#include "aim.qh"
-#include <server/defs.qh>
-
-#include "cvars.qh"
-
-#include "bot.qh"
-
#include <common/physics/player.qh>
#include <common/state.qh>
-
-#include "../../weapons/weaponsystem.qh"
-
+#include <common/stats.qh>
+#include <common/weapons/_all.qh>
+#include <server/bot/default/bot.qh>
+#include <server/bot/default/cvars.qh>
#include <server/mutators/_mod.qh>
+#include <server/weapons/weaponsystem.qh>
// traces multiple trajectories to find one that will impact the target
// 'end' vector is the place it aims for,
tracebox(o, targ.mins, targ.maxs, v, false, targ);
v = trace_endpos;
end = v + (targ.mins + targ.maxs) * 0.5;
- if ((vlen(end - org) / shotspeed + 0.2) > maxtime)
+ float shotdistance = max(0.001, vlen(end - org));
+ if ((shotdistance / shotspeed + 0.2) > maxtime)
{
// out of range
targ.solid = savesolid;
setorigin(tracetossfaketarget, v);
c = 0;
- dir = normalize(end - org);
+ dir = (end - org) / shotdistance; // same as dir = normalize(end - org); but cheaper
+ vector test_dir = dir;
+ vector test_dir_normalized = dir;
while (c < 10) // 10 traces
{
setorigin(tracetossent, org); // reset
- tracetossent.velocity = findtrajectory_velocity = normalize(dir) * shotspeed + shotspeedupward * '0 0 1';
+ tracetossent.velocity = findtrajectory_velocity = test_dir_normalized * shotspeed + shotspeedupward * '0 0 1';
tracetoss(tracetossent, ignore); // love builtin functions...
if (trace_ent == tracetossfaketarget) // done
{
return true;
}
- dir.z = dir.z + 0.1; // aim up a little more
+ test_dir.z += 0.1; // aim up a little more
+ test_dir_normalized = normalize(test_dir);
c = c + 1;
}
targ.solid = savesolid;
setorigin(tracetossfaketarget, v);
// leave a valid one even if it won't reach
- findtrajectory_velocity = normalize(end - org) * shotspeed + shotspeedupward * '0 0 1';
- return false;
-}
-
-void lag_update(entity this)
-{
- 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;}
- 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;}
- 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;}
- 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;}
- 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;}
-}
-
-float lag_additem(entity this, float t, float f1, float f2, entity e1, vector v1, vector v2, vector v3, vector v4)
-{
- 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;}
- 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;}
- 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;}
- 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;}
- 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;}
- // no room for it (what is the best thing to do here??)
+ findtrajectory_velocity = dir * shotspeed + shotspeedupward * '0 0 1';
return false;
}
return true;
}
-void bot_lagfunc(entity this, float t, float f1, float f2, entity e1, vector v1, vector v2, vector v3, vector v4)
+// this function should be called after bot_aim so the aim is reset the next frame
+void bot_aim_reset(entity this)
{
- this.bot_aimtarg = e1;
- this.bot_aimlatency = CS(this).ping; // FIXME? Shouldn't this be in the lag item?
- //this.bot_aimorigin = v1;
- //this.bot_aimvelocity = v2;
- this.bot_aimtargorigin = v3;
- this.bot_aimtargvelocity = v4;
- if(skill <= 0)
- this.bot_canfire = (random() < 0.8);
- else if(skill <= 1)
- this.bot_canfire = (random() < 0.9);
- else if(skill <= 2)
- this.bot_canfire = (random() < 0.95);
- else
- this.bot_canfire = 1;
+ this.bot_mouseaim = this.v_angle;
+ this.bot_olddesiredang = this.v_angle;
+ this.bot_aimdir_executed = true;
+ this.bot_badaimtime = 0;
+ this.bot_aimthinktime = time;
+ this.bot_prevaimtime = time;
+ this.bot_1st_order_aimfilter = '0 0 0';
+ this.bot_2nd_order_aimfilter = '0 0 0';
+ this.bot_3th_order_aimfilter = '0 0 0';
+ this.bot_4th_order_aimfilter = '0 0 0';
+ this.bot_5th_order_aimfilter = '0 0 0';
+ this.bot_firetimer = 0;
}
void bot_aimdir(entity this, vector v, float maxfiredeviation)
this.v_angle_y = this.v_angle.y - floor(this.v_angle.y / 360) * 360;
this.v_angle_z = 0;
+ // make work bot_aim_reset even if called before this function
+ if (this.bot_prevaimtime == time)
+ return;
+
+ // if skill is high enough bots will not have any aim smoothing or aim errors
+ if (SUPERBOT)
+ {
+ this.v_angle = vectoangles(normalize(v));
+
+ this.v_angle.x *= -1;
+
+ makevectors(this.v_angle);
+ shotorg = this.origin + this.view_ofs;
+ shotdir = v_forward;
+
+ // bot will fire on the next tick
+ this.bot_firetimer = time + 0.001;
+ return;
+ }
+
// invalid aim dir (can happen when bot overlaps target)
if(!v) return;
+ float skill_save = skill;
+ // allow turning in a more natural way when bot is walking
+ if (!this.enemy)
+ skill = max(4, skill);
+
// get the desired angles to aim at
//dprint(" at:", vtos(v));
- v = normalize(v);
+ //v = normalize(v);
//te_lightning2(NULL, this.origin + this.view_ofs, this.origin + this.view_ofs + v * 200);
if (time >= this.bot_badaimtime)
{
- this.bot_badaimtime = max(this.bot_badaimtime + 0.3, time);
- this.bot_badaimoffset = randomvec() * bound(0, 5 - 0.5 * (skill+this.bot_offsetskill), 5) * autocvar_bot_ai_aimskill_offset;
+ this.bot_badaimtime = max(this.bot_badaimtime + 0.2 + 0.3 * random(), time);
+ int f = bound(0, 1 - 0.1 * (skill + this.bot_offsetskill), 1);
+ this.bot_badaimoffset = randomvec() * f * autocvar_bot_ai_aimskill_offset;
+ this.bot_badaimoffset.x *= 0.7; // smaller vertical offset
}
- desiredang = vectoangles(v) + this.bot_badaimoffset;
+ float enemy_factor = ((this.enemy) ? 5 : 2);
+ // apply enemy_factor every frame so that the bigger offset is applied instantly when the bot aims to a new target
+ desiredang = vectoangles(v) + this.bot_badaimoffset * enemy_factor;
//dprint(" desired:", vtos(desiredang));
if (desiredang.x >= 180)
desiredang.x = desiredang.x - 360;
blendrate = autocvar_bot_ai_aimskill_blendrate;
r = max(fixedrate, blendrate);
//this.v_angle = this.v_angle + diffang * bound(frametime, r * frametime * (2+skill*skill*0.05-random()*0.05*(10-skill)), 1);
- this.v_angle = this.v_angle + diffang * bound(delta_t, r * delta_t * (2 + ((skill + this.bot_mouseskill) ** 3) * 0.005 - random()), 1);
- this.v_angle = this.v_angle * bound(0,autocvar_bot_ai_aimskill_mouse,1) + desiredang * bound(0,(1-autocvar_bot_ai_aimskill_mouse),1);
- //this.v_angle = this.v_angle + diffang * bound(0, r * frametime * (skill * 0.5 + 2), 1);
- //this.v_angle = this.v_angle + diffang * (1/ blendrate);
+ r = bound(delta_t, r * delta_t * (2 + ((skill + this.bot_mouseskill) ** 3) * 0.005 - random()), 1);
+ this.v_angle += diffang * (r + (1 - r) * bound(0, 1 - autocvar_bot_ai_aimskill_mouse, 1));
this.v_angle_z = 0;
this.v_angle_y = this.v_angle.y - floor(this.v_angle.y / 360) * 360;
//dprint(" turn:", vtos(this.v_angle));
- makevectors(this.v_angle);
- shotorg = this.origin + this.view_ofs;
- shotdir = v_forward;
+ skill = skill_save;
- //dprint(" dir:", vtos(v_forward));
- //te_lightning2(NULL, shotorg, shotorg + shotdir * 100);
+ if (maxfiredeviation <= 0)
+ return;
- // calculate turn angles again
- //diffang = desiredang - this.v_angle;
- //diffang_y = diffang_y - floor(diffang_y / 360) * 360;
- //if (diffang_y >= 180)
- // diffang_y = diffang_y - 360;
+ if (!autocvar_bot_ai_aimskill_firetolerance)
+ {
+ this.bot_firetimer = time + 0.2;
+ return;
+ }
- //dprint("e ", vtos(diffang), " < ", ftos(maxfiredeviation), "\n");
+ makevectors(this.v_angle);
+ shotorg = this.origin + this.view_ofs;
+ shotdir = v_forward;
// decide whether to fire this time
- if (v * shotdir >= cos(maxfiredeviation * DEG2RAD))
- 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))
- this.bot_firetimer = time + bound(0.1, 0.5-(skill+this.bot_aggresskill)*0.05, 0.5);
- //traceline(shotorg,shotorg+shotdir*1000,false,NULL);
- //dprint(ftos(maxfiredeviation),"\n");
- //dprint(" diff:", vtos(diffang), "\n");
-
- //return this.bot_canfire && (time < this.bot_firetimer);
+ // v is the calculated trajectory, shotdir is bot view direction
+ // NOTE: checking if (v * shotdir > cos(maxfiredeviation * DEG2RAD)) would be cheaper
+ // but it gets evaluated to true even if v and shotdir have nearly opposite direction
+ vector deviation = vectoangles(v) - vectoangles(shotdir);
+ while (deviation.x < -180) deviation.x += 360; while (deviation.x > 180) deviation.x -= 360;
+ while (deviation.y < -180) deviation.y += 360; while (deviation.y > 180) deviation.y -= 360;
+ if (fabs(deviation.x) < maxfiredeviation && fabs(deviation.y) < maxfiredeviation)
+ {
+ traceline(shotorg, shotorg + shotdir * 1000, false, NULL);
+ 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))
+ {
+ this.bot_firetimer = time + bound(0.1, 0.5 - (skill + this.bot_aggresskill) * 0.05, 0.5);
+ }
+ }
}
vector bot_shotlead(vector targorigin, vector targvelocity, float shotspeed, float shotdelay)
return targorigin + targvelocity * (shotdelay + vlen(targorigin - shotorg) / shotspeed);
}
-bool bot_aim(entity this, .entity weaponentity, float shotspeed, float shotspeedupward, float maxshottime, bool applygravity)
+bool bot_aim(entity this, .entity weaponentity, float shotspeed, float shotspeedupward, float maxshottime, bool applygravity, bool shot_accurate)
{
- float r, hf, distanceratio;
+ float hf, distanceratio;
vector v;
- /*
- eprint(this);
- dprint("bot_aim(", ftos(shotspeed));
- dprint(", ", ftos(shotspeedupward));
- dprint(", ", ftos(maxshottime));
- dprint(", ", ftos(applygravity));
- dprint(");\n");
- */
-
hf = this.dphitcontentsmask;
this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
- shotspeed *= W_WeaponSpeedFactor(this);
- shotspeedupward *= W_WeaponSpeedFactor(this);
+ float speed_factor = W_WeaponSpeedFactor(this);
+ shotspeed *= speed_factor;
+ shotspeedupward *= speed_factor;
if (!shotspeed)
{
LOG_TRACE("bot_aim: WARNING: weapon ", this.(weaponentity).m_weapon.m_name, " shotspeed is zero!");
makevectors(this.v_angle);
shotorg = this.origin + this.view_ofs;
shotdir = v_forward;
- v = bot_shotlead(this.bot_aimtargorigin, this.bot_aimtargvelocity, shotspeed, this.bot_aimlatency);
- distanceratio = sqrt(bound(0,skill,10000))*0.3*(vlen(v-shotorg)-100)/autocvar_bot_ai_aimskill_firetolerance_distdegrees;
- distanceratio = bound(0,distanceratio,1);
- r = (autocvar_bot_ai_aimskill_firetolerance_maxdegrees-autocvar_bot_ai_aimskill_firetolerance_mindegrees)
- * (1-distanceratio) + autocvar_bot_ai_aimskill_firetolerance_mindegrees;
- if (applygravity && this.bot_aimtarg)
+ vector enemy_org = (this.enemy.absmin + this.enemy.absmax) * 0.5;
+ v = bot_shotlead(enemy_org, this.enemy.velocity, shotspeed, this.bot_aimlatency);
+
+ // this formula was created starting from empiric values of distance and max hit angle
+ // with a player as target (32 qu wide) from the center of it right in front of the bot
+ // distance: 32 50 75 100 150 200 300 400 500
+ // max ang: 44 24 15.1 10.5 6.5 4.9 3.1 2.3 1.8
+ float dist = max(10, vlen(v - shotorg));
+ float maxfiredeviation = 1000 / (dist - 9) - 0.35;
+
+ float f = (shot_accurate) ? 1 : 1.6;
+ f += bound(0, (10 - (skill + this.bot_aimskill)) * 0.3, 3);
+ maxfiredeviation = min(90, maxfiredeviation * f);
+
+ if (applygravity && this.enemy)
{
- if (!findtrajectorywithleading(shotorg, '0 0 0', '0 0 0', this.bot_aimtarg, shotspeed, shotspeedupward, maxshottime, 0, this))
+ if (!findtrajectorywithleading(shotorg, '0 0 0', '0 0 0', this.enemy, shotspeed, shotspeedupward, maxshottime, 0, this))
{
this.dphitcontentsmask = hf;
return false;
}
- bot_aimdir(this, findtrajectory_velocity - shotspeedupward * '0 0 1', r);
+ bot_aimdir(this, findtrajectory_velocity - shotspeedupward * '0 0 1', maxfiredeviation);
}
else
{
- bot_aimdir(this, v - shotorg, r);
- //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");
+ bot_aimdir(this, v - shotorg, maxfiredeviation);
+ //dprint("AIM: ");dprint(vtos(enemy_org));dprint(" + ");dprint(vtos(this.enemy.velocity));dprint(" * ");dprint(ftos(this.bot_aimlatency + vlen(this.enemy.origin - shotorg) / shotspeed));dprint(" = ");dprint(vtos(v));dprint(" : aimdir = ");dprint(vtos(normalize(v - shotorg)));dprint(" : ");dprint(vtos(shotdir));dprint("\n");
//traceline(shotorg, shotorg + shotdir * 10000, false, this);
//if (trace_ent.takedamage)
//if (trace_fraction < 1)
//if (!bot_shouldattack(this, trace_ent))
// return false;
- traceline(shotorg, this.bot_aimtargorigin, false, this);
+ traceline(shotorg, enemy_org, false, this);
if (trace_fraction < 1)
if (trace_ent != this.enemy)
if (!bot_shouldattack(this, trace_ent))
}
}
+ if (time > this.bot_firetimer)
+ {
+ this.dphitcontentsmask = hf;
+ return false;
+ }
+
//if (r > maxshottime * shotspeed)
// return false;
this.dphitcontentsmask = hf;