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Merge branch 'terencehill/bot_ai' into 'master'
[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_aim_reset(entity this)
174 {
175         this.bot_aimdir_executed = true;
176         this.bot_badaimtime = 0;
177         this.bot_aimthinktime = time;
178         this.bot_prevaimtime = time;
179         this.bot_mouseaim = this.v_angle;
180         this.bot_olddesiredang = this.v_angle;
181         this.bot_1st_order_aimfilter = '0 0 0';
182         this.bot_2nd_order_aimfilter = '0 0 0';
183         this.bot_3th_order_aimfilter = '0 0 0';
184         this.bot_4th_order_aimfilter = '0 0 0';
185         this.bot_5th_order_aimfilter = '0 0 0';
186         this.bot_firetimer = 0;
187 }
188
189 void bot_aimdir(entity this, vector v, float maxfiredeviation)
190 {
191         float dist, delta_t, blend;
192         vector desiredang, diffang;
193
194         this.bot_aimdir_executed = true;
195
196         //dprint("aim ", this.netname, ": old:", vtos(this.v_angle));
197         // make sure v_angle is sane first
198         this.v_angle_y = this.v_angle.y - floor(this.v_angle.y / 360) * 360;
199         this.v_angle_z = 0;
200
201         // invalid aim dir (can happen when bot overlaps target)
202         if(!v) return;
203
204         // get the desired angles to aim at
205         //dprint(" at:", vtos(v));
206         v = normalize(v);
207         //te_lightning2(NULL, this.origin + this.view_ofs, this.origin + this.view_ofs + v * 200);
208         if (time >= this.bot_badaimtime)
209         {
210                 this.bot_badaimtime = max(this.bot_badaimtime + 0.3, time);
211                 this.bot_badaimoffset = randomvec() * bound(0, 5 - 0.5 * (skill+this.bot_offsetskill), 5) * autocvar_bot_ai_aimskill_offset;
212         }
213         desiredang = vectoangles(v) + this.bot_badaimoffset;
214         //dprint(" desired:", vtos(desiredang));
215         if (desiredang.x >= 180)
216                 desiredang.x = desiredang.x - 360;
217         desiredang.x = bound(-90, 0 - desiredang.x, 90);
218         desiredang.z = this.v_angle.z;
219         //dprint(" / ", vtos(desiredang));
220
221         //// pain throws off aim
222         //if (this.bot_painintensity)
223         //{
224         //      // shake from pain
225         //      desiredang = desiredang + randomvec() * this.bot_painintensity * 0.2;
226         //}
227
228         // calculate turn angles
229         diffang = (desiredang - this.bot_olddesiredang);
230         // wrap yaw turn
231         diffang.y = diffang.y - floor(diffang.y / 360) * 360;
232         if (diffang.y >= 180)
233                 diffang.y = diffang.y - 360;
234         this.bot_olddesiredang = desiredang;
235         //dprint(" diff:", vtos(diffang));
236
237         delta_t = time-this.bot_prevaimtime;
238         this.bot_prevaimtime = time;
239         // Here we will try to anticipate the comming aiming direction
240         this.bot_1st_order_aimfilter= this.bot_1st_order_aimfilter
241                 + (diffang * (1 / delta_t)    - this.bot_1st_order_aimfilter) * bound(0, autocvar_bot_ai_aimskill_order_filter_1st,1);
242         this.bot_2nd_order_aimfilter= this.bot_2nd_order_aimfilter
243                 + (this.bot_1st_order_aimfilter - this.bot_2nd_order_aimfilter) * bound(0, autocvar_bot_ai_aimskill_order_filter_2nd,1);
244         this.bot_3th_order_aimfilter= this.bot_3th_order_aimfilter
245                 + (this.bot_2nd_order_aimfilter - this.bot_3th_order_aimfilter) * bound(0, autocvar_bot_ai_aimskill_order_filter_3th,1);
246         this.bot_4th_order_aimfilter= this.bot_4th_order_aimfilter
247                 + (this.bot_3th_order_aimfilter - this.bot_4th_order_aimfilter) * bound(0, autocvar_bot_ai_aimskill_order_filter_4th,1);
248         this.bot_5th_order_aimfilter= this.bot_5th_order_aimfilter
249                 + (this.bot_4th_order_aimfilter - this.bot_5th_order_aimfilter) * bound(0, autocvar_bot_ai_aimskill_order_filter_5th,1);
250
251         //blend = (bound(0,skill,10)*0.1)*((1-bound(0,skill,10)*0.05) ** 2.5)*5.656854249; //Plot formule before changing !
252         blend = bound(0,skill+this.bot_aimskill,10)*0.1;
253         desiredang = desiredang + blend *
254         (
255                   this.bot_1st_order_aimfilter * autocvar_bot_ai_aimskill_order_mix_1st
256                 + this.bot_2nd_order_aimfilter * autocvar_bot_ai_aimskill_order_mix_2nd
257                 + this.bot_3th_order_aimfilter * autocvar_bot_ai_aimskill_order_mix_3th
258                 + this.bot_4th_order_aimfilter * autocvar_bot_ai_aimskill_order_mix_4th
259                 + this.bot_5th_order_aimfilter * autocvar_bot_ai_aimskill_order_mix_5th
260         );
261         desiredang.x = bound(-90, desiredang.x, 90);
262
263         // calculate turn angles
264         diffang = desiredang - this.bot_mouseaim;
265         // wrap yaw turn
266         diffang.y = diffang.y - floor(diffang.y / 360) * 360;
267         if (diffang.y >= 180)
268                 diffang.y = diffang.y - 360;
269         //dprint(" diff:", vtos(diffang));
270
271         if (time >= this.bot_aimthinktime)
272         {
273                 this.bot_aimthinktime = max(this.bot_aimthinktime + 0.5 - 0.05*(skill+this.bot_thinkskill), time);
274                 this.bot_mouseaim = this.bot_mouseaim + diffang * (1-random()*0.1*bound(1,10-(skill+this.bot_thinkskill),10));
275         }
276
277         //this.v_angle = this.v_angle + diffang * bound(0, r * frametime * (skill * 0.5 + 2), 1);
278
279         diffang = this.bot_mouseaim - desiredang;
280         // wrap yaw turn
281         diffang.y = diffang.y - floor(diffang.y / 360) * 360;
282         if (diffang.y >= 180)
283                 diffang.y = diffang.y - 360;
284         desiredang = desiredang + diffang * bound(0,autocvar_bot_ai_aimskill_think,1);
285
286         // calculate turn angles
287         diffang = desiredang - this.v_angle;
288         // wrap yaw turn
289         diffang.y = diffang.y - floor(diffang.y / 360) * 360;
290         if (diffang.y >= 180)
291                 diffang.y = diffang.y - 360;
292         //dprint(" diff:", vtos(diffang));
293
294         // jitter tracking
295         dist = vlen(diffang);
296         //diffang = diffang + randomvec() * (dist * 0.05 * (3.5 - bound(0, skill, 3)));
297
298         // turn
299         float r, fixedrate, blendrate;
300         fixedrate = autocvar_bot_ai_aimskill_fixedrate / bound(1,dist,1000);
301         blendrate = autocvar_bot_ai_aimskill_blendrate;
302         r = max(fixedrate, blendrate);
303         //this.v_angle = this.v_angle + diffang * bound(frametime, r * frametime * (2+skill*skill*0.05-random()*0.05*(10-skill)), 1);
304         this.v_angle = this.v_angle + diffang * bound(delta_t, r * delta_t * (2 + ((skill + this.bot_mouseskill) ** 3) * 0.005 - random()), 1);
305         this.v_angle = this.v_angle * bound(0,autocvar_bot_ai_aimskill_mouse,1) + desiredang * bound(0,(1-autocvar_bot_ai_aimskill_mouse),1);
306         //this.v_angle = this.v_angle + diffang * bound(0, r * frametime * (skill * 0.5 + 2), 1);
307         //this.v_angle = this.v_angle + diffang * (1/ blendrate);
308         this.v_angle_z = 0;
309         this.v_angle_y = this.v_angle.y - floor(this.v_angle.y / 360) * 360;
310         //dprint(" turn:", vtos(this.v_angle));
311
312         makevectors(this.v_angle);
313         shotorg = this.origin + this.view_ofs;
314         shotdir = v_forward;
315
316         //dprint(" dir:", vtos(v_forward));
317         //te_lightning2(NULL, shotorg, shotorg + shotdir * 100);
318
319         // calculate turn angles again
320         //diffang = desiredang - this.v_angle;
321         //diffang_y = diffang_y - floor(diffang_y / 360) * 360;
322         //if (diffang_y >= 180)
323         //      diffang_y = diffang_y - 360;
324
325         //dprint("e ", vtos(diffang), " < ", ftos(maxfiredeviation), "\n");
326
327         // decide whether to fire this time
328         if (maxfiredeviation != 0 && v * shotdir > cos(maxfiredeviation * DEG2RAD))
329         {
330                 traceline(shotorg, shotorg + shotdir * 1000, false, NULL);
331                 if (vdist(trace_endpos - shotorg, <, 500 + 500 * bound(0, skill + this.bot_aggresskill, 10))
332                         || random() * random() > bound(0, (skill + this.bot_aggresskill) * 0.05, 1))
333                 {
334                         this.bot_firetimer = time + bound(0.1, 0.5 - (skill + this.bot_aggresskill) * 0.05, 0.5);
335                 }
336         }
337         //dprint(ftos(maxfiredeviation),"\n");
338         //dprint(" diff:", vtos(diffang), "\n");
339
340         //return this.bot_canfire && (time < this.bot_firetimer);
341 }
342
343 vector bot_shotlead(vector targorigin, vector targvelocity, float shotspeed, float shotdelay)
344 {
345         // Try to add code here that predicts gravity effect here, no clue HOW to though ... well not yet atleast...
346         return targorigin + targvelocity * (shotdelay + vlen(targorigin - shotorg) / shotspeed);
347 }
348
349 bool bot_aim(entity this, .entity weaponentity, float shotspeed, float shotspeedupward, float maxshottime, bool applygravity)
350 {
351         float r, hf, distanceratio;
352         vector v;
353         hf = this.dphitcontentsmask;
354         this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
355
356         float speed_factor = W_WeaponSpeedFactor(this);
357         shotspeed *= speed_factor;
358         shotspeedupward *= speed_factor;
359         if (!shotspeed)
360         {
361                 LOG_TRACE("bot_aim: WARNING: weapon ", this.(weaponentity).m_weapon.m_name, " shotspeed is zero!");
362                 shotspeed = 1000000;
363         }
364         if (!maxshottime)
365         {
366                 LOG_TRACE("bot_aim: WARNING: weapon ", this.(weaponentity).m_weapon.m_name, " maxshottime is zero!");
367                 maxshottime = 1;
368         }
369         makevectors(this.v_angle);
370         shotorg = this.origin + this.view_ofs;
371         shotdir = v_forward;
372         v = bot_shotlead(this.bot_aimtargorigin, this.bot_aimtargvelocity, shotspeed, this.bot_aimlatency);
373         distanceratio = sqrt(bound(0,skill,10000))*0.3*(vlen(v-shotorg)-100)/autocvar_bot_ai_aimskill_firetolerance_distdegrees;
374         distanceratio = bound(0,distanceratio,1);
375         r =  (autocvar_bot_ai_aimskill_firetolerance_maxdegrees-autocvar_bot_ai_aimskill_firetolerance_mindegrees)
376                 * (1-distanceratio) + autocvar_bot_ai_aimskill_firetolerance_mindegrees;
377         if (applygravity && this.bot_aimtarg)
378         {
379                 if (!findtrajectorywithleading(shotorg, '0 0 0', '0 0 0', this.bot_aimtarg, shotspeed, shotspeedupward, maxshottime, 0, this))
380                 {
381                         this.dphitcontentsmask = hf;
382                         return false;
383                 }
384
385                 bot_aimdir(this, findtrajectory_velocity - shotspeedupward * '0 0 1', r);
386         }
387         else
388         {
389                 bot_aimdir(this, v - shotorg, r);
390                 //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");
391                 //traceline(shotorg, shotorg + shotdir * 10000, false, this);
392                 //if (trace_ent.takedamage)
393                 //if (trace_fraction < 1)
394                 //if (!bot_shouldattack(this, trace_ent))
395                 //      return false;
396                 traceline(shotorg, this.bot_aimtargorigin, false, this);
397                 if (trace_fraction < 1)
398                 if (trace_ent != this.enemy)
399                 if (!bot_shouldattack(this, trace_ent))
400                 {
401                         this.dphitcontentsmask = hf;
402                         return false;
403                 }
404         }
405
406         if (time > this.bot_firetimer)
407         {
408                 this.dphitcontentsmask = hf;
409                 return false;
410         }
411
412         //if (r > maxshottime * shotspeed)
413         //      return false;
414         this.dphitcontentsmask = hf;
415         return true;
416 }