+++ /dev/null
-#include "aim.qh"
-#include "../_all.qh"
-
-#include "bot.qh"
-
-#include "../mutators/mutators_include.qh"
-
-// traces multiple trajectories to find one that will impact the target
-// 'end' vector is the place it aims for,
-// returns true only if it hit targ (don't target non-solid entities)
-
-float findtrajectorywithleading(vector org, vector m1, vector m2, entity targ, float shotspeed, float shotspeedupward, float maxtime, float shotdelay, entity ignore)
-{
- float c, savesolid, shottime;
- vector dir, end, v, o;
- if (shotspeed < 1)
- return false; // could cause division by zero if calculated
- if (targ.solid < SOLID_BBOX) // SOLID_NOT and SOLID_TRIGGER
- return false; // could never hit it
- if (!tracetossent)
- tracetossent = spawn();
- tracetossent.owner = ignore;
- setsize(tracetossent, m1, m2);
- savesolid = targ.solid;
- targ.solid = SOLID_NOT;
- o = (targ.absmin + targ.absmax) * 0.5;
- shottime = ((vlen(o - org) / shotspeed) + shotdelay);
- v = targ.velocity * shottime + o;
- tracebox(o, targ.mins, targ.maxs, v, false, targ);
- v = trace_endpos;
- end = v + (targ.mins + targ.maxs) * 0.5;
- if ((vlen(end - org) / shotspeed + 0.2) > maxtime)
- {
- // out of range
- targ.solid = savesolid;
- return false;
- }
-
- if (!tracetossfaketarget)
- tracetossfaketarget = spawn();
- tracetossfaketarget.solid = savesolid;
- tracetossfaketarget.movetype = targ.movetype;
- _setmodel(tracetossfaketarget, targ.model); // no low precision
- tracetossfaketarget.model = targ.model;
- tracetossfaketarget.modelindex = targ.modelindex;
- setsize(tracetossfaketarget, targ.mins, targ.maxs);
- setorigin(tracetossfaketarget, v);
-
- c = 0;
- dir = normalize(end - org);
- while (c < 10) // 10 traces
- {
- setorigin(tracetossent, org); // reset
- tracetossent.velocity = findtrajectory_velocity = normalize(dir) * shotspeed + shotspeedupward * '0 0 1';
- tracetoss(tracetossent, ignore); // love builtin functions...
- if (trace_ent == tracetossfaketarget) // done
- {
- targ.solid = savesolid;
-
- // make it disappear
- tracetossfaketarget.solid = SOLID_NOT;
- tracetossfaketarget.movetype = MOVETYPE_NONE;
- tracetossfaketarget.model = "";
- tracetossfaketarget.modelindex = 0;
- // relink to remove it from physics considerations
- setorigin(tracetossfaketarget, v);
-
- return true;
- }
- dir.z = dir.z + 0.1; // aim up a little more
- c = c + 1;
- }
- targ.solid = savesolid;
-
- // make it disappear
- tracetossfaketarget.solid = SOLID_NOT;
- tracetossfaketarget.movetype = MOVETYPE_NONE;
- tracetossfaketarget.model = "";
- tracetossfaketarget.modelindex = 0;
- // relink to remove it from physics considerations
- setorigin(tracetossfaketarget, v);
-
- // leave a valid one even if it won't reach
- findtrajectory_velocity = normalize(end - org) * shotspeed + shotspeedupward * '0 0 1';
- return false;
-}
-
-void lag_update()
-{SELFPARAM();
- 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;}
- 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;}
- 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;}
- 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;}
- 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;}
-}
-
-float lag_additem(float t, float f1, float f2, entity e1, vector v1, vector v2, vector v3, vector v4)
-{SELFPARAM();
- 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;}
- 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;}
- 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;}
- 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;}
- 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;}
- // no room for it (what is the best thing to do here??)
- return false;
-}
-
-float bot_shouldattack(entity e)
-{SELFPARAM();
- if (e.team == self.team)
- {
- if (e == self)
- return false;
- if (teamplay)
- if (e.team != 0)
- return false;
- }
-
- if(e.frozen)
- return false;
-
- if(teamplay)
- {
- if(e.team==0)
- return false;
- }
- else if(bot_ignore_bots)
- if(IS_BOT_CLIENT(e))
- return false;
-
- if (!e.takedamage)
- return false;
- if (e.deadflag)
- return false;
- if (e.BUTTON_CHAT)
- return false;
- if(e.flags & FL_NOTARGET)
- return false;
-
- if(MUTATOR_CALLHOOK(BotShouldAttack, e))
- return false;
-
- return true;
-}
-
-void bot_lagfunc(float t, float f1, float f2, entity e1, vector v1, vector v2, vector v3, vector v4)
-{SELFPARAM();
- if(self.flags & FL_INWATER)
- {
- self.bot_aimtarg = world;
- return;
- }
- self.bot_aimtarg = e1;
- self.bot_aimlatency = self.ping; // FIXME? Shouldn't this be in the lag item?
- self.bot_aimselforigin = v1;
- self.bot_aimselfvelocity = v2;
- self.bot_aimtargorigin = v3;
- self.bot_aimtargvelocity = v4;
- if(skill <= 0)
- self.bot_canfire = (random() < 0.8);
- else if(skill <= 1)
- self.bot_canfire = (random() < 0.9);
- else if(skill <= 2)
- self.bot_canfire = (random() < 0.95);
- else
- self.bot_canfire = 1;
-}
-
-float bot_aimdir(vector v, float maxfiredeviation)
-{SELFPARAM();
- float dist, delta_t, blend;
- vector desiredang, diffang;
-
- //dprint("aim ", self.netname, ": old:", vtos(self.v_angle));
- // make sure v_angle is sane first
- self.v_angle_y = self.v_angle.y - floor(self.v_angle.y / 360) * 360;
- self.v_angle_z = 0;
-
- // get the desired angles to aim at
- //dprint(" at:", vtos(v));
- v = normalize(v);
- //te_lightning2(world, self.origin + self.view_ofs, self.origin + self.view_ofs + v * 200);
- if (time >= self.bot_badaimtime)
- {
- self.bot_badaimtime = max(self.bot_badaimtime + 0.3, time);
- self.bot_badaimoffset = randomvec() * bound(0, 5 - 0.5 * (skill+self.bot_offsetskill), 5) * autocvar_bot_ai_aimskill_offset;
- }
- desiredang = vectoangles(v) + self.bot_badaimoffset;
- //dprint(" desired:", vtos(desiredang));
- if (desiredang.x >= 180)
- desiredang.x = desiredang.x - 360;
- desiredang.x = bound(-90, 0 - desiredang.x, 90);
- desiredang.z = self.v_angle.z;
- //dprint(" / ", vtos(desiredang));
-
- //// pain throws off aim
- //if (self.bot_painintensity)
- //{
- // // shake from pain
- // desiredang = desiredang + randomvec() * self.bot_painintensity * 0.2;
- //}
-
- // calculate turn angles
- diffang = (desiredang - self.bot_olddesiredang);
- // wrap yaw turn
- diffang.y = diffang.y - floor(diffang.y / 360) * 360;
- if (diffang.y >= 180)
- diffang.y = diffang.y - 360;
- self.bot_olddesiredang = desiredang;
- //dprint(" diff:", vtos(diffang));
-
- delta_t = time-self.bot_prevaimtime;
- self.bot_prevaimtime = time;
- // Here we will try to anticipate the comming aiming direction
- self.bot_1st_order_aimfilter= self.bot_1st_order_aimfilter
- + (diffang * (1 / delta_t) - self.bot_1st_order_aimfilter) * bound(0, autocvar_bot_ai_aimskill_order_filter_1st,1);
- self.bot_2nd_order_aimfilter= self.bot_2nd_order_aimfilter
- + (self.bot_1st_order_aimfilter - self.bot_2nd_order_aimfilter) * bound(0, autocvar_bot_ai_aimskill_order_filter_2nd,1);
- self.bot_3th_order_aimfilter= self.bot_3th_order_aimfilter
- + (self.bot_2nd_order_aimfilter - self.bot_3th_order_aimfilter) * bound(0, autocvar_bot_ai_aimskill_order_filter_3th,1);
- self.bot_4th_order_aimfilter= self.bot_4th_order_aimfilter
- + (self.bot_3th_order_aimfilter - self.bot_4th_order_aimfilter) * bound(0, autocvar_bot_ai_aimskill_order_filter_4th,1);
- self.bot_5th_order_aimfilter= self.bot_5th_order_aimfilter
- + (self.bot_4th_order_aimfilter - self.bot_5th_order_aimfilter) * bound(0, autocvar_bot_ai_aimskill_order_filter_5th,1);
-
- //blend = (bound(0,skill,10)*0.1)*pow(1-bound(0,skill,10)*0.05,2.5)*5.656854249; //Plot formule before changing !
- blend = bound(0,skill+self.bot_aimskill,10)*0.1;
- desiredang = desiredang + blend *
- (
- self.bot_1st_order_aimfilter * autocvar_bot_ai_aimskill_order_mix_1st
- + self.bot_2nd_order_aimfilter * autocvar_bot_ai_aimskill_order_mix_2nd
- + self.bot_3th_order_aimfilter * autocvar_bot_ai_aimskill_order_mix_3th
- + self.bot_4th_order_aimfilter * autocvar_bot_ai_aimskill_order_mix_4th
- + self.bot_5th_order_aimfilter * autocvar_bot_ai_aimskill_order_mix_5th
- );
-
- // calculate turn angles
- diffang = desiredang - self.bot_mouseaim;
- // wrap yaw turn
- diffang.y = diffang.y - floor(diffang.y / 360) * 360;
- if (diffang.y >= 180)
- diffang.y = diffang.y - 360;
- //dprint(" diff:", vtos(diffang));
-
- if (time >= self.bot_aimthinktime)
- {
- self.bot_aimthinktime = max(self.bot_aimthinktime + 0.5 - 0.05*(skill+self.bot_thinkskill), time);
- self.bot_mouseaim = self.bot_mouseaim + diffang * (1-random()*0.1*bound(1,10-(skill+self.bot_thinkskill),10));
- }
-
- //self.v_angle = self.v_angle + diffang * bound(0, r * frametime * (skill * 0.5 + 2), 1);
-
- diffang = self.bot_mouseaim - desiredang;
- // wrap yaw turn
- diffang.y = diffang.y - floor(diffang.y / 360) * 360;
- if (diffang.y >= 180)
- diffang.y = diffang.y - 360;
- desiredang = desiredang + diffang * bound(0,autocvar_bot_ai_aimskill_think,1);
-
- // calculate turn angles
- diffang = desiredang - self.v_angle;
- // wrap yaw turn
- diffang.y = diffang.y - floor(diffang.y / 360) * 360;
- if (diffang.y >= 180)
- diffang.y = diffang.y - 360;
- //dprint(" diff:", vtos(diffang));
-
- // jitter tracking
- dist = vlen(diffang);
- //diffang = diffang + randomvec() * (dist * 0.05 * (3.5 - bound(0, skill, 3)));
-
- // turn
- float r, fixedrate, blendrate;
- fixedrate = autocvar_bot_ai_aimskill_fixedrate / bound(1,dist,1000);
- blendrate = autocvar_bot_ai_aimskill_blendrate;
- r = max(fixedrate, blendrate);
- //self.v_angle = self.v_angle + diffang * bound(frametime, r * frametime * (2+skill*skill*0.05-random()*0.05*(10-skill)), 1);
- self.v_angle = self.v_angle + diffang * bound(delta_t, r * delta_t * (2+pow(skill+self.bot_mouseskill,3)*0.005-random()), 1);
- self.v_angle = self.v_angle * bound(0,autocvar_bot_ai_aimskill_mouse,1) + desiredang * bound(0,(1-autocvar_bot_ai_aimskill_mouse),1);
- //self.v_angle = self.v_angle + diffang * bound(0, r * frametime * (skill * 0.5 + 2), 1);
- //self.v_angle = self.v_angle + diffang * (1/ blendrate);
- self.v_angle_z = 0;
- self.v_angle_y = self.v_angle.y - floor(self.v_angle.y / 360) * 360;
- //dprint(" turn:", vtos(self.v_angle));
-
- makevectors(self.v_angle);
- shotorg = self.origin + self.view_ofs;
- shotdir = v_forward;
-
- //dprint(" dir:", vtos(v_forward));
- //te_lightning2(world, shotorg, shotorg + shotdir * 100);
-
- // calculate turn angles again
- //diffang = desiredang - self.v_angle;
- //diffang_y = diffang_y - floor(diffang_y / 360) * 360;
- //if (diffang_y >= 180)
- // diffang_y = diffang_y - 360;
-
- //dprint("e ", vtos(diffang), " < ", ftos(maxfiredeviation), "\n");
-
- // decide whether to fire this time
- // note the maxfiredeviation is in degrees so this has to convert to radians first
- //if ((normalize(v) * shotdir) >= cos(maxfiredeviation * (3.14159265358979323846 / 180)))
- if ((normalize(v) * shotdir) >= cos(maxfiredeviation * (3.14159265358979323846 / 180)))
- 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))
- self.bot_firetimer = time + bound(0.1, 0.5-(skill+self.bot_aggresskill)*0.05, 0.5);
- //traceline(shotorg,shotorg+shotdir*1000,false,world);
- //dprint(ftos(maxfiredeviation),"\n");
- //dprint(" diff:", vtos(diffang), "\n");
-
- return self.bot_canfire && (time < self.bot_firetimer);
-}
-
-vector bot_shotlead(vector targorigin, vector targvelocity, float shotspeed, float shotdelay)
-{
- // Try to add code here that predicts gravity effect here, no clue HOW to though ... well not yet atleast...
- return targorigin + targvelocity * (shotdelay + vlen(targorigin - shotorg) / shotspeed);
-}
-
-float bot_aim(float shotspeed, float shotspeedupward, float maxshottime, float applygravity)
-{SELFPARAM();
- float f, r, hf, distanceratio;
- vector v;
- /*
- eprint(self);
- dprint("bot_aim(", ftos(shotspeed));
- dprint(", ", ftos(shotspeedupward));
- dprint(", ", ftos(maxshottime));
- dprint(", ", ftos(applygravity));
- dprint(");\n");
- */
-
- hf = self.dphitcontentsmask;
- self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
-
- shotspeed *= W_WeaponSpeedFactor();
- shotspeedupward *= W_WeaponSpeedFactor();
- if (!shotspeed)
- {
- LOG_TRACE("bot_aim: WARNING: weapon ", WEP_NAME(self.weapon), " shotspeed is zero!\n");
- shotspeed = 1000000;
- }
- if (!maxshottime)
- {
- LOG_TRACE("bot_aim: WARNING: weapon ", WEP_NAME(self.weapon), " maxshottime is zero!\n");
- maxshottime = 1;
- }
- makevectors(self.v_angle);
- shotorg = self.origin + self.view_ofs;
- shotdir = v_forward;
- v = bot_shotlead(self.bot_aimtargorigin, self.bot_aimtargvelocity, shotspeed, self.bot_aimlatency);
- distanceratio = sqrt(bound(0,skill,10000))*0.3*(vlen(v-shotorg)-100)/autocvar_bot_ai_aimskill_firetolerance_distdegrees;
- distanceratio = bound(0,distanceratio,1);
- r = (autocvar_bot_ai_aimskill_firetolerance_maxdegrees-autocvar_bot_ai_aimskill_firetolerance_mindegrees)
- * (1-distanceratio) + autocvar_bot_ai_aimskill_firetolerance_mindegrees;
- if (applygravity && self.bot_aimtarg)
- {
- if (!findtrajectorywithleading(shotorg, '0 0 0', '0 0 0', self.bot_aimtarg, shotspeed, shotspeedupward, maxshottime, 0, self))
- {
- self.dphitcontentsmask = hf;
- return false;
- }
-
- f = bot_aimdir(findtrajectory_velocity - shotspeedupward * '0 0 1', r);
- }
- else
- {
- f = bot_aimdir(v - shotorg, r);
- //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");
- //traceline(shotorg, shotorg + shotdir * 10000, false, self);
- //if (trace_ent.takedamage)
- //if (trace_fraction < 1)
- //if (!bot_shouldattack(trace_ent))
- // return false;
- traceline(shotorg, self.bot_aimtargorigin, false, self);
- if (trace_fraction < 1)
- if (trace_ent != self.enemy)
- if (!bot_shouldattack(trace_ent))
- {
- self.dphitcontentsmask = hf;
- return false;
- }
- }
-
- //if (r > maxshottime * shotspeed)
- // return false;
- self.dphitcontentsmask = hf;
- return true;
-}