Massive improvements to navbot

This commit is contained in:
TotallyNotElite 2018-11-24 23:09:47 +01:00
parent 11010275bf
commit 55e93a5627
2 changed files with 49 additions and 45 deletions

View File

@ -6,11 +6,17 @@ namespace hacks::tf2::NavBot
bool init(bool first_cm);
namespace task
{
enum task : u_int8_t
enum task : uint8_t
{
none = 0,
sniper_spot,
stay_near,
};
}
struct bot_class_config
{
float min;
float preferred;
float max;
};
} // namespace hacks::tf2::NavBot

View File

@ -20,8 +20,8 @@ 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> MIN_MAX_DIST_OTHER(200, 500);
constexpr std::pair<float, float> MIN_MAX_DIST_SNIPER(1000, 4000);
constexpr bot_class_config DIST_OTHER{ 100.0f, 200.0f, 300.0f };
constexpr bot_class_config DIST_SNIPER{ 1000.0f, 1500.0f, 3000.0f };
static void CreateMove()
{
@ -96,13 +96,13 @@ static bool navToSniperSpot()
namespace stayNearHelpers
{
// 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)
static bool isValidNearPosition(Vector vec, Vector target,
const bot_class_config &config)
{
vec.z += 20;
target.z += 20;
float dist = vec.DistTo(target);
if (dist < min_distance || dist > max_distance)
if (dist < config.min || dist > config.max)
return false;
if (!IsVectorVisible(vec, target, true))
return false;
@ -110,46 +110,51 @@ static bool isValidNearPosition(Vector vec, Vector target, float min_distance,
}
// Returns true if began pathing
static bool stayNearPlayer(CachedEntity *ent, float min_distance,
float max_distance, CNavArea **result)
static bool stayNearPlayer(CachedEntity *ent, const bot_class_config &config,
CNavArea **result)
{
// Find good near positions
std::vector<CNavArea *> checked_areas;
std::vector<CNavArea *> areas;
for (auto &area : nav::navfile->m_areas)
{
if (!nav::isSafe(&area))
if (!isValidNearPosition(area.m_center, ent->m_vecOrigin(), config))
continue;
if (isValidNearPosition(area.m_center, ent->m_vecOrigin(), min_distance,
max_distance))
checked_areas.push_back(&area);
areas.push_back(&area);
}
if (checked_areas.empty())
if (areas.empty())
return false;
unsigned int size = 5;
if (checked_areas.size() < size)
size = checked_areas.size() / 2;
std::partial_sort(checked_areas.begin(), checked_areas.begin() + size,
checked_areas.end(), [](CNavArea *a, CNavArea *b) {
return g_pLocalPlayer->v_Origin.DistTo(a->m_center) <
g_pLocalPlayer->v_Origin.DistTo(b->m_center);
});
const Vector ent_orig = ent->m_vecOrigin();
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);
});
size_t size = 20;
if (areas.size() < size)
size = areas.size();
std::vector<CNavArea *> preferred_areas(areas.begin(),
areas.begin() + size / 2);
std::sort(preferred_areas.begin(), preferred_areas.end(),
[](CNavArea *a, CNavArea *b) {
return a->m_center.DistTo(g_pLocalPlayer->v_Origin) <
b->m_center.DistTo(g_pLocalPlayer->v_Origin);
});
// Try to path up to 10 times to different areas
for (unsigned int attempts = 0; attempts < (size * 2); attempts++)
for (size_t attempts = 0; attempts < size / 2; attempts++)
{
std::vector<CNavArea *>::iterator i;
if (attempts >= size)
std::vector<CNavArea *>::iterator it;
if (attempts <= size / 4)
{
i = select_randomly(checked_areas.begin(), checked_areas.end());
it = preferred_areas.begin() + attempts;
}
else
{
i = checked_areas.begin() + attempts;
it = select_randomly(areas.begin(), areas.end());
}
if (nav::navTo((*i.base())->m_center, 7, true, false))
if (nav::navTo((*it.base())->m_center, 7, true, false))
{
*result = *i.base();
*result = *it.base();
current_task = task::stay_near;
return true;
}
@ -158,7 +163,7 @@ static bool stayNearPlayer(CachedEntity *ent, float min_distance,
}
// Loop thru all players and find one we can path to
static bool stayNearPlayers(float min_distance, float max_distance,
static bool stayNearPlayers(const bot_class_config &config,
CachedEntity **result_ent, CNavArea **result_area)
{
logging::Info("Stay near players called!");
@ -167,7 +172,7 @@ static bool stayNearPlayers(float min_distance, float max_distance,
CachedEntity *ent = ENTITY(i);
if (CE_BAD(ent) || !ent->m_bAlivePlayer() || !ent->m_bEnemy())
continue;
if (stayNearPlayer(ent, min_distance, max_distance, result_area))
if (stayNearPlayer(ent, config, result_area))
{
*result_ent = ent;
return true;
@ -184,14 +189,14 @@ static bool stayNear()
static CNavArea *result = nullptr;
// What distances do we have to use?
const std::pair<float, float> *minMaxDist{};
const bot_class_config *config;
if (heavy_mode)
{
minMaxDist = &MIN_MAX_DIST_OTHER;
config = &DIST_OTHER;
}
else
{
minMaxDist = &MIN_MAX_DIST_SNIPER;
config = &DIST_SNIPER;
}
if (current_task == task::stay_near)
@ -200,21 +205,16 @@ static bool stayNear()
if (CE_BAD(lastTarget))
{
current_task = task::none;
logging::Info("Player gone bad!");
// Don't cancel if target gone CE_BAD. We might still find him.
}
else if (!lastTarget->m_bAlivePlayer() || !lastTarget->m_bEnemy())
{
nav::clearInstructions();
current_task = task::none;
logging::Info("Player gone bad!");
}
// 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))
result->m_center, lastTarget->m_vecOrigin(), *config))
{
logging::Info("Location gone bad!");
current_task = task::none;
nav::clearInstructions();
}
@ -225,8 +225,7 @@ static bool stayNear()
lastTarget->m_bAlivePlayer() && lastTarget->m_bEnemy())
{
if (stayNearHelpers::isValidNearPosition(
g_pLocalPlayer->v_Origin, lastTarget->m_vecOrigin(),
minMaxDist->first, minMaxDist->second))
g_pLocalPlayer->v_Origin, lastTarget->m_vecOrigin(), *config))
return true;
}
@ -237,8 +236,7 @@ static bool stayNear()
else
{
// We're doing nothing? Do something!
return stayNearHelpers::stayNearPlayers(
minMaxDist->first, minMaxDist->second, &lastTarget, &result);
return stayNearHelpers::stayNearPlayers(*config, &lastTarget, &result);
}
}