# LG training bot movement: steers the bot named "lgbot" like a human LG duelist (ground ADAD # strafing with uneven holds and fakes, keeps LG range, never jumps). Aim comes from the bot's # character file (botfiles/bots/lgbot_c.c, the number in "addbot lgbot N"); this plugin only moves it. # Settings are cvars (the ./lgbot script sets them): lgbot_move 1-5 picks a preset, the detail cvars # override one part of it, -1 = use the preset. The pattern code below has no minqlx dependency so # tools/test_lgbot.py and tools/lgbot.py can import it. import math import random import time RUN_SPEED = 320 # QL ground run speed, units/s # Ground friction takes ~15% of the velocity we set before the frame's move happens at sv_fps 40 # (measured: 416 set -> 353 actual; up to ~25% while the bot AI pushes the other way), so on the # ground we set this much more to end up at about the wanted speed. # In the air there is no friction, so no boost (vertical speed 0 = on the ground, near enough). FRICTION_COMP = 1.2 # How fast the bot's velocity may change, units/s per second: QL ground acceleration (10) x run # speed, so a full left-right reversal takes ~200 ms like a player, not one frame. ACCEL = 3200 KEYS = ["strafe_min", "strafe_max", "fake", "range", "range_play", "speed", "lane"] LIMITS = {"strafe_min": (50, 2000), "strafe_max": (50, 2000), "fake": (0, 100), "range": (150, 750), "range_play": (0, 1), "speed": (50, 100), "lane": (0, 2000)} PRESETS = { 1: {"strafe_min": 600, "strafe_max": 1000, "fake": 0, "range": 450, "range_play": 0, "speed": 80, "lane": 600}, 2: {"strafe_min": 400, "strafe_max": 800, "fake": 10, "range": 450, "range_play": 0, "speed": 90, "lane": 500}, 3: {"strafe_min": 250, "strafe_max": 600, "fake": 25, "range": 400, "range_play": 1, "speed": 100, "lane": 400}, 4: {"strafe_min": 180, "strafe_max": 450, "fake": 35, "range": 380, "range_play": 1, "speed": 100, "lane": 350}, 5: {"strafe_min": 120, "strafe_max": 350, "fake": 50, "range": 350, "range_play": 1, "speed": 100, "lane": 300}, } PUSH_RANGE, BACKOFF_RANGE = 250, 700 BACKOFF_HEALTH, PUSH_LEAD = 60, 30 # Steering is straight-line (no pathfinding), so only start steering when the target is at most a # bit beyond LG reach (768) and on about the same floor; otherwise the bot's own navigation walks it # over. Once steering, keep the target up to the STOP limits so it doesn't flip at the edge, and # only switch to another player who is clearly closer. MAX_TARGET_DIST = 900 MAX_TARGET_DZ = 200 STOP_TARGET_DIST = 1000 STOP_TARGET_DZ = 250 SWITCH_MARGIN = 150 BOT_STEAM_ID = 90071996842377216 # minqlx gives bots this + their client number def is_bot(steam_id): return steam_id == 0 or steam_id >= BOT_STEAM_ID def is_lgbot(name, steam_id): """The training bot: named lgbot AND a bot (a human can't take it over by renaming).""" return name.lower() == "lgbot" and is_bot(steam_id) def to_int(text): """Cvar text -> int, None when unset or junk (so a typo falls back to the preset).""" try: return int(float(text)) except (TypeError, ValueError): return None def resolve(move, overrides): """Preset for movement level `move` with the valid (>= 0) overrides applied, clamped.""" try: move = min(5, max(1, int(move))) except (TypeError, ValueError): move = 3 s = dict(PRESETS[move]) for k, v in overrides.items(): if k in LIMITS and isinstance(v, int) and v >= 0: lo, hi = LIMITS[k] s[k] = min(hi, max(lo, v)) s["strafe_max"] = max(s["strafe_max"], s["strafe_min"]) return s class Strafer: """Strafe direction over time: holds one side for strafe_min..strafe_max ms, then switches. A fake is a 60-120 ms tap to the other side followed by a new hold on the original side. Lane: strafing sideways to someone moves you around them, and fakes keep you going the same way, so the net sideways drift is tracked and the bot turns back once it is more than `lane` units off centre (0 = no limit). That keeps it doing ADAD in front of you instead of circling.""" def __init__(self, rng=random): self.rng = rng self.direction = 1 self.until = 0 self.faking = False self.drift = 0 # signed ms of strafing, + = direction 1 self.last = None def reset(self): """Not steering (dead, no target, walking): drift so far means nothing for the next fight.""" self.drift = 0 self.last = None def step(self, now_ms, s): if self.last is not None: self.drift += self.direction * min(now_ms - self.last, 100) # a pause is not drift self.last = now_ms if s["lane"]: lane_ms = s["lane"] * 1000.0 / (RUN_SPEED * s["speed"] / 100.0) if self.direction * self.drift >= lane_ms: self.direction = -self.direction self.faking = False self.until = now_ms + self.rng.randint(s["strafe_min"], s["strafe_max"]) return self.direction if now_ms >= self.until: self.direction = -self.direction if self.faking: self.faking = False self.until = now_ms + self.rng.randint(s["strafe_min"], s["strafe_max"]) elif self.rng.random() * 100 < s["fake"]: self.faking = True self.until = now_ms + self.rng.randint(60, 120) else: self.until = now_ms + self.rng.randint(s["strafe_min"], s["strafe_max"]) return self.direction def wanted_range(s, my_hp, target_hp): if s["range_play"]: if my_hp < BACKOFF_HEALTH: return BACKOFF_RANGE if my_hp >= target_hp + PUSH_LEAD: return PUSH_RANGE return s["range"] def steer(bot_xy, target_xy, direction, s, want): """Horizontal velocity: strafe sideways to the target, plus in/out to hold `want` distance.""" cap = RUN_SPEED * s["speed"] / 100.0 dx, dy = target_xy[0] - bot_xy[0], target_xy[1] - bot_xy[1] dist = math.hypot(dx, dy) if dist < 1: return (direction * cap, 0.0) ux, uy = dx / dist, dy / dist radial = max(-0.7 * cap, min(0.7 * cap, (dist - want) * 2.0)) side = math.sqrt(max(0.0, cap * cap - radial * radial)) return (-uy * direction * side + ux * radial, ux * direction * side + uy * radial) def fix_z(vz): """Cancel a jump (QL jump velocity is ~275); leave slopes, falling and jump pads alone.""" return 0.0 if 200 <= vz <= 320 else vz def approach(cur, want, max_delta): """Move velocity `cur` toward `want` by at most `max_delta` (acceleration limit).""" dx, dy = want[0] - cur[0], want[1] - cur[1] d = math.hypot(dx, dy) if d <= max_delta: return (want[0], want[1]) return (cur[0] + dx / d * max_delta, cur[1] + dy / d * max_delta) def pick_target(bot_pos, candidates, current=None): """Key of the player to fight, from candidates [((x, y, z), key)]. A new target must be within MAX_TARGET_DIST / MAX_TARGET_DZ; the current one is kept up to the STOP limits unless another is SWITCH_MARGIN closer. None = nobody (the bot AI walks).""" near, cur_d = [], None for pos, key in candidates: dz = abs(pos[2] - bot_pos[2]) d = math.hypot(pos[0] - bot_pos[0], pos[1] - bot_pos[1]) if key == current and d <= STOP_TARGET_DIST and dz <= STOP_TARGET_DZ: cur_d = d if d <= MAX_TARGET_DIST and dz <= MAX_TARGET_DZ: near.append((d, key)) best = min(near, key=lambda t: t[0]) if near else None if cur_d is not None and (best is None or best[0] > cur_d - SWITCH_MARGIN): return current return best[1] if best else None class StuckGuard: """Lets go of the bot when steering keeps getting blocked (a wall, a ledge): if the speed it makes along the commanded direction stays under `ratio` of the command for `after_ms`, steering is off for `release_ms` so the bot AI can walk around the obstacle. If it keeps failing, each release is twice as long (up to `max_release_ms`); `clean_ms` of good steering resets that.""" def __init__(self, ratio=0.6, after_ms=500, release_ms=1500, max_release_ms=6000, clean_ms=3000): self.ratio, self.after_ms = ratio, after_ms self.release_ms, self.max_release_ms, self.clean_ms = release_ms, max_release_ms, clean_ms self.slow_since = None self.off_until = 0 self.streak = 0 self.clean_since = None def update(self, now_ms, cmd_speed, along_speed): if now_ms < self.off_until: return False if cmd_speed > 1 and along_speed < cmd_speed * self.ratio: self.clean_since = None if self.slow_since is None: self.slow_since = now_ms elif now_ms - self.slow_since >= self.after_ms: self.slow_since = None self.off_until = now_ms + min(self.max_release_ms, self.release_ms * 2 ** self.streak) self.streak += 1 return False else: self.slow_since = None if self.clean_since is None: self.clean_since = now_ms elif now_ms - self.clean_since >= self.clean_ms: self.streak = 0 return True try: import minqlx except ImportError: # imported by tests / the setup script outside the server minqlx = None if minqlx: class lgbot(minqlx.Plugin): def __init__(self): super().__init__() self.set_cvar_once("lgbot_move", "3") for k in KEYS: self.set_cvar_once("lgbot_" + k, "-1") self.set_cvar_once("lgbot_debug", "0") self.set_cvar_once("lgbot_target_bots", "0") # test aid: let it fight other bots self.strafer = Strafer() self.settings, self.read_at, self.log_at = None, 0.0, 0.0 self.debug = self.target_bots = False self.failed = False self.guard = StuckGuard() self.last_cmd = None # last command (for the stuck guard and the acceleration limit) self.target_id, self.last_tick = None, None self.dbg_cmd, self.slow_frames, self.stuck = None, 0, 0 # debug stats self.add_hook("frame", self.handle_frame) def handle_frame(self): try: self.tick() except Exception: if not self.failed: # log once, never spam 40 tracebacks a second self.failed = True minqlx.log_exception(self) def read_cvars(self, now): if self.settings is None or now - self.read_at >= 1.0: over = {k: to_int(self.get_cvar("lgbot_" + k)) for k in KEYS} self.settings = resolve(to_int(self.get_cvar("lgbot_move")), over) self.debug = bool(to_int(self.get_cvar("lgbot_debug"))) self.target_bots = bool(to_int(self.get_cvar("lgbot_target_bots"))) self.read_at = now return self.settings def idle(self, now, why): # not steering this frame: nothing for the stuck guard to judge, and the strafe pattern # starts fresh next time (otherwise the pause counts as sideways drift) self.last_cmd = self.dbg_cmd = self.target_id = None self.strafer.reset() if self.debug and now - self.log_at >= 1.0: self.log_at = now self.logger.info("lgbot idle: %s", why) def tick(self): now = time.time() s = self.read_cvars(now) players = self.players() bot = next((p for p in players if is_lgbot(p.clean_name, p.steam_id)), None) if bot is None: return self.idle(now, "no lgbot on the server") if not bot.is_alive: return self.idle(now, "lgbot is dead") cands = [] for p in players: if p.id == bot.id or p.team == "spectator" or not p.is_alive: continue if is_bot(p.steam_id) and not self.target_bots: continue pos = p.position() cands.append(((pos.x, pos.y, pos.z), p.id)) bpos = bot.position() tid = pick_target((bpos.x, bpos.y, bpos.z), cands, self.target_id) if tid is None: # nobody to duel close by: the bot AI walks over return self.idle(now, "no target within %d on this floor (%d candidates)" % (MAX_TARGET_DIST, len(cands))) if tid != self.target_id: self.strafer.reset() # drift was measured around the previous target self.target_id = tid target = next(p for p in players if p.id == tid) vel = bot.velocity() cmd_speed, along = 0.0, 0.0 if self.last_cmd: cmd_speed = math.hypot(*self.last_cmd) if cmd_speed > 1: along = (vel.x * self.last_cmd[0] + vel.y * self.last_cmd[1]) / cmd_speed if not self.guard.update(int(now * 1000), cmd_speed, along): return self.idle(now, "blocked, letting the bot AI walk around it") tpos = target.position() direction = self.strafer.step(int(now * 1000), s) want = wanted_range(s, bot.health, target.health) vx, vy = steer((bpos.x, bpos.y), (tpos.x, tpos.y), direction, s, want) dt = min(0.1, now - self.last_tick) if self.last_tick else 0.025 self.last_tick = now start = self.last_cmd if self.last_cmd else (vel.x, vel.y) vx, vy = approach(start, (vx, vy), ACCEL * dt) # turn like a player, not in one frame comp = FRICTION_COMP if abs(vel.z) < 1 else 1.0 bot.velocity(x=vx * comp, y=vy * comp, z=fix_z(vel.z)) self.last_cmd = (vx, vy) if self.debug: self.debug_line(now, vel, (vx, vy), tpos, bpos, want, direction) def debug_line(self, now, vel, cmd, tpos, bpos, want, direction): # cos = how well last frame's command survived the frame (1 = exactly our direction); # stuck = times actual speed stayed under half the command for > 0.5 s (walls; the # StuckGuard is what acts on it, this is only the count) actual = math.hypot(vel.x, vel.y) cos = 0.0 if self.dbg_cmd: lc = math.hypot(*self.dbg_cmd) if lc > 1 and actual > 1: cos = (vel.x * self.dbg_cmd[0] + vel.y * self.dbg_cmd[1]) / (lc * actual) self.slow_frames = self.slow_frames + 1 if actual < lc / 2 else 0 if self.slow_frames == 20: self.stuck += 1 self.dbg_cmd = cmd if now - self.log_at >= 1.0: self.log_at = now self.logger.info("lgbot dist=%d want=%d dir=%d cmd=%d actual=%d cos=%.2f stuck=%d z=%d", math.hypot(tpos.x - bpos.x, tpos.y - bpos.y), want, direction, math.hypot(*cmd), actual, cos, self.stuck, vel.z)