Pushed Followbot Ai Improvment
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@ -544,6 +544,7 @@ static const std::string list_tf2 = R"(
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"fb_mimic_slot"
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"fb_always_medigun"
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"fb_autoclass"
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"fb_follow_distance"
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]
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"Miscellaneous" [
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@ -20,11 +20,115 @@ int following_idx { 0 };
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std::set<int> selection {};
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std::set<int> selection_secondary {};
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//Cats vars for old followbot
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float destination_point_time { 0.0f };
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Vector destination_point {};
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bool destination_reached { false };
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bool allow_moving { true };
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//Initalize vars for BreadCrumb followbot
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//An array for storing the breadcrumbs
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static CatVar crumbFollowDistance(CV_FLOAT, "fb_follow_distance", "150", "Followbot Distance", "How close the bots should stay to you");
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Vector breadcrumbs [55];
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float crumbWait = 0;
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int crumbBottom = 0;
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int crumbTop = 0;
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int crumbArrayLength = 0;
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bool crumbAbleToMove = false;
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bool crumbStopped = true;
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bool crumbFindNew = false;
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bool crumbForceMove = false;
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//Debug vars
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//CatVar deboog12(CV_FLOAT, "deboog12", "69", "succc", "Medics will always use Medigun");
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//CatVar deboog13(CV_FLOAT, "deboog13", "69", "succc", "Medics will always use Medigun");
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//A function to start the crumb followbot up
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void CrumbStart() {
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//A check to make sure using the fb tool repeatedly doesnt clear the cache of crumbs
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if (crumbStopped || !crumbAbleToMove) {
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crumbTop = 0;
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crumbBottom = 0;
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crumbArrayLength = 0;
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crumbWait = 0;
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crumbFindNew = true;
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crumbStopped = false;
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crumbAbleToMove = true;
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logging::Info("Crumb Start");
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}
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}
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//A function to place a crumb into the array
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void CrumbTopAdd(Vector crumbToAdd) {
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//Once the crumbs have hit the limit of the array, loop around and over write unused spots
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if (crumbTop == 55) {
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crumbTop = 0;
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} else {
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//Else, bump the top number market of the array
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crumbTop = crumbTop + 1;
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}
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//Put the newly determined crumb into the array and add to the length
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crumbArrayLength = crumbArrayLength + 1;
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breadcrumbs[crumbTop] = crumbToAdd;
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logging::Info("Crumb Top add");
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//The array can only hold so many crumbs, once it goes over its cap, stop the bot to prevent un-needed movement
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if (crumbArrayLength > 55) {
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crumbStopped = true;
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logging::Info("Crumb Overload!\nDumping array");
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}
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}
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//A function to free a crumb from the array
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void CrumbBottomAdd() {
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//Once the crumbs have hit the limit of the array, loop around and over write unused spots
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if (crumbBottom == 55) {
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crumbBottom = 0;
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} else {
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//Else, bump the top number market of the array
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crumbBottom = crumbBottom + 1;
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}
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//Subtract from the length to make room for more crumbs
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crumbArrayLength = crumbArrayLength - 1;
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logging::Info("Crumb Bottom add");
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//A check to detect if too many crumbs have been removed. Without crumbs the bot will just use random variables in the array.
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//To prevent un-nessasary movement, just clear the array and wait for player
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if (crumbArrayLength < 0) {
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crumbStopped = true;
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logging::Info("Crumb Over-Prune!\nDumping array");
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}
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}
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//A function to calculate distance from a vector, to the floor
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//I really dont want to raytrace to find the distance to the floor bit i dont know any other way
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//Problems, It sometimes cant find the floor on some surfaces, that leads into massive lag
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//due to the ray trace going for a long length without finding anything, fixed by limiting how long it can trace for
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//TODO Find a better method of finding distance to floor
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float crumbDistanceToFloor(Vector toTest) {
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//Main ray tracing area
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std::unique_ptr<trace_t> trace(new trace_t);
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Ray_t ray;
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Vector forward;
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float sp, sy, cp, cy;
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sy = sinf(DEG2RAD(0)); // yaw
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cy = cosf(DEG2RAD(0));
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sp = sinf(DEG2RAD(89)); // pitch
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cp = cosf(DEG2RAD(89));
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forward.x = cp * cy;
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forward.y = cp * sy;
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forward.z = -sp;
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forward = forward * 300.0f + toTest;
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ray.Init(toTest, forward);
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//trace::g_pFilterNoPlayer to only focus on the enviroment
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g_ITrace->TraceRay(ray, 0x4200400B, trace::g_pFilterNoPlayer, trace.get());
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//Pythagorean theorem to calculate distance
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float crumbFloorDistance = std::abs(toTest.z - trace->endpos.z);
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return crumbFloorDistance;
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}
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bool IsBot(CachedEntity* entity) {
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if (!ipc::peer) return false;
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if (entity->m_Type == ENTITY_PLAYER) {
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@ -59,6 +163,9 @@ void AddMessageHandlers(ipc::peer_t* peer) {
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peer->SetCommandHandler(ipc::commands::set_follow_steamid, [](cat_ipc::command_s& command, void* payload) {
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logging::Info("IPC Message: now following %ld", *(unsigned*)&command.cmd_data);
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hacks::shared::followbot::follow_steamid = *(unsigned*)&command.cmd_data;
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//Tell followbot to follow
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crumbForceMove = true;
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CrumbStart();
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});
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peer->SetCommandHandler(ipc::commands::move_to_vector, [](cat_ipc::command_s& command, void* payload) {
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float* data = (float*)&command.cmd_data;
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@ -66,12 +173,18 @@ void AddMessageHandlers(ipc::peer_t* peer) {
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destination_point = Vector(data[0], data[1], data[2]);
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destination_point_time = g_GlobalVars->curtime;
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destination_reached = false;
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//prevent followbot from following
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crumbAbleToMove = false;
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crumbStopped = true;
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});
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peer->SetCommandHandler(ipc::commands::start_moving, [](cat_ipc::command_s& command, void* payload) {
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allow_moving = true;
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//Tell followbot to follow
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crumbAbleToMove = true;
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});
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peer->SetCommandHandler(ipc::commands::stop_moving, [](cat_ipc::command_s& command, void* payload) {
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allow_moving = false;
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crumbStopped = true;
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});
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}
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@ -275,32 +388,107 @@ void DoWalking() {
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}
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last_slot_check = g_GlobalVars->curtime;
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}
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//Nullified Cats Followbot code used for followbot tool
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//Keeping this for the followbot move and stay commands
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//TODO remove player follow from this or change it to be a backup for the crumb follow bot
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if (!crumbAbleToMove) {
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if (destination_point_time > g_GlobalVars->curtime) destination_point_time = 0.0f;
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if (destination_point_time > g_GlobalVars->curtime) destination_point_time = 0.0f;
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if (!destination_reached && (g_GlobalVars->curtime - destination_point_time < 5.0f)) {
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WalkTo(destination_point);
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last_direction = destination_point;
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if (g_pLocalPlayer->v_Origin.DistTo(destination_point) < 50.0f) destination_reached = true;
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} else if (following_idx) {
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if (allow_moving) {
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if (!found_entity->IsVisible()) {
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if (!lost_time) {
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lost_time = g_GlobalVars->curtime;
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}
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if (g_GlobalVars->curtime - lost_time < 2.0f) {
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WalkTo(last_direction);
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}
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} else {
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lost_time = 0;
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if (found_entity->m_vecOrigin.DistTo(LOCAL_E->m_vecOrigin) > 150.0f) {
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WalkTo(found_entity->m_vecOrigin);
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}
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last_direction = found_entity->m_vecOrigin;
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}
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}
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}
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if (!destination_reached && (g_GlobalVars->curtime - destination_point_time < 5.0f)) {
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WalkTo(destination_point);
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last_direction = destination_point;
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if (g_pLocalPlayer->v_Origin.DistTo(destination_point) < 50.0f) destination_reached = true;
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} else if (following_idx) {
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if (allow_moving) {
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if (!found_entity->IsVisible()) {
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if (!lost_time) {
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lost_time = g_GlobalVars->curtime;
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}
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if (g_GlobalVars->curtime - lost_time < 2.0f) {
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WalkTo(last_direction);
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}
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} else {
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lost_time = 0;
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if (found_entity->m_vecOrigin.DistTo(LOCAL_E->m_vecOrigin) > 150.0f) {
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WalkTo(found_entity->m_vecOrigin);
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}
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last_direction = found_entity->m_vecOrigin;
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}
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}
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}
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}
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//Breadcrumb followbot
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if (allow_moving && crumbAbleToMove && !crumbStopped) {
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//Generate new breadcrumbs made by the player only if they are close to the ground. If the bot is told to generate a starting point, it does that as well.
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if ((found_entity->m_vecOrigin.DistTo(breadcrumbs[crumbTop]) > 40.0F || crumbFindNew) && crumbDistanceToFloor(found_entity->m_vecOrigin) < 30.0F) {
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//Add to the crumb.
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CrumbTopAdd(found_entity->m_vecOrigin);
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//If the bot was forced to select a point, add a buffer crumb and bump to the newly selected point and use it
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if (crumbFindNew) {
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crumbFindNew = false;
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CrumbTopAdd(found_entity->m_vecOrigin);
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CrumbBottomAdd();
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}
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}
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//Prune used crumbs from the stack to make way for new ones when you get close to them.
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if (g_pLocalPlayer->v_Origin.DistTo(breadcrumbs[crumbBottom]) < 40.0F) {
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//Debug Logging
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logging::Info("Pruning");
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//When the bot is forced to move to the player, since they have reached their destenation we reset the var
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crumbForceMove = false;
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//Check 15 times for close crumbs to prune, this allows simple miss steps to be smoothed out as well as make room for new crumbs
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for (int i = 0; i < 15; i++) {
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//When one is close or too high, just bump the array and reset the stuck timer
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if (g_pLocalPlayer->v_Origin.DistTo(breadcrumbs[crumbBottom]) < 60.0F) {
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CrumbBottomAdd();
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crumbWait = g_GlobalVars->curtime;
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//When pruning is finished. Break the loop
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} else {
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logging::Info("Finish Prune");
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break;
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}
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}
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}
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//When the player is not visible to the bot, within 3 seconds of no pruning occuring and it not being visible we stop the bot and wait for the player to collect it
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if (!found_entity->IsVisible()) {
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if (g_GlobalVars->curtime - 3.0F > crumbWait) {
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crumbStopped = true;
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logging::Info("Crumb Lost!");
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}
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//If the player is visible, then reset our lost timer.
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} else crumbWait = g_GlobalVars->curtime;
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//When player to follow is too far away. the bot cant see the player or the bot is forced to the player, then follow breadcrumbs
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if ((g_pLocalPlayer->v_Origin.DistTo(found_entity->m_vecOrigin) > (float)crumbFollowDistance || !found_entity->IsVisible() || crumbForceMove) && crumbArrayLength >= 1 ) {
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WalkTo(breadcrumbs[crumbBottom]);
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//If the bot is next to the player then we clear our crumbs as theres no need to follow previously generated ones.
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} else if (g_pLocalPlayer->v_Origin.DistTo(found_entity->m_vecOrigin) < 125.0F && found_entity->IsVisible()) {
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crumbForceMove = false;
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crumbStopped = true;
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CrumbStart();
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}
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//If the bot is lost but it finds the player again, start the followbot again.
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} else if (crumbStopped && allow_moving && crumbAbleToMove && found_entity->IsVisible() && (g_pLocalPlayer->v_Origin.DistTo(found_entity->m_vecOrigin) < 3000.0F)) {
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crumbForceMove = true;
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CrumbStart();
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logging::Info("Crumb found player!");
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}
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//Debug vars
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//For some reason, deboog12 reports the highest the raytrace can trace. Idk how to fix rip
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//deboog12 = crumbDistanceToFloor(found_entity->m_vecOrigin);
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//deboog13 = crumbDistanceToFloor(breadcrumbs[crumbBottom]);
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if (following_idx) {
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if (found_entity->m_vecOrigin.DistTo(LOCAL_E->m_vecOrigin) > 150.0f) {
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if (LOCAL_E->m_vecOrigin.DistTo(found_entity->m_vecOrigin) > 350.0f) {
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