]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Merge branch 'master' into terencehill/bot_ai
authorterencehill <piuntn@gmail.com>
Sun, 3 Mar 2019 11:15:00 +0000 (12:15 +0100)
committerterencehill <piuntn@gmail.com>
Sun, 3 Mar 2019 11:15:00 +0000 (12:15 +0100)
1  2 
qcsrc/server/bot/default/havocbot/havocbot.qc
qcsrc/server/bot/default/navigation.qc
xonotic-server.cfg

index 901aded34634c53a254abca10fc76663df9ee180,502d3bcfc5147167d160068264706cd1dbf089f3..31a6bf0974cb83bc95edd036dbeef9c8fa028e31
@@@ -207,6 -207,7 +207,6 @@@ void havocbot_keyboard_movement(entity 
                keyboard = CS(this).movement / autocvar_sv_maxspeed;
  
                float trigger = autocvar_bot_ai_keyboard_threshold;
 -              float trigger1 = -trigger;
  
                // categorize forward movement
                // at skill < 1.5 only forward
                        if (sk < 2.5)
                                keyboard.y = 0;
                }
 -              else if (keyboard.x < trigger1 && sk > 1.5)
 +              else if (keyboard.x < -trigger && sk > 1.5)
                {
                        keyboard.x = -1;
                        if (sk < 4.5)
  
                if (keyboard.y > trigger)
                        keyboard.y = 1;
 -              else if (keyboard.y < trigger1)
 +              else if (keyboard.y < -trigger)
                        keyboard.y = -1;
                else
                        keyboard.y = 0;
  
                if (keyboard.z > trigger)
                        keyboard.z = 1;
 -              else if (keyboard.z < trigger1)
 +              else if (keyboard.z < -trigger)
                        keyboard.z = -1;
                else
                        keyboard.z = 0;
  
 +              // make sure bots don't get stuck if havocbot_keyboardtime is very high
 +              if (keyboard == '0 0 0')
 +                      this.havocbot_keyboardtime = min(this.havocbot_keyboardtime, time + 0.2);
 +
                this.havocbot_keyboard = keyboard * autocvar_sv_maxspeed;
                if (this.havocbot_ducktime > time)
                        PHYS_INPUT_BUTTON_CROUCH(this) = true;
 -      }
  
 -      keyboard = this.havocbot_keyboard;
 -      float blend = bound(0, vlen(destorg - this.origin) / autocvar_bot_ai_keyboard_distance, 1); // When getting close move with 360 degree
 -      //dprint("movement ", vtos(CS(this).movement), " keyboard ", vtos(keyboard), " blend ", ftos(blend), "\n");
 -      CS(this).movement = CS(this).movement + (keyboard - CS(this).movement) * blend;
 +              keyboard = this.havocbot_keyboard;
 +              float blend = bound(0, vlen(destorg - this.origin) / autocvar_bot_ai_keyboard_distance, 1); // When getting close move with 360 degree
 +              //dprint("movement ", vtos(CS(this).movement), " keyboard ", vtos(keyboard), " blend ", ftos(blend), "\n");
 +              CS(this).movement = CS(this).movement + (keyboard - CS(this).movement) * blend;
 +      }
  }
  
  void havocbot_bunnyhop(entity this, vector dir)
@@@ -480,7 -477,7 +480,7 @@@ void havocbot_movetogoal(entity this
        // Jetpack navigation
        if(this.navigation_jetpack_goal)
        if(this.goalcurrent==this.navigation_jetpack_goal)
-       if(GetResourceAmount(this, RESOURCE_FUEL))
+       if(GetResource(this, RES_FUEL))
        {
                if(autocvar_bot_debug_goalstack)
                {
                        return;
                }
                else if(!this.jumppadcount && !this.goalcurrent.wphardwired
-                       && GetResourceAmount(this, RESOURCE_HEALTH) + GetResourceAmount(this, RESOURCE_ARMOR) > ROCKETJUMP_DAMAGE())
+                       && GetResource(this, RES_HEALTH) + GetResource(this, RES_ARMOR) > ROCKETJUMP_DAMAGE())
                {
                        if(this.velocity.z < 0)
                        {
                                this.bot_stop_moving_timeout = time + 0.4 + random() * 0.2;
                        }
  
 -                      offset = (vdist(this.velocity, >, 32) ? this.velocity * 0.2 : v_forward * 32);
 +                      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';
                        traceline(this.origin + this.view_ofs, dst_ahead, true, NULL);
                                // Look downwards
                                traceline(dst_ahead , dst_down, true, NULL);
                                //te_lightning2(NULL, this.origin + this.view_ofs, dst_ahead); // Draw "ahead" look
 -                              //te_lightning2(NULL, dst_ahead, dst_down); // Draw "downwards" look
 +                              //te_lightning2(NULL, dst_ahead, trace_endpos); // Draw "downwards" look
                                if(trace_endpos.z < this.origin.z + this.mins.z)
                                {
                                        s = pointcontents(trace_endpos + '0 0 1');
@@@ -1306,7 -1303,7 +1306,7 @@@ 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 (GetResourceAmount(this, RESOURCE_HEALTH) > 30)
+                       if (GetResource(this, RES_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;
index 4c5368882d01eff6694ab89e736cc27329bbd9f2,9dc1e47aa37e326a626501b9e90d24fb51c63e49..5553a6b87f972b7018b37b6f28fa87a587a76fb2
@@@ -1332,10 -1332,10 +1332,10 @@@ void navigation_routerating(entity this
                        t += xydistance / autocvar_g_jetpack_maxspeed_side;
                        fuel = t * autocvar_g_jetpack_fuel * 0.8;
  
-                       LOG_DEBUG("jetpack ai: required fuel ", ftos(fuel), ", have ", ftos(GetResourceAmount(this, RESOURCE_FUEL)));
+                       LOG_DEBUG("jetpack ai: required fuel ", ftos(fuel), ", have ", ftos(GetResource(this, RES_FUEL)));
  
                        // enough fuel ?
-                       if(GetResourceAmount(this, RESOURCE_FUEL) > fuel || (this.items & IT_UNLIMITED_WEAPON_AMMO))
+                       if(GetResource(this, RES_FUEL) > fuel || (this.items & IT_UNLIMITED_WEAPON_AMMO))
                        {
                                // Estimate cost
                                // (as onground costs calculation is mostly based on distances, here we do the same establishing some relationship
@@@ -1819,7 -1819,7 +1819,7 @@@ void navigation_goalrating_end(entity t
        this.goalstack31 = NULL;
  
        navigation_routetogoal(this, navigation_bestgoal, this.origin);
 -      LOG_DEBUG("best goal ", this.goalcurrent.classname);
 +      LOG_DEBUG("best goal ", navigation_bestgoal.classname);
  
        if (wp && this.goalcurrent == wp)
                navigation_poproute(this);
diff --combined xonotic-server.cfg
index 170df30a6ef89cb1bc3ecebf7cf5ca9866754474,bb0d59371d04a66434bbb4df2a3f6f2a15b6cb73..a5874eb24a0219d3f51d7e91e303a59649cff3c5
@@@ -10,7 -10,8 +10,8 @@@ set sv_autotaunt 1 "allow autotaunts o
  // server settings
  hostname "Xonotic $g_xonoticversion Server"
  set sv_mapchange_delay 5
- set minplayers 0 "fill server with bots to reach this number of players (if bot_number is not enough)"
+ set minplayers 0 "fill server with bots to reach this number of players in teamless games (if bot_number is not enough)"
+ set minplayers_per_team 0 "fill server with bots to reach this number of players per team (if bot_number is not enough)"
  
  // restart server if all players hit "ready"-button
  set sv_ready_restart 0 "allow a map to be restarted once all players pressed the \"ready\" button"
@@@ -152,15 -153,15 +153,15 @@@ set bot_ai_navigation_jetpack 0 "Enabl
  set bot_ai_navigation_jetpack_mindistance 3500 "Bots will try fly to objects located farther than this distance"
  // Better don't touch these, there are hard to tweak!
  set bot_ai_aimskill_order_mix_1st 0.01 "Amount of the 1st filter output to apply to the aiming angle"
 -set bot_ai_aimskill_order_mix_2nd 0.1 "Amount of the 2nd filter output to apply to the aiming angle"
 +set bot_ai_aimskill_order_mix_2nd 0.075 "Amount of the 2nd filter output to apply to the aiming angle"
  set bot_ai_aimskill_order_mix_3th 0.01 "Amount of the 3th filter output to apply to the aiming angle"
 -set bot_ai_aimskill_order_mix_4th 0.05 "Amount of the 4th filter output to apply to the aiming angle"
 +set bot_ai_aimskill_order_mix_4th 0.0375 "Amount of the 4th filter output to apply to the aiming angle"
  set bot_ai_aimskill_order_mix_5th 0.01 "Amount of the 5th filter output to apply to the aiming angle"
 -set bot_ai_aimskill_order_filter_1st 0.4 "Position filter"
 -set bot_ai_aimskill_order_filter_2nd 0.4 "Movement filter"
 -set bot_ai_aimskill_order_filter_3th 0.2 "Acceleration filter"
 -set bot_ai_aimskill_order_filter_4th 0.4 "Position prediction filter. Used rarely"
 -set bot_ai_aimskill_order_filter_5th 0.5 "Movement prediction filter. Used rarely"
 +set bot_ai_aimskill_order_filter_1st 0.2 "Position filter"
 +set bot_ai_aimskill_order_filter_2nd 0.2 "Movement filter"
 +set bot_ai_aimskill_order_filter_3th 0.1 "Acceleration filter"
 +set bot_ai_aimskill_order_filter_4th 0.2 "Position prediction filter. Used rarely"
 +set bot_ai_aimskill_order_filter_5th 0.25 "Movement prediction filter. Used rarely"
  set bot_ai_timeitems 1 "allow skilled bots to run to important items a little time before respawning"
  set bot_ai_timeitems_minrespawndelay 25 "bots run to items with this minimum respawn delay before respawning"