Final BreadCrumb Followbot

This commit is contained in:
Julian Rowe 2017-05-04 19:26:05 -05:00
parent 5e8b623e7f
commit 1c037c3403

View File

@ -5,7 +5,6 @@
* Author: nullifiedcat
*/
#include "FollowBot.h"
#include "../common.h"
@ -33,7 +32,8 @@ bool allow_moving { true };
//An array for storing the breadcrumbs
static CatVar crumbFollowDistance(CV_FLOAT, "fb_follow_distance", "150", "Followbot Distance", "How close the bots should stay to you");
Vector breadcrumbs [55];
float crumbWait = 0;
float crumbWaitPrune = 0;
float crumbWaitVis = 0;
int crumbBottom = 0;
int crumbTop = 0;
int crumbArrayLength = 0;
@ -41,9 +41,6 @@ bool crumbAbleToMove = false;
bool crumbStopped = true;
bool crumbFindNew = false;
bool crumbForceMove = false;
//Debug vars
//CatVar deboog12(CV_FLOAT, "deboog12", "69", "succc", "Medics will always use Medigun");
//CatVar deboog13(CV_FLOAT, "deboog13", "69", "succc", "Medics will always use Medigun");
//A function to start the crumb followbot up
void CrumbStart() {
@ -52,7 +49,8 @@ void CrumbStart() {
crumbTop = 0;
crumbBottom = 0;
crumbArrayLength = 0;
crumbWait = 0;
crumbWaitPrune = g_GlobalVars->curtime;
crumbWaitVis = g_GlobalVars->curtime;
crumbFindNew = true;
crumbStopped = false;
crumbAbleToMove = true;
@ -104,34 +102,19 @@ void CrumbBottomAdd() {
}
}
//A function to calculate distance from a vector, to the floor
//I really dont want to raytrace to find the distance to the floor bit i dont know any other way
//Problems, It sometimes cant find the floor on some surfaces, that leads into massive lag
//due to the ray trace going for a long length without finding anything, fixed by limiting how long it can trace for
//TODO Find a better method of finding distance to floor
float crumbDistanceToFloor(Vector toTest) {
//Main ray tracing area
std::unique_ptr<trace_t> trace(new trace_t);
Ray_t ray;
Vector forward;
float sp, sy, cp, cy;
sy = sinf(DEG2RAD(0)); // yaw
cy = cosf(DEG2RAD(0));
sp = sinf(DEG2RAD(89)); // pitch
cp = cosf(DEG2RAD(89));
forward.x = cp * cy;
forward.y = cp * sy;
forward.z = -sp;
forward = forward * 300.0f + toTest;
ray.Init(toTest, forward);
//trace::g_pFilterNoPlayer to only focus on the enviroment
g_ITrace->TraceRay(ray, 0x4200400B, trace::g_pFilterNoPlayer, trace.get());
//Pythagorean theorem to calculate distance
float crumbFloorDistance = std::abs(toTest.z - trace->endpos.z);
return crumbFloorDistance;
//A function to calculate distance from a entity, to the floor
float crumbDistanceToFloor(CachedEntity* ent) {
if (ent->m_Type == ENTITY_PLAYER) {
if (CE_INT(ent, netvar.iFlags) & FL_ONGROUND) return 0;
}
Vector& origin = ent->m_vecOrigin;
float v1 = DistanceToGround(origin + Vector(10.0f, 10.0f, 0.0f));
float v2 = DistanceToGround(origin + Vector(-10.0f, 10.0f, 0.0f));
float v3 = DistanceToGround(origin + Vector(10.0f, -10.0f, 0.0f));
float v4 = DistanceToGround(origin + Vector(-10.0f, -10.0f, 0.0f));
return MIN(v1, MIN(v2, MIN(v3, v4)));
}
bool IsBot(CachedEntity* entity) {
if (!ipc::peer) return false;
if (entity->m_Type == ENTITY_PLAYER) {
@ -425,7 +408,7 @@ void DoWalking() {
//Breadcrumb followbot
if (allow_moving && crumbAbleToMove && !crumbStopped) {
//Generate new breadcrumbs made by the player only if they are close to the ground. If the bot is told to generate a starting point, it does that as well.
if ((found_entity->m_vecOrigin.DistTo(breadcrumbs[crumbTop]) > 40.0F || crumbFindNew) && crumbDistanceToFloor(found_entity->m_vecOrigin) < 30.0F) {
if ((found_entity->m_vecOrigin.DistTo(breadcrumbs[crumbTop]) > 40.0F || crumbFindNew) && crumbDistanceToFloor(found_entity) < 25) {
//Add to the crumb.
CrumbTopAdd(found_entity->m_vecOrigin);
@ -442,7 +425,7 @@ void DoWalking() {
//Debug Logging
logging::Info("Pruning");
//When the bot is forced to move to the player, since they have reached their destenation we reset the var
//When the bot is forced to move to the player, since they have reached their destination we reset the var
crumbForceMove = false;
//Check 15 times for close crumbs to prune, this allows simple miss steps to be smoothed out as well as make room for new crumbs
@ -450,32 +433,41 @@ void DoWalking() {
//When one is close or too high, just bump the array and reset the stuck timer
if (g_pLocalPlayer->v_Origin.DistTo(breadcrumbs[crumbBottom]) < 60.0F) {
CrumbBottomAdd();
crumbWait = g_GlobalVars->curtime;
//When pruning is finished. Break the loop
} else {
crumbWaitPrune = g_GlobalVars->curtime;
logging::Info("Finish Prune");
break;
}
}
//Reset stuck timer
crumbWaitPrune = g_GlobalVars->curtime;
}
//When the player is not visible to the bot, within 3 seconds of no pruning occuring and it not being visible we stop the bot and wait for the player to collect it
//When the player is not visible to the bot, within 5 seconds of it not being visible we stop the bot and wait for the player to collect it
if (!found_entity->IsVisible()) {
if (g_GlobalVars->curtime - 3.0F > crumbWait) {
crumbStopped = true;
if (g_GlobalVars->curtime - 5.0F > crumbWaitVis) {
//crumbStopped = true;
logging::Info("Crumb Lost!");
}
//If the player is visible, then reset our lost timer.
} else crumbWait = g_GlobalVars->curtime;
} else crumbWaitVis = g_GlobalVars->curtime;
//When player to follow is too far away. the bot cant see the player or the bot is forced to the player, then follow breadcrumbs
if ((g_pLocalPlayer->v_Origin.DistTo(found_entity->m_vecOrigin) > (float)crumbFollowDistance || !found_entity->IsVisible() || crumbForceMove) && crumbArrayLength >= 1 ) {
if ((g_pLocalPlayer->v_Origin.DistTo(found_entity->m_vecOrigin) > (float)crumbFollowDistance || crumbForceMove) && crumbArrayLength >= 1 ) {
WalkTo(breadcrumbs[crumbBottom]);
//If a crumb hasnt been pruned in a while, it probably cant travel to it so reset and wait for the player to collect it.
if (g_GlobalVars->curtime - 2.5F > crumbWaitPrune) {
crumbStopped = true;
logging::Info("Cannot goto next crumb!\nCrumb Lost!");
}
//If the bot is next to the player then we clear our crumbs as theres no need to follow previously generated ones.
} else if (g_pLocalPlayer->v_Origin.DistTo(found_entity->m_vecOrigin) < 125.0F && found_entity->IsVisible()) {
} else if (g_pLocalPlayer->v_Origin.DistTo(found_entity->m_vecOrigin) < 100.0F && found_entity->IsVisible()) {
crumbForceMove = false;
crumbStopped = true;
CrumbStart();
@ -487,10 +479,6 @@ void DoWalking() {
CrumbStart();
logging::Info("Crumb found player!");
}
//Debug vars
//For some reason, deboog12 reports the highest the raytrace can trace. Idk how to fix rip
//deboog12 = crumbDistanceToFloor(found_entity->m_vecOrigin);
//deboog13 = crumbDistanceToFloor(breadcrumbs[crumbBottom]);
if (following_idx) {
if (found_entity->m_vecOrigin.DistTo(LOCAL_E->m_vecOrigin) > 150.0f) {