3 #include <common/constants.qh>
4 #include <common/impulses/all.qh>
5 #include <common/items/_mod.qh>
6 #include <common/mapobjects/func/ladder.qh>
7 #include <common/mapobjects/teleporters.qh>
8 #include <common/mapobjects/trigger/hurt.qh>
9 #include <common/mapobjects/trigger/jumppads.qh>
10 #include <common/mutators/mutator/powerups/_mod.qh>
11 #include <common/mutators/mutator/status_effects/_mod.qh>
12 #include <common/net_linked.qh>
13 #include <common/physics/player.qh>
14 #include <common/state.qh>
15 #include <common/stats.qh>
16 #include <common/weapons/_all.qh>
17 #include <common/wepent.qh>
18 #include <lib/warpzone/common.qh>
19 #include <server/bot/api.qh>
20 #include <server/bot/default/aim.qh>
21 #include <server/bot/default/bot.qh>
22 #include <server/bot/default/cvars.qh>
23 #include <server/bot/default/havocbot/roles.qh>
24 #include <server/bot/default/navigation.qh>
25 #include <server/bot/default/scripting.qh>
26 #include <server/bot/default/waypoints.qh>
27 #include <server/client.qh>
28 #include <server/damage.qh>
29 #include <server/items/items.qh>
30 #include <server/mutators/_mod.qh>
31 #include <server/weapons/selection.qh>
32 #include <server/weapons/weaponsystem.qh>
33 #include <server/world.qh>
35 void havocbot_ai(entity this)
40 this.bot_aimdir_executed = false;
41 // lock aim if teleported or passing through a warpzone
42 if (this.lastteleporttime && !this.jumppadcount)
43 this.bot_aimdir_executed = true;
45 if(bot_execute_commands(this))
48 // after bot_execute_commands otherwise bots can't be unpaused
49 if (bot_ispaused(this))
52 if (bot_strategytoken == this && !bot_strategytoken_taken)
54 if(this.havocbot_blockhead)
56 this.havocbot_blockhead = false;
60 if (!this.jumppadcount && !STAT(FROZEN, this)
61 && !(this.goalcurrent_prev && (this.goalcurrent_prev.wpflags & WAYPOINTFLAG_JUMP) && !IS_ONGROUND(this)))
64 this.havocbot_role(this); // little too far down the rabbit hole
68 // if we don't have a goal and we're under water look for a waypoint near the "shore" and push it
69 if(!(IS_DEAD(this) || STAT(FROZEN, this)))
71 if(this.waterlevel == WATERLEVEL_SWIMMING || (this.aistatus & AI_STATUS_OUT_WATER))
73 // Look for the closest waypoint out of water
74 entity newgoal = NULL;
75 IL_EACH(g_waypoints, vdist(it.origin - this.origin, <=, 10000),
77 if(it.origin.z < this.origin.z)
80 if(it.origin.z - this.origin.z - this.view_ofs.z > 100)
83 if (pointcontents(it.origin + it.maxs + '0 0 1') != CONTENT_EMPTY)
86 traceline(this.origin + this.view_ofs, ((it.absmin + it.absmax) * 0.5), true, this);
88 if(trace_fraction < 1)
91 if(!newgoal || vlen2(it.origin - this.origin) < vlen2(newgoal.origin - this.origin))
97 // te_wizspike(newgoal.origin);
98 navigation_pushroute(this, newgoal);
102 // token has been used this frame
103 bot_strategytoken_taken = true;
106 if (this.goalcurrent && wasfreed(this.goalcurrent))
108 navigation_clearroute(this);
109 navigation_goalrating_timeout_force(this);
113 if(IS_DEAD(this) || STAT(FROZEN, this))
115 if (this.goalcurrent)
116 navigation_clearroute(this);
121 havocbot_chooseenemy(this);
123 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
125 .entity weaponentity = weaponentities[slot];
126 if(this.(weaponentity).m_weapon != WEP_Null || slot == 0)
127 if(this.(weaponentity).bot_chooseweapontime < time)
129 this.(weaponentity).bot_chooseweapontime = time + autocvar_bot_ai_chooseweaponinterval;
130 havocbot_chooseweapon(this, weaponentity);
137 this.aistatus |= AI_STATUS_ATTACKING;
138 this.aistatus &= ~AI_STATUS_ROAMING;
140 if(STAT(WEAPONS, this))
142 if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(this))
144 PHYS_INPUT_BUTTON_ATCK(this) = false;
145 PHYS_INPUT_BUTTON_ATCK2(this) = false;
149 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
151 .entity weaponentity = weaponentities[slot];
152 Weapon w = this.(weaponentity).m_weapon;
153 if(w == WEP_Null && slot != 0)
155 w.wr_aim(w, this, weaponentity);
156 if(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this)) // TODO: what if we didn't fire this weapon, but the previous?
157 this.(weaponentity).lastfiredweapon = this.(weaponentity).m_weapon.m_id;
163 if(IS_PLAYER(this.enemy))
164 bot_aimdir(this, this.enemy.origin + this.enemy.view_ofs - this.origin - this.view_ofs, 0);
167 else if (this.goalcurrent)
169 this.aistatus |= AI_STATUS_ROAMING;
170 this.aistatus &= ~AI_STATUS_ATTACKING;
173 havocbot_movetogoal(this);
174 if (!this.bot_aimdir_executed && this.goalcurrent)
177 vector dir = get_closer_dest(this.goalcurrent, this.origin);
178 dir -= this.origin + this.view_ofs;
180 bot_aimdir(this, dir, 0);
183 // if the bot is not attacking, consider reloading weapons
184 if (!(this.aistatus & AI_STATUS_ATTACKING))
186 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
188 .entity weaponentity = weaponentities[slot];
190 if(this.(weaponentity).m_weapon == WEP_Null && slot != 0)
193 // we are currently holding a weapon that's not fully loaded, reload it
194 if(skill >= 2) // bots can only reload the held weapon on purpose past this skill
195 if(this.(weaponentity).clip_load < this.(weaponentity).clip_size)
196 CS(this).impulse = IMP_weapon_reload.impulse; // not sure if this is done right
198 // if we're not reloading a weapon, switch to any weapon in our invnetory that's not fully loaded to reload it next
199 // the code above executes next frame, starting the reloading then
200 if(skill >= 5) // bots can only look for unloaded weapons past this skill
201 if(this.(weaponentity).clip_load >= 0) // only if we're not reloading a weapon already
203 FOREACH(Weapons, it != WEP_Null, {
204 if((STAT(WEAPONS, this) & (it.m_wepset)) && (it.spawnflags & WEP_FLAG_RELOADABLE) && (this.(weaponentity).weapon_load[it.m_id] < it.reloading_ammo))
206 this.(weaponentity).m_switchweapon = it;
215 void havocbot_bunnyhop(entity this, vector dir)
217 bool can_run = false;
218 if (!(this.aistatus & AI_STATUS_ATTACKING) && this.goalcurrent && !IS_PLAYER(this.goalcurrent)
219 && vdist(vec2(this.velocity), >=, autocvar_sv_maxspeed) && !(this.aistatus & AI_STATUS_DANGER_AHEAD)
220 && this.waterlevel <= WATERLEVEL_WETFEET && !IS_DUCKED(this)
221 && IS_ONGROUND(this) && !(this.goalcurrent_prev && (this.goalcurrent_prev.wpflags & WAYPOINTFLAG_JUMP)))
223 vector vel_angles = vectoangles(this.velocity);
224 vector deviation = vel_angles - vectoangles(dir);
225 while (deviation.y < -180) deviation.y = deviation.y + 360;
226 while (deviation.y > 180) deviation.y = deviation.y - 360;
227 if (fabs(deviation.y) < autocvar_bot_ai_bunnyhop_dir_deviation_max)
229 vector gco = get_closer_dest(this.goalcurrent, this.origin);
230 float vel = vlen(vec2(this.velocity));
232 // with the current physics, jump distance grows linearly with the speed
233 float jump_distance = 52.661 + 0.606 * vel;
234 jump_distance += this.origin.z - gco.z; // roughly take into account vertical distance too
235 if (vdist(vec2(gco - this.origin), >, max(0, jump_distance)))
237 else if (!(this.goalcurrent.wpflags & WAYPOINTFLAG_JUMP)
238 && !(this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
239 && this.goalstack01 && !wasfreed(this.goalstack01) && !(this.goalstack01.wpflags & WAYPOINTFLAG_JUMP)
240 && vdist(vec2(gco - this.goalstack01.origin), >, 70))
242 vector gno = (this.goalstack01.absmin + this.goalstack01.absmax) * 0.5;
243 vector ang = vectoangles(gco - this.origin);
244 deviation = vectoangles(gno - gco) - vel_angles;
245 while (deviation.y < -180) deviation.y = deviation.y + 360;
246 while (deviation.y > 180) deviation.y = deviation.y - 360;
248 float max_turn_angle = autocvar_bot_ai_bunnyhop_turn_angle_max;
249 max_turn_angle -= autocvar_bot_ai_bunnyhop_turn_angle_reduction * ((vel - autocvar_sv_maxspeed) / autocvar_sv_maxspeed);
250 if ((ang.x < 90 || ang.x > 360 - autocvar_bot_ai_bunnyhop_downward_pitch_max)
251 && fabs(deviation.y) < max(autocvar_bot_ai_bunnyhop_turn_angle_min, max_turn_angle))
261 PHYS_INPUT_BUTTON_JUMP(this) = true;
262 this.bot_jump_time = time;
263 this.aistatus |= AI_STATUS_RUNNING;
267 if (IS_ONGROUND(this) || this.waterlevel > WATERLEVEL_WETFEET)
268 this.aistatus &= ~AI_STATUS_RUNNING;
272 void havocbot_keyboard_movement(entity this, vector destorg)
274 if(time <= this.havocbot_keyboardtime)
277 float sk = skill + this.bot_moveskill;
278 this.havocbot_keyboardtime =
280 this.havocbot_keyboardtime
281 + 0.05 / max(1, sk + this.havocbot_keyboardskill)
282 + random() * 0.025 / max(0.00025, skill + this.havocbot_keyboardskill)
284 vector keyboard = CS(this).movement / autocvar_sv_maxspeed;
286 float trigger = autocvar_bot_ai_keyboard_threshold;
288 // categorize forward movement
289 // at skill < 1.5 only forward
290 // at skill < 2.5 only individual directions
291 // at skill < 4.5 only individual directions, and forward diagonals
292 // at skill >= 4.5, all cases allowed
293 if (keyboard.x > trigger)
299 else if (keyboard.x < -trigger && sk > 1.5)
314 if (keyboard.y > trigger)
316 else if (keyboard.y < -trigger)
321 if (keyboard.z > trigger)
323 else if (keyboard.z < -trigger)
328 // make sure bots don't get stuck if havocbot_keyboardtime is very high
329 if (keyboard == '0 0 0')
330 this.havocbot_keyboardtime = min(this.havocbot_keyboardtime, time + 0.2);
332 this.havocbot_keyboard = keyboard * autocvar_sv_maxspeed;
333 if (this.havocbot_ducktime > time)
334 PHYS_INPUT_BUTTON_CROUCH(this) = true;
336 keyboard = this.havocbot_keyboard;
337 float blend = bound(0, vlen(destorg - this.origin) / autocvar_bot_ai_keyboard_distance, 1); // When getting close move with 360 degree
338 //dprint("movement ", vtos(CS(this).movement), " keyboard ", vtos(keyboard), " blend ", ftos(blend), "\n");
339 CS(this).movement = CS(this).movement + (keyboard - CS(this).movement) * blend;
342 // return true when bot isn't getting closer to the current goal
343 bool havocbot_checkgoaldistance(entity this, vector gco)
345 if (this.bot_stop_moving_timeout > time)
347 float curr_dist_z = max(20, fabs(this.origin.z - gco.z));
348 float curr_dist_2d = max(20, vlen(vec2(this.origin - gco)));
349 float distance_time = this.goalcurrent_distance_time;
350 if(distance_time < 0)
351 distance_time = -distance_time;
352 if(curr_dist_z >= this.goalcurrent_distance_z && curr_dist_2d >= this.goalcurrent_distance_2d)
355 this.goalcurrent_distance_time = time;
356 else if (time - distance_time > 0.5)
361 // reduce it a little bit so it works even with very small approaches to the goal
362 this.goalcurrent_distance_z = max(20, curr_dist_z - 10);
363 this.goalcurrent_distance_2d = max(20, curr_dist_2d - 10);
364 this.goalcurrent_distance_time = 0;
369 entity havocbot_select_an_item_of_group(entity this, int gr)
371 entity selected = NULL;
372 float selected_dist2 = 0;
373 // select farthest item of this group from bot's position
374 IL_EACH(g_items, it.item_group == gr && it.solid,
376 float dist2 = vlen2(this.origin - it.origin);
377 if (dist2 < 600 ** 2 && dist2 > selected_dist2)
380 selected_dist2 = vlen2(this.origin - selected.origin);
387 set_tracewalk_dest(selected, this.origin, false);
388 if (!tracewalk(this, this.origin, STAT(PL_MIN, this), STAT(PL_MAX, this),
389 tracewalk_dest, tracewalk_dest_height, bot_navigation_movemode))
397 void havocbot_movetogoal(entity this)
402 float dodge_enemy_factor = 1;
406 //if (this.goalentity)
407 // te_lightning2(this, this.origin, (this.goalentity.absmin + this.goalentity.absmax) * 0.5);
408 CS(this).movement = '0 0 0';
409 maxspeed = autocvar_sv_maxspeed;
411 PHYS_INPUT_BUTTON_CROUCH(this) = boolean(this.goalcurrent.wpflags & WAYPOINTFLAG_CROUCH);
413 PHYS_INPUT_BUTTON_JETPACK(this) = false;
414 // Jetpack navigation
415 if(this.navigation_jetpack_goal)
416 if(this.goalcurrent==this.navigation_jetpack_goal)
417 if(GetResource(this, RES_FUEL))
419 if(autocvar_bot_debug_goalstack)
421 debuggoalstack(this);
422 te_wizspike(this.navigation_jetpack_point);
426 if (!(this.aistatus & AI_STATUS_JETPACK_FLYING))
428 // Brake almost completely so it can get a good direction
429 if(vdist(this.velocity, >, 10))
431 this.aistatus |= AI_STATUS_JETPACK_FLYING;
434 makevectors(this.v_angle.y * '0 1 0');
435 dir = normalize(this.navigation_jetpack_point - this.origin);
438 if(this.aistatus & AI_STATUS_JETPACK_LANDING)
440 // Calculate brake distance in xy
441 float d = vlen(vec2(this.origin - (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5));
442 float vel2 = vlen2(vec2(this.velocity));
443 float db = (vel2 / (autocvar_g_jetpack_acceleration_side * 2)) + 100;
444 //LOG_INFOF("distance %d, velocity %d, brake at %d ", ceil(d), ceil(v), ceil(db));
445 if(d < db || d < 500)
448 if (vel2 > (maxspeed * 0.3) ** 2)
450 CS(this).movement_x = dir * v_forward * -maxspeed;
453 // Switch to normal mode
454 this.navigation_jetpack_goal = NULL;
455 this.aistatus &= ~AI_STATUS_JETPACK_LANDING;
456 this.aistatus &= ~AI_STATUS_JETPACK_FLYING;
460 else if(checkpvs(this.origin,this.goalcurrent))
462 // If I can see the goal switch to landing code
463 this.aistatus &= ~AI_STATUS_JETPACK_FLYING;
464 this.aistatus |= AI_STATUS_JETPACK_LANDING;
469 PHYS_INPUT_BUTTON_JETPACK(this) = true;
470 if(this.navigation_jetpack_point.z - STAT(PL_MAX, this).z + STAT(PL_MIN, this).z < this.origin.z)
472 CS(this).movement_x = dir * v_forward * maxspeed;
473 CS(this).movement_y = dir * v_right * maxspeed;
478 // Handling of jump pads
479 if(this.jumppadcount)
481 if(this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
483 this.aistatus |= AI_STATUS_OUT_JUMPPAD;
484 if(navigation_poptouchedgoals(this))
487 else if(this.aistatus & AI_STATUS_OUT_JUMPPAD)
489 // If got stuck on the jump pad try to reach the farthest visible waypoint
490 // but with some randomness so it can try out different paths
491 if(!this.goalcurrent)
493 entity newgoal = NULL;
494 IL_EACH(g_waypoints, vdist(it.origin - this.origin, <=, 1000),
496 if(it.wpflags & WAYPOINTFLAG_TELEPORT)
497 if(it.origin.z < this.origin.z - 100 && vdist(vec2(it.origin - this.origin), <, 100))
500 traceline(this.origin + this.view_ofs, ((it.absmin + it.absmax) * 0.5), true, this);
502 if(trace_fraction < 1)
505 if(!newgoal || ((random() < 0.8) && vlen2(it.origin - this.origin) > vlen2(newgoal.origin - this.origin)))
511 this.ignoregoal = this.goalcurrent;
512 this.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
513 navigation_clearroute(this);
514 navigation_routetogoal(this, newgoal, this.origin);
515 if(autocvar_bot_debug_goalstack)
516 debuggoalstack(this);
517 this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
520 else //if (this.goalcurrent)
522 if (this.goalcurrent.bot_pickup)
524 entity jumppad_wp = this.goalcurrent_prev;
525 navigation_poptouchedgoals(this);
526 if(!this.goalcurrent && jumppad_wp.wp00)
528 // head to the jumppad destination once bot reaches the goal item
529 navigation_pushroute(this, jumppad_wp.wp00);
532 vector gco = (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5;
533 if (this.origin.z > gco.z && vdist(vec2(this.velocity), <, autocvar_sv_maxspeed))
535 if (this.velocity.z < 0)
536 this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
538 else if(havocbot_checkgoaldistance(this, gco))
540 navigation_clearroute(this);
541 navigation_goalrating_timeout_force(this);
547 else //if (!(this.aistatus & AI_STATUS_OUT_JUMPPAD))
549 if(this.velocity.z > 0 && this.origin.z - this.lastteleport_origin.z > (this.maxs.z - this.mins.z) * 0.5)
551 vector velxy = this.velocity; velxy_z = 0;
552 if(vdist(velxy, <, autocvar_sv_maxspeed * 0.2))
554 LOG_TRACE("Warning: ", this.netname, " got stuck on a jumppad (velocity in xy is ", vtos(velxy), "), trying to get out of it now");
555 this.aistatus |= AI_STATUS_OUT_JUMPPAD;
560 // Don't chase players while using a jump pad
561 if(IS_PLAYER(this.goalcurrent) || IS_PLAYER(this.goalstack01))
565 else if(this.aistatus & AI_STATUS_OUT_JUMPPAD)
566 this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
568 // If there is a trigger_hurt right below try to use the jetpack or make a rocketjump
569 if (skill > 6 && !(IS_ONGROUND(this)))
571 #define ROCKETJUMP_DAMAGE() WEP_CVAR(devastator, damage) * 0.8 \
572 * ((StatusEffects_active(STATUSEFFECT_Strength, this)) ? autocvar_g_balance_powerup_strength_selfdamage : 1) \
573 * ((StatusEffects_active(STATUSEFFECT_Shield, this)) ? autocvar_g_balance_powerup_invincible_takedamage : 1)
575 // save some CPU cycles by checking trigger_hurt after checking
576 // that something can be done to evade it (cheaper checks)
577 int action_for_trigger_hurt = 0;
578 if (this.items & IT_JETPACK)
579 action_for_trigger_hurt = 1;
580 else if (!this.jumppadcount && !waypoint_is_hardwiredlink(this.goalcurrent_prev, this.goalcurrent)
581 && !(this.goalcurrent_prev && this.goalcurrent_prev.wpflags & WAYPOINTFLAG_JUMP)
582 && GetResource(this, RES_HEALTH) + GetResource(this, RES_ARMOR) > ROCKETJUMP_DAMAGE())
584 action_for_trigger_hurt = 2;
586 else if (!this.goalcurrent)
587 action_for_trigger_hurt = 3;
589 if (action_for_trigger_hurt)
591 tracebox(this.origin, this.mins, this.maxs, this.origin + '0 0 -65536', MOVE_NOMONSTERS, this);
592 if(!tracebox_hits_trigger_hurt(this.origin, this.mins, this.maxs, trace_endpos))
593 action_for_trigger_hurt = 0;
596 if(action_for_trigger_hurt == 1) // jetpack
598 tracebox(this.origin, this.mins, this.maxs, this.origin + '0 0 65536', MOVE_NOMONSTERS, this);
599 if(tracebox_hits_trigger_hurt(this.origin, this.mins, this.maxs, trace_endpos + '0 0 1' ))
601 if(this.velocity.z<0)
602 PHYS_INPUT_BUTTON_JETPACK(this) = true;
605 PHYS_INPUT_BUTTON_JETPACK(this) = true;
607 // If there is no goal try to move forward
609 if(this.goalcurrent==NULL)
612 dir = normalize(( ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5 ) - this.origin);
614 vector xyvelocity = this.velocity; xyvelocity_z = 0;
615 float xyspeed = xyvelocity * dir;
617 if(xyspeed < (maxspeed / 2))
619 makevectors(this.v_angle.y * '0 1 0');
620 tracebox(this.origin, this.mins, this.maxs, this.origin + (dir * maxspeed * 3), MOVE_NOMONSTERS, this);
621 if(trace_fraction==1)
623 CS(this).movement_x = dir * v_forward * maxspeed;
624 CS(this).movement_y = dir * v_right * maxspeed;
626 havocbot_keyboard_movement(this, this.origin + dir * 100);
630 this.havocbot_blockhead = true;
634 else if(action_for_trigger_hurt == 2) // rocketjump
636 if(this.velocity.z < 0)
638 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
640 .entity weaponentity = weaponentities[slot];
642 if(this.(weaponentity).m_weapon == WEP_Null && slot != 0)
645 if(client_hasweapon(this, WEP_DEVASTATOR, weaponentity, true, false))
647 CS(this).movement_x = maxspeed;
649 if(this.rocketjumptime)
651 if(time > this.rocketjumptime)
653 PHYS_INPUT_BUTTON_ATCK2(this) = true;
654 this.rocketjumptime = 0;
659 this.(weaponentity).m_switchweapon = WEP_DEVASTATOR;
661 PHYS_INPUT_BUTTON_ATCK(this) = true;
662 this.rocketjumptime = time + WEP_CVAR(devastator, detonatedelay);
668 else if(action_for_trigger_hurt == 3) // no goal
670 // If there is no goal try to move forward
671 CS(this).movement_x = maxspeed;
675 // If we are under water with no goals, swim up
676 if(this.waterlevel && !this.goalcurrent)
679 if(this.waterlevel>WATERLEVEL_SWIMMING)
681 else if(this.velocity.z >= 0 && !(this.waterlevel == WATERLEVEL_WETFEET && this.watertype == CONTENT_WATER))
682 PHYS_INPUT_BUTTON_JUMP(this) = true;
683 makevectors(this.v_angle.y * '0 1 0');
684 vector v = dir * maxspeed;
685 CS(this).movement.x = v * v_forward;
686 CS(this).movement.y = v * v_right;
687 CS(this).movement.z = v * v_up;
690 // if there is nowhere to go, exit
691 if (this.goalcurrent == NULL)
695 bool locked_goal = false;
696 if((this.goalentity && wasfreed(this.goalentity))
697 || (this.goalcurrent == this.goalentity && this.goalentity.tag_entity))
699 navigation_clearroute(this);
700 navigation_goalrating_timeout_force(this);
703 else if(this.goalentity.tag_entity)
705 navigation_goalrating_timeout_expire(this, 2);
707 else if(this.goalentity.bot_pickup)
709 if(this.goalentity.bot_pickup_respawning)
711 if(this.goalentity.solid) // item respawned
712 this.goalentity.bot_pickup_respawning = false;
713 else if(time < this.goalentity.scheduledrespawntime - 10) // item already taken (by someone else)
715 if(checkpvs(this.origin, this.goalentity))
717 this.goalentity.bot_pickup_respawning = false;
718 navigation_goalrating_timeout_expire(this, random());
720 locked_goal = true; // wait for item to respawn
722 else if(this.goalentity == this.goalcurrent)
723 locked_goal = true; // wait for item to respawn
725 else if(!this.goalentity.solid && !boxesoverlap(this.goalentity.absmin, this.goalentity.absmax, this.absmin, this.absmax))
727 if(checkpvs(this.origin, this.goalentity))
729 navigation_goalrating_timeout_expire(this, random());
733 if (this.goalcurrent == this.goalentity && this.goalentity_lock_timeout > time)
736 if (navigation_shortenpath(this))
738 if (vdist(this.origin - this.goalcurrent_prev.origin, <, 50)
739 && navigation_goalrating_timeout_can_be_anticipated(this))
741 navigation_goalrating_timeout_force(this);
745 bool goalcurrent_can_be_removed = false;
746 if (IS_PLAYER(this.goalcurrent) || IS_MONSTER(this.goalcurrent))
748 bool freeze_state_changed = (boolean(STAT(FROZEN, this.goalentity)) != this.goalentity_shouldbefrozen);
749 if (IS_DEAD(this.goalcurrent) || (this.goalentity == this.goalcurrent && freeze_state_changed))
751 goalcurrent_can_be_removed = true;
752 // don't remove if not visible
753 if (checkpvs(this.origin + this.view_ofs, this.goalcurrent))
755 if (IS_DEAD(this.goalcurrent))
757 IL_EACH(g_items, it.enemy == this.goalcurrent && Item_IsLoot(it),
759 if (vdist(it.origin - this.goalcurrent.death_origin, <, 50))
761 navigation_clearroute(this);
762 navigation_pushroute(this, it);
763 // loot can't be immediately rated since it isn't on ground yet
764 // it will be rated after a second when on ground, meanwhile head to it
765 navigation_goalrating_timeout_expire(this, 1);
770 if (!Item_IsLoot(this.goalcurrent))
772 navigation_goalrating_timeout_force(this);
777 else if (!(STAT(FROZEN, this.goalentity)) && this.bot_tracewalk_time < time)
779 set_tracewalk_dest(this.goalcurrent, this.origin, true);
780 if (!(trace_ent == this || tracewalk(this, this.origin, this.mins, this.maxs,
781 tracewalk_dest, tracewalk_dest_height, bot_navigation_movemode)))
783 navigation_goalrating_timeout_force(this);
786 this.bot_tracewalk_time = max(time, this.bot_tracewalk_time) + 0.25;
792 // optimize path finding by anticipating goalrating when bot is near a waypoint;
793 // in this case path finding can start directly from a waypoint instead of
794 // looking for all the reachable waypoints up to a certain distance
795 if (navigation_poptouchedgoals(this))
797 if (this.goalcurrent)
799 if (goalcurrent_can_be_removed)
801 // remove even if not visible
802 navigation_goalrating_timeout_force(this);
805 else if (navigation_goalrating_timeout_can_be_anticipated(this))
806 navigation_goalrating_timeout_force(this);
810 entity old_goal = this.goalcurrent_prev;
811 if (old_goal.item_group && this.item_group != old_goal.item_group)
813 // Avoid multiple costly calls of path finding code that selects one of the closest
814 // item of the group by telling the bot to head directly to the farthest item.
815 // Next time we let the bot select a goal as usual which can be another item
816 // of this group (the closest one) and so on
817 this.item_group = old_goal.item_group;
818 entity new_goal = havocbot_select_an_item_of_group(this, old_goal.item_group);
820 navigation_pushroute(this, new_goal);
826 // if ran out of goals try to use an alternative goal or get a new strategy asap
827 if(this.goalcurrent == NULL)
829 navigation_goalrating_timeout_force(this);
834 if(autocvar_bot_debug_goalstack)
835 debuggoalstack(this);
837 bool bunnyhop_forbidden = false;
838 vector destorg = get_closer_dest(this.goalcurrent, this.origin);
839 if (this.jumppadcount && this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
841 // if bot used the jumppad, push towards jumppad origin until jumppad waypoint gets removed
842 destorg = this.goalcurrent.origin;
844 else if (this.goalcurrent.wpisbox)
846 // if bot is inside the teleport waypoint, head to teleport origin until teleport gets used
847 // do it even if bot is on a ledge above a teleport/jumppad so it doesn't get stuck
848 if (boxesoverlap(this.goalcurrent.absmin, this.goalcurrent.absmax, this.origin + eZ * this.mins.z, this.origin + eZ * this.maxs.z)
849 || (this.absmin.z > destorg.z && destorg.x == this.origin.x && destorg.y == this.origin.y))
851 bunnyhop_forbidden = true;
852 destorg = this.goalcurrent.origin;
853 if(destorg.z > this.origin.z)
854 PHYS_INPUT_BUTTON_JUMP(this) = true;
858 diff = destorg - this.origin;
860 if (time < this.bot_stop_moving_timeout
861 || (this.goalcurrent == this.goalentity && time < this.goalentity_lock_timeout && vdist(diff, <, 10)))
863 // stop if the locked goal has been reached
864 destorg = this.origin;
865 diff = dir = '0 0 0';
867 else if (IS_PLAYER(this.goalcurrent) || IS_MONSTER(this.goalcurrent))
869 if (vdist(diff, <, 80))
871 // stop if too close to target player (even if frozen)
872 destorg = this.origin;
873 diff = dir = '0 0 0';
877 // move destorg out of target players, otherwise bot will consider them
878 // an obstacle that needs to be jumped (especially if frozen)
879 dir = normalize(diff);
880 destorg -= dir * PL_MAX_CONST.x * M_SQRT2;
881 diff = destorg - this.origin;
885 dir = normalize(diff);
886 flatdir = (diff.z == 0) ? dir : normalize(vec2(diff));
888 bool danger_detected = false;
889 vector do_break = '0 0 0';
891 //if (this.bot_dodgevector_time < time)
893 //this.bot_dodgevector_time = time + cvar("bot_ai_dodgeupdateinterval");
894 //this.bot_dodgevector_jumpbutton = 1;
896 this.aistatus &= ~AI_STATUS_DANGER_AHEAD;
897 makevectors(this.v_angle.y * '0 1 0');
898 if (this.waterlevel > WATERLEVEL_WETFEET)
900 if (this.waterlevel > WATERLEVEL_SWIMMING)
902 if(!this.goalcurrent)
903 this.aistatus |= AI_STATUS_OUT_WATER;
904 else if(destorg.z > this.origin.z)
905 PHYS_INPUT_BUTTON_JUMP(this) = true;
909 if(this.velocity.z >= 0 && !(this.watertype == CONTENT_WATER && destorg.z < this.origin.z) &&
910 (this.aistatus & AI_STATUS_OUT_WATER))
912 PHYS_INPUT_BUTTON_JUMP(this) = true;
917 if (destorg.z > this.origin.z)
926 if(this.aistatus & AI_STATUS_OUT_WATER)
927 this.aistatus &= ~AI_STATUS_OUT_WATER;
929 // jump if going toward an obstacle that doesn't look like stairs we
930 // can walk up directly
931 vector deviation = '0 0 0';
932 float current_speed = vlen(vec2(this.velocity));
933 if (current_speed < maxspeed * 0.2)
934 current_speed = maxspeed * 0.2;
937 deviation = vectoangles(diff) - vectoangles(this.velocity);
938 while (deviation.y < -180) deviation.y += 360;
939 while (deviation.y > 180) deviation.y -= 360;
941 float turning = false;
942 vector flat_diff = vec2(diff);
943 offset = max(32, current_speed * cos(deviation.y * DEG2RAD) * 0.3) * flatdir;
944 vector actual_destorg = this.origin + offset;
945 if (this.goalcurrent_prev && (this.goalcurrent_prev.wpflags & WAYPOINTFLAG_JUMP))
947 if (time > this.bot_stop_moving_timeout
948 && fabs(deviation.y) > 20 && current_speed > maxspeed * 0.4
949 && vdist(vec2(this.origin - this.goalcurrent_prev.origin), <, 50))
951 this.bot_stop_moving_timeout = time + 0.1;
953 if (current_speed > autocvar_sv_maxspeed * 0.9
954 && vlen2(flat_diff) < vlen2(vec2(this.goalcurrent_prev.origin - destorg))
955 && vdist(vec2(this.origin - this.goalcurrent_prev.origin), >, 50)
956 && vdist(vec2(this.origin - this.goalcurrent_prev.origin), <, 150)
959 PHYS_INPUT_BUTTON_JUMP(this) = true;
960 this.bot_jump_time = time;
963 else if (!this.goalstack01 || (this.goalcurrent.wpflags & (WAYPOINTFLAG_TELEPORT | WAYPOINTFLAG_LADDER)))
965 if (vlen2(flat_diff) < vlen2(offset))
967 if ((this.goalcurrent.wpflags & WAYPOINTFLAG_JUMP) && this.goalstack01)
969 // oblique warpzones need a jump otherwise bots gets stuck
970 PHYS_INPUT_BUTTON_JUMP(this) = true;
974 actual_destorg.x = destorg.x;
975 actual_destorg.y = destorg.y;
979 else if (vdist(flat_diff, <, 32) && diff.z < -16) // destination is under the bot
981 actual_destorg.x = destorg.x;
982 actual_destorg.y = destorg.y;
984 else if (vlen2(flat_diff) < vlen2(offset))
986 vector next_goal_org = (this.goalstack01.absmin + this.goalstack01.absmax) * 0.5;
987 vector next_dir = normalize(vec2(next_goal_org - destorg));
988 float dist = vlen(vec2(this.origin + offset - destorg));
989 // if current and next goal are close to each other make sure
990 // actual_destorg isn't set beyond next_goal_org
991 if (dist ** 2 > vlen2(vec2(next_goal_org - destorg)))
992 actual_destorg = next_goal_org;
994 actual_destorg = vec2(destorg) + dist * next_dir;
995 actual_destorg.z = this.origin.z;
999 LABEL(jumpobstacle_check);
1000 dir = flatdir = normalize(actual_destorg - this.origin);
1002 bool jump_forbidden = false;
1003 if (!turning && fabs(deviation.y) > 50)
1004 jump_forbidden = true;
1005 else if (IS_DUCKED(this))
1007 tracebox(this.origin, PL_MIN_CONST, PL_MAX_CONST, this.origin, false, this);
1008 if (trace_startsolid)
1009 jump_forbidden = true;
1012 if (!jump_forbidden)
1014 tracebox(this.origin, this.mins, this.maxs, actual_destorg, false, this);
1015 if (trace_fraction < 1 && trace_plane_normal.z < 0.7)
1018 tracebox(this.origin + stepheightvec, this.mins, this.maxs, actual_destorg + stepheightvec, false, this);
1019 if (trace_fraction < s + 0.01 && trace_plane_normal.z < 0.7)
1021 // found an obstacle
1022 if (turning && fabs(deviation.y) > 5)
1024 // check if the obstacle is still there without turning
1025 actual_destorg = destorg;
1027 this.bot_tracewalk_time = time + 0.25;
1028 goto jumpobstacle_check;
1031 // don't artificially reduce max jump height in real-time
1032 // (jumpstepheightvec is reduced a bit to make the jumps easy in tracewalk)
1033 vector jump_height = (IS_ONGROUND(this)) ? stepheightvec + jumpheight_vec : jumpstepheightvec;
1034 tracebox(this.origin + jump_height, this.mins, this.maxs, actual_destorg + jump_height, false, this);
1035 if (trace_fraction > s)
1037 PHYS_INPUT_BUTTON_JUMP(this) = true;
1038 this.bot_jump_time = time;
1042 jump_height = stepheightvec + jumpheight_vec / 2;
1043 tracebox(this.origin + jump_height, this.mins, this.maxs, actual_destorg + jump_height, false, this);
1044 if (trace_fraction > s)
1046 PHYS_INPUT_BUTTON_JUMP(this) = true;
1047 this.bot_jump_time = time;
1054 // if bot for some reason doesn't get close to the current goal find another one
1055 if(!this.jumppadcount && !IS_PLAYER(this.goalcurrent))
1056 if(!(locked_goal && this.goalcurrent_distance_z < 50 && this.goalcurrent_distance_2d < 50))
1057 if(havocbot_checkgoaldistance(this, destorg))
1059 if(this.goalcurrent_distance_time < 0) // can't get close for the second time
1061 navigation_clearroute(this);
1062 navigation_goalrating_timeout_force(this);
1066 set_tracewalk_dest(this.goalcurrent, this.origin, false);
1067 if (!tracewalk(this, this.origin, this.mins, this.maxs,
1068 tracewalk_dest, tracewalk_dest_height, bot_navigation_movemode))
1070 navigation_clearroute(this);
1071 navigation_goalrating_timeout_force(this);
1075 // give bot only another chance to prevent bot getting stuck
1076 // in case it thinks it can walk but actually can't
1077 this.goalcurrent_distance_z = FLOAT_MAX;
1078 this.goalcurrent_distance_2d = FLOAT_MAX;
1079 this.goalcurrent_distance_time = -time; // mark second try
1082 if (skill + this.bot_moveskill <= 3 && time > this.bot_stop_moving_timeout
1083 && current_speed > maxspeed * 0.9 && fabs(deviation.y) > 70)
1085 this.bot_stop_moving_timeout = time + 0.4 + random() * 0.2;
1088 // Check for water/slime/lava and dangerous edges
1089 // (only when the bot is on the ground or jumping intentionally)
1091 offset = (vdist(this.velocity, >, 32) ? this.velocity * 0.2 : flatdir * 32);
1092 vector dst_ahead = this.origin + this.view_ofs + offset;
1093 vector dst_down = dst_ahead - '0 0 3000';
1094 traceline(this.origin + this.view_ofs, dst_ahead, true, NULL);
1096 bool unreachable = false;
1098 if (trace_fraction == 1 && !this.jumppadcount
1099 && !waypoint_is_hardwiredlink(this.goalcurrent_prev, this.goalcurrent)
1100 && !(this.goalcurrent_prev && (this.goalcurrent_prev.wpflags & WAYPOINTFLAG_JUMP)))
1101 if((IS_ONGROUND(this)) || (this.aistatus & AI_STATUS_RUNNING) || (this.aistatus & AI_STATUS_ROAMING) || PHYS_INPUT_BUTTON_JUMP(this))
1104 traceline(dst_ahead , dst_down, true, NULL);
1105 //te_lightning2(NULL, this.origin + this.view_ofs, dst_ahead); // Draw "ahead" look
1106 //te_lightning2(NULL, dst_ahead, trace_endpos); // Draw "downwards" look
1107 if(trace_endpos.z < this.origin.z + this.mins.z)
1109 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY)
1110 danger_detected = true;
1111 else if (trace_endpos.z < min(this.origin.z + this.mins.z, this.goalcurrent.origin.z) - 100)
1112 danger_detected = true;
1115 s = pointcontents(trace_endpos + '0 0 1');
1116 if (s != CONTENT_SOLID)
1118 if (s == CONTENT_LAVA || s == CONTENT_SLIME)
1119 danger_detected = true;
1120 else if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos))
1122 // the traceline check isn't enough but is good as optimization,
1123 // when not true (most of the time) this tracebox call is avoided
1124 tracebox(dst_ahead, this.mins, this.maxs, dst_down, true, this);
1125 if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos))
1127 if (destorg.z > this.origin.z + jumpstepheightvec.z)
1129 // the goal is probably on an upper platform, assume bot can't get there
1133 danger_detected = true;
1142 makevectors(this.v_angle.y * '0 1 0');
1144 if (danger_detected || (s == CONTENT_WATER))
1146 this.aistatus |= AI_STATUS_DANGER_AHEAD;
1147 if(IS_PLAYER(this.goalcurrent))
1151 // slow down if bot is in the air and goal is under it
1152 if (!waypoint_is_hardwiredlink(this.goalcurrent_prev, this.goalcurrent)
1153 && vdist(flat_diff, <, 250) && this.origin.z - destorg.z > 120
1154 && (!IS_ONGROUND(this) || vdist(vec2(this.velocity), >, maxspeed * 0.3)))
1156 // tracebox wouldn't work when bot is still on the ledge
1157 traceline(this.origin, this.origin - '0 0 200', true, this);
1158 if (this.origin.z - trace_endpos.z > 120)
1159 do_break = normalize(this.velocity) * -1;
1164 navigation_clearroute(this);
1165 navigation_goalrating_timeout_force(this);
1166 this.ignoregoal = this.goalcurrent;
1167 this.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
1171 dodge = havocbot_dodge(this);
1173 dodge *= bound(0, 0.5 + (skill + this.bot_dodgeskill) * 0.1, 1);
1176 traceline(this.origin, (this.enemy.absmin + this.enemy.absmax) * 0.5, true, NULL);
1177 if (IS_PLAYER(trace_ent))
1178 dodge_enemy_factor = bound(0, (skill + this.bot_dodgeskill) / 7, 1);
1180 // this.bot_dodgevector = dir;
1181 // this.bot_dodgevector_jumpbutton = PHYS_INPUT_BUTTON_JUMP(this);
1184 float ladder_zdir = 0;
1185 if(this.ladder_entity)
1187 if(this.goalcurrent.origin.z + this.goalcurrent.mins.z > this.origin.z + this.mins.z)
1189 if(this.origin.z + this.mins.z < this.ladder_entity.origin.z + this.ladder_entity.maxs.z)
1194 if(this.origin.z + this.mins.z > this.ladder_entity.origin.z + this.ladder_entity.mins.z)
1199 if (vdist(vec2(diff), <, 40))
1200 dir.z = ladder_zdir * 4;
1202 dir.z = ladder_zdir * 2;
1203 dir = normalize(dir);
1207 if (this.goalcurrent.wpisbox
1208 && boxesoverlap(this.goalcurrent.absmin, this.goalcurrent.absmax, this.origin, this.origin))
1210 // bot is inside teleport waypoint but hasn't touched the real teleport yet
1211 // head to teleport origin
1212 dir = (this.goalcurrent.origin - this.origin);
1214 dir = normalize(dir);
1217 // already executed when bot targets an enemy
1218 if (!this.bot_aimdir_executed)
1220 if (time < this.bot_stop_moving_timeout)
1221 bot_aimdir(this, normalize(this.goalcurrent.origin - this.origin), 0);
1223 bot_aimdir(this, dir, 0);
1226 vector evadedanger = '0 0 0';
1229 dir *= dodge_enemy_factor;
1230 if (danger_detected && vdist(this.velocity, >, maxspeed * 0.8) && this.goalcurrent_prev
1231 && this.goalcurrent.classname == "waypoint")
1233 vector p = this.origin + this.velocity * 0.2;
1234 vector evadedanger = point_line_vec(p, vec2(this.goalcurrent_prev.origin) + eZ * p.z,
1235 vec2(destorg - this.goalcurrent_prev.origin));
1236 if (vdist(evadedanger, >, 20))
1238 if (vdist(evadedanger, >, 40))
1239 do_break = normalize(this.velocity) * -1;
1240 evadedanger = normalize(evadedanger);
1241 evadedanger *= bound(1, 3 - (skill + this.bot_dodgeskill), 3); // Noobs fear dangers a lot and take more distance from them
1244 evadedanger = '0 0 0';
1246 dir = normalize(dir + dodge + do_break + evadedanger);
1249 makevectors(this.v_angle);
1250 //dir = this.bot_dodgevector;
1251 //if (this.bot_dodgevector_jumpbutton)
1252 // PHYS_INPUT_BUTTON_JUMP(this) = true;
1253 CS(this).movement_x = dir * v_forward * maxspeed;
1254 CS(this).movement_y = dir * v_right * maxspeed;
1255 CS(this).movement_z = dir * v_up * maxspeed;
1257 // Emulate keyboard interface
1259 havocbot_keyboard_movement(this, destorg);
1262 if (!bunnyhop_forbidden && !evadedanger && !do_break && skill + this.bot_moveskill >= autocvar_bot_ai_bunnyhop_skilloffset)
1263 havocbot_bunnyhop(this, dir);
1265 if (dir * v_up >= autocvar_sv_jumpvelocity * 0.5 && IS_ONGROUND(this))
1266 PHYS_INPUT_BUTTON_JUMP(this) = true;
1269 if (dodge * v_up > 0 && random() * frametime >= 0.2 * bound(0, (10 - skill - this.bot_dodgeskill) * 0.1, 1))
1270 PHYS_INPUT_BUTTON_JUMP(this) = true;
1271 if (dodge * v_up < 0 && random() * frametime >= 0.5 * bound(0, (10 - skill - this.bot_dodgeskill) * 0.1, 1))
1272 this.havocbot_ducktime = time + 0.3 / bound(0.1, skill + this.bot_dodgeskill, 10);
1276 void havocbot_chooseenemy(entity this)
1278 if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(this))
1286 if (!bot_shouldattack(this, this.enemy))
1288 // enemy died or something, find a new target
1290 this.havocbot_chooseenemy_finished = time;
1292 else if (this.havocbot_stickenemy_time && time < this.havocbot_stickenemy_time)
1294 // tracking last chosen enemy
1295 vector targ_pos = (this.enemy.absmin + this.enemy.absmax) * 0.5;
1296 traceline(this.origin + this.view_ofs, targ_pos, false, NULL);
1297 if (trace_ent == this.enemy || trace_fraction == 1)
1298 if (vdist(targ_pos - this.origin, <, 1000))
1300 // remain tracking him for a shot while (case he went after a small corner or pilar
1301 this.havocbot_chooseenemy_finished = time + 0.5;
1305 // stop preferring this enemy
1306 this.havocbot_stickenemy_time = 0;
1309 if (time < this.havocbot_chooseenemy_finished)
1311 this.havocbot_chooseenemy_finished = time + autocvar_bot_ai_enemydetectioninterval;
1312 vector eye = this.origin + this.view_ofs;
1314 float bestrating = autocvar_bot_ai_enemydetectionradius ** 2;
1317 int hf = this.dphitcontentsmask;
1319 // Search for enemies, if no enemy can be seen directly try to look through transparent objects
1321 this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
1323 bool scan_transparent = false;
1324 bool scan_secondary_targets = false;
1325 bool have_secondary_targets = false;
1328 scan_secondary_targets = false;
1330 IL_EACH(g_bot_targets, it.bot_attack,
1332 if(!scan_secondary_targets)
1334 if(it.classname == "misc_breakablemodel")
1336 have_secondary_targets = true;
1340 else if(it.classname != "misc_breakablemodel")
1343 vector v = (it.absmin + it.absmax) * 0.5;
1344 float rating = vlen2(v - eye);
1345 if (rating < bestrating && bot_shouldattack(this, it))
1347 traceline(eye, v, true, this);
1348 if (trace_ent == it || trace_fraction >= 1)
1351 bestrating = rating;
1356 if(!best && have_secondary_targets && !scan_secondary_targets)
1358 scan_secondary_targets = true;
1360 bestrating = autocvar_bot_ai_enemydetectionradius ** 2;
1364 // I want to do a second scan if no enemy was found or I don't have weapons
1365 // TODO: Perform the scan when using the rifle (requires changes on the rifle code)
1366 if(best || STAT(WEAPONS, this)) // || this.weapon == WEP_RIFLE.m_id
1368 if(scan_transparent)
1371 // Set flags to see through transparent objects
1372 this.dphitcontentsmask |= DPCONTENTS_OPAQUE;
1374 scan_transparent = true;
1377 // Restore hit flags
1378 this.dphitcontentsmask = hf;
1381 this.havocbot_stickenemy_time = time + autocvar_bot_ai_enemydetectioninterval_stickingtoenemy;
1382 if(best && best.classname == "misc_breakablemodel")
1383 this.havocbot_stickenemy_time = 0;
1386 float havocbot_chooseweapon_checkreload(entity this, .entity weaponentity, int new_weapon)
1388 // bots under this skill cannot find unloaded weapons to reload idly when not in combat,
1389 // so skip this for them, or they'll never get to reload their weapons at all.
1390 // this also allows bots under this skill to be more stupid, and reload more often during combat :)
1394 // if this weapon is scheduled for reloading, don't switch to it during combat
1395 if (this.(weaponentity).weapon_load[new_weapon] < 0)
1397 FOREACH(Weapons, it != WEP_Null, {
1398 if(it.wr_checkammo1(it, this, weaponentity) + it.wr_checkammo2(it, this, weaponentity))
1399 return true; // other weapon available
1406 void havocbot_chooseweapon(entity this, .entity weaponentity)
1411 if(g_weaponarena_weapons == WEPSET(TUBA))
1413 this.(weaponentity).m_switchweapon = WEP_TUBA;
1417 // TODO: clean this up by moving it to weapon code
1418 if(this.enemy==NULL)
1420 // If no weapon was chosen get the first available weapon
1421 if(this.(weaponentity).m_weapon==WEP_Null)
1422 FOREACH(Weapons, it != WEP_Null, {
1423 if(client_hasweapon(this, it, weaponentity, true, false))
1425 this.(weaponentity).m_switchweapon = it;
1432 // Do not change weapon during the next second after a combo
1433 float f = time - this.lastcombotime;
1438 float distance; distance=bound(10,vlen(this.origin-this.enemy.origin)-200,10000);
1440 // Should it do a weapon combo?
1441 float af, ct, combo_time, combo;
1443 af = ATTACK_FINISHED(this, weaponentity);
1444 ct = autocvar_bot_ai_weapon_combo_threshold;
1446 // Bots with no skill will be 4 times more slower than "godlike" bots when doing weapon combos
1447 // Ideally this 4 should be calculated as longest_weapon_refire / bot_ai_weapon_combo_threshold
1448 combo_time = time + ct + (ct * ((-0.3*(skill+this.bot_weaponskill))+3));
1452 if(autocvar_bot_ai_weapon_combo)
1453 if(this.(weaponentity).m_weapon.m_id == this.(weaponentity).lastfiredweapon)
1457 this.lastcombotime = time;
1460 distance *= (2 ** this.bot_rangepreference);
1462 // Custom weapon list based on distance to the enemy
1463 if(bot_custom_weapon){
1465 // Choose weapons for far distance
1466 if ( distance > bot_distance_far ) {
1467 for(i=0; i < REGISTRY_COUNT(Weapons) && bot_weapons_far[i] != -1 ; ++i){
1468 w = bot_weapons_far[i];
1469 if ( client_hasweapon(this, REGISTRY_GET(Weapons, w), weaponentity, true, false) )
1471 if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1473 this.(weaponentity).m_switchweapon = REGISTRY_GET(Weapons, w);
1479 // Choose weapons for mid distance
1480 if ( distance > bot_distance_close) {
1481 for(i=0; i < REGISTRY_COUNT(Weapons) && bot_weapons_mid[i] != -1 ; ++i){
1482 w = bot_weapons_mid[i];
1483 if ( client_hasweapon(this, REGISTRY_GET(Weapons, w), weaponentity, true, false) )
1485 if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1487 this.(weaponentity).m_switchweapon = REGISTRY_GET(Weapons, w);
1493 // Choose weapons for close distance
1494 for(i=0; i < REGISTRY_COUNT(Weapons) && bot_weapons_close[i] != -1 ; ++i){
1495 w = bot_weapons_close[i];
1496 if ( client_hasweapon(this, REGISTRY_GET(Weapons, w), weaponentity, true, false) )
1498 if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1500 this.(weaponentity).m_switchweapon = REGISTRY_GET(Weapons, w);
1507 void havocbot_aim(entity this)
1509 // if aim rate is a multiple of think rate due to precision errors the sum of multiple think times
1510 // can be slightly greater than aim time and cause a jump of a whole think time (bot_netxtthink)
1511 // in that case this small tolerance time makes so that aim time snaps to think time
1512 if (time < this.nextaim - 0.01)
1514 this.nextaim = time + 0.1;
1516 vector myvel = this.velocity;
1517 if (!this.waterlevel)
1519 if(MUTATOR_CALLHOOK(HavocBot_Aim, this)) { /* do nothing */ }
1520 else if (this.enemy)
1522 vector enemyvel = this.enemy.velocity;
1523 if (!this.enemy.waterlevel)
1528 bool havocbot_moveto_refresh_route(entity this)
1530 // Refresh path to goal if necessary
1532 wp = this.havocbot_personal_waypoint;
1533 navigation_goalrating_start(this);
1534 navigation_routerating(this, wp, 10000, 10000);
1535 navigation_goalrating_end(this);
1536 return (this.goalentity != NULL);
1539 float havocbot_moveto(entity this, vector pos)
1543 if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_GOING)
1545 // Step 4: Move to waypoint
1546 if(this.havocbot_personal_waypoint==NULL)
1548 LOG_TRACE("Error: ", this.netname, " trying to walk to a non existent personal waypoint");
1549 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_GOING;
1550 return CMD_STATUS_ERROR;
1553 if (!bot_strategytoken_taken)
1554 if(this.havocbot_personal_waypoint_searchtime<time)
1556 bot_strategytoken_taken = true;
1557 if(havocbot_moveto_refresh_route(this))
1559 LOG_TRACE(this.netname, " walking to its personal waypoint (after ", ftos(this.havocbot_personal_waypoint_failcounter), " failed attempts)");
1560 this.havocbot_personal_waypoint_searchtime = time + 10;
1561 this.havocbot_personal_waypoint_failcounter = 0;
1565 this.havocbot_personal_waypoint_failcounter += 1;
1566 this.havocbot_personal_waypoint_searchtime = time + 2;
1567 if(this.havocbot_personal_waypoint_failcounter >= 30)
1569 LOG_TRACE("Warning: can't walk to the personal waypoint located at ", vtos(this.havocbot_personal_waypoint.origin));
1570 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1571 delete(this.havocbot_personal_waypoint);
1572 return CMD_STATUS_ERROR;
1575 LOG_TRACE(this.netname, " can't walk to its personal waypoint (after ", ftos(this.havocbot_personal_waypoint_failcounter), " failed attempts), trying later");
1579 if(autocvar_bot_debug_goalstack)
1580 debuggoalstack(this);
1584 havocbot_movetogoal(this);
1586 if (!this.bot_aimdir_executed && this.goalcurrent)
1589 vector dir = get_closer_dest(this.goalcurrent, this.origin);
1590 dir -= this.origin + this.view_ofs;
1592 bot_aimdir(this, dir, 0);
1595 if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_REACHED)
1597 // Step 5: Waypoint reached
1598 LOG_TRACE(this.netname, "'s personal waypoint reached");
1599 waypoint_remove(this.havocbot_personal_waypoint);
1600 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_REACHED;
1601 return CMD_STATUS_FINISHED;
1604 return CMD_STATUS_EXECUTING;
1607 // Step 2: Linking waypoint
1608 if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_LINKING)
1610 // Wait until it is linked
1611 if(!this.havocbot_personal_waypoint.wplinked)
1613 LOG_TRACE(this.netname, " waiting for personal waypoint to be linked");
1614 return CMD_STATUS_EXECUTING;
1617 this.havocbot_personal_waypoint_searchtime = time; // so we set the route next frame
1618 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1619 this.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_GOING;
1621 // Step 3: Route to waypoint
1622 LOG_TRACE(this.netname, " walking to its personal waypoint");
1624 return CMD_STATUS_EXECUTING;
1627 // Step 1: Spawning waypoint
1628 wp = waypoint_spawnpersonal(this, pos);
1631 LOG_TRACE("Error: Can't spawn personal waypoint at ",vtos(pos));
1632 return CMD_STATUS_ERROR;
1635 this.havocbot_personal_waypoint = wp;
1636 this.havocbot_personal_waypoint_failcounter = 0;
1637 this.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1639 // if pos is inside a teleport, then let's mark it as teleport waypoint
1640 IL_EACH(g_teleporters, WarpZoneLib_BoxTouchesBrush(pos, pos, it, NULL),
1642 wp.wpflags |= WAYPOINTFLAG_TELEPORT;
1643 this.lastteleporttime = 0;
1647 if(wp.wpflags & WAYPOINTFLAG_TELEPORT)
1648 print("routing to a teleporter\n");
1650 print("routing to a non-teleporter\n");
1653 return CMD_STATUS_EXECUTING;
1656 float havocbot_resetgoal(entity this)
1658 navigation_clearroute(this);
1659 return CMD_STATUS_FINISHED;
1662 void havocbot_setupbot(entity this)
1664 this.bot_ai = havocbot_ai;
1665 this.cmd_moveto = havocbot_moveto;
1666 this.cmd_resetgoal = havocbot_resetgoal;
1668 // NOTE: bot is not player yet
1669 havocbot_chooserole(this);
1672 vector havocbot_dodge(entity this)
1674 // LordHavoc: disabled because this is too expensive
1679 float danger, bestdanger, vl, d;
1682 // check for dangerous objects near bot or approaching bot
1683 head = findchainfloat(bot_dodge, true);
1686 if (head.owner != this)
1688 vl = vlen(head.velocity);
1689 if (vl > autocvar_sv_maxspeed * 0.3)
1691 n = normalize(head.velocity);
1692 v = this.origin - head.origin;
1694 if (d > (0 - head.bot_dodgerating))
1695 if (d < (vl * 0.2 + head.bot_dodgerating))
1697 // calculate direction and distance from the flight path, by removing the forward axis
1698 v = v - (n * (v * n));
1699 danger = head.bot_dodgerating - vlen(v);
1700 if (bestdanger < danger)
1702 bestdanger = danger;
1703 // dodge to the side of the object
1704 dodge = normalize(v);
1710 danger = head.bot_dodgerating - vlen(head.origin - this.origin);
1711 if (bestdanger < danger)
1713 bestdanger = danger;
1714 dodge = normalize(this.origin - head.origin);