Some improvements to navbot

This commit is contained in:
TotallyNotElite 2018-11-24 19:00:45 +01:00
parent 33918adb46
commit 11010275bf

View File

@ -7,7 +7,7 @@ namespace hacks::tf2::NavBot
// -Rvars-
static settings::Bool enabled("navbot.enabled", "false");
static settings::Bool stay_near("navbot.stay-near", "true");
static settings::Bool heavy_mode("navbot.other-node", "false");
static settings::Bool heavy_mode("navbot.other-mode", "false");
// -Forward declarations-
bool init(bool first_cm);
@ -20,7 +20,7 @@ static std::vector<std::pair<CNavArea *, Vector>> sniper_spots;
static Timer wait_until_path{};
// What is the bot currently doing
static task::task current_task;
constexpr std::pair<float, float> MIN_MAX_DIST_OTHER(200, 1000);
constexpr std::pair<float, float> MIN_MAX_DIST_OTHER(200, 500);
constexpr std::pair<float, float> MIN_MAX_DIST_SNIPER(1000, 4000);
static void CreateMove()
@ -125,15 +125,31 @@ static bool stayNearPlayer(CachedEntity *ent, float min_distance,
}
if (checked_areas.empty())
return false;
unsigned int size = 5;
if (checked_areas.size() < size)
size = checked_areas.size() / 2;
std::partial_sort(checked_areas.begin(), checked_areas.begin() + size,
checked_areas.end(), [](CNavArea *a, CNavArea *b) {
return g_pLocalPlayer->v_Origin.DistTo(a->m_center) <
g_pLocalPlayer->v_Origin.DistTo(b->m_center);
});
// Try to path up to 10 times to different areas
for (int attempts = 0; attempts < 10; attempts++)
for (unsigned int attempts = 0; attempts < (size * 2); attempts++)
{
auto random =
select_randomly(checked_areas.begin(), checked_areas.end());
if (nav::navTo((*random.base())->m_center, 7, true, false))
std::vector<CNavArea *>::iterator i;
if (attempts >= size)
{
*result = *random.base();
i = select_randomly(checked_areas.begin(), checked_areas.end());
}
else
{
i = checked_areas.begin() + attempts;
}
if (nav::navTo((*i.base())->m_center, 7, true, false))
{
*result = *i.base();
current_task = task::stay_near;
return true;
}
@ -145,6 +161,7 @@ static bool stayNearPlayer(CachedEntity *ent, float min_distance,
static bool stayNearPlayers(float min_distance, float max_distance,
CachedEntity **result_ent, CNavArea **result_area)
{
logging::Info("Stay near players called!");
for (int i = 0; i < g_IEngine->GetMaxClients(); i++)
{
CachedEntity *ent = ENTITY(i);
@ -180,19 +197,26 @@ static bool stayNear()
if (current_task == task::stay_near)
{
// Do we already have a stay near target? Check if its still good.
if (CE_BAD(lastTarget) || !lastTarget->m_bAlivePlayer() ||
!lastTarget->m_bEnemy())
if (CE_BAD(lastTarget))
{
current_task = task::none;
//nav::clearInstructions();
logging::Info("Player gone bad!");
// Don't cancel if target gone CE_BAD. We might still find him.
}
else if (!lastTarget->m_bAlivePlayer() || !lastTarget->m_bEnemy())
{
nav::clearInstructions();
current_task = task::none;
logging::Info("Player gone bad!");
}
// Check if we still have LOS and are close enough/far enough
else if (!stayNearHelpers::isValidNearPosition(
result->m_center, lastTarget->m_vecOrigin(),
minMaxDist->first, minMaxDist->second))
{
logging::Info("Location gone bad!");
current_task = task::none;
//nav::clearInstructions();
nav::clearInstructions();
}
}
// Are we doing nothing? Check if our current location can still attack our
@ -210,13 +234,12 @@ static bool stayNear()
{
return true;
}
else if (wait_until_path.check(1000))
else
{
// We're doing nothing? Do something!
return stayNearHelpers::stayNearPlayers(
minMaxDist->first, minMaxDist->second, &lastTarget, &result);
}
return false;
}
static HookedFunction cm(HookedFunctions_types::HF_CreateMove, "NavBot", 16,