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=b82398675c175290a77594bba4b420fc11362647;hp=357b37da00337b99e929787cafda0741674ce1e3;hb=76dd66af43f0f01131d019c3a8dacfe35a6f6a18;hpb=bc3f297ed082b23fb33dd0d8f5dcd33bb0198507 diff --git a/qcsrc/server/bot/default/havocbot/havocbot.qc b/qcsrc/server/bot/default/havocbot/havocbot.qc index 357b37da00..b82398675c 100644 --- a/qcsrc/server/bot/default/havocbot/havocbot.qc +++ b/qcsrc/server/bot/default/havocbot/havocbot.qc @@ -18,6 +18,7 @@ #include #include +#include #include #include @@ -30,6 +31,11 @@ void havocbot_ai(entity this) if(this.draggedby) return; + this.bot_aimdir_executed = false; + // lock aim if teleported or passing through a warpzone + if (this.lastteleporttime && !this.jumppadcount) + this.bot_aimdir_executed = true; + if(bot_execute_commands(this)) return; @@ -104,6 +110,7 @@ void havocbot_ai(entity this) } havocbot_aim(this); lag_update(this); + if (this.bot_aimtarg) { this.aistatus |= AI_STATUS_ATTACKING; @@ -133,55 +140,24 @@ 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) { 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, 0); + } // if the bot is not attacking, consider reloading weapons if (!(this.aistatus & AI_STATUS_ATTACKING)) @@ -488,6 +464,7 @@ void havocbot_movetogoal(entity this) vector flatdir; vector evadeobstacle; vector evadelava; + float dodge_enemy_factor = 1; float maxspeed; //float dist; vector dodge; @@ -567,8 +544,8 @@ 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) { @@ -603,7 +580,7 @@ void havocbot_movetogoal(entity this) this.aistatus &= ~AI_STATUS_OUT_JUMPPAD; } } - else + else //if (this.goalcurrent) { if (this.goalcurrent.bot_pickup) { @@ -627,9 +604,9 @@ void havocbot_movetogoal(entity this) return; } } - else + else //if (!(this.aistatus & AI_STATUS_OUT_JUMPPAD)) { - if(time - this.lastteleporttime > 0.2 && this.velocity.z > 0) + if(this.origin.z - this.lastteleport_origin.z > (this.maxs.z - this.mins.z) * 0.5) { vector velxy = this.velocity; velxy_z = 0; if(vdist(velxy, <, autocvar_sv_maxspeed * 0.2)) @@ -695,7 +672,8 @@ void havocbot_movetogoal(entity this) return; } - else if(GetResourceAmount(this, RESOURCE_HEALTH) + GetResourceAmount(this, RESOURCE_ARMOR) > ROCKETJUMP_DAMAGE()) + else if(!this.jumppadcount && !this.goalcurrent.wphardwired + && GetResourceAmount(this, RESOURCE_HEALTH) + GetResourceAmount(this, RESOURCE_ARMOR) > ROCKETJUMP_DAMAGE()) { if(this.velocity.z < 0) { @@ -800,19 +778,48 @@ 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); + } + } - 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; + 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, @@ -824,6 +831,7 @@ 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; @@ -833,7 +841,7 @@ 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); @@ -873,29 +881,53 @@ 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) { - bunnyhop_forbidden = true; + // if bot used the jumppad, push towards jumppad origin until jumppad waypoint gets removed destorg = this.goalcurrent.origin; - if(destorg.z > this.origin.z) - PHYS_INPUT_BUTTON_JUMP(this) = true; + } + else if (this.goalcurrent.wpisbox) + { + // if bot is inside the teleport waypoint, head to teleport origin until teleport gets used + // 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) @@ -907,9 +939,9 @@ 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; @@ -918,12 +950,18 @@ 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 @@ -936,21 +974,33 @@ 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)) { - 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 @@ -962,24 +1012,53 @@ 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; + } + } } } @@ -1014,6 +1093,12 @@ 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'; @@ -1066,6 +1151,18 @@ 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); @@ -1076,31 +1173,69 @@ 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) + { + if (vdist(vec2(diff), <, 40)) + dir.z = ladder_zdir * 4; + else + dir.z = ladder_zdir * 2; + 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); } + // already executed when bot targets an enemy + if (!this.bot_aimdir_executed) + { + 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) + { + dir *= dodge_enemy_factor; + dir = normalize(dir + dodge); + } + + makevectors(this.v_angle); //dir = this.bot_dodgevector; //if (this.bot_dodgevector_jumpbutton) // PHYS_INPUT_BUTTON_JUMP(this) = true; @@ -1316,7 +1451,7 @@ 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 @@ -1454,20 +1589,24 @@ 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, 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; } @@ -1536,6 +1675,7 @@ void havocbot_setupbot(entity this) this.cmd_moveto = havocbot_moveto; this.cmd_resetgoal = havocbot_resetgoal; + // NOTE: bot is not player yet havocbot_chooserole(this); }