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[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / bot / default / aim.qc
1 #include "aim.qh"
2
3 #include <server/defs.qh>
4
5 #include "cvars.qh"
6
7 #include "bot.qh"
8
9 #include <common/physics/player.qh>
10 #include <common/state.qh>
11
12 #include "../../weapons/weaponsystem.qh"
13
14 #include "../../mutators/_mod.qh"
15
16 // traces multiple trajectories to find one that will impact the target
17 // 'end' vector is the place it aims for,
18 // returns true only if it hit targ (don't target non-solid entities)
19
20 float findtrajectorywithleading(vector org, vector m1, vector m2, entity targ, float shotspeed, float shotspeedupward, float maxtime, float shotdelay, entity ignore)
21 {
22         float c, savesolid, shottime;
23         vector dir, end, v, o;
24         if (shotspeed < 1)
25                 return false; // could cause division by zero if calculated
26         if (targ.solid < SOLID_BBOX) // SOLID_NOT and SOLID_TRIGGER
27                 return false; // could never hit it
28         if (!tracetossent)
29                 tracetossent = new(tracetossent);
30         tracetossent.owner = ignore;
31         setsize(tracetossent, m1, m2);
32         savesolid = targ.solid;
33         targ.solid = SOLID_NOT;
34         o = (targ.absmin + targ.absmax) * 0.5;
35         shottime = ((vlen(o - org) / shotspeed) + shotdelay);
36         v = targ.velocity * shottime + o;
37         tracebox(o, targ.mins, targ.maxs, v, false, targ);
38         v = trace_endpos;
39         end = v + (targ.mins + targ.maxs) * 0.5;
40         if ((vlen(end - org) / shotspeed + 0.2) > maxtime)
41         {
42                 // out of range
43                 targ.solid = savesolid;
44                 return false;
45         }
46
47         if (!tracetossfaketarget)
48                 tracetossfaketarget = new(tracetossfaketarget);
49         tracetossfaketarget.solid = savesolid;
50         set_movetype(tracetossfaketarget, targ.move_movetype);
51         _setmodel(tracetossfaketarget, targ.model); // no low precision
52         tracetossfaketarget.model = targ.model;
53         tracetossfaketarget.modelindex = targ.modelindex;
54         setsize(tracetossfaketarget, targ.mins, targ.maxs);
55         setorigin(tracetossfaketarget, v);
56
57         c = 0;
58         dir = normalize(end - org);
59         while (c < 10) // 10 traces
60         {
61                 setorigin(tracetossent, org); // reset
62                 tracetossent.velocity = findtrajectory_velocity = normalize(dir) * shotspeed + shotspeedupward * '0 0 1';
63                 tracetoss(tracetossent, ignore); // love builtin functions...
64                 if (trace_ent == tracetossfaketarget) // done
65                 {
66                         targ.solid = savesolid;
67
68                         // make it disappear
69                         tracetossfaketarget.solid = SOLID_NOT;
70                         set_movetype(tracetossfaketarget, MOVETYPE_NONE);
71                         tracetossfaketarget.model = "";
72                         tracetossfaketarget.modelindex = 0;
73                         // relink to remove it from physics considerations
74                         setorigin(tracetossfaketarget, v);
75
76                         return true;
77                 }
78                 dir.z = dir.z + 0.1; // aim up a little more
79                 c = c + 1;
80         }
81         targ.solid = savesolid;
82
83         // make it disappear
84         tracetossfaketarget.solid = SOLID_NOT;
85         set_movetype(tracetossfaketarget, MOVETYPE_NONE);
86         tracetossfaketarget.model = "";
87         tracetossfaketarget.modelindex = 0;
88         // relink to remove it from physics considerations
89         setorigin(tracetossfaketarget, v);
90
91         // leave a valid one even if it won't reach
92         findtrajectory_velocity = normalize(end - org) * shotspeed + shotspeedupward * '0 0 1';
93         return false;
94 }
95
96 void lag_update(entity this)
97 {
98         if (this.lag1_time) if (time > this.lag1_time) {this.lag_func(this, this.lag1_time, this.lag1_float1, this.lag1_float2, this.lag1_entity1, this.lag1_vec1, this.lag1_vec2, this.lag1_vec3, this.lag1_vec4);this.lag1_time = 0;}
99         if (this.lag2_time) if (time > this.lag2_time) {this.lag_func(this, this.lag2_time, this.lag2_float1, this.lag2_float2, this.lag2_entity1, this.lag2_vec1, this.lag2_vec2, this.lag2_vec3, this.lag2_vec4);this.lag2_time = 0;}
100         if (this.lag3_time) if (time > this.lag3_time) {this.lag_func(this, this.lag3_time, this.lag3_float1, this.lag3_float2, this.lag3_entity1, this.lag3_vec1, this.lag3_vec2, this.lag3_vec3, this.lag3_vec4);this.lag3_time = 0;}
101         if (this.lag4_time) if (time > this.lag4_time) {this.lag_func(this, this.lag4_time, this.lag4_float1, this.lag4_float2, this.lag4_entity1, this.lag4_vec1, this.lag4_vec2, this.lag4_vec3, this.lag4_vec4);this.lag4_time = 0;}
102         if (this.lag5_time) if (time > this.lag5_time) {this.lag_func(this, this.lag5_time, this.lag5_float1, this.lag5_float2, this.lag5_entity1, this.lag5_vec1, this.lag5_vec2, this.lag5_vec3, this.lag5_vec4);this.lag5_time = 0;}
103 }
104
105 float lag_additem(entity this, float t, float f1, float f2, entity e1, vector v1, vector v2, vector v3, vector v4)
106 {
107         if (this.lag1_time == 0) {this.lag1_time = t;this.lag1_float1 = f1;this.lag1_float2 = f2;this.lag1_entity1 = e1;this.lag1_vec1 = v1;this.lag1_vec2 = v2;this.lag1_vec3 = v3;this.lag1_vec4 = v4;return true;}
108         if (this.lag2_time == 0) {this.lag2_time = t;this.lag2_float1 = f1;this.lag2_float2 = f2;this.lag2_entity1 = e1;this.lag2_vec1 = v1;this.lag2_vec2 = v2;this.lag2_vec3 = v3;this.lag2_vec4 = v4;return true;}
109         if (this.lag3_time == 0) {this.lag3_time = t;this.lag3_float1 = f1;this.lag3_float2 = f2;this.lag3_entity1 = e1;this.lag3_vec1 = v1;this.lag3_vec2 = v2;this.lag3_vec3 = v3;this.lag3_vec4 = v4;return true;}
110         if (this.lag4_time == 0) {this.lag4_time = t;this.lag4_float1 = f1;this.lag4_float2 = f2;this.lag4_entity1 = e1;this.lag4_vec1 = v1;this.lag4_vec2 = v2;this.lag4_vec3 = v3;this.lag4_vec4 = v4;return true;}
111         if (this.lag5_time == 0) {this.lag5_time = t;this.lag5_float1 = f1;this.lag5_float2 = f2;this.lag5_entity1 = e1;this.lag5_vec1 = v1;this.lag5_vec2 = v2;this.lag5_vec3 = v3;this.lag5_vec4 = v4;return true;}
112         // no room for it (what is the best thing to do here??)
113         return false;
114 }
115
116 bool bot_shouldattack(entity this, entity targ)
117 {
118         if (targ.team == this.team)
119         {
120                 if (targ == this)
121                         return false;
122                 if (teamplay)
123                 if (targ.team != 0)
124                         return false;
125         }
126
127         if(STAT(FROZEN, targ))
128                 return false;
129
130         if(teamplay)
131         {
132                 if(targ.team==0)
133                         return false;
134         }
135         else if(bot_ignore_bots)
136                 if(IS_BOT_CLIENT(targ))
137                         return false;
138
139         if (!targ.takedamage)
140                 return false;
141         if (IS_DEAD(targ))
142                 return false;
143         if (PHYS_INPUT_BUTTON_CHAT(targ))
144                 return false;
145         if(targ.flags & FL_NOTARGET)
146                 return false;
147
148         if(MUTATOR_CALLHOOK(BotShouldAttack, this, targ))
149                 return false;
150
151         return true;
152 }
153
154 void bot_lagfunc(entity this, float t, float f1, float f2, entity e1, vector v1, vector v2, vector v3, vector v4)
155 {
156         if(this.flags & FL_INWATER)
157         {
158                 this.bot_aimtarg = NULL;
159                 return;
160         }
161         this.bot_aimtarg = e1;
162         this.bot_aimlatency = CS(this).ping; // FIXME?  Shouldn't this be in the lag item?
163         //this.bot_aimorigin = v1;
164         //this.bot_aimvelocity = v2;
165         this.bot_aimtargorigin = v3;
166         this.bot_aimtargvelocity = v4;
167         if(skill <= 0)
168                 this.bot_canfire = (random() < 0.8);
169         else if(skill <= 1)
170                 this.bot_canfire = (random() < 0.9);
171         else if(skill <= 2)
172                 this.bot_canfire = (random() < 0.95);
173         else
174                 this.bot_canfire = 1;
175 }
176
177 float bot_aimdir(entity this, vector v, float maxfiredeviation)
178 {
179         float dist, delta_t, blend;
180         vector desiredang, diffang;
181
182         //dprint("aim ", this.netname, ": old:", vtos(this.v_angle));
183         // make sure v_angle is sane first
184         this.v_angle_y = this.v_angle.y - floor(this.v_angle.y / 360) * 360;
185         this.v_angle_z = 0;
186
187         // get the desired angles to aim at
188         //dprint(" at:", vtos(v));
189         v = normalize(v);
190         //te_lightning2(NULL, this.origin + this.view_ofs, this.origin + this.view_ofs + v * 200);
191         if (time >= this.bot_badaimtime)
192         {
193                 this.bot_badaimtime = max(this.bot_badaimtime + 0.3, time);
194                 this.bot_badaimoffset = randomvec() * bound(0, 5 - 0.5 * (skill+this.bot_offsetskill), 5) * autocvar_bot_ai_aimskill_offset;
195         }
196         desiredang = vectoangles(v) + this.bot_badaimoffset;
197         //dprint(" desired:", vtos(desiredang));
198         if (desiredang.x >= 180)
199                 desiredang.x = desiredang.x - 360;
200         desiredang.x = bound(-90, 0 - desiredang.x, 90);
201         desiredang.z = this.v_angle.z;
202         //dprint(" / ", vtos(desiredang));
203
204         //// pain throws off aim
205         //if (this.bot_painintensity)
206         //{
207         //      // shake from pain
208         //      desiredang = desiredang + randomvec() * this.bot_painintensity * 0.2;
209         //}
210
211         // calculate turn angles
212         diffang = (desiredang - this.bot_olddesiredang);
213         // wrap yaw turn
214         diffang.y = diffang.y - floor(diffang.y / 360) * 360;
215         if (diffang.y >= 180)
216                 diffang.y = diffang.y - 360;
217         this.bot_olddesiredang = desiredang;
218         //dprint(" diff:", vtos(diffang));
219
220         delta_t = time-this.bot_prevaimtime;
221         this.bot_prevaimtime = time;
222         // Here we will try to anticipate the comming aiming direction
223         this.bot_1st_order_aimfilter= this.bot_1st_order_aimfilter
224                 + (diffang * (1 / delta_t)    - this.bot_1st_order_aimfilter) * bound(0, autocvar_bot_ai_aimskill_order_filter_1st,1);
225         this.bot_2nd_order_aimfilter= this.bot_2nd_order_aimfilter
226                 + (this.bot_1st_order_aimfilter - this.bot_2nd_order_aimfilter) * bound(0, autocvar_bot_ai_aimskill_order_filter_2nd,1);
227         this.bot_3th_order_aimfilter= this.bot_3th_order_aimfilter
228                 + (this.bot_2nd_order_aimfilter - this.bot_3th_order_aimfilter) * bound(0, autocvar_bot_ai_aimskill_order_filter_3th,1);
229         this.bot_4th_order_aimfilter= this.bot_4th_order_aimfilter
230                 + (this.bot_3th_order_aimfilter - this.bot_4th_order_aimfilter) * bound(0, autocvar_bot_ai_aimskill_order_filter_4th,1);
231         this.bot_5th_order_aimfilter= this.bot_5th_order_aimfilter
232                 + (this.bot_4th_order_aimfilter - this.bot_5th_order_aimfilter) * bound(0, autocvar_bot_ai_aimskill_order_filter_5th,1);
233
234         //blend = (bound(0,skill,10)*0.1)*((1-bound(0,skill,10)*0.05) ** 2.5)*5.656854249; //Plot formule before changing !
235         blend = bound(0,skill+this.bot_aimskill,10)*0.1;
236         desiredang = desiredang + blend *
237         (
238                   this.bot_1st_order_aimfilter * autocvar_bot_ai_aimskill_order_mix_1st
239                 + this.bot_2nd_order_aimfilter * autocvar_bot_ai_aimskill_order_mix_2nd
240                 + this.bot_3th_order_aimfilter * autocvar_bot_ai_aimskill_order_mix_3th
241                 + this.bot_4th_order_aimfilter * autocvar_bot_ai_aimskill_order_mix_4th
242                 + this.bot_5th_order_aimfilter * autocvar_bot_ai_aimskill_order_mix_5th
243         );
244
245         // calculate turn angles
246         diffang = desiredang - this.bot_mouseaim;
247         // wrap yaw turn
248         diffang.y = diffang.y - floor(diffang.y / 360) * 360;
249         if (diffang.y >= 180)
250                 diffang.y = diffang.y - 360;
251         //dprint(" diff:", vtos(diffang));
252
253         if (time >= this.bot_aimthinktime)
254         {
255                 this.bot_aimthinktime = max(this.bot_aimthinktime + 0.5 - 0.05*(skill+this.bot_thinkskill), time);
256                 this.bot_mouseaim = this.bot_mouseaim + diffang * (1-random()*0.1*bound(1,10-(skill+this.bot_thinkskill),10));
257         }
258
259         //this.v_angle = this.v_angle + diffang * bound(0, r * frametime * (skill * 0.5 + 2), 1);
260
261         diffang = this.bot_mouseaim - desiredang;
262         // wrap yaw turn
263         diffang.y = diffang.y - floor(diffang.y / 360) * 360;
264         if (diffang.y >= 180)
265                 diffang.y = diffang.y - 360;
266         desiredang = desiredang + diffang * bound(0,autocvar_bot_ai_aimskill_think,1);
267
268         // calculate turn angles
269         diffang = desiredang - this.v_angle;
270         // wrap yaw turn
271         diffang.y = diffang.y - floor(diffang.y / 360) * 360;
272         if (diffang.y >= 180)
273                 diffang.y = diffang.y - 360;
274         //dprint(" diff:", vtos(diffang));
275
276         // jitter tracking
277         dist = vlen(diffang);
278         //diffang = diffang + randomvec() * (dist * 0.05 * (3.5 - bound(0, skill, 3)));
279
280         // turn
281         float r, fixedrate, blendrate;
282         fixedrate = autocvar_bot_ai_aimskill_fixedrate / bound(1,dist,1000);
283         blendrate = autocvar_bot_ai_aimskill_blendrate;
284         r = max(fixedrate, blendrate);
285         //this.v_angle = this.v_angle + diffang * bound(frametime, r * frametime * (2+skill*skill*0.05-random()*0.05*(10-skill)), 1);
286         this.v_angle = this.v_angle + diffang * bound(delta_t, r * delta_t * (2 + ((skill + this.bot_mouseskill) ** 3) * 0.005 - random()), 1);
287         this.v_angle = this.v_angle * bound(0,autocvar_bot_ai_aimskill_mouse,1) + desiredang * bound(0,(1-autocvar_bot_ai_aimskill_mouse),1);
288         //this.v_angle = this.v_angle + diffang * bound(0, r * frametime * (skill * 0.5 + 2), 1);
289         //this.v_angle = this.v_angle + diffang * (1/ blendrate);
290         this.v_angle_z = 0;
291         this.v_angle_y = this.v_angle.y - floor(this.v_angle.y / 360) * 360;
292         //dprint(" turn:", vtos(this.v_angle));
293
294         makevectors(this.v_angle);
295         shotorg = this.origin + this.view_ofs;
296         shotdir = v_forward;
297
298         //dprint(" dir:", vtos(v_forward));
299         //te_lightning2(NULL, shotorg, shotorg + shotdir * 100);
300
301         // calculate turn angles again
302         //diffang = desiredang - this.v_angle;
303         //diffang_y = diffang_y - floor(diffang_y / 360) * 360;
304         //if (diffang_y >= 180)
305         //      diffang_y = diffang_y - 360;
306
307         //dprint("e ", vtos(diffang), " < ", ftos(maxfiredeviation), "\n");
308
309         // decide whether to fire this time
310         if (v * shotdir >= cos(maxfiredeviation * DEG2RAD))
311         if(vdist(trace_endpos-shotorg, <, 500 + 500 * bound(0, skill + this.bot_aggresskill, 10)) || random()*random()>bound(0,(skill+this.bot_aggresskill)*0.05,1))
312                 this.bot_firetimer = time + bound(0.1, 0.5-(skill+this.bot_aggresskill)*0.05, 0.5);
313         //traceline(shotorg,shotorg+shotdir*1000,false,NULL);
314         //dprint(ftos(maxfiredeviation),"\n");
315         //dprint(" diff:", vtos(diffang), "\n");
316
317         return this.bot_canfire && (time < this.bot_firetimer);
318 }
319
320 vector bot_shotlead(vector targorigin, vector targvelocity, float shotspeed, float shotdelay)
321 {
322         // Try to add code here that predicts gravity effect here, no clue HOW to though ... well not yet atleast...
323         return targorigin + targvelocity * (shotdelay + vlen(targorigin - shotorg) / shotspeed);
324 }
325
326 bool bot_aim(entity this, .entity weaponentity, float shotspeed, float shotspeedupward, float maxshottime, bool applygravity)
327 {
328         float f, r, hf, distanceratio;
329         vector v;
330         /*
331         eprint(this);
332         dprint("bot_aim(", ftos(shotspeed));
333         dprint(", ", ftos(shotspeedupward));
334         dprint(", ", ftos(maxshottime));
335         dprint(", ", ftos(applygravity));
336         dprint(");\n");
337         */
338
339         hf = this.dphitcontentsmask;
340         this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
341
342         shotspeed *= W_WeaponSpeedFactor(this);
343         shotspeedupward *= W_WeaponSpeedFactor(this);
344         if (!shotspeed)
345         {
346                 LOG_TRACE("bot_aim: WARNING: weapon ", this.(weaponentity).m_weapon.m_name, " shotspeed is zero!");
347                 shotspeed = 1000000;
348         }
349         if (!maxshottime)
350         {
351                 LOG_TRACE("bot_aim: WARNING: weapon ", this.(weaponentity).m_weapon.m_name, " maxshottime is zero!");
352                 maxshottime = 1;
353         }
354         makevectors(this.v_angle);
355         shotorg = this.origin + this.view_ofs;
356         shotdir = v_forward;
357         v = bot_shotlead(this.bot_aimtargorigin, this.bot_aimtargvelocity, shotspeed, this.bot_aimlatency);
358         distanceratio = sqrt(bound(0,skill,10000))*0.3*(vlen(v-shotorg)-100)/autocvar_bot_ai_aimskill_firetolerance_distdegrees;
359         distanceratio = bound(0,distanceratio,1);
360         r =  (autocvar_bot_ai_aimskill_firetolerance_maxdegrees-autocvar_bot_ai_aimskill_firetolerance_mindegrees)
361                 * (1-distanceratio) + autocvar_bot_ai_aimskill_firetolerance_mindegrees;
362         if (applygravity && this.bot_aimtarg)
363         {
364                 if (!findtrajectorywithleading(shotorg, '0 0 0', '0 0 0', this.bot_aimtarg, shotspeed, shotspeedupward, maxshottime, 0, this))
365                 {
366                         this.dphitcontentsmask = hf;
367                         return false;
368                 }
369
370                 f = bot_aimdir(this, findtrajectory_velocity - shotspeedupward * '0 0 1', r);
371         }
372         else
373         {
374                 f = bot_aimdir(this, v - shotorg, r);
375                 //dprint("AIM: ");dprint(vtos(this.bot_aimtargorigin));dprint(" + ");dprint(vtos(this.bot_aimtargvelocity));dprint(" * ");dprint(ftos(this.bot_aimlatency + vlen(this.bot_aimtargorigin - shotorg) / shotspeed));dprint(" = ");dprint(vtos(v));dprint(" : aimdir = ");dprint(vtos(normalize(v - shotorg)));dprint(" : ");dprint(vtos(shotdir));dprint("\n");
376                 //traceline(shotorg, shotorg + shotdir * 10000, false, this);
377                 //if (trace_ent.takedamage)
378                 //if (trace_fraction < 1)
379                 //if (!bot_shouldattack(this, trace_ent))
380                 //      return false;
381                 traceline(shotorg, this.bot_aimtargorigin, false, this);
382                 if (trace_fraction < 1)
383                 if (trace_ent != this.enemy)
384                 if (!bot_shouldattack(this, trace_ent))
385                 {
386                         this.dphitcontentsmask = hf;
387                         return false;
388                 }
389         }
390
391         //if (r > maxshottime * shotspeed)
392         //      return false;
393         this.dphitcontentsmask = hf;
394         return true;
395 }