// 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) { local float c, savesolid, shottime; local vector dir, end, v; 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; shottime = ((vlen(targ.origin - org) / shotspeed) + shotdelay); v = targ.velocity * shottime + targ.origin; tracebox(targ.origin, 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() { 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) { 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) { if (e.team == self.team) { if (e == self) return FALSE; if (teams_matter) if (e.team != 0) return FALSE; } if(g_freezetag) if(e.freezetag_frozen) return FALSE; if(teams_matter) { if(e.team==0) return FALSE; } else if(bot_ignore_bots) if(clienttype(e) == CLIENTTYPE_BOT) return FALSE; if (!e.takedamage) return FALSE; if (e.deadflag) return FALSE; if (e.BUTTON_CHAT) return FALSE; if(g_minstagib) if(e.items & IT_STRENGTH) return FALSE; if(e.flags & FL_NOTARGET) return FALSE; return TRUE; }; void bot_lagfunc(float t, float f1, float f2, entity e1, vector v1, vector v2, vector v3, vector v4) { 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) { local float dist, delta_t, blend; local 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 local 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) { local float f, r; local vector v; /* eprint(self); dprint("bot_aim(", ftos(shotspeed)); dprint(", ", ftos(shotspeedupward)); dprint(", ", ftos(maxshottime)); dprint(", ", ftos(applygravity)); dprint(");\n"); */ shotspeed *= g_weaponspeedfactor; shotspeedupward *= g_weaponspeedfactor; if (!shotspeed) { dprint("bot_aim: WARNING: weapon ", W_Name(self.weapon), " shotspeed is zero!\n"); shotspeed = 1000000; } if (!maxshottime) { dprint("bot_aim: WARNING: weapon ", W_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); local float distanceratio; 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)) 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)) return FALSE; } if (r > maxshottime * shotspeed) return FALSE; return f; };