X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fserver%2Fbot%2Fdefault%2Fhavocbot%2Fhavocbot.qc;h=219da7090a502c4e5eac18d1ae7b8ed79452c7d7;hp=4e32ce99a0c415927749afa9f89b672f6e2a6c49;hb=5aad5f8eadbb19298bcbc5a620bf01ae0e82618f;hpb=9ce1079a850c81a5f14a150f6a19cad2f51f6032 diff --git a/qcsrc/server/bot/default/havocbot/havocbot.qc b/qcsrc/server/bot/default/havocbot/havocbot.qc index 4e32ce99a..219da7090 100644 --- a/qcsrc/server/bot/default/havocbot/havocbot.qc +++ b/qcsrc/server/bot/default/havocbot/havocbot.qc @@ -90,7 +90,11 @@ void havocbot_ai(entity this) } if (this.goalcurrent && wasfreed(this.goalcurrent)) + { navigation_clearroute(this); + navigation_goalrating_timeout_force(this); + return; + } if(IS_DEAD(this) || STAT(FROZEN, this)) { @@ -194,6 +198,62 @@ void havocbot_ai(entity this) } } +void havocbot_bunnyhop(entity this, vector dir) +{ + bool can_run = false; + if (!(this.aistatus & AI_STATUS_ATTACKING) && this.goalcurrent && !IS_PLAYER(this.goalcurrent) + && vdist(vec2(this.velocity), >=, autocvar_sv_maxspeed) && !(this.aistatus & AI_STATUS_DANGER_AHEAD) + && this.waterlevel <= WATERLEVEL_WETFEET && !IS_DUCKED(this) + && IS_ONGROUND(this) && !(this.goalcurrent_prev && (this.goalcurrent_prev.wpflags & WAYPOINTFLAG_JUMP))) + { + vector vel_angles = vectoangles(this.velocity); + vector deviation = vel_angles - vectoangles(dir); + while (deviation.y < -180) deviation.y = deviation.y + 360; + while (deviation.y > 180) deviation.y = deviation.y - 360; + if (fabs(deviation.y) < autocvar_bot_ai_bunnyhop_dir_deviation_max) + { + vector gco = get_closer_dest(this.goalcurrent, this.origin); + float vel = vlen(vec2(this.velocity)); + + // with the current physics, jump distance grows linearly with the speed + float jump_distance = 52.661 + 0.606 * vel; + jump_distance += this.origin.z - gco.z; // roughly take into account vertical distance too + if (vdist(vec2(gco - this.origin), >, max(0, jump_distance))) + can_run = true; + else if (!(this.goalcurrent.wpflags & WAYPOINTFLAG_JUMP) + && !(this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT) + && this.goalstack01 && !wasfreed(this.goalstack01) && !(this.goalstack01.wpflags & WAYPOINTFLAG_JUMP) + && vdist(vec2(gco - this.goalstack01.origin), >, 70)) + { + vector gno = (this.goalstack01.absmin + this.goalstack01.absmax) * 0.5; + vector ang = vectoangles(gco - this.origin); + deviation = vectoangles(gno - gco) - vel_angles; + while (deviation.y < -180) deviation.y = deviation.y + 360; + while (deviation.y > 180) deviation.y = deviation.y - 360; + + float max_turn_angle = autocvar_bot_ai_bunnyhop_turn_angle_max; + max_turn_angle -= autocvar_bot_ai_bunnyhop_turn_angle_reduction * ((vel - autocvar_sv_maxspeed) / autocvar_sv_maxspeed); + if ((ang.x < 90 || ang.x > 360 - autocvar_bot_ai_bunnyhop_downward_pitch_max) + && fabs(deviation.y) < max(autocvar_bot_ai_bunnyhop_turn_angle_min, max_turn_angle)) + { + can_run = true; + } + } + } + } + + if (can_run) + { + PHYS_INPUT_BUTTON_JUMP(this) = true; + this.aistatus |= AI_STATUS_RUNNING; + } + else + { + if (IS_ONGROUND(this) || this.waterlevel > WATERLEVEL_WETFEET) + this.aistatus &= ~AI_STATUS_RUNNING; + } +} + void havocbot_keyboard_movement(entity this, vector destorg) { if(time <= this.havocbot_keyboardtime) @@ -264,114 +324,6 @@ void havocbot_keyboard_movement(entity this, vector destorg) CS(this).movement = CS(this).movement + (keyboard - CS(this).movement) * blend; } -void havocbot_bunnyhop(entity this, vector dir) -{ - // Don't jump when attacking - if(this.aistatus & AI_STATUS_ATTACKING) - return; - - if (!this.goalcurrent || IS_PLAYER(this.goalcurrent)) - return; - - if((this.aistatus & AI_STATUS_RUNNING) && vdist(this.velocity, <, autocvar_sv_maxspeed * 0.75) - || (this.aistatus & AI_STATUS_DANGER_AHEAD)) - { - this.aistatus &= ~AI_STATUS_RUNNING; - PHYS_INPUT_BUTTON_JUMP(this) = false; - this.bot_canruntogoal = 0; - this.bot_timelastseengoal = 0; - return; - } - - if(this.waterlevel > WATERLEVEL_WETFEET || IS_DUCKED(this)) - { - this.aistatus &= ~AI_STATUS_RUNNING; - return; - } - - if(this.bot_lastseengoal != this.goalcurrent && !(this.aistatus & AI_STATUS_RUNNING)) - { - this.bot_canruntogoal = 0; - this.bot_timelastseengoal = 0; - } - - // Run only to visible goals - if(IS_ONGROUND(this)) - if(vdist(vec2(this.velocity), >=, autocvar_sv_maxspeed)) - if(checkpvs(this.origin + this.view_ofs, this.goalcurrent)) - { - this.bot_lastseengoal = this.goalcurrent; - - // seen it before - if(this.bot_timelastseengoal) - { - vector gco = get_closer_dest(this.goalcurrent, this.origin); - // for a period of time - if(time - this.bot_timelastseengoal > autocvar_bot_ai_bunnyhop_firstjumpdelay) - { - bool checkdistance = true; - - // don't run if it is too close - if(this.bot_canruntogoal==0) - { - if(vdist(this.origin - gco, >, autocvar_bot_ai_bunnyhop_startdistance)) - this.bot_canruntogoal = 1; - else - this.bot_canruntogoal = -1; - } - - if(this.bot_canruntogoal != 1) - return; - - if(this.aistatus & AI_STATUS_ROAMING) - if(this.goalcurrent.classname == "waypoint") - if (!(this.goalcurrent.wpflags & WAYPOINTFLAG_PERSONAL)) - if(fabs(gco.z - this.origin.z) < this.maxs.z - this.mins.z) - if (this.goalstack01 && !wasfreed(this.goalstack01)) - if (!(this.goalstack01.wpflags & WAYPOINTFLAG_JUMP)) - { - vector gno = (this.goalstack01.absmin + this.goalstack01.absmax) * 0.5; - vector deviation = vectoangles(gno - this.origin) - vectoangles(gco - this.origin); - while (deviation.y < -180) deviation.y = deviation.y + 360; - while (deviation.y > 180) deviation.y = deviation.y - 360; - - if(fabs(deviation.y) < 20) - if(vlen2(this.origin - gco) < vlen2(this.origin - gno)) - if(fabs(gno.z - gco.z) < this.maxs.z - this.mins.z) - { - if(vdist(gco - gno, >, autocvar_bot_ai_bunnyhop_startdistance)) - if(checkpvs(this.origin + this.view_ofs, this.goalstack01)) - { - checkdistance = false; - } - } - } - - if(checkdistance) - { - this.aistatus &= ~AI_STATUS_RUNNING; - // increase stop distance in case the goal is on a slope or a lower platform - if(vdist(this.origin - gco, >, autocvar_bot_ai_bunnyhop_stopdistance + (this.origin.z - gco.z))) - PHYS_INPUT_BUTTON_JUMP(this) = true; - } - else - { - this.aistatus |= AI_STATUS_RUNNING; - PHYS_INPUT_BUTTON_JUMP(this) = true; - } - } - } - else - { - this.bot_timelastseengoal = time; - } - } - else - { - this.bot_timelastseengoal = 0; - } -} - // return true when bot isn't getting closer to the current goal bool havocbot_checkgoaldistance(entity this, vector gco) { @@ -432,8 +384,6 @@ void havocbot_movetogoal(entity this) vector diff; vector dir; vector flatdir; - vector evadeobstacle; - vector evadelava; float dodge_enemy_factor = 1; float maxspeed; //float dist; @@ -906,12 +856,12 @@ void havocbot_movetogoal(entity this) dir = normalize(diff); flatdir = (diff.z == 0) ? dir : normalize(vec2(diff)); + vector evadedanger = '0 0 0'; + //if (this.bot_dodgevector_time < time) { //this.bot_dodgevector_time = time + cvar("bot_ai_dodgeupdateinterval"); //this.bot_dodgevector_jumpbutton = 1; - evadeobstacle = '0 0 0'; - evadelava = '0 0 0'; this.aistatus &= ~AI_STATUS_DANGER_AHEAD; makevectors(this.v_angle.y * '0 1 0'); @@ -1095,15 +1045,15 @@ void havocbot_movetogoal(entity this) this.goalcurrent_distance_time = -time; // mark second try } - // Check for water/slime/lava and dangerous edges - // (only when the bot is on the ground or jumping intentionally) - if (skill + this.bot_moveskill <= 3 && time > this.bot_stop_moving_timeout && current_speed > maxspeed * 0.9 && fabs(deviation.y) > 70) { this.bot_stop_moving_timeout = time + 0.4 + random() * 0.2; } + // Check for water/slime/lava and dangerous edges + // (only when the bot is on the ground or jumping intentionally) + offset = (vdist(this.velocity, >, 32) ? this.velocity * 0.2 : flatdir * 32); vector dst_ahead = this.origin + this.view_ofs + offset; vector dst_down = dst_ahead - '0 0 3000'; @@ -1111,6 +1061,7 @@ void havocbot_movetogoal(entity this) bool unreachable = false; s = CONTENT_SOLID; + bool danger_detected = false; if (trace_fraction == 1 && !this.jumppadcount && !waypoint_is_hardwiredlink(this.goalcurrent_prev, this.goalcurrent) && !(this.goalcurrent_prev && (this.goalcurrent_prev.wpflags & WAYPOINTFLAG_JUMP))) @@ -1125,9 +1076,9 @@ void havocbot_movetogoal(entity this) s = pointcontents(trace_endpos + '0 0 1'); if (s != CONTENT_SOLID) if (s == CONTENT_LAVA || s == CONTENT_SLIME) - evadelava = normalize(this.velocity) * -1; + danger_detected = true; else if (s == CONTENT_SKY) - evadeobstacle = normalize(this.velocity) * -1; + danger_detected = true; else if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos)) { // the traceline check isn't enough but is good as optimization, @@ -1141,18 +1092,22 @@ void havocbot_movetogoal(entity this) unreachable = true; } else - evadelava = normalize(this.velocity) * -1; + danger_detected = true; } } } } + if (danger_detected && fabs(deviation.y) < 80 + && (fabs(deviation.y) > 5 || vdist(vec2(this.velocity), >, maxspeed * 1.5))) + { + evadedanger = normalize(this.velocity) * -1; + evadedanger.z = 0; + } dir = flatdir; - evadeobstacle.z = 0; - evadelava.z = 0; makevectors(this.v_angle.y * '0 1 0'); - if(evadeobstacle || evadelava || (s == CONTENT_WATER)) + if (danger_detected || (s == CONTENT_WATER)) { this.aistatus |= AI_STATUS_DANGER_AHEAD; if(IS_PLAYER(this.goalcurrent)) @@ -1167,7 +1122,7 @@ void havocbot_movetogoal(entity this) // tracebox wouldn't work when bot is still on the ledge traceline(this.origin, this.origin - '0 0 200', true, this); if (this.origin.z - trace_endpos.z > 120) - evadeobstacle = normalize(this.velocity) * -1; + evadedanger = normalize(this.velocity) * -1; } if(unreachable) @@ -1182,8 +1137,7 @@ void havocbot_movetogoal(entity this) dodge = havocbot_dodge(this); if (dodge) dodge *= bound(0, 0.5 + (skill + this.bot_dodgeskill) * 0.1, 1); - dodge += evadeobstacle + evadelava; - evadelava = evadelava * bound(1,3-(skill+this.bot_dodgeskill),3); //Noobs fear lava a lot and take more distance from it + evadedanger *= bound(1, 3 - (skill + this.bot_dodgeskill), 3); // Noobs fear dangers a lot and take more distance from them if (this.enemy) { traceline(this.origin, (this.enemy.absmin + this.enemy.absmax) * 0.5, true, NULL); @@ -1239,7 +1193,7 @@ void havocbot_movetogoal(entity this) if (!ladder_zdir) { dir *= dodge_enemy_factor; - dir = normalize(dir + dodge); + dir = normalize(dir + dodge + evadedanger); } makevectors(this.v_angle); @@ -1311,9 +1265,10 @@ void havocbot_chooseenemy(entity this) // and not really really far away // and we're not severely injured // then keep tracking for a half second into the future - traceline(this.origin+this.view_ofs, ( this.enemy.absmin + this.enemy.absmax ) * 0.5,false,NULL); + vector targ_pos = (this.enemy.absmin + this.enemy.absmax) * 0.5; + traceline(this.origin + this.view_ofs, targ_pos, false, NULL); if (trace_ent == this.enemy || trace_fraction == 1) - if (vdist(((this.enemy.absmin + this.enemy.absmax) * 0.5) - this.origin, <, 1000)) + if (vdist(targ_pos - this.origin, <, 1000)) if (GetResource(this, RES_HEALTH) > 30) { // remain tracking him for a shot while (case he went after a small corner or pilar @@ -1331,7 +1286,7 @@ void havocbot_chooseenemy(entity this) this.havocbot_chooseenemy_finished = time + autocvar_bot_ai_enemydetectioninterval; vector eye = this.origin + this.view_ofs; entity best = NULL; - float bestrating = 100000000; + float bestrating = autocvar_bot_ai_enemydetectionradius ** 2; // Backup hit flags int hf = this.dphitcontentsmask; @@ -1362,9 +1317,7 @@ LABEL(scan_targets) vector v = (it.absmin + it.absmax) * 0.5; float rating = vlen2(v - eye); - if (vdist(v - eye, <, autocvar_bot_ai_enemydetectionradius)) - if (bestrating > rating) - if (bot_shouldattack(this, it)) + if (rating < bestrating && bot_shouldattack(this, it)) { traceline(eye, v, true, this); if (trace_ent == it || trace_fraction >= 1) @@ -1379,7 +1332,7 @@ LABEL(scan_targets) { scan_secondary_targets = true; // restart the loop - bestrating = 100000000; + bestrating = autocvar_bot_ai_enemydetectionradius ** 2; goto scan_targets; }