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=a8e10194ef96debb1107ce0e37aba05ae84fc00c;hp=429254a5ef60d39631b7cebae03a91b4b301c7ee;hb=0ce76eff4ca3109a9353a316fe0276297501bc15;hpb=6f68685178c1050cafeb711a2ffc05656d1fb3ea diff --git a/qcsrc/server/bot/default/havocbot/havocbot.qc b/qcsrc/server/bot/default/havocbot/havocbot.qc index 429254a5ef..a8e10194ef 100644 --- a/qcsrc/server/bot/default/havocbot/havocbot.qc +++ b/qcsrc/server/bot/default/havocbot/havocbot.qc @@ -18,8 +18,9 @@ #include #include -#include -#include +#include +#include +#include #include @@ -30,6 +31,8 @@ void havocbot_ai(entity this) if(this.draggedby) return; + this.bot_aimdir_executed = false; + if(bot_execute_commands(this)) return; @@ -105,14 +108,12 @@ void havocbot_ai(entity this) havocbot_aim(this); lag_update(this); - this.bot_aimdir_executed = false; - if (this.bot_aimtarg) { this.aistatus |= AI_STATUS_ATTACKING; this.aistatus &= ~AI_STATUS_ROAMING; - if(this.weapons) + if(STAT(WEAPONS, this)) { if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(this)) { @@ -136,7 +137,7 @@ void havocbot_ai(entity this) else { if(IS_PLAYER(this.bot_aimtarg)) - bot_aimdir(this, this.bot_aimtarg.origin + this.bot_aimtarg.view_ofs - this.origin - this.view_ofs , -1); + bot_aimdir(this, this.bot_aimtarg.origin + this.bot_aimtarg.view_ofs - this.origin - this.view_ofs, 0); } } else if (this.goalcurrent) @@ -152,7 +153,7 @@ void havocbot_ai(entity this) vector dir = get_closer_dest(this.goalcurrent, this.origin); dir -= this.origin + this.view_ofs; dir.z = 0; - bot_aimdir(this, dir, -1); + bot_aimdir(this, dir, 0); } // if the bot is not attacking, consider reloading weapons @@ -176,7 +177,7 @@ void havocbot_ai(entity this) if(this.(weaponentity).clip_load >= 0) // only if we're not reloading a weapon already { FOREACH(Weapons, it != WEP_Null, { - if((this.weapons & (it.m_wepset)) && (it.spawnflags & WEP_FLAG_RELOADABLE) && (this.(weaponentity).weapon_load[it.m_id] < it.reloading_ammo)) + if((STAT(WEAPONS, this) & (it.m_wepset)) && (it.spawnflags & WEP_FLAG_RELOADABLE) && (this.(weaponentity).weapon_load[it.m_id] < it.reloading_ammo)) { this.(weaponentity).m_switchweapon = it; break; @@ -473,7 +474,7 @@ void havocbot_movetogoal(entity this) // Jetpack navigation if(this.navigation_jetpack_goal) if(this.goalcurrent==this.navigation_jetpack_goal) - if(this.ammo_fuel) + if(GetResourceAmount(this, RESOURCE_FUEL)) { if(autocvar_bot_debug_goalstack) { @@ -498,13 +499,13 @@ void havocbot_movetogoal(entity this) { // Calculate brake distance in xy float d = vlen(vec2(this.origin - (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5)); - float v = vlen(vec2(this.velocity)); - float db = ((v ** 2) / (autocvar_g_jetpack_acceleration_side * 2)) + 100; + float vel2 = vlen2(vec2(this.velocity)); + float db = (vel2 / (autocvar_g_jetpack_acceleration_side * 2)) + 100; //LOG_INFOF("distance %d, velocity %d, brake at %d ", ceil(d), ceil(v), ceil(db)); if(d < db || d < 500) { // Brake - if(v > maxspeed * 0.3) + if (vel2 > (maxspeed * 0.3) ** 2) { CS(this).movement_x = dir * v_forward * -maxspeed; return; @@ -668,7 +669,8 @@ void havocbot_movetogoal(entity this) return; } - else if(this.health + this.armorvalue > ROCKETJUMP_DAMAGE()) + else if(!this.jumppadcount && !this.goalcurrent.wphardwired + && GetResourceAmount(this, RESOURCE_HEALTH) + GetResourceAmount(this, RESOURCE_ARMOR) > ROCKETJUMP_DAMAGE()) { if(this.velocity.z < 0) { @@ -721,9 +723,10 @@ void havocbot_movetogoal(entity this) else PHYS_INPUT_BUTTON_JUMP(this) = false; makevectors(this.v_angle.y * '0 1 0'); - CS(this).movement_x = dir * v_forward * maxspeed; - CS(this).movement_y = dir * v_right * maxspeed; - CS(this).movement_z = dir * v_up * maxspeed; + vector v = dir * maxspeed; + CS(this).movement.x = v * v_forward; + CS(this).movement.y = v * v_right; + CS(this).movement.z = v * v_up; } // if there is nowhere to go, exit @@ -772,23 +775,48 @@ void havocbot_movetogoal(entity this) if (this.goalcurrent == this.goalentity && this.goalentity_lock_timeout > time) locked_goal = true; - navigation_shortenpath(this); + if (navigation_shortenpath(this)) + { + if (vdist(this.origin - this.goalcurrent_prev.origin, <, 50) + && navigation_goalrating_timeout_can_be_anticipated(this)) + { + navigation_goalrating_timeout_force(this); + } + } bool goalcurrent_can_be_removed = false; - if (IS_MOVABLE(this.goalcurrent)) + if (IS_PLAYER(this.goalcurrent) || IS_MONSTER(this.goalcurrent)) { - // if is movable => not frozen - if (IS_DEAD(this.goalcurrent) || (this.goalentity_shouldbefrozen && this.goalentity == this.goalcurrent)) + bool freeze_state_changed = (boolean(STAT(FROZEN, this.goalentity)) != this.goalentity_shouldbefrozen); + if (IS_DEAD(this.goalcurrent) || (this.goalentity == this.goalcurrent && freeze_state_changed)) { goalcurrent_can_be_removed = true; // don't remove if not visible if (checkpvs(this.origin + this.view_ofs, this.goalcurrent)) { - navigation_goalrating_timeout_force(this); - return; + if (IS_DEAD(this.goalcurrent)) + { + IL_EACH(g_items, it.enemy == this.goalcurrent && Item_IsLoot(it), + { + if (vdist(it.origin - this.goalcurrent.death_origin, <, 50)) + { + navigation_clearroute(this); + navigation_pushroute(this, it); + // loot can't be immediately rated since it isn't on ground yet + // it will be rated after a second when on ground, meanwhile head to it + navigation_goalrating_timeout_expire(this, 1); + return; + } + }); + } + if (!Item_IsLoot(this.goalcurrent)) + { + navigation_goalrating_timeout_force(this); + return; + } } } - else if (this.bot_tracewalk_time < time) + else if (!(STAT(FROZEN, this.goalentity)) && this.bot_tracewalk_time < time) { set_tracewalk_dest(this.goalcurrent, this.origin, true); if (!(trace_ent == this || tracewalk(this, this.origin, this.mins, this.maxs, @@ -800,6 +828,7 @@ void havocbot_movetogoal(entity this) this.bot_tracewalk_time = max(time, this.bot_tracewalk_time) + 0.25; } } + if(!locked_goal) { // optimize path finding by anticipating goalrating when bot is near a waypoint; @@ -854,27 +883,48 @@ void havocbot_movetogoal(entity this) // if bot used the jumppad, push towards jumppad origin until jumppad waypoint gets removed destorg = this.goalcurrent.origin; } - else if (this.goalcurrent.wpisbox && boxesoverlap(this.goalcurrent.absmin, this.goalcurrent.absmax, this.origin + eZ * this.mins.z, this.origin + eZ * this.maxs.z)) + else if (this.goalcurrent.wpisbox) { // if bot is inside the teleport waypoint, head to teleport origin until teleport gets used - bunnyhop_forbidden = true; - destorg = this.goalcurrent.origin; - if(destorg.z > this.origin.z) - PHYS_INPUT_BUTTON_JUMP(this) = true; + // do it even if bot is on a ledge above a teleport/jumppad so it doesn't get stuck + if (boxesoverlap(this.goalcurrent.absmin, this.goalcurrent.absmax, this.origin + eZ * this.mins.z, this.origin + eZ * this.maxs.z) + || (this.absmin.z > destorg.z && destorg.x == this.origin.x && destorg.y == this.origin.y)) + { + bunnyhop_forbidden = true; + destorg = this.goalcurrent.origin; + if(destorg.z > this.origin.z) + PHYS_INPUT_BUTTON_JUMP(this) = true; + } } diff = destorg - this.origin; - // 1. stop if too close to target player (even if frozen) - // 2. stop if the locked goal has been reached - if ((IS_PLAYER(this.goalcurrent) && vdist(diff, <, 80)) + if (time < this.bot_stop_moving_timeout || (this.goalcurrent == this.goalentity && time < this.goalentity_lock_timeout && vdist(diff, <, 10))) { + // stop if the locked goal has been reached destorg = this.origin; - diff = '0 0 0'; + diff = dir = '0 0 0'; } - - dir = normalize(diff); + else if (IS_PLAYER(this.goalcurrent) || IS_MONSTER(this.goalcurrent)) + { + if (vdist(diff, <, 80)) + { + // stop if too close to target player (even if frozen) + destorg = this.origin; + diff = dir = '0 0 0'; + } + else + { + // move destorg out of target players, otherwise bot will consider them + // an obstacle that needs to be jumped (especially if frozen) + dir = normalize(diff); + destorg -= dir * PL_MAX_CONST.x * M_SQRT2; + diff = destorg - this.origin; + } + } + else + dir = normalize(diff); flatdir = (diff.z == 0) ? dir : normalize(vec2(diff)); //if (this.bot_dodgevector_time < time) @@ -886,9 +936,9 @@ void havocbot_movetogoal(entity this) this.aistatus &= ~AI_STATUS_DANGER_AHEAD; makevectors(this.v_angle.y * '0 1 0'); - if (this.waterlevel) + if (this.waterlevel > WATERLEVEL_WETFEET) { - if(this.waterlevel>WATERLEVEL_SWIMMING) + if (this.waterlevel > WATERLEVEL_SWIMMING) { if(!this.goalcurrent) this.aistatus |= AI_STATUS_OUT_WATER; @@ -897,12 +947,18 @@ void havocbot_movetogoal(entity this) } else { - dir = flatdir; if(this.velocity.z >= 0 && !(this.watertype == CONTENT_WATER && destorg.z < this.origin.z) && - ( !(this.waterlevel == WATERLEVEL_WETFEET && this.watertype == CONTENT_WATER) || this.aistatus & AI_STATUS_OUT_WATER)) + (this.aistatus & AI_STATUS_OUT_WATER)) + { PHYS_INPUT_BUTTON_JUMP(this) = true; + dir = flatdir; + } else + { PHYS_INPUT_BUTTON_JUMP(this) = false; + if (destorg.z > this.origin.z) + dir = flatdir; + } } } else @@ -932,8 +988,16 @@ void havocbot_movetogoal(entity this) { if (vlen2(flat_diff) < vlen2(offset)) { - actual_destorg.x = destorg.x; - actual_destorg.y = destorg.y; + if (this.goalcurrent.wpflags & WAYPOINTFLAG_JUMP && this.goalstack01) + { + // oblique warpzones need a jump otherwise bots gets stuck + PHYS_INPUT_BUTTON_JUMP(this) = true; + } + else + { + actual_destorg.x = destorg.x; + actual_destorg.y = destorg.y; + } } } else if (vdist(flat_diff, <, 32) && diff.z < -16) // destination is under the bot @@ -1026,6 +1090,12 @@ void havocbot_movetogoal(entity this) // 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; + } + offset = (vdist(this.velocity, >, 32) ? this.velocity * 0.2 : v_forward * 32); vector dst_ahead = this.origin + this.view_ofs + offset; vector dst_down = dst_ahead - '0 0 3000'; @@ -1129,7 +1199,10 @@ void havocbot_movetogoal(entity this) } if (ladder_zdir) { - dir.z = ladder_zdir * 1.3; + if (vdist(vec2(diff), <, 40)) + dir.z = ladder_zdir * 4; + else + dir.z = ladder_zdir * 2; dir = normalize(dir); } } @@ -1144,8 +1217,14 @@ void havocbot_movetogoal(entity this) dir = normalize(dir); } + // already executed when bot targets an enemy if (!this.bot_aimdir_executed) - bot_aimdir(this, dir, -1); + { + if (time < this.bot_stop_moving_timeout) + bot_aimdir(this, normalize(this.goalcurrent.origin - this.origin), 0); + else + bot_aimdir(this, dir, 0); + } if (!ladder_zdir) { @@ -1153,6 +1232,7 @@ void havocbot_movetogoal(entity this) dir = normalize(dir + dodge); } + makevectors(this.v_angle); //dir = this.bot_dodgevector; //if (this.bot_dodgevector_jumpbutton) // PHYS_INPUT_BUTTON_JUMP(this) = true; @@ -1220,7 +1300,7 @@ void havocbot_chooseenemy(entity this) traceline(this.origin+this.view_ofs, ( this.enemy.absmin + this.enemy.absmax ) * 0.5,false,NULL); if (trace_ent == this.enemy || trace_fraction == 1) if (vdist(((this.enemy.absmin + this.enemy.absmax) * 0.5) - this.origin, <, 1000)) - if (this.health > 30) + if (GetResourceAmount(this, RESOURCE_HEALTH) > 30) { // remain tracking him for a shot while (case he went after a small corner or pilar this.havocbot_chooseenemy_finished = time + 0.5; @@ -1291,7 +1371,7 @@ LABEL(scan_targets) // I want to do a second scan if no enemy was found or I don't have weapons // TODO: Perform the scan when using the rifle (requires changes on the rifle code) - if(best || this.weapons) // || this.weapon == WEP_RIFLE.m_id + if(best || STAT(WEAPONS, this)) // || this.weapon == WEP_RIFLE.m_id break; if(scan_transparent) break; @@ -1368,7 +1448,7 @@ void havocbot_chooseweapon(entity this, .entity weaponentity) // Should it do a weapon combo? float af, ct, combo_time, combo; - af = ATTACK_FINISHED(this, 0); + af = ATTACK_FINISHED(this, weaponentity); ct = autocvar_bot_ai_weapon_combo_threshold; // Bots with no skill will be 4 times more slower than "godlike" bots when doing weapon combos @@ -1516,14 +1596,14 @@ float havocbot_moveto(entity this, vector pos) vector dir = get_closer_dest(this.goalcurrent, this.origin); dir -= this.origin + this.view_ofs; dir.z = 0; - bot_aimdir(this, dir, -1); + bot_aimdir(this, dir, 0); } if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_REACHED) { // Step 5: Waypoint reached LOG_TRACE(this.netname, "'s personal waypoint reached"); - delete(this.havocbot_personal_waypoint); + waypoint_remove(this.havocbot_personal_waypoint); this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_REACHED; return CMD_STATUS_FINISHED; } @@ -1592,6 +1672,7 @@ void havocbot_setupbot(entity this) this.cmd_moveto = havocbot_moveto; this.cmd_resetgoal = havocbot_resetgoal; + // NOTE: bot is not player yet havocbot_chooserole(this); }