X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fbot%2Fdefault%2Fhavocbot%2Fhavocbot.qc;h=712157f558b0f3617848eb2ec94b87edbf83691e;hb=d5634fe916916ac8c4ab0984240ac1bf0547e1b3;hp=9321d388c52e6b129990538fb038fa21e6b1d7c2;hpb=50d8efb863874f811bdcc118d7e873836902e453;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/bot/default/havocbot/havocbot.qc b/qcsrc/server/bot/default/havocbot/havocbot.qc index 9321d388c..712157f55 100644 --- a/qcsrc/server/bot/default/havocbot/havocbot.qc +++ b/qcsrc/server/bot/default/havocbot/havocbot.qc @@ -9,6 +9,7 @@ #include "../waypoints.qh" #include +#include #include #include #include @@ -39,13 +40,13 @@ void havocbot_ai(entity this) } else { - if (!this.jumppadcount) + if (!this.jumppadcount && !STAT(FROZEN, this)) this.havocbot_role(this); // little too far down the rabbit hole } // TODO: tracewalk() should take care of this job (better path finding under water) // if we don't have a goal and we're under water look for a waypoint near the "shore" and push it - if(!(IS_DEAD(this))) + if(!(IS_DEAD(this) || STAT(FROZEN, this))) if(!this.goalcurrent) if(this.waterlevel == WATERLEVEL_SWIMMING || (this.aistatus & AI_STATUS_OUT_WATER)) { @@ -82,7 +83,7 @@ void havocbot_ai(entity this) bot_strategytoken_taken = true; } - if(IS_DEAD(this)) + if(IS_DEAD(this) || STAT(FROZEN, this)) return; havocbot_chooseenemy(this); @@ -179,7 +180,7 @@ void havocbot_ai(entity this) // we are currently holding a weapon that's not fully loaded, reload it if(skill >= 2) // bots can only reload the held weapon on purpose past this skill if(this.(weaponentity).clip_load < this.(weaponentity).clip_size) - this.impulse = 20; // "press" the reload button, not sure if this is done right + CS(this).impulse = IMP_weapon_reload.impulse; // not sure if this is done right // if we're not reloading a weapon, switch to any weapon in our invnetory that's not fully loaded to reload it next // the code above executes next frame, starting the reloading then @@ -188,7 +189,10 @@ void havocbot_ai(entity this) { FOREACH(Weapons, it != WEP_Null, LAMBDA( if((this.weapons & (it.m_wepset)) && (it.spawnflags & WEP_FLAG_RELOADABLE) && (this.(weaponentity).weapon_load[it.m_id] < it.reloading_ammo)) + { this.(weaponentity).m_switchweapon = it; + break; + } )); } } @@ -198,74 +202,68 @@ void havocbot_ai(entity this) void havocbot_keyboard_movement(entity this, vector destorg) { vector keyboard; - float blend, maxspeed; - float sk; - - sk = skill + this.bot_moveskill; - - maxspeed = autocvar_sv_maxspeed; - if (time < this.havocbot_keyboardtime) - return; - - this.havocbot_keyboardtime = - max( - this.havocbot_keyboardtime - + 0.05/max(1, sk+this.havocbot_keyboardskill) - + random()*0.025/max(0.00025, skill+this.havocbot_keyboardskill) - , time); - keyboard = this.movement * (1.0 / maxspeed); - - float trigger, trigger1; - blend = bound(0,sk*0.1,1); - trigger = autocvar_bot_ai_keyboard_threshold; - trigger1 = 0 - trigger; - - // categorize forward movement - // at skill < 1.5 only forward - // at skill < 2.5 only individual directions - // at skill < 4.5 only individual directions, and forward diagonals - // at skill >= 4.5, all cases allowed - if (keyboard.x > trigger) - { - keyboard.x = 1; - if (sk < 2.5) - keyboard.y = 0; - } - else if (keyboard.x < trigger1 && sk > 1.5) + if (time > this.havocbot_keyboardtime) { - keyboard.x = -1; + float sk = skill + this.bot_moveskill; + this.havocbot_keyboardtime = + max( + this.havocbot_keyboardtime + + 0.05 / max(1, sk + this.havocbot_keyboardskill) + + random() * 0.025 / max(0.00025, skill + this.havocbot_keyboardskill) + , time); + keyboard = this.movement / autocvar_sv_maxspeed; + + float trigger = autocvar_bot_ai_keyboard_threshold; + float trigger1 = -trigger; + + // categorize forward movement + // at skill < 1.5 only forward + // at skill < 2.5 only individual directions + // at skill < 4.5 only individual directions, and forward diagonals + // at skill >= 4.5, all cases allowed + if (keyboard.x > trigger) + { + keyboard.x = 1; + if (sk < 2.5) + keyboard.y = 0; + } + else if (keyboard.x < trigger1 && sk > 1.5) + { + keyboard.x = -1; + if (sk < 4.5) + keyboard.y = 0; + } + else + { + keyboard.x = 0; + if (sk < 1.5) + keyboard.y = 0; + } if (sk < 4.5) - keyboard.y = 0; - } - else - { - keyboard.x = 0; - if (sk < 1.5) - keyboard.y = 0; - } - if (sk < 4.5) - keyboard.z = 0; + keyboard.z = 0; - if (keyboard.y > trigger) - keyboard.y = 1; - else if (keyboard.y < trigger1) - keyboard.y = -1; - else - keyboard.y = 0; + if (keyboard.y > trigger) + keyboard.y = 1; + else if (keyboard.y < trigger1) + keyboard.y = -1; + else + keyboard.y = 0; - if (keyboard.z > trigger) - keyboard.z = 1; - else if (keyboard.z < trigger1) - keyboard.z = -1; - else - keyboard.z = 0; + if (keyboard.z > trigger) + keyboard.z = 1; + else if (keyboard.z < trigger1) + keyboard.z = -1; + else + keyboard.z = 0; - this.havocbot_keyboard = keyboard * maxspeed; - if (this.havocbot_ducktime>time) PHYS_INPUT_BUTTON_CROUCH(this) = true; + this.havocbot_keyboard = keyboard * autocvar_sv_maxspeed; + if (this.havocbot_ducktime > time) + PHYS_INPUT_BUTTON_CROUCH(this) = true; + } keyboard = this.havocbot_keyboard; - blend = bound(0,vlen(destorg-this.origin)/autocvar_bot_ai_keyboard_distance,1); // When getting close move with 360 degree + float blend = bound(0, vlen(destorg - this.origin) / autocvar_bot_ai_keyboard_distance, 1); // When getting close move with 360 degree //dprint("movement ", vtos(this.movement), " keyboard ", vtos(keyboard), " blend ", ftos(blend), "\n"); this.movement = this.movement + (keyboard - this.movement) * blend; } @@ -286,7 +284,8 @@ void havocbot_bunnyhop(entity this, vector dir) maxspeed = autocvar_sv_maxspeed; - if(this.aistatus & AI_STATUS_DANGER_AHEAD) + if(this.aistatus & AI_STATUS_RUNNING && vdist(this.velocity, <, autocvar_sv_maxspeed * 0.75) + || this.aistatus & AI_STATUS_DANGER_AHEAD) { this.aistatus &= ~AI_STATUS_RUNNING; PHYS_INPUT_BUTTON_JUMP(this) = false; @@ -312,7 +311,7 @@ void havocbot_bunnyhop(entity this, vector dir) // Run only to visible goals if(IS_ONGROUND(this)) - if(this.speed==maxspeed) + if(vlen(this.velocity - eZ * this.velocity.z) >= autocvar_sv_maxspeed) // if -really- running if(checkpvs(this.origin + this.view_ofs, this.goalcurrent)) { this.bot_lastseengoal = this.goalcurrent; @@ -414,6 +413,9 @@ void havocbot_bunnyhop(entity this, vector dir) #endif } +.entity goalcurrent_prev; +.float goalcurrent_distance; +.float goalcurrent_distance_time; void havocbot_movetogoal(entity this) { vector destorg; @@ -424,7 +426,6 @@ void havocbot_movetogoal(entity this) vector m2; vector evadeobstacle; vector evadelava; - float s; float maxspeed; vector gco; //float dist; @@ -468,7 +469,7 @@ void havocbot_movetogoal(entity this) dxy = this.origin - ( ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5 ); dxy.z = 0; d = vlen(dxy); v = vlen(this.velocity - this.velocity.z * '0 0 1'); - db = (pow(v,2) / (autocvar_g_jetpack_acceleration_side * 2)) + 100; + db = ((v ** 2) / (autocvar_g_jetpack_acceleration_side * 2)) + 100; // dprint("distance ", ftos(ceil(d)), " velocity ", ftos(ceil(v)), " brake at ", ftos(ceil(db)), "\n"); if(d < db || d < 500) { @@ -513,7 +514,9 @@ void havocbot_movetogoal(entity this) if(fabs(this.velocity.z)<50) { entity newgoal = NULL; - IL_EACH(g_waypoints, vdist(it.origin - this.origin, <=, 1000), + if (vdist(this.origin - this.goalcurrent.origin, <, 150)) + this.aistatus &= ~AI_STATUS_OUT_JUMPPAD; + else IL_EACH(g_waypoints, vdist(it.origin - this.origin, <=, 1000), { traceline(this.origin + this.view_ofs, ((it.absmin + it.absmax) * 0.5), true, this); @@ -540,12 +543,10 @@ void havocbot_movetogoal(entity this) } else { - if(this.velocity.z>0) + if(time - this.lastteleporttime > 0.3 && this.velocity.z > 0) { - float threshold; vector velxy = this.velocity; velxy_z = 0; - threshold = maxspeed * 0.2; - if(vdist(velxy, <, threshold)) + if(vdist(velxy, <, autocvar_sv_maxspeed * 0.2)) { LOG_TRACE("Warning: ", this.netname, " got stuck on a jumppad (velocity in xy is ", vtos(velxy), "), trying to get out of it now"); this.aistatus |= AI_STATUS_OUT_JUMPPAD; @@ -607,7 +608,7 @@ void havocbot_movetogoal(entity this) return; } - else if(this.health>WEP_CVAR(devastator, damage)*0.5) + else if(this.health > WEP_CVAR(devastator, damage) * 0.5 * ((this.strength_finished < time) ? autocvar_g_balance_powerup_strength_selfdamage : 1)) { if(this.velocity.z < 0) { @@ -670,7 +671,39 @@ void havocbot_movetogoal(entity this) if (this.goalcurrent == NULL) return; - navigation_poptouchedgoals(this); + + bool locked_goal = false; + if(this.goalentity && wasfreed(this.goalentity)) + { + navigation_clearroute(this); + this.bot_strategytime = 0; + return; + } + else if(this.goalentity.bot_pickup) + { + if(this.goalentity.bot_pickup_respawning) + { + if(this.goalentity.solid) // item respawned + this.goalentity.bot_pickup_respawning = false; + else if(time < this.goalentity.scheduledrespawntime - 10) // item already taken (by someone else) + { + this.goalentity.bot_pickup_respawning = false; + navigation_clearroute(this); + this.bot_strategytime = 0; + return; + } + else if(this.goalentity == this.goalcurrent) + locked_goal = true; // wait for item to respawn + } + else if(!this.goalentity.solid) + { + navigation_clearroute(this); + this.bot_strategytime = 0; + return; + } + } + if(!locked_goal) + navigation_poptouchedgoals(this); // if ran out of goals try to use an alternative goal or get a new strategy asap if(this.goalcurrent == NULL) @@ -703,6 +736,8 @@ void havocbot_movetogoal(entity this) evadeobstacle = '0 0 0'; evadelava = '0 0 0'; + this.aistatus &= ~AI_STATUS_DANGER_AHEAD; + makevectors(this.v_angle.y * '0 1 0'); if (this.waterlevel) { if(this.waterlevel>WATERLEVEL_SWIMMING) @@ -719,69 +754,73 @@ void havocbot_movetogoal(entity this) PHYS_INPUT_BUTTON_JUMP(this) = false; } dir = normalize(flatdir); - makevectors(this.v_angle.y * '0 1 0'); } else { + float s; + vector offset; if(this.aistatus & AI_STATUS_OUT_WATER) this.aistatus &= ~AI_STATUS_OUT_WATER; // jump if going toward an obstacle that doesn't look like stairs we // can walk up directly - tracebox(this.origin, this.mins, this.maxs, this.origin + this.velocity * 0.2, false, this); + offset = (vdist(this.velocity, >, 32) ? this.velocity * 0.2 : v_forward * 32); + tracebox(this.origin, this.mins, this.maxs, this.origin + offset, false, this); if (trace_fraction < 1) if (trace_plane_normal.z < 0.7) { s = trace_fraction; - tracebox(this.origin + stepheightvec, this.mins, this.maxs, this.origin + this.velocity * 0.2 + stepheightvec, false, this); + tracebox(this.origin + stepheightvec, this.mins, this.maxs, this.origin + offset + stepheightvec, false, this); if (trace_fraction < s + 0.01) if (trace_plane_normal.z < 0.7) { s = trace_fraction; - tracebox(this.origin + jumpstepheightvec, this.mins, this.maxs, this.origin + this.velocity * 0.2 + jumpstepheightvec, false, this); + tracebox(this.origin + jumpstepheightvec, this.mins, this.maxs, this.origin + offset + jumpstepheightvec, false, this); if (trace_fraction > s) PHYS_INPUT_BUTTON_JUMP(this) = true; } } - // avoiding dangers and obstacles - vector dst_ahead = this.origin + this.view_ofs + this.velocity * 0.5; - vector dst_down = dst_ahead - '0 0 3000'; - - // Look ahead - traceline(this.origin + this.view_ofs, dst_ahead, true, NULL); - - // Check head-banging against walls - if(vdist(this.origin + this.view_ofs - trace_endpos, <, 25) && !(this.aistatus & AI_STATUS_OUT_WATER)) + // if bot for some reason doesn't get close to the current goal find another one + if(!IS_PLAYER(this.goalcurrent) && !(this.goalcurrent.bot_pickup_respawning && this.goalcurrent_distance < 50)) { - PHYS_INPUT_BUTTON_JUMP(this) = true; - if(this.facingwalltime && time > this.facingwalltime) + float curr_dist = vlen(this.origin - this.goalcurrent.origin); + if(this.goalcurrent != this.goalcurrent_prev) { - this.ignoregoal = this.goalcurrent; - this.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout; - this.bot_strategytime = 0; - return; + this.goalcurrent_prev = this.goalcurrent; + this.goalcurrent_distance = curr_dist; + this.goalcurrent_distance_time = 0; } - else + else if(curr_dist > this.goalcurrent_distance) { - this.facingwalltime = time + 0.05; + if(!this.goalcurrent_distance_time) + this.goalcurrent_distance_time = time; + else if (time - this.goalcurrent_distance_time > 0.5) + { + this.goalcurrent_prev = NULL; + navigation_clearroute(this); + this.bot_strategytime = 0; + return; + } } - } - else - { - this.facingwalltime = 0; - - if(this.ignoregoal != NULL && time > this.ignoregoaltime) + else { - this.ignoregoal = NULL; - this.ignoregoaltime = 0; + // reduce it a little bit so it works even with very small approaches to the goal + this.goalcurrent_distance = max(20, curr_dist - 15); + this.goalcurrent_distance_time = 0; } } // Check for water/slime/lava and dangerous edges // (only when the bot is on the ground or jumping intentionally) - this.aistatus &= ~AI_STATUS_DANGER_AHEAD; + vector dst_ahead = this.origin + this.view_ofs + offset; + vector dst_down = dst_ahead - '0 0 3000'; + traceline(this.origin + this.view_ofs, dst_ahead, true, NULL); + + bool unreachable = false; + bool ignorehazards = false; + s = CONTENT_SOLID; if(trace_fraction == 1 && this.jumppadcount == 0 && !this.goalcurrent.wphardwired ) if((IS_ONGROUND(this)) || (this.aistatus & AI_STATUS_RUNNING) || (this.aistatus & AI_STATUS_ROAMING) || PHYS_INPUT_BUTTON_JUMP(this)) { @@ -794,7 +833,16 @@ void havocbot_movetogoal(entity this) s = pointcontents(trace_endpos + '0 0 1'); if (s != CONTENT_SOLID) if (s == CONTENT_LAVA || s == CONTENT_SLIME) + { evadelava = normalize(this.velocity) * -1; + if(this.waterlevel >= WATERLEVEL_WETFEET && (this.watertype == CONTENT_LAVA || this.watertype == CONTENT_SLIME)) + ignorehazards = true; + } + else if (s == CONTENT_WATER) + { + if(this.waterlevel >= WATERLEVEL_WETFEET && this.watertype == CONTENT_WATER) + ignorehazards = true; + } else if (s == CONTENT_SKY) evadeobstacle = normalize(this.velocity) * -1; else if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos)) @@ -805,11 +853,9 @@ void havocbot_movetogoal(entity this) if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos)) { if (gco.z > this.origin.z + jumpstepheightvec.z) - { + { // the goal is probably on an upper platform, assume bot can't get there - LOG_TRACE("bot ", this.netname, " avoided the goal ", this.goalcurrent.classname, " ", etos(this.goalcurrent), " because it led to a dangerous path; goal stack cleared"); - navigation_clearroute(this); - this.bot_strategytime = 0; + unreachable = true; } else evadelava = normalize(this.velocity) * -1; @@ -823,8 +869,18 @@ void havocbot_movetogoal(entity this) evadelava.z = 0; makevectors(this.v_angle.y * '0 1 0'); - if(evadeobstacle!='0 0 0'||evadelava!='0 0 0') - this.aistatus |= AI_STATUS_DANGER_AHEAD; + if(evadeobstacle || evadelava || (s == CONTENT_WATER)) + { + if(!ignorehazards) + this.aistatus |= AI_STATUS_DANGER_AHEAD; + if(IS_PLAYER(this.goalcurrent)) + unreachable = true; + } + if(unreachable) + { + navigation_clearroute(this); + this.bot_strategytime = 0; + } } dodge = havocbot_dodge(this); @@ -1022,13 +1078,10 @@ float havocbot_chooseweapon_checkreload(entity this, .entity weaponentity, int n // if this weapon is scheduled for reloading, don't switch to it during combat if (this.(weaponentity).weapon_load[new_weapon] < 0) { - bool other_weapon_available = false; FOREACH(Weapons, it != WEP_Null, LAMBDA( if(it.wr_checkammo1(it, this, weaponentity) + it.wr_checkammo2(it, this, weaponentity)) - other_weapon_available = true; + return true; // other weapon available )); - if(other_weapon_available) - return true; } return false; @@ -1088,7 +1141,7 @@ void havocbot_chooseweapon(entity this, .entity weaponentity) this.lastcombotime = time; } - distance *= pow(2, this.bot_rangepreference); + distance *= (2 ** this.bot_rangepreference); // Custom weapon list based on distance to the enemy if(bot_custom_weapon){ @@ -1137,18 +1190,16 @@ void havocbot_chooseweapon(entity this, .entity weaponentity) void havocbot_aim(entity this) { - vector myvel, enemyvel; -// if(this.flags & FL_INWATER) -// return; if (time < this.nextaim) return; this.nextaim = time + 0.1; - myvel = this.velocity; + vector myvel = this.velocity; if (!this.waterlevel) myvel.z = 0; - if (this.enemy) + if(MUTATOR_CALLHOOK(HavocBot_Aim, this)) { /* do nothing */ } + else if (this.enemy) { - enemyvel = this.enemy.velocity; + vector enemyvel = this.enemy.velocity; if (!this.enemy.waterlevel) enemyvel.z = 0; lag_additem(this, time + this.ping, 0, 0, this.enemy, this.origin, myvel, (this.enemy.absmin + this.enemy.absmax) * 0.5, enemyvel); @@ -1165,7 +1216,7 @@ bool havocbot_moveto_refresh_route(entity this) navigation_goalrating_start(this); navigation_routerating(this, wp, 10000, 10000); navigation_goalrating_end(this); - return this.navigation_hasgoals; + return (this.goalentity != NULL); } float havocbot_moveto(entity this, vector pos)