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Consolidate bot breakables path clearing into behavior class#1812

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sunzenshen wants to merge 1 commit intoNeotokyoRebuild:masterfrom
sunzenshen:bot-breakables-encapsulate-behavior
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Consolidate bot breakables path clearing into behavior class#1812
sunzenshen wants to merge 1 commit intoNeotokyoRebuild:masterfrom
sunzenshen:bot-breakables-encapsulate-behavior

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@sunzenshen sunzenshen commented Mar 10, 2026

Description

  • Encapsulates bot breakables path clearing routines into a single behavior file, long with other improvements
  • Changes the order of weapon preference to knife>pistol>primary

Toolchain

  • Windows MSVC VS2022

@sunzenshen sunzenshen requested a review from a team March 10, 2026 07:24
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sunzenshen commented Mar 10, 2026

One way to test bot breakables pathing is to use this script to enable bot waypoint commands:

sv_neo_bot_cmdr_enable 1;
sv_neo_bot_cmdr_debug_pause_uncommanded 1;
neo_ctg_round_timelimit 99;

And then to noclip into a part of level that is behind breakables like class or breakable doors, and then order friendly bots to move inside with a player ping.

Example of knife vs glass:

bot-breakable-dawn.mp4

Example of a more challenging scenario where the knife can't quite reach the breakable, so bots swap to secondary, and even reroute to the other breakable entrance:

bot-breakable-shrine.mp4

@sunzenshen sunzenshen added the Bots Related to bot players label Mar 10, 2026
@sunzenshen sunzenshen force-pushed the bot-breakables-encapsulate-behavior branch from 247fdcf to f615d17 Compare March 13, 2026 03:32
@sunzenshen sunzenshen requested review from nullsystem and removed request for a team and nullsystem March 15, 2026 07:27
@sunzenshen sunzenshen marked this pull request as draft March 15, 2026 07:30
@sunzenshen sunzenshen force-pushed the bot-breakables-encapsulate-behavior branch from f615d17 to fe8c499 Compare March 15, 2026 20:20
@sunzenshen sunzenshen requested review from a team and nullsystem March 15, 2026 20:20
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sunzenshen commented Mar 15, 2026

Pardon the last minute draft and undraft. I was struck with an idea for reducing team friendly fire and just implemented that. Bots will now back off in a random strafe direction if their shooting trace would hit a friendly. Also added some distance checks for bots to swap to a firearm if the distance a breakable is at a tricky distance that would prevent a knife from connecting. (e.g. the Shrine hut doors)

@sunzenshen sunzenshen marked this pull request as ready for review March 15, 2026 20:26
- Behavior tweaks to minimize friendly fire when attacking breakables
@sunzenshen sunzenshen force-pushed the bot-breakables-encapsulate-behavior branch from fe8c499 to bd36b71 Compare March 21, 2026 01:52
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Resolved conflict with #1768. Don't need to add a proactive reload to code that will get deleted (to move to tactical monitor) anyway.

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