5 #include <server/defs.qh>
6 #include <server/miscfunctions.qh>
11 #include "../navigation.qh"
12 #include "../scripting.qh"
13 #include "../waypoints.qh"
15 #include <common/constants.qh>
16 #include <common/impulses/all.qh>
17 #include <common/net_linked.qh>
18 #include <common/physics/player.qh>
19 #include <common/state.qh>
20 #include <common/items/_mod.qh>
21 #include <common/wepent.qh>
23 #include <common/mapobjects/func/ladder.qh>
24 #include <common/mapobjects/teleporters.qh>
25 #include <common/mapobjects/trigger/jumppads.qh>
27 #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 (this.goalcurrent && wasfreed(this.goalcurrent))
94 navigation_clearroute(this);
95 navigation_goalrating_timeout_force(this);
99 if(IS_DEAD(this) || STAT(FROZEN, this))
101 if (this.goalcurrent)
102 navigation_clearroute(this);
106 havocbot_chooseenemy(this);
108 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
110 .entity weaponentity = weaponentities[slot];
111 if(this.(weaponentity).m_weapon != WEP_Null || slot == 0)
112 if(this.(weaponentity).bot_chooseweapontime < time)
114 this.(weaponentity).bot_chooseweapontime = time + autocvar_bot_ai_chooseweaponinterval;
115 havocbot_chooseweapon(this, weaponentity);
121 if (this.bot_aimtarg)
123 this.aistatus |= AI_STATUS_ATTACKING;
124 this.aistatus &= ~AI_STATUS_ROAMING;
126 if(STAT(WEAPONS, this))
128 if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(this))
130 PHYS_INPUT_BUTTON_ATCK(this) = false;
131 PHYS_INPUT_BUTTON_ATCK2(this) = false;
135 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
137 .entity weaponentity = weaponentities[slot];
138 Weapon w = this.(weaponentity).m_weapon;
139 if(w == WEP_Null && slot != 0)
141 w.wr_aim(w, this, weaponentity);
142 if(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this)) // TODO: what if we didn't fire this weapon, but the previous?
143 this.(weaponentity).lastfiredweapon = this.(weaponentity).m_weapon.m_id;
149 if(IS_PLAYER(this.bot_aimtarg))
150 bot_aimdir(this, this.bot_aimtarg.origin + this.bot_aimtarg.view_ofs - this.origin - this.view_ofs, 0);
153 else if (this.goalcurrent)
155 this.aistatus |= AI_STATUS_ROAMING;
156 this.aistatus &= ~AI_STATUS_ATTACKING;
159 havocbot_movetogoal(this);
160 if (!this.bot_aimdir_executed && this.goalcurrent)
163 vector dir = get_closer_dest(this.goalcurrent, this.origin);
164 dir -= this.origin + this.view_ofs;
166 bot_aimdir(this, dir, 0);
169 // if the bot is not attacking, consider reloading weapons
170 if (!(this.aistatus & AI_STATUS_ATTACKING))
172 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
174 .entity weaponentity = weaponentities[slot];
176 if(this.(weaponentity).m_weapon == WEP_Null && slot != 0)
179 // we are currently holding a weapon that's not fully loaded, reload it
180 if(skill >= 2) // bots can only reload the held weapon on purpose past this skill
181 if(this.(weaponentity).clip_load < this.(weaponentity).clip_size)
182 CS(this).impulse = IMP_weapon_reload.impulse; // not sure if this is done right
184 // if we're not reloading a weapon, switch to any weapon in our invnetory that's not fully loaded to reload it next
185 // the code above executes next frame, starting the reloading then
186 if(skill >= 5) // bots can only look for unloaded weapons past this skill
187 if(this.(weaponentity).clip_load >= 0) // only if we're not reloading a weapon already
189 FOREACH(Weapons, it != WEP_Null, {
190 if((STAT(WEAPONS, this) & (it.m_wepset)) && (it.spawnflags & WEP_FLAG_RELOADABLE) && (this.(weaponentity).weapon_load[it.m_id] < it.reloading_ammo))
192 this.(weaponentity).m_switchweapon = it;
201 void havocbot_keyboard_movement(entity this, vector destorg)
203 if(time <= this.havocbot_keyboardtime)
206 float sk = skill + this.bot_moveskill;
207 this.havocbot_keyboardtime =
209 this.havocbot_keyboardtime
210 + 0.05 / max(1, sk + this.havocbot_keyboardskill)
211 + random() * 0.025 / max(0.00025, skill + this.havocbot_keyboardskill)
213 vector keyboard = CS(this).movement / autocvar_sv_maxspeed;
215 float trigger = autocvar_bot_ai_keyboard_threshold;
217 // categorize forward movement
218 // at skill < 1.5 only forward
219 // at skill < 2.5 only individual directions
220 // at skill < 4.5 only individual directions, and forward diagonals
221 // at skill >= 4.5, all cases allowed
222 if (keyboard.x > trigger)
228 else if (keyboard.x < -trigger && sk > 1.5)
243 if (keyboard.y > trigger)
245 else if (keyboard.y < -trigger)
250 if (keyboard.z > trigger)
252 else if (keyboard.z < -trigger)
257 // make sure bots don't get stuck if havocbot_keyboardtime is very high
258 if (keyboard == '0 0 0')
259 this.havocbot_keyboardtime = min(this.havocbot_keyboardtime, time + 0.2);
261 this.havocbot_keyboard = keyboard * autocvar_sv_maxspeed;
262 if (this.havocbot_ducktime > time)
263 PHYS_INPUT_BUTTON_CROUCH(this) = true;
265 keyboard = this.havocbot_keyboard;
266 float blend = bound(0, vlen(destorg - this.origin) / autocvar_bot_ai_keyboard_distance, 1); // When getting close move with 360 degree
267 //dprint("movement ", vtos(CS(this).movement), " keyboard ", vtos(keyboard), " blend ", ftos(blend), "\n");
268 CS(this).movement = CS(this).movement + (keyboard - CS(this).movement) * blend;
271 void havocbot_bunnyhop(entity this, vector dir)
273 // Don't jump when attacking
274 if(this.aistatus & AI_STATUS_ATTACKING)
277 if (!this.goalcurrent || IS_PLAYER(this.goalcurrent))
280 if((this.aistatus & AI_STATUS_RUNNING) && vdist(this.velocity, <, autocvar_sv_maxspeed * 0.75)
281 || (this.aistatus & AI_STATUS_DANGER_AHEAD))
283 this.aistatus &= ~AI_STATUS_RUNNING;
284 PHYS_INPUT_BUTTON_JUMP(this) = false;
285 this.bot_canruntogoal = 0;
286 this.bot_timelastseengoal = 0;
290 if(this.waterlevel > WATERLEVEL_WETFEET || IS_DUCKED(this))
292 this.aistatus &= ~AI_STATUS_RUNNING;
296 if(this.bot_lastseengoal != this.goalcurrent && !(this.aistatus & AI_STATUS_RUNNING))
298 this.bot_canruntogoal = 0;
299 this.bot_timelastseengoal = 0;
302 // Run only to visible goals
303 if(IS_ONGROUND(this))
304 if(vdist(vec2(this.velocity), >=, autocvar_sv_maxspeed))
305 if(checkpvs(this.origin + this.view_ofs, this.goalcurrent))
307 this.bot_lastseengoal = this.goalcurrent;
310 if(this.bot_timelastseengoal)
312 vector gco = get_closer_dest(this.goalcurrent, this.origin);
313 // for a period of time
314 if(time - this.bot_timelastseengoal > autocvar_bot_ai_bunnyhop_firstjumpdelay)
316 bool checkdistance = true;
318 // don't run if it is too close
319 if(this.bot_canruntogoal==0)
321 if(vdist(this.origin - gco, >, autocvar_bot_ai_bunnyhop_startdistance))
322 this.bot_canruntogoal = 1;
324 this.bot_canruntogoal = -1;
327 if(this.bot_canruntogoal != 1)
330 if(this.aistatus & AI_STATUS_ROAMING)
331 if(this.goalcurrent.classname == "waypoint")
332 if (!(this.goalcurrent.wpflags & WAYPOINTFLAG_PERSONAL))
333 if(fabs(gco.z - this.origin.z) < this.maxs.z - this.mins.z)
334 if (this.goalstack01 && !wasfreed(this.goalstack01))
335 if (!(this.goalstack01.wpflags & WAYPOINTFLAG_JUMP))
337 vector gno = (this.goalstack01.absmin + this.goalstack01.absmax) * 0.5;
338 vector 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(vlen2(this.origin - gco) < vlen2(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(vdist(this.origin - gco, >, 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 // return true when bot isn't getting closer to the current goal
380 bool havocbot_checkgoaldistance(entity this, vector gco)
382 if (this.bot_stop_moving_timeout > time)
384 float curr_dist_z = max(20, fabs(this.origin.z - gco.z));
385 float curr_dist_2d = max(20, vlen(vec2(this.origin - gco)));
386 float distance_time = this.goalcurrent_distance_time;
387 if(distance_time < 0)
388 distance_time = -distance_time;
389 if(curr_dist_z >= this.goalcurrent_distance_z && curr_dist_2d >= this.goalcurrent_distance_2d)
392 this.goalcurrent_distance_time = time;
393 else if (time - distance_time > 0.5)
398 // reduce it a little bit so it works even with very small approaches to the goal
399 this.goalcurrent_distance_z = max(20, curr_dist_z - 10);
400 this.goalcurrent_distance_2d = max(20, curr_dist_2d - 10);
401 this.goalcurrent_distance_time = 0;
406 entity havocbot_select_an_item_of_group(entity this, int gr)
408 entity selected = NULL;
409 float selected_dist2 = 0;
410 // select farthest item of this group from bot's position
411 IL_EACH(g_items, it.item_group == gr && it.solid,
413 float dist2 = vlen2(this.origin - it.origin);
414 if (dist2 < 600 ** 2 && dist2 > selected_dist2)
417 selected_dist2 = vlen2(this.origin - selected.origin);
424 set_tracewalk_dest(selected, this.origin, false);
425 if (!tracewalk(this, this.origin, STAT(PL_MIN, this), STAT(PL_MAX, this),
426 tracewalk_dest, tracewalk_dest_height, bot_navigation_movemode))
434 void havocbot_movetogoal(entity this)
439 vector evadeobstacle;
441 float dodge_enemy_factor = 1;
445 //if (this.goalentity)
446 // te_lightning2(this, this.origin, (this.goalentity.absmin + this.goalentity.absmax) * 0.5);
447 CS(this).movement = '0 0 0';
448 maxspeed = autocvar_sv_maxspeed;
450 PHYS_INPUT_BUTTON_CROUCH(this) = boolean(this.goalcurrent.wpflags & WAYPOINTFLAG_CROUCH);
452 PHYS_INPUT_BUTTON_JETPACK(this) = false;
453 // Jetpack navigation
454 if(this.navigation_jetpack_goal)
455 if(this.goalcurrent==this.navigation_jetpack_goal)
456 if(GetResource(this, RES_FUEL))
458 if(autocvar_bot_debug_goalstack)
460 debuggoalstack(this);
461 te_wizspike(this.navigation_jetpack_point);
465 if (!(this.aistatus & AI_STATUS_JETPACK_FLYING))
467 // Brake almost completely so it can get a good direction
468 if(vdist(this.velocity, >, 10))
470 this.aistatus |= AI_STATUS_JETPACK_FLYING;
473 makevectors(this.v_angle.y * '0 1 0');
474 dir = normalize(this.navigation_jetpack_point - this.origin);
477 if(this.aistatus & AI_STATUS_JETPACK_LANDING)
479 // Calculate brake distance in xy
480 float d = vlen(vec2(this.origin - (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5));
481 float vel2 = vlen2(vec2(this.velocity));
482 float db = (vel2 / (autocvar_g_jetpack_acceleration_side * 2)) + 100;
483 //LOG_INFOF("distance %d, velocity %d, brake at %d ", ceil(d), ceil(v), ceil(db));
484 if(d < db || d < 500)
487 if (vel2 > (maxspeed * 0.3) ** 2)
489 CS(this).movement_x = dir * v_forward * -maxspeed;
492 // Switch to normal mode
493 this.navigation_jetpack_goal = NULL;
494 this.aistatus &= ~AI_STATUS_JETPACK_LANDING;
495 this.aistatus &= ~AI_STATUS_JETPACK_FLYING;
499 else if(checkpvs(this.origin,this.goalcurrent))
501 // If I can see the goal switch to landing code
502 this.aistatus &= ~AI_STATUS_JETPACK_FLYING;
503 this.aistatus |= AI_STATUS_JETPACK_LANDING;
508 PHYS_INPUT_BUTTON_JETPACK(this) = true;
509 if(this.navigation_jetpack_point.z - STAT(PL_MAX, this).z + STAT(PL_MIN, this).z < this.origin.z)
511 CS(this).movement_x = dir * v_forward * maxspeed;
512 CS(this).movement_y = dir * v_right * maxspeed;
517 // Handling of jump pads
518 if(this.jumppadcount)
520 if(this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
522 this.aistatus |= AI_STATUS_OUT_JUMPPAD;
523 if(navigation_poptouchedgoals(this))
526 else if(this.aistatus & AI_STATUS_OUT_JUMPPAD)
528 // If got stuck on the jump pad try to reach the farthest visible waypoint
529 // but with some randomness so it can try out different paths
530 if(!this.goalcurrent)
532 entity newgoal = NULL;
533 IL_EACH(g_waypoints, vdist(it.origin - this.origin, <=, 1000),
535 if(it.wpflags & WAYPOINTFLAG_TELEPORT)
536 if(it.origin.z < this.origin.z - 100 && vdist(vec2(it.origin - this.origin), <, 100))
539 traceline(this.origin + this.view_ofs, ((it.absmin + it.absmax) * 0.5), true, this);
541 if(trace_fraction < 1)
544 if(!newgoal || ((random() < 0.8) && vlen2(it.origin - this.origin) > vlen2(newgoal.origin - this.origin)))
550 this.ignoregoal = this.goalcurrent;
551 this.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
552 navigation_clearroute(this);
553 navigation_routetogoal(this, newgoal, this.origin);
554 if(autocvar_bot_debug_goalstack)
555 debuggoalstack(this);
556 this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
559 else //if (this.goalcurrent)
561 if (this.goalcurrent.bot_pickup)
563 entity jumppad_wp = this.goalcurrent_prev;
564 navigation_poptouchedgoals(this);
565 if(!this.goalcurrent && jumppad_wp.wp00)
567 // head to the jumppad destination once bot reaches the goal item
568 navigation_pushroute(this, jumppad_wp.wp00);
571 vector gco = (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5;
572 if (this.origin.z > gco.z && vdist(vec2(this.velocity), <, autocvar_sv_maxspeed))
574 if (this.velocity.z < 0)
575 this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
577 else if(havocbot_checkgoaldistance(this, gco))
579 navigation_clearroute(this);
580 navigation_goalrating_timeout_force(this);
586 else //if (!(this.aistatus & AI_STATUS_OUT_JUMPPAD))
588 if(this.velocity.z > 0 && this.origin.z - this.lastteleport_origin.z > (this.maxs.z - this.mins.z) * 0.5)
590 vector velxy = this.velocity; velxy_z = 0;
591 if(vdist(velxy, <, autocvar_sv_maxspeed * 0.2))
593 LOG_TRACE("Warning: ", this.netname, " got stuck on a jumppad (velocity in xy is ", vtos(velxy), "), trying to get out of it now");
594 this.aistatus |= AI_STATUS_OUT_JUMPPAD;
599 // Don't chase players while using a jump pad
600 if(IS_PLAYER(this.goalcurrent) || IS_PLAYER(this.goalstack01))
604 else if(this.aistatus & AI_STATUS_OUT_JUMPPAD)
605 this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
607 // If there is a trigger_hurt right below try to use the jetpack or make a rocketjump
608 if (skill > 6 && !(IS_ONGROUND(this)))
610 #define ROCKETJUMP_DAMAGE() WEP_CVAR(devastator, damage) * 0.8 \
611 * ((this.strength_finished > time) ? autocvar_g_balance_powerup_strength_selfdamage : 1) \
612 * ((this.invincible_finished > time) ? autocvar_g_balance_powerup_invincible_takedamage : 1)
614 tracebox(this.origin, this.mins, this.maxs, this.origin + '0 0 -65536', MOVE_NOMONSTERS, this);
615 if(tracebox_hits_trigger_hurt(this.origin, this.mins, this.maxs, trace_endpos ))
616 if(this.items & IT_JETPACK)
618 tracebox(this.origin, this.mins, this.maxs, this.origin + '0 0 65536', MOVE_NOMONSTERS, this);
619 if(tracebox_hits_trigger_hurt(this.origin, this.mins, this.maxs, trace_endpos + '0 0 1' ))
621 if(this.velocity.z<0)
622 PHYS_INPUT_BUTTON_JETPACK(this) = true;
625 PHYS_INPUT_BUTTON_JETPACK(this) = true;
627 // If there is no goal try to move forward
629 if(this.goalcurrent==NULL)
632 dir = normalize(( ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5 ) - this.origin);
634 vector xyvelocity = this.velocity; xyvelocity_z = 0;
635 float xyspeed = xyvelocity * dir;
637 if(xyspeed < (maxspeed / 2))
639 makevectors(this.v_angle.y * '0 1 0');
640 tracebox(this.origin, this.mins, this.maxs, this.origin + (dir * maxspeed * 3), MOVE_NOMONSTERS, this);
641 if(trace_fraction==1)
643 CS(this).movement_x = dir * v_forward * maxspeed;
644 CS(this).movement_y = dir * v_right * maxspeed;
646 havocbot_keyboard_movement(this, this.origin + dir * 100);
650 this.havocbot_blockhead = true;
654 else if(!this.jumppadcount && !waypoint_is_hardwiredlink(this.goalcurrent_prev, this.goalcurrent)
655 && !(this.goalcurrent_prev && this.goalcurrent_prev.wpflags & WAYPOINTFLAG_JUMP)
656 && GetResource(this, RES_HEALTH) + GetResource(this, RES_ARMOR) > ROCKETJUMP_DAMAGE())
658 if(this.velocity.z < 0)
660 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
662 .entity weaponentity = weaponentities[slot];
664 if(this.(weaponentity).m_weapon == WEP_Null && slot != 0)
667 if(client_hasweapon(this, WEP_DEVASTATOR, weaponentity, true, false))
669 CS(this).movement_x = maxspeed;
671 if(this.rocketjumptime)
673 if(time > this.rocketjumptime)
675 PHYS_INPUT_BUTTON_ATCK2(this) = true;
676 this.rocketjumptime = 0;
681 this.(weaponentity).m_switchweapon = WEP_DEVASTATOR;
683 PHYS_INPUT_BUTTON_ATCK(this) = true;
684 this.rocketjumptime = time + WEP_CVAR(devastator, detonatedelay);
692 // If there is no goal try to move forward
693 if(this.goalcurrent==NULL)
694 CS(this).movement_x = maxspeed;
698 // If we are under water with no goals, swim up
699 if(this.waterlevel && !this.goalcurrent)
702 if(this.waterlevel>WATERLEVEL_SWIMMING)
704 else if(this.velocity.z >= 0 && !(this.waterlevel == WATERLEVEL_WETFEET && this.watertype == CONTENT_WATER))
705 PHYS_INPUT_BUTTON_JUMP(this) = true;
707 PHYS_INPUT_BUTTON_JUMP(this) = false;
708 makevectors(this.v_angle.y * '0 1 0');
709 vector v = dir * maxspeed;
710 CS(this).movement.x = v * v_forward;
711 CS(this).movement.y = v * v_right;
712 CS(this).movement.z = v * v_up;
715 // if there is nowhere to go, exit
716 if (this.goalcurrent == NULL)
720 bool locked_goal = false;
721 if((this.goalentity && wasfreed(this.goalentity))
722 || (this.goalcurrent == this.goalentity && this.goalentity.tag_entity))
724 navigation_clearroute(this);
725 navigation_goalrating_timeout_force(this);
728 else if(this.goalentity.tag_entity)
730 navigation_goalrating_timeout_expire(this, 2);
732 else if(this.goalentity.bot_pickup)
734 if(this.goalentity.bot_pickup_respawning)
736 if(this.goalentity.solid) // item respawned
737 this.goalentity.bot_pickup_respawning = false;
738 else if(time < this.goalentity.scheduledrespawntime - 10) // item already taken (by someone else)
740 if(checkpvs(this.origin, this.goalentity))
742 this.goalentity.bot_pickup_respawning = false;
743 navigation_goalrating_timeout_expire(this, random());
745 locked_goal = true; // wait for item to respawn
747 else if(this.goalentity == this.goalcurrent)
748 locked_goal = true; // wait for item to respawn
750 else if(!this.goalentity.solid && !boxesoverlap(this.goalentity.absmin, this.goalentity.absmax, this.absmin, this.absmax))
752 if(checkpvs(this.origin, this.goalentity))
754 navigation_goalrating_timeout_expire(this, random());
758 if (this.goalcurrent == this.goalentity && this.goalentity_lock_timeout > time)
761 if (navigation_shortenpath(this))
763 if (vdist(this.origin - this.goalcurrent_prev.origin, <, 50)
764 && navigation_goalrating_timeout_can_be_anticipated(this))
766 navigation_goalrating_timeout_force(this);
770 bool goalcurrent_can_be_removed = false;
771 if (IS_PLAYER(this.goalcurrent) || IS_MONSTER(this.goalcurrent))
773 bool freeze_state_changed = (boolean(STAT(FROZEN, this.goalentity)) != this.goalentity_shouldbefrozen);
774 if (IS_DEAD(this.goalcurrent) || (this.goalentity == this.goalcurrent && freeze_state_changed))
776 goalcurrent_can_be_removed = true;
777 // don't remove if not visible
778 if (checkpvs(this.origin + this.view_ofs, this.goalcurrent))
780 if (IS_DEAD(this.goalcurrent))
782 IL_EACH(g_items, it.enemy == this.goalcurrent && Item_IsLoot(it),
784 if (vdist(it.origin - this.goalcurrent.death_origin, <, 50))
786 navigation_clearroute(this);
787 navigation_pushroute(this, it);
788 // loot can't be immediately rated since it isn't on ground yet
789 // it will be rated after a second when on ground, meanwhile head to it
790 navigation_goalrating_timeout_expire(this, 1);
795 if (!Item_IsLoot(this.goalcurrent))
797 navigation_goalrating_timeout_force(this);
802 else if (!(STAT(FROZEN, this.goalentity)) && this.bot_tracewalk_time < time)
804 set_tracewalk_dest(this.goalcurrent, this.origin, true);
805 if (!(trace_ent == this || tracewalk(this, this.origin, this.mins, this.maxs,
806 tracewalk_dest, tracewalk_dest_height, bot_navigation_movemode)))
808 navigation_goalrating_timeout_force(this);
811 this.bot_tracewalk_time = max(time, this.bot_tracewalk_time) + 0.25;
817 // optimize path finding by anticipating goalrating when bot is near a waypoint;
818 // in this case path finding can start directly from a waypoint instead of
819 // looking for all the reachable waypoints up to a certain distance
820 if (navigation_poptouchedgoals(this))
822 if (this.goalcurrent)
824 if (goalcurrent_can_be_removed)
826 // remove even if not visible
827 navigation_goalrating_timeout_force(this);
830 else if (navigation_goalrating_timeout_can_be_anticipated(this))
831 navigation_goalrating_timeout_force(this);
835 entity old_goal = this.goalcurrent_prev;
836 if (old_goal.item_group && this.item_group != old_goal.item_group)
838 // Avoid multiple costly calls of path finding code that selects one of the closest
839 // item of the group by telling the bot to head directly to the farthest item.
840 // Next time we let the bot select a goal as usual which can be another item
841 // of this group (the closest one) and so on
842 this.item_group = old_goal.item_group;
843 entity new_goal = havocbot_select_an_item_of_group(this, old_goal.item_group);
845 navigation_pushroute(this, new_goal);
851 // if ran out of goals try to use an alternative goal or get a new strategy asap
852 if(this.goalcurrent == NULL)
854 navigation_goalrating_timeout_force(this);
859 if(autocvar_bot_debug_goalstack)
860 debuggoalstack(this);
862 bool bunnyhop_forbidden = false;
863 vector destorg = get_closer_dest(this.goalcurrent, this.origin);
864 if (this.jumppadcount && this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
866 // if bot used the jumppad, push towards jumppad origin until jumppad waypoint gets removed
867 destorg = this.goalcurrent.origin;
869 else if (this.goalcurrent.wpisbox)
871 // if bot is inside the teleport waypoint, head to teleport origin until teleport gets used
872 // do it even if bot is on a ledge above a teleport/jumppad so it doesn't get stuck
873 if (boxesoverlap(this.goalcurrent.absmin, this.goalcurrent.absmax, this.origin + eZ * this.mins.z, this.origin + eZ * this.maxs.z)
874 || (this.absmin.z > destorg.z && destorg.x == this.origin.x && destorg.y == this.origin.y))
876 bunnyhop_forbidden = true;
877 destorg = this.goalcurrent.origin;
878 if(destorg.z > this.origin.z)
879 PHYS_INPUT_BUTTON_JUMP(this) = true;
883 diff = destorg - this.origin;
885 if (time < this.bot_stop_moving_timeout
886 || (this.goalcurrent == this.goalentity && time < this.goalentity_lock_timeout && vdist(diff, <, 10)))
888 // stop if the locked goal has been reached
889 destorg = this.origin;
890 diff = dir = '0 0 0';
892 else if (IS_PLAYER(this.goalcurrent) || IS_MONSTER(this.goalcurrent))
894 if (vdist(diff, <, 80))
896 // stop if too close to target player (even if frozen)
897 destorg = this.origin;
898 diff = dir = '0 0 0';
902 // move destorg out of target players, otherwise bot will consider them
903 // an obstacle that needs to be jumped (especially if frozen)
904 dir = normalize(diff);
905 destorg -= dir * PL_MAX_CONST.x * M_SQRT2;
906 diff = destorg - this.origin;
910 dir = normalize(diff);
911 flatdir = (diff.z == 0) ? dir : normalize(vec2(diff));
913 //if (this.bot_dodgevector_time < time)
915 //this.bot_dodgevector_time = time + cvar("bot_ai_dodgeupdateinterval");
916 //this.bot_dodgevector_jumpbutton = 1;
917 evadeobstacle = '0 0 0';
920 this.aistatus &= ~AI_STATUS_DANGER_AHEAD;
921 makevectors(this.v_angle.y * '0 1 0');
922 if (this.waterlevel > WATERLEVEL_WETFEET)
924 if (this.waterlevel > WATERLEVEL_SWIMMING)
926 if(!this.goalcurrent)
927 this.aistatus |= AI_STATUS_OUT_WATER;
928 else if(destorg.z > this.origin.z)
929 PHYS_INPUT_BUTTON_JUMP(this) = true;
933 if(this.velocity.z >= 0 && !(this.watertype == CONTENT_WATER && destorg.z < this.origin.z) &&
934 (this.aistatus & AI_STATUS_OUT_WATER))
936 PHYS_INPUT_BUTTON_JUMP(this) = true;
941 PHYS_INPUT_BUTTON_JUMP(this) = false;
942 if (destorg.z > this.origin.z)
951 if(this.aistatus & AI_STATUS_OUT_WATER)
952 this.aistatus &= ~AI_STATUS_OUT_WATER;
954 // jump if going toward an obstacle that doesn't look like stairs we
955 // can walk up directly
956 vector deviation = '0 0 0';
957 float current_speed = vlen(vec2(this.velocity));
958 if (current_speed < maxspeed * 0.2)
959 current_speed = maxspeed * 0.2;
962 deviation = vectoangles(diff) - vectoangles(this.velocity);
963 while (deviation.y < -180) deviation.y += 360;
964 while (deviation.y > 180) deviation.y -= 360;
966 float turning = false;
967 vector flat_diff = vec2(diff);
968 offset = max(32, current_speed * cos(deviation.y * DEG2RAD) * 0.3) * flatdir;
969 vector actual_destorg = this.origin + offset;
970 if (this.goalcurrent_prev && (this.goalcurrent_prev.wpflags & WAYPOINTFLAG_JUMP))
972 if (time > this.bot_stop_moving_timeout
973 && fabs(deviation.y) > 20 && current_speed > maxspeed * 0.4
974 && vdist(vec2(this.origin - this.goalcurrent_prev.origin), <, 50))
976 this.bot_stop_moving_timeout = time + 0.1;
978 if (current_speed > autocvar_sv_maxspeed * 0.9
979 && vlen2(flat_diff) < vlen2(vec2(this.goalcurrent_prev.origin - destorg))
980 && vdist(vec2(this.origin - this.goalcurrent_prev.origin), >, 50)
981 && vdist(vec2(this.origin - this.goalcurrent_prev.origin), <, 150)
984 PHYS_INPUT_BUTTON_JUMP(this) = true;
985 // avoid changing route while bot is jumping a gap
986 navigation_goalrating_timeout_extend_if_needed(this, 1.5);
989 else if (!this.goalstack01 || (this.goalcurrent.wpflags & (WAYPOINTFLAG_TELEPORT | WAYPOINTFLAG_LADDER)))
991 if (vlen2(flat_diff) < vlen2(offset))
993 if (this.goalcurrent.wpflags & WAYPOINTFLAG_JUMP && this.goalstack01)
995 // oblique warpzones need a jump otherwise bots gets stuck
996 PHYS_INPUT_BUTTON_JUMP(this) = true;
1000 actual_destorg.x = destorg.x;
1001 actual_destorg.y = destorg.y;
1005 else if (vdist(flat_diff, <, 32) && diff.z < -16) // destination is under the bot
1007 actual_destorg.x = destorg.x;
1008 actual_destorg.y = destorg.y;
1010 else if (vlen2(flat_diff) < vlen2(offset))
1012 vector next_goal_org = (this.goalstack01.absmin + this.goalstack01.absmax) * 0.5;
1013 vector next_dir = normalize(vec2(next_goal_org - destorg));
1014 float dist = vlen(vec2(this.origin + offset - destorg));
1015 // if current and next goal are close to each other make sure
1016 // actual_destorg isn't set beyond next_goal_org
1017 if (dist ** 2 > vlen2(vec2(next_goal_org - destorg)))
1018 actual_destorg = next_goal_org;
1020 actual_destorg = vec2(destorg) + dist * next_dir;
1021 actual_destorg.z = this.origin.z;
1025 LABEL(jumpobstacle_check);
1026 dir = flatdir = normalize(actual_destorg - this.origin);
1028 bool jump_forbidden = false;
1029 if (!turning && fabs(deviation.y) > 50)
1030 jump_forbidden = true;
1031 else if (IS_DUCKED(this))
1033 tracebox(this.origin, PL_MIN_CONST, PL_MAX_CONST, this.origin, false, this);
1034 if (trace_startsolid)
1035 jump_forbidden = true;
1038 if (!jump_forbidden)
1040 tracebox(this.origin, this.mins, this.maxs, actual_destorg, false, this);
1041 if (trace_fraction < 1 && trace_plane_normal.z < 0.7)
1044 tracebox(this.origin + stepheightvec, this.mins, this.maxs, actual_destorg + stepheightvec, false, this);
1045 if (trace_fraction < s + 0.01 && trace_plane_normal.z < 0.7)
1047 // found an obstacle
1048 if (turning && fabs(deviation.y) > 5)
1050 // check if the obstacle is still there without turning
1051 actual_destorg = destorg;
1053 this.bot_tracewalk_time = time + 0.25;
1054 goto jumpobstacle_check;
1057 // don't artificially reduce max jump height in real-time
1058 // (jumpstepheightvec is reduced a bit to make the jumps easy in tracewalk)
1059 vector jump_height = (IS_ONGROUND(this)) ? stepheightvec + jumpheight_vec : jumpstepheightvec;
1060 tracebox(this.origin + jump_height, this.mins, this.maxs, actual_destorg + jump_height, false, this);
1061 if (trace_fraction > s)
1062 PHYS_INPUT_BUTTON_JUMP(this) = true;
1065 jump_height = stepheightvec + jumpheight_vec / 2;
1066 tracebox(this.origin + jump_height, this.mins, this.maxs, actual_destorg + jump_height, false, this);
1067 if (trace_fraction > s)
1068 PHYS_INPUT_BUTTON_JUMP(this) = true;
1074 // if bot for some reason doesn't get close to the current goal find another one
1075 if(!this.jumppadcount && !IS_PLAYER(this.goalcurrent))
1076 if(!(locked_goal && this.goalcurrent_distance_z < 50 && this.goalcurrent_distance_2d < 50))
1077 if(havocbot_checkgoaldistance(this, destorg))
1079 if(this.goalcurrent_distance_time < 0) // can't get close for the second time
1081 navigation_clearroute(this);
1082 navigation_goalrating_timeout_force(this);
1086 set_tracewalk_dest(this.goalcurrent, this.origin, false);
1087 if (!tracewalk(this, this.origin, this.mins, this.maxs,
1088 tracewalk_dest, tracewalk_dest_height, bot_navigation_movemode))
1090 navigation_clearroute(this);
1091 navigation_goalrating_timeout_force(this);
1095 // give bot only another chance to prevent bot getting stuck
1096 // in case it thinks it can walk but actually can't
1097 this.goalcurrent_distance_z = FLOAT_MAX;
1098 this.goalcurrent_distance_2d = FLOAT_MAX;
1099 this.goalcurrent_distance_time = -time; // mark second try
1102 // Check for water/slime/lava and dangerous edges
1103 // (only when the bot is on the ground or jumping intentionally)
1105 if (skill + this.bot_moveskill <= 3 && time > this.bot_stop_moving_timeout
1106 && current_speed > maxspeed * 0.9 && fabs(deviation.y) > 70)
1108 this.bot_stop_moving_timeout = time + 0.4 + random() * 0.2;
1111 offset = (vdist(this.velocity, >, 32) ? this.velocity * 0.2 : flatdir * 32);
1112 vector dst_ahead = this.origin + this.view_ofs + offset;
1113 vector dst_down = dst_ahead - '0 0 3000';
1114 traceline(this.origin + this.view_ofs, dst_ahead, true, NULL);
1116 bool unreachable = false;
1118 if (trace_fraction == 1 && !this.jumppadcount
1119 && !waypoint_is_hardwiredlink(this.goalcurrent_prev, this.goalcurrent)
1120 && !(this.goalcurrent_prev && (this.goalcurrent_prev.wpflags & WAYPOINTFLAG_JUMP)))
1121 if((IS_ONGROUND(this)) || (this.aistatus & AI_STATUS_RUNNING) || (this.aistatus & AI_STATUS_ROAMING) || PHYS_INPUT_BUTTON_JUMP(this))
1124 traceline(dst_ahead , dst_down, true, NULL);
1125 //te_lightning2(NULL, this.origin + this.view_ofs, dst_ahead); // Draw "ahead" look
1126 //te_lightning2(NULL, dst_ahead, trace_endpos); // Draw "downwards" look
1127 if(trace_endpos.z < this.origin.z + this.mins.z)
1129 s = pointcontents(trace_endpos + '0 0 1');
1130 if (s != CONTENT_SOLID)
1131 if (s == CONTENT_LAVA || s == CONTENT_SLIME)
1132 evadelava = normalize(this.velocity) * -1;
1133 else if (s == CONTENT_SKY)
1134 evadeobstacle = normalize(this.velocity) * -1;
1135 else if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos))
1137 // the traceline check isn't enough but is good as optimization,
1138 // when not true (most of the time) this tracebox call is avoided
1139 tracebox(dst_ahead, this.mins, this.maxs, dst_down, true, this);
1140 if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos))
1142 if (destorg.z > this.origin.z + jumpstepheightvec.z)
1144 // the goal is probably on an upper platform, assume bot can't get there
1148 evadelava = normalize(this.velocity) * -1;
1155 evadeobstacle.z = 0;
1157 makevectors(this.v_angle.y * '0 1 0');
1159 if(evadeobstacle || evadelava || (s == CONTENT_WATER))
1161 this.aistatus |= AI_STATUS_DANGER_AHEAD;
1162 if(IS_PLAYER(this.goalcurrent))
1166 // slow down if bot is in the air and goal is under it
1167 if (!waypoint_is_hardwiredlink(this.goalcurrent_prev, this.goalcurrent)
1168 && vdist(flat_diff, <, 250) && this.origin.z - destorg.z > 120
1169 && (!IS_ONGROUND(this) || vdist(vec2(this.velocity), >, maxspeed * 0.3)))
1171 // tracebox wouldn't work when bot is still on the ledge
1172 traceline(this.origin, this.origin - '0 0 200', true, this);
1173 if (this.origin.z - trace_endpos.z > 120)
1174 evadeobstacle = normalize(this.velocity) * -1;
1179 navigation_clearroute(this);
1180 navigation_goalrating_timeout_force(this);
1181 this.ignoregoal = this.goalcurrent;
1182 this.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
1186 dodge = havocbot_dodge(this);
1188 dodge *= bound(0, 0.5 + (skill + this.bot_dodgeskill) * 0.1, 1);
1189 dodge += evadeobstacle + evadelava;
1190 evadelava = evadelava * bound(1,3-(skill+this.bot_dodgeskill),3); //Noobs fear lava a lot and take more distance from it
1193 traceline(this.origin, (this.enemy.absmin + this.enemy.absmax) * 0.5, true, NULL);
1194 if (IS_PLAYER(trace_ent))
1195 dodge_enemy_factor = bound(0, (skill + this.bot_dodgeskill) / 7, 1);
1197 // this.bot_dodgevector = dir;
1198 // this.bot_dodgevector_jumpbutton = PHYS_INPUT_BUTTON_JUMP(this);
1201 float ladder_zdir = 0;
1202 if(time < this.ladder_time)
1204 if(this.goalcurrent.origin.z + this.goalcurrent.mins.z > this.origin.z + this.mins.z)
1206 if(this.origin.z + this.mins.z < this.ladder_entity.origin.z + this.ladder_entity.maxs.z)
1211 if(this.origin.z + this.mins.z > this.ladder_entity.origin.z + this.ladder_entity.mins.z)
1216 if (vdist(vec2(diff), <, 40))
1217 dir.z = ladder_zdir * 4;
1219 dir.z = ladder_zdir * 2;
1220 dir = normalize(dir);
1224 if (this.goalcurrent.wpisbox
1225 && boxesoverlap(this.goalcurrent.absmin, this.goalcurrent.absmax, this.origin, this.origin))
1227 // bot is inside teleport waypoint but hasn't touched the real teleport yet
1228 // head to teleport origin
1229 dir = (this.goalcurrent.origin - this.origin);
1231 dir = normalize(dir);
1234 // already executed when bot targets an enemy
1235 if (!this.bot_aimdir_executed)
1237 if (time < this.bot_stop_moving_timeout)
1238 bot_aimdir(this, normalize(this.goalcurrent.origin - this.origin), 0);
1240 bot_aimdir(this, dir, 0);
1245 dir *= dodge_enemy_factor;
1246 dir = normalize(dir + dodge);
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 && 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 entity havocbot_gettarget(entity this, bool secondary)
1279 vector eye = CENTER_OR_VIEWOFS(this);
1280 IL_EACH(g_bot_targets, boolean((secondary) ? it.classname == "misc_breakablemodel" : it.classname != "misc_breakablemodel"),
1282 vector v = CENTER_OR_VIEWOFS(it);
1283 if(vdist(v - eye, <, autocvar_bot_ai_enemydetectionradius))
1284 if(!best || vlen2(CENTER_OR_VIEWOFS(best) - eye) > vlen2(v - eye))
1285 if(bot_shouldattack(this, it))
1287 traceline(eye, v, true, this);
1288 if (trace_ent == it || trace_fraction >= 1)
1296 void havocbot_chooseenemy(entity this)
1298 if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(this))
1305 if (!bot_shouldattack(this, this.enemy))
1307 // enemy died or something, find a new target
1309 this.havocbot_chooseenemy_finished = time;
1311 else if (this.havocbot_stickenemy)
1313 // tracking last chosen enemy
1314 // if enemy is visible
1315 // and not really really far away
1316 // and we're not severely injured
1317 // then keep tracking for a half second into the future
1318 traceline(this.origin+this.view_ofs, ( this.enemy.absmin + this.enemy.absmax ) * 0.5,false,NULL);
1319 if (trace_ent == this.enemy || trace_fraction == 1)
1320 if (vdist(((this.enemy.absmin + this.enemy.absmax) * 0.5) - this.origin, <, 1000))
1321 if (GetResource(this, RES_HEALTH) > 30)
1323 // remain tracking him for a shot while (case he went after a small corner or pilar
1324 this.havocbot_chooseenemy_finished = time + 0.5;
1327 // enemy isn't visible, or is far away, or we're injured severely
1328 // so stop preferring this enemy
1329 // (it will still take a half second until a new one is chosen)
1330 this.havocbot_stickenemy = 0;
1333 if (time < this.havocbot_chooseenemy_finished)
1335 this.havocbot_chooseenemy_finished = time + autocvar_bot_ai_enemydetectioninterval;
1336 vector eye = this.origin + this.view_ofs;
1338 float bestrating = 100000000;
1341 int hf = this.dphitcontentsmask;
1343 // Search for enemies, if no enemy can be seen directly try to look through transparent objects
1345 this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
1347 bool scan_transparent = false;
1348 bool scan_secondary_targets = false;
1349 bool have_secondary_targets = false;
1352 scan_secondary_targets = false;
1354 IL_EACH(g_bot_targets, it.bot_attack,
1356 if(!scan_secondary_targets)
1358 if(it.classname == "misc_breakablemodel")
1360 have_secondary_targets = true;
1364 else if(it.classname != "misc_breakablemodel")
1367 vector v = (it.absmin + it.absmax) * 0.5;
1368 float rating = vlen2(v - eye);
1369 if (vdist(v - eye, <, autocvar_bot_ai_enemydetectionradius))
1370 if (bestrating > rating)
1371 if (bot_shouldattack(this, it))
1373 traceline(eye, v, true, this);
1374 if (trace_ent == it || trace_fraction >= 1)
1377 bestrating = rating;
1382 if(!best && have_secondary_targets && !scan_secondary_targets)
1384 scan_secondary_targets = true;
1386 bestrating = 100000000;
1390 // I want to do a second scan if no enemy was found or I don't have weapons
1391 // TODO: Perform the scan when using the rifle (requires changes on the rifle code)
1392 if(best || STAT(WEAPONS, this)) // || this.weapon == WEP_RIFLE.m_id
1394 if(scan_transparent)
1397 // Set flags to see through transparent objects
1398 this.dphitcontentsmask |= DPCONTENTS_OPAQUE;
1400 scan_transparent = true;
1403 // Restore hit flags
1404 this.dphitcontentsmask = hf;
1407 this.havocbot_stickenemy = true;
1408 if(best && best.classname == "misc_breakablemodel")
1409 this.havocbot_stickenemy = false;
1412 float havocbot_chooseweapon_checkreload(entity this, .entity weaponentity, int new_weapon)
1414 // bots under this skill cannot find unloaded weapons to reload idly when not in combat,
1415 // so skip this for them, or they'll never get to reload their weapons at all.
1416 // this also allows bots under this skill to be more stupid, and reload more often during combat :)
1420 // if this weapon is scheduled for reloading, don't switch to it during combat
1421 if (this.(weaponentity).weapon_load[new_weapon] < 0)
1423 FOREACH(Weapons, it != WEP_Null, {
1424 if(it.wr_checkammo1(it, this, weaponentity) + it.wr_checkammo2(it, this, weaponentity))
1425 return true; // other weapon available
1432 void havocbot_chooseweapon(entity this, .entity weaponentity)
1437 if(g_weaponarena_weapons == WEPSET(TUBA))
1439 this.(weaponentity).m_switchweapon = WEP_TUBA;
1443 // TODO: clean this up by moving it to weapon code
1444 if(this.enemy==NULL)
1446 // If no weapon was chosen get the first available weapon
1447 if(this.(weaponentity).m_weapon==WEP_Null)
1448 FOREACH(Weapons, it != WEP_Null, {
1449 if(client_hasweapon(this, it, weaponentity, true, false))
1451 this.(weaponentity).m_switchweapon = it;
1458 // Do not change weapon during the next second after a combo
1459 float f = time - this.lastcombotime;
1464 float distance; distance=bound(10,vlen(this.origin-this.enemy.origin)-200,10000);
1466 // Should it do a weapon combo?
1467 float af, ct, combo_time, combo;
1469 af = ATTACK_FINISHED(this, weaponentity);
1470 ct = autocvar_bot_ai_weapon_combo_threshold;
1472 // Bots with no skill will be 4 times more slower than "godlike" bots when doing weapon combos
1473 // Ideally this 4 should be calculated as longest_weapon_refire / bot_ai_weapon_combo_threshold
1474 combo_time = time + ct + (ct * ((-0.3*(skill+this.bot_weaponskill))+3));
1478 if(autocvar_bot_ai_weapon_combo)
1479 if(this.(weaponentity).m_weapon.m_id == this.(weaponentity).lastfiredweapon)
1483 this.lastcombotime = time;
1486 distance *= (2 ** this.bot_rangepreference);
1488 // Custom weapon list based on distance to the enemy
1489 if(bot_custom_weapon){
1491 // Choose weapons for far distance
1492 if ( distance > bot_distance_far ) {
1493 for(i=0; i < Weapons_COUNT && bot_weapons_far[i] != -1 ; ++i){
1494 w = bot_weapons_far[i];
1495 if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
1497 if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1499 this.(weaponentity).m_switchweapon = Weapons_from(w);
1505 // Choose weapons for mid distance
1506 if ( distance > bot_distance_close) {
1507 for(i=0; i < Weapons_COUNT && bot_weapons_mid[i] != -1 ; ++i){
1508 w = bot_weapons_mid[i];
1509 if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
1511 if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1513 this.(weaponentity).m_switchweapon = Weapons_from(w);
1519 // Choose weapons for close distance
1520 for(i=0; i < Weapons_COUNT && bot_weapons_close[i] != -1 ; ++i){
1521 w = bot_weapons_close[i];
1522 if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
1524 if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1526 this.(weaponentity).m_switchweapon = Weapons_from(w);
1533 void havocbot_aim(entity this)
1535 if (time < this.nextaim)
1537 this.nextaim = time + 0.1;
1538 vector myvel = this.velocity;
1539 if (!this.waterlevel)
1541 if(MUTATOR_CALLHOOK(HavocBot_Aim, this)) { /* do nothing */ }
1542 else if (this.enemy)
1544 vector enemyvel = this.enemy.velocity;
1545 if (!this.enemy.waterlevel)
1547 lag_additem(this, time + CS(this).ping, 0, 0, this.enemy, this.origin, myvel, (this.enemy.absmin + this.enemy.absmax) * 0.5, enemyvel);
1550 lag_additem(this, time + CS(this).ping, 0, 0, NULL, this.origin, myvel, ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5, '0 0 0');
1553 bool havocbot_moveto_refresh_route(entity this)
1555 // Refresh path to goal if necessary
1557 wp = this.havocbot_personal_waypoint;
1558 navigation_goalrating_start(this);
1559 navigation_routerating(this, wp, 10000, 10000);
1560 navigation_goalrating_end(this);
1561 return (this.goalentity != NULL);
1564 float havocbot_moveto(entity this, vector pos)
1568 if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_GOING)
1570 // Step 4: Move to waypoint
1571 if(this.havocbot_personal_waypoint==NULL)
1573 LOG_TRACE("Error: ", this.netname, " trying to walk to a non existent personal waypoint");
1574 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_GOING;
1575 return CMD_STATUS_ERROR;
1578 if (!bot_strategytoken_taken)
1579 if(this.havocbot_personal_waypoint_searchtime<time)
1581 bot_strategytoken_taken = true;
1582 if(havocbot_moveto_refresh_route(this))
1584 LOG_TRACE(this.netname, " walking to its personal waypoint (after ", ftos(this.havocbot_personal_waypoint_failcounter), " failed attempts)");
1585 this.havocbot_personal_waypoint_searchtime = time + 10;
1586 this.havocbot_personal_waypoint_failcounter = 0;
1590 this.havocbot_personal_waypoint_failcounter += 1;
1591 this.havocbot_personal_waypoint_searchtime = time + 2;
1592 if(this.havocbot_personal_waypoint_failcounter >= 30)
1594 LOG_TRACE("Warning: can't walk to the personal waypoint located at ", vtos(this.havocbot_personal_waypoint.origin));
1595 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1596 delete(this.havocbot_personal_waypoint);
1597 return CMD_STATUS_ERROR;
1600 LOG_TRACE(this.netname, " can't walk to its personal waypoint (after ", ftos(this.havocbot_personal_waypoint_failcounter), " failed attempts), trying later");
1604 if(autocvar_bot_debug_goalstack)
1605 debuggoalstack(this);
1609 havocbot_movetogoal(this);
1611 if (!this.bot_aimdir_executed && this.goalcurrent)
1614 vector dir = get_closer_dest(this.goalcurrent, this.origin);
1615 dir -= this.origin + this.view_ofs;
1617 bot_aimdir(this, dir, 0);
1620 if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_REACHED)
1622 // Step 5: Waypoint reached
1623 LOG_TRACE(this.netname, "'s personal waypoint reached");
1624 waypoint_remove(this.havocbot_personal_waypoint);
1625 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_REACHED;
1626 return CMD_STATUS_FINISHED;
1629 return CMD_STATUS_EXECUTING;
1632 // Step 2: Linking waypoint
1633 if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_LINKING)
1635 // Wait until it is linked
1636 if(!this.havocbot_personal_waypoint.wplinked)
1638 LOG_TRACE(this.netname, " waiting for personal waypoint to be linked");
1639 return CMD_STATUS_EXECUTING;
1642 this.havocbot_personal_waypoint_searchtime = time; // so we set the route next frame
1643 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1644 this.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_GOING;
1646 // Step 3: Route to waypoint
1647 LOG_TRACE(this.netname, " walking to its personal waypoint");
1649 return CMD_STATUS_EXECUTING;
1652 // Step 1: Spawning waypoint
1653 wp = waypoint_spawnpersonal(this, pos);
1656 LOG_TRACE("Error: Can't spawn personal waypoint at ",vtos(pos));
1657 return CMD_STATUS_ERROR;
1660 this.havocbot_personal_waypoint = wp;
1661 this.havocbot_personal_waypoint_failcounter = 0;
1662 this.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1664 // if pos is inside a teleport, then let's mark it as teleport waypoint
1665 IL_EACH(g_teleporters, WarpZoneLib_BoxTouchesBrush(pos, pos, it, NULL),
1667 wp.wpflags |= WAYPOINTFLAG_TELEPORT;
1668 this.lastteleporttime = 0;
1672 if(wp.wpflags & WAYPOINTFLAG_TELEPORT)
1673 print("routing to a teleporter\n");
1675 print("routing to a non-teleporter\n");
1678 return CMD_STATUS_EXECUTING;
1681 float havocbot_resetgoal(entity this)
1683 navigation_clearroute(this);
1684 return CMD_STATUS_FINISHED;
1687 void havocbot_setupbot(entity this)
1689 this.bot_ai = havocbot_ai;
1690 this.cmd_moveto = havocbot_moveto;
1691 this.cmd_resetgoal = havocbot_resetgoal;
1693 // NOTE: bot is not player yet
1694 havocbot_chooserole(this);
1697 vector havocbot_dodge(entity this)
1699 // LordHavoc: disabled because this is too expensive
1704 float danger, bestdanger, vl, d;
1707 // check for dangerous objects near bot or approaching bot
1708 head = findchainfloat(bot_dodge, true);
1711 if (head.owner != this)
1713 vl = vlen(head.velocity);
1714 if (vl > autocvar_sv_maxspeed * 0.3)
1716 n = normalize(head.velocity);
1717 v = this.origin - head.origin;
1719 if (d > (0 - head.bot_dodgerating))
1720 if (d < (vl * 0.2 + head.bot_dodgerating))
1722 // calculate direction and distance from the flight path, by removing the forward axis
1723 v = v - (n * (v * n));
1724 danger = head.bot_dodgerating - vlen(v);
1725 if (bestdanger < danger)
1727 bestdanger = danger;
1728 // dodge to the side of the object
1729 dodge = normalize(v);
1735 danger = head.bot_dodgerating - vlen(head.origin - this.origin);
1736 if (bestdanger < danger)
1738 bestdanger = danger;
1739 dodge = normalize(this.origin - head.origin);