]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/bot/aim.qc
Merge remote-tracking branch 'origin/terencehill/better_dom_hud_stats'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / bot / aim.qc
index e6950dd3e4ebc472a4e59b10244ce9432f5cdd61..699748fdae58401b0fe3d9002977e88ac17f7993 100644 (file)
@@ -1,4 +1,5 @@
 
+entity ka_ball;
 // 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)
@@ -6,7 +7,7 @@
 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;
+       local 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
@@ -17,9 +18,10 @@ float findtrajectorywithleading(vector org, vector m1, vector m2, entity targ, f
        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);
+       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)
@@ -104,7 +106,7 @@ float bot_shouldattack(entity e)
        {
                if (e == self)
                        return FALSE;
-               if (teams_matter)
+               if (teamplay)
                if (e.team != 0)
                        return FALSE;
        }
@@ -113,7 +115,13 @@ float bot_shouldattack(entity e)
                if(e.freezetag_frozen)
                        return FALSE;
 
-       if(teams_matter)
+       // If neither player has ball then don't attack unless the ball is on the
+       // ground.
+       if (g_keepaway)
+               if (!e.ballcarried && !self.ballcarried && ka_ball.owner)
+                       return FALSE;
+
+       if(teamplay)
        {
                if(e.team==0)
                        return FALSE;
@@ -176,7 +184,7 @@ float bot_aimdir(vector v, float maxfiredeviation)
        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) * cvar("bot_ai_aimskill_offset");
+               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));
@@ -206,25 +214,25 @@ float bot_aimdir(vector v, float maxfiredeviation)
        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, cvar("bot_ai_aimskill_order_filter_1st"),1);
+               + (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, cvar("bot_ai_aimskill_order_filter_2nd"),1);
+               + (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, cvar("bot_ai_aimskill_order_filter_3th"),1);
+               + (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, cvar("bot_ai_aimskill_order_filter_4th"),1);
+               + (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, cvar("bot_ai_aimskill_order_filter_5th"),1);
+               + (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 * cvar("bot_ai_aimskill_order_mix_1st")
-               + self.bot_2nd_order_aimfilter * cvar("bot_ai_aimskill_order_mix_2nd")
-               + self.bot_3th_order_aimfilter * cvar("bot_ai_aimskill_order_mix_3th")
-               + self.bot_4th_order_aimfilter * cvar("bot_ai_aimskill_order_mix_4th")
-               + self.bot_5th_order_aimfilter * cvar("bot_ai_aimskill_order_mix_5th")
+                 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
@@ -248,7 +256,7 @@ float bot_aimdir(vector v, float maxfiredeviation)
        diffang_y = diffang_y - floor(diffang_y / 360) * 360;
        if (diffang_y >= 180)
                diffang_y = diffang_y - 360;
-       desiredang = desiredang + diffang * bound(0,cvar("bot_ai_aimskill_think"),1);
+       desiredang = desiredang + diffang * bound(0,autocvar_bot_ai_aimskill_think,1);
 
        // calculate turn angles
        diffang = desiredang - self.v_angle;
@@ -264,12 +272,12 @@ float bot_aimdir(vector v, float maxfiredeviation)
 
        // turn
        local float r, fixedrate, blendrate;
-       fixedrate = cvar("bot_ai_aimskill_fixedrate") / bound(1,dist,1000);
-       blendrate = cvar("bot_ai_aimskill_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,cvar("bot_ai_aimskill_mouse"),1) + desiredang * bound(0,(1-cvar("bot_ai_aimskill_mouse")),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;
@@ -339,10 +347,10 @@ float bot_aim(float shotspeed, float shotspeedupward, float maxshottime, float a
        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)/cvar("bot_ai_aimskill_firetolerance_distdegrees");
+       distanceratio =sqrt(bound(0,skill,10000))*0.3*(vlen(v-shotorg)-100)/autocvar_bot_ai_aimskill_firetolerance_distdegrees;
        distanceratio = bound(0,distanceratio,1);
-       r =  (cvar("bot_ai_aimskill_firetolerance_maxdegrees")-cvar("bot_ai_aimskill_firetolerance_mindegrees"))
-               * (1-distanceratio) + cvar("bot_ai_aimskill_firetolerance_mindegrees");
+       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))
@@ -353,18 +361,19 @@ float bot_aim(float shotspeed, float shotspeedupward, float maxshottime, float a
        {
                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, 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;
+
+       //if (r > maxshottime * shotspeed)
+       //      return FALSE;
+       return TRUE;
 };