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2 changes: 0 additions & 2 deletions src/game/server/neo/bot/behavior/neo_bot_attack.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -406,7 +406,6 @@ EventDesiredResult< CNEOBot > CNEOBotAttack::OnStuck( CNEOBot *me )
{
m_path.Invalidate();
m_attackCoverArea = nullptr;
CNEOBotPathReservations()->IncrementAreaAvoidPenalty(me->GetLastKnownArea()->GetID(), neo_bot_path_reservation_onstuck_penalty.GetFloat());
return TryContinue();
}

Expand All @@ -423,7 +422,6 @@ EventDesiredResult< CNEOBot > CNEOBotAttack::OnMoveToFailure( CNEOBot *me, const
{
m_path.Invalidate();
m_attackCoverArea = nullptr;
CNEOBotPathReservations()->IncrementAreaAvoidPenalty(me->GetLastKnownArea()->GetID(), neo_bot_path_reservation_onstuck_penalty.GetFloat());

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The impetus for this review was that I was trying to figure out why CNEOBot ::OnStuck implementation were not incrementing area avoid penalties.

return TryContinue();
}

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32 changes: 0 additions & 32 deletions src/game/server/neo/bot/behavior/neo_bot_behavior.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -271,38 +271,6 @@ EventDesiredResult< CNEOBot > CNEOBotMainAction::OnStuck( CNEOBot *me )
me->PressRightButton();
}

// NEO Jank: For the current match, all bots share where they get stuck
// The reasoning is that bots on either team will get stuck in their respective half of the map
// so the overall fairness may balance out for both teams sharing common sticking points.
if ( const CNavArea *navArea = me->GetLastKnownArea() )
{
CNEOBotPathReservations()->IncrementAreaAvoidPenalty( navArea->GetID(), neo_bot_path_reservation_onstuck_penalty.GetFloat() );
}
else
{
// Fallback if GetLastKnownArea is null, try finding nearest nav area
CNavArea *nearestArea = TheNavMesh->GetNearestNavArea( me->GetAbsOrigin() );
if ( nearestArea )
{
CNEOBotPathReservations()->IncrementAreaAvoidPenalty( nearestArea->GetID(), neo_bot_path_reservation_onstuck_penalty.GetFloat() );
}
}

// Also penalize the immediate next nav area bot was trying to get to
if ( const PathFollower *path = me->GetCurrentPath() )
{
if ( const Path::Segment *currentGoal = path->GetCurrentGoal() )
{
if ( const Path::Segment *nextSegment = path->NextSegment( currentGoal ) )
{
if ( nextSegment->area )
{
CNEOBotPathReservations()->IncrementAreaAvoidPenalty( nextSegment->area->GetID(), neo_bot_path_reservation_onstuck_penalty.GetFloat() );
}
}
}
}

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I moved this code into CNEOBotIntention

return TryContinue();
}

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49 changes: 49 additions & 0 deletions src/game/server/neo/bot/neo_bot.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -5,6 +5,7 @@
#include "team_train_watcher.h"
#include "neo_bot.h"
#include "neo_bot_manager.h"
#include "neo_bot_path_reservation.h"
#include "neo_bot_vision.h"
#include "trigger_area_capture.h"
#include "GameEventListener.h"
Expand Down Expand Up @@ -2846,6 +2847,54 @@ CNEOBotIntention::~CNEOBotIntention()
delete m_behavior;
}

static void CNEOBotApplyOnStuckAreaPenalty( CNEOBot *me )
{
// NEO Jank: For the current match, all bots share where they get stuck.
// The reasoning is that bots on either team will get stuck in their respective half of the map
// so the overall fairness may balance out for both teams sharing common sticking points.
if ( const CNavArea *navArea = me->GetLastKnownArea() )
{
CNEOBotPathReservations()->IncrementAreaAvoidPenalty( navArea->GetID(), neo_bot_path_reservation_onstuck_penalty.GetFloat() );
}
else
{
CNavArea *nearestArea = TheNavMesh->GetNearestNavArea( me->GetAbsOrigin() );
if ( nearestArea )
{
CNEOBotPathReservations()->IncrementAreaAvoidPenalty( nearestArea->GetID(), neo_bot_path_reservation_onstuck_penalty.GetFloat() );
}
}

if ( const PathFollower *path = me->GetCurrentPath() )
{
if ( const Path::Segment *currentGoal = path->GetCurrentGoal() )
{
if ( const Path::Segment *nextSegment = path->NextSegment( currentGoal ) )
{
if ( nextSegment->area )
{
CNEOBotPathReservations()->IncrementAreaAvoidPenalty( nextSegment->area->GetID(), neo_bot_path_reservation_onstuck_penalty.GetFloat() );
}
}
}
}
}

void CNEOBotIntention::OnStuck()
{
CNEOBotApplyOnStuckAreaPenalty( static_cast<CNEOBot *>( GetBot() ) );
INextBotEventResponder::OnStuck();
}

void CNEOBotIntention::OnMoveToFailure( const Path *path, MoveToFailureType reason )
{
if ( reason == FAIL_STUCK )
{
CNEOBotApplyOnStuckAreaPenalty( static_cast<CNEOBot *>( GetBot() ) );
}
INextBotEventResponder::OnMoveToFailure( path, reason );
}

void CNEOBotIntention::Reset()
{
delete m_behavior;
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3 changes: 3 additions & 0 deletions src/game/server/neo/bot/neo_bot.h
Original file line number Diff line number Diff line change
Expand Up @@ -56,6 +56,9 @@ class CNEOBotIntention : public IIntention, public CNEOBotContextualQueryInterfa
INextBotEventResponder *FirstContainedResponder() const override;
INextBotEventResponder *NextContainedResponder(INextBotEventResponder *current) const override;

void OnStuck() override;
void OnMoveToFailure( const Path *path, MoveToFailureType reason ) override;

QueryResultType ShouldWalk(const CNEOBot *me, const QueryResultType qShouldAimQuery) const final;
QueryResultType ShouldAim(const CNEOBot *me, const bool bWepHasClip) const final;

Expand Down