6 #include "navigation.qh"
7 #include "scripting.qh"
8 #include "waypoints.qh"
10 #include "havocbot/havocbot.qh"
11 #include "havocbot/scripting.qh"
13 #include "../../teamplay.qh"
15 #include "../../antilag.qh"
16 #include "../../autocvars.qh"
17 #include "../../campaign.qh"
18 #include "../../client.qh"
19 #include "../../constants.qh"
20 #include "../../defs.qh"
21 #include <server/g_world.qh>
22 #include <server/g_damage.qh>
23 #include "../../race.qh"
24 #include <server/items/items.qh>
26 #include <server/mutators/_mod.qh>
28 #include "../../weapons/accuracy.qh"
30 #include <common/physics/player.qh>
31 #include <common/constants.qh>
32 #include <common/net_linked.qh>
33 #include <common/mapinfo.qh>
34 #include <common/teams.qh>
35 #include <common/util.qh>
37 #include <server/scores_rules.qh>
39 #include <common/weapons/_all.qh>
41 #include <lib/csqcmodel/sv_model.qh>
43 #include <lib/warpzone/common.qh>
44 #include <lib/warpzone/util_server.qh>
46 STATIC_INIT(bot) { bot_calculate_stepheightvec(); }
48 // TODO: remove this function! its only purpose is to update these fields since bot_setnameandstuff is called before ClientState
49 void bot_setclientfields(entity this)
51 CS(this).cvar_cl_accuracy_data_share = 1; // share the bots weapon accuracy data with the world
52 CS(this).cvar_cl_accuracy_data_receive = 0; // don't receive any weapon accuracy data
57 entity bot = spawnclient();
61 currentbots = currentbots + 1;
62 bot_setnameandstuff(bot);
64 bot_setclientfields(bot);
65 PutClientInServer(bot);
70 void bot_think(entity this)
72 if (this.bot_nextthink > time)
75 this.flags &= ~FL_GODMODE;
77 this.flags |= FL_GODMODE;
79 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));
81 if (!IS_PLAYER(this) || (autocvar_g_campaign && !campaign_bots_may_start))
83 CS(this).movement = '0 0 0';
84 this.bot_nextthink = time + 0.5;
90 this.v_angle = this.angles;
92 this.fixangle = false;
97 this.dmg_inflictor = NULL;
99 // calculate an aiming latency based on the skill setting
100 // (simulated network latency + naturally delayed reflexes)
101 //this.ping = 0.7 - bound(0, 0.05 * skill, 0.5); // moved the reflexes to bot_aimdir (under the name 'think')
102 // minimum ping 20+10 random
103 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
104 // skill 10 = ping 0.2 (adrenaline)
105 // skill 0 = ping 0.7 (slightly drunk)
108 PHYS_INPUT_BUTTON_ATCK(this) = false;
109 // keep jump button pressed for a short while, useful with ramp jumps
110 PHYS_INPUT_BUTTON_JUMP(this) = (!IS_DEAD(this) && time < this.bot_jump_time + 0.2);
111 PHYS_INPUT_BUTTON_ATCK2(this) = false;
112 PHYS_INPUT_BUTTON_ZOOM(this) = false;
113 PHYS_INPUT_BUTTON_CROUCH(this) = false;
114 PHYS_INPUT_BUTTON_HOOK(this) = false;
115 PHYS_INPUT_BUTTON_INFO(this) = false;
116 PHYS_INPUT_BUTTON_DRAG(this) = false;
117 PHYS_INPUT_BUTTON_CHAT(this) = false;
118 PHYS_INPUT_BUTTON_USE(this) = false;
120 if (time < game_starttime)
122 // block the bot during the countdown to game start
123 CS(this).movement = '0 0 0';
124 this.bot_nextthink = game_starttime;
128 // if dead, just wait until we can respawn
131 if (bot_waypoint_queue_owner == this)
132 bot_waypoint_queue_owner = NULL;
134 CS(this).movement = '0 0 0';
135 if (this.deadflag == DEAD_DEAD)
137 PHYS_INPUT_BUTTON_JUMP(this) = true; // press jump to respawn
138 navigation_goalrating_timeout_force(this);
141 else if(this.aistatus & AI_STATUS_STUCK)
142 navigation_unstuck(this);
144 // now call the current bot AI (havocbot for example)
148 void bot_setnameandstuff(entity this)
151 int file, tokens, prio;
153 file = fopen(autocvar_bot_config_file, FILE_READ);
157 LOG_INFOF("Error: Can not open the bot configuration file '%s'", autocvar_bot_config_file);
162 entity balance = TeamBalance_CheckAllowedTeams(NULL);
163 TeamBalance_GetTeamCounts(balance, NULL);
164 int smallest_team = -1;
165 int smallest_count = -1;
168 for (int i = 1; i <= AvailableTeams(); ++i)
170 // NOTE if (autocvar_g_campaign && autocvar_g_campaign_forceteam == i)
171 // TeamBalance_GetNumberOfPlayers(balance, i); returns the number of players + 1
172 // since it keeps a spot for the real player in the desired team
173 int count = TeamBalance_GetNumberOfPlayers(balance, i);
174 if (smallest_count < 0 || count < smallest_count)
177 smallest_count = count;
181 TeamBalance_Destroy(balance);
182 RandomSelection_Init();
183 while((readfile = fgets(file)))
185 if(substring(readfile, 0, 2) == "//")
187 if(substring(readfile, 0, 1) == "#")
189 // NOTE if the line is empty tokenizebyseparator(readfile, "\t")
190 // will create 1 empty token because there's no separator (bug?)
193 tokens = tokenizebyseparator(readfile, "\t");
198 bool conflict = false;
199 FOREACH_CLIENT(IS_BOT_CLIENT(it), {
200 if (s == it.cleanname)
208 if (teamplay && !(autocvar_bot_vs_human && AvailableTeams() == 2))
210 int forced_team = stof(argv(5));
211 if (!Team_IsValidIndex(forced_team))
213 if (!forced_team || forced_team == smallest_team)
216 RandomSelection_AddString(readfile, 1, prio);
218 readfile = RandomSelection_chosen_string;
222 string bot_name, bot_model, bot_skin, bot_shirt, bot_pants;
224 tokens = tokenizebyseparator(readfile, "\t");
225 if(argv(0) != "") bot_name = argv(0);
226 else bot_name = "Bot";
228 if(argv(1) != "") bot_model = argv(1);
231 if(argv(2) != "") bot_skin = argv(2);
234 if(argv(3) != "" && stof(argv(3)) >= 0) bot_shirt = argv(3);
235 else bot_shirt = ftos(floor(random() * 15));
237 if(argv(4) != "" && stof(argv(4)) >= 0) bot_pants = argv(4);
238 else bot_pants = ftos(floor(random() * 15));
240 if (teamplay && !(autocvar_bot_vs_human && AvailableTeams() == 2))
241 this.bot_forced_team = stof(argv(5));
243 this.bot_forced_team = 0;
247 #define READSKILL(f, w, r) MACRO_BEGIN \
248 if(argv(prio) != "") \
249 this.f = stof(argv(prio)) * w; \
251 this.f = (!autocvar_g_campaign) * (2 * random() - 1) * r * w; \
254 //print(bot_name, ": ping=", argv(9), "\n");
256 READSKILL(havocbot_keyboardskill, 0.5, 0.5); // keyboard skill
257 READSKILL(bot_moveskill, 2, 0); // move skill
258 READSKILL(bot_dodgeskill, 2, 0); // dodge skill
260 READSKILL(bot_pingskill, 0.5, 0); // ping skill
262 READSKILL(bot_weaponskill, 2, 0); // weapon skill
263 READSKILL(bot_aggresskill, 1, 0); // aggre skill
264 READSKILL(bot_rangepreference, 1, 0); // read skill
266 READSKILL(bot_aimskill, 2, 0); // aim skill
267 READSKILL(bot_offsetskill, 2, 0.5); // offset skill
268 READSKILL(bot_mouseskill, 1, 0.5); // mouse skill
270 READSKILL(bot_thinkskill, 1, 0.5); // think skill
271 READSKILL(bot_aiskill, 2, 0); // "ai" skill
273 if (file >= 0 && argv(prio) != "")
274 LOG_INFOF("^1Warning^7: too many parameters for bot %s, please check format of %s", bot_name, autocvar_bot_config_file);
276 this.bot_config_loaded = true;
278 // this is really only a default, TeamBalance_JoinBestTeam is called later
279 setcolor(this, stof(bot_shirt) * 16 + stof(bot_pants));
280 this.bot_preferredcolors = this.clientcolors;
282 string prefix = (autocvar_g_campaign ? "" : autocvar_bot_prefix);
283 string suffix = (autocvar_g_campaign ? "" : autocvar_bot_suffix);
284 string name = (autocvar_bot_usemodelnames ? bot_model : bot_name);
288 name = ftos(etof(this));
289 this.netname = this.netname_freeme = strzone(strcat(prefix, name, suffix));
293 // number bots with identical names
295 FOREACH_CLIENT(IS_BOT_CLIENT(it), {
296 if(it.cleanname == name)
300 this.netname = this.netname_freeme = strzone(strcat(prefix, name, "(", ftos(j), ")", suffix));
302 this.netname = this.netname_freeme = strzone(strcat(prefix, name, suffix));
304 this.cleanname = strzone(name);
306 // pick the model and skin
307 if(substring(bot_model, -4, 1) != ".")
308 bot_model = strcat(bot_model, ".iqm");
309 this.playermodel = this.playermodel_freeme = strzone(strcat("models/player/", bot_model));
310 this.playerskin = this.playerskin_freeme = strzone(bot_skin);
313 void bot_custom_weapon_priority_setup()
315 static string bot_priority_far_prev;
316 static string bot_priority_mid_prev;
317 static string bot_priority_close_prev;
318 static string bot_priority_distances_prev;
321 bot_custom_weapon = false;
323 if( autocvar_bot_ai_custom_weapon_priority_far == "" ||
324 autocvar_bot_ai_custom_weapon_priority_mid == "" ||
325 autocvar_bot_ai_custom_weapon_priority_close == "" ||
326 autocvar_bot_ai_custom_weapon_priority_distances == ""
330 if (bot_priority_distances_prev != autocvar_bot_ai_custom_weapon_priority_distances)
332 strcpy(bot_priority_distances_prev, autocvar_bot_ai_custom_weapon_priority_distances);
333 tokens = tokenizebyseparator(autocvar_bot_ai_custom_weapon_priority_distances," ");
338 bot_distance_far = stof(argv(0));
339 bot_distance_close = stof(argv(1));
341 if(bot_distance_far < bot_distance_close){
342 bot_distance_far = stof(argv(1));
343 bot_distance_close = stof(argv(0));
349 #define PARSE_WEAPON_PRIORITIES(dist) MACRO_BEGIN \
350 if (bot_priority_##dist##_prev != autocvar_bot_ai_custom_weapon_priority_##dist) { \
351 strcpy(bot_priority_##dist##_prev, autocvar_bot_ai_custom_weapon_priority_##dist); \
352 tokens = tokenizebyseparator(W_NumberWeaponOrder(autocvar_bot_ai_custom_weapon_priority_##dist)," "); \
353 bot_weapons_##dist[0] = -1; \
355 for(i = 0; i < tokens && c < REGISTRY_COUNT(Weapons); ++i) { \
357 if (w >= WEP_FIRST && w <= WEP_LAST) { \
358 bot_weapons_##dist[c] = w; \
362 if (c < REGISTRY_COUNT(Weapons)) \
363 bot_weapons_##dist[c] = -1; \
367 PARSE_WEAPON_PRIORITIES(far);
368 PARSE_WEAPON_PRIORITIES(mid);
369 PARSE_WEAPON_PRIORITIES(close);
371 bot_custom_weapon = true;
376 bot_relinkplayerlist();
380 setcolor(e, e.bot_preferredcolors);
383 // if dynamic waypoints are ever implemented, save them here
386 void bot_relinkplayerlist()
392 entity prevbot = NULL;
397 if(IS_BOT_CLIENT(it))
400 prevbot.nextbot = it;
408 prevbot.nextbot = NULL;
409 LOG_TRACE("relink: ", ftos(currentbots), " bots seen.");
410 bot_strategytoken = bot_list;
411 bot_strategytoken_taken = true;
414 void bot_clientdisconnect(entity this)
416 if (!IS_BOT_CLIENT(this))
418 bot_clearqueue(this);
419 strfree(this.cleanname);
420 strfree(this.netname_freeme);
421 strfree(this.playermodel_freeme);
422 strfree(this.playerskin_freeme);
423 if(this.bot_cmd_current)
424 delete(this.bot_cmd_current);
425 if(bot_waypoint_queue_owner == this)
426 bot_waypoint_queue_owner = NULL;
429 void bot_clientconnect(entity this)
431 if (!IS_BOT_CLIENT(this)) return;
432 this.bot_preferredcolors = this.clientcolors;
433 this.bot_nextthink = time - random();
434 this.lag_func = bot_lagfunc;
436 this.createdtime = this.bot_nextthink;
438 if(!this.bot_config_loaded) // This is needed so team overrider doesn't break between matches
440 bot_setnameandstuff(this);
441 bot_setclientfields(this);
444 if (teamplay && Team_IsValidIndex(this.bot_forced_team))
446 SetPlayerTeam(this, this.bot_forced_team, TEAM_CHANGE_MANUAL);
450 this.bot_forced_team = 0;
451 TeamBalance_JoinBestTeam(this);
454 havocbot_setupbot(this);
457 void bot_removefromlargestteam()
459 entity balance = TeamBalance_CheckAllowedTeams(NULL);
460 TeamBalance_GetTeamCounts(balance, NULL);
467 FOREACH_CLIENT(it.isbot,
474 besttime = it.createdtime;
479 if (Team_IsValidTeam(it.team))
481 thiscount = TeamBalance_GetNumberOfPlayers(balance,
482 Team_TeamToIndex(it.team));
485 if(thiscount > bestcount)
487 bestcount = thiscount;
488 besttime = it.createdtime;
491 else if(thiscount == bestcount && besttime < it.createdtime)
493 besttime = it.createdtime;
497 TeamBalance_Destroy(balance);
499 return; // no bots to remove
500 currentbots = currentbots - 1;
504 void bot_removenewest()
508 bot_removefromlargestteam();
516 FOREACH_CLIENT(it.isbot,
523 besttime = it.createdtime;
526 if(besttime < it.createdtime)
528 besttime = it.createdtime;
534 return; // no bots to remove
536 currentbots = currentbots - 1;
540 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 LOG_DEBUG("autoskill: best player got ", ftos(bestplayer), ", ");
555 LOG_DEBUG("best bot got ", ftos(bestbot), "; ");
556 if(bestbot < 0 || bestplayer < 0)
558 LOG_DEBUG("not doing anything");
559 // don't return, let it reset all counters below
561 else if(bestbot <= bestplayer * factor - 2)
563 if(autocvar_skill < 17)
565 LOG_DEBUG("2 frags difference, increasing skill");
566 cvar_set("skill", ftos(autocvar_skill + 1));
567 bprint("^2SKILL UP!^7 Now at level ", ftos(autocvar_skill), "\n");
570 else if(bestbot >= bestplayer * factor + 2)
572 if(autocvar_skill > 0)
574 LOG_DEBUG("2 frags difference, decreasing skill");
575 cvar_set("skill", ftos(autocvar_skill - 1));
576 bprint("^1SKILL DOWN!^7 Now at level ", ftos(autocvar_skill), "\n");
581 LOG_DEBUG("not doing anything");
583 // 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;
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 if (currentbots < bots)
647 if (bot_spawn() == NULL)
649 bprint("Can not add bot, server full.\n");
653 while (currentbots > bots && bots >= 0)
660 void bot_remove_from_bot_list(entity this)
663 entity prev_bot = NULL;
669 bot_list = this.nextbot;
671 prev_bot.nextbot = this.nextbot;
672 if(bot_strategytoken == this)
674 bot_strategytoken = this.nextbot;
675 bot_strategytoken_taken = true;
685 void bot_clear(entity this)
687 bot_remove_from_bot_list(this);
688 if(bot_waypoint_queue_owner == this)
689 bot_waypoint_queue_owner = NULL;
690 this.aistatus &= ~AI_STATUS_STUCK; // otherwise bot_waypoint_queue_owner will be set again to this by navigation_unstuck
693 void bot_serverframe()
695 if (intermission_running && currentbots > 0)
697 // after the end of the match all bots stay unless all human players disconnect
699 FOREACH_CLIENT(IS_REAL_CLIENT(it), { ++realplayers; });
702 FOREACH_CLIENT(IS_BOT_CLIENT(it), { dropclient(it); });
711 // Added 0.5 to avoid possible addition + immediate removal of bots that would make them appear as
712 // spectators in the scoreboard and never go away. This issue happens at time 2 if map is changed
713 // with the gotomap command, minplayers is > 1 and human clients join as players very soon
714 // either intentionally or automatically (sv_spectate 0)
721 if (currentbots == -1)
723 // count bots already in the server from the previous match
725 FOREACH_CLIENT(IS_BOT_CLIENT(it), { ++currentbots; });
728 if(autocvar_skill != skill)
730 float wpcost_update = false;
731 if(skill >= autocvar_bot_ai_bunnyhop_skilloffset && autocvar_skill < autocvar_bot_ai_bunnyhop_skilloffset)
732 wpcost_update = true;
733 if(skill < autocvar_bot_ai_bunnyhop_skilloffset && autocvar_skill >= autocvar_bot_ai_bunnyhop_skilloffset)
734 wpcost_update = true;
736 skill = autocvar_skill;
738 waypoint_updatecost_foralllinks();
741 bot_calculate_stepheightvec();
742 bot_navigation_movemode = ((autocvar_bot_navigation_ignoreplayers) ? MOVE_NOMONSTERS : MOVE_NORMAL);
744 if(time > autoskill_nextthink)
747 a = autocvar_skill_auto;
750 autoskill_nextthink = time + 5;
753 if(time > botframe_nextthink)
756 botframe_nextthink = time + 10;
759 if(botframe_spawnedwaypoints)
761 if(autocvar_waypoint_benchmark)
765 if (currentbots > 0 || autocvar_g_waypointeditor || autocvar_g_waypointeditor_auto)
766 if (botframe_spawnedwaypoints)
768 if(botframe_cachedwaypointlinks)
770 if(!botframe_loadedforcedlinks)
771 waypoint_load_hardwiredlinks();
775 // TODO: Make this check cleaner
776 IL_EACH(g_waypoints, time - it.nextthink > 10,
778 waypoint_save_links();
785 botframe_spawnedwaypoints = true;
787 waypoint_load_links();
792 // cycle the goal token from one bot to the next each frame
793 // (this prevents them from all doing spawnfunc_waypoint searches on the same
794 // frame, which causes choppy framerates)
795 if (bot_strategytoken_taken)
797 // give goal token to the first bot without goals; if all bots don't have
798 // any goal (or are dead/frozen) simply give it to the next one
799 bot_strategytoken_taken = false;
800 entity bot_strategytoken_save = bot_strategytoken;
803 if (bot_strategytoken)
804 bot_strategytoken = bot_strategytoken.nextbot;
805 if (!bot_strategytoken)
806 bot_strategytoken = bot_list;
808 if (!(IS_DEAD(bot_strategytoken) || STAT(FROZEN, bot_strategytoken))
809 && !bot_strategytoken.goalcurrent)
812 if (!bot_strategytoken_save) // break loop if all the bots are dead or frozen
814 if (bot_strategytoken == bot_strategytoken_save)
815 bot_strategytoken_save = NULL; // looped through all the bots
819 if (botframe_nextdangertime < time)
822 interval = autocvar_bot_ai_dangerdetectioninterval;
823 if (botframe_nextdangertime < time - interval * 1.5)
824 botframe_nextdangertime = time;
825 botframe_nextdangertime = botframe_nextdangertime + interval;
826 botframe_updatedangerousobjects(autocvar_bot_ai_dangerdetectionupdates);
830 if (autocvar_g_waypointeditor)
831 botframe_showwaypointlinks();
833 if (autocvar_g_waypointeditor_auto)
834 botframe_autowaypoints();
837 bot_custom_weapon_priority_setup();