3 #include <common/physics/player.qh>
4 #include <common/state.qh>
5 #include <common/stats.qh>
6 #include <common/weapons/_all.qh>
7 #include <server/bot/default/bot.qh>
8 #include <server/bot/default/cvars.qh>
9 #include <server/mutators/_mod.qh>
10 #include <server/weapons/weaponsystem.qh>
12 // traces multiple trajectories to find one that will impact the target
13 // 'end' vector is the place it aims for,
14 // returns true only if it hit targ (don't target non-solid entities)
16 float findtrajectorywithleading(vector org, vector m1, vector m2, entity targ, float shotspeed, float shotspeedupward, float maxtime, float shotdelay, entity ignore)
18 float c, savesolid, shottime;
19 vector dir, end, v, o;
21 return false; // could cause division by zero if calculated
22 if (targ.solid < SOLID_BBOX) // SOLID_NOT and SOLID_TRIGGER
23 return false; // could never hit it
25 tracetossent = new(tracetossent);
26 tracetossent.owner = ignore;
27 setsize(tracetossent, m1, m2);
28 savesolid = targ.solid;
29 targ.solid = SOLID_NOT;
30 o = (targ.absmin + targ.absmax) * 0.5;
31 shottime = ((vlen(o - org) / shotspeed) + shotdelay);
32 v = targ.velocity * shottime + o;
33 tracebox(o, targ.mins, targ.maxs, v, false, targ);
35 end = v + (targ.mins + targ.maxs) * 0.5;
36 if ((vlen(end - org) / shotspeed + 0.2) > maxtime)
39 targ.solid = savesolid;
43 if (!tracetossfaketarget)
44 tracetossfaketarget = new(tracetossfaketarget);
45 tracetossfaketarget.solid = savesolid;
46 set_movetype(tracetossfaketarget, targ.move_movetype);
47 _setmodel(tracetossfaketarget, targ.model); // no low precision
48 tracetossfaketarget.model = targ.model;
49 tracetossfaketarget.modelindex = targ.modelindex;
50 setsize(tracetossfaketarget, targ.mins, targ.maxs);
51 setorigin(tracetossfaketarget, v);
54 dir = normalize(end - org);
55 while (c < 10) // 10 traces
57 setorigin(tracetossent, org); // reset
58 tracetossent.velocity = findtrajectory_velocity = normalize(dir) * shotspeed + shotspeedupward * '0 0 1';
59 tracetoss(tracetossent, ignore); // love builtin functions...
60 if (trace_ent == tracetossfaketarget) // done
62 targ.solid = savesolid;
65 tracetossfaketarget.solid = SOLID_NOT;
66 set_movetype(tracetossfaketarget, MOVETYPE_NONE);
67 tracetossfaketarget.model = "";
68 tracetossfaketarget.modelindex = 0;
69 // relink to remove it from physics considerations
70 setorigin(tracetossfaketarget, v);
74 dir.z = dir.z + 0.1; // aim up a little more
77 targ.solid = savesolid;
80 tracetossfaketarget.solid = SOLID_NOT;
81 set_movetype(tracetossfaketarget, MOVETYPE_NONE);
82 tracetossfaketarget.model = "";
83 tracetossfaketarget.modelindex = 0;
84 // relink to remove it from physics considerations
85 setorigin(tracetossfaketarget, v);
87 // leave a valid one even if it won't reach
88 findtrajectory_velocity = normalize(end - org) * shotspeed + shotspeedupward * '0 0 1';
92 void lag_update(entity this)
94 if (this.lag1_time && 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; }
95 if (this.lag2_time && 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; }
96 if (this.lag3_time && 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; }
97 if (this.lag4_time && 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; }
98 if (this.lag5_time && 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; }
101 float lag_additem(entity this, float t, float f1, float f2, entity e1, vector v1, vector v2, vector v3, vector v4)
103 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;}
104 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;}
105 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;}
106 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;}
107 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;}
108 // no room for it (what is the best thing to do here??)
112 bool bot_shouldattack(entity this, entity targ)
114 if (targ.team == this.team)
123 if(STAT(FROZEN, targ))
131 else if (autocvar_bot_ignore_bots && IS_BOT_CLIENT(targ))
134 if (!targ.takedamage)
138 if (PHYS_INPUT_BUTTON_CHAT(targ) && !autocvar_bot_typefrag)
140 if(targ.flags & FL_NOTARGET)
142 if(targ.alpha <= 0.1 && targ.alpha != 0)
143 return false; // invisible via alpha
145 if(MUTATOR_CALLHOOK(BotShouldAttack, this, targ))
151 void bot_lagfunc(entity this, float t, float f1, float f2, entity e1, vector v1, vector v2, vector v3, vector v4)
153 this.bot_aimtarg = e1;
154 this.bot_aimlatency = CS(this).ping; // FIXME? Shouldn't this be in the lag item?
155 //this.bot_aimorigin = v1;
156 //this.bot_aimvelocity = v2;
157 this.bot_aimtargorigin = v3;
158 this.bot_aimtargvelocity = v4;
161 // this function should be called after bot_aim so the aim is reset the next frame
162 void bot_aim_reset(entity this)
164 this.bot_mouseaim = this.v_angle;
165 this.bot_olddesiredang = this.v_angle;
166 this.bot_aimdir_executed = true;
167 this.bot_badaimtime = 0;
168 this.bot_aimthinktime = time;
169 this.bot_prevaimtime = time;
170 this.bot_1st_order_aimfilter = '0 0 0';
171 this.bot_2nd_order_aimfilter = '0 0 0';
172 this.bot_3th_order_aimfilter = '0 0 0';
173 this.bot_4th_order_aimfilter = '0 0 0';
174 this.bot_5th_order_aimfilter = '0 0 0';
175 this.bot_firetimer = 0;
178 void bot_aimdir(entity this, vector v, float maxfiredeviation)
180 float dist, delta_t, blend;
181 vector desiredang, diffang;
183 this.bot_aimdir_executed = true;
185 //dprint("aim ", this.netname, ": old:", vtos(this.v_angle));
186 // make sure v_angle is sane first
187 this.v_angle_y = this.v_angle.y - floor(this.v_angle.y / 360) * 360;
190 // make work bot_aim_reset even if called before this function
191 if (this.bot_prevaimtime == time)
194 // invalid aim dir (can happen when bot overlaps target)
197 float skill_save = skill;
198 // allow turning in a more natural way when bot is walking
199 if (!this.bot_aimtarg)
200 skill = max(4, skill);
202 // get the desired angles to aim at
203 //dprint(" at:", vtos(v));
205 //te_lightning2(NULL, this.origin + this.view_ofs, this.origin + this.view_ofs + v * 200);
206 if (time >= this.bot_badaimtime)
208 this.bot_badaimtime = max(this.bot_badaimtime + 0.2 + 0.3 * random(), time);
209 int f = bound(0, 1 - 0.1 * (skill + this.bot_offsetskill), 1);
210 this.bot_badaimoffset = randomvec() * f * autocvar_bot_ai_aimskill_offset;
211 this.bot_badaimoffset.x *= 0.7; // smaller vertical offset
213 float enemy_factor = ((this.bot_aimtarg) ? 5 : 2);
214 // apply enemy_factor every frame so that the bigger offset is applied instantly when the bot aims to a new target
215 desiredang = vectoangles(v) + this.bot_badaimoffset * enemy_factor;
216 //dprint(" desired:", vtos(desiredang));
217 if (desiredang.x >= 180)
218 desiredang.x = desiredang.x - 360;
219 desiredang.x = bound(-90, 0 - desiredang.x, 90);
220 desiredang.z = this.v_angle.z;
221 //dprint(" / ", vtos(desiredang));
223 //// pain throws off aim
224 //if (this.bot_painintensity)
226 // // shake from pain
227 // desiredang = desiredang + randomvec() * this.bot_painintensity * 0.2;
230 // calculate turn angles
231 diffang = (desiredang - this.bot_olddesiredang);
233 diffang.y = diffang.y - floor(diffang.y / 360) * 360;
234 if (diffang.y >= 180)
235 diffang.y = diffang.y - 360;
236 this.bot_olddesiredang = desiredang;
237 //dprint(" diff:", vtos(diffang));
239 delta_t = time-this.bot_prevaimtime;
240 this.bot_prevaimtime = time;
241 // Here we will try to anticipate the comming aiming direction
242 this.bot_1st_order_aimfilter= this.bot_1st_order_aimfilter
243 + (diffang * (1 / delta_t) - this.bot_1st_order_aimfilter) * bound(0, autocvar_bot_ai_aimskill_order_filter_1st,1);
244 this.bot_2nd_order_aimfilter= this.bot_2nd_order_aimfilter
245 + (this.bot_1st_order_aimfilter - this.bot_2nd_order_aimfilter) * bound(0, autocvar_bot_ai_aimskill_order_filter_2nd,1);
246 this.bot_3th_order_aimfilter= this.bot_3th_order_aimfilter
247 + (this.bot_2nd_order_aimfilter - this.bot_3th_order_aimfilter) * bound(0, autocvar_bot_ai_aimskill_order_filter_3th,1);
248 this.bot_4th_order_aimfilter= this.bot_4th_order_aimfilter
249 + (this.bot_3th_order_aimfilter - this.bot_4th_order_aimfilter) * bound(0, autocvar_bot_ai_aimskill_order_filter_4th,1);
250 this.bot_5th_order_aimfilter= this.bot_5th_order_aimfilter
251 + (this.bot_4th_order_aimfilter - this.bot_5th_order_aimfilter) * bound(0, autocvar_bot_ai_aimskill_order_filter_5th,1);
253 //blend = (bound(0,skill,10)*0.1)*((1-bound(0,skill,10)*0.05) ** 2.5)*5.656854249; //Plot formule before changing !
254 blend = bound(0,skill+this.bot_aimskill,10)*0.1;
255 desiredang = desiredang + blend *
257 this.bot_1st_order_aimfilter * autocvar_bot_ai_aimskill_order_mix_1st
258 + this.bot_2nd_order_aimfilter * autocvar_bot_ai_aimskill_order_mix_2nd
259 + this.bot_3th_order_aimfilter * autocvar_bot_ai_aimskill_order_mix_3th
260 + this.bot_4th_order_aimfilter * autocvar_bot_ai_aimskill_order_mix_4th
261 + this.bot_5th_order_aimfilter * autocvar_bot_ai_aimskill_order_mix_5th
263 desiredang.x = bound(-90, desiredang.x, 90);
265 // calculate turn angles
266 diffang = desiredang - this.bot_mouseaim;
268 diffang.y = diffang.y - floor(diffang.y / 360) * 360;
269 if (diffang.y >= 180)
270 diffang.y = diffang.y - 360;
271 //dprint(" diff:", vtos(diffang));
273 if (time >= this.bot_aimthinktime)
275 this.bot_aimthinktime = max(this.bot_aimthinktime + 0.5 - 0.05*(skill+this.bot_thinkskill), time);
276 this.bot_mouseaim = this.bot_mouseaim + diffang * (1-random()*0.1*bound(1,10-(skill+this.bot_thinkskill),10));
279 //this.v_angle = this.v_angle + diffang * bound(0, r * frametime * (skill * 0.5 + 2), 1);
281 diffang = this.bot_mouseaim - desiredang;
283 diffang.y = diffang.y - floor(diffang.y / 360) * 360;
284 if (diffang.y >= 180)
285 diffang.y = diffang.y - 360;
286 desiredang = desiredang + diffang * bound(0,autocvar_bot_ai_aimskill_think,1);
288 // calculate turn angles
289 diffang = desiredang - this.v_angle;
291 diffang.y = diffang.y - floor(diffang.y / 360) * 360;
292 if (diffang.y >= 180)
293 diffang.y = diffang.y - 360;
294 //dprint(" diff:", vtos(diffang));
297 dist = vlen(diffang);
298 //diffang = diffang + randomvec() * (dist * 0.05 * (3.5 - bound(0, skill, 3)));
301 float r, fixedrate, blendrate;
302 fixedrate = autocvar_bot_ai_aimskill_fixedrate / bound(1,dist,1000);
303 blendrate = autocvar_bot_ai_aimskill_blendrate;
304 r = max(fixedrate, blendrate);
305 //this.v_angle = this.v_angle + diffang * bound(frametime, r * frametime * (2+skill*skill*0.05-random()*0.05*(10-skill)), 1);
306 r = bound(delta_t, r * delta_t * (2 + ((skill + this.bot_mouseskill) ** 3) * 0.005 - random()), 1);
307 this.v_angle += diffang * (r + (1 - r) * bound(0, 1 - autocvar_bot_ai_aimskill_mouse, 1));
309 this.v_angle_y = this.v_angle.y - floor(this.v_angle.y / 360) * 360;
310 //dprint(" turn:", vtos(this.v_angle));
314 if (maxfiredeviation <= 0)
317 if (!autocvar_bot_ai_aimskill_firetolerance)
319 this.bot_firetimer = time + 0.2;
323 makevectors(this.v_angle);
324 shotorg = this.origin + this.view_ofs;
327 // decide whether to fire this time
328 // v is the calculated trajectory, shotdir is bot view direction
329 // NOTE: checking if (v * shotdir > cos(maxfiredeviation * DEG2RAD)) would be cheaper
330 // but it gets evaluated to true even if v and shotdir have nearly opposite direction
331 vector deviation = vectoangles(v) - vectoangles(shotdir);
332 while (deviation.x < -180) deviation.x += 360; while (deviation.x > 180) deviation.x -= 360;
333 while (deviation.y < -180) deviation.y += 360; while (deviation.y > 180) deviation.y -= 360;
334 if (fabs(deviation.x) < maxfiredeviation && fabs(deviation.y) < maxfiredeviation)
336 traceline(shotorg, shotorg + shotdir * 1000, false, NULL);
337 if (vdist(trace_endpos - shotorg, <, 500 + 500 * bound(0, skill + this.bot_aggresskill, 10))
338 || random() * random() > bound(0, (skill + this.bot_aggresskill) * 0.05, 1))
340 this.bot_firetimer = time + bound(0.1, 0.5 - (skill + this.bot_aggresskill) * 0.05, 0.5);
345 vector bot_shotlead(vector targorigin, vector targvelocity, float shotspeed, float shotdelay)
347 // Try to add code here that predicts gravity effect here, no clue HOW to though ... well not yet atleast...
348 return targorigin + targvelocity * (shotdelay + vlen(targorigin - shotorg) / shotspeed);
351 bool bot_aim(entity this, .entity weaponentity, float shotspeed, float shotspeedupward, float maxshottime, bool applygravity, bool shot_accurate)
353 float hf, distanceratio;
355 hf = this.dphitcontentsmask;
356 this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
358 float speed_factor = W_WeaponSpeedFactor(this);
359 shotspeed *= speed_factor;
360 shotspeedupward *= speed_factor;
363 LOG_TRACE("bot_aim: WARNING: weapon ", this.(weaponentity).m_weapon.m_name, " shotspeed is zero!");
368 LOG_TRACE("bot_aim: WARNING: weapon ", this.(weaponentity).m_weapon.m_name, " maxshottime is zero!");
371 makevectors(this.v_angle);
372 shotorg = this.origin + this.view_ofs;
374 v = bot_shotlead(this.bot_aimtargorigin, this.bot_aimtargvelocity, shotspeed, this.bot_aimlatency);
376 // this formula was created starting from empiric values of distance and max hit angle
377 // with a player as target (32 qu wide) from the center of it right in front of the bot
378 // distance: 32 50 75 100 150 200 300 400 500
379 // max ang: 44 24 15.1 10.5 6.5 4.9 3.1 2.3 1.8
380 float dist = max(10, vlen(v - shotorg));
381 float maxfiredeviation = 1000 / (dist - 9) - 0.35;
383 float f = (shot_accurate) ? 1 : 1.6;
384 f += bound(0, (10 - (skill + this.bot_aimskill)) * 0.3, 3);
385 maxfiredeviation = min(90, maxfiredeviation * f);
387 if (applygravity && this.bot_aimtarg)
389 if (!findtrajectorywithleading(shotorg, '0 0 0', '0 0 0', this.bot_aimtarg, shotspeed, shotspeedupward, maxshottime, 0, this))
391 this.dphitcontentsmask = hf;
395 bot_aimdir(this, findtrajectory_velocity - shotspeedupward * '0 0 1', maxfiredeviation);
399 bot_aimdir(this, v - shotorg, maxfiredeviation);
400 //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");
401 //traceline(shotorg, shotorg + shotdir * 10000, false, this);
402 //if (trace_ent.takedamage)
403 //if (trace_fraction < 1)
404 //if (!bot_shouldattack(this, trace_ent))
406 traceline(shotorg, this.bot_aimtargorigin, false, this);
407 if (trace_fraction < 1)
408 if (trace_ent != this.enemy)
409 if (!bot_shouldattack(this, trace_ent))
411 this.dphitcontentsmask = hf;
416 if (time > this.bot_firetimer)
418 this.dphitcontentsmask = hf;
422 //if (r > maxshottime * shotspeed)
424 this.dphitcontentsmask = hf;