3 #include <common/constants.qh>
4 #include <common/mapinfo.qh>
5 #include <common/net_linked.qh>
6 #include <common/physics/player.qh>
7 #include <common/stats.qh>
8 #include <common/teams.qh>
9 #include <common/util.qh>
10 #include <common/weapons/_all.qh>
11 #include <lib/csqcmodel/sv_model.qh>
12 #include <lib/warpzone/common.qh>
13 #include <lib/warpzone/util_server.qh>
14 #include <server/antilag.qh>
15 #include <server/bot/default/aim.qh>
16 #include <server/bot/default/cvars.qh>
17 #include <server/bot/default/havocbot/havocbot.qh>
18 #include <server/bot/default/havocbot/scripting.qh>
19 #include <server/bot/default/navigation.qh>
20 #include <server/bot/default/scripting.qh>
21 #include <server/bot/default/waypoints.qh>
22 #include <server/campaign.qh>
23 #include <server/client.qh>
24 #include <server/damage.qh>
25 #include <server/items/items.qh>
26 #include <server/mutators/_mod.qh>
27 #include <server/race.qh>
28 #include <server/scores_rules.qh>
29 #include <server/teamplay.qh>
30 #include <server/weapons/accuracy.qh>
31 #include <server/world.qh>
33 STATIC_INIT(bot) { bot_calculate_stepheightvec(); }
35 // TODO: remove this function! its only purpose is to update these fields since bot_setnameandstuff is called before ClientState
36 void bot_setclientfields(entity this)
38 CS_CVAR(this).cvar_cl_accuracy_data_share = 1; // share the bots weapon accuracy data with the world
39 CS_CVAR(this).cvar_cl_accuracy_data_receive = 0; // don't receive any weapon accuracy data
44 entity bot = spawnclient();
48 currentbots = currentbots + 1;
49 bot_setnameandstuff(bot);
51 bot_setclientfields(bot);
52 PutClientInServer(bot);
57 void bot_think(entity this)
59 if (this.bot_nextthink > time)
62 this.flags &= ~FL_GODMODE;
64 this.flags |= FL_GODMODE;
66 this.bot_nextthink = max(time, this.bot_nextthink) + max(0.01, autocvar_bot_ai_thinkinterval * (0.5 ** this.bot_aiskill) * min(14 / (skill + 14), 1));
68 if (!IS_PLAYER(this) || (autocvar_g_campaign && !campaign_bots_may_start))
72 .entity weaponentity = weaponentities[0];
73 if(this.(weaponentity).m_weapon == WEP_Null)
74 W_NextWeapon(this, 0, weaponentity);
76 CS(this).movement = '0 0 0';
77 this.bot_nextthink = time + 0.5;
83 this.v_angle = this.angles;
85 this.fixangle = false;
90 this.dmg_inflictor = NULL;
92 // calculate an aiming latency based on the skill setting
93 // (simulated network latency + naturally delayed reflexes)
94 //this.ping = 0.7 - bound(0, 0.05 * skill, 0.5); // moved the reflexes to bot_aimdir (under the name 'think')
95 // minimum ping 20+10 random
96 CS(this).ping = bound(0,0.07 - bound(0, (skill + this.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
97 // skill 10 = ping 0.2 (adrenaline)
98 // skill 0 = ping 0.7 (slightly drunk)
101 PHYS_INPUT_BUTTON_ATCK(this) = false;
102 // keep jump button pressed for a short while, useful with ramp jumps
103 PHYS_INPUT_BUTTON_JUMP(this) = (!IS_DEAD(this) && time < this.bot_jump_time + 0.2);
104 PHYS_INPUT_BUTTON_ATCK2(this) = false;
105 PHYS_INPUT_BUTTON_ZOOM(this) = false;
106 PHYS_INPUT_BUTTON_CROUCH(this) = false;
107 PHYS_INPUT_BUTTON_HOOK(this) = false;
108 PHYS_INPUT_BUTTON_INFO(this) = false;
109 PHYS_INPUT_BUTTON_DRAG(this) = false;
110 PHYS_INPUT_BUTTON_CHAT(this) = false;
111 PHYS_INPUT_BUTTON_USE(this) = false;
113 if (time < game_starttime)
115 // block the bot during the countdown to game start
116 CS(this).movement = '0 0 0';
117 this.bot_nextthink = game_starttime;
121 // if dead, just wait until we can respawn
122 if (IS_DEAD(this) || IS_OBSERVER(this))
124 if (bot_waypoint_queue_owner == this)
125 bot_waypoint_queue_owner = NULL;
127 CS(this).movement = '0 0 0';
128 if (IS_OBSERVER(this))
132 if (!navigation_goalrating_timeout(this))
133 navigation_goalrating_timeout_force(this);
134 // jump must not be pressed for at least one frame in order for
135 // PlayerThink to detect the key down event
136 if (this.deadflag == DEAD_DYING)
137 PHYS_INPUT_BUTTON_JUMP(this) = false;
138 else if (this.deadflag == DEAD_DEAD)
139 PHYS_INPUT_BUTTON_JUMP(this) = true; // press jump to respawn
142 else if(this.aistatus & AI_STATUS_STUCK)
143 navigation_unstuck(this);
145 // now call the current bot AI (havocbot for example)
149 void bot_setnameandstuff(entity this)
152 int file, tokens, prio;
154 file = fopen(autocvar_bot_config_file, FILE_READ);
158 LOG_INFOF("Error: Can not open the bot configuration file '%s'", autocvar_bot_config_file);
163 entity balance = TeamBalance_CheckAllowedTeams(NULL);
164 TeamBalance_GetTeamCounts(balance, NULL);
165 int smallest_team = -1;
166 int smallest_count = -1;
169 for (int i = 1; i <= AvailableTeams(); ++i)
171 // NOTE if (autocvar_g_campaign && autocvar_g_campaign_forceteam == i)
172 // TeamBalance_GetNumberOfPlayers(balance, i); returns the number of players + 1
173 // since it keeps a spot for the real player in the desired team
174 int count = TeamBalance_GetNumberOfPlayers(balance, i);
175 if (smallest_count < 0 || count < smallest_count)
178 smallest_count = count;
182 TeamBalance_Destroy(balance);
183 RandomSelection_Init();
184 while((readfile = fgets(file)))
186 if(substring(readfile, 0, 2) == "//")
188 if(substring(readfile, 0, 1) == "#")
190 // NOTE if the line is empty tokenizebyseparator(readfile, "\t")
191 // will create 1 empty token because there's no separator (bug?)
194 tokens = tokenizebyseparator(readfile, "\t");
199 bool conflict = false;
200 FOREACH_CLIENT(IS_BOT_CLIENT(it), {
201 if (s == it.cleanname)
209 if (teamplay && !(autocvar_bot_vs_human && AvailableTeams() == 2))
211 int forced_team = stof(argv(5));
212 if (!Team_IsValidIndex(forced_team))
214 if (!forced_team || forced_team == smallest_team)
217 RandomSelection_AddString(readfile, 1, prio);
219 readfile = RandomSelection_chosen_string;
223 string bot_name, bot_model, bot_skin, bot_shirt, bot_pants;
225 tokens = tokenizebyseparator(readfile, "\t");
226 if(argv(0) != "") bot_name = argv(0);
227 else bot_name = "Bot";
229 if(argv(1) != "") bot_model = argv(1);
232 if(argv(2) != "") bot_skin = argv(2);
235 if(argv(3) != "" && stof(argv(3)) >= 0) bot_shirt = argv(3);
236 else bot_shirt = ftos(floor(random() * 15));
238 if(argv(4) != "" && stof(argv(4)) >= 0) bot_pants = argv(4);
239 else bot_pants = ftos(floor(random() * 15));
241 if (teamplay && !(autocvar_bot_vs_human && AvailableTeams() == 2))
242 this.bot_forced_team = stof(argv(5));
244 this.bot_forced_team = 0;
248 #define READSKILL(f, w, r) MACRO_BEGIN \
249 if(argv(prio) != "") \
250 this.f = stof(argv(prio)) * w; \
252 this.f = (!autocvar_g_campaign) * (2 * random() - 1) * r * w; \
255 //print(bot_name, ": ping=", argv(9), "\n");
257 READSKILL(havocbot_keyboardskill, 0.5, 0.5); // keyboard skill
258 READSKILL(bot_moveskill, 2, 0); // move skill
259 READSKILL(bot_dodgeskill, 2, 0); // dodge skill
261 READSKILL(bot_pingskill, 0.5, 0); // ping skill
263 READSKILL(bot_weaponskill, 2, 0); // weapon skill
264 READSKILL(bot_aggresskill, 1, 0); // aggre skill
265 READSKILL(bot_rangepreference, 1, 0); // read skill
267 READSKILL(bot_aimskill, 2, 0); // aim skill
268 READSKILL(bot_offsetskill, 2, 0.5); // offset skill
269 READSKILL(bot_mouseskill, 1, 0.5); // mouse skill
271 READSKILL(bot_thinkskill, 1, 0.5); // think skill
272 READSKILL(bot_aiskill, 2, 0); // "ai" skill
274 if (file >= 0 && argv(prio) != "")
275 LOG_INFOF("^1Warning^7: too many parameters for bot %s, please check format of %s", bot_name, autocvar_bot_config_file);
277 this.bot_config_loaded = true;
279 // this is really only a default, TeamBalance_JoinBestTeam is called later
280 setcolor(this, stof(bot_shirt) * 16 + stof(bot_pants));
281 this.bot_preferredcolors = this.clientcolors;
283 string prefix = (autocvar_g_campaign ? "" : autocvar_bot_prefix);
284 string suffix = (autocvar_g_campaign ? "" : autocvar_bot_suffix);
285 string name = (autocvar_bot_usemodelnames ? bot_model : bot_name);
289 name = ftos(etof(this));
290 this.netname = this.netname_freeme = strzone(strcat(prefix, name, suffix));
294 // number bots with identical names
296 FOREACH_CLIENT(IS_BOT_CLIENT(it), {
297 if(it.cleanname == name)
301 this.netname = this.netname_freeme = strzone(strcat(prefix, name, "(", ftos(j), ")", suffix));
303 this.netname = this.netname_freeme = strzone(strcat(prefix, name, suffix));
305 this.cleanname = strzone(name);
307 // pick the model and skin
308 if(substring(bot_model, -4, 1) != ".")
309 bot_model = strcat(bot_model, ".iqm");
310 this.playermodel = this.playermodel_freeme = strzone(strcat("models/player/", bot_model));
311 this.playerskin = this.playerskin_freeme = strzone(bot_skin);
314 void bot_custom_weapon_priority_setup()
316 static string bot_priority_far_prev;
317 static string bot_priority_mid_prev;
318 static string bot_priority_close_prev;
319 static string bot_priority_distances_prev;
322 bot_custom_weapon = false;
324 if( autocvar_bot_ai_custom_weapon_priority_far == "" ||
325 autocvar_bot_ai_custom_weapon_priority_mid == "" ||
326 autocvar_bot_ai_custom_weapon_priority_close == "" ||
327 autocvar_bot_ai_custom_weapon_priority_distances == ""
331 if (bot_priority_distances_prev != autocvar_bot_ai_custom_weapon_priority_distances)
333 strcpy(bot_priority_distances_prev, autocvar_bot_ai_custom_weapon_priority_distances);
334 tokens = tokenizebyseparator(autocvar_bot_ai_custom_weapon_priority_distances," ");
339 bot_distance_far = stof(argv(0));
340 bot_distance_close = stof(argv(1));
342 if(bot_distance_far < bot_distance_close){
343 bot_distance_far = stof(argv(1));
344 bot_distance_close = stof(argv(0));
350 #define PARSE_WEAPON_PRIORITIES(dist) MACRO_BEGIN \
351 if (bot_priority_##dist##_prev != autocvar_bot_ai_custom_weapon_priority_##dist) { \
352 strcpy(bot_priority_##dist##_prev, autocvar_bot_ai_custom_weapon_priority_##dist); \
353 tokens = tokenizebyseparator(W_NumberWeaponOrder(autocvar_bot_ai_custom_weapon_priority_##dist)," "); \
354 bot_weapons_##dist[0] = -1; \
356 for(i = 0; i < tokens && c < REGISTRY_COUNT(Weapons); ++i) { \
358 if (w >= WEP_FIRST && w <= WEP_LAST) { \
359 bot_weapons_##dist[c] = w; \
363 if (c < REGISTRY_COUNT(Weapons)) \
364 bot_weapons_##dist[c] = -1; \
368 PARSE_WEAPON_PRIORITIES(far);
369 PARSE_WEAPON_PRIORITIES(mid);
370 PARSE_WEAPON_PRIORITIES(close);
372 bot_custom_weapon = true;
377 bot_relinkplayerlist();
381 setcolor(e, e.bot_preferredcolors);
384 // if dynamic waypoints are ever implemented, save them here
387 void bot_relinkplayerlist()
393 entity prevbot = NULL;
398 if(IS_BOT_CLIENT(it))
400 if (!IS_OBSERVER(it) && !bot_ispaused(it))
403 prevbot.nextbot = it;
412 prevbot.nextbot = NULL;
413 bot_strategytoken = bot_list;
414 bot_strategytoken_taken = true;
417 void bot_clientdisconnect(entity this)
419 if (!IS_BOT_CLIENT(this))
421 bot_clearqueue(this);
422 strfree(this.cleanname);
423 strfree(this.netname_freeme);
424 strfree(this.playermodel_freeme);
425 strfree(this.playerskin_freeme);
426 if(this.bot_cmd_current)
427 delete(this.bot_cmd_current);
428 if(bot_waypoint_queue_owner == this)
429 bot_waypoint_queue_owner = NULL;
432 void bot_clientconnect(entity this)
434 if (!IS_BOT_CLIENT(this)) return;
435 this.bot_preferredcolors = this.clientcolors;
436 this.bot_nextthink = time - random();
437 this.lag_func = bot_lagfunc;
439 this.createdtime = this.bot_nextthink;
441 if(!this.bot_config_loaded) // This is needed so team overrider doesn't break between matches
443 bot_setnameandstuff(this);
444 bot_setclientfields(this);
447 if (teamplay && Team_IsValidIndex(this.bot_forced_team))
449 SetPlayerTeam(this, this.bot_forced_team, TEAM_CHANGE_MANUAL);
453 this.bot_forced_team = 0;
454 TeamBalance_JoinBestTeam(this);
457 havocbot_setupbot(this);
460 void bot_removefromlargestteam()
462 entity balance = TeamBalance_CheckAllowedTeams(NULL);
463 TeamBalance_GetTeamCounts(balance, NULL);
470 FOREACH_CLIENT(it.isbot,
477 besttime = it.createdtime;
482 if (Team_IsValidTeam(it.team))
484 thiscount = TeamBalance_GetNumberOfPlayers(balance,
485 Team_TeamToIndex(it.team));
488 if(thiscount > bestcount)
490 bestcount = thiscount;
491 besttime = it.createdtime;
494 else if(thiscount == bestcount && besttime < it.createdtime)
496 besttime = it.createdtime;
500 TeamBalance_Destroy(balance);
502 return; // no bots to remove
503 currentbots = currentbots - 1;
507 void bot_removenewest()
511 bot_removefromlargestteam();
519 FOREACH_CLIENT(it.isbot,
526 besttime = it.createdtime;
529 if(besttime < it.createdtime)
531 besttime = it.createdtime;
537 return; // no bots to remove
539 currentbots = currentbots - 1;
543 void autoskill(float factor)
547 FOREACH_CLIENT(IS_PLAYER(it), {
548 if(IS_REAL_CLIENT(it))
549 bestplayer = max(bestplayer, it.totalfrags - it.totalfrags_lastcheck);
551 bestbot = max(bestbot, it.totalfrags - it.totalfrags_lastcheck);
554 string msg = strcat("autoskill: best player got ", ftos(bestplayer), ", ""best bot got ", ftos(bestbot), "; ");
555 if(bestbot < 0 || bestplayer < 0)
557 msg = strcat(msg, "not doing anything");
558 // don't return, let it reset all counters below
560 else if(bestbot <= bestplayer * factor - 2)
562 if(autocvar_skill < 17)
564 msg = strcat(msg, "2 frags difference, increasing skill");
565 cvar_set("skill", ftos(autocvar_skill + 1));
566 bprint("^2BOT SKILL UP!^7 Now at level ", ftos(autocvar_skill), "\n");
569 else if(bestbot >= bestplayer * factor + 2)
571 if(autocvar_skill > 0)
573 msg = strcat(msg, "2 frags difference, decreasing skill");
574 cvar_set("skill", ftos(autocvar_skill - 1));
575 bprint("^1BOT SKILL DOWN!^7 Now at level ", ftos(autocvar_skill), "\n");
580 msg = strcat(msg, "not doing anything");
582 // don't reset counters, wait for them to accumulate
586 FOREACH_CLIENT(IS_PLAYER(it), { it.totalfrags_lastcheck = it.totalfrags; });
589 void bot_calculate_stepheightvec()
591 stepheightvec = autocvar_sv_stepheight * '0 0 1';
592 jumpheight_vec = (autocvar_sv_jumpvelocity ** 2) / (2 * autocvar_sv_gravity) * '0 0 1';
593 jumpstepheightvec = stepheightvec + jumpheight_vec * 0.85; // reduce it a bit to make the jumps easy
594 jumpheight_time = autocvar_sv_jumpvelocity / autocvar_sv_gravity;
597 bool bot_fixcount(bool multiple_per_frame)
599 int activerealplayers = 0;
601 if (MUTATOR_CALLHOOK(Bot_FixCount, activerealplayers, realplayers)) {
602 activerealplayers = M_ARGV(0, int);
603 realplayers = M_ARGV(1, int);
605 FOREACH_CLIENT(IS_REAL_CLIENT(it), {
613 // But don't remove bots immediately on level change, as the real players
614 // usually haven't rejoined yet
615 bots_would_leave = false;
616 if (teamplay && autocvar_bot_vs_human && AvailableTeams() == 2)
617 bots = min(ceil(fabs(autocvar_bot_vs_human) * activerealplayers), maxclients - realplayers);
618 else if ((realplayers || autocvar_bot_join_empty || (currentbots > 0 && time < 5)))
620 int minplayers = max(0, floor(autocvar_minplayers));
622 minplayers = max(0, floor(autocvar_minplayers_per_team) * AvailableTeams());
623 int minbots = max(0, floor(autocvar_bot_number));
625 // add bots to reach minplayers if needed
626 bots = max(minbots, minplayers - activerealplayers);
627 // cap bots to the max players allowed by the server
628 int player_limit = GetPlayerLimit();
630 bots = min(bots, max(player_limit - activerealplayers, 0));
631 bots = min(bots, maxclients - realplayers);
634 bots_would_leave = true;
638 // if there are no players, remove bots
642 // only add one bot per frame to avoid utter chaos
643 if(time > botframe_nextthink)
645 while (currentbots < bots)
647 if (bot_spawn() == NULL)
649 bprint("Can not add bot, server full.\n");
652 if (!multiple_per_frame)
657 while (currentbots > bots && bots >= 0)
664 void bot_serverframe()
666 if (intermission_running && currentbots > 0)
668 // after the end of the match all bots stay unless all human players disconnect
670 FOREACH_CLIENT(IS_REAL_CLIENT(it), { ++realplayers; });
673 FOREACH_CLIENT(IS_BOT_CLIENT(it), { dropclient(it); });
682 // Added 0.5 to avoid possible addition + immediate removal of bots that would make them appear as
683 // spectators in the scoreboard and never go away. This issue happens at time 2 if map is changed
684 // with the gotomap command, minplayers is > 1 and human clients join as players very soon
685 // either intentionally or automatically (sv_spectate 0)
692 if (currentbots == -1)
694 // count bots already in the server from the previous match
696 FOREACH_CLIENT(IS_BOT_CLIENT(it), { ++currentbots; });
699 if(autocvar_skill != skill)
701 float wpcost_update = false;
702 if(skill >= autocvar_bot_ai_bunnyhop_skilloffset && autocvar_skill < autocvar_bot_ai_bunnyhop_skilloffset)
703 wpcost_update = true;
704 if(skill < autocvar_bot_ai_bunnyhop_skilloffset && autocvar_skill >= autocvar_bot_ai_bunnyhop_skilloffset)
705 wpcost_update = true;
707 skill = autocvar_skill;
709 waypoint_updatecost_foralllinks();
712 bot_calculate_stepheightvec();
713 bot_navigation_movemode = ((autocvar_bot_navigation_ignoreplayers) ? MOVE_NOMONSTERS : MOVE_NORMAL);
715 if(time > autoskill_nextthink)
718 a = autocvar_skill_auto;
721 autoskill_nextthink = time + 5;
724 if(time > botframe_nextthink)
726 if(!bot_fixcount(false))
727 botframe_nextthink = time + 10;
730 if(botframe_spawnedwaypoints)
732 if(autocvar_waypoint_benchmark)
736 if (currentbots > 0 || waypointeditor_enabled || autocvar_g_waypointeditor_auto)
737 if (botframe_spawnedwaypoints)
739 if(botframe_cachedwaypointlinks)
741 if(!botframe_loadedforcedlinks)
742 waypoint_load_hardwiredlinks();
746 // TODO: Make this check cleaner
747 IL_EACH(g_waypoints, time - it.nextthink > 10,
749 waypoint_save_links();
756 botframe_spawnedwaypoints = true;
758 waypoint_load_links();
763 // cycle the goal token from one bot to the next each frame
764 // (this prevents them from all doing spawnfunc_waypoint searches on the same
765 // frame, which causes choppy framerates)
766 if (bot_strategytoken_taken)
768 // give goal token to the first bot without goals; if all bots don't have
769 // any goal (or are dead/frozen) simply give it to the next one
770 bot_strategytoken_taken = false;
771 entity bot_strategytoken_save = bot_strategytoken;
774 if (bot_strategytoken)
775 bot_strategytoken = bot_strategytoken.nextbot;
776 if (!bot_strategytoken)
777 bot_strategytoken = bot_list;
779 if (!(IS_DEAD(bot_strategytoken) || STAT(FROZEN, bot_strategytoken))
780 && !bot_strategytoken.goalcurrent)
783 if (!bot_strategytoken_save) // break loop if all the bots are dead or frozen
785 if (bot_strategytoken == bot_strategytoken_save)
786 bot_strategytoken_save = NULL; // looped through all the bots
790 if (botframe_nextdangertime < time)
793 interval = autocvar_bot_ai_dangerdetectioninterval;
794 if (botframe_nextdangertime < time - interval * 1.5)
795 botframe_nextdangertime = time;
796 botframe_nextdangertime = botframe_nextdangertime + interval;
797 botframe_updatedangerousobjects(autocvar_bot_ai_dangerdetectionupdates);
801 if (waypointeditor_enabled)
802 botframe_showwaypointlinks();
804 if (autocvar_g_waypointeditor_auto)
805 botframe_autowaypoints();
808 bot_custom_weapon_priority_setup();