return false;
}
-void lag_update(entity this)
-{
- 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; }
- 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; }
- 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; }
- 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; }
- 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; }
-}
-
-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)
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;
-}
-
// this function should be called after bot_aim so the aim is reset the next frame
void bot_aim_reset(entity this)
{
float skill_save = skill;
// allow turning in a more natural way when bot is walking
- if (!this.bot_aimtarg)
+ if (!this.enemy)
skill = max(4, skill);
// get the desired angles to aim at
this.bot_badaimoffset = randomvec() * f * autocvar_bot_ai_aimskill_offset;
this.bot_badaimoffset.x *= 0.7; // smaller vertical offset
}
- float enemy_factor = ((this.bot_aimtarg) ? 5 : 2);
+ float enemy_factor = ((this.enemy) ? 5 : 2);
// apply enemy_factor every frame so that the bigger offset is applied instantly when the bot aims to a new target
desiredang = vectoangles(v) + this.bot_badaimoffset * enemy_factor;
//dprint(" desired:", vtos(desiredang));
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);
+ vector enemy_org = (this.enemy.absmin + this.enemy.absmax) * 0.5;
+ v = bot_shotlead(enemy_org, this.enemy.velocity, shotspeed, this.bot_aimlatency);
// this formula was created starting from empiric values of distance and max hit angle
// with a player as target (32 qu wide) from the center of it right in front of the bot
f += bound(0, (10 - (skill + this.bot_aimskill)) * 0.3, 3);
maxfiredeviation = min(90, maxfiredeviation * f);
- if (applygravity && this.bot_aimtarg)
+ if (applygravity && this.enemy)
{
- if (!findtrajectorywithleading(shotorg, '0 0 0', '0 0 0', this.bot_aimtarg, shotspeed, shotspeedupward, maxshottime, 0, this))
+ if (!findtrajectorywithleading(shotorg, '0 0 0', '0 0 0', this.enemy, shotspeed, shotspeedupward, maxshottime, 0, this))
{
this.dphitcontentsmask = hf;
return false;
else
{
bot_aimdir(this, v - shotorg, maxfiredeviation);
- //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");
+ //dprint("AIM: ");dprint(vtos(enemy_org));dprint(" + ");dprint(vtos(this.enemy.velocity));dprint(" * ");dprint(ftos(this.bot_aimlatency + vlen(this.enemy.origin - 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);
+ traceline(shotorg, enemy_org, false, this);
if (trace_fraction < 1)
if (trace_ent != this.enemy)
if (!bot_shouldattack(this, trace_ent))
entity tracetossfaketarget;
vector findtrajectory_velocity;
-
-
vector shotorg;
vector shotdir;
-// lag simulation
-// upto 5 queued messages
-.float lag1_time;
-.float lag1_float1;
-.float lag1_float2;
-.entity lag1_entity1;
-.vector lag1_vec1;
-.vector lag1_vec2;
-.vector lag1_vec3;
-.vector lag1_vec4;
-
-.float lag2_time;
-.float lag2_float1;
-.float lag2_float2;
-.entity lag2_entity1;
-.vector lag2_vec1;
-.vector lag2_vec2;
-.vector lag2_vec3;
-.vector lag2_vec4;
-
-.float lag3_time;
-.float lag3_float1;
-.float lag3_float2;
-.entity lag3_entity1;
-.vector lag3_vec1;
-.vector lag3_vec2;
-.vector lag3_vec3;
-.vector lag3_vec4;
-
-.float lag4_time;
-.float lag4_float1;
-.float lag4_float2;
-.entity lag4_entity1;
-.vector lag4_vec1;
-.vector lag4_vec2;
-.vector lag4_vec3;
-.vector lag4_vec4;
-
-.float lag5_time;
-.float lag5_float1;
-.float lag5_float2;
-.entity lag5_entity1;
-.vector lag5_vec1;
-.vector lag5_vec2;
-.vector lag5_vec3;
-.vector lag5_vec4;
-
.bool bot_aimdir_executed;
.float bot_badaimtime;
.float bot_aimthinktime;
.vector bot_5th_order_aimfilter;
.vector bot_olddesiredang;
-//.vector bot_aimorigin;
-//.vector bot_aimvelocity;
-.vector bot_aimtargorigin;
-.vector bot_aimtargvelocity;
-
-.entity bot_aimtarg;
/*
* Functions
*/
-float lag_additem(entity this, float t, float f1, float f2, entity e1, vector v1, vector v2, vector v3, vector v4);
-void lag_update(entity this);
-void bot_lagfunc(entity this, float t, float f1, float f2, entity e1, vector v1, vector v2, vector v3, vector v4);
-
float bot_shouldattack(entity this, entity targ);
void bot_aimdir(entity this, vector v, float maxfiredeviation);
bool bot_aim(entity this, .entity weaponentity, float shotspeed, float shotspeedupward, float maxshottime, bool applygravity, bool shot_accurate);
float findtrajectorywithleading(vector org, vector m1, vector m2, entity targ, float shotspeed, float shotspeedupward, float maxtime, float shotdelay, entity ignore);
vector bot_shotlead(vector targorigin, vector targvelocity, float shotspeed, float shotdelay);
-
-.void(entity this, float t, float f1, float f2, entity e1, vector v1, vector v2, vector v3, vector v4) lag_func;
if (this.goalcurrent)
navigation_clearroute(this);
this.enemy = NULL;
- this.bot_aimtarg = NULL;
return;
}
}
}
havocbot_aim(this);
- lag_update(this);
- if (this.bot_aimtarg)
+ if (this.enemy)
{
this.aistatus |= AI_STATUS_ATTACKING;
this.aistatus &= ~AI_STATUS_ROAMING;
}
else
{
- if(IS_PLAYER(this.bot_aimtarg))
- bot_aimdir(this, this.bot_aimtarg.origin + this.bot_aimtarg.view_ofs - this.origin - this.view_ofs, 0);
+ if(IS_PLAYER(this.enemy))
+ bot_aimdir(this, this.enemy.origin + this.enemy.view_ofs - this.origin - this.view_ofs, 0);
}
}
else if (this.goalcurrent)
vector enemyvel = this.enemy.velocity;
if (!this.enemy.waterlevel)
enemyvel.z = 0;
- lag_additem(this, time + CS(this).ping, 0, 0, this.enemy, this.origin, myvel, (this.enemy.absmin + this.enemy.absmax) * 0.5, enemyvel);
}
- else
- lag_additem(this, time + CS(this).ping, 0, 0, NULL, this.origin, myvel, ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5, '0 0 0');
}
bool havocbot_moveto_refresh_route(entity this)