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=6b1488bac494ec2e2b68987aa13f47122a6dc105;hp=3a9befde403f9ee2a8fb6c2f99076af8ca433d9f;hb=HEAD;hpb=2bddfb42fdbb3318aa319d228d8c99adcc90b128 diff --git a/qcsrc/server/bot/default/aim.qc b/qcsrc/server/bot/default/aim.qc index 3a9befde4..c058c06f5 100644 --- a/qcsrc/server/bot/default/aim.qc +++ b/qcsrc/server/bot/default/aim.qc @@ -1,17 +1,13 @@ #include "aim.qh" -#include - -#include "cvars.qh" - -#include "bot.qh" - #include #include - -#include "../../weapons/weaponsystem.qh" - +#include +#include +#include +#include #include +#include // traces multiple trajectories to find one that will impact the target // 'end' vector is the place it aims for, @@ -93,26 +89,6 @@ float findtrajectorywithleading(vector org, vector m1, vector m2, entity targ, f return false; } -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;} -} - -float lag_additem(entity this, float t, float f1, float f2, entity e1, vector v1, vector v2, vector v3, vector v4) -{ - 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;} - 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;} - 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;} - 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;} - 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;} - // no room for it (what is the best thing to do here??) - return false; -} - bool bot_shouldattack(entity this, entity targ) { if (targ.team == this.team) @@ -152,27 +128,21 @@ bool bot_shouldattack(entity this, entity targ) return true; } -void bot_lagfunc(entity this, float t, float f1, float f2, entity e1, vector v1, vector v2, vector v3, vector v4) +// this function should be called after bot_aim so the aim is reset the next frame +void bot_aim_reset(entity this) { - 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; - //this.bot_aimvelocity = v2; - this.bot_aimtargorigin = v3; - this.bot_aimtargvelocity = v4; - if(skill <= 0) - this.bot_canfire = (random() < 0.8); - else if(skill <= 1) - this.bot_canfire = (random() < 0.9); - else if(skill <= 2) - this.bot_canfire = (random() < 0.95); - else - this.bot_canfire = 1; + 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) @@ -180,24 +150,55 @@ 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; + + // if skill is high enough bots will not have any aim smoothing or aim errors + if (SUPERBOT) + { + this.v_angle = vectoangles(normalize(v)); + + this.v_angle.x *= -1; + + makevectors(this.v_angle); + shotorg = this.origin + this.view_ofs; + shotdir = v_forward; + + // bot will fire on the next tick + this.bot_firetimer = time + 0.001; + return; + } + // invalid aim dir (can happen when bot overlaps target) if(!v) return; + float skill_save = skill; + // allow turning in a more natural way when bot is walking + if (!this.enemy) + skill = max(4, skill); + // get the desired angles to aim at //dprint(" at:", vtos(v)); - v = normalize(v); + //v = normalize(v); //te_lightning2(NULL, this.origin + this.view_ofs, this.origin + this.view_ofs + v * 200); if (time >= this.bot_badaimtime) { - this.bot_badaimtime = max(this.bot_badaimtime + 0.3, time); - this.bot_badaimoffset = randomvec() * bound(0, 5 - 0.5 * (skill+this.bot_offsetskill), 5) * autocvar_bot_ai_aimskill_offset; + this.bot_badaimtime = max(this.bot_badaimtime + 0.2 + 0.3 * random(), time); + int f = bound(0, 1 - 0.1 * (skill + this.bot_offsetskill), 1); + this.bot_badaimoffset = randomvec() * f * autocvar_bot_ai_aimskill_offset; + this.bot_badaimoffset.x *= 0.7; // smaller vertical offset } - desiredang = vectoangles(v) + this.bot_badaimoffset; + float enemy_factor = ((this.enemy) ? 5 : 2); + // apply enemy_factor every frame so that the bigger offset is applied instantly when the bot aims to a new target + desiredang = vectoangles(v) + this.bot_badaimoffset * enemy_factor; //dprint(" desired:", vtos(desiredang)); if (desiredang.x >= 180) desiredang.x = desiredang.x - 360; @@ -245,6 +246,7 @@ 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; @@ -287,38 +289,43 @@ 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)); - makevectors(this.v_angle); - shotorg = this.origin + this.view_ofs; - shotdir = v_forward; + skill = skill_save; - //dprint(" dir:", vtos(v_forward)); - //te_lightning2(NULL, shotorg, shotorg + shotdir * 100); + if (maxfiredeviation <= 0) + return; - // calculate turn angles again - //diffang = desiredang - this.v_angle; - //diffang_y = diffang_y - floor(diffang_y / 360) * 360; - //if (diffang_y >= 180) - // diffang_y = diffang_y - 360; + if (!autocvar_bot_ai_aimskill_firetolerance) + { + this.bot_firetimer = time + 0.2; + return; + } - //dprint("e ", vtos(diffang), " < ", ftos(maxfiredeviation), "\n"); + makevectors(this.v_angle); + shotorg = this.origin + this.view_ofs; + shotdir = v_forward; // 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); - //dprint(ftos(maxfiredeviation),"\n"); - //dprint(" diff:", vtos(diffang), "\n"); - - //return this.bot_canfire && (time < this.bot_firetimer); + // v is the calculated trajectory, shotdir is bot view direction + // NOTE: checking if (v * shotdir > cos(maxfiredeviation * DEG2RAD)) would be cheaper + // but it gets evaluated to true even if v and shotdir have nearly opposite direction + vector deviation = vectoangles(v) - vectoangles(shotdir); + while (deviation.x < -180) deviation.x += 360; while (deviation.x > 180) deviation.x -= 360; + while (deviation.y < -180) deviation.y += 360; while (deviation.y > 180) deviation.y -= 360; + if (fabs(deviation.x) < maxfiredeviation && fabs(deviation.y) < maxfiredeviation) + { + 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); + } + } } vector bot_shotlead(vector targorigin, vector targvelocity, float shotspeed, float shotdelay) @@ -327,24 +334,16 @@ vector bot_shotlead(vector targorigin, vector targvelocity, float shotspeed, flo return targorigin + targvelocity * (shotdelay + vlen(targorigin - shotorg) / shotspeed); } -bool bot_aim(entity this, .entity weaponentity, float shotspeed, float shotspeedupward, float maxshottime, bool applygravity) +bool bot_aim(entity this, .entity weaponentity, float shotspeed, float shotspeedupward, float maxshottime, bool applygravity, bool shot_accurate) { - float r, hf, distanceratio; + float 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!"); @@ -358,31 +357,40 @@ bool bot_aim(entity this, .entity weaponentity, float shotspeed, float shotspeed makevectors(this.v_angle); shotorg = this.origin + this.view_ofs; shotdir = v_forward; - v = bot_shotlead(this.bot_aimtargorigin, this.bot_aimtargvelocity, shotspeed, this.bot_aimlatency); - distanceratio = sqrt(bound(0,skill,10000))*0.3*(vlen(v-shotorg)-100)/autocvar_bot_ai_aimskill_firetolerance_distdegrees; - distanceratio = bound(0,distanceratio,1); - r = (autocvar_bot_ai_aimskill_firetolerance_maxdegrees-autocvar_bot_ai_aimskill_firetolerance_mindegrees) - * (1-distanceratio) + autocvar_bot_ai_aimskill_firetolerance_mindegrees; - if (applygravity && this.bot_aimtarg) + vector enemy_org = (this.enemy.absmin + this.enemy.absmax) * 0.5; + v = bot_shotlead(enemy_org, this.enemy.velocity, shotspeed, this.bot_aimlatency); + + // this formula was created starting from empiric values of distance and max hit angle + // with a player as target (32 qu wide) from the center of it right in front of the bot + // distance: 32 50 75 100 150 200 300 400 500 + // max ang: 44 24 15.1 10.5 6.5 4.9 3.1 2.3 1.8 + float dist = max(10, vlen(v - shotorg)); + float maxfiredeviation = 1000 / (dist - 9) - 0.35; + + float f = (shot_accurate) ? 1 : 1.6; + f += bound(0, (10 - (skill + this.bot_aimskill)) * 0.3, 3); + maxfiredeviation = min(90, maxfiredeviation * f); + + if (applygravity && this.enemy) { - if (!findtrajectorywithleading(shotorg, '0 0 0', '0 0 0', this.bot_aimtarg, shotspeed, shotspeedupward, maxshottime, 0, this)) + if (!findtrajectorywithleading(shotorg, '0 0 0', '0 0 0', this.enemy, shotspeed, shotspeedupward, maxshottime, 0, this)) { this.dphitcontentsmask = hf; return false; } - bot_aimdir(this, findtrajectory_velocity - shotspeedupward * '0 0 1', r); + bot_aimdir(this, findtrajectory_velocity - shotspeedupward * '0 0 1', maxfiredeviation); } else { - bot_aimdir(this, v - shotorg, r); - //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"); + bot_aimdir(this, v - shotorg, maxfiredeviation); + //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"); //traceline(shotorg, shotorg + shotdir * 10000, false, this); //if (trace_ent.takedamage) //if (trace_fraction < 1) //if (!bot_shouldattack(this, trace_ent)) // return false; - traceline(shotorg, this.bot_aimtargorigin, false, this); + traceline(shotorg, enemy_org, false, this); if (trace_fraction < 1) if (trace_ent != this.enemy) if (!bot_shouldattack(this, trace_ent)) @@ -392,6 +400,12 @@ 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;