2 // traces multiple trajectories to find one that will impact the target
3 // 'end' vector is the place it aims for,
4 // returns TRUE only if it hit targ (don't target non-solid entities)
6 float findtrajectorywithleading(vector org, vector m1, vector m2, entity targ, float shotspeed, float shotspeedupward, float maxtime, float shotdelay, entity ignore)
8 local float c, savesolid, shottime;
9 local vector dir, end, v;
11 return FALSE; // could cause division by zero if calculated
12 if (targ.solid < SOLID_BBOX) // SOLID_NOT and SOLID_TRIGGER
13 return FALSE; // could never hit it
15 tracetossent = spawn();
16 tracetossent.owner = ignore;
17 setsize(tracetossent, m1, m2);
18 savesolid = targ.solid;
19 targ.solid = SOLID_NOT;
20 shottime = ((vlen(targ.origin - org) / shotspeed) + shotdelay);
21 v = targ.velocity * shottime + targ.origin;
22 tracebox(targ.origin, targ.mins, targ.maxs, v, FALSE, targ);
24 end = v + (targ.mins + targ.maxs) * 0.5;
25 if ((vlen(end - org) / shotspeed + 0.2) > maxtime)
28 targ.solid = savesolid;
32 if (!tracetossfaketarget)
33 tracetossfaketarget = spawn();
34 tracetossfaketarget.solid = savesolid;
35 tracetossfaketarget.movetype = targ.movetype;
36 setmodel(tracetossfaketarget, targ.model); // no low precision
37 tracetossfaketarget.model = targ.model;
38 tracetossfaketarget.modelindex = targ.modelindex;
39 setsize(tracetossfaketarget, targ.mins, targ.maxs);
40 setorigin(tracetossfaketarget, v);
43 dir = normalize(end - org);
44 while (c < 10) // 10 traces
46 setorigin(tracetossent, org); // reset
47 tracetossent.velocity = findtrajectory_velocity = normalize(dir) * shotspeed + shotspeedupward * '0 0 1';
48 tracetoss(tracetossent, ignore); // love builtin functions...
49 if (trace_ent == tracetossfaketarget) // done
51 targ.solid = savesolid;
54 tracetossfaketarget.solid = SOLID_NOT;
55 tracetossfaketarget.movetype = MOVETYPE_NONE;
56 tracetossfaketarget.model = "";
57 tracetossfaketarget.modelindex = 0;
58 // relink to remove it from physics considerations
59 setorigin(tracetossfaketarget, v);
63 dir_z = dir_z + 0.1; // aim up a little more
66 targ.solid = savesolid;
69 tracetossfaketarget.solid = SOLID_NOT;
70 tracetossfaketarget.movetype = MOVETYPE_NONE;
71 tracetossfaketarget.model = "";
72 tracetossfaketarget.modelindex = 0;
73 // relink to remove it from physics considerations
74 setorigin(tracetossfaketarget, v);
76 // leave a valid one even if it won't reach
77 findtrajectory_velocity = normalize(end - org) * shotspeed + shotspeedupward * '0 0 1';
83 if (self.lag1_time) if (time > self.lag1_time) {self.lag_func(self.lag1_time, self.lag1_float1, self.lag1_float2, self.lag1_entity1, self.lag1_vec1, self.lag1_vec2, self.lag1_vec3, self.lag1_vec4);self.lag1_time = 0;}
84 if (self.lag2_time) if (time > self.lag2_time) {self.lag_func(self.lag2_time, self.lag2_float1, self.lag2_float2, self.lag2_entity1, self.lag2_vec1, self.lag2_vec2, self.lag2_vec3, self.lag2_vec4);self.lag2_time = 0;}
85 if (self.lag3_time) if (time > self.lag3_time) {self.lag_func(self.lag3_time, self.lag3_float1, self.lag3_float2, self.lag3_entity1, self.lag3_vec1, self.lag3_vec2, self.lag3_vec3, self.lag3_vec4);self.lag3_time = 0;}
86 if (self.lag4_time) if (time > self.lag4_time) {self.lag_func(self.lag4_time, self.lag4_float1, self.lag4_float2, self.lag4_entity1, self.lag4_vec1, self.lag4_vec2, self.lag4_vec3, self.lag4_vec4);self.lag4_time = 0;}
87 if (self.lag5_time) if (time > self.lag5_time) {self.lag_func(self.lag5_time, self.lag5_float1, self.lag5_float2, self.lag5_entity1, self.lag5_vec1, self.lag5_vec2, self.lag5_vec3, self.lag5_vec4);self.lag5_time = 0;}
90 float lag_additem(float t, float f1, float f2, entity e1, vector v1, vector v2, vector v3, vector v4)
92 if (self.lag1_time == 0) {self.lag1_time = t;self.lag1_float1 = f1;self.lag1_float2 = f2;self.lag1_entity1 = e1;self.lag1_vec1 = v1;self.lag1_vec2 = v2;self.lag1_vec3 = v3;self.lag1_vec4 = v4;return TRUE;}
93 if (self.lag2_time == 0) {self.lag2_time = t;self.lag2_float1 = f1;self.lag2_float2 = f2;self.lag2_entity1 = e1;self.lag2_vec1 = v1;self.lag2_vec2 = v2;self.lag2_vec3 = v3;self.lag2_vec4 = v4;return TRUE;}
94 if (self.lag3_time == 0) {self.lag3_time = t;self.lag3_float1 = f1;self.lag3_float2 = f2;self.lag3_entity1 = e1;self.lag3_vec1 = v1;self.lag3_vec2 = v2;self.lag3_vec3 = v3;self.lag3_vec4 = v4;return TRUE;}
95 if (self.lag4_time == 0) {self.lag4_time = t;self.lag4_float1 = f1;self.lag4_float2 = f2;self.lag4_entity1 = e1;self.lag4_vec1 = v1;self.lag4_vec2 = v2;self.lag4_vec3 = v3;self.lag4_vec4 = v4;return TRUE;}
96 if (self.lag5_time == 0) {self.lag5_time = t;self.lag5_float1 = f1;self.lag5_float2 = f2;self.lag5_entity1 = e1;self.lag5_vec1 = v1;self.lag5_vec2 = v2;self.lag5_vec3 = v3;self.lag5_vec4 = v4;return TRUE;}
97 // no room for it (what is the best thing to do here??)
101 float bot_shouldattack(entity e)
103 if (e.team == self.team)
117 else if(bot_ignore_bots)
118 if(clienttype(e) == CLIENTTYPE_BOT)
127 if(e.flags & FL_NOTARGET)
132 void bot_lagfunc(float t, float f1, float f2, entity e1, vector v1, vector v2, vector v3, vector v4)
134 if(self.flags & FL_INWATER)
136 self.bot_aimtarg = world;
139 self.bot_aimtarg = e1;
140 self.bot_aimlatency = self.ping; // FIXME? Shouldn't this be in the lag item?
141 self.bot_aimselforigin = v1;
142 self.bot_aimselfvelocity = v2;
143 self.bot_aimtargorigin = v3;
144 self.bot_aimtargvelocity = v4;
146 self.bot_canfire = (random() < 0.8);
148 self.bot_canfire = (random() < 0.9);
150 self.bot_canfire = (random() < 0.95);
152 self.bot_canfire = 1;
155 float bot_aimdir(vector v, float maxfiredeviation)
157 local float dist, delta_t, blend;
158 local vector desiredang, diffang;
160 //dprint("aim ", self.netname, ": old:", vtos(self.v_angle));
161 // make sure v_angle is sane first
162 self.v_angle_y = self.v_angle_y - floor(self.v_angle_y / 360) * 360;
165 // get the desired angles to aim at
166 //dprint(" at:", vtos(v));
168 //te_lightning2(world, self.origin + self.view_ofs, self.origin + self.view_ofs + v * 200);
169 if (time >= self.bot_badaimtime)
171 self.bot_badaimtime = max(self.bot_badaimtime + 0.3, time);
172 self.bot_badaimoffset = randomvec() * bound(0, 5 - 0.5 * (skill+self.bot_offsetskill), 5) * cvar("bot_ai_aimskill_offset");
174 desiredang = vectoangles(v) + self.bot_badaimoffset;
175 //dprint(" desired:", vtos(desiredang));
176 if (desiredang_x >= 180)
177 desiredang_x = desiredang_x - 360;
178 desiredang_x = bound(-90, 0 - desiredang_x, 90);
179 desiredang_z = self.v_angle_z;
180 //dprint(" / ", vtos(desiredang));
182 //// pain throws off aim
183 //if (self.bot_painintensity)
185 // // shake from pain
186 // desiredang = desiredang + randomvec() * self.bot_painintensity * 0.2;
189 // calculate turn angles
190 diffang = (desiredang - self.bot_olddesiredang);
192 diffang_y = diffang_y - floor(diffang_y / 360) * 360;
193 if (diffang_y >= 180)
194 diffang_y = diffang_y - 360;
195 self.bot_olddesiredang = desiredang;
196 //dprint(" diff:", vtos(diffang));
198 delta_t = time-self.bot_prevaimtime;
199 self.bot_prevaimtime = time;
200 // Here we will try to anticipate the comming aiming direction
201 self.bot_1st_order_aimfilter= self.bot_1st_order_aimfilter
202 + (diffang * (1 / delta_t) - self.bot_1st_order_aimfilter) * bound(0, cvar("bot_ai_aimskill_order_filter_1st"),1);
203 self.bot_2nd_order_aimfilter= self.bot_2nd_order_aimfilter
204 + (self.bot_1st_order_aimfilter - self.bot_2nd_order_aimfilter) * bound(0, cvar("bot_ai_aimskill_order_filter_2nd"),1);
205 self.bot_3th_order_aimfilter= self.bot_3th_order_aimfilter
206 + (self.bot_2nd_order_aimfilter - self.bot_3th_order_aimfilter) * bound(0, cvar("bot_ai_aimskill_order_filter_3th"),1);
207 self.bot_4th_order_aimfilter= self.bot_4th_order_aimfilter
208 + (self.bot_3th_order_aimfilter - self.bot_4th_order_aimfilter) * bound(0, cvar("bot_ai_aimskill_order_filter_4th"),1);
209 self.bot_5th_order_aimfilter= self.bot_5th_order_aimfilter
210 + (self.bot_4th_order_aimfilter - self.bot_5th_order_aimfilter) * bound(0, cvar("bot_ai_aimskill_order_filter_5th"),1);
212 //blend = (bound(0,skill,10)*0.1)*pow(1-bound(0,skill,10)*0.05,2.5)*5.656854249; //Plot formule before changing !
213 blend = bound(0,skill+self.bot_aimskill,10)*0.1;
214 desiredang = desiredang + blend *
216 self.bot_1st_order_aimfilter * cvar("bot_ai_aimskill_order_mix_1st")
217 + self.bot_2nd_order_aimfilter * cvar("bot_ai_aimskill_order_mix_2nd")
218 + self.bot_3th_order_aimfilter * cvar("bot_ai_aimskill_order_mix_3th")
219 + self.bot_4th_order_aimfilter * cvar("bot_ai_aimskill_order_mix_4th")
220 + self.bot_5th_order_aimfilter * cvar("bot_ai_aimskill_order_mix_5th")
223 // calculate turn angles
224 diffang = desiredang - self.bot_mouseaim;
226 diffang_y = diffang_y - floor(diffang_y / 360) * 360;
227 if (diffang_y >= 180)
228 diffang_y = diffang_y - 360;
229 //dprint(" diff:", vtos(diffang));
231 if (time >= self.bot_aimthinktime)
233 self.bot_aimthinktime = max(self.bot_aimthinktime + 0.5 - 0.05*(skill+self.bot_thinkskill), time);
234 self.bot_mouseaim = self.bot_mouseaim + diffang * (1-random()*0.1*bound(1,10-(skill+self.bot_thinkskill),10));
237 //self.v_angle = self.v_angle + diffang * bound(0, r * frametime * (skill * 0.5 + 2), 1);
239 diffang = self.bot_mouseaim - desiredang;
241 diffang_y = diffang_y - floor(diffang_y / 360) * 360;
242 if (diffang_y >= 180)
243 diffang_y = diffang_y - 360;
244 desiredang = desiredang + diffang * bound(0,cvar("bot_ai_aimskill_think"),1);
246 // calculate turn angles
247 diffang = desiredang - self.v_angle;
249 diffang_y = diffang_y - floor(diffang_y / 360) * 360;
250 if (diffang_y >= 180)
251 diffang_y = diffang_y - 360;
252 //dprint(" diff:", vtos(diffang));
255 dist = vlen(diffang);
256 //diffang = diffang + randomvec() * (dist * 0.05 * (3.5 - bound(0, skill, 3)));
259 local float r, fixedrate, blendrate;
260 fixedrate = cvar("bot_ai_aimskill_fixedrate") / bound(1,dist,1000);
261 blendrate = cvar("bot_ai_aimskill_blendrate");
262 r = max(fixedrate, blendrate);
263 //self.v_angle = self.v_angle + diffang * bound(frametime, r * frametime * (2+skill*skill*0.05-random()*0.05*(10-skill)), 1);
264 self.v_angle = self.v_angle + diffang * bound(delta_t, r * delta_t * (2+pow(skill+self.bot_mouseskill,3)*0.005-random()), 1);
265 self.v_angle = self.v_angle * bound(0,cvar("bot_ai_aimskill_mouse"),1) + desiredang * bound(0,(1-cvar("bot_ai_aimskill_mouse")),1);
266 //self.v_angle = self.v_angle + diffang * bound(0, r * frametime * (skill * 0.5 + 2), 1);
267 //self.v_angle = self.v_angle + diffang * (1/ blendrate);
269 self.v_angle_y = self.v_angle_y - floor(self.v_angle_y / 360) * 360;
270 //dprint(" turn:", vtos(self.v_angle));
272 makevectors(self.v_angle);
273 shotorg = self.origin + self.view_ofs;
276 //dprint(" dir:", vtos(v_forward));
277 //te_lightning2(world, shotorg, shotorg + shotdir * 100);
279 // calculate turn angles again
280 //diffang = desiredang - self.v_angle;
281 //diffang_y = diffang_y - floor(diffang_y / 360) * 360;
282 //if (diffang_y >= 180)
283 // diffang_y = diffang_y - 360;
285 //dprint("e ", vtos(diffang), " < ", ftos(maxfiredeviation), "\n");
287 // decide whether to fire this time
288 // note the maxfiredeviation is in degrees so this has to convert to radians first
289 //if ((normalize(v) * shotdir) >= cos(maxfiredeviation * (3.14159265358979323846 / 180)))
290 if ((normalize(v) * shotdir) >= cos(maxfiredeviation * (3.14159265358979323846 / 180)))
291 if (vlen(trace_endpos-shotorg) < 500+500*bound(0, skill+self.bot_aggresskill, 10) || random()*random()>bound(0,(skill+self.bot_aggresskill)*0.05,1))
292 self.bot_firetimer = time + bound(0.1, 0.5-(skill+self.bot_aggresskill)*0.05, 0.5);
293 //traceline(shotorg,shotorg+shotdir*1000,FALSE,world);
294 //dprint(ftos(maxfiredeviation),"\n");
295 //dprint(" diff:", vtos(diffang), "\n");
297 return self.bot_canfire && (time < self.bot_firetimer);
300 vector bot_shotlead(vector targorigin, vector targvelocity, float shotspeed, float shotdelay)
302 // Try to add code here that predicts gravity effect here, no clue HOW to though ... well not yet atleast...
303 return targorigin + targvelocity * (shotdelay + vlen(targorigin - shotorg) / shotspeed);
306 float bot_aim(float shotspeed, float shotspeedupward, float maxshottime, float applygravity)
312 dprint("bot_aim(", ftos(shotspeed));
313 dprint(", ", ftos(shotspeedupward));
314 dprint(", ", ftos(maxshottime));
315 dprint(", ", ftos(applygravity));
318 shotspeed *= g_weaponspeedfactor;
319 shotspeedupward *= g_weaponspeedfactor;
322 dprint("bot_aim: WARNING: weapon ", W_Name(self.weapon), " shotspeed is zero!\n");
327 dprint("bot_aim: WARNING: weapon ", W_Name(self.weapon), " maxshottime is zero!\n");
330 makevectors(self.v_angle);
331 shotorg = self.origin + self.view_ofs;
333 v = bot_shotlead(self.bot_aimtargorigin, self.bot_aimtargvelocity, shotspeed, self.bot_aimlatency);
334 local float distanceratio;
335 distanceratio =sqrt(bound(0,skill,10000))*0.3*(vlen(v-shotorg)-100)/cvar("bot_ai_aimskill_firetolerance_distdegrees");
336 distanceratio = bound(0,distanceratio,1);
337 r = (cvar("bot_ai_aimskill_firetolerance_maxdegrees")-cvar("bot_ai_aimskill_firetolerance_mindegrees"))
338 * (1-distanceratio) + cvar("bot_ai_aimskill_firetolerance_mindegrees");
339 if (applygravity && self.bot_aimtarg)
341 if (!findtrajectorywithleading(shotorg, '0 0 0', '0 0 0', self.bot_aimtarg, shotspeed, shotspeedupward, maxshottime, 0, self))
343 f = bot_aimdir(findtrajectory_velocity - shotspeedupward * '0 0 1', r);
347 f = bot_aimdir(v - shotorg, r);
348 //dprint("AIM: ");dprint(vtos(self.bot_aimtargorigin));dprint(" + ");dprint(vtos(self.bot_aimtargvelocity));dprint(" * ");dprint(ftos(self.bot_aimlatency + vlen(self.bot_aimtargorigin - shotorg) / shotspeed));dprint(" = ");dprint(vtos(v));dprint(" : aimdir = ");dprint(vtos(normalize(v - shotorg)));dprint(" : ");dprint(vtos(shotdir));dprint("\n");
349 traceline(shotorg, shotorg + shotdir * 10000, FALSE, self);
350 if (trace_ent.takedamage)
351 if (trace_fraction < 1)
352 if (!bot_shouldattack(trace_ent))
354 traceline(shotorg, self.bot_aimtargorigin, FALSE, self);
355 if (trace_fraction < 1)
356 if (trace_ent != self.enemy)
357 if (!bot_shouldattack(trace_ent))
360 if (r > maxshottime * shotspeed)