7 #include "../navigation.qh"
8 #include "../scripting.qh"
9 #include "../waypoints.qh"
11 #include <common/constants.qh>
12 #include <common/impulses/all.qh>
13 #include <common/net_linked.qh>
14 #include <common/physics/player.qh>
15 #include <common/state.qh>
16 #include <common/items/_mod.qh>
17 #include <common/wepent.qh>
19 #include <common/triggers/teleporters.qh>
20 #include <common/triggers/trigger/jumppads.qh>
22 #include <lib/warpzone/common.qh>
26 void havocbot_ai(entity this)
31 if(bot_execute_commands(this))
34 if (bot_strategytoken == this)
35 if (!bot_strategytoken_taken)
37 if(this.havocbot_blockhead)
39 this.havocbot_blockhead = false;
43 if (!this.jumppadcount && !STAT(FROZEN, this))
44 this.havocbot_role(this); // little too far down the rabbit hole
47 // if we don't have a goal and we're under water look for a waypoint near the "shore" and push it
48 if(!(IS_DEAD(this) || STAT(FROZEN, this)))
50 if(this.waterlevel == WATERLEVEL_SWIMMING || (this.aistatus & AI_STATUS_OUT_WATER))
52 // Look for the closest waypoint out of water
53 entity newgoal = NULL;
54 IL_EACH(g_waypoints, vdist(it.origin - this.origin, <=, 10000),
56 if(it.origin.z < this.origin.z)
59 if(it.origin.z - this.origin.z - this.view_ofs.z > 100)
62 if (pointcontents(it.origin + it.maxs + '0 0 1') != CONTENT_EMPTY)
65 traceline(this.origin + this.view_ofs, ((it.absmin + it.absmax) * 0.5), true, this);
67 if(trace_fraction < 1)
70 if(!newgoal || vlen2(it.origin - this.origin) < vlen2(newgoal.origin - this.origin))
76 // te_wizspike(newgoal.origin);
77 navigation_pushroute(this, newgoal);
81 // token has been used this frame
82 bot_strategytoken_taken = true;
85 if(IS_DEAD(this) || STAT(FROZEN, this))
88 havocbot_chooseenemy(this);
90 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
92 .entity weaponentity = weaponentities[slot];
93 if(this.(weaponentity).m_weapon != WEP_Null || slot == 0)
94 if(this.(weaponentity).bot_chooseweapontime < time)
96 this.(weaponentity).bot_chooseweapontime = time + autocvar_bot_ai_chooseweaponinterval;
97 havocbot_chooseweapon(this, weaponentity);
102 if (this.bot_aimtarg)
104 this.aistatus |= AI_STATUS_ATTACKING;
105 this.aistatus &= ~AI_STATUS_ROAMING;
109 if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(this))
111 PHYS_INPUT_BUTTON_ATCK(this) = false;
112 PHYS_INPUT_BUTTON_ATCK2(this) = false;
116 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
118 .entity weaponentity = weaponentities[slot];
119 Weapon w = this.(weaponentity).m_weapon;
120 if(w == WEP_Null && slot != 0)
122 w.wr_aim(w, this, weaponentity);
123 if(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this)) // TODO: what if we didn't fire this weapon, but the previous?
124 this.(weaponentity).lastfiredweapon = this.(weaponentity).m_weapon.m_id;
130 if(IS_PLAYER(this.bot_aimtarg))
131 bot_aimdir(this, this.bot_aimtarg.origin + this.bot_aimtarg.view_ofs - this.origin - this.view_ofs , -1);
134 else if (this.goalcurrent)
136 this.aistatus |= AI_STATUS_ROAMING;
137 this.aistatus &= ~AI_STATUS_ATTACKING;
139 vector now,v,next;//,heading;
140 float aimdistance,skillblend,distanceblend,blend;
142 SET_DESTCOORDS(this.goalcurrent, this.origin, now);
143 next = now = now - (this.origin + this.view_ofs);
144 aimdistance = vlen(now);
145 //heading = this.velocity;
146 //dprint(this.goalstack01.classname,etos(this.goalstack01),"\n");
148 this.goalstack01 != this && this.goalstack01 && !wasfreed(this.goalstack01) && ((this.aistatus & AI_STATUS_RUNNING) == 0) &&
149 !(this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
151 next = ((this.goalstack01.absmin + this.goalstack01.absmax) * 0.5) - (this.origin + this.view_ofs);
153 skillblend=bound(0,(skill+this.bot_moveskill-2.5)*0.5,1); //lower skill player can't preturn
154 distanceblend=bound(0,aimdistance/autocvar_bot_ai_keyboard_distance,1);
155 blend = skillblend * (1-distanceblend);
156 //v = (now * (distanceblend) + next * (1-distanceblend)) * (skillblend) + now * (1-skillblend);
157 //v = now * (distanceblend) * (skillblend) + next * (1-distanceblend) * (skillblend) + now * (1-skillblend);
158 //v = now * ((1-skillblend) + (distanceblend) * (skillblend)) + next * (1-distanceblend) * (skillblend);
159 v = now + blend * (next - now);
160 //dprint(etos(this), " ");
161 //dprint(vtos(now), ":", vtos(next), "=", vtos(v), " (blend ", ftos(blend), ")\n");
162 //v = now * (distanceblend) + next * (1-distanceblend);
163 if (this.waterlevel < WATERLEVEL_SWIMMING)
165 //dprint("walk at:", vtos(v), "\n");
166 //te_lightning2(NULL, this.origin, this.goalcurrent.origin);
167 bot_aimdir(this, v, -1);
169 havocbot_movetogoal(this);
171 // if the bot is not attacking, consider reloading weapons
172 if (!(this.aistatus & AI_STATUS_ATTACKING))
174 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
176 .entity weaponentity = weaponentities[slot];
178 if(this.(weaponentity).m_weapon == WEP_Null && slot != 0)
181 // we are currently holding a weapon that's not fully loaded, reload it
182 if(skill >= 2) // bots can only reload the held weapon on purpose past this skill
183 if(this.(weaponentity).clip_load < this.(weaponentity).clip_size)
184 this.impulse = IMP_weapon_reload.impulse; // not sure if this is done right
186 // if we're not reloading a weapon, switch to any weapon in our invnetory that's not fully loaded to reload it next
187 // the code above executes next frame, starting the reloading then
188 if(skill >= 5) // bots can only look for unloaded weapons past this skill
189 if(this.(weaponentity).clip_load >= 0) // only if we're not reloading a weapon already
191 FOREACH(Weapons, it != WEP_Null, LAMBDA(
192 if((this.weapons & (it.m_wepset)) && (it.spawnflags & WEP_FLAG_RELOADABLE) && (this.(weaponentity).weapon_load[it.m_id] < it.reloading_ammo))
194 this.(weaponentity).m_switchweapon = it;
203 void havocbot_keyboard_movement(entity this, vector destorg)
207 if (time > this.havocbot_keyboardtime)
209 float sk = skill + this.bot_moveskill;
210 this.havocbot_keyboardtime =
212 this.havocbot_keyboardtime
213 + 0.05 / max(1, sk + this.havocbot_keyboardskill)
214 + random() * 0.025 / max(0.00025, skill + this.havocbot_keyboardskill)
216 keyboard = this.movement / autocvar_sv_maxspeed;
218 float trigger = autocvar_bot_ai_keyboard_threshold;
219 float trigger1 = -trigger;
221 // categorize forward movement
222 // at skill < 1.5 only forward
223 // at skill < 2.5 only individual directions
224 // at skill < 4.5 only individual directions, and forward diagonals
225 // at skill >= 4.5, all cases allowed
226 if (keyboard.x > trigger)
232 else if (keyboard.x < trigger1 && sk > 1.5)
247 if (keyboard.y > trigger)
249 else if (keyboard.y < trigger1)
254 if (keyboard.z > trigger)
256 else if (keyboard.z < trigger1)
261 this.havocbot_keyboard = keyboard * autocvar_sv_maxspeed;
262 if (this.havocbot_ducktime > time)
263 PHYS_INPUT_BUTTON_CROUCH(this) = true;
266 keyboard = this.havocbot_keyboard;
267 float blend = bound(0, vlen(destorg - this.origin) / autocvar_bot_ai_keyboard_distance, 1); // When getting close move with 360 degree
268 //dprint("movement ", vtos(this.movement), " keyboard ", vtos(keyboard), " blend ", ftos(blend), "\n");
269 this.movement = this.movement + (keyboard - this.movement) * blend;
272 void havocbot_bunnyhop(entity this, vector dir)
274 float bunnyhopdistance;
279 // Don't jump when attacking
280 if(this.aistatus & AI_STATUS_ATTACKING)
283 if(IS_PLAYER(this.goalcurrent))
286 maxspeed = autocvar_sv_maxspeed;
288 if(this.aistatus & AI_STATUS_RUNNING && vdist(this.velocity, <, autocvar_sv_maxspeed * 0.75)
289 || this.aistatus & AI_STATUS_DANGER_AHEAD)
291 this.aistatus &= ~AI_STATUS_RUNNING;
292 PHYS_INPUT_BUTTON_JUMP(this) = false;
293 this.bot_canruntogoal = 0;
294 this.bot_timelastseengoal = 0;
298 if(this.waterlevel > WATERLEVEL_WETFEET)
300 this.aistatus &= ~AI_STATUS_RUNNING;
304 if(this.bot_lastseengoal != this.goalcurrent && !(this.aistatus & AI_STATUS_RUNNING))
306 this.bot_canruntogoal = 0;
307 this.bot_timelastseengoal = 0;
310 SET_DESTCOORDS(this.goalcurrent, this.origin, gco);
311 bunnyhopdistance = vlen(this.origin - gco);
313 // Run only to visible goals
314 if(IS_ONGROUND(this))
315 if(vdist(vec2(this.velocity), >=, autocvar_sv_maxspeed)) // if -really- running
316 if(checkpvs(this.origin + this.view_ofs, this.goalcurrent))
318 this.bot_lastseengoal = this.goalcurrent;
321 if(this.bot_timelastseengoal)
323 // for a period of time
324 if(time - this.bot_timelastseengoal > autocvar_bot_ai_bunnyhop_firstjumpdelay)
327 checkdistance = true;
329 // don't run if it is too close
330 if(this.bot_canruntogoal==0)
332 if(bunnyhopdistance > autocvar_bot_ai_bunnyhop_startdistance)
333 this.bot_canruntogoal = 1;
335 this.bot_canruntogoal = -1;
338 if(this.bot_canruntogoal != 1)
341 if(this.aistatus & AI_STATUS_ROAMING)
342 if(this.goalcurrent.classname=="waypoint")
343 if (!(this.goalcurrent.wpflags & WAYPOINTFLAG_PERSONAL))
344 if(fabs(gco.z - this.origin.z) < this.maxs.z - this.mins.z)
345 if(this.goalstack01 && !wasfreed(this.goalstack01))
347 gno = (this.goalstack01.absmin + this.goalstack01.absmax) * 0.5;
348 deviation = vectoangles(gno - this.origin) - vectoangles(gco - this.origin);
349 while (deviation.y < -180) deviation.y = deviation.y + 360;
350 while (deviation.y > 180) deviation.y = deviation.y - 360;
352 if(fabs(deviation.y) < 20)
353 if(bunnyhopdistance < vlen(this.origin - gno))
354 if(fabs(gno.z - gco.z) < this.maxs.z - this.mins.z)
356 if(vdist(gco - gno, >, autocvar_bot_ai_bunnyhop_startdistance))
357 if(checkpvs(this.origin + this.view_ofs, this.goalstack01))
359 checkdistance = false;
366 this.aistatus &= ~AI_STATUS_RUNNING;
367 // increase stop distance in case the goal is on a slope or a lower platform
368 if(bunnyhopdistance > autocvar_bot_ai_bunnyhop_stopdistance + (this.origin.z - gco.z))
369 PHYS_INPUT_BUTTON_JUMP(this) = true;
373 this.aistatus |= AI_STATUS_RUNNING;
374 PHYS_INPUT_BUTTON_JUMP(this) = true;
380 this.bot_timelastseengoal = time;
385 this.bot_timelastseengoal = 0;
389 // Release jump button
390 if(!cvar("sv_pogostick"))
391 if((IS_ONGROUND(this)) == 0)
393 if(this.velocity.z < 0 || vlen(this.velocity)<maxspeed)
394 PHYS_INPUT_BUTTON_JUMP(this) = false;
397 if(this.aistatus & AI_STATUS_RUNNING)
398 if(vlen(this.velocity)>maxspeed)
400 deviation = vectoangles(dir) - vectoangles(this.velocity);
401 while (deviation.y < -180) deviation.y = deviation.y + 360;
402 while (deviation.y > 180) deviation.y = deviation.y - 360;
404 if(fabs(deviation.y)>10)
408 this.movement_y = maxspeed * -1;
409 else if(deviation.y<10)
410 this.movement_y = maxspeed;
417 // return true when bot isn't getting closer to the current goal
418 bool havocbot_checkgoaldistance(entity this, vector gco)
420 float curr_dist = vlen(this.origin - gco);
421 if(curr_dist > this.goalcurrent_distance)
423 if(!this.goalcurrent_distance_time)
424 this.goalcurrent_distance_time = time;
425 else if (time - this.goalcurrent_distance_time > 0.5)
430 // reduce it a little bit so it works even with very small approaches to the goal
431 this.goalcurrent_distance = max(20, curr_dist - 15);
432 this.goalcurrent_distance_time = 0;
437 void havocbot_movetogoal(entity this)
443 vector evadeobstacle;
449 //if (this.goalentity)
450 // te_lightning2(this, this.origin, (this.goalentity.absmin + this.goalentity.absmax) * 0.5);
451 this.movement = '0 0 0';
452 maxspeed = autocvar_sv_maxspeed;
454 // Jetpack navigation
456 if(this.navigation_jetpack_goal)
457 if(this.goalcurrent==this.navigation_jetpack_goal)
460 if(autocvar_bot_debug_goalstack)
462 debuggoalstack(this);
463 te_wizspike(this.navigation_jetpack_point);
467 if (!(this.aistatus & AI_STATUS_JETPACK_FLYING))
469 // Brake almost completely so it can get a good direction
470 if(vdist(this.velocity, >, 10))
472 this.aistatus |= AI_STATUS_JETPACK_FLYING;
475 makevectors(this.v_angle.y * '0 1 0');
476 dir = normalize(this.navigation_jetpack_point - this.origin);
479 if(this.aistatus & AI_STATUS_JETPACK_LANDING)
481 // Calculate brake distance in xy
485 dxy = this.origin - ( ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5 ); dxy.z = 0;
487 v = vlen(this.velocity - this.velocity.z * '0 0 1');
488 db = ((v ** 2) / (autocvar_g_jetpack_acceleration_side * 2)) + 100;
489 // dprint("distance ", ftos(ceil(d)), " velocity ", ftos(ceil(v)), " brake at ", ftos(ceil(db)), "\n");
490 if(d < db || d < 500)
493 if(fabs(this.velocity.x)>maxspeed*0.3)
495 this.movement_x = dir * v_forward * -maxspeed;
498 // Switch to normal mode
499 this.navigation_jetpack_goal = NULL;
500 this.aistatus &= ~AI_STATUS_JETPACK_LANDING;
501 this.aistatus &= ~AI_STATUS_JETPACK_FLYING;
505 else if(checkpvs(this.origin,this.goalcurrent))
507 // If I can see the goal switch to landing code
508 this.aistatus &= ~AI_STATUS_JETPACK_FLYING;
509 this.aistatus |= AI_STATUS_JETPACK_LANDING;
514 PHYS_INPUT_BUTTON_HOOK(this) = true;
515 if(this.navigation_jetpack_point.z - STAT(PL_MAX, this).z + STAT(PL_MIN, this).z < this.origin.z)
517 this.movement_x = dir * v_forward * maxspeed;
518 this.movement_y = dir * v_right * maxspeed;
523 // Handling of jump pads
524 if(this.jumppadcount)
526 if(this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
528 this.aistatus |= AI_STATUS_OUT_JUMPPAD;
529 navigation_poptouchedgoals(this);
532 else if(this.aistatus & AI_STATUS_OUT_JUMPPAD)
534 // If got stuck on the jump pad try to reach the farthest visible waypoint
535 // but with some randomness so it can try out different paths
536 if(!this.goalcurrent)
538 entity newgoal = NULL;
539 IL_EACH(g_waypoints, vdist(it.origin - this.origin, <=, 1000),
541 if(it.wpflags & WAYPOINTFLAG_TELEPORT)
542 if(it.origin.z < this.origin.z - 100 && vdist(vec2(it.origin - this.origin), <, 100))
545 traceline(this.origin + this.view_ofs, ((it.absmin + it.absmax) * 0.5), true, this);
547 if(trace_fraction < 1)
550 if(!newgoal || ((random() < 0.8) && vlen2(it.origin - this.origin) > vlen2(newgoal.origin - this.origin)))
556 this.ignoregoal = this.goalcurrent;
557 this.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
558 navigation_clearroute(this);
559 navigation_routetogoal(this, newgoal, this.origin);
560 if(autocvar_bot_debug_goalstack)
561 debuggoalstack(this);
562 this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
567 gco = (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5;
568 if (this.origin.z > gco.z && vdist(vec2(this.velocity), <, autocvar_sv_maxspeed))
569 this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
570 else if(havocbot_checkgoaldistance(this, gco))
572 navigation_clearroute(this);
573 this.bot_strategytime = 0;
581 if(time - this.lastteleporttime > 0.2 && this.velocity.z > 0)
583 vector velxy = this.velocity; velxy_z = 0;
584 if(vdist(velxy, <, autocvar_sv_maxspeed * 0.2))
586 LOG_TRACE("Warning: ", this.netname, " got stuck on a jumppad (velocity in xy is ", vtos(velxy), "), trying to get out of it now");
587 this.aistatus |= AI_STATUS_OUT_JUMPPAD;
592 // Don't chase players while using a jump pad
593 if(IS_PLAYER(this.goalcurrent) || IS_PLAYER(this.goalstack01))
597 else if(this.aistatus & AI_STATUS_OUT_JUMPPAD)
598 this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
600 // If there is a trigger_hurt right below try to use the jetpack or make a rocketjump
602 if (!(IS_ONGROUND(this)))
604 tracebox(this.origin, this.mins, this.maxs, this.origin + '0 0 -65536', MOVE_NOMONSTERS, this);
605 if(tracebox_hits_trigger_hurt(this.origin, this.mins, this.maxs, trace_endpos ))
606 if(this.items & IT_JETPACK)
608 tracebox(this.origin, this.mins, this.maxs, this.origin + '0 0 65536', MOVE_NOMONSTERS, this);
609 if(tracebox_hits_trigger_hurt(this.origin, this.mins, this.maxs, trace_endpos + '0 0 1' ))
611 if(this.velocity.z<0)
613 PHYS_INPUT_BUTTON_HOOK(this) = true;
617 PHYS_INPUT_BUTTON_HOOK(this) = true;
619 // If there is no goal try to move forward
621 if(this.goalcurrent==NULL)
624 dir = normalize(( ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5 ) - this.origin);
626 vector xyvelocity = this.velocity; xyvelocity_z = 0;
627 float xyspeed = xyvelocity * dir;
629 if(xyspeed < (maxspeed / 2))
631 makevectors(this.v_angle.y * '0 1 0');
632 tracebox(this.origin, this.mins, this.maxs, this.origin + (dir * maxspeed * 3), MOVE_NOMONSTERS, this);
633 if(trace_fraction==1)
635 this.movement_x = dir * v_forward * maxspeed;
636 this.movement_y = dir * v_right * maxspeed;
638 havocbot_keyboard_movement(this, this.origin + dir * 100);
642 this.havocbot_blockhead = true;
646 else if(this.health > WEP_CVAR(devastator, damage) * 0.5 * ((this.strength_finished < time) ? autocvar_g_balance_powerup_strength_selfdamage : 1))
648 if(this.velocity.z < 0)
650 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
652 .entity weaponentity = weaponentities[slot];
654 if(this.(weaponentity).m_weapon == WEP_Null && slot != 0)
657 if(client_hasweapon(this, WEP_DEVASTATOR, weaponentity, true, false))
659 this.movement_x = maxspeed;
661 if(this.rocketjumptime)
663 if(time > this.rocketjumptime)
665 PHYS_INPUT_BUTTON_ATCK2(this) = true;
666 this.rocketjumptime = 0;
671 this.(weaponentity).m_switchweapon = WEP_DEVASTATOR;
673 PHYS_INPUT_BUTTON_ATCK(this) = true;
674 this.rocketjumptime = time + WEP_CVAR(devastator, detonatedelay);
682 // If there is no goal try to move forward
683 if(this.goalcurrent==NULL)
684 this.movement_x = maxspeed;
688 // If we are under water with no goals, swim up
690 if(this.goalcurrent==NULL)
693 if(this.waterlevel>WATERLEVEL_SWIMMING)
695 else if(this.velocity.z >= 0 && !(this.waterlevel == WATERLEVEL_WETFEET && this.watertype == CONTENT_WATER))
696 PHYS_INPUT_BUTTON_JUMP(this) = true;
698 PHYS_INPUT_BUTTON_JUMP(this) = false;
699 makevectors(this.v_angle.y * '0 1 0');
700 this.movement_x = dir * v_forward * maxspeed;
701 this.movement_y = dir * v_right * maxspeed;
702 this.movement_z = dir * v_up * maxspeed;
705 // if there is nowhere to go, exit
706 if (this.goalcurrent == NULL)
710 bool locked_goal = false;
711 if(this.goalentity && wasfreed(this.goalentity))
713 navigation_clearroute(this);
714 this.bot_strategytime = 0;
717 else if(this.goalentity.bot_pickup)
719 if(this.goalentity.bot_pickup_respawning)
721 if(this.goalentity.solid) // item respawned
722 this.goalentity.bot_pickup_respawning = false;
723 else if(time < this.goalentity.scheduledrespawntime - 10) // item already taken (by someone else)
725 this.goalentity.bot_pickup_respawning = false;
726 navigation_clearroute(this);
727 this.bot_strategytime = 0;
730 else if(this.goalentity == this.goalcurrent)
731 locked_goal = true; // wait for item to respawn
733 else if(!this.goalentity.solid)
735 navigation_clearroute(this);
736 this.bot_strategytime = 0;
741 navigation_poptouchedgoals(this);
743 // if ran out of goals try to use an alternative goal or get a new strategy asap
744 if(this.goalcurrent == NULL)
746 this.bot_strategytime = 0;
751 if(autocvar_bot_debug_goalstack)
752 debuggoalstack(this);
754 SET_DESTCOORDS(this.goalcurrent, this.origin, destorg);
756 // in case bot ends up inside the teleport waypoint without touching
757 // the teleport itself, head to the teleport origin
758 if(destorg == this.origin)
759 destorg = this.goalcurrent.origin;
761 diff = destorg - this.origin;
763 dir = normalize(diff);
764 flatdir = diff;flatdir.z = 0;
765 flatdir = normalize(flatdir);
766 gco = (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5;
768 //if (this.bot_dodgevector_time < time)
770 //this.bot_dodgevector_time = time + cvar("bot_ai_dodgeupdateinterval");
771 //this.bot_dodgevector_jumpbutton = 1;
772 evadeobstacle = '0 0 0';
775 this.aistatus &= ~AI_STATUS_DANGER_AHEAD;
776 makevectors(this.v_angle.y * '0 1 0');
779 if(this.waterlevel>WATERLEVEL_SWIMMING)
782 this.aistatus |= AI_STATUS_OUT_WATER;
787 if(this.velocity.z >= 0 && !(this.watertype == CONTENT_WATER && gco.z < this.origin.z) &&
788 ( !(this.waterlevel == WATERLEVEL_WETFEET && this.watertype == CONTENT_WATER) || this.aistatus & AI_STATUS_OUT_WATER))
789 PHYS_INPUT_BUTTON_JUMP(this) = true;
791 PHYS_INPUT_BUTTON_JUMP(this) = false;
798 if(this.aistatus & AI_STATUS_OUT_WATER)
799 this.aistatus &= ~AI_STATUS_OUT_WATER;
801 // jump if going toward an obstacle that doesn't look like stairs we
802 // can walk up directly
803 offset = (vdist(this.velocity, >, 32) ? this.velocity * 0.2 : v_forward * 32);
804 tracebox(this.origin, this.mins, this.maxs, this.origin + offset, false, this);
805 if (trace_fraction < 1)
806 if (trace_plane_normal.z < 0.7)
809 tracebox(this.origin + stepheightvec, this.mins, this.maxs, this.origin + offset + stepheightvec, false, this);
810 if (trace_fraction < s + 0.01)
811 if (trace_plane_normal.z < 0.7)
814 tracebox(this.origin + jumpstepheightvec, this.mins, this.maxs, this.origin + offset + jumpstepheightvec, false, this);
815 if (trace_fraction > s)
816 PHYS_INPUT_BUTTON_JUMP(this) = true;
820 // if bot for some reason doesn't get close to the current goal find another one
821 if(!this.jumppadcount && !IS_PLAYER(this.goalcurrent) && !(this.goalcurrent.bot_pickup_respawning && this.goalcurrent_distance < 50))
822 if(havocbot_checkgoaldistance(this, gco))
824 navigation_clearroute(this);
825 this.bot_strategytime = 0;
829 // Check for water/slime/lava and dangerous edges
830 // (only when the bot is on the ground or jumping intentionally)
832 vector dst_ahead = this.origin + this.view_ofs + offset;
833 vector dst_down = dst_ahead - '0 0 3000';
834 traceline(this.origin + this.view_ofs, dst_ahead, true, NULL);
836 bool unreachable = false;
837 bool ignorehazards = false;
839 if(trace_fraction == 1 && this.jumppadcount == 0 && !this.goalcurrent.wphardwired )
840 if((IS_ONGROUND(this)) || (this.aistatus & AI_STATUS_RUNNING) || (this.aistatus & AI_STATUS_ROAMING) || PHYS_INPUT_BUTTON_JUMP(this))
843 traceline(dst_ahead , dst_down, true, NULL);
844 //te_lightning2(NULL, this.origin + this.view_ofs, dst_ahead); // Draw "ahead" look
845 //te_lightning2(NULL, dst_ahead, dst_down); // Draw "downwards" look
846 if(trace_endpos.z < this.origin.z + this.mins.z)
848 s = pointcontents(trace_endpos + '0 0 1');
849 if (s != CONTENT_SOLID)
850 if (s == CONTENT_LAVA || s == CONTENT_SLIME)
852 evadelava = normalize(this.velocity) * -1;
853 if(this.waterlevel >= WATERLEVEL_WETFEET && (this.watertype == CONTENT_LAVA || this.watertype == CONTENT_SLIME))
854 ignorehazards = true;
856 else if (s == CONTENT_WATER)
858 if(this.waterlevel >= WATERLEVEL_WETFEET && this.watertype == CONTENT_WATER)
859 ignorehazards = true;
861 else if (s == CONTENT_SKY)
862 evadeobstacle = normalize(this.velocity) * -1;
863 else if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos))
865 // the traceline check isn't enough but is good as optimization,
866 // when not true (most of the time) this tracebox call is avoided
867 tracebox(dst_ahead, this.mins, this.maxs, dst_down, true, this);
868 if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos))
870 if (gco.z > this.origin.z + jumpstepheightvec.z)
872 // the goal is probably on an upper platform, assume bot can't get there
876 evadelava = normalize(this.velocity) * -1;
885 makevectors(this.v_angle.y * '0 1 0');
887 if(evadeobstacle || evadelava || (s == CONTENT_WATER))
890 this.aistatus |= AI_STATUS_DANGER_AHEAD;
891 if(IS_PLAYER(this.goalcurrent))
896 navigation_clearroute(this);
897 this.bot_strategytime = 0;
901 dodge = havocbot_dodge(this);
902 dodge = dodge * bound(0,0.5+(skill+this.bot_dodgeskill)*0.1,1);
903 evadelava = evadelava * bound(1,3-(skill+this.bot_dodgeskill),3); //Noobs fear lava a lot and take more distance from it
904 traceline(this.origin, ( ( this.enemy.absmin + this.enemy.absmax ) * 0.5 ), true, NULL);
905 if(IS_PLAYER(trace_ent))
906 dir = dir * bound(0,(skill+this.bot_dodgeskill)/7,1);
908 dir = normalize(dir + dodge + evadeobstacle + evadelava);
909 // this.bot_dodgevector = dir;
910 // this.bot_dodgevector_jumpbutton = PHYS_INPUT_BUTTON_JUMP(this);
913 if(time < this.ladder_time)
915 if(this.goalcurrent.origin.z + this.goalcurrent.mins.z > this.origin.z + this.mins.z)
917 if(this.origin.z + this.mins.z < this.ladder_entity.origin.z + this.ladder_entity.maxs.z)
922 if(this.origin.z + this.mins.z > this.ladder_entity.origin.z + this.ladder_entity.mins.z)
927 //dir = this.bot_dodgevector;
928 //if (this.bot_dodgevector_jumpbutton)
929 // PHYS_INPUT_BUTTON_JUMP(this) = true;
930 this.movement_x = dir * v_forward * maxspeed;
931 this.movement_y = dir * v_right * maxspeed;
932 this.movement_z = dir * v_up * maxspeed;
934 // Emulate keyboard interface
936 havocbot_keyboard_movement(this, destorg);
939 // if(this.aistatus & AI_STATUS_ROAMING)
941 if(skill+this.bot_moveskill >= autocvar_bot_ai_bunnyhop_skilloffset)
942 havocbot_bunnyhop(this, dir);
944 if ((dir * v_up) >= autocvar_sv_jumpvelocity*0.5 && (IS_ONGROUND(this))) PHYS_INPUT_BUTTON_JUMP(this) = true;
945 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;
946 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);
949 entity havocbot_gettarget(entity this, bool secondary)
952 vector eye = CENTER_OR_VIEWOFS(this);
953 IL_EACH(g_bot_targets, boolean((secondary) ? it.classname == "misc_breakablemodel" : it.classname != "misc_breakablemodel"),
955 vector v = CENTER_OR_VIEWOFS(it);
956 if(vdist(v - eye, <, autocvar_bot_ai_enemydetectionradius))
957 if(!best || vlen2(CENTER_OR_VIEWOFS(best) - eye) > vlen2(v - eye))
958 if(bot_shouldattack(this, it))
960 traceline(eye, v, true, this);
961 if (trace_ent == it || trace_fraction >= 1)
969 void havocbot_chooseenemy(entity this)
971 if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(this))
978 if (!bot_shouldattack(this, this.enemy))
980 // enemy died or something, find a new target
982 this.havocbot_chooseenemy_finished = time;
984 else if (this.havocbot_stickenemy)
986 // tracking last chosen enemy
987 // if enemy is visible
988 // and not really really far away
989 // and we're not severely injured
990 // then keep tracking for a half second into the future
991 traceline(this.origin+this.view_ofs, ( this.enemy.absmin + this.enemy.absmax ) * 0.5,false,NULL);
992 if (trace_ent == this.enemy || trace_fraction == 1)
993 if (vdist(((this.enemy.absmin + this.enemy.absmax) * 0.5) - this.origin, <, 1000))
994 if (this.health > 30)
996 // remain tracking him for a shot while (case he went after a small corner or pilar
997 this.havocbot_chooseenemy_finished = time + 0.5;
1000 // enemy isn't visible, or is far away, or we're injured severely
1001 // so stop preferring this enemy
1002 // (it will still take a half second until a new one is chosen)
1003 this.havocbot_stickenemy = 0;
1006 if (time < this.havocbot_chooseenemy_finished)
1008 this.havocbot_chooseenemy_finished = time + autocvar_bot_ai_enemydetectioninterval;
1009 vector eye = this.origin + this.view_ofs;
1011 float bestrating = 100000000;
1014 int hf = this.dphitcontentsmask;
1016 // Search for enemies, if no enemy can be seen directly try to look through transparent objects
1018 this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
1020 bool scan_transparent = false;
1021 bool scan_secondary_targets = false;
1022 bool have_secondary_targets = false;
1025 scan_secondary_targets = false;
1027 IL_EACH(g_bot_targets, it.bot_attack,
1029 if(!scan_secondary_targets)
1031 if(it.classname == "misc_breakablemodel")
1033 have_secondary_targets = true;
1037 else if(it.classname != "misc_breakablemodel")
1040 vector v = (it.absmin + it.absmax) * 0.5;
1041 float rating = vlen2(v - eye);
1042 if (vdist(v - eye, <, autocvar_bot_ai_enemydetectionradius))
1043 if (bestrating > rating)
1044 if (bot_shouldattack(this, it))
1046 traceline(eye, v, true, this);
1047 if (trace_ent == it || trace_fraction >= 1)
1050 bestrating = rating;
1055 if(!best && have_secondary_targets && !scan_secondary_targets)
1057 scan_secondary_targets = true;
1059 bestrating = 100000000;
1063 // I want to do a second scan if no enemy was found or I don't have weapons
1064 // TODO: Perform the scan when using the rifle (requires changes on the rifle code)
1065 if(best || this.weapons) // || this.weapon == WEP_RIFLE.m_id
1067 if(scan_transparent)
1070 // Set flags to see through transparent objects
1071 this.dphitcontentsmask |= DPCONTENTS_OPAQUE;
1073 scan_transparent = true;
1076 // Restore hit flags
1077 this.dphitcontentsmask = hf;
1080 this.havocbot_stickenemy = true;
1081 if(best && best.classname == "misc_breakablemodel")
1082 this.havocbot_stickenemy = false;
1085 float havocbot_chooseweapon_checkreload(entity this, .entity weaponentity, int new_weapon)
1087 // bots under this skill cannot find unloaded weapons to reload idly when not in combat,
1088 // so skip this for them, or they'll never get to reload their weapons at all.
1089 // this also allows bots under this skill to be more stupid, and reload more often during combat :)
1093 // if this weapon is scheduled for reloading, don't switch to it during combat
1094 if (this.(weaponentity).weapon_load[new_weapon] < 0)
1096 FOREACH(Weapons, it != WEP_Null, LAMBDA(
1097 if(it.wr_checkammo1(it, this, weaponentity) + it.wr_checkammo2(it, this, weaponentity))
1098 return true; // other weapon available
1105 void havocbot_chooseweapon(entity this, .entity weaponentity)
1110 if(g_weaponarena_weapons == WEPSET(TUBA))
1112 this.(weaponentity).m_switchweapon = WEP_TUBA;
1116 // TODO: clean this up by moving it to weapon code
1117 if(this.enemy==NULL)
1119 // If no weapon was chosen get the first available weapon
1120 if(this.(weaponentity).m_weapon==WEP_Null)
1121 FOREACH(Weapons, it != WEP_Null, LAMBDA(
1122 if(client_hasweapon(this, it, weaponentity, true, false))
1124 this.(weaponentity).m_switchweapon = it;
1131 // Do not change weapon during the next second after a combo
1132 float f = time - this.lastcombotime;
1137 float distance; distance=bound(10,vlen(this.origin-this.enemy.origin)-200,10000);
1139 // Should it do a weapon combo?
1140 float af, ct, combo_time, combo;
1142 af = ATTACK_FINISHED(this, 0);
1143 ct = autocvar_bot_ai_weapon_combo_threshold;
1145 // Bots with no skill will be 4 times more slower than "godlike" bots when doing weapon combos
1146 // Ideally this 4 should be calculated as longest_weapon_refire / bot_ai_weapon_combo_threshold
1147 combo_time = time + ct + (ct * ((-0.3*(skill+this.bot_weaponskill))+3));
1151 if(autocvar_bot_ai_weapon_combo)
1152 if(this.(weaponentity).m_weapon.m_id == this.(weaponentity).lastfiredweapon)
1156 this.lastcombotime = time;
1159 distance *= (2 ** this.bot_rangepreference);
1161 // Custom weapon list based on distance to the enemy
1162 if(bot_custom_weapon){
1164 // Choose weapons for far distance
1165 if ( distance > bot_distance_far ) {
1166 for(i=0; i < Weapons_COUNT && bot_weapons_far[i] != -1 ; ++i){
1167 w = bot_weapons_far[i];
1168 if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
1170 if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1172 this.(weaponentity).m_switchweapon = Weapons_from(w);
1178 // Choose weapons for mid distance
1179 if ( distance > bot_distance_close) {
1180 for(i=0; i < Weapons_COUNT && bot_weapons_mid[i] != -1 ; ++i){
1181 w = bot_weapons_mid[i];
1182 if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
1184 if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1186 this.(weaponentity).m_switchweapon = Weapons_from(w);
1192 // Choose weapons for close distance
1193 for(i=0; i < Weapons_COUNT && bot_weapons_close[i] != -1 ; ++i){
1194 w = bot_weapons_close[i];
1195 if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
1197 if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1199 this.(weaponentity).m_switchweapon = Weapons_from(w);
1206 void havocbot_aim(entity this)
1208 if (time < this.nextaim)
1210 this.nextaim = time + 0.1;
1211 vector myvel = this.velocity;
1212 if (!this.waterlevel)
1214 if(MUTATOR_CALLHOOK(HavocBot_Aim, this)) { /* do nothing */ }
1215 else if (this.enemy)
1217 vector enemyvel = this.enemy.velocity;
1218 if (!this.enemy.waterlevel)
1220 lag_additem(this, time + this.ping, 0, 0, this.enemy, this.origin, myvel, (this.enemy.absmin + this.enemy.absmax) * 0.5, enemyvel);
1223 lag_additem(this, time + this.ping, 0, 0, NULL, this.origin, myvel, ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5, '0 0 0');
1226 bool havocbot_moveto_refresh_route(entity this)
1228 // Refresh path to goal if necessary
1230 wp = this.havocbot_personal_waypoint;
1231 navigation_goalrating_start(this);
1232 navigation_routerating(this, wp, 10000, 10000);
1233 navigation_goalrating_end(this);
1234 return (this.goalentity != NULL);
1237 float havocbot_moveto(entity this, vector pos)
1241 if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_GOING)
1243 // Step 4: Move to waypoint
1244 if(this.havocbot_personal_waypoint==NULL)
1246 LOG_TRACE("Error: ", this.netname, " trying to walk to a non existent personal waypoint");
1247 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_GOING;
1248 return CMD_STATUS_ERROR;
1251 if (!bot_strategytoken_taken)
1252 if(this.havocbot_personal_waypoint_searchtime<time)
1254 bot_strategytoken_taken = true;
1255 if(havocbot_moveto_refresh_route(this))
1257 LOG_TRACE(this.netname, " walking to its personal waypoint (after ", ftos(this.havocbot_personal_waypoint_failcounter), " failed attempts)");
1258 this.havocbot_personal_waypoint_searchtime = time + 10;
1259 this.havocbot_personal_waypoint_failcounter = 0;
1263 this.havocbot_personal_waypoint_failcounter += 1;
1264 this.havocbot_personal_waypoint_searchtime = time + 2;
1265 if(this.havocbot_personal_waypoint_failcounter >= 30)
1267 LOG_TRACE("Warning: can't walk to the personal waypoint located at ", vtos(this.havocbot_personal_waypoint.origin));
1268 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1269 delete(this.havocbot_personal_waypoint);
1270 return CMD_STATUS_ERROR;
1273 LOG_TRACE(this.netname, " can't walk to its personal waypoint (after ", ftos(this.havocbot_personal_waypoint_failcounter), " failed attempts), trying later");
1277 if(autocvar_bot_debug_goalstack)
1278 debuggoalstack(this);
1282 SET_DESTCOORDS(this.goalcurrent, this.origin, dir);
1283 dir = dir - (this.origin + this.view_ofs);
1285 bot_aimdir(this, dir, -1);
1288 havocbot_movetogoal(this);
1290 if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_REACHED)
1292 // Step 5: Waypoint reached
1293 LOG_TRACE(this.netname, "'s personal waypoint reached");
1294 delete(this.havocbot_personal_waypoint);
1295 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_REACHED;
1296 return CMD_STATUS_FINISHED;
1299 return CMD_STATUS_EXECUTING;
1302 // Step 2: Linking waypoint
1303 if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_LINKING)
1305 // Wait until it is linked
1306 if(!this.havocbot_personal_waypoint.wplinked)
1308 LOG_TRACE(this.netname, " waiting for personal waypoint to be linked");
1309 return CMD_STATUS_EXECUTING;
1312 this.havocbot_personal_waypoint_searchtime = time; // so we set the route next frame
1313 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1314 this.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_GOING;
1316 // Step 3: Route to waypoint
1317 LOG_TRACE(this.netname, " walking to its personal waypoint");
1319 return CMD_STATUS_EXECUTING;
1322 // Step 1: Spawning waypoint
1323 wp = waypoint_spawnpersonal(this, pos);
1326 LOG_TRACE("Error: Can't spawn personal waypoint at ",vtos(pos));
1327 return CMD_STATUS_ERROR;
1330 this.havocbot_personal_waypoint = wp;
1331 this.havocbot_personal_waypoint_failcounter = 0;
1332 this.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1334 // if pos is inside a teleport, then let's mark it as teleport waypoint
1335 IL_EACH(g_teleporters, WarpZoneLib_BoxTouchesBrush(pos, pos, it, NULL),
1337 wp.wpflags |= WAYPOINTFLAG_TELEPORT;
1338 this.lastteleporttime = 0;
1342 if(wp.wpflags & WAYPOINTFLAG_TELEPORT)
1343 print("routing to a teleporter\n");
1345 print("routing to a non-teleporter\n");
1348 return CMD_STATUS_EXECUTING;
1351 float havocbot_resetgoal(entity this)
1353 navigation_clearroute(this);
1354 return CMD_STATUS_FINISHED;
1357 void havocbot_setupbot(entity this)
1359 this.bot_ai = havocbot_ai;
1360 this.cmd_moveto = havocbot_moveto;
1361 this.cmd_resetgoal = havocbot_resetgoal;
1363 havocbot_chooserole(this);
1366 vector havocbot_dodge(entity this)
1368 // LordHavoc: disabled because this is too expensive
1373 float danger, bestdanger, vl, d;
1376 // check for dangerous objects near bot or approaching bot
1377 head = findchainfloat(bot_dodge, true);
1380 if (head.owner != this)
1382 vl = vlen(head.velocity);
1383 if (vl > autocvar_sv_maxspeed * 0.3)
1385 n = normalize(head.velocity);
1386 v = this.origin - head.origin;
1388 if (d > (0 - head.bot_dodgerating))
1389 if (d < (vl * 0.2 + head.bot_dodgerating))
1391 // calculate direction and distance from the flight path, by removing the forward axis
1392 v = v - (n * (v * n));
1393 danger = head.bot_dodgerating - vlen(v);
1394 if (bestdanger < danger)
1396 bestdanger = danger;
1397 // dodge to the side of the object
1398 dodge = normalize(v);
1404 danger = head.bot_dodgerating - vlen(head.origin - this.origin);
1405 if (bestdanger < danger)
1407 bestdanger = danger;
1408 dodge = normalize(this.origin - head.origin);