5 #include <server/defs.qh>
6 #include <server/miscfunctions.qh>
7 #include <server/weapons/selection.qh>
8 #include <server/weapons/weaponsystem.qh>
13 #include "../navigation.qh"
14 #include "../scripting.qh"
15 #include "../waypoints.qh"
17 #include <common/constants.qh>
18 #include <common/impulses/all.qh>
19 #include <common/net_linked.qh>
20 #include <common/physics/player.qh>
21 #include <common/state.qh>
22 #include <common/items/_mod.qh>
23 #include <common/wepent.qh>
25 #include <common/mapobjects/func/ladder.qh>
26 #include <common/mapobjects/teleporters.qh>
27 #include <common/mapobjects/trigger/hurt.qh>
28 #include <common/mapobjects/trigger/jumppads.qh>
30 #include <lib/warpzone/common.qh>
32 void havocbot_ai(entity this)
37 this.bot_aimdir_executed = false;
38 // lock aim if teleported or passing through a warpzone
39 if (this.lastteleporttime && !this.jumppadcount)
40 this.bot_aimdir_executed = true;
42 if(bot_execute_commands(this))
45 if (bot_strategytoken == this && !bot_strategytoken_taken)
47 if(this.havocbot_blockhead)
49 this.havocbot_blockhead = false;
53 if (!this.jumppadcount && !STAT(FROZEN, this)
54 && !(this.goalcurrent_prev && (this.goalcurrent_prev.wpflags & WAYPOINTFLAG_JUMP) && !IS_ONGROUND(this)))
57 this.havocbot_role(this); // little too far down the rabbit hole
61 // if we don't have a goal and we're under water look for a waypoint near the "shore" and push it
62 if(!(IS_DEAD(this) || STAT(FROZEN, this)))
64 if(this.waterlevel == WATERLEVEL_SWIMMING || (this.aistatus & AI_STATUS_OUT_WATER))
66 // Look for the closest waypoint out of water
67 entity newgoal = NULL;
68 IL_EACH(g_waypoints, vdist(it.origin - this.origin, <=, 10000),
70 if(it.origin.z < this.origin.z)
73 if(it.origin.z - this.origin.z - this.view_ofs.z > 100)
76 if (pointcontents(it.origin + it.maxs + '0 0 1') != CONTENT_EMPTY)
79 traceline(this.origin + this.view_ofs, ((it.absmin + it.absmax) * 0.5), true, this);
81 if(trace_fraction < 1)
84 if(!newgoal || vlen2(it.origin - this.origin) < vlen2(newgoal.origin - this.origin))
90 // te_wizspike(newgoal.origin);
91 navigation_pushroute(this, newgoal);
95 // token has been used this frame
96 bot_strategytoken_taken = true;
99 if (this.goalcurrent && wasfreed(this.goalcurrent))
101 navigation_clearroute(this);
102 navigation_goalrating_timeout_force(this);
106 if(IS_DEAD(this) || STAT(FROZEN, this))
108 if (this.goalcurrent)
109 navigation_clearroute(this);
111 this.bot_aimtarg = NULL;
115 havocbot_chooseenemy(this);
117 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
119 .entity weaponentity = weaponentities[slot];
120 if(this.(weaponentity).m_weapon != WEP_Null || slot == 0)
121 if(this.(weaponentity).bot_chooseweapontime < time)
123 this.(weaponentity).bot_chooseweapontime = time + autocvar_bot_ai_chooseweaponinterval;
124 havocbot_chooseweapon(this, weaponentity);
130 if (this.bot_aimtarg)
132 this.aistatus |= AI_STATUS_ATTACKING;
133 this.aistatus &= ~AI_STATUS_ROAMING;
135 if(STAT(WEAPONS, this))
137 if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(this))
139 PHYS_INPUT_BUTTON_ATCK(this) = false;
140 PHYS_INPUT_BUTTON_ATCK2(this) = false;
144 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
146 .entity weaponentity = weaponentities[slot];
147 Weapon w = this.(weaponentity).m_weapon;
148 if(w == WEP_Null && slot != 0)
150 w.wr_aim(w, this, weaponentity);
151 if(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this)) // TODO: what if we didn't fire this weapon, but the previous?
152 this.(weaponentity).lastfiredweapon = this.(weaponentity).m_weapon.m_id;
158 if(IS_PLAYER(this.bot_aimtarg))
159 bot_aimdir(this, this.bot_aimtarg.origin + this.bot_aimtarg.view_ofs - this.origin - this.view_ofs, 0);
162 else if (this.goalcurrent)
164 this.aistatus |= AI_STATUS_ROAMING;
165 this.aistatus &= ~AI_STATUS_ATTACKING;
168 havocbot_movetogoal(this);
169 if (!this.bot_aimdir_executed && this.goalcurrent)
172 vector dir = get_closer_dest(this.goalcurrent, this.origin);
173 dir -= this.origin + this.view_ofs;
175 bot_aimdir(this, dir, 0);
178 // if the bot is not attacking, consider reloading weapons
179 if (!(this.aistatus & AI_STATUS_ATTACKING))
181 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
183 .entity weaponentity = weaponentities[slot];
185 if(this.(weaponentity).m_weapon == WEP_Null && slot != 0)
188 // we are currently holding a weapon that's not fully loaded, reload it
189 if(skill >= 2) // bots can only reload the held weapon on purpose past this skill
190 if(this.(weaponentity).clip_load < this.(weaponentity).clip_size)
191 CS(this).impulse = IMP_weapon_reload.impulse; // not sure if this is done right
193 // if we're not reloading a weapon, switch to any weapon in our invnetory that's not fully loaded to reload it next
194 // the code above executes next frame, starting the reloading then
195 if(skill >= 5) // bots can only look for unloaded weapons past this skill
196 if(this.(weaponentity).clip_load >= 0) // only if we're not reloading a weapon already
198 FOREACH(Weapons, it != WEP_Null, {
199 if((STAT(WEAPONS, this) & (it.m_wepset)) && (it.spawnflags & WEP_FLAG_RELOADABLE) && (this.(weaponentity).weapon_load[it.m_id] < it.reloading_ammo))
201 this.(weaponentity).m_switchweapon = it;
210 void havocbot_bunnyhop(entity this, vector dir)
212 bool can_run = false;
213 if (!(this.aistatus & AI_STATUS_ATTACKING) && this.goalcurrent && !IS_PLAYER(this.goalcurrent)
214 && vdist(vec2(this.velocity), >=, autocvar_sv_maxspeed) && !(this.aistatus & AI_STATUS_DANGER_AHEAD)
215 && this.waterlevel <= WATERLEVEL_WETFEET && !IS_DUCKED(this)
216 && IS_ONGROUND(this) && !(this.goalcurrent_prev && (this.goalcurrent_prev.wpflags & WAYPOINTFLAG_JUMP)))
218 vector vel_angles = vectoangles(this.velocity);
219 vector deviation = vel_angles - vectoangles(dir);
220 while (deviation.y < -180) deviation.y = deviation.y + 360;
221 while (deviation.y > 180) deviation.y = deviation.y - 360;
222 if (fabs(deviation.y) < autocvar_bot_ai_bunnyhop_dir_deviation_max)
224 vector gco = get_closer_dest(this.goalcurrent, this.origin);
225 float vel = vlen(vec2(this.velocity));
227 // with the current physics, jump distance grows linearly with the speed
228 float jump_distance = 52.661 + 0.606 * vel;
229 jump_distance += this.origin.z - gco.z; // roughly take into account vertical distance too
230 if (vdist(vec2(gco - this.origin), >, max(0, jump_distance)))
232 else if (!(this.goalcurrent.wpflags & WAYPOINTFLAG_JUMP)
233 && !(this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
234 && this.goalstack01 && !wasfreed(this.goalstack01) && !(this.goalstack01.wpflags & WAYPOINTFLAG_JUMP)
235 && vdist(vec2(gco - this.goalstack01.origin), >, 70))
237 vector gno = (this.goalstack01.absmin + this.goalstack01.absmax) * 0.5;
238 vector ang = vectoangles(gco - this.origin);
239 deviation = vectoangles(gno - gco) - vel_angles;
240 while (deviation.y < -180) deviation.y = deviation.y + 360;
241 while (deviation.y > 180) deviation.y = deviation.y - 360;
243 float max_turn_angle = autocvar_bot_ai_bunnyhop_turn_angle_max;
244 max_turn_angle -= autocvar_bot_ai_bunnyhop_turn_angle_reduction * ((vel - autocvar_sv_maxspeed) / autocvar_sv_maxspeed);
245 if ((ang.x < 90 || ang.x > 360 - autocvar_bot_ai_bunnyhop_downward_pitch_max)
246 && fabs(deviation.y) < max(autocvar_bot_ai_bunnyhop_turn_angle_min, max_turn_angle))
256 PHYS_INPUT_BUTTON_JUMP(this) = true;
257 this.bot_jump_time = time;
258 this.aistatus |= AI_STATUS_RUNNING;
262 if (IS_ONGROUND(this) || this.waterlevel > WATERLEVEL_WETFEET)
263 this.aistatus &= ~AI_STATUS_RUNNING;
267 void havocbot_keyboard_movement(entity this, vector destorg)
269 if(time <= this.havocbot_keyboardtime)
272 float sk = skill + this.bot_moveskill;
273 this.havocbot_keyboardtime =
275 this.havocbot_keyboardtime
276 + 0.05 / max(1, sk + this.havocbot_keyboardskill)
277 + random() * 0.025 / max(0.00025, skill + this.havocbot_keyboardskill)
279 vector keyboard = CS(this).movement / autocvar_sv_maxspeed;
281 float trigger = autocvar_bot_ai_keyboard_threshold;
283 // categorize forward movement
284 // at skill < 1.5 only forward
285 // at skill < 2.5 only individual directions
286 // at skill < 4.5 only individual directions, and forward diagonals
287 // at skill >= 4.5, all cases allowed
288 if (keyboard.x > trigger)
294 else if (keyboard.x < -trigger && sk > 1.5)
309 if (keyboard.y > trigger)
311 else if (keyboard.y < -trigger)
316 if (keyboard.z > trigger)
318 else if (keyboard.z < -trigger)
323 // make sure bots don't get stuck if havocbot_keyboardtime is very high
324 if (keyboard == '0 0 0')
325 this.havocbot_keyboardtime = min(this.havocbot_keyboardtime, time + 0.2);
327 this.havocbot_keyboard = keyboard * autocvar_sv_maxspeed;
328 if (this.havocbot_ducktime > time)
329 PHYS_INPUT_BUTTON_CROUCH(this) = true;
331 keyboard = this.havocbot_keyboard;
332 float blend = bound(0, vlen(destorg - this.origin) / autocvar_bot_ai_keyboard_distance, 1); // When getting close move with 360 degree
333 //dprint("movement ", vtos(CS(this).movement), " keyboard ", vtos(keyboard), " blend ", ftos(blend), "\n");
334 CS(this).movement = CS(this).movement + (keyboard - CS(this).movement) * blend;
337 // return true when bot isn't getting closer to the current goal
338 bool havocbot_checkgoaldistance(entity this, vector gco)
340 if (this.bot_stop_moving_timeout > time)
342 float curr_dist_z = max(20, fabs(this.origin.z - gco.z));
343 float curr_dist_2d = max(20, vlen(vec2(this.origin - gco)));
344 float distance_time = this.goalcurrent_distance_time;
345 if(distance_time < 0)
346 distance_time = -distance_time;
347 if(curr_dist_z >= this.goalcurrent_distance_z && curr_dist_2d >= this.goalcurrent_distance_2d)
350 this.goalcurrent_distance_time = time;
351 else if (time - distance_time > 0.5)
356 // reduce it a little bit so it works even with very small approaches to the goal
357 this.goalcurrent_distance_z = max(20, curr_dist_z - 10);
358 this.goalcurrent_distance_2d = max(20, curr_dist_2d - 10);
359 this.goalcurrent_distance_time = 0;
364 entity havocbot_select_an_item_of_group(entity this, int gr)
366 entity selected = NULL;
367 float selected_dist2 = 0;
368 // select farthest item of this group from bot's position
369 IL_EACH(g_items, it.item_group == gr && it.solid,
371 float dist2 = vlen2(this.origin - it.origin);
372 if (dist2 < 600 ** 2 && dist2 > selected_dist2)
375 selected_dist2 = vlen2(this.origin - selected.origin);
382 set_tracewalk_dest(selected, this.origin, false);
383 if (!tracewalk(this, this.origin, STAT(PL_MIN, this), STAT(PL_MAX, this),
384 tracewalk_dest, tracewalk_dest_height, bot_navigation_movemode))
392 void havocbot_movetogoal(entity this)
397 float dodge_enemy_factor = 1;
401 //if (this.goalentity)
402 // te_lightning2(this, this.origin, (this.goalentity.absmin + this.goalentity.absmax) * 0.5);
403 CS(this).movement = '0 0 0';
404 maxspeed = autocvar_sv_maxspeed;
406 PHYS_INPUT_BUTTON_CROUCH(this) = boolean(this.goalcurrent.wpflags & WAYPOINTFLAG_CROUCH);
408 PHYS_INPUT_BUTTON_JETPACK(this) = false;
409 // Jetpack navigation
410 if(this.navigation_jetpack_goal)
411 if(this.goalcurrent==this.navigation_jetpack_goal)
412 if(GetResource(this, RES_FUEL))
414 if(autocvar_bot_debug_goalstack)
416 debuggoalstack(this);
417 te_wizspike(this.navigation_jetpack_point);
421 if (!(this.aistatus & AI_STATUS_JETPACK_FLYING))
423 // Brake almost completely so it can get a good direction
424 if(vdist(this.velocity, >, 10))
426 this.aistatus |= AI_STATUS_JETPACK_FLYING;
429 makevectors(this.v_angle.y * '0 1 0');
430 dir = normalize(this.navigation_jetpack_point - this.origin);
433 if(this.aistatus & AI_STATUS_JETPACK_LANDING)
435 // Calculate brake distance in xy
436 float d = vlen(vec2(this.origin - (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5));
437 float vel2 = vlen2(vec2(this.velocity));
438 float db = (vel2 / (autocvar_g_jetpack_acceleration_side * 2)) + 100;
439 //LOG_INFOF("distance %d, velocity %d, brake at %d ", ceil(d), ceil(v), ceil(db));
440 if(d < db || d < 500)
443 if (vel2 > (maxspeed * 0.3) ** 2)
445 CS(this).movement_x = dir * v_forward * -maxspeed;
448 // Switch to normal mode
449 this.navigation_jetpack_goal = NULL;
450 this.aistatus &= ~AI_STATUS_JETPACK_LANDING;
451 this.aistatus &= ~AI_STATUS_JETPACK_FLYING;
455 else if(checkpvs(this.origin,this.goalcurrent))
457 // If I can see the goal switch to landing code
458 this.aistatus &= ~AI_STATUS_JETPACK_FLYING;
459 this.aistatus |= AI_STATUS_JETPACK_LANDING;
464 PHYS_INPUT_BUTTON_JETPACK(this) = true;
465 if(this.navigation_jetpack_point.z - STAT(PL_MAX, this).z + STAT(PL_MIN, this).z < this.origin.z)
467 CS(this).movement_x = dir * v_forward * maxspeed;
468 CS(this).movement_y = dir * v_right * maxspeed;
473 // Handling of jump pads
474 if(this.jumppadcount)
476 if(this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
478 this.aistatus |= AI_STATUS_OUT_JUMPPAD;
479 if(navigation_poptouchedgoals(this))
482 else if(this.aistatus & AI_STATUS_OUT_JUMPPAD)
484 // If got stuck on the jump pad try to reach the farthest visible waypoint
485 // but with some randomness so it can try out different paths
486 if(!this.goalcurrent)
488 entity newgoal = NULL;
489 IL_EACH(g_waypoints, vdist(it.origin - this.origin, <=, 1000),
491 if(it.wpflags & WAYPOINTFLAG_TELEPORT)
492 if(it.origin.z < this.origin.z - 100 && vdist(vec2(it.origin - this.origin), <, 100))
495 traceline(this.origin + this.view_ofs, ((it.absmin + it.absmax) * 0.5), true, this);
497 if(trace_fraction < 1)
500 if(!newgoal || ((random() < 0.8) && vlen2(it.origin - this.origin) > vlen2(newgoal.origin - this.origin)))
506 this.ignoregoal = this.goalcurrent;
507 this.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
508 navigation_clearroute(this);
509 navigation_routetogoal(this, newgoal, this.origin);
510 if(autocvar_bot_debug_goalstack)
511 debuggoalstack(this);
512 this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
515 else //if (this.goalcurrent)
517 if (this.goalcurrent.bot_pickup)
519 entity jumppad_wp = this.goalcurrent_prev;
520 navigation_poptouchedgoals(this);
521 if(!this.goalcurrent && jumppad_wp.wp00)
523 // head to the jumppad destination once bot reaches the goal item
524 navigation_pushroute(this, jumppad_wp.wp00);
527 vector gco = (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5;
528 if (this.origin.z > gco.z && vdist(vec2(this.velocity), <, autocvar_sv_maxspeed))
530 if (this.velocity.z < 0)
531 this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
533 else if(havocbot_checkgoaldistance(this, gco))
535 navigation_clearroute(this);
536 navigation_goalrating_timeout_force(this);
542 else //if (!(this.aistatus & AI_STATUS_OUT_JUMPPAD))
544 if(this.velocity.z > 0 && this.origin.z - this.lastteleport_origin.z > (this.maxs.z - this.mins.z) * 0.5)
546 vector velxy = this.velocity; velxy_z = 0;
547 if(vdist(velxy, <, autocvar_sv_maxspeed * 0.2))
549 LOG_TRACE("Warning: ", this.netname, " got stuck on a jumppad (velocity in xy is ", vtos(velxy), "), trying to get out of it now");
550 this.aistatus |= AI_STATUS_OUT_JUMPPAD;
555 // Don't chase players while using a jump pad
556 if(IS_PLAYER(this.goalcurrent) || IS_PLAYER(this.goalstack01))
560 else if(this.aistatus & AI_STATUS_OUT_JUMPPAD)
561 this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
563 // If there is a trigger_hurt right below try to use the jetpack or make a rocketjump
564 if (skill > 6 && !(IS_ONGROUND(this)))
566 #define ROCKETJUMP_DAMAGE() WEP_CVAR(devastator, damage) * 0.8 \
567 * ((STAT(STRENGTH_FINISHED, this) > time) ? autocvar_g_balance_powerup_strength_selfdamage : 1) \
568 * ((STAT(INVINCIBLE_FINISHED, this) > time) ? autocvar_g_balance_powerup_invincible_takedamage : 1)
570 // save some CPU cycles by checking trigger_hurt after checking
571 // that something can be done to evade it (cheaper checks)
572 int action_for_trigger_hurt = 0;
573 if (this.items & IT_JETPACK)
574 action_for_trigger_hurt = 1;
575 else if (!this.jumppadcount && !waypoint_is_hardwiredlink(this.goalcurrent_prev, this.goalcurrent)
576 && !(this.goalcurrent_prev && this.goalcurrent_prev.wpflags & WAYPOINTFLAG_JUMP)
577 && GetResource(this, RES_HEALTH) + GetResource(this, RES_ARMOR) > ROCKETJUMP_DAMAGE())
579 action_for_trigger_hurt = 2;
581 else if (!this.goalcurrent)
582 action_for_trigger_hurt = 3;
584 if (action_for_trigger_hurt)
586 tracebox(this.origin, this.mins, this.maxs, this.origin + '0 0 -65536', MOVE_NOMONSTERS, this);
587 if(!tracebox_hits_trigger_hurt(this.origin, this.mins, this.maxs, trace_endpos))
588 action_for_trigger_hurt = 0;
591 if(action_for_trigger_hurt == 1) // jetpack
593 tracebox(this.origin, this.mins, this.maxs, this.origin + '0 0 65536', MOVE_NOMONSTERS, this);
594 if(tracebox_hits_trigger_hurt(this.origin, this.mins, this.maxs, trace_endpos + '0 0 1' ))
596 if(this.velocity.z<0)
597 PHYS_INPUT_BUTTON_JETPACK(this) = true;
600 PHYS_INPUT_BUTTON_JETPACK(this) = true;
602 // If there is no goal try to move forward
604 if(this.goalcurrent==NULL)
607 dir = normalize(( ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5 ) - this.origin);
609 vector xyvelocity = this.velocity; xyvelocity_z = 0;
610 float xyspeed = xyvelocity * dir;
612 if(xyspeed < (maxspeed / 2))
614 makevectors(this.v_angle.y * '0 1 0');
615 tracebox(this.origin, this.mins, this.maxs, this.origin + (dir * maxspeed * 3), MOVE_NOMONSTERS, this);
616 if(trace_fraction==1)
618 CS(this).movement_x = dir * v_forward * maxspeed;
619 CS(this).movement_y = dir * v_right * maxspeed;
621 havocbot_keyboard_movement(this, this.origin + dir * 100);
625 this.havocbot_blockhead = true;
629 else if(action_for_trigger_hurt == 2) // rocketjump
631 if(this.velocity.z < 0)
633 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
635 .entity weaponentity = weaponentities[slot];
637 if(this.(weaponentity).m_weapon == WEP_Null && slot != 0)
640 if(client_hasweapon(this, WEP_DEVASTATOR, weaponentity, true, false))
642 CS(this).movement_x = maxspeed;
644 if(this.rocketjumptime)
646 if(time > this.rocketjumptime)
648 PHYS_INPUT_BUTTON_ATCK2(this) = true;
649 this.rocketjumptime = 0;
654 this.(weaponentity).m_switchweapon = WEP_DEVASTATOR;
656 PHYS_INPUT_BUTTON_ATCK(this) = true;
657 this.rocketjumptime = time + WEP_CVAR(devastator, detonatedelay);
663 else if(action_for_trigger_hurt == 3) // no goal
665 // If there is no goal try to move forward
666 CS(this).movement_x = maxspeed;
670 // If we are under water with no goals, swim up
671 if(this.waterlevel && !this.goalcurrent)
674 if(this.waterlevel>WATERLEVEL_SWIMMING)
676 else if(this.velocity.z >= 0 && !(this.waterlevel == WATERLEVEL_WETFEET && this.watertype == CONTENT_WATER))
677 PHYS_INPUT_BUTTON_JUMP(this) = true;
678 makevectors(this.v_angle.y * '0 1 0');
679 vector v = dir * maxspeed;
680 CS(this).movement.x = v * v_forward;
681 CS(this).movement.y = v * v_right;
682 CS(this).movement.z = v * v_up;
685 // if there is nowhere to go, exit
686 if (this.goalcurrent == NULL)
690 bool locked_goal = false;
691 if((this.goalentity && wasfreed(this.goalentity))
692 || (this.goalcurrent == this.goalentity && this.goalentity.tag_entity))
694 navigation_clearroute(this);
695 navigation_goalrating_timeout_force(this);
698 else if(this.goalentity.tag_entity)
700 navigation_goalrating_timeout_expire(this, 2);
702 else if(this.goalentity.bot_pickup)
704 if(this.goalentity.bot_pickup_respawning)
706 if(this.goalentity.solid) // item respawned
707 this.goalentity.bot_pickup_respawning = false;
708 else if(time < this.goalentity.scheduledrespawntime - 10) // item already taken (by someone else)
710 if(checkpvs(this.origin, this.goalentity))
712 this.goalentity.bot_pickup_respawning = false;
713 navigation_goalrating_timeout_expire(this, random());
715 locked_goal = true; // wait for item to respawn
717 else if(this.goalentity == this.goalcurrent)
718 locked_goal = true; // wait for item to respawn
720 else if(!this.goalentity.solid && !boxesoverlap(this.goalentity.absmin, this.goalentity.absmax, this.absmin, this.absmax))
722 if(checkpvs(this.origin, this.goalentity))
724 navigation_goalrating_timeout_expire(this, random());
728 if (this.goalcurrent == this.goalentity && this.goalentity_lock_timeout > time)
731 if (navigation_shortenpath(this))
733 if (vdist(this.origin - this.goalcurrent_prev.origin, <, 50)
734 && navigation_goalrating_timeout_can_be_anticipated(this))
736 navigation_goalrating_timeout_force(this);
740 bool goalcurrent_can_be_removed = false;
741 if (IS_PLAYER(this.goalcurrent) || IS_MONSTER(this.goalcurrent))
743 bool freeze_state_changed = (boolean(STAT(FROZEN, this.goalentity)) != this.goalentity_shouldbefrozen);
744 if (IS_DEAD(this.goalcurrent) || (this.goalentity == this.goalcurrent && freeze_state_changed))
746 goalcurrent_can_be_removed = true;
747 // don't remove if not visible
748 if (checkpvs(this.origin + this.view_ofs, this.goalcurrent))
750 if (IS_DEAD(this.goalcurrent))
752 IL_EACH(g_items, it.enemy == this.goalcurrent && Item_IsLoot(it),
754 if (vdist(it.origin - this.goalcurrent.death_origin, <, 50))
756 navigation_clearroute(this);
757 navigation_pushroute(this, it);
758 // loot can't be immediately rated since it isn't on ground yet
759 // it will be rated after a second when on ground, meanwhile head to it
760 navigation_goalrating_timeout_expire(this, 1);
765 if (!Item_IsLoot(this.goalcurrent))
767 navigation_goalrating_timeout_force(this);
772 else if (!(STAT(FROZEN, this.goalentity)) && this.bot_tracewalk_time < time)
774 set_tracewalk_dest(this.goalcurrent, this.origin, true);
775 if (!(trace_ent == this || tracewalk(this, this.origin, this.mins, this.maxs,
776 tracewalk_dest, tracewalk_dest_height, bot_navigation_movemode)))
778 navigation_goalrating_timeout_force(this);
781 this.bot_tracewalk_time = max(time, this.bot_tracewalk_time) + 0.25;
787 // optimize path finding by anticipating goalrating when bot is near a waypoint;
788 // in this case path finding can start directly from a waypoint instead of
789 // looking for all the reachable waypoints up to a certain distance
790 if (navigation_poptouchedgoals(this))
792 if (this.goalcurrent)
794 if (goalcurrent_can_be_removed)
796 // remove even if not visible
797 navigation_goalrating_timeout_force(this);
800 else if (navigation_goalrating_timeout_can_be_anticipated(this))
801 navigation_goalrating_timeout_force(this);
805 entity old_goal = this.goalcurrent_prev;
806 if (old_goal.item_group && this.item_group != old_goal.item_group)
808 // Avoid multiple costly calls of path finding code that selects one of the closest
809 // item of the group by telling the bot to head directly to the farthest item.
810 // Next time we let the bot select a goal as usual which can be another item
811 // of this group (the closest one) and so on
812 this.item_group = old_goal.item_group;
813 entity new_goal = havocbot_select_an_item_of_group(this, old_goal.item_group);
815 navigation_pushroute(this, new_goal);
821 // if ran out of goals try to use an alternative goal or get a new strategy asap
822 if(this.goalcurrent == NULL)
824 navigation_goalrating_timeout_force(this);
829 if(autocvar_bot_debug_goalstack)
830 debuggoalstack(this);
832 bool bunnyhop_forbidden = false;
833 vector destorg = get_closer_dest(this.goalcurrent, this.origin);
834 if (this.jumppadcount && this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
836 // if bot used the jumppad, push towards jumppad origin until jumppad waypoint gets removed
837 destorg = this.goalcurrent.origin;
839 else if (this.goalcurrent.wpisbox)
841 // if bot is inside the teleport waypoint, head to teleport origin until teleport gets used
842 // do it even if bot is on a ledge above a teleport/jumppad so it doesn't get stuck
843 if (boxesoverlap(this.goalcurrent.absmin, this.goalcurrent.absmax, this.origin + eZ * this.mins.z, this.origin + eZ * this.maxs.z)
844 || (this.absmin.z > destorg.z && destorg.x == this.origin.x && destorg.y == this.origin.y))
846 bunnyhop_forbidden = true;
847 destorg = this.goalcurrent.origin;
848 if(destorg.z > this.origin.z)
849 PHYS_INPUT_BUTTON_JUMP(this) = true;
853 diff = destorg - this.origin;
855 if (time < this.bot_stop_moving_timeout
856 || (this.goalcurrent == this.goalentity && time < this.goalentity_lock_timeout && vdist(diff, <, 10)))
858 // stop if the locked goal has been reached
859 destorg = this.origin;
860 diff = dir = '0 0 0';
862 else if (IS_PLAYER(this.goalcurrent) || IS_MONSTER(this.goalcurrent))
864 if (vdist(diff, <, 80))
866 // stop if too close to target player (even if frozen)
867 destorg = this.origin;
868 diff = dir = '0 0 0';
872 // move destorg out of target players, otherwise bot will consider them
873 // an obstacle that needs to be jumped (especially if frozen)
874 dir = normalize(diff);
875 destorg -= dir * PL_MAX_CONST.x * M_SQRT2;
876 diff = destorg - this.origin;
880 dir = normalize(diff);
881 flatdir = (diff.z == 0) ? dir : normalize(vec2(diff));
883 bool danger_detected = false;
884 vector do_break = '0 0 0';
886 //if (this.bot_dodgevector_time < time)
888 //this.bot_dodgevector_time = time + cvar("bot_ai_dodgeupdateinterval");
889 //this.bot_dodgevector_jumpbutton = 1;
891 this.aistatus &= ~AI_STATUS_DANGER_AHEAD;
892 makevectors(this.v_angle.y * '0 1 0');
893 if (this.waterlevel > WATERLEVEL_WETFEET)
895 if (this.waterlevel > WATERLEVEL_SWIMMING)
897 if(!this.goalcurrent)
898 this.aistatus |= AI_STATUS_OUT_WATER;
899 else if(destorg.z > this.origin.z)
900 PHYS_INPUT_BUTTON_JUMP(this) = true;
904 if(this.velocity.z >= 0 && !(this.watertype == CONTENT_WATER && destorg.z < this.origin.z) &&
905 (this.aistatus & AI_STATUS_OUT_WATER))
907 PHYS_INPUT_BUTTON_JUMP(this) = true;
912 if (destorg.z > this.origin.z)
921 if(this.aistatus & AI_STATUS_OUT_WATER)
922 this.aistatus &= ~AI_STATUS_OUT_WATER;
924 // jump if going toward an obstacle that doesn't look like stairs we
925 // can walk up directly
926 vector deviation = '0 0 0';
927 float current_speed = vlen(vec2(this.velocity));
928 if (current_speed < maxspeed * 0.2)
929 current_speed = maxspeed * 0.2;
932 deviation = vectoangles(diff) - vectoangles(this.velocity);
933 while (deviation.y < -180) deviation.y += 360;
934 while (deviation.y > 180) deviation.y -= 360;
936 float turning = false;
937 vector flat_diff = vec2(diff);
938 offset = max(32, current_speed * cos(deviation.y * DEG2RAD) * 0.3) * flatdir;
939 vector actual_destorg = this.origin + offset;
940 if (this.goalcurrent_prev && (this.goalcurrent_prev.wpflags & WAYPOINTFLAG_JUMP))
942 if (time > this.bot_stop_moving_timeout
943 && fabs(deviation.y) > 20 && current_speed > maxspeed * 0.4
944 && vdist(vec2(this.origin - this.goalcurrent_prev.origin), <, 50))
946 this.bot_stop_moving_timeout = time + 0.1;
948 if (current_speed > autocvar_sv_maxspeed * 0.9
949 && vlen2(flat_diff) < vlen2(vec2(this.goalcurrent_prev.origin - destorg))
950 && vdist(vec2(this.origin - this.goalcurrent_prev.origin), >, 50)
951 && vdist(vec2(this.origin - this.goalcurrent_prev.origin), <, 150)
954 PHYS_INPUT_BUTTON_JUMP(this) = true;
955 this.bot_jump_time = time;
958 else if (!this.goalstack01 || (this.goalcurrent.wpflags & (WAYPOINTFLAG_TELEPORT | WAYPOINTFLAG_LADDER)))
960 if (vlen2(flat_diff) < vlen2(offset))
962 if ((this.goalcurrent.wpflags & WAYPOINTFLAG_JUMP) && this.goalstack01)
964 // oblique warpzones need a jump otherwise bots gets stuck
965 PHYS_INPUT_BUTTON_JUMP(this) = true;
969 actual_destorg.x = destorg.x;
970 actual_destorg.y = destorg.y;
974 else if (vdist(flat_diff, <, 32) && diff.z < -16) // destination is under the bot
976 actual_destorg.x = destorg.x;
977 actual_destorg.y = destorg.y;
979 else if (vlen2(flat_diff) < vlen2(offset))
981 vector next_goal_org = (this.goalstack01.absmin + this.goalstack01.absmax) * 0.5;
982 vector next_dir = normalize(vec2(next_goal_org - destorg));
983 float dist = vlen(vec2(this.origin + offset - destorg));
984 // if current and next goal are close to each other make sure
985 // actual_destorg isn't set beyond next_goal_org
986 if (dist ** 2 > vlen2(vec2(next_goal_org - destorg)))
987 actual_destorg = next_goal_org;
989 actual_destorg = vec2(destorg) + dist * next_dir;
990 actual_destorg.z = this.origin.z;
994 LABEL(jumpobstacle_check);
995 dir = flatdir = normalize(actual_destorg - this.origin);
997 bool jump_forbidden = false;
998 if (!turning && fabs(deviation.y) > 50)
999 jump_forbidden = true;
1000 else if (IS_DUCKED(this))
1002 tracebox(this.origin, PL_MIN_CONST, PL_MAX_CONST, this.origin, false, this);
1003 if (trace_startsolid)
1004 jump_forbidden = true;
1007 if (!jump_forbidden)
1009 tracebox(this.origin, this.mins, this.maxs, actual_destorg, false, this);
1010 if (trace_fraction < 1 && trace_plane_normal.z < 0.7)
1013 tracebox(this.origin + stepheightvec, this.mins, this.maxs, actual_destorg + stepheightvec, false, this);
1014 if (trace_fraction < s + 0.01 && trace_plane_normal.z < 0.7)
1016 // found an obstacle
1017 if (turning && fabs(deviation.y) > 5)
1019 // check if the obstacle is still there without turning
1020 actual_destorg = destorg;
1022 this.bot_tracewalk_time = time + 0.25;
1023 goto jumpobstacle_check;
1026 // don't artificially reduce max jump height in real-time
1027 // (jumpstepheightvec is reduced a bit to make the jumps easy in tracewalk)
1028 vector jump_height = (IS_ONGROUND(this)) ? stepheightvec + jumpheight_vec : jumpstepheightvec;
1029 tracebox(this.origin + jump_height, this.mins, this.maxs, actual_destorg + jump_height, false, this);
1030 if (trace_fraction > s)
1032 PHYS_INPUT_BUTTON_JUMP(this) = true;
1033 this.bot_jump_time = time;
1037 jump_height = stepheightvec + jumpheight_vec / 2;
1038 tracebox(this.origin + jump_height, this.mins, this.maxs, actual_destorg + jump_height, false, this);
1039 if (trace_fraction > s)
1041 PHYS_INPUT_BUTTON_JUMP(this) = true;
1042 this.bot_jump_time = time;
1049 // if bot for some reason doesn't get close to the current goal find another one
1050 if(!this.jumppadcount && !IS_PLAYER(this.goalcurrent))
1051 if(!(locked_goal && this.goalcurrent_distance_z < 50 && this.goalcurrent_distance_2d < 50))
1052 if(havocbot_checkgoaldistance(this, destorg))
1054 if(this.goalcurrent_distance_time < 0) // can't get close for the second time
1056 navigation_clearroute(this);
1057 navigation_goalrating_timeout_force(this);
1061 set_tracewalk_dest(this.goalcurrent, this.origin, false);
1062 if (!tracewalk(this, this.origin, this.mins, this.maxs,
1063 tracewalk_dest, tracewalk_dest_height, bot_navigation_movemode))
1065 navigation_clearroute(this);
1066 navigation_goalrating_timeout_force(this);
1070 // give bot only another chance to prevent bot getting stuck
1071 // in case it thinks it can walk but actually can't
1072 this.goalcurrent_distance_z = FLOAT_MAX;
1073 this.goalcurrent_distance_2d = FLOAT_MAX;
1074 this.goalcurrent_distance_time = -time; // mark second try
1077 if (skill + this.bot_moveskill <= 3 && time > this.bot_stop_moving_timeout
1078 && current_speed > maxspeed * 0.9 && fabs(deviation.y) > 70)
1080 this.bot_stop_moving_timeout = time + 0.4 + random() * 0.2;
1083 // Check for water/slime/lava and dangerous edges
1084 // (only when the bot is on the ground or jumping intentionally)
1086 offset = (vdist(this.velocity, >, 32) ? this.velocity * 0.2 : flatdir * 32);
1087 vector dst_ahead = this.origin + this.view_ofs + offset;
1088 vector dst_down = dst_ahead - '0 0 3000';
1089 traceline(this.origin + this.view_ofs, dst_ahead, true, NULL);
1091 bool unreachable = false;
1093 if (trace_fraction == 1 && !this.jumppadcount
1094 && !waypoint_is_hardwiredlink(this.goalcurrent_prev, this.goalcurrent)
1095 && !(this.goalcurrent_prev && (this.goalcurrent_prev.wpflags & WAYPOINTFLAG_JUMP)))
1096 if((IS_ONGROUND(this)) || (this.aistatus & AI_STATUS_RUNNING) || (this.aistatus & AI_STATUS_ROAMING) || PHYS_INPUT_BUTTON_JUMP(this))
1099 traceline(dst_ahead , dst_down, true, NULL);
1100 //te_lightning2(NULL, this.origin + this.view_ofs, dst_ahead); // Draw "ahead" look
1101 //te_lightning2(NULL, dst_ahead, trace_endpos); // Draw "downwards" look
1102 if(trace_endpos.z < this.origin.z + this.mins.z)
1104 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY)
1105 danger_detected = true;
1106 else if (trace_endpos.z < min(this.origin.z + this.mins.z, this.goalcurrent.origin.z) - 100)
1107 danger_detected = true;
1110 s = pointcontents(trace_endpos + '0 0 1');
1111 if (s != CONTENT_SOLID)
1113 if (s == CONTENT_LAVA || s == CONTENT_SLIME)
1114 danger_detected = true;
1115 else if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos))
1117 // the traceline check isn't enough but is good as optimization,
1118 // when not true (most of the time) this tracebox call is avoided
1119 tracebox(dst_ahead, this.mins, this.maxs, dst_down, true, this);
1120 if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos))
1122 if (destorg.z > this.origin.z + jumpstepheightvec.z)
1124 // the goal is probably on an upper platform, assume bot can't get there
1128 danger_detected = true;
1137 makevectors(this.v_angle.y * '0 1 0');
1139 if (danger_detected || (s == CONTENT_WATER))
1141 this.aistatus |= AI_STATUS_DANGER_AHEAD;
1142 if(IS_PLAYER(this.goalcurrent))
1146 // slow down if bot is in the air and goal is under it
1147 if (!waypoint_is_hardwiredlink(this.goalcurrent_prev, this.goalcurrent)
1148 && vdist(flat_diff, <, 250) && this.origin.z - destorg.z > 120
1149 && (!IS_ONGROUND(this) || vdist(vec2(this.velocity), >, maxspeed * 0.3)))
1151 // tracebox wouldn't work when bot is still on the ledge
1152 traceline(this.origin, this.origin - '0 0 200', true, this);
1153 if (this.origin.z - trace_endpos.z > 120)
1154 do_break = normalize(this.velocity) * -1;
1159 navigation_clearroute(this);
1160 navigation_goalrating_timeout_force(this);
1161 this.ignoregoal = this.goalcurrent;
1162 this.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
1166 dodge = havocbot_dodge(this);
1168 dodge *= bound(0, 0.5 + (skill + this.bot_dodgeskill) * 0.1, 1);
1171 traceline(this.origin, (this.enemy.absmin + this.enemy.absmax) * 0.5, true, NULL);
1172 if (IS_PLAYER(trace_ent))
1173 dodge_enemy_factor = bound(0, (skill + this.bot_dodgeskill) / 7, 1);
1175 // this.bot_dodgevector = dir;
1176 // this.bot_dodgevector_jumpbutton = PHYS_INPUT_BUTTON_JUMP(this);
1179 float ladder_zdir = 0;
1180 if(this.ladder_entity)
1182 if(this.goalcurrent.origin.z + this.goalcurrent.mins.z > this.origin.z + this.mins.z)
1184 if(this.origin.z + this.mins.z < this.ladder_entity.origin.z + this.ladder_entity.maxs.z)
1189 if(this.origin.z + this.mins.z > this.ladder_entity.origin.z + this.ladder_entity.mins.z)
1194 if (vdist(vec2(diff), <, 40))
1195 dir.z = ladder_zdir * 4;
1197 dir.z = ladder_zdir * 2;
1198 dir = normalize(dir);
1202 if (this.goalcurrent.wpisbox
1203 && boxesoverlap(this.goalcurrent.absmin, this.goalcurrent.absmax, this.origin, this.origin))
1205 // bot is inside teleport waypoint but hasn't touched the real teleport yet
1206 // head to teleport origin
1207 dir = (this.goalcurrent.origin - this.origin);
1209 dir = normalize(dir);
1212 // already executed when bot targets an enemy
1213 if (!this.bot_aimdir_executed)
1215 if (time < this.bot_stop_moving_timeout)
1216 bot_aimdir(this, normalize(this.goalcurrent.origin - this.origin), 0);
1218 bot_aimdir(this, dir, 0);
1221 vector evadedanger = '0 0 0';
1224 dir *= dodge_enemy_factor;
1225 if (danger_detected && vdist(this.velocity, >, maxspeed * 0.8) && this.goalcurrent_prev
1226 && this.goalcurrent.classname == "waypoint")
1228 vector p = this.origin + this.velocity * 0.2;
1229 vector evadedanger = point_line_vec(p, vec2(this.goalcurrent_prev.origin) + eZ * p.z,
1230 vec2(destorg - this.goalcurrent_prev.origin));
1231 if (vdist(evadedanger, >, 20))
1233 if (vdist(evadedanger, >, 40))
1234 do_break = normalize(this.velocity) * -1;
1235 evadedanger = normalize(evadedanger);
1236 evadedanger *= bound(1, 3 - (skill + this.bot_dodgeskill), 3); // Noobs fear dangers a lot and take more distance from them
1239 evadedanger = '0 0 0';
1241 dir = normalize(dir + dodge + do_break + evadedanger);
1244 makevectors(this.v_angle);
1245 //dir = this.bot_dodgevector;
1246 //if (this.bot_dodgevector_jumpbutton)
1247 // PHYS_INPUT_BUTTON_JUMP(this) = true;
1248 CS(this).movement_x = dir * v_forward * maxspeed;
1249 CS(this).movement_y = dir * v_right * maxspeed;
1250 CS(this).movement_z = dir * v_up * maxspeed;
1252 // Emulate keyboard interface
1254 havocbot_keyboard_movement(this, destorg);
1257 if (!bunnyhop_forbidden && !evadedanger && !do_break && skill + this.bot_moveskill >= autocvar_bot_ai_bunnyhop_skilloffset)
1258 havocbot_bunnyhop(this, dir);
1260 if (dir * v_up >= autocvar_sv_jumpvelocity * 0.5 && IS_ONGROUND(this))
1261 PHYS_INPUT_BUTTON_JUMP(this) = true;
1264 if (dodge * v_up > 0 && random() * frametime >= 0.2 * bound(0, (10 - skill - this.bot_dodgeskill) * 0.1, 1))
1265 PHYS_INPUT_BUTTON_JUMP(this) = true;
1266 if (dodge * v_up < 0 && random() * frametime >= 0.5 * bound(0, (10 - skill - this.bot_dodgeskill) * 0.1, 1))
1267 this.havocbot_ducktime = time + 0.3 / bound(0.1, skill + this.bot_dodgeskill, 10);
1271 entity havocbot_gettarget(entity this, bool secondary)
1274 vector eye = CENTER_OR_VIEWOFS(this);
1275 IL_EACH(g_bot_targets, boolean((secondary) ? it.classname == "misc_breakablemodel" : it.classname != "misc_breakablemodel"),
1277 vector v = CENTER_OR_VIEWOFS(it);
1278 if(vdist(v - eye, <, autocvar_bot_ai_enemydetectionradius))
1279 if(!best || vlen2(CENTER_OR_VIEWOFS(best) - eye) > vlen2(v - eye))
1280 if(bot_shouldattack(this, it))
1282 traceline(eye, v, true, this);
1283 if (trace_ent == it || trace_fraction >= 1)
1291 void havocbot_chooseenemy(entity this)
1293 if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(this))
1301 if (!bot_shouldattack(this, this.enemy))
1303 // enemy died or something, find a new target
1305 this.havocbot_chooseenemy_finished = time;
1307 else if (this.havocbot_stickenemy_time && time < this.havocbot_stickenemy_time)
1309 // tracking last chosen enemy
1310 vector targ_pos = (this.enemy.absmin + this.enemy.absmax) * 0.5;
1311 traceline(this.origin + this.view_ofs, targ_pos, false, NULL);
1312 if (trace_ent == this.enemy || trace_fraction == 1)
1313 if (vdist(targ_pos - this.origin, <, 1000))
1315 // remain tracking him for a shot while (case he went after a small corner or pilar
1316 this.havocbot_chooseenemy_finished = time + 0.5;
1320 // stop preferring this enemy
1321 this.havocbot_stickenemy_time = 0;
1324 if (time < this.havocbot_chooseenemy_finished)
1326 this.havocbot_chooseenemy_finished = time + autocvar_bot_ai_enemydetectioninterval;
1327 vector eye = this.origin + this.view_ofs;
1329 float bestrating = autocvar_bot_ai_enemydetectionradius ** 2;
1332 int hf = this.dphitcontentsmask;
1334 // Search for enemies, if no enemy can be seen directly try to look through transparent objects
1336 this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
1338 bool scan_transparent = false;
1339 bool scan_secondary_targets = false;
1340 bool have_secondary_targets = false;
1343 scan_secondary_targets = false;
1345 IL_EACH(g_bot_targets, it.bot_attack,
1347 if(!scan_secondary_targets)
1349 if(it.classname == "misc_breakablemodel")
1351 have_secondary_targets = true;
1355 else if(it.classname != "misc_breakablemodel")
1358 vector v = (it.absmin + it.absmax) * 0.5;
1359 float rating = vlen2(v - eye);
1360 if (rating < bestrating && bot_shouldattack(this, it))
1362 traceline(eye, v, true, this);
1363 if (trace_ent == it || trace_fraction >= 1)
1366 bestrating = rating;
1371 if(!best && have_secondary_targets && !scan_secondary_targets)
1373 scan_secondary_targets = true;
1375 bestrating = autocvar_bot_ai_enemydetectionradius ** 2;
1379 // I want to do a second scan if no enemy was found or I don't have weapons
1380 // TODO: Perform the scan when using the rifle (requires changes on the rifle code)
1381 if(best || STAT(WEAPONS, this)) // || this.weapon == WEP_RIFLE.m_id
1383 if(scan_transparent)
1386 // Set flags to see through transparent objects
1387 this.dphitcontentsmask |= DPCONTENTS_OPAQUE;
1389 scan_transparent = true;
1392 // Restore hit flags
1393 this.dphitcontentsmask = hf;
1396 this.havocbot_stickenemy_time = time + autocvar_bot_ai_enemydetectioninterval_stickingtoenemy;
1397 if(best && best.classname == "misc_breakablemodel")
1398 this.havocbot_stickenemy_time = 0;
1401 float havocbot_chooseweapon_checkreload(entity this, .entity weaponentity, int new_weapon)
1403 // bots under this skill cannot find unloaded weapons to reload idly when not in combat,
1404 // so skip this for them, or they'll never get to reload their weapons at all.
1405 // this also allows bots under this skill to be more stupid, and reload more often during combat :)
1409 // if this weapon is scheduled for reloading, don't switch to it during combat
1410 if (this.(weaponentity).weapon_load[new_weapon] < 0)
1412 FOREACH(Weapons, it != WEP_Null, {
1413 if(it.wr_checkammo1(it, this, weaponentity) + it.wr_checkammo2(it, this, weaponentity))
1414 return true; // other weapon available
1421 void havocbot_chooseweapon(entity this, .entity weaponentity)
1426 if(g_weaponarena_weapons == WEPSET(TUBA))
1428 this.(weaponentity).m_switchweapon = WEP_TUBA;
1432 // TODO: clean this up by moving it to weapon code
1433 if(this.enemy==NULL)
1435 // If no weapon was chosen get the first available weapon
1436 if(this.(weaponentity).m_weapon==WEP_Null)
1437 FOREACH(Weapons, it != WEP_Null, {
1438 if(client_hasweapon(this, it, weaponentity, true, false))
1440 this.(weaponentity).m_switchweapon = it;
1447 // Do not change weapon during the next second after a combo
1448 float f = time - this.lastcombotime;
1453 float distance; distance=bound(10,vlen(this.origin-this.enemy.origin)-200,10000);
1455 // Should it do a weapon combo?
1456 float af, ct, combo_time, combo;
1458 af = ATTACK_FINISHED(this, weaponentity);
1459 ct = autocvar_bot_ai_weapon_combo_threshold;
1461 // Bots with no skill will be 4 times more slower than "godlike" bots when doing weapon combos
1462 // Ideally this 4 should be calculated as longest_weapon_refire / bot_ai_weapon_combo_threshold
1463 combo_time = time + ct + (ct * ((-0.3*(skill+this.bot_weaponskill))+3));
1467 if(autocvar_bot_ai_weapon_combo)
1468 if(this.(weaponentity).m_weapon.m_id == this.(weaponentity).lastfiredweapon)
1472 this.lastcombotime = time;
1475 distance *= (2 ** this.bot_rangepreference);
1477 // Custom weapon list based on distance to the enemy
1478 if(bot_custom_weapon){
1480 // Choose weapons for far distance
1481 if ( distance > bot_distance_far ) {
1482 for(i=0; i < REGISTRY_COUNT(Weapons) && bot_weapons_far[i] != -1 ; ++i){
1483 w = bot_weapons_far[i];
1484 if ( client_hasweapon(this, REGISTRY_GET(Weapons, w), weaponentity, true, false) )
1486 if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1488 this.(weaponentity).m_switchweapon = REGISTRY_GET(Weapons, w);
1494 // Choose weapons for mid distance
1495 if ( distance > bot_distance_close) {
1496 for(i=0; i < REGISTRY_COUNT(Weapons) && bot_weapons_mid[i] != -1 ; ++i){
1497 w = bot_weapons_mid[i];
1498 if ( client_hasweapon(this, REGISTRY_GET(Weapons, w), weaponentity, true, false) )
1500 if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1502 this.(weaponentity).m_switchweapon = REGISTRY_GET(Weapons, w);
1508 // Choose weapons for close distance
1509 for(i=0; i < REGISTRY_COUNT(Weapons) && bot_weapons_close[i] != -1 ; ++i){
1510 w = bot_weapons_close[i];
1511 if ( client_hasweapon(this, REGISTRY_GET(Weapons, 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 = REGISTRY_GET(Weapons, w);
1522 void havocbot_aim(entity this)
1524 if (time < this.nextaim)
1526 this.nextaim = time + 0.1;
1527 vector myvel = this.velocity;
1528 if (!this.waterlevel)
1530 if(MUTATOR_CALLHOOK(HavocBot_Aim, this)) { /* do nothing */ }
1531 else if (this.enemy)
1533 vector enemyvel = this.enemy.velocity;
1534 if (!this.enemy.waterlevel)
1536 lag_additem(this, time + CS(this).ping, 0, 0, this.enemy, this.origin, myvel, (this.enemy.absmin + this.enemy.absmax) * 0.5, enemyvel);
1539 lag_additem(this, time + CS(this).ping, 0, 0, NULL, this.origin, myvel, ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5, '0 0 0');
1542 bool havocbot_moveto_refresh_route(entity this)
1544 // Refresh path to goal if necessary
1546 wp = this.havocbot_personal_waypoint;
1547 navigation_goalrating_start(this);
1548 navigation_routerating(this, wp, 10000, 10000);
1549 navigation_goalrating_end(this);
1550 return (this.goalentity != NULL);
1553 float havocbot_moveto(entity this, vector pos)
1557 if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_GOING)
1559 // Step 4: Move to waypoint
1560 if(this.havocbot_personal_waypoint==NULL)
1562 LOG_TRACE("Error: ", this.netname, " trying to walk to a non existent personal waypoint");
1563 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_GOING;
1564 return CMD_STATUS_ERROR;
1567 if (!bot_strategytoken_taken)
1568 if(this.havocbot_personal_waypoint_searchtime<time)
1570 bot_strategytoken_taken = true;
1571 if(havocbot_moveto_refresh_route(this))
1573 LOG_TRACE(this.netname, " walking to its personal waypoint (after ", ftos(this.havocbot_personal_waypoint_failcounter), " failed attempts)");
1574 this.havocbot_personal_waypoint_searchtime = time + 10;
1575 this.havocbot_personal_waypoint_failcounter = 0;
1579 this.havocbot_personal_waypoint_failcounter += 1;
1580 this.havocbot_personal_waypoint_searchtime = time + 2;
1581 if(this.havocbot_personal_waypoint_failcounter >= 30)
1583 LOG_TRACE("Warning: can't walk to the personal waypoint located at ", vtos(this.havocbot_personal_waypoint.origin));
1584 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1585 delete(this.havocbot_personal_waypoint);
1586 return CMD_STATUS_ERROR;
1589 LOG_TRACE(this.netname, " can't walk to its personal waypoint (after ", ftos(this.havocbot_personal_waypoint_failcounter), " failed attempts), trying later");
1593 if(autocvar_bot_debug_goalstack)
1594 debuggoalstack(this);
1598 havocbot_movetogoal(this);
1600 if (!this.bot_aimdir_executed && this.goalcurrent)
1603 vector dir = get_closer_dest(this.goalcurrent, this.origin);
1604 dir -= this.origin + this.view_ofs;
1606 bot_aimdir(this, dir, 0);
1609 if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_REACHED)
1611 // Step 5: Waypoint reached
1612 LOG_TRACE(this.netname, "'s personal waypoint reached");
1613 waypoint_remove(this.havocbot_personal_waypoint);
1614 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_REACHED;
1615 return CMD_STATUS_FINISHED;
1618 return CMD_STATUS_EXECUTING;
1621 // Step 2: Linking waypoint
1622 if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_LINKING)
1624 // Wait until it is linked
1625 if(!this.havocbot_personal_waypoint.wplinked)
1627 LOG_TRACE(this.netname, " waiting for personal waypoint to be linked");
1628 return CMD_STATUS_EXECUTING;
1631 this.havocbot_personal_waypoint_searchtime = time; // so we set the route next frame
1632 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1633 this.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_GOING;
1635 // Step 3: Route to waypoint
1636 LOG_TRACE(this.netname, " walking to its personal waypoint");
1638 return CMD_STATUS_EXECUTING;
1641 // Step 1: Spawning waypoint
1642 wp = waypoint_spawnpersonal(this, pos);
1645 LOG_TRACE("Error: Can't spawn personal waypoint at ",vtos(pos));
1646 return CMD_STATUS_ERROR;
1649 this.havocbot_personal_waypoint = wp;
1650 this.havocbot_personal_waypoint_failcounter = 0;
1651 this.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1653 // if pos is inside a teleport, then let's mark it as teleport waypoint
1654 IL_EACH(g_teleporters, WarpZoneLib_BoxTouchesBrush(pos, pos, it, NULL),
1656 wp.wpflags |= WAYPOINTFLAG_TELEPORT;
1657 this.lastteleporttime = 0;
1661 if(wp.wpflags & WAYPOINTFLAG_TELEPORT)
1662 print("routing to a teleporter\n");
1664 print("routing to a non-teleporter\n");
1667 return CMD_STATUS_EXECUTING;
1670 float havocbot_resetgoal(entity this)
1672 navigation_clearroute(this);
1673 return CMD_STATUS_FINISHED;
1676 void havocbot_setupbot(entity this)
1678 this.bot_ai = havocbot_ai;
1679 this.cmd_moveto = havocbot_moveto;
1680 this.cmd_resetgoal = havocbot_resetgoal;
1682 // NOTE: bot is not player yet
1683 havocbot_chooserole(this);
1686 vector havocbot_dodge(entity this)
1688 // LordHavoc: disabled because this is too expensive
1693 float danger, bestdanger, vl, d;
1696 // check for dangerous objects near bot or approaching bot
1697 head = findchainfloat(bot_dodge, true);
1700 if (head.owner != this)
1702 vl = vlen(head.velocity);
1703 if (vl > autocvar_sv_maxspeed * 0.3)
1705 n = normalize(head.velocity);
1706 v = this.origin - head.origin;
1708 if (d > (0 - head.bot_dodgerating))
1709 if (d < (vl * 0.2 + head.bot_dodgerating))
1711 // calculate direction and distance from the flight path, by removing the forward axis
1712 v = v - (n * (v * n));
1713 danger = head.bot_dodgerating - vlen(v);
1714 if (bestdanger < danger)
1716 bestdanger = danger;
1717 // dodge to the side of the object
1718 dodge = normalize(v);
1724 danger = head.bot_dodgerating - vlen(head.origin - this.origin);
1725 if (bestdanger < danger)
1727 bestdanger = danger;
1728 dodge = normalize(this.origin - head.origin);