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Merge remote branch 'origin/mirceakitsune/fix_antilag_teleporttime' as of '44a728d415...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / bot / aim.qc
1
2 entity ka_ball;
3 // traces multiple trajectories to find one that will impact the target
4 // 'end' vector is the place it aims for,
5 // returns TRUE only if it hit targ (don't target non-solid entities)
6
7 float findtrajectorywithleading(vector org, vector m1, vector m2, entity targ, float shotspeed, float shotspeedupward, float maxtime, float shotdelay, entity ignore)
8 {
9         local float c, savesolid, shottime;
10         local vector dir, end, v;
11         if (shotspeed < 1)
12                 return FALSE; // could cause division by zero if calculated
13         if (targ.solid < SOLID_BBOX) // SOLID_NOT and SOLID_TRIGGER
14                 return FALSE; // could never hit it
15         if (!tracetossent)
16                 tracetossent = spawn();
17         tracetossent.owner = ignore;
18         setsize(tracetossent, m1, m2);
19         savesolid = targ.solid;
20         targ.solid = SOLID_NOT;
21         shottime = ((vlen(targ.origin - org) / shotspeed) + shotdelay);
22         v = targ.velocity * shottime + targ.origin;
23         tracebox(targ.origin, targ.mins, targ.maxs, v, FALSE, targ);
24         v = trace_endpos;
25         end = v + (targ.mins + targ.maxs) * 0.5;
26         if ((vlen(end - org) / shotspeed + 0.2) > maxtime)
27         {
28                 // out of range
29                 targ.solid = savesolid;
30                 return FALSE;
31         }
32
33         if (!tracetossfaketarget)
34                 tracetossfaketarget = spawn();
35         tracetossfaketarget.solid = savesolid;
36         tracetossfaketarget.movetype = targ.movetype;
37         setmodel(tracetossfaketarget, targ.model); // no low precision
38         tracetossfaketarget.model = targ.model;
39         tracetossfaketarget.modelindex = targ.modelindex;
40         setsize(tracetossfaketarget, targ.mins, targ.maxs);
41         setorigin(tracetossfaketarget, v);
42
43         c = 0;
44         dir = normalize(end - org);
45         while (c < 10) // 10 traces
46         {
47                 setorigin(tracetossent, org); // reset
48                 tracetossent.velocity = findtrajectory_velocity = normalize(dir) * shotspeed + shotspeedupward * '0 0 1';
49                 tracetoss(tracetossent, ignore); // love builtin functions...
50                 if (trace_ent == tracetossfaketarget) // done
51                 {
52                         targ.solid = savesolid;
53
54                         // make it disappear
55                         tracetossfaketarget.solid = SOLID_NOT;
56                         tracetossfaketarget.movetype = MOVETYPE_NONE;
57                         tracetossfaketarget.model = "";
58                         tracetossfaketarget.modelindex = 0;
59                         // relink to remove it from physics considerations
60                         setorigin(tracetossfaketarget, v);
61
62                         return TRUE;
63                 }
64                 dir_z = dir_z + 0.1; // aim up a little more
65                 c = c + 1;
66         }
67         targ.solid = savesolid;
68
69         // make it disappear
70         tracetossfaketarget.solid = SOLID_NOT;
71         tracetossfaketarget.movetype = MOVETYPE_NONE;
72         tracetossfaketarget.model = "";
73         tracetossfaketarget.modelindex = 0;
74         // relink to remove it from physics considerations
75         setorigin(tracetossfaketarget, v);
76
77         // leave a valid one even if it won't reach
78         findtrajectory_velocity = normalize(end - org) * shotspeed + shotspeedupward * '0 0 1';
79         return FALSE;
80 };
81
82 void lag_update()
83 {
84         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;}
85         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;}
86         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;}
87         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;}
88         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;}
89 };
90
91 float lag_additem(float t, float f1, float f2, entity e1, vector v1, vector v2, vector v3, vector v4)
92 {
93         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;}
94         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;}
95         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;}
96         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;}
97         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;}
98         // no room for it (what is the best thing to do here??)
99         return FALSE;
100 };
101
102 float bot_shouldattack(entity e)
103 {
104         if (e.team == self.team)
105         {
106                 if (e == self)
107                         return FALSE;
108                 if (teamplay)
109                 if (e.team != 0)
110                         return FALSE;
111         }
112
113         if(g_freezetag)
114                 if(e.freezetag_frozen)
115                         return FALSE;
116
117         // If neither player has ball then don't attack unless the ball is on the
118         // ground.
119         if (g_keepaway)
120                 if (!e.ballcarried && !self.ballcarried && ka_ball.owner)
121                         return FALSE;
122
123         if(teamplay)
124         {
125                 if(e.team==0)
126                         return FALSE;
127         }
128         else if(bot_ignore_bots)
129                 if(clienttype(e) == CLIENTTYPE_BOT)
130                         return FALSE;
131
132         if (!e.takedamage)
133                 return FALSE;
134         if (e.deadflag)
135                 return FALSE;
136         if (e.BUTTON_CHAT)
137                 return FALSE;
138         if(g_minstagib)
139         if(e.items & IT_STRENGTH)
140                 return FALSE;
141         if(e.flags & FL_NOTARGET)
142                 return FALSE;
143         return TRUE;
144 };
145
146 void bot_lagfunc(float t, float f1, float f2, entity e1, vector v1, vector v2, vector v3, vector v4)
147 {
148         if(self.flags & FL_INWATER)
149         {
150                 self.bot_aimtarg = world;
151                 return;
152         }
153         self.bot_aimtarg = e1;
154         self.bot_aimlatency = self.ping; // FIXME?  Shouldn't this be in the lag item?
155         self.bot_aimselforigin = v1;
156         self.bot_aimselfvelocity = v2;
157         self.bot_aimtargorigin = v3;
158         self.bot_aimtargvelocity = v4;
159         if(skill <= 0)
160                 self.bot_canfire = (random() < 0.8);
161         else if(skill <= 1)
162                 self.bot_canfire = (random() < 0.9);
163         else if(skill <= 2)
164                 self.bot_canfire = (random() < 0.95);
165         else
166                 self.bot_canfire = 1;
167 };
168
169 float bot_aimdir(vector v, float maxfiredeviation)
170 {
171         local float dist, delta_t, blend;
172         local vector desiredang, diffang;
173
174         //dprint("aim ", self.netname, ": old:", vtos(self.v_angle));
175         // make sure v_angle is sane first
176         self.v_angle_y = self.v_angle_y - floor(self.v_angle_y / 360) * 360;
177         self.v_angle_z = 0;
178
179         // get the desired angles to aim at
180         //dprint(" at:", vtos(v));
181         v = normalize(v);
182         //te_lightning2(world, self.origin + self.view_ofs, self.origin + self.view_ofs + v * 200);
183         if (time >= self.bot_badaimtime)
184         {
185                 self.bot_badaimtime = max(self.bot_badaimtime + 0.3, time);
186                 self.bot_badaimoffset = randomvec() * bound(0, 5 - 0.5 * (skill+self.bot_offsetskill), 5) * autocvar_bot_ai_aimskill_offset;
187         }
188         desiredang = vectoangles(v) + self.bot_badaimoffset;
189         //dprint(" desired:", vtos(desiredang));
190         if (desiredang_x >= 180)
191                 desiredang_x = desiredang_x - 360;
192         desiredang_x = bound(-90, 0 - desiredang_x, 90);
193         desiredang_z = self.v_angle_z;
194         //dprint(" / ", vtos(desiredang));
195
196         //// pain throws off aim
197         //if (self.bot_painintensity)
198         //{
199         //      // shake from pain
200         //      desiredang = desiredang + randomvec() * self.bot_painintensity * 0.2;
201         //}
202
203         // calculate turn angles
204         diffang = (desiredang - self.bot_olddesiredang);
205         // wrap yaw turn
206         diffang_y = diffang_y - floor(diffang_y / 360) * 360;
207         if (diffang_y >= 180)
208                 diffang_y = diffang_y - 360;
209         self.bot_olddesiredang = desiredang;
210         //dprint(" diff:", vtos(diffang));
211
212         delta_t = time-self.bot_prevaimtime;
213         self.bot_prevaimtime = time;
214         // Here we will try to anticipate the comming aiming direction
215         self.bot_1st_order_aimfilter= self.bot_1st_order_aimfilter
216                 + (diffang * (1 / delta_t)    - self.bot_1st_order_aimfilter) * bound(0, autocvar_bot_ai_aimskill_order_filter_1st,1);
217         self.bot_2nd_order_aimfilter= self.bot_2nd_order_aimfilter
218                 + (self.bot_1st_order_aimfilter - self.bot_2nd_order_aimfilter) * bound(0, autocvar_bot_ai_aimskill_order_filter_2nd,1);
219         self.bot_3th_order_aimfilter= self.bot_3th_order_aimfilter
220                 + (self.bot_2nd_order_aimfilter - self.bot_3th_order_aimfilter) * bound(0, autocvar_bot_ai_aimskill_order_filter_3th,1);
221         self.bot_4th_order_aimfilter= self.bot_4th_order_aimfilter
222                 + (self.bot_3th_order_aimfilter - self.bot_4th_order_aimfilter) * bound(0, autocvar_bot_ai_aimskill_order_filter_4th,1);
223         self.bot_5th_order_aimfilter= self.bot_5th_order_aimfilter
224                 + (self.bot_4th_order_aimfilter - self.bot_5th_order_aimfilter) * bound(0, autocvar_bot_ai_aimskill_order_filter_5th,1);
225
226         //blend = (bound(0,skill,10)*0.1)*pow(1-bound(0,skill,10)*0.05,2.5)*5.656854249; //Plot formule before changing !
227         blend = bound(0,skill+self.bot_aimskill,10)*0.1;
228         desiredang = desiredang + blend *
229         (
230                   self.bot_1st_order_aimfilter * autocvar_bot_ai_aimskill_order_mix_1st
231                 + self.bot_2nd_order_aimfilter * autocvar_bot_ai_aimskill_order_mix_2nd
232                 + self.bot_3th_order_aimfilter * autocvar_bot_ai_aimskill_order_mix_3th
233                 + self.bot_4th_order_aimfilter * autocvar_bot_ai_aimskill_order_mix_4th
234                 + self.bot_5th_order_aimfilter * autocvar_bot_ai_aimskill_order_mix_5th
235         );
236
237         // calculate turn angles
238         diffang = desiredang - self.bot_mouseaim;
239         // wrap yaw turn
240         diffang_y = diffang_y - floor(diffang_y / 360) * 360;
241         if (diffang_y >= 180)
242                 diffang_y = diffang_y - 360;
243         //dprint(" diff:", vtos(diffang));
244
245         if (time >= self.bot_aimthinktime)
246         {
247                 self.bot_aimthinktime = max(self.bot_aimthinktime + 0.5 - 0.05*(skill+self.bot_thinkskill), time);
248                 self.bot_mouseaim = self.bot_mouseaim + diffang * (1-random()*0.1*bound(1,10-(skill+self.bot_thinkskill),10));
249         }
250
251         //self.v_angle = self.v_angle + diffang * bound(0, r * frametime * (skill * 0.5 + 2), 1);
252
253         diffang = self.bot_mouseaim - desiredang;
254         // wrap yaw turn
255         diffang_y = diffang_y - floor(diffang_y / 360) * 360;
256         if (diffang_y >= 180)
257                 diffang_y = diffang_y - 360;
258         desiredang = desiredang + diffang * bound(0,autocvar_bot_ai_aimskill_think,1);
259
260         // calculate turn angles
261         diffang = desiredang - self.v_angle;
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         //dprint(" diff:", vtos(diffang));
267
268         // jitter tracking
269         dist = vlen(diffang);
270         //diffang = diffang + randomvec() * (dist * 0.05 * (3.5 - bound(0, skill, 3)));
271
272         // turn
273         local float r, fixedrate, blendrate;
274         fixedrate = autocvar_bot_ai_aimskill_fixedrate / bound(1,dist,1000);
275         blendrate = autocvar_bot_ai_aimskill_blendrate;
276         r = max(fixedrate, blendrate);
277         //self.v_angle = self.v_angle + diffang * bound(frametime, r * frametime * (2+skill*skill*0.05-random()*0.05*(10-skill)), 1);
278         self.v_angle = self.v_angle + diffang * bound(delta_t, r * delta_t * (2+pow(skill+self.bot_mouseskill,3)*0.005-random()), 1);
279         self.v_angle = self.v_angle * bound(0,autocvar_bot_ai_aimskill_mouse,1) + desiredang * bound(0,(1-autocvar_bot_ai_aimskill_mouse),1);
280         //self.v_angle = self.v_angle + diffang * bound(0, r * frametime * (skill * 0.5 + 2), 1);
281         //self.v_angle = self.v_angle + diffang * (1/ blendrate);
282         self.v_angle_z = 0;
283         self.v_angle_y = self.v_angle_y - floor(self.v_angle_y / 360) * 360;
284         //dprint(" turn:", vtos(self.v_angle));
285
286         makevectors(self.v_angle);
287         shotorg = self.origin + self.view_ofs;
288         shotdir = v_forward;
289
290         //dprint(" dir:", vtos(v_forward));
291         //te_lightning2(world, shotorg, shotorg + shotdir * 100);
292
293         // calculate turn angles again
294         //diffang = desiredang - self.v_angle;
295         //diffang_y = diffang_y - floor(diffang_y / 360) * 360;
296         //if (diffang_y >= 180)
297         //      diffang_y = diffang_y - 360;
298
299         //dprint("e ", vtos(diffang), " < ", ftos(maxfiredeviation), "\n");
300
301         // decide whether to fire this time
302         // note the maxfiredeviation is in degrees so this has to convert to radians first
303         //if ((normalize(v) * shotdir) >= cos(maxfiredeviation * (3.14159265358979323846 / 180)))
304         if ((normalize(v) * shotdir) >= cos(maxfiredeviation * (3.14159265358979323846 / 180)))
305         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))
306                 self.bot_firetimer = time + bound(0.1, 0.5-(skill+self.bot_aggresskill)*0.05, 0.5);
307         //traceline(shotorg,shotorg+shotdir*1000,FALSE,world);
308         //dprint(ftos(maxfiredeviation),"\n");
309         //dprint(" diff:", vtos(diffang), "\n");
310
311         return self.bot_canfire && (time < self.bot_firetimer);
312 };
313
314 vector bot_shotlead(vector targorigin, vector targvelocity, float shotspeed, float shotdelay)
315 {
316         // Try to add code here that predicts gravity effect here, no clue HOW to though ... well not yet atleast...
317         return targorigin + targvelocity * (shotdelay + vlen(targorigin - shotorg) / shotspeed);
318 };
319
320 float bot_aim(float shotspeed, float shotspeedupward, float maxshottime, float applygravity)
321 {
322         local float f, r;
323         local vector v;
324         /*
325         eprint(self);
326         dprint("bot_aim(", ftos(shotspeed));
327         dprint(", ", ftos(shotspeedupward));
328         dprint(", ", ftos(maxshottime));
329         dprint(", ", ftos(applygravity));
330         dprint(");\n");
331         */
332         shotspeed *= g_weaponspeedfactor;
333         shotspeedupward *= g_weaponspeedfactor;
334         if (!shotspeed)
335         {
336                 dprint("bot_aim: WARNING: weapon ", W_Name(self.weapon), " shotspeed is zero!\n");
337                 shotspeed = 1000000;
338         }
339         if (!maxshottime)
340         {
341                 dprint("bot_aim: WARNING: weapon ", W_Name(self.weapon), " maxshottime is zero!\n");
342                 maxshottime = 1;
343         }
344         makevectors(self.v_angle);
345         shotorg = self.origin + self.view_ofs;
346         shotdir = v_forward;
347         v = bot_shotlead(self.bot_aimtargorigin, self.bot_aimtargvelocity, shotspeed, self.bot_aimlatency);
348         local float distanceratio;
349         distanceratio =sqrt(bound(0,skill,10000))*0.3*(vlen(v-shotorg)-100)/autocvar_bot_ai_aimskill_firetolerance_distdegrees;
350         distanceratio = bound(0,distanceratio,1);
351         r =  (autocvar_bot_ai_aimskill_firetolerance_maxdegrees-autocvar_bot_ai_aimskill_firetolerance_mindegrees)
352                 * (1-distanceratio) + autocvar_bot_ai_aimskill_firetolerance_mindegrees;
353         if (applygravity && self.bot_aimtarg)
354         {
355                 if (!findtrajectorywithleading(shotorg, '0 0 0', '0 0 0', self.bot_aimtarg, shotspeed, shotspeedupward, maxshottime, 0, self))
356                         return FALSE;
357                 f = bot_aimdir(findtrajectory_velocity - shotspeedupward * '0 0 1', r);
358         }
359         else
360         {
361                 f = bot_aimdir(v - shotorg, r);
362                 //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");
363                 //traceline(shotorg, shotorg + shotdir * 10000, FALSE, self);
364                 //if (trace_ent.takedamage)
365                 //if (trace_fraction < 1)
366                 //if (!bot_shouldattack(trace_ent))
367                 //      return FALSE;
368                 traceline(shotorg, self.bot_aimtargorigin, FALSE, self);
369                 if (trace_fraction < 1)
370                 if (trace_ent != self.enemy)
371                 if (!bot_shouldattack(trace_ent))
372                         return FALSE;
373         }
374
375         //if (r > maxshottime * shotspeed)
376         //      return FALSE;
377         return TRUE;
378 };