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https://github.com/ineedbots/iw4_bot_warfare.git
synced 2025-04-20 21:25:42 +00:00
Added low memory mode
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@ -23,6 +23,11 @@ init()
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if (!getDvarInt("bots_main"))
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return;
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if(getDvar("bots_main_lowmem") == "")
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setDvar("bots_main_lowmem", false);//lower memory usage mode, more cpu
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level.bots_lowmem = getDvarInt("bots_main_lowmem");
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thread load_waypoints();
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thread hook_callbacks();
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@ -1116,7 +1116,10 @@ load_waypoints()
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level.waypoints[i].childCount = level.waypoints[i].children.size;
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}
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level.waypointsKDTree = WaypointsToKDTree();
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if (!level.bots_lowmem)
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{
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level.waypointsKDTree = WaypointsToKDTree();
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}
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level.waypointsCamp = [];
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level.waypointsTube = [];
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@ -1885,6 +1888,27 @@ GetNearestWaypointWithSight(pos)
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return candidate;
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}
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/*
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Will linearly search for the nearest waypoint
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*/
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GetNearestWaypoint(pos)
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{
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candidate = undefined;
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dist = 2147483647;
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for(i = 0; i < level.waypointCount; i++)
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{
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curdis = DistanceSquared(level.waypoints[i].origin, pos);
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if(curdis > dist)
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continue;
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dist = curdis;
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candidate = level.waypoints[i];
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}
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return candidate;
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}
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/*
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Modified Pezbot astar search.
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This makes use of sets for quick look up and a heap for a priority queue instead of simple lists which require to linearly search for elements everytime.
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@ -1898,7 +1922,11 @@ AStarSearch(start, goal, team, greedy_path)
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closed = [];//set for quick lookup
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startwp = level.waypointsKDTree KDTreeNearest(start);//balanced kdtree, for nns
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startwp = undefined;
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if (level.bots_lowmem)
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startwp = getNearestWaypoint(start);
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else
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startwp = level.waypointsKDTree KDTreeNearest(start);//balanced kdtree, for nns
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if(!isDefined(startwp))
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return [];
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_startwp = undefined;
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@ -1908,7 +1936,11 @@ AStarSearch(start, goal, team, greedy_path)
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startwp = _startwp;
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startwp = startwp.index;
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goalwp = level.waypointsKDTree KDTreeNearest(goal);
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goalwp = undefined;
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if (level.bots_lowmem)
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goalwp = getNearestWaypoint(goal);
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else
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goalwp = level.waypointsKDTree KDTreeNearest(goal);
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if(!isDefined(goalwp))
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return [];
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_goalwp = undefined;
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