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 "../../race.qh"
22 #include <common/t_items.qh>
24 #include "../../mutators/_mod.qh"
26 #include "../../weapons/accuracy.qh"
28 #include <common/physics/player.qh>
29 #include <common/constants.qh>
30 #include <common/net_linked.qh>
31 #include <common/mapinfo.qh>
32 #include <common/teams.qh>
33 #include <common/util.qh>
35 #include <server/scores_rules.qh>
37 #include <common/weapons/_all.qh>
39 #include <lib/csqcmodel/sv_model.qh>
41 #include <lib/warpzone/common.qh>
42 #include <lib/warpzone/util_server.qh>
46 entity bot = spawnclient();
54 void bot_spawn_setup(entity bot)
57 currentbots = currentbots + 1;
58 bot_setnameandstuff(bot);
60 PutClientInServer(bot);
63 void bot_remove(entity bot)
65 currentbots = currentbots - 1;
69 void bot_think(entity this)
71 if (this.bot_nextthink > time)
74 this.flags &= ~FL_GODMODE;
76 this.flags |= FL_GODMODE;
78 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));
80 //if (this.bot_painintensity > 0)
81 // this.bot_painintensity = this.bot_painintensity - (skill + 1) * 40 * frametime;
83 //this.bot_painintensity = this.bot_painintensity + this.bot_oldhealth - this.health;
84 //this.bot_painintensity = bound(0, this.bot_painintensity, 100);
86 if (!IS_PLAYER(this) || (autocvar_g_campaign && !campaign_bots_may_start))
88 this.movement = '0 0 0';
89 this.bot_nextthink = time + 0.5;
95 this.v_angle = this.angles;
97 this.fixangle = false;
102 this.dmg_inflictor = NULL;
104 // calculate an aiming latency based on the skill setting
105 // (simulated network latency + naturally delayed reflexes)
106 //this.ping = 0.7 - bound(0, 0.05 * skill, 0.5); // moved the reflexes to bot_aimdir (under the name 'think')
107 // minimum ping 20+10 random
108 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
109 // skill 10 = ping 0.2 (adrenaline)
110 // skill 0 = ping 0.7 (slightly drunk)
113 PHYS_INPUT_BUTTON_ATCK(this) = false;
114 PHYS_INPUT_BUTTON_JUMP(this) = false;
115 PHYS_INPUT_BUTTON_ATCK2(this) = false;
116 PHYS_INPUT_BUTTON_ZOOM(this) = false;
117 PHYS_INPUT_BUTTON_CROUCH(this) = false;
118 PHYS_INPUT_BUTTON_HOOK(this) = false;
119 PHYS_INPUT_BUTTON_INFO(this) = false;
120 PHYS_INPUT_BUTTON_DRAG(this) = false;
121 PHYS_INPUT_BUTTON_CHAT(this) = false;
122 PHYS_INPUT_BUTTON_USE(this) = false;
124 if (time < game_starttime)
126 // block the bot during the countdown to game start
127 this.movement = '0 0 0';
128 this.bot_nextthink = game_starttime;
132 // if dead, just wait until we can respawn
135 this.movement = '0 0 0';
136 if (this.deadflag == DEAD_DEAD)
138 PHYS_INPUT_BUTTON_JUMP(this) = true; // press jump to respawn
139 this.bot_strategytime = 0;
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 float file, tokens, prio;
154 string bot_name, bot_model, bot_skin, bot_shirt, bot_pants;
155 string name, prefix, suffix;
157 if(autocvar_g_campaign)
164 prefix = autocvar_bot_prefix;
165 suffix = autocvar_bot_suffix;
168 file = fopen(autocvar_bot_config_file, FILE_READ);
172 LOG_INFO(strcat("Error: Can not open the bot configuration file '",autocvar_bot_config_file,"'\n"));
177 RandomSelection_Init();
178 while((readfile = fgets(file)))
180 if(substring(readfile, 0, 2) == "//")
182 if(substring(readfile, 0, 1) == "#")
184 tokens = tokenizebyseparator(readfile, "\t");
189 FOREACH_CLIENT(IS_BOT_CLIENT(it), LAMBDA(
190 if(s == it.cleanname)
196 RandomSelection_AddString(readfile, 1, prio);
198 readfile = RandomSelection_chosen_string;
202 tokens = tokenizebyseparator(readfile, "\t");
203 if(argv(0) != "") bot_name = argv(0);
204 else bot_name = "Bot";
206 if(argv(1) != "") bot_model = argv(1);
209 if(argv(2) != "") bot_skin = argv(2);
212 if(argv(3) != "" && stof(argv(3)) >= 0) bot_shirt = argv(3);
213 else bot_shirt = ftos(floor(random() * 15));
215 if(argv(4) != "" && stof(argv(4)) >= 0) bot_pants = argv(4);
216 else bot_pants = ftos(floor(random() * 15));
218 this.bot_forced_team = stof(argv(5));
222 #define READSKILL(f, w, r) MACRO_BEGIN { \
223 if(argv(prio) != "") \
224 this.f = stof(argv(prio)) * w; \
226 this.f = (!autocvar_g_campaign) * (2 * random() - 1) * r * w; \
229 //print(bot_name, ": ping=", argv(9), "\n");
231 READSKILL(havocbot_keyboardskill, 0.5, 0.5); // keyboard skill
232 READSKILL(bot_moveskill, 2, 0); // move skill
233 READSKILL(bot_dodgeskill, 2, 0); // dodge skill
235 READSKILL(bot_pingskill, 0.5, 0); // ping skill
237 READSKILL(bot_weaponskill, 2, 0); // weapon skill
238 READSKILL(bot_aggresskill, 1, 0); // aggre skill
239 READSKILL(bot_rangepreference, 1, 0); // read skill
241 READSKILL(bot_aimskill, 2, 0); // aim skill
242 READSKILL(bot_offsetskill, 2, 0.5); // offset skill
243 READSKILL(bot_mouseskill, 1, 0.5); // mouse skill
245 READSKILL(bot_thinkskill, 1, 0.5); // think skill
246 READSKILL(bot_aiskill, 2, 0); // "ai" skill
248 this.bot_config_loaded = true;
250 // this is really only a default, JoinBestTeam is called later
251 setcolor(this, stof(bot_shirt) * 16 + stof(bot_pants));
252 this.bot_preferredcolors = this.clientcolors;
255 if (autocvar_bot_usemodelnames)
260 // number bots with identical names
262 FOREACH_CLIENT(IS_BOT_CLIENT(it), LAMBDA(
263 if(it.cleanname == name)
267 this.netname = this.netname_freeme = strzone(strcat(prefix, name, "(", ftos(j), ")", suffix));
269 this.netname = this.netname_freeme = strzone(strcat(prefix, name, suffix));
271 this.cleanname = strzone(name);
273 // pick the model and skin
274 if(substring(bot_model, -4, 1) != ".")
275 bot_model = strcat(bot_model, ".iqm");
276 this.playermodel = this.playermodel_freeme = strzone(strcat("models/player/", bot_model));
277 this.playerskin = this.playerskin_freeme = strzone(bot_skin);
279 this.cvar_cl_accuracy_data_share = 1; // share the bots weapon accuracy data with the NULL
280 this.cvar_cl_accuracy_data_receive = 0; // don't receive any weapon accuracy data
283 void bot_custom_weapon_priority_setup()
287 bot_custom_weapon = false;
289 if( autocvar_bot_ai_custom_weapon_priority_far == "" ||
290 autocvar_bot_ai_custom_weapon_priority_mid == "" ||
291 autocvar_bot_ai_custom_weapon_priority_close == "" ||
292 autocvar_bot_ai_custom_weapon_priority_distances == ""
297 tokens = tokenizebyseparator(autocvar_bot_ai_custom_weapon_priority_distances," ");
302 bot_distance_far = stof(argv(0));
303 bot_distance_close = stof(argv(1));
305 if(bot_distance_far < bot_distance_close){
306 bot_distance_far = stof(argv(1));
307 bot_distance_close = stof(argv(0));
310 // Initialize list of weapons
311 bot_weapons_far[0] = -1;
312 bot_weapons_mid[0] = -1;
313 bot_weapons_close[0] = -1;
315 // Parse far distance weapon priorities
316 tokens = tokenizebyseparator(W_NumberWeaponOrder(autocvar_bot_ai_custom_weapon_priority_far)," ");
319 for(i=0; i < tokens && c < Weapons_COUNT; ++i){
321 if ( w >= WEP_FIRST && w <= WEP_LAST) {
322 bot_weapons_far[c] = w;
326 if(c < Weapons_COUNT)
327 bot_weapons_far[c] = -1;
329 // Parse mid distance weapon priorities
330 tokens = tokenizebyseparator(W_NumberWeaponOrder(autocvar_bot_ai_custom_weapon_priority_mid)," ");
333 for(i=0; i < tokens && c < Weapons_COUNT; ++i){
335 if ( w >= WEP_FIRST && w <= WEP_LAST) {
336 bot_weapons_mid[c] = w;
340 if(c < Weapons_COUNT)
341 bot_weapons_mid[c] = -1;
343 // Parse close distance weapon priorities
344 tokens = tokenizebyseparator(W_NumberWeaponOrder(autocvar_bot_ai_custom_weapon_priority_close)," ");
347 for(i=0; i < tokens && i < Weapons_COUNT; ++i){
349 if ( w >= WEP_FIRST && w <= WEP_LAST) {
350 bot_weapons_close[c] = w;
354 if(c < Weapons_COUNT)
355 bot_weapons_close[c] = -1;
357 bot_custom_weapon = true;
362 bot_relinkplayerlist();
366 setcolor(e, e.bot_preferredcolors);
369 // if dynamic waypoints are ever implemented, save them here
372 void bot_relinkplayerlist()
378 entity prevbot = NULL;
383 if(IS_BOT_CLIENT(it))
386 prevbot.nextbot = it;
394 prevbot.nextbot = NULL;
395 LOG_TRACE("relink: ", ftos(currentbots), " bots seen.");
396 bot_strategytoken = bot_list;
397 bot_strategytoken_taken = true;
400 void bot_clientdisconnect(entity this)
402 if (!IS_BOT_CLIENT(this))
404 bot_clearqueue(this);
406 strunzone(this.cleanname);
407 if(this.netname_freeme)
408 strunzone(this.netname_freeme);
409 if(this.playermodel_freeme)
410 strunzone(this.playermodel_freeme);
411 if(this.playerskin_freeme)
412 strunzone(this.playerskin_freeme);
413 this.cleanname = string_null;
414 this.netname_freeme = string_null;
415 this.playermodel_freeme = string_null;
416 this.playerskin_freeme = string_null;
417 if(this.bot_cmd_current)
418 delete(this.bot_cmd_current);
419 if(bot_waypoint_queue_owner == this)
420 bot_waypoint_queue_owner = NULL;
423 void bot_clientconnect(entity this)
425 if (!IS_BOT_CLIENT(this)) return;
426 this.bot_preferredcolors = this.clientcolors;
427 this.bot_nextthink = time - random();
428 this.lag_func = bot_lagfunc;
430 this.createdtime = this.bot_nextthink;
432 if(!this.bot_config_loaded) // This is needed so team overrider doesn't break between matches
433 bot_setnameandstuff(this);
435 if(this.bot_forced_team==1)
436 this.team = NUM_TEAM_1;
437 else if(this.bot_forced_team==2)
438 this.team = NUM_TEAM_2;
439 else if(this.bot_forced_team==3)
440 this.team = NUM_TEAM_3;
441 else if(this.bot_forced_team==4)
442 this.team = NUM_TEAM_4;
444 JoinBestTeam(this, false, true);
446 havocbot_setupbot(this);
449 void bot_removefromlargestteam()
451 CheckAllowedTeams(NULL);
459 FOREACH_CLIENT(it.isbot,
466 besttime = it.createdtime;
473 case NUM_TEAM_1: thiscount = c1; break;
474 case NUM_TEAM_2: thiscount = c2; break;
475 case NUM_TEAM_3: thiscount = c3; break;
476 case NUM_TEAM_4: thiscount = c4; break;
479 if(thiscount > bestcount)
481 bestcount = thiscount;
482 besttime = it.createdtime;
485 else if(thiscount == bestcount && besttime < it.createdtime)
487 besttime = it.createdtime;
492 return; // no bots to remove
496 void bot_removenewest()
499 MUTATOR_CALLHOOK(Bot_SelectRemove, best);
500 best = M_ARGV(0, entity);
503 if ( !IS_BOT_CLIENT(best) )
505 LOG_WARN("Mutator selected a non-bot as a bot to remove\n");
517 bot_removefromlargestteam();
524 FOREACH_CLIENT(it.isbot,
531 besttime = it.createdtime;
534 if(besttime < it.createdtime)
536 besttime = it.createdtime;
542 return; // no bots to remove
547 void autoskill(float factor)
554 FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(
555 if(IS_REAL_CLIENT(it))
556 bestplayer = max(bestplayer, it.totalfrags - it.totalfrags_lastcheck);
558 bestbot = max(bestbot, it.totalfrags - it.totalfrags_lastcheck);
561 LOG_TRACE("autoskill: best player got ", ftos(bestplayer), ", ");
562 LOG_TRACE("best bot got ", ftos(bestbot), "; ");
563 if(bestbot < 0 || bestplayer < 0)
565 LOG_TRACE("not doing anything");
566 // don't return, let it reset all counters below
568 else if(bestbot <= bestplayer * factor - 2)
570 if(autocvar_skill < 17)
572 LOG_TRACE("2 frags difference, increasing skill");
573 cvar_set("skill", ftos(autocvar_skill + 1));
574 bprint("^2SKILL UP!^7 Now at level ", ftos(autocvar_skill), "\n");
577 else if(bestbot >= bestplayer * factor + 2)
579 if(autocvar_skill > 0)
581 LOG_TRACE("2 frags difference, decreasing skill");
582 cvar_set("skill", ftos(autocvar_skill - 1));
583 bprint("^1SKILL DOWN!^7 Now at level ", ftos(autocvar_skill), "\n");
588 LOG_TRACE("not doing anything");
590 // don't reset counters, wait for them to accumulate
593 FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(it.totalfrags_lastcheck = it.totalfrags));
596 void bot_calculate_stepheightvec()
598 stepheightvec = autocvar_sv_stepheight * '0 0 1';
599 jumpstepheightvec = stepheightvec +
600 ((autocvar_sv_jumpvelocity * autocvar_sv_jumpvelocity) / (2 * autocvar_sv_gravity)) * '0 0 0.85';
601 // 0.75 factor is for safety to make the jumps easy
606 int activerealplayers = 0;
610 if (MUTATOR_CALLHOOK(Bot_FixCount, activerealplayers, realplayers, bots)) {
611 activerealplayers = M_ARGV(0, int);
612 realplayers = M_ARGV(1, int);
613 bots = M_ARGV(2, int);
615 FOREACH_CLIENT(IS_REAL_CLIENT(it), LAMBDA(
622 // add/remove bots if needed to make sure there are at least
623 // minplayers+bot_number, or remove all bots if no one is playing
624 // But don't remove bots immediately on level change, as the real players
625 // usually haven't rejoined yet
626 bots_would_leave = false;
629 // Nothing to do, number of bots set by the hook
631 else if (teamplay && autocvar_bot_vs_human && AvailableTeams() == 2)
633 bots = min(ceil(fabs(autocvar_bot_vs_human) * activerealplayers), maxclients - realplayers);
635 else if ((realplayers || autocvar_bot_join_empty || (currentbots > 0 && time < 5)))
637 float realminplayers, minplayers;
638 realminplayers = autocvar_minplayers;
639 minplayers = max(0, floor(realminplayers));
641 float realminbots, minbots;
642 realminbots = autocvar_bot_number;
643 minbots = max(0, floor(realminbots));
645 bots = min(max(minbots, minplayers - activerealplayers), maxclients - realplayers);
647 bots_would_leave = true;
651 // if there are no players, remove bots
655 // only add one bot per frame to avoid utter chaos
656 if(time > botframe_nextthink)
658 //dprint(ftos(bots), " ? ", ftos(currentbots), "\n");
659 while (currentbots < bots)
661 if (bot_spawn() == NULL)
663 bprint("Can not add bot, server full.\n");
667 while (currentbots > bots)
674 void bot_remove_from_bot_list(entity this)
677 entity prev_bot = NULL;
683 bot_list = this.nextbot;
685 prev_bot.nextbot = this.nextbot;
686 if(bot_strategytoken == this)
688 bot_strategytoken = this.nextbot;
689 bot_strategytoken_taken = true;
699 void bot_clear(entity this)
701 bot_remove_from_bot_list(this);
702 if(bot_waypoint_queue_owner == this)
703 bot_waypoint_queue_owner = NULL;
704 this.aistatus &= ~AI_STATUS_STUCK; // otherwise bot_waypoint_queue_owner will be set again to this by navigation_unstuck
707 void bot_serverframe()
715 bot_calculate_stepheightvec();
716 bot_navigation_movemode = ((autocvar_bot_navigation_ignoreplayers) ? MOVE_NOMONSTERS : MOVE_NORMAL);
718 if(time > autoskill_nextthink)
721 a = autocvar_skill_auto;
724 autoskill_nextthink = time + 5;
727 if(time > botframe_nextthink)
730 botframe_nextthink = time + 10;
733 bot_ignore_bots = autocvar_bot_ignore_bots;
735 if(botframe_spawnedwaypoints)
737 if(autocvar_waypoint_benchmark)
741 if (currentbots > 0 || autocvar_g_waypointeditor || autocvar_g_waypointeditor_auto)
742 if (botframe_spawnedwaypoints)
744 if(botframe_cachedwaypointlinks)
746 if(!botframe_loadedforcedlinks)
747 waypoint_load_links_hardwired();
751 // TODO: Make this check cleaner
752 IL_EACH(g_waypoints, time - it.nextthink > 10,
754 waypoint_save_links();
761 botframe_spawnedwaypoints = true;
763 if(!waypoint_load_links())
764 waypoint_schedulerelinkall();
769 // cycle the goal token from one bot to the next each frame
770 // (this prevents them from all doing spawnfunc_waypoint searches on the same
771 // frame, which causes choppy framerates)
772 if (bot_strategytoken_taken)
774 bot_strategytoken_taken = false;
775 if (bot_strategytoken)
776 bot_strategytoken = bot_strategytoken.nextbot;
777 if (!bot_strategytoken)
778 bot_strategytoken = bot_list;
781 if (botframe_nextdangertime < time)
784 interval = autocvar_bot_ai_dangerdetectioninterval;
785 if (botframe_nextdangertime < time - interval * 1.5)
786 botframe_nextdangertime = time;
787 botframe_nextdangertime = botframe_nextdangertime + interval;
788 botframe_updatedangerousobjects(autocvar_bot_ai_dangerdetectionupdates);
792 if (autocvar_g_waypointeditor)
793 botframe_showwaypointlinks();
795 if (autocvar_g_waypointeditor_auto)
796 botframe_autowaypoints();
798 if(time > bot_cvar_nextthink)
801 bot_custom_weapon_priority_setup();
802 bot_cvar_nextthink = time + 5;