3 #include <common/weapons/_all.qh>
4 #include <common/stats.qh>
10 #include <common/physics/player.qh>
11 #include <common/state.qh>
13 #include "../../weapons/weaponsystem.qh"
15 #include <server/mutators/_mod.qh>
17 // traces multiple trajectories to find one that will impact the target
18 // 'end' vector is the place it aims for,
19 // returns true only if it hit targ (don't target non-solid entities)
21 float findtrajectorywithleading(vector org, vector m1, vector m2, entity targ, float shotspeed, float shotspeedupward, float maxtime, float shotdelay, entity ignore)
23 float c, savesolid, shottime;
24 vector dir, end, v, o;
26 return false; // could cause division by zero if calculated
27 if (targ.solid < SOLID_BBOX) // SOLID_NOT and SOLID_TRIGGER
28 return false; // could never hit it
30 tracetossent = new(tracetossent);
31 tracetossent.owner = ignore;
32 setsize(tracetossent, m1, m2);
33 savesolid = targ.solid;
34 targ.solid = SOLID_NOT;
35 o = (targ.absmin + targ.absmax) * 0.5;
36 shottime = ((vlen(o - org) / shotspeed) + shotdelay);
37 v = targ.velocity * shottime + o;
38 tracebox(o, targ.mins, targ.maxs, v, false, targ);
40 end = v + (targ.mins + targ.maxs) * 0.5;
41 if ((vlen(end - org) / shotspeed + 0.2) > maxtime)
44 targ.solid = savesolid;
48 if (!tracetossfaketarget)
49 tracetossfaketarget = new(tracetossfaketarget);
50 tracetossfaketarget.solid = savesolid;
51 set_movetype(tracetossfaketarget, targ.move_movetype);
52 _setmodel(tracetossfaketarget, targ.model); // no low precision
53 tracetossfaketarget.model = targ.model;
54 tracetossfaketarget.modelindex = targ.modelindex;
55 setsize(tracetossfaketarget, targ.mins, targ.maxs);
56 setorigin(tracetossfaketarget, v);
59 dir = normalize(end - org);
60 while (c < 10) // 10 traces
62 setorigin(tracetossent, org); // reset
63 tracetossent.velocity = findtrajectory_velocity = normalize(dir) * shotspeed + shotspeedupward * '0 0 1';
64 tracetoss(tracetossent, ignore); // love builtin functions...
65 if (trace_ent == tracetossfaketarget) // done
67 targ.solid = savesolid;
70 tracetossfaketarget.solid = SOLID_NOT;
71 set_movetype(tracetossfaketarget, MOVETYPE_NONE);
72 tracetossfaketarget.model = "";
73 tracetossfaketarget.modelindex = 0;
74 // relink to remove it from physics considerations
75 setorigin(tracetossfaketarget, v);
79 dir.z = dir.z + 0.1; // aim up a little more
82 targ.solid = savesolid;
85 tracetossfaketarget.solid = SOLID_NOT;
86 set_movetype(tracetossfaketarget, MOVETYPE_NONE);
87 tracetossfaketarget.model = "";
88 tracetossfaketarget.modelindex = 0;
89 // relink to remove it from physics considerations
90 setorigin(tracetossfaketarget, v);
92 // leave a valid one even if it won't reach
93 findtrajectory_velocity = normalize(end - org) * shotspeed + shotspeedupward * '0 0 1';
97 void lag_update(entity this)
99 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; }
100 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; }
101 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; }
102 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; }
103 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; }
106 float lag_additem(entity this, float t, float f1, float f2, entity e1, vector v1, vector v2, vector v3, vector v4)
108 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;}
109 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;}
110 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;}
111 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;}
112 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;}
113 // no room for it (what is the best thing to do here??)
117 bool bot_shouldattack(entity this, entity targ)
119 if (targ.team == this.team)
128 if(STAT(FROZEN, targ))
136 else if (autocvar_bot_ignore_bots && IS_BOT_CLIENT(targ))
139 if (!targ.takedamage)
143 if (PHYS_INPUT_BUTTON_CHAT(targ) && !autocvar_bot_typefrag)
145 if(targ.flags & FL_NOTARGET)
147 if(targ.alpha <= 0.1 && targ.alpha != 0)
148 return false; // invisible via alpha
150 if(MUTATOR_CALLHOOK(BotShouldAttack, this, targ))
156 void bot_lagfunc(entity this, float t, float f1, float f2, entity e1, vector v1, vector v2, vector v3, vector v4)
158 this.bot_aimtarg = e1;
159 this.bot_aimlatency = CS(this).ping; // FIXME? Shouldn't this be in the lag item?
160 //this.bot_aimorigin = v1;
161 //this.bot_aimvelocity = v2;
162 this.bot_aimtargorigin = v3;
163 this.bot_aimtargvelocity = v4;
165 this.bot_canfire = (random() < 0.8);
167 this.bot_canfire = (random() < 0.9);
169 this.bot_canfire = (random() < 0.95);
171 this.bot_canfire = 1;
174 // this function should be called after bot_aim so the aim is reset the next frame
175 void bot_aim_reset(entity this)
177 this.bot_mouseaim = this.v_angle;
178 this.bot_olddesiredang = this.v_angle;
179 this.bot_aimdir_executed = true;
180 this.bot_badaimtime = 0;
181 this.bot_aimthinktime = time;
182 this.bot_prevaimtime = time;
183 this.bot_1st_order_aimfilter = '0 0 0';
184 this.bot_2nd_order_aimfilter = '0 0 0';
185 this.bot_3th_order_aimfilter = '0 0 0';
186 this.bot_4th_order_aimfilter = '0 0 0';
187 this.bot_5th_order_aimfilter = '0 0 0';
188 this.bot_firetimer = 0;
191 void bot_aimdir(entity this, vector v, float maxfiredeviation)
193 float dist, delta_t, blend;
194 vector desiredang, diffang;
196 this.bot_aimdir_executed = true;
198 //dprint("aim ", this.netname, ": old:", vtos(this.v_angle));
199 // make sure v_angle is sane first
200 this.v_angle_y = this.v_angle.y - floor(this.v_angle.y / 360) * 360;
203 // make work bot_aim_reset even if called before this function
204 if (this.bot_prevaimtime == time)
207 // invalid aim dir (can happen when bot overlaps target)
210 float skill_save = skill;
211 // allow turning in a more natural way when bot is walking
212 if (!this.bot_aimtarg)
213 skill = max(4, skill);
215 // get the desired angles to aim at
216 //dprint(" at:", vtos(v));
218 //te_lightning2(NULL, this.origin + this.view_ofs, this.origin + this.view_ofs + v * 200);
219 if (time >= this.bot_badaimtime)
221 this.bot_badaimtime = max(this.bot_badaimtime + 0.3, time);
222 this.bot_badaimoffset = randomvec() * bound(0, 5 - 0.5 * (skill+this.bot_offsetskill), 5) * autocvar_bot_ai_aimskill_offset;
224 desiredang = vectoangles(v) + this.bot_badaimoffset;
225 //dprint(" desired:", vtos(desiredang));
226 if (desiredang.x >= 180)
227 desiredang.x = desiredang.x - 360;
228 desiredang.x = bound(-90, 0 - desiredang.x, 90);
229 desiredang.z = this.v_angle.z;
230 //dprint(" / ", vtos(desiredang));
232 //// pain throws off aim
233 //if (this.bot_painintensity)
235 // // shake from pain
236 // desiredang = desiredang + randomvec() * this.bot_painintensity * 0.2;
239 // calculate turn angles
240 diffang = (desiredang - this.bot_olddesiredang);
242 diffang.y = diffang.y - floor(diffang.y / 360) * 360;
243 if (diffang.y >= 180)
244 diffang.y = diffang.y - 360;
245 this.bot_olddesiredang = desiredang;
246 //dprint(" diff:", vtos(diffang));
248 delta_t = time-this.bot_prevaimtime;
249 this.bot_prevaimtime = time;
250 // Here we will try to anticipate the comming aiming direction
251 this.bot_1st_order_aimfilter= this.bot_1st_order_aimfilter
252 + (diffang * (1 / delta_t) - this.bot_1st_order_aimfilter) * bound(0, autocvar_bot_ai_aimskill_order_filter_1st,1);
253 this.bot_2nd_order_aimfilter= this.bot_2nd_order_aimfilter
254 + (this.bot_1st_order_aimfilter - this.bot_2nd_order_aimfilter) * bound(0, autocvar_bot_ai_aimskill_order_filter_2nd,1);
255 this.bot_3th_order_aimfilter= this.bot_3th_order_aimfilter
256 + (this.bot_2nd_order_aimfilter - this.bot_3th_order_aimfilter) * bound(0, autocvar_bot_ai_aimskill_order_filter_3th,1);
257 this.bot_4th_order_aimfilter= this.bot_4th_order_aimfilter
258 + (this.bot_3th_order_aimfilter - this.bot_4th_order_aimfilter) * bound(0, autocvar_bot_ai_aimskill_order_filter_4th,1);
259 this.bot_5th_order_aimfilter= this.bot_5th_order_aimfilter
260 + (this.bot_4th_order_aimfilter - this.bot_5th_order_aimfilter) * bound(0, autocvar_bot_ai_aimskill_order_filter_5th,1);
262 //blend = (bound(0,skill,10)*0.1)*((1-bound(0,skill,10)*0.05) ** 2.5)*5.656854249; //Plot formule before changing !
263 blend = bound(0,skill+this.bot_aimskill,10)*0.1;
264 desiredang = desiredang + blend *
266 this.bot_1st_order_aimfilter * autocvar_bot_ai_aimskill_order_mix_1st
267 + this.bot_2nd_order_aimfilter * autocvar_bot_ai_aimskill_order_mix_2nd
268 + this.bot_3th_order_aimfilter * autocvar_bot_ai_aimskill_order_mix_3th
269 + this.bot_4th_order_aimfilter * autocvar_bot_ai_aimskill_order_mix_4th
270 + this.bot_5th_order_aimfilter * autocvar_bot_ai_aimskill_order_mix_5th
272 desiredang.x = bound(-90, desiredang.x, 90);
274 // calculate turn angles
275 diffang = desiredang - this.bot_mouseaim;
277 diffang.y = diffang.y - floor(diffang.y / 360) * 360;
278 if (diffang.y >= 180)
279 diffang.y = diffang.y - 360;
280 //dprint(" diff:", vtos(diffang));
282 if (time >= this.bot_aimthinktime)
284 this.bot_aimthinktime = max(this.bot_aimthinktime + 0.5 - 0.05*(skill+this.bot_thinkskill), time);
285 this.bot_mouseaim = this.bot_mouseaim + diffang * (1-random()*0.1*bound(1,10-(skill+this.bot_thinkskill),10));
288 //this.v_angle = this.v_angle + diffang * bound(0, r * frametime * (skill * 0.5 + 2), 1);
290 diffang = this.bot_mouseaim - desiredang;
292 diffang.y = diffang.y - floor(diffang.y / 360) * 360;
293 if (diffang.y >= 180)
294 diffang.y = diffang.y - 360;
295 desiredang = desiredang + diffang * bound(0,autocvar_bot_ai_aimskill_think,1);
297 // calculate turn angles
298 diffang = desiredang - this.v_angle;
300 diffang.y = diffang.y - floor(diffang.y / 360) * 360;
301 if (diffang.y >= 180)
302 diffang.y = diffang.y - 360;
303 //dprint(" diff:", vtos(diffang));
306 dist = vlen(diffang);
307 //diffang = diffang + randomvec() * (dist * 0.05 * (3.5 - bound(0, skill, 3)));
310 float r, fixedrate, blendrate;
311 fixedrate = autocvar_bot_ai_aimskill_fixedrate / bound(1,dist,1000);
312 blendrate = autocvar_bot_ai_aimskill_blendrate;
313 r = max(fixedrate, blendrate);
314 //this.v_angle = this.v_angle + diffang * bound(frametime, r * frametime * (2+skill*skill*0.05-random()*0.05*(10-skill)), 1);
315 r = bound(delta_t, r * delta_t * (2 + ((skill + this.bot_mouseskill) ** 3) * 0.005 - random()), 1);
316 this.v_angle += diffang * (r + (1 - r) * bound(0, 1 - autocvar_bot_ai_aimskill_mouse, 1));
319 this.v_angle_y = this.v_angle.y - floor(this.v_angle.y / 360) * 360;
320 //dprint(" turn:", vtos(this.v_angle));
322 makevectors(this.v_angle);
323 shotorg = this.origin + this.view_ofs;
326 //dprint(" dir:", vtos(v_forward));
327 //te_lightning2(NULL, shotorg, shotorg + shotdir * 100);
329 // calculate turn angles again
330 //diffang = desiredang - this.v_angle;
331 //diffang_y = diffang_y - floor(diffang_y / 360) * 360;
332 //if (diffang_y >= 180)
333 // diffang_y = diffang_y - 360;
337 //dprint("e ", vtos(diffang), " < ", ftos(maxfiredeviation), "\n");
339 if (maxfiredeviation <= 0)
342 if (!autocvar_bot_ai_aimskill_firetolerance)
344 this.bot_firetimer = time + 0.2;
348 // decide whether to fire this time
349 if (v * shotdir > cos(maxfiredeviation * DEG2RAD))
351 traceline(shotorg, shotorg + shotdir * 1000, false, NULL);
352 if (vdist(trace_endpos - shotorg, <, 500 + 500 * bound(0, skill + this.bot_aggresskill, 10))
353 || random() * random() > bound(0, (skill + this.bot_aggresskill) * 0.05, 1))
355 this.bot_firetimer = time + bound(0.1, 0.5 - (skill + this.bot_aggresskill) * 0.05, 0.5);
358 //dprint(ftos(maxfiredeviation),"\n");
359 //dprint(" diff:", vtos(diffang), "\n");
362 vector bot_shotlead(vector targorigin, vector targvelocity, float shotspeed, float shotdelay)
364 // Try to add code here that predicts gravity effect here, no clue HOW to though ... well not yet atleast...
365 return targorigin + targvelocity * (shotdelay + vlen(targorigin - shotorg) / shotspeed);
368 bool bot_aim(entity this, .entity weaponentity, float shotspeed, float shotspeedupward, float maxshottime, bool applygravity)
370 float r, hf, distanceratio;
372 hf = this.dphitcontentsmask;
373 this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
375 float speed_factor = W_WeaponSpeedFactor(this);
376 shotspeed *= speed_factor;
377 shotspeedupward *= speed_factor;
380 LOG_TRACE("bot_aim: WARNING: weapon ", this.(weaponentity).m_weapon.m_name, " shotspeed is zero!");
385 LOG_TRACE("bot_aim: WARNING: weapon ", this.(weaponentity).m_weapon.m_name, " maxshottime is zero!");
388 makevectors(this.v_angle);
389 shotorg = this.origin + this.view_ofs;
391 v = bot_shotlead(this.bot_aimtargorigin, this.bot_aimtargvelocity, shotspeed, this.bot_aimlatency);
392 distanceratio = sqrt(bound(0,skill,10000))*0.3*(vlen(v-shotorg)-100)/autocvar_bot_ai_aimskill_firetolerance_distdegrees;
393 distanceratio = bound(0,distanceratio,1);
394 r = (autocvar_bot_ai_aimskill_firetolerance_maxdegrees-autocvar_bot_ai_aimskill_firetolerance_mindegrees)
395 * (1-distanceratio) + autocvar_bot_ai_aimskill_firetolerance_mindegrees;
396 if (applygravity && this.bot_aimtarg)
398 if (!findtrajectorywithleading(shotorg, '0 0 0', '0 0 0', this.bot_aimtarg, shotspeed, shotspeedupward, maxshottime, 0, this))
400 this.dphitcontentsmask = hf;
404 bot_aimdir(this, findtrajectory_velocity - shotspeedupward * '0 0 1', r);
408 bot_aimdir(this, v - shotorg, r);
409 //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");
410 //traceline(shotorg, shotorg + shotdir * 10000, false, this);
411 //if (trace_ent.takedamage)
412 //if (trace_fraction < 1)
413 //if (!bot_shouldattack(this, trace_ent))
415 traceline(shotorg, this.bot_aimtargorigin, false, this);
416 if (trace_fraction < 1)
417 if (trace_ent != this.enemy)
418 if (!bot_shouldattack(this, trace_ent))
420 this.dphitcontentsmask = hf;
425 if (time > this.bot_firetimer)
427 this.dphitcontentsmask = hf;
431 //if (r > maxshottime * shotspeed)
433 this.dphitcontentsmask = hf;