sniper spot changes

This commit is contained in:
LightCat 2018-08-22 13:01:20 +02:00
parent f0ee53b3d6
commit 546702cb63

View File

@ -187,10 +187,14 @@ void Init()
sniper_spots.size(), preferred_sniper_spots.size(),
nest_spots.size());
}
// I doubtwe'd use more than 128 Sniper spots
std::array<int, 128> priority_spots;
void initonce()
{
for (int i = 0; i < afkTicks.size(); i++)
afkTicks[i].update();
for (auto &e :priority_spots)
e = 0;
cdr.update();
cd2.update();
cd3.update();
@ -291,6 +295,43 @@ int GetClosestBuilding()
}
return BestBuilding;
}
void NavToSniperSpot(int priority)
{
Vector random_spot;
if (!sniper_spots.size() && !preferred_sniper_spots.size())
return;
auto snip_spot = preferred_sniper_spots.size()
? preferred_sniper_spots
: sniper_spots;
int best_spot = -1;
float maxscr = FLT_MAX;
int lowest_priority = 9999;
for (int i = 0; i < snip_spot.size();i++)
{
if ((priority_spots[i] < lowest_priority))
lowest_priority = priority_spots[i];
}
for (int i = 0; i < snip_spot.size();i++)
{
if ((priority_spots[i] > lowest_priority))
continue;
float scr = snip_spot[i].DistTo(g_pLocalPlayer->v_Eye);
if (scr < maxscr)
{
maxscr = scr;
best_spot = i;
}
}
if (best_spot == -1)
return;
random_spot = snip_spot.at(best_spot);
if (random_spot.z)
nav::NavTo(random_spot, false, true, priority);
priority_spots[best_spot]++;
return;
}
int follow_target = 0;
void CreateMove()
{
@ -327,38 +368,18 @@ void CreateMove()
if (!spy_mode && !heavy_mode && !engi_mode)
{
cd3.update();
Vector random_spot;
if (cd2.test_and_set(5000))
Init();
if (!sniper_spots.size() && !preferred_sniper_spots.size())
return;
auto snip_spot = preferred_sniper_spots.size()
? preferred_sniper_spots
: sniper_spots;
int rng = rand() % snip_spot.size();
random_spot = snip_spot.at(rng);
if (random_spot.z)
nav::NavTo(random_spot, true, true);
return;
NavToSniperSpot(5);
}
else if (!engi_mode)
{
CachedEntity *tar = NearestEnemy();
if (CE_BAD(tar) && last_tar == -1 && nav::ReadyForCommands)
{
Vector random_spot;
if (cd2.test_and_set(5000))
Init();
if (!sniper_spots.size() && !preferred_sniper_spots.size())
return;
auto snip_spot = preferred_sniper_spots.size()
? preferred_sniper_spots
: sniper_spots;
int rng = rand() % snip_spot.size();
random_spot = snip_spot.at(rng);
if (random_spot.z)
nav::NavTo(random_spot, false);
return;
NavToSniperSpot(5);
}
if (CE_GOOD(tar))
{
@ -414,7 +435,7 @@ void CreateMove()
}
}
// If Near The best spot and ready for commands
if (best_spot.DistTo(LOCAL_E->m_vecOrigin()) < 300.0f &&
if (best_spot.DistTo(LOCAL_E->m_vecOrigin()) < 200.0f &&
(nav::ReadyForCommands || nav::priority == 1))
{
// Get the closest Building
@ -469,7 +490,7 @@ void CreateMove()
fClampAngle(angles);
current_user_cmd->viewangles = angles;
current_user_cmd->buttons |= IN_ATTACK;
g_pLocalPlayer->bUseSilentAngles = false;
g_pLocalPlayer->bUseSilentAngles = true;
return;
}
}
@ -487,19 +508,9 @@ void CreateMove()
// Ammo is dormant, go and find it!
else if (sniper_spots.size() && nav::ReadyForCommands)
{
Vector random_spot;
if (cd2.test_and_set(5000))
Init();
if (!sniper_spots.size() &&
!preferred_sniper_spots.size())
return;
auto snip_spot = preferred_sniper_spots.size()
? preferred_sniper_spots
: sniper_spots;
int rng = rand() % snip_spot.size();
random_spot = snip_spot.at(rng);
if (random_spot.z)
nav::NavTo(random_spot, false, false, 1);
NavToSniperSpot(1);
return;
}
}