3 #include <server/defs.qh>
9 #include <common/physics/player.qh>
10 #include <common/state.qh>
12 #include "../../weapons/weaponsystem.qh"
14 #include <server/mutators/_mod.qh>
16 // traces multiple trajectories to find one that will impact the target
17 // 'end' vector is the place it aims for,
18 // returns true only if it hit targ (don't target non-solid entities)
20 float findtrajectorywithleading(vector org, vector m1, vector m2, entity targ, float shotspeed, float shotspeedupward, float maxtime, float shotdelay, entity ignore)
22 float c, savesolid, shottime;
23 vector dir, end, v, o;
25 return false; // could cause division by zero if calculated
26 if (targ.solid < SOLID_BBOX) // SOLID_NOT and SOLID_TRIGGER
27 return false; // could never hit it
29 tracetossent = new(tracetossent);
30 tracetossent.owner = ignore;
31 setsize(tracetossent, m1, m2);
32 savesolid = targ.solid;
33 targ.solid = SOLID_NOT;
34 o = (targ.absmin + targ.absmax) * 0.5;
35 shottime = ((vlen(o - org) / shotspeed) + shotdelay);
36 v = targ.velocity * shottime + o;
37 tracebox(o, targ.mins, targ.maxs, v, false, targ);
39 end = v + (targ.mins + targ.maxs) * 0.5;
40 if ((vlen(end - org) / shotspeed + 0.2) > maxtime)
43 targ.solid = savesolid;
47 if (!tracetossfaketarget)
48 tracetossfaketarget = new(tracetossfaketarget);
49 tracetossfaketarget.solid = savesolid;
50 set_movetype(tracetossfaketarget, targ.move_movetype);
51 _setmodel(tracetossfaketarget, targ.model); // no low precision
52 tracetossfaketarget.model = targ.model;
53 tracetossfaketarget.modelindex = targ.modelindex;
54 setsize(tracetossfaketarget, targ.mins, targ.maxs);
55 setorigin(tracetossfaketarget, v);
58 dir = normalize(end - org);
59 while (c < 10) // 10 traces
61 setorigin(tracetossent, org); // reset
62 tracetossent.velocity = findtrajectory_velocity = normalize(dir) * shotspeed + shotspeedupward * '0 0 1';
63 tracetoss(tracetossent, ignore); // love builtin functions...
64 if (trace_ent == tracetossfaketarget) // done
66 targ.solid = savesolid;
69 tracetossfaketarget.solid = SOLID_NOT;
70 set_movetype(tracetossfaketarget, MOVETYPE_NONE);
71 tracetossfaketarget.model = "";
72 tracetossfaketarget.modelindex = 0;
73 // relink to remove it from physics considerations
74 setorigin(tracetossfaketarget, v);
78 dir.z = dir.z + 0.1; // aim up a little more
81 targ.solid = savesolid;
84 tracetossfaketarget.solid = SOLID_NOT;
85 set_movetype(tracetossfaketarget, MOVETYPE_NONE);
86 tracetossfaketarget.model = "";
87 tracetossfaketarget.modelindex = 0;
88 // relink to remove it from physics considerations
89 setorigin(tracetossfaketarget, v);
91 // leave a valid one even if it won't reach
92 findtrajectory_velocity = normalize(end - org) * shotspeed + shotspeedupward * '0 0 1';
96 void lag_update(entity this)
98 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; }
99 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; }
100 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; }
101 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; }
102 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; }
105 float lag_additem(entity this, float t, float f1, float f2, entity e1, vector v1, vector v2, vector v3, vector v4)
107 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;}
108 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;}
109 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;}
110 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;}
111 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;}
112 // no room for it (what is the best thing to do here??)
116 bool bot_shouldattack(entity this, entity targ)
118 if (targ.team == this.team)
127 if(STAT(FROZEN, targ))
135 else if (autocvar_bot_ignore_bots && IS_BOT_CLIENT(targ))
138 if (!targ.takedamage)
142 if (PHYS_INPUT_BUTTON_CHAT(targ) && !autocvar_bot_typefrag)
144 if(targ.flags & FL_NOTARGET)
146 if(targ.alpha <= 0.1 && targ.alpha != 0)
147 return false; // invisible via alpha
149 if(MUTATOR_CALLHOOK(BotShouldAttack, this, targ))
155 void bot_lagfunc(entity this, float t, float f1, float f2, entity e1, vector v1, vector v2, vector v3, vector v4)
157 this.bot_aimtarg = e1;
158 this.bot_aimlatency = CS(this).ping; // FIXME? Shouldn't this be in the lag item?
159 //this.bot_aimorigin = v1;
160 //this.bot_aimvelocity = v2;
161 this.bot_aimtargorigin = v3;
162 this.bot_aimtargvelocity = v4;
164 this.bot_canfire = (random() < 0.8);
166 this.bot_canfire = (random() < 0.9);
168 this.bot_canfire = (random() < 0.95);
170 this.bot_canfire = 1;
173 // this function should be called after bot_aim so the aim is reset the next frame
174 void bot_aim_reset(entity this)
176 this.bot_mouseaim = this.v_angle;
177 this.bot_olddesiredang = this.v_angle;
178 this.bot_aimdir_executed = true;
179 this.bot_badaimtime = 0;
180 this.bot_aimthinktime = time;
181 this.bot_prevaimtime = time;
182 this.bot_1st_order_aimfilter = '0 0 0';
183 this.bot_2nd_order_aimfilter = '0 0 0';
184 this.bot_3th_order_aimfilter = '0 0 0';
185 this.bot_4th_order_aimfilter = '0 0 0';
186 this.bot_5th_order_aimfilter = '0 0 0';
187 this.bot_firetimer = 0;
190 void bot_aimdir(entity this, vector v, float maxfiredeviation)
192 float dist, delta_t, blend;
193 vector desiredang, diffang;
195 this.bot_aimdir_executed = true;
197 //dprint("aim ", this.netname, ": old:", vtos(this.v_angle));
198 // make sure v_angle is sane first
199 this.v_angle_y = this.v_angle.y - floor(this.v_angle.y / 360) * 360;
202 // make work bot_aim_reset even if called before this function
203 if (this.bot_prevaimtime == time)
206 // invalid aim dir (can happen when bot overlaps target)
209 float skill_save = skill;
210 // allow turning in a more natural way when bot is walking
211 if (!this.bot_aimtarg)
212 skill = max(4, skill);
214 // get the desired angles to aim at
215 //dprint(" at:", vtos(v));
217 //te_lightning2(NULL, this.origin + this.view_ofs, this.origin + this.view_ofs + v * 200);
218 if (time >= this.bot_badaimtime)
220 this.bot_badaimtime = max(this.bot_badaimtime + 0.3, time);
221 this.bot_badaimoffset = randomvec() * bound(0, 5 - 0.5 * (skill+this.bot_offsetskill), 5) * autocvar_bot_ai_aimskill_offset;
223 desiredang = vectoangles(v) + this.bot_badaimoffset;
224 //dprint(" desired:", vtos(desiredang));
225 if (desiredang.x >= 180)
226 desiredang.x = desiredang.x - 360;
227 desiredang.x = bound(-90, 0 - desiredang.x, 90);
228 desiredang.z = this.v_angle.z;
229 //dprint(" / ", vtos(desiredang));
231 //// pain throws off aim
232 //if (this.bot_painintensity)
234 // // shake from pain
235 // desiredang = desiredang + randomvec() * this.bot_painintensity * 0.2;
238 // calculate turn angles
239 diffang = (desiredang - this.bot_olddesiredang);
241 diffang.y = diffang.y - floor(diffang.y / 360) * 360;
242 if (diffang.y >= 180)
243 diffang.y = diffang.y - 360;
244 this.bot_olddesiredang = desiredang;
245 //dprint(" diff:", vtos(diffang));
247 delta_t = time-this.bot_prevaimtime;
248 this.bot_prevaimtime = time;
249 // Here we will try to anticipate the comming aiming direction
250 this.bot_1st_order_aimfilter= this.bot_1st_order_aimfilter
251 + (diffang * (1 / delta_t) - this.bot_1st_order_aimfilter) * bound(0, autocvar_bot_ai_aimskill_order_filter_1st,1);
252 this.bot_2nd_order_aimfilter= this.bot_2nd_order_aimfilter
253 + (this.bot_1st_order_aimfilter - this.bot_2nd_order_aimfilter) * bound(0, autocvar_bot_ai_aimskill_order_filter_2nd,1);
254 this.bot_3th_order_aimfilter= this.bot_3th_order_aimfilter
255 + (this.bot_2nd_order_aimfilter - this.bot_3th_order_aimfilter) * bound(0, autocvar_bot_ai_aimskill_order_filter_3th,1);
256 this.bot_4th_order_aimfilter= this.bot_4th_order_aimfilter
257 + (this.bot_3th_order_aimfilter - this.bot_4th_order_aimfilter) * bound(0, autocvar_bot_ai_aimskill_order_filter_4th,1);
258 this.bot_5th_order_aimfilter= this.bot_5th_order_aimfilter
259 + (this.bot_4th_order_aimfilter - this.bot_5th_order_aimfilter) * bound(0, autocvar_bot_ai_aimskill_order_filter_5th,1);
261 //blend = (bound(0,skill,10)*0.1)*((1-bound(0,skill,10)*0.05) ** 2.5)*5.656854249; //Plot formule before changing !
262 blend = bound(0,skill+this.bot_aimskill,10)*0.1;
263 desiredang = desiredang + blend *
265 this.bot_1st_order_aimfilter * autocvar_bot_ai_aimskill_order_mix_1st
266 + this.bot_2nd_order_aimfilter * autocvar_bot_ai_aimskill_order_mix_2nd
267 + this.bot_3th_order_aimfilter * autocvar_bot_ai_aimskill_order_mix_3th
268 + this.bot_4th_order_aimfilter * autocvar_bot_ai_aimskill_order_mix_4th
269 + this.bot_5th_order_aimfilter * autocvar_bot_ai_aimskill_order_mix_5th
271 desiredang.x = bound(-90, desiredang.x, 90);
273 // calculate turn angles
274 diffang = desiredang - this.bot_mouseaim;
276 diffang.y = diffang.y - floor(diffang.y / 360) * 360;
277 if (diffang.y >= 180)
278 diffang.y = diffang.y - 360;
279 //dprint(" diff:", vtos(diffang));
281 if (time >= this.bot_aimthinktime)
283 this.bot_aimthinktime = max(this.bot_aimthinktime + 0.5 - 0.05*(skill+this.bot_thinkskill), time);
284 this.bot_mouseaim = this.bot_mouseaim + diffang * (1-random()*0.1*bound(1,10-(skill+this.bot_thinkskill),10));
287 //this.v_angle = this.v_angle + diffang * bound(0, r * frametime * (skill * 0.5 + 2), 1);
289 diffang = this.bot_mouseaim - desiredang;
291 diffang.y = diffang.y - floor(diffang.y / 360) * 360;
292 if (diffang.y >= 180)
293 diffang.y = diffang.y - 360;
294 desiredang = desiredang + diffang * bound(0,autocvar_bot_ai_aimskill_think,1);
296 // calculate turn angles
297 diffang = desiredang - this.v_angle;
299 diffang.y = diffang.y - floor(diffang.y / 360) * 360;
300 if (diffang.y >= 180)
301 diffang.y = diffang.y - 360;
302 //dprint(" diff:", vtos(diffang));
305 dist = vlen(diffang);
306 //diffang = diffang + randomvec() * (dist * 0.05 * (3.5 - bound(0, skill, 3)));
309 float r, fixedrate, blendrate;
310 fixedrate = autocvar_bot_ai_aimskill_fixedrate / bound(1,dist,1000);
311 blendrate = autocvar_bot_ai_aimskill_blendrate;
312 r = max(fixedrate, blendrate);
313 //this.v_angle = this.v_angle + diffang * bound(frametime, r * frametime * (2+skill*skill*0.05-random()*0.05*(10-skill)), 1);
314 r = bound(delta_t, r * delta_t * (2 + ((skill + this.bot_mouseskill) ** 3) * 0.005 - random()), 1);
315 this.v_angle += diffang * (r + (1 - r) * bound(0, 1 - autocvar_bot_ai_aimskill_mouse, 1));
318 this.v_angle_y = this.v_angle.y - floor(this.v_angle.y / 360) * 360;
319 //dprint(" turn:", vtos(this.v_angle));
321 makevectors(this.v_angle);
322 shotorg = this.origin + this.view_ofs;
325 //dprint(" dir:", vtos(v_forward));
326 //te_lightning2(NULL, shotorg, shotorg + shotdir * 100);
328 // calculate turn angles again
329 //diffang = desiredang - this.v_angle;
330 //diffang_y = diffang_y - floor(diffang_y / 360) * 360;
331 //if (diffang_y >= 180)
332 // diffang_y = diffang_y - 360;
336 //dprint("e ", vtos(diffang), " < ", ftos(maxfiredeviation), "\n");
338 if (maxfiredeviation <= 0)
341 if (!autocvar_bot_ai_aimskill_firetolerance)
343 this.bot_firetimer = time + 0.2;
347 // decide whether to fire this time
348 if (v * shotdir > cos(maxfiredeviation * DEG2RAD))
350 traceline(shotorg, shotorg + shotdir * 1000, false, NULL);
351 if (vdist(trace_endpos - shotorg, <, 500 + 500 * bound(0, skill + this.bot_aggresskill, 10))
352 || random() * random() > bound(0, (skill + this.bot_aggresskill) * 0.05, 1))
354 this.bot_firetimer = time + bound(0.1, 0.5 - (skill + this.bot_aggresskill) * 0.05, 0.5);
357 //dprint(ftos(maxfiredeviation),"\n");
358 //dprint(" diff:", vtos(diffang), "\n");
361 vector bot_shotlead(vector targorigin, vector targvelocity, float shotspeed, float shotdelay)
363 // Try to add code here that predicts gravity effect here, no clue HOW to though ... well not yet atleast...
364 return targorigin + targvelocity * (shotdelay + vlen(targorigin - shotorg) / shotspeed);
367 bool bot_aim(entity this, .entity weaponentity, float shotspeed, float shotspeedupward, float maxshottime, bool applygravity)
369 float r, hf, distanceratio;
371 hf = this.dphitcontentsmask;
372 this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
374 float speed_factor = W_WeaponSpeedFactor(this);
375 shotspeed *= speed_factor;
376 shotspeedupward *= speed_factor;
379 LOG_TRACE("bot_aim: WARNING: weapon ", this.(weaponentity).m_weapon.m_name, " shotspeed is zero!");
384 LOG_TRACE("bot_aim: WARNING: weapon ", this.(weaponentity).m_weapon.m_name, " maxshottime is zero!");
387 makevectors(this.v_angle);
388 shotorg = this.origin + this.view_ofs;
390 v = bot_shotlead(this.bot_aimtargorigin, this.bot_aimtargvelocity, shotspeed, this.bot_aimlatency);
391 distanceratio = sqrt(bound(0,skill,10000))*0.3*(vlen(v-shotorg)-100)/autocvar_bot_ai_aimskill_firetolerance_distdegrees;
392 distanceratio = bound(0,distanceratio,1);
393 r = (autocvar_bot_ai_aimskill_firetolerance_maxdegrees-autocvar_bot_ai_aimskill_firetolerance_mindegrees)
394 * (1-distanceratio) + autocvar_bot_ai_aimskill_firetolerance_mindegrees;
395 if (applygravity && this.bot_aimtarg)
397 if (!findtrajectorywithleading(shotorg, '0 0 0', '0 0 0', this.bot_aimtarg, shotspeed, shotspeedupward, maxshottime, 0, this))
399 this.dphitcontentsmask = hf;
403 bot_aimdir(this, findtrajectory_velocity - shotspeedupward * '0 0 1', r);
407 bot_aimdir(this, v - shotorg, r);
408 //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");
409 //traceline(shotorg, shotorg + shotdir * 10000, false, this);
410 //if (trace_ent.takedamage)
411 //if (trace_fraction < 1)
412 //if (!bot_shouldattack(this, trace_ent))
414 traceline(shotorg, this.bot_aimtargorigin, false, this);
415 if (trace_fraction < 1)
416 if (trace_ent != this.enemy)
417 if (!bot_shouldattack(this, trace_ent))
419 this.dphitcontentsmask = hf;
424 if (time > this.bot_firetimer)
426 this.dphitcontentsmask = hf;
430 //if (r > maxshottime * shotspeed)
432 this.dphitcontentsmask = hf;