Minor cleanups
[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 <server/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 && 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 && 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 && 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 && 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 && 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 (autocvar_bot_ignore_bots && IS_BOT_CLIENT(targ))
136                 return false;
137
138         if (!targ.takedamage)
139                 return false;
140         if (IS_DEAD(targ))
141                 return false;
142         if (PHYS_INPUT_BUTTON_CHAT(targ) && !autocvar_bot_typefrag)
143                 return false;
144         if(targ.flags & FL_NOTARGET)
145                 return false;
146         if(targ.alpha <= 0.1 && targ.alpha != 0)
147                 return false; // invisible via alpha
148
149         if(MUTATOR_CALLHOOK(BotShouldAttack, this, targ))
150                 return false;
151
152         return true;
153 }
154
155 void bot_lagfunc(entity this, float t, float f1, float f2, entity e1, vector v1, vector v2, vector v3, vector v4)
156 {
157         this.bot_aimtarg = e1;
158         this.bot_aimlatency = CS(this).ping; // FIXME?  Shouldn't this be in the lag item?
159         //this.bot_aimorigin = v1;
160         //this.bot_aimvelocity = v2;
161         this.bot_aimtargorigin = v3;
162         this.bot_aimtargvelocity = v4;
163         if(skill <= 0)
164                 this.bot_canfire = (random() < 0.8);
165         else if(skill <= 1)
166                 this.bot_canfire = (random() < 0.9);
167         else if(skill <= 2)
168                 this.bot_canfire = (random() < 0.95);
169         else
170                 this.bot_canfire = 1;
171 }
172
173 void bot_aimdir(entity this, vector v, float maxfiredeviation)
174 {
175         float dist, delta_t, blend;
176         vector desiredang, diffang;
177
178         this.bot_aimdir_executed = true;
179
180         //dprint("aim ", this.netname, ": old:", vtos(this.v_angle));
181         // make sure v_angle is sane first
182         this.v_angle_y = this.v_angle.y - floor(this.v_angle.y / 360) * 360;
183         this.v_angle_z = 0;
184
185         // invalid aim dir (can happen when bot overlaps target)
186         if(!v) return;
187
188         // get the desired angles to aim at
189         //dprint(" at:", vtos(v));
190         v = normalize(v);
191         //te_lightning2(NULL, this.origin + this.view_ofs, this.origin + this.view_ofs + v * 200);
192         if (time >= this.bot_badaimtime)
193         {
194                 this.bot_badaimtime = max(this.bot_badaimtime + 0.3, time);
195                 this.bot_badaimoffset = randomvec() * bound(0, 5 - 0.5 * (skill+this.bot_offsetskill), 5) * autocvar_bot_ai_aimskill_offset;
196         }
197         desiredang = vectoangles(v) + this.bot_badaimoffset;
198         //dprint(" desired:", vtos(desiredang));
199         if (desiredang.x >= 180)
200                 desiredang.x = desiredang.x - 360;
201         desiredang.x = bound(-90, 0 - desiredang.x, 90);
202         desiredang.z = this.v_angle.z;
203         //dprint(" / ", vtos(desiredang));
204
205         //// pain throws off aim
206         //if (this.bot_painintensity)
207         //{
208         //      // shake from pain
209         //      desiredang = desiredang + randomvec() * this.bot_painintensity * 0.2;
210         //}
211
212         // calculate turn angles
213         diffang = (desiredang - this.bot_olddesiredang);
214         // wrap yaw turn
215         diffang.y = diffang.y - floor(diffang.y / 360) * 360;
216         if (diffang.y >= 180)
217                 diffang.y = diffang.y - 360;
218         this.bot_olddesiredang = desiredang;
219         //dprint(" diff:", vtos(diffang));
220
221         delta_t = time-this.bot_prevaimtime;
222         this.bot_prevaimtime = time;
223         // Here we will try to anticipate the comming aiming direction
224         this.bot_1st_order_aimfilter= this.bot_1st_order_aimfilter
225                 + (diffang * (1 / delta_t)    - this.bot_1st_order_aimfilter) * bound(0, autocvar_bot_ai_aimskill_order_filter_1st,1);
226         this.bot_2nd_order_aimfilter= this.bot_2nd_order_aimfilter
227                 + (this.bot_1st_order_aimfilter - this.bot_2nd_order_aimfilter) * bound(0, autocvar_bot_ai_aimskill_order_filter_2nd,1);
228         this.bot_3th_order_aimfilter= this.bot_3th_order_aimfilter
229                 + (this.bot_2nd_order_aimfilter - this.bot_3th_order_aimfilter) * bound(0, autocvar_bot_ai_aimskill_order_filter_3th,1);
230         this.bot_4th_order_aimfilter= this.bot_4th_order_aimfilter
231                 + (this.bot_3th_order_aimfilter - this.bot_4th_order_aimfilter) * bound(0, autocvar_bot_ai_aimskill_order_filter_4th,1);
232         this.bot_5th_order_aimfilter= this.bot_5th_order_aimfilter
233                 + (this.bot_4th_order_aimfilter - this.bot_5th_order_aimfilter) * bound(0, autocvar_bot_ai_aimskill_order_filter_5th,1);
234
235         //blend = (bound(0,skill,10)*0.1)*((1-bound(0,skill,10)*0.05) ** 2.5)*5.656854249; //Plot formule before changing !
236         blend = bound(0,skill+this.bot_aimskill,10)*0.1;
237         desiredang = desiredang + blend *
238         (
239                   this.bot_1st_order_aimfilter * autocvar_bot_ai_aimskill_order_mix_1st
240                 + this.bot_2nd_order_aimfilter * autocvar_bot_ai_aimskill_order_mix_2nd
241                 + this.bot_3th_order_aimfilter * autocvar_bot_ai_aimskill_order_mix_3th
242                 + this.bot_4th_order_aimfilter * autocvar_bot_ai_aimskill_order_mix_4th
243                 + this.bot_5th_order_aimfilter * autocvar_bot_ai_aimskill_order_mix_5th
244         );
245         desiredang.x = bound(-90, desiredang.x, 90);
246
247         // calculate turn angles
248         diffang = desiredang - this.bot_mouseaim;
249         // wrap yaw turn
250         diffang.y = diffang.y - floor(diffang.y / 360) * 360;
251         if (diffang.y >= 180)
252                 diffang.y = diffang.y - 360;
253         //dprint(" diff:", vtos(diffang));
254
255         if (time >= this.bot_aimthinktime)
256         {
257                 this.bot_aimthinktime = max(this.bot_aimthinktime + 0.5 - 0.05*(skill+this.bot_thinkskill), time);
258                 this.bot_mouseaim = this.bot_mouseaim + diffang * (1-random()*0.1*bound(1,10-(skill+this.bot_thinkskill),10));
259         }
260
261         //this.v_angle = this.v_angle + diffang * bound(0, r * frametime * (skill * 0.5 + 2), 1);
262
263         diffang = this.bot_mouseaim - desiredang;
264         // wrap yaw turn
265         diffang.y = diffang.y - floor(diffang.y / 360) * 360;
266         if (diffang.y >= 180)
267                 diffang.y = diffang.y - 360;
268         desiredang = desiredang + diffang * bound(0,autocvar_bot_ai_aimskill_think,1);
269
270         // calculate turn angles
271         diffang = desiredang - this.v_angle;
272         // wrap yaw turn
273         diffang.y = diffang.y - floor(diffang.y / 360) * 360;
274         if (diffang.y >= 180)
275                 diffang.y = diffang.y - 360;
276         //dprint(" diff:", vtos(diffang));
277
278         // jitter tracking
279         dist = vlen(diffang);
280         //diffang = diffang + randomvec() * (dist * 0.05 * (3.5 - bound(0, skill, 3)));
281
282         // turn
283         float r, fixedrate, blendrate;
284         fixedrate = autocvar_bot_ai_aimskill_fixedrate / bound(1,dist,1000);
285         blendrate = autocvar_bot_ai_aimskill_blendrate;
286         r = max(fixedrate, blendrate);
287         //this.v_angle = this.v_angle + diffang * bound(frametime, r * frametime * (2+skill*skill*0.05-random()*0.05*(10-skill)), 1);
288         this.v_angle = this.v_angle + diffang * bound(delta_t, r * delta_t * (2 + ((skill + this.bot_mouseskill) ** 3) * 0.005 - random()), 1);
289         this.v_angle = this.v_angle * bound(0,autocvar_bot_ai_aimskill_mouse,1) + desiredang * bound(0,(1-autocvar_bot_ai_aimskill_mouse),1);
290         //this.v_angle = this.v_angle + diffang * bound(0, r * frametime * (skill * 0.5 + 2), 1);
291         //this.v_angle = this.v_angle + diffang * (1/ blendrate);
292         this.v_angle_z = 0;
293         this.v_angle_y = this.v_angle.y - floor(this.v_angle.y / 360) * 360;
294         //dprint(" turn:", vtos(this.v_angle));
295
296         makevectors(this.v_angle);
297         shotorg = this.origin + this.view_ofs;
298         shotdir = v_forward;
299
300         //dprint(" dir:", vtos(v_forward));
301         //te_lightning2(NULL, shotorg, shotorg + shotdir * 100);
302
303         // calculate turn angles again
304         //diffang = desiredang - this.v_angle;
305         //diffang_y = diffang_y - floor(diffang_y / 360) * 360;
306         //if (diffang_y >= 180)
307         //      diffang_y = diffang_y - 360;
308
309         //dprint("e ", vtos(diffang), " < ", ftos(maxfiredeviation), "\n");
310
311         // decide whether to fire this time
312         if (v * shotdir >= cos(maxfiredeviation * DEG2RAD))
313         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))
314                 this.bot_firetimer = time + bound(0.1, 0.5-(skill+this.bot_aggresskill)*0.05, 0.5);
315         //traceline(shotorg,shotorg+shotdir*1000,false,NULL);
316         //dprint(ftos(maxfiredeviation),"\n");
317         //dprint(" diff:", vtos(diffang), "\n");
318
319         //return this.bot_canfire && (time < this.bot_firetimer);
320 }
321
322 vector bot_shotlead(vector targorigin, vector targvelocity, float shotspeed, float shotdelay)
323 {
324         // Try to add code here that predicts gravity effect here, no clue HOW to though ... well not yet atleast...
325         return targorigin + targvelocity * (shotdelay + vlen(targorigin - shotorg) / shotspeed);
326 }
327
328 bool bot_aim(entity this, .entity weaponentity, float shotspeed, float shotspeedupward, float maxshottime, bool applygravity)
329 {
330         float r, hf, distanceratio;
331         vector v;
332         /*
333         eprint(this);
334         dprint("bot_aim(", ftos(shotspeed));
335         dprint(", ", ftos(shotspeedupward));
336         dprint(", ", ftos(maxshottime));
337         dprint(", ", ftos(applygravity));
338         dprint(");\n");
339         */
340
341         hf = this.dphitcontentsmask;
342         this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
343
344         shotspeed *= W_WeaponSpeedFactor(this);
345         shotspeedupward *= W_WeaponSpeedFactor(this);
346         if (!shotspeed)
347         {
348                 LOG_TRACE("bot_aim: WARNING: weapon ", this.(weaponentity).m_weapon.m_name, " shotspeed is zero!");
349                 shotspeed = 1000000;
350         }
351         if (!maxshottime)
352         {
353                 LOG_TRACE("bot_aim: WARNING: weapon ", this.(weaponentity).m_weapon.m_name, " maxshottime is zero!");
354                 maxshottime = 1;
355         }
356         makevectors(this.v_angle);
357         shotorg = this.origin + this.view_ofs;
358         shotdir = v_forward;
359         v = bot_shotlead(this.bot_aimtargorigin, this.bot_aimtargvelocity, shotspeed, this.bot_aimlatency);
360         distanceratio = sqrt(bound(0,skill,10000))*0.3*(vlen(v-shotorg)-100)/autocvar_bot_ai_aimskill_firetolerance_distdegrees;
361         distanceratio = bound(0,distanceratio,1);
362         r =  (autocvar_bot_ai_aimskill_firetolerance_maxdegrees-autocvar_bot_ai_aimskill_firetolerance_mindegrees)
363                 * (1-distanceratio) + autocvar_bot_ai_aimskill_firetolerance_mindegrees;
364         if (applygravity && this.bot_aimtarg)
365         {
366                 if (!findtrajectorywithleading(shotorg, '0 0 0', '0 0 0', this.bot_aimtarg, shotspeed, shotspeedupward, maxshottime, 0, this))
367                 {
368                         this.dphitcontentsmask = hf;
369                         return false;
370                 }
371
372                 bot_aimdir(this, findtrajectory_velocity - shotspeedupward * '0 0 1', r);
373         }
374         else
375         {
376                 bot_aimdir(this, v - shotorg, r);
377                 //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");
378                 //traceline(shotorg, shotorg + shotdir * 10000, false, this);
379                 //if (trace_ent.takedamage)
380                 //if (trace_fraction < 1)
381                 //if (!bot_shouldattack(this, trace_ent))
382                 //      return false;
383                 traceline(shotorg, this.bot_aimtargorigin, false, this);
384                 if (trace_fraction < 1)
385                 if (trace_ent != this.enemy)
386                 if (!bot_shouldattack(this, trace_ent))
387                 {
388                         this.dphitcontentsmask = hf;
389                         return false;
390                 }
391         }
392
393         //if (r > maxshottime * shotspeed)
394         //      return false;
395         this.dphitcontentsmask = hf;
396         return true;
397 }