}
}
+void havocbot_bunnyhop(entity this, vector dir)
+{
+ bool can_run = false;
+ if (!(this.aistatus & AI_STATUS_ATTACKING) && this.goalcurrent && !IS_PLAYER(this.goalcurrent)
+ && vdist(vec2(this.velocity), >=, autocvar_sv_maxspeed) && !(this.aistatus & AI_STATUS_DANGER_AHEAD)
+ && this.waterlevel <= WATERLEVEL_WETFEET && !IS_DUCKED(this)
+ && IS_ONGROUND(this) && !(this.goalcurrent_prev && (this.goalcurrent_prev.wpflags & WAYPOINTFLAG_JUMP)))
+ {
+ vector vel_angles = vectoangles(this.velocity);
+ vector deviation = vel_angles - vectoangles(dir);
+ while (deviation.y < -180) deviation.y = deviation.y + 360;
+ while (deviation.y > 180) deviation.y = deviation.y - 360;
+ if (fabs(deviation.y) < autocvar_bot_ai_bunnyhop_dir_deviation_max)
+ {
+ vector gco = get_closer_dest(this.goalcurrent, this.origin);
+ float vel = vlen(vec2(this.velocity));
+
+ // with the current physics, jump distance grows linearly with the speed
+ float jump_distance = 52.661 + 0.606 * vel;
+ jump_distance += this.origin.z - gco.z; // roughly take into account vertical distance too
+ if (vdist(vec2(gco - this.origin), >, max(0, jump_distance)))
+ can_run = true;
+ else if (!(this.goalcurrent.wpflags & WAYPOINTFLAG_JUMP)
+ && !(this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
+ && this.goalstack01 && !wasfreed(this.goalstack01) && !(this.goalstack01.wpflags & WAYPOINTFLAG_JUMP)
+ && vdist(vec2(gco - this.goalstack01.origin), >, 70))
+ {
+ vector gno = (this.goalstack01.absmin + this.goalstack01.absmax) * 0.5;
+ vector ang = vectoangles(gco - this.origin);
+ deviation = vectoangles(gno - gco) - vel_angles;
+ while (deviation.y < -180) deviation.y = deviation.y + 360;
+ while (deviation.y > 180) deviation.y = deviation.y - 360;
+
+ float max_turn_angle = autocvar_bot_ai_bunnyhop_turn_angle_max;
+ max_turn_angle -= autocvar_bot_ai_bunnyhop_turn_angle_reduction * ((vel - autocvar_sv_maxspeed) / autocvar_sv_maxspeed);
+ if ((ang.x < 90 || ang.x > 360 - autocvar_bot_ai_bunnyhop_downward_pitch_max)
+ && fabs(deviation.y) < max(autocvar_bot_ai_bunnyhop_turn_angle_min, max_turn_angle))
+ {
+ can_run = true;
+ }
+ }
+ }
+ }
+
+ if (can_run)
+ {
+ PHYS_INPUT_BUTTON_JUMP(this) = true;
+ this.aistatus |= AI_STATUS_RUNNING;
+ }
+ else
+ {
+ if (IS_ONGROUND(this) || this.waterlevel > WATERLEVEL_WETFEET)
+ this.aistatus &= ~AI_STATUS_RUNNING;
+ }
+}
+
void havocbot_keyboard_movement(entity this, vector destorg)
{
if(time <= this.havocbot_keyboardtime)
CS(this).movement = CS(this).movement + (keyboard - CS(this).movement) * blend;
}
-void havocbot_bunnyhop(entity this, vector dir)
-{
- // Don't jump when attacking
- if(this.aistatus & AI_STATUS_ATTACKING)
- return;
-
- if (!this.goalcurrent || IS_PLAYER(this.goalcurrent))
- return;
-
- if((this.aistatus & AI_STATUS_RUNNING) && vdist(this.velocity, <, autocvar_sv_maxspeed * 0.75)
- || (this.aistatus & AI_STATUS_DANGER_AHEAD))
- {
- this.aistatus &= ~AI_STATUS_RUNNING;
- PHYS_INPUT_BUTTON_JUMP(this) = false;
- this.bot_canruntogoal = 0;
- this.bot_timelastseengoal = 0;
- return;
- }
-
- if(this.waterlevel > WATERLEVEL_WETFEET || IS_DUCKED(this))
- {
- this.aistatus &= ~AI_STATUS_RUNNING;
- return;
- }
-
- if(this.bot_lastseengoal != this.goalcurrent && !(this.aistatus & AI_STATUS_RUNNING))
- {
- this.bot_canruntogoal = 0;
- this.bot_timelastseengoal = 0;
- }
-
- // Run only to visible goals
- if(IS_ONGROUND(this))
- if(vdist(vec2(this.velocity), >=, autocvar_sv_maxspeed))
- if(checkpvs(this.origin + this.view_ofs, this.goalcurrent))
- {
- this.bot_lastseengoal = this.goalcurrent;
-
- // seen it before
- if(this.bot_timelastseengoal)
- {
- vector gco = get_closer_dest(this.goalcurrent, this.origin);
- // for a period of time
- if(time - this.bot_timelastseengoal > autocvar_bot_ai_bunnyhop_firstjumpdelay)
- {
- bool checkdistance = true;
-
- // don't run if it is too close
- if(this.bot_canruntogoal==0)
- {
- if(vdist(this.origin - gco, >, autocvar_bot_ai_bunnyhop_startdistance))
- this.bot_canruntogoal = 1;
- else
- this.bot_canruntogoal = -1;
- }
-
- if(this.bot_canruntogoal != 1)
- return;
-
- if(this.aistatus & AI_STATUS_ROAMING)
- if(this.goalcurrent.classname == "waypoint")
- if (!(this.goalcurrent.wpflags & WAYPOINTFLAG_PERSONAL))
- if(fabs(gco.z - this.origin.z) < this.maxs.z - this.mins.z)
- if (this.goalstack01 && !wasfreed(this.goalstack01))
- if (!(this.goalstack01.wpflags & WAYPOINTFLAG_JUMP))
- {
- vector gno = (this.goalstack01.absmin + this.goalstack01.absmax) * 0.5;
- vector deviation = vectoangles(gno - this.origin) - vectoangles(gco - this.origin);
- while (deviation.y < -180) deviation.y = deviation.y + 360;
- while (deviation.y > 180) deviation.y = deviation.y - 360;
-
- if(fabs(deviation.y) < 20)
- if(vlen2(this.origin - gco) < vlen2(this.origin - gno))
- if(fabs(gno.z - gco.z) < this.maxs.z - this.mins.z)
- {
- if(vdist(gco - gno, >, autocvar_bot_ai_bunnyhop_startdistance))
- if(checkpvs(this.origin + this.view_ofs, this.goalstack01))
- {
- checkdistance = false;
- }
- }
- }
-
- if(checkdistance)
- {
- this.aistatus &= ~AI_STATUS_RUNNING;
- // increase stop distance in case the goal is on a slope or a lower platform
- if(vdist(this.origin - gco, >, autocvar_bot_ai_bunnyhop_stopdistance + (this.origin.z - gco.z)))
- PHYS_INPUT_BUTTON_JUMP(this) = true;
- }
- else
- {
- this.aistatus |= AI_STATUS_RUNNING;
- PHYS_INPUT_BUTTON_JUMP(this) = true;
- }
- }
- }
- else
- {
- this.bot_timelastseengoal = time;
- }
- }
- else
- {
- this.bot_timelastseengoal = 0;
- }
-}
-
// return true when bot isn't getting closer to the current goal
bool havocbot_checkgoaldistance(entity this, vector gco)
{
}
// Loose goal touching check when running
- if(this.aistatus & AI_STATUS_RUNNING)
- if(this.goalcurrent.classname=="waypoint")
- if(vdist(vec2(this.velocity), >=, autocvar_sv_maxspeed)) // if -really- running
- {
- if(vdist(this.origin - this.goalcurrent.origin, <, 150))
+ // check goalstack01 to make sure waypoint isn't the final goal
+ if(this.aistatus & AI_STATUS_RUNNING && this.goalcurrent.classname == "waypoint" && !(this.goalcurrent.wpflags & WAYPOINTFLAG_JUMP)
+ && this.goalstack01 && !wasfreed(this.goalstack01) && vdist(vec2(this.velocity), >=, autocvar_sv_maxspeed))
+ {
+ vector gco = this.goalcurrent.origin;
+ vector gno = this.goalstack01.origin;
+ float min_dist = 100;
+ if(vdist(this.origin - gco, <, min_dist)
+ || (vdist(this.origin + eZ * 0.5 * min_dist - gco, <, min_dist) && vlen2(this.origin - gno) < vlen2(gco - gno)))
{
traceline(this.origin + this.view_ofs , this.goalcurrent.origin, true, NULL);
if(trace_fraction==1)
wp = this.goalcurrent_prev;
if(!wp)
return NULL;
- if(wp != this.goalcurrent_prev && vdist(wp.origin - this.origin, >, 50))
+ float min_dist = ((this.aistatus & AI_STATUS_RUNNING) ? 100 : 50);
+ if(wp != this.goalcurrent_prev && vdist(wp.origin - this.origin, >, min_dist))
{
wp = this.goalcurrent_prev;
if(!wp)
if(!wp)
return NULL;
}
- if(vdist(wp.origin - this.origin, >, 50))
+ if(vdist(wp.origin - this.origin, >, min_dist))
{
wp = NULL;
IL_EACH(g_waypoints, !(it.wpflags & (WAYPOINTFLAG_TELEPORT | WAYPOINTFLAG_JUMP)),
{
- if(vdist(it.origin - this.origin, <, 50))
+ if(vdist(it.origin - this.origin, <, min_dist))
{
wp = it;
break;