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synced 2025-09-22 12:05:51 -04:00
Bots should rotate when hunting to face the target player.
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@ -165,19 +165,30 @@ namespace MCGalaxy.Bots {
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Player[] players = PlayerInfo.Online.Items;
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foreach (Player p in players) {
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if (p.level != bot.level || p.invincible) continue;
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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]);
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int dx = p.pos[0] - bot.pos[0], dy = p.pos[1] - bot.pos[1], dz = p.pos[2] - bot.pos[2];
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int curDist = Math.Abs(dx) + Math.Abs(dy) + Math.Abs(dz);
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if (curDist >= dist) continue;
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dist = curDist;
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bot.foundPos = p.pos;
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bot.foundRot = p.rot;
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bot.movement = true;
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bot.rot[1] = (byte)(255 - bot.foundRot[1]);
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if (bot.foundRot[0] < 128)
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bot.rot[0] = (byte)(bot.foundRot[0] + 128);
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else
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bot.rot[0] = (byte)(bot.foundRot[0] - 128);
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Vec3F32 dir = new Vec3F32(dx, dy, dz);
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dir = Vec3F32.Normalise(dir);
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byte yaw, pitch;
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DirUtils.GetYawPitch(dir, out yaw, out pitch);
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// If we are very close to a player, switch from trying to look
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// at them to just facing the opposite direction to them
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if (Math.Abs(dx) >= 4 || Math.Abs(dz) >= 4) {
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bot.rot[0] = yaw;
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} else if (p.rot[0] < 128) {
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bot.rot[0] = (byte)(p.rot[0] + 128);
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} else {
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bot.rot[0] = (byte)(p.rot[0] - 128);
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}
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bot.rot[1] = pitch;
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}
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}
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}
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@ -45,7 +45,7 @@ namespace MCGalaxy {
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public struct Pos { public string type, newscript; public int seconds, rotspeed; public ushort x, y, z; public byte rotx, roty; }
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public ushort[] pos = new ushort[3], oldpos = new ushort[3], foundPos = new ushort[3];
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public byte[] rot = new byte[2], oldrot = new byte[2], foundRot = new byte[2];
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public byte[] rot = new byte[2], oldrot = new byte[2];
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public bool movement = false;
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public int movementSpeed = 3;
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internal bool jumping = false;
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@ -38,7 +38,7 @@ namespace MCGalaxy.Commands {
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void DoShoot(Player p, byte type, byte extType) {
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CatchPos bp = (CatchPos)p.blockchangeObject;
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Vec3F32 dir = DirUtils.GetDirVector(p.rot[0], p.rot[1]);
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Vec3F32 dir = DirUtils.GetFlatDirVector(p.rot[0], p.rot[1]);
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double bigDiag = Math.Sqrt(Math.Sqrt(p.level.Width * p.level.Width + p.level.Length * p.level.Length)
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+ p.level.Height * p.level.Height + p.level.Width * p.level.Width);
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@ -51,7 +51,7 @@ namespace MCGalaxy.Commands {
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while (true) {
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Vec3U16 start = MakePos(p);
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total++;
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Vec3F32 dir = DirUtils.GetDirVector(p.rot[0], p.rot[1]);
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Vec3F32 dir = DirUtils.GetFlatDirVector(p.rot[0], p.rot[1]);
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Vec3U16 lookedAt;
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int i;
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@ -79,7 +79,7 @@ namespace MCGalaxy.Commands {
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void DoAim(Player p) {
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List<Vec3U16> lastSent = new List<Vec3U16>(), toSend = new List<Vec3U16>();
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while (p.aiming) {
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Vec3F32 dir = DirUtils.GetDirVector(p.rot[0], p.rot[1]);
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Vec3F32 dir = DirUtils.GetFlatDirVector(p.rot[0], p.rot[1]);
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try {
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ushort x = (ushort)Math.Round((ushort)(p.pos[0] / 32) + dir.X * 3);
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ushort y = (ushort)Math.Round((ushort)(p.pos[1] / 32) + dir.Y * 3);
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@ -75,7 +75,7 @@ namespace MCGalaxy {
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dirY = -1;
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}
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public static Vec3F32 GetDirVector(byte yaw, byte pitch) {
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public static Vec3F32 GetFlatDirVector(byte yaw, byte pitch) {
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const double packed2Rad = (2 * Math.PI) / 256.0;
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double x = Math.Sin(yaw * packed2Rad);
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double y = -Math.Sin(pitch * packed2Rad); // e.g. 64 -> PI/2, result should be -1
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@ -83,7 +83,7 @@ namespace MCGalaxy {
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return new Vec3F32((float)x, (float)y, (float)z);
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}
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public static Vec3F32 GetAdjDirVector(byte yaw, byte pitch) {
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public static Vec3F32 GetDirVector(byte yaw, byte pitch) {
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const double packed2Rad = (2 * Math.PI) / 256.0;
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double x = Math.Sin(yaw * packed2Rad) * Math.Cos(pitch * packed2Rad);
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double y = -Math.Sin(pitch * packed2Rad);
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@ -92,35 +92,22 @@ namespace MCGalaxy {
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}
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public static void GetYawPitch(Vec3F32 dir, out byte yaw, out byte pitch) {
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// y = -sin(pitch) -> pitch = arcsin(-y)
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// x = sin(yaw) * cos(pitch) -> yaw = arcsin(x/cos(pitch))
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// z = -cos(yaw) * cos(pitch) -> yaw = arccos(-z/cos(pitch))
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// y = -sin(pitch) -> pitch = arcsin(-y)
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// x = sin(yaw) -> yaw = arcsin(x)
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// z = -cos(yaw) -> yaw = arccos(-z)
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// We ignore the cos(pitch) multiplication by the x/z components, since
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// this does not affect the resulting yaw
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const double rad2Packed = 256.0 / (2 * Math.PI);
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// NOTE: This conversion method **does** lose information
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// a) If pitch is 0, yaw cannot be properly recalculated
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// a) If x and z are 0, yaw cannot be properly recalculated
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// b) Pitch will always be from 0-64 or 192-256, therefore flipped heads lost
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// However since we have X/Z, this problem does not occur for yaw,
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// as we can use both values to determine which side of unit circle yaw is in
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// c) Resulting yaw/pitch may be 1 or 2 values off due to rounding
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double pitchRad = Math.Asin(-dir.Y);
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double cosPitch = Math.Cos(pitchRad);
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double yawRad = Math.Asin(dir.X / cosPitch);
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yaw = (byte)(yawRad * rad2Packed);
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pitch = (byte)(pitchRad * rad2Packed);
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yaw = AdjustYaw(dir, yaw);
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// c) Resulting yaw/pitch may be 1 or 2 values off due to rounding
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yaw = (byte)(Math.Atan2(dir.X, -dir.Z) * rad2Packed);
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pitch = (byte)(Math.Asin(-dir.Y) * rad2Packed);
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}
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static byte AdjustYaw(Vec3F32 dir, byte yaw) {
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// Other side of unit circle
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if (dir.Z > 0) return (byte)(128 - yaw);
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const double epsilon = 0.0000001;
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if (dir.Z >= 0 && dir.Z < +epsilon) return 192; // exactly +X
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if (dir.Z <= 0 && dir.Z > -epsilon) return 64; // exactly -X
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if (dir.X >= 0 && dir.X < +epsilon) return 0; // exactly -Z
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if (dir.X <= 0 && dir.X > -epsilon) return 128; // exactly +Z
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return yaw;
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}
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}
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}
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