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(this).cvar_cl_accuracy_data_share = 1; // share the bots weapon accuracy data with the world
39 CS(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))
70 CS(this).movement = '0 0 0';
71 this.bot_nextthink = time + 0.5;
77 this.v_angle = this.angles;
79 this.fixangle = false;
84 this.dmg_inflictor = NULL;
86 // calculate an aiming latency based on the skill setting
87 // (simulated network latency + naturally delayed reflexes)
88 //this.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 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
91 // skill 10 = ping 0.2 (adrenaline)
92 // skill 0 = ping 0.7 (slightly drunk)
95 PHYS_INPUT_BUTTON_ATCK(this) = false;
96 // keep jump button pressed for a short while, useful with ramp jumps
97 PHYS_INPUT_BUTTON_JUMP(this) = (!IS_DEAD(this) && time < this.bot_jump_time + 0.2);
98 PHYS_INPUT_BUTTON_ATCK2(this) = false;
99 PHYS_INPUT_BUTTON_ZOOM(this) = false;
100 PHYS_INPUT_BUTTON_CROUCH(this) = false;
101 PHYS_INPUT_BUTTON_HOOK(this) = false;
102 PHYS_INPUT_BUTTON_INFO(this) = false;
103 PHYS_INPUT_BUTTON_DRAG(this) = false;
104 PHYS_INPUT_BUTTON_CHAT(this) = false;
105 PHYS_INPUT_BUTTON_USE(this) = false;
107 if (time < game_starttime)
109 // block the bot during the countdown to game start
110 CS(this).movement = '0 0 0';
111 this.bot_nextthink = game_starttime;
115 // if dead, just wait until we can respawn
118 if (bot_waypoint_queue_owner == this)
119 bot_waypoint_queue_owner = NULL;
121 CS(this).movement = '0 0 0';
122 if (this.deadflag == DEAD_DEAD)
124 PHYS_INPUT_BUTTON_JUMP(this) = true; // press jump to respawn
125 navigation_goalrating_timeout_force(this);
128 else if(this.aistatus & AI_STATUS_STUCK)
129 navigation_unstuck(this);
131 // now call the current bot AI (havocbot for example)
135 void bot_setnameandstuff(entity this)
138 int file, tokens, prio;
140 file = fopen(autocvar_bot_config_file, FILE_READ);
144 LOG_INFOF("Error: Can not open the bot configuration file '%s'", autocvar_bot_config_file);
149 entity balance = TeamBalance_CheckAllowedTeams(NULL);
150 TeamBalance_GetTeamCounts(balance, NULL);
151 int smallest_team = -1;
152 int smallest_count = -1;
155 for (int i = 1; i <= AvailableTeams(); ++i)
157 // NOTE if (autocvar_g_campaign && autocvar_g_campaign_forceteam == i)
158 // TeamBalance_GetNumberOfPlayers(balance, i); returns the number of players + 1
159 // since it keeps a spot for the real player in the desired team
160 int count = TeamBalance_GetNumberOfPlayers(balance, i);
161 if (smallest_count < 0 || count < smallest_count)
164 smallest_count = count;
168 TeamBalance_Destroy(balance);
169 RandomSelection_Init();
170 while((readfile = fgets(file)))
172 if(substring(readfile, 0, 2) == "//")
174 if(substring(readfile, 0, 1) == "#")
176 // NOTE if the line is empty tokenizebyseparator(readfile, "\t")
177 // will create 1 empty token because there's no separator (bug?)
180 tokens = tokenizebyseparator(readfile, "\t");
185 bool conflict = false;
186 FOREACH_CLIENT(IS_BOT_CLIENT(it), {
187 if (s == it.cleanname)
195 if (teamplay && !(autocvar_bot_vs_human && AvailableTeams() == 2))
197 int forced_team = stof(argv(5));
198 if (!Team_IsValidIndex(forced_team))
200 if (!forced_team || forced_team == smallest_team)
203 RandomSelection_AddString(readfile, 1, prio);
205 readfile = RandomSelection_chosen_string;
209 string bot_name, bot_model, bot_skin, bot_shirt, bot_pants;
211 tokens = tokenizebyseparator(readfile, "\t");
212 if(argv(0) != "") bot_name = argv(0);
213 else bot_name = "Bot";
215 if(argv(1) != "") bot_model = argv(1);
218 if(argv(2) != "") bot_skin = argv(2);
221 if(argv(3) != "" && stof(argv(3)) >= 0) bot_shirt = argv(3);
222 else bot_shirt = ftos(floor(random() * 15));
224 if(argv(4) != "" && stof(argv(4)) >= 0) bot_pants = argv(4);
225 else bot_pants = ftos(floor(random() * 15));
227 if (teamplay && !(autocvar_bot_vs_human && AvailableTeams() == 2))
228 this.bot_forced_team = stof(argv(5));
230 this.bot_forced_team = 0;
234 #define READSKILL(f, w, r) MACRO_BEGIN \
235 if(argv(prio) != "") \
236 this.f = stof(argv(prio)) * w; \
238 this.f = (!autocvar_g_campaign) * (2 * random() - 1) * r * w; \
241 //print(bot_name, ": ping=", argv(9), "\n");
243 READSKILL(havocbot_keyboardskill, 0.5, 0.5); // keyboard skill
244 READSKILL(bot_moveskill, 2, 0); // move skill
245 READSKILL(bot_dodgeskill, 2, 0); // dodge skill
247 READSKILL(bot_pingskill, 0.5, 0); // ping skill
249 READSKILL(bot_weaponskill, 2, 0); // weapon skill
250 READSKILL(bot_aggresskill, 1, 0); // aggre skill
251 READSKILL(bot_rangepreference, 1, 0); // read skill
253 READSKILL(bot_aimskill, 2, 0); // aim skill
254 READSKILL(bot_offsetskill, 2, 0.5); // offset skill
255 READSKILL(bot_mouseskill, 1, 0.5); // mouse skill
257 READSKILL(bot_thinkskill, 1, 0.5); // think skill
258 READSKILL(bot_aiskill, 2, 0); // "ai" skill
260 if (file >= 0 && argv(prio) != "")
261 LOG_INFOF("^1Warning^7: too many parameters for bot %s, please check format of %s", bot_name, autocvar_bot_config_file);
263 this.bot_config_loaded = true;
265 // this is really only a default, TeamBalance_JoinBestTeam is called later
266 setcolor(this, stof(bot_shirt) * 16 + stof(bot_pants));
267 this.bot_preferredcolors = this.clientcolors;
269 string prefix = (autocvar_g_campaign ? "" : autocvar_bot_prefix);
270 string suffix = (autocvar_g_campaign ? "" : autocvar_bot_suffix);
271 string name = (autocvar_bot_usemodelnames ? bot_model : bot_name);
275 name = ftos(etof(this));
276 this.netname = this.netname_freeme = strzone(strcat(prefix, name, suffix));
280 // number bots with identical names
282 FOREACH_CLIENT(IS_BOT_CLIENT(it), {
283 if(it.cleanname == name)
287 this.netname = this.netname_freeme = strzone(strcat(prefix, name, "(", ftos(j), ")", suffix));
289 this.netname = this.netname_freeme = strzone(strcat(prefix, name, suffix));
291 this.cleanname = strzone(name);
293 // pick the model and skin
294 if(substring(bot_model, -4, 1) != ".")
295 bot_model = strcat(bot_model, ".iqm");
296 this.playermodel = this.playermodel_freeme = strzone(strcat("models/player/", bot_model));
297 this.playerskin = this.playerskin_freeme = strzone(bot_skin);
300 void bot_custom_weapon_priority_setup()
302 static string bot_priority_far_prev;
303 static string bot_priority_mid_prev;
304 static string bot_priority_close_prev;
305 static string bot_priority_distances_prev;
308 bot_custom_weapon = false;
310 if( autocvar_bot_ai_custom_weapon_priority_far == "" ||
311 autocvar_bot_ai_custom_weapon_priority_mid == "" ||
312 autocvar_bot_ai_custom_weapon_priority_close == "" ||
313 autocvar_bot_ai_custom_weapon_priority_distances == ""
317 if (bot_priority_distances_prev != autocvar_bot_ai_custom_weapon_priority_distances)
319 strcpy(bot_priority_distances_prev, autocvar_bot_ai_custom_weapon_priority_distances);
320 tokens = tokenizebyseparator(autocvar_bot_ai_custom_weapon_priority_distances," ");
325 bot_distance_far = stof(argv(0));
326 bot_distance_close = stof(argv(1));
328 if(bot_distance_far < bot_distance_close){
329 bot_distance_far = stof(argv(1));
330 bot_distance_close = stof(argv(0));
336 #define PARSE_WEAPON_PRIORITIES(dist) MACRO_BEGIN \
337 if (bot_priority_##dist##_prev != autocvar_bot_ai_custom_weapon_priority_##dist) { \
338 strcpy(bot_priority_##dist##_prev, autocvar_bot_ai_custom_weapon_priority_##dist); \
339 tokens = tokenizebyseparator(W_NumberWeaponOrder(autocvar_bot_ai_custom_weapon_priority_##dist)," "); \
340 bot_weapons_##dist[0] = -1; \
342 for(i = 0; i < tokens && c < REGISTRY_COUNT(Weapons); ++i) { \
344 if (w >= WEP_FIRST && w <= WEP_LAST) { \
345 bot_weapons_##dist[c] = w; \
349 if (c < REGISTRY_COUNT(Weapons)) \
350 bot_weapons_##dist[c] = -1; \
354 PARSE_WEAPON_PRIORITIES(far);
355 PARSE_WEAPON_PRIORITIES(mid);
356 PARSE_WEAPON_PRIORITIES(close);
358 bot_custom_weapon = true;
363 bot_relinkplayerlist();
367 setcolor(e, e.bot_preferredcolors);
370 // if dynamic waypoints are ever implemented, save them here
373 void bot_relinkplayerlist()
379 entity prevbot = NULL;
384 if(IS_BOT_CLIENT(it))
387 prevbot.nextbot = it;
395 prevbot.nextbot = NULL;
396 LOG_TRACE("relink: ", ftos(currentbots), " bots seen.");
397 bot_strategytoken = bot_list;
398 bot_strategytoken_taken = true;
401 void bot_clientdisconnect(entity this)
403 if (!IS_BOT_CLIENT(this))
405 bot_clearqueue(this);
406 strfree(this.cleanname);
407 strfree(this.netname_freeme);
408 strfree(this.playermodel_freeme);
409 strfree(this.playerskin_freeme);
410 if(this.bot_cmd_current)
411 delete(this.bot_cmd_current);
412 if(bot_waypoint_queue_owner == this)
413 bot_waypoint_queue_owner = NULL;
416 void bot_clientconnect(entity this)
418 if (!IS_BOT_CLIENT(this)) return;
419 this.bot_preferredcolors = this.clientcolors;
420 this.bot_nextthink = time - random();
421 this.lag_func = bot_lagfunc;
423 this.createdtime = this.bot_nextthink;
425 if(!this.bot_config_loaded) // This is needed so team overrider doesn't break between matches
427 bot_setnameandstuff(this);
428 bot_setclientfields(this);
431 if (teamplay && Team_IsValidIndex(this.bot_forced_team))
433 SetPlayerTeam(this, this.bot_forced_team, TEAM_CHANGE_MANUAL);
437 this.bot_forced_team = 0;
438 TeamBalance_JoinBestTeam(this);
441 havocbot_setupbot(this);
444 void bot_removefromlargestteam()
446 entity balance = TeamBalance_CheckAllowedTeams(NULL);
447 TeamBalance_GetTeamCounts(balance, NULL);
454 FOREACH_CLIENT(it.isbot,
461 besttime = it.createdtime;
466 if (Team_IsValidTeam(it.team))
468 thiscount = TeamBalance_GetNumberOfPlayers(balance,
469 Team_TeamToIndex(it.team));
472 if(thiscount > bestcount)
474 bestcount = thiscount;
475 besttime = it.createdtime;
478 else if(thiscount == bestcount && besttime < it.createdtime)
480 besttime = it.createdtime;
484 TeamBalance_Destroy(balance);
486 return; // no bots to remove
487 currentbots = currentbots - 1;
491 void bot_removenewest()
495 bot_removefromlargestteam();
503 FOREACH_CLIENT(it.isbot,
510 besttime = it.createdtime;
513 if(besttime < it.createdtime)
515 besttime = it.createdtime;
521 return; // no bots to remove
523 currentbots = currentbots - 1;
527 void autoskill(float factor)
534 FOREACH_CLIENT(IS_PLAYER(it), {
535 if(IS_REAL_CLIENT(it))
536 bestplayer = max(bestplayer, it.totalfrags - it.totalfrags_lastcheck);
538 bestbot = max(bestbot, it.totalfrags - it.totalfrags_lastcheck);
541 LOG_DEBUG("autoskill: best player got ", ftos(bestplayer), ", ");
542 LOG_DEBUG("best bot got ", ftos(bestbot), "; ");
543 if(bestbot < 0 || bestplayer < 0)
545 LOG_DEBUG("not doing anything");
546 // don't return, let it reset all counters below
548 else if(bestbot <= bestplayer * factor - 2)
550 if(autocvar_skill < 17)
552 LOG_DEBUG("2 frags difference, increasing skill");
553 cvar_set("skill", ftos(autocvar_skill + 1));
554 bprint("^2SKILL UP!^7 Now at level ", ftos(autocvar_skill), "\n");
557 else if(bestbot >= bestplayer * factor + 2)
559 if(autocvar_skill > 0)
561 LOG_DEBUG("2 frags difference, decreasing skill");
562 cvar_set("skill", ftos(autocvar_skill - 1));
563 bprint("^1SKILL DOWN!^7 Now at level ", ftos(autocvar_skill), "\n");
568 LOG_DEBUG("not doing anything");
570 // don't reset counters, wait for them to accumulate
573 FOREACH_CLIENT(IS_PLAYER(it), { it.totalfrags_lastcheck = it.totalfrags; });
576 void bot_calculate_stepheightvec()
578 stepheightvec = autocvar_sv_stepheight * '0 0 1';
579 jumpheight_vec = (autocvar_sv_jumpvelocity ** 2) / (2 * autocvar_sv_gravity) * '0 0 1';
580 jumpstepheightvec = stepheightvec + jumpheight_vec * 0.85; // reduce it a bit to make the jumps easy
581 jumpheight_time = autocvar_sv_jumpvelocity / autocvar_sv_gravity;
586 int activerealplayers = 0;
588 if (MUTATOR_CALLHOOK(Bot_FixCount, activerealplayers, realplayers)) {
589 activerealplayers = M_ARGV(0, int);
590 realplayers = M_ARGV(1, int);
592 FOREACH_CLIENT(IS_REAL_CLIENT(it), {
600 // But don't remove bots immediately on level change, as the real players
601 // usually haven't rejoined yet
602 bots_would_leave = false;
603 if (teamplay && autocvar_bot_vs_human && AvailableTeams() == 2)
604 bots = min(ceil(fabs(autocvar_bot_vs_human) * activerealplayers), maxclients - realplayers);
605 else if ((realplayers || autocvar_bot_join_empty || (currentbots > 0 && time < 5)))
607 int minplayers = max(0, floor(autocvar_minplayers));
609 minplayers = max(0, floor(autocvar_minplayers_per_team) * AvailableTeams());
610 int minbots = max(0, floor(autocvar_bot_number));
612 // add bots to reach minplayers if needed
613 bots = max(minbots, minplayers - activerealplayers);
614 // cap bots to the max players allowed by the server
615 int player_limit = GetPlayerLimit();
617 bots = min(bots, max(player_limit - activerealplayers, 0));
618 bots = min(bots, maxclients - realplayers);
621 bots_would_leave = true;
625 // if there are no players, remove bots
629 // only add one bot per frame to avoid utter chaos
630 if(time > botframe_nextthink)
632 if (currentbots < bots)
634 if (bot_spawn() == NULL)
636 bprint("Can not add bot, server full.\n");
640 while (currentbots > bots && bots >= 0)
647 void bot_remove_from_bot_list(entity this)
650 entity prev_bot = NULL;
656 bot_list = this.nextbot;
658 prev_bot.nextbot = this.nextbot;
659 if(bot_strategytoken == this)
661 bot_strategytoken = this.nextbot;
662 bot_strategytoken_taken = true;
672 void bot_clear(entity this)
674 bot_remove_from_bot_list(this);
675 if(bot_waypoint_queue_owner == this)
676 bot_waypoint_queue_owner = NULL;
677 this.aistatus &= ~AI_STATUS_STUCK; // otherwise bot_waypoint_queue_owner will be set again to this by navigation_unstuck
680 void bot_serverframe()
682 if (intermission_running && currentbots > 0)
684 // after the end of the match all bots stay unless all human players disconnect
686 FOREACH_CLIENT(IS_REAL_CLIENT(it), { ++realplayers; });
689 FOREACH_CLIENT(IS_BOT_CLIENT(it), { dropclient(it); });
698 // Added 0.5 to avoid possible addition + immediate removal of bots that would make them appear as
699 // spectators in the scoreboard and never go away. This issue happens at time 2 if map is changed
700 // with the gotomap command, minplayers is > 1 and human clients join as players very soon
701 // either intentionally or automatically (sv_spectate 0)
708 if (currentbots == -1)
710 // count bots already in the server from the previous match
712 FOREACH_CLIENT(IS_BOT_CLIENT(it), { ++currentbots; });
715 if(autocvar_skill != skill)
717 float wpcost_update = false;
718 if(skill >= autocvar_bot_ai_bunnyhop_skilloffset && autocvar_skill < autocvar_bot_ai_bunnyhop_skilloffset)
719 wpcost_update = true;
720 if(skill < autocvar_bot_ai_bunnyhop_skilloffset && autocvar_skill >= autocvar_bot_ai_bunnyhop_skilloffset)
721 wpcost_update = true;
723 skill = autocvar_skill;
725 waypoint_updatecost_foralllinks();
728 bot_calculate_stepheightvec();
729 bot_navigation_movemode = ((autocvar_bot_navigation_ignoreplayers) ? MOVE_NOMONSTERS : MOVE_NORMAL);
731 if(time > autoskill_nextthink)
734 a = autocvar_skill_auto;
737 autoskill_nextthink = time + 5;
740 if(time > botframe_nextthink)
743 botframe_nextthink = time + 10;
746 if(botframe_spawnedwaypoints)
748 if(autocvar_waypoint_benchmark)
752 if (currentbots > 0 || autocvar_g_waypointeditor || autocvar_g_waypointeditor_auto)
753 if (botframe_spawnedwaypoints)
755 if(botframe_cachedwaypointlinks)
757 if(!botframe_loadedforcedlinks)
758 waypoint_load_hardwiredlinks();
762 // TODO: Make this check cleaner
763 IL_EACH(g_waypoints, time - it.nextthink > 10,
765 waypoint_save_links();
772 botframe_spawnedwaypoints = true;
774 waypoint_load_links();
779 // cycle the goal token from one bot to the next each frame
780 // (this prevents them from all doing spawnfunc_waypoint searches on the same
781 // frame, which causes choppy framerates)
782 if (bot_strategytoken_taken)
784 // give goal token to the first bot without goals; if all bots don't have
785 // any goal (or are dead/frozen) simply give it to the next one
786 bot_strategytoken_taken = false;
787 entity bot_strategytoken_save = bot_strategytoken;
790 if (bot_strategytoken)
791 bot_strategytoken = bot_strategytoken.nextbot;
792 if (!bot_strategytoken)
793 bot_strategytoken = bot_list;
795 if (!(IS_DEAD(bot_strategytoken) || STAT(FROZEN, bot_strategytoken))
796 && !bot_strategytoken.goalcurrent)
799 if (!bot_strategytoken_save) // break loop if all the bots are dead or frozen
801 if (bot_strategytoken == bot_strategytoken_save)
802 bot_strategytoken_save = NULL; // looped through all the bots
806 if (botframe_nextdangertime < time)
809 interval = autocvar_bot_ai_dangerdetectioninterval;
810 if (botframe_nextdangertime < time - interval * 1.5)
811 botframe_nextdangertime = time;
812 botframe_nextdangertime = botframe_nextdangertime + interval;
813 botframe_updatedangerousobjects(autocvar_bot_ai_dangerdetectionupdates);
817 if (autocvar_g_waypointeditor)
818 botframe_showwaypointlinks();
820 if (autocvar_g_waypointeditor_auto)
821 botframe_autowaypoints();
824 bot_custom_weapon_priority_setup();