Bots should rotate when hunting to face the target player.

This commit is contained in:
UnknownShadow200 2016-09-09 19:15:54 +10:00
parent d501219f4f
commit c25602b429
6 changed files with 35 additions and 37 deletions

View File

@ -165,19 +165,30 @@ namespace MCGalaxy.Bots {
Player[] players = PlayerInfo.Online.Items; Player[] players = PlayerInfo.Online.Items;
foreach (Player p in players) { foreach (Player p in players) {
if (p.level != bot.level || p.invincible) continue; if (p.level != bot.level || p.invincible) continue;
int curDist = Math.Abs(p.pos[0] - bot.pos[0]) + Math.Abs(p.pos[1] - bot.pos[1]) + Math.Abs(p.pos[2] - bot.pos[2]);
int dx = p.pos[0] - bot.pos[0], dy = p.pos[1] - bot.pos[1], dz = p.pos[2] - bot.pos[2];
int curDist = Math.Abs(dx) + Math.Abs(dy) + Math.Abs(dz);
if (curDist >= dist) continue; if (curDist >= dist) continue;
dist = curDist; dist = curDist;
bot.foundPos = p.pos; bot.foundPos = p.pos;
bot.foundRot = p.rot;
bot.movement = true; bot.movement = true;
bot.rot[1] = (byte)(255 - bot.foundRot[1]); Vec3F32 dir = new Vec3F32(dx, dy, dz);
if (bot.foundRot[0] < 128) dir = Vec3F32.Normalise(dir);
bot.rot[0] = (byte)(bot.foundRot[0] + 128); byte yaw, pitch;
else DirUtils.GetYawPitch(dir, out yaw, out pitch);
bot.rot[0] = (byte)(bot.foundRot[0] - 128);
// If we are very close to a player, switch from trying to look
// at them to just facing the opposite direction to them
if (Math.Abs(dx) >= 4 || Math.Abs(dz) >= 4) {
bot.rot[0] = yaw;
} else if (p.rot[0] < 128) {
bot.rot[0] = (byte)(p.rot[0] + 128);
} else {
bot.rot[0] = (byte)(p.rot[0] - 128);
}
bot.rot[1] = pitch;
} }
} }
} }

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@ -45,7 +45,7 @@ namespace MCGalaxy {
public struct Pos { public string type, newscript; public int seconds, rotspeed; public ushort x, y, z; public byte rotx, roty; } public struct Pos { public string type, newscript; public int seconds, rotspeed; public ushort x, y, z; public byte rotx, roty; }
public ushort[] pos = new ushort[3], oldpos = new ushort[3], foundPos = new ushort[3]; public ushort[] pos = new ushort[3], oldpos = new ushort[3], foundPos = new ushort[3];
public byte[] rot = new byte[2], oldrot = new byte[2], foundRot = new byte[2]; public byte[] rot = new byte[2], oldrot = new byte[2];
public bool movement = false; public bool movement = false;
public int movementSpeed = 3; public int movementSpeed = 3;
internal bool jumping = false; internal bool jumping = false;

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@ -38,7 +38,7 @@ namespace MCGalaxy.Commands {
void DoShoot(Player p, byte type, byte extType) { void DoShoot(Player p, byte type, byte extType) {
CatchPos bp = (CatchPos)p.blockchangeObject; CatchPos bp = (CatchPos)p.blockchangeObject;
Vec3F32 dir = DirUtils.GetDirVector(p.rot[0], p.rot[1]); Vec3F32 dir = DirUtils.GetFlatDirVector(p.rot[0], p.rot[1]);
double bigDiag = Math.Sqrt(Math.Sqrt(p.level.Width * p.level.Width + p.level.Length * p.level.Length) double bigDiag = Math.Sqrt(Math.Sqrt(p.level.Width * p.level.Width + p.level.Length * p.level.Length)
+ p.level.Height * p.level.Height + p.level.Width * p.level.Width); + p.level.Height * p.level.Height + p.level.Width * p.level.Width);

View File

@ -51,7 +51,7 @@ namespace MCGalaxy.Commands {
while (true) { while (true) {
Vec3U16 start = MakePos(p); Vec3U16 start = MakePos(p);
total++; total++;
Vec3F32 dir = DirUtils.GetDirVector(p.rot[0], p.rot[1]); Vec3F32 dir = DirUtils.GetFlatDirVector(p.rot[0], p.rot[1]);
Vec3U16 lookedAt; Vec3U16 lookedAt;
int i; int i;

View File

@ -79,7 +79,7 @@ namespace MCGalaxy.Commands {
void DoAim(Player p) { void DoAim(Player p) {
List<Vec3U16> lastSent = new List<Vec3U16>(), toSend = new List<Vec3U16>(); List<Vec3U16> lastSent = new List<Vec3U16>(), toSend = new List<Vec3U16>();
while (p.aiming) { while (p.aiming) {
Vec3F32 dir = DirUtils.GetDirVector(p.rot[0], p.rot[1]); Vec3F32 dir = DirUtils.GetFlatDirVector(p.rot[0], p.rot[1]);
try { try {
ushort x = (ushort)Math.Round((ushort)(p.pos[0] / 32) + dir.X * 3); ushort x = (ushort)Math.Round((ushort)(p.pos[0] / 32) + dir.X * 3);
ushort y = (ushort)Math.Round((ushort)(p.pos[1] / 32) + dir.Y * 3); ushort y = (ushort)Math.Round((ushort)(p.pos[1] / 32) + dir.Y * 3);

View File

@ -75,7 +75,7 @@ namespace MCGalaxy {
dirY = -1; dirY = -1;
} }
public static Vec3F32 GetDirVector(byte yaw, byte pitch) { public static Vec3F32 GetFlatDirVector(byte yaw, byte pitch) {
const double packed2Rad = (2 * Math.PI) / 256.0; const double packed2Rad = (2 * Math.PI) / 256.0;
double x = Math.Sin(yaw * packed2Rad); double x = Math.Sin(yaw * packed2Rad);
double y = -Math.Sin(pitch * packed2Rad); // e.g. 64 -> PI/2, result should be -1 double y = -Math.Sin(pitch * packed2Rad); // e.g. 64 -> PI/2, result should be -1
@ -83,7 +83,7 @@ namespace MCGalaxy {
return new Vec3F32((float)x, (float)y, (float)z); return new Vec3F32((float)x, (float)y, (float)z);
} }
public static Vec3F32 GetAdjDirVector(byte yaw, byte pitch) { public static Vec3F32 GetDirVector(byte yaw, byte pitch) {
const double packed2Rad = (2 * Math.PI) / 256.0; const double packed2Rad = (2 * Math.PI) / 256.0;
double x = Math.Sin(yaw * packed2Rad) * Math.Cos(pitch * packed2Rad); double x = Math.Sin(yaw * packed2Rad) * Math.Cos(pitch * packed2Rad);
double y = -Math.Sin(pitch * packed2Rad); double y = -Math.Sin(pitch * packed2Rad);
@ -92,35 +92,22 @@ namespace MCGalaxy {
} }
public static void GetYawPitch(Vec3F32 dir, out byte yaw, out byte pitch) { public static void GetYawPitch(Vec3F32 dir, out byte yaw, out byte pitch) {
// y = -sin(pitch) -> pitch = arcsin(-y) // y = -sin(pitch) -> pitch = arcsin(-y)
// x = sin(yaw) * cos(pitch) -> yaw = arcsin(x/cos(pitch)) // x = sin(yaw) -> yaw = arcsin(x)
// z = -cos(yaw) * cos(pitch) -> yaw = arccos(-z/cos(pitch)) // z = -cos(yaw) -> yaw = arccos(-z)
// We ignore the cos(pitch) multiplication by the x/z components, since
// this does not affect the resulting yaw
const double rad2Packed = 256.0 / (2 * Math.PI); const double rad2Packed = 256.0 / (2 * Math.PI);
// NOTE: This conversion method **does** lose information // NOTE: This conversion method **does** lose information
// a) If pitch is 0, yaw cannot be properly recalculated // a) If x and z are 0, yaw cannot be properly recalculated
// b) Pitch will always be from 0-64 or 192-256, therefore flipped heads lost // b) Pitch will always be from 0-64 or 192-256, therefore flipped heads lost
// However since we have X/Z, this problem does not occur for yaw, // However since we have X/Z, this problem does not occur for yaw,
// as we can use both values to determine which side of unit circle yaw is in // as we can use both values to determine which side of unit circle yaw is in
// c) Resulting yaw/pitch may be 1 or 2 values off due to rounding // c) Resulting yaw/pitch may be 1 or 2 values off due to rounding
yaw = (byte)(Math.Atan2(dir.X, -dir.Z) * rad2Packed);
double pitchRad = Math.Asin(-dir.Y); pitch = (byte)(Math.Asin(-dir.Y) * rad2Packed);
double cosPitch = Math.Cos(pitchRad);
double yawRad = Math.Asin(dir.X / cosPitch);
yaw = (byte)(yawRad * rad2Packed);
pitch = (byte)(pitchRad * rad2Packed);
yaw = AdjustYaw(dir, yaw);
} }
static byte AdjustYaw(Vec3F32 dir, byte yaw) {
// Other side of unit circle
if (dir.Z > 0) return (byte)(128 - yaw);
const double epsilon = 0.0000001;
if (dir.Z >= 0 && dir.Z < +epsilon) return 192; // exactly +X
if (dir.Z <= 0 && dir.Z > -epsilon) return 64; // exactly -X
if (dir.X >= 0 && dir.X < +epsilon) return 0; // exactly -Z
if (dir.X <= 0 && dir.X > -epsilon) return 128; // exactly +Z
return yaw;
}
} }
} }