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=b66d423d98fa31337b3e3ab8cb411d9042ae70ca;hp=7ce6efa45fc63af8e3bd50991b1bdac3dcf1336c;hb=dde75a49c8c781947c6d5ef5968bb78f24171e25;hpb=1852dd0b6c285f4c8d44e08efb6c9ea0709658eb diff --git a/qcsrc/server/bot/default/havocbot/havocbot.qc b/qcsrc/server/bot/default/havocbot/havocbot.qc index 7ce6efa45..b66d423d9 100644 --- a/qcsrc/server/bot/default/havocbot/havocbot.qc +++ b/qcsrc/server/bot/default/havocbot/havocbot.qc @@ -18,8 +18,8 @@ #include #include -#include -#include +#include +#include #include @@ -104,12 +104,15 @@ 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)) { @@ -140,48 +143,17 @@ void havocbot_ai(entity this) { this.aistatus |= AI_STATUS_ROAMING; this.aistatus &= ~AI_STATUS_ATTACKING; - - vector now, next; - float aimdistance,skillblend,distanceblend,blend; - - vector v = get_closer_dest(this.goalcurrent, this.origin); - if(this.goalcurrent.wpisbox) - { - // avoid a glitch when bot is teleported but teleport waypoint isn't removed yet - if(this.goalstack02 && this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT - && this.lastteleporttime > 0 && time - this.lastteleporttime < 0.15) - v = (this.goalstack02.absmin + this.goalstack02.absmax) * 0.5; - // aim to teleport origin if bot is inside teleport waypoint but hasn't touched the real teleport yet - else if(boxesoverlap(this.goalcurrent.absmin, this.goalcurrent.absmax, this.origin, this.origin)) - v = this.goalcurrent.origin; - } - next = now = v - (this.origin + this.view_ofs); - aimdistance = vlen(now); - - //dprint(this.goalstack01.classname,etos(this.goalstack01),"\n"); - if( - this.goalstack01 != this && this.goalstack01 && !wasfreed(this.goalstack01) && ((this.aistatus & AI_STATUS_RUNNING) == 0) && - !(this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT) - ) - next = ((this.goalstack01.absmin + this.goalstack01.absmax) * 0.5) - (this.origin + this.view_ofs); - - skillblend=bound(0,(skill+this.bot_moveskill-2.5)*0.5,1); //lower skill player can't preturn - distanceblend=bound(0,aimdistance/autocvar_bot_ai_keyboard_distance,1); - blend = skillblend * (1-distanceblend); - //v = (now * (distanceblend) + next * (1-distanceblend)) * (skillblend) + now * (1-skillblend); - //v = now * (distanceblend) * (skillblend) + next * (1-distanceblend) * (skillblend) + now * (1-skillblend); - //v = now * ((1-skillblend) + (distanceblend) * (skillblend)) + next * (1-distanceblend) * (skillblend); - v = now + blend * (next - now); - //dprint(etos(this), " "); - //dprint(vtos(now), ":", vtos(next), "=", vtos(v), " (blend ", ftos(blend), ")\n"); - //v = now * (distanceblend) + next * (1-distanceblend); - if (this.waterlevel < WATERLEVEL_SWIMMING) - v.z = 0; - //dprint("walk at:", vtos(v), "\n"); - //te_lightning2(NULL, this.origin, this.goalcurrent.origin); - bot_aimdir(this, v, -1); } + havocbot_movetogoal(this); + if (!this.bot_aimdir_executed && this.goalcurrent) + { + // Heading + vector dir = get_closer_dest(this.goalcurrent, this.origin); + dir -= this.origin + this.view_ofs; + dir.z = 0; + bot_aimdir(this, dir, -1); + } // if the bot is not attacking, consider reloading weapons if (!(this.aistatus & AI_STATUS_ATTACKING)) @@ -204,7 +176,7 @@ 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; @@ -488,6 +460,7 @@ void havocbot_movetogoal(entity this) vector flatdir; vector evadeobstacle; vector evadelava; + float dodge_enemy_factor = 1; float maxspeed; //float dist; vector dodge; @@ -500,7 +473,7 @@ 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) { @@ -525,13 +498,13 @@ 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; @@ -567,8 +540,8 @@ void havocbot_movetogoal(entity this) if(this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT) { this.aistatus |= AI_STATUS_OUT_JUMPPAD; - navigation_poptouchedgoals(this); - return; + if(navigation_poptouchedgoals(this)) + return; } else if(this.aistatus & AI_STATUS_OUT_JUMPPAD) { @@ -695,7 +668,7 @@ void havocbot_movetogoal(entity this) return; } - else if(this.health + this.armorvalue > ROCKETJUMP_DAMAGE()) + else if(GetResourceAmount(this, RESOURCE_HEALTH) + GetResourceAmount(this, RESOURCE_ARMOR) > ROCKETJUMP_DAMAGE()) { if(this.velocity.z < 0) { @@ -748,9 +721,10 @@ 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 @@ -799,19 +773,28 @@ 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); + } - if (IS_MOVABLE(this.goalcurrent)) + bool goalcurrent_can_be_removed = false; + if (IS_PLAYER(this.goalcurrent) || IS_MONSTER(this.goalcurrent)) { - if (IS_DEAD(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; } } - 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, @@ -823,6 +806,7 @@ 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; @@ -832,7 +816,7 @@ void havocbot_movetogoal(entity this) { if (this.goalcurrent) { - if (IS_MOVABLE(this.goalcurrent) && IS_DEAD(this.goalcurrent)) + if (goalcurrent_can_be_removed) { // remove even if not visible navigation_goalrating_timeout_force(this); @@ -872,11 +856,14 @@ void havocbot_movetogoal(entity this) bool bunnyhop_forbidden = false; vector destorg = get_closer_dest(this.goalcurrent, this.origin); - - // in case bot ends up inside the teleport waypoint without touching - // the teleport itself, head to the teleport origin - if(this.goalcurrent.wpisbox && boxesoverlap(this.goalcurrent.absmin, this.goalcurrent.absmax, this.origin + eZ * this.mins.z, this.origin + eZ * this.maxs.z)) + if (this.jumppadcount && this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT) + { + // 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)) { + // 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) @@ -885,16 +872,31 @@ void havocbot_movetogoal(entity this) 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)) - || (this.goalcurrent == this.goalentity && time < this.goalentity_lock_timeout && vdist(diff, <, 10))) + if (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) @@ -906,9 +908,9 @@ 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; @@ -919,7 +921,7 @@ void havocbot_movetogoal(entity this) { 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; else PHYS_INPUT_BUTTON_JUMP(this) = false; @@ -935,16 +937,20 @@ void havocbot_movetogoal(entity this) // jump if going toward an obstacle that doesn't look like stairs we // can walk up directly vector deviation = '0 0 0'; - if (this.velocity) + float current_speed = vlen(vec2(this.velocity)); + if (current_speed < maxspeed * 0.2) + current_speed = maxspeed * 0.2; + else { deviation = vectoangles(diff) - vectoangles(this.velocity); while (deviation.y < -180) deviation.y += 360; while (deviation.y > 180) deviation.y -= 360; } + float turning = false; vector flat_diff = vec2(diff); - offset = max(32, vlen(vec2(this.velocity)) * cos(deviation.y * DEG2RAD) * 0.2) * flatdir; + offset = max(32, current_speed * cos(deviation.y * DEG2RAD) * 0.3) * flatdir; vector actual_destorg = this.origin + offset; - if (!this.goalstack01 || this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT) + if (!this.goalstack01 || this.goalcurrent.wpflags & (WAYPOINTFLAG_TELEPORT | WAYPOINTFLAG_LADDER)) { if (vlen2(flat_diff) < vlen2(offset)) { @@ -961,24 +967,53 @@ void havocbot_movetogoal(entity this) { vector next_goal_org = (this.goalstack01.absmin + this.goalstack01.absmax) * 0.5; vector next_dir = normalize(vec2(next_goal_org - destorg)); - float next_dist = vlen(vec2(this.origin + offset - destorg)); - actual_destorg = vec2(destorg) + next_dist * next_dir; + float dist = vlen(vec2(this.origin + offset - destorg)); + // if current and next goal are close to each other make sure + // actual_destorg isn't set beyond next_goal_org + if (dist ** 2 > vlen2(vec2(next_goal_org - destorg))) + actual_destorg = next_goal_org; + else + actual_destorg = vec2(destorg) + dist * next_dir; actual_destorg.z = this.origin.z; + turning = true; } - tracebox(this.origin, this.mins, this.maxs, actual_destorg, false, this); - if (trace_fraction < 1) - if (trace_plane_normal.z < 0.7) + LABEL(jump_check); + dir = flatdir = normalize(actual_destorg - this.origin); + + if (turning || fabs(deviation.y) < 50) // don't even try to jump if deviation is too high { - s = trace_fraction; - tracebox(this.origin + stepheightvec, this.mins, this.maxs, actual_destorg + stepheightvec, false, this); - if (trace_fraction < s + 0.01) - if (trace_plane_normal.z < 0.7) + tracebox(this.origin, this.mins, this.maxs, actual_destorg, false, this); + if (trace_fraction < 1 && trace_plane_normal.z < 0.7) { s = trace_fraction; - tracebox(this.origin + jumpstepheightvec, this.mins, this.maxs, actual_destorg + jumpstepheightvec, false, this); - if (trace_fraction > s) - PHYS_INPUT_BUTTON_JUMP(this) = true; + tracebox(this.origin + stepheightvec, this.mins, this.maxs, actual_destorg + stepheightvec, false, this); + if (trace_fraction < s + 0.01 && trace_plane_normal.z < 0.7) + { + // found an obstacle + if (turning && fabs(deviation.y) > 5) + { + // check if the obstacle is still there without turning + actual_destorg = destorg; + turning = false; + this.bot_tracewalk_time = time + 0.25; + goto jump_check; + } + s = trace_fraction; + // don't artificially reduce max jump height in real-time + // (jumpstepheightvec is reduced a bit to make the jumps easy in tracewalk) + vector jump_height = (IS_ONGROUND(this)) ? stepheightvec + jumpheight_vec : jumpstepheightvec; + tracebox(this.origin + jump_height, this.mins, this.maxs, actual_destorg + jump_height, false, this); + if (trace_fraction > s) + PHYS_INPUT_BUTTON_JUMP(this) = true; + else + { + jump_height = stepheightvec + jumpheight_vec / 2; + tracebox(this.origin + jump_height, this.mins, this.maxs, actual_destorg + jump_height, false, this); + if (trace_fraction > s) + PHYS_INPUT_BUTTON_JUMP(this) = true; + } + } } } @@ -1065,6 +1100,18 @@ void havocbot_movetogoal(entity this) if(IS_PLAYER(this.goalcurrent)) unreachable = true; } + + // slow down if bot is in the air and goal is under it + if (!this.goalcurrent.wphardwired + && vdist(flat_diff, <, 250) && this.origin.z - destorg.z > 120 + && (!IS_ONGROUND(this) || vdist(vec2(this.velocity), >, maxspeed * 0.3))) + { + // 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; + } + if(unreachable) { navigation_clearroute(this); @@ -1075,31 +1122,59 @@ void havocbot_movetogoal(entity this) } dodge = havocbot_dodge(this); - dodge = dodge * bound(0,0.5+(skill+this.bot_dodgeskill)*0.1,1); + 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 - traceline(this.origin, ( ( this.enemy.absmin + this.enemy.absmax ) * 0.5 ), true, NULL); - if(IS_PLAYER(trace_ent)) - dir = dir * bound(0,(skill+this.bot_dodgeskill)/7,1); - - dir = normalize(dir + dodge + evadeobstacle + evadelava); + if (this.enemy) + { + traceline(this.origin, (this.enemy.absmin + this.enemy.absmax) * 0.5, true, NULL); + if (IS_PLAYER(trace_ent)) + dodge_enemy_factor = bound(0, (skill + this.bot_dodgeskill) / 7, 1); + } // this.bot_dodgevector = dir; // this.bot_dodgevector_jumpbutton = PHYS_INPUT_BUTTON_JUMP(this); } + float ladder_zdir = 0; if(time < this.ladder_time) { if(this.goalcurrent.origin.z + this.goalcurrent.mins.z > this.origin.z + this.mins.z) { if(this.origin.z + this.mins.z < this.ladder_entity.origin.z + this.ladder_entity.maxs.z) - dir.z = 1; + ladder_zdir = 1; } else { if(this.origin.z + this.mins.z > this.ladder_entity.origin.z + this.ladder_entity.mins.z) - dir.z = -1; + ladder_zdir = -1; + } + if (ladder_zdir) + { + dir.z = ladder_zdir * 1.3; + dir = normalize(dir); } } + if (this.goalcurrent.wpisbox + && boxesoverlap(this.goalcurrent.absmin, this.goalcurrent.absmax, this.origin, this.origin)) + { + // bot is inside teleport waypoint but hasn't touched the real teleport yet + // head to teleport origin + dir = (this.goalcurrent.origin - this.origin); + dir.z = 0; + dir = normalize(dir); + } + + if (!this.bot_aimdir_executed) + bot_aimdir(this, dir, -1); + + if (!ladder_zdir) + { + dir *= dodge_enemy_factor; + dir = normalize(dir + dodge); + } + //dir = this.bot_dodgevector; //if (this.bot_dodgevector_jumpbutton) // PHYS_INPUT_BUTTON_JUMP(this) = true; @@ -1167,7 +1242,7 @@ 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; @@ -1238,7 +1313,7 @@ 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; @@ -1453,15 +1528,19 @@ float havocbot_moveto(entity this, vector pos) if(autocvar_bot_debug_goalstack) debuggoalstack(this); - // Heading - vector dir = get_closer_dest(this.goalcurrent, this.origin); - dir = dir - (this.origin + this.view_ofs); - dir.z = 0; - bot_aimdir(this, dir, -1); // Go! havocbot_movetogoal(this); + if (!this.bot_aimdir_executed && this.goalcurrent) + { + // Heading + vector dir = get_closer_dest(this.goalcurrent, this.origin); + dir -= this.origin + this.view_ofs; + dir.z = 0; + bot_aimdir(this, dir, -1); + } + if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_REACHED) { // Step 5: Waypoint reached @@ -1535,6 +1614,7 @@ void havocbot_setupbot(entity this) this.cmd_moveto = havocbot_moveto; this.cmd_resetgoal = havocbot_resetgoal; + // NOTE: bot is not player yet havocbot_chooserole(this); }