5 #include <server/defs.qh>
6 #include <server/miscfunctions.qh>
7 #include <server/weapons/selection.qh>
8 #include <server/weapons/weaponsystem.qh>
13 #include "../navigation.qh"
14 #include "../scripting.qh"
15 #include "../waypoints.qh"
17 #include <common/constants.qh>
18 #include <common/impulses/all.qh>
19 #include <common/net_linked.qh>
20 #include <common/physics/player.qh>
21 #include <common/state.qh>
22 #include <common/items/_mod.qh>
23 #include <common/wepent.qh>
25 #include <common/mapobjects/func/ladder.qh>
26 #include <common/mapobjects/teleporters.qh>
27 #include <common/mapobjects/trigger/jumppads.qh>
29 #include <lib/warpzone/common.qh>
31 void havocbot_ai(entity this)
36 this.bot_aimdir_executed = false;
37 // lock aim if teleported or passing through a warpzone
38 if (this.lastteleporttime && !this.jumppadcount)
39 this.bot_aimdir_executed = true;
41 if(bot_execute_commands(this))
44 if (bot_strategytoken == this && !bot_strategytoken_taken)
46 if(this.havocbot_blockhead)
48 this.havocbot_blockhead = false;
52 if (!this.jumppadcount && !STAT(FROZEN, this)
53 && !(this.goalcurrent_prev && (this.goalcurrent_prev.wpflags & WAYPOINTFLAG_JUMP) && !IS_ONGROUND(this)))
56 this.havocbot_role(this); // little too far down the rabbit hole
60 // if we don't have a goal and we're under water look for a waypoint near the "shore" and push it
61 if(!(IS_DEAD(this) || STAT(FROZEN, this)))
63 if(this.waterlevel == WATERLEVEL_SWIMMING || (this.aistatus & AI_STATUS_OUT_WATER))
65 // Look for the closest waypoint out of water
66 entity newgoal = NULL;
67 IL_EACH(g_waypoints, vdist(it.origin - this.origin, <=, 10000),
69 if(it.origin.z < this.origin.z)
72 if(it.origin.z - this.origin.z - this.view_ofs.z > 100)
75 if (pointcontents(it.origin + it.maxs + '0 0 1') != CONTENT_EMPTY)
78 traceline(this.origin + this.view_ofs, ((it.absmin + it.absmax) * 0.5), true, this);
80 if(trace_fraction < 1)
83 if(!newgoal || vlen2(it.origin - this.origin) < vlen2(newgoal.origin - this.origin))
89 // te_wizspike(newgoal.origin);
90 navigation_pushroute(this, newgoal);
94 // token has been used this frame
95 bot_strategytoken_taken = true;
98 if (this.goalcurrent && wasfreed(this.goalcurrent))
100 navigation_clearroute(this);
101 navigation_goalrating_timeout_force(this);
105 if(IS_DEAD(this) || STAT(FROZEN, this))
107 if (this.goalcurrent)
108 navigation_clearroute(this);
110 this.bot_aimtarg = NULL;
114 havocbot_chooseenemy(this);
116 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
118 .entity weaponentity = weaponentities[slot];
119 if(this.(weaponentity).m_weapon != WEP_Null || slot == 0)
120 if(this.(weaponentity).bot_chooseweapontime < time)
122 this.(weaponentity).bot_chooseweapontime = time + autocvar_bot_ai_chooseweaponinterval;
123 havocbot_chooseweapon(this, weaponentity);
129 if (this.bot_aimtarg)
131 this.aistatus |= AI_STATUS_ATTACKING;
132 this.aistatus &= ~AI_STATUS_ROAMING;
134 if(STAT(WEAPONS, this))
136 if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(this))
138 PHYS_INPUT_BUTTON_ATCK(this) = false;
139 PHYS_INPUT_BUTTON_ATCK2(this) = false;
143 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
145 .entity weaponentity = weaponentities[slot];
146 Weapon w = this.(weaponentity).m_weapon;
147 if(w == WEP_Null && slot != 0)
149 w.wr_aim(w, this, weaponentity);
150 if(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this)) // TODO: what if we didn't fire this weapon, but the previous?
151 this.(weaponentity).lastfiredweapon = this.(weaponentity).m_weapon.m_id;
157 if(IS_PLAYER(this.bot_aimtarg))
158 bot_aimdir(this, this.bot_aimtarg.origin + this.bot_aimtarg.view_ofs - this.origin - this.view_ofs, 0);
161 else if (this.goalcurrent)
163 this.aistatus |= AI_STATUS_ROAMING;
164 this.aistatus &= ~AI_STATUS_ATTACKING;
167 havocbot_movetogoal(this);
168 if (!this.bot_aimdir_executed && this.goalcurrent)
171 vector dir = get_closer_dest(this.goalcurrent, this.origin);
172 dir -= this.origin + this.view_ofs;
174 bot_aimdir(this, dir, 0);
177 // if the bot is not attacking, consider reloading weapons
178 if (!(this.aistatus & AI_STATUS_ATTACKING))
180 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
182 .entity weaponentity = weaponentities[slot];
184 if(this.(weaponentity).m_weapon == WEP_Null && slot != 0)
187 // we are currently holding a weapon that's not fully loaded, reload it
188 if(skill >= 2) // bots can only reload the held weapon on purpose past this skill
189 if(this.(weaponentity).clip_load < this.(weaponentity).clip_size)
190 CS(this).impulse = IMP_weapon_reload.impulse; // not sure if this is done right
192 // if we're not reloading a weapon, switch to any weapon in our invnetory that's not fully loaded to reload it next
193 // the code above executes next frame, starting the reloading then
194 if(skill >= 5) // bots can only look for unloaded weapons past this skill
195 if(this.(weaponentity).clip_load >= 0) // only if we're not reloading a weapon already
197 FOREACH(Weapons, it != WEP_Null, {
198 if((STAT(WEAPONS, this) & (it.m_wepset)) && (it.spawnflags & WEP_FLAG_RELOADABLE) && (this.(weaponentity).weapon_load[it.m_id] < it.reloading_ammo))
200 this.(weaponentity).m_switchweapon = it;
209 void havocbot_bunnyhop(entity this, vector dir)
211 bool can_run = false;
212 if (!(this.aistatus & AI_STATUS_ATTACKING) && this.goalcurrent && !IS_PLAYER(this.goalcurrent)
213 && vdist(vec2(this.velocity), >=, autocvar_sv_maxspeed) && !(this.aistatus & AI_STATUS_DANGER_AHEAD)
214 && this.waterlevel <= WATERLEVEL_WETFEET && !IS_DUCKED(this)
215 && IS_ONGROUND(this) && !(this.goalcurrent_prev && (this.goalcurrent_prev.wpflags & WAYPOINTFLAG_JUMP)))
217 vector vel_angles = vectoangles(this.velocity);
218 vector deviation = vel_angles - vectoangles(dir);
219 while (deviation.y < -180) deviation.y = deviation.y + 360;
220 while (deviation.y > 180) deviation.y = deviation.y - 360;
221 if (fabs(deviation.y) < autocvar_bot_ai_bunnyhop_dir_deviation_max)
223 vector gco = get_closer_dest(this.goalcurrent, this.origin);
224 float vel = vlen(vec2(this.velocity));
226 // with the current physics, jump distance grows linearly with the speed
227 float jump_distance = 52.661 + 0.606 * vel;
228 jump_distance += this.origin.z - gco.z; // roughly take into account vertical distance too
229 if (vdist(vec2(gco - this.origin), >, max(0, jump_distance)))
231 else if (!(this.goalcurrent.wpflags & WAYPOINTFLAG_JUMP)
232 && !(this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
233 && this.goalstack01 && !wasfreed(this.goalstack01) && !(this.goalstack01.wpflags & WAYPOINTFLAG_JUMP)
234 && vdist(vec2(gco - this.goalstack01.origin), >, 70))
236 vector gno = (this.goalstack01.absmin + this.goalstack01.absmax) * 0.5;
237 vector ang = vectoangles(gco - this.origin);
238 deviation = vectoangles(gno - gco) - vel_angles;
239 while (deviation.y < -180) deviation.y = deviation.y + 360;
240 while (deviation.y > 180) deviation.y = deviation.y - 360;
242 float max_turn_angle = autocvar_bot_ai_bunnyhop_turn_angle_max;
243 max_turn_angle -= autocvar_bot_ai_bunnyhop_turn_angle_reduction * ((vel - autocvar_sv_maxspeed) / autocvar_sv_maxspeed);
244 if ((ang.x < 90 || ang.x > 360 - autocvar_bot_ai_bunnyhop_downward_pitch_max)
245 && fabs(deviation.y) < max(autocvar_bot_ai_bunnyhop_turn_angle_min, max_turn_angle))
255 PHYS_INPUT_BUTTON_JUMP(this) = true;
256 this.bot_jump_time = time;
257 this.aistatus |= AI_STATUS_RUNNING;
261 if (IS_ONGROUND(this) || this.waterlevel > WATERLEVEL_WETFEET)
262 this.aistatus &= ~AI_STATUS_RUNNING;
266 void havocbot_keyboard_movement(entity this, vector destorg)
268 if(time <= this.havocbot_keyboardtime)
271 float sk = skill + this.bot_moveskill;
272 this.havocbot_keyboardtime =
274 this.havocbot_keyboardtime
275 + 0.05 / max(1, sk + this.havocbot_keyboardskill)
276 + random() * 0.025 / max(0.00025, skill + this.havocbot_keyboardskill)
278 vector keyboard = CS(this).movement / autocvar_sv_maxspeed;
280 float trigger = autocvar_bot_ai_keyboard_threshold;
282 // categorize forward movement
283 // at skill < 1.5 only forward
284 // at skill < 2.5 only individual directions
285 // at skill < 4.5 only individual directions, and forward diagonals
286 // at skill >= 4.5, all cases allowed
287 if (keyboard.x > trigger)
293 else if (keyboard.x < -trigger && sk > 1.5)
308 if (keyboard.y > trigger)
310 else if (keyboard.y < -trigger)
315 if (keyboard.z > trigger)
317 else if (keyboard.z < -trigger)
322 // make sure bots don't get stuck if havocbot_keyboardtime is very high
323 if (keyboard == '0 0 0')
324 this.havocbot_keyboardtime = min(this.havocbot_keyboardtime, time + 0.2);
326 this.havocbot_keyboard = keyboard * autocvar_sv_maxspeed;
327 if (this.havocbot_ducktime > time)
328 PHYS_INPUT_BUTTON_CROUCH(this) = true;
330 keyboard = this.havocbot_keyboard;
331 float blend = bound(0, vlen(destorg - this.origin) / autocvar_bot_ai_keyboard_distance, 1); // When getting close move with 360 degree
332 //dprint("movement ", vtos(CS(this).movement), " keyboard ", vtos(keyboard), " blend ", ftos(blend), "\n");
333 CS(this).movement = CS(this).movement + (keyboard - CS(this).movement) * blend;
336 // return true when bot isn't getting closer to the current goal
337 bool havocbot_checkgoaldistance(entity this, vector gco)
339 if (this.bot_stop_moving_timeout > time)
341 float curr_dist_z = max(20, fabs(this.origin.z - gco.z));
342 float curr_dist_2d = max(20, vlen(vec2(this.origin - gco)));
343 float distance_time = this.goalcurrent_distance_time;
344 if(distance_time < 0)
345 distance_time = -distance_time;
346 if(curr_dist_z >= this.goalcurrent_distance_z && curr_dist_2d >= this.goalcurrent_distance_2d)
349 this.goalcurrent_distance_time = time;
350 else if (time - distance_time > 0.5)
355 // reduce it a little bit so it works even with very small approaches to the goal
356 this.goalcurrent_distance_z = max(20, curr_dist_z - 10);
357 this.goalcurrent_distance_2d = max(20, curr_dist_2d - 10);
358 this.goalcurrent_distance_time = 0;
363 entity havocbot_select_an_item_of_group(entity this, int gr)
365 entity selected = NULL;
366 float selected_dist2 = 0;
367 // select farthest item of this group from bot's position
368 IL_EACH(g_items, it.item_group == gr && it.solid,
370 float dist2 = vlen2(this.origin - it.origin);
371 if (dist2 < 600 ** 2 && dist2 > selected_dist2)
374 selected_dist2 = vlen2(this.origin - selected.origin);
381 set_tracewalk_dest(selected, this.origin, false);
382 if (!tracewalk(this, this.origin, STAT(PL_MIN, this), STAT(PL_MAX, this),
383 tracewalk_dest, tracewalk_dest_height, bot_navigation_movemode))
391 void havocbot_movetogoal(entity this)
396 float dodge_enemy_factor = 1;
400 //if (this.goalentity)
401 // te_lightning2(this, this.origin, (this.goalentity.absmin + this.goalentity.absmax) * 0.5);
402 CS(this).movement = '0 0 0';
403 maxspeed = autocvar_sv_maxspeed;
405 PHYS_INPUT_BUTTON_CROUCH(this) = boolean(this.goalcurrent.wpflags & WAYPOINTFLAG_CROUCH);
407 PHYS_INPUT_BUTTON_JETPACK(this) = false;
408 // Jetpack navigation
409 if(this.navigation_jetpack_goal)
410 if(this.goalcurrent==this.navigation_jetpack_goal)
411 if(GetResource(this, RES_FUEL))
413 if(autocvar_bot_debug_goalstack)
415 debuggoalstack(this);
416 te_wizspike(this.navigation_jetpack_point);
420 if (!(this.aistatus & AI_STATUS_JETPACK_FLYING))
422 // Brake almost completely so it can get a good direction
423 if(vdist(this.velocity, >, 10))
425 this.aistatus |= AI_STATUS_JETPACK_FLYING;
428 makevectors(this.v_angle.y * '0 1 0');
429 dir = normalize(this.navigation_jetpack_point - this.origin);
432 if(this.aistatus & AI_STATUS_JETPACK_LANDING)
434 // Calculate brake distance in xy
435 float d = vlen(vec2(this.origin - (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5));
436 float vel2 = vlen2(vec2(this.velocity));
437 float db = (vel2 / (autocvar_g_jetpack_acceleration_side * 2)) + 100;
438 //LOG_INFOF("distance %d, velocity %d, brake at %d ", ceil(d), ceil(v), ceil(db));
439 if(d < db || d < 500)
442 if (vel2 > (maxspeed * 0.3) ** 2)
444 CS(this).movement_x = dir * v_forward * -maxspeed;
447 // Switch to normal mode
448 this.navigation_jetpack_goal = NULL;
449 this.aistatus &= ~AI_STATUS_JETPACK_LANDING;
450 this.aistatus &= ~AI_STATUS_JETPACK_FLYING;
454 else if(checkpvs(this.origin,this.goalcurrent))
456 // If I can see the goal switch to landing code
457 this.aistatus &= ~AI_STATUS_JETPACK_FLYING;
458 this.aistatus |= AI_STATUS_JETPACK_LANDING;
463 PHYS_INPUT_BUTTON_JETPACK(this) = true;
464 if(this.navigation_jetpack_point.z - STAT(PL_MAX, this).z + STAT(PL_MIN, this).z < this.origin.z)
466 CS(this).movement_x = dir * v_forward * maxspeed;
467 CS(this).movement_y = dir * v_right * maxspeed;
472 // Handling of jump pads
473 if(this.jumppadcount)
475 if(this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
477 this.aistatus |= AI_STATUS_OUT_JUMPPAD;
478 if(navigation_poptouchedgoals(this))
481 else if(this.aistatus & AI_STATUS_OUT_JUMPPAD)
483 // If got stuck on the jump pad try to reach the farthest visible waypoint
484 // but with some randomness so it can try out different paths
485 if(!this.goalcurrent)
487 entity newgoal = NULL;
488 IL_EACH(g_waypoints, vdist(it.origin - this.origin, <=, 1000),
490 if(it.wpflags & WAYPOINTFLAG_TELEPORT)
491 if(it.origin.z < this.origin.z - 100 && vdist(vec2(it.origin - this.origin), <, 100))
494 traceline(this.origin + this.view_ofs, ((it.absmin + it.absmax) * 0.5), true, this);
496 if(trace_fraction < 1)
499 if(!newgoal || ((random() < 0.8) && vlen2(it.origin - this.origin) > vlen2(newgoal.origin - this.origin)))
505 this.ignoregoal = this.goalcurrent;
506 this.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
507 navigation_clearroute(this);
508 navigation_routetogoal(this, newgoal, this.origin);
509 if(autocvar_bot_debug_goalstack)
510 debuggoalstack(this);
511 this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
514 else //if (this.goalcurrent)
516 if (this.goalcurrent.bot_pickup)
518 entity jumppad_wp = this.goalcurrent_prev;
519 navigation_poptouchedgoals(this);
520 if(!this.goalcurrent && jumppad_wp.wp00)
522 // head to the jumppad destination once bot reaches the goal item
523 navigation_pushroute(this, jumppad_wp.wp00);
526 vector gco = (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5;
527 if (this.origin.z > gco.z && vdist(vec2(this.velocity), <, autocvar_sv_maxspeed))
529 if (this.velocity.z < 0)
530 this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
532 else if(havocbot_checkgoaldistance(this, gco))
534 navigation_clearroute(this);
535 navigation_goalrating_timeout_force(this);
541 else //if (!(this.aistatus & AI_STATUS_OUT_JUMPPAD))
543 if(this.velocity.z > 0 && this.origin.z - this.lastteleport_origin.z > (this.maxs.z - this.mins.z) * 0.5)
545 vector velxy = this.velocity; velxy_z = 0;
546 if(vdist(velxy, <, autocvar_sv_maxspeed * 0.2))
548 LOG_TRACE("Warning: ", this.netname, " got stuck on a jumppad (velocity in xy is ", vtos(velxy), "), trying to get out of it now");
549 this.aistatus |= AI_STATUS_OUT_JUMPPAD;
554 // Don't chase players while using a jump pad
555 if(IS_PLAYER(this.goalcurrent) || IS_PLAYER(this.goalstack01))
559 else if(this.aistatus & AI_STATUS_OUT_JUMPPAD)
560 this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
562 // If there is a trigger_hurt right below try to use the jetpack or make a rocketjump
563 if (skill > 6 && !(IS_ONGROUND(this)))
565 #define ROCKETJUMP_DAMAGE() WEP_CVAR(devastator, damage) * 0.8 \
566 * ((STAT(STRENGTH_FINISHED, this) > time) ? autocvar_g_balance_powerup_strength_selfdamage : 1) \
567 * ((STAT(INVINCIBLE_FINISHED, this) > time) ? autocvar_g_balance_powerup_invincible_takedamage : 1)
569 // save some CPU cycles by checking trigger_hurt after checking
570 // that something can be done to evade it (cheaper checks)
571 int action_for_trigger_hurt = 0;
572 if (this.items & IT_JETPACK)
573 action_for_trigger_hurt = 1;
574 else if (!this.jumppadcount && !waypoint_is_hardwiredlink(this.goalcurrent_prev, this.goalcurrent)
575 && !(this.goalcurrent_prev && this.goalcurrent_prev.wpflags & WAYPOINTFLAG_JUMP)
576 && GetResource(this, RES_HEALTH) + GetResource(this, RES_ARMOR) > ROCKETJUMP_DAMAGE())
578 action_for_trigger_hurt = 2;
580 else if (!this.goalcurrent)
581 action_for_trigger_hurt = 3;
583 if (action_for_trigger_hurt)
585 tracebox(this.origin, this.mins, this.maxs, this.origin + '0 0 -65536', MOVE_NOMONSTERS, this);
586 if(!tracebox_hits_trigger_hurt(this.origin, this.mins, this.maxs, trace_endpos))
587 action_for_trigger_hurt = 0;
590 if(action_for_trigger_hurt == 1) // jetpack
592 tracebox(this.origin, this.mins, this.maxs, this.origin + '0 0 65536', MOVE_NOMONSTERS, this);
593 if(tracebox_hits_trigger_hurt(this.origin, this.mins, this.maxs, trace_endpos + '0 0 1' ))
595 if(this.velocity.z<0)
596 PHYS_INPUT_BUTTON_JETPACK(this) = true;
599 PHYS_INPUT_BUTTON_JETPACK(this) = true;
601 // If there is no goal try to move forward
603 if(this.goalcurrent==NULL)
606 dir = normalize(( ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5 ) - this.origin);
608 vector xyvelocity = this.velocity; xyvelocity_z = 0;
609 float xyspeed = xyvelocity * dir;
611 if(xyspeed < (maxspeed / 2))
613 makevectors(this.v_angle.y * '0 1 0');
614 tracebox(this.origin, this.mins, this.maxs, this.origin + (dir * maxspeed * 3), MOVE_NOMONSTERS, this);
615 if(trace_fraction==1)
617 CS(this).movement_x = dir * v_forward * maxspeed;
618 CS(this).movement_y = dir * v_right * maxspeed;
620 havocbot_keyboard_movement(this, this.origin + dir * 100);
624 this.havocbot_blockhead = true;
628 else if(action_for_trigger_hurt == 2) // rocketjump
630 if(this.velocity.z < 0)
632 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
634 .entity weaponentity = weaponentities[slot];
636 if(this.(weaponentity).m_weapon == WEP_Null && slot != 0)
639 if(client_hasweapon(this, WEP_DEVASTATOR, weaponentity, true, false))
641 CS(this).movement_x = maxspeed;
643 if(this.rocketjumptime)
645 if(time > this.rocketjumptime)
647 PHYS_INPUT_BUTTON_ATCK2(this) = true;
648 this.rocketjumptime = 0;
653 this.(weaponentity).m_switchweapon = WEP_DEVASTATOR;
655 PHYS_INPUT_BUTTON_ATCK(this) = true;
656 this.rocketjumptime = time + WEP_CVAR(devastator, detonatedelay);
662 else if(action_for_trigger_hurt == 3) // no goal
664 // If there is no goal try to move forward
665 CS(this).movement_x = maxspeed;
669 // If we are under water with no goals, swim up
670 if(this.waterlevel && !this.goalcurrent)
673 if(this.waterlevel>WATERLEVEL_SWIMMING)
675 else if(this.velocity.z >= 0 && !(this.waterlevel == WATERLEVEL_WETFEET && this.watertype == CONTENT_WATER))
676 PHYS_INPUT_BUTTON_JUMP(this) = true;
677 makevectors(this.v_angle.y * '0 1 0');
678 vector v = dir * maxspeed;
679 CS(this).movement.x = v * v_forward;
680 CS(this).movement.y = v * v_right;
681 CS(this).movement.z = v * v_up;
684 // if there is nowhere to go, exit
685 if (this.goalcurrent == NULL)
689 bool locked_goal = false;
690 if((this.goalentity && wasfreed(this.goalentity))
691 || (this.goalcurrent == this.goalentity && this.goalentity.tag_entity))
693 navigation_clearroute(this);
694 navigation_goalrating_timeout_force(this);
697 else if(this.goalentity.tag_entity)
699 navigation_goalrating_timeout_expire(this, 2);
701 else if(this.goalentity.bot_pickup)
703 if(this.goalentity.bot_pickup_respawning)
705 if(this.goalentity.solid) // item respawned
706 this.goalentity.bot_pickup_respawning = false;
707 else if(time < this.goalentity.scheduledrespawntime - 10) // item already taken (by someone else)
709 if(checkpvs(this.origin, this.goalentity))
711 this.goalentity.bot_pickup_respawning = false;
712 navigation_goalrating_timeout_expire(this, random());
714 locked_goal = true; // wait for item to respawn
716 else if(this.goalentity == this.goalcurrent)
717 locked_goal = true; // wait for item to respawn
719 else if(!this.goalentity.solid && !boxesoverlap(this.goalentity.absmin, this.goalentity.absmax, this.absmin, this.absmax))
721 if(checkpvs(this.origin, this.goalentity))
723 navigation_goalrating_timeout_expire(this, random());
727 if (this.goalcurrent == this.goalentity && this.goalentity_lock_timeout > time)
730 if (navigation_shortenpath(this))
732 if (vdist(this.origin - this.goalcurrent_prev.origin, <, 50)
733 && navigation_goalrating_timeout_can_be_anticipated(this))
735 navigation_goalrating_timeout_force(this);
739 bool goalcurrent_can_be_removed = false;
740 if (IS_PLAYER(this.goalcurrent) || IS_MONSTER(this.goalcurrent))
742 bool freeze_state_changed = (boolean(STAT(FROZEN, this.goalentity)) != this.goalentity_shouldbefrozen);
743 if (IS_DEAD(this.goalcurrent) || (this.goalentity == this.goalcurrent && freeze_state_changed))
745 goalcurrent_can_be_removed = true;
746 // don't remove if not visible
747 if (checkpvs(this.origin + this.view_ofs, this.goalcurrent))
749 if (IS_DEAD(this.goalcurrent))
751 IL_EACH(g_items, it.enemy == this.goalcurrent && Item_IsLoot(it),
753 if (vdist(it.origin - this.goalcurrent.death_origin, <, 50))
755 navigation_clearroute(this);
756 navigation_pushroute(this, it);
757 // loot can't be immediately rated since it isn't on ground yet
758 // it will be rated after a second when on ground, meanwhile head to it
759 navigation_goalrating_timeout_expire(this, 1);
764 if (!Item_IsLoot(this.goalcurrent))
766 navigation_goalrating_timeout_force(this);
771 else if (!(STAT(FROZEN, this.goalentity)) && this.bot_tracewalk_time < time)
773 set_tracewalk_dest(this.goalcurrent, this.origin, true);
774 if (!(trace_ent == this || tracewalk(this, this.origin, this.mins, this.maxs,
775 tracewalk_dest, tracewalk_dest_height, bot_navigation_movemode)))
777 navigation_goalrating_timeout_force(this);
780 this.bot_tracewalk_time = max(time, this.bot_tracewalk_time) + 0.25;
786 // optimize path finding by anticipating goalrating when bot is near a waypoint;
787 // in this case path finding can start directly from a waypoint instead of
788 // looking for all the reachable waypoints up to a certain distance
789 if (navigation_poptouchedgoals(this))
791 if (this.goalcurrent)
793 if (goalcurrent_can_be_removed)
795 // remove even if not visible
796 navigation_goalrating_timeout_force(this);
799 else if (navigation_goalrating_timeout_can_be_anticipated(this))
800 navigation_goalrating_timeout_force(this);
804 entity old_goal = this.goalcurrent_prev;
805 if (old_goal.item_group && this.item_group != old_goal.item_group)
807 // Avoid multiple costly calls of path finding code that selects one of the closest
808 // item of the group by telling the bot to head directly to the farthest item.
809 // Next time we let the bot select a goal as usual which can be another item
810 // of this group (the closest one) and so on
811 this.item_group = old_goal.item_group;
812 entity new_goal = havocbot_select_an_item_of_group(this, old_goal.item_group);
814 navigation_pushroute(this, new_goal);
820 // if ran out of goals try to use an alternative goal or get a new strategy asap
821 if(this.goalcurrent == NULL)
823 navigation_goalrating_timeout_force(this);
828 if(autocvar_bot_debug_goalstack)
829 debuggoalstack(this);
831 bool bunnyhop_forbidden = false;
832 vector destorg = get_closer_dest(this.goalcurrent, this.origin);
833 if (this.jumppadcount && this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
835 // if bot used the jumppad, push towards jumppad origin until jumppad waypoint gets removed
836 destorg = this.goalcurrent.origin;
838 else if (this.goalcurrent.wpisbox)
840 // if bot is inside the teleport waypoint, head to teleport origin until teleport gets used
841 // do it even if bot is on a ledge above a teleport/jumppad so it doesn't get stuck
842 if (boxesoverlap(this.goalcurrent.absmin, this.goalcurrent.absmax, this.origin + eZ * this.mins.z, this.origin + eZ * this.maxs.z)
843 || (this.absmin.z > destorg.z && destorg.x == this.origin.x && destorg.y == this.origin.y))
845 bunnyhop_forbidden = true;
846 destorg = this.goalcurrent.origin;
847 if(destorg.z > this.origin.z)
848 PHYS_INPUT_BUTTON_JUMP(this) = true;
852 diff = destorg - this.origin;
854 if (time < this.bot_stop_moving_timeout
855 || (this.goalcurrent == this.goalentity && time < this.goalentity_lock_timeout && vdist(diff, <, 10)))
857 // stop if the locked goal has been reached
858 destorg = this.origin;
859 diff = dir = '0 0 0';
861 else if (IS_PLAYER(this.goalcurrent) || IS_MONSTER(this.goalcurrent))
863 if (vdist(diff, <, 80))
865 // stop if too close to target player (even if frozen)
866 destorg = this.origin;
867 diff = dir = '0 0 0';
871 // move destorg out of target players, otherwise bot will consider them
872 // an obstacle that needs to be jumped (especially if frozen)
873 dir = normalize(diff);
874 destorg -= dir * PL_MAX_CONST.x * M_SQRT2;
875 diff = destorg - this.origin;
879 dir = normalize(diff);
880 flatdir = (diff.z == 0) ? dir : normalize(vec2(diff));
882 bool danger_detected = false;
883 vector do_break = '0 0 0';
885 //if (this.bot_dodgevector_time < time)
887 //this.bot_dodgevector_time = time + cvar("bot_ai_dodgeupdateinterval");
888 //this.bot_dodgevector_jumpbutton = 1;
890 this.aistatus &= ~AI_STATUS_DANGER_AHEAD;
891 makevectors(this.v_angle.y * '0 1 0');
892 if (this.waterlevel > WATERLEVEL_WETFEET)
894 if (this.waterlevel > WATERLEVEL_SWIMMING)
896 if(!this.goalcurrent)
897 this.aistatus |= AI_STATUS_OUT_WATER;
898 else if(destorg.z > this.origin.z)
899 PHYS_INPUT_BUTTON_JUMP(this) = true;
903 if(this.velocity.z >= 0 && !(this.watertype == CONTENT_WATER && destorg.z < this.origin.z) &&
904 (this.aistatus & AI_STATUS_OUT_WATER))
906 PHYS_INPUT_BUTTON_JUMP(this) = true;
911 if (destorg.z > this.origin.z)
920 if(this.aistatus & AI_STATUS_OUT_WATER)
921 this.aistatus &= ~AI_STATUS_OUT_WATER;
923 // jump if going toward an obstacle that doesn't look like stairs we
924 // can walk up directly
925 vector deviation = '0 0 0';
926 float current_speed = vlen(vec2(this.velocity));
927 if (current_speed < maxspeed * 0.2)
928 current_speed = maxspeed * 0.2;
931 deviation = vectoangles(diff) - vectoangles(this.velocity);
932 while (deviation.y < -180) deviation.y += 360;
933 while (deviation.y > 180) deviation.y -= 360;
935 float turning = false;
936 vector flat_diff = vec2(diff);
937 offset = max(32, current_speed * cos(deviation.y * DEG2RAD) * 0.3) * flatdir;
938 vector actual_destorg = this.origin + offset;
939 if (this.goalcurrent_prev && (this.goalcurrent_prev.wpflags & WAYPOINTFLAG_JUMP))
941 if (time > this.bot_stop_moving_timeout
942 && fabs(deviation.y) > 20 && current_speed > maxspeed * 0.4
943 && vdist(vec2(this.origin - this.goalcurrent_prev.origin), <, 50))
945 this.bot_stop_moving_timeout = time + 0.1;
947 if (current_speed > autocvar_sv_maxspeed * 0.9
948 && vlen2(flat_diff) < vlen2(vec2(this.goalcurrent_prev.origin - destorg))
949 && vdist(vec2(this.origin - this.goalcurrent_prev.origin), >, 50)
950 && vdist(vec2(this.origin - this.goalcurrent_prev.origin), <, 150)
953 PHYS_INPUT_BUTTON_JUMP(this) = true;
954 this.bot_jump_time = time;
957 else if (!this.goalstack01 || (this.goalcurrent.wpflags & (WAYPOINTFLAG_TELEPORT | WAYPOINTFLAG_LADDER)))
959 if (vlen2(flat_diff) < vlen2(offset))
961 if ((this.goalcurrent.wpflags & WAYPOINTFLAG_JUMP) && this.goalstack01)
963 // oblique warpzones need a jump otherwise bots gets stuck
964 PHYS_INPUT_BUTTON_JUMP(this) = true;
968 actual_destorg.x = destorg.x;
969 actual_destorg.y = destorg.y;
973 else if (vdist(flat_diff, <, 32) && diff.z < -16) // destination is under the bot
975 actual_destorg.x = destorg.x;
976 actual_destorg.y = destorg.y;
978 else if (vlen2(flat_diff) < vlen2(offset))
980 vector next_goal_org = (this.goalstack01.absmin + this.goalstack01.absmax) * 0.5;
981 vector next_dir = normalize(vec2(next_goal_org - destorg));
982 float dist = vlen(vec2(this.origin + offset - destorg));
983 // if current and next goal are close to each other make sure
984 // actual_destorg isn't set beyond next_goal_org
985 if (dist ** 2 > vlen2(vec2(next_goal_org - destorg)))
986 actual_destorg = next_goal_org;
988 actual_destorg = vec2(destorg) + dist * next_dir;
989 actual_destorg.z = this.origin.z;
993 LABEL(jumpobstacle_check);
994 dir = flatdir = normalize(actual_destorg - this.origin);
996 bool jump_forbidden = false;
997 if (!turning && fabs(deviation.y) > 50)
998 jump_forbidden = true;
999 else if (IS_DUCKED(this))
1001 tracebox(this.origin, PL_MIN_CONST, PL_MAX_CONST, this.origin, false, this);
1002 if (trace_startsolid)
1003 jump_forbidden = true;
1006 if (!jump_forbidden)
1008 tracebox(this.origin, this.mins, this.maxs, actual_destorg, false, this);
1009 if (trace_fraction < 1 && trace_plane_normal.z < 0.7)
1012 tracebox(this.origin + stepheightvec, this.mins, this.maxs, actual_destorg + stepheightvec, false, this);
1013 if (trace_fraction < s + 0.01 && trace_plane_normal.z < 0.7)
1015 // found an obstacle
1016 if (turning && fabs(deviation.y) > 5)
1018 // check if the obstacle is still there without turning
1019 actual_destorg = destorg;
1021 this.bot_tracewalk_time = time + 0.25;
1022 goto jumpobstacle_check;
1025 // don't artificially reduce max jump height in real-time
1026 // (jumpstepheightvec is reduced a bit to make the jumps easy in tracewalk)
1027 vector jump_height = (IS_ONGROUND(this)) ? stepheightvec + jumpheight_vec : jumpstepheightvec;
1028 tracebox(this.origin + jump_height, this.mins, this.maxs, actual_destorg + jump_height, false, this);
1029 if (trace_fraction > s)
1031 PHYS_INPUT_BUTTON_JUMP(this) = true;
1032 this.bot_jump_time = time;
1036 jump_height = stepheightvec + jumpheight_vec / 2;
1037 tracebox(this.origin + jump_height, this.mins, this.maxs, actual_destorg + jump_height, false, this);
1038 if (trace_fraction > s)
1040 PHYS_INPUT_BUTTON_JUMP(this) = true;
1041 this.bot_jump_time = time;
1048 // if bot for some reason doesn't get close to the current goal find another one
1049 if(!this.jumppadcount && !IS_PLAYER(this.goalcurrent))
1050 if(!(locked_goal && this.goalcurrent_distance_z < 50 && this.goalcurrent_distance_2d < 50))
1051 if(havocbot_checkgoaldistance(this, destorg))
1053 if(this.goalcurrent_distance_time < 0) // can't get close for the second time
1055 navigation_clearroute(this);
1056 navigation_goalrating_timeout_force(this);
1060 set_tracewalk_dest(this.goalcurrent, this.origin, false);
1061 if (!tracewalk(this, this.origin, this.mins, this.maxs,
1062 tracewalk_dest, tracewalk_dest_height, bot_navigation_movemode))
1064 navigation_clearroute(this);
1065 navigation_goalrating_timeout_force(this);
1069 // give bot only another chance to prevent bot getting stuck
1070 // in case it thinks it can walk but actually can't
1071 this.goalcurrent_distance_z = FLOAT_MAX;
1072 this.goalcurrent_distance_2d = FLOAT_MAX;
1073 this.goalcurrent_distance_time = -time; // mark second try
1076 if (skill + this.bot_moveskill <= 3 && time > this.bot_stop_moving_timeout
1077 && current_speed > maxspeed * 0.9 && fabs(deviation.y) > 70)
1079 this.bot_stop_moving_timeout = time + 0.4 + random() * 0.2;
1082 // Check for water/slime/lava and dangerous edges
1083 // (only when the bot is on the ground or jumping intentionally)
1085 offset = (vdist(this.velocity, >, 32) ? this.velocity * 0.2 : flatdir * 32);
1086 vector dst_ahead = this.origin + this.view_ofs + offset;
1087 vector dst_down = dst_ahead - '0 0 3000';
1088 traceline(this.origin + this.view_ofs, dst_ahead, true, NULL);
1090 bool unreachable = false;
1092 if (trace_fraction == 1 && !this.jumppadcount
1093 && !waypoint_is_hardwiredlink(this.goalcurrent_prev, this.goalcurrent)
1094 && !(this.goalcurrent_prev && (this.goalcurrent_prev.wpflags & WAYPOINTFLAG_JUMP)))
1095 if((IS_ONGROUND(this)) || (this.aistatus & AI_STATUS_RUNNING) || (this.aistatus & AI_STATUS_ROAMING) || PHYS_INPUT_BUTTON_JUMP(this))
1098 traceline(dst_ahead , dst_down, true, NULL);
1099 //te_lightning2(NULL, this.origin + this.view_ofs, dst_ahead); // Draw "ahead" look
1100 //te_lightning2(NULL, dst_ahead, trace_endpos); // Draw "downwards" look
1101 if(trace_endpos.z < this.origin.z + this.mins.z)
1103 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY)
1104 danger_detected = true;
1105 else if (trace_endpos.z < min(this.origin.z + this.mins.z, this.goalcurrent.origin.z) - 100)
1106 danger_detected = true;
1109 s = pointcontents(trace_endpos + '0 0 1');
1110 if (s != CONTENT_SOLID)
1112 if (s == CONTENT_LAVA || s == CONTENT_SLIME)
1113 danger_detected = true;
1114 else if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos))
1116 // the traceline check isn't enough but is good as optimization,
1117 // when not true (most of the time) this tracebox call is avoided
1118 tracebox(dst_ahead, this.mins, this.maxs, dst_down, true, this);
1119 if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos))
1121 if (destorg.z > this.origin.z + jumpstepheightvec.z)
1123 // the goal is probably on an upper platform, assume bot can't get there
1127 danger_detected = true;
1136 makevectors(this.v_angle.y * '0 1 0');
1138 if (danger_detected || (s == CONTENT_WATER))
1140 this.aistatus |= AI_STATUS_DANGER_AHEAD;
1141 if(IS_PLAYER(this.goalcurrent))
1145 // slow down if bot is in the air and goal is under it
1146 if (!waypoint_is_hardwiredlink(this.goalcurrent_prev, this.goalcurrent)
1147 && vdist(flat_diff, <, 250) && this.origin.z - destorg.z > 120
1148 && (!IS_ONGROUND(this) || vdist(vec2(this.velocity), >, maxspeed * 0.3)))
1150 // tracebox wouldn't work when bot is still on the ledge
1151 traceline(this.origin, this.origin - '0 0 200', true, this);
1152 if (this.origin.z - trace_endpos.z > 120)
1153 do_break = normalize(this.velocity) * -1;
1158 navigation_clearroute(this);
1159 navigation_goalrating_timeout_force(this);
1160 this.ignoregoal = this.goalcurrent;
1161 this.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
1165 dodge = havocbot_dodge(this);
1167 dodge *= bound(0, 0.5 + (skill + this.bot_dodgeskill) * 0.1, 1);
1170 traceline(this.origin, (this.enemy.absmin + this.enemy.absmax) * 0.5, true, NULL);
1171 if (IS_PLAYER(trace_ent))
1172 dodge_enemy_factor = bound(0, (skill + this.bot_dodgeskill) / 7, 1);
1174 // this.bot_dodgevector = dir;
1175 // this.bot_dodgevector_jumpbutton = PHYS_INPUT_BUTTON_JUMP(this);
1178 float ladder_zdir = 0;
1179 if(this.ladder_entity)
1181 if(this.goalcurrent.origin.z + this.goalcurrent.mins.z > this.origin.z + this.mins.z)
1183 if(this.origin.z + this.mins.z < this.ladder_entity.origin.z + this.ladder_entity.maxs.z)
1188 if(this.origin.z + this.mins.z > this.ladder_entity.origin.z + this.ladder_entity.mins.z)
1193 if (vdist(vec2(diff), <, 40))
1194 dir.z = ladder_zdir * 4;
1196 dir.z = ladder_zdir * 2;
1197 dir = normalize(dir);
1201 if (this.goalcurrent.wpisbox
1202 && boxesoverlap(this.goalcurrent.absmin, this.goalcurrent.absmax, this.origin, this.origin))
1204 // bot is inside teleport waypoint but hasn't touched the real teleport yet
1205 // head to teleport origin
1206 dir = (this.goalcurrent.origin - this.origin);
1208 dir = normalize(dir);
1211 // already executed when bot targets an enemy
1212 if (!this.bot_aimdir_executed)
1214 if (time < this.bot_stop_moving_timeout)
1215 bot_aimdir(this, normalize(this.goalcurrent.origin - this.origin), 0);
1217 bot_aimdir(this, dir, 0);
1220 vector evadedanger = '0 0 0';
1223 dir *= dodge_enemy_factor;
1224 if (danger_detected && vdist(this.velocity, >, maxspeed * 0.8) && this.goalcurrent_prev
1225 && this.goalcurrent.classname == "waypoint")
1227 vector p = this.origin + this.velocity * 0.2;
1228 vector evadedanger = point_line_vec(p, vec2(this.goalcurrent_prev.origin) + eZ * p.z,
1229 vec2(destorg - this.goalcurrent_prev.origin));
1230 if (vdist(evadedanger, >, 20))
1232 if (vdist(evadedanger, >, 40))
1233 do_break = normalize(this.velocity) * -1;
1234 evadedanger = normalize(evadedanger);
1235 evadedanger *= bound(1, 3 - (skill + this.bot_dodgeskill), 3); // Noobs fear dangers a lot and take more distance from them
1238 evadedanger = '0 0 0';
1240 dir = normalize(dir + dodge + do_break + evadedanger);
1243 makevectors(this.v_angle);
1244 //dir = this.bot_dodgevector;
1245 //if (this.bot_dodgevector_jumpbutton)
1246 // PHYS_INPUT_BUTTON_JUMP(this) = true;
1247 CS(this).movement_x = dir * v_forward * maxspeed;
1248 CS(this).movement_y = dir * v_right * maxspeed;
1249 CS(this).movement_z = dir * v_up * maxspeed;
1251 // Emulate keyboard interface
1253 havocbot_keyboard_movement(this, destorg);
1256 if (!bunnyhop_forbidden && !evadedanger && !do_break && skill + this.bot_moveskill >= autocvar_bot_ai_bunnyhop_skilloffset)
1257 havocbot_bunnyhop(this, dir);
1259 if (dir * v_up >= autocvar_sv_jumpvelocity * 0.5 && IS_ONGROUND(this))
1260 PHYS_INPUT_BUTTON_JUMP(this) = true;
1263 if (dodge * v_up > 0 && random() * frametime >= 0.2 * bound(0, (10 - skill - this.bot_dodgeskill) * 0.1, 1))
1264 PHYS_INPUT_BUTTON_JUMP(this) = true;
1265 if (dodge * v_up < 0 && random() * frametime >= 0.5 * bound(0, (10 - skill - this.bot_dodgeskill) * 0.1, 1))
1266 this.havocbot_ducktime = time + 0.3 / bound(0.1, skill + this.bot_dodgeskill, 10);
1270 entity havocbot_gettarget(entity this, bool secondary)
1273 vector eye = CENTER_OR_VIEWOFS(this);
1274 IL_EACH(g_bot_targets, boolean((secondary) ? it.classname == "misc_breakablemodel" : it.classname != "misc_breakablemodel"),
1276 vector v = CENTER_OR_VIEWOFS(it);
1277 if(vdist(v - eye, <, autocvar_bot_ai_enemydetectionradius))
1278 if(!best || vlen2(CENTER_OR_VIEWOFS(best) - eye) > vlen2(v - eye))
1279 if(bot_shouldattack(this, it))
1281 traceline(eye, v, true, this);
1282 if (trace_ent == it || trace_fraction >= 1)
1290 void havocbot_chooseenemy(entity this)
1292 if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(this))
1300 if (!bot_shouldattack(this, this.enemy))
1302 // enemy died or something, find a new target
1304 this.havocbot_chooseenemy_finished = time;
1306 else if (this.havocbot_stickenemy_time && time < this.havocbot_stickenemy_time)
1308 // tracking last chosen enemy
1309 vector targ_pos = (this.enemy.absmin + this.enemy.absmax) * 0.5;
1310 traceline(this.origin + this.view_ofs, targ_pos, false, NULL);
1311 if (trace_ent == this.enemy || trace_fraction == 1)
1312 if (vdist(targ_pos - this.origin, <, 1000))
1314 // remain tracking him for a shot while (case he went after a small corner or pilar
1315 this.havocbot_chooseenemy_finished = time + 0.5;
1319 // stop preferring this enemy
1320 this.havocbot_stickenemy_time = 0;
1323 if (time < this.havocbot_chooseenemy_finished)
1325 this.havocbot_chooseenemy_finished = time + autocvar_bot_ai_enemydetectioninterval;
1326 vector eye = this.origin + this.view_ofs;
1328 float bestrating = autocvar_bot_ai_enemydetectionradius ** 2;
1331 int hf = this.dphitcontentsmask;
1333 // Search for enemies, if no enemy can be seen directly try to look through transparent objects
1335 this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
1337 bool scan_transparent = false;
1338 bool scan_secondary_targets = false;
1339 bool have_secondary_targets = false;
1342 scan_secondary_targets = false;
1344 IL_EACH(g_bot_targets, it.bot_attack,
1346 if(!scan_secondary_targets)
1348 if(it.classname == "misc_breakablemodel")
1350 have_secondary_targets = true;
1354 else if(it.classname != "misc_breakablemodel")
1357 vector v = (it.absmin + it.absmax) * 0.5;
1358 float rating = vlen2(v - eye);
1359 if (rating < bestrating && bot_shouldattack(this, it))
1361 traceline(eye, v, true, this);
1362 if (trace_ent == it || trace_fraction >= 1)
1365 bestrating = rating;
1370 if(!best && have_secondary_targets && !scan_secondary_targets)
1372 scan_secondary_targets = true;
1374 bestrating = autocvar_bot_ai_enemydetectionradius ** 2;
1378 // I want to do a second scan if no enemy was found or I don't have weapons
1379 // TODO: Perform the scan when using the rifle (requires changes on the rifle code)
1380 if(best || STAT(WEAPONS, this)) // || this.weapon == WEP_RIFLE.m_id
1382 if(scan_transparent)
1385 // Set flags to see through transparent objects
1386 this.dphitcontentsmask |= DPCONTENTS_OPAQUE;
1388 scan_transparent = true;
1391 // Restore hit flags
1392 this.dphitcontentsmask = hf;
1395 this.havocbot_stickenemy_time = time + autocvar_bot_ai_enemydetectioninterval_stickingtoenemy;
1396 if(best && best.classname == "misc_breakablemodel")
1397 this.havocbot_stickenemy_time = 0;
1400 float havocbot_chooseweapon_checkreload(entity this, .entity weaponentity, int new_weapon)
1402 // bots under this skill cannot find unloaded weapons to reload idly when not in combat,
1403 // so skip this for them, or they'll never get to reload their weapons at all.
1404 // this also allows bots under this skill to be more stupid, and reload more often during combat :)
1408 // if this weapon is scheduled for reloading, don't switch to it during combat
1409 if (this.(weaponentity).weapon_load[new_weapon] < 0)
1411 FOREACH(Weapons, it != WEP_Null, {
1412 if(it.wr_checkammo1(it, this, weaponentity) + it.wr_checkammo2(it, this, weaponentity))
1413 return true; // other weapon available
1420 void havocbot_chooseweapon(entity this, .entity weaponentity)
1425 if(g_weaponarena_weapons == WEPSET(TUBA))
1427 this.(weaponentity).m_switchweapon = WEP_TUBA;
1431 // TODO: clean this up by moving it to weapon code
1432 if(this.enemy==NULL)
1434 // If no weapon was chosen get the first available weapon
1435 if(this.(weaponentity).m_weapon==WEP_Null)
1436 FOREACH(Weapons, it != WEP_Null, {
1437 if(client_hasweapon(this, it, weaponentity, true, false))
1439 this.(weaponentity).m_switchweapon = it;
1446 // Do not change weapon during the next second after a combo
1447 float f = time - this.lastcombotime;
1452 float distance; distance=bound(10,vlen(this.origin-this.enemy.origin)-200,10000);
1454 // Should it do a weapon combo?
1455 float af, ct, combo_time, combo;
1457 af = ATTACK_FINISHED(this, weaponentity);
1458 ct = autocvar_bot_ai_weapon_combo_threshold;
1460 // Bots with no skill will be 4 times more slower than "godlike" bots when doing weapon combos
1461 // Ideally this 4 should be calculated as longest_weapon_refire / bot_ai_weapon_combo_threshold
1462 combo_time = time + ct + (ct * ((-0.3*(skill+this.bot_weaponskill))+3));
1466 if(autocvar_bot_ai_weapon_combo)
1467 if(this.(weaponentity).m_weapon.m_id == this.(weaponentity).lastfiredweapon)
1471 this.lastcombotime = time;
1474 distance *= (2 ** this.bot_rangepreference);
1476 // Custom weapon list based on distance to the enemy
1477 if(bot_custom_weapon){
1479 // Choose weapons for far distance
1480 if ( distance > bot_distance_far ) {
1481 for(i=0; i < REGISTRY_COUNT(Weapons) && bot_weapons_far[i] != -1 ; ++i){
1482 w = bot_weapons_far[i];
1483 if ( client_hasweapon(this, REGISTRY_GET(Weapons, w), weaponentity, true, false) )
1485 if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1487 this.(weaponentity).m_switchweapon = REGISTRY_GET(Weapons, w);
1493 // Choose weapons for mid distance
1494 if ( distance > bot_distance_close) {
1495 for(i=0; i < REGISTRY_COUNT(Weapons) && bot_weapons_mid[i] != -1 ; ++i){
1496 w = bot_weapons_mid[i];
1497 if ( client_hasweapon(this, REGISTRY_GET(Weapons, w), weaponentity, true, false) )
1499 if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1501 this.(weaponentity).m_switchweapon = REGISTRY_GET(Weapons, w);
1507 // Choose weapons for close distance
1508 for(i=0; i < REGISTRY_COUNT(Weapons) && bot_weapons_close[i] != -1 ; ++i){
1509 w = bot_weapons_close[i];
1510 if ( client_hasweapon(this, REGISTRY_GET(Weapons, w), weaponentity, true, false) )
1512 if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1514 this.(weaponentity).m_switchweapon = REGISTRY_GET(Weapons, w);
1521 void havocbot_aim(entity this)
1523 if (time < this.nextaim)
1525 this.nextaim = time + 0.1;
1526 vector myvel = this.velocity;
1527 if (!this.waterlevel)
1529 if(MUTATOR_CALLHOOK(HavocBot_Aim, this)) { /* do nothing */ }
1530 else if (this.enemy)
1532 vector enemyvel = this.enemy.velocity;
1533 if (!this.enemy.waterlevel)
1535 lag_additem(this, time + CS(this).ping, 0, 0, this.enemy, this.origin, myvel, (this.enemy.absmin + this.enemy.absmax) * 0.5, enemyvel);
1538 lag_additem(this, time + CS(this).ping, 0, 0, NULL, this.origin, myvel, ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5, '0 0 0');
1541 bool havocbot_moveto_refresh_route(entity this)
1543 // Refresh path to goal if necessary
1545 wp = this.havocbot_personal_waypoint;
1546 navigation_goalrating_start(this);
1547 navigation_routerating(this, wp, 10000, 10000);
1548 navigation_goalrating_end(this);
1549 return (this.goalentity != NULL);
1552 float havocbot_moveto(entity this, vector pos)
1556 if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_GOING)
1558 // Step 4: Move to waypoint
1559 if(this.havocbot_personal_waypoint==NULL)
1561 LOG_TRACE("Error: ", this.netname, " trying to walk to a non existent personal waypoint");
1562 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_GOING;
1563 return CMD_STATUS_ERROR;
1566 if (!bot_strategytoken_taken)
1567 if(this.havocbot_personal_waypoint_searchtime<time)
1569 bot_strategytoken_taken = true;
1570 if(havocbot_moveto_refresh_route(this))
1572 LOG_TRACE(this.netname, " walking to its personal waypoint (after ", ftos(this.havocbot_personal_waypoint_failcounter), " failed attempts)");
1573 this.havocbot_personal_waypoint_searchtime = time + 10;
1574 this.havocbot_personal_waypoint_failcounter = 0;
1578 this.havocbot_personal_waypoint_failcounter += 1;
1579 this.havocbot_personal_waypoint_searchtime = time + 2;
1580 if(this.havocbot_personal_waypoint_failcounter >= 30)
1582 LOG_TRACE("Warning: can't walk to the personal waypoint located at ", vtos(this.havocbot_personal_waypoint.origin));
1583 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1584 delete(this.havocbot_personal_waypoint);
1585 return CMD_STATUS_ERROR;
1588 LOG_TRACE(this.netname, " can't walk to its personal waypoint (after ", ftos(this.havocbot_personal_waypoint_failcounter), " failed attempts), trying later");
1592 if(autocvar_bot_debug_goalstack)
1593 debuggoalstack(this);
1597 havocbot_movetogoal(this);
1599 if (!this.bot_aimdir_executed && this.goalcurrent)
1602 vector dir = get_closer_dest(this.goalcurrent, this.origin);
1603 dir -= this.origin + this.view_ofs;
1605 bot_aimdir(this, dir, 0);
1608 if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_REACHED)
1610 // Step 5: Waypoint reached
1611 LOG_TRACE(this.netname, "'s personal waypoint reached");
1612 waypoint_remove(this.havocbot_personal_waypoint);
1613 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_REACHED;
1614 return CMD_STATUS_FINISHED;
1617 return CMD_STATUS_EXECUTING;
1620 // Step 2: Linking waypoint
1621 if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_LINKING)
1623 // Wait until it is linked
1624 if(!this.havocbot_personal_waypoint.wplinked)
1626 LOG_TRACE(this.netname, " waiting for personal waypoint to be linked");
1627 return CMD_STATUS_EXECUTING;
1630 this.havocbot_personal_waypoint_searchtime = time; // so we set the route next frame
1631 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1632 this.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_GOING;
1634 // Step 3: Route to waypoint
1635 LOG_TRACE(this.netname, " walking to its personal waypoint");
1637 return CMD_STATUS_EXECUTING;
1640 // Step 1: Spawning waypoint
1641 wp = waypoint_spawnpersonal(this, pos);
1644 LOG_TRACE("Error: Can't spawn personal waypoint at ",vtos(pos));
1645 return CMD_STATUS_ERROR;
1648 this.havocbot_personal_waypoint = wp;
1649 this.havocbot_personal_waypoint_failcounter = 0;
1650 this.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1652 // if pos is inside a teleport, then let's mark it as teleport waypoint
1653 IL_EACH(g_teleporters, WarpZoneLib_BoxTouchesBrush(pos, pos, it, NULL),
1655 wp.wpflags |= WAYPOINTFLAG_TELEPORT;
1656 this.lastteleporttime = 0;
1660 if(wp.wpflags & WAYPOINTFLAG_TELEPORT)
1661 print("routing to a teleporter\n");
1663 print("routing to a non-teleporter\n");
1666 return CMD_STATUS_EXECUTING;
1669 float havocbot_resetgoal(entity this)
1671 navigation_clearroute(this);
1672 return CMD_STATUS_FINISHED;
1675 void havocbot_setupbot(entity this)
1677 this.bot_ai = havocbot_ai;
1678 this.cmd_moveto = havocbot_moveto;
1679 this.cmd_resetgoal = havocbot_resetgoal;
1681 // NOTE: bot is not player yet
1682 havocbot_chooserole(this);
1685 vector havocbot_dodge(entity this)
1687 // LordHavoc: disabled because this is too expensive
1692 float danger, bestdanger, vl, d;
1695 // check for dangerous objects near bot or approaching bot
1696 head = findchainfloat(bot_dodge, true);
1699 if (head.owner != this)
1701 vl = vlen(head.velocity);
1702 if (vl > autocvar_sv_maxspeed * 0.3)
1704 n = normalize(head.velocity);
1705 v = this.origin - head.origin;
1707 if (d > (0 - head.bot_dodgerating))
1708 if (d < (vl * 0.2 + head.bot_dodgerating))
1710 // calculate direction and distance from the flight path, by removing the forward axis
1711 v = v - (n * (v * n));
1712 danger = head.bot_dodgerating - vlen(v);
1713 if (bestdanger < danger)
1715 bestdanger = danger;
1716 // dodge to the side of the object
1717 dodge = normalize(v);
1723 danger = head.bot_dodgerating - vlen(head.origin - this.origin);
1724 if (bestdanger < danger)
1726 bestdanger = danger;
1727 dodge = normalize(this.origin - head.origin);