3 #include "navigation.qh"
4 #include "waypoints.qh"
7 #include "navigation.qc"
8 #include "waypoints.qc"
9 #include "scripting.qc"
11 #include "havocbot/havocbot.qc"
15 local entity oldself, bot;
19 currentbots = currentbots + 1;
22 bot_setnameandstuff();
32 if (self.bot_nextthink > time)
35 self.flags &~= FL_GODMODE;
37 self.flags |= FL_GODMODE;
39 self.bot_nextthink = self.bot_nextthink + autocvar_bot_ai_thinkinterval * pow(0.5, self.bot_aiskill);
40 //if (self.bot_painintensity > 0)
41 // self.bot_painintensity = self.bot_painintensity - (skill + 1) * 40 * frametime;
43 //self.bot_painintensity = self.bot_painintensity + self.bot_oldhealth - self.health;
44 //self.bot_painintensity = bound(0, self.bot_painintensity, 100);
46 if (autocvar_g_campaign && !campaign_bots_may_start)
48 self.nextthink = time + 0.5;
54 self.v_angle = self.angles;
56 self.fixangle = FALSE;
61 self.dmg_inflictor = world;
63 // calculate an aiming latency based on the skill setting
64 // (simulated network latency + naturally delayed reflexes)
65 //self.ping = 0.7 - bound(0, 0.05 * skill, 0.5); // moved the reflexes to bot_aimdir (under the name 'think')
66 // minimum ping 20+10 random
67 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
68 // skill 10 = ping 0.2 (adrenaline)
69 // skill 0 = ping 0.7 (slightly drunk)
75 self.BUTTON_ATCK2 = 0;
77 self.BUTTON_CROUCH = 0;
84 if (time < game_starttime)
86 // block the bot during the countdown to game start
87 self.movement = '0 0 0';
88 self.nextthink = game_starttime;
92 // if dead, just wait until we can respawn
95 if (self.deadflag == DEAD_DEAD)
97 self.BUTTON_JUMP = 1; // press jump to respawn
98 self.bot_strategytime = 0;
102 // now call the current bot AI (havocbot for example)
106 void bot_setnameandstuff()
109 float file, tokens, prio;
112 string bot_name, bot_model, bot_skin, bot_shirt, bot_pants;
113 string name, prefix, suffix;
115 if(autocvar_g_campaign)
122 prefix = autocvar_bot_prefix;
123 suffix = autocvar_bot_suffix;
126 file = fopen(autocvar_bot_config_file, FILE_READ);
129 print(strcat("Error: Can not open the bot configuration file '",autocvar_bot_config_file,"'\n"));
132 RandomSelection_Init();
135 readfile = fgets(file);
138 if(substring(readfile, 0, 2) == "//")
140 if(substring(readfile, 0, 1) == "#")
142 tokens = tokenizebyseparator(readfile, "\t");
147 if(clienttype(p) == CLIENTTYPE_BOT)
154 RandomSelection_Add(world, 0, readfile, 1, prio);
156 readfile = RandomSelection_chosen_string;
160 tokens = tokenizebyseparator(readfile, "\t");
161 if(argv(0) != "") bot_name = argv(0);
162 else bot_name = "Bot";
164 if(argv(1) != "") bot_model = argv(1);
167 if(argv(2) != "") bot_skin = argv(2);
170 if(argv(3) != "" && stof(argv(3)) >= 0) bot_shirt = argv(3);
171 else bot_shirt = ftos(floor(random() * 15));
173 if(argv(4) != "" && stof(argv(4)) >= 0) bot_pants = argv(4);
174 else bot_pants = ftos(floor(random() * 15));
176 if(!autocvar_g_campaign) // no forced teams in campaign
177 self.bot_forced_team = stof(argv(5));
181 #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
182 //print(bot_name, ": ping=", argv(9), "\n");
184 READSKILL(havocbot_keyboardskill, 0.5, 0.5); // keyboard skill
185 READSKILL(bot_moveskill, 2, 0); // move skill
186 READSKILL(bot_dodgeskill, 2, 0); // dodge skill
188 READSKILL(bot_pingskill, 0.5, 0); // ping skill
190 READSKILL(bot_weaponskill, 2, 0); // weapon skill
191 READSKILL(bot_aggresskill, 1, 0); // aggre skill
192 READSKILL(bot_rangepreference, 1, 0); // read skill
194 READSKILL(bot_aimskill, 2, 0); // aim skill
195 READSKILL(bot_offsetskill, 2, 0.5); // offset skill
196 READSKILL(bot_mouseskill, 1, 0.5); // mouse skill
198 READSKILL(bot_thinkskill, 1, 0.5); // think skill
199 READSKILL(bot_aiskill, 2, 0); // "ai" skill
201 self.bot_config_loaded = TRUE;
203 // this is really only a default, JoinBestTeam is called later
204 setcolor(self, stof(bot_shirt) * 16 + stof(bot_pants));
205 self.bot_preferredcolors = self.clientcolors;
208 if (autocvar_bot_usemodelnames)
213 // number bots with identical names
218 if(clienttype(p) == CLIENTTYPE_BOT)
219 if(p.cleanname == name)
223 self.netname = self.netname_freeme = strzone(strcat(prefix, name, "(", ftos(i), ")", suffix));
225 self.netname = self.netname_freeme = strzone(strcat(prefix, name, suffix));
227 self.cleanname = strzone(name);
229 // pick the model and skin
230 if(substring(bot_model, -4, 1) != ".")
231 bot_model = strcat(bot_model, ".iqm");
232 self.playermodel = self.playermodel_freeme = strzone(strcat("models/player/", bot_model));
233 self.playerskin = self.playerskin_freeme = strzone(bot_skin);
235 self.cvar_cl_accuracy_data_share = 1; // share the bots weapon accuracy data with the world
236 self.cvar_cl_accuracy_data_receive = 0; // don't receive any weapon accuracy data
239 void bot_custom_weapon_priority_setup()
241 local float tokens, i, c, w;
243 bot_custom_weapon = FALSE;
245 if( autocvar_bot_ai_custom_weapon_priority_far == "" ||
246 autocvar_bot_ai_custom_weapon_priority_mid == "" ||
247 autocvar_bot_ai_custom_weapon_priority_close == "" ||
248 autocvar_bot_ai_custom_weapon_priority_distances == ""
253 tokens = tokenizebyseparator(autocvar_bot_ai_custom_weapon_priority_distances," ");
258 bot_distance_far = stof(argv(0));
259 bot_distance_close = stof(argv(1));
261 if(bot_distance_far < bot_distance_close){
262 bot_distance_far = stof(argv(1));
263 bot_distance_close = stof(argv(0));
266 // Initialize list of weapons
267 bot_weapons_far[0] = -1;
268 bot_weapons_mid[0] = -1;
269 bot_weapons_close[0] = -1;
271 // Parse far distance weapon priorities
272 tokens = tokenizebyseparator(W_NumberWeaponOrder(autocvar_bot_ai_custom_weapon_priority_far)," ");
275 for(i=0; i < tokens && c < WEP_COUNT; ++i){
277 if ( w >= WEP_FIRST && w <= WEP_LAST) {
278 bot_weapons_far[c] = w;
283 bot_weapons_far[c] = -1;
285 // Parse mid distance weapon priorities
286 tokens = tokenizebyseparator(W_NumberWeaponOrder(autocvar_bot_ai_custom_weapon_priority_mid)," ");
289 for(i=0; i < tokens && c < WEP_COUNT; ++i){
291 if ( w >= WEP_FIRST && w <= WEP_LAST) {
292 bot_weapons_mid[c] = w;
297 bot_weapons_mid[c] = -1;
299 // Parse close distance weapon priorities
300 tokens = tokenizebyseparator(W_NumberWeaponOrder(autocvar_bot_ai_custom_weapon_priority_close)," ");
303 for(i=0; i < tokens && i < WEP_COUNT; ++i){
305 if ( w >= WEP_FIRST && w <= WEP_LAST) {
306 bot_weapons_close[c] = w;
311 bot_weapons_close[c] = -1;
313 bot_custom_weapon = TRUE;
319 //dprint("bot_endgame\n");
323 setcolor(e, e.bot_preferredcolors);
326 // if dynamic waypoints are ever implemented, save them here
329 void bot_relinkplayerlist()
332 local entity prevbot;
335 player_list = e = findchainflags(flags, FL_CLIENT);
340 player_count = player_count + 1;
341 e.nextplayer = e.chain;
342 if (clienttype(e) == CLIENTTYPE_BOT)
349 bot_list.nextbot = world;
352 currentbots = currentbots + 1;
356 dprint(strcat("relink: ", ftos(currentbots), " bots seen.\n"));
357 bot_strategytoken = bot_list;
358 bot_strategytoken_taken = TRUE;
361 void bot_clientdisconnect()
363 if (clienttype(self) != CLIENTTYPE_BOT)
366 strunzone(self.cleanname);
367 if(self.netname_freeme)
368 strunzone(self.netname_freeme);
369 if(self.playermodel_freeme)
370 strunzone(self.playermodel_freeme);
371 if(self.playerskin_freeme)
372 strunzone(self.playerskin_freeme);
373 self.cleanname = string_null;
374 self.netname_freeme = string_null;
375 self.playermodel_freeme = string_null;
376 self.playerskin_freeme = string_null;
377 remove(self.bot_cmd_current);
380 void bot_clientconnect()
382 if (clienttype(self) != CLIENTTYPE_BOT)
384 self.bot_preferredcolors = self.clientcolors;
385 self.bot_nextthink = time - random();
386 self.lag_func = bot_lagfunc;
388 self.createdtime = self.nextthink;
390 if(!self.bot_config_loaded) // This is needed so team overrider doesn't break between matches
391 bot_setnameandstuff();
393 if(self.bot_forced_team==1)
394 self.team = COLOR_TEAM1;
395 else if(self.bot_forced_team==2)
396 self.team = COLOR_TEAM2;
397 else if(self.bot_forced_team==3)
398 self.team = COLOR_TEAM3;
399 else if(self.bot_forced_team==4)
400 self.team = COLOR_TEAM4;
402 JoinBestTeam(self, FALSE, TRUE);
407 void bot_removefromlargestteam()
409 local float besttime, bestcount, thiscount;
410 local entity best, head;
411 CheckAllowedTeams(world);
412 GetTeamCounts(world);
413 head = findchainfloat(isbot, TRUE);
417 besttime = head.createdtime;
421 if(head.team == COLOR_TEAM1)
423 else if(head.team == COLOR_TEAM2)
425 else if(head.team == COLOR_TEAM3)
427 else if(head.team == COLOR_TEAM4)
431 if (thiscount > bestcount)
433 bestcount = thiscount;
434 besttime = head.createdtime;
437 else if (thiscount == bestcount && besttime < head.createdtime)
439 besttime = head.createdtime;
444 currentbots = currentbots - 1;
448 void bot_removenewest()
450 local float besttime;
451 local entity best, head;
455 bot_removefromlargestteam();
459 head = findchainfloat(isbot, TRUE);
463 besttime = head.createdtime;
466 if (besttime < head.createdtime)
468 besttime = head.createdtime;
473 currentbots = currentbots - 1;
477 void autoskill(float factor)
485 FOR_EACH_PLAYER(head)
487 if(clienttype(head) == CLIENTTYPE_REAL)
488 bestplayer = max(bestplayer, head.totalfrags - head.totalfrags_lastcheck);
490 bestbot = max(bestbot, head.totalfrags - head.totalfrags_lastcheck);
493 dprint("autoskill: best player got ", ftos(bestplayer), ", ");
494 dprint("best bot got ", ftos(bestbot), "; ");
495 if(bestbot < 0 || bestplayer < 0)
497 dprint("not doing anything\n");
498 // don't return, let it reset all counters below
500 else if(bestbot <= bestplayer * factor - 2)
502 if(autocvar_skill < 17)
504 dprint("2 frags difference, increasing skill\n");
505 cvar_set("skill", ftos(autocvar_skill + 1));
506 bprint("^2SKILL UP!^7 Now at level ", ftos(autocvar_skill), "\n");
509 else if(bestbot >= bestplayer * factor + 2)
511 if(autocvar_skill > 0)
513 dprint("2 frags difference, decreasing skill\n");
514 cvar_set("skill", ftos(autocvar_skill - 1));
515 bprint("^1SKILL DOWN!^7 Now at level ", ftos(autocvar_skill), "\n");
520 dprint("not doing anything\n");
522 // don't reset counters, wait for them to accumulate
525 FOR_EACH_PLAYER(head)
526 head.totalfrags_lastcheck = head.totalfrags;
529 void bot_serverframe()
531 float realplayers, bots, activerealplayers;
534 if (intermission_running)
540 stepheightvec = autocvar_sv_stepheight * '0 0 1';
541 bot_navigation_movemode = ((autocvar_bot_navigation_ignoreplayers) ? MOVE_NOMONSTERS : MOVE_NORMAL);
543 if(time > autoskill_nextthink)
546 a = autocvar_skill_auto;
549 autoskill_nextthink = time + 5;
552 activerealplayers = 0;
555 FOR_EACH_REALCLIENT(head)
557 if(head.classname == "player" || g_lms || g_arena || g_ca)
562 // add/remove bots if needed to make sure there are at least
563 // minplayers+bot_number, or remove all bots if no one is playing
564 // But don't remove bots immediately on level change, as the real players
565 // usually haven't rejoined yet
566 bots_would_leave = FALSE;
567 if (teams_matter && autocvar_bot_vs_human && (c3==-1 && c4==-1))
568 bots = min(ceil(fabs(autocvar_bot_vs_human) * activerealplayers), maxclients - realplayers);
569 else if ((realplayers || autocvar_bot_join_empty || (currentbots > 0 && time < 5)))
571 float realminplayers, minplayers;
572 realminplayers = autocvar_minplayers;
573 minplayers = max(0, floor(realminplayers));
575 float realminbots, minbots;
576 realminbots = autocvar_bot_number;
577 minbots = max(0, floor(realminbots));
579 bots = min(max(minbots, minplayers - activerealplayers), maxclients - realplayers);
581 bots_would_leave = TRUE;
585 // if there are no players, remove bots
589 bot_ignore_bots = autocvar_bot_ignore_bots;
591 // only add one bot per frame to avoid utter chaos
592 if(time > botframe_nextthink)
594 //dprint(ftos(bots), " ? ", ftos(currentbots), "\n");
595 while (currentbots < bots)
597 if (bot_spawn() == world)
599 bprint("Can not add bot, server full.\n");
600 botframe_nextthink = time + 10;
604 while (currentbots > bots)
608 if(botframe_spawnedwaypoints)
610 if(autocvar_waypoint_benchmark)
614 if (currentbots > 0 || autocvar_g_waypointeditor)
615 if (botframe_spawnedwaypoints)
617 if(botframe_cachedwaypointlinks)
619 if(!botframe_loadedforcedlinks)
620 waypoint_load_links_hardwired();
624 // TODO: Make this check cleaner
625 local entity wp = findchain(classname, "waypoint");
626 if(time - wp.nextthink > 10)
627 waypoint_save_links();
632 botframe_spawnedwaypoints = TRUE;
634 if(!waypoint_load_links())
635 waypoint_schedulerelinkall();
640 // cycle the goal token from one bot to the next each frame
641 // (this prevents them from all doing spawnfunc_waypoint searches on the same
642 // frame, which causes choppy framerates)
643 if (bot_strategytoken_taken)
645 bot_strategytoken_taken = FALSE;
646 if (bot_strategytoken)
647 bot_strategytoken = bot_strategytoken.nextbot;
648 if (!bot_strategytoken)
649 bot_strategytoken = bot_list;
652 if (botframe_nextdangertime < time)
654 local float interval;
655 interval = autocvar_bot_ai_dangerdetectioninterval;
656 if (botframe_nextdangertime < time - interval * 1.5)
657 botframe_nextdangertime = time;
658 botframe_nextdangertime = botframe_nextdangertime + interval;
659 botframe_updatedangerousobjects(autocvar_bot_ai_dangerdetectionupdates);
663 if (autocvar_g_waypointeditor)
664 botframe_showwaypointlinks();
666 if(time > bot_cvar_nextthink)
669 bot_custom_weapon_priority_setup();
670 bot_cvar_nextthink = time + 5;