]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/bot/aim.qc
Start of uncrusticracy script, and kill trailing whitespace in all sources.
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / bot / aim.qc
index e6950dd3e4ebc472a4e59b10244ce9432f5cdd61..3467e2b395d61c7c1f28357fe0460b0a97011394 100644 (file)
@@ -1,12 +1,13 @@
 
+entity ka_ball;
 // traces multiple trajectories to find one that will impact the target
 // 'end' vector is the place it aims for,
 // returns TRUE only if it hit targ (don't target non-solid entities)
 
 float findtrajectorywithleading(vector org, vector m1, vector m2, entity targ, float shotspeed, float shotspeedupward, float maxtime, float shotdelay, entity ignore)
 {
-       local float c, savesolid, shottime;
-       local vector dir, end, v;
+       float c, savesolid, shottime;
+       vector dir, end, v, o;
        if (shotspeed < 1)
                return FALSE; // could cause division by zero if calculated
        if (targ.solid < SOLID_BBOX) // SOLID_NOT and SOLID_TRIGGER
@@ -17,9 +18,10 @@ float findtrajectorywithleading(vector org, vector m1, vector m2, entity targ, f
        setsize(tracetossent, m1, m2);
        savesolid = targ.solid;
        targ.solid = SOLID_NOT;
-       shottime = ((vlen(targ.origin - org) / shotspeed) + shotdelay);
-       v = targ.velocity * shottime + targ.origin;
-       tracebox(targ.origin, targ.mins, targ.maxs, v, FALSE, targ);
+       o = (targ.absmin + targ.absmax) * 0.5;
+       shottime = ((vlen(o - org) / shotspeed) + shotdelay);
+       v = targ.velocity * shottime + o;
+       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)
@@ -76,7 +78,7 @@ float findtrajectorywithleading(vector org, vector m1, vector m2, entity targ, f
        // 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()
 {
@@ -85,7 +87,7 @@ void lag_update()
        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;}
        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;}
        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;}
-};
+}
 
 float lag_additem(float t, float f1, float f2, entity e1, vector v1, vector v2, vector v3, vector v4)
 {
@@ -96,7 +98,7 @@ float lag_additem(float t, float f1, float f2, entity e1, vector v1, vector v2,
        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;}
        // no room for it (what is the best thing to do here??)
        return FALSE;
-};
+}
 
 float bot_shouldattack(entity e)
 {
@@ -104,22 +106,27 @@ float bot_shouldattack(entity e)
        {
                if (e == self)
                        return FALSE;
-               if (teams_matter)
+               if (teamplay)
                if (e.team != 0)
                        return FALSE;
        }
 
-       if(g_freezetag)
-               if(e.freezetag_frozen)
+       if(e.freezetag_frozen)
+               return FALSE;
+
+       // If neither player has ball then don't attack unless the ball is on the
+       // ground.
+       if (g_keepaway)
+               if (!e.ballcarried && !self.ballcarried && ka_ball.owner)
                        return FALSE;
 
-       if(teams_matter)
+       if(teamplay)
        {
                if(e.team==0)
                        return FALSE;
        }
        else if(bot_ignore_bots)
-               if(clienttype(e) == CLIENTTYPE_BOT)
+               if(IS_BOT_CLIENT(e))
                        return FALSE;
 
        if (!e.takedamage)
@@ -128,13 +135,15 @@ float bot_shouldattack(entity e)
                return FALSE;
        if (e.BUTTON_CHAT)
                return FALSE;
-       if(g_minstagib)
-       if(e.items & IT_STRENGTH)
-               return FALSE;
        if(e.flags & FL_NOTARGET)
                return FALSE;
+
+       checkentity = e;
+       if(MUTATOR_CALLHOOK(BotShouldAttack))
+               return FALSE;
+
        return TRUE;
-};
+}
 
 void bot_lagfunc(float t, float f1, float f2, entity e1, vector v1, vector v2, vector v3, vector v4)
 {
@@ -157,12 +166,12 @@ void bot_lagfunc(float t, float f1, float f2, entity e1, vector v1, vector v2, v
                self.bot_canfire = (random() < 0.95);
        else
                self.bot_canfire = 1;
-};
+}
 
 float bot_aimdir(vector v, float maxfiredeviation)
 {
-       local float dist, delta_t, blend;
-       local vector desiredang, diffang;
+       float dist, delta_t, blend;
+       vector desiredang, diffang;
 
        //dprint("aim ", self.netname, ": old:", vtos(self.v_angle));
        // make sure v_angle is sane first
@@ -176,7 +185,7 @@ float bot_aimdir(vector v, float maxfiredeviation)
        if (time >= self.bot_badaimtime)
        {
                self.bot_badaimtime = max(self.bot_badaimtime + 0.3, time);
-               self.bot_badaimoffset = randomvec() * bound(0, 5 - 0.5 * (skill+self.bot_offsetskill), 5) * cvar("bot_ai_aimskill_offset");
+               self.bot_badaimoffset = randomvec() * bound(0, 5 - 0.5 * (skill+self.bot_offsetskill), 5) * autocvar_bot_ai_aimskill_offset;
        }
        desiredang = vectoangles(v) + self.bot_badaimoffset;
        //dprint(" desired:", vtos(desiredang));
@@ -206,25 +215,25 @@ float bot_aimdir(vector v, float maxfiredeviation)
        self.bot_prevaimtime = time;
        // Here we will try to anticipate the comming aiming direction
        self.bot_1st_order_aimfilter= self.bot_1st_order_aimfilter
-               + (diffang * (1 / delta_t)    - self.bot_1st_order_aimfilter) * bound(0, cvar("bot_ai_aimskill_order_filter_1st"),1);
+               + (diffang * (1 / delta_t)    - self.bot_1st_order_aimfilter) * bound(0, autocvar_bot_ai_aimskill_order_filter_1st,1);
        self.bot_2nd_order_aimfilter= self.bot_2nd_order_aimfilter
-               + (self.bot_1st_order_aimfilter - self.bot_2nd_order_aimfilter) * bound(0, cvar("bot_ai_aimskill_order_filter_2nd"),1);
+               + (self.bot_1st_order_aimfilter - self.bot_2nd_order_aimfilter) * bound(0, autocvar_bot_ai_aimskill_order_filter_2nd,1);
        self.bot_3th_order_aimfilter= self.bot_3th_order_aimfilter
-               + (self.bot_2nd_order_aimfilter - self.bot_3th_order_aimfilter) * bound(0, cvar("bot_ai_aimskill_order_filter_3th"),1);
+               + (self.bot_2nd_order_aimfilter - self.bot_3th_order_aimfilter) * bound(0, autocvar_bot_ai_aimskill_order_filter_3th,1);
        self.bot_4th_order_aimfilter= self.bot_4th_order_aimfilter
-               + (self.bot_3th_order_aimfilter - self.bot_4th_order_aimfilter) * bound(0, cvar("bot_ai_aimskill_order_filter_4th"),1);
+               + (self.bot_3th_order_aimfilter - self.bot_4th_order_aimfilter) * bound(0, autocvar_bot_ai_aimskill_order_filter_4th,1);
        self.bot_5th_order_aimfilter= self.bot_5th_order_aimfilter
-               + (self.bot_4th_order_aimfilter - self.bot_5th_order_aimfilter) * bound(0, cvar("bot_ai_aimskill_order_filter_5th"),1);
+               + (self.bot_4th_order_aimfilter - self.bot_5th_order_aimfilter) * bound(0, autocvar_bot_ai_aimskill_order_filter_5th,1);
 
        //blend = (bound(0,skill,10)*0.1)*pow(1-bound(0,skill,10)*0.05,2.5)*5.656854249; //Plot formule before changing !
        blend = bound(0,skill+self.bot_aimskill,10)*0.1;
        desiredang = desiredang + blend *
        (
-                 self.bot_1st_order_aimfilter * cvar("bot_ai_aimskill_order_mix_1st")
-               + self.bot_2nd_order_aimfilter * cvar("bot_ai_aimskill_order_mix_2nd")
-               + self.bot_3th_order_aimfilter * cvar("bot_ai_aimskill_order_mix_3th")
-               + self.bot_4th_order_aimfilter * cvar("bot_ai_aimskill_order_mix_4th")
-               + self.bot_5th_order_aimfilter * cvar("bot_ai_aimskill_order_mix_5th")
+                 self.bot_1st_order_aimfilter * autocvar_bot_ai_aimskill_order_mix_1st
+               + self.bot_2nd_order_aimfilter * autocvar_bot_ai_aimskill_order_mix_2nd
+               + self.bot_3th_order_aimfilter * autocvar_bot_ai_aimskill_order_mix_3th
+               + self.bot_4th_order_aimfilter * autocvar_bot_ai_aimskill_order_mix_4th
+               + self.bot_5th_order_aimfilter * autocvar_bot_ai_aimskill_order_mix_5th
        );
 
        // calculate turn angles
@@ -248,7 +257,7 @@ float bot_aimdir(vector v, float maxfiredeviation)
        diffang_y = diffang_y - floor(diffang_y / 360) * 360;
        if (diffang_y >= 180)
                diffang_y = diffang_y - 360;
-       desiredang = desiredang + diffang * bound(0,cvar("bot_ai_aimskill_think"),1);
+       desiredang = desiredang + diffang * bound(0,autocvar_bot_ai_aimskill_think,1);
 
        // calculate turn angles
        diffang = desiredang - self.v_angle;
@@ -263,13 +272,13 @@ float bot_aimdir(vector v, float maxfiredeviation)
        //diffang = diffang + randomvec() * (dist * 0.05 * (3.5 - bound(0, skill, 3)));
 
        // turn
-       local float r, fixedrate, blendrate;
-       fixedrate = cvar("bot_ai_aimskill_fixedrate") / bound(1,dist,1000);
-       blendrate = cvar("bot_ai_aimskill_blendrate");
+       float r, fixedrate, blendrate;
+       fixedrate = autocvar_bot_ai_aimskill_fixedrate / bound(1,dist,1000);
+       blendrate = autocvar_bot_ai_aimskill_blendrate;
        r = max(fixedrate, blendrate);
        //self.v_angle = self.v_angle + diffang * bound(frametime, r * frametime * (2+skill*skill*0.05-random()*0.05*(10-skill)), 1);
        self.v_angle = self.v_angle + diffang * bound(delta_t, r * delta_t * (2+pow(skill+self.bot_mouseskill,3)*0.005-random()), 1);
-       self.v_angle = self.v_angle * bound(0,cvar("bot_ai_aimskill_mouse"),1) + desiredang * bound(0,(1-cvar("bot_ai_aimskill_mouse")),1);
+       self.v_angle = self.v_angle * bound(0,autocvar_bot_ai_aimskill_mouse,1) + desiredang * bound(0,(1-autocvar_bot_ai_aimskill_mouse),1);
        //self.v_angle = self.v_angle + diffang * bound(0, r * frametime * (skill * 0.5 + 2), 1);
        //self.v_angle = self.v_angle + diffang * (1/ blendrate);
        self.v_angle_z = 0;
@@ -302,18 +311,18 @@ float bot_aimdir(vector v, float maxfiredeviation)
        //dprint(" diff:", vtos(diffang), "\n");
 
        return self.bot_canfire && (time < self.bot_firetimer);
-};
+}
 
 vector bot_shotlead(vector targorigin, vector targvelocity, float shotspeed, float shotdelay)
 {
        // Try to add code here that predicts gravity effect here, no clue HOW to though ... well not yet atleast...
        return targorigin + targvelocity * (shotdelay + vlen(targorigin - shotorg) / shotspeed);
-};
+}
 
 float bot_aim(float shotspeed, float shotspeedupward, float maxshottime, float applygravity)
 {
-       local float f, r;
-       local vector v;
+       float f, r, hf, distanceratio;
+       vector v;
        /*
        eprint(self);
        dprint("bot_aim(", ftos(shotspeed));
@@ -322,6 +331,10 @@ float bot_aim(float shotspeed, float shotspeedupward, float maxshottime, float a
        dprint(", ", ftos(applygravity));
        dprint(");\n");
        */
+
+       hf = self.dphitcontentsmask;
+       self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
+
        shotspeed *= g_weaponspeedfactor;
        shotspeedupward *= g_weaponspeedfactor;
        if (!shotspeed)
@@ -338,33 +351,41 @@ float bot_aim(float shotspeed, float shotspeedupward, float maxshottime, float a
        shotorg = self.origin + self.view_ofs;
        shotdir = v_forward;
        v = bot_shotlead(self.bot_aimtargorigin, self.bot_aimtargvelocity, shotspeed, self.bot_aimlatency);
-       local float distanceratio;
-       distanceratio =sqrt(bound(0,skill,10000))*0.3*(vlen(v-shotorg)-100)/cvar("bot_ai_aimskill_firetolerance_distdegrees");
+       distanceratio = sqrt(bound(0,skill,10000))*0.3*(vlen(v-shotorg)-100)/autocvar_bot_ai_aimskill_firetolerance_distdegrees;
        distanceratio = bound(0,distanceratio,1);
-       r =  (cvar("bot_ai_aimskill_firetolerance_maxdegrees")-cvar("bot_ai_aimskill_firetolerance_mindegrees"))
-               * (1-distanceratio) + cvar("bot_ai_aimskill_firetolerance_mindegrees");
+       r =  (autocvar_bot_ai_aimskill_firetolerance_maxdegrees-autocvar_bot_ai_aimskill_firetolerance_mindegrees)
+               * (1-distanceratio) + autocvar_bot_ai_aimskill_firetolerance_mindegrees;
        if (applygravity && self.bot_aimtarg)
        {
                if (!findtrajectorywithleading(shotorg, '0 0 0', '0 0 0', self.bot_aimtarg, shotspeed, shotspeedupward, maxshottime, 0, self))
+               {
+                       self.dphitcontentsmask = hf;
                        return FALSE;
+               }
+
                f = bot_aimdir(findtrajectory_velocity - shotspeedupward * '0 0 1', r);
        }
        else
        {
                f = bot_aimdir(v - shotorg, r);
                //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");
-               traceline(shotorg, shotorg + shotdir * 10000, FALSE, self);
-               if (trace_ent.takedamage)
-               if (trace_fraction < 1)
-               if (!bot_shouldattack(trace_ent))
-                       return FALSE;
+               //traceline(shotorg, shotorg + shotdir * 10000, FALSE, self);
+               //if (trace_ent.takedamage)
+               //if (trace_fraction < 1)
+               //if (!bot_shouldattack(trace_ent))
+               //      return FALSE;
                traceline(shotorg, self.bot_aimtargorigin, FALSE, self);
                if (trace_fraction < 1)
                if (trace_ent != self.enemy)
                if (!bot_shouldattack(trace_ent))
+               {
+                       self.dphitcontentsmask = hf;
                        return FALSE;
+               }
        }
-       if (r > maxshottime * shotspeed)
-               return FALSE;
-       return f;
-};
+
+       //if (r > maxshottime * shotspeed)
+       //      return FALSE;
+       self.dphitcontentsmask = hf;
+       return TRUE;
+}