7 #include <common/physics/player.qh>
8 #include <common/state.qh>
10 #include "../../weapons/weaponsystem.qh"
12 #include "../../mutators/_mod.qh"
14 // traces multiple trajectories to find one that will impact the target
15 // 'end' vector is the place it aims for,
16 // returns true only if it hit targ (don't target non-solid entities)
18 float findtrajectorywithleading(vector org, vector m1, vector m2, entity targ, float shotspeed, float shotspeedupward, float maxtime, float shotdelay, entity ignore)
20 float c, savesolid, shottime;
21 vector dir, end, v, o;
23 return false; // could cause division by zero if calculated
24 if (targ.solid < SOLID_BBOX) // SOLID_NOT and SOLID_TRIGGER
25 return false; // could never hit it
27 tracetossent = new(tracetossent);
28 tracetossent.owner = ignore;
29 setsize(tracetossent, m1, m2);
30 savesolid = targ.solid;
31 targ.solid = SOLID_NOT;
32 o = (targ.absmin + targ.absmax) * 0.5;
33 shottime = ((vlen(o - org) / shotspeed) + shotdelay);
34 v = targ.velocity * shottime + o;
35 tracebox(o, targ.mins, targ.maxs, v, false, targ);
37 end = v + (targ.mins + targ.maxs) * 0.5;
38 if ((vlen(end - org) / shotspeed + 0.2) > maxtime)
41 targ.solid = savesolid;
45 if (!tracetossfaketarget)
46 tracetossfaketarget = new(tracetossfaketarget);
47 tracetossfaketarget.solid = savesolid;
48 set_movetype(tracetossfaketarget, targ.move_movetype);
49 _setmodel(tracetossfaketarget, targ.model); // no low precision
50 tracetossfaketarget.model = targ.model;
51 tracetossfaketarget.modelindex = targ.modelindex;
52 setsize(tracetossfaketarget, targ.mins, targ.maxs);
53 setorigin(tracetossfaketarget, v);
56 dir = normalize(end - org);
57 while (c < 10) // 10 traces
59 setorigin(tracetossent, org); // reset
60 tracetossent.velocity = findtrajectory_velocity = normalize(dir) * shotspeed + shotspeedupward * '0 0 1';
61 tracetoss(tracetossent, ignore); // love builtin functions...
62 if (trace_ent == tracetossfaketarget) // done
64 targ.solid = savesolid;
67 tracetossfaketarget.solid = SOLID_NOT;
68 set_movetype(tracetossfaketarget, MOVETYPE_NONE);
69 tracetossfaketarget.model = "";
70 tracetossfaketarget.modelindex = 0;
71 // relink to remove it from physics considerations
72 setorigin(tracetossfaketarget, v);
76 dir.z = dir.z + 0.1; // aim up a little more
79 targ.solid = savesolid;
82 tracetossfaketarget.solid = SOLID_NOT;
83 set_movetype(tracetossfaketarget, MOVETYPE_NONE);
84 tracetossfaketarget.model = "";
85 tracetossfaketarget.modelindex = 0;
86 // relink to remove it from physics considerations
87 setorigin(tracetossfaketarget, v);
89 // leave a valid one even if it won't reach
90 findtrajectory_velocity = normalize(end - org) * shotspeed + shotspeedupward * '0 0 1';
94 void lag_update(entity this)
96 if (this.lag1_time) if (time > this.lag1_time) {this.lag_func(this, this.lag1_time, this.lag1_float1, this.lag1_float2, this.lag1_entity1, this.lag1_vec1, this.lag1_vec2, this.lag1_vec3, this.lag1_vec4);this.lag1_time = 0;}
97 if (this.lag2_time) if (time > this.lag2_time) {this.lag_func(this, this.lag2_time, this.lag2_float1, this.lag2_float2, this.lag2_entity1, this.lag2_vec1, this.lag2_vec2, this.lag2_vec3, this.lag2_vec4);this.lag2_time = 0;}
98 if (this.lag3_time) if (time > this.lag3_time) {this.lag_func(this, this.lag3_time, this.lag3_float1, this.lag3_float2, this.lag3_entity1, this.lag3_vec1, this.lag3_vec2, this.lag3_vec3, this.lag3_vec4);this.lag3_time = 0;}
99 if (this.lag4_time) if (time > this.lag4_time) {this.lag_func(this, this.lag4_time, this.lag4_float1, this.lag4_float2, this.lag4_entity1, this.lag4_vec1, this.lag4_vec2, this.lag4_vec3, this.lag4_vec4);this.lag4_time = 0;}
100 if (this.lag5_time) if (time > this.lag5_time) {this.lag_func(this, this.lag5_time, this.lag5_float1, this.lag5_float2, this.lag5_entity1, this.lag5_vec1, this.lag5_vec2, this.lag5_vec3, this.lag5_vec4);this.lag5_time = 0;}
103 float lag_additem(entity this, float t, float f1, float f2, entity e1, vector v1, vector v2, vector v3, vector v4)
105 if (this.lag1_time == 0) {this.lag1_time = t;this.lag1_float1 = f1;this.lag1_float2 = f2;this.lag1_entity1 = e1;this.lag1_vec1 = v1;this.lag1_vec2 = v2;this.lag1_vec3 = v3;this.lag1_vec4 = v4;return true;}
106 if (this.lag2_time == 0) {this.lag2_time = t;this.lag2_float1 = f1;this.lag2_float2 = f2;this.lag2_entity1 = e1;this.lag2_vec1 = v1;this.lag2_vec2 = v2;this.lag2_vec3 = v3;this.lag2_vec4 = v4;return true;}
107 if (this.lag3_time == 0) {this.lag3_time = t;this.lag3_float1 = f1;this.lag3_float2 = f2;this.lag3_entity1 = e1;this.lag3_vec1 = v1;this.lag3_vec2 = v2;this.lag3_vec3 = v3;this.lag3_vec4 = v4;return true;}
108 if (this.lag4_time == 0) {this.lag4_time = t;this.lag4_float1 = f1;this.lag4_float2 = f2;this.lag4_entity1 = e1;this.lag4_vec1 = v1;this.lag4_vec2 = v2;this.lag4_vec3 = v3;this.lag4_vec4 = v4;return true;}
109 if (this.lag5_time == 0) {this.lag5_time = t;this.lag5_float1 = f1;this.lag5_float2 = f2;this.lag5_entity1 = e1;this.lag5_vec1 = v1;this.lag5_vec2 = v2;this.lag5_vec3 = v3;this.lag5_vec4 = v4;return true;}
110 // no room for it (what is the best thing to do here??)
114 bool bot_shouldattack(entity this, entity targ)
116 if (targ.team == this.team)
125 if(STAT(FROZEN, targ))
133 else if(bot_ignore_bots)
134 if(IS_BOT_CLIENT(targ))
137 if (!targ.takedamage)
141 if (PHYS_INPUT_BUTTON_CHAT(targ))
143 if(targ.flags & FL_NOTARGET)
146 if(MUTATOR_CALLHOOK(BotShouldAttack, this, targ))
152 void bot_lagfunc(entity this, float t, float f1, float f2, entity e1, vector v1, vector v2, vector v3, vector v4)
154 if(this.flags & FL_INWATER)
156 this.bot_aimtarg = NULL;
159 this.bot_aimtarg = e1;
160 this.bot_aimlatency = this.ping; // FIXME? Shouldn't this be in the lag item?
161 //this.bot_aimorigin = v1;
162 //this.bot_aimvelocity = v2;
163 this.bot_aimtargorigin = v3;
164 this.bot_aimtargvelocity = v4;
166 this.bot_canfire = (random() < 0.8);
168 this.bot_canfire = (random() < 0.9);
170 this.bot_canfire = (random() < 0.95);
172 this.bot_canfire = 1;
175 float bot_aimdir(entity this, vector v, float maxfiredeviation)
177 float dist, delta_t, blend;
178 vector desiredang, diffang;
180 //dprint("aim ", this.netname, ": old:", vtos(this.v_angle));
181 // make sure v_angle is sane first
182 this.v_angle_y = this.v_angle.y - floor(this.v_angle.y / 360) * 360;
185 // get the desired angles to aim at
186 //dprint(" at:", vtos(v));
188 //te_lightning2(NULL, this.origin + this.view_ofs, this.origin + this.view_ofs + v * 200);
189 if (time >= this.bot_badaimtime)
191 this.bot_badaimtime = max(this.bot_badaimtime + 0.3, time);
192 this.bot_badaimoffset = randomvec() * bound(0, 5 - 0.5 * (skill+this.bot_offsetskill), 5) * autocvar_bot_ai_aimskill_offset;
194 desiredang = vectoangles(v) + this.bot_badaimoffset;
195 //dprint(" desired:", vtos(desiredang));
196 if (desiredang.x >= 180)
197 desiredang.x = desiredang.x - 360;
198 desiredang.x = bound(-90, 0 - desiredang.x, 90);
199 desiredang.z = this.v_angle.z;
200 //dprint(" / ", vtos(desiredang));
202 //// pain throws off aim
203 //if (this.bot_painintensity)
205 // // shake from pain
206 // desiredang = desiredang + randomvec() * this.bot_painintensity * 0.2;
209 // calculate turn angles
210 diffang = (desiredang - this.bot_olddesiredang);
212 diffang.y = diffang.y - floor(diffang.y / 360) * 360;
213 if (diffang.y >= 180)
214 diffang.y = diffang.y - 360;
215 this.bot_olddesiredang = desiredang;
216 //dprint(" diff:", vtos(diffang));
218 delta_t = time-this.bot_prevaimtime;
219 this.bot_prevaimtime = time;
220 // Here we will try to anticipate the comming aiming direction
221 this.bot_1st_order_aimfilter= this.bot_1st_order_aimfilter
222 + (diffang * (1 / delta_t) - this.bot_1st_order_aimfilter) * bound(0, autocvar_bot_ai_aimskill_order_filter_1st,1);
223 this.bot_2nd_order_aimfilter= this.bot_2nd_order_aimfilter
224 + (this.bot_1st_order_aimfilter - this.bot_2nd_order_aimfilter) * bound(0, autocvar_bot_ai_aimskill_order_filter_2nd,1);
225 this.bot_3th_order_aimfilter= this.bot_3th_order_aimfilter
226 + (this.bot_2nd_order_aimfilter - this.bot_3th_order_aimfilter) * bound(0, autocvar_bot_ai_aimskill_order_filter_3th,1);
227 this.bot_4th_order_aimfilter= this.bot_4th_order_aimfilter
228 + (this.bot_3th_order_aimfilter - this.bot_4th_order_aimfilter) * bound(0, autocvar_bot_ai_aimskill_order_filter_4th,1);
229 this.bot_5th_order_aimfilter= this.bot_5th_order_aimfilter
230 + (this.bot_4th_order_aimfilter - this.bot_5th_order_aimfilter) * bound(0, autocvar_bot_ai_aimskill_order_filter_5th,1);
232 //blend = (bound(0,skill,10)*0.1)*((1-bound(0,skill,10)*0.05) ** 2.5)*5.656854249; //Plot formule before changing !
233 blend = bound(0,skill+this.bot_aimskill,10)*0.1;
234 desiredang = desiredang + blend *
236 this.bot_1st_order_aimfilter * autocvar_bot_ai_aimskill_order_mix_1st
237 + this.bot_2nd_order_aimfilter * autocvar_bot_ai_aimskill_order_mix_2nd
238 + this.bot_3th_order_aimfilter * autocvar_bot_ai_aimskill_order_mix_3th
239 + this.bot_4th_order_aimfilter * autocvar_bot_ai_aimskill_order_mix_4th
240 + this.bot_5th_order_aimfilter * autocvar_bot_ai_aimskill_order_mix_5th
243 // calculate turn angles
244 diffang = desiredang - this.bot_mouseaim;
246 diffang.y = diffang.y - floor(diffang.y / 360) * 360;
247 if (diffang.y >= 180)
248 diffang.y = diffang.y - 360;
249 //dprint(" diff:", vtos(diffang));
251 if (time >= this.bot_aimthinktime)
253 this.bot_aimthinktime = max(this.bot_aimthinktime + 0.5 - 0.05*(skill+this.bot_thinkskill), time);
254 this.bot_mouseaim = this.bot_mouseaim + diffang * (1-random()*0.1*bound(1,10-(skill+this.bot_thinkskill),10));
257 //this.v_angle = this.v_angle + diffang * bound(0, r * frametime * (skill * 0.5 + 2), 1);
259 diffang = this.bot_mouseaim - desiredang;
261 diffang.y = diffang.y - floor(diffang.y / 360) * 360;
262 if (diffang.y >= 180)
263 diffang.y = diffang.y - 360;
264 desiredang = desiredang + diffang * bound(0,autocvar_bot_ai_aimskill_think,1);
266 // calculate turn angles
267 diffang = desiredang - this.v_angle;
269 diffang.y = diffang.y - floor(diffang.y / 360) * 360;
270 if (diffang.y >= 180)
271 diffang.y = diffang.y - 360;
272 //dprint(" diff:", vtos(diffang));
275 dist = vlen(diffang);
276 //diffang = diffang + randomvec() * (dist * 0.05 * (3.5 - bound(0, skill, 3)));
279 float r, fixedrate, blendrate;
280 fixedrate = autocvar_bot_ai_aimskill_fixedrate / bound(1,dist,1000);
281 blendrate = autocvar_bot_ai_aimskill_blendrate;
282 r = max(fixedrate, blendrate);
283 //this.v_angle = this.v_angle + diffang * bound(frametime, r * frametime * (2+skill*skill*0.05-random()*0.05*(10-skill)), 1);
284 this.v_angle = this.v_angle + diffang * bound(delta_t, r * delta_t * (2+(skill+this.bot_mouseskill ** 3)*0.005-random()), 1);
285 this.v_angle = this.v_angle * bound(0,autocvar_bot_ai_aimskill_mouse,1) + desiredang * bound(0,(1-autocvar_bot_ai_aimskill_mouse),1);
286 //this.v_angle = this.v_angle + diffang * bound(0, r * frametime * (skill * 0.5 + 2), 1);
287 //this.v_angle = this.v_angle + diffang * (1/ blendrate);
289 this.v_angle_y = this.v_angle.y - floor(this.v_angle.y / 360) * 360;
290 //dprint(" turn:", vtos(this.v_angle));
292 makevectors(this.v_angle);
293 shotorg = this.origin + this.view_ofs;
296 //dprint(" dir:", vtos(v_forward));
297 //te_lightning2(NULL, shotorg, shotorg + shotdir * 100);
299 // calculate turn angles again
300 //diffang = desiredang - this.v_angle;
301 //diffang_y = diffang_y - floor(diffang_y / 360) * 360;
302 //if (diffang_y >= 180)
303 // diffang_y = diffang_y - 360;
305 //dprint("e ", vtos(diffang), " < ", ftos(maxfiredeviation), "\n");
307 // decide whether to fire this time
308 // note the maxfiredeviation is in degrees so this has to convert to radians first
309 //if ((normalize(v) * shotdir) >= cos(maxfiredeviation * (3.14159265358979323846 / 180)))
310 if ((normalize(v) * shotdir) >= cos(maxfiredeviation * (3.14159265358979323846 / 180)))
311 if(vdist(trace_endpos-shotorg, <, 500 + 500 * bound(0, skill + this.bot_aggresskill, 10)) || random()*random()>bound(0,(skill+this.bot_aggresskill)*0.05,1))
312 this.bot_firetimer = time + bound(0.1, 0.5-(skill+this.bot_aggresskill)*0.05, 0.5);
313 //traceline(shotorg,shotorg+shotdir*1000,false,NULL);
314 //dprint(ftos(maxfiredeviation),"\n");
315 //dprint(" diff:", vtos(diffang), "\n");
317 return this.bot_canfire && (time < this.bot_firetimer);
320 vector bot_shotlead(vector targorigin, vector targvelocity, float shotspeed, float shotdelay)
322 // Try to add code here that predicts gravity effect here, no clue HOW to though ... well not yet atleast...
323 return targorigin + targvelocity * (shotdelay + vlen(targorigin - shotorg) / shotspeed);
326 bool bot_aim(entity this, .entity weaponentity, float shotspeed, float shotspeedupward, float maxshottime, bool applygravity)
328 float f, r, hf, distanceratio;
332 dprint("bot_aim(", ftos(shotspeed));
333 dprint(", ", ftos(shotspeedupward));
334 dprint(", ", ftos(maxshottime));
335 dprint(", ", ftos(applygravity));
339 hf = this.dphitcontentsmask;
340 this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
342 shotspeed *= W_WeaponSpeedFactor(this);
343 shotspeedupward *= W_WeaponSpeedFactor(this);
346 LOG_TRACE("bot_aim: WARNING: weapon ", this.(weaponentity).m_weapon.m_name, " shotspeed is zero!");
351 LOG_TRACE("bot_aim: WARNING: weapon ", this.(weaponentity).m_weapon.m_name, " maxshottime is zero!");
354 makevectors(this.v_angle);
355 shotorg = this.origin + this.view_ofs;
357 v = bot_shotlead(this.bot_aimtargorigin, this.bot_aimtargvelocity, shotspeed, this.bot_aimlatency);
358 distanceratio = sqrt(bound(0,skill,10000))*0.3*(vlen(v-shotorg)-100)/autocvar_bot_ai_aimskill_firetolerance_distdegrees;
359 distanceratio = bound(0,distanceratio,1);
360 r = (autocvar_bot_ai_aimskill_firetolerance_maxdegrees-autocvar_bot_ai_aimskill_firetolerance_mindegrees)
361 * (1-distanceratio) + autocvar_bot_ai_aimskill_firetolerance_mindegrees;
362 if (applygravity && this.bot_aimtarg)
364 if (!findtrajectorywithleading(shotorg, '0 0 0', '0 0 0', this.bot_aimtarg, shotspeed, shotspeedupward, maxshottime, 0, this))
366 this.dphitcontentsmask = hf;
370 f = bot_aimdir(this, findtrajectory_velocity - shotspeedupward * '0 0 1', r);
374 f = bot_aimdir(this, v - shotorg, r);
375 //dprint("AIM: ");dprint(vtos(this.bot_aimtargorigin));dprint(" + ");dprint(vtos(this.bot_aimtargvelocity));dprint(" * ");dprint(ftos(this.bot_aimlatency + vlen(this.bot_aimtargorigin - shotorg) / shotspeed));dprint(" = ");dprint(vtos(v));dprint(" : aimdir = ");dprint(vtos(normalize(v - shotorg)));dprint(" : ");dprint(vtos(shotdir));dprint("\n");
376 //traceline(shotorg, shotorg + shotdir * 10000, false, this);
377 //if (trace_ent.takedamage)
378 //if (trace_fraction < 1)
379 //if (!bot_shouldattack(this, trace_ent))
381 traceline(shotorg, this.bot_aimtargorigin, false, this);
382 if (trace_fraction < 1)
383 if (trace_ent != this.enemy)
384 if (!bot_shouldattack(this, trace_ent))
386 this.dphitcontentsmask = hf;
391 //if (r > maxshottime * shotspeed)
393 this.dphitcontentsmask = hf;