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improve RL
[divverent/nexuiz.git] / data / qcsrc / server / w_rocketlauncher.qc
1 .float rl_release;
2 .float rl_detonate_later;
3
4 void W_Rocket_Unregister()
5 {
6         if(self.owner && self.owner.lastrocket == self)
7         {
8                 self.owner.lastrocket = world;
9                 // self.owner.rl_release = 1;
10         }
11 }
12
13 void W_Rocket_Explode (void)
14 {
15         W_Rocket_Unregister();
16
17         if(other.takedamage == DAMAGE_AIM)
18                 if(other.classname == "player")
19                         if(IsDifferentTeam(self.owner, other))
20                                 if(IsFlying(other))
21                                         announce(self.owner, "announcer/male/airshot.wav");
22
23         self.event_damage = SUB_Null;
24         self.takedamage = DAMAGE_NO;
25         RadiusDamage (self, self.owner, cvar("g_balance_rocketlauncher_damage"), cvar("g_balance_rocketlauncher_edgedamage"), cvar("g_balance_rocketlauncher_radius"), world, cvar("g_balance_rocketlauncher_force"), self.projectiledeathtype, other);
26
27         if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
28         {
29                 if(self.owner.ammo_rockets < cvar("g_balance_rocketlauncher_ammo"))
30                 {
31                         self.owner.cnt = WEP_ROCKET_LAUNCHER;
32                         ATTACK_FINISHED(self.owner) = time;
33                         self.owner.switchweapon = w_getbestweapon(self.owner);
34                 }
35                 if(g_laserguided_missile)
36                         ATTACK_FINISHED(self.owner) = time + cvar("g_balance_rocketlauncher_refire") * W_WeaponRateFactor();
37         }
38         remove (self);
39 }
40
41 entity FindLaserTarget(entity e, float dist_variance, float dot_variance)
42 {
43         entity head, selected;
44         vector dir;
45         float dist, maxdist,// bestdist,
46                 dot,// bestdot,
47                 points, bestpoints;
48         //bestdist = 9999;
49         //bestdot = -2;
50         bestpoints = 0;
51         maxdist = 800;
52         selected = world;
53
54         makevectors(e.angles);
55
56         head = find(world, classname, "laser_target");
57         while(head)
58         {
59                 points = 0;
60                 dir = normalize(head.origin - self.origin);
61                 dot = dir * v_forward;
62                 dist = vlen(head.origin - self.origin);
63                 if(dist > maxdist)
64                         dist = maxdist;
65
66                 // gain points for being in front
67                 points = points + ((dot+1)*0.5) * 500
68                         * (1 + crandom()*dot_variance);
69                 // gain points for being close away
70                 points = points + (1 - dist/maxdist) * 1000
71                         * (1 + crandom()*dot_variance);
72
73                 traceline(e.origin, head.origin, TRUE, self);
74                 if(trace_fraction < 1)
75                 {
76                         points = 0;
77                 }
78
79                 if(points > bestpoints)//random() > 0.5)//
80                 {
81                         bestpoints = points;
82                         selected = head;
83                 }
84
85                 head = find(head, classname, "laser_target");
86         }
87
88         //bprint(selected.owner.netname);
89         //bprint("\n");
90         return selected;
91 }
92
93 void W_Rocket_RemoteExplode()
94 {
95         if(self.owner.deadflag == DEAD_NO)
96         if(self.owner.lastrocket)
97         {
98                 if((self.spawnshieldtime >= 0)
99                         ? (time >= self.spawnshieldtime) // timer
100                         : (vlen(NearestPointOnBox(self.owner, self.origin) - self.origin) > cvar("g_balance_rocketlauncher_radius")) // safety device
101                 )
102                 {
103                         other = world;
104                         self.projectiledeathtype |= HITTYPE_BOUNCE;
105                         W_Rocket_Explode ();
106                 }
107                 else
108                 {
109                 }
110         }
111 }
112
113 vector rocket_steerto(vector thisdir, vector goaldir, float maxturn_cos)
114 {
115         if(thisdir * goaldir > maxturn_cos)
116                 return goaldir;
117         float f, m2;
118         vector v;
119         // solve:
120         //   g = normalize(thisdir + goaldir * X)
121         //   thisdir * g = maxturn
122         //
123         //   gg = thisdir + goaldir * X
124         //   (thisdir * gg)^2 = maxturn^2 * (gg * gg)
125         //
126         //   (1 + (thisdir * goaldir) * X)^2 = maxturn^2 * (1 + X*X + 2 * X * thisdir * goaldir)
127         f = thisdir * goaldir;
128         //   (1 + f * X)^2 = maxturn^2 * (1 + X*X + 2 * X * f)
129         //   0 = (m^2 - f^2) * x^2 + (2 * f * (m^2 - 1)) * x + (m^2 - 1)
130         m2 = maxturn_cos * maxturn_cos;
131         v = solve_quadratic(m2 - f * f, 2 * f * (m2 - 1), m2 - 1);
132         return normalize(thisdir + goaldir * v_y); // the larger solution!
133 }
134
135 void W_Rocket_Think (void)
136 {
137         entity e;
138         vector desireddir, olddir, newdir, desiredorigin, goal;
139         float turnrate, velspeed, f;
140         self.nextthink = time;
141         if (time > self.cnt)
142         {
143                 other = world;
144                 self.projectiledeathtype |= HITTYPE_BOUNCE;
145                 W_Rocket_Explode ();
146                 return;
147         }
148
149         if(g_laserguided_missile)
150         {
151                 // accelerate
152                 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0');
153                 velspeed = cvar("g_balance_rocketlauncher_laserguided_speed") * g_weaponspeedfactor - (self.velocity * v_forward);
154                 if (velspeed > 0)
155                         self.velocity = self.velocity + v_forward * min(cvar("g_balance_rocketlauncher_laserguided_speedaccel") * frametime, velspeed);
156         }
157         else
158         {
159                 // accelerate
160                 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0');
161                 velspeed = cvar("g_balance_rocketlauncher_speed") * g_weaponspeedfactor - (self.velocity * v_forward);
162                 if (velspeed > 0)
163                         self.velocity = self.velocity + v_forward * min(cvar("g_balance_rocketlauncher_speedaccel") * g_weaponspeedfactor * frametime, velspeed);
164         }
165
166         // laser guided, or remote detonation
167         if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
168         {
169                 if(g_laserguided_missile)
170                 {
171                         if(self.rl_detonate_later)
172                                 W_Rocket_RemoteExplode();
173
174                         if(cvar("g_balance_rocketlauncher_laserguided_allow_steal"))
175                         {
176                                 if(self.owner.laser_on)
177                                 {
178                                         if(self.attack_finished_single < time)
179                                         {
180                                                 self.attack_finished_single = time + 0.2 + random()*0.3;
181                                                 self.enemy = FindLaserTarget(self, 0.7, 0.7);
182                                         }
183
184                                         if(!self.enemy)
185                                                 self.enemy = self.owner.weaponentity.lasertarget;
186                                 }
187                                 else self.enemy = world;
188                         }
189                         else // don't allow stealing: always target my owner's laser (if it exists)
190                                 self.enemy = self.owner.weaponentity.lasertarget;
191
192                         if(self.enemy != world)
193                         {
194                                 //bprint("Targeting ", self.enemy.owner.netname, "'s laser\n");
195                                 velspeed = vlen(self.velocity);
196                                 e = self.enemy;//self.owner.weaponentity.lasertarget;
197                                 turnrate = cvar("g_balance_rocketlauncher_laserguided_turnrate");//0.65;                                                // how fast to turn
198                                 desireddir = normalize(e.origin - self.origin);         // get direction from my position to the laser target
199                                 olddir = normalize(self.velocity);                                      // get my current direction
200                                 newdir = normalize(olddir + desireddir * turnrate);     // take the average of the 2 directions; not the best method but simple & easy
201                                 self.velocity = newdir * velspeed;                                      // make me fly in the new direction at my flight speed
202                                 self.angles = vectoangles(self.velocity);                       // turn model in the new flight direction
203
204                                 ATTACK_FINISHED(self.owner) = time + 0.2 * W_WeaponRateFactor();
205                         }
206                 }
207                 else
208                 {
209                         if(self == self.owner.lastrocket)
210                         if(!self.owner.rl_release)
211                         if(cvar("g_balance_rocketlauncher_guiderate"))
212                         if(time > self.pushltime)
213                         if(self.owner.deadflag == DEAD_NO)
214                         {
215                                 f = min(1, (time - self.pushltime) / cvar("g_balance_rocketlauncher_guideratedelay"));
216                                 velspeed = vlen(self.velocity);
217
218                                 makevectors(self.owner.v_angle);
219                                 desireddir = v_forward;
220                                 desiredorigin = self.owner.origin + self.owner.view_ofs;
221                                 olddir = normalize(self.velocity);
222
223                                 // now it gets tricky... we want to move like some curve to approximate the target direction
224                                 // but we are limiting the rate at which we can turn!
225                                 goal = desiredorigin + ((self.origin - desiredorigin) * desireddir + cvar("g_balance_rocketlauncher_guidegoal")) * desireddir;
226                                 newdir = rocket_steerto(olddir, normalize(goal - self.origin), cos(cvar("g_balance_rocketlauncher_guiderate") * f * frametime * PI / 180));
227
228                                 self.velocity = newdir * velspeed;
229                         }
230
231                         if(self.rl_detonate_later)
232                                 W_Rocket_RemoteExplode();
233                 }
234         }
235
236         if(self.csqcprojectile_clientanimate == 0)
237                 UpdateCSQCProjectile(self);
238 }
239
240 void W_Rocket_Touch (void)
241 {
242         W_Rocket_Unregister();
243
244         PROJECTILE_TOUCH;
245         W_Rocket_Explode ();
246 }
247
248 void W_Rocket_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
249 {
250         if (self.health <= 0)
251                 return;
252         self.health = self.health - damage;
253         self.angles = vectoangles(self.velocity);
254         if (self.health <= 0)
255                 W_PrepareExplosionByDamage(attacker, W_Rocket_Explode);
256 }
257
258 void W_Rocket_Attack (void)
259 {
260         local entity missile;
261         local entity flash;
262
263         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
264                 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_rocketlauncher_ammo");
265
266         W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 5, "weapons/rocket_fire.wav", cvar("g_balance_rocketlauncher_damage"));
267         pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
268
269         missile = spawn ();
270         missile.owner = self;
271         self.lastrocket = missile;
272         if(cvar("g_balance_rocketlauncher_detonatedelay") >= 0)
273                 missile.spawnshieldtime = time + cvar("g_balance_rocketlauncher_detonatedelay");
274         else
275                 missile.spawnshieldtime = -1;
276         missile.pushltime = time + cvar("g_balance_rocketlauncher_guidedelay");
277         missile.classname = "rocket";
278         missile.bot_dodge = TRUE;
279         missile.bot_dodgerating = cvar("g_balance_rocketlauncher_primary_damage") * 2; // * 2 because it can be detonated inflight which makes it even more dangerous
280
281         missile.takedamage = DAMAGE_YES;
282         missile.damageforcescale = cvar("g_balance_rocketlauncher_damageforcescale");
283         missile.health = cvar("g_balance_rocketlauncher_health");
284         missile.event_damage = W_Rocket_Damage;
285
286         missile.movetype = MOVETYPE_FLY;
287         PROJECTILE_MAKETRIGGER(missile);
288         missile.projectiledeathtype = WEP_ROCKET_LAUNCHER;
289         setsize (missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
290
291         setorigin (missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point
292         if(g_laserguided_missile && self.laser_on)
293                 missile.velocity = w_shotdir * cvar("g_balance_rocketlauncher_laserguided_speedstart") * g_weaponspeedfactor;
294         else
295                 missile.velocity = w_shotdir * cvar("g_balance_rocketlauncher_speedstart") * g_weaponspeedfactor;
296         W_SetupProjectileVelocity(missile);
297         missile.angles = vectoangles (missile.velocity);
298
299         missile.touch = W_Rocket_Touch;
300         missile.think = W_Rocket_Think;
301         missile.nextthink = time;
302         missile.cnt = time + cvar("g_balance_rocketlauncher_lifetime");
303         missile.flags = FL_PROJECTILE;
304
305         CSQCProjectile(missile, cvar("g_balance_rocketlauncher_guiderate") == 0 && cvar("g_balance_rocketlauncher_speedaccel") == 0 && !g_laserguided_missile, PROJECTILE_ROCKET, FALSE); // because of fly sound
306
307         // muzzle flash for 1st person view
308         flash = spawn ();
309         setmodel (flash, "models/flash.md3"); // precision set below
310         SUB_SetFade (flash, time, 0.1);
311         flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
312         W_AttachToShotorg(flash, '5 0 0');
313
314         // common properties
315 }
316
317 void spawnfunc_weapon_rocketlauncher (void); // defined in t_items.qc
318
319 float w_rlauncher(float req)
320 {
321         entity rock;
322         float rockfound;
323         if (req == WR_AIM)
324         {
325                 // aim and decide to fire if appropriate
326                 self.BUTTON_ATCK = bot_aim(cvar("g_balance_rocketlauncher_speed"), 0, cvar("g_balance_rocketlauncher_lifetime"), FALSE);
327                 if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
328                 {
329                         // decide whether to detonate rockets
330                         local entity missile, targetlist, targ;
331                         local float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
332                         local float selfdamage, teamdamage, enemydamage;
333                         edgedamage = cvar("g_balance_rocketlauncher_edgedamage");
334                         coredamage = cvar("g_balance_rocketlauncher_damage");
335                         edgeradius = cvar("g_balance_rocketlauncher_radius");
336                         recipricoledgeradius = 1 / edgeradius;
337                         selfdamage = 0;
338                         teamdamage = 0;
339                         enemydamage = 0;
340                         targetlist = findchainfloat(bot_attack, TRUE);
341                         missile = find(world, classname, "rocket");
342                         while (missile)
343                         {
344                                 if (missile.owner != self)
345                                 {
346                                         missile = find(missile, classname, "rocket");
347                                         continue;
348                                 }
349                                 targ = targetlist;
350                                 while (targ)
351                                 {
352                                         d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - missile.origin);
353                                         d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
354                                         // count potential damage according to type of target
355                                         if (targ == self)
356                                                 selfdamage = selfdamage + d;
357                                         else if (targ.team == self.team && teams_matter)
358                                                 teamdamage = teamdamage + d;
359                                         else if (bot_shouldattack(targ))
360                                                 enemydamage = enemydamage + d;
361                                         targ = targ.chain;
362                                 }
363                                 missile = find(missile, classname, "rocket");
364                         }
365                         local float desirabledamage;
366                         desirabledamage = enemydamage;
367                         if (teamplay != 1 && time > self.invincible_finished && time > self.spawnshieldtime)
368                                 desirabledamage = desirabledamage - selfdamage * cvar("g_balance_selfdamagepercent");
369                         if (self.team && teamplay != 1)
370                                 desirabledamage = desirabledamage - teamdamage;
371
372                         missile = find(world, classname, "rocket");
373                         while (missile)
374                         {
375                                 if (missile.owner != self)
376                                 {
377                                         missile = find(missile, classname, "rocket");
378                                         continue;
379                                 }
380                                 makevectors(missile.v_angle);
381                                 targ = targetlist;
382                                 if (skill > 9) // normal players only do this for the target they are tracking
383                                 {
384                                         targ = targetlist;
385                                         while (targ)
386                                         {
387                                                 if (
388                                                         (v_forward * normalize(missile.origin - targ.origin)< 0.1)
389                                                         && desirabledamage > 0.1*coredamage
390                                                 )self.BUTTON_ATCK2 = TRUE;
391                                                 targ = targ.chain;
392                                         }
393                                 }else{
394                                         local float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
395                                         //As the distance gets larger, a correct detonation gets near imposible
396                                         //Bots are assumed to use the rocket spawnfunc_light to see if the rocket gets near a player
397                                         if(v_forward * normalize(missile.origin - self.enemy.origin)< 0.1)
398                                                 if(self.enemy.classname == "player")
399                                                         if(desirabledamage >= 0.1*coredamage)
400                                                                 if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
401                                                                         self.BUTTON_ATCK2 = TRUE;
402                                 //      dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
403                                 }
404
405                                 missile = find(missile, classname, "rocket");
406                         }
407                         // if we would be doing at X percent of the core damage, detonate it
408                         // but don't fire a new shot at the same time!
409                         if (desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
410                                 self.BUTTON_ATCK2 = TRUE;
411                         if ((skill > 6.5) && (selfdamage > self.health))
412                                 self.BUTTON_ATCK2 = FALSE;
413                         //if(self.BUTTON_ATCK2 == TRUE)
414                         //      dprint(ftos(desirabledamage),"\n");
415                         if (self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE;
416                 }
417         }
418         else if (req == WR_THINK)
419         {
420                 if(g_laserguided_missile)
421                 {
422                         if (self.BUTTON_ATCK && self.rl_release)
423                         {
424                                 rockfound = 0;
425                                 for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.owner == self)
426                                 {
427                                         if(!rock.rl_detonate_later)
428                                         {
429                                                 rock.rl_detonate_later = TRUE;
430                                                 rockfound = 1;
431                                         }
432                                 }
433                                 if(rockfound)
434                                         sound (self, CHAN_WEAPON2, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
435                                 else
436                                 {
437                                         if (weapon_prepareattack(0, cvar("g_balance_rocketlauncher_refire")))
438                                         {
439                                                 W_Rocket_Attack();
440                                                 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_rocketlauncher_animtime"), w_ready);
441                                         }
442                                 }
443                                 self.rl_release = 0;
444                         }
445                         if (!self.BUTTON_ATCK)
446                                 self.rl_release = 1;
447                         if (self.BUTTON_ATCK2)
448                         if(self.exteriorweaponentity.attack_finished_single < time)
449                         {
450                                 self.exteriorweaponentity.attack_finished_single = time + 0.4;
451                                 self.laser_on = !self.laser_on;
452                                 // UGLY WORKAROUND: play this on CHAN_WEAPON2 so it can't cut off fire sounds
453                                 sound (self, CHAN_WEAPON2, "weapons/rocket_mode.wav", VOL_BASE, ATTN_NORM);
454                         }
455                 }
456                 else
457                 {
458                         if (self.BUTTON_ATCK)
459                         {
460                                 if(self.rl_release || cvar("g_balance_rocketlauncher_guidestop"))
461                                 if(weapon_prepareattack(0, cvar("g_balance_rocketlauncher_refire")))
462                                 {
463                                         W_Rocket_Attack();
464                                         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_rocketlauncher_animtime"), w_ready);
465                                         self.rl_release = 0;
466                                 }
467                         }
468                         else
469                                 self.rl_release = 1;
470
471                         if (self.BUTTON_ATCK2)
472                         {
473                                 rockfound = 0;
474                                 for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.owner == self)
475                                 {
476                                         if(!rock.rl_detonate_later)
477                                         {
478                                                 rock.rl_detonate_later = TRUE;
479                                                 rockfound = 1;
480                                         }
481                                 }
482                                 if(rockfound)
483                                         sound (self, CHAN_WEAPON2, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
484                         }
485                 }
486         }
487         else if (req == WR_PRECACHE)
488         {
489                 precache_model ("models/flash.md3");
490                 precache_model ("models/weapons/g_rl.md3");
491                 precache_model ("models/weapons/v_rl.md3");
492                 precache_model ("models/weapons/h_rl.dpm");
493                 precache_sound ("weapons/rocket_det.wav");
494                 precache_sound ("weapons/rocket_fire.wav");
495                 if (g_laserguided_missile)
496                 {
497                         precache_model ("models/laser_dot.mdl"); // rocket launcher
498                         precache_sound ("weapons/rocket_mode.wav");
499                 }
500         }
501         else if (req == WR_SETUP)
502         {
503                 weapon_setup(WEP_ROCKET_LAUNCHER);
504                 self.rl_release = 1;
505         }
506         else if (req == WR_CHECKAMMO1)
507         {
508                 // don't switch while guiding a missile
509                 if ((ATTACK_FINISHED(self) <= time || self.weapon != WEP_ROCKET_LAUNCHER)
510                         && self.ammo_rockets < cvar("g_balance_rocketlauncher_ammo"))
511                         return FALSE;
512         }
513         else if (req == WR_CHECKAMMO2)
514                 return FALSE;
515         else if (req == WR_SUICIDEMESSAGE)
516                 w_deathtypestring = "exploded";
517         else if (req == WR_KILLMESSAGE)
518         {
519                 if(w_deathtype & HITTYPE_BOUNCE) // (remote detonation)
520                         w_deathtypestring = "got too close to #'s rocket";
521                 else if(w_deathtype & HITTYPE_SPLASH)
522                         w_deathtypestring = "almost dodged #'s rocket";
523                 else
524                         w_deathtypestring = "ate #'s rocket";
525         }
526         return TRUE;
527 };