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)
113 if(e.freezetag_frozen)
117 if (!e.ballcarried && !self.ballcarried)
125 else if(bot_ignore_bots)
126 if(clienttype(e) == CLIENTTYPE_BOT)
136 if(e.items & IT_STRENGTH)
138 if(e.flags & FL_NOTARGET)
143 void bot_lagfunc(float t, float f1, float f2, entity e1, vector v1, vector v2, vector v3, vector v4)
145 if(self.flags & FL_INWATER)
147 self.bot_aimtarg = world;
150 self.bot_aimtarg = e1;
151 self.bot_aimlatency = self.ping; // FIXME? Shouldn't this be in the lag item?
152 self.bot_aimselforigin = v1;
153 self.bot_aimselfvelocity = v2;
154 self.bot_aimtargorigin = v3;
155 self.bot_aimtargvelocity = v4;
157 self.bot_canfire = (random() < 0.8);
159 self.bot_canfire = (random() < 0.9);
161 self.bot_canfire = (random() < 0.95);
163 self.bot_canfire = 1;
166 float bot_aimdir(vector v, float maxfiredeviation)
168 local float dist, delta_t, blend;
169 local vector desiredang, diffang;
171 //dprint("aim ", self.netname, ": old:", vtos(self.v_angle));
172 // make sure v_angle is sane first
173 self.v_angle_y = self.v_angle_y - floor(self.v_angle_y / 360) * 360;
176 // get the desired angles to aim at
177 //dprint(" at:", vtos(v));
179 //te_lightning2(world, self.origin + self.view_ofs, self.origin + self.view_ofs + v * 200);
180 if (time >= self.bot_badaimtime)
182 self.bot_badaimtime = max(self.bot_badaimtime + 0.3, time);
183 self.bot_badaimoffset = randomvec() * bound(0, 5 - 0.5 * (skill+self.bot_offsetskill), 5) * autocvar_bot_ai_aimskill_offset;
185 desiredang = vectoangles(v) + self.bot_badaimoffset;
186 //dprint(" desired:", vtos(desiredang));
187 if (desiredang_x >= 180)
188 desiredang_x = desiredang_x - 360;
189 desiredang_x = bound(-90, 0 - desiredang_x, 90);
190 desiredang_z = self.v_angle_z;
191 //dprint(" / ", vtos(desiredang));
193 //// pain throws off aim
194 //if (self.bot_painintensity)
196 // // shake from pain
197 // desiredang = desiredang + randomvec() * self.bot_painintensity * 0.2;
200 // calculate turn angles
201 diffang = (desiredang - self.bot_olddesiredang);
203 diffang_y = diffang_y - floor(diffang_y / 360) * 360;
204 if (diffang_y >= 180)
205 diffang_y = diffang_y - 360;
206 self.bot_olddesiredang = desiredang;
207 //dprint(" diff:", vtos(diffang));
209 delta_t = time-self.bot_prevaimtime;
210 self.bot_prevaimtime = time;
211 // Here we will try to anticipate the comming aiming direction
212 self.bot_1st_order_aimfilter= self.bot_1st_order_aimfilter
213 + (diffang * (1 / delta_t) - self.bot_1st_order_aimfilter) * bound(0, autocvar_bot_ai_aimskill_order_filter_1st,1);
214 self.bot_2nd_order_aimfilter= self.bot_2nd_order_aimfilter
215 + (self.bot_1st_order_aimfilter - self.bot_2nd_order_aimfilter) * bound(0, autocvar_bot_ai_aimskill_order_filter_2nd,1);
216 self.bot_3th_order_aimfilter= self.bot_3th_order_aimfilter
217 + (self.bot_2nd_order_aimfilter - self.bot_3th_order_aimfilter) * bound(0, autocvar_bot_ai_aimskill_order_filter_3th,1);
218 self.bot_4th_order_aimfilter= self.bot_4th_order_aimfilter
219 + (self.bot_3th_order_aimfilter - self.bot_4th_order_aimfilter) * bound(0, autocvar_bot_ai_aimskill_order_filter_4th,1);
220 self.bot_5th_order_aimfilter= self.bot_5th_order_aimfilter
221 + (self.bot_4th_order_aimfilter - self.bot_5th_order_aimfilter) * bound(0, autocvar_bot_ai_aimskill_order_filter_5th,1);
223 //blend = (bound(0,skill,10)*0.1)*pow(1-bound(0,skill,10)*0.05,2.5)*5.656854249; //Plot formule before changing !
224 blend = bound(0,skill+self.bot_aimskill,10)*0.1;
225 desiredang = desiredang + blend *
227 self.bot_1st_order_aimfilter * autocvar_bot_ai_aimskill_order_mix_1st
228 + self.bot_2nd_order_aimfilter * autocvar_bot_ai_aimskill_order_mix_2nd
229 + self.bot_3th_order_aimfilter * autocvar_bot_ai_aimskill_order_mix_3th
230 + self.bot_4th_order_aimfilter * autocvar_bot_ai_aimskill_order_mix_4th
231 + self.bot_5th_order_aimfilter * autocvar_bot_ai_aimskill_order_mix_5th
234 // calculate turn angles
235 diffang = desiredang - self.bot_mouseaim;
237 diffang_y = diffang_y - floor(diffang_y / 360) * 360;
238 if (diffang_y >= 180)
239 diffang_y = diffang_y - 360;
240 //dprint(" diff:", vtos(diffang));
242 if (time >= self.bot_aimthinktime)
244 self.bot_aimthinktime = max(self.bot_aimthinktime + 0.5 - 0.05*(skill+self.bot_thinkskill), time);
245 self.bot_mouseaim = self.bot_mouseaim + diffang * (1-random()*0.1*bound(1,10-(skill+self.bot_thinkskill),10));
248 //self.v_angle = self.v_angle + diffang * bound(0, r * frametime * (skill * 0.5 + 2), 1);
250 diffang = self.bot_mouseaim - desiredang;
252 diffang_y = diffang_y - floor(diffang_y / 360) * 360;
253 if (diffang_y >= 180)
254 diffang_y = diffang_y - 360;
255 desiredang = desiredang + diffang * bound(0,autocvar_bot_ai_aimskill_think,1);
257 // calculate turn angles
258 diffang = desiredang - self.v_angle;
260 diffang_y = diffang_y - floor(diffang_y / 360) * 360;
261 if (diffang_y >= 180)
262 diffang_y = diffang_y - 360;
263 //dprint(" diff:", vtos(diffang));
266 dist = vlen(diffang);
267 //diffang = diffang + randomvec() * (dist * 0.05 * (3.5 - bound(0, skill, 3)));
270 local float r, fixedrate, blendrate;
271 fixedrate = autocvar_bot_ai_aimskill_fixedrate / bound(1,dist,1000);
272 blendrate = autocvar_bot_ai_aimskill_blendrate;
273 r = max(fixedrate, blendrate);
274 //self.v_angle = self.v_angle + diffang * bound(frametime, r * frametime * (2+skill*skill*0.05-random()*0.05*(10-skill)), 1);
275 self.v_angle = self.v_angle + diffang * bound(delta_t, r * delta_t * (2+pow(skill+self.bot_mouseskill,3)*0.005-random()), 1);
276 self.v_angle = self.v_angle * bound(0,autocvar_bot_ai_aimskill_mouse,1) + desiredang * bound(0,(1-autocvar_bot_ai_aimskill_mouse),1);
277 //self.v_angle = self.v_angle + diffang * bound(0, r * frametime * (skill * 0.5 + 2), 1);
278 //self.v_angle = self.v_angle + diffang * (1/ blendrate);
280 self.v_angle_y = self.v_angle_y - floor(self.v_angle_y / 360) * 360;
281 //dprint(" turn:", vtos(self.v_angle));
283 makevectors(self.v_angle);
284 shotorg = self.origin + self.view_ofs;
287 //dprint(" dir:", vtos(v_forward));
288 //te_lightning2(world, shotorg, shotorg + shotdir * 100);
290 // calculate turn angles again
291 //diffang = desiredang - self.v_angle;
292 //diffang_y = diffang_y - floor(diffang_y / 360) * 360;
293 //if (diffang_y >= 180)
294 // diffang_y = diffang_y - 360;
296 //dprint("e ", vtos(diffang), " < ", ftos(maxfiredeviation), "\n");
298 // decide whether to fire this time
299 // note the maxfiredeviation is in degrees so this has to convert to radians first
300 //if ((normalize(v) * shotdir) >= cos(maxfiredeviation * (3.14159265358979323846 / 180)))
301 if ((normalize(v) * shotdir) >= cos(maxfiredeviation * (3.14159265358979323846 / 180)))
302 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))
303 self.bot_firetimer = time + bound(0.1, 0.5-(skill+self.bot_aggresskill)*0.05, 0.5);
304 //traceline(shotorg,shotorg+shotdir*1000,FALSE,world);
305 //dprint(ftos(maxfiredeviation),"\n");
306 //dprint(" diff:", vtos(diffang), "\n");
308 return self.bot_canfire && (time < self.bot_firetimer);
311 vector bot_shotlead(vector targorigin, vector targvelocity, float shotspeed, float shotdelay)
313 // Try to add code here that predicts gravity effect here, no clue HOW to though ... well not yet atleast...
314 return targorigin + targvelocity * (shotdelay + vlen(targorigin - shotorg) / shotspeed);
317 float bot_aim(float shotspeed, float shotspeedupward, float maxshottime, float applygravity)
323 dprint("bot_aim(", ftos(shotspeed));
324 dprint(", ", ftos(shotspeedupward));
325 dprint(", ", ftos(maxshottime));
326 dprint(", ", ftos(applygravity));
329 shotspeed *= g_weaponspeedfactor;
330 shotspeedupward *= g_weaponspeedfactor;
333 dprint("bot_aim: WARNING: weapon ", W_Name(self.weapon), " shotspeed is zero!\n");
338 dprint("bot_aim: WARNING: weapon ", W_Name(self.weapon), " maxshottime is zero!\n");
341 makevectors(self.v_angle);
342 shotorg = self.origin + self.view_ofs;
344 v = bot_shotlead(self.bot_aimtargorigin, self.bot_aimtargvelocity, shotspeed, self.bot_aimlatency);
345 local float distanceratio;
346 distanceratio =sqrt(bound(0,skill,10000))*0.3*(vlen(v-shotorg)-100)/autocvar_bot_ai_aimskill_firetolerance_distdegrees;
347 distanceratio = bound(0,distanceratio,1);
348 r = (autocvar_bot_ai_aimskill_firetolerance_maxdegrees-autocvar_bot_ai_aimskill_firetolerance_mindegrees)
349 * (1-distanceratio) + autocvar_bot_ai_aimskill_firetolerance_mindegrees;
350 if (applygravity && self.bot_aimtarg)
352 if (!findtrajectorywithleading(shotorg, '0 0 0', '0 0 0', self.bot_aimtarg, shotspeed, shotspeedupward, maxshottime, 0, self))
354 f = bot_aimdir(findtrajectory_velocity - shotspeedupward * '0 0 1', r);
358 f = bot_aimdir(v - shotorg, r);
359 //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");
360 //traceline(shotorg, shotorg + shotdir * 10000, FALSE, self);
361 //if (trace_ent.takedamage)
362 //if (trace_fraction < 1)
363 //if (!bot_shouldattack(trace_ent))
365 traceline(shotorg, self.bot_aimtargorigin, FALSE, self);
366 if (trace_fraction < 1)
367 if (trace_ent != self.enemy)
368 if (!bot_shouldattack(trace_ent))
372 //if (r > maxshottime * shotspeed)