From: terencehill Date: Wed, 11 Oct 2017 17:39:48 +0000 (+0200) Subject: Bot AI: Fix buggy algorithm for deciding whether to leave an item to a human teammate... X-Git-Tag: xonotic-v0.8.5~2378^2~46 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=42d751864f4798ad157ea2d08cbe49d5a8060b9f;p=xonotic%2Fxonotic-data.pk3dir.git Bot AI: Fix buggy algorithm for deciding whether to leave an item to a human teammate or not --- diff --git a/qcsrc/server/bot/default/havocbot/roles.qc b/qcsrc/server/bot/default/havocbot/roles.qc index 80a1d237a..de1bb9249 100644 --- a/qcsrc/server/bot/default/havocbot/roles.qc +++ b/qcsrc/server/bot/default/havocbot/roles.qc @@ -44,6 +44,20 @@ void havocbot_goalrating_waypoints(entity this, float ratingscale, vector org, f } }; +bool havocbot_goalrating_item_can_be_left_to_teammate(entity this, entity player, entity item) +{ + if (item.health && player.health <= this.health) {return true;} + if (item.armorvalue && player.armorvalue <= this.armorvalue) {return true;} + if (item.weapons && !(player.weapons & item.weapons)) {return true;} + if (item.ammo_shells && player.ammo_shells <= this.ammo_shells) {return true;} + if (item.ammo_nails && player.ammo_nails <= this.ammo_nails) {return true;} + if (item.ammo_rockets && player.ammo_rockets <= this.ammo_rockets) {return true;} + if (item.ammo_cells && player.ammo_cells <= this.ammo_cells) {return true;} + if (item.ammo_plasma && player.ammo_plasma <= this.ammo_plasma) {return true;} + + return false; +}; + bool havocbot_goalrating_item_pickable_check_players(entity this, vector org, entity item, vector item_org) { if(!teamplay) @@ -51,33 +65,22 @@ bool havocbot_goalrating_item_pickable_check_players(entity this, vector org, en float friend_distance = FLOAT_MAX; float enemy_distance = FLOAT_MAX; - bool discard = false; FOREACH_CLIENT(IS_PLAYER(it) && it != this && !IS_DEAD(it), { if (it.team == this.team) { - if (!IS_REAL_CLIENT(it) || discard) + if (!IS_REAL_CLIENT(it)) continue; if(vdist(it.origin - item_org, >, friend_distance)) continue; - friend_distance = vlen(it.origin - item_org); - discard = true; - - if (item.health && it.health > this.health) continue; - if (item.armorvalue && it.armorvalue > this.armorvalue) continue; - - if (item.weapons && (item.weapons & ~it.weapons)) continue; - - if (item.ammo_shells && it.ammo_shells > this.ammo_shells) continue; - if (item.ammo_nails && it.ammo_nails > this.ammo_nails) continue; - if (item.ammo_rockets && it.ammo_rockets > this.ammo_rockets) continue; - if (item.ammo_cells && it.ammo_cells > this.ammo_cells) continue; - if (item.ammo_plasma && it.ammo_plasma > this.ammo_plasma) continue; - - discard = false; + if(havocbot_goalrating_item_can_be_left_to_teammate(this, it, item)) + { + friend_distance = vlen(it.origin - item_org); + continue; + } } else { @@ -90,7 +93,7 @@ bool havocbot_goalrating_item_pickable_check_players(entity this, vector org, en // Rate the item only if no one needs it, or if an enemy is closer to it if ((enemy_distance < friend_distance && vdist(item_org - org, <, enemy_distance)) || - (friend_distance > autocvar_bot_ai_friends_aware_pickup_radius) || !discard) + (friend_distance > autocvar_bot_ai_friends_aware_pickup_radius)) return true; return false; };