Health and ammo for navbot

This commit is contained in:
TotallyNotElite 2018-11-25 00:14:01 +01:00
parent 55e93a5627
commit 39473c9992
2 changed files with 132 additions and 13 deletions

View File

@ -11,6 +11,8 @@ enum task : uint8_t
none = 0,
sniper_spot,
stay_near,
health,
ammo
};
}
struct bot_class_config

View File

@ -8,11 +8,13 @@ namespace hacks::tf2::NavBot
static settings::Bool enabled("navbot.enabled", "false");
static settings::Bool stay_near("navbot.stay-near", "true");
static settings::Bool heavy_mode("navbot.other-mode", "false");
static settings::Bool get_health("navbot.get-health-and-ammo", "true");
// -Forward declarations-
bool init(bool first_cm);
static bool navToSniperSpot();
static bool stayNear();
static bool getHealthAndAmmo();
// -Variables-
static std::vector<std::pair<CNavArea *, Vector>> sniper_spots;
@ -34,8 +36,12 @@ static void CreateMove()
else
current_task = task::none;
// Try to near enemies to increase efficiency
if (stay_near)
if (get_health)
if (getHealthAndAmmo())
return;
// Try to stay near enemies to increase efficiency
if (stay_near || heavy_mode)
if (stayNear())
return;
// We don't have anything else to do. Just nav to sniper spots.
@ -113,6 +119,7 @@ static bool isValidNearPosition(Vector vec, Vector target,
static bool stayNearPlayer(CachedEntity *ent, const bot_class_config &config,
CNavArea **result)
{
// Get some valid areas
std::vector<CNavArea *> areas;
for (auto &area : nav::navfile->m_areas)
{
@ -122,7 +129,9 @@ static bool stayNearPlayer(CachedEntity *ent, const bot_class_config &config,
}
if (areas.empty())
return false;
const Vector ent_orig = ent->m_vecOrigin();
// Area dist to target should be as close as possible to config.preferred
std::sort(areas.begin(), areas.end(), [&](CNavArea *a, CNavArea *b) {
return std::abs(a->m_center.DistTo(ent_orig) - config.preferred) <
std::abs(b->m_center.DistTo(ent_orig) - config.preferred);
@ -131,6 +140,8 @@ static bool stayNearPlayer(CachedEntity *ent, const bot_class_config &config,
size_t size = 20;
if (areas.size() < size)
size = areas.size();
// Get some areas that are close to the player
std::vector<CNavArea *> preferred_areas(areas.begin(),
areas.begin() + size / 2);
std::sort(preferred_areas.begin(), preferred_areas.end(),
@ -145,10 +156,12 @@ static bool stayNearPlayer(CachedEntity *ent, const bot_class_config &config,
std::vector<CNavArea *>::iterator it;
if (attempts <= size / 4)
{
// First try getting preferred areas (5 tries)
it = preferred_areas.begin() + attempts;
}
else
{
// Then get random ones
it = select_randomly(areas.begin(), areas.end());
}
@ -166,7 +179,6 @@ static bool stayNearPlayer(CachedEntity *ent, const bot_class_config &config,
static bool stayNearPlayers(const bot_class_config &config,
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);
@ -185,8 +197,11 @@ static bool stayNearPlayers(const bot_class_config &config,
// Main stay near function
static bool stayNear()
{
static CachedEntity *lastTarget = nullptr;
static CNavArea *result = nullptr;
static CachedEntity *last_target = nullptr;
static CNavArea *last_area = nullptr;
bool last_target_good = CE_GOOD(last_target) &&
last_target->m_bAlivePlayer() &&
last_target->m_bEnemy();
// What distances do we have to use?
const bot_class_config *config;
@ -202,18 +217,18 @@ 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))
if (CE_BAD(last_target))
{
current_task = task::none;
}
else if (!lastTarget->m_bAlivePlayer() || !lastTarget->m_bEnemy())
else if (!last_target->m_bAlivePlayer() || !last_target->m_bEnemy())
{
nav::clearInstructions();
current_task = task::none;
}
// Check if we still have LOS and are close enough/far enough
else if (!stayNearHelpers::isValidNearPosition(
result->m_center, lastTarget->m_vecOrigin(), *config))
last_area->m_center, last_target->m_vecOrigin(), *config))
{
current_task = task::none;
nav::clearInstructions();
@ -221,23 +236,125 @@ static bool stayNear()
}
// 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())
else if (current_task == task::none && last_target_good)
{
if (stayNearHelpers::isValidNearPosition(
g_pLocalPlayer->v_Origin, lastTarget->m_vecOrigin(), *config))
g_pLocalPlayer->v_Origin, last_target->m_vecOrigin(), *config))
return true;
}
// Can we try pathing to our last target again?
else if (last_target_good)
{
if (stayNearHelpers::stayNearPlayer(last_target, *config, &last_area))
return true;
}
static Timer wait_until_stay_near{};
if (current_task == task::stay_near)
{
return true;
}
else
else if (wait_until_stay_near.test_and_set(1000))
{
// We're doing nothing? Do something!
return stayNearHelpers::stayNearPlayers(*config, &lastTarget, &result);
return stayNearHelpers::stayNearPlayers(*config, &last_target,
&last_area);
}
return false;
}
static inline bool hasLowAmmo()
{
if (CE_BAD(LOCAL_W))
return false;
int *weapon_list =
(int *) ((uint64_t)(RAW_ENT(LOCAL_E)) + netvar.hMyWeapons);
if (g_pLocalPlayer->holding_sniper_rifle &&
CE_INT(LOCAL_E, netvar.m_iAmmo + 4) <= 5)
return true;
for (int i = 0; weapon_list[i]; i++)
{
int handle = weapon_list[i];
int eid = handle & 0xFFF;
if (eid >= 32 && eid <= HIGHEST_ENTITY)
{
IClientEntity *weapon = g_IEntityList->GetClientEntity(eid);
if (weapon and re::C_BaseCombatWeapon::IsBaseCombatWeapon(weapon) &&
re::C_TFWeaponBase::UsesPrimaryAmmo(weapon) &&
!re::C_TFWeaponBase::HasPrimaryAmmo(weapon))
return true;
}
}
return false;
}
static bool getHealthAndAmmo()
{
static Timer health_ammo_timer{};
if (!health_ammo_timer.check(3000))
return false;
if (current_task == task::health)
return true;
if (float(LOCAL_E->m_iHealth()) / float(LOCAL_E->m_iMaxHealth()) < 0.64f)
{
std::vector<Vector> healthpacks;
for (int i = 0; i < HIGHEST_ENTITY; i++)
{
CachedEntity *ent = ENTITY(i);
if (CE_BAD(ent) || ent->m_iClassID() != CL_CLASS(CBaseAnimating))
continue;
if (ent->m_ItemType() != ITEM_HEALTH_SMALL &&
ent->m_ItemType() != ITEM_HEALTH_MEDIUM &&
ent->m_ItemType() != ITEM_HEALTH_LARGE)
continue;
healthpacks.push_back(ent->m_vecOrigin());
}
std::sort(healthpacks.begin(), healthpacks.end(),
[](Vector &a, Vector &b) {
return g_pLocalPlayer->v_Origin.DistTo(a) <
g_pLocalPlayer->v_Origin.DistTo(b);
});
for (auto &pack : healthpacks)
{
if (nav::navTo(pack, 10, true, true))
{
current_task = task::health;
return true;
}
}
}
if (current_task == task::ammo)
return true;
if (hasLowAmmo())
{
std::vector<Vector> ammopacks;
for (int i = 0; i < HIGHEST_ENTITY; i++)
{
CachedEntity *ent = ENTITY(i);
if (CE_BAD(ent) || ent->m_iClassID() != CL_CLASS(CBaseAnimating))
continue;
if (ent->m_ItemType() != ITEM_AMMO_SMALL &&
ent->m_ItemType() != ITEM_AMMO_MEDIUM &&
ent->m_ItemType() != ITEM_AMMO_LARGE)
continue;
ammopacks.push_back(ent->m_vecOrigin());
}
std::sort(ammopacks.begin(), ammopacks.end(), [](Vector &a, Vector &b) {
return g_pLocalPlayer->v_Origin.DistTo(a) <
g_pLocalPlayer->v_Origin.DistTo(b);
});
for (auto &pack : ammopacks)
{
if (nav::navTo(pack, 9, true, true))
{
current_task = task::ammo;
return true;
}
}
}
return false;
}
static HookedFunction cm(HookedFunctions_types::HF_CreateMove, "NavBot", 16,