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)
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 PHYS_INPUT_BUTTON_JETPACK(this) = false;
483 // Jetpack navigation
484 if(this.navigation_jetpack_goal)
485 if(this.goalcurrent==this.navigation_jetpack_goal)
486 if(GetResource(this, RES_FUEL))
488 if(autocvar_bot_debug_goalstack)
490 debuggoalstack(this);
491 te_wizspike(this.navigation_jetpack_point);
495 if (!(this.aistatus & AI_STATUS_JETPACK_FLYING))
497 // Brake almost completely so it can get a good direction
498 if(vdist(this.velocity, >, 10))
500 this.aistatus |= AI_STATUS_JETPACK_FLYING;
503 makevectors(this.v_angle.y * '0 1 0');
504 dir = normalize(this.navigation_jetpack_point - this.origin);
507 if(this.aistatus & AI_STATUS_JETPACK_LANDING)
509 // Calculate brake distance in xy
510 float d = vlen(vec2(this.origin - (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5));
511 float vel2 = vlen2(vec2(this.velocity));
512 float db = (vel2 / (autocvar_g_jetpack_acceleration_side * 2)) + 100;
513 //LOG_INFOF("distance %d, velocity %d, brake at %d ", ceil(d), ceil(v), ceil(db));
514 if(d < db || d < 500)
517 if (vel2 > (maxspeed * 0.3) ** 2)
519 CS(this).movement_x = dir * v_forward * -maxspeed;
522 // Switch to normal mode
523 this.navigation_jetpack_goal = NULL;
524 this.aistatus &= ~AI_STATUS_JETPACK_LANDING;
525 this.aistatus &= ~AI_STATUS_JETPACK_FLYING;
529 else if(checkpvs(this.origin,this.goalcurrent))
531 // If I can see the goal switch to landing code
532 this.aistatus &= ~AI_STATUS_JETPACK_FLYING;
533 this.aistatus |= AI_STATUS_JETPACK_LANDING;
538 PHYS_INPUT_BUTTON_JETPACK(this) = true;
539 if(this.navigation_jetpack_point.z - STAT(PL_MAX, this).z + STAT(PL_MIN, this).z < this.origin.z)
541 CS(this).movement_x = dir * v_forward * maxspeed;
542 CS(this).movement_y = dir * v_right * maxspeed;
547 // Handling of jump pads
548 if(this.jumppadcount)
550 if(this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
552 this.aistatus |= AI_STATUS_OUT_JUMPPAD;
553 if(navigation_poptouchedgoals(this))
556 else if(this.aistatus & AI_STATUS_OUT_JUMPPAD)
558 // If got stuck on the jump pad try to reach the farthest visible waypoint
559 // but with some randomness so it can try out different paths
560 if(!this.goalcurrent)
562 entity newgoal = NULL;
563 IL_EACH(g_waypoints, vdist(it.origin - this.origin, <=, 1000),
565 if(it.wpflags & WAYPOINTFLAG_TELEPORT)
566 if(it.origin.z < this.origin.z - 100 && vdist(vec2(it.origin - this.origin), <, 100))
569 traceline(this.origin + this.view_ofs, ((it.absmin + it.absmax) * 0.5), true, this);
571 if(trace_fraction < 1)
574 if(!newgoal || ((random() < 0.8) && vlen2(it.origin - this.origin) > vlen2(newgoal.origin - this.origin)))
580 this.ignoregoal = this.goalcurrent;
581 this.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
582 navigation_clearroute(this);
583 navigation_routetogoal(this, newgoal, this.origin);
584 if(autocvar_bot_debug_goalstack)
585 debuggoalstack(this);
586 this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
589 else //if (this.goalcurrent)
591 if (this.goalcurrent.bot_pickup)
593 entity jumppad_wp = this.goalcurrent_prev;
594 navigation_poptouchedgoals(this);
595 if(!this.goalcurrent && jumppad_wp.wp00)
597 // head to the jumppad destination once bot reaches the goal item
598 navigation_pushroute(this, jumppad_wp.wp00);
601 vector gco = (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5;
602 if (this.origin.z > gco.z && vdist(vec2(this.velocity), <, autocvar_sv_maxspeed))
604 if (this.velocity.z < 0)
605 this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
607 else if(havocbot_checkgoaldistance(this, gco))
609 navigation_clearroute(this);
610 navigation_goalrating_timeout_force(this);
616 else //if (!(this.aistatus & AI_STATUS_OUT_JUMPPAD))
618 if(this.velocity.z > 0 && this.origin.z - this.lastteleport_origin.z > (this.maxs.z - this.mins.z) * 0.5)
620 vector velxy = this.velocity; velxy_z = 0;
621 if(vdist(velxy, <, autocvar_sv_maxspeed * 0.2))
623 LOG_TRACE("Warning: ", this.netname, " got stuck on a jumppad (velocity in xy is ", vtos(velxy), "), trying to get out of it now");
624 this.aistatus |= AI_STATUS_OUT_JUMPPAD;
629 // Don't chase players while using a jump pad
630 if(IS_PLAYER(this.goalcurrent) || IS_PLAYER(this.goalstack01))
634 else if(this.aistatus & AI_STATUS_OUT_JUMPPAD)
635 this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
637 // If there is a trigger_hurt right below try to use the jetpack or make a rocketjump
638 if (skill > 6 && !(IS_ONGROUND(this)))
640 #define ROCKETJUMP_DAMAGE() WEP_CVAR(devastator, damage) * 0.8 \
641 * ((this.strength_finished > time) ? autocvar_g_balance_powerup_strength_selfdamage : 1) \
642 * ((this.invincible_finished > time) ? autocvar_g_balance_powerup_invincible_takedamage : 1)
644 tracebox(this.origin, this.mins, this.maxs, this.origin + '0 0 -65536', MOVE_NOMONSTERS, this);
645 if(tracebox_hits_trigger_hurt(this.origin, this.mins, this.maxs, trace_endpos ))
646 if(this.items & IT_JETPACK)
648 tracebox(this.origin, this.mins, this.maxs, this.origin + '0 0 65536', MOVE_NOMONSTERS, this);
649 if(tracebox_hits_trigger_hurt(this.origin, this.mins, this.maxs, trace_endpos + '0 0 1' ))
651 if(this.velocity.z<0)
652 PHYS_INPUT_BUTTON_JETPACK(this) = true;
655 PHYS_INPUT_BUTTON_JETPACK(this) = true;
657 // If there is no goal try to move forward
659 if(this.goalcurrent==NULL)
662 dir = normalize(( ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5 ) - this.origin);
664 vector xyvelocity = this.velocity; xyvelocity_z = 0;
665 float xyspeed = xyvelocity * dir;
667 if(xyspeed < (maxspeed / 2))
669 makevectors(this.v_angle.y * '0 1 0');
670 tracebox(this.origin, this.mins, this.maxs, this.origin + (dir * maxspeed * 3), MOVE_NOMONSTERS, this);
671 if(trace_fraction==1)
673 CS(this).movement_x = dir * v_forward * maxspeed;
674 CS(this).movement_y = dir * v_right * maxspeed;
676 havocbot_keyboard_movement(this, this.origin + dir * 100);
680 this.havocbot_blockhead = true;
684 else if(!this.jumppadcount && !waypoint_is_hardwiredlink(this.goalcurrent_prev, this.goalcurrent)
685 && !(this.goalcurrent_prev && this.goalcurrent_prev.wpflags & WAYPOINTFLAG_JUMP)
686 && GetResource(this, RES_HEALTH) + GetResource(this, RES_ARMOR) > ROCKETJUMP_DAMAGE())
688 if(this.velocity.z < 0)
690 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
692 .entity weaponentity = weaponentities[slot];
694 if(this.(weaponentity).m_weapon == WEP_Null && slot != 0)
697 if(client_hasweapon(this, WEP_DEVASTATOR, weaponentity, true, false))
699 CS(this).movement_x = maxspeed;
701 if(this.rocketjumptime)
703 if(time > this.rocketjumptime)
705 PHYS_INPUT_BUTTON_ATCK2(this) = true;
706 this.rocketjumptime = 0;
711 this.(weaponentity).m_switchweapon = WEP_DEVASTATOR;
713 PHYS_INPUT_BUTTON_ATCK(this) = true;
714 this.rocketjumptime = time + WEP_CVAR(devastator, detonatedelay);
722 // If there is no goal try to move forward
723 if(this.goalcurrent==NULL)
724 CS(this).movement_x = maxspeed;
728 // If we are under water with no goals, swim up
729 if(this.waterlevel && !this.goalcurrent)
732 if(this.waterlevel>WATERLEVEL_SWIMMING)
734 else if(this.velocity.z >= 0 && !(this.waterlevel == WATERLEVEL_WETFEET && this.watertype == CONTENT_WATER))
735 PHYS_INPUT_BUTTON_JUMP(this) = true;
737 PHYS_INPUT_BUTTON_JUMP(this) = false;
738 makevectors(this.v_angle.y * '0 1 0');
739 vector v = dir * maxspeed;
740 CS(this).movement.x = v * v_forward;
741 CS(this).movement.y = v * v_right;
742 CS(this).movement.z = v * v_up;
745 // if there is nowhere to go, exit
746 if (this.goalcurrent == NULL)
750 bool locked_goal = false;
751 if((this.goalentity && wasfreed(this.goalentity))
752 || (this.goalcurrent == this.goalentity && this.goalentity.tag_entity))
754 navigation_clearroute(this);
755 navigation_goalrating_timeout_force(this);
758 else if(this.goalentity.tag_entity)
760 navigation_goalrating_timeout_expire(this, 2);
762 else if(this.goalentity.bot_pickup)
764 if(this.goalentity.bot_pickup_respawning)
766 if(this.goalentity.solid) // item respawned
767 this.goalentity.bot_pickup_respawning = false;
768 else if(time < this.goalentity.scheduledrespawntime - 10) // item already taken (by someone else)
770 if(checkpvs(this.origin, this.goalentity))
772 this.goalentity.bot_pickup_respawning = false;
773 navigation_goalrating_timeout_expire(this, random());
775 locked_goal = true; // wait for item to respawn
777 else if(this.goalentity == this.goalcurrent)
778 locked_goal = true; // wait for item to respawn
780 else if(!this.goalentity.solid && !boxesoverlap(this.goalentity.absmin, this.goalentity.absmax, this.absmin, this.absmax))
782 if(checkpvs(this.origin, this.goalentity))
784 navigation_goalrating_timeout_expire(this, random());
788 if (this.goalcurrent == this.goalentity && this.goalentity_lock_timeout > time)
791 if (navigation_shortenpath(this))
793 if (vdist(this.origin - this.goalcurrent_prev.origin, <, 50)
794 && navigation_goalrating_timeout_can_be_anticipated(this))
796 navigation_goalrating_timeout_force(this);
800 bool goalcurrent_can_be_removed = false;
801 if (IS_PLAYER(this.goalcurrent) || IS_MONSTER(this.goalcurrent))
803 bool freeze_state_changed = (boolean(STAT(FROZEN, this.goalentity)) != this.goalentity_shouldbefrozen);
804 if (IS_DEAD(this.goalcurrent) || (this.goalentity == this.goalcurrent && freeze_state_changed))
806 goalcurrent_can_be_removed = true;
807 // don't remove if not visible
808 if (checkpvs(this.origin + this.view_ofs, this.goalcurrent))
810 if (IS_DEAD(this.goalcurrent))
812 IL_EACH(g_items, it.enemy == this.goalcurrent && Item_IsLoot(it),
814 if (vdist(it.origin - this.goalcurrent.death_origin, <, 50))
816 navigation_clearroute(this);
817 navigation_pushroute(this, it);
818 // loot can't be immediately rated since it isn't on ground yet
819 // it will be rated after a second when on ground, meanwhile head to it
820 navigation_goalrating_timeout_expire(this, 1);
825 if (!Item_IsLoot(this.goalcurrent))
827 navigation_goalrating_timeout_force(this);
832 else if (!(STAT(FROZEN, this.goalentity)) && this.bot_tracewalk_time < time)
834 set_tracewalk_dest(this.goalcurrent, this.origin, true);
835 if (!(trace_ent == this || tracewalk(this, this.origin, this.mins, this.maxs,
836 tracewalk_dest, tracewalk_dest_height, bot_navigation_movemode)))
838 navigation_goalrating_timeout_force(this);
841 this.bot_tracewalk_time = max(time, this.bot_tracewalk_time) + 0.25;
847 // optimize path finding by anticipating goalrating when bot is near a waypoint;
848 // in this case path finding can start directly from a waypoint instead of
849 // looking for all the reachable waypoints up to a certain distance
850 if (navigation_poptouchedgoals(this))
852 if (this.goalcurrent)
854 if (goalcurrent_can_be_removed)
856 // remove even if not visible
857 navigation_goalrating_timeout_force(this);
860 else if (navigation_goalrating_timeout_can_be_anticipated(this))
861 navigation_goalrating_timeout_force(this);
865 entity old_goal = this.goalcurrent_prev;
866 if (old_goal.item_group && this.item_group != old_goal.item_group)
868 // Avoid multiple costly calls of path finding code that selects one of the closest
869 // item of the group by telling the bot to head directly to the farthest item.
870 // Next time we let the bot select a goal as usual which can be another item
871 // of this group (the closest one) and so on
872 this.item_group = old_goal.item_group;
873 entity new_goal = havocbot_select_an_item_of_group(this, old_goal.item_group);
875 navigation_pushroute(this, new_goal);
881 // if ran out of goals try to use an alternative goal or get a new strategy asap
882 if(this.goalcurrent == NULL)
884 navigation_goalrating_timeout_force(this);
889 if(autocvar_bot_debug_goalstack)
890 debuggoalstack(this);
892 bool bunnyhop_forbidden = false;
893 vector destorg = get_closer_dest(this.goalcurrent, this.origin);
894 if (this.jumppadcount && this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
896 // if bot used the jumppad, push towards jumppad origin until jumppad waypoint gets removed
897 destorg = this.goalcurrent.origin;
899 else if (this.goalcurrent.wpisbox)
901 // if bot is inside the teleport waypoint, head to teleport origin until teleport gets used
902 // do it even if bot is on a ledge above a teleport/jumppad so it doesn't get stuck
903 if (boxesoverlap(this.goalcurrent.absmin, this.goalcurrent.absmax, this.origin + eZ * this.mins.z, this.origin + eZ * this.maxs.z)
904 || (this.absmin.z > destorg.z && destorg.x == this.origin.x && destorg.y == this.origin.y))
906 bunnyhop_forbidden = true;
907 destorg = this.goalcurrent.origin;
908 if(destorg.z > this.origin.z)
909 PHYS_INPUT_BUTTON_JUMP(this) = true;
913 diff = destorg - this.origin;
915 if (time < this.bot_stop_moving_timeout
916 || (this.goalcurrent == this.goalentity && time < this.goalentity_lock_timeout && vdist(diff, <, 10)))
918 // stop if the locked goal has been reached
919 destorg = this.origin;
920 diff = dir = '0 0 0';
922 else if (IS_PLAYER(this.goalcurrent) || IS_MONSTER(this.goalcurrent))
924 if (vdist(diff, <, 80))
926 // stop if too close to target player (even if frozen)
927 destorg = this.origin;
928 diff = dir = '0 0 0';
932 // move destorg out of target players, otherwise bot will consider them
933 // an obstacle that needs to be jumped (especially if frozen)
934 dir = normalize(diff);
935 destorg -= dir * PL_MAX_CONST.x * M_SQRT2;
936 diff = destorg - this.origin;
940 dir = normalize(diff);
941 flatdir = (diff.z == 0) ? dir : normalize(vec2(diff));
943 //if (this.bot_dodgevector_time < time)
945 //this.bot_dodgevector_time = time + cvar("bot_ai_dodgeupdateinterval");
946 //this.bot_dodgevector_jumpbutton = 1;
947 evadeobstacle = '0 0 0';
950 this.aistatus &= ~AI_STATUS_DANGER_AHEAD;
951 makevectors(this.v_angle.y * '0 1 0');
952 if (this.waterlevel > WATERLEVEL_WETFEET)
954 if (this.waterlevel > WATERLEVEL_SWIMMING)
956 if(!this.goalcurrent)
957 this.aistatus |= AI_STATUS_OUT_WATER;
958 else if(destorg.z > this.origin.z)
959 PHYS_INPUT_BUTTON_JUMP(this) = true;
963 if(this.velocity.z >= 0 && !(this.watertype == CONTENT_WATER && destorg.z < this.origin.z) &&
964 (this.aistatus & AI_STATUS_OUT_WATER))
966 PHYS_INPUT_BUTTON_JUMP(this) = true;
971 PHYS_INPUT_BUTTON_JUMP(this) = false;
972 if (destorg.z > this.origin.z)
981 if(this.aistatus & AI_STATUS_OUT_WATER)
982 this.aistatus &= ~AI_STATUS_OUT_WATER;
984 // jump if going toward an obstacle that doesn't look like stairs we
985 // can walk up directly
986 vector deviation = '0 0 0';
987 float current_speed = vlen(vec2(this.velocity));
988 if (current_speed < maxspeed * 0.2)
989 current_speed = maxspeed * 0.2;
992 deviation = vectoangles(diff) - vectoangles(this.velocity);
993 while (deviation.y < -180) deviation.y += 360;
994 while (deviation.y > 180) deviation.y -= 360;
996 float turning = false;
997 vector flat_diff = vec2(diff);
998 offset = max(32, current_speed * cos(deviation.y * DEG2RAD) * 0.3) * flatdir;
999 vector actual_destorg = this.origin + offset;
1000 if (this.goalcurrent_prev && this.goalcurrent_prev.wpflags & WAYPOINTFLAG_JUMP)
1002 if (time > this.bot_stop_moving_timeout
1003 && fabs(deviation.y) > 20 && current_speed > maxspeed * 0.4
1004 && vdist(vec2(this.origin - this.goalcurrent_prev.origin), <, 50))
1006 this.bot_stop_moving_timeout = time + 0.1;
1008 if (current_speed > autocvar_sv_maxspeed * 0.9
1009 && vlen2(flat_diff) < vlen2(vec2(this.goalcurrent_prev.origin - destorg))
1010 && vdist(vec2(this.origin - this.goalcurrent_prev.origin), >, 50)
1011 && vdist(vec2(this.origin - this.goalcurrent_prev.origin), <, 150)
1014 PHYS_INPUT_BUTTON_JUMP(this) = true;
1015 // avoid changing route while bot is jumping a gap
1016 navigation_goalrating_timeout_extend_if_needed(this, 1.5);
1019 else if (!this.goalstack01 || this.goalcurrent.wpflags & (WAYPOINTFLAG_TELEPORT | WAYPOINTFLAG_LADDER))
1021 if (vlen2(flat_diff) < vlen2(offset))
1023 if (this.goalcurrent.wpflags & WAYPOINTFLAG_JUMP && this.goalstack01)
1025 // oblique warpzones need a jump otherwise bots gets stuck
1026 PHYS_INPUT_BUTTON_JUMP(this) = true;
1030 actual_destorg.x = destorg.x;
1031 actual_destorg.y = destorg.y;
1035 else if (vdist(flat_diff, <, 32) && diff.z < -16) // destination is under the bot
1037 actual_destorg.x = destorg.x;
1038 actual_destorg.y = destorg.y;
1040 else if (vlen2(flat_diff) < vlen2(offset))
1042 vector next_goal_org = (this.goalstack01.absmin + this.goalstack01.absmax) * 0.5;
1043 vector next_dir = normalize(vec2(next_goal_org - destorg));
1044 float dist = vlen(vec2(this.origin + offset - destorg));
1045 // if current and next goal are close to each other make sure
1046 // actual_destorg isn't set beyond next_goal_org
1047 if (dist ** 2 > vlen2(vec2(next_goal_org - destorg)))
1048 actual_destorg = next_goal_org;
1050 actual_destorg = vec2(destorg) + dist * next_dir;
1051 actual_destorg.z = this.origin.z;
1055 LABEL(jumpobstacle_check);
1056 dir = flatdir = normalize(actual_destorg - this.origin);
1058 if (turning || fabs(deviation.y) < 50) // don't even try to jump if deviation is too high
1060 tracebox(this.origin, this.mins, this.maxs, actual_destorg, false, this);
1061 if (trace_fraction < 1 && trace_plane_normal.z < 0.7)
1064 tracebox(this.origin + stepheightvec, this.mins, this.maxs, actual_destorg + stepheightvec, false, this);
1065 if (trace_fraction < s + 0.01 && trace_plane_normal.z < 0.7)
1067 // found an obstacle
1068 if (turning && fabs(deviation.y) > 5)
1070 // check if the obstacle is still there without turning
1071 actual_destorg = destorg;
1073 this.bot_tracewalk_time = time + 0.25;
1074 goto jumpobstacle_check;
1077 // don't artificially reduce max jump height in real-time
1078 // (jumpstepheightvec is reduced a bit to make the jumps easy in tracewalk)
1079 vector jump_height = (IS_ONGROUND(this)) ? stepheightvec + jumpheight_vec : jumpstepheightvec;
1080 tracebox(this.origin + jump_height, this.mins, this.maxs, actual_destorg + jump_height, false, this);
1081 if (trace_fraction > s)
1082 PHYS_INPUT_BUTTON_JUMP(this) = true;
1085 jump_height = stepheightvec + jumpheight_vec / 2;
1086 tracebox(this.origin + jump_height, this.mins, this.maxs, actual_destorg + jump_height, false, this);
1087 if (trace_fraction > s)
1088 PHYS_INPUT_BUTTON_JUMP(this) = true;
1094 // if bot for some reason doesn't get close to the current goal find another one
1095 if(!this.jumppadcount && !IS_PLAYER(this.goalcurrent))
1096 if(!(locked_goal && this.goalcurrent_distance_z < 50 && this.goalcurrent_distance_2d < 50))
1097 if(havocbot_checkgoaldistance(this, destorg))
1099 if(this.goalcurrent_distance_time < 0) // can't get close for the second time
1101 navigation_clearroute(this);
1102 navigation_goalrating_timeout_force(this);
1106 set_tracewalk_dest(this.goalcurrent, this.origin, false);
1107 if (!tracewalk(this, this.origin, this.mins, this.maxs,
1108 tracewalk_dest, tracewalk_dest_height, bot_navigation_movemode))
1110 navigation_clearroute(this);
1111 navigation_goalrating_timeout_force(this);
1115 // give bot only another chance to prevent bot getting stuck
1116 // in case it thinks it can walk but actually can't
1117 this.goalcurrent_distance_z = FLOAT_MAX;
1118 this.goalcurrent_distance_2d = FLOAT_MAX;
1119 this.goalcurrent_distance_time = -time; // mark second try
1122 // Check for water/slime/lava and dangerous edges
1123 // (only when the bot is on the ground or jumping intentionally)
1125 if (skill + this.bot_moveskill <= 3 && time > this.bot_stop_moving_timeout
1126 && current_speed > maxspeed * 0.9 && fabs(deviation.y) > 70)
1128 this.bot_stop_moving_timeout = time + 0.4 + random() * 0.2;
1131 offset = (vdist(this.velocity, >, 32) ? this.velocity * 0.2 : flatdir * 32);
1132 vector dst_ahead = this.origin + this.view_ofs + offset;
1133 vector dst_down = dst_ahead - '0 0 3000';
1134 traceline(this.origin + this.view_ofs, dst_ahead, true, NULL);
1136 bool unreachable = false;
1138 if (trace_fraction == 1 && !this.jumppadcount
1139 && !waypoint_is_hardwiredlink(this.goalcurrent_prev, this.goalcurrent)
1140 && !(this.goalcurrent_prev && this.goalcurrent_prev.wpflags & WAYPOINTFLAG_JUMP) )
1141 if((IS_ONGROUND(this)) || (this.aistatus & AI_STATUS_RUNNING) || (this.aistatus & AI_STATUS_ROAMING) || PHYS_INPUT_BUTTON_JUMP(this))
1144 traceline(dst_ahead , dst_down, true, NULL);
1145 //te_lightning2(NULL, this.origin + this.view_ofs, dst_ahead); // Draw "ahead" look
1146 //te_lightning2(NULL, dst_ahead, trace_endpos); // Draw "downwards" look
1147 if(trace_endpos.z < this.origin.z + this.mins.z)
1149 s = pointcontents(trace_endpos + '0 0 1');
1150 if (s != CONTENT_SOLID)
1151 if (s == CONTENT_LAVA || s == CONTENT_SLIME)
1152 evadelava = normalize(this.velocity) * -1;
1153 else if (s == CONTENT_SKY)
1154 evadeobstacle = normalize(this.velocity) * -1;
1155 else if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos))
1157 // the traceline check isn't enough but is good as optimization,
1158 // when not true (most of the time) this tracebox call is avoided
1159 tracebox(dst_ahead, this.mins, this.maxs, dst_down, true, this);
1160 if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos))
1162 if (destorg.z > this.origin.z + jumpstepheightvec.z)
1164 // the goal is probably on an upper platform, assume bot can't get there
1168 evadelava = normalize(this.velocity) * -1;
1175 evadeobstacle.z = 0;
1177 makevectors(this.v_angle.y * '0 1 0');
1179 if(evadeobstacle || evadelava || (s == CONTENT_WATER))
1181 this.aistatus |= AI_STATUS_DANGER_AHEAD;
1182 if(IS_PLAYER(this.goalcurrent))
1186 // slow down if bot is in the air and goal is under it
1187 if (!waypoint_is_hardwiredlink(this.goalcurrent_prev, this.goalcurrent)
1188 && vdist(flat_diff, <, 250) && this.origin.z - destorg.z > 120
1189 && (!IS_ONGROUND(this) || vdist(vec2(this.velocity), >, maxspeed * 0.3)))
1191 // tracebox wouldn't work when bot is still on the ledge
1192 traceline(this.origin, this.origin - '0 0 200', true, this);
1193 if (this.origin.z - trace_endpos.z > 120)
1194 evadeobstacle = normalize(this.velocity) * -1;
1199 navigation_clearroute(this);
1200 navigation_goalrating_timeout_force(this);
1201 this.ignoregoal = this.goalcurrent;
1202 this.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
1206 dodge = havocbot_dodge(this);
1208 dodge *= bound(0, 0.5 + (skill + this.bot_dodgeskill) * 0.1, 1);
1209 dodge += evadeobstacle + evadelava;
1210 evadelava = evadelava * bound(1,3-(skill+this.bot_dodgeskill),3); //Noobs fear lava a lot and take more distance from it
1213 traceline(this.origin, (this.enemy.absmin + this.enemy.absmax) * 0.5, true, NULL);
1214 if (IS_PLAYER(trace_ent))
1215 dodge_enemy_factor = bound(0, (skill + this.bot_dodgeskill) / 7, 1);
1217 // this.bot_dodgevector = dir;
1218 // this.bot_dodgevector_jumpbutton = PHYS_INPUT_BUTTON_JUMP(this);
1221 float ladder_zdir = 0;
1222 if(time < this.ladder_time)
1224 if(this.goalcurrent.origin.z + this.goalcurrent.mins.z > this.origin.z + this.mins.z)
1226 if(this.origin.z + this.mins.z < this.ladder_entity.origin.z + this.ladder_entity.maxs.z)
1231 if(this.origin.z + this.mins.z > this.ladder_entity.origin.z + this.ladder_entity.mins.z)
1236 if (vdist(vec2(diff), <, 40))
1237 dir.z = ladder_zdir * 4;
1239 dir.z = ladder_zdir * 2;
1240 dir = normalize(dir);
1244 if (this.goalcurrent.wpisbox
1245 && boxesoverlap(this.goalcurrent.absmin, this.goalcurrent.absmax, this.origin, this.origin))
1247 // bot is inside teleport waypoint but hasn't touched the real teleport yet
1248 // head to teleport origin
1249 dir = (this.goalcurrent.origin - this.origin);
1251 dir = normalize(dir);
1254 // already executed when bot targets an enemy
1255 if (!this.bot_aimdir_executed)
1257 if (time < this.bot_stop_moving_timeout)
1258 bot_aimdir(this, normalize(this.goalcurrent.origin - this.origin), 0);
1260 bot_aimdir(this, dir, 0);
1265 dir *= dodge_enemy_factor;
1266 dir = normalize(dir + dodge);
1269 makevectors(this.v_angle);
1270 //dir = this.bot_dodgevector;
1271 //if (this.bot_dodgevector_jumpbutton)
1272 // PHYS_INPUT_BUTTON_JUMP(this) = true;
1273 CS(this).movement_x = dir * v_forward * maxspeed;
1274 CS(this).movement_y = dir * v_right * maxspeed;
1275 CS(this).movement_z = dir * v_up * maxspeed;
1277 // Emulate keyboard interface
1279 havocbot_keyboard_movement(this, destorg);
1282 //if(this.aistatus & AI_STATUS_ROAMING)
1283 if(!bunnyhop_forbidden && this.goalcurrent)
1284 if(skill+this.bot_moveskill >= autocvar_bot_ai_bunnyhop_skilloffset)
1285 havocbot_bunnyhop(this, dir);
1287 if ((dir * v_up) >= autocvar_sv_jumpvelocity*0.5 && (IS_ONGROUND(this))) PHYS_INPUT_BUTTON_JUMP(this) = true;
1288 if (((dodge * v_up) > 0) && random()*frametime >= 0.2*bound(0,(10-skill-this.bot_dodgeskill)*0.1,1)) PHYS_INPUT_BUTTON_JUMP(this) = true;
1289 if (((dodge * v_up) < 0) && random()*frametime >= 0.5*bound(0,(10-skill-this.bot_dodgeskill)*0.1,1)) this.havocbot_ducktime=time+0.3/bound(0.1,skill+this.bot_dodgeskill,10);
1292 entity havocbot_gettarget(entity this, bool secondary)
1295 vector eye = CENTER_OR_VIEWOFS(this);
1296 IL_EACH(g_bot_targets, boolean((secondary) ? it.classname == "misc_breakablemodel" : it.classname != "misc_breakablemodel"),
1298 vector v = CENTER_OR_VIEWOFS(it);
1299 if(vdist(v - eye, <, autocvar_bot_ai_enemydetectionradius))
1300 if(!best || vlen2(CENTER_OR_VIEWOFS(best) - eye) > vlen2(v - eye))
1301 if(bot_shouldattack(this, it))
1303 traceline(eye, v, true, this);
1304 if (trace_ent == it || trace_fraction >= 1)
1312 void havocbot_chooseenemy(entity this)
1314 if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(this))
1321 if (!bot_shouldattack(this, this.enemy))
1323 // enemy died or something, find a new target
1325 this.havocbot_chooseenemy_finished = time;
1327 else if (this.havocbot_stickenemy)
1329 // tracking last chosen enemy
1330 // if enemy is visible
1331 // and not really really far away
1332 // and we're not severely injured
1333 // then keep tracking for a half second into the future
1334 traceline(this.origin+this.view_ofs, ( this.enemy.absmin + this.enemy.absmax ) * 0.5,false,NULL);
1335 if (trace_ent == this.enemy || trace_fraction == 1)
1336 if (vdist(((this.enemy.absmin + this.enemy.absmax) * 0.5) - this.origin, <, 1000))
1337 if (GetResource(this, RES_HEALTH) > 30)
1339 // remain tracking him for a shot while (case he went after a small corner or pilar
1340 this.havocbot_chooseenemy_finished = time + 0.5;
1343 // enemy isn't visible, or is far away, or we're injured severely
1344 // so stop preferring this enemy
1345 // (it will still take a half second until a new one is chosen)
1346 this.havocbot_stickenemy = 0;
1349 if (time < this.havocbot_chooseenemy_finished)
1351 this.havocbot_chooseenemy_finished = time + autocvar_bot_ai_enemydetectioninterval;
1352 vector eye = this.origin + this.view_ofs;
1354 float bestrating = 100000000;
1357 int hf = this.dphitcontentsmask;
1359 // Search for enemies, if no enemy can be seen directly try to look through transparent objects
1361 this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
1363 bool scan_transparent = false;
1364 bool scan_secondary_targets = false;
1365 bool have_secondary_targets = false;
1368 scan_secondary_targets = false;
1370 IL_EACH(g_bot_targets, it.bot_attack,
1372 if(!scan_secondary_targets)
1374 if(it.classname == "misc_breakablemodel")
1376 have_secondary_targets = true;
1380 else if(it.classname != "misc_breakablemodel")
1383 vector v = (it.absmin + it.absmax) * 0.5;
1384 float rating = vlen2(v - eye);
1385 if (vdist(v - eye, <, autocvar_bot_ai_enemydetectionradius))
1386 if (bestrating > rating)
1387 if (bot_shouldattack(this, it))
1389 traceline(eye, v, true, this);
1390 if (trace_ent == it || trace_fraction >= 1)
1393 bestrating = rating;
1398 if(!best && have_secondary_targets && !scan_secondary_targets)
1400 scan_secondary_targets = true;
1402 bestrating = 100000000;
1406 // I want to do a second scan if no enemy was found or I don't have weapons
1407 // TODO: Perform the scan when using the rifle (requires changes on the rifle code)
1408 if(best || STAT(WEAPONS, this)) // || this.weapon == WEP_RIFLE.m_id
1410 if(scan_transparent)
1413 // Set flags to see through transparent objects
1414 this.dphitcontentsmask |= DPCONTENTS_OPAQUE;
1416 scan_transparent = true;
1419 // Restore hit flags
1420 this.dphitcontentsmask = hf;
1423 this.havocbot_stickenemy = true;
1424 if(best && best.classname == "misc_breakablemodel")
1425 this.havocbot_stickenemy = false;
1428 float havocbot_chooseweapon_checkreload(entity this, .entity weaponentity, int new_weapon)
1430 // bots under this skill cannot find unloaded weapons to reload idly when not in combat,
1431 // so skip this for them, or they'll never get to reload their weapons at all.
1432 // this also allows bots under this skill to be more stupid, and reload more often during combat :)
1436 // if this weapon is scheduled for reloading, don't switch to it during combat
1437 if (this.(weaponentity).weapon_load[new_weapon] < 0)
1439 FOREACH(Weapons, it != WEP_Null, {
1440 if(it.wr_checkammo1(it, this, weaponentity) + it.wr_checkammo2(it, this, weaponentity))
1441 return true; // other weapon available
1448 void havocbot_chooseweapon(entity this, .entity weaponentity)
1453 if(g_weaponarena_weapons == WEPSET(TUBA))
1455 this.(weaponentity).m_switchweapon = WEP_TUBA;
1459 // TODO: clean this up by moving it to weapon code
1460 if(this.enemy==NULL)
1462 // If no weapon was chosen get the first available weapon
1463 if(this.(weaponentity).m_weapon==WEP_Null)
1464 FOREACH(Weapons, it != WEP_Null, {
1465 if(client_hasweapon(this, it, weaponentity, true, false))
1467 this.(weaponentity).m_switchweapon = it;
1474 // Do not change weapon during the next second after a combo
1475 float f = time - this.lastcombotime;
1480 float distance; distance=bound(10,vlen(this.origin-this.enemy.origin)-200,10000);
1482 // Should it do a weapon combo?
1483 float af, ct, combo_time, combo;
1485 af = ATTACK_FINISHED(this, weaponentity);
1486 ct = autocvar_bot_ai_weapon_combo_threshold;
1488 // Bots with no skill will be 4 times more slower than "godlike" bots when doing weapon combos
1489 // Ideally this 4 should be calculated as longest_weapon_refire / bot_ai_weapon_combo_threshold
1490 combo_time = time + ct + (ct * ((-0.3*(skill+this.bot_weaponskill))+3));
1494 if(autocvar_bot_ai_weapon_combo)
1495 if(this.(weaponentity).m_weapon.m_id == this.(weaponentity).lastfiredweapon)
1499 this.lastcombotime = time;
1502 distance *= (2 ** this.bot_rangepreference);
1504 // Custom weapon list based on distance to the enemy
1505 if(bot_custom_weapon){
1507 // Choose weapons for far distance
1508 if ( distance > bot_distance_far ) {
1509 for(i=0; i < Weapons_COUNT && bot_weapons_far[i] != -1 ; ++i){
1510 w = bot_weapons_far[i];
1511 if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
1513 if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1515 this.(weaponentity).m_switchweapon = Weapons_from(w);
1521 // Choose weapons for mid distance
1522 if ( distance > bot_distance_close) {
1523 for(i=0; i < Weapons_COUNT && bot_weapons_mid[i] != -1 ; ++i){
1524 w = bot_weapons_mid[i];
1525 if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
1527 if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1529 this.(weaponentity).m_switchweapon = Weapons_from(w);
1535 // Choose weapons for close distance
1536 for(i=0; i < Weapons_COUNT && bot_weapons_close[i] != -1 ; ++i){
1537 w = bot_weapons_close[i];
1538 if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
1540 if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1542 this.(weaponentity).m_switchweapon = Weapons_from(w);
1549 void havocbot_aim(entity this)
1551 if (time < this.nextaim)
1553 this.nextaim = time + 0.1;
1554 vector myvel = this.velocity;
1555 if (!this.waterlevel)
1557 if(MUTATOR_CALLHOOK(HavocBot_Aim, this)) { /* do nothing */ }
1558 else if (this.enemy)
1560 vector enemyvel = this.enemy.velocity;
1561 if (!this.enemy.waterlevel)
1563 lag_additem(this, time + CS(this).ping, 0, 0, this.enemy, this.origin, myvel, (this.enemy.absmin + this.enemy.absmax) * 0.5, enemyvel);
1566 lag_additem(this, time + CS(this).ping, 0, 0, NULL, this.origin, myvel, ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5, '0 0 0');
1569 bool havocbot_moveto_refresh_route(entity this)
1571 // Refresh path to goal if necessary
1573 wp = this.havocbot_personal_waypoint;
1574 navigation_goalrating_start(this);
1575 navigation_routerating(this, wp, 10000, 10000);
1576 navigation_goalrating_end(this);
1577 return (this.goalentity != NULL);
1580 float havocbot_moveto(entity this, vector pos)
1584 if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_GOING)
1586 // Step 4: Move to waypoint
1587 if(this.havocbot_personal_waypoint==NULL)
1589 LOG_TRACE("Error: ", this.netname, " trying to walk to a non existent personal waypoint");
1590 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_GOING;
1591 return CMD_STATUS_ERROR;
1594 if (!bot_strategytoken_taken)
1595 if(this.havocbot_personal_waypoint_searchtime<time)
1597 bot_strategytoken_taken = true;
1598 if(havocbot_moveto_refresh_route(this))
1600 LOG_TRACE(this.netname, " walking to its personal waypoint (after ", ftos(this.havocbot_personal_waypoint_failcounter), " failed attempts)");
1601 this.havocbot_personal_waypoint_searchtime = time + 10;
1602 this.havocbot_personal_waypoint_failcounter = 0;
1606 this.havocbot_personal_waypoint_failcounter += 1;
1607 this.havocbot_personal_waypoint_searchtime = time + 2;
1608 if(this.havocbot_personal_waypoint_failcounter >= 30)
1610 LOG_TRACE("Warning: can't walk to the personal waypoint located at ", vtos(this.havocbot_personal_waypoint.origin));
1611 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1612 delete(this.havocbot_personal_waypoint);
1613 return CMD_STATUS_ERROR;
1616 LOG_TRACE(this.netname, " can't walk to its personal waypoint (after ", ftos(this.havocbot_personal_waypoint_failcounter), " failed attempts), trying later");
1620 if(autocvar_bot_debug_goalstack)
1621 debuggoalstack(this);
1625 havocbot_movetogoal(this);
1627 if (!this.bot_aimdir_executed && this.goalcurrent)
1630 vector dir = get_closer_dest(this.goalcurrent, this.origin);
1631 dir -= this.origin + this.view_ofs;
1633 bot_aimdir(this, dir, 0);
1636 if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_REACHED)
1638 // Step 5: Waypoint reached
1639 LOG_TRACE(this.netname, "'s personal waypoint reached");
1640 waypoint_remove(this.havocbot_personal_waypoint);
1641 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_REACHED;
1642 return CMD_STATUS_FINISHED;
1645 return CMD_STATUS_EXECUTING;
1648 // Step 2: Linking waypoint
1649 if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_LINKING)
1651 // Wait until it is linked
1652 if(!this.havocbot_personal_waypoint.wplinked)
1654 LOG_TRACE(this.netname, " waiting for personal waypoint to be linked");
1655 return CMD_STATUS_EXECUTING;
1658 this.havocbot_personal_waypoint_searchtime = time; // so we set the route next frame
1659 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1660 this.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_GOING;
1662 // Step 3: Route to waypoint
1663 LOG_TRACE(this.netname, " walking to its personal waypoint");
1665 return CMD_STATUS_EXECUTING;
1668 // Step 1: Spawning waypoint
1669 wp = waypoint_spawnpersonal(this, pos);
1672 LOG_TRACE("Error: Can't spawn personal waypoint at ",vtos(pos));
1673 return CMD_STATUS_ERROR;
1676 this.havocbot_personal_waypoint = wp;
1677 this.havocbot_personal_waypoint_failcounter = 0;
1678 this.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1680 // if pos is inside a teleport, then let's mark it as teleport waypoint
1681 IL_EACH(g_teleporters, WarpZoneLib_BoxTouchesBrush(pos, pos, it, NULL),
1683 wp.wpflags |= WAYPOINTFLAG_TELEPORT;
1684 this.lastteleporttime = 0;
1688 if(wp.wpflags & WAYPOINTFLAG_TELEPORT)
1689 print("routing to a teleporter\n");
1691 print("routing to a non-teleporter\n");
1694 return CMD_STATUS_EXECUTING;
1697 float havocbot_resetgoal(entity this)
1699 navigation_clearroute(this);
1700 return CMD_STATUS_FINISHED;
1703 void havocbot_setupbot(entity this)
1705 this.bot_ai = havocbot_ai;
1706 this.cmd_moveto = havocbot_moveto;
1707 this.cmd_resetgoal = havocbot_resetgoal;
1709 // NOTE: bot is not player yet
1710 havocbot_chooserole(this);
1713 vector havocbot_dodge(entity this)
1715 // LordHavoc: disabled because this is too expensive
1720 float danger, bestdanger, vl, d;
1723 // check for dangerous objects near bot or approaching bot
1724 head = findchainfloat(bot_dodge, true);
1727 if (head.owner != this)
1729 vl = vlen(head.velocity);
1730 if (vl > autocvar_sv_maxspeed * 0.3)
1732 n = normalize(head.velocity);
1733 v = this.origin - head.origin;
1735 if (d > (0 - head.bot_dodgerating))
1736 if (d < (vl * 0.2 + head.bot_dodgerating))
1738 // calculate direction and distance from the flight path, by removing the forward axis
1739 v = v - (n * (v * n));
1740 danger = head.bot_dodgerating - vlen(v);
1741 if (bestdanger < danger)
1743 bestdanger = danger;
1744 // dodge to the side of the object
1745 dodge = normalize(v);
1751 danger = head.bot_dodgerating - vlen(head.origin - this.origin);
1752 if (bestdanger < danger)
1754 bestdanger = danger;
1755 dodge = normalize(this.origin - head.origin);