5 #include <common/physics/player.qh>
6 #include <common/state.qh>
8 #include "../weapons/weaponsystem.qh"
10 #include "../mutators/all.qh"
12 // traces multiple trajectories to find one that will impact the target
13 // 'end' vector is the place it aims for,
14 // returns true only if it hit targ (don't target non-solid entities)
16 float findtrajectorywithleading(vector org, vector m1, vector m2, entity targ, float shotspeed, float shotspeedupward, float maxtime, float shotdelay, entity ignore)
18 float c, savesolid, shottime;
19 vector dir, end, v, o;
21 return false; // could cause division by zero if calculated
22 if (targ.solid < SOLID_BBOX) // SOLID_NOT and SOLID_TRIGGER
23 return false; // could never hit it
25 tracetossent = new(tracetossent);
26 tracetossent.owner = ignore;
27 setsize(tracetossent, m1, m2);
28 savesolid = targ.solid;
29 targ.solid = SOLID_NOT;
30 o = (targ.absmin + targ.absmax) * 0.5;
31 shottime = ((vlen(o - org) / shotspeed) + shotdelay);
32 v = targ.velocity * shottime + o;
33 tracebox(o, targ.mins, targ.maxs, v, false, targ);
35 end = v + (targ.mins + targ.maxs) * 0.5;
36 if ((vlen(end - org) / shotspeed + 0.2) > maxtime)
39 targ.solid = savesolid;
43 if (!tracetossfaketarget)
44 tracetossfaketarget = new(tracetossfaketarget);
45 tracetossfaketarget.solid = savesolid;
46 set_movetype(tracetossfaketarget, targ.move_movetype);
47 _setmodel(tracetossfaketarget, targ.model); // no low precision
48 tracetossfaketarget.model = targ.model;
49 tracetossfaketarget.modelindex = targ.modelindex;
50 setsize(tracetossfaketarget, targ.mins, targ.maxs);
51 setorigin(tracetossfaketarget, v);
54 dir = normalize(end - org);
55 while (c < 10) // 10 traces
57 setorigin(tracetossent, org); // reset
58 tracetossent.velocity = findtrajectory_velocity = normalize(dir) * shotspeed + shotspeedupward * '0 0 1';
59 tracetoss(tracetossent, ignore); // love builtin functions...
60 if (trace_ent == tracetossfaketarget) // done
62 targ.solid = savesolid;
65 tracetossfaketarget.solid = SOLID_NOT;
66 set_movetype(tracetossfaketarget, MOVETYPE_NONE);
67 tracetossfaketarget.model = "";
68 tracetossfaketarget.modelindex = 0;
69 // relink to remove it from physics considerations
70 setorigin(tracetossfaketarget, v);
74 dir.z = dir.z + 0.1; // aim up a little more
77 targ.solid = savesolid;
80 tracetossfaketarget.solid = SOLID_NOT;
81 set_movetype(tracetossfaketarget, MOVETYPE_NONE);
82 tracetossfaketarget.model = "";
83 tracetossfaketarget.modelindex = 0;
84 // relink to remove it from physics considerations
85 setorigin(tracetossfaketarget, v);
87 // leave a valid one even if it won't reach
88 findtrajectory_velocity = normalize(end - org) * shotspeed + shotspeedupward * '0 0 1';
92 void lag_update(entity this)
94 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;}
95 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;}
96 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;}
97 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;}
98 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;}
101 float lag_additem(entity this, float t, float f1, float f2, entity e1, vector v1, vector v2, vector v3, vector v4)
103 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;}
104 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;}
105 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;}
106 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;}
107 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;}
108 // no room for it (what is the best thing to do here??)
112 bool bot_shouldattack(entity this, entity targ)
114 if (targ.team == this.team)
123 if(STAT(FROZEN, targ))
131 else if(bot_ignore_bots)
132 if(IS_BOT_CLIENT(targ))
135 if (!targ.takedamage)
139 if (PHYS_INPUT_BUTTON_CHAT(targ))
141 if(targ.flags & FL_NOTARGET)
144 if(MUTATOR_CALLHOOK(BotShouldAttack, this, targ))
150 void bot_lagfunc(entity this, float t, float f1, float f2, entity e1, vector v1, vector v2, vector v3, vector v4)
152 if(this.flags & FL_INWATER)
154 this.bot_aimtarg = NULL;
157 this.bot_aimtarg = e1;
158 this.bot_aimlatency = 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 float bot_aimdir(entity this, vector v, float maxfiredeviation)
175 float dist, delta_t, blend;
176 vector desiredang, diffang;
178 //dprint("aim ", this.netname, ": old:", vtos(this.v_angle));
179 // make sure v_angle is sane first
180 this.v_angle_y = this.v_angle.y - floor(this.v_angle.y / 360) * 360;
183 // get the desired angles to aim at
184 //dprint(" at:", vtos(v));
186 //te_lightning2(NULL, this.origin + this.view_ofs, this.origin + this.view_ofs + v * 200);
187 if (time >= this.bot_badaimtime)
189 this.bot_badaimtime = max(this.bot_badaimtime + 0.3, time);
190 this.bot_badaimoffset = randomvec() * bound(0, 5 - 0.5 * (skill+this.bot_offsetskill), 5) * autocvar_bot_ai_aimskill_offset;
192 desiredang = vectoangles(v) + this.bot_badaimoffset;
193 //dprint(" desired:", vtos(desiredang));
194 if (desiredang.x >= 180)
195 desiredang.x = desiredang.x - 360;
196 desiredang.x = bound(-90, 0 - desiredang.x, 90);
197 desiredang.z = this.v_angle.z;
198 //dprint(" / ", vtos(desiredang));
200 //// pain throws off aim
201 //if (this.bot_painintensity)
203 // // shake from pain
204 // desiredang = desiredang + randomvec() * this.bot_painintensity * 0.2;
207 // calculate turn angles
208 diffang = (desiredang - this.bot_olddesiredang);
210 diffang.y = diffang.y - floor(diffang.y / 360) * 360;
211 if (diffang.y >= 180)
212 diffang.y = diffang.y - 360;
213 this.bot_olddesiredang = desiredang;
214 //dprint(" diff:", vtos(diffang));
216 delta_t = time-this.bot_prevaimtime;
217 this.bot_prevaimtime = time;
218 // Here we will try to anticipate the comming aiming direction
219 this.bot_1st_order_aimfilter= this.bot_1st_order_aimfilter
220 + (diffang * (1 / delta_t) - this.bot_1st_order_aimfilter) * bound(0, autocvar_bot_ai_aimskill_order_filter_1st,1);
221 this.bot_2nd_order_aimfilter= this.bot_2nd_order_aimfilter
222 + (this.bot_1st_order_aimfilter - this.bot_2nd_order_aimfilter) * bound(0, autocvar_bot_ai_aimskill_order_filter_2nd,1);
223 this.bot_3th_order_aimfilter= this.bot_3th_order_aimfilter
224 + (this.bot_2nd_order_aimfilter - this.bot_3th_order_aimfilter) * bound(0, autocvar_bot_ai_aimskill_order_filter_3th,1);
225 this.bot_4th_order_aimfilter= this.bot_4th_order_aimfilter
226 + (this.bot_3th_order_aimfilter - this.bot_4th_order_aimfilter) * bound(0, autocvar_bot_ai_aimskill_order_filter_4th,1);
227 this.bot_5th_order_aimfilter= this.bot_5th_order_aimfilter
228 + (this.bot_4th_order_aimfilter - this.bot_5th_order_aimfilter) * bound(0, autocvar_bot_ai_aimskill_order_filter_5th,1);
230 //blend = (bound(0,skill,10)*0.1)*pow(1-bound(0,skill,10)*0.05,2.5)*5.656854249; //Plot formule before changing !
231 blend = bound(0,skill+this.bot_aimskill,10)*0.1;
232 desiredang = desiredang + blend *
234 this.bot_1st_order_aimfilter * autocvar_bot_ai_aimskill_order_mix_1st
235 + this.bot_2nd_order_aimfilter * autocvar_bot_ai_aimskill_order_mix_2nd
236 + this.bot_3th_order_aimfilter * autocvar_bot_ai_aimskill_order_mix_3th
237 + this.bot_4th_order_aimfilter * autocvar_bot_ai_aimskill_order_mix_4th
238 + this.bot_5th_order_aimfilter * autocvar_bot_ai_aimskill_order_mix_5th
241 // calculate turn angles
242 diffang = desiredang - this.bot_mouseaim;
244 diffang.y = diffang.y - floor(diffang.y / 360) * 360;
245 if (diffang.y >= 180)
246 diffang.y = diffang.y - 360;
247 //dprint(" diff:", vtos(diffang));
249 if (time >= this.bot_aimthinktime)
251 this.bot_aimthinktime = max(this.bot_aimthinktime + 0.5 - 0.05*(skill+this.bot_thinkskill), time);
252 this.bot_mouseaim = this.bot_mouseaim + diffang * (1-random()*0.1*bound(1,10-(skill+this.bot_thinkskill),10));
255 //this.v_angle = this.v_angle + diffang * bound(0, r * frametime * (skill * 0.5 + 2), 1);
257 diffang = this.bot_mouseaim - desiredang;
259 diffang.y = diffang.y - floor(diffang.y / 360) * 360;
260 if (diffang.y >= 180)
261 diffang.y = diffang.y - 360;
262 desiredang = desiredang + diffang * bound(0,autocvar_bot_ai_aimskill_think,1);
264 // calculate turn angles
265 diffang = desiredang - this.v_angle;
267 diffang.y = diffang.y - floor(diffang.y / 360) * 360;
268 if (diffang.y >= 180)
269 diffang.y = diffang.y - 360;
270 //dprint(" diff:", vtos(diffang));
273 dist = vlen(diffang);
274 //diffang = diffang + randomvec() * (dist * 0.05 * (3.5 - bound(0, skill, 3)));
277 float r, fixedrate, blendrate;
278 fixedrate = autocvar_bot_ai_aimskill_fixedrate / bound(1,dist,1000);
279 blendrate = autocvar_bot_ai_aimskill_blendrate;
280 r = max(fixedrate, blendrate);
281 //this.v_angle = this.v_angle + diffang * bound(frametime, r * frametime * (2+skill*skill*0.05-random()*0.05*(10-skill)), 1);
282 this.v_angle = this.v_angle + diffang * bound(delta_t, r * delta_t * (2+pow(skill+this.bot_mouseskill,3)*0.005-random()), 1);
283 this.v_angle = this.v_angle * bound(0,autocvar_bot_ai_aimskill_mouse,1) + desiredang * bound(0,(1-autocvar_bot_ai_aimskill_mouse),1);
284 //this.v_angle = this.v_angle + diffang * bound(0, r * frametime * (skill * 0.5 + 2), 1);
285 //this.v_angle = this.v_angle + diffang * (1/ blendrate);
287 this.v_angle_y = this.v_angle.y - floor(this.v_angle.y / 360) * 360;
288 //dprint(" turn:", vtos(this.v_angle));
290 makevectors(this.v_angle);
291 shotorg = this.origin + this.view_ofs;
294 //dprint(" dir:", vtos(v_forward));
295 //te_lightning2(NULL, shotorg, shotorg + shotdir * 100);
297 // calculate turn angles again
298 //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;
303 //dprint("e ", vtos(diffang), " < ", ftos(maxfiredeviation), "\n");
305 // decide whether to fire this time
306 // note the maxfiredeviation is in degrees so this has to convert to radians first
307 //if ((normalize(v) * shotdir) >= cos(maxfiredeviation * (3.14159265358979323846 / 180)))
308 if ((normalize(v) * shotdir) >= cos(maxfiredeviation * (3.14159265358979323846 / 180)))
309 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))
310 this.bot_firetimer = time + bound(0.1, 0.5-(skill+this.bot_aggresskill)*0.05, 0.5);
311 //traceline(shotorg,shotorg+shotdir*1000,false,NULL);
312 //dprint(ftos(maxfiredeviation),"\n");
313 //dprint(" diff:", vtos(diffang), "\n");
315 return this.bot_canfire && (time < this.bot_firetimer);
318 vector bot_shotlead(vector targorigin, vector targvelocity, float shotspeed, float shotdelay)
320 // Try to add code here that predicts gravity effect here, no clue HOW to though ... well not yet atleast...
321 return targorigin + targvelocity * (shotdelay + vlen(targorigin - shotorg) / shotspeed);
324 bool bot_aim(entity this, float shotspeed, float shotspeedupward, float maxshottime, bool applygravity)
326 float f, r, hf, distanceratio;
330 dprint("bot_aim(", ftos(shotspeed));
331 dprint(", ", ftos(shotspeedupward));
332 dprint(", ", ftos(maxshottime));
333 dprint(", ", ftos(applygravity));
337 hf = this.dphitcontentsmask;
338 this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
340 shotspeed *= W_WeaponSpeedFactor(this);
341 shotspeedupward *= W_WeaponSpeedFactor(this);
344 LOG_TRACE("bot_aim: WARNING: weapon ", PS(this).m_weapon.m_name, " shotspeed is zero!\n");
349 LOG_TRACE("bot_aim: WARNING: weapon ", PS(this).m_weapon.m_name, " maxshottime is zero!\n");
352 makevectors(this.v_angle);
353 shotorg = this.origin + this.view_ofs;
355 v = bot_shotlead(this.bot_aimtargorigin, this.bot_aimtargvelocity, shotspeed, this.bot_aimlatency);
356 distanceratio = sqrt(bound(0,skill,10000))*0.3*(vlen(v-shotorg)-100)/autocvar_bot_ai_aimskill_firetolerance_distdegrees;
357 distanceratio = bound(0,distanceratio,1);
358 r = (autocvar_bot_ai_aimskill_firetolerance_maxdegrees-autocvar_bot_ai_aimskill_firetolerance_mindegrees)
359 * (1-distanceratio) + autocvar_bot_ai_aimskill_firetolerance_mindegrees;
360 if (applygravity && this.bot_aimtarg)
362 if (!findtrajectorywithleading(shotorg, '0 0 0', '0 0 0', this.bot_aimtarg, shotspeed, shotspeedupward, maxshottime, 0, this))
364 this.dphitcontentsmask = hf;
368 f = bot_aimdir(this, findtrajectory_velocity - shotspeedupward * '0 0 1', r);
372 f = bot_aimdir(this, v - shotorg, r);
373 //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");
374 //traceline(shotorg, shotorg + shotdir * 10000, false, this);
375 //if (trace_ent.takedamage)
376 //if (trace_fraction < 1)
377 //if (!bot_shouldattack(this, trace_ent))
379 traceline(shotorg, this.bot_aimtargorigin, false, this);
380 if (trace_fraction < 1)
381 if (trace_ent != this.enemy)
382 if (!bot_shouldattack(this, trace_ent))
384 this.dphitcontentsmask = hf;
389 //if (r > maxshottime * shotspeed)
391 this.dphitcontentsmask = hf;