3 #include <server/defs.qh>
4 #include <server/miscfunctions.qh>
9 #include "../navigation.qh"
10 #include "../scripting.qh"
11 #include "../waypoints.qh"
13 #include <common/constants.qh>
14 #include <common/impulses/all.qh>
15 #include <common/net_linked.qh>
16 #include <common/physics/player.qh>
17 #include <common/state.qh>
18 #include <common/items/_mod.qh>
19 #include <common/wepent.qh>
21 #include <common/mapobjects/func/ladder.qh>
22 #include <common/mapobjects/teleporters.qh>
23 #include <common/mapobjects/trigger/jumppads.qh>
25 #include <lib/warpzone/common.qh>
29 void havocbot_ai(entity this)
34 this.bot_aimdir_executed = false;
35 // lock aim if teleported or passing through a warpzone
36 if (this.lastteleporttime && !this.jumppadcount)
37 this.bot_aimdir_executed = true;
39 if(bot_execute_commands(this))
42 if (bot_strategytoken == this && !bot_strategytoken_taken)
44 if(this.havocbot_blockhead)
46 this.havocbot_blockhead = false;
50 if (!this.jumppadcount && !STAT(FROZEN, this))
51 this.havocbot_role(this); // little too far down the rabbit hole
54 // if we don't have a goal and we're under water look for a waypoint near the "shore" and push it
55 if(!(IS_DEAD(this) || STAT(FROZEN, this)))
57 if(this.waterlevel == WATERLEVEL_SWIMMING || (this.aistatus & AI_STATUS_OUT_WATER))
59 // Look for the closest waypoint out of water
60 entity newgoal = NULL;
61 IL_EACH(g_waypoints, vdist(it.origin - this.origin, <=, 10000),
63 if(it.origin.z < this.origin.z)
66 if(it.origin.z - this.origin.z - this.view_ofs.z > 100)
69 if (pointcontents(it.origin + it.maxs + '0 0 1') != CONTENT_EMPTY)
72 traceline(this.origin + this.view_ofs, ((it.absmin + it.absmax) * 0.5), true, this);
74 if(trace_fraction < 1)
77 if(!newgoal || vlen2(it.origin - this.origin) < vlen2(newgoal.origin - this.origin))
83 // te_wizspike(newgoal.origin);
84 navigation_pushroute(this, newgoal);
88 // token has been used this frame
89 bot_strategytoken_taken = true;
92 if(IS_DEAD(this) || STAT(FROZEN, this))
95 navigation_clearroute(this);
99 havocbot_chooseenemy(this);
101 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
103 .entity weaponentity = weaponentities[slot];
104 if(this.(weaponentity).m_weapon != WEP_Null || slot == 0)
105 if(this.(weaponentity).bot_chooseweapontime < time)
107 this.(weaponentity).bot_chooseweapontime = time + autocvar_bot_ai_chooseweaponinterval;
108 havocbot_chooseweapon(this, weaponentity);
114 if (this.bot_aimtarg)
116 this.aistatus |= AI_STATUS_ATTACKING;
117 this.aistatus &= ~AI_STATUS_ROAMING;
119 if(STAT(WEAPONS, this))
121 if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(this))
123 PHYS_INPUT_BUTTON_ATCK(this) = false;
124 PHYS_INPUT_BUTTON_ATCK2(this) = false;
128 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
130 .entity weaponentity = weaponentities[slot];
131 Weapon w = this.(weaponentity).m_weapon;
132 if(w == WEP_Null && slot != 0)
134 w.wr_aim(w, this, weaponentity);
135 if(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this)) // TODO: what if we didn't fire this weapon, but the previous?
136 this.(weaponentity).lastfiredweapon = this.(weaponentity).m_weapon.m_id;
142 if(IS_PLAYER(this.bot_aimtarg))
143 bot_aimdir(this, this.bot_aimtarg.origin + this.bot_aimtarg.view_ofs - this.origin - this.view_ofs, 0);
146 else if (this.goalcurrent)
148 this.aistatus |= AI_STATUS_ROAMING;
149 this.aistatus &= ~AI_STATUS_ATTACKING;
152 havocbot_movetogoal(this);
153 if (!this.bot_aimdir_executed && this.goalcurrent)
156 vector dir = get_closer_dest(this.goalcurrent, this.origin);
157 dir -= this.origin + this.view_ofs;
159 bot_aimdir(this, dir, 0);
162 // if the bot is not attacking, consider reloading weapons
163 if (!(this.aistatus & AI_STATUS_ATTACKING))
165 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
167 .entity weaponentity = weaponentities[slot];
169 if(this.(weaponentity).m_weapon == WEP_Null && slot != 0)
172 // we are currently holding a weapon that's not fully loaded, reload it
173 if(skill >= 2) // bots can only reload the held weapon on purpose past this skill
174 if(this.(weaponentity).clip_load < this.(weaponentity).clip_size)
175 CS(this).impulse = IMP_weapon_reload.impulse; // not sure if this is done right
177 // if we're not reloading a weapon, switch to any weapon in our invnetory that's not fully loaded to reload it next
178 // the code above executes next frame, starting the reloading then
179 if(skill >= 5) // bots can only look for unloaded weapons past this skill
180 if(this.(weaponentity).clip_load >= 0) // only if we're not reloading a weapon already
182 FOREACH(Weapons, it != WEP_Null, {
183 if((STAT(WEAPONS, this) & (it.m_wepset)) && (it.spawnflags & WEP_FLAG_RELOADABLE) && (this.(weaponentity).weapon_load[it.m_id] < it.reloading_ammo))
185 this.(weaponentity).m_switchweapon = it;
194 void havocbot_keyboard_movement(entity this, vector destorg)
198 if (time > this.havocbot_keyboardtime)
200 float sk = skill + this.bot_moveskill;
201 this.havocbot_keyboardtime =
203 this.havocbot_keyboardtime
204 + 0.05 / max(1, sk + this.havocbot_keyboardskill)
205 + random() * 0.025 / max(0.00025, skill + this.havocbot_keyboardskill)
207 keyboard = CS(this).movement / autocvar_sv_maxspeed;
209 float trigger = autocvar_bot_ai_keyboard_threshold;
210 float trigger1 = -trigger;
212 // categorize forward movement
213 // at skill < 1.5 only forward
214 // at skill < 2.5 only individual directions
215 // at skill < 4.5 only individual directions, and forward diagonals
216 // at skill >= 4.5, all cases allowed
217 if (keyboard.x > trigger)
223 else if (keyboard.x < trigger1 && sk > 1.5)
238 if (keyboard.y > trigger)
240 else if (keyboard.y < trigger1)
245 if (keyboard.z > trigger)
247 else if (keyboard.z < trigger1)
252 this.havocbot_keyboard = keyboard * autocvar_sv_maxspeed;
253 if (this.havocbot_ducktime > time)
254 PHYS_INPUT_BUTTON_CROUCH(this) = true;
257 keyboard = this.havocbot_keyboard;
258 float blend = bound(0, vlen(destorg - this.origin) / autocvar_bot_ai_keyboard_distance, 1); // When getting close move with 360 degree
259 //dprint("movement ", vtos(CS(this).movement), " keyboard ", vtos(keyboard), " blend ", ftos(blend), "\n");
260 CS(this).movement = CS(this).movement + (keyboard - CS(this).movement) * blend;
263 void havocbot_bunnyhop(entity this, vector dir)
265 float bunnyhopdistance;
269 // Don't jump when attacking
270 if(this.aistatus & AI_STATUS_ATTACKING)
273 if(IS_PLAYER(this.goalcurrent))
276 maxspeed = autocvar_sv_maxspeed;
278 if(this.aistatus & AI_STATUS_RUNNING && vdist(this.velocity, <, autocvar_sv_maxspeed * 0.75)
279 || this.aistatus & AI_STATUS_DANGER_AHEAD)
281 this.aistatus &= ~AI_STATUS_RUNNING;
282 PHYS_INPUT_BUTTON_JUMP(this) = false;
283 this.bot_canruntogoal = 0;
284 this.bot_timelastseengoal = 0;
288 if(this.waterlevel > WATERLEVEL_WETFEET)
290 this.aistatus &= ~AI_STATUS_RUNNING;
294 if(this.bot_lastseengoal != this.goalcurrent && !(this.aistatus & AI_STATUS_RUNNING))
296 this.bot_canruntogoal = 0;
297 this.bot_timelastseengoal = 0;
300 vector gco = get_closer_dest(this.goalcurrent, this.origin);
301 bunnyhopdistance = vlen(this.origin - gco);
303 // Run only to visible goals
304 if(IS_ONGROUND(this))
305 if(vdist(vec2(this.velocity), >=, autocvar_sv_maxspeed)) // if -really- running
306 if(checkpvs(this.origin + this.view_ofs, this.goalcurrent))
308 this.bot_lastseengoal = this.goalcurrent;
311 if(this.bot_timelastseengoal)
313 // for a period of time
314 if(time - this.bot_timelastseengoal > autocvar_bot_ai_bunnyhop_firstjumpdelay)
317 checkdistance = true;
319 // don't run if it is too close
320 if(this.bot_canruntogoal==0)
322 if(bunnyhopdistance > autocvar_bot_ai_bunnyhop_startdistance)
323 this.bot_canruntogoal = 1;
325 this.bot_canruntogoal = -1;
328 if(this.bot_canruntogoal != 1)
331 if(this.aistatus & AI_STATUS_ROAMING)
332 if(this.goalcurrent.classname=="waypoint")
333 if (!(this.goalcurrent.wpflags & WAYPOINTFLAG_PERSONAL))
334 if(fabs(gco.z - this.origin.z) < this.maxs.z - this.mins.z)
335 if(this.goalstack01 && !wasfreed(this.goalstack01))
337 vector gno = (this.goalstack01.absmin + this.goalstack01.absmax) * 0.5;
338 deviation = vectoangles(gno - this.origin) - vectoangles(gco - this.origin);
339 while (deviation.y < -180) deviation.y = deviation.y + 360;
340 while (deviation.y > 180) deviation.y = deviation.y - 360;
342 if(fabs(deviation.y) < 20)
343 if(bunnyhopdistance < vlen(this.origin - gno))
344 if(fabs(gno.z - gco.z) < this.maxs.z - this.mins.z)
346 if(vdist(gco - gno, >, autocvar_bot_ai_bunnyhop_startdistance))
347 if(checkpvs(this.origin + this.view_ofs, this.goalstack01))
349 checkdistance = false;
356 this.aistatus &= ~AI_STATUS_RUNNING;
357 // increase stop distance in case the goal is on a slope or a lower platform
358 if(bunnyhopdistance > autocvar_bot_ai_bunnyhop_stopdistance + (this.origin.z - gco.z))
359 PHYS_INPUT_BUTTON_JUMP(this) = true;
363 this.aistatus |= AI_STATUS_RUNNING;
364 PHYS_INPUT_BUTTON_JUMP(this) = true;
370 this.bot_timelastseengoal = time;
375 this.bot_timelastseengoal = 0;
379 // Release jump button
380 if(!cvar("sv_pogostick"))
381 if((IS_ONGROUND(this)) == 0)
383 if(this.velocity.z < 0 || vlen(this.velocity)<maxspeed)
384 PHYS_INPUT_BUTTON_JUMP(this) = false;
387 if(this.aistatus & AI_STATUS_RUNNING)
388 if(vlen(this.velocity)>maxspeed)
390 deviation = vectoangles(dir) - vectoangles(this.velocity);
391 while (deviation.y < -180) deviation.y = deviation.y + 360;
392 while (deviation.y > 180) deviation.y = deviation.y - 360;
394 if(fabs(deviation.y)>10)
395 CS(this).movement_x = 0;
398 CS(this).movement_y = maxspeed * -1;
399 else if(deviation.y<10)
400 CS(this).movement_y = maxspeed;
407 // return true when bot isn't getting closer to the current goal
408 bool havocbot_checkgoaldistance(entity this, vector gco)
410 float curr_dist_z = max(20, fabs(this.origin.z - gco.z));
411 float curr_dist_2d = max(20, vlen(vec2(this.origin - gco)));
412 float distance_time = this.goalcurrent_distance_time;
413 if(distance_time < 0)
414 distance_time = -distance_time;
415 if(curr_dist_z >= this.goalcurrent_distance_z && curr_dist_2d >= this.goalcurrent_distance_2d)
418 this.goalcurrent_distance_time = time;
419 else if (time - distance_time > 0.5)
424 // reduce it a little bit so it works even with very small approaches to the goal
425 this.goalcurrent_distance_z = max(20, curr_dist_z - 10);
426 this.goalcurrent_distance_2d = max(20, curr_dist_2d - 10);
427 this.goalcurrent_distance_time = 0;
432 entity havocbot_select_an_item_of_group(entity this, int gr)
434 entity selected = NULL;
435 float selected_dist2 = 0;
436 // select farthest item of this group from bot's position
437 IL_EACH(g_items, it.item_group == gr && it.solid,
439 float dist2 = vlen2(this.origin - it.origin);
440 if (dist2 < 600 ** 2 && dist2 > selected_dist2)
443 selected_dist2 = vlen2(this.origin - selected.origin);
450 set_tracewalk_dest(selected, this.origin, false);
451 if (!tracewalk(this, this.origin, STAT(PL_MIN, this), STAT(PL_MAX, this),
452 tracewalk_dest, tracewalk_dest_height, bot_navigation_movemode))
460 void havocbot_movetogoal(entity this)
465 vector evadeobstacle;
467 float dodge_enemy_factor = 1;
471 //if (this.goalentity)
472 // te_lightning2(this, this.origin, (this.goalentity.absmin + this.goalentity.absmax) * 0.5);
473 CS(this).movement = '0 0 0';
474 maxspeed = autocvar_sv_maxspeed;
476 PHYS_INPUT_BUTTON_JETPACK(this) = false;
477 // Jetpack navigation
478 if(this.navigation_jetpack_goal)
479 if(this.goalcurrent==this.navigation_jetpack_goal)
480 if(GetResourceAmount(this, RESOURCE_FUEL))
482 if(autocvar_bot_debug_goalstack)
484 debuggoalstack(this);
485 te_wizspike(this.navigation_jetpack_point);
489 if (!(this.aistatus & AI_STATUS_JETPACK_FLYING))
491 // Brake almost completely so it can get a good direction
492 if(vdist(this.velocity, >, 10))
494 this.aistatus |= AI_STATUS_JETPACK_FLYING;
497 makevectors(this.v_angle.y * '0 1 0');
498 dir = normalize(this.navigation_jetpack_point - this.origin);
501 if(this.aistatus & AI_STATUS_JETPACK_LANDING)
503 // Calculate brake distance in xy
504 float d = vlen(vec2(this.origin - (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5));
505 float vel2 = vlen2(vec2(this.velocity));
506 float db = (vel2 / (autocvar_g_jetpack_acceleration_side * 2)) + 100;
507 //LOG_INFOF("distance %d, velocity %d, brake at %d ", ceil(d), ceil(v), ceil(db));
508 if(d < db || d < 500)
511 if (vel2 > (maxspeed * 0.3) ** 2)
513 CS(this).movement_x = dir * v_forward * -maxspeed;
516 // Switch to normal mode
517 this.navigation_jetpack_goal = NULL;
518 this.aistatus &= ~AI_STATUS_JETPACK_LANDING;
519 this.aistatus &= ~AI_STATUS_JETPACK_FLYING;
523 else if(checkpvs(this.origin,this.goalcurrent))
525 // If I can see the goal switch to landing code
526 this.aistatus &= ~AI_STATUS_JETPACK_FLYING;
527 this.aistatus |= AI_STATUS_JETPACK_LANDING;
532 PHYS_INPUT_BUTTON_JETPACK(this) = true;
533 if(this.navigation_jetpack_point.z - STAT(PL_MAX, this).z + STAT(PL_MIN, this).z < this.origin.z)
535 CS(this).movement_x = dir * v_forward * maxspeed;
536 CS(this).movement_y = dir * v_right * maxspeed;
541 // Handling of jump pads
542 if(this.jumppadcount)
544 if(this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
546 this.aistatus |= AI_STATUS_OUT_JUMPPAD;
547 if(navigation_poptouchedgoals(this))
550 else if(this.aistatus & AI_STATUS_OUT_JUMPPAD)
552 // If got stuck on the jump pad try to reach the farthest visible waypoint
553 // but with some randomness so it can try out different paths
554 if(!this.goalcurrent)
556 entity newgoal = NULL;
557 IL_EACH(g_waypoints, vdist(it.origin - this.origin, <=, 1000),
559 if(it.wpflags & WAYPOINTFLAG_TELEPORT)
560 if(it.origin.z < this.origin.z - 100 && vdist(vec2(it.origin - this.origin), <, 100))
563 traceline(this.origin + this.view_ofs, ((it.absmin + it.absmax) * 0.5), true, this);
565 if(trace_fraction < 1)
568 if(!newgoal || ((random() < 0.8) && vlen2(it.origin - this.origin) > vlen2(newgoal.origin - this.origin)))
574 this.ignoregoal = this.goalcurrent;
575 this.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
576 navigation_clearroute(this);
577 navigation_routetogoal(this, newgoal, this.origin);
578 if(autocvar_bot_debug_goalstack)
579 debuggoalstack(this);
580 this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
583 else //if (this.goalcurrent)
585 if (this.goalcurrent.bot_pickup)
587 entity jumppad_wp = this.goalcurrent_prev;
588 navigation_poptouchedgoals(this);
589 if(!this.goalcurrent && jumppad_wp.wp00)
591 // head to the jumppad destination once bot reaches the goal item
592 navigation_pushroute(this, jumppad_wp.wp00);
595 vector gco = (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5;
596 if (this.origin.z > gco.z && vdist(vec2(this.velocity), <, autocvar_sv_maxspeed))
597 this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
598 else if(havocbot_checkgoaldistance(this, gco))
600 navigation_clearroute(this);
601 navigation_goalrating_timeout_force(this);
607 else //if (!(this.aistatus & AI_STATUS_OUT_JUMPPAD))
609 if(this.origin.z - this.lastteleport_origin.z > (this.maxs.z - this.mins.z) * 0.5)
611 vector velxy = this.velocity; velxy_z = 0;
612 if(vdist(velxy, <, autocvar_sv_maxspeed * 0.2))
614 LOG_TRACE("Warning: ", this.netname, " got stuck on a jumppad (velocity in xy is ", vtos(velxy), "), trying to get out of it now");
615 this.aistatus |= AI_STATUS_OUT_JUMPPAD;
620 // Don't chase players while using a jump pad
621 if(IS_PLAYER(this.goalcurrent) || IS_PLAYER(this.goalstack01))
625 else if(this.aistatus & AI_STATUS_OUT_JUMPPAD)
626 this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
628 // If there is a trigger_hurt right below try to use the jetpack or make a rocketjump
629 if (skill > 6 && !(IS_ONGROUND(this)))
631 #define ROCKETJUMP_DAMAGE() WEP_CVAR(devastator, damage) * 0.8 \
632 * ((this.strength_finished > time) ? autocvar_g_balance_powerup_strength_selfdamage : 1) \
633 * ((this.invincible_finished > time) ? autocvar_g_balance_powerup_invincible_takedamage : 1)
635 tracebox(this.origin, this.mins, this.maxs, this.origin + '0 0 -65536', MOVE_NOMONSTERS, this);
636 if(tracebox_hits_trigger_hurt(this.origin, this.mins, this.maxs, trace_endpos ))
637 if(this.items & IT_JETPACK)
639 tracebox(this.origin, this.mins, this.maxs, this.origin + '0 0 65536', MOVE_NOMONSTERS, this);
640 if(tracebox_hits_trigger_hurt(this.origin, this.mins, this.maxs, trace_endpos + '0 0 1' ))
642 if(this.velocity.z<0)
643 PHYS_INPUT_BUTTON_JETPACK(this) = true;
646 PHYS_INPUT_BUTTON_JETPACK(this) = true;
648 // If there is no goal try to move forward
650 if(this.goalcurrent==NULL)
653 dir = normalize(( ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5 ) - this.origin);
655 vector xyvelocity = this.velocity; xyvelocity_z = 0;
656 float xyspeed = xyvelocity * dir;
658 if(xyspeed < (maxspeed / 2))
660 makevectors(this.v_angle.y * '0 1 0');
661 tracebox(this.origin, this.mins, this.maxs, this.origin + (dir * maxspeed * 3), MOVE_NOMONSTERS, this);
662 if(trace_fraction==1)
664 CS(this).movement_x = dir * v_forward * maxspeed;
665 CS(this).movement_y = dir * v_right * maxspeed;
667 havocbot_keyboard_movement(this, this.origin + dir * 100);
671 this.havocbot_blockhead = true;
675 else if(!this.jumppadcount && !this.goalcurrent.wphardwired
676 && GetResourceAmount(this, RESOURCE_HEALTH) + GetResourceAmount(this, RESOURCE_ARMOR) > ROCKETJUMP_DAMAGE())
678 if(this.velocity.z < 0)
680 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
682 .entity weaponentity = weaponentities[slot];
684 if(this.(weaponentity).m_weapon == WEP_Null && slot != 0)
687 if(client_hasweapon(this, WEP_DEVASTATOR, weaponentity, true, false))
689 CS(this).movement_x = maxspeed;
691 if(this.rocketjumptime)
693 if(time > this.rocketjumptime)
695 PHYS_INPUT_BUTTON_ATCK2(this) = true;
696 this.rocketjumptime = 0;
701 this.(weaponentity).m_switchweapon = WEP_DEVASTATOR;
703 PHYS_INPUT_BUTTON_ATCK(this) = true;
704 this.rocketjumptime = time + WEP_CVAR(devastator, detonatedelay);
712 // If there is no goal try to move forward
713 if(this.goalcurrent==NULL)
714 CS(this).movement_x = maxspeed;
718 // If we are under water with no goals, swim up
719 if(this.waterlevel && !this.goalcurrent)
722 if(this.waterlevel>WATERLEVEL_SWIMMING)
724 else if(this.velocity.z >= 0 && !(this.waterlevel == WATERLEVEL_WETFEET && this.watertype == CONTENT_WATER))
725 PHYS_INPUT_BUTTON_JUMP(this) = true;
727 PHYS_INPUT_BUTTON_JUMP(this) = false;
728 makevectors(this.v_angle.y * '0 1 0');
729 vector v = dir * maxspeed;
730 CS(this).movement.x = v * v_forward;
731 CS(this).movement.y = v * v_right;
732 CS(this).movement.z = v * v_up;
735 // if there is nowhere to go, exit
736 if (this.goalcurrent == NULL)
740 bool locked_goal = false;
741 if((this.goalentity && wasfreed(this.goalentity))
742 || (this.goalcurrent == this.goalentity && this.goalentity.tag_entity))
744 navigation_clearroute(this);
745 navigation_goalrating_timeout_force(this);
748 else if(this.goalentity.tag_entity)
750 navigation_goalrating_timeout_expire(this, 2);
752 else if(this.goalentity.bot_pickup)
754 if(this.goalentity.bot_pickup_respawning)
756 if(this.goalentity.solid) // item respawned
757 this.goalentity.bot_pickup_respawning = false;
758 else if(time < this.goalentity.scheduledrespawntime - 10) // item already taken (by someone else)
760 if(checkpvs(this.origin, this.goalentity))
762 this.goalentity.bot_pickup_respawning = false;
763 navigation_goalrating_timeout_expire(this, random());
765 locked_goal = true; // wait for item to respawn
767 else if(this.goalentity == this.goalcurrent)
768 locked_goal = true; // wait for item to respawn
770 else if(!this.goalentity.solid && !boxesoverlap(this.goalentity.absmin, this.goalentity.absmax, this.absmin, this.absmax))
772 if(checkpvs(this.origin, this.goalentity))
774 navigation_goalrating_timeout_expire(this, random());
778 if (this.goalcurrent == this.goalentity && this.goalentity_lock_timeout > time)
781 if (navigation_shortenpath(this))
783 if (vdist(this.origin - this.goalcurrent_prev.origin, <, 50)
784 && navigation_goalrating_timeout_can_be_anticipated(this))
786 navigation_goalrating_timeout_force(this);
790 bool goalcurrent_can_be_removed = false;
791 if (IS_PLAYER(this.goalcurrent) || IS_MONSTER(this.goalcurrent))
793 bool freeze_state_changed = (boolean(STAT(FROZEN, this.goalentity)) != this.goalentity_shouldbefrozen);
794 if (IS_DEAD(this.goalcurrent) || (this.goalentity == this.goalcurrent && freeze_state_changed))
796 goalcurrent_can_be_removed = true;
797 // don't remove if not visible
798 if (checkpvs(this.origin + this.view_ofs, this.goalcurrent))
800 if (IS_DEAD(this.goalcurrent))
802 IL_EACH(g_items, it.enemy == this.goalcurrent && Item_IsLoot(it),
804 if (vdist(it.origin - this.goalcurrent.death_origin, <, 50))
806 navigation_clearroute(this);
807 navigation_pushroute(this, it);
808 // loot can't be immediately rated since it isn't on ground yet
809 // it will be rated after a second when on ground, meanwhile head to it
810 navigation_goalrating_timeout_expire(this, 1);
815 if (!Item_IsLoot(this.goalcurrent))
817 navigation_goalrating_timeout_force(this);
822 else if (!(STAT(FROZEN, this.goalentity)) && this.bot_tracewalk_time < time)
824 set_tracewalk_dest(this.goalcurrent, this.origin, true);
825 if (!(trace_ent == this || tracewalk(this, this.origin, this.mins, this.maxs,
826 tracewalk_dest, tracewalk_dest_height, bot_navigation_movemode)))
828 navigation_goalrating_timeout_force(this);
831 this.bot_tracewalk_time = max(time, this.bot_tracewalk_time) + 0.25;
837 // optimize path finding by anticipating goalrating when bot is near a waypoint;
838 // in this case path finding can start directly from a waypoint instead of
839 // looking for all the reachable waypoints up to a certain distance
840 if (navigation_poptouchedgoals(this))
842 if (this.goalcurrent)
844 if (goalcurrent_can_be_removed)
846 // remove even if not visible
847 navigation_goalrating_timeout_force(this);
850 else if (navigation_goalrating_timeout_can_be_anticipated(this))
851 navigation_goalrating_timeout_force(this);
855 entity old_goal = this.goalcurrent_prev;
856 if (old_goal.item_group && this.item_group != old_goal.item_group)
858 // Avoid multiple costly calls of path finding code that selects one of the closest
859 // item of the group by telling the bot to head directly to the farthest item.
860 // Next time we let the bot select a goal as usual which can be another item
861 // of this group (the closest one) and so on
862 this.item_group = old_goal.item_group;
863 entity new_goal = havocbot_select_an_item_of_group(this, old_goal.item_group);
865 navigation_pushroute(this, new_goal);
871 // if ran out of goals try to use an alternative goal or get a new strategy asap
872 if(this.goalcurrent == NULL)
874 navigation_goalrating_timeout_force(this);
879 if(autocvar_bot_debug_goalstack)
880 debuggoalstack(this);
882 bool bunnyhop_forbidden = false;
883 vector destorg = get_closer_dest(this.goalcurrent, this.origin);
884 if (this.jumppadcount && this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
886 // if bot used the jumppad, push towards jumppad origin until jumppad waypoint gets removed
887 destorg = this.goalcurrent.origin;
889 else if (this.goalcurrent.wpisbox)
891 // if bot is inside the teleport waypoint, head to teleport origin until teleport gets used
892 // do it even if bot is on a ledge above a teleport/jumppad so it doesn't get stuck
893 if (boxesoverlap(this.goalcurrent.absmin, this.goalcurrent.absmax, this.origin + eZ * this.mins.z, this.origin + eZ * this.maxs.z)
894 || (this.absmin.z > destorg.z && destorg.x == this.origin.x && destorg.y == this.origin.y))
896 bunnyhop_forbidden = true;
897 destorg = this.goalcurrent.origin;
898 if(destorg.z > this.origin.z)
899 PHYS_INPUT_BUTTON_JUMP(this) = true;
903 diff = destorg - this.origin;
905 if (time < this.bot_stop_moving_timeout
906 || (this.goalcurrent == this.goalentity && time < this.goalentity_lock_timeout && vdist(diff, <, 10)))
908 // stop if the locked goal has been reached
909 destorg = this.origin;
910 diff = dir = '0 0 0';
912 else if (IS_PLAYER(this.goalcurrent) || IS_MONSTER(this.goalcurrent))
914 if (vdist(diff, <, 80))
916 // stop if too close to target player (even if frozen)
917 destorg = this.origin;
918 diff = dir = '0 0 0';
922 // move destorg out of target players, otherwise bot will consider them
923 // an obstacle that needs to be jumped (especially if frozen)
924 dir = normalize(diff);
925 destorg -= dir * PL_MAX_CONST.x * M_SQRT2;
926 diff = destorg - this.origin;
930 dir = normalize(diff);
931 flatdir = (diff.z == 0) ? dir : normalize(vec2(diff));
933 //if (this.bot_dodgevector_time < time)
935 //this.bot_dodgevector_time = time + cvar("bot_ai_dodgeupdateinterval");
936 //this.bot_dodgevector_jumpbutton = 1;
937 evadeobstacle = '0 0 0';
940 this.aistatus &= ~AI_STATUS_DANGER_AHEAD;
941 makevectors(this.v_angle.y * '0 1 0');
942 if (this.waterlevel > WATERLEVEL_WETFEET)
944 if (this.waterlevel > WATERLEVEL_SWIMMING)
946 if(!this.goalcurrent)
947 this.aistatus |= AI_STATUS_OUT_WATER;
948 else if(destorg.z > this.origin.z)
949 PHYS_INPUT_BUTTON_JUMP(this) = true;
953 if(this.velocity.z >= 0 && !(this.watertype == CONTENT_WATER && destorg.z < this.origin.z) &&
954 (this.aistatus & AI_STATUS_OUT_WATER))
956 PHYS_INPUT_BUTTON_JUMP(this) = true;
961 PHYS_INPUT_BUTTON_JUMP(this) = false;
962 if (destorg.z > this.origin.z)
971 if(this.aistatus & AI_STATUS_OUT_WATER)
972 this.aistatus &= ~AI_STATUS_OUT_WATER;
974 // jump if going toward an obstacle that doesn't look like stairs we
975 // can walk up directly
976 vector deviation = '0 0 0';
977 float current_speed = vlen(vec2(this.velocity));
978 if (current_speed < maxspeed * 0.2)
979 current_speed = maxspeed * 0.2;
982 deviation = vectoangles(diff) - vectoangles(this.velocity);
983 while (deviation.y < -180) deviation.y += 360;
984 while (deviation.y > 180) deviation.y -= 360;
986 float turning = false;
987 vector flat_diff = vec2(diff);
988 offset = max(32, current_speed * cos(deviation.y * DEG2RAD) * 0.3) * flatdir;
989 vector actual_destorg = this.origin + offset;
990 if (!this.goalstack01 || this.goalcurrent.wpflags & (WAYPOINTFLAG_TELEPORT | WAYPOINTFLAG_LADDER))
992 if (vlen2(flat_diff) < vlen2(offset))
994 if (this.goalcurrent.wpflags & WAYPOINTFLAG_JUMP && this.goalstack01)
996 // oblique warpzones need a jump otherwise bots gets stuck
997 PHYS_INPUT_BUTTON_JUMP(this) = true;
1001 actual_destorg.x = destorg.x;
1002 actual_destorg.y = destorg.y;
1006 else if (vdist(flat_diff, <, 32) && diff.z < -16) // destination is under the bot
1008 actual_destorg.x = destorg.x;
1009 actual_destorg.y = destorg.y;
1011 else if (vlen2(flat_diff) < vlen2(offset))
1013 vector next_goal_org = (this.goalstack01.absmin + this.goalstack01.absmax) * 0.5;
1014 vector next_dir = normalize(vec2(next_goal_org - destorg));
1015 float dist = vlen(vec2(this.origin + offset - destorg));
1016 // if current and next goal are close to each other make sure
1017 // actual_destorg isn't set beyond next_goal_org
1018 if (dist ** 2 > vlen2(vec2(next_goal_org - destorg)))
1019 actual_destorg = next_goal_org;
1021 actual_destorg = vec2(destorg) + dist * next_dir;
1022 actual_destorg.z = this.origin.z;
1027 dir = flatdir = normalize(actual_destorg - this.origin);
1029 if (turning || fabs(deviation.y) < 50) // don't even try to jump if deviation is too high
1031 tracebox(this.origin, this.mins, this.maxs, actual_destorg, false, this);
1032 if (trace_fraction < 1 && trace_plane_normal.z < 0.7)
1035 tracebox(this.origin + stepheightvec, this.mins, this.maxs, actual_destorg + stepheightvec, false, this);
1036 if (trace_fraction < s + 0.01 && trace_plane_normal.z < 0.7)
1038 // found an obstacle
1039 if (turning && fabs(deviation.y) > 5)
1041 // check if the obstacle is still there without turning
1042 actual_destorg = destorg;
1044 this.bot_tracewalk_time = time + 0.25;
1048 // don't artificially reduce max jump height in real-time
1049 // (jumpstepheightvec is reduced a bit to make the jumps easy in tracewalk)
1050 vector jump_height = (IS_ONGROUND(this)) ? stepheightvec + jumpheight_vec : jumpstepheightvec;
1051 tracebox(this.origin + jump_height, this.mins, this.maxs, actual_destorg + jump_height, false, this);
1052 if (trace_fraction > s)
1053 PHYS_INPUT_BUTTON_JUMP(this) = true;
1056 jump_height = stepheightvec + jumpheight_vec / 2;
1057 tracebox(this.origin + jump_height, this.mins, this.maxs, actual_destorg + jump_height, false, this);
1058 if (trace_fraction > s)
1059 PHYS_INPUT_BUTTON_JUMP(this) = true;
1065 // if bot for some reason doesn't get close to the current goal find another one
1066 if(!this.jumppadcount && !IS_PLAYER(this.goalcurrent))
1067 if(!(locked_goal && this.goalcurrent_distance_z < 50 && this.goalcurrent_distance_2d < 50))
1068 if(havocbot_checkgoaldistance(this, destorg))
1070 if(this.goalcurrent_distance_time < 0) // can't get close for the second time
1072 navigation_clearroute(this);
1073 navigation_goalrating_timeout_force(this);
1077 set_tracewalk_dest(this.goalcurrent, this.origin, false);
1078 if (!tracewalk(this, this.origin, this.mins, this.maxs,
1079 tracewalk_dest, tracewalk_dest_height, bot_navigation_movemode))
1081 navigation_clearroute(this);
1082 navigation_goalrating_timeout_force(this);
1086 // give bot only another chance to prevent bot getting stuck
1087 // in case it thinks it can walk but actually can't
1088 this.goalcurrent_distance_z = FLOAT_MAX;
1089 this.goalcurrent_distance_2d = FLOAT_MAX;
1090 this.goalcurrent_distance_time = -time; // mark second try
1093 // Check for water/slime/lava and dangerous edges
1094 // (only when the bot is on the ground or jumping intentionally)
1096 if (skill + this.bot_moveskill <= 3 && time > this.bot_stop_moving_timeout
1097 && current_speed > maxspeed * 0.9 && fabs(deviation.y) > 70)
1099 this.bot_stop_moving_timeout = time + 0.4 + random() * 0.2;
1102 offset = (vdist(this.velocity, >, 32) ? this.velocity * 0.2 : v_forward * 32);
1103 vector dst_ahead = this.origin + this.view_ofs + offset;
1104 vector dst_down = dst_ahead - '0 0 3000';
1105 traceline(this.origin + this.view_ofs, dst_ahead, true, NULL);
1107 bool unreachable = false;
1109 if(trace_fraction == 1 && this.jumppadcount == 0 && !this.goalcurrent.wphardwired )
1110 if((IS_ONGROUND(this)) || (this.aistatus & AI_STATUS_RUNNING) || (this.aistatus & AI_STATUS_ROAMING) || PHYS_INPUT_BUTTON_JUMP(this))
1113 traceline(dst_ahead , dst_down, true, NULL);
1114 //te_lightning2(NULL, this.origin + this.view_ofs, dst_ahead); // Draw "ahead" look
1115 //te_lightning2(NULL, dst_ahead, dst_down); // Draw "downwards" look
1116 if(trace_endpos.z < this.origin.z + this.mins.z)
1118 s = pointcontents(trace_endpos + '0 0 1');
1119 if (s != CONTENT_SOLID)
1120 if (s == CONTENT_LAVA || s == CONTENT_SLIME)
1121 evadelava = normalize(this.velocity) * -1;
1122 else if (s == CONTENT_SKY)
1123 evadeobstacle = normalize(this.velocity) * -1;
1124 else if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos))
1126 // the traceline check isn't enough but is good as optimization,
1127 // when not true (most of the time) this tracebox call is avoided
1128 tracebox(dst_ahead, this.mins, this.maxs, dst_down, true, this);
1129 if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos))
1131 if (destorg.z > this.origin.z + jumpstepheightvec.z)
1133 // the goal is probably on an upper platform, assume bot can't get there
1137 evadelava = normalize(this.velocity) * -1;
1144 evadeobstacle.z = 0;
1146 makevectors(this.v_angle.y * '0 1 0');
1148 if(evadeobstacle || evadelava || (s == CONTENT_WATER))
1150 this.aistatus |= AI_STATUS_DANGER_AHEAD;
1151 if(IS_PLAYER(this.goalcurrent))
1155 // slow down if bot is in the air and goal is under it
1156 if (!this.goalcurrent.wphardwired
1157 && vdist(flat_diff, <, 250) && this.origin.z - destorg.z > 120
1158 && (!IS_ONGROUND(this) || vdist(vec2(this.velocity), >, maxspeed * 0.3)))
1160 // tracebox wouldn't work when bot is still on the ledge
1161 traceline(this.origin, this.origin - '0 0 200', true, this);
1162 if (this.origin.z - trace_endpos.z > 120)
1163 evadeobstacle = normalize(this.velocity) * -1;
1168 navigation_clearroute(this);
1169 navigation_goalrating_timeout_force(this);
1170 this.ignoregoal = this.goalcurrent;
1171 this.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
1175 dodge = havocbot_dodge(this);
1177 dodge *= bound(0, 0.5 + (skill + this.bot_dodgeskill) * 0.1, 1);
1178 dodge += evadeobstacle + evadelava;
1179 evadelava = evadelava * bound(1,3-(skill+this.bot_dodgeskill),3); //Noobs fear lava a lot and take more distance from it
1182 traceline(this.origin, (this.enemy.absmin + this.enemy.absmax) * 0.5, true, NULL);
1183 if (IS_PLAYER(trace_ent))
1184 dodge_enemy_factor = bound(0, (skill + this.bot_dodgeskill) / 7, 1);
1186 // this.bot_dodgevector = dir;
1187 // this.bot_dodgevector_jumpbutton = PHYS_INPUT_BUTTON_JUMP(this);
1190 float ladder_zdir = 0;
1191 if(time < this.ladder_time)
1193 if(this.goalcurrent.origin.z + this.goalcurrent.mins.z > this.origin.z + this.mins.z)
1195 if(this.origin.z + this.mins.z < this.ladder_entity.origin.z + this.ladder_entity.maxs.z)
1200 if(this.origin.z + this.mins.z > this.ladder_entity.origin.z + this.ladder_entity.mins.z)
1205 if (vdist(vec2(diff), <, 40))
1206 dir.z = ladder_zdir * 4;
1208 dir.z = ladder_zdir * 2;
1209 dir = normalize(dir);
1213 if (this.goalcurrent.wpisbox
1214 && boxesoverlap(this.goalcurrent.absmin, this.goalcurrent.absmax, this.origin, this.origin))
1216 // bot is inside teleport waypoint but hasn't touched the real teleport yet
1217 // head to teleport origin
1218 dir = (this.goalcurrent.origin - this.origin);
1220 dir = normalize(dir);
1223 // already executed when bot targets an enemy
1224 if (!this.bot_aimdir_executed)
1226 if (time < this.bot_stop_moving_timeout)
1227 bot_aimdir(this, normalize(this.goalcurrent.origin - this.origin), 0);
1229 bot_aimdir(this, dir, 0);
1234 dir *= dodge_enemy_factor;
1235 dir = normalize(dir + dodge);
1238 makevectors(this.v_angle);
1239 //dir = this.bot_dodgevector;
1240 //if (this.bot_dodgevector_jumpbutton)
1241 // PHYS_INPUT_BUTTON_JUMP(this) = true;
1242 CS(this).movement_x = dir * v_forward * maxspeed;
1243 CS(this).movement_y = dir * v_right * maxspeed;
1244 CS(this).movement_z = dir * v_up * maxspeed;
1246 // Emulate keyboard interface
1248 havocbot_keyboard_movement(this, destorg);
1251 //if(this.aistatus & AI_STATUS_ROAMING)
1252 if(!bunnyhop_forbidden && this.goalcurrent)
1253 if(skill+this.bot_moveskill >= autocvar_bot_ai_bunnyhop_skilloffset)
1254 havocbot_bunnyhop(this, dir);
1256 if ((dir * v_up) >= autocvar_sv_jumpvelocity*0.5 && (IS_ONGROUND(this))) PHYS_INPUT_BUTTON_JUMP(this) = true;
1257 if (((dodge * v_up) > 0) && random()*frametime >= 0.2*bound(0,(10-skill-this.bot_dodgeskill)*0.1,1)) PHYS_INPUT_BUTTON_JUMP(this) = true;
1258 if (((dodge * v_up) < 0) && random()*frametime >= 0.5*bound(0,(10-skill-this.bot_dodgeskill)*0.1,1)) this.havocbot_ducktime=time+0.3/bound(0.1,skill+this.bot_dodgeskill,10);
1261 entity havocbot_gettarget(entity this, bool secondary)
1264 vector eye = CENTER_OR_VIEWOFS(this);
1265 IL_EACH(g_bot_targets, boolean((secondary) ? it.classname == "misc_breakablemodel" : it.classname != "misc_breakablemodel"),
1267 vector v = CENTER_OR_VIEWOFS(it);
1268 if(vdist(v - eye, <, autocvar_bot_ai_enemydetectionradius))
1269 if(!best || vlen2(CENTER_OR_VIEWOFS(best) - eye) > vlen2(v - eye))
1270 if(bot_shouldattack(this, it))
1272 traceline(eye, v, true, this);
1273 if (trace_ent == it || trace_fraction >= 1)
1281 void havocbot_chooseenemy(entity this)
1283 if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(this))
1290 if (!bot_shouldattack(this, this.enemy))
1292 // enemy died or something, find a new target
1294 this.havocbot_chooseenemy_finished = time;
1296 else if (this.havocbot_stickenemy)
1298 // tracking last chosen enemy
1299 // if enemy is visible
1300 // and not really really far away
1301 // and we're not severely injured
1302 // then keep tracking for a half second into the future
1303 traceline(this.origin+this.view_ofs, ( this.enemy.absmin + this.enemy.absmax ) * 0.5,false,NULL);
1304 if (trace_ent == this.enemy || trace_fraction == 1)
1305 if (vdist(((this.enemy.absmin + this.enemy.absmax) * 0.5) - this.origin, <, 1000))
1306 if (GetResourceAmount(this, RESOURCE_HEALTH) > 30)
1308 // remain tracking him for a shot while (case he went after a small corner or pilar
1309 this.havocbot_chooseenemy_finished = time + 0.5;
1312 // enemy isn't visible, or is far away, or we're injured severely
1313 // so stop preferring this enemy
1314 // (it will still take a half second until a new one is chosen)
1315 this.havocbot_stickenemy = 0;
1318 if (time < this.havocbot_chooseenemy_finished)
1320 this.havocbot_chooseenemy_finished = time + autocvar_bot_ai_enemydetectioninterval;
1321 vector eye = this.origin + this.view_ofs;
1323 float bestrating = 100000000;
1326 int hf = this.dphitcontentsmask;
1328 // Search for enemies, if no enemy can be seen directly try to look through transparent objects
1330 this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
1332 bool scan_transparent = false;
1333 bool scan_secondary_targets = false;
1334 bool have_secondary_targets = false;
1337 scan_secondary_targets = false;
1339 IL_EACH(g_bot_targets, it.bot_attack,
1341 if(!scan_secondary_targets)
1343 if(it.classname == "misc_breakablemodel")
1345 have_secondary_targets = true;
1349 else if(it.classname != "misc_breakablemodel")
1352 vector v = (it.absmin + it.absmax) * 0.5;
1353 float rating = vlen2(v - eye);
1354 if (vdist(v - eye, <, autocvar_bot_ai_enemydetectionradius))
1355 if (bestrating > rating)
1356 if (bot_shouldattack(this, it))
1358 traceline(eye, v, true, this);
1359 if (trace_ent == it || trace_fraction >= 1)
1362 bestrating = rating;
1367 if(!best && have_secondary_targets && !scan_secondary_targets)
1369 scan_secondary_targets = true;
1371 bestrating = 100000000;
1375 // I want to do a second scan if no enemy was found or I don't have weapons
1376 // TODO: Perform the scan when using the rifle (requires changes on the rifle code)
1377 if(best || STAT(WEAPONS, this)) // || this.weapon == WEP_RIFLE.m_id
1379 if(scan_transparent)
1382 // Set flags to see through transparent objects
1383 this.dphitcontentsmask |= DPCONTENTS_OPAQUE;
1385 scan_transparent = true;
1388 // Restore hit flags
1389 this.dphitcontentsmask = hf;
1392 this.havocbot_stickenemy = true;
1393 if(best && best.classname == "misc_breakablemodel")
1394 this.havocbot_stickenemy = false;
1397 float havocbot_chooseweapon_checkreload(entity this, .entity weaponentity, int new_weapon)
1399 // bots under this skill cannot find unloaded weapons to reload idly when not in combat,
1400 // so skip this for them, or they'll never get to reload their weapons at all.
1401 // this also allows bots under this skill to be more stupid, and reload more often during combat :)
1405 // if this weapon is scheduled for reloading, don't switch to it during combat
1406 if (this.(weaponentity).weapon_load[new_weapon] < 0)
1408 FOREACH(Weapons, it != WEP_Null, {
1409 if(it.wr_checkammo1(it, this, weaponentity) + it.wr_checkammo2(it, this, weaponentity))
1410 return true; // other weapon available
1417 void havocbot_chooseweapon(entity this, .entity weaponentity)
1422 if(g_weaponarena_weapons == WEPSET(TUBA))
1424 this.(weaponentity).m_switchweapon = WEP_TUBA;
1428 // TODO: clean this up by moving it to weapon code
1429 if(this.enemy==NULL)
1431 // If no weapon was chosen get the first available weapon
1432 if(this.(weaponentity).m_weapon==WEP_Null)
1433 FOREACH(Weapons, it != WEP_Null, {
1434 if(client_hasweapon(this, it, weaponentity, true, false))
1436 this.(weaponentity).m_switchweapon = it;
1443 // Do not change weapon during the next second after a combo
1444 float f = time - this.lastcombotime;
1449 float distance; distance=bound(10,vlen(this.origin-this.enemy.origin)-200,10000);
1451 // Should it do a weapon combo?
1452 float af, ct, combo_time, combo;
1454 af = ATTACK_FINISHED(this, weaponentity);
1455 ct = autocvar_bot_ai_weapon_combo_threshold;
1457 // Bots with no skill will be 4 times more slower than "godlike" bots when doing weapon combos
1458 // Ideally this 4 should be calculated as longest_weapon_refire / bot_ai_weapon_combo_threshold
1459 combo_time = time + ct + (ct * ((-0.3*(skill+this.bot_weaponskill))+3));
1463 if(autocvar_bot_ai_weapon_combo)
1464 if(this.(weaponentity).m_weapon.m_id == this.(weaponentity).lastfiredweapon)
1468 this.lastcombotime = time;
1471 distance *= (2 ** this.bot_rangepreference);
1473 // Custom weapon list based on distance to the enemy
1474 if(bot_custom_weapon){
1476 // Choose weapons for far distance
1477 if ( distance > bot_distance_far ) {
1478 for(i=0; i < Weapons_COUNT && bot_weapons_far[i] != -1 ; ++i){
1479 w = bot_weapons_far[i];
1480 if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
1482 if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1484 this.(weaponentity).m_switchweapon = Weapons_from(w);
1490 // Choose weapons for mid distance
1491 if ( distance > bot_distance_close) {
1492 for(i=0; i < Weapons_COUNT && bot_weapons_mid[i] != -1 ; ++i){
1493 w = bot_weapons_mid[i];
1494 if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
1496 if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1498 this.(weaponentity).m_switchweapon = Weapons_from(w);
1504 // Choose weapons for close distance
1505 for(i=0; i < Weapons_COUNT && bot_weapons_close[i] != -1 ; ++i){
1506 w = bot_weapons_close[i];
1507 if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
1509 if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1511 this.(weaponentity).m_switchweapon = Weapons_from(w);
1518 void havocbot_aim(entity this)
1520 if (time < this.nextaim)
1522 this.nextaim = time + 0.1;
1523 vector myvel = this.velocity;
1524 if (!this.waterlevel)
1526 if(MUTATOR_CALLHOOK(HavocBot_Aim, this)) { /* do nothing */ }
1527 else if (this.enemy)
1529 vector enemyvel = this.enemy.velocity;
1530 if (!this.enemy.waterlevel)
1532 lag_additem(this, time + CS(this).ping, 0, 0, this.enemy, this.origin, myvel, (this.enemy.absmin + this.enemy.absmax) * 0.5, enemyvel);
1535 lag_additem(this, time + CS(this).ping, 0, 0, NULL, this.origin, myvel, ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5, '0 0 0');
1538 bool havocbot_moveto_refresh_route(entity this)
1540 // Refresh path to goal if necessary
1542 wp = this.havocbot_personal_waypoint;
1543 navigation_goalrating_start(this);
1544 navigation_routerating(this, wp, 10000, 10000);
1545 navigation_goalrating_end(this);
1546 return (this.goalentity != NULL);
1549 float havocbot_moveto(entity this, vector pos)
1553 if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_GOING)
1555 // Step 4: Move to waypoint
1556 if(this.havocbot_personal_waypoint==NULL)
1558 LOG_TRACE("Error: ", this.netname, " trying to walk to a non existent personal waypoint");
1559 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_GOING;
1560 return CMD_STATUS_ERROR;
1563 if (!bot_strategytoken_taken)
1564 if(this.havocbot_personal_waypoint_searchtime<time)
1566 bot_strategytoken_taken = true;
1567 if(havocbot_moveto_refresh_route(this))
1569 LOG_TRACE(this.netname, " walking to its personal waypoint (after ", ftos(this.havocbot_personal_waypoint_failcounter), " failed attempts)");
1570 this.havocbot_personal_waypoint_searchtime = time + 10;
1571 this.havocbot_personal_waypoint_failcounter = 0;
1575 this.havocbot_personal_waypoint_failcounter += 1;
1576 this.havocbot_personal_waypoint_searchtime = time + 2;
1577 if(this.havocbot_personal_waypoint_failcounter >= 30)
1579 LOG_TRACE("Warning: can't walk to the personal waypoint located at ", vtos(this.havocbot_personal_waypoint.origin));
1580 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1581 delete(this.havocbot_personal_waypoint);
1582 return CMD_STATUS_ERROR;
1585 LOG_TRACE(this.netname, " can't walk to its personal waypoint (after ", ftos(this.havocbot_personal_waypoint_failcounter), " failed attempts), trying later");
1589 if(autocvar_bot_debug_goalstack)
1590 debuggoalstack(this);
1594 havocbot_movetogoal(this);
1596 if (!this.bot_aimdir_executed && this.goalcurrent)
1599 vector dir = get_closer_dest(this.goalcurrent, this.origin);
1600 dir -= this.origin + this.view_ofs;
1602 bot_aimdir(this, dir, 0);
1605 if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_REACHED)
1607 // Step 5: Waypoint reached
1608 LOG_TRACE(this.netname, "'s personal waypoint reached");
1609 waypoint_remove(this.havocbot_personal_waypoint);
1610 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_REACHED;
1611 return CMD_STATUS_FINISHED;
1614 return CMD_STATUS_EXECUTING;
1617 // Step 2: Linking waypoint
1618 if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_LINKING)
1620 // Wait until it is linked
1621 if(!this.havocbot_personal_waypoint.wplinked)
1623 LOG_TRACE(this.netname, " waiting for personal waypoint to be linked");
1624 return CMD_STATUS_EXECUTING;
1627 this.havocbot_personal_waypoint_searchtime = time; // so we set the route next frame
1628 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1629 this.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_GOING;
1631 // Step 3: Route to waypoint
1632 LOG_TRACE(this.netname, " walking to its personal waypoint");
1634 return CMD_STATUS_EXECUTING;
1637 // Step 1: Spawning waypoint
1638 wp = waypoint_spawnpersonal(this, pos);
1641 LOG_TRACE("Error: Can't spawn personal waypoint at ",vtos(pos));
1642 return CMD_STATUS_ERROR;
1645 this.havocbot_personal_waypoint = wp;
1646 this.havocbot_personal_waypoint_failcounter = 0;
1647 this.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1649 // if pos is inside a teleport, then let's mark it as teleport waypoint
1650 IL_EACH(g_teleporters, WarpZoneLib_BoxTouchesBrush(pos, pos, it, NULL),
1652 wp.wpflags |= WAYPOINTFLAG_TELEPORT;
1653 this.lastteleporttime = 0;
1657 if(wp.wpflags & WAYPOINTFLAG_TELEPORT)
1658 print("routing to a teleporter\n");
1660 print("routing to a non-teleporter\n");
1663 return CMD_STATUS_EXECUTING;
1666 float havocbot_resetgoal(entity this)
1668 navigation_clearroute(this);
1669 return CMD_STATUS_FINISHED;
1672 void havocbot_setupbot(entity this)
1674 this.bot_ai = havocbot_ai;
1675 this.cmd_moveto = havocbot_moveto;
1676 this.cmd_resetgoal = havocbot_resetgoal;
1678 // NOTE: bot is not player yet
1679 havocbot_chooserole(this);
1682 vector havocbot_dodge(entity this)
1684 // LordHavoc: disabled because this is too expensive
1689 float danger, bestdanger, vl, d;
1692 // check for dangerous objects near bot or approaching bot
1693 head = findchainfloat(bot_dodge, true);
1696 if (head.owner != this)
1698 vl = vlen(head.velocity);
1699 if (vl > autocvar_sv_maxspeed * 0.3)
1701 n = normalize(head.velocity);
1702 v = this.origin - head.origin;
1704 if (d > (0 - head.bot_dodgerating))
1705 if (d < (vl * 0.2 + head.bot_dodgerating))
1707 // calculate direction and distance from the flight path, by removing the forward axis
1708 v = v - (n * (v * n));
1709 danger = head.bot_dodgerating - vlen(v);
1710 if (bestdanger < danger)
1712 bestdanger = danger;
1713 // dodge to the side of the object
1714 dodge = normalize(v);
1720 danger = head.bot_dodgerating - vlen(head.origin - this.origin);
1721 if (bestdanger < danger)
1723 bestdanger = danger;
1724 dodge = normalize(this.origin - head.origin);