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Initial checkout of Vore Tournament 0.1.alpha.
[voretournament/voretournament.git] / data / qcsrc / server / bot / aim.qc
1
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)
5
6 float findtrajectorywithleading(vector org, vector m1, vector m2, entity targ, float shotspeed, float shotspeedupward, float maxtime, float shotdelay, entity ignore)
7 {
8         local float c, savesolid, shottime;
9         local vector dir, end, v;
10         if (shotspeed < 1)
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
14         if (!tracetossent)
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);
23         v = trace_endpos;
24         end = v + (targ.mins + targ.maxs) * 0.5;
25         if ((vlen(end - org) / shotspeed + 0.2) > maxtime)
26         {
27                 // out of range
28                 targ.solid = savesolid;
29                 return FALSE;
30         }
31
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);
41
42         c = 0;
43         dir = normalize(end - org);
44         while (c < 10) // 10 traces
45         {
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
50                 {
51                         targ.solid = savesolid;
52
53                         // make it disappear
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);
60
61                         return TRUE;
62                 }
63                 dir_z = dir_z + 0.1; // aim up a little more
64                 c = c + 1;
65         }
66         targ.solid = savesolid;
67
68         // make it disappear
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);
75
76         // leave a valid one even if it won't reach
77         findtrajectory_velocity = normalize(end - org) * shotspeed + shotspeedupward * '0 0 1';
78         return FALSE;
79 };
80
81 void lag_update()
82 {
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;}
88 };
89
90 float lag_additem(float t, float f1, float f2, entity e1, vector v1, vector v2, vector v3, vector v4)
91 {
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??)
98         return FALSE;
99 };
100
101 float bot_shouldattack(entity e)
102 {
103         if (e.team == self.team)
104         {
105                 if (e == self)
106                         return FALSE;
107                 if (teams_matter)
108                 if (e.team != 0)
109                         return FALSE;
110         }
111
112         if(teams_matter)
113         {
114                 if(e.team==0)
115                         return FALSE;
116         }
117         else if(bot_ignore_bots)
118                 if(clienttype(e) == CLIENTTYPE_BOT)
119                         return FALSE;
120
121         if (!e.takedamage)
122                 return FALSE;
123         if (e.deadflag)
124                 return FALSE;
125         if (e.BUTTON_CHAT)
126                 return FALSE;
127         if(e.flags & FL_NOTARGET)
128                 return FALSE;
129         return TRUE;
130 };
131
132 void bot_lagfunc(float t, float f1, float f2, entity e1, vector v1, vector v2, vector v3, vector v4)
133 {
134         if(self.flags & FL_INWATER)
135         {
136                 self.bot_aimtarg = world;
137                 return;
138         }
139         self.bot_aimtarg = e1;
140         self.bot_aimlatency = self.ping; // FIXME?  Shouldn't this be in the lag item?
141         self.bot_aimselforigin = v1;
142         self.bot_aimselfvelocity = v2;
143         self.bot_aimtargorigin = v3;
144         self.bot_aimtargvelocity = v4;
145         if(skill <= 0)
146                 self.bot_canfire = (random() < 0.8);
147         else if(skill <= 1)
148                 self.bot_canfire = (random() < 0.9);
149         else if(skill <= 2)
150                 self.bot_canfire = (random() < 0.95);
151         else
152                 self.bot_canfire = 1;
153 };
154
155 float bot_aimdir(vector v, float maxfiredeviation)
156 {
157         local float dist, delta_t, blend;
158         local vector desiredang, diffang;
159
160         //dprint("aim ", self.netname, ": old:", vtos(self.v_angle));
161         // make sure v_angle is sane first
162         self.v_angle_y = self.v_angle_y - floor(self.v_angle_y / 360) * 360;
163         self.v_angle_z = 0;
164
165         // get the desired angles to aim at
166         //dprint(" at:", vtos(v));
167         v = normalize(v);
168         //te_lightning2(world, self.origin + self.view_ofs, self.origin + self.view_ofs + v * 200);
169         if (time >= self.bot_badaimtime)
170         {
171                 self.bot_badaimtime = max(self.bot_badaimtime + 0.3, time);
172                 self.bot_badaimoffset = randomvec() * bound(0, 5 - 0.5 * (skill+self.bot_offsetskill), 5) * cvar("bot_ai_aimskill_offset");
173         }
174         desiredang = vectoangles(v) + self.bot_badaimoffset;
175         //dprint(" desired:", vtos(desiredang));
176         if (desiredang_x >= 180)
177                 desiredang_x = desiredang_x - 360;
178         desiredang_x = bound(-90, 0 - desiredang_x, 90);
179         desiredang_z = self.v_angle_z;
180         //dprint(" / ", vtos(desiredang));
181
182         //// pain throws off aim
183         //if (self.bot_painintensity)
184         //{
185         //      // shake from pain
186         //      desiredang = desiredang + randomvec() * self.bot_painintensity * 0.2;
187         //}
188
189         // calculate turn angles
190         diffang = (desiredang - self.bot_olddesiredang);
191         // wrap yaw turn
192         diffang_y = diffang_y - floor(diffang_y / 360) * 360;
193         if (diffang_y >= 180)
194                 diffang_y = diffang_y - 360;
195         self.bot_olddesiredang = desiredang;
196         //dprint(" diff:", vtos(diffang));
197
198         delta_t = time-self.bot_prevaimtime;
199         self.bot_prevaimtime = time;
200         // Here we will try to anticipate the comming aiming direction
201         self.bot_1st_order_aimfilter= self.bot_1st_order_aimfilter
202                 + (diffang * (1 / delta_t)    - self.bot_1st_order_aimfilter) * bound(0, cvar("bot_ai_aimskill_order_filter_1st"),1);
203         self.bot_2nd_order_aimfilter= self.bot_2nd_order_aimfilter
204                 + (self.bot_1st_order_aimfilter - self.bot_2nd_order_aimfilter) * bound(0, cvar("bot_ai_aimskill_order_filter_2nd"),1);
205         self.bot_3th_order_aimfilter= self.bot_3th_order_aimfilter
206                 + (self.bot_2nd_order_aimfilter - self.bot_3th_order_aimfilter) * bound(0, cvar("bot_ai_aimskill_order_filter_3th"),1);
207         self.bot_4th_order_aimfilter= self.bot_4th_order_aimfilter
208                 + (self.bot_3th_order_aimfilter - self.bot_4th_order_aimfilter) * bound(0, cvar("bot_ai_aimskill_order_filter_4th"),1);
209         self.bot_5th_order_aimfilter= self.bot_5th_order_aimfilter
210                 + (self.bot_4th_order_aimfilter - self.bot_5th_order_aimfilter) * bound(0, cvar("bot_ai_aimskill_order_filter_5th"),1);
211
212         //blend = (bound(0,skill,10)*0.1)*pow(1-bound(0,skill,10)*0.05,2.5)*5.656854249; //Plot formule before changing !
213         blend = bound(0,skill+self.bot_aimskill,10)*0.1;
214         desiredang = desiredang + blend *
215         (
216                   self.bot_1st_order_aimfilter * cvar("bot_ai_aimskill_order_mix_1st")
217                 + self.bot_2nd_order_aimfilter * cvar("bot_ai_aimskill_order_mix_2nd")
218                 + self.bot_3th_order_aimfilter * cvar("bot_ai_aimskill_order_mix_3th")
219                 + self.bot_4th_order_aimfilter * cvar("bot_ai_aimskill_order_mix_4th")
220                 + self.bot_5th_order_aimfilter * cvar("bot_ai_aimskill_order_mix_5th")
221         );
222
223         // calculate turn angles
224         diffang = desiredang - self.bot_mouseaim;
225         // wrap yaw turn
226         diffang_y = diffang_y - floor(diffang_y / 360) * 360;
227         if (diffang_y >= 180)
228                 diffang_y = diffang_y - 360;
229         //dprint(" diff:", vtos(diffang));
230
231         if (time >= self.bot_aimthinktime)
232         {
233                 self.bot_aimthinktime = max(self.bot_aimthinktime + 0.5 - 0.05*(skill+self.bot_thinkskill), time);
234                 self.bot_mouseaim = self.bot_mouseaim + diffang * (1-random()*0.1*bound(1,10-(skill+self.bot_thinkskill),10));
235         }
236
237         //self.v_angle = self.v_angle + diffang * bound(0, r * frametime * (skill * 0.5 + 2), 1);
238
239         diffang = self.bot_mouseaim - desiredang;
240         // wrap yaw turn
241         diffang_y = diffang_y - floor(diffang_y / 360) * 360;
242         if (diffang_y >= 180)
243                 diffang_y = diffang_y - 360;
244         desiredang = desiredang + diffang * bound(0,cvar("bot_ai_aimskill_think"),1);
245
246         // calculate turn angles
247         diffang = desiredang - self.v_angle;
248         // wrap yaw turn
249         diffang_y = diffang_y - floor(diffang_y / 360) * 360;
250         if (diffang_y >= 180)
251                 diffang_y = diffang_y - 360;
252         //dprint(" diff:", vtos(diffang));
253
254         // jitter tracking
255         dist = vlen(diffang);
256         //diffang = diffang + randomvec() * (dist * 0.05 * (3.5 - bound(0, skill, 3)));
257
258         // turn
259         local float r, fixedrate, blendrate;
260         fixedrate = cvar("bot_ai_aimskill_fixedrate") / bound(1,dist,1000);
261         blendrate = cvar("bot_ai_aimskill_blendrate");
262         r = max(fixedrate, blendrate);
263         //self.v_angle = self.v_angle + diffang * bound(frametime, r * frametime * (2+skill*skill*0.05-random()*0.05*(10-skill)), 1);
264         self.v_angle = self.v_angle + diffang * bound(delta_t, r * delta_t * (2+pow(skill+self.bot_mouseskill,3)*0.005-random()), 1);
265         self.v_angle = self.v_angle * bound(0,cvar("bot_ai_aimskill_mouse"),1) + desiredang * bound(0,(1-cvar("bot_ai_aimskill_mouse")),1);
266         //self.v_angle = self.v_angle + diffang * bound(0, r * frametime * (skill * 0.5 + 2), 1);
267         //self.v_angle = self.v_angle + diffang * (1/ blendrate);
268         self.v_angle_z = 0;
269         self.v_angle_y = self.v_angle_y - floor(self.v_angle_y / 360) * 360;
270         //dprint(" turn:", vtos(self.v_angle));
271
272         makevectors(self.v_angle);
273         shotorg = self.origin + self.view_ofs;
274         shotdir = v_forward;
275
276         //dprint(" dir:", vtos(v_forward));
277         //te_lightning2(world, shotorg, shotorg + shotdir * 100);
278
279         // calculate turn angles again
280         //diffang = desiredang - self.v_angle;
281         //diffang_y = diffang_y - floor(diffang_y / 360) * 360;
282         //if (diffang_y >= 180)
283         //      diffang_y = diffang_y - 360;
284
285         //dprint("e ", vtos(diffang), " < ", ftos(maxfiredeviation), "\n");
286
287         // decide whether to fire this time
288         // note the maxfiredeviation is in degrees so this has to convert to radians first
289         //if ((normalize(v) * shotdir) >= cos(maxfiredeviation * (3.14159265358979323846 / 180)))
290         if ((normalize(v) * shotdir) >= cos(maxfiredeviation * (3.14159265358979323846 / 180)))
291         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))
292                 self.bot_firetimer = time + bound(0.1, 0.5-(skill+self.bot_aggresskill)*0.05, 0.5);
293         //traceline(shotorg,shotorg+shotdir*1000,FALSE,world);
294         //dprint(ftos(maxfiredeviation),"\n");
295         //dprint(" diff:", vtos(diffang), "\n");
296
297         return self.bot_canfire && (time < self.bot_firetimer);
298 };
299
300 vector bot_shotlead(vector targorigin, vector targvelocity, float shotspeed, float shotdelay)
301 {
302         // Try to add code here that predicts gravity effect here, no clue HOW to though ... well not yet atleast...
303         return targorigin + targvelocity * (shotdelay + vlen(targorigin - shotorg) / shotspeed);
304 };
305
306 float bot_aim(float shotspeed, float shotspeedupward, float maxshottime, float applygravity)
307 {
308         local float f, r;
309         local vector v;
310         /*
311         eprint(self);
312         dprint("bot_aim(", ftos(shotspeed));
313         dprint(", ", ftos(shotspeedupward));
314         dprint(", ", ftos(maxshottime));
315         dprint(", ", ftos(applygravity));
316         dprint(");\n");
317         */
318         shotspeed *= g_weaponspeedfactor;
319         shotspeedupward *= g_weaponspeedfactor;
320         if (!shotspeed)
321         {
322                 dprint("bot_aim: WARNING: weapon ", W_Name(self.weapon), " shotspeed is zero!\n");
323                 shotspeed = 1000000;
324         }
325         if (!maxshottime)
326         {
327                 dprint("bot_aim: WARNING: weapon ", W_Name(self.weapon), " maxshottime is zero!\n");
328                 maxshottime = 1;
329         }
330         makevectors(self.v_angle);
331         shotorg = self.origin + self.view_ofs;
332         shotdir = v_forward;
333         v = bot_shotlead(self.bot_aimtargorigin, self.bot_aimtargvelocity, shotspeed, self.bot_aimlatency);
334         local float distanceratio;
335         distanceratio =sqrt(bound(0,skill,10000))*0.3*(vlen(v-shotorg)-100)/cvar("bot_ai_aimskill_firetolerance_distdegrees");
336         distanceratio = bound(0,distanceratio,1);
337         r =  (cvar("bot_ai_aimskill_firetolerance_maxdegrees")-cvar("bot_ai_aimskill_firetolerance_mindegrees"))
338                 * (1-distanceratio) + cvar("bot_ai_aimskill_firetolerance_mindegrees");
339         if (applygravity && self.bot_aimtarg)
340         {
341                 if (!findtrajectorywithleading(shotorg, '0 0 0', '0 0 0', self.bot_aimtarg, shotspeed, shotspeedupward, maxshottime, 0, self))
342                         return FALSE;
343                 f = bot_aimdir(findtrajectory_velocity - shotspeedupward * '0 0 1', r);
344         }
345         else
346         {
347                 f = bot_aimdir(v - shotorg, r);
348                 //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");
349                 traceline(shotorg, shotorg + shotdir * 10000, FALSE, self);
350                 if (trace_ent.takedamage)
351                 if (trace_fraction < 1)
352                 if (!bot_shouldattack(trace_ent))
353                         return FALSE;
354                 traceline(shotorg, self.bot_aimtargorigin, FALSE, self);
355                 if (trace_fraction < 1)
356                 if (trace_ent != self.enemy)
357                 if (!bot_shouldattack(trace_ent))
358                         return FALSE;
359         }
360         if (r > maxshottime * shotspeed)
361                 return FALSE;
362         return f;
363 };