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Merge branch 'master' into Mario/no_engine_physics
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / bot / default / aim.qc
1 #include "aim.qh"
2
3 #include <common/physics/player.qh>
4 #include <common/state.qh>
5 #include <common/stats.qh>
6 #include <common/weapons/_all.qh>
7 #include <server/bot/default/bot.qh>
8 #include <server/bot/default/cvars.qh>
9 #include <server/mutators/_mod.qh>
10 #include <server/weapons/weaponsystem.qh>
11
12 // traces multiple trajectories to find one that will impact the target
13 // 'end' vector is the place it aims for,
14 // returns true only if it hit targ (don't target non-solid entities)
15
16 float findtrajectorywithleading(vector org, vector m1, vector m2, entity targ, float shotspeed, float shotspeedupward, float maxtime, float shotdelay, entity ignore)
17 {
18         float c, savesolid, shottime;
19         vector dir, end, v, o;
20         if (shotspeed < 1)
21                 return false; // could cause division by zero if calculated
22         if (targ.solid < SOLID_BBOX) // SOLID_NOT and SOLID_TRIGGER
23                 return false; // could never hit it
24         if (!tracetossent)
25                 tracetossent = new(tracetossent);
26         tracetossent.owner = ignore;
27         setsize(tracetossent, m1, m2);
28         savesolid = targ.solid;
29         targ.solid = SOLID_NOT;
30         o = (targ.absmin + targ.absmax) * 0.5;
31         shottime = ((vlen(o - org) / shotspeed) + shotdelay);
32         v = targ.velocity * shottime + o;
33         tracebox(o, targ.mins, targ.maxs, v, false, targ);
34         v = trace_endpos;
35         end = v + (targ.mins + targ.maxs) * 0.5;
36         if ((vlen(end - org) / shotspeed + 0.2) > maxtime)
37         {
38                 // out of range
39                 targ.solid = savesolid;
40                 return false;
41         }
42
43         if (!tracetossfaketarget)
44                 tracetossfaketarget = new(tracetossfaketarget);
45         tracetossfaketarget.solid = savesolid;
46         set_movetype(tracetossfaketarget, targ.move_movetype);
47         _setmodel(tracetossfaketarget, targ.model); // no low precision
48         tracetossfaketarget.model = targ.model;
49         tracetossfaketarget.modelindex = targ.modelindex;
50         setsize(tracetossfaketarget, targ.mins, targ.maxs);
51         setorigin(tracetossfaketarget, v);
52
53         c = 0;
54         dir = normalize(end - org);
55         while (c < 10) // 10 traces
56         {
57                 setorigin(tracetossent, org); // reset
58                 tracetossent.velocity = findtrajectory_velocity = normalize(dir) * shotspeed + shotspeedupward * '0 0 1';
59                 tracetoss(tracetossent, ignore); // love builtin functions...
60                 if (trace_ent == tracetossfaketarget) // done
61                 {
62                         targ.solid = savesolid;
63
64                         // make it disappear
65                         tracetossfaketarget.solid = SOLID_NOT;
66                         set_movetype(tracetossfaketarget, MOVETYPE_NONE);
67                         tracetossfaketarget.model = "";
68                         tracetossfaketarget.modelindex = 0;
69                         // relink to remove it from physics considerations
70                         setorigin(tracetossfaketarget, v);
71
72                         return true;
73                 }
74                 dir.z = dir.z + 0.1; // aim up a little more
75                 c = c + 1;
76         }
77         targ.solid = savesolid;
78
79         // make it disappear
80         tracetossfaketarget.solid = SOLID_NOT;
81         set_movetype(tracetossfaketarget, MOVETYPE_NONE);
82         tracetossfaketarget.model = "";
83         tracetossfaketarget.modelindex = 0;
84         // relink to remove it from physics considerations
85         setorigin(tracetossfaketarget, v);
86
87         // leave a valid one even if it won't reach
88         findtrajectory_velocity = normalize(end - org) * shotspeed + shotspeedupward * '0 0 1';
89         return false;
90 }
91
92 bool bot_shouldattack(entity this, entity targ)
93 {
94         if (targ.team == this.team)
95         {
96                 if (targ == this)
97                         return false;
98                 if (teamplay)
99                 if (targ.team != 0)
100                         return false;
101         }
102
103         if(STAT(FROZEN, targ))
104                 return false;
105
106         if(teamplay)
107         {
108                 if(targ.team==0)
109                         return false;
110         }
111         else if (autocvar_bot_ignore_bots && IS_BOT_CLIENT(targ))
112                 return false;
113
114         if (!targ.takedamage)
115                 return false;
116         if (IS_DEAD(targ))
117                 return false;
118         if (PHYS_INPUT_BUTTON_CHAT(targ) && !autocvar_bot_typefrag)
119                 return false;
120         if(targ.flags & FL_NOTARGET)
121                 return false;
122         if(targ.alpha <= 0.1 && targ.alpha != 0)
123                 return false; // invisible via alpha
124
125         if(MUTATOR_CALLHOOK(BotShouldAttack, this, targ))
126                 return false;
127
128         return true;
129 }
130
131 // this function should be called after bot_aim so the aim is reset the next frame
132 void bot_aim_reset(entity this)
133 {
134         this.bot_mouseaim = this.v_angle;
135         this.bot_olddesiredang = this.v_angle;
136         this.bot_aimdir_executed = true;
137         this.bot_badaimtime = 0;
138         this.bot_aimthinktime = time;
139         this.bot_prevaimtime = time;
140         this.bot_1st_order_aimfilter = '0 0 0';
141         this.bot_2nd_order_aimfilter = '0 0 0';
142         this.bot_3th_order_aimfilter = '0 0 0';
143         this.bot_4th_order_aimfilter = '0 0 0';
144         this.bot_5th_order_aimfilter = '0 0 0';
145         this.bot_firetimer = 0;
146 }
147
148 void bot_aimdir(entity this, vector v, float maxfiredeviation)
149 {
150         float dist, delta_t, blend;
151         vector desiredang, diffang;
152
153         this.bot_aimdir_executed = true;
154
155         //dprint("aim ", this.netname, ": old:", vtos(this.v_angle));
156         // make sure v_angle is sane first
157         this.v_angle_y = this.v_angle.y - floor(this.v_angle.y / 360) * 360;
158         this.v_angle_z = 0;
159
160         // make work bot_aim_reset even if called before this function
161         if (this.bot_prevaimtime == time)
162                 return;
163
164         // invalid aim dir (can happen when bot overlaps target)
165         if(!v) return;
166
167         float skill_save = skill;
168         // allow turning in a more natural way when bot is walking
169         if (!this.enemy)
170                 skill = max(4, skill);
171
172         // get the desired angles to aim at
173         //dprint(" at:", vtos(v));
174         //v = normalize(v);
175         //te_lightning2(NULL, this.origin + this.view_ofs, this.origin + this.view_ofs + v * 200);
176         if (time >= this.bot_badaimtime)
177         {
178                 this.bot_badaimtime = max(this.bot_badaimtime + 0.2 + 0.3 * random(), time);
179                 int f = bound(0, 1 - 0.1 * (skill + this.bot_offsetskill), 1);
180                 this.bot_badaimoffset = randomvec() * f * autocvar_bot_ai_aimskill_offset;
181                 this.bot_badaimoffset.x *= 0.7; // smaller vertical offset
182         }
183         float enemy_factor = ((this.enemy) ? 5 : 2);
184         // apply enemy_factor every frame so that the bigger offset is applied instantly when the bot aims to a new target
185         desiredang = vectoangles(v) + this.bot_badaimoffset * enemy_factor;
186         //dprint(" desired:", vtos(desiredang));
187         if (desiredang.x >= 180)
188                 desiredang.x = desiredang.x - 360;
189         desiredang.x = bound(-90, 0 - desiredang.x, 90);
190         desiredang.z = this.v_angle.z;
191         //dprint(" / ", vtos(desiredang));
192
193         //// pain throws off aim
194         //if (this.bot_painintensity)
195         //{
196         //      // shake from pain
197         //      desiredang = desiredang + randomvec() * this.bot_painintensity * 0.2;
198         //}
199
200         // calculate turn angles
201         diffang = (desiredang - this.bot_olddesiredang);
202         // wrap yaw turn
203         diffang.y = diffang.y - floor(diffang.y / 360) * 360;
204         if (diffang.y >= 180)
205                 diffang.y = diffang.y - 360;
206         this.bot_olddesiredang = desiredang;
207         //dprint(" diff:", vtos(diffang));
208
209         delta_t = time-this.bot_prevaimtime;
210         this.bot_prevaimtime = time;
211         // Here we will try to anticipate the comming aiming direction
212         this.bot_1st_order_aimfilter= this.bot_1st_order_aimfilter
213                 + (diffang * (1 / delta_t)    - this.bot_1st_order_aimfilter) * bound(0, autocvar_bot_ai_aimskill_order_filter_1st,1);
214         this.bot_2nd_order_aimfilter= this.bot_2nd_order_aimfilter
215                 + (this.bot_1st_order_aimfilter - this.bot_2nd_order_aimfilter) * bound(0, autocvar_bot_ai_aimskill_order_filter_2nd,1);
216         this.bot_3th_order_aimfilter= this.bot_3th_order_aimfilter
217                 + (this.bot_2nd_order_aimfilter - this.bot_3th_order_aimfilter) * bound(0, autocvar_bot_ai_aimskill_order_filter_3th,1);
218         this.bot_4th_order_aimfilter= this.bot_4th_order_aimfilter
219                 + (this.bot_3th_order_aimfilter - this.bot_4th_order_aimfilter) * bound(0, autocvar_bot_ai_aimskill_order_filter_4th,1);
220         this.bot_5th_order_aimfilter= this.bot_5th_order_aimfilter
221                 + (this.bot_4th_order_aimfilter - this.bot_5th_order_aimfilter) * bound(0, autocvar_bot_ai_aimskill_order_filter_5th,1);
222
223         //blend = (bound(0,skill,10)*0.1)*((1-bound(0,skill,10)*0.05) ** 2.5)*5.656854249; //Plot formule before changing !
224         blend = bound(0,skill+this.bot_aimskill,10)*0.1;
225         desiredang = desiredang + blend *
226         (
227                   this.bot_1st_order_aimfilter * autocvar_bot_ai_aimskill_order_mix_1st
228                 + this.bot_2nd_order_aimfilter * autocvar_bot_ai_aimskill_order_mix_2nd
229                 + this.bot_3th_order_aimfilter * autocvar_bot_ai_aimskill_order_mix_3th
230                 + this.bot_4th_order_aimfilter * autocvar_bot_ai_aimskill_order_mix_4th
231                 + this.bot_5th_order_aimfilter * autocvar_bot_ai_aimskill_order_mix_5th
232         );
233         desiredang.x = bound(-90, desiredang.x, 90);
234
235         // calculate turn angles
236         diffang = desiredang - this.bot_mouseaim;
237         // wrap yaw turn
238         diffang.y = diffang.y - floor(diffang.y / 360) * 360;
239         if (diffang.y >= 180)
240                 diffang.y = diffang.y - 360;
241         //dprint(" diff:", vtos(diffang));
242
243         if (time >= this.bot_aimthinktime)
244         {
245                 this.bot_aimthinktime = max(this.bot_aimthinktime + 0.5 - 0.05*(skill+this.bot_thinkskill), time);
246                 this.bot_mouseaim = this.bot_mouseaim + diffang * (1-random()*0.1*bound(1,10-(skill+this.bot_thinkskill),10));
247         }
248
249         //this.v_angle = this.v_angle + diffang * bound(0, r * frametime * (skill * 0.5 + 2), 1);
250
251         diffang = this.bot_mouseaim - desiredang;
252         // wrap yaw turn
253         diffang.y = diffang.y - floor(diffang.y / 360) * 360;
254         if (diffang.y >= 180)
255                 diffang.y = diffang.y - 360;
256         desiredang = desiredang + diffang * bound(0,autocvar_bot_ai_aimskill_think,1);
257
258         // calculate turn angles
259         diffang = desiredang - this.v_angle;
260         // wrap yaw turn
261         diffang.y = diffang.y - floor(diffang.y / 360) * 360;
262         if (diffang.y >= 180)
263                 diffang.y = diffang.y - 360;
264         //dprint(" diff:", vtos(diffang));
265
266         // jitter tracking
267         dist = vlen(diffang);
268         //diffang = diffang + randomvec() * (dist * 0.05 * (3.5 - bound(0, skill, 3)));
269
270         // turn
271         float r, fixedrate, blendrate;
272         fixedrate = autocvar_bot_ai_aimskill_fixedrate / bound(1,dist,1000);
273         blendrate = autocvar_bot_ai_aimskill_blendrate;
274         r = max(fixedrate, blendrate);
275         //this.v_angle = this.v_angle + diffang * bound(frametime, r * frametime * (2+skill*skill*0.05-random()*0.05*(10-skill)), 1);
276         r = bound(delta_t, r * delta_t * (2 + ((skill + this.bot_mouseskill) ** 3) * 0.005 - random()), 1);
277         this.v_angle += diffang * (r + (1 - r) * bound(0, 1 - autocvar_bot_ai_aimskill_mouse, 1));
278         this.v_angle_z = 0;
279         this.v_angle_y = this.v_angle.y - floor(this.v_angle.y / 360) * 360;
280         //dprint(" turn:", vtos(this.v_angle));
281
282         skill = skill_save;
283
284         if (maxfiredeviation <= 0)
285                 return;
286
287         if (!autocvar_bot_ai_aimskill_firetolerance)
288         {
289                 this.bot_firetimer = time + 0.2;
290                 return;
291         }
292
293         makevectors(this.v_angle);
294         shotorg = this.origin + this.view_ofs;
295         shotdir = v_forward;
296
297         // decide whether to fire this time
298         // v is the calculated trajectory, shotdir is bot view direction
299         // NOTE: checking if (v * shotdir > cos(maxfiredeviation * DEG2RAD)) would be cheaper
300         // but it gets evaluated to true even if v and shotdir have nearly opposite direction
301         vector deviation = vectoangles(v) - vectoangles(shotdir);
302         while (deviation.x < -180) deviation.x += 360; while (deviation.x > 180) deviation.x -= 360;
303         while (deviation.y < -180) deviation.y += 360; while (deviation.y > 180) deviation.y -= 360;
304         if (fabs(deviation.x) < maxfiredeviation && fabs(deviation.y) < maxfiredeviation)
305         {
306                 traceline(shotorg, shotorg + shotdir * 1000, false, NULL);
307                 if (vdist(trace_endpos - shotorg, <, 500 + 500 * bound(0, skill + this.bot_aggresskill, 10))
308                         || random() * random() > bound(0, (skill + this.bot_aggresskill) * 0.05, 1))
309                 {
310                         this.bot_firetimer = time + bound(0.1, 0.5 - (skill + this.bot_aggresskill) * 0.05, 0.5);
311                 }
312         }
313 }
314
315 vector bot_shotlead(vector targorigin, vector targvelocity, float shotspeed, float shotdelay)
316 {
317         // Try to add code here that predicts gravity effect here, no clue HOW to though ... well not yet atleast...
318         return targorigin + targvelocity * (shotdelay + vlen(targorigin - shotorg) / shotspeed);
319 }
320
321 bool bot_aim(entity this, .entity weaponentity, float shotspeed, float shotspeedupward, float maxshottime, bool applygravity, bool shot_accurate)
322 {
323         float hf, distanceratio;
324         vector v;
325         hf = this.dphitcontentsmask;
326         this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
327
328         float speed_factor = W_WeaponSpeedFactor(this);
329         shotspeed *= speed_factor;
330         shotspeedupward *= speed_factor;
331         if (!shotspeed)
332         {
333                 LOG_TRACE("bot_aim: WARNING: weapon ", this.(weaponentity).m_weapon.m_name, " shotspeed is zero!");
334                 shotspeed = 1000000;
335         }
336         if (!maxshottime)
337         {
338                 LOG_TRACE("bot_aim: WARNING: weapon ", this.(weaponentity).m_weapon.m_name, " maxshottime is zero!");
339                 maxshottime = 1;
340         }
341         makevectors(this.v_angle);
342         shotorg = this.origin + this.view_ofs;
343         shotdir = v_forward;
344         vector enemy_org = (this.enemy.absmin + this.enemy.absmax) * 0.5;
345         v = bot_shotlead(enemy_org, this.enemy.velocity, shotspeed, this.bot_aimlatency);
346
347         // this formula was created starting from empiric values of distance and max hit angle
348         // with a player as target (32 qu wide) from the center of it right in front of the bot
349         //  distance: 32  50    75   100  150  200  300  400  500
350         //   max ang: 44  24  15.1  10.5  6.5  4.9  3.1  2.3  1.8
351         float dist = max(10, vlen(v - shotorg));
352         float maxfiredeviation = 1000 / (dist - 9) - 0.35;
353
354         float f = (shot_accurate) ? 1 : 1.6;
355         f += bound(0, (10 - (skill + this.bot_aimskill)) * 0.3, 3);
356         maxfiredeviation = min(90, maxfiredeviation * f);
357
358         if (applygravity && this.enemy)
359         {
360                 if (!findtrajectorywithleading(shotorg, '0 0 0', '0 0 0', this.enemy, shotspeed, shotspeedupward, maxshottime, 0, this))
361                 {
362                         this.dphitcontentsmask = hf;
363                         return false;
364                 }
365
366                 bot_aimdir(this, findtrajectory_velocity - shotspeedupward * '0 0 1', maxfiredeviation);
367         }
368         else
369         {
370                 bot_aimdir(this, v - shotorg, maxfiredeviation);
371                 //dprint("AIM: ");dprint(vtos(enemy_org));dprint(" + ");dprint(vtos(this.enemy.velocity));dprint(" * ");dprint(ftos(this.bot_aimlatency + vlen(this.enemy.origin - shotorg) / shotspeed));dprint(" = ");dprint(vtos(v));dprint(" : aimdir = ");dprint(vtos(normalize(v - shotorg)));dprint(" : ");dprint(vtos(shotdir));dprint("\n");
372                 //traceline(shotorg, shotorg + shotdir * 10000, false, this);
373                 //if (trace_ent.takedamage)
374                 //if (trace_fraction < 1)
375                 //if (!bot_shouldattack(this, trace_ent))
376                 //      return false;
377                 traceline(shotorg, enemy_org, false, this);
378                 if (trace_fraction < 1)
379                 if (trace_ent != this.enemy)
380                 if (!bot_shouldattack(this, trace_ent))
381                 {
382                         this.dphitcontentsmask = hf;
383                         return false;
384                 }
385         }
386
387         if (time > this.bot_firetimer)
388         {
389                 this.dphitcontentsmask = hf;
390                 return false;
391         }
392
393         //if (r > maxshottime * shotspeed)
394         //      return false;
395         this.dphitcontentsmask = hf;
396         return true;
397 }