5 #include <server/defs.qh>
6 #include <server/miscfunctions.qh>
11 #include "../navigation.qh"
12 #include "../scripting.qh"
13 #include "../waypoints.qh"
15 #include <common/constants.qh>
16 #include <common/impulses/all.qh>
17 #include <common/net_linked.qh>
18 #include <common/physics/player.qh>
19 #include <common/state.qh>
20 #include <common/items/_mod.qh>
21 #include <common/wepent.qh>
23 #include <common/mapobjects/func/ladder.qh>
24 #include <common/mapobjects/teleporters.qh>
25 #include <common/mapobjects/trigger/jumppads.qh>
27 #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 (this.goalcurrent && wasfreed(this.goalcurrent))
94 navigation_clearroute(this);
95 navigation_goalrating_timeout_force(this);
99 if(IS_DEAD(this) || STAT(FROZEN, this))
101 if (this.goalcurrent)
102 navigation_clearroute(this);
106 havocbot_chooseenemy(this);
108 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
110 .entity weaponentity = weaponentities[slot];
111 if(this.(weaponentity).m_weapon != WEP_Null || slot == 0)
112 if(this.(weaponentity).bot_chooseweapontime < time)
114 this.(weaponentity).bot_chooseweapontime = time + autocvar_bot_ai_chooseweaponinterval;
115 havocbot_chooseweapon(this, weaponentity);
121 if (this.bot_aimtarg)
123 this.aistatus |= AI_STATUS_ATTACKING;
124 this.aistatus &= ~AI_STATUS_ROAMING;
126 if(STAT(WEAPONS, this))
128 if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(this))
130 PHYS_INPUT_BUTTON_ATCK(this) = false;
131 PHYS_INPUT_BUTTON_ATCK2(this) = false;
135 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
137 .entity weaponentity = weaponentities[slot];
138 Weapon w = this.(weaponentity).m_weapon;
139 if(w == WEP_Null && slot != 0)
141 w.wr_aim(w, this, weaponentity);
142 if(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this)) // TODO: what if we didn't fire this weapon, but the previous?
143 this.(weaponentity).lastfiredweapon = this.(weaponentity).m_weapon.m_id;
149 if(IS_PLAYER(this.bot_aimtarg))
150 bot_aimdir(this, this.bot_aimtarg.origin + this.bot_aimtarg.view_ofs - this.origin - this.view_ofs, 0);
153 else if (this.goalcurrent)
155 this.aistatus |= AI_STATUS_ROAMING;
156 this.aistatus &= ~AI_STATUS_ATTACKING;
159 havocbot_movetogoal(this);
160 if (!this.bot_aimdir_executed && this.goalcurrent)
163 vector dir = get_closer_dest(this.goalcurrent, this.origin);
164 dir -= this.origin + this.view_ofs;
166 bot_aimdir(this, dir, 0);
169 // if the bot is not attacking, consider reloading weapons
170 if (!(this.aistatus & AI_STATUS_ATTACKING))
172 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
174 .entity weaponentity = weaponentities[slot];
176 if(this.(weaponentity).m_weapon == WEP_Null && slot != 0)
179 // we are currently holding a weapon that's not fully loaded, reload it
180 if(skill >= 2) // bots can only reload the held weapon on purpose past this skill
181 if(this.(weaponentity).clip_load < this.(weaponentity).clip_size)
182 CS(this).impulse = IMP_weapon_reload.impulse; // not sure if this is done right
184 // if we're not reloading a weapon, switch to any weapon in our invnetory that's not fully loaded to reload it next
185 // the code above executes next frame, starting the reloading then
186 if(skill >= 5) // bots can only look for unloaded weapons past this skill
187 if(this.(weaponentity).clip_load >= 0) // only if we're not reloading a weapon already
189 FOREACH(Weapons, it != WEP_Null, {
190 if((STAT(WEAPONS, this) & (it.m_wepset)) && (it.spawnflags & WEP_FLAG_RELOADABLE) && (this.(weaponentity).weapon_load[it.m_id] < it.reloading_ammo))
192 this.(weaponentity).m_switchweapon = it;
201 void havocbot_keyboard_movement(entity this, vector destorg)
203 if(time <= this.havocbot_keyboardtime)
206 float sk = skill + this.bot_moveskill;
207 this.havocbot_keyboardtime =
209 this.havocbot_keyboardtime
210 + 0.05 / max(1, sk + this.havocbot_keyboardskill)
211 + random() * 0.025 / max(0.00025, skill + this.havocbot_keyboardskill)
213 vector keyboard = CS(this).movement / autocvar_sv_maxspeed;
215 float trigger = autocvar_bot_ai_keyboard_threshold;
217 // categorize forward movement
218 // at skill < 1.5 only forward
219 // at skill < 2.5 only individual directions
220 // at skill < 4.5 only individual directions, and forward diagonals
221 // at skill >= 4.5, all cases allowed
222 if (keyboard.x > trigger)
228 else if (keyboard.x < -trigger && sk > 1.5)
243 if (keyboard.y > trigger)
245 else if (keyboard.y < -trigger)
250 if (keyboard.z > trigger)
252 else if (keyboard.z < -trigger)
257 // make sure bots don't get stuck if havocbot_keyboardtime is very high
258 if (keyboard == '0 0 0')
259 this.havocbot_keyboardtime = min(this.havocbot_keyboardtime, time + 0.2);
261 this.havocbot_keyboard = keyboard * autocvar_sv_maxspeed;
262 if (this.havocbot_ducktime > time)
263 PHYS_INPUT_BUTTON_CROUCH(this) = true;
265 keyboard = this.havocbot_keyboard;
266 float blend = bound(0, vlen(destorg - this.origin) / autocvar_bot_ai_keyboard_distance, 1); // When getting close move with 360 degree
267 //dprint("movement ", vtos(CS(this).movement), " keyboard ", vtos(keyboard), " blend ", ftos(blend), "\n");
268 CS(this).movement = CS(this).movement + (keyboard - CS(this).movement) * blend;
271 void havocbot_bunnyhop(entity this, vector dir)
273 // Don't jump when attacking
274 if(this.aistatus & AI_STATUS_ATTACKING)
277 if (!this.goalcurrent || IS_PLAYER(this.goalcurrent))
280 if((this.aistatus & AI_STATUS_RUNNING) && vdist(this.velocity, <, autocvar_sv_maxspeed * 0.75)
281 || (this.aistatus & AI_STATUS_DANGER_AHEAD))
283 this.aistatus &= ~AI_STATUS_RUNNING;
284 PHYS_INPUT_BUTTON_JUMP(this) = false;
285 this.bot_canruntogoal = 0;
286 this.bot_timelastseengoal = 0;
290 if(this.waterlevel > WATERLEVEL_WETFEET || IS_DUCKED(this))
292 this.aistatus &= ~AI_STATUS_RUNNING;
296 if(this.bot_lastseengoal != this.goalcurrent && !(this.aistatus & AI_STATUS_RUNNING))
298 this.bot_canruntogoal = 0;
299 this.bot_timelastseengoal = 0;
302 // Run only to visible goals
303 if(IS_ONGROUND(this))
304 if(vdist(vec2(this.velocity), >=, autocvar_sv_maxspeed))
305 if(checkpvs(this.origin + this.view_ofs, this.goalcurrent))
307 this.bot_lastseengoal = this.goalcurrent;
310 if(this.bot_timelastseengoal)
312 vector gco = get_closer_dest(this.goalcurrent, this.origin);
313 // for a period of time
314 if(time - this.bot_timelastseengoal > autocvar_bot_ai_bunnyhop_firstjumpdelay)
316 bool checkdistance = true;
318 // don't run if it is too close
319 if(this.bot_canruntogoal==0)
321 if(vdist(this.origin - gco, >, autocvar_bot_ai_bunnyhop_startdistance))
322 this.bot_canruntogoal = 1;
324 this.bot_canruntogoal = -1;
327 if(this.bot_canruntogoal != 1)
330 if(this.aistatus & AI_STATUS_ROAMING)
331 if(this.goalcurrent.classname == "waypoint")
332 if (!(this.goalcurrent.wpflags & WAYPOINTFLAG_PERSONAL))
333 if(fabs(gco.z - this.origin.z) < this.maxs.z - this.mins.z)
334 if (this.goalstack01 && !wasfreed(this.goalstack01))
335 if (!(this.goalstack01.wpflags & WAYPOINTFLAG_JUMP))
337 vector gno = (this.goalstack01.absmin + this.goalstack01.absmax) * 0.5;
338 vector deviation = vectoangles(gno - this.origin) - vectoangles(gco - this.origin);
339 while (deviation.y < -180) deviation.y = deviation.y + 360;
340 while (deviation.y > 180) deviation.y = deviation.y - 360;
342 if(fabs(deviation.y) < 20)
343 if(vlen2(this.origin - gco) < vlen2(this.origin - gno))
344 if(fabs(gno.z - gco.z) < this.maxs.z - this.mins.z)
346 if(vdist(gco - gno, >, autocvar_bot_ai_bunnyhop_startdistance))
347 if(checkpvs(this.origin + this.view_ofs, this.goalstack01))
349 checkdistance = false;
356 this.aistatus &= ~AI_STATUS_RUNNING;
357 // increase stop distance in case the goal is on a slope or a lower platform
358 if(vdist(this.origin - gco, >, autocvar_bot_ai_bunnyhop_stopdistance + (this.origin.z - gco.z)))
359 PHYS_INPUT_BUTTON_JUMP(this) = true;
363 this.aistatus |= AI_STATUS_RUNNING;
364 PHYS_INPUT_BUTTON_JUMP(this) = true;
370 this.bot_timelastseengoal = time;
375 this.bot_timelastseengoal = 0;
379 // return true when bot isn't getting closer to the current goal
380 bool havocbot_checkgoaldistance(entity this, vector gco)
382 if (this.bot_stop_moving_timeout > time)
384 float curr_dist_z = max(20, fabs(this.origin.z - gco.z));
385 float curr_dist_2d = max(20, vlen(vec2(this.origin - gco)));
386 float distance_time = this.goalcurrent_distance_time;
387 if(distance_time < 0)
388 distance_time = -distance_time;
389 if(curr_dist_z >= this.goalcurrent_distance_z && curr_dist_2d >= this.goalcurrent_distance_2d)
392 this.goalcurrent_distance_time = time;
393 else if (time - distance_time > 0.5)
398 // reduce it a little bit so it works even with very small approaches to the goal
399 this.goalcurrent_distance_z = max(20, curr_dist_z - 10);
400 this.goalcurrent_distance_2d = max(20, curr_dist_2d - 10);
401 this.goalcurrent_distance_time = 0;
406 entity havocbot_select_an_item_of_group(entity this, int gr)
408 entity selected = NULL;
409 float selected_dist2 = 0;
410 // select farthest item of this group from bot's position
411 IL_EACH(g_items, it.item_group == gr && it.solid,
413 float dist2 = vlen2(this.origin - it.origin);
414 if (dist2 < 600 ** 2 && dist2 > selected_dist2)
417 selected_dist2 = vlen2(this.origin - selected.origin);
424 set_tracewalk_dest(selected, this.origin, false);
425 if (!tracewalk(this, this.origin, STAT(PL_MIN, this), STAT(PL_MAX, this),
426 tracewalk_dest, tracewalk_dest_height, bot_navigation_movemode))
434 void havocbot_movetogoal(entity this)
439 float dodge_enemy_factor = 1;
443 //if (this.goalentity)
444 // te_lightning2(this, this.origin, (this.goalentity.absmin + this.goalentity.absmax) * 0.5);
445 CS(this).movement = '0 0 0';
446 maxspeed = autocvar_sv_maxspeed;
448 PHYS_INPUT_BUTTON_CROUCH(this) = boolean(this.goalcurrent.wpflags & WAYPOINTFLAG_CROUCH);
450 PHYS_INPUT_BUTTON_JETPACK(this) = false;
451 // Jetpack navigation
452 if(this.navigation_jetpack_goal)
453 if(this.goalcurrent==this.navigation_jetpack_goal)
454 if(GetResource(this, RES_FUEL))
456 if(autocvar_bot_debug_goalstack)
458 debuggoalstack(this);
459 te_wizspike(this.navigation_jetpack_point);
463 if (!(this.aistatus & AI_STATUS_JETPACK_FLYING))
465 // Brake almost completely so it can get a good direction
466 if(vdist(this.velocity, >, 10))
468 this.aistatus |= AI_STATUS_JETPACK_FLYING;
471 makevectors(this.v_angle.y * '0 1 0');
472 dir = normalize(this.navigation_jetpack_point - this.origin);
475 if(this.aistatus & AI_STATUS_JETPACK_LANDING)
477 // Calculate brake distance in xy
478 float d = vlen(vec2(this.origin - (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5));
479 float vel2 = vlen2(vec2(this.velocity));
480 float db = (vel2 / (autocvar_g_jetpack_acceleration_side * 2)) + 100;
481 //LOG_INFOF("distance %d, velocity %d, brake at %d ", ceil(d), ceil(v), ceil(db));
482 if(d < db || d < 500)
485 if (vel2 > (maxspeed * 0.3) ** 2)
487 CS(this).movement_x = dir * v_forward * -maxspeed;
490 // Switch to normal mode
491 this.navigation_jetpack_goal = NULL;
492 this.aistatus &= ~AI_STATUS_JETPACK_LANDING;
493 this.aistatus &= ~AI_STATUS_JETPACK_FLYING;
497 else if(checkpvs(this.origin,this.goalcurrent))
499 // If I can see the goal switch to landing code
500 this.aistatus &= ~AI_STATUS_JETPACK_FLYING;
501 this.aistatus |= AI_STATUS_JETPACK_LANDING;
506 PHYS_INPUT_BUTTON_JETPACK(this) = true;
507 if(this.navigation_jetpack_point.z - STAT(PL_MAX, this).z + STAT(PL_MIN, this).z < this.origin.z)
509 CS(this).movement_x = dir * v_forward * maxspeed;
510 CS(this).movement_y = dir * v_right * maxspeed;
515 // Handling of jump pads
516 if(this.jumppadcount)
518 if(this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
520 this.aistatus |= AI_STATUS_OUT_JUMPPAD;
521 if(navigation_poptouchedgoals(this))
524 else if(this.aistatus & AI_STATUS_OUT_JUMPPAD)
526 // If got stuck on the jump pad try to reach the farthest visible waypoint
527 // but with some randomness so it can try out different paths
528 if(!this.goalcurrent)
530 entity newgoal = NULL;
531 IL_EACH(g_waypoints, vdist(it.origin - this.origin, <=, 1000),
533 if(it.wpflags & WAYPOINTFLAG_TELEPORT)
534 if(it.origin.z < this.origin.z - 100 && vdist(vec2(it.origin - this.origin), <, 100))
537 traceline(this.origin + this.view_ofs, ((it.absmin + it.absmax) * 0.5), true, this);
539 if(trace_fraction < 1)
542 if(!newgoal || ((random() < 0.8) && vlen2(it.origin - this.origin) > vlen2(newgoal.origin - this.origin)))
548 this.ignoregoal = this.goalcurrent;
549 this.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
550 navigation_clearroute(this);
551 navigation_routetogoal(this, newgoal, this.origin);
552 if(autocvar_bot_debug_goalstack)
553 debuggoalstack(this);
554 this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
557 else //if (this.goalcurrent)
559 if (this.goalcurrent.bot_pickup)
561 entity jumppad_wp = this.goalcurrent_prev;
562 navigation_poptouchedgoals(this);
563 if(!this.goalcurrent && jumppad_wp.wp00)
565 // head to the jumppad destination once bot reaches the goal item
566 navigation_pushroute(this, jumppad_wp.wp00);
569 vector gco = (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5;
570 if (this.origin.z > gco.z && vdist(vec2(this.velocity), <, autocvar_sv_maxspeed))
572 if (this.velocity.z < 0)
573 this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
575 else if(havocbot_checkgoaldistance(this, gco))
577 navigation_clearroute(this);
578 navigation_goalrating_timeout_force(this);
584 else //if (!(this.aistatus & AI_STATUS_OUT_JUMPPAD))
586 if(this.velocity.z > 0 && this.origin.z - this.lastteleport_origin.z > (this.maxs.z - this.mins.z) * 0.5)
588 vector velxy = this.velocity; velxy_z = 0;
589 if(vdist(velxy, <, autocvar_sv_maxspeed * 0.2))
591 LOG_TRACE("Warning: ", this.netname, " got stuck on a jumppad (velocity in xy is ", vtos(velxy), "), trying to get out of it now");
592 this.aistatus |= AI_STATUS_OUT_JUMPPAD;
597 // Don't chase players while using a jump pad
598 if(IS_PLAYER(this.goalcurrent) || IS_PLAYER(this.goalstack01))
602 else if(this.aistatus & AI_STATUS_OUT_JUMPPAD)
603 this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
605 // If there is a trigger_hurt right below try to use the jetpack or make a rocketjump
606 if (skill > 6 && !(IS_ONGROUND(this)))
608 #define ROCKETJUMP_DAMAGE() WEP_CVAR(devastator, damage) * 0.8 \
609 * ((this.strength_finished > time) ? autocvar_g_balance_powerup_strength_selfdamage : 1) \
610 * ((this.invincible_finished > time) ? autocvar_g_balance_powerup_invincible_takedamage : 1)
612 tracebox(this.origin, this.mins, this.maxs, this.origin + '0 0 -65536', MOVE_NOMONSTERS, this);
613 if(tracebox_hits_trigger_hurt(this.origin, this.mins, this.maxs, trace_endpos ))
614 if(this.items & IT_JETPACK)
616 tracebox(this.origin, this.mins, this.maxs, this.origin + '0 0 65536', MOVE_NOMONSTERS, this);
617 if(tracebox_hits_trigger_hurt(this.origin, this.mins, this.maxs, trace_endpos + '0 0 1' ))
619 if(this.velocity.z<0)
620 PHYS_INPUT_BUTTON_JETPACK(this) = true;
623 PHYS_INPUT_BUTTON_JETPACK(this) = true;
625 // If there is no goal try to move forward
627 if(this.goalcurrent==NULL)
630 dir = normalize(( ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5 ) - this.origin);
632 vector xyvelocity = this.velocity; xyvelocity_z = 0;
633 float xyspeed = xyvelocity * dir;
635 if(xyspeed < (maxspeed / 2))
637 makevectors(this.v_angle.y * '0 1 0');
638 tracebox(this.origin, this.mins, this.maxs, this.origin + (dir * maxspeed * 3), MOVE_NOMONSTERS, this);
639 if(trace_fraction==1)
641 CS(this).movement_x = dir * v_forward * maxspeed;
642 CS(this).movement_y = dir * v_right * maxspeed;
644 havocbot_keyboard_movement(this, this.origin + dir * 100);
648 this.havocbot_blockhead = true;
652 else if(!this.jumppadcount && !waypoint_is_hardwiredlink(this.goalcurrent_prev, this.goalcurrent)
653 && !(this.goalcurrent_prev && this.goalcurrent_prev.wpflags & WAYPOINTFLAG_JUMP)
654 && GetResource(this, RES_HEALTH) + GetResource(this, RES_ARMOR) > ROCKETJUMP_DAMAGE())
656 if(this.velocity.z < 0)
658 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
660 .entity weaponentity = weaponentities[slot];
662 if(this.(weaponentity).m_weapon == WEP_Null && slot != 0)
665 if(client_hasweapon(this, WEP_DEVASTATOR, weaponentity, true, false))
667 CS(this).movement_x = maxspeed;
669 if(this.rocketjumptime)
671 if(time > this.rocketjumptime)
673 PHYS_INPUT_BUTTON_ATCK2(this) = true;
674 this.rocketjumptime = 0;
679 this.(weaponentity).m_switchweapon = WEP_DEVASTATOR;
681 PHYS_INPUT_BUTTON_ATCK(this) = true;
682 this.rocketjumptime = time + WEP_CVAR(devastator, detonatedelay);
690 // If there is no goal try to move forward
691 if(this.goalcurrent==NULL)
692 CS(this).movement_x = maxspeed;
696 // If we are under water with no goals, swim up
697 if(this.waterlevel && !this.goalcurrent)
700 if(this.waterlevel>WATERLEVEL_SWIMMING)
702 else if(this.velocity.z >= 0 && !(this.waterlevel == WATERLEVEL_WETFEET && this.watertype == CONTENT_WATER))
703 PHYS_INPUT_BUTTON_JUMP(this) = true;
705 PHYS_INPUT_BUTTON_JUMP(this) = false;
706 makevectors(this.v_angle.y * '0 1 0');
707 vector v = dir * maxspeed;
708 CS(this).movement.x = v * v_forward;
709 CS(this).movement.y = v * v_right;
710 CS(this).movement.z = v * v_up;
713 // if there is nowhere to go, exit
714 if (this.goalcurrent == NULL)
718 bool locked_goal = false;
719 if((this.goalentity && wasfreed(this.goalentity))
720 || (this.goalcurrent == this.goalentity && this.goalentity.tag_entity))
722 navigation_clearroute(this);
723 navigation_goalrating_timeout_force(this);
726 else if(this.goalentity.tag_entity)
728 navigation_goalrating_timeout_expire(this, 2);
730 else if(this.goalentity.bot_pickup)
732 if(this.goalentity.bot_pickup_respawning)
734 if(this.goalentity.solid) // item respawned
735 this.goalentity.bot_pickup_respawning = false;
736 else if(time < this.goalentity.scheduledrespawntime - 10) // item already taken (by someone else)
738 if(checkpvs(this.origin, this.goalentity))
740 this.goalentity.bot_pickup_respawning = false;
741 navigation_goalrating_timeout_expire(this, random());
743 locked_goal = true; // wait for item to respawn
745 else if(this.goalentity == this.goalcurrent)
746 locked_goal = true; // wait for item to respawn
748 else if(!this.goalentity.solid && !boxesoverlap(this.goalentity.absmin, this.goalentity.absmax, this.absmin, this.absmax))
750 if(checkpvs(this.origin, this.goalentity))
752 navigation_goalrating_timeout_expire(this, random());
756 if (this.goalcurrent == this.goalentity && this.goalentity_lock_timeout > time)
759 if (navigation_shortenpath(this))
761 if (vdist(this.origin - this.goalcurrent_prev.origin, <, 50)
762 && navigation_goalrating_timeout_can_be_anticipated(this))
764 navigation_goalrating_timeout_force(this);
768 bool goalcurrent_can_be_removed = false;
769 if (IS_PLAYER(this.goalcurrent) || IS_MONSTER(this.goalcurrent))
771 bool freeze_state_changed = (boolean(STAT(FROZEN, this.goalentity)) != this.goalentity_shouldbefrozen);
772 if (IS_DEAD(this.goalcurrent) || (this.goalentity == this.goalcurrent && freeze_state_changed))
774 goalcurrent_can_be_removed = true;
775 // don't remove if not visible
776 if (checkpvs(this.origin + this.view_ofs, this.goalcurrent))
778 if (IS_DEAD(this.goalcurrent))
780 IL_EACH(g_items, it.enemy == this.goalcurrent && Item_IsLoot(it),
782 if (vdist(it.origin - this.goalcurrent.death_origin, <, 50))
784 navigation_clearroute(this);
785 navigation_pushroute(this, it);
786 // loot can't be immediately rated since it isn't on ground yet
787 // it will be rated after a second when on ground, meanwhile head to it
788 navigation_goalrating_timeout_expire(this, 1);
793 if (!Item_IsLoot(this.goalcurrent))
795 navigation_goalrating_timeout_force(this);
800 else if (!(STAT(FROZEN, this.goalentity)) && this.bot_tracewalk_time < time)
802 set_tracewalk_dest(this.goalcurrent, this.origin, true);
803 if (!(trace_ent == this || tracewalk(this, this.origin, this.mins, this.maxs,
804 tracewalk_dest, tracewalk_dest_height, bot_navigation_movemode)))
806 navigation_goalrating_timeout_force(this);
809 this.bot_tracewalk_time = max(time, this.bot_tracewalk_time) + 0.25;
815 // optimize path finding by anticipating goalrating when bot is near a waypoint;
816 // in this case path finding can start directly from a waypoint instead of
817 // looking for all the reachable waypoints up to a certain distance
818 if (navigation_poptouchedgoals(this))
820 if (this.goalcurrent)
822 if (goalcurrent_can_be_removed)
824 // remove even if not visible
825 navigation_goalrating_timeout_force(this);
828 else if (navigation_goalrating_timeout_can_be_anticipated(this))
829 navigation_goalrating_timeout_force(this);
833 entity old_goal = this.goalcurrent_prev;
834 if (old_goal.item_group && this.item_group != old_goal.item_group)
836 // Avoid multiple costly calls of path finding code that selects one of the closest
837 // item of the group by telling the bot to head directly to the farthest item.
838 // Next time we let the bot select a goal as usual which can be another item
839 // of this group (the closest one) and so on
840 this.item_group = old_goal.item_group;
841 entity new_goal = havocbot_select_an_item_of_group(this, old_goal.item_group);
843 navigation_pushroute(this, new_goal);
849 // if ran out of goals try to use an alternative goal or get a new strategy asap
850 if(this.goalcurrent == NULL)
852 navigation_goalrating_timeout_force(this);
857 if(autocvar_bot_debug_goalstack)
858 debuggoalstack(this);
860 bool bunnyhop_forbidden = false;
861 vector destorg = get_closer_dest(this.goalcurrent, this.origin);
862 if (this.jumppadcount && this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
864 // if bot used the jumppad, push towards jumppad origin until jumppad waypoint gets removed
865 destorg = this.goalcurrent.origin;
867 else if (this.goalcurrent.wpisbox)
869 // if bot is inside the teleport waypoint, head to teleport origin until teleport gets used
870 // do it even if bot is on a ledge above a teleport/jumppad so it doesn't get stuck
871 if (boxesoverlap(this.goalcurrent.absmin, this.goalcurrent.absmax, this.origin + eZ * this.mins.z, this.origin + eZ * this.maxs.z)
872 || (this.absmin.z > destorg.z && destorg.x == this.origin.x && destorg.y == this.origin.y))
874 bunnyhop_forbidden = true;
875 destorg = this.goalcurrent.origin;
876 if(destorg.z > this.origin.z)
877 PHYS_INPUT_BUTTON_JUMP(this) = true;
881 diff = destorg - this.origin;
883 if (time < this.bot_stop_moving_timeout
884 || (this.goalcurrent == this.goalentity && time < this.goalentity_lock_timeout && vdist(diff, <, 10)))
886 // stop if the locked goal has been reached
887 destorg = this.origin;
888 diff = dir = '0 0 0';
890 else if (IS_PLAYER(this.goalcurrent) || IS_MONSTER(this.goalcurrent))
892 if (vdist(diff, <, 80))
894 // stop if too close to target player (even if frozen)
895 destorg = this.origin;
896 diff = dir = '0 0 0';
900 // move destorg out of target players, otherwise bot will consider them
901 // an obstacle that needs to be jumped (especially if frozen)
902 dir = normalize(diff);
903 destorg -= dir * PL_MAX_CONST.x * M_SQRT2;
904 diff = destorg - this.origin;
908 dir = normalize(diff);
909 flatdir = (diff.z == 0) ? dir : normalize(vec2(diff));
911 vector evadedanger = '0 0 0';
913 //if (this.bot_dodgevector_time < time)
915 //this.bot_dodgevector_time = time + cvar("bot_ai_dodgeupdateinterval");
916 //this.bot_dodgevector_jumpbutton = 1;
918 this.aistatus &= ~AI_STATUS_DANGER_AHEAD;
919 makevectors(this.v_angle.y * '0 1 0');
920 if (this.waterlevel > WATERLEVEL_WETFEET)
922 if (this.waterlevel > WATERLEVEL_SWIMMING)
924 if(!this.goalcurrent)
925 this.aistatus |= AI_STATUS_OUT_WATER;
926 else if(destorg.z > this.origin.z)
927 PHYS_INPUT_BUTTON_JUMP(this) = true;
931 if(this.velocity.z >= 0 && !(this.watertype == CONTENT_WATER && destorg.z < this.origin.z) &&
932 (this.aistatus & AI_STATUS_OUT_WATER))
934 PHYS_INPUT_BUTTON_JUMP(this) = true;
939 PHYS_INPUT_BUTTON_JUMP(this) = false;
940 if (destorg.z > this.origin.z)
949 if(this.aistatus & AI_STATUS_OUT_WATER)
950 this.aistatus &= ~AI_STATUS_OUT_WATER;
952 // jump if going toward an obstacle that doesn't look like stairs we
953 // can walk up directly
954 vector deviation = '0 0 0';
955 float current_speed = vlen(vec2(this.velocity));
956 if (current_speed < maxspeed * 0.2)
957 current_speed = maxspeed * 0.2;
960 deviation = vectoangles(diff) - vectoangles(this.velocity);
961 while (deviation.y < -180) deviation.y += 360;
962 while (deviation.y > 180) deviation.y -= 360;
964 float turning = false;
965 vector flat_diff = vec2(diff);
966 offset = max(32, current_speed * cos(deviation.y * DEG2RAD) * 0.3) * flatdir;
967 vector actual_destorg = this.origin + offset;
968 if (this.goalcurrent_prev && (this.goalcurrent_prev.wpflags & WAYPOINTFLAG_JUMP))
970 if (time > this.bot_stop_moving_timeout
971 && fabs(deviation.y) > 20 && current_speed > maxspeed * 0.4
972 && vdist(vec2(this.origin - this.goalcurrent_prev.origin), <, 50))
974 this.bot_stop_moving_timeout = time + 0.1;
976 if (current_speed > autocvar_sv_maxspeed * 0.9
977 && vlen2(flat_diff) < vlen2(vec2(this.goalcurrent_prev.origin - destorg))
978 && vdist(vec2(this.origin - this.goalcurrent_prev.origin), >, 50)
979 && vdist(vec2(this.origin - this.goalcurrent_prev.origin), <, 150)
982 PHYS_INPUT_BUTTON_JUMP(this) = true;
983 // avoid changing route while bot is jumping a gap
984 navigation_goalrating_timeout_extend_if_needed(this, 1.5);
987 else if (!this.goalstack01 || (this.goalcurrent.wpflags & (WAYPOINTFLAG_TELEPORT | WAYPOINTFLAG_LADDER)))
989 if (vlen2(flat_diff) < vlen2(offset))
991 if (this.goalcurrent.wpflags & WAYPOINTFLAG_JUMP && this.goalstack01)
993 // oblique warpzones need a jump otherwise bots gets stuck
994 PHYS_INPUT_BUTTON_JUMP(this) = true;
998 actual_destorg.x = destorg.x;
999 actual_destorg.y = destorg.y;
1003 else if (vdist(flat_diff, <, 32) && diff.z < -16) // destination is under the bot
1005 actual_destorg.x = destorg.x;
1006 actual_destorg.y = destorg.y;
1008 else if (vlen2(flat_diff) < vlen2(offset))
1010 vector next_goal_org = (this.goalstack01.absmin + this.goalstack01.absmax) * 0.5;
1011 vector next_dir = normalize(vec2(next_goal_org - destorg));
1012 float dist = vlen(vec2(this.origin + offset - destorg));
1013 // if current and next goal are close to each other make sure
1014 // actual_destorg isn't set beyond next_goal_org
1015 if (dist ** 2 > vlen2(vec2(next_goal_org - destorg)))
1016 actual_destorg = next_goal_org;
1018 actual_destorg = vec2(destorg) + dist * next_dir;
1019 actual_destorg.z = this.origin.z;
1023 LABEL(jumpobstacle_check);
1024 dir = flatdir = normalize(actual_destorg - this.origin);
1026 bool jump_forbidden = false;
1027 if (!turning && fabs(deviation.y) > 50)
1028 jump_forbidden = true;
1029 else if (IS_DUCKED(this))
1031 tracebox(this.origin, PL_MIN_CONST, PL_MAX_CONST, this.origin, false, this);
1032 if (trace_startsolid)
1033 jump_forbidden = true;
1036 if (!jump_forbidden)
1038 tracebox(this.origin, this.mins, this.maxs, actual_destorg, false, this);
1039 if (trace_fraction < 1 && trace_plane_normal.z < 0.7)
1042 tracebox(this.origin + stepheightvec, this.mins, this.maxs, actual_destorg + stepheightvec, false, this);
1043 if (trace_fraction < s + 0.01 && trace_plane_normal.z < 0.7)
1045 // found an obstacle
1046 if (turning && fabs(deviation.y) > 5)
1048 // check if the obstacle is still there without turning
1049 actual_destorg = destorg;
1051 this.bot_tracewalk_time = time + 0.25;
1052 goto jumpobstacle_check;
1055 // don't artificially reduce max jump height in real-time
1056 // (jumpstepheightvec is reduced a bit to make the jumps easy in tracewalk)
1057 vector jump_height = (IS_ONGROUND(this)) ? stepheightvec + jumpheight_vec : jumpstepheightvec;
1058 tracebox(this.origin + jump_height, this.mins, this.maxs, actual_destorg + jump_height, false, this);
1059 if (trace_fraction > s)
1060 PHYS_INPUT_BUTTON_JUMP(this) = true;
1063 jump_height = stepheightvec + jumpheight_vec / 2;
1064 tracebox(this.origin + jump_height, this.mins, this.maxs, actual_destorg + jump_height, false, this);
1065 if (trace_fraction > s)
1066 PHYS_INPUT_BUTTON_JUMP(this) = true;
1072 // if bot for some reason doesn't get close to the current goal find another one
1073 if(!this.jumppadcount && !IS_PLAYER(this.goalcurrent))
1074 if(!(locked_goal && this.goalcurrent_distance_z < 50 && this.goalcurrent_distance_2d < 50))
1075 if(havocbot_checkgoaldistance(this, destorg))
1077 if(this.goalcurrent_distance_time < 0) // can't get close for the second time
1079 navigation_clearroute(this);
1080 navigation_goalrating_timeout_force(this);
1084 set_tracewalk_dest(this.goalcurrent, this.origin, false);
1085 if (!tracewalk(this, this.origin, this.mins, this.maxs,
1086 tracewalk_dest, tracewalk_dest_height, bot_navigation_movemode))
1088 navigation_clearroute(this);
1089 navigation_goalrating_timeout_force(this);
1093 // give bot only another chance to prevent bot getting stuck
1094 // in case it thinks it can walk but actually can't
1095 this.goalcurrent_distance_z = FLOAT_MAX;
1096 this.goalcurrent_distance_2d = FLOAT_MAX;
1097 this.goalcurrent_distance_time = -time; // mark second try
1100 if (skill + this.bot_moveskill <= 3 && time > this.bot_stop_moving_timeout
1101 && current_speed > maxspeed * 0.9 && fabs(deviation.y) > 70)
1103 this.bot_stop_moving_timeout = time + 0.4 + random() * 0.2;
1106 // Check for water/slime/lava and dangerous edges
1107 // (only when the bot is on the ground or jumping intentionally)
1109 offset = (vdist(this.velocity, >, 32) ? this.velocity * 0.2 : flatdir * 32);
1110 vector dst_ahead = this.origin + this.view_ofs + offset;
1111 vector dst_down = dst_ahead - '0 0 3000';
1112 traceline(this.origin + this.view_ofs, dst_ahead, true, NULL);
1114 bool unreachable = false;
1116 bool danger_detected = false;
1117 if (trace_fraction == 1 && !this.jumppadcount
1118 && !waypoint_is_hardwiredlink(this.goalcurrent_prev, this.goalcurrent)
1119 && !(this.goalcurrent_prev && (this.goalcurrent_prev.wpflags & WAYPOINTFLAG_JUMP)))
1120 if((IS_ONGROUND(this)) || (this.aistatus & AI_STATUS_RUNNING) || (this.aistatus & AI_STATUS_ROAMING) || PHYS_INPUT_BUTTON_JUMP(this))
1123 traceline(dst_ahead , dst_down, true, NULL);
1124 //te_lightning2(NULL, this.origin + this.view_ofs, dst_ahead); // Draw "ahead" look
1125 //te_lightning2(NULL, dst_ahead, trace_endpos); // Draw "downwards" look
1126 if(trace_endpos.z < this.origin.z + this.mins.z)
1128 s = pointcontents(trace_endpos + '0 0 1');
1129 if (s != CONTENT_SOLID)
1130 if (s == CONTENT_LAVA || s == CONTENT_SLIME)
1131 danger_detected = true;
1132 else if (s == CONTENT_SKY)
1133 danger_detected = true;
1134 else if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos))
1136 // the traceline check isn't enough but is good as optimization,
1137 // when not true (most of the time) this tracebox call is avoided
1138 tracebox(dst_ahead, this.mins, this.maxs, dst_down, true, this);
1139 if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos))
1141 if (destorg.z > this.origin.z + jumpstepheightvec.z)
1143 // the goal is probably on an upper platform, assume bot can't get there
1147 danger_detected = true;
1152 if (danger_detected && fabs(deviation.y) < 80
1153 && (fabs(deviation.y) > 5 || vdist(vec2(this.velocity), >, maxspeed * 1.5)))
1155 evadedanger = normalize(this.velocity) * -1;
1160 makevectors(this.v_angle.y * '0 1 0');
1162 if (danger_detected || (s == CONTENT_WATER))
1164 this.aistatus |= AI_STATUS_DANGER_AHEAD;
1165 if(IS_PLAYER(this.goalcurrent))
1169 // slow down if bot is in the air and goal is under it
1170 if (!waypoint_is_hardwiredlink(this.goalcurrent_prev, this.goalcurrent)
1171 && vdist(flat_diff, <, 250) && this.origin.z - destorg.z > 120
1172 && (!IS_ONGROUND(this) || vdist(vec2(this.velocity), >, maxspeed * 0.3)))
1174 // tracebox wouldn't work when bot is still on the ledge
1175 traceline(this.origin, this.origin - '0 0 200', true, this);
1176 if (this.origin.z - trace_endpos.z > 120)
1177 evadedanger = normalize(this.velocity) * -1;
1182 navigation_clearroute(this);
1183 navigation_goalrating_timeout_force(this);
1184 this.ignoregoal = this.goalcurrent;
1185 this.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
1189 dodge = havocbot_dodge(this);
1191 dodge *= bound(0, 0.5 + (skill + this.bot_dodgeskill) * 0.1, 1);
1192 evadedanger *= bound(1, 3 - (skill + this.bot_dodgeskill), 3); // Noobs fear dangers a lot and take more distance from them
1195 traceline(this.origin, (this.enemy.absmin + this.enemy.absmax) * 0.5, true, NULL);
1196 if (IS_PLAYER(trace_ent))
1197 dodge_enemy_factor = bound(0, (skill + this.bot_dodgeskill) / 7, 1);
1199 // this.bot_dodgevector = dir;
1200 // this.bot_dodgevector_jumpbutton = PHYS_INPUT_BUTTON_JUMP(this);
1203 float ladder_zdir = 0;
1204 if(time < this.ladder_time)
1206 if(this.goalcurrent.origin.z + this.goalcurrent.mins.z > this.origin.z + this.mins.z)
1208 if(this.origin.z + this.mins.z < this.ladder_entity.origin.z + this.ladder_entity.maxs.z)
1213 if(this.origin.z + this.mins.z > this.ladder_entity.origin.z + this.ladder_entity.mins.z)
1218 if (vdist(vec2(diff), <, 40))
1219 dir.z = ladder_zdir * 4;
1221 dir.z = ladder_zdir * 2;
1222 dir = normalize(dir);
1226 if (this.goalcurrent.wpisbox
1227 && boxesoverlap(this.goalcurrent.absmin, this.goalcurrent.absmax, this.origin, this.origin))
1229 // bot is inside teleport waypoint but hasn't touched the real teleport yet
1230 // head to teleport origin
1231 dir = (this.goalcurrent.origin - this.origin);
1233 dir = normalize(dir);
1236 // already executed when bot targets an enemy
1237 if (!this.bot_aimdir_executed)
1239 if (time < this.bot_stop_moving_timeout)
1240 bot_aimdir(this, normalize(this.goalcurrent.origin - this.origin), 0);
1242 bot_aimdir(this, dir, 0);
1247 dir *= dodge_enemy_factor;
1248 dir = normalize(dir + dodge + evadedanger);
1251 makevectors(this.v_angle);
1252 //dir = this.bot_dodgevector;
1253 //if (this.bot_dodgevector_jumpbutton)
1254 // PHYS_INPUT_BUTTON_JUMP(this) = true;
1255 CS(this).movement_x = dir * v_forward * maxspeed;
1256 CS(this).movement_y = dir * v_right * maxspeed;
1257 CS(this).movement_z = dir * v_up * maxspeed;
1259 // Emulate keyboard interface
1261 havocbot_keyboard_movement(this, destorg);
1264 if (!bunnyhop_forbidden && skill + this.bot_moveskill >= autocvar_bot_ai_bunnyhop_skilloffset)
1265 havocbot_bunnyhop(this, dir);
1267 if (dir * v_up >= autocvar_sv_jumpvelocity * 0.5 && IS_ONGROUND(this))
1268 PHYS_INPUT_BUTTON_JUMP(this) = true;
1271 if (dodge * v_up > 0 && random() * frametime >= 0.2 * bound(0, (10 - skill - this.bot_dodgeskill) * 0.1, 1))
1272 PHYS_INPUT_BUTTON_JUMP(this) = true;
1273 if (dodge * v_up < 0 && random() * frametime >= 0.5 * bound(0, (10 - skill - this.bot_dodgeskill) * 0.1, 1))
1274 this.havocbot_ducktime = time + 0.3 / bound(0.1, skill + this.bot_dodgeskill, 10);
1278 entity havocbot_gettarget(entity this, bool secondary)
1281 vector eye = CENTER_OR_VIEWOFS(this);
1282 IL_EACH(g_bot_targets, boolean((secondary) ? it.classname == "misc_breakablemodel" : it.classname != "misc_breakablemodel"),
1284 vector v = CENTER_OR_VIEWOFS(it);
1285 if(vdist(v - eye, <, autocvar_bot_ai_enemydetectionradius))
1286 if(!best || vlen2(CENTER_OR_VIEWOFS(best) - eye) > vlen2(v - eye))
1287 if(bot_shouldattack(this, it))
1289 traceline(eye, v, true, this);
1290 if (trace_ent == it || trace_fraction >= 1)
1298 void havocbot_chooseenemy(entity this)
1300 if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(this))
1307 if (!bot_shouldattack(this, this.enemy))
1309 // enemy died or something, find a new target
1311 this.havocbot_chooseenemy_finished = time;
1313 else if (this.havocbot_stickenemy)
1315 // tracking last chosen enemy
1316 // if enemy is visible
1317 // and not really really far away
1318 // and we're not severely injured
1319 // then keep tracking for a half second into the future
1320 traceline(this.origin+this.view_ofs, ( this.enemy.absmin + this.enemy.absmax ) * 0.5,false,NULL);
1321 if (trace_ent == this.enemy || trace_fraction == 1)
1322 if (vdist(((this.enemy.absmin + this.enemy.absmax) * 0.5) - this.origin, <, 1000))
1323 if (GetResource(this, RES_HEALTH) > 30)
1325 // remain tracking him for a shot while (case he went after a small corner or pilar
1326 this.havocbot_chooseenemy_finished = time + 0.5;
1329 // enemy isn't visible, or is far away, or we're injured severely
1330 // so stop preferring this enemy
1331 // (it will still take a half second until a new one is chosen)
1332 this.havocbot_stickenemy = 0;
1335 if (time < this.havocbot_chooseenemy_finished)
1337 this.havocbot_chooseenemy_finished = time + autocvar_bot_ai_enemydetectioninterval;
1338 vector eye = this.origin + this.view_ofs;
1340 float bestrating = 100000000;
1343 int hf = this.dphitcontentsmask;
1345 // Search for enemies, if no enemy can be seen directly try to look through transparent objects
1347 this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
1349 bool scan_transparent = false;
1350 bool scan_secondary_targets = false;
1351 bool have_secondary_targets = false;
1354 scan_secondary_targets = false;
1356 IL_EACH(g_bot_targets, it.bot_attack,
1358 if(!scan_secondary_targets)
1360 if(it.classname == "misc_breakablemodel")
1362 have_secondary_targets = true;
1366 else if(it.classname != "misc_breakablemodel")
1369 vector v = (it.absmin + it.absmax) * 0.5;
1370 float rating = vlen2(v - eye);
1371 if (vdist(v - eye, <, autocvar_bot_ai_enemydetectionradius))
1372 if (bestrating > rating)
1373 if (bot_shouldattack(this, it))
1375 traceline(eye, v, true, this);
1376 if (trace_ent == it || trace_fraction >= 1)
1379 bestrating = rating;
1384 if(!best && have_secondary_targets && !scan_secondary_targets)
1386 scan_secondary_targets = true;
1388 bestrating = 100000000;
1392 // I want to do a second scan if no enemy was found or I don't have weapons
1393 // TODO: Perform the scan when using the rifle (requires changes on the rifle code)
1394 if(best || STAT(WEAPONS, this)) // || this.weapon == WEP_RIFLE.m_id
1396 if(scan_transparent)
1399 // Set flags to see through transparent objects
1400 this.dphitcontentsmask |= DPCONTENTS_OPAQUE;
1402 scan_transparent = true;
1405 // Restore hit flags
1406 this.dphitcontentsmask = hf;
1409 this.havocbot_stickenemy = true;
1410 if(best && best.classname == "misc_breakablemodel")
1411 this.havocbot_stickenemy = false;
1414 float havocbot_chooseweapon_checkreload(entity this, .entity weaponentity, int new_weapon)
1416 // bots under this skill cannot find unloaded weapons to reload idly when not in combat,
1417 // so skip this for them, or they'll never get to reload their weapons at all.
1418 // this also allows bots under this skill to be more stupid, and reload more often during combat :)
1422 // if this weapon is scheduled for reloading, don't switch to it during combat
1423 if (this.(weaponentity).weapon_load[new_weapon] < 0)
1425 FOREACH(Weapons, it != WEP_Null, {
1426 if(it.wr_checkammo1(it, this, weaponentity) + it.wr_checkammo2(it, this, weaponentity))
1427 return true; // other weapon available
1434 void havocbot_chooseweapon(entity this, .entity weaponentity)
1439 if(g_weaponarena_weapons == WEPSET(TUBA))
1441 this.(weaponentity).m_switchweapon = WEP_TUBA;
1445 // TODO: clean this up by moving it to weapon code
1446 if(this.enemy==NULL)
1448 // If no weapon was chosen get the first available weapon
1449 if(this.(weaponentity).m_weapon==WEP_Null)
1450 FOREACH(Weapons, it != WEP_Null, {
1451 if(client_hasweapon(this, it, weaponentity, true, false))
1453 this.(weaponentity).m_switchweapon = it;
1460 // Do not change weapon during the next second after a combo
1461 float f = time - this.lastcombotime;
1466 float distance; distance=bound(10,vlen(this.origin-this.enemy.origin)-200,10000);
1468 // Should it do a weapon combo?
1469 float af, ct, combo_time, combo;
1471 af = ATTACK_FINISHED(this, weaponentity);
1472 ct = autocvar_bot_ai_weapon_combo_threshold;
1474 // Bots with no skill will be 4 times more slower than "godlike" bots when doing weapon combos
1475 // Ideally this 4 should be calculated as longest_weapon_refire / bot_ai_weapon_combo_threshold
1476 combo_time = time + ct + (ct * ((-0.3*(skill+this.bot_weaponskill))+3));
1480 if(autocvar_bot_ai_weapon_combo)
1481 if(this.(weaponentity).m_weapon.m_id == this.(weaponentity).lastfiredweapon)
1485 this.lastcombotime = time;
1488 distance *= (2 ** this.bot_rangepreference);
1490 // Custom weapon list based on distance to the enemy
1491 if(bot_custom_weapon){
1493 // Choose weapons for far distance
1494 if ( distance > bot_distance_far ) {
1495 for(i=0; i < Weapons_COUNT && bot_weapons_far[i] != -1 ; ++i){
1496 w = bot_weapons_far[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 mid distance
1508 if ( distance > bot_distance_close) {
1509 for(i=0; i < Weapons_COUNT && bot_weapons_mid[i] != -1 ; ++i){
1510 w = bot_weapons_mid[i];
1511 if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
1513 if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1515 this.(weaponentity).m_switchweapon = Weapons_from(w);
1521 // Choose weapons for close distance
1522 for(i=0; i < Weapons_COUNT && bot_weapons_close[i] != -1 ; ++i){
1523 w = bot_weapons_close[i];
1524 if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
1526 if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1528 this.(weaponentity).m_switchweapon = Weapons_from(w);
1535 void havocbot_aim(entity this)
1537 if (time < this.nextaim)
1539 this.nextaim = time + 0.1;
1540 vector myvel = this.velocity;
1541 if (!this.waterlevel)
1543 if(MUTATOR_CALLHOOK(HavocBot_Aim, this)) { /* do nothing */ }
1544 else if (this.enemy)
1546 vector enemyvel = this.enemy.velocity;
1547 if (!this.enemy.waterlevel)
1549 lag_additem(this, time + CS(this).ping, 0, 0, this.enemy, this.origin, myvel, (this.enemy.absmin + this.enemy.absmax) * 0.5, enemyvel);
1552 lag_additem(this, time + CS(this).ping, 0, 0, NULL, this.origin, myvel, ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5, '0 0 0');
1555 bool havocbot_moveto_refresh_route(entity this)
1557 // Refresh path to goal if necessary
1559 wp = this.havocbot_personal_waypoint;
1560 navigation_goalrating_start(this);
1561 navigation_routerating(this, wp, 10000, 10000);
1562 navigation_goalrating_end(this);
1563 return (this.goalentity != NULL);
1566 float havocbot_moveto(entity this, vector pos)
1570 if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_GOING)
1572 // Step 4: Move to waypoint
1573 if(this.havocbot_personal_waypoint==NULL)
1575 LOG_TRACE("Error: ", this.netname, " trying to walk to a non existent personal waypoint");
1576 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_GOING;
1577 return CMD_STATUS_ERROR;
1580 if (!bot_strategytoken_taken)
1581 if(this.havocbot_personal_waypoint_searchtime<time)
1583 bot_strategytoken_taken = true;
1584 if(havocbot_moveto_refresh_route(this))
1586 LOG_TRACE(this.netname, " walking to its personal waypoint (after ", ftos(this.havocbot_personal_waypoint_failcounter), " failed attempts)");
1587 this.havocbot_personal_waypoint_searchtime = time + 10;
1588 this.havocbot_personal_waypoint_failcounter = 0;
1592 this.havocbot_personal_waypoint_failcounter += 1;
1593 this.havocbot_personal_waypoint_searchtime = time + 2;
1594 if(this.havocbot_personal_waypoint_failcounter >= 30)
1596 LOG_TRACE("Warning: can't walk to the personal waypoint located at ", vtos(this.havocbot_personal_waypoint.origin));
1597 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1598 delete(this.havocbot_personal_waypoint);
1599 return CMD_STATUS_ERROR;
1602 LOG_TRACE(this.netname, " can't walk to its personal waypoint (after ", ftos(this.havocbot_personal_waypoint_failcounter), " failed attempts), trying later");
1606 if(autocvar_bot_debug_goalstack)
1607 debuggoalstack(this);
1611 havocbot_movetogoal(this);
1613 if (!this.bot_aimdir_executed && this.goalcurrent)
1616 vector dir = get_closer_dest(this.goalcurrent, this.origin);
1617 dir -= this.origin + this.view_ofs;
1619 bot_aimdir(this, dir, 0);
1622 if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_REACHED)
1624 // Step 5: Waypoint reached
1625 LOG_TRACE(this.netname, "'s personal waypoint reached");
1626 waypoint_remove(this.havocbot_personal_waypoint);
1627 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_REACHED;
1628 return CMD_STATUS_FINISHED;
1631 return CMD_STATUS_EXECUTING;
1634 // Step 2: Linking waypoint
1635 if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_LINKING)
1637 // Wait until it is linked
1638 if(!this.havocbot_personal_waypoint.wplinked)
1640 LOG_TRACE(this.netname, " waiting for personal waypoint to be linked");
1641 return CMD_STATUS_EXECUTING;
1644 this.havocbot_personal_waypoint_searchtime = time; // so we set the route next frame
1645 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1646 this.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_GOING;
1648 // Step 3: Route to waypoint
1649 LOG_TRACE(this.netname, " walking to its personal waypoint");
1651 return CMD_STATUS_EXECUTING;
1654 // Step 1: Spawning waypoint
1655 wp = waypoint_spawnpersonal(this, pos);
1658 LOG_TRACE("Error: Can't spawn personal waypoint at ",vtos(pos));
1659 return CMD_STATUS_ERROR;
1662 this.havocbot_personal_waypoint = wp;
1663 this.havocbot_personal_waypoint_failcounter = 0;
1664 this.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1666 // if pos is inside a teleport, then let's mark it as teleport waypoint
1667 IL_EACH(g_teleporters, WarpZoneLib_BoxTouchesBrush(pos, pos, it, NULL),
1669 wp.wpflags |= WAYPOINTFLAG_TELEPORT;
1670 this.lastteleporttime = 0;
1674 if(wp.wpflags & WAYPOINTFLAG_TELEPORT)
1675 print("routing to a teleporter\n");
1677 print("routing to a non-teleporter\n");
1680 return CMD_STATUS_EXECUTING;
1683 float havocbot_resetgoal(entity this)
1685 navigation_clearroute(this);
1686 return CMD_STATUS_FINISHED;
1689 void havocbot_setupbot(entity this)
1691 this.bot_ai = havocbot_ai;
1692 this.cmd_moveto = havocbot_moveto;
1693 this.cmd_resetgoal = havocbot_resetgoal;
1695 // NOTE: bot is not player yet
1696 havocbot_chooserole(this);
1699 vector havocbot_dodge(entity this)
1701 // LordHavoc: disabled because this is too expensive
1706 float danger, bestdanger, vl, d;
1709 // check for dangerous objects near bot or approaching bot
1710 head = findchainfloat(bot_dodge, true);
1713 if (head.owner != this)
1715 vl = vlen(head.velocity);
1716 if (vl > autocvar_sv_maxspeed * 0.3)
1718 n = normalize(head.velocity);
1719 v = this.origin - head.origin;
1721 if (d > (0 - head.bot_dodgerating))
1722 if (d < (vl * 0.2 + head.bot_dodgerating))
1724 // calculate direction and distance from the flight path, by removing the forward axis
1725 v = v - (n * (v * n));
1726 danger = head.bot_dodgerating - vlen(v);
1727 if (bestdanger < danger)
1729 bestdanger = danger;
1730 // dodge to the side of the object
1731 dodge = normalize(v);
1737 danger = head.bot_dodgerating - vlen(head.origin - this.origin);
1738 if (bestdanger < danger)
1740 bestdanger = danger;
1741 dodge = normalize(this.origin - head.origin);