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[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / bot / default / havocbot / havocbot.qc
1 #include "havocbot.qh"
2
3 #include "roles.qh"
4
5 #include <server/defs.qh>
6 #include <server/miscfunctions.qh>
7 #include <server/weapons/selection.qh>
8 #include <server/weapons/weaponsystem.qh>
9 #include "../cvars.qh"
10
11 #include "../aim.qh"
12 #include "../bot.qh"
13 #include "../navigation.qh"
14 #include "../scripting.qh"
15 #include "../waypoints.qh"
16
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>
24
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>
29
30 #include <lib/warpzone/common.qh>
31
32 void havocbot_ai(entity this)
33 {
34         if(this.draggedby)
35                 return;
36
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;
41
42         if(bot_execute_commands(this))
43                 return;
44
45         if (bot_strategytoken == this && !bot_strategytoken_taken)
46         {
47                 if(this.havocbot_blockhead)
48                 {
49                         this.havocbot_blockhead = false;
50                 }
51                 else
52                 {
53                         if (!this.jumppadcount && !STAT(FROZEN, this)
54                                 && !(this.goalcurrent_prev && (this.goalcurrent_prev.wpflags & WAYPOINTFLAG_JUMP) && !IS_ONGROUND(this)))
55                         {
56                                 // find a new goal
57                                 this.havocbot_role(this); // little too far down the rabbit hole
58                         }
59                 }
60
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)))
63                 if(!this.goalcurrent)
64                 if(this.waterlevel == WATERLEVEL_SWIMMING || (this.aistatus & AI_STATUS_OUT_WATER))
65                 {
66                         // Look for the closest waypoint out of water
67                         entity newgoal = NULL;
68                         IL_EACH(g_waypoints, vdist(it.origin - this.origin, <=, 10000),
69                         {
70                                 if(it.origin.z < this.origin.z)
71                                         continue;
72
73                                 if(it.origin.z - this.origin.z - this.view_ofs.z > 100)
74                                         continue;
75
76                                 if (pointcontents(it.origin + it.maxs + '0 0 1') != CONTENT_EMPTY)
77                                         continue;
78
79                                 traceline(this.origin + this.view_ofs, ((it.absmin + it.absmax) * 0.5), true, this);
80
81                                 if(trace_fraction < 1)
82                                         continue;
83
84                                 if(!newgoal || vlen2(it.origin - this.origin) < vlen2(newgoal.origin - this.origin))
85                                         newgoal = it;
86                         });
87
88                         if(newgoal)
89                         {
90                         //      te_wizspike(newgoal.origin);
91                                 navigation_pushroute(this, newgoal);
92                         }
93                 }
94
95                 // token has been used this frame
96                 bot_strategytoken_taken = true;
97         }
98
99         if (this.goalcurrent && wasfreed(this.goalcurrent))
100         {
101                 navigation_clearroute(this);
102                 navigation_goalrating_timeout_force(this);
103                 return;
104         }
105
106         if(IS_DEAD(this) || STAT(FROZEN, this))
107         {
108                 if (this.goalcurrent)
109                         navigation_clearroute(this);
110                 this.enemy = NULL;
111                 this.bot_aimtarg = NULL;
112                 return;
113         }
114
115         havocbot_chooseenemy(this);
116
117         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
118         {
119                 .entity weaponentity = weaponentities[slot];
120                 if(this.(weaponentity).m_weapon != WEP_Null || slot == 0)
121                 if(this.(weaponentity).bot_chooseweapontime < time)
122                 {
123                         this.(weaponentity).bot_chooseweapontime = time + autocvar_bot_ai_chooseweaponinterval;
124                         havocbot_chooseweapon(this, weaponentity);
125                 }
126         }
127         havocbot_aim(this);
128         lag_update(this);
129
130         if (this.bot_aimtarg)
131         {
132                 this.aistatus |= AI_STATUS_ATTACKING;
133                 this.aistatus &= ~AI_STATUS_ROAMING;
134
135                 if(STAT(WEAPONS, this))
136                 {
137                         if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(this))
138                         {
139                                 PHYS_INPUT_BUTTON_ATCK(this) = false;
140                                 PHYS_INPUT_BUTTON_ATCK2(this) = false;
141                         }
142                         else
143                         {
144                                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
145                                 {
146                                         .entity weaponentity = weaponentities[slot];
147                                         Weapon w = this.(weaponentity).m_weapon;
148                                         if(w == WEP_Null && slot != 0)
149                                                 continue;
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;
153                                 }
154                         }
155                 }
156                 else
157                 {
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);
160                 }
161         }
162         else if (this.goalcurrent)
163         {
164                 this.aistatus |= AI_STATUS_ROAMING;
165                 this.aistatus &= ~AI_STATUS_ATTACKING;
166         }
167
168         havocbot_movetogoal(this);
169         if (!this.bot_aimdir_executed && this.goalcurrent)
170         {
171                 // Heading
172                 vector dir = get_closer_dest(this.goalcurrent, this.origin);
173                 dir -= this.origin + this.view_ofs;
174                 dir.z = 0;
175                 bot_aimdir(this, dir, 0);
176         }
177
178         // if the bot is not attacking, consider reloading weapons
179         if (!(this.aistatus & AI_STATUS_ATTACKING))
180         {
181                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
182                 {
183                         .entity weaponentity = weaponentities[slot];
184
185                         if(this.(weaponentity).m_weapon == WEP_Null && slot != 0)
186                                 continue;
187
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
192
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
197                         {
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))
200                                         {
201                                                 this.(weaponentity).m_switchweapon = it;
202                                                 break;
203                                         }
204                                 });
205                         }
206                 }
207         }
208 }
209
210 void havocbot_bunnyhop(entity this, vector dir)
211 {
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)))
217         {
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)
223                 {
224                         vector gco = get_closer_dest(this.goalcurrent, this.origin);
225                         float vel = vlen(vec2(this.velocity));
226
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)))
231                                 can_run = true;
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))
236                         {
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;
242
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))
247                                 {
248                                         can_run = true;
249                                 }
250                         }
251                 }
252         }
253
254         if (can_run)
255         {
256                 PHYS_INPUT_BUTTON_JUMP(this) = true;
257                 this.bot_jump_time = time;
258                 this.aistatus |= AI_STATUS_RUNNING;
259         }
260         else
261         {
262                 if (IS_ONGROUND(this) || this.waterlevel > WATERLEVEL_WETFEET)
263                         this.aistatus &= ~AI_STATUS_RUNNING;
264         }
265 }
266
267 void havocbot_keyboard_movement(entity this, vector destorg)
268 {
269         if(time <= this.havocbot_keyboardtime)
270                 return;
271
272         float sk = skill + this.bot_moveskill;
273         this.havocbot_keyboardtime =
274                 max(
275                         this.havocbot_keyboardtime
276                                 + 0.05 / max(1, sk + this.havocbot_keyboardskill)
277                                 + random() * 0.025 / max(0.00025, skill + this.havocbot_keyboardskill)
278                 , time);
279         vector keyboard = CS(this).movement / autocvar_sv_maxspeed;
280
281         float trigger = autocvar_bot_ai_keyboard_threshold;
282
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)
289         {
290                 keyboard.x = 1;
291                 if (sk < 2.5)
292                         keyboard.y = 0;
293         }
294         else if (keyboard.x < -trigger && sk > 1.5)
295         {
296                 keyboard.x = -1;
297                 if (sk < 4.5)
298                         keyboard.y = 0;
299         }
300         else
301         {
302                 keyboard.x = 0;
303                 if (sk < 1.5)
304                         keyboard.y = 0;
305         }
306         if (sk < 4.5)
307                 keyboard.z = 0;
308
309         if (keyboard.y > trigger)
310                 keyboard.y = 1;
311         else if (keyboard.y < -trigger)
312                 keyboard.y = -1;
313         else
314                 keyboard.y = 0;
315
316         if (keyboard.z > trigger)
317                 keyboard.z = 1;
318         else if (keyboard.z < -trigger)
319                 keyboard.z = -1;
320         else
321                 keyboard.z = 0;
322
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);
326
327         this.havocbot_keyboard = keyboard * autocvar_sv_maxspeed;
328         if (this.havocbot_ducktime > time)
329                 PHYS_INPUT_BUTTON_CROUCH(this) = true;
330
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;
335 }
336
337 // return true when bot isn't getting closer to the current goal
338 bool havocbot_checkgoaldistance(entity this, vector gco)
339 {
340         if (this.bot_stop_moving_timeout > time)
341                 return false;
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)
348         {
349                 if(!distance_time)
350                         this.goalcurrent_distance_time = time;
351                 else if (time - distance_time > 0.5)
352                         return true;
353         }
354         else
355         {
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;
360         }
361         return false;
362 }
363
364 entity havocbot_select_an_item_of_group(entity this, int gr)
365 {
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,
370         {
371                 float dist2 = vlen2(this.origin - it.origin);
372                 if (dist2 < 600 ** 2 && dist2 > selected_dist2)
373                 {
374                         selected = it;
375                         selected_dist2 = vlen2(this.origin - selected.origin);
376                 }
377         });
378
379         if (!selected)
380                 return NULL;
381
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))
385         {
386                 return NULL;
387         }
388
389         return selected;
390 }
391
392 void havocbot_movetogoal(entity this)
393 {
394         vector diff;
395         vector dir;
396         vector flatdir;
397         float dodge_enemy_factor = 1;
398         float maxspeed;
399         //float dist;
400         vector dodge;
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;
405
406         PHYS_INPUT_BUTTON_CROUCH(this) = boolean(this.goalcurrent.wpflags & WAYPOINTFLAG_CROUCH);
407
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))
413         {
414                 if(autocvar_bot_debug_goalstack)
415                 {
416                         debuggoalstack(this);
417                         te_wizspike(this.navigation_jetpack_point);
418                 }
419
420                 // Take off
421                 if (!(this.aistatus & AI_STATUS_JETPACK_FLYING))
422                 {
423                         // Brake almost completely so it can get a good direction
424                         if(vdist(this.velocity, >, 10))
425                                 return;
426                         this.aistatus |= AI_STATUS_JETPACK_FLYING;
427                 }
428
429                 makevectors(this.v_angle.y * '0 1 0');
430                 dir = normalize(this.navigation_jetpack_point - this.origin);
431
432                 // Landing
433                 if(this.aistatus & AI_STATUS_JETPACK_LANDING)
434                 {
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)
441                         {
442                                 // Brake
443                                 if (vel2 > (maxspeed * 0.3) ** 2)
444                                 {
445                                         CS(this).movement_x = dir * v_forward * -maxspeed;
446                                         return;
447                                 }
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;
452                                 return;
453                         }
454                 }
455                 else if(checkpvs(this.origin,this.goalcurrent))
456                 {
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;
460                         return;
461                 }
462
463                 // Flying
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)
466                 {
467                         CS(this).movement_x = dir * v_forward * maxspeed;
468                         CS(this).movement_y = dir * v_right * maxspeed;
469                 }
470                 return;
471         }
472
473         // Handling of jump pads
474         if(this.jumppadcount)
475         {
476                 if(this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
477                 {
478                         this.aistatus |= AI_STATUS_OUT_JUMPPAD;
479                         if(navigation_poptouchedgoals(this))
480                                 return;
481                 }
482                 else if(this.aistatus & AI_STATUS_OUT_JUMPPAD)
483                 {
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)
487                         {
488                                 entity newgoal = NULL;
489                                 IL_EACH(g_waypoints, vdist(it.origin - this.origin, <=, 1000),
490                                 {
491                                         if(it.wpflags & WAYPOINTFLAG_TELEPORT)
492                                         if(it.origin.z < this.origin.z - 100 && vdist(vec2(it.origin - this.origin), <, 100))
493                                                 continue;
494
495                                         traceline(this.origin + this.view_ofs, ((it.absmin + it.absmax) * 0.5), true, this);
496
497                                         if(trace_fraction < 1)
498                                                 continue;
499
500                                         if(!newgoal || ((random() < 0.8) && vlen2(it.origin - this.origin) > vlen2(newgoal.origin - this.origin)))
501                                                 newgoal = it;
502                                 });
503
504                                 if(newgoal)
505                                 {
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;
513                                 }
514                         }
515                         else //if (this.goalcurrent)
516                         {
517                                 if (this.goalcurrent.bot_pickup)
518                                 {
519                                         entity jumppad_wp = this.goalcurrent_prev;
520                                         navigation_poptouchedgoals(this);
521                                         if(!this.goalcurrent && jumppad_wp.wp00)
522                                         {
523                                                 // head to the jumppad destination once bot reaches the goal item
524                                                 navigation_pushroute(this, jumppad_wp.wp00);
525                                         }
526                                 }
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))
529                                 {
530                                         if (this.velocity.z < 0)
531                                                 this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
532                                 }
533                                 else if(havocbot_checkgoaldistance(this, gco))
534                                 {
535                                         navigation_clearroute(this);
536                                         navigation_goalrating_timeout_force(this);
537                                 }
538                                 else
539                                         return;
540                         }
541                 }
542                 else //if (!(this.aistatus & AI_STATUS_OUT_JUMPPAD))
543                 {
544                         if(this.velocity.z > 0 && this.origin.z - this.lastteleport_origin.z > (this.maxs.z - this.mins.z) * 0.5)
545                         {
546                                 vector velxy = this.velocity; velxy_z = 0;
547                                 if(vdist(velxy, <, autocvar_sv_maxspeed * 0.2))
548                                 {
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;
551                                 }
552                                 return;
553                         }
554
555                         // Don't chase players while using a jump pad
556                         if(IS_PLAYER(this.goalcurrent) || IS_PLAYER(this.goalstack01))
557                                 return;
558                 }
559         }
560         else if(this.aistatus & AI_STATUS_OUT_JUMPPAD)
561                 this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
562
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)))
565         {
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)
569
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())
578                 {
579                         action_for_trigger_hurt = 2;
580                 }
581                 else if (!this.goalcurrent)
582                         action_for_trigger_hurt = 3;
583
584                 if (action_for_trigger_hurt)
585                 {
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;
589                 }
590
591                 if(action_for_trigger_hurt == 1) // jetpack
592                 {
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' ))
595                         {
596                                 if(this.velocity.z<0)
597                                         PHYS_INPUT_BUTTON_JETPACK(this) = true;
598                         }
599                         else
600                                 PHYS_INPUT_BUTTON_JETPACK(this) = true;
601
602                         // If there is no goal try to move forward
603
604                         if(this.goalcurrent==NULL)
605                                 dir = v_forward;
606                         else
607                                 dir = normalize(( ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5 ) - this.origin);
608
609                         vector xyvelocity = this.velocity; xyvelocity_z = 0;
610                         float xyspeed = xyvelocity * dir;
611
612                         if(xyspeed < (maxspeed / 2))
613                         {
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)
617                                 {
618                                         CS(this).movement_x = dir * v_forward * maxspeed;
619                                         CS(this).movement_y = dir * v_right * maxspeed;
620                                         if (skill < 10)
621                                                 havocbot_keyboard_movement(this, this.origin + dir * 100);
622                                 }
623                         }
624
625                         this.havocbot_blockhead = true;
626
627                         return;
628                 }
629                 else if(action_for_trigger_hurt == 2) // rocketjump
630                 {
631                         if(this.velocity.z < 0)
632                         {
633                                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
634                                 {
635                                         .entity weaponentity = weaponentities[slot];
636
637                                         if(this.(weaponentity).m_weapon == WEP_Null && slot != 0)
638                                                 continue;
639
640                                         if(client_hasweapon(this, WEP_DEVASTATOR, weaponentity, true, false))
641                                         {
642                                                 CS(this).movement_x = maxspeed;
643
644                                                 if(this.rocketjumptime)
645                                                 {
646                                                         if(time > this.rocketjumptime)
647                                                         {
648                                                                 PHYS_INPUT_BUTTON_ATCK2(this) = true;
649                                                                 this.rocketjumptime = 0;
650                                                         }
651                                                         return;
652                                                 }
653
654                                                 this.(weaponentity).m_switchweapon = WEP_DEVASTATOR;
655                                                 this.v_angle_x = 90;
656                                                 PHYS_INPUT_BUTTON_ATCK(this) = true;
657                                                 this.rocketjumptime = time + WEP_CVAR(devastator, detonatedelay);
658                                                 return;
659                                         }
660                                 }
661                         }
662                 }
663                 else if(action_for_trigger_hurt == 3) // no goal
664                 {
665                         // If there is no goal try to move forward
666                         CS(this).movement_x = maxspeed;
667                 }
668         }
669
670         // If we are under water with no goals, swim up
671         if(this.waterlevel && !this.goalcurrent)
672         {
673                 dir = '0 0 0';
674                 if(this.waterlevel>WATERLEVEL_SWIMMING)
675                         dir.z = 1;
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;
683         }
684
685         // if there is nowhere to go, exit
686         if (this.goalcurrent == NULL)
687                 return;
688
689
690         bool locked_goal = false;
691         if((this.goalentity && wasfreed(this.goalentity))
692                 || (this.goalcurrent == this.goalentity && this.goalentity.tag_entity))
693         {
694                 navigation_clearroute(this);
695                 navigation_goalrating_timeout_force(this);
696                 return;
697         }
698         else if(this.goalentity.tag_entity)
699         {
700                 navigation_goalrating_timeout_expire(this, 2);
701         }
702         else if(this.goalentity.bot_pickup)
703         {
704                 if(this.goalentity.bot_pickup_respawning)
705                 {
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)
709                         {
710                                 if(checkpvs(this.origin, this.goalentity))
711                                 {
712                                         this.goalentity.bot_pickup_respawning = false;
713                                         navigation_goalrating_timeout_expire(this, random());
714                                 }
715                                 locked_goal = true; // wait for item to respawn
716                         }
717                         else if(this.goalentity == this.goalcurrent)
718                                 locked_goal = true; // wait for item to respawn
719                 }
720                 else if(!this.goalentity.solid && !boxesoverlap(this.goalentity.absmin, this.goalentity.absmax, this.absmin, this.absmax))
721                 {
722                         if(checkpvs(this.origin, this.goalentity))
723                         {
724                                 navigation_goalrating_timeout_expire(this, random());
725                         }
726                 }
727         }
728         if (this.goalcurrent == this.goalentity && this.goalentity_lock_timeout > time)
729                 locked_goal = true;
730
731         if (navigation_shortenpath(this))
732         {
733                 if (vdist(this.origin - this.goalcurrent_prev.origin, <, 50)
734                         && navigation_goalrating_timeout_can_be_anticipated(this))
735                 {
736                         navigation_goalrating_timeout_force(this);
737                 }
738         }
739
740         bool goalcurrent_can_be_removed = false;
741         if (IS_PLAYER(this.goalcurrent) || IS_MONSTER(this.goalcurrent))
742         {
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))
745                 {
746                         goalcurrent_can_be_removed = true;
747                         // don't remove if not visible
748                         if (checkpvs(this.origin + this.view_ofs, this.goalcurrent))
749                         {
750                                 if (IS_DEAD(this.goalcurrent))
751                                 {
752                                         IL_EACH(g_items, it.enemy == this.goalcurrent && Item_IsLoot(it),
753                                         {
754                                                 if (vdist(it.origin - this.goalcurrent.death_origin, <, 50))
755                                                 {
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);
761                                                         return;
762                                                 }
763                                         });
764                                 }
765                                 if (!Item_IsLoot(this.goalcurrent))
766                                 {
767                                         navigation_goalrating_timeout_force(this);
768                                         return;
769                                 }
770                         }
771                 }
772                 else if (!(STAT(FROZEN, this.goalentity)) && this.bot_tracewalk_time < time)
773                 {
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)))
777                         {
778                                 navigation_goalrating_timeout_force(this);
779                                 return;
780                         }
781                         this.bot_tracewalk_time = max(time, this.bot_tracewalk_time) + 0.25;
782                 }
783         }
784
785         if(!locked_goal)
786         {
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))
791                 {
792                         if (this.goalcurrent)
793                         {
794                                 if (goalcurrent_can_be_removed)
795                                 {
796                                         // remove even if not visible
797                                         navigation_goalrating_timeout_force(this);
798                                         return;
799                                 }
800                                 else if (navigation_goalrating_timeout_can_be_anticipated(this))
801                                         navigation_goalrating_timeout_force(this);
802                         }
803                         else
804                         {
805                                 entity old_goal = this.goalcurrent_prev;
806                                 if (old_goal.item_group && this.item_group != old_goal.item_group)
807                                 {
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);
814                                         if (new_goal)
815                                                 navigation_pushroute(this, new_goal);
816                                 }
817                         }
818                 }
819         }
820
821         // if ran out of goals try to use an alternative goal or get a new strategy asap
822         if(this.goalcurrent == NULL)
823         {
824                 navigation_goalrating_timeout_force(this);
825                 return;
826         }
827
828
829         if(autocvar_bot_debug_goalstack)
830                 debuggoalstack(this);
831
832         bool bunnyhop_forbidden = false;
833         vector destorg = get_closer_dest(this.goalcurrent, this.origin);
834         if (this.jumppadcount && this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
835         {
836                 // if bot used the jumppad, push towards jumppad origin until jumppad waypoint gets removed
837                 destorg = this.goalcurrent.origin;
838         }
839         else if (this.goalcurrent.wpisbox)
840         {
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))
845                 {
846                         bunnyhop_forbidden = true;
847                         destorg = this.goalcurrent.origin;
848                         if(destorg.z > this.origin.z)
849                                 PHYS_INPUT_BUTTON_JUMP(this) = true;
850                 }
851         }
852
853         diff = destorg - this.origin;
854
855         if (time < this.bot_stop_moving_timeout
856                 || (this.goalcurrent == this.goalentity && time < this.goalentity_lock_timeout && vdist(diff, <, 10)))
857         {
858                 // stop if the locked goal has been reached
859                 destorg = this.origin;
860                 diff = dir = '0 0 0';
861         }
862         else if (IS_PLAYER(this.goalcurrent) || IS_MONSTER(this.goalcurrent))
863         {
864                 if (vdist(diff, <, 80))
865                 {
866                         // stop if too close to target player (even if frozen)
867                         destorg = this.origin;
868                         diff = dir = '0 0 0';
869                 }
870                 else
871                 {
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;
877                 }
878         }
879         else
880                 dir = normalize(diff);
881         flatdir = (diff.z == 0) ? dir : normalize(vec2(diff));
882
883         bool danger_detected = false;
884         vector do_break = '0 0 0';
885
886         //if (this.bot_dodgevector_time < time)
887         {
888                 //this.bot_dodgevector_time = time + cvar("bot_ai_dodgeupdateinterval");
889                 //this.bot_dodgevector_jumpbutton = 1;
890
891                 this.aistatus &= ~AI_STATUS_DANGER_AHEAD;
892                 makevectors(this.v_angle.y * '0 1 0');
893                 if (this.waterlevel > WATERLEVEL_WETFEET)
894                 {
895                         if (this.waterlevel > WATERLEVEL_SWIMMING)
896                         {
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;
901                         }
902                         else
903                         {
904                                 if(this.velocity.z >= 0 && !(this.watertype == CONTENT_WATER && destorg.z < this.origin.z) &&
905                                         (this.aistatus & AI_STATUS_OUT_WATER))
906                                 {
907                                         PHYS_INPUT_BUTTON_JUMP(this) = true;
908                                         dir = flatdir;
909                                 }
910                                 else
911                                 {
912                                         if (destorg.z > this.origin.z)
913                                                 dir = flatdir;
914                                 }
915                         }
916                 }
917                 else
918                 {
919                         float s;
920                         vector offset;
921                         if(this.aistatus & AI_STATUS_OUT_WATER)
922                                 this.aistatus &= ~AI_STATUS_OUT_WATER;
923
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;
930                         else
931                         {
932                                 deviation = vectoangles(diff) - vectoangles(this.velocity);
933                                 while (deviation.y < -180) deviation.y += 360;
934                                 while (deviation.y > 180) deviation.y -= 360;
935                         }
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))
941                         {
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))
945                                 {
946                                         this.bot_stop_moving_timeout = time + 0.1;
947                                 }
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)
952                                 )
953                                 {
954                                         PHYS_INPUT_BUTTON_JUMP(this) = true;
955                                         this.bot_jump_time = time;
956                                 }
957                         }
958                         else if (!this.goalstack01 || (this.goalcurrent.wpflags & (WAYPOINTFLAG_TELEPORT | WAYPOINTFLAG_LADDER)))
959                         {
960                                 if (vlen2(flat_diff) < vlen2(offset))
961                                 {
962                                         if ((this.goalcurrent.wpflags & WAYPOINTFLAG_JUMP) && this.goalstack01)
963                                         {
964                                                 // oblique warpzones need a jump otherwise bots gets stuck
965                                                 PHYS_INPUT_BUTTON_JUMP(this) = true;
966                                         }
967                                         else
968                                         {
969                                                 actual_destorg.x = destorg.x;
970                                                 actual_destorg.y = destorg.y;
971                                         }
972                                 }
973                         }
974                         else if (vdist(flat_diff, <, 32) && diff.z < -16) // destination is under the bot
975                         {
976                                 actual_destorg.x = destorg.x;
977                                 actual_destorg.y = destorg.y;
978                         }
979                         else if (vlen2(flat_diff) < vlen2(offset))
980                         {
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;
988                                 else
989                                         actual_destorg = vec2(destorg) + dist * next_dir;
990                                 actual_destorg.z = this.origin.z;
991                                 turning = true;
992                         }
993
994                         LABEL(jumpobstacle_check);
995                         dir = flatdir = normalize(actual_destorg - this.origin);
996
997                         bool jump_forbidden = false;
998                         if (!turning && fabs(deviation.y) > 50)
999                                 jump_forbidden = true;
1000                         else if (IS_DUCKED(this))
1001                         {
1002                                 tracebox(this.origin, PL_MIN_CONST, PL_MAX_CONST, this.origin, false, this);
1003                                 if (trace_startsolid)
1004                                         jump_forbidden = true;
1005                         }
1006
1007                         if (!jump_forbidden)
1008                         {
1009                                 tracebox(this.origin, this.mins, this.maxs, actual_destorg, false, this);
1010                                 if (trace_fraction < 1 && trace_plane_normal.z < 0.7)
1011                                 {
1012                                         s = trace_fraction;
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)
1015                                         {
1016                                                 // found an obstacle
1017                                                 if (turning && fabs(deviation.y) > 5)
1018                                                 {
1019                                                         // check if the obstacle is still there without turning
1020                                                         actual_destorg = destorg;
1021                                                         turning = false;
1022                                                         this.bot_tracewalk_time = time + 0.25;
1023                                                         goto jumpobstacle_check;
1024                                                 }
1025                                                 s = trace_fraction;
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)
1031                                                 {
1032                                                         PHYS_INPUT_BUTTON_JUMP(this) = true;
1033                                                         this.bot_jump_time = time;
1034                                                 }
1035                                                 else
1036                                                 {
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)
1040                                                         {
1041                                                                 PHYS_INPUT_BUTTON_JUMP(this) = true;
1042                                                                 this.bot_jump_time = time;
1043                                                         }
1044                                                 }
1045                                         }
1046                                 }
1047                         }
1048
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))
1053                         {
1054                                 if(this.goalcurrent_distance_time < 0) // can't get close for the second time
1055                                 {
1056                                         navigation_clearroute(this);
1057                                         navigation_goalrating_timeout_force(this);
1058                                         return;
1059                                 }
1060
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))
1064                                 {
1065                                         navigation_clearroute(this);
1066                                         navigation_goalrating_timeout_force(this);
1067                                         return;
1068                                 }
1069
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
1075                         }
1076
1077                         if (skill + this.bot_moveskill <= 3 && time > this.bot_stop_moving_timeout
1078                                 && current_speed > maxspeed * 0.9 && fabs(deviation.y) > 70)
1079                         {
1080                                 this.bot_stop_moving_timeout = time + 0.4 + random() * 0.2;
1081                         }
1082
1083                         // Check for water/slime/lava and dangerous edges
1084                         // (only when the bot is on the ground or jumping intentionally)
1085
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);
1090
1091                         bool unreachable = false;
1092                         s = CONTENT_SOLID;
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))
1097                         {
1098                                 // Look downwards
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)
1103                                 {
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;
1108                                         else
1109                                         {
1110                                                 s = pointcontents(trace_endpos + '0 0 1');
1111                                                 if (s != CONTENT_SOLID)
1112                                                 {
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))
1116                                                         {
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))
1121                                                                 {
1122                                                                         if (destorg.z > this.origin.z + jumpstepheightvec.z)
1123                                                                         {
1124                                                                                 // the goal is probably on an upper platform, assume bot can't get there
1125                                                                                 unreachable = true;
1126                                                                         }
1127                                                                         else
1128                                                                                 danger_detected = true;
1129                                                                 }
1130                                                         }
1131                                                 }
1132                                         }
1133                                 }
1134                         }
1135
1136                         dir = flatdir;
1137                         makevectors(this.v_angle.y * '0 1 0');
1138
1139                         if (danger_detected || (s == CONTENT_WATER))
1140                         {
1141                                 this.aistatus |= AI_STATUS_DANGER_AHEAD;
1142                                 if(IS_PLAYER(this.goalcurrent))
1143                                         unreachable = true;
1144                         }
1145
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)))
1150                         {
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;
1155                         }
1156
1157                         if(unreachable)
1158                         {
1159                                 navigation_clearroute(this);
1160                                 navigation_goalrating_timeout_force(this);
1161                                 this.ignoregoal = this.goalcurrent;
1162                                 this.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
1163                         }
1164                 }
1165
1166                 dodge = havocbot_dodge(this);
1167                 if (dodge)
1168                         dodge *= bound(0, 0.5 + (skill + this.bot_dodgeskill) * 0.1, 1);
1169                 if (this.enemy)
1170                 {
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);
1174                 }
1175         //      this.bot_dodgevector = dir;
1176         //      this.bot_dodgevector_jumpbutton = PHYS_INPUT_BUTTON_JUMP(this);
1177         }
1178
1179         float ladder_zdir = 0;
1180         if(this.ladder_entity)
1181         {
1182                 if(this.goalcurrent.origin.z + this.goalcurrent.mins.z > this.origin.z + this.mins.z)
1183                 {
1184                         if(this.origin.z + this.mins.z  < this.ladder_entity.origin.z + this.ladder_entity.maxs.z)
1185                                 ladder_zdir = 1;
1186                 }
1187                 else
1188                 {
1189                         if(this.origin.z + this.mins.z  > this.ladder_entity.origin.z + this.ladder_entity.mins.z)
1190                                 ladder_zdir = -1;
1191                 }
1192                 if (ladder_zdir)
1193                 {
1194                         if (vdist(vec2(diff), <, 40))
1195                                 dir.z = ladder_zdir * 4;
1196                         else
1197                                 dir.z = ladder_zdir * 2;
1198                         dir = normalize(dir);
1199                 }
1200         }
1201
1202         if (this.goalcurrent.wpisbox
1203                 && boxesoverlap(this.goalcurrent.absmin, this.goalcurrent.absmax, this.origin, this.origin))
1204         {
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);
1208                 dir.z = 0;
1209                 dir = normalize(dir);
1210         }
1211
1212         // already executed when bot targets an enemy
1213         if (!this.bot_aimdir_executed)
1214         {
1215                 if (time < this.bot_stop_moving_timeout)
1216                         bot_aimdir(this, normalize(this.goalcurrent.origin - this.origin), 0);
1217                 else
1218                         bot_aimdir(this, dir, 0);
1219         }
1220
1221         vector evadedanger = '0 0 0';
1222         if (!ladder_zdir)
1223         {
1224                 dir *= dodge_enemy_factor;
1225                 if (danger_detected && vdist(this.velocity, >, maxspeed * 0.8) && this.goalcurrent_prev
1226                         && this.goalcurrent.classname == "waypoint")
1227                 {
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))
1232                         {
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
1237                         }
1238                         else
1239                                 evadedanger = '0 0 0';
1240                 }
1241                 dir = normalize(dir + dodge + do_break + evadedanger);
1242         }
1243
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;
1251
1252         // Emulate keyboard interface
1253         if (skill < 10)
1254                 havocbot_keyboard_movement(this, destorg);
1255
1256         // Bunnyhop!
1257         if (!bunnyhop_forbidden && !evadedanger && !do_break && skill + this.bot_moveskill >= autocvar_bot_ai_bunnyhop_skilloffset)
1258                 havocbot_bunnyhop(this, dir);
1259
1260         if (dir * v_up >= autocvar_sv_jumpvelocity * 0.5 && IS_ONGROUND(this))
1261                 PHYS_INPUT_BUTTON_JUMP(this) = true;
1262         if (dodge)
1263         {
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);
1268         }
1269 }
1270
1271 entity havocbot_gettarget(entity this, bool secondary)
1272 {
1273         entity best = NULL;
1274         vector eye = CENTER_OR_VIEWOFS(this);
1275         IL_EACH(g_bot_targets, boolean((secondary) ? it.classname == "misc_breakablemodel" : it.classname != "misc_breakablemodel"),
1276         {
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))
1281                 {
1282                         traceline(eye, v, true, this);
1283                         if (trace_ent == it || trace_fraction >= 1)
1284                                 best = it;
1285                 }
1286         });
1287
1288         return best;
1289 }
1290
1291 void havocbot_chooseenemy(entity this)
1292 {
1293         if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(this))
1294         {
1295                 this.enemy = NULL;
1296                 return;
1297         }
1298
1299         if (this.enemy)
1300         {
1301                 if (!bot_shouldattack(this, this.enemy))
1302                 {
1303                         // enemy died or something, find a new target
1304                         this.enemy = NULL;
1305                         this.havocbot_chooseenemy_finished = time;
1306                 }
1307                 else if (this.havocbot_stickenemy_time && time < this.havocbot_stickenemy_time)
1308                 {
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))
1314                         {
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;
1317                                 return;
1318                         }
1319
1320                         // stop preferring this enemy
1321                         this.havocbot_stickenemy_time = 0;
1322                 }
1323         }
1324         if (time < this.havocbot_chooseenemy_finished)
1325                 return;
1326         this.havocbot_chooseenemy_finished = time + autocvar_bot_ai_enemydetectioninterval;
1327         vector eye = this.origin + this.view_ofs;
1328         entity best = NULL;
1329         float bestrating = autocvar_bot_ai_enemydetectionradius ** 2;
1330
1331         // Backup hit flags
1332         int hf = this.dphitcontentsmask;
1333
1334         // Search for enemies, if no enemy can be seen directly try to look through transparent objects
1335
1336         this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
1337
1338         bool scan_transparent = false;
1339         bool scan_secondary_targets = false;
1340         bool have_secondary_targets = false;
1341         while(true)
1342         {
1343                 scan_secondary_targets = false;
1344 LABEL(scan_targets)
1345                 IL_EACH(g_bot_targets, it.bot_attack,
1346                 {
1347                         if(!scan_secondary_targets)
1348                         {
1349                                 if(it.classname == "misc_breakablemodel")
1350                                 {
1351                                         have_secondary_targets = true;
1352                                         continue;
1353                                 }
1354                         }
1355                         else if(it.classname != "misc_breakablemodel")
1356                                 continue;
1357
1358                         vector v = (it.absmin + it.absmax) * 0.5;
1359                         float rating = vlen2(v - eye);
1360                         if (rating < bestrating && bot_shouldattack(this, it))
1361                         {
1362                                 traceline(eye, v, true, this);
1363                                 if (trace_ent == it || trace_fraction >= 1)
1364                                 {
1365                                         best = it;
1366                                         bestrating = rating;
1367                                 }
1368                         }
1369                 });
1370
1371                 if(!best && have_secondary_targets && !scan_secondary_targets)
1372                 {
1373                         scan_secondary_targets = true;
1374                         // restart the loop
1375                         bestrating = autocvar_bot_ai_enemydetectionradius ** 2;
1376                         goto scan_targets;
1377                 }
1378
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
1382                         break;
1383                 if(scan_transparent)
1384                         break;
1385
1386                 // Set flags to see through transparent objects
1387                 this.dphitcontentsmask |= DPCONTENTS_OPAQUE;
1388
1389                 scan_transparent = true;
1390         }
1391
1392         // Restore hit flags
1393         this.dphitcontentsmask = hf;
1394
1395         this.enemy = best;
1396         this.havocbot_stickenemy_time = time + autocvar_bot_ai_enemydetectioninterval_stickingtoenemy;
1397         if(best && best.classname == "misc_breakablemodel")
1398                 this.havocbot_stickenemy_time = 0;
1399 }
1400
1401 float havocbot_chooseweapon_checkreload(entity this, .entity weaponentity, int new_weapon)
1402 {
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 :)
1406         if(skill < 5)
1407                 return false;
1408
1409         // if this weapon is scheduled for reloading, don't switch to it during combat
1410         if (this.(weaponentity).weapon_load[new_weapon] < 0)
1411         {
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
1415                 });
1416         }
1417
1418         return false;
1419 }
1420
1421 void havocbot_chooseweapon(entity this, .entity weaponentity)
1422 {
1423         int i;
1424
1425         // ;)
1426         if(g_weaponarena_weapons == WEPSET(TUBA))
1427         {
1428                 this.(weaponentity).m_switchweapon = WEP_TUBA;
1429                 return;
1430         }
1431
1432         // TODO: clean this up by moving it to weapon code
1433         if(this.enemy==NULL)
1434         {
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))
1439                         {
1440                                 this.(weaponentity).m_switchweapon = it;
1441                                 return;
1442                         }
1443                 });
1444                 return;
1445         }
1446
1447         // Do not change weapon during the next second after a combo
1448         float f = time - this.lastcombotime;
1449         if(f < 1)
1450                 return;
1451
1452         float w;
1453         float distance; distance=bound(10,vlen(this.origin-this.enemy.origin)-200,10000);
1454
1455         // Should it do a weapon combo?
1456         float af, ct, combo_time, combo;
1457
1458         af = ATTACK_FINISHED(this, weaponentity);
1459         ct = autocvar_bot_ai_weapon_combo_threshold;
1460
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));
1464
1465         combo = false;
1466
1467         if(autocvar_bot_ai_weapon_combo)
1468         if(this.(weaponentity).m_weapon.m_id == this.(weaponentity).lastfiredweapon)
1469         if(af > combo_time)
1470         {
1471                 combo = true;
1472                 this.lastcombotime = time;
1473         }
1474
1475         distance *= (2 ** this.bot_rangepreference);
1476
1477         // Custom weapon list based on distance to the enemy
1478         if(bot_custom_weapon){
1479
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) )
1485                                 {
1486                                         if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1487                                                 continue;
1488                                         this.(weaponentity).m_switchweapon = REGISTRY_GET(Weapons, w);
1489                                         return;
1490                                 }
1491                         }
1492                 }
1493
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) )
1499                                 {
1500                                         if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1501                                                 continue;
1502                                         this.(weaponentity).m_switchweapon = REGISTRY_GET(Weapons, w);
1503                                         return;
1504                                 }
1505                         }
1506                 }
1507
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) )
1512                         {
1513                                 if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1514                                         continue;
1515                                 this.(weaponentity).m_switchweapon = REGISTRY_GET(Weapons, w);
1516                                 return;
1517                         }
1518                 }
1519         }
1520 }
1521
1522 void havocbot_aim(entity this)
1523 {
1524         if (time < this.nextaim)
1525                 return;
1526         this.nextaim = time + 0.1;
1527         vector myvel = this.velocity;
1528         if (!this.waterlevel)
1529                 myvel.z = 0;
1530         if(MUTATOR_CALLHOOK(HavocBot_Aim, this)) { /* do nothing */ }
1531         else if (this.enemy)
1532         {
1533                 vector enemyvel = this.enemy.velocity;
1534                 if (!this.enemy.waterlevel)
1535                         enemyvel.z = 0;
1536                 lag_additem(this, time + CS(this).ping, 0, 0, this.enemy, this.origin, myvel, (this.enemy.absmin + this.enemy.absmax) * 0.5, enemyvel);
1537         }
1538         else
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');
1540 }
1541
1542 bool havocbot_moveto_refresh_route(entity this)
1543 {
1544         // Refresh path to goal if necessary
1545         entity wp;
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);
1551 }
1552
1553 float havocbot_moveto(entity this, vector pos)
1554 {
1555         entity wp;
1556
1557         if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_GOING)
1558         {
1559                 // Step 4: Move to waypoint
1560                 if(this.havocbot_personal_waypoint==NULL)
1561                 {
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;
1565                 }
1566
1567                 if (!bot_strategytoken_taken)
1568                 if(this.havocbot_personal_waypoint_searchtime<time)
1569                 {
1570                         bot_strategytoken_taken = true;
1571                         if(havocbot_moveto_refresh_route(this))
1572                         {
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;
1576                         }
1577                         else
1578                         {
1579                                 this.havocbot_personal_waypoint_failcounter += 1;
1580                                 this.havocbot_personal_waypoint_searchtime = time + 2;
1581                                 if(this.havocbot_personal_waypoint_failcounter >= 30)
1582                                 {
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;
1587                                 }
1588                                 else
1589                                         LOG_TRACE(this.netname, " can't walk to its personal waypoint (after ", ftos(this.havocbot_personal_waypoint_failcounter), " failed attempts), trying later");
1590                         }
1591                 }
1592
1593                 if(autocvar_bot_debug_goalstack)
1594                         debuggoalstack(this);
1595
1596
1597                 // Go!
1598                 havocbot_movetogoal(this);
1599
1600                 if (!this.bot_aimdir_executed && this.goalcurrent)
1601                 {
1602                         // Heading
1603                         vector dir = get_closer_dest(this.goalcurrent, this.origin);
1604                         dir -= this.origin + this.view_ofs;
1605                         dir.z = 0;
1606                         bot_aimdir(this, dir, 0);
1607                 }
1608
1609                 if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_REACHED)
1610                 {
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;
1616                 }
1617
1618                 return CMD_STATUS_EXECUTING;
1619         }
1620
1621         // Step 2: Linking waypoint
1622         if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_LINKING)
1623         {
1624                 // Wait until it is linked
1625                 if(!this.havocbot_personal_waypoint.wplinked)
1626                 {
1627                         LOG_TRACE(this.netname, " waiting for personal waypoint to be linked");
1628                         return CMD_STATUS_EXECUTING;
1629                 }
1630
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;
1634
1635                 // Step 3: Route to waypoint
1636                 LOG_TRACE(this.netname, " walking to its personal waypoint");
1637
1638                 return CMD_STATUS_EXECUTING;
1639         }
1640
1641         // Step 1: Spawning waypoint
1642         wp = waypoint_spawnpersonal(this, pos);
1643         if(wp==NULL)
1644         {
1645                 LOG_TRACE("Error: Can't spawn personal waypoint at ",vtos(pos));
1646                 return CMD_STATUS_ERROR;
1647         }
1648
1649         this.havocbot_personal_waypoint = wp;
1650         this.havocbot_personal_waypoint_failcounter = 0;
1651         this.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1652
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),
1655         {
1656                 wp.wpflags |= WAYPOINTFLAG_TELEPORT;
1657                 this.lastteleporttime = 0;
1658         });
1659
1660 /*
1661         if(wp.wpflags & WAYPOINTFLAG_TELEPORT)
1662                 print("routing to a teleporter\n");
1663         else
1664                 print("routing to a non-teleporter\n");
1665 */
1666
1667         return CMD_STATUS_EXECUTING;
1668 }
1669
1670 float havocbot_resetgoal(entity this)
1671 {
1672         navigation_clearroute(this);
1673         return CMD_STATUS_FINISHED;
1674 }
1675
1676 void havocbot_setupbot(entity this)
1677 {
1678         this.bot_ai = havocbot_ai;
1679         this.cmd_moveto = havocbot_moveto;
1680         this.cmd_resetgoal = havocbot_resetgoal;
1681
1682         // NOTE: bot is not player yet
1683         havocbot_chooserole(this);
1684 }
1685
1686 vector havocbot_dodge(entity this)
1687 {
1688         // LordHavoc: disabled because this is too expensive
1689         return '0 0 0';
1690 #if 0
1691         entity head;
1692         vector dodge, v, n;
1693         float danger, bestdanger, vl, d;
1694         dodge = '0 0 0';
1695         bestdanger = -20;
1696         // check for dangerous objects near bot or approaching bot
1697         head = findchainfloat(bot_dodge, true);
1698         while(head)
1699         {
1700                 if (head.owner != this)
1701                 {
1702                         vl = vlen(head.velocity);
1703                         if (vl > autocvar_sv_maxspeed * 0.3)
1704                         {
1705                                 n = normalize(head.velocity);
1706                                 v = this.origin - head.origin;
1707                                 d = v * n;
1708                                 if (d > (0 - head.bot_dodgerating))
1709                                 if (d < (vl * 0.2 + head.bot_dodgerating))
1710                                 {
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)
1715                                         {
1716                                                 bestdanger = danger;
1717                                                 // dodge to the side of the object
1718                                                 dodge = normalize(v);
1719                                         }
1720                                 }
1721                         }
1722                         else
1723                         {
1724                                 danger = head.bot_dodgerating - vlen(head.origin - this.origin);
1725                                 if (bestdanger < danger)
1726                                 {
1727                                         bestdanger = danger;
1728                                         dodge = normalize(this.origin - head.origin);
1729                                 }
1730                         }
1731                 }
1732                 head = head.chain;
1733         }
1734         return dodge;
1735 #endif
1736 }