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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(g_minstagib)
128         if(e.items & IT_STRENGTH)
129                 return FALSE;
130         if(e.flags & FL_NOTARGET)
131                 return FALSE;
132         return TRUE;
133 };
134
135 void bot_lagfunc(float t, float f1, float f2, entity e1, vector v1, vector v2, vector v3, vector v4)
136 {
137         if(self.flags & FL_INWATER)
138         {
139                 self.bot_aimtarg = world;
140                 return;
141         }
142         self.bot_aimtarg = e1;
143         self.bot_aimlatency = self.ping; // FIXME?  Shouldn't this be in the lag item?
144         self.bot_aimselforigin = v1;
145         self.bot_aimselfvelocity = v2;
146         self.bot_aimtargorigin = v3;
147         self.bot_aimtargvelocity = v4;
148         if(skill <= 0)
149                 self.bot_canfire = (random() < 0.8);
150         else if(skill <= 1)
151                 self.bot_canfire = (random() < 0.9);
152         else if(skill <= 2)
153                 self.bot_canfire = (random() < 0.95);
154         else
155                 self.bot_canfire = 1;
156 };
157
158 float bot_aimdir(vector v, float maxfiredeviation)
159 {
160         local float dist, delta_t, blend;
161         local vector desiredang, diffang;
162
163         //dprint("aim ", self.netname, ": old:", vtos(self.v_angle));
164         // make sure v_angle is sane first
165         self.v_angle_y = self.v_angle_y - floor(self.v_angle_y / 360) * 360;
166         self.v_angle_z = 0;
167
168         // get the desired angles to aim at
169         //dprint(" at:", vtos(v));
170         v = normalize(v);
171         //te_lightning2(world, self.origin + self.view_ofs, self.origin + self.view_ofs + v * 200);
172         if (time >= self.bot_badaimtime)
173         {
174                 self.bot_badaimtime = max(self.bot_badaimtime + 0.3, time);
175                 self.bot_badaimoffset = randomvec() * bound(0, 5 - 0.5 * (skill+self.bot_offsetskill), 5) * cvar("bot_ai_aimskill_offset");
176         }
177         desiredang = vectoangles(v) + self.bot_badaimoffset;
178         //dprint(" desired:", vtos(desiredang));
179         if (desiredang_x >= 180)
180                 desiredang_x = desiredang_x - 360;
181         desiredang_x = bound(-90, 0 - desiredang_x, 90);
182         desiredang_z = self.v_angle_z;
183         //dprint(" / ", vtos(desiredang));
184
185         //// pain throws off aim
186         //if (self.bot_painintensity)
187         //{
188         //      // shake from pain
189         //      desiredang = desiredang + randomvec() * self.bot_painintensity * 0.2;
190         //}
191
192         // calculate turn angles
193         diffang = (desiredang - self.bot_olddesiredang);
194         // wrap yaw turn
195         diffang_y = diffang_y - floor(diffang_y / 360) * 360;
196         if (diffang_y >= 180)
197                 diffang_y = diffang_y - 360;
198         self.bot_olddesiredang = desiredang;
199         //dprint(" diff:", vtos(diffang));
200
201         delta_t = time-self.bot_prevaimtime;
202         self.bot_prevaimtime = time;
203         // Here we will try to anticipate the comming aiming direction
204         self.bot_1st_order_aimfilter= self.bot_1st_order_aimfilter
205                 + (diffang * (1 / delta_t)    - self.bot_1st_order_aimfilter) * bound(0, cvar("bot_ai_aimskill_order_filter_1st"),1);
206         self.bot_2nd_order_aimfilter= self.bot_2nd_order_aimfilter
207                 + (self.bot_1st_order_aimfilter - self.bot_2nd_order_aimfilter) * bound(0, cvar("bot_ai_aimskill_order_filter_2nd"),1);
208         self.bot_3th_order_aimfilter= self.bot_3th_order_aimfilter
209                 + (self.bot_2nd_order_aimfilter - self.bot_3th_order_aimfilter) * bound(0, cvar("bot_ai_aimskill_order_filter_3th"),1);
210         self.bot_4th_order_aimfilter= self.bot_4th_order_aimfilter
211                 + (self.bot_3th_order_aimfilter - self.bot_4th_order_aimfilter) * bound(0, cvar("bot_ai_aimskill_order_filter_4th"),1);
212         self.bot_5th_order_aimfilter= self.bot_5th_order_aimfilter
213                 + (self.bot_4th_order_aimfilter - self.bot_5th_order_aimfilter) * bound(0, cvar("bot_ai_aimskill_order_filter_5th"),1);
214
215         //blend = (bound(0,skill,10)*0.1)*pow(1-bound(0,skill,10)*0.05,2.5)*5.656854249; //Plot formule before changing !
216         blend = bound(0,skill+self.bot_aimskill,10)*0.1;
217         desiredang = desiredang + blend *
218         (
219                   self.bot_1st_order_aimfilter * cvar("bot_ai_aimskill_order_mix_1st")
220                 + self.bot_2nd_order_aimfilter * cvar("bot_ai_aimskill_order_mix_2nd")
221                 + self.bot_3th_order_aimfilter * cvar("bot_ai_aimskill_order_mix_3th")
222                 + self.bot_4th_order_aimfilter * cvar("bot_ai_aimskill_order_mix_4th")
223                 + self.bot_5th_order_aimfilter * cvar("bot_ai_aimskill_order_mix_5th")
224         );
225
226         // calculate turn angles
227         diffang = desiredang - self.bot_mouseaim;
228         // wrap yaw turn
229         diffang_y = diffang_y - floor(diffang_y / 360) * 360;
230         if (diffang_y >= 180)
231                 diffang_y = diffang_y - 360;
232         //dprint(" diff:", vtos(diffang));
233
234         if (time >= self.bot_aimthinktime)
235         {
236                 self.bot_aimthinktime = max(self.bot_aimthinktime + 0.5 - 0.05*(skill+self.bot_thinkskill), time);
237                 self.bot_mouseaim = self.bot_mouseaim + diffang * (1-random()*0.1*bound(1,10-(skill+self.bot_thinkskill),10));
238         }
239
240         //self.v_angle = self.v_angle + diffang * bound(0, r * frametime * (skill * 0.5 + 2), 1);
241
242         diffang = self.bot_mouseaim - desiredang;
243         // wrap yaw turn
244         diffang_y = diffang_y - floor(diffang_y / 360) * 360;
245         if (diffang_y >= 180)
246                 diffang_y = diffang_y - 360;
247         desiredang = desiredang + diffang * bound(0,cvar("bot_ai_aimskill_think"),1);
248
249         // calculate turn angles
250         diffang = desiredang - self.v_angle;
251         // wrap yaw turn
252         diffang_y = diffang_y - floor(diffang_y / 360) * 360;
253         if (diffang_y >= 180)
254                 diffang_y = diffang_y - 360;
255         //dprint(" diff:", vtos(diffang));
256
257         // jitter tracking
258         dist = vlen(diffang);
259         //diffang = diffang + randomvec() * (dist * 0.05 * (3.5 - bound(0, skill, 3)));
260
261         // turn
262         local float r, fixedrate, blendrate;
263         fixedrate = cvar("bot_ai_aimskill_fixedrate") / bound(1,dist,1000);
264         blendrate = cvar("bot_ai_aimskill_blendrate");
265         r = max(fixedrate, blendrate);
266         //self.v_angle = self.v_angle + diffang * bound(frametime, r * frametime * (2+skill*skill*0.05-random()*0.05*(10-skill)), 1);
267         self.v_angle = self.v_angle + diffang * bound(delta_t, r * delta_t * (2+pow(skill+self.bot_mouseskill,3)*0.005-random()), 1);
268         self.v_angle = self.v_angle * bound(0,cvar("bot_ai_aimskill_mouse"),1) + desiredang * bound(0,(1-cvar("bot_ai_aimskill_mouse")),1);
269         //self.v_angle = self.v_angle + diffang * bound(0, r * frametime * (skill * 0.5 + 2), 1);
270         //self.v_angle = self.v_angle + diffang * (1/ blendrate);
271         self.v_angle_z = 0;
272         self.v_angle_y = self.v_angle_y - floor(self.v_angle_y / 360) * 360;
273         //dprint(" turn:", vtos(self.v_angle));
274
275         makevectors(self.v_angle);
276         shotorg = self.origin + self.view_ofs;
277         shotdir = v_forward;
278
279         //dprint(" dir:", vtos(v_forward));
280         //te_lightning2(world, shotorg, shotorg + shotdir * 100);
281
282         // calculate turn angles again
283         //diffang = desiredang - self.v_angle;
284         //diffang_y = diffang_y - floor(diffang_y / 360) * 360;
285         //if (diffang_y >= 180)
286         //      diffang_y = diffang_y - 360;
287
288         //dprint("e ", vtos(diffang), " < ", ftos(maxfiredeviation), "\n");
289
290         // decide whether to fire this time
291         // note the maxfiredeviation is in degrees so this has to convert to radians first
292         //if ((normalize(v) * shotdir) >= cos(maxfiredeviation * (3.14159265358979323846 / 180)))
293         if ((normalize(v) * shotdir) >= cos(maxfiredeviation * (3.14159265358979323846 / 180)))
294         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))
295                 self.bot_firetimer = time + bound(0.1, 0.5-(skill+self.bot_aggresskill)*0.05, 0.5);
296         //traceline(shotorg,shotorg+shotdir*1000,FALSE,world);
297         //dprint(ftos(maxfiredeviation),"\n");
298         //dprint(" diff:", vtos(diffang), "\n");
299
300         return self.bot_canfire && (time < self.bot_firetimer);
301 };
302
303 vector bot_shotlead(vector targorigin, vector targvelocity, float shotspeed, float shotdelay)
304 {
305         // Try to add code here that predicts gravity effect here, no clue HOW to though ... well not yet atleast...
306         return targorigin + targvelocity * (shotdelay + vlen(targorigin - shotorg) / shotspeed);
307 };
308
309 float bot_aim(float shotspeed, float shotspeedupward, float maxshottime, float applygravity)
310 {
311         local float f, r;
312         local vector v;
313         /*
314         eprint(self);
315         dprint("bot_aim(", ftos(shotspeed));
316         dprint(", ", ftos(shotspeedupward));
317         dprint(", ", ftos(maxshottime));
318         dprint(", ", ftos(applygravity));
319         dprint(");\n");
320         */
321         shotspeed *= g_weaponspeedfactor;
322         shotspeedupward *= g_weaponspeedfactor;
323         if (!shotspeed)
324         {
325                 dprint("bot_aim: WARNING: weapon ", W_Name(self.weapon), " shotspeed is zero!\n");
326                 shotspeed = 1000000;
327         }
328         if (!maxshottime)
329         {
330                 dprint("bot_aim: WARNING: weapon ", W_Name(self.weapon), " maxshottime is zero!\n");
331                 maxshottime = 1;
332         }
333         makevectors(self.v_angle);
334         shotorg = self.origin + self.view_ofs;
335         shotdir = v_forward;
336         v = bot_shotlead(self.bot_aimtargorigin, self.bot_aimtargvelocity, shotspeed, self.bot_aimlatency);
337         local float distanceratio;
338         distanceratio =sqrt(bound(0,skill,10000))*0.3*(vlen(v-shotorg)-100)/cvar("bot_ai_aimskill_firetolerance_distdegrees");
339         distanceratio = bound(0,distanceratio,1);
340         r =  (cvar("bot_ai_aimskill_firetolerance_maxdegrees")-cvar("bot_ai_aimskill_firetolerance_mindegrees"))
341                 * (1-distanceratio) + cvar("bot_ai_aimskill_firetolerance_mindegrees");
342         if (applygravity && self.bot_aimtarg)
343         {
344                 if (!findtrajectorywithleading(shotorg, '0 0 0', '0 0 0', self.bot_aimtarg, shotspeed, shotspeedupward, maxshottime, 0, self))
345                         return FALSE;
346                 f = bot_aimdir(findtrajectory_velocity - shotspeedupward * '0 0 1', r);
347         }
348         else
349         {
350                 f = bot_aimdir(v - shotorg, r);
351                 //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");
352                 //traceline(shotorg, shotorg + shotdir * 10000, FALSE, self);
353                 //if (trace_ent.takedamage)
354                 //if (trace_fraction < 1)
355                 //if (!bot_shouldattack(trace_ent))
356                 //      return FALSE;
357                 traceline(shotorg, self.bot_aimtargorigin, FALSE, self);
358                 if (trace_fraction < 1)
359                 if (trace_ent != self.enemy)
360                 if (!bot_shouldattack(trace_ent))
361                         return FALSE;
362         }
363
364         //if (r > maxshottime * shotspeed)
365         //      return FALSE;
366         return TRUE;
367 };