Navbot rewrite WIP

This commit is contained in:
TotallyNotElite 2018-11-24 16:08:18 +01:00
parent 0e87e66362
commit 33918adb46
3 changed files with 67 additions and 25 deletions

View File

@ -8,9 +8,9 @@ namespace task
{
enum task : u_int8_t
{
sniper_spot = 0,
stay_near = 0,
none
none = 0,
sniper_spot,
stay_near,
};
}
} // namespace hacks::tf2::NavBot

View File

@ -6,8 +6,8 @@ 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.heavy_mode", "false");
static settings::Bool stay_near("navbot.stay-near", "true");
static settings::Bool heavy_mode("navbot.other-node", "false");
// -Forward declarations-
bool init(bool first_cm);
@ -20,18 +20,21 @@ 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> MAX_MIN_DIST_OTHER(1000, 200);
constexpr std::pair<float, float> MAX_MIN_DIST_SNIPER(1000, 200);
constexpr std::pair<float, float> MIN_MAX_DIST_OTHER(200, 1000);
constexpr std::pair<float, float> MIN_MAX_DIST_SNIPER(1000, 4000);
static void CreateMove()
{
if (!init(false))
return;
if (CE_BAD(LOCAL_E) || !LOCAL_E->m_bAlivePlayer())
return;
if (!nav::ReadyForCommands)
wait_until_path.update();
else
current_task = task::none;
// Try to near enemies to increase efficiency
if (stay_near)
if (stayNear())
return;
@ -52,6 +55,7 @@ bool init(bool first_cm)
return false;
if (!inited)
{
// Add all sniper spots to vector
for (auto &area : nav::navfile->m_areas)
{
for (auto hide : area.m_hidingSpots)
@ -69,7 +73,7 @@ static bool navToSniperSpot()
if (!nav::ReadyForCommands)
return true;
// Wait arround a bit before pathing again
if (wait_until_path.check(2000))
if (!wait_until_path.check(2000))
return false;
// Max 10 attempts
for (int attempts = 0; attempts < 10; attempts++)
@ -91,12 +95,12 @@ static bool navToSniperSpot()
namespace stayNearHelpers
{
static bool isValidNearPosition(Vector vec, Vector target,
float min_distance,
float max_distance)
// Check if the location is close enough/far enough and has a visual to target
static bool isValidNearPosition(Vector vec, Vector target, float min_distance,
float max_distance)
{
vec.z += 20;
target += 20;
target.z += 20;
float dist = vec.DistTo(target);
if (dist < min_distance || dist > max_distance)
return false;
@ -105,25 +109,31 @@ static bool isValidNearPosition(Vector vec, Vector target,
return true;
}
// Returns true if began pathing
static bool stayNearPlayer(CachedEntity *ent, float min_distance,
float max_distance, Vector &result)
float max_distance, CNavArea **result)
{
// Find good near positions
std::vector<CNavArea *> checked_areas;
for (auto &area : nav::navfile->m_areas)
{
if (!nav::isSafe(&area))
continue;
if (isValidNearPosition(area.m_center, ent->m_vecOrigin(), min_distance,
max_distance))
checked_areas.push_back(&area);
}
if (checked_areas.empty())
return false;
// Try to path up to 10 times to different areas
for (int attempts = 0; attempts < 10; attempts++)
{
auto random =
select_randomly(checked_areas.begin(), checked_areas.end());
if (nav::navTo((*random.base())->m_center, 7, true, false))
{
result = (*random.base())->m_center;
*result = *random.base();
current_task = task::stay_near;
return true;
}
@ -131,50 +141,82 @@ static bool stayNearPlayer(CachedEntity *ent, float min_distance,
return false;
}
static bool stayNearPlayers(float min_distance, float max_distance, CachedEntity *ent, Vector &result)
// Loop thru all players and find one we can path to
static bool stayNearPlayers(float min_distance, float max_distance,
CachedEntity **result_ent, CNavArea **result_area)
{
for (int i = 0; i < g_IEngine->GetMaxClients(); i++)
{
ent = ENTITY(i);
CachedEntity *ent = ENTITY(i);
if (CE_BAD(ent) || !ent->m_bAlivePlayer() || !ent->m_bEnemy())
continue;
if (stayNearPlayer(ent, min_distance, max_distance, result))
if (stayNearPlayer(ent, min_distance, max_distance, result_area))
{
*result_ent = ent;
return true;
}
}
return false;
}
} // namespace stayNear
} // namespace stayNearHelpers
// Main stay near function
static bool stayNear()
{
static CachedEntity *lastTarget = nullptr;
static Vector result{};
static CNavArea *result = nullptr;
// What distances do we have to use?
const std::pair<float, float> *minMaxDist{};
if (heavy_mode)
{
minMaxDist = &MAX_MIN_DIST_OTHER;
minMaxDist = &MIN_MAX_DIST_OTHER;
}
else
{
minMaxDist = &MAX_MIN_DIST_SNIPER;
minMaxDist = &MIN_MAX_DIST_SNIPER;
}
if (current_task == task::stay_near)
{
if (CE_BAD(lastTarget) || !stayNearHelpers::isValidNearPosition(result, lastTarget->m_vecOrigin(), minMaxDist->first, minMaxDist->second))
// Do we already have a stay near target? Check if its still good.
if (CE_BAD(lastTarget) || !lastTarget->m_bAlivePlayer() ||
!lastTarget->m_bEnemy())
{
current_task = task::none;
//nav::clearInstructions();
}
// 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))
{
current_task = task::none;
//nav::clearInstructions();
}
}
// Are we doing nothing? Check if our current location can still attack our
// last target
else if (current_task == task::none && CE_GOOD(lastTarget) &&
lastTarget->m_bAlivePlayer() && lastTarget->m_bEnemy())
{
if (stayNearHelpers::isValidNearPosition(
g_pLocalPlayer->v_Origin, lastTarget->m_vecOrigin(),
minMaxDist->first, minMaxDist->second))
return true;
}
if (current_task == task::stay_near)
{
return true;
}
else
else if (wait_until_path.check(1000))
{
return stayNearHelpers::stayNearPlayers(minMaxDist->first, minMaxDist->second, lastTarget, result);
// 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,

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@ -14,7 +14,7 @@ namespace nav
static settings::Bool enabled{ "misc.pathing", "true" };
// Whether or not to run vischecks at pathtime
static settings::Bool vischecks{ "misc.pathing.pathtime-vischecks", "false" };
static settings::Bool vischecks{ "misc.pathing.pathtime-vischecks", "true" };
static settings::Bool draw{ "misc.pathing.draw", "false" };
static std::vector<Vector> crumbs;