3 #include <server/defs.qh>
4 #include <server/miscfunctions.qh>
9 #include "../navigation.qh"
10 #include "../scripting.qh"
11 #include "../waypoints.qh"
13 #include <common/constants.qh>
14 #include <common/impulses/all.qh>
15 #include <common/net_linked.qh>
16 #include <common/physics/player.qh>
17 #include <common/state.qh>
18 #include <common/items/_mod.qh>
19 #include <common/wepent.qh>
21 #include <common/mapobjects/func/ladder.qh>
22 #include <common/mapobjects/teleporters.qh>
23 #include <common/mapobjects/trigger/jumppads.qh>
25 #include <lib/warpzone/common.qh>
29 void havocbot_ai(entity this)
34 this.bot_aimdir_executed = false;
35 // lock aim if teleported or passing through a warpzone
36 if (this.lastteleporttime && !this.jumppadcount)
37 this.bot_aimdir_executed = true;
39 if(bot_execute_commands(this))
42 if (bot_strategytoken == this && !bot_strategytoken_taken)
44 if(this.havocbot_blockhead)
46 this.havocbot_blockhead = false;
50 if (!this.jumppadcount && !STAT(FROZEN, this))
51 this.havocbot_role(this); // little too far down the rabbit hole
54 // if we don't have a goal and we're under water look for a waypoint near the "shore" and push it
55 if(!(IS_DEAD(this) || STAT(FROZEN, this)))
57 if(this.waterlevel == WATERLEVEL_SWIMMING || (this.aistatus & AI_STATUS_OUT_WATER))
59 // Look for the closest waypoint out of water
60 entity newgoal = NULL;
61 IL_EACH(g_waypoints, vdist(it.origin - this.origin, <=, 10000),
63 if(it.origin.z < this.origin.z)
66 if(it.origin.z - this.origin.z - this.view_ofs.z > 100)
69 if (pointcontents(it.origin + it.maxs + '0 0 1') != CONTENT_EMPTY)
72 traceline(this.origin + this.view_ofs, ((it.absmin + it.absmax) * 0.5), true, this);
74 if(trace_fraction < 1)
77 if(!newgoal || vlen2(it.origin - this.origin) < vlen2(newgoal.origin - this.origin))
83 // te_wizspike(newgoal.origin);
84 navigation_pushroute(this, newgoal);
88 // token has been used this frame
89 bot_strategytoken_taken = true;
92 if(IS_DEAD(this) || STAT(FROZEN, this))
95 navigation_clearroute(this);
99 havocbot_chooseenemy(this);
101 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
103 .entity weaponentity = weaponentities[slot];
104 if(this.(weaponentity).m_weapon != WEP_Null || slot == 0)
105 if(this.(weaponentity).bot_chooseweapontime < time)
107 this.(weaponentity).bot_chooseweapontime = time + autocvar_bot_ai_chooseweaponinterval;
108 havocbot_chooseweapon(this, weaponentity);
114 if (this.bot_aimtarg)
116 this.aistatus |= AI_STATUS_ATTACKING;
117 this.aistatus &= ~AI_STATUS_ROAMING;
119 if(STAT(WEAPONS, this))
121 if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(this))
123 PHYS_INPUT_BUTTON_ATCK(this) = false;
124 PHYS_INPUT_BUTTON_ATCK2(this) = false;
128 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
130 .entity weaponentity = weaponentities[slot];
131 Weapon w = this.(weaponentity).m_weapon;
132 if(w == WEP_Null && slot != 0)
134 w.wr_aim(w, this, weaponentity);
135 if(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this)) // TODO: what if we didn't fire this weapon, but the previous?
136 this.(weaponentity).lastfiredweapon = this.(weaponentity).m_weapon.m_id;
142 if(IS_PLAYER(this.bot_aimtarg))
143 bot_aimdir(this, this.bot_aimtarg.origin + this.bot_aimtarg.view_ofs - this.origin - this.view_ofs, 0);
146 else if (this.goalcurrent)
148 this.aistatus |= AI_STATUS_ROAMING;
149 this.aistatus &= ~AI_STATUS_ATTACKING;
152 havocbot_movetogoal(this);
153 if (!this.bot_aimdir_executed && this.goalcurrent)
156 vector dir = get_closer_dest(this.goalcurrent, this.origin);
157 dir -= this.origin + this.view_ofs;
159 bot_aimdir(this, dir, 0);
162 // if the bot is not attacking, consider reloading weapons
163 if (!(this.aistatus & AI_STATUS_ATTACKING))
165 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
167 .entity weaponentity = weaponentities[slot];
169 if(this.(weaponentity).m_weapon == WEP_Null && slot != 0)
172 // we are currently holding a weapon that's not fully loaded, reload it
173 if(skill >= 2) // bots can only reload the held weapon on purpose past this skill
174 if(this.(weaponentity).clip_load < this.(weaponentity).clip_size)
175 CS(this).impulse = IMP_weapon_reload.impulse; // not sure if this is done right
177 // if we're not reloading a weapon, switch to any weapon in our invnetory that's not fully loaded to reload it next
178 // the code above executes next frame, starting the reloading then
179 if(skill >= 5) // bots can only look for unloaded weapons past this skill
180 if(this.(weaponentity).clip_load >= 0) // only if we're not reloading a weapon already
182 FOREACH(Weapons, it != WEP_Null, {
183 if((STAT(WEAPONS, this) & (it.m_wepset)) && (it.spawnflags & WEP_FLAG_RELOADABLE) && (this.(weaponentity).weapon_load[it.m_id] < it.reloading_ammo))
185 this.(weaponentity).m_switchweapon = it;
194 void havocbot_keyboard_movement(entity this, vector destorg)
198 if (time > this.havocbot_keyboardtime)
200 float sk = skill + this.bot_moveskill;
201 this.havocbot_keyboardtime =
203 this.havocbot_keyboardtime
204 + 0.05 / max(1, sk + this.havocbot_keyboardskill)
205 + random() * 0.025 / max(0.00025, skill + this.havocbot_keyboardskill)
207 keyboard = CS(this).movement / autocvar_sv_maxspeed;
209 float trigger = autocvar_bot_ai_keyboard_threshold;
211 // categorize forward movement
212 // at skill < 1.5 only forward
213 // at skill < 2.5 only individual directions
214 // at skill < 4.5 only individual directions, and forward diagonals
215 // at skill >= 4.5, all cases allowed
216 if (keyboard.x > trigger)
222 else if (keyboard.x < -trigger && sk > 1.5)
237 if (keyboard.y > trigger)
239 else if (keyboard.y < -trigger)
244 if (keyboard.z > trigger)
246 else if (keyboard.z < -trigger)
251 // make sure bots don't get stuck if havocbot_keyboardtime is very high
252 if (keyboard == '0 0 0')
253 this.havocbot_keyboardtime = min(this.havocbot_keyboardtime, time + 0.2);
255 this.havocbot_keyboard = keyboard * autocvar_sv_maxspeed;
256 if (this.havocbot_ducktime > time)
257 PHYS_INPUT_BUTTON_CROUCH(this) = true;
259 keyboard = this.havocbot_keyboard;
260 float blend = bound(0, vlen(destorg - this.origin) / autocvar_bot_ai_keyboard_distance, 1); // When getting close move with 360 degree
261 //dprint("movement ", vtos(CS(this).movement), " keyboard ", vtos(keyboard), " blend ", ftos(blend), "\n");
262 CS(this).movement = CS(this).movement + (keyboard - CS(this).movement) * blend;
266 void havocbot_bunnyhop(entity this, vector dir)
268 float bunnyhopdistance;
272 // Don't jump when attacking
273 if(this.aistatus & AI_STATUS_ATTACKING)
276 if(IS_PLAYER(this.goalcurrent))
279 maxspeed = autocvar_sv_maxspeed;
281 if(this.aistatus & AI_STATUS_RUNNING && vdist(this.velocity, <, autocvar_sv_maxspeed * 0.75)
282 || this.aistatus & AI_STATUS_DANGER_AHEAD)
284 this.aistatus &= ~AI_STATUS_RUNNING;
285 PHYS_INPUT_BUTTON_JUMP(this) = false;
286 this.bot_canruntogoal = 0;
287 this.bot_timelastseengoal = 0;
291 if(this.waterlevel > WATERLEVEL_WETFEET)
293 this.aistatus &= ~AI_STATUS_RUNNING;
297 if(this.bot_lastseengoal != this.goalcurrent && !(this.aistatus & AI_STATUS_RUNNING))
299 this.bot_canruntogoal = 0;
300 this.bot_timelastseengoal = 0;
303 vector gco = get_closer_dest(this.goalcurrent, this.origin);
304 bunnyhopdistance = vlen(this.origin - gco);
306 // Run only to visible goals
307 if(IS_ONGROUND(this))
308 if(vdist(vec2(this.velocity), >=, autocvar_sv_maxspeed)) // if -really- running
309 if(checkpvs(this.origin + this.view_ofs, this.goalcurrent))
311 this.bot_lastseengoal = this.goalcurrent;
314 if(this.bot_timelastseengoal)
316 // for a period of time
317 if(time - this.bot_timelastseengoal > autocvar_bot_ai_bunnyhop_firstjumpdelay)
320 checkdistance = true;
322 // don't run if it is too close
323 if(this.bot_canruntogoal==0)
325 if(bunnyhopdistance > autocvar_bot_ai_bunnyhop_startdistance)
326 this.bot_canruntogoal = 1;
328 this.bot_canruntogoal = -1;
331 if(this.bot_canruntogoal != 1)
334 if(this.aistatus & AI_STATUS_ROAMING)
335 if(this.goalcurrent.classname=="waypoint")
336 if (!(this.goalcurrent.wpflags & WAYPOINTFLAG_PERSONAL))
337 if(fabs(gco.z - this.origin.z) < this.maxs.z - this.mins.z)
338 if(this.goalstack01 && !wasfreed(this.goalstack01))
340 vector gno = (this.goalstack01.absmin + this.goalstack01.absmax) * 0.5;
341 deviation = vectoangles(gno - this.origin) - vectoangles(gco - this.origin);
342 while (deviation.y < -180) deviation.y = deviation.y + 360;
343 while (deviation.y > 180) deviation.y = deviation.y - 360;
345 if(fabs(deviation.y) < 20)
346 if(bunnyhopdistance < vlen(this.origin - gno))
347 if(fabs(gno.z - gco.z) < this.maxs.z - this.mins.z)
349 if(vdist(gco - gno, >, autocvar_bot_ai_bunnyhop_startdistance))
350 if(checkpvs(this.origin + this.view_ofs, this.goalstack01))
352 checkdistance = false;
359 this.aistatus &= ~AI_STATUS_RUNNING;
360 // increase stop distance in case the goal is on a slope or a lower platform
361 if(bunnyhopdistance > autocvar_bot_ai_bunnyhop_stopdistance + (this.origin.z - gco.z))
362 PHYS_INPUT_BUTTON_JUMP(this) = true;
366 this.aistatus |= AI_STATUS_RUNNING;
367 PHYS_INPUT_BUTTON_JUMP(this) = true;
373 this.bot_timelastseengoal = time;
378 this.bot_timelastseengoal = 0;
382 // Release jump button
383 if(!cvar("sv_pogostick"))
384 if((IS_ONGROUND(this)) == 0)
386 if(this.velocity.z < 0 || vlen(this.velocity)<maxspeed)
387 PHYS_INPUT_BUTTON_JUMP(this) = false;
390 if(this.aistatus & AI_STATUS_RUNNING)
391 if(vlen(this.velocity)>maxspeed)
393 deviation = vectoangles(dir) - vectoangles(this.velocity);
394 while (deviation.y < -180) deviation.y = deviation.y + 360;
395 while (deviation.y > 180) deviation.y = deviation.y - 360;
397 if(fabs(deviation.y)>10)
398 CS(this).movement_x = 0;
401 CS(this).movement_y = maxspeed * -1;
402 else if(deviation.y<10)
403 CS(this).movement_y = maxspeed;
410 // return true when bot isn't getting closer to the current goal
411 bool havocbot_checkgoaldistance(entity this, vector gco)
413 float curr_dist_z = max(20, fabs(this.origin.z - gco.z));
414 float curr_dist_2d = max(20, vlen(vec2(this.origin - gco)));
415 float distance_time = this.goalcurrent_distance_time;
416 if(distance_time < 0)
417 distance_time = -distance_time;
418 if(curr_dist_z >= this.goalcurrent_distance_z && curr_dist_2d >= this.goalcurrent_distance_2d)
421 this.goalcurrent_distance_time = time;
422 else if (time - distance_time > 0.5)
427 // reduce it a little bit so it works even with very small approaches to the goal
428 this.goalcurrent_distance_z = max(20, curr_dist_z - 10);
429 this.goalcurrent_distance_2d = max(20, curr_dist_2d - 10);
430 this.goalcurrent_distance_time = 0;
435 entity havocbot_select_an_item_of_group(entity this, int gr)
437 entity selected = NULL;
438 float selected_dist2 = 0;
439 // select farthest item of this group from bot's position
440 IL_EACH(g_items, it.item_group == gr && it.solid,
442 float dist2 = vlen2(this.origin - it.origin);
443 if (dist2 < 600 ** 2 && dist2 > selected_dist2)
446 selected_dist2 = vlen2(this.origin - selected.origin);
453 set_tracewalk_dest(selected, this.origin, false);
454 if (!tracewalk(this, this.origin, STAT(PL_MIN, this), STAT(PL_MAX, this),
455 tracewalk_dest, tracewalk_dest_height, bot_navigation_movemode))
463 void havocbot_movetogoal(entity this)
468 vector evadeobstacle;
470 float dodge_enemy_factor = 1;
474 //if (this.goalentity)
475 // te_lightning2(this, this.origin, (this.goalentity.absmin + this.goalentity.absmax) * 0.5);
476 CS(this).movement = '0 0 0';
477 maxspeed = autocvar_sv_maxspeed;
479 PHYS_INPUT_BUTTON_JETPACK(this) = false;
480 // Jetpack navigation
481 if(this.navigation_jetpack_goal)
482 if(this.goalcurrent==this.navigation_jetpack_goal)
483 if(GetResource(this, RES_FUEL))
485 if(autocvar_bot_debug_goalstack)
487 debuggoalstack(this);
488 te_wizspike(this.navigation_jetpack_point);
492 if (!(this.aistatus & AI_STATUS_JETPACK_FLYING))
494 // Brake almost completely so it can get a good direction
495 if(vdist(this.velocity, >, 10))
497 this.aistatus |= AI_STATUS_JETPACK_FLYING;
500 makevectors(this.v_angle.y * '0 1 0');
501 dir = normalize(this.navigation_jetpack_point - this.origin);
504 if(this.aistatus & AI_STATUS_JETPACK_LANDING)
506 // Calculate brake distance in xy
507 float d = vlen(vec2(this.origin - (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5));
508 float vel2 = vlen2(vec2(this.velocity));
509 float db = (vel2 / (autocvar_g_jetpack_acceleration_side * 2)) + 100;
510 //LOG_INFOF("distance %d, velocity %d, brake at %d ", ceil(d), ceil(v), ceil(db));
511 if(d < db || d < 500)
514 if (vel2 > (maxspeed * 0.3) ** 2)
516 CS(this).movement_x = dir * v_forward * -maxspeed;
519 // Switch to normal mode
520 this.navigation_jetpack_goal = NULL;
521 this.aistatus &= ~AI_STATUS_JETPACK_LANDING;
522 this.aistatus &= ~AI_STATUS_JETPACK_FLYING;
526 else if(checkpvs(this.origin,this.goalcurrent))
528 // If I can see the goal switch to landing code
529 this.aistatus &= ~AI_STATUS_JETPACK_FLYING;
530 this.aistatus |= AI_STATUS_JETPACK_LANDING;
535 PHYS_INPUT_BUTTON_JETPACK(this) = true;
536 if(this.navigation_jetpack_point.z - STAT(PL_MAX, this).z + STAT(PL_MIN, this).z < this.origin.z)
538 CS(this).movement_x = dir * v_forward * maxspeed;
539 CS(this).movement_y = dir * v_right * maxspeed;
544 // Handling of jump pads
545 if(this.jumppadcount)
547 if(this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
549 this.aistatus |= AI_STATUS_OUT_JUMPPAD;
550 if(navigation_poptouchedgoals(this))
553 else if(this.aistatus & AI_STATUS_OUT_JUMPPAD)
555 // If got stuck on the jump pad try to reach the farthest visible waypoint
556 // but with some randomness so it can try out different paths
557 if(!this.goalcurrent)
559 entity newgoal = NULL;
560 IL_EACH(g_waypoints, vdist(it.origin - this.origin, <=, 1000),
562 if(it.wpflags & WAYPOINTFLAG_TELEPORT)
563 if(it.origin.z < this.origin.z - 100 && vdist(vec2(it.origin - this.origin), <, 100))
566 traceline(this.origin + this.view_ofs, ((it.absmin + it.absmax) * 0.5), true, this);
568 if(trace_fraction < 1)
571 if(!newgoal || ((random() < 0.8) && vlen2(it.origin - this.origin) > vlen2(newgoal.origin - this.origin)))
577 this.ignoregoal = this.goalcurrent;
578 this.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
579 navigation_clearroute(this);
580 navigation_routetogoal(this, newgoal, this.origin);
581 if(autocvar_bot_debug_goalstack)
582 debuggoalstack(this);
583 this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
586 else //if (this.goalcurrent)
588 if (this.goalcurrent.bot_pickup)
590 entity jumppad_wp = this.goalcurrent_prev;
591 navigation_poptouchedgoals(this);
592 if(!this.goalcurrent && jumppad_wp.wp00)
594 // head to the jumppad destination once bot reaches the goal item
595 navigation_pushroute(this, jumppad_wp.wp00);
598 vector gco = (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5;
599 if (this.origin.z > gco.z && vdist(vec2(this.velocity), <, autocvar_sv_maxspeed))
600 this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
601 else if(havocbot_checkgoaldistance(this, gco))
603 navigation_clearroute(this);
604 navigation_goalrating_timeout_force(this);
610 else //if (!(this.aistatus & AI_STATUS_OUT_JUMPPAD))
612 if(this.origin.z - this.lastteleport_origin.z > (this.maxs.z - this.mins.z) * 0.5)
614 vector velxy = this.velocity; velxy_z = 0;
615 if(vdist(velxy, <, autocvar_sv_maxspeed * 0.2))
617 LOG_TRACE("Warning: ", this.netname, " got stuck on a jumppad (velocity in xy is ", vtos(velxy), "), trying to get out of it now");
618 this.aistatus |= AI_STATUS_OUT_JUMPPAD;
623 // Don't chase players while using a jump pad
624 if(IS_PLAYER(this.goalcurrent) || IS_PLAYER(this.goalstack01))
628 else if(this.aistatus & AI_STATUS_OUT_JUMPPAD)
629 this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
631 // If there is a trigger_hurt right below try to use the jetpack or make a rocketjump
632 if (skill > 6 && !(IS_ONGROUND(this)))
634 #define ROCKETJUMP_DAMAGE() WEP_CVAR(devastator, damage) * 0.8 \
635 * ((this.strength_finished > time) ? autocvar_g_balance_powerup_strength_selfdamage : 1) \
636 * ((this.invincible_finished > time) ? autocvar_g_balance_powerup_invincible_takedamage : 1)
638 tracebox(this.origin, this.mins, this.maxs, this.origin + '0 0 -65536', MOVE_NOMONSTERS, this);
639 if(tracebox_hits_trigger_hurt(this.origin, this.mins, this.maxs, trace_endpos ))
640 if(this.items & IT_JETPACK)
642 tracebox(this.origin, this.mins, this.maxs, this.origin + '0 0 65536', MOVE_NOMONSTERS, this);
643 if(tracebox_hits_trigger_hurt(this.origin, this.mins, this.maxs, trace_endpos + '0 0 1' ))
645 if(this.velocity.z<0)
646 PHYS_INPUT_BUTTON_JETPACK(this) = true;
649 PHYS_INPUT_BUTTON_JETPACK(this) = true;
651 // If there is no goal try to move forward
653 if(this.goalcurrent==NULL)
656 dir = normalize(( ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5 ) - this.origin);
658 vector xyvelocity = this.velocity; xyvelocity_z = 0;
659 float xyspeed = xyvelocity * dir;
661 if(xyspeed < (maxspeed / 2))
663 makevectors(this.v_angle.y * '0 1 0');
664 tracebox(this.origin, this.mins, this.maxs, this.origin + (dir * maxspeed * 3), MOVE_NOMONSTERS, this);
665 if(trace_fraction==1)
667 CS(this).movement_x = dir * v_forward * maxspeed;
668 CS(this).movement_y = dir * v_right * maxspeed;
670 havocbot_keyboard_movement(this, this.origin + dir * 100);
674 this.havocbot_blockhead = true;
678 else if(!this.jumppadcount && !this.goalcurrent.wphardwired
679 && GetResource(this, RES_HEALTH) + GetResource(this, RES_ARMOR) > ROCKETJUMP_DAMAGE())
681 if(this.velocity.z < 0)
683 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
685 .entity weaponentity = weaponentities[slot];
687 if(this.(weaponentity).m_weapon == WEP_Null && slot != 0)
690 if(client_hasweapon(this, WEP_DEVASTATOR, weaponentity, true, false))
692 CS(this).movement_x = maxspeed;
694 if(this.rocketjumptime)
696 if(time > this.rocketjumptime)
698 PHYS_INPUT_BUTTON_ATCK2(this) = true;
699 this.rocketjumptime = 0;
704 this.(weaponentity).m_switchweapon = WEP_DEVASTATOR;
706 PHYS_INPUT_BUTTON_ATCK(this) = true;
707 this.rocketjumptime = time + WEP_CVAR(devastator, detonatedelay);
715 // If there is no goal try to move forward
716 if(this.goalcurrent==NULL)
717 CS(this).movement_x = maxspeed;
721 // If we are under water with no goals, swim up
722 if(this.waterlevel && !this.goalcurrent)
725 if(this.waterlevel>WATERLEVEL_SWIMMING)
727 else if(this.velocity.z >= 0 && !(this.waterlevel == WATERLEVEL_WETFEET && this.watertype == CONTENT_WATER))
728 PHYS_INPUT_BUTTON_JUMP(this) = true;
730 PHYS_INPUT_BUTTON_JUMP(this) = false;
731 makevectors(this.v_angle.y * '0 1 0');
732 vector v = dir * maxspeed;
733 CS(this).movement.x = v * v_forward;
734 CS(this).movement.y = v * v_right;
735 CS(this).movement.z = v * v_up;
738 // if there is nowhere to go, exit
739 if (this.goalcurrent == NULL)
743 bool locked_goal = false;
744 if((this.goalentity && wasfreed(this.goalentity))
745 || (this.goalcurrent == this.goalentity && this.goalentity.tag_entity))
747 navigation_clearroute(this);
748 navigation_goalrating_timeout_force(this);
751 else if(this.goalentity.tag_entity)
753 navigation_goalrating_timeout_expire(this, 2);
755 else if(this.goalentity.bot_pickup)
757 if(this.goalentity.bot_pickup_respawning)
759 if(this.goalentity.solid) // item respawned
760 this.goalentity.bot_pickup_respawning = false;
761 else if(time < this.goalentity.scheduledrespawntime - 10) // item already taken (by someone else)
763 if(checkpvs(this.origin, this.goalentity))
765 this.goalentity.bot_pickup_respawning = false;
766 navigation_goalrating_timeout_expire(this, random());
768 locked_goal = true; // wait for item to respawn
770 else if(this.goalentity == this.goalcurrent)
771 locked_goal = true; // wait for item to respawn
773 else if(!this.goalentity.solid && !boxesoverlap(this.goalentity.absmin, this.goalentity.absmax, this.absmin, this.absmax))
775 if(checkpvs(this.origin, this.goalentity))
777 navigation_goalrating_timeout_expire(this, random());
781 if (this.goalcurrent == this.goalentity && this.goalentity_lock_timeout > time)
784 if (navigation_shortenpath(this))
786 if (vdist(this.origin - this.goalcurrent_prev.origin, <, 50)
787 && navigation_goalrating_timeout_can_be_anticipated(this))
789 navigation_goalrating_timeout_force(this);
793 bool goalcurrent_can_be_removed = false;
794 if (IS_PLAYER(this.goalcurrent) || IS_MONSTER(this.goalcurrent))
796 bool freeze_state_changed = (boolean(STAT(FROZEN, this.goalentity)) != this.goalentity_shouldbefrozen);
797 if (IS_DEAD(this.goalcurrent) || (this.goalentity == this.goalcurrent && freeze_state_changed))
799 goalcurrent_can_be_removed = true;
800 // don't remove if not visible
801 if (checkpvs(this.origin + this.view_ofs, this.goalcurrent))
803 if (IS_DEAD(this.goalcurrent))
805 IL_EACH(g_items, it.enemy == this.goalcurrent && Item_IsLoot(it),
807 if (vdist(it.origin - this.goalcurrent.death_origin, <, 50))
809 navigation_clearroute(this);
810 navigation_pushroute(this, it);
811 // loot can't be immediately rated since it isn't on ground yet
812 // it will be rated after a second when on ground, meanwhile head to it
813 navigation_goalrating_timeout_expire(this, 1);
818 if (!Item_IsLoot(this.goalcurrent))
820 navigation_goalrating_timeout_force(this);
825 else if (!(STAT(FROZEN, this.goalentity)) && this.bot_tracewalk_time < time)
827 set_tracewalk_dest(this.goalcurrent, this.origin, true);
828 if (!(trace_ent == this || tracewalk(this, this.origin, this.mins, this.maxs,
829 tracewalk_dest, tracewalk_dest_height, bot_navigation_movemode)))
831 navigation_goalrating_timeout_force(this);
834 this.bot_tracewalk_time = max(time, this.bot_tracewalk_time) + 0.25;
840 // optimize path finding by anticipating goalrating when bot is near a waypoint;
841 // in this case path finding can start directly from a waypoint instead of
842 // looking for all the reachable waypoints up to a certain distance
843 if (navigation_poptouchedgoals(this))
845 if (this.goalcurrent)
847 if (goalcurrent_can_be_removed)
849 // remove even if not visible
850 navigation_goalrating_timeout_force(this);
853 else if (navigation_goalrating_timeout_can_be_anticipated(this))
854 navigation_goalrating_timeout_force(this);
858 entity old_goal = this.goalcurrent_prev;
859 if (old_goal.item_group && this.item_group != old_goal.item_group)
861 // Avoid multiple costly calls of path finding code that selects one of the closest
862 // item of the group by telling the bot to head directly to the farthest item.
863 // Next time we let the bot select a goal as usual which can be another item
864 // of this group (the closest one) and so on
865 this.item_group = old_goal.item_group;
866 entity new_goal = havocbot_select_an_item_of_group(this, old_goal.item_group);
868 navigation_pushroute(this, new_goal);
874 // if ran out of goals try to use an alternative goal or get a new strategy asap
875 if(this.goalcurrent == NULL)
877 navigation_goalrating_timeout_force(this);
882 if(autocvar_bot_debug_goalstack)
883 debuggoalstack(this);
885 bool bunnyhop_forbidden = false;
886 vector destorg = get_closer_dest(this.goalcurrent, this.origin);
887 if (this.jumppadcount && this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
889 // if bot used the jumppad, push towards jumppad origin until jumppad waypoint gets removed
890 destorg = this.goalcurrent.origin;
892 else if (this.goalcurrent.wpisbox)
894 // if bot is inside the teleport waypoint, head to teleport origin until teleport gets used
895 // do it even if bot is on a ledge above a teleport/jumppad so it doesn't get stuck
896 if (boxesoverlap(this.goalcurrent.absmin, this.goalcurrent.absmax, this.origin + eZ * this.mins.z, this.origin + eZ * this.maxs.z)
897 || (this.absmin.z > destorg.z && destorg.x == this.origin.x && destorg.y == this.origin.y))
899 bunnyhop_forbidden = true;
900 destorg = this.goalcurrent.origin;
901 if(destorg.z > this.origin.z)
902 PHYS_INPUT_BUTTON_JUMP(this) = true;
906 diff = destorg - this.origin;
908 if (time < this.bot_stop_moving_timeout
909 || (this.goalcurrent == this.goalentity && time < this.goalentity_lock_timeout && vdist(diff, <, 10)))
911 // stop if the locked goal has been reached
912 destorg = this.origin;
913 diff = dir = '0 0 0';
915 else if (IS_PLAYER(this.goalcurrent) || IS_MONSTER(this.goalcurrent))
917 if (vdist(diff, <, 80))
919 // stop if too close to target player (even if frozen)
920 destorg = this.origin;
921 diff = dir = '0 0 0';
925 // move destorg out of target players, otherwise bot will consider them
926 // an obstacle that needs to be jumped (especially if frozen)
927 dir = normalize(diff);
928 destorg -= dir * PL_MAX_CONST.x * M_SQRT2;
929 diff = destorg - this.origin;
933 dir = normalize(diff);
934 flatdir = (diff.z == 0) ? dir : normalize(vec2(diff));
936 //if (this.bot_dodgevector_time < time)
938 //this.bot_dodgevector_time = time + cvar("bot_ai_dodgeupdateinterval");
939 //this.bot_dodgevector_jumpbutton = 1;
940 evadeobstacle = '0 0 0';
943 this.aistatus &= ~AI_STATUS_DANGER_AHEAD;
944 makevectors(this.v_angle.y * '0 1 0');
945 if (this.waterlevel > WATERLEVEL_WETFEET)
947 if (this.waterlevel > WATERLEVEL_SWIMMING)
949 if(!this.goalcurrent)
950 this.aistatus |= AI_STATUS_OUT_WATER;
951 else if(destorg.z > this.origin.z)
952 PHYS_INPUT_BUTTON_JUMP(this) = true;
956 if(this.velocity.z >= 0 && !(this.watertype == CONTENT_WATER && destorg.z < this.origin.z) &&
957 (this.aistatus & AI_STATUS_OUT_WATER))
959 PHYS_INPUT_BUTTON_JUMP(this) = true;
964 PHYS_INPUT_BUTTON_JUMP(this) = false;
965 if (destorg.z > this.origin.z)
974 if(this.aistatus & AI_STATUS_OUT_WATER)
975 this.aistatus &= ~AI_STATUS_OUT_WATER;
977 // jump if going toward an obstacle that doesn't look like stairs we
978 // can walk up directly
979 vector deviation = '0 0 0';
980 float current_speed = vlen(vec2(this.velocity));
981 if (current_speed < maxspeed * 0.2)
982 current_speed = maxspeed * 0.2;
985 deviation = vectoangles(diff) - vectoangles(this.velocity);
986 while (deviation.y < -180) deviation.y += 360;
987 while (deviation.y > 180) deviation.y -= 360;
989 float turning = false;
990 vector flat_diff = vec2(diff);
991 offset = max(32, current_speed * cos(deviation.y * DEG2RAD) * 0.3) * flatdir;
992 vector actual_destorg = this.origin + offset;
993 if (!this.goalstack01 || this.goalcurrent.wpflags & (WAYPOINTFLAG_TELEPORT | WAYPOINTFLAG_LADDER))
995 if (vlen2(flat_diff) < vlen2(offset))
997 if (this.goalcurrent.wpflags & WAYPOINTFLAG_JUMP && this.goalstack01)
999 // oblique warpzones need a jump otherwise bots gets stuck
1000 PHYS_INPUT_BUTTON_JUMP(this) = true;
1004 actual_destorg.x = destorg.x;
1005 actual_destorg.y = destorg.y;
1009 else if (vdist(flat_diff, <, 32) && diff.z < -16) // destination is under the bot
1011 actual_destorg.x = destorg.x;
1012 actual_destorg.y = destorg.y;
1014 else if (vlen2(flat_diff) < vlen2(offset))
1016 vector next_goal_org = (this.goalstack01.absmin + this.goalstack01.absmax) * 0.5;
1017 vector next_dir = normalize(vec2(next_goal_org - destorg));
1018 float dist = vlen(vec2(this.origin + offset - destorg));
1019 // if current and next goal are close to each other make sure
1020 // actual_destorg isn't set beyond next_goal_org
1021 if (dist ** 2 > vlen2(vec2(next_goal_org - destorg)))
1022 actual_destorg = next_goal_org;
1024 actual_destorg = vec2(destorg) + dist * next_dir;
1025 actual_destorg.z = this.origin.z;
1030 dir = flatdir = normalize(actual_destorg - this.origin);
1032 if (turning || fabs(deviation.y) < 50) // don't even try to jump if deviation is too high
1034 tracebox(this.origin, this.mins, this.maxs, actual_destorg, false, this);
1035 if (trace_fraction < 1 && trace_plane_normal.z < 0.7)
1038 tracebox(this.origin + stepheightvec, this.mins, this.maxs, actual_destorg + stepheightvec, false, this);
1039 if (trace_fraction < s + 0.01 && trace_plane_normal.z < 0.7)
1041 // found an obstacle
1042 if (turning && fabs(deviation.y) > 5)
1044 // check if the obstacle is still there without turning
1045 actual_destorg = destorg;
1047 this.bot_tracewalk_time = time + 0.25;
1051 // don't artificially reduce max jump height in real-time
1052 // (jumpstepheightvec is reduced a bit to make the jumps easy in tracewalk)
1053 vector jump_height = (IS_ONGROUND(this)) ? stepheightvec + jumpheight_vec : jumpstepheightvec;
1054 tracebox(this.origin + jump_height, this.mins, this.maxs, actual_destorg + jump_height, false, this);
1055 if (trace_fraction > s)
1056 PHYS_INPUT_BUTTON_JUMP(this) = true;
1059 jump_height = stepheightvec + jumpheight_vec / 2;
1060 tracebox(this.origin + jump_height, this.mins, this.maxs, actual_destorg + jump_height, false, this);
1061 if (trace_fraction > s)
1062 PHYS_INPUT_BUTTON_JUMP(this) = true;
1068 // if bot for some reason doesn't get close to the current goal find another one
1069 if(!this.jumppadcount && !IS_PLAYER(this.goalcurrent))
1070 if(!(locked_goal && this.goalcurrent_distance_z < 50 && this.goalcurrent_distance_2d < 50))
1071 if(havocbot_checkgoaldistance(this, destorg))
1073 if(this.goalcurrent_distance_time < 0) // can't get close for the second time
1075 navigation_clearroute(this);
1076 navigation_goalrating_timeout_force(this);
1080 set_tracewalk_dest(this.goalcurrent, this.origin, false);
1081 if (!tracewalk(this, this.origin, this.mins, this.maxs,
1082 tracewalk_dest, tracewalk_dest_height, bot_navigation_movemode))
1084 navigation_clearroute(this);
1085 navigation_goalrating_timeout_force(this);
1089 // give bot only another chance to prevent bot getting stuck
1090 // in case it thinks it can walk but actually can't
1091 this.goalcurrent_distance_z = FLOAT_MAX;
1092 this.goalcurrent_distance_2d = FLOAT_MAX;
1093 this.goalcurrent_distance_time = -time; // mark second try
1096 // Check for water/slime/lava and dangerous edges
1097 // (only when the bot is on the ground or jumping intentionally)
1099 if (skill + this.bot_moveskill <= 3 && time > this.bot_stop_moving_timeout
1100 && current_speed > maxspeed * 0.9 && fabs(deviation.y) > 70)
1102 this.bot_stop_moving_timeout = time + 0.4 + random() * 0.2;
1105 offset = (vdist(this.velocity, >, 32) ? this.velocity * 0.2 : flatdir * 32);
1106 vector dst_ahead = this.origin + this.view_ofs + offset;
1107 vector dst_down = dst_ahead - '0 0 3000';
1108 traceline(this.origin + this.view_ofs, dst_ahead, true, NULL);
1110 bool unreachable = false;
1112 if(trace_fraction == 1 && this.jumppadcount == 0 && !this.goalcurrent.wphardwired )
1113 if((IS_ONGROUND(this)) || (this.aistatus & AI_STATUS_RUNNING) || (this.aistatus & AI_STATUS_ROAMING) || PHYS_INPUT_BUTTON_JUMP(this))
1116 traceline(dst_ahead , dst_down, true, NULL);
1117 //te_lightning2(NULL, this.origin + this.view_ofs, dst_ahead); // Draw "ahead" look
1118 //te_lightning2(NULL, dst_ahead, trace_endpos); // Draw "downwards" look
1119 if(trace_endpos.z < this.origin.z + this.mins.z)
1121 s = pointcontents(trace_endpos + '0 0 1');
1122 if (s != CONTENT_SOLID)
1123 if (s == CONTENT_LAVA || s == CONTENT_SLIME)
1124 evadelava = normalize(this.velocity) * -1;
1125 else if (s == CONTENT_SKY)
1126 evadeobstacle = normalize(this.velocity) * -1;
1127 else if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos))
1129 // the traceline check isn't enough but is good as optimization,
1130 // when not true (most of the time) this tracebox call is avoided
1131 tracebox(dst_ahead, this.mins, this.maxs, dst_down, true, this);
1132 if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos))
1134 if (destorg.z > this.origin.z + jumpstepheightvec.z)
1136 // the goal is probably on an upper platform, assume bot can't get there
1140 evadelava = normalize(this.velocity) * -1;
1147 evadeobstacle.z = 0;
1149 makevectors(this.v_angle.y * '0 1 0');
1151 if(evadeobstacle || evadelava || (s == CONTENT_WATER))
1153 this.aistatus |= AI_STATUS_DANGER_AHEAD;
1154 if(IS_PLAYER(this.goalcurrent))
1158 // slow down if bot is in the air and goal is under it
1159 if (!this.goalcurrent.wphardwired
1160 && vdist(flat_diff, <, 250) && this.origin.z - destorg.z > 120
1161 && (!IS_ONGROUND(this) || vdist(vec2(this.velocity), >, maxspeed * 0.3)))
1163 // tracebox wouldn't work when bot is still on the ledge
1164 traceline(this.origin, this.origin - '0 0 200', true, this);
1165 if (this.origin.z - trace_endpos.z > 120)
1166 evadeobstacle = normalize(this.velocity) * -1;
1171 navigation_clearroute(this);
1172 navigation_goalrating_timeout_force(this);
1173 this.ignoregoal = this.goalcurrent;
1174 this.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
1178 dodge = havocbot_dodge(this);
1180 dodge *= bound(0, 0.5 + (skill + this.bot_dodgeskill) * 0.1, 1);
1181 dodge += evadeobstacle + evadelava;
1182 evadelava = evadelava * bound(1,3-(skill+this.bot_dodgeskill),3); //Noobs fear lava a lot and take more distance from it
1185 traceline(this.origin, (this.enemy.absmin + this.enemy.absmax) * 0.5, true, NULL);
1186 if (IS_PLAYER(trace_ent))
1187 dodge_enemy_factor = bound(0, (skill + this.bot_dodgeskill) / 7, 1);
1189 // this.bot_dodgevector = dir;
1190 // this.bot_dodgevector_jumpbutton = PHYS_INPUT_BUTTON_JUMP(this);
1193 float ladder_zdir = 0;
1194 if(time < this.ladder_time)
1196 if(this.goalcurrent.origin.z + this.goalcurrent.mins.z > this.origin.z + this.mins.z)
1198 if(this.origin.z + this.mins.z < this.ladder_entity.origin.z + this.ladder_entity.maxs.z)
1203 if(this.origin.z + this.mins.z > this.ladder_entity.origin.z + this.ladder_entity.mins.z)
1208 if (vdist(vec2(diff), <, 40))
1209 dir.z = ladder_zdir * 4;
1211 dir.z = ladder_zdir * 2;
1212 dir = normalize(dir);
1216 if (this.goalcurrent.wpisbox
1217 && boxesoverlap(this.goalcurrent.absmin, this.goalcurrent.absmax, this.origin, this.origin))
1219 // bot is inside teleport waypoint but hasn't touched the real teleport yet
1220 // head to teleport origin
1221 dir = (this.goalcurrent.origin - this.origin);
1223 dir = normalize(dir);
1226 // already executed when bot targets an enemy
1227 if (!this.bot_aimdir_executed)
1229 if (time < this.bot_stop_moving_timeout)
1230 bot_aimdir(this, normalize(this.goalcurrent.origin - this.origin), 0);
1232 bot_aimdir(this, dir, 0);
1237 dir *= dodge_enemy_factor;
1238 dir = normalize(dir + dodge);
1241 makevectors(this.v_angle);
1242 //dir = this.bot_dodgevector;
1243 //if (this.bot_dodgevector_jumpbutton)
1244 // PHYS_INPUT_BUTTON_JUMP(this) = true;
1245 CS(this).movement_x = dir * v_forward * maxspeed;
1246 CS(this).movement_y = dir * v_right * maxspeed;
1247 CS(this).movement_z = dir * v_up * maxspeed;
1249 // Emulate keyboard interface
1251 havocbot_keyboard_movement(this, destorg);
1254 //if(this.aistatus & AI_STATUS_ROAMING)
1255 if(!bunnyhop_forbidden && this.goalcurrent)
1256 if(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))) PHYS_INPUT_BUTTON_JUMP(this) = true;
1260 if (((dodge * v_up) > 0) && random()*frametime >= 0.2*bound(0,(10-skill-this.bot_dodgeskill)*0.1,1)) PHYS_INPUT_BUTTON_JUMP(this) = true;
1261 if (((dodge * v_up) < 0) && random()*frametime >= 0.5*bound(0,(10-skill-this.bot_dodgeskill)*0.1,1)) this.havocbot_ducktime=time+0.3/bound(0.1,skill+this.bot_dodgeskill,10);
1264 entity havocbot_gettarget(entity this, bool secondary)
1267 vector eye = CENTER_OR_VIEWOFS(this);
1268 IL_EACH(g_bot_targets, boolean((secondary) ? it.classname == "misc_breakablemodel" : it.classname != "misc_breakablemodel"),
1270 vector v = CENTER_OR_VIEWOFS(it);
1271 if(vdist(v - eye, <, autocvar_bot_ai_enemydetectionradius))
1272 if(!best || vlen2(CENTER_OR_VIEWOFS(best) - eye) > vlen2(v - eye))
1273 if(bot_shouldattack(this, it))
1275 traceline(eye, v, true, this);
1276 if (trace_ent == it || trace_fraction >= 1)
1284 void havocbot_chooseenemy(entity this)
1286 if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(this))
1293 if (!bot_shouldattack(this, this.enemy))
1295 // enemy died or something, find a new target
1297 this.havocbot_chooseenemy_finished = time;
1299 else if (this.havocbot_stickenemy)
1301 // tracking last chosen enemy
1302 // if enemy is visible
1303 // and not really really far away
1304 // and we're not severely injured
1305 // then keep tracking for a half second into the future
1306 traceline(this.origin+this.view_ofs, ( this.enemy.absmin + this.enemy.absmax ) * 0.5,false,NULL);
1307 if (trace_ent == this.enemy || trace_fraction == 1)
1308 if (vdist(((this.enemy.absmin + this.enemy.absmax) * 0.5) - this.origin, <, 1000))
1309 if (GetResource(this, RES_HEALTH) > 30)
1311 // remain tracking him for a shot while (case he went after a small corner or pilar
1312 this.havocbot_chooseenemy_finished = time + 0.5;
1315 // enemy isn't visible, or is far away, or we're injured severely
1316 // so stop preferring this enemy
1317 // (it will still take a half second until a new one is chosen)
1318 this.havocbot_stickenemy = 0;
1321 if (time < this.havocbot_chooseenemy_finished)
1323 this.havocbot_chooseenemy_finished = time + autocvar_bot_ai_enemydetectioninterval;
1324 vector eye = this.origin + this.view_ofs;
1326 float bestrating = 100000000;
1329 int hf = this.dphitcontentsmask;
1331 // Search for enemies, if no enemy can be seen directly try to look through transparent objects
1333 this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
1335 bool scan_transparent = false;
1336 bool scan_secondary_targets = false;
1337 bool have_secondary_targets = false;
1340 scan_secondary_targets = false;
1342 IL_EACH(g_bot_targets, it.bot_attack,
1344 if(!scan_secondary_targets)
1346 if(it.classname == "misc_breakablemodel")
1348 have_secondary_targets = true;
1352 else if(it.classname != "misc_breakablemodel")
1355 vector v = (it.absmin + it.absmax) * 0.5;
1356 float rating = vlen2(v - eye);
1357 if (vdist(v - eye, <, autocvar_bot_ai_enemydetectionradius))
1358 if (bestrating > rating)
1359 if (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 = 100000000;
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 = true;
1396 if(best && best.classname == "misc_breakablemodel")
1397 this.havocbot_stickenemy = false;
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 < Weapons_COUNT && bot_weapons_far[i] != -1 ; ++i){
1482 w = bot_weapons_far[i];
1483 if ( client_hasweapon(this, Weapons_from(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 = Weapons_from(w);
1493 // Choose weapons for mid distance
1494 if ( distance > bot_distance_close) {
1495 for(i=0; i < Weapons_COUNT && bot_weapons_mid[i] != -1 ; ++i){
1496 w = bot_weapons_mid[i];
1497 if ( client_hasweapon(this, Weapons_from(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 = Weapons_from(w);
1507 // Choose weapons for close distance
1508 for(i=0; i < Weapons_COUNT && bot_weapons_close[i] != -1 ; ++i){
1509 w = bot_weapons_close[i];
1510 if ( client_hasweapon(this, Weapons_from(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 = Weapons_from(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);