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/autocvars.qh>
16 #include <server/bot/default/aim.qh>
17 #include <server/bot/default/cvars.qh>
18 #include <server/bot/default/havocbot/havocbot.qh>
19 #include <server/bot/default/havocbot/scripting.qh>
20 #include <server/bot/default/navigation.qh>
21 #include <server/bot/default/scripting.qh>
22 #include <server/bot/default/waypoints.qh>
23 #include <server/campaign.qh>
24 #include <server/client.qh>
25 #include <server/damage.qh>
26 #include <server/items/items.qh>
27 #include <server/mutators/_mod.qh>
28 #include <server/race.qh>
29 #include <server/scores_rules.qh>
30 #include <server/teamplay.qh>
31 #include <server/weapons/accuracy.qh>
32 #include <server/world.qh>
34 STATIC_INIT(bot) { bot_calculate_stepheightvec(); }
36 // TODO: remove this function! its only purpose is to update these fields since bot_setnameandstuff is called before ClientState
37 void bot_setclientfields(entity this)
39 CS(this).cvar_cl_accuracy_data_share = 1; // share the bots weapon accuracy data with the world
40 CS(this).cvar_cl_accuracy_data_receive = 0; // don't receive any weapon accuracy data
45 entity bot = spawnclient();
49 currentbots = currentbots + 1;
50 bot_setnameandstuff(bot);
52 bot_setclientfields(bot);
53 PutClientInServer(bot);
58 void bot_think(entity this)
60 if (this.bot_nextthink > time)
63 this.flags &= ~FL_GODMODE;
65 this.flags |= FL_GODMODE;
67 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));
69 if (!IS_PLAYER(this) || (autocvar_g_campaign && !campaign_bots_may_start))
71 CS(this).movement = '0 0 0';
72 this.bot_nextthink = time + 0.5;
78 this.v_angle = this.angles;
80 this.fixangle = false;
85 this.dmg_inflictor = NULL;
87 // calculate an aiming latency based on the skill setting
88 // (simulated network latency + naturally delayed reflexes)
89 //this.ping = 0.7 - bound(0, 0.05 * skill, 0.5); // moved the reflexes to bot_aimdir (under the name 'think')
90 // minimum ping 20+10 random
91 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
92 // skill 10 = ping 0.2 (adrenaline)
93 // skill 0 = ping 0.7 (slightly drunk)
96 PHYS_INPUT_BUTTON_ATCK(this) = false;
97 // keep jump button pressed for a short while, useful with ramp jumps
98 PHYS_INPUT_BUTTON_JUMP(this) = (!IS_DEAD(this) && time < this.bot_jump_time + 0.2);
99 PHYS_INPUT_BUTTON_ATCK2(this) = false;
100 PHYS_INPUT_BUTTON_ZOOM(this) = false;
101 PHYS_INPUT_BUTTON_CROUCH(this) = false;
102 PHYS_INPUT_BUTTON_HOOK(this) = false;
103 PHYS_INPUT_BUTTON_INFO(this) = false;
104 PHYS_INPUT_BUTTON_DRAG(this) = false;
105 PHYS_INPUT_BUTTON_CHAT(this) = false;
106 PHYS_INPUT_BUTTON_USE(this) = false;
108 if (time < game_starttime)
110 // block the bot during the countdown to game start
111 CS(this).movement = '0 0 0';
112 this.bot_nextthink = game_starttime;
116 // if dead, just wait until we can respawn
119 if (bot_waypoint_queue_owner == this)
120 bot_waypoint_queue_owner = NULL;
122 CS(this).movement = '0 0 0';
123 if (this.deadflag == DEAD_DEAD)
125 PHYS_INPUT_BUTTON_JUMP(this) = true; // press jump to respawn
126 navigation_goalrating_timeout_force(this);
129 else if(this.aistatus & AI_STATUS_STUCK)
130 navigation_unstuck(this);
132 // now call the current bot AI (havocbot for example)
136 void bot_setnameandstuff(entity this)
139 int file, tokens, prio;
141 file = fopen(autocvar_bot_config_file, FILE_READ);
145 LOG_INFOF("Error: Can not open the bot configuration file '%s'", autocvar_bot_config_file);
150 entity balance = TeamBalance_CheckAllowedTeams(NULL);
151 TeamBalance_GetTeamCounts(balance, NULL);
152 int smallest_team = -1;
153 int smallest_count = -1;
156 for (int i = 1; i <= AvailableTeams(); ++i)
158 // NOTE if (autocvar_g_campaign && autocvar_g_campaign_forceteam == i)
159 // TeamBalance_GetNumberOfPlayers(balance, i); returns the number of players + 1
160 // since it keeps a spot for the real player in the desired team
161 int count = TeamBalance_GetNumberOfPlayers(balance, i);
162 if (smallest_count < 0 || count < smallest_count)
165 smallest_count = count;
169 TeamBalance_Destroy(balance);
170 RandomSelection_Init();
171 while((readfile = fgets(file)))
173 if(substring(readfile, 0, 2) == "//")
175 if(substring(readfile, 0, 1) == "#")
177 // NOTE if the line is empty tokenizebyseparator(readfile, "\t")
178 // will create 1 empty token because there's no separator (bug?)
181 tokens = tokenizebyseparator(readfile, "\t");
186 bool conflict = false;
187 FOREACH_CLIENT(IS_BOT_CLIENT(it), {
188 if (s == it.cleanname)
196 if (teamplay && !(autocvar_bot_vs_human && AvailableTeams() == 2))
198 int forced_team = stof(argv(5));
199 if (!Team_IsValidIndex(forced_team))
201 if (!forced_team || forced_team == smallest_team)
204 RandomSelection_AddString(readfile, 1, prio);
206 readfile = RandomSelection_chosen_string;
210 string bot_name, bot_model, bot_skin, bot_shirt, bot_pants;
212 tokens = tokenizebyseparator(readfile, "\t");
213 if(argv(0) != "") bot_name = argv(0);
214 else bot_name = "Bot";
216 if(argv(1) != "") bot_model = argv(1);
219 if(argv(2) != "") bot_skin = argv(2);
222 if(argv(3) != "" && stof(argv(3)) >= 0) bot_shirt = argv(3);
223 else bot_shirt = ftos(floor(random() * 15));
225 if(argv(4) != "" && stof(argv(4)) >= 0) bot_pants = argv(4);
226 else bot_pants = ftos(floor(random() * 15));
228 if (teamplay && !(autocvar_bot_vs_human && AvailableTeams() == 2))
229 this.bot_forced_team = stof(argv(5));
231 this.bot_forced_team = 0;
235 #define READSKILL(f, w, r) MACRO_BEGIN \
236 if(argv(prio) != "") \
237 this.f = stof(argv(prio)) * w; \
239 this.f = (!autocvar_g_campaign) * (2 * random() - 1) * r * w; \
242 //print(bot_name, ": ping=", argv(9), "\n");
244 READSKILL(havocbot_keyboardskill, 0.5, 0.5); // keyboard skill
245 READSKILL(bot_moveskill, 2, 0); // move skill
246 READSKILL(bot_dodgeskill, 2, 0); // dodge skill
248 READSKILL(bot_pingskill, 0.5, 0); // ping skill
250 READSKILL(bot_weaponskill, 2, 0); // weapon skill
251 READSKILL(bot_aggresskill, 1, 0); // aggre skill
252 READSKILL(bot_rangepreference, 1, 0); // read skill
254 READSKILL(bot_aimskill, 2, 0); // aim skill
255 READSKILL(bot_offsetskill, 2, 0.5); // offset skill
256 READSKILL(bot_mouseskill, 1, 0.5); // mouse skill
258 READSKILL(bot_thinkskill, 1, 0.5); // think skill
259 READSKILL(bot_aiskill, 2, 0); // "ai" skill
261 if (file >= 0 && argv(prio) != "")
262 LOG_INFOF("^1Warning^7: too many parameters for bot %s, please check format of %s", bot_name, autocvar_bot_config_file);
264 this.bot_config_loaded = true;
266 // this is really only a default, TeamBalance_JoinBestTeam is called later
267 setcolor(this, stof(bot_shirt) * 16 + stof(bot_pants));
268 this.bot_preferredcolors = this.clientcolors;
270 string prefix = (autocvar_g_campaign ? "" : autocvar_bot_prefix);
271 string suffix = (autocvar_g_campaign ? "" : autocvar_bot_suffix);
272 string name = (autocvar_bot_usemodelnames ? bot_model : bot_name);
276 name = ftos(etof(this));
277 this.netname = this.netname_freeme = strzone(strcat(prefix, name, suffix));
281 // number bots with identical names
283 FOREACH_CLIENT(IS_BOT_CLIENT(it), {
284 if(it.cleanname == name)
288 this.netname = this.netname_freeme = strzone(strcat(prefix, name, "(", ftos(j), ")", suffix));
290 this.netname = this.netname_freeme = strzone(strcat(prefix, name, suffix));
292 this.cleanname = strzone(name);
294 // pick the model and skin
295 if(substring(bot_model, -4, 1) != ".")
296 bot_model = strcat(bot_model, ".iqm");
297 this.playermodel = this.playermodel_freeme = strzone(strcat("models/player/", bot_model));
298 this.playerskin = this.playerskin_freeme = strzone(bot_skin);
301 void bot_custom_weapon_priority_setup()
303 static string bot_priority_far_prev;
304 static string bot_priority_mid_prev;
305 static string bot_priority_close_prev;
306 static string bot_priority_distances_prev;
309 bot_custom_weapon = false;
311 if( autocvar_bot_ai_custom_weapon_priority_far == "" ||
312 autocvar_bot_ai_custom_weapon_priority_mid == "" ||
313 autocvar_bot_ai_custom_weapon_priority_close == "" ||
314 autocvar_bot_ai_custom_weapon_priority_distances == ""
318 if (bot_priority_distances_prev != autocvar_bot_ai_custom_weapon_priority_distances)
320 strcpy(bot_priority_distances_prev, autocvar_bot_ai_custom_weapon_priority_distances);
321 tokens = tokenizebyseparator(autocvar_bot_ai_custom_weapon_priority_distances," ");
326 bot_distance_far = stof(argv(0));
327 bot_distance_close = stof(argv(1));
329 if(bot_distance_far < bot_distance_close){
330 bot_distance_far = stof(argv(1));
331 bot_distance_close = stof(argv(0));
337 #define PARSE_WEAPON_PRIORITIES(dist) MACRO_BEGIN \
338 if (bot_priority_##dist##_prev != autocvar_bot_ai_custom_weapon_priority_##dist) { \
339 strcpy(bot_priority_##dist##_prev, autocvar_bot_ai_custom_weapon_priority_##dist); \
340 tokens = tokenizebyseparator(W_NumberWeaponOrder(autocvar_bot_ai_custom_weapon_priority_##dist)," "); \
341 bot_weapons_##dist[0] = -1; \
343 for(i = 0; i < tokens && c < REGISTRY_COUNT(Weapons); ++i) { \
345 if (w >= WEP_FIRST && w <= WEP_LAST) { \
346 bot_weapons_##dist[c] = w; \
350 if (c < REGISTRY_COUNT(Weapons)) \
351 bot_weapons_##dist[c] = -1; \
355 PARSE_WEAPON_PRIORITIES(far);
356 PARSE_WEAPON_PRIORITIES(mid);
357 PARSE_WEAPON_PRIORITIES(close);
359 bot_custom_weapon = true;
364 bot_relinkplayerlist();
368 setcolor(e, e.bot_preferredcolors);
371 // if dynamic waypoints are ever implemented, save them here
374 void bot_relinkplayerlist()
380 entity prevbot = NULL;
385 if(IS_BOT_CLIENT(it))
388 prevbot.nextbot = it;
396 prevbot.nextbot = NULL;
397 LOG_TRACE("relink: ", ftos(currentbots), " bots seen.");
398 bot_strategytoken = bot_list;
399 bot_strategytoken_taken = true;
402 void bot_clientdisconnect(entity this)
404 if (!IS_BOT_CLIENT(this))
406 bot_clearqueue(this);
407 strfree(this.cleanname);
408 strfree(this.netname_freeme);
409 strfree(this.playermodel_freeme);
410 strfree(this.playerskin_freeme);
411 if(this.bot_cmd_current)
412 delete(this.bot_cmd_current);
413 if(bot_waypoint_queue_owner == this)
414 bot_waypoint_queue_owner = NULL;
417 void bot_clientconnect(entity this)
419 if (!IS_BOT_CLIENT(this)) return;
420 this.bot_preferredcolors = this.clientcolors;
421 this.bot_nextthink = time - random();
422 this.lag_func = bot_lagfunc;
424 this.createdtime = this.bot_nextthink;
426 if(!this.bot_config_loaded) // This is needed so team overrider doesn't break between matches
428 bot_setnameandstuff(this);
429 bot_setclientfields(this);
432 if (teamplay && Team_IsValidIndex(this.bot_forced_team))
434 SetPlayerTeam(this, this.bot_forced_team, TEAM_CHANGE_MANUAL);
438 this.bot_forced_team = 0;
439 TeamBalance_JoinBestTeam(this);
442 havocbot_setupbot(this);
445 void bot_removefromlargestteam()
447 entity balance = TeamBalance_CheckAllowedTeams(NULL);
448 TeamBalance_GetTeamCounts(balance, NULL);
455 FOREACH_CLIENT(it.isbot,
462 besttime = it.createdtime;
467 if (Team_IsValidTeam(it.team))
469 thiscount = TeamBalance_GetNumberOfPlayers(balance,
470 Team_TeamToIndex(it.team));
473 if(thiscount > bestcount)
475 bestcount = thiscount;
476 besttime = it.createdtime;
479 else if(thiscount == bestcount && besttime < it.createdtime)
481 besttime = it.createdtime;
485 TeamBalance_Destroy(balance);
487 return; // no bots to remove
488 currentbots = currentbots - 1;
492 void bot_removenewest()
496 bot_removefromlargestteam();
504 FOREACH_CLIENT(it.isbot,
511 besttime = it.createdtime;
514 if(besttime < it.createdtime)
516 besttime = it.createdtime;
522 return; // no bots to remove
524 currentbots = currentbots - 1;
528 void autoskill(float factor)
535 FOREACH_CLIENT(IS_PLAYER(it), {
536 if(IS_REAL_CLIENT(it))
537 bestplayer = max(bestplayer, it.totalfrags - it.totalfrags_lastcheck);
539 bestbot = max(bestbot, it.totalfrags - it.totalfrags_lastcheck);
542 LOG_DEBUG("autoskill: best player got ", ftos(bestplayer), ", ");
543 LOG_DEBUG("best bot got ", ftos(bestbot), "; ");
544 if(bestbot < 0 || bestplayer < 0)
546 LOG_DEBUG("not doing anything");
547 // don't return, let it reset all counters below
549 else if(bestbot <= bestplayer * factor - 2)
551 if(autocvar_skill < 17)
553 LOG_DEBUG("2 frags difference, increasing skill");
554 cvar_set("skill", ftos(autocvar_skill + 1));
555 bprint("^2SKILL UP!^7 Now at level ", ftos(autocvar_skill), "\n");
558 else if(bestbot >= bestplayer * factor + 2)
560 if(autocvar_skill > 0)
562 LOG_DEBUG("2 frags difference, decreasing skill");
563 cvar_set("skill", ftos(autocvar_skill - 1));
564 bprint("^1SKILL DOWN!^7 Now at level ", ftos(autocvar_skill), "\n");
569 LOG_DEBUG("not doing anything");
571 // don't reset counters, wait for them to accumulate
574 FOREACH_CLIENT(IS_PLAYER(it), { it.totalfrags_lastcheck = it.totalfrags; });
577 void bot_calculate_stepheightvec()
579 stepheightvec = autocvar_sv_stepheight * '0 0 1';
580 jumpheight_vec = (autocvar_sv_jumpvelocity ** 2) / (2 * autocvar_sv_gravity) * '0 0 1';
581 jumpstepheightvec = stepheightvec + jumpheight_vec * 0.85; // reduce it a bit to make the jumps easy
582 jumpheight_time = autocvar_sv_jumpvelocity / autocvar_sv_gravity;
587 int activerealplayers = 0;
589 if (MUTATOR_CALLHOOK(Bot_FixCount, activerealplayers, realplayers)) {
590 activerealplayers = M_ARGV(0, int);
591 realplayers = M_ARGV(1, int);
593 FOREACH_CLIENT(IS_REAL_CLIENT(it), {
601 // But don't remove bots immediately on level change, as the real players
602 // usually haven't rejoined yet
603 bots_would_leave = false;
604 if (teamplay && autocvar_bot_vs_human && AvailableTeams() == 2)
605 bots = min(ceil(fabs(autocvar_bot_vs_human) * activerealplayers), maxclients - realplayers);
606 else if ((realplayers || autocvar_bot_join_empty || (currentbots > 0 && time < 5)))
608 int minplayers = max(0, floor(autocvar_minplayers));
610 minplayers = max(0, floor(autocvar_minplayers_per_team) * AvailableTeams());
611 int minbots = max(0, floor(autocvar_bot_number));
613 // add bots to reach minplayers if needed
614 bots = max(minbots, minplayers - activerealplayers);
615 // cap bots to the max players allowed by the server
616 int player_limit = GetPlayerLimit();
618 bots = min(bots, max(player_limit - activerealplayers, 0));
619 bots = min(bots, maxclients - realplayers);
622 bots_would_leave = true;
626 // if there are no players, remove bots
630 // only add one bot per frame to avoid utter chaos
631 if(time > botframe_nextthink)
633 if (currentbots < bots)
635 if (bot_spawn() == NULL)
637 bprint("Can not add bot, server full.\n");
641 while (currentbots > bots && bots >= 0)
648 void bot_remove_from_bot_list(entity this)
651 entity prev_bot = NULL;
657 bot_list = this.nextbot;
659 prev_bot.nextbot = this.nextbot;
660 if(bot_strategytoken == this)
662 bot_strategytoken = this.nextbot;
663 bot_strategytoken_taken = true;
673 void bot_clear(entity this)
675 bot_remove_from_bot_list(this);
676 if(bot_waypoint_queue_owner == this)
677 bot_waypoint_queue_owner = NULL;
678 this.aistatus &= ~AI_STATUS_STUCK; // otherwise bot_waypoint_queue_owner will be set again to this by navigation_unstuck
681 void bot_serverframe()
683 if (intermission_running && currentbots > 0)
685 // after the end of the match all bots stay unless all human players disconnect
687 FOREACH_CLIENT(IS_REAL_CLIENT(it), { ++realplayers; });
690 FOREACH_CLIENT(IS_BOT_CLIENT(it), { dropclient(it); });
699 // Added 0.5 to avoid possible addition + immediate removal of bots that would make them appear as
700 // spectators in the scoreboard and never go away. This issue happens at time 2 if map is changed
701 // with the gotomap command, minplayers is > 1 and human clients join as players very soon
702 // either intentionally or automatically (sv_spectate 0)
709 if (currentbots == -1)
711 // count bots already in the server from the previous match
713 FOREACH_CLIENT(IS_BOT_CLIENT(it), { ++currentbots; });
716 if(autocvar_skill != skill)
718 float wpcost_update = false;
719 if(skill >= autocvar_bot_ai_bunnyhop_skilloffset && autocvar_skill < autocvar_bot_ai_bunnyhop_skilloffset)
720 wpcost_update = true;
721 if(skill < autocvar_bot_ai_bunnyhop_skilloffset && autocvar_skill >= autocvar_bot_ai_bunnyhop_skilloffset)
722 wpcost_update = true;
724 skill = autocvar_skill;
726 waypoint_updatecost_foralllinks();
729 bot_calculate_stepheightvec();
730 bot_navigation_movemode = ((autocvar_bot_navigation_ignoreplayers) ? MOVE_NOMONSTERS : MOVE_NORMAL);
732 if(time > autoskill_nextthink)
735 a = autocvar_skill_auto;
738 autoskill_nextthink = time + 5;
741 if(time > botframe_nextthink)
744 botframe_nextthink = time + 10;
747 if(botframe_spawnedwaypoints)
749 if(autocvar_waypoint_benchmark)
753 if (currentbots > 0 || autocvar_g_waypointeditor || autocvar_g_waypointeditor_auto)
754 if (botframe_spawnedwaypoints)
756 if(botframe_cachedwaypointlinks)
758 if(!botframe_loadedforcedlinks)
759 waypoint_load_hardwiredlinks();
763 // TODO: Make this check cleaner
764 IL_EACH(g_waypoints, time - it.nextthink > 10,
766 waypoint_save_links();
773 botframe_spawnedwaypoints = true;
775 waypoint_load_links();
780 // cycle the goal token from one bot to the next each frame
781 // (this prevents them from all doing spawnfunc_waypoint searches on the same
782 // frame, which causes choppy framerates)
783 if (bot_strategytoken_taken)
785 // give goal token to the first bot without goals; if all bots don't have
786 // any goal (or are dead/frozen) simply give it to the next one
787 bot_strategytoken_taken = false;
788 entity bot_strategytoken_save = bot_strategytoken;
791 if (bot_strategytoken)
792 bot_strategytoken = bot_strategytoken.nextbot;
793 if (!bot_strategytoken)
794 bot_strategytoken = bot_list;
796 if (!(IS_DEAD(bot_strategytoken) || STAT(FROZEN, bot_strategytoken))
797 && !bot_strategytoken.goalcurrent)
800 if (!bot_strategytoken_save) // break loop if all the bots are dead or frozen
802 if (bot_strategytoken == bot_strategytoken_save)
803 bot_strategytoken_save = NULL; // looped through all the bots
807 if (botframe_nextdangertime < time)
810 interval = autocvar_bot_ai_dangerdetectioninterval;
811 if (botframe_nextdangertime < time - interval * 1.5)
812 botframe_nextdangertime = time;
813 botframe_nextdangertime = botframe_nextdangertime + interval;
814 botframe_updatedangerousobjects(autocvar_bot_ai_dangerdetectionupdates);
818 if (autocvar_g_waypointeditor)
819 botframe_showwaypointlinks();
821 if (autocvar_g_waypointeditor_auto)
822 botframe_autowaypoints();
825 bot_custom_weapon_priority_setup();