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)
113 if(e.freezetag_frozen)
121 else if(bot_ignore_bots)
122 if(clienttype(e) == CLIENTTYPE_BOT)
132 if(e.items & IT_STRENGTH)
134 if(e.flags & FL_NOTARGET)
139 void bot_lagfunc(float t, float f1, float f2, entity e1, vector v1, vector v2, vector v3, vector v4)
141 if(self.flags & FL_INWATER)
143 self.bot_aimtarg = world;
146 self.bot_aimtarg = e1;
147 self.bot_aimlatency = self.ping; // FIXME? Shouldn't this be in the lag item?
148 self.bot_aimselforigin = v1;
149 self.bot_aimselfvelocity = v2;
150 self.bot_aimtargorigin = v3;
151 self.bot_aimtargvelocity = v4;
153 self.bot_canfire = (random() < 0.8);
155 self.bot_canfire = (random() < 0.9);
157 self.bot_canfire = (random() < 0.95);
159 self.bot_canfire = 1;
162 float bot_aimdir(vector v, float maxfiredeviation)
164 local float dist, delta_t, blend;
165 local vector desiredang, diffang;
167 //dprint("aim ", self.netname, ": old:", vtos(self.v_angle));
168 // make sure v_angle is sane first
169 self.v_angle_y = self.v_angle_y - floor(self.v_angle_y / 360) * 360;
172 // get the desired angles to aim at
173 //dprint(" at:", vtos(v));
175 //te_lightning2(world, self.origin + self.view_ofs, self.origin + self.view_ofs + v * 200);
176 if (time >= self.bot_badaimtime)
178 self.bot_badaimtime = max(self.bot_badaimtime + 0.3, time);
179 self.bot_badaimoffset = randomvec() * bound(0, 5 - 0.5 * (skill+self.bot_offsetskill), 5) * cvar("bot_ai_aimskill_offset");
181 desiredang = vectoangles(v) + self.bot_badaimoffset;
182 //dprint(" desired:", vtos(desiredang));
183 if (desiredang_x >= 180)
184 desiredang_x = desiredang_x - 360;
185 desiredang_x = bound(-90, 0 - desiredang_x, 90);
186 desiredang_z = self.v_angle_z;
187 //dprint(" / ", vtos(desiredang));
189 //// pain throws off aim
190 //if (self.bot_painintensity)
192 // // shake from pain
193 // desiredang = desiredang + randomvec() * self.bot_painintensity * 0.2;
196 // calculate turn angles
197 diffang = (desiredang - self.bot_olddesiredang);
199 diffang_y = diffang_y - floor(diffang_y / 360) * 360;
200 if (diffang_y >= 180)
201 diffang_y = diffang_y - 360;
202 self.bot_olddesiredang = desiredang;
203 //dprint(" diff:", vtos(diffang));
205 delta_t = time-self.bot_prevaimtime;
206 self.bot_prevaimtime = time;
207 // Here we will try to anticipate the comming aiming direction
208 self.bot_1st_order_aimfilter= self.bot_1st_order_aimfilter
209 + (diffang * (1 / delta_t) - self.bot_1st_order_aimfilter) * bound(0, cvar("bot_ai_aimskill_order_filter_1st"),1);
210 self.bot_2nd_order_aimfilter= self.bot_2nd_order_aimfilter
211 + (self.bot_1st_order_aimfilter - self.bot_2nd_order_aimfilter) * bound(0, cvar("bot_ai_aimskill_order_filter_2nd"),1);
212 self.bot_3th_order_aimfilter= self.bot_3th_order_aimfilter
213 + (self.bot_2nd_order_aimfilter - self.bot_3th_order_aimfilter) * bound(0, cvar("bot_ai_aimskill_order_filter_3th"),1);
214 self.bot_4th_order_aimfilter= self.bot_4th_order_aimfilter
215 + (self.bot_3th_order_aimfilter - self.bot_4th_order_aimfilter) * bound(0, cvar("bot_ai_aimskill_order_filter_4th"),1);
216 self.bot_5th_order_aimfilter= self.bot_5th_order_aimfilter
217 + (self.bot_4th_order_aimfilter - self.bot_5th_order_aimfilter) * bound(0, cvar("bot_ai_aimskill_order_filter_5th"),1);
219 //blend = (bound(0,skill,10)*0.1)*pow(1-bound(0,skill,10)*0.05,2.5)*5.656854249; //Plot formule before changing !
220 blend = bound(0,skill+self.bot_aimskill,10)*0.1;
221 desiredang = desiredang + blend *
223 self.bot_1st_order_aimfilter * cvar("bot_ai_aimskill_order_mix_1st")
224 + self.bot_2nd_order_aimfilter * cvar("bot_ai_aimskill_order_mix_2nd")
225 + self.bot_3th_order_aimfilter * cvar("bot_ai_aimskill_order_mix_3th")
226 + self.bot_4th_order_aimfilter * cvar("bot_ai_aimskill_order_mix_4th")
227 + self.bot_5th_order_aimfilter * cvar("bot_ai_aimskill_order_mix_5th")
230 // calculate turn angles
231 diffang = desiredang - self.bot_mouseaim;
233 diffang_y = diffang_y - floor(diffang_y / 360) * 360;
234 if (diffang_y >= 180)
235 diffang_y = diffang_y - 360;
236 //dprint(" diff:", vtos(diffang));
238 if (time >= self.bot_aimthinktime)
240 self.bot_aimthinktime = max(self.bot_aimthinktime + 0.5 - 0.05*(skill+self.bot_thinkskill), time);
241 self.bot_mouseaim = self.bot_mouseaim + diffang * (1-random()*0.1*bound(1,10-(skill+self.bot_thinkskill),10));
244 //self.v_angle = self.v_angle + diffang * bound(0, r * frametime * (skill * 0.5 + 2), 1);
246 diffang = self.bot_mouseaim - desiredang;
248 diffang_y = diffang_y - floor(diffang_y / 360) * 360;
249 if (diffang_y >= 180)
250 diffang_y = diffang_y - 360;
251 desiredang = desiredang + diffang * bound(0,cvar("bot_ai_aimskill_think"),1);
253 // calculate turn angles
254 diffang = desiredang - self.v_angle;
256 diffang_y = diffang_y - floor(diffang_y / 360) * 360;
257 if (diffang_y >= 180)
258 diffang_y = diffang_y - 360;
259 //dprint(" diff:", vtos(diffang));
262 dist = vlen(diffang);
263 //diffang = diffang + randomvec() * (dist * 0.05 * (3.5 - bound(0, skill, 3)));
266 local float r, fixedrate, blendrate;
267 fixedrate = cvar("bot_ai_aimskill_fixedrate") / bound(1,dist,1000);
268 blendrate = cvar("bot_ai_aimskill_blendrate");
269 r = max(fixedrate, blendrate);
270 //self.v_angle = self.v_angle + diffang * bound(frametime, r * frametime * (2+skill*skill*0.05-random()*0.05*(10-skill)), 1);
271 self.v_angle = self.v_angle + diffang * bound(delta_t, r * delta_t * (2+pow(skill+self.bot_mouseskill,3)*0.005-random()), 1);
272 self.v_angle = self.v_angle * bound(0,cvar("bot_ai_aimskill_mouse"),1) + desiredang * bound(0,(1-cvar("bot_ai_aimskill_mouse")),1);
273 //self.v_angle = self.v_angle + diffang * bound(0, r * frametime * (skill * 0.5 + 2), 1);
274 //self.v_angle = self.v_angle + diffang * (1/ blendrate);
276 self.v_angle_y = self.v_angle_y - floor(self.v_angle_y / 360) * 360;
277 //dprint(" turn:", vtos(self.v_angle));
279 makevectors(self.v_angle);
280 shotorg = self.origin + self.view_ofs;
283 //dprint(" dir:", vtos(v_forward));
284 //te_lightning2(world, shotorg, shotorg + shotdir * 100);
286 // calculate turn angles again
287 //diffang = desiredang - self.v_angle;
288 //diffang_y = diffang_y - floor(diffang_y / 360) * 360;
289 //if (diffang_y >= 180)
290 // diffang_y = diffang_y - 360;
292 //dprint("e ", vtos(diffang), " < ", ftos(maxfiredeviation), "\n");
294 // decide whether to fire this time
295 // note the maxfiredeviation is in degrees so this has to convert to radians first
296 //if ((normalize(v) * shotdir) >= cos(maxfiredeviation * (3.14159265358979323846 / 180)))
297 if ((normalize(v) * shotdir) >= cos(maxfiredeviation * (3.14159265358979323846 / 180)))
298 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))
299 self.bot_firetimer = time + bound(0.1, 0.5-(skill+self.bot_aggresskill)*0.05, 0.5);
300 //traceline(shotorg,shotorg+shotdir*1000,FALSE,world);
301 //dprint(ftos(maxfiredeviation),"\n");
302 //dprint(" diff:", vtos(diffang), "\n");
304 return self.bot_canfire && (time < self.bot_firetimer);
307 vector bot_shotlead(vector targorigin, vector targvelocity, float shotspeed, float shotdelay)
309 // Try to add code here that predicts gravity effect here, no clue HOW to though ... well not yet atleast...
310 return targorigin + targvelocity * (shotdelay + vlen(targorigin - shotorg) / shotspeed);
313 float bot_aim(float shotspeed, float shotspeedupward, float maxshottime, float applygravity)
319 dprint("bot_aim(", ftos(shotspeed));
320 dprint(", ", ftos(shotspeedupward));
321 dprint(", ", ftos(maxshottime));
322 dprint(", ", ftos(applygravity));
325 shotspeed *= g_weaponspeedfactor;
326 shotspeedupward *= g_weaponspeedfactor;
329 dprint("bot_aim: WARNING: weapon ", W_Name(self.weapon), " shotspeed is zero!\n");
334 dprint("bot_aim: WARNING: weapon ", W_Name(self.weapon), " maxshottime is zero!\n");
337 makevectors(self.v_angle);
338 shotorg = self.origin + self.view_ofs;
340 v = bot_shotlead(self.bot_aimtargorigin, self.bot_aimtargvelocity, shotspeed, self.bot_aimlatency);
341 local float distanceratio;
342 distanceratio =sqrt(bound(0,skill,10000))*0.3*(vlen(v-shotorg)-100)/cvar("bot_ai_aimskill_firetolerance_distdegrees");
343 distanceratio = bound(0,distanceratio,1);
344 r = (cvar("bot_ai_aimskill_firetolerance_maxdegrees")-cvar("bot_ai_aimskill_firetolerance_mindegrees"))
345 * (1-distanceratio) + cvar("bot_ai_aimskill_firetolerance_mindegrees");
346 if (applygravity && self.bot_aimtarg)
348 if (!findtrajectorywithleading(shotorg, '0 0 0', '0 0 0', self.bot_aimtarg, shotspeed, shotspeedupward, maxshottime, 0, self))
350 f = bot_aimdir(findtrajectory_velocity - shotspeedupward * '0 0 1', r);
354 f = bot_aimdir(v - shotorg, r);
355 //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");
356 traceline(shotorg, shotorg + shotdir * 10000, FALSE, self);
357 if (trace_ent.takedamage)
358 if (trace_fraction < 1)
359 if (!bot_shouldattack(trace_ent))
361 traceline(shotorg, self.bot_aimtargorigin, FALSE, self);
362 if (trace_fraction < 1)
363 if (trace_ent != self.enemy)
364 if (!bot_shouldattack(trace_ent))
367 if (r > maxshottime * shotspeed)