4 #include "navigation.qh"
5 #include "scripting.qh"
6 #include "waypoints.qh"
8 #include "havocbot/havocbot.qh"
9 #include "havocbot/scripting.qh"
11 #include "../teamplay.qh"
13 #include "../antilag.qh"
14 #include "../autocvars.qh"
15 #include "../campaign.qh"
16 #include "../cl_client.qh"
17 #include "../constants.qh"
20 #include "../t_items.qh"
22 #include "../mutators/all.qh"
24 #include "../weapons/accuracy.qh"
26 #include "../../common/constants.qh"
27 #include "../../common/mapinfo.qh"
28 #include "../../common/teams.qh"
29 #include "../../common/util.qh"
31 #include "../../common/weapons/all.qh"
33 #include "../../lib/csqcmodel/sv_model.qh"
35 #include "../../lib/warpzone/common.qh"
36 #include "../../lib/warpzone/util_server.qh"
40 entity bot = spawnclient();
43 currentbots = currentbots + 1;
45 bot_setnameandstuff();
55 if (self.bot_nextthink > time)
58 self.flags &= ~FL_GODMODE;
60 self.flags |= FL_GODMODE;
62 self.bot_nextthink = self.bot_nextthink + autocvar_bot_ai_thinkinterval * pow(0.5, self.bot_aiskill);
63 //if (self.bot_painintensity > 0)
64 // self.bot_painintensity = self.bot_painintensity - (skill + 1) * 40 * frametime;
66 //self.bot_painintensity = self.bot_painintensity + self.bot_oldhealth - self.health;
67 //self.bot_painintensity = bound(0, self.bot_painintensity, 100);
69 if (!IS_PLAYER(self) || (autocvar_g_campaign && !campaign_bots_may_start))
71 self.bot_nextthink = time + 0.5;
77 self.v_angle = self.angles;
79 self.fixangle = false;
84 self.dmg_inflictor = world;
86 // calculate an aiming latency based on the skill setting
87 // (simulated network latency + naturally delayed reflexes)
88 //self.ping = 0.7 - bound(0, 0.05 * skill, 0.5); // moved the reflexes to bot_aimdir (under the name 'think')
89 // minimum ping 20+10 random
90 self.ping = bound(0,0.07 - bound(0, (skill + self.bot_pingskill) * 0.005,0.05)+random()*0.01,0.65); // Now holds real lag to server, and higer skill players take a less laggy server
91 // skill 10 = ping 0.2 (adrenaline)
92 // skill 0 = ping 0.7 (slightly drunk)
98 self.BUTTON_ATCK2 = 0;
100 self.BUTTON_CROUCH = 0;
101 self.BUTTON_HOOK = 0;
102 self.BUTTON_INFO = 0;
104 self.BUTTON_CHAT = 0;
107 if (time < game_starttime)
109 // block the bot during the countdown to game start
110 self.movement = '0 0 0';
111 self.bot_nextthink = game_starttime;
115 // if dead, just wait until we can respawn
118 if (self.deadflag == DEAD_DEAD)
120 self.BUTTON_JUMP = 1; // press jump to respawn
121 self.bot_strategytime = 0;
124 else if(self.aistatus & AI_STATUS_STUCK)
125 navigation_unstuck();
127 // now call the current bot AI (havocbot for example)
131 void bot_setnameandstuff()
134 float file, tokens, prio;
137 string bot_name, bot_model, bot_skin, bot_shirt, bot_pants;
138 string name, prefix, suffix;
140 if(autocvar_g_campaign)
147 prefix = autocvar_bot_prefix;
148 suffix = autocvar_bot_suffix;
151 file = fopen(autocvar_bot_config_file, FILE_READ);
155 LOG_INFO(strcat("Error: Can not open the bot configuration file '",autocvar_bot_config_file,"'\n"));
160 RandomSelection_Init();
161 while((readfile = fgets(file)))
163 if(substring(readfile, 0, 2) == "//")
165 if(substring(readfile, 0, 1) == "#")
167 tokens = tokenizebyseparator(readfile, "\t");
181 RandomSelection_Add(world, 0, readfile, 1, prio);
183 readfile = RandomSelection_chosen_string;
187 tokens = tokenizebyseparator(readfile, "\t");
188 if(argv(0) != "") bot_name = argv(0);
189 else bot_name = "Bot";
191 if(argv(1) != "") bot_model = argv(1);
194 if(argv(2) != "") bot_skin = argv(2);
197 if(argv(3) != "" && stof(argv(3)) >= 0) bot_shirt = argv(3);
198 else bot_shirt = ftos(floor(random() * 15));
200 if(argv(4) != "" && stof(argv(4)) >= 0) bot_pants = argv(4);
201 else bot_pants = ftos(floor(random() * 15));
203 self.bot_forced_team = stof(argv(5));
207 #define READSKILL(f,w,r) if(argv(prio) != "") self.f = stof(argv(prio)) * (w); else self.f = (!autocvar_g_campaign) * (2 * random() - 1) * (r) * (w); ++prio
208 //print(bot_name, ": ping=", argv(9), "\n");
210 READSKILL(havocbot_keyboardskill, 0.5, 0.5); // keyboard skill
211 READSKILL(bot_moveskill, 2, 0); // move skill
212 READSKILL(bot_dodgeskill, 2, 0); // dodge skill
214 READSKILL(bot_pingskill, 0.5, 0); // ping skill
216 READSKILL(bot_weaponskill, 2, 0); // weapon skill
217 READSKILL(bot_aggresskill, 1, 0); // aggre skill
218 READSKILL(bot_rangepreference, 1, 0); // read skill
220 READSKILL(bot_aimskill, 2, 0); // aim skill
221 READSKILL(bot_offsetskill, 2, 0.5); // offset skill
222 READSKILL(bot_mouseskill, 1, 0.5); // mouse skill
224 READSKILL(bot_thinkskill, 1, 0.5); // think skill
225 READSKILL(bot_aiskill, 2, 0); // "ai" skill
227 self.bot_config_loaded = true;
229 // this is really only a default, JoinBestTeam is called later
230 setcolor(self, stof(bot_shirt) * 16 + stof(bot_pants));
231 self.bot_preferredcolors = self.clientcolors;
234 if (autocvar_bot_usemodelnames)
239 // number bots with identical names
245 if(p.cleanname == name)
249 self.netname = self.netname_freeme = strzone(strcat(prefix, name, "(", ftos(i), ")", suffix));
251 self.netname = self.netname_freeme = strzone(strcat(prefix, name, suffix));
253 self.cleanname = strzone(name);
255 // pick the model and skin
256 if(substring(bot_model, -4, 1) != ".")
257 bot_model = strcat(bot_model, ".iqm");
258 self.playermodel = self.playermodel_freeme = strzone(strcat("models/player/", bot_model));
259 self.playerskin = self.playerskin_freeme = strzone(bot_skin);
261 self.cvar_cl_accuracy_data_share = 1; // share the bots weapon accuracy data with the world
262 self.cvar_cl_accuracy_data_receive = 0; // don't receive any weapon accuracy data
265 void bot_custom_weapon_priority_setup()
269 bot_custom_weapon = false;
271 if( autocvar_bot_ai_custom_weapon_priority_far == "" ||
272 autocvar_bot_ai_custom_weapon_priority_mid == "" ||
273 autocvar_bot_ai_custom_weapon_priority_close == "" ||
274 autocvar_bot_ai_custom_weapon_priority_distances == ""
279 tokens = tokenizebyseparator(autocvar_bot_ai_custom_weapon_priority_distances," ");
284 bot_distance_far = stof(argv(0));
285 bot_distance_close = stof(argv(1));
287 if(bot_distance_far < bot_distance_close){
288 bot_distance_far = stof(argv(1));
289 bot_distance_close = stof(argv(0));
292 // Initialize list of weapons
293 bot_weapons_far[0] = -1;
294 bot_weapons_mid[0] = -1;
295 bot_weapons_close[0] = -1;
297 // Parse far distance weapon priorities
298 tokens = tokenizebyseparator(W_NumberWeaponOrder(autocvar_bot_ai_custom_weapon_priority_far)," ");
301 for(i=0; i < tokens && c < Weapons_COUNT; ++i){
303 if ( w >= WEP_FIRST && w <= WEP_LAST) {
304 bot_weapons_far[c] = w;
308 if(c < Weapons_COUNT)
309 bot_weapons_far[c] = -1;
311 // Parse mid distance weapon priorities
312 tokens = tokenizebyseparator(W_NumberWeaponOrder(autocvar_bot_ai_custom_weapon_priority_mid)," ");
315 for(i=0; i < tokens && c < Weapons_COUNT; ++i){
317 if ( w >= WEP_FIRST && w <= WEP_LAST) {
318 bot_weapons_mid[c] = w;
322 if(c < Weapons_COUNT)
323 bot_weapons_mid[c] = -1;
325 // Parse close distance weapon priorities
326 tokens = tokenizebyseparator(W_NumberWeaponOrder(autocvar_bot_ai_custom_weapon_priority_close)," ");
329 for(i=0; i < tokens && i < Weapons_COUNT; ++i){
331 if ( w >= WEP_FIRST && w <= WEP_LAST) {
332 bot_weapons_close[c] = w;
336 if(c < Weapons_COUNT)
337 bot_weapons_close[c] = -1;
339 bot_custom_weapon = true;
345 //dprint("bot_endgame\n");
349 setcolor(e, e.bot_preferredcolors);
352 // if dynamic waypoints are ever implemented, save them here
355 void bot_relinkplayerlist()
361 player_list = e = findchainflags(flags, FL_CLIENT);
366 player_count = player_count + 1;
367 e.nextplayer = e.chain;
368 if (IS_BOT_CLIENT(e))
375 bot_list.nextbot = world;
378 currentbots = currentbots + 1;
382 LOG_TRACE(strcat("relink: ", ftos(currentbots), " bots seen.\n"));
383 bot_strategytoken = bot_list;
384 bot_strategytoken_taken = true;
387 void bot_clientdisconnect()
389 if (!IS_BOT_CLIENT(self))
391 bot_clearqueue(self);
393 strunzone(self.cleanname);
394 if(self.netname_freeme)
395 strunzone(self.netname_freeme);
396 if(self.playermodel_freeme)
397 strunzone(self.playermodel_freeme);
398 if(self.playerskin_freeme)
399 strunzone(self.playerskin_freeme);
400 self.cleanname = string_null;
401 self.netname_freeme = string_null;
402 self.playermodel_freeme = string_null;
403 self.playerskin_freeme = string_null;
404 if(self.bot_cmd_current)
405 remove(self.bot_cmd_current);
406 if(bot_waypoint_queue_owner==self)
407 bot_waypoint_queue_owner = world;
410 void bot_clientconnect(entity this)
412 if (!IS_BOT_CLIENT(this)) return;
413 self.bot_preferredcolors = self.clientcolors;
414 self.bot_nextthink = time - random();
415 self.lag_func = bot_lagfunc;
417 self.createdtime = self.bot_nextthink;
419 if(!self.bot_config_loaded) // This is needed so team overrider doesn't break between matches
420 bot_setnameandstuff();
422 if(self.bot_forced_team==1)
423 self.team = NUM_TEAM_1;
424 else if(self.bot_forced_team==2)
425 self.team = NUM_TEAM_2;
426 else if(self.bot_forced_team==3)
427 self.team = NUM_TEAM_3;
428 else if(self.bot_forced_team==4)
429 self.team = NUM_TEAM_4;
431 JoinBestTeam(self, false, true);
436 void bot_removefromlargestteam()
438 float besttime, bestcount, thiscount;
440 CheckAllowedTeams(world);
441 GetTeamCounts(world);
442 head = findchainfloat(isbot, true);
446 besttime = head.createdtime;
450 if(head.team == NUM_TEAM_1)
452 else if(head.team == NUM_TEAM_2)
454 else if(head.team == NUM_TEAM_3)
456 else if(head.team == NUM_TEAM_4)
460 if (thiscount > bestcount)
462 bestcount = thiscount;
463 besttime = head.createdtime;
466 else if (thiscount == bestcount && besttime < head.createdtime)
468 besttime = head.createdtime;
473 currentbots = currentbots - 1;
477 void bot_removenewest()
484 bot_removefromlargestteam();
488 head = findchainfloat(isbot, true);
492 besttime = head.createdtime;
495 if (besttime < head.createdtime)
497 besttime = head.createdtime;
502 currentbots = currentbots - 1;
506 void autoskill(float factor)
514 FOR_EACH_PLAYER(head)
516 if(IS_REAL_CLIENT(head))
517 bestplayer = max(bestplayer, head.totalfrags - head.totalfrags_lastcheck);
519 bestbot = max(bestbot, head.totalfrags - head.totalfrags_lastcheck);
522 LOG_TRACE("autoskill: best player got ", ftos(bestplayer), ", ");
523 LOG_TRACE("best bot got ", ftos(bestbot), "; ");
524 if(bestbot < 0 || bestplayer < 0)
526 LOG_TRACE("not doing anything\n");
527 // don't return, let it reset all counters below
529 else if(bestbot <= bestplayer * factor - 2)
531 if(autocvar_skill < 17)
533 LOG_TRACE("2 frags difference, increasing skill\n");
534 cvar_set("skill", ftos(autocvar_skill + 1));
535 bprint("^2SKILL UP!^7 Now at level ", ftos(autocvar_skill), "\n");
538 else if(bestbot >= bestplayer * factor + 2)
540 if(autocvar_skill > 0)
542 LOG_TRACE("2 frags difference, decreasing skill\n");
543 cvar_set("skill", ftos(autocvar_skill - 1));
544 bprint("^1SKILL DOWN!^7 Now at level ", ftos(autocvar_skill), "\n");
549 LOG_TRACE("not doing anything\n");
551 // don't reset counters, wait for them to accumulate
554 FOR_EACH_PLAYER(head)
555 head.totalfrags_lastcheck = head.totalfrags;
558 void bot_calculate_stepheightvec()
560 stepheightvec = autocvar_sv_stepheight * '0 0 1';
561 jumpstepheightvec = stepheightvec +
562 ((autocvar_sv_jumpvelocity * autocvar_sv_jumpvelocity) / (2 * autocvar_sv_gravity)) * '0 0 0.85';
563 // 0.75 factor is for safety to make the jumps easy
568 int activerealplayers = 0;
570 if (MUTATOR_CALLHOOK(Bot_FixCount, activerealplayers, realplayers)) {
571 activerealplayers = bot_activerealplayers;
572 realplayers = bot_realplayers;
575 FOR_EACH_REALCLIENT(head)
584 // add/remove bots if needed to make sure there are at least
585 // minplayers+bot_number, or remove all bots if no one is playing
586 // But don't remove bots immediately on level change, as the real players
587 // usually haven't rejoined yet
588 bots_would_leave = false;
589 if (teamplay && autocvar_bot_vs_human && (c3==-1 && c4==-1))
590 bots = min(ceil(fabs(autocvar_bot_vs_human) * activerealplayers), maxclients - realplayers);
591 else if ((realplayers || autocvar_bot_join_empty || (currentbots > 0 && time < 5)))
593 float realminplayers, minplayers;
594 realminplayers = autocvar_minplayers;
595 minplayers = max(0, floor(realminplayers));
597 float realminbots, minbots;
598 realminbots = autocvar_bot_number;
599 minbots = max(0, floor(realminbots));
601 bots = min(max(minbots, minplayers - activerealplayers), maxclients - realplayers);
603 bots_would_leave = true;
607 // if there are no players, remove bots
611 // only add one bot per frame to avoid utter chaos
612 if(time > botframe_nextthink)
614 //dprint(ftos(bots), " ? ", ftos(currentbots), "\n");
615 while (currentbots < bots)
617 if (bot_spawn() == world)
619 bprint("Can not add bot, server full.\n");
623 while (currentbots > bots)
630 void bot_serverframe()
632 if (intermission_running)
638 bot_calculate_stepheightvec();
639 bot_navigation_movemode = ((autocvar_bot_navigation_ignoreplayers) ? MOVE_NOMONSTERS : MOVE_NORMAL);
641 if(time > autoskill_nextthink)
644 a = autocvar_skill_auto;
647 autoskill_nextthink = time + 5;
650 if(time > botframe_nextthink)
653 botframe_nextthink = time + 10;
656 bot_ignore_bots = autocvar_bot_ignore_bots;
658 if(botframe_spawnedwaypoints)
660 if(autocvar_waypoint_benchmark)
664 if (currentbots > 0 || autocvar_g_waypointeditor || autocvar_g_waypointeditor_auto)
665 if (botframe_spawnedwaypoints)
667 if(botframe_cachedwaypointlinks)
669 if(!botframe_loadedforcedlinks)
670 waypoint_load_links_hardwired();
674 // TODO: Make this check cleaner
675 entity wp = findchain(classname, "waypoint");
676 if(time - wp.nextthink > 10)
677 waypoint_save_links();
682 botframe_spawnedwaypoints = true;
684 if(!waypoint_load_links())
685 waypoint_schedulerelinkall();
690 // cycle the goal token from one bot to the next each frame
691 // (this prevents them from all doing spawnfunc_waypoint searches on the same
692 // frame, which causes choppy framerates)
693 if (bot_strategytoken_taken)
695 bot_strategytoken_taken = false;
696 if (bot_strategytoken)
697 bot_strategytoken = bot_strategytoken.nextbot;
698 if (!bot_strategytoken)
699 bot_strategytoken = bot_list;
702 if (botframe_nextdangertime < time)
705 interval = autocvar_bot_ai_dangerdetectioninterval;
706 if (botframe_nextdangertime < time - interval * 1.5)
707 botframe_nextdangertime = time;
708 botframe_nextdangertime = botframe_nextdangertime + interval;
709 botframe_updatedangerousobjects(autocvar_bot_ai_dangerdetectionupdates);
713 if (autocvar_g_waypointeditor)
714 botframe_showwaypointlinks();
716 if (autocvar_g_waypointeditor_auto)
717 botframe_autowaypoints();
719 if(time > bot_cvar_nextthink)
722 bot_custom_weapon_priority_setup();
723 bot_cvar_nextthink = time + 5;