2 // traces multiple trajectories to find one that will impact the target
3 // 'end' vector is the place it aims for,
4 // returns TRUE only if it hit targ (don't target non-solid entities)
6 float findtrajectorywithleading(vector org, vector m1, vector m2, entity targ, float shotspeed, float shotspeedupward, float maxtime, float shotdelay, entity ignore)
8 local float c, savesolid, shottime;
9 local vector dir, end, v;
11 return FALSE; // could cause division by zero if calculated
12 if (targ.solid < SOLID_BBOX) // SOLID_NOT and SOLID_TRIGGER
13 return FALSE; // could never hit it
15 tracetossent = spawn();
16 tracetossent.owner = ignore;
17 setsize(tracetossent, m1, m2);
18 savesolid = targ.solid;
19 targ.solid = SOLID_NOT;
20 shottime = ((vlen(targ.origin - org) / shotspeed) + shotdelay);
21 v = targ.velocity * shottime + targ.origin;
22 tracebox(targ.origin, targ.mins, targ.maxs, v, FALSE, targ);
24 end = v + (targ.mins + targ.maxs) * 0.5;
25 if ((vlen(end - org) / shotspeed + 0.2) > maxtime)
28 targ.solid = savesolid;
32 if (!tracetossfaketarget)
33 tracetossfaketarget = spawn();
34 tracetossfaketarget.solid = savesolid;
35 tracetossfaketarget.movetype = targ.movetype;
36 setmodel(tracetossfaketarget, targ.model); // no low precision
37 tracetossfaketarget.model = targ.model;
38 tracetossfaketarget.modelindex = targ.modelindex;
39 setsize(tracetossfaketarget, targ.mins, targ.maxs);
40 setorigin(tracetossfaketarget, v);
43 dir = normalize(end - org);
44 while (c < 10) // 10 traces
46 setorigin(tracetossent, org); // reset
47 tracetossent.velocity = findtrajectory_velocity = normalize(dir) * shotspeed + shotspeedupward * '0 0 1';
48 tracetoss(tracetossent, ignore); // love builtin functions...
49 if (trace_ent == tracetossfaketarget) // done
51 targ.solid = savesolid;
54 tracetossfaketarget.solid = SOLID_NOT;
55 tracetossfaketarget.movetype = MOVETYPE_NONE;
56 tracetossfaketarget.model = "";
57 tracetossfaketarget.modelindex = 0;
58 // relink to remove it from physics considerations
59 setorigin(tracetossfaketarget, v);
63 dir_z = dir_z + 0.1; // aim up a little more
66 targ.solid = savesolid;
69 tracetossfaketarget.solid = SOLID_NOT;
70 tracetossfaketarget.movetype = MOVETYPE_NONE;
71 tracetossfaketarget.model = "";
72 tracetossfaketarget.modelindex = 0;
73 // relink to remove it from physics considerations
74 setorigin(tracetossfaketarget, v);
76 // leave a valid one even if it won't reach
77 findtrajectory_velocity = normalize(end - org) * shotspeed + shotspeedupward * '0 0 1';
83 if (self.lag1_time) if (time > self.lag1_time) {self.lag_func(self.lag1_time, self.lag1_float1, self.lag1_float2, self.lag1_entity1, self.lag1_vec1, self.lag1_vec2, self.lag1_vec3, self.lag1_vec4);self.lag1_time = 0;}
84 if (self.lag2_time) if (time > self.lag2_time) {self.lag_func(self.lag2_time, self.lag2_float1, self.lag2_float2, self.lag2_entity1, self.lag2_vec1, self.lag2_vec2, self.lag2_vec3, self.lag2_vec4);self.lag2_time = 0;}
85 if (self.lag3_time) if (time > self.lag3_time) {self.lag_func(self.lag3_time, self.lag3_float1, self.lag3_float2, self.lag3_entity1, self.lag3_vec1, self.lag3_vec2, self.lag3_vec3, self.lag3_vec4);self.lag3_time = 0;}
86 if (self.lag4_time) if (time > self.lag4_time) {self.lag_func(self.lag4_time, self.lag4_float1, self.lag4_float2, self.lag4_entity1, self.lag4_vec1, self.lag4_vec2, self.lag4_vec3, self.lag4_vec4);self.lag4_time = 0;}
87 if (self.lag5_time) if (time > self.lag5_time) {self.lag_func(self.lag5_time, self.lag5_float1, self.lag5_float2, self.lag5_entity1, self.lag5_vec1, self.lag5_vec2, self.lag5_vec3, self.lag5_vec4);self.lag5_time = 0;}
90 float lag_additem(float t, float f1, float f2, entity e1, vector v1, vector v2, vector v3, vector v4)
92 if (self.lag1_time == 0) {self.lag1_time = t;self.lag1_float1 = f1;self.lag1_float2 = f2;self.lag1_entity1 = e1;self.lag1_vec1 = v1;self.lag1_vec2 = v2;self.lag1_vec3 = v3;self.lag1_vec4 = v4;return TRUE;}
93 if (self.lag2_time == 0) {self.lag2_time = t;self.lag2_float1 = f1;self.lag2_float2 = f2;self.lag2_entity1 = e1;self.lag2_vec1 = v1;self.lag2_vec2 = v2;self.lag2_vec3 = v3;self.lag2_vec4 = v4;return TRUE;}
94 if (self.lag3_time == 0) {self.lag3_time = t;self.lag3_float1 = f1;self.lag3_float2 = f2;self.lag3_entity1 = e1;self.lag3_vec1 = v1;self.lag3_vec2 = v2;self.lag3_vec3 = v3;self.lag3_vec4 = v4;return TRUE;}
95 if (self.lag4_time == 0) {self.lag4_time = t;self.lag4_float1 = f1;self.lag4_float2 = f2;self.lag4_entity1 = e1;self.lag4_vec1 = v1;self.lag4_vec2 = v2;self.lag4_vec3 = v3;self.lag4_vec4 = v4;return TRUE;}
96 if (self.lag5_time == 0) {self.lag5_time = t;self.lag5_float1 = f1;self.lag5_float2 = f2;self.lag5_entity1 = e1;self.lag5_vec1 = v1;self.lag5_vec2 = v2;self.lag5_vec3 = v3;self.lag5_vec4 = v4;return TRUE;}
97 // no room for it (what is the best thing to do here??)
101 float bot_shouldattack(entity e)
103 if (e.team == self.team)
117 else if(bot_ignore_bots)
118 if(clienttype(e) == CLIENTTYPE_BOT)
128 if(e.items & IT_STRENGTH)
130 if(e.flags & FL_NOTARGET)
135 void bot_lagfunc(float t, float f1, float f2, entity e1, vector v1, vector v2, vector v3, vector v4)
137 if(self.flags & FL_INWATER)
139 self.bot_aimtarg = world;
142 self.bot_aimtarg = e1;
143 self.bot_aimlatency = self.ping; // FIXME? Shouldn't this be in the lag item?
144 self.bot_aimselforigin = v1;
145 self.bot_aimselfvelocity = v2;
146 self.bot_aimtargorigin = v3;
147 self.bot_aimtargvelocity = v4;
149 self.bot_canfire = (random() < 0.8);
151 self.bot_canfire = (random() < 0.9);
153 self.bot_canfire = (random() < 0.95);
155 self.bot_canfire = 1;
158 float bot_aimdir(vector v, float maxfiredeviation)
160 local float dist, delta_t, blend;
161 local vector desiredang, diffang;
163 //dprint("aim ", self.netname, ": old:", vtos(self.v_angle));
164 // make sure v_angle is sane first
165 self.v_angle_y = self.v_angle_y - floor(self.v_angle_y / 360) * 360;
168 // get the desired angles to aim at
169 //dprint(" at:", vtos(v));
171 //te_lightning2(world, self.origin + self.view_ofs, self.origin + self.view_ofs + v * 200);
172 if (time >= self.bot_badaimtime)
174 self.bot_badaimtime = max(self.bot_badaimtime + 0.3, time);
175 self.bot_badaimoffset = randomvec() * bound(0, 5 - 0.5 * (skill+self.bot_offsetskill), 5) * cvar("bot_ai_aimskill_offset");
177 desiredang = vectoangles(v) + self.bot_badaimoffset;
178 //dprint(" desired:", vtos(desiredang));
179 if (desiredang_x >= 180)
180 desiredang_x = desiredang_x - 360;
181 desiredang_x = bound(-90, 0 - desiredang_x, 90);
182 desiredang_z = self.v_angle_z;
183 //dprint(" / ", vtos(desiredang));
185 //// pain throws off aim
186 //if (self.bot_painintensity)
188 // // shake from pain
189 // desiredang = desiredang + randomvec() * self.bot_painintensity * 0.2;
192 // calculate turn angles
193 diffang = (desiredang - self.bot_olddesiredang);
195 diffang_y = diffang_y - floor(diffang_y / 360) * 360;
196 if (diffang_y >= 180)
197 diffang_y = diffang_y - 360;
198 self.bot_olddesiredang = desiredang;
199 //dprint(" diff:", vtos(diffang));
201 delta_t = time-self.bot_prevaimtime;
202 self.bot_prevaimtime = time;
203 // Here we will try to anticipate the comming aiming direction
204 self.bot_1st_order_aimfilter= self.bot_1st_order_aimfilter
205 + (diffang * (1 / delta_t) - self.bot_1st_order_aimfilter) * bound(0, cvar("bot_ai_aimskill_order_filter_1st"),1);
206 self.bot_2nd_order_aimfilter= self.bot_2nd_order_aimfilter
207 + (self.bot_1st_order_aimfilter - self.bot_2nd_order_aimfilter) * bound(0, cvar("bot_ai_aimskill_order_filter_2nd"),1);
208 self.bot_3th_order_aimfilter= self.bot_3th_order_aimfilter
209 + (self.bot_2nd_order_aimfilter - self.bot_3th_order_aimfilter) * bound(0, cvar("bot_ai_aimskill_order_filter_3th"),1);
210 self.bot_4th_order_aimfilter= self.bot_4th_order_aimfilter
211 + (self.bot_3th_order_aimfilter - self.bot_4th_order_aimfilter) * bound(0, cvar("bot_ai_aimskill_order_filter_4th"),1);
212 self.bot_5th_order_aimfilter= self.bot_5th_order_aimfilter
213 + (self.bot_4th_order_aimfilter - self.bot_5th_order_aimfilter) * bound(0, cvar("bot_ai_aimskill_order_filter_5th"),1);
215 //blend = (bound(0,skill,10)*0.1)*pow(1-bound(0,skill,10)*0.05,2.5)*5.656854249; //Plot formule before changing !
216 blend = bound(0,skill+self.bot_aimskill,10)*0.1;
217 desiredang = desiredang + blend *
219 self.bot_1st_order_aimfilter * cvar("bot_ai_aimskill_order_mix_1st")
220 + self.bot_2nd_order_aimfilter * cvar("bot_ai_aimskill_order_mix_2nd")
221 + self.bot_3th_order_aimfilter * cvar("bot_ai_aimskill_order_mix_3th")
222 + self.bot_4th_order_aimfilter * cvar("bot_ai_aimskill_order_mix_4th")
223 + self.bot_5th_order_aimfilter * cvar("bot_ai_aimskill_order_mix_5th")
226 // calculate turn angles
227 diffang = desiredang - self.bot_mouseaim;
229 diffang_y = diffang_y - floor(diffang_y / 360) * 360;
230 if (diffang_y >= 180)
231 diffang_y = diffang_y - 360;
232 //dprint(" diff:", vtos(diffang));
234 if (time >= self.bot_aimthinktime)
236 self.bot_aimthinktime = max(self.bot_aimthinktime + 0.5 - 0.05*(skill+self.bot_thinkskill), time);
237 self.bot_mouseaim = self.bot_mouseaim + diffang * (1-random()*0.1*bound(1,10-(skill+self.bot_thinkskill),10));
240 //self.v_angle = self.v_angle + diffang * bound(0, r * frametime * (skill * 0.5 + 2), 1);
242 diffang = self.bot_mouseaim - desiredang;
244 diffang_y = diffang_y - floor(diffang_y / 360) * 360;
245 if (diffang_y >= 180)
246 diffang_y = diffang_y - 360;
247 desiredang = desiredang + diffang * bound(0,cvar("bot_ai_aimskill_think"),1);
249 // calculate turn angles
250 diffang = desiredang - self.v_angle;
252 diffang_y = diffang_y - floor(diffang_y / 360) * 360;
253 if (diffang_y >= 180)
254 diffang_y = diffang_y - 360;
255 //dprint(" diff:", vtos(diffang));
258 dist = vlen(diffang);
259 //diffang = diffang + randomvec() * (dist * 0.05 * (3.5 - bound(0, skill, 3)));
262 local float r, fixedrate, blendrate;
263 fixedrate = cvar("bot_ai_aimskill_fixedrate") / bound(1,dist,1000);
264 blendrate = cvar("bot_ai_aimskill_blendrate");
265 r = max(fixedrate, blendrate);
266 //self.v_angle = self.v_angle + diffang * bound(frametime, r * frametime * (2+skill*skill*0.05-random()*0.05*(10-skill)), 1);
267 self.v_angle = self.v_angle + diffang * bound(delta_t, r * delta_t * (2+pow(skill+self.bot_mouseskill,3)*0.005-random()), 1);
268 self.v_angle = self.v_angle * bound(0,cvar("bot_ai_aimskill_mouse"),1) + desiredang * bound(0,(1-cvar("bot_ai_aimskill_mouse")),1);
269 //self.v_angle = self.v_angle + diffang * bound(0, r * frametime * (skill * 0.5 + 2), 1);
270 //self.v_angle = self.v_angle + diffang * (1/ blendrate);
272 self.v_angle_y = self.v_angle_y - floor(self.v_angle_y / 360) * 360;
273 //dprint(" turn:", vtos(self.v_angle));
275 makevectors(self.v_angle);
276 shotorg = self.origin + self.view_ofs;
279 //dprint(" dir:", vtos(v_forward));
280 //te_lightning2(world, shotorg, shotorg + shotdir * 100);
282 // calculate turn angles again
283 //diffang = desiredang - self.v_angle;
284 //diffang_y = diffang_y - floor(diffang_y / 360) * 360;
285 //if (diffang_y >= 180)
286 // diffang_y = diffang_y - 360;
288 //dprint("e ", vtos(diffang), " < ", ftos(maxfiredeviation), "\n");
290 // decide whether to fire this time
291 // note the maxfiredeviation is in degrees so this has to convert to radians first
292 //if ((normalize(v) * shotdir) >= cos(maxfiredeviation * (3.14159265358979323846 / 180)))
293 if ((normalize(v) * shotdir) >= cos(maxfiredeviation * (3.14159265358979323846 / 180)))
294 if (vlen(trace_endpos-shotorg) < 500+500*bound(0, skill+self.bot_aggresskill, 10) || random()*random()>bound(0,(skill+self.bot_aggresskill)*0.05,1))
295 self.bot_firetimer = time + bound(0.1, 0.5-(skill+self.bot_aggresskill)*0.05, 0.5);
296 //traceline(shotorg,shotorg+shotdir*1000,FALSE,world);
297 //dprint(ftos(maxfiredeviation),"\n");
298 //dprint(" diff:", vtos(diffang), "\n");
300 return self.bot_canfire && (time < self.bot_firetimer);
303 vector bot_shotlead(vector targorigin, vector targvelocity, float shotspeed, float shotdelay)
305 // Try to add code here that predicts gravity effect here, no clue HOW to though ... well not yet atleast...
306 return targorigin + targvelocity * (shotdelay + vlen(targorigin - shotorg) / shotspeed);
309 float bot_aim(float shotspeed, float shotspeedupward, float maxshottime, float applygravity)
315 dprint("bot_aim(", ftos(shotspeed));
316 dprint(", ", ftos(shotspeedupward));
317 dprint(", ", ftos(maxshottime));
318 dprint(", ", ftos(applygravity));
321 shotspeed *= g_weaponspeedfactor;
322 shotspeedupward *= g_weaponspeedfactor;
325 dprint("bot_aim: WARNING: weapon ", W_Name(self.weapon), " shotspeed is zero!\n");
330 dprint("bot_aim: WARNING: weapon ", W_Name(self.weapon), " maxshottime is zero!\n");
333 makevectors(self.v_angle);
334 shotorg = self.origin + self.view_ofs;
336 v = bot_shotlead(self.bot_aimtargorigin, self.bot_aimtargvelocity, shotspeed, self.bot_aimlatency);
337 local float distanceratio;
338 distanceratio =sqrt(bound(0,skill,10000))*0.3*(vlen(v-shotorg)-100)/cvar("bot_ai_aimskill_firetolerance_distdegrees");
339 distanceratio = bound(0,distanceratio,1);
340 r = (cvar("bot_ai_aimskill_firetolerance_maxdegrees")-cvar("bot_ai_aimskill_firetolerance_mindegrees"))
341 * (1-distanceratio) + cvar("bot_ai_aimskill_firetolerance_mindegrees");
342 if (applygravity && self.bot_aimtarg)
344 if (!findtrajectorywithleading(shotorg, '0 0 0', '0 0 0', self.bot_aimtarg, shotspeed, shotspeedupward, maxshottime, 0, self))
346 f = bot_aimdir(findtrajectory_velocity - shotspeedupward * '0 0 1', r);
350 f = bot_aimdir(v - shotorg, r);
351 //dprint("AIM: ");dprint(vtos(self.bot_aimtargorigin));dprint(" + ");dprint(vtos(self.bot_aimtargvelocity));dprint(" * ");dprint(ftos(self.bot_aimlatency + vlen(self.bot_aimtargorigin - shotorg) / shotspeed));dprint(" = ");dprint(vtos(v));dprint(" : aimdir = ");dprint(vtos(normalize(v - shotorg)));dprint(" : ");dprint(vtos(shotdir));dprint("\n");
352 traceline(shotorg, shotorg + shotdir * 10000, FALSE, self);
353 if (trace_ent.takedamage)
354 if (trace_fraction < 1)
355 if (!bot_shouldattack(trace_ent))
357 traceline(shotorg, self.bot_aimtargorigin, FALSE, self);
358 if (trace_fraction < 1)
359 if (trace_ent != self.enemy)
360 if (!bot_shouldattack(trace_ent))
363 if (r > maxshottime * shotspeed)