X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fserver%2Fbot%2Fdefault%2Faim.qc;h=633fdf243663ca319131e5b7652dd65f5418b43c;hp=5ad1295f990f0b3d16be6b989e3263e4b17b3466;hb=7f7ee19875849309c6778d76d870d9bb82f14d37;hpb=1b0decb9afb829407eae763b3053a122e2ae3de6 diff --git a/qcsrc/server/bot/default/aim.qc b/qcsrc/server/bot/default/aim.qc index 5ad1295f99..633fdf2436 100644 --- a/qcsrc/server/bot/default/aim.qc +++ b/qcsrc/server/bot/default/aim.qc @@ -11,7 +11,7 @@ #include "../../weapons/weaponsystem.qh" -#include "../../mutators/_mod.qh" +#include // traces multiple trajectories to find one that will impact the target // 'end' vector is the place it aims for, @@ -95,11 +95,11 @@ float findtrajectorywithleading(vector org, vector m1, vector m2, entity targ, f void lag_update(entity this) { - if (this.lag1_time) if (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;} - if (this.lag2_time) if (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;} - if (this.lag3_time) if (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;} - if (this.lag4_time) if (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;} - if (this.lag5_time) if (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;} + 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; } + 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; } + 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; } + 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; } + 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; } } float lag_additem(entity this, float t, float f1, float f2, entity e1, vector v1, vector v2, vector v3, vector v4) @@ -139,10 +139,12 @@ bool bot_shouldattack(entity this, entity targ) return false; if (IS_DEAD(targ)) return false; - if (PHYS_INPUT_BUTTON_CHAT(targ)) + if (PHYS_INPUT_BUTTON_CHAT(targ) && !autocvar_bot_typefrag) return false; if(targ.flags & FL_NOTARGET) return false; + if(targ.alpha <= 0.1 && targ.alpha != 0) + return false; // invisible via alpha if(MUTATOR_CALLHOOK(BotShouldAttack, this, targ)) return false; @@ -152,11 +154,6 @@ bool bot_shouldattack(entity this, entity targ) void bot_lagfunc(entity this, float t, float f1, float f2, entity e1, vector v1, vector v2, vector v3, vector v4) { - if(this.flags & FL_INWATER) - { - this.bot_aimtarg = NULL; - return; - } this.bot_aimtarg = e1; this.bot_aimlatency = CS(this).ping; // FIXME? Shouldn't this be in the lag item? //this.bot_aimorigin = v1; @@ -173,16 +170,39 @@ void bot_lagfunc(entity this, float t, float f1, float f2, entity e1, vector v1, this.bot_canfire = 1; } +// this function should be called after bot_aim so the aim is reset the next frame +void bot_aim_reset(entity this) +{ + this.bot_mouseaim = this.v_angle; + this.bot_olddesiredang = this.v_angle; + this.bot_aimdir_executed = true; + this.bot_badaimtime = 0; + this.bot_aimthinktime = time; + this.bot_prevaimtime = time; + this.bot_1st_order_aimfilter = '0 0 0'; + this.bot_2nd_order_aimfilter = '0 0 0'; + this.bot_3th_order_aimfilter = '0 0 0'; + this.bot_4th_order_aimfilter = '0 0 0'; + this.bot_5th_order_aimfilter = '0 0 0'; + this.bot_firetimer = 0; +} + void bot_aimdir(entity this, vector v, float maxfiredeviation) { float dist, delta_t, blend; vector desiredang, diffang; + this.bot_aimdir_executed = true; + //dprint("aim ", this.netname, ": old:", vtos(this.v_angle)); // make sure v_angle is sane first this.v_angle_y = this.v_angle.y - floor(this.v_angle.y / 360) * 360; this.v_angle_z = 0; + // make work bot_aim_reset even if called before this function + if (this.bot_prevaimtime == time) + return; + // invalid aim dir (can happen when bot overlaps target) if(!v) return; @@ -243,6 +263,7 @@ void bot_aimdir(entity this, vector v, float maxfiredeviation) + this.bot_4th_order_aimfilter * autocvar_bot_ai_aimskill_order_mix_4th + this.bot_5th_order_aimfilter * autocvar_bot_ai_aimskill_order_mix_5th ); + desiredang.x = bound(-90, desiredang.x, 90); // calculate turn angles diffang = desiredang - this.bot_mouseaim; @@ -285,10 +306,9 @@ void bot_aimdir(entity this, vector v, float maxfiredeviation) blendrate = autocvar_bot_ai_aimskill_blendrate; r = max(fixedrate, blendrate); //this.v_angle = this.v_angle + diffang * bound(frametime, r * frametime * (2+skill*skill*0.05-random()*0.05*(10-skill)), 1); - this.v_angle = this.v_angle + diffang * bound(delta_t, r * delta_t * (2 + ((skill + this.bot_mouseskill) ** 3) * 0.005 - random()), 1); - this.v_angle = this.v_angle * bound(0,autocvar_bot_ai_aimskill_mouse,1) + desiredang * bound(0,(1-autocvar_bot_ai_aimskill_mouse),1); - //this.v_angle = this.v_angle + diffang * bound(0, r * frametime * (skill * 0.5 + 2), 1); - //this.v_angle = this.v_angle + diffang * (1/ blendrate); + r = bound(delta_t, r * delta_t * (2 + ((skill + this.bot_mouseskill) ** 3) * 0.005 - random()), 1); + this.v_angle += diffang * (r + (1 - r) * bound(0, 1 - autocvar_bot_ai_aimskill_mouse, 1)); + this.v_angle_z = 0; this.v_angle_y = this.v_angle.y - floor(this.v_angle.y / 360) * 360; //dprint(" turn:", vtos(this.v_angle)); @@ -309,10 +329,15 @@ void bot_aimdir(entity this, vector v, float maxfiredeviation) //dprint("e ", vtos(diffang), " < ", ftos(maxfiredeviation), "\n"); // decide whether to fire this time - if (v * shotdir >= cos(maxfiredeviation * DEG2RAD)) - 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)) - this.bot_firetimer = time + bound(0.1, 0.5-(skill+this.bot_aggresskill)*0.05, 0.5); - //traceline(shotorg,shotorg+shotdir*1000,false,NULL); + if (maxfiredeviation != 0 && v * shotdir > cos(maxfiredeviation * DEG2RAD)) + { + traceline(shotorg, shotorg + shotdir * 1000, false, NULL); + 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)) + { + this.bot_firetimer = time + bound(0.1, 0.5 - (skill + this.bot_aggresskill) * 0.05, 0.5); + } + } //dprint(ftos(maxfiredeviation),"\n"); //dprint(" diff:", vtos(diffang), "\n"); @@ -329,20 +354,12 @@ bool bot_aim(entity this, .entity weaponentity, float shotspeed, float shotspeed { float r, hf, distanceratio; vector v; - /* - eprint(this); - dprint("bot_aim(", ftos(shotspeed)); - dprint(", ", ftos(shotspeedupward)); - dprint(", ", ftos(maxshottime)); - dprint(", ", ftos(applygravity)); - dprint(");\n"); - */ - hf = this.dphitcontentsmask; this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE; - shotspeed *= W_WeaponSpeedFactor(this); - shotspeedupward *= W_WeaponSpeedFactor(this); + float speed_factor = W_WeaponSpeedFactor(this); + shotspeed *= speed_factor; + shotspeedupward *= speed_factor; if (!shotspeed) { LOG_TRACE("bot_aim: WARNING: weapon ", this.(weaponentity).m_weapon.m_name, " shotspeed is zero!"); @@ -390,6 +407,12 @@ bool bot_aim(entity this, .entity weaponentity, float shotspeed, float shotspeed } } + if (time > this.bot_firetimer) + { + this.dphitcontentsmask = hf; + return false; + } + //if (r > maxshottime * shotspeed) // return false; this.dphitcontentsmask = hf;