improve pathing on NavBot

This commit is contained in:
LightCat 2018-10-30 19:33:07 +01:00
parent bb1aa5cd07
commit 240b55ef08
2 changed files with 40 additions and 23 deletions

View File

@ -12,9 +12,9 @@ bool HasLowHealth();
bool HasLowAmmo();
CachedEntity *nearestHealth();
CachedEntity *nearestAmmo();
CachedEntity *nearestEnemy();
std::pair<CachedEntity *, int> nearestEnemy();
CachedEntity *nearestTeleporter();
Vector GetClosestValidByDist(CachedEntity *ent, float mindist, float maxdist, bool near);
Vector GetClosestValidByDist(CachedEntity *ent, int idx, float mindist, float maxdist, bool near);
void UpdateSlot();
void Jump();

View File

@ -34,6 +34,7 @@ static Timer jump_cooldown{};
static Timer teleporter_cooldown{};
static Timer teleporter_find_cooldown{};
static Timer nav_timeout{};
static Timer stay_near_timeout{};
// Vectors
static std::vector<Vector *> default_spots{};
@ -251,9 +252,9 @@ CachedEntity *nearestAmmo()
}
static int last_target = -1;
CachedEntity *nearestEnemy()
std::pair<CachedEntity *, int> nearestEnemy()
{
if (refresh_nearest_target.test_and_set(3000))
if (refresh_nearest_target.test_and_set(10000))
{
CachedEntity *best_tar = nullptr;
float best_dist = FLT_MAX;
@ -274,44 +275,43 @@ CachedEntity *nearestEnemy()
if (CE_GOOD(best_tar))
{
last_target = best_tar->m_IDX;
return best_tar;
return {best_tar, best_tar->m_IDX};
}
else
{
last_target = -1;
return nullptr;
return {nullptr, last_target};
}
}
else
{
if (last_target == -1)
return nullptr;
return {nullptr, last_target};
else
{
CachedEntity *ent = ENTITY(last_target);
if (CE_BAD(ent) || !ent->m_bAlivePlayer() || !ent->m_bEnemy() ||
if ((CE_GOOD(ent) && ent->m_bAlivePlayer()) && (!ent->m_bEnemy() ||
ent == LOCAL_E ||
player_tools::shouldTarget(ent) !=
player_tools::IgnoreReason::DO_NOT_IGNORE)
player_tools::IgnoreReason::DO_NOT_IGNORE))
{
last_target = -1;
return nullptr;
return {nullptr, last_target};
}
else
return ent;
return {ent, last_target};
}
}
}
static Vector cached_vector{0.0f, 0.0f, 0.0f};
static Vector empty{0.0f, 0.0f, 0.0f};
Vector GetClosestValidByDist(CachedEntity *ent, float mindist, float maxdist, bool near)
{
if (refresh_nearest_valid_vector.test_and_set(100))
{
if (CE_BAD(ent))
return empty;
static int last_tar = -1;
Vector GetClosestValidByDist(CachedEntity *ent, int idx, float mindist, float maxdist, bool near)
{
if (refresh_nearest_valid_vector.test_and_set(*spy_mode ? 100 : 2000) && ( idx == -1 || idx != last_tar || CE_GOOD(ent)))
{
Vector best_area{0.0f, 0.0f, 0.0f};
float best_dist = near ? FLT_MAX : 0.0f;
for (auto &i : nav::navfile->m_areas)
@ -344,8 +344,10 @@ Vector GetClosestValidByDist(CachedEntity *ent, float mindist, float maxdist, bo
if (best_area.IsValid() && best_area.z )
{
cached_vector = best_area;
last_tar = ent->m_IDX;
return best_area;
}
last_tar = -1;
return empty;
}
// We Want a bit of caching
@ -376,7 +378,9 @@ void UpdateSlot()
void Jump()
{
CachedEntity *ent = nearestEnemy();
std::pair<CachedEntity *, int> enemy_pair{nullptr, -1};
enemy_pair = nearestEnemy();
CachedEntity *ent = enemy_pair.first;
if (CE_BAD(ent))
return;
if (ent->m_flDistance() < *jump_trigger && jump_cooldown.test_and_set(200))
@ -511,8 +515,11 @@ bool CanNavToNearestEnemy()
}
bool NavToNearestEnemy()
{
CachedEntity *ent = nearestEnemy();
if (CE_BAD(ent))
std::pair<CachedEntity *, int> enemy_pair{nullptr, -1};
enemy_pair = nearestEnemy();
CachedEntity *ent = enemy_pair.first;
int ent_idx = enemy_pair.second;
if (CE_BAD(ent) && ent_idx == -1)
return false;
if (nav::curr_priority == 6 || nav::curr_priority == 7 || nav::curr_priority == 4)
return false;
@ -524,17 +531,27 @@ bool NavToNearestEnemy()
min_dist = 100.0f;
max_dist = 1000.0f;
}
Vector to_nav = GetClosestValidByDist(ent, min_dist, max_dist, stay_near);
Vector to_nav = GetClosestValidByDist(ent, ent_idx, min_dist, max_dist, stay_near);
if (to_nav.z)
return nav::navTo(to_nav, 1337, false, false);
return false;
}
static bool first_unready = true;
bool NavToBacktrackTick(int priority)
{
CachedEntity *ent = nearestEnemy();
CachedEntity *ent = nearestEnemy().first;
if (CE_BAD(ent))
return false;
if (first_unready && !nav::ReadyForCommands && *sniper_mode && nav::curr_priority == 1337)
{
first_unready = false;
stay_near_timeout.update();
}
else if (nav::ReadyForCommands)
first_unready = true;
if (stay_near_timeout.test_and_set(5000) && !nav::ReadyForCommands && *sniper_mode && nav::curr_priority == 1337)
return true;
// Health and ammo are more important
if (nav::curr_priority == 6 || nav::curr_priority == 7)
return false;
@ -555,7 +572,7 @@ bool NavToBacktrackTick(int priority)
// Nav to Ent origin if everything falls flat
if (sorted_ticks.empty())
{
if (nav::navTo(ent->m_vecOrigin(), 5, false, false))
if (nav::navTo(ent->m_vecOrigin(), priority, false, false))
return true;
return false;
}