Improved evasive behaviour

* Bots only zig-zag when approaching a ranged enemy if that enemy is aiming at them
* Bots will not zig-zag off edges, or up against walls
This commit is contained in:
RGreenlees 2024-05-14 14:16:10 +01:00 committed by pierow
parent 6ffc3d3258
commit c0bef7cb05
3 changed files with 189 additions and 82 deletions

View File

@ -622,7 +622,7 @@ typedef struct _NAV_STATUS
float NextForceRecalc = 0.0f; // If set, then the bot will force-recalc its current path
bool bZig; // Is the bot zigging, or zagging?
bool bZig; // Is the bot zigging (moving RIGHT), or zagging (moving LEFT)?
float NextZigTime; // Controls how frequently they zig or zag
nav_profile NavProfile;

View File

@ -1878,11 +1878,18 @@ void EndBotFrame(AvHAIPlayer* pBot)
void CustomThink(AvHAIPlayer* pBot)
{
AITASK_BotUpdateAndClearTasks(pBot);
pBot->CurrentEnemy = BotGetNextEnemyTarget(pBot);
if (pBot->PrimaryBotTask.TaskType != TASK_NONE && !vIsZero(pBot->PrimaryBotTask.TaskLocation))
if (pBot->CurrentEnemy > -1)
{
MoveDirectlyTo(pBot, pBot->PrimaryBotTask.TaskLocation);
if (IsPlayerMarine(pBot->Player))
{
if (MarineCombatThink(pBot)) { return; }
}
else
{
if (AlienCombatThink(pBot)) { return; }
}
}
}
@ -3015,6 +3022,89 @@ bool BombardierCombatThink(AvHAIPlayer* pBot)
return false;
}
Vector GetZigZagDirection(AvHAIPlayer* pBot, edict_t* Enemy, bot_path_node* CurrentPathNode)
{
if (CurrentPathNode && CurrentPathNode->flag != SAMPLE_POLYFLAGS_WALK) { return ZERO_VECTOR; }
Vector EnemyOrientation = UTIL_GetVectorNormal2D(pBot->Edict->v.origin - GetPlayerEyePosition(Enemy));
Vector MoveDir;
Vector ClosestPointOnLine;
float DistToLine = 0.0f;
int PointOnLine = 0;
if (!CurrentPathNode)
{
MoveDir = EnemyOrientation;
ClosestPointOnLine = pBot->Edict->v.origin;
}
else
{
MoveDir = UTIL_GetVectorNormal2D(CurrentPathNode->Location - CurrentPathNode->FromLocation);
float OrientationDot = UTIL_GetDotProduct2D(MoveDir, EnemyOrientation);
// Only zig-zag if we are moving towards or away from the enemy. If we're side-on, then zig-zagging is pointless
if (fabs(OrientationDot) < 0.5f) { return ZERO_VECTOR; }
ClosestPointOnLine = vClosestPointOnLine(CurrentPathNode->FromLocation, CurrentPathNode->Location, pBot->Edict->v.origin);
if (vDist3DSq(ClosestPointOnLine, CurrentPathNode->Location) < sqrf(32.0f)) { return ZERO_VECTOR; }
DistToLine = vDist2D(pBot->Edict->v.origin, ClosestPointOnLine);
PointOnLine = vPointOnLine(CurrentPathNode->FromLocation, CurrentPathNode->Location, pBot->Edict->v.origin);
}
float PlayerRadius = GetPlayerRadius(pBot->Edict);
float PlayerWidth = PlayerRadius * 2.0f;
Vector RightVector = UTIL_GetVectorNormal2D(UTIL_GetCrossProduct(MoveDir, UP_VECTOR));
bool bCurrentZig = pBot->BotNavInfo.bZig;
bool bNewZig = bCurrentZig;
// If we are at our width or more from our desired path, then switch direction
if (DistToLine >= PlayerWidth)
{
bNewZig = (PointOnLine < 0);
}
else
{
// Otherwise, check we have enough room to keep zig-zagging in the current direction
Vector CheckRoomDirection = (pBot->BotNavInfo.bZig) ? RightVector : -RightVector;
if (gpGlobals->time > pBot->BotNavInfo.NextZigTime)
{
bNewZig = !pBot->BotNavInfo.bZig;
}
else if (!UTIL_TraceNav(pBot->BotNavInfo.NavProfile, pBot->CurrentFloorPosition, pBot->CurrentFloorPosition + (CheckRoomDirection * (PlayerRadius + 4.0f)), 1.0f))
{
bNewZig = !pBot->BotNavInfo.bZig;
}
}
pBot->BotNavInfo.bZig = bNewZig;
if (bNewZig != bCurrentZig)
{
pBot->BotNavInfo.NextZigTime = gpGlobals->time + frandrange(0.5f, 1.0f);
}
Vector FinalDesiredMoveDir = (CurrentPathNode) ? MoveDir : ZERO_VECTOR;
FinalDesiredMoveDir = FinalDesiredMoveDir + ((pBot->BotNavInfo.bZig) ? RightVector : -RightVector);
FinalDesiredMoveDir = UTIL_GetVectorNormal2D(FinalDesiredMoveDir);
if (!UTIL_TraceNav(pBot->BotNavInfo.NavProfile, pBot->CurrentFloorPosition, pBot->CurrentFloorPosition + (FinalDesiredMoveDir * (PlayerRadius + 4.0f)), 1.0f))
{
return ZERO_VECTOR;
}
return FinalDesiredMoveDir;
}
bool RegularMarineCombatThink(AvHAIPlayer* pBot)
{
AvHTeamNumber BotTeam = pBot->Player->GetTeam();
@ -3215,20 +3305,21 @@ bool RegularMarineCombatThink(AvHAIPlayer* pBot)
if (bEnemyIsRanged && !IsMeleeWeapon(DesiredCombatWeapon))
{
Vector EnemyOrientation = UTIL_GetVectorNormal2D(CurrentEnemy->v.origin - pBot->Edict->v.origin);
Vector EnemyOrientation = UTIL_GetVectorNormal2D(pBot->Edict->v.origin - CurrentEnemy->v.origin);
Vector EnemyFacing = UTIL_GetForwardVector2D(CurrentEnemy->v.v_angle);
Vector RightDir = UTIL_GetCrossProduct(EnemyOrientation, UP_VECTOR);
float FaceDot = UTIL_GetDotProduct2D(EnemyOrientation, EnemyFacing);
pBot->desiredMovementDir = (pBot->BotNavInfo.bZig) ? UTIL_GetVectorNormal2D(RightDir) : UTIL_GetVectorNormal2D(-RightDir);
// Let's get ziggy with it
if (gpGlobals->time > pBot->BotNavInfo.NextZigTime)
if (TrackedEnemyRef->bHasLOS && FaceDot > 0.75f)
{
pBot->BotNavInfo.bZig = !pBot->BotNavInfo.bZig;
pBot->BotNavInfo.NextZigTime = gpGlobals->time + frandrange(0.5f, 1.0f);
}
Vector EvasiveDir = GetZigZagDirection(pBot, CurrentEnemy, nullptr);
BotMovementInputs(pBot);
if (!vIsZero(EvasiveDir))
{
pBot->desiredMovementDir = EvasiveDir;
BotMovementInputs(pBot);
}
}
}
else
{
@ -3352,20 +3443,21 @@ bool RegularMarineCombatThink(AvHAIPlayer* pBot)
if (bEnemyIsRanged && !IsMeleeWeapon(DesiredCombatWeapon))
{
Vector EnemyOrientation = UTIL_GetVectorNormal2D(CurrentEnemy->v.origin - pBot->Edict->v.origin);
Vector EnemyOrientation = UTIL_GetVectorNormal2D(pBot->Edict->v.origin - CurrentEnemy->v.origin);
Vector EnemyFacing = UTIL_GetForwardVector2D(CurrentEnemy->v.v_angle);
Vector RightDir = UTIL_GetCrossProduct(EnemyOrientation, UP_VECTOR);
float FaceDot = UTIL_GetDotProduct2D(EnemyOrientation, EnemyFacing);
pBot->desiredMovementDir = (pBot->BotNavInfo.bZig) ? UTIL_GetVectorNormal2D(RightDir) : UTIL_GetVectorNormal2D(-RightDir);
// Let's get ziggy with it
if (gpGlobals->time > pBot->BotNavInfo.NextZigTime)
if (TrackedEnemyRef->bHasLOS && FaceDot > 0.75f)
{
pBot->BotNavInfo.bZig = !pBot->BotNavInfo.bZig;
pBot->BotNavInfo.NextZigTime = gpGlobals->time + frandrange(0.5f, 1.0f);
}
Vector EvasiveDir = GetZigZagDirection(pBot, CurrentEnemy, nullptr);
BotMovementInputs(pBot);
if (!vIsZero(EvasiveDir))
{
pBot->desiredMovementDir = EvasiveDir;
BotMovementInputs(pBot);
}
}
}
if (!bEnemyIsRanged && !IsMeleeWeapon(DesiredCombatWeapon))
@ -7598,21 +7690,24 @@ bool SkulkCombatThink(AvHAIPlayer* pBot)
bot_path_node CurrentPathNode = pBot->BotNavInfo.CurrentPath[pBot->BotNavInfo.CurrentPathPoint];
// EVASIVE MANOEUVRES! Only do this if we're running along the floor and aren't approaching a path point (so we don't stray off the path)
if (TrackedEnemyRef->bHasLOS && CurrentPathNode.flag == SAMPLE_POLYFLAGS_WALK && vDist2DSq(pBot->Edict->v.origin, CurrentPathNode.Location) > sqrf(50.0f))
if (TrackedEnemyRef->bHasLOS)
{
Vector RightDir = UTIL_GetCrossProduct(pBot->desiredMovementDir, UP_VECTOR);
Vector EnemyOrientation = UTIL_GetVectorNormal2D(pBot->Edict->v.origin - CurrentEnemy->v.origin);
Vector EnemyFacing = UTIL_GetForwardVector2D(CurrentEnemy->v.v_angle);
pBot->desiredMovementDir = (pBot->BotNavInfo.bZig) ? UTIL_GetVectorNormal2D(pBot->desiredMovementDir + RightDir) : UTIL_GetVectorNormal2D(pBot->desiredMovementDir - RightDir);
float FaceDot = UTIL_GetDotProduct2D(EnemyOrientation, EnemyFacing);
// Let's get ziggy with it
if (gpGlobals->time > pBot->BotNavInfo.NextZigTime)
if (TrackedEnemyRef->bHasLOS && FaceDot > 0.75f)
{
pBot->BotNavInfo.bZig = !pBot->BotNavInfo.bZig;
pBot->BotNavInfo.NextZigTime = gpGlobals->time + frandrange(0.5f, 1.0f);
}
bot_path_node* CurrentNode = (pBot->BotNavInfo.CurrentPath.size() > 0) ? &pBot->BotNavInfo.CurrentPath[pBot->BotNavInfo.CurrentPathPoint] : nullptr;
Vector EvasiveDir = GetZigZagDirection(pBot, CurrentEnemy, CurrentNode);
BotMovementInputs(pBot);
if (!vIsZero(EvasiveDir))
{
pBot->desiredMovementDir = EvasiveDir;
BotMovementInputs(pBot);
}
}
}
}
}
@ -7747,22 +7842,21 @@ bool GorgeCombatThink(AvHAIPlayer* pBot)
}
}
Vector EnemyOrientation = UTIL_GetVectorNormal2D(pBot->desiredMovementDir);
Vector RightDir = UTIL_GetCrossProduct(EnemyOrientation, UP_VECTOR);
Vector EnemyOrientation = UTIL_GetVectorNormal2D(pBot->Edict->v.origin - CurrentEnemy->v.origin);
Vector EnemyFacing = UTIL_GetForwardVector2D(CurrentEnemy->v.v_angle);
if (TrackedEnemyRef->bHasLOS)
float FaceDot = UTIL_GetDotProduct2D(EnemyOrientation, EnemyFacing);
if (TrackedEnemyRef->bHasLOS && FaceDot > 0.75f)
{
bot_path_node* CurrentNode = (pBot->BotNavInfo.CurrentPath.size() > 0) ? &pBot->BotNavInfo.CurrentPath[pBot->BotNavInfo.CurrentPathPoint] : nullptr;
Vector EvasiveDir = GetZigZagDirection(pBot, CurrentEnemy, CurrentNode);
pBot->desiredMovementDir = (pBot->BotNavInfo.bZig) ? UTIL_GetVectorNormal2D(pBot->desiredMovementDir + RightDir) : UTIL_GetVectorNormal2D(pBot->desiredMovementDir - RightDir);
// Let's get ziggy with it
if (gpGlobals->time > pBot->BotNavInfo.NextZigTime)
if (!vIsZero(EvasiveDir))
{
pBot->BotNavInfo.bZig = !pBot->BotNavInfo.bZig;
pBot->BotNavInfo.NextZigTime = gpGlobals->time + frandrange(0.5f, 1.0f);
pBot->desiredMovementDir = EvasiveDir;
BotMovementInputs(pBot);
}
BotMovementInputs(pBot);
}
return true;
@ -7825,19 +7919,22 @@ bool GorgeCombatThink(AvHAIPlayer* pBot)
if (TrackedEnemyRef->bHasLOS)
{
Vector EnemyOrientation = UTIL_GetVectorNormal2D(pBot->desiredMovementDir);
Vector RightDir = UTIL_GetCrossProduct(EnemyOrientation, UP_VECTOR);
Vector EnemyOrientation = UTIL_GetVectorNormal2D(pBot->Edict->v.origin - CurrentEnemy->v.origin);
Vector EnemyFacing = UTIL_GetForwardVector2D(CurrentEnemy->v.v_angle);
pBot->desiredMovementDir = (pBot->BotNavInfo.bZig) ? UTIL_GetVectorNormal2D(pBot->desiredMovementDir + RightDir) : UTIL_GetVectorNormal2D(pBot->desiredMovementDir - RightDir);
float FaceDot = UTIL_GetDotProduct2D(EnemyOrientation, EnemyFacing);
// Let's get ziggy with it
if (gpGlobals->time > pBot->BotNavInfo.NextZigTime)
if (TrackedEnemyRef->bHasLOS && FaceDot > 0.75f)
{
pBot->BotNavInfo.bZig = !pBot->BotNavInfo.bZig;
pBot->BotNavInfo.NextZigTime = gpGlobals->time + frandrange(0.5f, 1.0f);
}
bot_path_node* CurrentNode = (pBot->BotNavInfo.CurrentPath.size() > 0) ? &pBot->BotNavInfo.CurrentPath[pBot->BotNavInfo.CurrentPathPoint] : nullptr;
Vector EvasiveDir = GetZigZagDirection(pBot, CurrentEnemy, CurrentNode);
BotMovementInputs(pBot);
if (!vIsZero(EvasiveDir))
{
pBot->desiredMovementDir = EvasiveDir;
BotMovementInputs(pBot);
}
}
}
return true;
@ -7852,19 +7949,22 @@ bool GorgeCombatThink(AvHAIPlayer* pBot)
if (TrackedEnemyRef->bHasLOS)
{
Vector EnemyOrientation = UTIL_GetVectorNormal2D(pBot->desiredMovementDir);
Vector RightDir = UTIL_GetCrossProduct(EnemyOrientation, UP_VECTOR);
Vector EnemyOrientation = UTIL_GetVectorNormal2D(pBot->Edict->v.origin - CurrentEnemy->v.origin);
Vector EnemyFacing = UTIL_GetForwardVector2D(CurrentEnemy->v.v_angle);
pBot->desiredMovementDir = (pBot->BotNavInfo.bZig) ? UTIL_GetVectorNormal2D(pBot->desiredMovementDir + RightDir) : UTIL_GetVectorNormal2D(pBot->desiredMovementDir - RightDir);
float FaceDot = UTIL_GetDotProduct2D(EnemyOrientation, EnemyFacing);
// Let's get ziggy with it
if (gpGlobals->time > pBot->BotNavInfo.NextZigTime)
if (TrackedEnemyRef->bHasLOS && FaceDot > 0.75f)
{
pBot->BotNavInfo.bZig = !pBot->BotNavInfo.bZig;
pBot->BotNavInfo.NextZigTime = gpGlobals->time + frandrange(0.5f, 1.0f);
}
bot_path_node* CurrentNode = (pBot->BotNavInfo.CurrentPath.size() > 0) ? &pBot->BotNavInfo.CurrentPath[pBot->BotNavInfo.CurrentPathPoint] : nullptr;
Vector EvasiveDir = GetZigZagDirection(pBot, CurrentEnemy, CurrentNode);
BotMovementInputs(pBot);
if (!vIsZero(EvasiveDir))
{
pBot->desiredMovementDir = EvasiveDir;
BotMovementInputs(pBot);
}
}
}
}
@ -7894,19 +7994,22 @@ bool GorgeCombatThink(AvHAIPlayer* pBot)
{
BotShootTarget(pBot, WEAPON_GORGE_SPIT, CurrentEnemy);
Vector EnemyOrientation = UTIL_GetVectorNormal2D(CurrentEnemy->v.origin - pBot->Edict->v.origin);
Vector RightDir = UTIL_GetCrossProduct(EnemyOrientation, UP_VECTOR);
Vector EnemyOrientation = UTIL_GetVectorNormal2D(pBot->Edict->v.origin - CurrentEnemy->v.origin);
Vector EnemyFacing = UTIL_GetForwardVector2D(CurrentEnemy->v.v_angle);
pBot->desiredMovementDir = (pBot->BotNavInfo.bZig) ? UTIL_GetVectorNormal2D(pBot->desiredMovementDir + RightDir) : UTIL_GetVectorNormal2D(pBot->desiredMovementDir - RightDir);
float FaceDot = UTIL_GetDotProduct2D(EnemyOrientation, EnemyFacing);
// Let's get ziggy with it
if (gpGlobals->time > pBot->BotNavInfo.NextZigTime)
if (TrackedEnemyRef->bHasLOS && FaceDot > 0.75f)
{
pBot->BotNavInfo.bZig = !pBot->BotNavInfo.bZig;
pBot->BotNavInfo.NextZigTime = gpGlobals->time + frandrange(0.5f, 1.0f);
}
bot_path_node* CurrentNode = (pBot->BotNavInfo.CurrentPath.size() > 0) ? &pBot->BotNavInfo.CurrentPath[pBot->BotNavInfo.CurrentPathPoint] : nullptr;
Vector EvasiveDir = GetZigZagDirection(pBot, CurrentEnemy, CurrentNode);
BotMovementInputs(pBot);
if (!vIsZero(EvasiveDir))
{
pBot->desiredMovementDir = EvasiveDir;
BotMovementInputs(pBot);
}
}
return true;
}
@ -8376,25 +8479,27 @@ bool FadeCombatThink(AvHAIPlayer* pBot)
}
}
if (GetPlayerEnergy(pBot->Edict) < (0.9f - (GetEnergyCostForWeapon(WEAPON_FADE_ACIDROCKET) * 4.0f)) || GetPlayerOverallHealthPercent(pBot->Edict) < 6.0f)
if (GetPlayerEnergy(pBot->Edict) < (0.9f - (GetEnergyCostForWeapon(WEAPON_FADE_ACIDROCKET) * 4.0f)) || GetPlayerOverallHealthPercent(pBot->Edict) < 0.6f)
{
MoveTo(pBot, pBot->LastSafeLocation, MOVESTYLE_NORMAL);
}
else
{
Vector EnemyOrientation = UTIL_GetVectorNormal2D(CurrentEnemy->v.origin - pBot->Edict->v.origin);
Vector RightDir = UTIL_GetCrossProduct(EnemyOrientation, UP_VECTOR);
Vector EnemyOrientation = UTIL_GetVectorNormal2D(pBot->Edict->v.origin - CurrentEnemy->v.origin);
Vector EnemyFacing = UTIL_GetForwardVector2D(CurrentEnemy->v.v_angle);
pBot->desiredMovementDir = (pBot->BotNavInfo.bZig) ? UTIL_GetVectorNormal2D(pBot->desiredMovementDir + RightDir) : UTIL_GetVectorNormal2D(pBot->desiredMovementDir - RightDir);
float FaceDot = UTIL_GetDotProduct2D(EnemyOrientation, EnemyFacing);
// Let's get ziggy with it
if (gpGlobals->time > pBot->BotNavInfo.NextZigTime)
if (FaceDot > 0.75f)
{
pBot->BotNavInfo.bZig = !pBot->BotNavInfo.bZig;
pBot->BotNavInfo.NextZigTime = gpGlobals->time + frandrange(0.5f, 1.0f);
}
Vector EvasiveDir = GetZigZagDirection(pBot, CurrentEnemy, nullptr);
BotMovementInputs(pBot);
if (!vIsZero(EvasiveDir))
{
pBot->desiredMovementDir = EvasiveDir;
BotMovementInputs(pBot);
}
}
}
BotLookAt(pBot, TrackedEnemyRef->LastDetectedLocation);

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@ -188,4 +188,6 @@ void DEBUG_PrintBotDebugInfo(edict_t* OutputPlayer, AvHAIPlayer* pBot);
void DEBUG_PrintTaskInfo(edict_t* OutputPlayer, AvHAIPlayer* pBot);
void DEBUG_PrintCombatInfo(edict_t* OutputPlayer, AvHAIPlayer* pBot);
Vector GetZigZagDirection(AvHAIPlayer* pBot, edict_t* Enemy, bot_path_node* CurrentPathNode);
#endif