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/weapons/selection.qh>
32 #include <server/world.qh>
33 #include <server/command/vote.qh>
35 STATIC_INIT(bot) { bot_calculate_stepheightvec(); }
37 // TODO: remove this function! its only purpose is to update these fields since bot_setnameandstuff is called before ClientState
38 void bot_setclientfields(entity this)
40 CS_CVAR(this).cvar_cl_accuracy_data_share = 1; // share the bots weapon accuracy data with the world
41 CS_CVAR(this).cvar_cl_accuracy_data_receive = 0; // don't receive any weapon accuracy data
46 entity bot = spawnclient();
50 currentbots = currentbots + 1;
51 bot_setnameandstuff(bot);
53 bot_setclientfields(bot);
54 PutClientInServer(bot);
59 void bot_think(entity this)
61 if (this.bot_nextthink > time)
64 this.flags &= ~FL_GODMODE;
66 this.flags |= FL_GODMODE;
68 this.bot_nextthink = max(time, this.bot_nextthink) + max(0.01, autocvar_bot_ai_thinkinterval * min(14 / (skill + this.bot_aiskill + 14), 1));
70 if (!IS_PLAYER(this) || (autocvar_g_campaign && !campaign_bots_may_start))
74 .entity weaponentity = weaponentities[0];
75 if(this.(weaponentity).m_weapon == WEP_Null)
76 W_NextWeapon(this, 0, weaponentity);
78 CS(this).movement = '0 0 0';
79 this.bot_nextthink = time + 0.5;
85 this.v_angle = this.angles;
87 this.fixangle = false;
92 this.dmg_inflictor = NULL;
94 // calculate an aiming latency based on the skill setting
95 // (simulated network latency + naturally delayed reflexes)
96 //this.ping = 0.7 - bound(0, 0.05 * skill, 0.5); // moved the reflexes to bot_aimdir (under the name 'think')
97 // minimum ping 20+10 random
98 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
99 // skill 10 = ping 0.2 (adrenaline)
100 // skill 0 = ping 0.7 (slightly drunk)
103 PHYS_INPUT_BUTTON_ATCK(this) = false;
104 // keep jump button pressed for a short while, useful with ramp jumps
105 PHYS_INPUT_BUTTON_JUMP(this) = (!IS_DEAD(this) && time < this.bot_jump_time + 0.2);
106 PHYS_INPUT_BUTTON_ATCK2(this) = false;
107 PHYS_INPUT_BUTTON_ZOOM(this) = false;
108 PHYS_INPUT_BUTTON_CROUCH(this) = false;
109 PHYS_INPUT_BUTTON_HOOK(this) = false;
110 PHYS_INPUT_BUTTON_INFO(this) = false;
111 PHYS_INPUT_BUTTON_DRAG(this) = false;
112 PHYS_INPUT_BUTTON_CHAT(this) = false;
113 PHYS_INPUT_BUTTON_USE(this) = false;
115 if (time < game_starttime)
117 .entity weaponentity = weaponentities[0];
118 if(this.(weaponentity).m_weapon == WEP_Null)
119 W_NextWeapon(this, 0, weaponentity);
120 // block the bot during the countdown to game start
121 CS(this).movement = '0 0 0';
125 // if dead, just wait until we can respawn
126 if (IS_DEAD(this) || IS_OBSERVER(this))
128 if (bot_waypoint_queue_owner == this)
129 bot_waypoint_queue_owner = NULL;
131 CS(this).movement = '0 0 0';
132 if (IS_OBSERVER(this))
136 if (!navigation_goalrating_timeout(this))
137 navigation_goalrating_timeout_force(this);
138 // jump must not be pressed for at least one frame in order for
139 // PlayerThink to detect the key down event
140 if (this.deadflag == DEAD_DYING)
141 PHYS_INPUT_BUTTON_JUMP(this) = false;
142 else if (this.deadflag == DEAD_DEAD)
143 PHYS_INPUT_BUTTON_JUMP(this) = true; // press jump to respawn
146 else if(this.aistatus & AI_STATUS_STUCK)
147 navigation_unstuck(this);
149 if (warmup_stage && !this.ready)
152 ReadyCount(); // this must be delayed until the bot has spawned
155 // now call the current bot AI (havocbot for example)
159 void bot_setnameandstuff(entity this)
162 int file, tokens, prio;
164 file = fopen(autocvar_bot_config_file, FILE_READ);
168 LOG_INFOF("Error: Can not open the bot configuration file '%s'", autocvar_bot_config_file);
173 entity balance = TeamBalance_CheckAllowedTeams(NULL);
174 TeamBalance_GetTeamCounts(balance, NULL);
175 int smallest_team = -1;
176 int smallest_count = -1;
179 for (int i = 1; i <= AVAILABLE_TEAMS; ++i)
181 // NOTE if (autocvar_g_campaign && autocvar_g_campaign_forceteam == i)
182 // TeamBalance_GetNumberOfPlayers(balance, i); returns the number of players + 1
183 // since it keeps a spot for the real player in the desired team
184 int count = TeamBalance_GetNumberOfPlayers(balance, i);
185 if (smallest_count < 0 || count < smallest_count)
188 smallest_count = count;
192 TeamBalance_Destroy(balance);
193 RandomSelection_Init();
194 while((readfile = fgets(file)))
196 if(substring(readfile, 0, 2) == "//")
198 if(substring(readfile, 0, 1) == "#")
200 // NOTE if the line is empty tokenizebyseparator(readfile, "\t")
201 // will create 1 empty token because there's no separator (bug?)
204 tokens = tokenizebyseparator(readfile, "\t");
209 bool conflict = false;
210 FOREACH_CLIENT(IS_BOT_CLIENT(it), {
211 if (s == it.cleanname)
219 if (teamplay && !(autocvar_bot_vs_human && AVAILABLE_TEAMS == 2))
221 int forced_team = stof(argv(5));
222 if (!Team_IsValidIndex(forced_team))
224 if (!forced_team || forced_team == smallest_team)
227 RandomSelection_AddString(readfile, 1, prio);
229 readfile = RandomSelection_chosen_string;
233 string bot_name, bot_model, bot_skin, bot_shirt, bot_pants;
235 tokens = tokenizebyseparator(readfile, "\t");
236 if(argv(0) != "") bot_name = argv(0);
237 else bot_name = "Bot";
239 if(argv(1) != "") bot_model = argv(1);
242 if(argv(2) != "") bot_skin = argv(2);
245 if(argv(3) != "" && stof(argv(3)) >= 0) bot_shirt = argv(3);
246 else bot_shirt = ftos(floor(random() * 15));
248 if(argv(4) != "" && stof(argv(4)) >= 0) bot_pants = argv(4);
249 else bot_pants = ftos(floor(random() * 15));
251 if (teamplay && !(autocvar_bot_vs_human && AVAILABLE_TEAMS == 2))
253 this.bot_forced_team = stof(argv(5));
254 if (!Team_IsValidIndex(this.bot_forced_team))
255 this.bot_forced_team = 0;
258 this.bot_forced_team = 0;
262 #define READSKILL(f, w, r) MACRO_BEGIN \
263 if(argv(prio) != "") \
264 this.f = stof(argv(prio)) * w; \
266 this.f = (!autocvar_g_campaign) * (2 * random() - 1) * r * w; \
269 //print(bot_name, ": ping=", argv(9), "\n");
271 READSKILL(havocbot_keyboardskill, 0.5, 0.5); // keyboard skill
272 READSKILL(bot_moveskill, 2, 0); // move skill
273 READSKILL(bot_dodgeskill, 2, 0); // dodge skill
275 READSKILL(bot_pingskill, 0.5, 0); // ping skill
277 READSKILL(bot_weaponskill, 2, 0); // weapon skill
278 READSKILL(bot_aggresskill, 1, 0); // aggre skill
279 READSKILL(bot_rangepreference, 1, 0); // read skill
281 READSKILL(bot_aimskill, 2, 0); // aim skill
282 READSKILL(bot_offsetskill, 2, 0.5); // offset skill
283 READSKILL(bot_mouseskill, 1, 0.5); // mouse skill
285 READSKILL(bot_thinkskill, 1, 0.5); // think skill
286 READSKILL(bot_aiskill, 2, 0); // "ai" skill
288 if (file >= 0 && argv(prio) != "")
289 LOG_INFOF("^1Warning^7: too many parameters for bot %s, please check format of %s", bot_name, autocvar_bot_config_file);
291 this.bot_config_loaded = true;
293 // this is really only a default, TeamBalance_JoinBestTeam is called later
294 setcolor(this, stof(bot_shirt) * 16 + stof(bot_pants));
295 this.bot_preferredcolors = this.clientcolors;
297 string prefix = (autocvar_g_campaign ? "" : autocvar_bot_prefix);
298 string suffix = (autocvar_g_campaign ? "" : autocvar_bot_suffix);
299 string name = (autocvar_bot_usemodelnames ? bot_model : bot_name);
303 name = ftos(etof(this));
304 this.netname = this.netname_freeme = strzone(strcat(prefix, name, suffix));
308 // number bots with identical names
310 FOREACH_CLIENT(IS_BOT_CLIENT(it), {
311 if(it.cleanname == name)
315 this.netname = this.netname_freeme = strzone(strcat(prefix, name, "(", ftos(j), ")", suffix));
317 this.netname = this.netname_freeme = strzone(strcat(prefix, name, suffix));
319 this.cleanname = strzone(name);
321 // pick the model and skin
322 if(substring(bot_model, -4, 1) != ".")
323 bot_model = strcat(bot_model, ".iqm");
324 this.playermodel = this.playermodel_freeme = strzone(strcat("models/player/", bot_model));
325 this.playerskin = this.playerskin_freeme = strzone(bot_skin);
328 void bot_custom_weapon_priority_setup()
330 static string bot_priority_far_prev;
331 static string bot_priority_mid_prev;
332 static string bot_priority_close_prev;
333 static string bot_priority_distances_prev;
336 bot_custom_weapon = false;
338 if( autocvar_bot_ai_custom_weapon_priority_far == "" ||
339 autocvar_bot_ai_custom_weapon_priority_mid == "" ||
340 autocvar_bot_ai_custom_weapon_priority_close == "" ||
341 autocvar_bot_ai_custom_weapon_priority_distances == ""
345 if (bot_priority_distances_prev != autocvar_bot_ai_custom_weapon_priority_distances)
347 strcpy(bot_priority_distances_prev, autocvar_bot_ai_custom_weapon_priority_distances);
348 tokens = tokenizebyseparator(autocvar_bot_ai_custom_weapon_priority_distances," ");
353 bot_distance_far = stof(argv(0));
354 bot_distance_close = stof(argv(1));
356 if(bot_distance_far < bot_distance_close){
357 bot_distance_far = stof(argv(1));
358 bot_distance_close = stof(argv(0));
364 #define PARSE_WEAPON_PRIORITIES(dist) MACRO_BEGIN \
365 if (bot_priority_##dist##_prev != autocvar_bot_ai_custom_weapon_priority_##dist) { \
366 strcpy(bot_priority_##dist##_prev, autocvar_bot_ai_custom_weapon_priority_##dist); \
367 tokens = tokenizebyseparator(W_NumberWeaponOrder(autocvar_bot_ai_custom_weapon_priority_##dist)," "); \
368 bot_weapons_##dist[0] = -1; \
370 for(i = 0; i < tokens && c < REGISTRY_COUNT(Weapons); ++i) { \
372 if (w >= WEP_FIRST && w <= WEP_LAST) { \
373 bot_weapons_##dist[c] = w; \
377 if (c < REGISTRY_COUNT(Weapons)) \
378 bot_weapons_##dist[c] = -1; \
382 PARSE_WEAPON_PRIORITIES(far);
383 PARSE_WEAPON_PRIORITIES(mid);
384 PARSE_WEAPON_PRIORITIES(close);
386 bot_custom_weapon = true;
391 bot_relinkplayerlist();
395 setcolor(e, e.bot_preferredcolors);
398 // if dynamic waypoints are ever implemented, save them here
401 void bot_relinkplayerlist()
407 entity prevbot = NULL;
412 if(IS_BOT_CLIENT(it))
414 if (!IS_OBSERVER(it) && !bot_ispaused(it))
417 prevbot.nextbot = it;
426 prevbot.nextbot = NULL;
427 bot_strategytoken = bot_list;
428 bot_strategytoken_taken = true;
431 void bot_clientdisconnect(entity this)
433 if (!IS_BOT_CLIENT(this))
435 bot_clearqueue(this);
436 strfree(this.cleanname);
437 strfree(this.netname_freeme);
438 strfree(this.playermodel_freeme);
439 strfree(this.playerskin_freeme);
440 if(this.bot_cmd_current)
441 delete(this.bot_cmd_current);
442 if(bot_waypoint_queue_owner == this)
443 bot_waypoint_queue_owner = NULL;
446 void bot_clientconnect(entity this)
448 if (!IS_BOT_CLIENT(this)) return;
449 this.bot_preferredcolors = this.clientcolors;
450 this.bot_nextthink = time - random();
452 this.createdtime = this.bot_nextthink;
454 if(!this.bot_config_loaded) // This is needed so team overrider doesn't break between matches
456 bot_setnameandstuff(this);
457 bot_setclientfields(this);
460 havocbot_setupbot(this);
463 void bot_removefromlargestteam()
465 entity balance = TeamBalance_CheckAllowedTeams(NULL);
466 TeamBalance_GetTeamCounts(balance, NULL);
473 FOREACH_CLIENT(it.isbot,
480 besttime = it.createdtime;
485 if (Team_IsValidTeam(it.team))
487 thiscount = TeamBalance_GetNumberOfPlayers(balance,
488 Team_TeamToIndex(it.team));
491 if(thiscount > bestcount)
493 bestcount = thiscount;
494 besttime = it.createdtime;
497 else if(thiscount == bestcount && besttime < it.createdtime)
499 besttime = it.createdtime;
503 TeamBalance_Destroy(balance);
505 return; // no bots to remove
506 currentbots = currentbots - 1;
510 void bot_removenewest()
514 bot_removefromlargestteam();
522 FOREACH_CLIENT(it.isbot,
529 besttime = it.createdtime;
532 if(besttime < it.createdtime)
534 besttime = it.createdtime;
540 return; // no bots to remove
542 currentbots = currentbots - 1;
546 void autoskill(float factor)
550 FOREACH_CLIENT(IS_PLAYER(it), {
551 if(IS_REAL_CLIENT(it))
552 bestplayer = max(bestplayer, it.totalfrags - it.totalfrags_lastcheck);
554 bestbot = max(bestbot, it.totalfrags - it.totalfrags_lastcheck);
557 string msg = strcat("autoskill: best player got ", ftos(bestplayer), ", ""best bot got ", ftos(bestbot), "; ");
558 if(bestbot < 0 || bestplayer < 0)
560 msg = strcat(msg, "not doing anything");
561 // don't return, let it reset all counters below
563 else if(bestbot <= bestplayer * factor - 2)
565 if(autocvar_skill < 17)
567 msg = strcat(msg, "2 frags difference, increasing skill");
568 cvar_set("skill", ftos(autocvar_skill + 1));
569 bprint("^2BOT SKILL UP!^7 Now at level ", ftos(autocvar_skill), "\n");
572 else if(bestbot >= bestplayer * factor + 2)
574 if(autocvar_skill > 0)
576 msg = strcat(msg, "2 frags difference, decreasing skill");
577 cvar_set("skill", ftos(autocvar_skill - 1));
578 bprint("^1BOT SKILL DOWN!^7 Now at level ", ftos(autocvar_skill), "\n");
583 msg = strcat(msg, "not doing anything");
585 // don't reset counters, wait for them to accumulate
589 FOREACH_CLIENT(IS_PLAYER(it), { it.totalfrags_lastcheck = it.totalfrags; });
592 void bot_calculate_stepheightvec()
594 stepheightvec = autocvar_sv_stepheight * '0 0 1';
595 jumpheight_vec = (autocvar_sv_jumpvelocity ** 2) / (2 * autocvar_sv_gravity) * '0 0 1';
596 jumpstepheightvec = stepheightvec + jumpheight_vec * 0.85; // reduce it a bit to make the jumps easy
597 jumpheight_time = autocvar_sv_jumpvelocity / autocvar_sv_gravity;
600 bool bot_fixcount(bool multiple_per_frame)
602 int activerealplayers = 0;
604 if (MUTATOR_CALLHOOK(Bot_FixCount, activerealplayers, realplayers)) {
605 activerealplayers = M_ARGV(0, int);
606 realplayers = M_ARGV(1, int);
608 FOREACH_CLIENT(IS_REAL_CLIENT(it), {
616 // But don't remove bots immediately on level change, as the real players
617 // usually haven't rejoined yet
618 bots_would_leave = false;
619 if (autocvar_bot_vs_human && AVAILABLE_TEAMS == 2)
620 bots = min(ceil(fabs(autocvar_bot_vs_human) * activerealplayers), maxclients - realplayers);
621 else if ((realplayers || autocvar_bot_join_empty || (currentbots > 0 && time < 5)))
623 int minplayers = max(0, floor(autocvar_minplayers));
625 minplayers = max(0, floor(autocvar_minplayers_per_team) * AVAILABLE_TEAMS);
626 int minbots = max(0, floor(autocvar_bot_number));
628 // add bots to reach minplayers if needed
629 bots = max(minbots, minplayers - activerealplayers);
630 // cap bots to the max players allowed by the server
631 int player_limit = GetPlayerLimit();
633 bots = min(bots, max(player_limit - activerealplayers, 0));
634 bots = min(bots, maxclients - realplayers);
637 bots_would_leave = true;
641 // if there are no players, remove bots
645 // only add one bot per frame to avoid utter chaos
646 if(time > botframe_nextthink)
648 while (currentbots < bots)
650 if (bot_spawn() == NULL)
652 bprint("Can not add bot, server full.\n");
655 if (!multiple_per_frame)
660 while (currentbots > bots && bots >= 0)
667 void bot_serverframe()
669 if (intermission_running && currentbots > 0)
671 // after the end of the match all bots stay unless all human players disconnect
673 FOREACH_CLIENT(IS_REAL_CLIENT(it), { ++realplayers; });
676 FOREACH_CLIENT(IS_BOT_CLIENT(it), { dropclient(it); });
685 // Added 0.5 to avoid possible addition + immediate removal of bots that would make them appear as
686 // spectators in the scoreboard and never go away. This issue happens at time 2 if map is changed
687 // with the gotomap command, minplayers is > 1 and human clients join as players very soon
688 // either intentionally or automatically (sv_spectate 0)
689 // A working workaround for this bug was implemented in commit fbd145044, see entcs_attach
696 if (currentbots == -1)
698 // count bots already in the server from the previous match
700 FOREACH_CLIENT(IS_BOT_CLIENT(it), { ++currentbots; });
703 if(autocvar_skill != skill)
705 float wpcost_update = false;
706 if(skill >= autocvar_bot_ai_bunnyhop_skilloffset && autocvar_skill < autocvar_bot_ai_bunnyhop_skilloffset)
707 wpcost_update = true;
708 if(skill < autocvar_bot_ai_bunnyhop_skilloffset && autocvar_skill >= autocvar_bot_ai_bunnyhop_skilloffset)
709 wpcost_update = true;
711 skill = autocvar_skill;
713 waypoint_updatecost_foralllinks();
716 bot_calculate_stepheightvec();
717 bot_navigation_movemode = ((autocvar_bot_navigation_ignoreplayers) ? MOVE_NOMONSTERS : MOVE_NORMAL);
719 if(time > autoskill_nextthink)
722 a = autocvar_skill_auto;
725 autoskill_nextthink = time + 5;
728 if(time > botframe_nextthink)
730 if(!bot_fixcount(false))
731 botframe_nextthink = time + 10;
734 if(botframe_spawnedwaypoints)
736 if(autocvar_waypoint_benchmark)
740 if (currentbots > 0 || waypointeditor_enabled || autocvar_g_waypointeditor_auto)
741 if (botframe_spawnedwaypoints)
743 if(botframe_cachedwaypointlinks)
745 if(!botframe_loadedforcedlinks)
746 waypoint_load_hardwiredlinks();
750 // TODO: Make this check cleaner
751 IL_EACH(g_waypoints, time - it.nextthink > 10,
753 waypoint_save_links();
760 botframe_spawnedwaypoints = true;
762 waypoint_load_links();
767 // cycle the goal token from one bot to the next each frame
768 // (this prevents them from all doing spawnfunc_waypoint searches on the same
769 // frame, which causes choppy framerates)
770 if (bot_strategytoken_taken)
772 // give goal token to the first bot without goals; if all bots don't have
773 // any goal (or are dead/frozen) simply give it to the next one
774 bot_strategytoken_taken = false;
775 entity bot_strategytoken_save = bot_strategytoken;
778 if (bot_strategytoken)
779 bot_strategytoken = bot_strategytoken.nextbot;
780 if (!bot_strategytoken)
781 bot_strategytoken = bot_list;
783 if (!(IS_DEAD(bot_strategytoken) || STAT(FROZEN, bot_strategytoken))
784 && !bot_strategytoken.goalcurrent)
787 if (!bot_strategytoken_save) // break loop if all the bots are dead or frozen
789 if (bot_strategytoken == bot_strategytoken_save)
790 bot_strategytoken_save = NULL; // looped through all the bots
794 if (botframe_nextdangertime < time)
797 interval = autocvar_bot_ai_dangerdetectioninterval;
798 if (botframe_nextdangertime < time - interval * 1.5)
799 botframe_nextdangertime = time;
800 botframe_nextdangertime = botframe_nextdangertime + interval;
801 botframe_updatedangerousobjects(autocvar_bot_ai_dangerdetectionupdates);
805 if (waypointeditor_enabled)
806 botframe_showwaypointlinks();
808 if (autocvar_g_waypointeditor_auto)
809 botframe_autowaypoints();
812 bot_custom_weapon_priority_setup();