#include "aim.qh" #include #include "cvars.qh" #include "bot.qh" #include #include #include "../../weapons/weaponsystem.qh" #include // 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) { float c, savesolid, shottime; vector dir, end, v, o; 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 = new(tracetossent); tracetossent.owner = ignore; setsize(tracetossent, m1, m2); savesolid = targ.solid; targ.solid = SOLID_NOT; o = (targ.absmin + targ.absmax) * 0.5; shottime = ((vlen(o - org) / shotspeed) + shotdelay); v = targ.velocity * shottime + o; tracebox(o, 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 = new(tracetossfaketarget); tracetossfaketarget.solid = savesolid; set_movetype(tracetossfaketarget, targ.move_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; set_movetype(tracetossfaketarget, 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; set_movetype(tracetossfaketarget, 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(entity this) { if (this.lag1_time) if (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;} if (this.lag2_time) if (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;} if (this.lag3_time) if (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;} if (this.lag4_time) if (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;} if (this.lag5_time) if (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;} } float lag_additem(entity this, float t, float f1, float f2, entity e1, vector v1, vector v2, vector v3, vector v4) { 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;} 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;} 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;} 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;} 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;} // no room for it (what is the best thing to do here??) return false; } bool bot_shouldattack(entity this, entity targ) { if (targ.team == this.team) { if (targ == this) return false; if (teamplay) if (targ.team != 0) return false; } if(STAT(FROZEN, targ)) return false; if(teamplay) { if(targ.team==0) return false; } else if (autocvar_bot_ignore_bots && IS_BOT_CLIENT(targ)) return false; if (!targ.takedamage) return false; if (IS_DEAD(targ)) return false; if (PHYS_INPUT_BUTTON_CHAT(targ) && !autocvar_bot_typefrag) return false; if(targ.flags & FL_NOTARGET) return false; if(targ.alpha <= 0.1 && targ.alpha != 0) return false; // invisible via alpha if(MUTATOR_CALLHOOK(BotShouldAttack, this, targ)) return false; return true; } void bot_lagfunc(entity this, float t, float f1, float f2, entity e1, vector v1, vector v2, vector v3, vector v4) { this.bot_aimtarg = e1; this.bot_aimlatency = CS(this).ping; // FIXME? Shouldn't this be in the lag item? //this.bot_aimorigin = v1; //this.bot_aimvelocity = v2; this.bot_aimtargorigin = v3; this.bot_aimtargvelocity = v4; if(skill <= 0) this.bot_canfire = (random() < 0.8); else if(skill <= 1) this.bot_canfire = (random() < 0.9); else if(skill <= 2) this.bot_canfire = (random() < 0.95); else this.bot_canfire = 1; } void bot_aimdir(entity this, vector v, float maxfiredeviation) { float dist, delta_t, blend; vector desiredang, diffang; this.bot_aimdir_executed = true; //dprint("aim ", this.netname, ": old:", vtos(this.v_angle)); // make sure v_angle is sane first this.v_angle_y = this.v_angle.y - floor(this.v_angle.y / 360) * 360; this.v_angle_z = 0; // invalid aim dir (can happen when bot overlaps target) if(!v) return; // get the desired angles to aim at //dprint(" at:", vtos(v)); v = normalize(v); //te_lightning2(NULL, this.origin + this.view_ofs, this.origin + this.view_ofs + v * 200); if (time >= this.bot_badaimtime) { this.bot_badaimtime = max(this.bot_badaimtime + 0.3, time); this.bot_badaimoffset = randomvec() * bound(0, 5 - 0.5 * (skill+this.bot_offsetskill), 5) * autocvar_bot_ai_aimskill_offset; } desiredang = vectoangles(v) + this.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 = this.v_angle.z; //dprint(" / ", vtos(desiredang)); //// pain throws off aim //if (this.bot_painintensity) //{ // // shake from pain // desiredang = desiredang + randomvec() * this.bot_painintensity * 0.2; //} // calculate turn angles diffang = (desiredang - this.bot_olddesiredang); // wrap yaw turn diffang.y = diffang.y - floor(diffang.y / 360) * 360; if (diffang.y >= 180) diffang.y = diffang.y - 360; this.bot_olddesiredang = desiredang; //dprint(" diff:", vtos(diffang)); delta_t = time-this.bot_prevaimtime; this.bot_prevaimtime = time; // Here we will try to anticipate the comming aiming direction this.bot_1st_order_aimfilter= this.bot_1st_order_aimfilter + (diffang * (1 / delta_t) - this.bot_1st_order_aimfilter) * bound(0, autocvar_bot_ai_aimskill_order_filter_1st,1); this.bot_2nd_order_aimfilter= this.bot_2nd_order_aimfilter + (this.bot_1st_order_aimfilter - this.bot_2nd_order_aimfilter) * bound(0, autocvar_bot_ai_aimskill_order_filter_2nd,1); this.bot_3th_order_aimfilter= this.bot_3th_order_aimfilter + (this.bot_2nd_order_aimfilter - this.bot_3th_order_aimfilter) * bound(0, autocvar_bot_ai_aimskill_order_filter_3th,1); this.bot_4th_order_aimfilter= this.bot_4th_order_aimfilter + (this.bot_3th_order_aimfilter - this.bot_4th_order_aimfilter) * bound(0, autocvar_bot_ai_aimskill_order_filter_4th,1); this.bot_5th_order_aimfilter= this.bot_5th_order_aimfilter + (this.bot_4th_order_aimfilter - this.bot_5th_order_aimfilter) * bound(0, autocvar_bot_ai_aimskill_order_filter_5th,1); //blend = (bound(0,skill,10)*0.1)*((1-bound(0,skill,10)*0.05) ** 2.5)*5.656854249; //Plot formule before changing ! blend = bound(0,skill+this.bot_aimskill,10)*0.1; desiredang = desiredang + blend * ( this.bot_1st_order_aimfilter * autocvar_bot_ai_aimskill_order_mix_1st + this.bot_2nd_order_aimfilter * autocvar_bot_ai_aimskill_order_mix_2nd + this.bot_3th_order_aimfilter * autocvar_bot_ai_aimskill_order_mix_3th + this.bot_4th_order_aimfilter * autocvar_bot_ai_aimskill_order_mix_4th + this.bot_5th_order_aimfilter * autocvar_bot_ai_aimskill_order_mix_5th ); // calculate turn angles diffang = desiredang - this.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 >= this.bot_aimthinktime) { this.bot_aimthinktime = max(this.bot_aimthinktime + 0.5 - 0.05*(skill+this.bot_thinkskill), time); this.bot_mouseaim = this.bot_mouseaim + diffang * (1-random()*0.1*bound(1,10-(skill+this.bot_thinkskill),10)); } //this.v_angle = this.v_angle + diffang * bound(0, r * frametime * (skill * 0.5 + 2), 1); diffang = this.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 - this.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 float r, fixedrate, blendrate; fixedrate = autocvar_bot_ai_aimskill_fixedrate / bound(1,dist,1000); blendrate = autocvar_bot_ai_aimskill_blendrate; r = max(fixedrate, blendrate); //this.v_angle = this.v_angle + diffang * bound(frametime, r * frametime * (2+skill*skill*0.05-random()*0.05*(10-skill)), 1); this.v_angle = this.v_angle + diffang * bound(delta_t, r * delta_t * (2 + ((skill + this.bot_mouseskill) ** 3) * 0.005 - random()), 1); this.v_angle = this.v_angle * bound(0,autocvar_bot_ai_aimskill_mouse,1) + desiredang * bound(0,(1-autocvar_bot_ai_aimskill_mouse),1); //this.v_angle = this.v_angle + diffang * bound(0, r * frametime * (skill * 0.5 + 2), 1); //this.v_angle = this.v_angle + diffang * (1/ blendrate); this.v_angle_z = 0; this.v_angle_y = this.v_angle.y - floor(this.v_angle.y / 360) * 360; //dprint(" turn:", vtos(this.v_angle)); makevectors(this.v_angle); shotorg = this.origin + this.view_ofs; shotdir = v_forward; //dprint(" dir:", vtos(v_forward)); //te_lightning2(NULL, shotorg, shotorg + shotdir * 100); // calculate turn angles again //diffang = desiredang - this.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 if (v * shotdir >= cos(maxfiredeviation * DEG2RAD)) if(vdist(trace_endpos-shotorg, <, 500 + 500 * bound(0, skill + this.bot_aggresskill, 10)) || random()*random()>bound(0,(skill+this.bot_aggresskill)*0.05,1)) this.bot_firetimer = time + bound(0.1, 0.5-(skill+this.bot_aggresskill)*0.05, 0.5); //traceline(shotorg,shotorg+shotdir*1000,false,NULL); //dprint(ftos(maxfiredeviation),"\n"); //dprint(" diff:", vtos(diffang), "\n"); //return this.bot_canfire && (time < this.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); } bool bot_aim(entity this, .entity weaponentity, float shotspeed, float shotspeedupward, float maxshottime, bool applygravity) { float r, hf, distanceratio; vector v; /* eprint(this); dprint("bot_aim(", ftos(shotspeed)); dprint(", ", ftos(shotspeedupward)); dprint(", ", ftos(maxshottime)); dprint(", ", ftos(applygravity)); dprint(");\n"); */ hf = this.dphitcontentsmask; this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE; shotspeed *= W_WeaponSpeedFactor(this); shotspeedupward *= W_WeaponSpeedFactor(this); if (!shotspeed) { LOG_TRACE("bot_aim: WARNING: weapon ", this.(weaponentity).m_weapon.m_name, " shotspeed is zero!"); shotspeed = 1000000; } if (!maxshottime) { LOG_TRACE("bot_aim: WARNING: weapon ", this.(weaponentity).m_weapon.m_name, " maxshottime is zero!"); maxshottime = 1; } makevectors(this.v_angle); shotorg = this.origin + this.view_ofs; shotdir = v_forward; v = bot_shotlead(this.bot_aimtargorigin, this.bot_aimtargvelocity, shotspeed, this.bot_aimlatency); 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 && this.bot_aimtarg) { if (!findtrajectorywithleading(shotorg, '0 0 0', '0 0 0', this.bot_aimtarg, shotspeed, shotspeedupward, maxshottime, 0, this)) { this.dphitcontentsmask = hf; return false; } bot_aimdir(this, findtrajectory_velocity - shotspeedupward * '0 0 1', r); } else { bot_aimdir(this, v - shotorg, r); //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"); //traceline(shotorg, shotorg + shotdir * 10000, false, this); //if (trace_ent.takedamage) //if (trace_fraction < 1) //if (!bot_shouldattack(this, trace_ent)) // return false; traceline(shotorg, this.bot_aimtargorigin, false, this); if (trace_fraction < 1) if (trace_ent != this.enemy) if (!bot_shouldattack(this, trace_ent)) { this.dphitcontentsmask = hf; return false; } } //if (r > maxshottime * shotspeed) // return false; this.dphitcontentsmask = hf; return true; }