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;
211 // categorize forward movement
212 // at skill < 1.5 only forward
213 // at skill < 2.5 only individual directions
214 // at skill < 4.5 only individual directions, and forward diagonals
215 // at skill >= 4.5, all cases allowed
216 if (keyboard.x > trigger)
222 else if (keyboard.x < -trigger && sk > 1.5)
237 if (keyboard.y > trigger)
239 else if (keyboard.y < -trigger)
244 if (keyboard.z > trigger)
246 else if (keyboard.z < -trigger)
251 // make sure bots don't get stuck if havocbot_keyboardtime is very high
252 if (keyboard == '0 0 0')
253 this.havocbot_keyboardtime = min(this.havocbot_keyboardtime, time + 0.2);
255 this.havocbot_keyboard = keyboard * autocvar_sv_maxspeed;
256 if (this.havocbot_ducktime > time)
257 PHYS_INPUT_BUTTON_CROUCH(this) = true;
259 keyboard = this.havocbot_keyboard;
260 float blend = bound(0, vlen(destorg - this.origin) / autocvar_bot_ai_keyboard_distance, 1); // When getting close move with 360 degree
261 //dprint("movement ", vtos(CS(this).movement), " keyboard ", vtos(keyboard), " blend ", ftos(blend), "\n");
262 CS(this).movement = CS(this).movement + (keyboard - CS(this).movement) * blend;
266 void havocbot_bunnyhop(entity this, vector dir)
268 float bunnyhopdistance;
272 // Don't jump when attacking
273 if(this.aistatus & AI_STATUS_ATTACKING)
276 if(IS_PLAYER(this.goalcurrent))
279 maxspeed = autocvar_sv_maxspeed;
281 if(this.aistatus & AI_STATUS_RUNNING && vdist(this.velocity, <, autocvar_sv_maxspeed * 0.75)
282 || this.aistatus & AI_STATUS_DANGER_AHEAD)
284 this.aistatus &= ~AI_STATUS_RUNNING;
285 PHYS_INPUT_BUTTON_JUMP(this) = false;
286 this.bot_canruntogoal = 0;
287 this.bot_timelastseengoal = 0;
291 if(this.waterlevel > WATERLEVEL_WETFEET || IS_DUCKED(this))
293 this.aistatus &= ~AI_STATUS_RUNNING;
297 if(this.bot_lastseengoal != this.goalcurrent && !(this.aistatus & AI_STATUS_RUNNING))
299 this.bot_canruntogoal = 0;
300 this.bot_timelastseengoal = 0;
303 vector gco = get_closer_dest(this.goalcurrent, this.origin);
304 bunnyhopdistance = vlen(this.origin - gco);
306 // Run only to visible goals
307 if(IS_ONGROUND(this))
308 if(vdist(vec2(this.velocity), >=, autocvar_sv_maxspeed)) // if -really- running
309 if(checkpvs(this.origin + this.view_ofs, this.goalcurrent))
311 this.bot_lastseengoal = this.goalcurrent;
314 if(this.bot_timelastseengoal)
316 // for a period of time
317 if(time - this.bot_timelastseengoal > autocvar_bot_ai_bunnyhop_firstjumpdelay)
320 checkdistance = true;
322 // don't run if it is too close
323 if(this.bot_canruntogoal==0)
325 if(bunnyhopdistance > autocvar_bot_ai_bunnyhop_startdistance)
326 this.bot_canruntogoal = 1;
328 this.bot_canruntogoal = -1;
331 if(this.bot_canruntogoal != 1)
334 if(this.aistatus & AI_STATUS_ROAMING)
335 if(this.goalcurrent.classname=="waypoint")
336 if (!(this.goalcurrent.wpflags & WAYPOINTFLAG_PERSONAL))
337 if(fabs(gco.z - this.origin.z) < this.maxs.z - this.mins.z)
338 if(this.goalstack01 && !wasfreed(this.goalstack01))
339 if (!(this.goalstack01.wpflags & WAYPOINTFLAG_JUMP))
341 vector gno = (this.goalstack01.absmin + this.goalstack01.absmax) * 0.5;
342 deviation = vectoangles(gno - this.origin) - vectoangles(gco - this.origin);
343 while (deviation.y < -180) deviation.y = deviation.y + 360;
344 while (deviation.y > 180) deviation.y = deviation.y - 360;
346 if(fabs(deviation.y) < 20)
347 if(bunnyhopdistance < vlen(this.origin - gno))
348 if(fabs(gno.z - gco.z) < this.maxs.z - this.mins.z)
350 if(vdist(gco - gno, >, autocvar_bot_ai_bunnyhop_startdistance))
351 if(checkpvs(this.origin + this.view_ofs, this.goalstack01))
353 checkdistance = false;
360 this.aistatus &= ~AI_STATUS_RUNNING;
361 // increase stop distance in case the goal is on a slope or a lower platform
362 if(bunnyhopdistance > autocvar_bot_ai_bunnyhop_stopdistance + (this.origin.z - gco.z))
363 PHYS_INPUT_BUTTON_JUMP(this) = true;
367 this.aistatus |= AI_STATUS_RUNNING;
368 PHYS_INPUT_BUTTON_JUMP(this) = true;
374 this.bot_timelastseengoal = time;
379 this.bot_timelastseengoal = 0;
383 // Release jump button
384 if(!cvar("sv_pogostick"))
385 if((IS_ONGROUND(this)) == 0)
387 if(this.velocity.z < 0 || vlen(this.velocity)<maxspeed)
388 PHYS_INPUT_BUTTON_JUMP(this) = false;
391 if(this.aistatus & AI_STATUS_RUNNING)
392 if(vlen(this.velocity)>maxspeed)
394 deviation = vectoangles(dir) - vectoangles(this.velocity);
395 while (deviation.y < -180) deviation.y = deviation.y + 360;
396 while (deviation.y > 180) deviation.y = deviation.y - 360;
398 if(fabs(deviation.y)>10)
399 CS(this).movement_x = 0;
402 CS(this).movement_y = maxspeed * -1;
403 else if(deviation.y<10)
404 CS(this).movement_y = maxspeed;
411 // return true when bot isn't getting closer to the current goal
412 bool havocbot_checkgoaldistance(entity this, vector gco)
414 if (this.bot_stop_moving_timeout > time)
416 float curr_dist_z = max(20, fabs(this.origin.z - gco.z));
417 float curr_dist_2d = max(20, vlen(vec2(this.origin - gco)));
418 float distance_time = this.goalcurrent_distance_time;
419 if(distance_time < 0)
420 distance_time = -distance_time;
421 if(curr_dist_z >= this.goalcurrent_distance_z && curr_dist_2d >= this.goalcurrent_distance_2d)
424 this.goalcurrent_distance_time = time;
425 else if (time - 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_z = max(20, curr_dist_z - 10);
432 this.goalcurrent_distance_2d = max(20, curr_dist_2d - 10);
433 this.goalcurrent_distance_time = 0;
438 entity havocbot_select_an_item_of_group(entity this, int gr)
440 entity selected = NULL;
441 float selected_dist2 = 0;
442 // select farthest item of this group from bot's position
443 IL_EACH(g_items, it.item_group == gr && it.solid,
445 float dist2 = vlen2(this.origin - it.origin);
446 if (dist2 < 600 ** 2 && dist2 > selected_dist2)
449 selected_dist2 = vlen2(this.origin - selected.origin);
456 set_tracewalk_dest(selected, this.origin, false);
457 if (!tracewalk(this, this.origin, STAT(PL_MIN, this), STAT(PL_MAX, this),
458 tracewalk_dest, tracewalk_dest_height, bot_navigation_movemode))
466 void havocbot_movetogoal(entity this)
471 vector evadeobstacle;
473 float dodge_enemy_factor = 1;
477 //if (this.goalentity)
478 // te_lightning2(this, this.origin, (this.goalentity.absmin + this.goalentity.absmax) * 0.5);
479 CS(this).movement = '0 0 0';
480 maxspeed = autocvar_sv_maxspeed;
482 if (this.goalcurrent.wpflags & WAYPOINTFLAG_CROUCH)
483 PHYS_INPUT_BUTTON_CROUCH(this) = true;
485 PHYS_INPUT_BUTTON_CROUCH(this) = false;
487 PHYS_INPUT_BUTTON_JETPACK(this) = false;
488 // Jetpack navigation
489 if(this.navigation_jetpack_goal)
490 if(this.goalcurrent==this.navigation_jetpack_goal)
491 if(GetResource(this, RES_FUEL))
493 if(autocvar_bot_debug_goalstack)
495 debuggoalstack(this);
496 te_wizspike(this.navigation_jetpack_point);
500 if (!(this.aistatus & AI_STATUS_JETPACK_FLYING))
502 // Brake almost completely so it can get a good direction
503 if(vdist(this.velocity, >, 10))
505 this.aistatus |= AI_STATUS_JETPACK_FLYING;
508 makevectors(this.v_angle.y * '0 1 0');
509 dir = normalize(this.navigation_jetpack_point - this.origin);
512 if(this.aistatus & AI_STATUS_JETPACK_LANDING)
514 // Calculate brake distance in xy
515 float d = vlen(vec2(this.origin - (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5));
516 float vel2 = vlen2(vec2(this.velocity));
517 float db = (vel2 / (autocvar_g_jetpack_acceleration_side * 2)) + 100;
518 //LOG_INFOF("distance %d, velocity %d, brake at %d ", ceil(d), ceil(v), ceil(db));
519 if(d < db || d < 500)
522 if (vel2 > (maxspeed * 0.3) ** 2)
524 CS(this).movement_x = dir * v_forward * -maxspeed;
527 // Switch to normal mode
528 this.navigation_jetpack_goal = NULL;
529 this.aistatus &= ~AI_STATUS_JETPACK_LANDING;
530 this.aistatus &= ~AI_STATUS_JETPACK_FLYING;
534 else if(checkpvs(this.origin,this.goalcurrent))
536 // If I can see the goal switch to landing code
537 this.aistatus &= ~AI_STATUS_JETPACK_FLYING;
538 this.aistatus |= AI_STATUS_JETPACK_LANDING;
543 PHYS_INPUT_BUTTON_JETPACK(this) = true;
544 if(this.navigation_jetpack_point.z - STAT(PL_MAX, this).z + STAT(PL_MIN, this).z < this.origin.z)
546 CS(this).movement_x = dir * v_forward * maxspeed;
547 CS(this).movement_y = dir * v_right * maxspeed;
552 // Handling of jump pads
553 if(this.jumppadcount)
555 if(this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
557 this.aistatus |= AI_STATUS_OUT_JUMPPAD;
558 if(navigation_poptouchedgoals(this))
561 else if(this.aistatus & AI_STATUS_OUT_JUMPPAD)
563 // If got stuck on the jump pad try to reach the farthest visible waypoint
564 // but with some randomness so it can try out different paths
565 if(!this.goalcurrent)
567 entity newgoal = NULL;
568 IL_EACH(g_waypoints, vdist(it.origin - this.origin, <=, 1000),
570 if(it.wpflags & WAYPOINTFLAG_TELEPORT)
571 if(it.origin.z < this.origin.z - 100 && vdist(vec2(it.origin - this.origin), <, 100))
574 traceline(this.origin + this.view_ofs, ((it.absmin + it.absmax) * 0.5), true, this);
576 if(trace_fraction < 1)
579 if(!newgoal || ((random() < 0.8) && vlen2(it.origin - this.origin) > vlen2(newgoal.origin - this.origin)))
585 this.ignoregoal = this.goalcurrent;
586 this.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
587 navigation_clearroute(this);
588 navigation_routetogoal(this, newgoal, this.origin);
589 if(autocvar_bot_debug_goalstack)
590 debuggoalstack(this);
591 this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
594 else //if (this.goalcurrent)
596 if (this.goalcurrent.bot_pickup)
598 entity jumppad_wp = this.goalcurrent_prev;
599 navigation_poptouchedgoals(this);
600 if(!this.goalcurrent && jumppad_wp.wp00)
602 // head to the jumppad destination once bot reaches the goal item
603 navigation_pushroute(this, jumppad_wp.wp00);
606 vector gco = (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5;
607 if (this.origin.z > gco.z && vdist(vec2(this.velocity), <, autocvar_sv_maxspeed))
609 if (this.velocity.z < 0)
610 this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
612 else if(havocbot_checkgoaldistance(this, gco))
614 navigation_clearroute(this);
615 navigation_goalrating_timeout_force(this);
621 else //if (!(this.aistatus & AI_STATUS_OUT_JUMPPAD))
623 if(this.velocity.z > 0 && this.origin.z - this.lastteleport_origin.z > (this.maxs.z - this.mins.z) * 0.5)
625 vector velxy = this.velocity; velxy_z = 0;
626 if(vdist(velxy, <, autocvar_sv_maxspeed * 0.2))
628 LOG_TRACE("Warning: ", this.netname, " got stuck on a jumppad (velocity in xy is ", vtos(velxy), "), trying to get out of it now");
629 this.aistatus |= AI_STATUS_OUT_JUMPPAD;
634 // Don't chase players while using a jump pad
635 if(IS_PLAYER(this.goalcurrent) || IS_PLAYER(this.goalstack01))
639 else if(this.aistatus & AI_STATUS_OUT_JUMPPAD)
640 this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
642 // If there is a trigger_hurt right below try to use the jetpack or make a rocketjump
643 if (skill > 6 && !(IS_ONGROUND(this)))
645 #define ROCKETJUMP_DAMAGE() WEP_CVAR(devastator, damage) * 0.8 \
646 * ((this.strength_finished > time) ? autocvar_g_balance_powerup_strength_selfdamage : 1) \
647 * ((this.invincible_finished > time) ? autocvar_g_balance_powerup_invincible_takedamage : 1)
649 tracebox(this.origin, this.mins, this.maxs, this.origin + '0 0 -65536', MOVE_NOMONSTERS, this);
650 if(tracebox_hits_trigger_hurt(this.origin, this.mins, this.maxs, trace_endpos ))
651 if(this.items & IT_JETPACK)
653 tracebox(this.origin, this.mins, this.maxs, this.origin + '0 0 65536', MOVE_NOMONSTERS, this);
654 if(tracebox_hits_trigger_hurt(this.origin, this.mins, this.maxs, trace_endpos + '0 0 1' ))
656 if(this.velocity.z<0)
657 PHYS_INPUT_BUTTON_JETPACK(this) = true;
660 PHYS_INPUT_BUTTON_JETPACK(this) = true;
662 // If there is no goal try to move forward
664 if(this.goalcurrent==NULL)
667 dir = normalize(( ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5 ) - this.origin);
669 vector xyvelocity = this.velocity; xyvelocity_z = 0;
670 float xyspeed = xyvelocity * dir;
672 if(xyspeed < (maxspeed / 2))
674 makevectors(this.v_angle.y * '0 1 0');
675 tracebox(this.origin, this.mins, this.maxs, this.origin + (dir * maxspeed * 3), MOVE_NOMONSTERS, this);
676 if(trace_fraction==1)
678 CS(this).movement_x = dir * v_forward * maxspeed;
679 CS(this).movement_y = dir * v_right * maxspeed;
681 havocbot_keyboard_movement(this, this.origin + dir * 100);
685 this.havocbot_blockhead = true;
689 else if(!this.jumppadcount && !waypoint_is_hardwiredlink(this.goalcurrent_prev, this.goalcurrent)
690 && !(this.goalcurrent_prev && this.goalcurrent_prev.wpflags & WAYPOINTFLAG_JUMP)
691 && GetResource(this, RES_HEALTH) + GetResource(this, RES_ARMOR) > ROCKETJUMP_DAMAGE())
693 if(this.velocity.z < 0)
695 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
697 .entity weaponentity = weaponentities[slot];
699 if(this.(weaponentity).m_weapon == WEP_Null && slot != 0)
702 if(client_hasweapon(this, WEP_DEVASTATOR, weaponentity, true, false))
704 CS(this).movement_x = maxspeed;
706 if(this.rocketjumptime)
708 if(time > this.rocketjumptime)
710 PHYS_INPUT_BUTTON_ATCK2(this) = true;
711 this.rocketjumptime = 0;
716 this.(weaponentity).m_switchweapon = WEP_DEVASTATOR;
718 PHYS_INPUT_BUTTON_ATCK(this) = true;
719 this.rocketjumptime = time + WEP_CVAR(devastator, detonatedelay);
727 // If there is no goal try to move forward
728 if(this.goalcurrent==NULL)
729 CS(this).movement_x = maxspeed;
733 // If we are under water with no goals, swim up
734 if(this.waterlevel && !this.goalcurrent)
737 if(this.waterlevel>WATERLEVEL_SWIMMING)
739 else if(this.velocity.z >= 0 && !(this.waterlevel == WATERLEVEL_WETFEET && this.watertype == CONTENT_WATER))
740 PHYS_INPUT_BUTTON_JUMP(this) = true;
742 PHYS_INPUT_BUTTON_JUMP(this) = false;
743 makevectors(this.v_angle.y * '0 1 0');
744 vector v = dir * maxspeed;
745 CS(this).movement.x = v * v_forward;
746 CS(this).movement.y = v * v_right;
747 CS(this).movement.z = v * v_up;
750 // if there is nowhere to go, exit
751 if (this.goalcurrent == NULL)
755 bool locked_goal = false;
756 if((this.goalentity && wasfreed(this.goalentity))
757 || (this.goalcurrent == this.goalentity && this.goalentity.tag_entity))
759 navigation_clearroute(this);
760 navigation_goalrating_timeout_force(this);
763 else if(this.goalentity.tag_entity)
765 navigation_goalrating_timeout_expire(this, 2);
767 else if(this.goalentity.bot_pickup)
769 if(this.goalentity.bot_pickup_respawning)
771 if(this.goalentity.solid) // item respawned
772 this.goalentity.bot_pickup_respawning = false;
773 else if(time < this.goalentity.scheduledrespawntime - 10) // item already taken (by someone else)
775 if(checkpvs(this.origin, this.goalentity))
777 this.goalentity.bot_pickup_respawning = false;
778 navigation_goalrating_timeout_expire(this, random());
780 locked_goal = true; // wait for item to respawn
782 else if(this.goalentity == this.goalcurrent)
783 locked_goal = true; // wait for item to respawn
785 else if(!this.goalentity.solid && !boxesoverlap(this.goalentity.absmin, this.goalentity.absmax, this.absmin, this.absmax))
787 if(checkpvs(this.origin, this.goalentity))
789 navigation_goalrating_timeout_expire(this, random());
793 if (this.goalcurrent == this.goalentity && this.goalentity_lock_timeout > time)
796 if (navigation_shortenpath(this))
798 if (vdist(this.origin - this.goalcurrent_prev.origin, <, 50)
799 && navigation_goalrating_timeout_can_be_anticipated(this))
801 navigation_goalrating_timeout_force(this);
805 bool goalcurrent_can_be_removed = false;
806 if (IS_PLAYER(this.goalcurrent) || IS_MONSTER(this.goalcurrent))
808 bool freeze_state_changed = (boolean(STAT(FROZEN, this.goalentity)) != this.goalentity_shouldbefrozen);
809 if (IS_DEAD(this.goalcurrent) || (this.goalentity == this.goalcurrent && freeze_state_changed))
811 goalcurrent_can_be_removed = true;
812 // don't remove if not visible
813 if (checkpvs(this.origin + this.view_ofs, this.goalcurrent))
815 if (IS_DEAD(this.goalcurrent))
817 IL_EACH(g_items, it.enemy == this.goalcurrent && Item_IsLoot(it),
819 if (vdist(it.origin - this.goalcurrent.death_origin, <, 50))
821 navigation_clearroute(this);
822 navigation_pushroute(this, it);
823 // loot can't be immediately rated since it isn't on ground yet
824 // it will be rated after a second when on ground, meanwhile head to it
825 navigation_goalrating_timeout_expire(this, 1);
830 if (!Item_IsLoot(this.goalcurrent))
832 navigation_goalrating_timeout_force(this);
837 else if (!(STAT(FROZEN, this.goalentity)) && this.bot_tracewalk_time < time)
839 set_tracewalk_dest(this.goalcurrent, this.origin, true);
840 if (!(trace_ent == this || tracewalk(this, this.origin, this.mins, this.maxs,
841 tracewalk_dest, tracewalk_dest_height, bot_navigation_movemode)))
843 navigation_goalrating_timeout_force(this);
846 this.bot_tracewalk_time = max(time, this.bot_tracewalk_time) + 0.25;
852 // optimize path finding by anticipating goalrating when bot is near a waypoint;
853 // in this case path finding can start directly from a waypoint instead of
854 // looking for all the reachable waypoints up to a certain distance
855 if (navigation_poptouchedgoals(this))
857 if (this.goalcurrent)
859 if (goalcurrent_can_be_removed)
861 // remove even if not visible
862 navigation_goalrating_timeout_force(this);
865 else if (navigation_goalrating_timeout_can_be_anticipated(this))
866 navigation_goalrating_timeout_force(this);
870 entity old_goal = this.goalcurrent_prev;
871 if (old_goal.item_group && this.item_group != old_goal.item_group)
873 // Avoid multiple costly calls of path finding code that selects one of the closest
874 // item of the group by telling the bot to head directly to the farthest item.
875 // Next time we let the bot select a goal as usual which can be another item
876 // of this group (the closest one) and so on
877 this.item_group = old_goal.item_group;
878 entity new_goal = havocbot_select_an_item_of_group(this, old_goal.item_group);
880 navigation_pushroute(this, new_goal);
886 // if ran out of goals try to use an alternative goal or get a new strategy asap
887 if(this.goalcurrent == NULL)
889 navigation_goalrating_timeout_force(this);
894 if(autocvar_bot_debug_goalstack)
895 debuggoalstack(this);
897 bool bunnyhop_forbidden = false;
898 vector destorg = get_closer_dest(this.goalcurrent, this.origin);
899 if (this.jumppadcount && this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
901 // if bot used the jumppad, push towards jumppad origin until jumppad waypoint gets removed
902 destorg = this.goalcurrent.origin;
904 else if (this.goalcurrent.wpisbox)
906 // if bot is inside the teleport waypoint, head to teleport origin until teleport gets used
907 // do it even if bot is on a ledge above a teleport/jumppad so it doesn't get stuck
908 if (boxesoverlap(this.goalcurrent.absmin, this.goalcurrent.absmax, this.origin + eZ * this.mins.z, this.origin + eZ * this.maxs.z)
909 || (this.absmin.z > destorg.z && destorg.x == this.origin.x && destorg.y == this.origin.y))
911 bunnyhop_forbidden = true;
912 destorg = this.goalcurrent.origin;
913 if(destorg.z > this.origin.z)
914 PHYS_INPUT_BUTTON_JUMP(this) = true;
918 diff = destorg - this.origin;
920 if (time < this.bot_stop_moving_timeout
921 || (this.goalcurrent == this.goalentity && time < this.goalentity_lock_timeout && vdist(diff, <, 10)))
923 // stop if the locked goal has been reached
924 destorg = this.origin;
925 diff = dir = '0 0 0';
927 else if (IS_PLAYER(this.goalcurrent) || IS_MONSTER(this.goalcurrent))
929 if (vdist(diff, <, 80))
931 // stop if too close to target player (even if frozen)
932 destorg = this.origin;
933 diff = dir = '0 0 0';
937 // move destorg out of target players, otherwise bot will consider them
938 // an obstacle that needs to be jumped (especially if frozen)
939 dir = normalize(diff);
940 destorg -= dir * PL_MAX_CONST.x * M_SQRT2;
941 diff = destorg - this.origin;
945 dir = normalize(diff);
946 flatdir = (diff.z == 0) ? dir : normalize(vec2(diff));
948 //if (this.bot_dodgevector_time < time)
950 //this.bot_dodgevector_time = time + cvar("bot_ai_dodgeupdateinterval");
951 //this.bot_dodgevector_jumpbutton = 1;
952 evadeobstacle = '0 0 0';
955 this.aistatus &= ~AI_STATUS_DANGER_AHEAD;
956 makevectors(this.v_angle.y * '0 1 0');
957 if (this.waterlevel > WATERLEVEL_WETFEET)
959 if (this.waterlevel > WATERLEVEL_SWIMMING)
961 if(!this.goalcurrent)
962 this.aistatus |= AI_STATUS_OUT_WATER;
963 else if(destorg.z > this.origin.z)
964 PHYS_INPUT_BUTTON_JUMP(this) = true;
968 if(this.velocity.z >= 0 && !(this.watertype == CONTENT_WATER && destorg.z < this.origin.z) &&
969 (this.aistatus & AI_STATUS_OUT_WATER))
971 PHYS_INPUT_BUTTON_JUMP(this) = true;
976 PHYS_INPUT_BUTTON_JUMP(this) = false;
977 if (destorg.z > this.origin.z)
986 if(this.aistatus & AI_STATUS_OUT_WATER)
987 this.aistatus &= ~AI_STATUS_OUT_WATER;
989 // jump if going toward an obstacle that doesn't look like stairs we
990 // can walk up directly
991 vector deviation = '0 0 0';
992 float current_speed = vlen(vec2(this.velocity));
993 if (current_speed < maxspeed * 0.2)
994 current_speed = maxspeed * 0.2;
997 deviation = vectoangles(diff) - vectoangles(this.velocity);
998 while (deviation.y < -180) deviation.y += 360;
999 while (deviation.y > 180) deviation.y -= 360;
1001 float turning = false;
1002 vector flat_diff = vec2(diff);
1003 offset = max(32, current_speed * cos(deviation.y * DEG2RAD) * 0.3) * flatdir;
1004 vector actual_destorg = this.origin + offset;
1005 if (this.goalcurrent_prev && this.goalcurrent_prev.wpflags & WAYPOINTFLAG_JUMP)
1007 if (time > this.bot_stop_moving_timeout
1008 && fabs(deviation.y) > 20 && current_speed > maxspeed * 0.4
1009 && vdist(vec2(this.origin - this.goalcurrent_prev.origin), <, 50))
1011 this.bot_stop_moving_timeout = time + 0.1;
1013 if (current_speed > autocvar_sv_maxspeed * 0.9
1014 && vlen2(flat_diff) < vlen2(vec2(this.goalcurrent_prev.origin - destorg))
1015 && vdist(vec2(this.origin - this.goalcurrent_prev.origin), >, 50)
1016 && vdist(vec2(this.origin - this.goalcurrent_prev.origin), <, 150)
1019 PHYS_INPUT_BUTTON_JUMP(this) = true;
1020 // avoid changing route while bot is jumping a gap
1021 navigation_goalrating_timeout_extend_if_needed(this, 1.5);
1024 else if (!this.goalstack01 || this.goalcurrent.wpflags & (WAYPOINTFLAG_TELEPORT | WAYPOINTFLAG_LADDER))
1026 if (vlen2(flat_diff) < vlen2(offset))
1028 if (this.goalcurrent.wpflags & WAYPOINTFLAG_JUMP && this.goalstack01)
1030 // oblique warpzones need a jump otherwise bots gets stuck
1031 PHYS_INPUT_BUTTON_JUMP(this) = true;
1035 actual_destorg.x = destorg.x;
1036 actual_destorg.y = destorg.y;
1040 else if (vdist(flat_diff, <, 32) && diff.z < -16) // destination is under the bot
1042 actual_destorg.x = destorg.x;
1043 actual_destorg.y = destorg.y;
1045 else if (vlen2(flat_diff) < vlen2(offset))
1047 vector next_goal_org = (this.goalstack01.absmin + this.goalstack01.absmax) * 0.5;
1048 vector next_dir = normalize(vec2(next_goal_org - destorg));
1049 float dist = vlen(vec2(this.origin + offset - destorg));
1050 // if current and next goal are close to each other make sure
1051 // actual_destorg isn't set beyond next_goal_org
1052 if (dist ** 2 > vlen2(vec2(next_goal_org - destorg)))
1053 actual_destorg = next_goal_org;
1055 actual_destorg = vec2(destorg) + dist * next_dir;
1056 actual_destorg.z = this.origin.z;
1060 LABEL(jumpobstacle_check);
1061 dir = flatdir = normalize(actual_destorg - this.origin);
1063 bool jump_forbidden = false;
1064 if (!turning && fabs(deviation.y) > 50)
1065 jump_forbidden = true;
1066 else if (IS_DUCKED(this))
1068 tracebox(this.origin, PL_MIN_CONST, PL_MAX_CONST, this.origin, false, this);
1069 if (trace_startsolid)
1070 jump_forbidden = true;
1073 if (!jump_forbidden)
1075 tracebox(this.origin, this.mins, this.maxs, actual_destorg, false, this);
1076 if (trace_fraction < 1 && trace_plane_normal.z < 0.7)
1079 tracebox(this.origin + stepheightvec, this.mins, this.maxs, actual_destorg + stepheightvec, false, this);
1080 if (trace_fraction < s + 0.01 && trace_plane_normal.z < 0.7)
1082 // found an obstacle
1083 if (turning && fabs(deviation.y) > 5)
1085 // check if the obstacle is still there without turning
1086 actual_destorg = destorg;
1088 this.bot_tracewalk_time = time + 0.25;
1089 goto jumpobstacle_check;
1092 // don't artificially reduce max jump height in real-time
1093 // (jumpstepheightvec is reduced a bit to make the jumps easy in tracewalk)
1094 vector jump_height = (IS_ONGROUND(this)) ? stepheightvec + jumpheight_vec : jumpstepheightvec;
1095 tracebox(this.origin + jump_height, this.mins, this.maxs, actual_destorg + jump_height, false, this);
1096 if (trace_fraction > s)
1097 PHYS_INPUT_BUTTON_JUMP(this) = true;
1100 jump_height = stepheightvec + jumpheight_vec / 2;
1101 tracebox(this.origin + jump_height, this.mins, this.maxs, actual_destorg + jump_height, false, this);
1102 if (trace_fraction > s)
1103 PHYS_INPUT_BUTTON_JUMP(this) = true;
1109 // if bot for some reason doesn't get close to the current goal find another one
1110 if(!this.jumppadcount && !IS_PLAYER(this.goalcurrent))
1111 if(!(locked_goal && this.goalcurrent_distance_z < 50 && this.goalcurrent_distance_2d < 50))
1112 if(havocbot_checkgoaldistance(this, destorg))
1114 if(this.goalcurrent_distance_time < 0) // can't get close for the second time
1116 navigation_clearroute(this);
1117 navigation_goalrating_timeout_force(this);
1121 set_tracewalk_dest(this.goalcurrent, this.origin, false);
1122 if (!tracewalk(this, this.origin, this.mins, this.maxs,
1123 tracewalk_dest, tracewalk_dest_height, bot_navigation_movemode))
1125 navigation_clearroute(this);
1126 navigation_goalrating_timeout_force(this);
1130 // give bot only another chance to prevent bot getting stuck
1131 // in case it thinks it can walk but actually can't
1132 this.goalcurrent_distance_z = FLOAT_MAX;
1133 this.goalcurrent_distance_2d = FLOAT_MAX;
1134 this.goalcurrent_distance_time = -time; // mark second try
1137 // Check for water/slime/lava and dangerous edges
1138 // (only when the bot is on the ground or jumping intentionally)
1140 if (skill + this.bot_moveskill <= 3 && time > this.bot_stop_moving_timeout
1141 && current_speed > maxspeed * 0.9 && fabs(deviation.y) > 70)
1143 this.bot_stop_moving_timeout = time + 0.4 + random() * 0.2;
1146 offset = (vdist(this.velocity, >, 32) ? this.velocity * 0.2 : flatdir * 32);
1147 vector dst_ahead = this.origin + this.view_ofs + offset;
1148 vector dst_down = dst_ahead - '0 0 3000';
1149 traceline(this.origin + this.view_ofs, dst_ahead, true, NULL);
1151 bool unreachable = false;
1153 if (trace_fraction == 1 && !this.jumppadcount
1154 && !waypoint_is_hardwiredlink(this.goalcurrent_prev, this.goalcurrent)
1155 && !(this.goalcurrent_prev && this.goalcurrent_prev.wpflags & WAYPOINTFLAG_JUMP) )
1156 if((IS_ONGROUND(this)) || (this.aistatus & AI_STATUS_RUNNING) || (this.aistatus & AI_STATUS_ROAMING) || PHYS_INPUT_BUTTON_JUMP(this))
1159 traceline(dst_ahead , dst_down, true, NULL);
1160 //te_lightning2(NULL, this.origin + this.view_ofs, dst_ahead); // Draw "ahead" look
1161 //te_lightning2(NULL, dst_ahead, trace_endpos); // Draw "downwards" look
1162 if(trace_endpos.z < this.origin.z + this.mins.z)
1164 s = pointcontents(trace_endpos + '0 0 1');
1165 if (s != CONTENT_SOLID)
1166 if (s == CONTENT_LAVA || s == CONTENT_SLIME)
1167 evadelava = normalize(this.velocity) * -1;
1168 else if (s == CONTENT_SKY)
1169 evadeobstacle = normalize(this.velocity) * -1;
1170 else if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos))
1172 // the traceline check isn't enough but is good as optimization,
1173 // when not true (most of the time) this tracebox call is avoided
1174 tracebox(dst_ahead, this.mins, this.maxs, dst_down, true, this);
1175 if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos))
1177 if (destorg.z > this.origin.z + jumpstepheightvec.z)
1179 // the goal is probably on an upper platform, assume bot can't get there
1183 evadelava = normalize(this.velocity) * -1;
1190 evadeobstacle.z = 0;
1192 makevectors(this.v_angle.y * '0 1 0');
1194 if(evadeobstacle || evadelava || (s == CONTENT_WATER))
1196 this.aistatus |= AI_STATUS_DANGER_AHEAD;
1197 if(IS_PLAYER(this.goalcurrent))
1201 // slow down if bot is in the air and goal is under it
1202 if (!waypoint_is_hardwiredlink(this.goalcurrent_prev, this.goalcurrent)
1203 && vdist(flat_diff, <, 250) && this.origin.z - destorg.z > 120
1204 && (!IS_ONGROUND(this) || vdist(vec2(this.velocity), >, maxspeed * 0.3)))
1206 // tracebox wouldn't work when bot is still on the ledge
1207 traceline(this.origin, this.origin - '0 0 200', true, this);
1208 if (this.origin.z - trace_endpos.z > 120)
1209 evadeobstacle = normalize(this.velocity) * -1;
1214 navigation_clearroute(this);
1215 navigation_goalrating_timeout_force(this);
1216 this.ignoregoal = this.goalcurrent;
1217 this.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
1221 dodge = havocbot_dodge(this);
1223 dodge *= bound(0, 0.5 + (skill + this.bot_dodgeskill) * 0.1, 1);
1224 dodge += evadeobstacle + evadelava;
1225 evadelava = evadelava * bound(1,3-(skill+this.bot_dodgeskill),3); //Noobs fear lava a lot and take more distance from it
1228 traceline(this.origin, (this.enemy.absmin + this.enemy.absmax) * 0.5, true, NULL);
1229 if (IS_PLAYER(trace_ent))
1230 dodge_enemy_factor = bound(0, (skill + this.bot_dodgeskill) / 7, 1);
1232 // this.bot_dodgevector = dir;
1233 // this.bot_dodgevector_jumpbutton = PHYS_INPUT_BUTTON_JUMP(this);
1236 float ladder_zdir = 0;
1237 if(time < this.ladder_time)
1239 if(this.goalcurrent.origin.z + this.goalcurrent.mins.z > this.origin.z + this.mins.z)
1241 if(this.origin.z + this.mins.z < this.ladder_entity.origin.z + this.ladder_entity.maxs.z)
1246 if(this.origin.z + this.mins.z > this.ladder_entity.origin.z + this.ladder_entity.mins.z)
1251 if (vdist(vec2(diff), <, 40))
1252 dir.z = ladder_zdir * 4;
1254 dir.z = ladder_zdir * 2;
1255 dir = normalize(dir);
1259 if (this.goalcurrent.wpisbox
1260 && boxesoverlap(this.goalcurrent.absmin, this.goalcurrent.absmax, this.origin, this.origin))
1262 // bot is inside teleport waypoint but hasn't touched the real teleport yet
1263 // head to teleport origin
1264 dir = (this.goalcurrent.origin - this.origin);
1266 dir = normalize(dir);
1269 // already executed when bot targets an enemy
1270 if (!this.bot_aimdir_executed)
1272 if (time < this.bot_stop_moving_timeout)
1273 bot_aimdir(this, normalize(this.goalcurrent.origin - this.origin), 0);
1275 bot_aimdir(this, dir, 0);
1280 dir *= dodge_enemy_factor;
1281 dir = normalize(dir + dodge);
1284 makevectors(this.v_angle);
1285 //dir = this.bot_dodgevector;
1286 //if (this.bot_dodgevector_jumpbutton)
1287 // PHYS_INPUT_BUTTON_JUMP(this) = true;
1288 CS(this).movement_x = dir * v_forward * maxspeed;
1289 CS(this).movement_y = dir * v_right * maxspeed;
1290 CS(this).movement_z = dir * v_up * maxspeed;
1292 // Emulate keyboard interface
1294 havocbot_keyboard_movement(this, destorg);
1297 //if(this.aistatus & AI_STATUS_ROAMING)
1298 if(!bunnyhop_forbidden && this.goalcurrent)
1299 if(skill+this.bot_moveskill >= autocvar_bot_ai_bunnyhop_skilloffset)
1300 havocbot_bunnyhop(this, dir);
1302 if (dir * v_up >= autocvar_sv_jumpvelocity * 0.5 && IS_ONGROUND(this))
1303 PHYS_INPUT_BUTTON_JUMP(this) = true;
1306 if (dodge * v_up > 0 && random() * frametime >= 0.2 * bound(0, (10 - skill - this.bot_dodgeskill) * 0.1, 1))
1307 PHYS_INPUT_BUTTON_JUMP(this) = true;
1308 if (dodge * v_up < 0 && random() * frametime >= 0.5 * bound(0, (10 - skill - this.bot_dodgeskill) * 0.1, 1))
1309 this.havocbot_ducktime = time + 0.3 / bound(0.1, skill + this.bot_dodgeskill, 10);
1313 entity havocbot_gettarget(entity this, bool secondary)
1316 vector eye = CENTER_OR_VIEWOFS(this);
1317 IL_EACH(g_bot_targets, boolean((secondary) ? it.classname == "misc_breakablemodel" : it.classname != "misc_breakablemodel"),
1319 vector v = CENTER_OR_VIEWOFS(it);
1320 if(vdist(v - eye, <, autocvar_bot_ai_enemydetectionradius))
1321 if(!best || vlen2(CENTER_OR_VIEWOFS(best) - eye) > vlen2(v - eye))
1322 if(bot_shouldattack(this, it))
1324 traceline(eye, v, true, this);
1325 if (trace_ent == it || trace_fraction >= 1)
1333 void havocbot_chooseenemy(entity this)
1335 if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(this))
1342 if (!bot_shouldattack(this, this.enemy))
1344 // enemy died or something, find a new target
1346 this.havocbot_chooseenemy_finished = time;
1348 else if (this.havocbot_stickenemy)
1350 // tracking last chosen enemy
1351 // if enemy is visible
1352 // and not really really far away
1353 // and we're not severely injured
1354 // then keep tracking for a half second into the future
1355 traceline(this.origin+this.view_ofs, ( this.enemy.absmin + this.enemy.absmax ) * 0.5,false,NULL);
1356 if (trace_ent == this.enemy || trace_fraction == 1)
1357 if (vdist(((this.enemy.absmin + this.enemy.absmax) * 0.5) - this.origin, <, 1000))
1358 if (GetResource(this, RES_HEALTH) > 30)
1360 // remain tracking him for a shot while (case he went after a small corner or pilar
1361 this.havocbot_chooseenemy_finished = time + 0.5;
1364 // enemy isn't visible, or is far away, or we're injured severely
1365 // so stop preferring this enemy
1366 // (it will still take a half second until a new one is chosen)
1367 this.havocbot_stickenemy = 0;
1370 if (time < this.havocbot_chooseenemy_finished)
1372 this.havocbot_chooseenemy_finished = time + autocvar_bot_ai_enemydetectioninterval;
1373 vector eye = this.origin + this.view_ofs;
1375 float bestrating = 100000000;
1378 int hf = this.dphitcontentsmask;
1380 // Search for enemies, if no enemy can be seen directly try to look through transparent objects
1382 this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
1384 bool scan_transparent = false;
1385 bool scan_secondary_targets = false;
1386 bool have_secondary_targets = false;
1389 scan_secondary_targets = false;
1391 IL_EACH(g_bot_targets, it.bot_attack,
1393 if(!scan_secondary_targets)
1395 if(it.classname == "misc_breakablemodel")
1397 have_secondary_targets = true;
1401 else if(it.classname != "misc_breakablemodel")
1404 vector v = (it.absmin + it.absmax) * 0.5;
1405 float rating = vlen2(v - eye);
1406 if (vdist(v - eye, <, autocvar_bot_ai_enemydetectionradius))
1407 if (bestrating > rating)
1408 if (bot_shouldattack(this, it))
1410 traceline(eye, v, true, this);
1411 if (trace_ent == it || trace_fraction >= 1)
1414 bestrating = rating;
1419 if(!best && have_secondary_targets && !scan_secondary_targets)
1421 scan_secondary_targets = true;
1423 bestrating = 100000000;
1427 // I want to do a second scan if no enemy was found or I don't have weapons
1428 // TODO: Perform the scan when using the rifle (requires changes on the rifle code)
1429 if(best || STAT(WEAPONS, this)) // || this.weapon == WEP_RIFLE.m_id
1431 if(scan_transparent)
1434 // Set flags to see through transparent objects
1435 this.dphitcontentsmask |= DPCONTENTS_OPAQUE;
1437 scan_transparent = true;
1440 // Restore hit flags
1441 this.dphitcontentsmask = hf;
1444 this.havocbot_stickenemy = true;
1445 if(best && best.classname == "misc_breakablemodel")
1446 this.havocbot_stickenemy = false;
1449 float havocbot_chooseweapon_checkreload(entity this, .entity weaponentity, int new_weapon)
1451 // bots under this skill cannot find unloaded weapons to reload idly when not in combat,
1452 // so skip this for them, or they'll never get to reload their weapons at all.
1453 // this also allows bots under this skill to be more stupid, and reload more often during combat :)
1457 // if this weapon is scheduled for reloading, don't switch to it during combat
1458 if (this.(weaponentity).weapon_load[new_weapon] < 0)
1460 FOREACH(Weapons, it != WEP_Null, {
1461 if(it.wr_checkammo1(it, this, weaponentity) + it.wr_checkammo2(it, this, weaponentity))
1462 return true; // other weapon available
1469 void havocbot_chooseweapon(entity this, .entity weaponentity)
1474 if(g_weaponarena_weapons == WEPSET(TUBA))
1476 this.(weaponentity).m_switchweapon = WEP_TUBA;
1480 // TODO: clean this up by moving it to weapon code
1481 if(this.enemy==NULL)
1483 // If no weapon was chosen get the first available weapon
1484 if(this.(weaponentity).m_weapon==WEP_Null)
1485 FOREACH(Weapons, it != WEP_Null, {
1486 if(client_hasweapon(this, it, weaponentity, true, false))
1488 this.(weaponentity).m_switchweapon = it;
1495 // Do not change weapon during the next second after a combo
1496 float f = time - this.lastcombotime;
1501 float distance; distance=bound(10,vlen(this.origin-this.enemy.origin)-200,10000);
1503 // Should it do a weapon combo?
1504 float af, ct, combo_time, combo;
1506 af = ATTACK_FINISHED(this, weaponentity);
1507 ct = autocvar_bot_ai_weapon_combo_threshold;
1509 // Bots with no skill will be 4 times more slower than "godlike" bots when doing weapon combos
1510 // Ideally this 4 should be calculated as longest_weapon_refire / bot_ai_weapon_combo_threshold
1511 combo_time = time + ct + (ct * ((-0.3*(skill+this.bot_weaponskill))+3));
1515 if(autocvar_bot_ai_weapon_combo)
1516 if(this.(weaponentity).m_weapon.m_id == this.(weaponentity).lastfiredweapon)
1520 this.lastcombotime = time;
1523 distance *= (2 ** this.bot_rangepreference);
1525 // Custom weapon list based on distance to the enemy
1526 if(bot_custom_weapon){
1528 // Choose weapons for far distance
1529 if ( distance > bot_distance_far ) {
1530 for(i=0; i < Weapons_COUNT && bot_weapons_far[i] != -1 ; ++i){
1531 w = bot_weapons_far[i];
1532 if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
1534 if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1536 this.(weaponentity).m_switchweapon = Weapons_from(w);
1542 // Choose weapons for mid distance
1543 if ( distance > bot_distance_close) {
1544 for(i=0; i < Weapons_COUNT && bot_weapons_mid[i] != -1 ; ++i){
1545 w = bot_weapons_mid[i];
1546 if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
1548 if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1550 this.(weaponentity).m_switchweapon = Weapons_from(w);
1556 // Choose weapons for close distance
1557 for(i=0; i < Weapons_COUNT && bot_weapons_close[i] != -1 ; ++i){
1558 w = bot_weapons_close[i];
1559 if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
1561 if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1563 this.(weaponentity).m_switchweapon = Weapons_from(w);
1570 void havocbot_aim(entity this)
1572 if (time < this.nextaim)
1574 this.nextaim = time + 0.1;
1575 vector myvel = this.velocity;
1576 if (!this.waterlevel)
1578 if(MUTATOR_CALLHOOK(HavocBot_Aim, this)) { /* do nothing */ }
1579 else if (this.enemy)
1581 vector enemyvel = this.enemy.velocity;
1582 if (!this.enemy.waterlevel)
1584 lag_additem(this, time + CS(this).ping, 0, 0, this.enemy, this.origin, myvel, (this.enemy.absmin + this.enemy.absmax) * 0.5, enemyvel);
1587 lag_additem(this, time + CS(this).ping, 0, 0, NULL, this.origin, myvel, ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5, '0 0 0');
1590 bool havocbot_moveto_refresh_route(entity this)
1592 // Refresh path to goal if necessary
1594 wp = this.havocbot_personal_waypoint;
1595 navigation_goalrating_start(this);
1596 navigation_routerating(this, wp, 10000, 10000);
1597 navigation_goalrating_end(this);
1598 return (this.goalentity != NULL);
1601 float havocbot_moveto(entity this, vector pos)
1605 if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_GOING)
1607 // Step 4: Move to waypoint
1608 if(this.havocbot_personal_waypoint==NULL)
1610 LOG_TRACE("Error: ", this.netname, " trying to walk to a non existent personal waypoint");
1611 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_GOING;
1612 return CMD_STATUS_ERROR;
1615 if (!bot_strategytoken_taken)
1616 if(this.havocbot_personal_waypoint_searchtime<time)
1618 bot_strategytoken_taken = true;
1619 if(havocbot_moveto_refresh_route(this))
1621 LOG_TRACE(this.netname, " walking to its personal waypoint (after ", ftos(this.havocbot_personal_waypoint_failcounter), " failed attempts)");
1622 this.havocbot_personal_waypoint_searchtime = time + 10;
1623 this.havocbot_personal_waypoint_failcounter = 0;
1627 this.havocbot_personal_waypoint_failcounter += 1;
1628 this.havocbot_personal_waypoint_searchtime = time + 2;
1629 if(this.havocbot_personal_waypoint_failcounter >= 30)
1631 LOG_TRACE("Warning: can't walk to the personal waypoint located at ", vtos(this.havocbot_personal_waypoint.origin));
1632 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1633 delete(this.havocbot_personal_waypoint);
1634 return CMD_STATUS_ERROR;
1637 LOG_TRACE(this.netname, " can't walk to its personal waypoint (after ", ftos(this.havocbot_personal_waypoint_failcounter), " failed attempts), trying later");
1641 if(autocvar_bot_debug_goalstack)
1642 debuggoalstack(this);
1646 havocbot_movetogoal(this);
1648 if (!this.bot_aimdir_executed && this.goalcurrent)
1651 vector dir = get_closer_dest(this.goalcurrent, this.origin);
1652 dir -= this.origin + this.view_ofs;
1654 bot_aimdir(this, dir, 0);
1657 if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_REACHED)
1659 // Step 5: Waypoint reached
1660 LOG_TRACE(this.netname, "'s personal waypoint reached");
1661 waypoint_remove(this.havocbot_personal_waypoint);
1662 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_REACHED;
1663 return CMD_STATUS_FINISHED;
1666 return CMD_STATUS_EXECUTING;
1669 // Step 2: Linking waypoint
1670 if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_LINKING)
1672 // Wait until it is linked
1673 if(!this.havocbot_personal_waypoint.wplinked)
1675 LOG_TRACE(this.netname, " waiting for personal waypoint to be linked");
1676 return CMD_STATUS_EXECUTING;
1679 this.havocbot_personal_waypoint_searchtime = time; // so we set the route next frame
1680 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1681 this.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_GOING;
1683 // Step 3: Route to waypoint
1684 LOG_TRACE(this.netname, " walking to its personal waypoint");
1686 return CMD_STATUS_EXECUTING;
1689 // Step 1: Spawning waypoint
1690 wp = waypoint_spawnpersonal(this, pos);
1693 LOG_TRACE("Error: Can't spawn personal waypoint at ",vtos(pos));
1694 return CMD_STATUS_ERROR;
1697 this.havocbot_personal_waypoint = wp;
1698 this.havocbot_personal_waypoint_failcounter = 0;
1699 this.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1701 // if pos is inside a teleport, then let's mark it as teleport waypoint
1702 IL_EACH(g_teleporters, WarpZoneLib_BoxTouchesBrush(pos, pos, it, NULL),
1704 wp.wpflags |= WAYPOINTFLAG_TELEPORT;
1705 this.lastteleporttime = 0;
1709 if(wp.wpflags & WAYPOINTFLAG_TELEPORT)
1710 print("routing to a teleporter\n");
1712 print("routing to a non-teleporter\n");
1715 return CMD_STATUS_EXECUTING;
1718 float havocbot_resetgoal(entity this)
1720 navigation_clearroute(this);
1721 return CMD_STATUS_FINISHED;
1724 void havocbot_setupbot(entity this)
1726 this.bot_ai = havocbot_ai;
1727 this.cmd_moveto = havocbot_moveto;
1728 this.cmd_resetgoal = havocbot_resetgoal;
1730 // NOTE: bot is not player yet
1731 havocbot_chooserole(this);
1734 vector havocbot_dodge(entity this)
1736 // LordHavoc: disabled because this is too expensive
1741 float danger, bestdanger, vl, d;
1744 // check for dangerous objects near bot or approaching bot
1745 head = findchainfloat(bot_dodge, true);
1748 if (head.owner != this)
1750 vl = vlen(head.velocity);
1751 if (vl > autocvar_sv_maxspeed * 0.3)
1753 n = normalize(head.velocity);
1754 v = this.origin - head.origin;
1756 if (d > (0 - head.bot_dodgerating))
1757 if (d < (vl * 0.2 + head.bot_dodgerating))
1759 // calculate direction and distance from the flight path, by removing the forward axis
1760 v = v - (n * (v * n));
1761 danger = head.bot_dodgerating - vlen(v);
1762 if (bestdanger < danger)
1764 bestdanger = danger;
1765 // dodge to the side of the object
1766 dodge = normalize(v);
1772 danger = head.bot_dodgerating - vlen(head.origin - this.origin);
1773 if (bestdanger < danger)
1775 bestdanger = danger;
1776 dodge = normalize(this.origin - head.origin);