000;
-
        if (!autocvar_bot_wander_enable)
                return;
 
+       bool has_user_waypoints = false;
+       IL_EACH(g_waypoints, !(it.wpflags & WAYPOINTFLAG_GENERATED),
+       {
+               has_user_waypoints = true;
+               break;
+       });
+       if (!has_user_waypoints)
+               return;
+
+       float search_radius = 1000;
+
        if (!bot_waypoint_queue_owner)
        {
                LOG_DEBUG(this.netname, " stuck, taking over the waypoints queue");
@@ -1741,7 +1839,7 @@ void navigation_unstuck(entity this)
                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)