3 #include <common/physics/player.qh>
4 #include <common/state.qh>
5 #include <common/stats.qh>
6 #include <common/weapons/_all.qh>
7 #include <server/bot/default/bot.qh>
8 #include <server/bot/default/cvars.qh>
9 #include <server/mutators/_mod.qh>
10 #include <server/weapons/weaponsystem.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 && 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 && 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 && 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 && 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 && 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 (autocvar_bot_ignore_bots && IS_BOT_CLIENT(targ))
134 if (!targ.takedamage)
138 if (PHYS_INPUT_BUTTON_CHAT(targ) && !autocvar_bot_typefrag)
140 if(targ.flags & FL_NOTARGET)
142 if(targ.alpha <= 0.1 && targ.alpha != 0)
143 return false; // invisible via alpha
145 if(MUTATOR_CALLHOOK(BotShouldAttack, this, targ))
151 void bot_lagfunc(entity this, float t, float f1, float f2, entity e1, vector v1, vector v2, vector v3, vector v4)
153 this.bot_aimtarg = e1;
154 this.bot_aimlatency = CS(this).ping; // FIXME? Shouldn't this be in the lag item?
155 //this.bot_aimorigin = v1;
156 //this.bot_aimvelocity = v2;
157 this.bot_aimtargorigin = v3;
158 this.bot_aimtargvelocity = v4;
160 this.bot_canfire = (random() < 0.8);
162 this.bot_canfire = (random() < 0.9);
164 this.bot_canfire = (random() < 0.95);
166 this.bot_canfire = 1;
169 // this function should be called after bot_aim so the aim is reset the next frame
170 void bot_aim_reset(entity this)
172 this.bot_mouseaim = this.v_angle;
173 this.bot_olddesiredang = this.v_angle;
174 this.bot_aimdir_executed = true;
175 this.bot_badaimtime = 0;
176 this.bot_aimthinktime = time;
177 this.bot_prevaimtime = time;
178 this.bot_1st_order_aimfilter = '0 0 0';
179 this.bot_2nd_order_aimfilter = '0 0 0';
180 this.bot_3th_order_aimfilter = '0 0 0';
181 this.bot_4th_order_aimfilter = '0 0 0';
182 this.bot_5th_order_aimfilter = '0 0 0';
183 this.bot_firetimer = 0;
186 void bot_aimdir(entity this, vector v, float maxfiredeviation)
188 float dist, delta_t, blend;
189 vector desiredang, diffang;
191 this.bot_aimdir_executed = true;
193 //dprint("aim ", this.netname, ": old:", vtos(this.v_angle));
194 // make sure v_angle is sane first
195 this.v_angle_y = this.v_angle.y - floor(this.v_angle.y / 360) * 360;
198 // make work bot_aim_reset even if called before this function
199 if (this.bot_prevaimtime == time)
202 // invalid aim dir (can happen when bot overlaps target)
205 float skill_save = skill;
206 // allow turning in a more natural way when bot is walking
207 if (!this.bot_aimtarg)
208 skill = max(4, skill);
210 // get the desired angles to aim at
211 //dprint(" at:", vtos(v));
213 //te_lightning2(NULL, this.origin + this.view_ofs, this.origin + this.view_ofs + v * 200);
214 if (time >= this.bot_badaimtime)
216 this.bot_badaimtime = max(this.bot_badaimtime + 0.3, time);
217 this.bot_badaimoffset = randomvec() * bound(0, 5 - 0.5 * (skill+this.bot_offsetskill), 5) * autocvar_bot_ai_aimskill_offset;
219 desiredang = vectoangles(v) + this.bot_badaimoffset;
220 //dprint(" desired:", vtos(desiredang));
221 if (desiredang.x >= 180)
222 desiredang.x = desiredang.x - 360;
223 desiredang.x = bound(-90, 0 - desiredang.x, 90);
224 desiredang.z = this.v_angle.z;
225 //dprint(" / ", vtos(desiredang));
227 //// pain throws off aim
228 //if (this.bot_painintensity)
230 // // shake from pain
231 // desiredang = desiredang + randomvec() * this.bot_painintensity * 0.2;
234 // calculate turn angles
235 diffang = (desiredang - this.bot_olddesiredang);
237 diffang.y = diffang.y - floor(diffang.y / 360) * 360;
238 if (diffang.y >= 180)
239 diffang.y = diffang.y - 360;
240 this.bot_olddesiredang = desiredang;
241 //dprint(" diff:", vtos(diffang));
243 delta_t = time-this.bot_prevaimtime;
244 this.bot_prevaimtime = time;
245 // Here we will try to anticipate the comming aiming direction
246 this.bot_1st_order_aimfilter= this.bot_1st_order_aimfilter
247 + (diffang * (1 / delta_t) - this.bot_1st_order_aimfilter) * bound(0, autocvar_bot_ai_aimskill_order_filter_1st,1);
248 this.bot_2nd_order_aimfilter= this.bot_2nd_order_aimfilter
249 + (this.bot_1st_order_aimfilter - this.bot_2nd_order_aimfilter) * bound(0, autocvar_bot_ai_aimskill_order_filter_2nd,1);
250 this.bot_3th_order_aimfilter= this.bot_3th_order_aimfilter
251 + (this.bot_2nd_order_aimfilter - this.bot_3th_order_aimfilter) * bound(0, autocvar_bot_ai_aimskill_order_filter_3th,1);
252 this.bot_4th_order_aimfilter= this.bot_4th_order_aimfilter
253 + (this.bot_3th_order_aimfilter - this.bot_4th_order_aimfilter) * bound(0, autocvar_bot_ai_aimskill_order_filter_4th,1);
254 this.bot_5th_order_aimfilter= this.bot_5th_order_aimfilter
255 + (this.bot_4th_order_aimfilter - this.bot_5th_order_aimfilter) * bound(0, autocvar_bot_ai_aimskill_order_filter_5th,1);
257 //blend = (bound(0,skill,10)*0.1)*((1-bound(0,skill,10)*0.05) ** 2.5)*5.656854249; //Plot formule before changing !
258 blend = bound(0,skill+this.bot_aimskill,10)*0.1;
259 desiredang = desiredang + blend *
261 this.bot_1st_order_aimfilter * autocvar_bot_ai_aimskill_order_mix_1st
262 + this.bot_2nd_order_aimfilter * autocvar_bot_ai_aimskill_order_mix_2nd
263 + this.bot_3th_order_aimfilter * autocvar_bot_ai_aimskill_order_mix_3th
264 + this.bot_4th_order_aimfilter * autocvar_bot_ai_aimskill_order_mix_4th
265 + this.bot_5th_order_aimfilter * autocvar_bot_ai_aimskill_order_mix_5th
267 desiredang.x = bound(-90, desiredang.x, 90);
269 // calculate turn angles
270 diffang = desiredang - this.bot_mouseaim;
272 diffang.y = diffang.y - floor(diffang.y / 360) * 360;
273 if (diffang.y >= 180)
274 diffang.y = diffang.y - 360;
275 //dprint(" diff:", vtos(diffang));
277 if (time >= this.bot_aimthinktime)
279 this.bot_aimthinktime = max(this.bot_aimthinktime + 0.5 - 0.05*(skill+this.bot_thinkskill), time);
280 this.bot_mouseaim = this.bot_mouseaim + diffang * (1-random()*0.1*bound(1,10-(skill+this.bot_thinkskill),10));
283 //this.v_angle = this.v_angle + diffang * bound(0, r * frametime * (skill * 0.5 + 2), 1);
285 diffang = this.bot_mouseaim - desiredang;
287 diffang.y = diffang.y - floor(diffang.y / 360) * 360;
288 if (diffang.y >= 180)
289 diffang.y = diffang.y - 360;
290 desiredang = desiredang + diffang * bound(0,autocvar_bot_ai_aimskill_think,1);
292 // calculate turn angles
293 diffang = desiredang - this.v_angle;
295 diffang.y = diffang.y - floor(diffang.y / 360) * 360;
296 if (diffang.y >= 180)
297 diffang.y = diffang.y - 360;
298 //dprint(" diff:", vtos(diffang));
301 dist = vlen(diffang);
302 //diffang = diffang + randomvec() * (dist * 0.05 * (3.5 - bound(0, skill, 3)));
305 float r, fixedrate, blendrate;
306 fixedrate = autocvar_bot_ai_aimskill_fixedrate / bound(1,dist,1000);
307 blendrate = autocvar_bot_ai_aimskill_blendrate;
308 r = max(fixedrate, blendrate);
309 //this.v_angle = this.v_angle + diffang * bound(frametime, r * frametime * (2+skill*skill*0.05-random()*0.05*(10-skill)), 1);
310 r = bound(delta_t, r * delta_t * (2 + ((skill + this.bot_mouseskill) ** 3) * 0.005 - random()), 1);
311 this.v_angle += diffang * (r + (1 - r) * bound(0, 1 - autocvar_bot_ai_aimskill_mouse, 1));
314 this.v_angle_y = this.v_angle.y - floor(this.v_angle.y / 360) * 360;
315 //dprint(" turn:", vtos(this.v_angle));
317 makevectors(this.v_angle);
318 shotorg = this.origin + this.view_ofs;
321 //dprint(" dir:", vtos(v_forward));
322 //te_lightning2(NULL, shotorg, shotorg + shotdir * 100);
324 // calculate turn angles again
325 //diffang = desiredang - this.v_angle;
326 //diffang_y = diffang_y - floor(diffang_y / 360) * 360;
327 //if (diffang_y >= 180)
328 // diffang_y = diffang_y - 360;
332 //dprint("e ", vtos(diffang), " < ", ftos(maxfiredeviation), "\n");
334 if (maxfiredeviation <= 0)
337 if (!autocvar_bot_ai_aimskill_firetolerance)
339 this.bot_firetimer = time + 0.2;
343 // decide whether to fire this time
344 if (v * shotdir > cos(maxfiredeviation * DEG2RAD))
346 traceline(shotorg, shotorg + shotdir * 1000, false, NULL);
347 if (vdist(trace_endpos - shotorg, <, 500 + 500 * bound(0, skill + this.bot_aggresskill, 10))
348 || random() * random() > bound(0, (skill + this.bot_aggresskill) * 0.05, 1))
350 this.bot_firetimer = time + bound(0.1, 0.5 - (skill + this.bot_aggresskill) * 0.05, 0.5);
353 //dprint(ftos(maxfiredeviation),"\n");
354 //dprint(" diff:", vtos(diffang), "\n");
357 vector bot_shotlead(vector targorigin, vector targvelocity, float shotspeed, float shotdelay)
359 // Try to add code here that predicts gravity effect here, no clue HOW to though ... well not yet atleast...
360 return targorigin + targvelocity * (shotdelay + vlen(targorigin - shotorg) / shotspeed);
363 bool bot_aim(entity this, .entity weaponentity, float shotspeed, float shotspeedupward, float maxshottime, bool applygravity)
365 float r, hf, distanceratio;
367 hf = this.dphitcontentsmask;
368 this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
370 float speed_factor = W_WeaponSpeedFactor(this);
371 shotspeed *= speed_factor;
372 shotspeedupward *= speed_factor;
375 LOG_TRACE("bot_aim: WARNING: weapon ", this.(weaponentity).m_weapon.m_name, " shotspeed is zero!");
380 LOG_TRACE("bot_aim: WARNING: weapon ", this.(weaponentity).m_weapon.m_name, " maxshottime is zero!");
383 makevectors(this.v_angle);
384 shotorg = this.origin + this.view_ofs;
386 v = bot_shotlead(this.bot_aimtargorigin, this.bot_aimtargvelocity, shotspeed, this.bot_aimlatency);
387 distanceratio = sqrt(bound(0,skill,10000))*0.3*(vlen(v-shotorg)-100)/autocvar_bot_ai_aimskill_firetolerance_distdegrees;
388 distanceratio = bound(0,distanceratio,1);
389 r = (autocvar_bot_ai_aimskill_firetolerance_maxdegrees-autocvar_bot_ai_aimskill_firetolerance_mindegrees)
390 * (1-distanceratio) + autocvar_bot_ai_aimskill_firetolerance_mindegrees;
391 if (applygravity && this.bot_aimtarg)
393 if (!findtrajectorywithleading(shotorg, '0 0 0', '0 0 0', this.bot_aimtarg, shotspeed, shotspeedupward, maxshottime, 0, this))
395 this.dphitcontentsmask = hf;
399 bot_aimdir(this, findtrajectory_velocity - shotspeedupward * '0 0 1', r);
403 bot_aimdir(this, v - shotorg, r);
404 //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");
405 //traceline(shotorg, shotorg + shotdir * 10000, false, this);
406 //if (trace_ent.takedamage)
407 //if (trace_fraction < 1)
408 //if (!bot_shouldattack(this, trace_ent))
410 traceline(shotorg, this.bot_aimtargorigin, false, this);
411 if (trace_fraction < 1)
412 if (trace_ent != this.enemy)
413 if (!bot_shouldattack(this, trace_ent))
415 this.dphitcontentsmask = hf;
420 if (time > this.bot_firetimer)
422 this.dphitcontentsmask = hf;
426 //if (r > maxshottime * shotspeed)
428 this.dphitcontentsmask = hf;