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))
340 vector gno = (this.goalstack01.absmin + this.goalstack01.absmax) * 0.5;
341 deviation = vectoangles(gno - this.origin) - vectoangles(gco - this.origin);
342 while (deviation.y < -180) deviation.y = deviation.y + 360;
343 while (deviation.y > 180) deviation.y = deviation.y - 360;
345 if(fabs(deviation.y) < 20)
346 if(bunnyhopdistance < vlen(this.origin - gno))
347 if(fabs(gno.z - gco.z) < this.maxs.z - this.mins.z)
349 if(vdist(gco - gno, >, autocvar_bot_ai_bunnyhop_startdistance))
350 if(checkpvs(this.origin + this.view_ofs, this.goalstack01))
352 checkdistance = false;
359 this.aistatus &= ~AI_STATUS_RUNNING;
360 // increase stop distance in case the goal is on a slope or a lower platform
361 if(bunnyhopdistance > autocvar_bot_ai_bunnyhop_stopdistance + (this.origin.z - gco.z))
362 PHYS_INPUT_BUTTON_JUMP(this) = true;
366 this.aistatus |= AI_STATUS_RUNNING;
367 PHYS_INPUT_BUTTON_JUMP(this) = true;
373 this.bot_timelastseengoal = time;
378 this.bot_timelastseengoal = 0;
382 // Release jump button
383 if(!cvar("sv_pogostick"))
384 if((IS_ONGROUND(this)) == 0)
386 if(this.velocity.z < 0 || vlen(this.velocity)<maxspeed)
387 PHYS_INPUT_BUTTON_JUMP(this) = false;
390 if(this.aistatus & AI_STATUS_RUNNING)
391 if(vlen(this.velocity)>maxspeed)
393 deviation = vectoangles(dir) - vectoangles(this.velocity);
394 while (deviation.y < -180) deviation.y = deviation.y + 360;
395 while (deviation.y > 180) deviation.y = deviation.y - 360;
397 if(fabs(deviation.y)>10)
398 CS(this).movement_x = 0;
401 CS(this).movement_y = maxspeed * -1;
402 else if(deviation.y<10)
403 CS(this).movement_y = maxspeed;
410 // return true when bot isn't getting closer to the current goal
411 bool havocbot_checkgoaldistance(entity this, vector gco)
413 float curr_dist_z = max(20, fabs(this.origin.z - gco.z));
414 float curr_dist_2d = max(20, vlen(vec2(this.origin - gco)));
415 float distance_time = this.goalcurrent_distance_time;
416 if(distance_time < 0)
417 distance_time = -distance_time;
418 if(curr_dist_z >= this.goalcurrent_distance_z && curr_dist_2d >= this.goalcurrent_distance_2d)
421 this.goalcurrent_distance_time = time;
422 else if (time - distance_time > 0.5)
427 // reduce it a little bit so it works even with very small approaches to the goal
428 this.goalcurrent_distance_z = max(20, curr_dist_z - 10);
429 this.goalcurrent_distance_2d = max(20, curr_dist_2d - 10);
430 this.goalcurrent_distance_time = 0;
435 entity havocbot_select_an_item_of_group(entity this, int gr)
437 entity selected = NULL;
438 float selected_dist2 = 0;
439 // select farthest item of this group from bot's position
440 IL_EACH(g_items, it.item_group == gr && it.solid,
442 float dist2 = vlen2(this.origin - it.origin);
443 if (dist2 < 600 ** 2 && dist2 > selected_dist2)
446 selected_dist2 = vlen2(this.origin - selected.origin);
453 set_tracewalk_dest(selected, this.origin, false);
454 if (!tracewalk(this, this.origin, STAT(PL_MIN, this), STAT(PL_MAX, this),
455 tracewalk_dest, tracewalk_dest_height, bot_navigation_movemode))
463 void havocbot_movetogoal(entity this)
468 vector evadeobstacle;
470 float dodge_enemy_factor = 1;
474 //if (this.goalentity)
475 // te_lightning2(this, this.origin, (this.goalentity.absmin + this.goalentity.absmax) * 0.5);
476 CS(this).movement = '0 0 0';
477 maxspeed = autocvar_sv_maxspeed;
479 PHYS_INPUT_BUTTON_JETPACK(this) = false;
480 // Jetpack navigation
481 if(this.navigation_jetpack_goal)
482 if(this.goalcurrent==this.navigation_jetpack_goal)
483 if(GetResource(this, RES_FUEL))
485 if(autocvar_bot_debug_goalstack)
487 debuggoalstack(this);
488 te_wizspike(this.navigation_jetpack_point);
492 if (!(this.aistatus & AI_STATUS_JETPACK_FLYING))
494 // Brake almost completely so it can get a good direction
495 if(vdist(this.velocity, >, 10))
497 this.aistatus |= AI_STATUS_JETPACK_FLYING;
500 makevectors(this.v_angle.y * '0 1 0');
501 dir = normalize(this.navigation_jetpack_point - this.origin);
504 if(this.aistatus & AI_STATUS_JETPACK_LANDING)
506 // Calculate brake distance in xy
507 float d = vlen(vec2(this.origin - (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5));
508 float vel2 = vlen2(vec2(this.velocity));
509 float db = (vel2 / (autocvar_g_jetpack_acceleration_side * 2)) + 100;
510 //LOG_INFOF("distance %d, velocity %d, brake at %d ", ceil(d), ceil(v), ceil(db));
511 if(d < db || d < 500)
514 if (vel2 > (maxspeed * 0.3) ** 2)
516 CS(this).movement_x = dir * v_forward * -maxspeed;
519 // Switch to normal mode
520 this.navigation_jetpack_goal = NULL;
521 this.aistatus &= ~AI_STATUS_JETPACK_LANDING;
522 this.aistatus &= ~AI_STATUS_JETPACK_FLYING;
526 else if(checkpvs(this.origin,this.goalcurrent))
528 // If I can see the goal switch to landing code
529 this.aistatus &= ~AI_STATUS_JETPACK_FLYING;
530 this.aistatus |= AI_STATUS_JETPACK_LANDING;
535 PHYS_INPUT_BUTTON_JETPACK(this) = true;
536 if(this.navigation_jetpack_point.z - STAT(PL_MAX, this).z + STAT(PL_MIN, this).z < this.origin.z)
538 CS(this).movement_x = dir * v_forward * maxspeed;
539 CS(this).movement_y = dir * v_right * maxspeed;
544 // Handling of jump pads
545 if(this.jumppadcount)
547 if(this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
549 this.aistatus |= AI_STATUS_OUT_JUMPPAD;
550 if(navigation_poptouchedgoals(this))
553 else if(this.aistatus & AI_STATUS_OUT_JUMPPAD)
555 // If got stuck on the jump pad try to reach the farthest visible waypoint
556 // but with some randomness so it can try out different paths
557 if(!this.goalcurrent)
559 entity newgoal = NULL;
560 IL_EACH(g_waypoints, vdist(it.origin - this.origin, <=, 1000),
562 if(it.wpflags & WAYPOINTFLAG_TELEPORT)
563 if(it.origin.z < this.origin.z - 100 && vdist(vec2(it.origin - this.origin), <, 100))
566 traceline(this.origin + this.view_ofs, ((it.absmin + it.absmax) * 0.5), true, this);
568 if(trace_fraction < 1)
571 if(!newgoal || ((random() < 0.8) && vlen2(it.origin - this.origin) > vlen2(newgoal.origin - this.origin)))
577 this.ignoregoal = this.goalcurrent;
578 this.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
579 navigation_clearroute(this);
580 navigation_routetogoal(this, newgoal, this.origin);
581 if(autocvar_bot_debug_goalstack)
582 debuggoalstack(this);
583 this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
586 else //if (this.goalcurrent)
588 if (this.goalcurrent.bot_pickup)
590 entity jumppad_wp = this.goalcurrent_prev;
591 navigation_poptouchedgoals(this);
592 if(!this.goalcurrent && jumppad_wp.wp00)
594 // head to the jumppad destination once bot reaches the goal item
595 navigation_pushroute(this, jumppad_wp.wp00);
598 vector gco = (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5;
599 if (this.origin.z > gco.z && vdist(vec2(this.velocity), <, autocvar_sv_maxspeed))
601 if (this.velocity.z < 0)
602 this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
604 else if(havocbot_checkgoaldistance(this, gco))
606 navigation_clearroute(this);
607 navigation_goalrating_timeout_force(this);
613 else //if (!(this.aistatus & AI_STATUS_OUT_JUMPPAD))
615 if(this.velocity.z > 0 && this.origin.z - this.lastteleport_origin.z > (this.maxs.z - this.mins.z) * 0.5)
617 vector velxy = this.velocity; velxy_z = 0;
618 if(vdist(velxy, <, autocvar_sv_maxspeed * 0.2))
620 LOG_TRACE("Warning: ", this.netname, " got stuck on a jumppad (velocity in xy is ", vtos(velxy), "), trying to get out of it now");
621 this.aistatus |= AI_STATUS_OUT_JUMPPAD;
626 // Don't chase players while using a jump pad
627 if(IS_PLAYER(this.goalcurrent) || IS_PLAYER(this.goalstack01))
631 else if(this.aistatus & AI_STATUS_OUT_JUMPPAD)
632 this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
634 // If there is a trigger_hurt right below try to use the jetpack or make a rocketjump
635 if (skill > 6 && !(IS_ONGROUND(this)))
637 #define ROCKETJUMP_DAMAGE() WEP_CVAR(devastator, damage) * 0.8 \
638 * ((this.strength_finished > time) ? autocvar_g_balance_powerup_strength_selfdamage : 1) \
639 * ((this.invincible_finished > time) ? autocvar_g_balance_powerup_invincible_takedamage : 1)
641 tracebox(this.origin, this.mins, this.maxs, this.origin + '0 0 -65536', MOVE_NOMONSTERS, this);
642 if(tracebox_hits_trigger_hurt(this.origin, this.mins, this.maxs, trace_endpos ))
643 if(this.items & IT_JETPACK)
645 tracebox(this.origin, this.mins, this.maxs, this.origin + '0 0 65536', MOVE_NOMONSTERS, this);
646 if(tracebox_hits_trigger_hurt(this.origin, this.mins, this.maxs, trace_endpos + '0 0 1' ))
648 if(this.velocity.z<0)
649 PHYS_INPUT_BUTTON_JETPACK(this) = true;
652 PHYS_INPUT_BUTTON_JETPACK(this) = true;
654 // If there is no goal try to move forward
656 if(this.goalcurrent==NULL)
659 dir = normalize(( ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5 ) - this.origin);
661 vector xyvelocity = this.velocity; xyvelocity_z = 0;
662 float xyspeed = xyvelocity * dir;
664 if(xyspeed < (maxspeed / 2))
666 makevectors(this.v_angle.y * '0 1 0');
667 tracebox(this.origin, this.mins, this.maxs, this.origin + (dir * maxspeed * 3), MOVE_NOMONSTERS, this);
668 if(trace_fraction==1)
670 CS(this).movement_x = dir * v_forward * maxspeed;
671 CS(this).movement_y = dir * v_right * maxspeed;
673 havocbot_keyboard_movement(this, this.origin + dir * 100);
677 this.havocbot_blockhead = true;
681 else if(!this.jumppadcount && !this.goalcurrent.wphardwired
682 && GetResource(this, RES_HEALTH) + GetResource(this, RES_ARMOR) > ROCKETJUMP_DAMAGE())
684 if(this.velocity.z < 0)
686 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
688 .entity weaponentity = weaponentities[slot];
690 if(this.(weaponentity).m_weapon == WEP_Null && slot != 0)
693 if(client_hasweapon(this, WEP_DEVASTATOR, weaponentity, true, false))
695 CS(this).movement_x = maxspeed;
697 if(this.rocketjumptime)
699 if(time > this.rocketjumptime)
701 PHYS_INPUT_BUTTON_ATCK2(this) = true;
702 this.rocketjumptime = 0;
707 this.(weaponentity).m_switchweapon = WEP_DEVASTATOR;
709 PHYS_INPUT_BUTTON_ATCK(this) = true;
710 this.rocketjumptime = time + WEP_CVAR(devastator, detonatedelay);
718 // If there is no goal try to move forward
719 if(this.goalcurrent==NULL)
720 CS(this).movement_x = maxspeed;
724 // If we are under water with no goals, swim up
725 if(this.waterlevel && !this.goalcurrent)
728 if(this.waterlevel>WATERLEVEL_SWIMMING)
730 else if(this.velocity.z >= 0 && !(this.waterlevel == WATERLEVEL_WETFEET && this.watertype == CONTENT_WATER))
731 PHYS_INPUT_BUTTON_JUMP(this) = true;
733 PHYS_INPUT_BUTTON_JUMP(this) = false;
734 makevectors(this.v_angle.y * '0 1 0');
735 vector v = dir * maxspeed;
736 CS(this).movement.x = v * v_forward;
737 CS(this).movement.y = v * v_right;
738 CS(this).movement.z = v * v_up;
741 // if there is nowhere to go, exit
742 if (this.goalcurrent == NULL)
746 bool locked_goal = false;
747 if((this.goalentity && wasfreed(this.goalentity))
748 || (this.goalcurrent == this.goalentity && this.goalentity.tag_entity))
750 navigation_clearroute(this);
751 navigation_goalrating_timeout_force(this);
754 else if(this.goalentity.tag_entity)
756 navigation_goalrating_timeout_expire(this, 2);
758 else if(this.goalentity.bot_pickup)
760 if(this.goalentity.bot_pickup_respawning)
762 if(this.goalentity.solid) // item respawned
763 this.goalentity.bot_pickup_respawning = false;
764 else if(time < this.goalentity.scheduledrespawntime - 10) // item already taken (by someone else)
766 if(checkpvs(this.origin, this.goalentity))
768 this.goalentity.bot_pickup_respawning = false;
769 navigation_goalrating_timeout_expire(this, random());
771 locked_goal = true; // wait for item to respawn
773 else if(this.goalentity == this.goalcurrent)
774 locked_goal = true; // wait for item to respawn
776 else if(!this.goalentity.solid && !boxesoverlap(this.goalentity.absmin, this.goalentity.absmax, this.absmin, this.absmax))
778 if(checkpvs(this.origin, this.goalentity))
780 navigation_goalrating_timeout_expire(this, random());
784 if (this.goalcurrent == this.goalentity && this.goalentity_lock_timeout > time)
787 if (navigation_shortenpath(this))
789 if (vdist(this.origin - this.goalcurrent_prev.origin, <, 50)
790 && navigation_goalrating_timeout_can_be_anticipated(this))
792 navigation_goalrating_timeout_force(this);
796 bool goalcurrent_can_be_removed = false;
797 if (IS_PLAYER(this.goalcurrent) || IS_MONSTER(this.goalcurrent))
799 bool freeze_state_changed = (boolean(STAT(FROZEN, this.goalentity)) != this.goalentity_shouldbefrozen);
800 if (IS_DEAD(this.goalcurrent) || (this.goalentity == this.goalcurrent && freeze_state_changed))
802 goalcurrent_can_be_removed = true;
803 // don't remove if not visible
804 if (checkpvs(this.origin + this.view_ofs, this.goalcurrent))
806 if (IS_DEAD(this.goalcurrent))
808 IL_EACH(g_items, it.enemy == this.goalcurrent && Item_IsLoot(it),
810 if (vdist(it.origin - this.goalcurrent.death_origin, <, 50))
812 navigation_clearroute(this);
813 navigation_pushroute(this, it);
814 // loot can't be immediately rated since it isn't on ground yet
815 // it will be rated after a second when on ground, meanwhile head to it
816 navigation_goalrating_timeout_expire(this, 1);
821 if (!Item_IsLoot(this.goalcurrent))
823 navigation_goalrating_timeout_force(this);
828 else if (!(STAT(FROZEN, this.goalentity)) && this.bot_tracewalk_time < time)
830 set_tracewalk_dest(this.goalcurrent, this.origin, true);
831 if (!(trace_ent == this || tracewalk(this, this.origin, this.mins, this.maxs,
832 tracewalk_dest, tracewalk_dest_height, bot_navigation_movemode)))
834 navigation_goalrating_timeout_force(this);
837 this.bot_tracewalk_time = max(time, this.bot_tracewalk_time) + 0.25;
843 // optimize path finding by anticipating goalrating when bot is near a waypoint;
844 // in this case path finding can start directly from a waypoint instead of
845 // looking for all the reachable waypoints up to a certain distance
846 if (navigation_poptouchedgoals(this))
848 if (this.goalcurrent)
850 if (goalcurrent_can_be_removed)
852 // remove even if not visible
853 navigation_goalrating_timeout_force(this);
856 else if (navigation_goalrating_timeout_can_be_anticipated(this))
857 navigation_goalrating_timeout_force(this);
861 entity old_goal = this.goalcurrent_prev;
862 if (old_goal.item_group && this.item_group != old_goal.item_group)
864 // Avoid multiple costly calls of path finding code that selects one of the closest
865 // item of the group by telling the bot to head directly to the farthest item.
866 // Next time we let the bot select a goal as usual which can be another item
867 // of this group (the closest one) and so on
868 this.item_group = old_goal.item_group;
869 entity new_goal = havocbot_select_an_item_of_group(this, old_goal.item_group);
871 navigation_pushroute(this, new_goal);
877 // if ran out of goals try to use an alternative goal or get a new strategy asap
878 if(this.goalcurrent == NULL)
880 navigation_goalrating_timeout_force(this);
885 if(autocvar_bot_debug_goalstack)
886 debuggoalstack(this);
888 bool bunnyhop_forbidden = false;
889 vector destorg = get_closer_dest(this.goalcurrent, this.origin);
890 if (this.jumppadcount && this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
892 // if bot used the jumppad, push towards jumppad origin until jumppad waypoint gets removed
893 destorg = this.goalcurrent.origin;
895 else if (this.goalcurrent.wpisbox)
897 // if bot is inside the teleport waypoint, head to teleport origin until teleport gets used
898 // do it even if bot is on a ledge above a teleport/jumppad so it doesn't get stuck
899 if (boxesoverlap(this.goalcurrent.absmin, this.goalcurrent.absmax, this.origin + eZ * this.mins.z, this.origin + eZ * this.maxs.z)
900 || (this.absmin.z > destorg.z && destorg.x == this.origin.x && destorg.y == this.origin.y))
902 bunnyhop_forbidden = true;
903 destorg = this.goalcurrent.origin;
904 if(destorg.z > this.origin.z)
905 PHYS_INPUT_BUTTON_JUMP(this) = true;
909 diff = destorg - this.origin;
911 if (time < this.bot_stop_moving_timeout
912 || (this.goalcurrent == this.goalentity && time < this.goalentity_lock_timeout && vdist(diff, <, 10)))
914 // stop if the locked goal has been reached
915 destorg = this.origin;
916 diff = dir = '0 0 0';
918 else if (IS_PLAYER(this.goalcurrent) || IS_MONSTER(this.goalcurrent))
920 if (vdist(diff, <, 80))
922 // stop if too close to target player (even if frozen)
923 destorg = this.origin;
924 diff = dir = '0 0 0';
928 // move destorg out of target players, otherwise bot will consider them
929 // an obstacle that needs to be jumped (especially if frozen)
930 dir = normalize(diff);
931 destorg -= dir * PL_MAX_CONST.x * M_SQRT2;
932 diff = destorg - this.origin;
936 dir = normalize(diff);
937 flatdir = (diff.z == 0) ? dir : normalize(vec2(diff));
939 //if (this.bot_dodgevector_time < time)
941 //this.bot_dodgevector_time = time + cvar("bot_ai_dodgeupdateinterval");
942 //this.bot_dodgevector_jumpbutton = 1;
943 evadeobstacle = '0 0 0';
946 this.aistatus &= ~AI_STATUS_DANGER_AHEAD;
947 makevectors(this.v_angle.y * '0 1 0');
948 if (this.waterlevel > WATERLEVEL_WETFEET)
950 if (this.waterlevel > WATERLEVEL_SWIMMING)
952 if(!this.goalcurrent)
953 this.aistatus |= AI_STATUS_OUT_WATER;
954 else if(destorg.z > this.origin.z)
955 PHYS_INPUT_BUTTON_JUMP(this) = true;
959 if(this.velocity.z >= 0 && !(this.watertype == CONTENT_WATER && destorg.z < this.origin.z) &&
960 (this.aistatus & AI_STATUS_OUT_WATER))
962 PHYS_INPUT_BUTTON_JUMP(this) = true;
967 PHYS_INPUT_BUTTON_JUMP(this) = false;
968 if (destorg.z > this.origin.z)
977 if(this.aistatus & AI_STATUS_OUT_WATER)
978 this.aistatus &= ~AI_STATUS_OUT_WATER;
980 // jump if going toward an obstacle that doesn't look like stairs we
981 // can walk up directly
982 vector deviation = '0 0 0';
983 float current_speed = vlen(vec2(this.velocity));
984 if (current_speed < maxspeed * 0.2)
985 current_speed = maxspeed * 0.2;
988 deviation = vectoangles(diff) - vectoangles(this.velocity);
989 while (deviation.y < -180) deviation.y += 360;
990 while (deviation.y > 180) deviation.y -= 360;
992 float turning = false;
993 vector flat_diff = vec2(diff);
994 offset = max(32, current_speed * cos(deviation.y * DEG2RAD) * 0.3) * flatdir;
995 vector actual_destorg = this.origin + offset;
996 if (!this.goalstack01 || this.goalcurrent.wpflags & (WAYPOINTFLAG_TELEPORT | WAYPOINTFLAG_LADDER))
998 if (vlen2(flat_diff) < vlen2(offset))
1000 if (this.goalcurrent.wpflags & WAYPOINTFLAG_JUMP && this.goalstack01)
1002 // oblique warpzones need a jump otherwise bots gets stuck
1003 PHYS_INPUT_BUTTON_JUMP(this) = true;
1007 actual_destorg.x = destorg.x;
1008 actual_destorg.y = destorg.y;
1012 else if (vdist(flat_diff, <, 32) && diff.z < -16) // destination is under the bot
1014 actual_destorg.x = destorg.x;
1015 actual_destorg.y = destorg.y;
1017 else if (vlen2(flat_diff) < vlen2(offset))
1019 vector next_goal_org = (this.goalstack01.absmin + this.goalstack01.absmax) * 0.5;
1020 vector next_dir = normalize(vec2(next_goal_org - destorg));
1021 float dist = vlen(vec2(this.origin + offset - destorg));
1022 // if current and next goal are close to each other make sure
1023 // actual_destorg isn't set beyond next_goal_org
1024 if (dist ** 2 > vlen2(vec2(next_goal_org - destorg)))
1025 actual_destorg = next_goal_org;
1027 actual_destorg = vec2(destorg) + dist * next_dir;
1028 actual_destorg.z = this.origin.z;
1033 dir = flatdir = normalize(actual_destorg - this.origin);
1035 if (turning || fabs(deviation.y) < 50) // don't even try to jump if deviation is too high
1037 tracebox(this.origin, this.mins, this.maxs, actual_destorg, false, this);
1038 if (trace_fraction < 1 && trace_plane_normal.z < 0.7)
1041 tracebox(this.origin + stepheightvec, this.mins, this.maxs, actual_destorg + stepheightvec, false, this);
1042 if (trace_fraction < s + 0.01 && trace_plane_normal.z < 0.7)
1044 // found an obstacle
1045 if (turning && fabs(deviation.y) > 5)
1047 // check if the obstacle is still there without turning
1048 actual_destorg = destorg;
1050 this.bot_tracewalk_time = time + 0.25;
1054 // don't artificially reduce max jump height in real-time
1055 // (jumpstepheightvec is reduced a bit to make the jumps easy in tracewalk)
1056 vector jump_height = (IS_ONGROUND(this)) ? stepheightvec + jumpheight_vec : jumpstepheightvec;
1057 tracebox(this.origin + jump_height, this.mins, this.maxs, actual_destorg + jump_height, false, this);
1058 if (trace_fraction > s)
1059 PHYS_INPUT_BUTTON_JUMP(this) = true;
1062 jump_height = stepheightvec + jumpheight_vec / 2;
1063 tracebox(this.origin + jump_height, this.mins, this.maxs, actual_destorg + jump_height, false, this);
1064 if (trace_fraction > s)
1065 PHYS_INPUT_BUTTON_JUMP(this) = true;
1071 // if bot for some reason doesn't get close to the current goal find another one
1072 if(!this.jumppadcount && !IS_PLAYER(this.goalcurrent))
1073 if(!(locked_goal && this.goalcurrent_distance_z < 50 && this.goalcurrent_distance_2d < 50))
1074 if(havocbot_checkgoaldistance(this, destorg))
1076 if(this.goalcurrent_distance_time < 0) // can't get close for the second time
1078 navigation_clearroute(this);
1079 navigation_goalrating_timeout_force(this);
1083 set_tracewalk_dest(this.goalcurrent, this.origin, false);
1084 if (!tracewalk(this, this.origin, this.mins, this.maxs,
1085 tracewalk_dest, tracewalk_dest_height, bot_navigation_movemode))
1087 navigation_clearroute(this);
1088 navigation_goalrating_timeout_force(this);
1092 // give bot only another chance to prevent bot getting stuck
1093 // in case it thinks it can walk but actually can't
1094 this.goalcurrent_distance_z = FLOAT_MAX;
1095 this.goalcurrent_distance_2d = FLOAT_MAX;
1096 this.goalcurrent_distance_time = -time; // mark second try
1099 // Check for water/slime/lava and dangerous edges
1100 // (only when the bot is on the ground or jumping intentionally)
1102 if (skill + this.bot_moveskill <= 3 && time > this.bot_stop_moving_timeout
1103 && current_speed > maxspeed * 0.9 && fabs(deviation.y) > 70)
1105 this.bot_stop_moving_timeout = time + 0.4 + random() * 0.2;
1108 offset = (vdist(this.velocity, >, 32) ? this.velocity * 0.2 : flatdir * 32);
1109 vector dst_ahead = this.origin + this.view_ofs + offset;
1110 vector dst_down = dst_ahead - '0 0 3000';
1111 traceline(this.origin + this.view_ofs, dst_ahead, true, NULL);
1113 bool unreachable = false;
1115 if(trace_fraction == 1 && this.jumppadcount == 0 && !this.goalcurrent.wphardwired )
1116 if((IS_ONGROUND(this)) || (this.aistatus & AI_STATUS_RUNNING) || (this.aistatus & AI_STATUS_ROAMING) || PHYS_INPUT_BUTTON_JUMP(this))
1119 traceline(dst_ahead , dst_down, true, NULL);
1120 //te_lightning2(NULL, this.origin + this.view_ofs, dst_ahead); // Draw "ahead" look
1121 //te_lightning2(NULL, dst_ahead, trace_endpos); // Draw "downwards" look
1122 if(trace_endpos.z < this.origin.z + this.mins.z)
1124 s = pointcontents(trace_endpos + '0 0 1');
1125 if (s != CONTENT_SOLID)
1126 if (s == CONTENT_LAVA || s == CONTENT_SLIME)
1127 evadelava = normalize(this.velocity) * -1;
1128 else if (s == CONTENT_SKY)
1129 evadeobstacle = normalize(this.velocity) * -1;
1130 else if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos))
1132 // the traceline check isn't enough but is good as optimization,
1133 // when not true (most of the time) this tracebox call is avoided
1134 tracebox(dst_ahead, this.mins, this.maxs, dst_down, true, this);
1135 if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos))
1137 if (destorg.z > this.origin.z + jumpstepheightvec.z)
1139 // the goal is probably on an upper platform, assume bot can't get there
1143 evadelava = normalize(this.velocity) * -1;
1150 evadeobstacle.z = 0;
1152 makevectors(this.v_angle.y * '0 1 0');
1154 if(evadeobstacle || evadelava || (s == CONTENT_WATER))
1156 this.aistatus |= AI_STATUS_DANGER_AHEAD;
1157 if(IS_PLAYER(this.goalcurrent))
1161 // slow down if bot is in the air and goal is under it
1162 if (!this.goalcurrent.wphardwired
1163 && vdist(flat_diff, <, 250) && this.origin.z - destorg.z > 120
1164 && (!IS_ONGROUND(this) || vdist(vec2(this.velocity), >, maxspeed * 0.3)))
1166 // tracebox wouldn't work when bot is still on the ledge
1167 traceline(this.origin, this.origin - '0 0 200', true, this);
1168 if (this.origin.z - trace_endpos.z > 120)
1169 evadeobstacle = normalize(this.velocity) * -1;
1174 navigation_clearroute(this);
1175 navigation_goalrating_timeout_force(this);
1176 this.ignoregoal = this.goalcurrent;
1177 this.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
1181 dodge = havocbot_dodge(this);
1183 dodge *= bound(0, 0.5 + (skill + this.bot_dodgeskill) * 0.1, 1);
1184 dodge += evadeobstacle + evadelava;
1185 evadelava = evadelava * bound(1,3-(skill+this.bot_dodgeskill),3); //Noobs fear lava a lot and take more distance from it
1188 traceline(this.origin, (this.enemy.absmin + this.enemy.absmax) * 0.5, true, NULL);
1189 if (IS_PLAYER(trace_ent))
1190 dodge_enemy_factor = bound(0, (skill + this.bot_dodgeskill) / 7, 1);
1192 // this.bot_dodgevector = dir;
1193 // this.bot_dodgevector_jumpbutton = PHYS_INPUT_BUTTON_JUMP(this);
1196 float ladder_zdir = 0;
1197 if(time < this.ladder_time)
1199 if(this.goalcurrent.origin.z + this.goalcurrent.mins.z > this.origin.z + this.mins.z)
1201 if(this.origin.z + this.mins.z < this.ladder_entity.origin.z + this.ladder_entity.maxs.z)
1206 if(this.origin.z + this.mins.z > this.ladder_entity.origin.z + this.ladder_entity.mins.z)
1211 if (vdist(vec2(diff), <, 40))
1212 dir.z = ladder_zdir * 4;
1214 dir.z = ladder_zdir * 2;
1215 dir = normalize(dir);
1219 if (this.goalcurrent.wpisbox
1220 && boxesoverlap(this.goalcurrent.absmin, this.goalcurrent.absmax, this.origin, this.origin))
1222 // bot is inside teleport waypoint but hasn't touched the real teleport yet
1223 // head to teleport origin
1224 dir = (this.goalcurrent.origin - this.origin);
1226 dir = normalize(dir);
1229 // already executed when bot targets an enemy
1230 if (!this.bot_aimdir_executed)
1232 if (time < this.bot_stop_moving_timeout)
1233 bot_aimdir(this, normalize(this.goalcurrent.origin - this.origin), 0);
1235 bot_aimdir(this, dir, 0);
1240 dir *= dodge_enemy_factor;
1241 dir = normalize(dir + dodge);
1244 makevectors(this.v_angle);
1245 //dir = this.bot_dodgevector;
1246 //if (this.bot_dodgevector_jumpbutton)
1247 // PHYS_INPUT_BUTTON_JUMP(this) = true;
1248 CS(this).movement_x = dir * v_forward * maxspeed;
1249 CS(this).movement_y = dir * v_right * maxspeed;
1250 CS(this).movement_z = dir * v_up * maxspeed;
1252 // Emulate keyboard interface
1254 havocbot_keyboard_movement(this, destorg);
1257 //if(this.aistatus & AI_STATUS_ROAMING)
1258 if(!bunnyhop_forbidden && this.goalcurrent)
1259 if(skill+this.bot_moveskill >= autocvar_bot_ai_bunnyhop_skilloffset)
1260 havocbot_bunnyhop(this, dir);
1262 if ((dir * v_up) >= autocvar_sv_jumpvelocity*0.5 && (IS_ONGROUND(this))) PHYS_INPUT_BUTTON_JUMP(this) = true;
1263 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;
1264 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);
1267 entity havocbot_gettarget(entity this, bool secondary)
1270 vector eye = CENTER_OR_VIEWOFS(this);
1271 IL_EACH(g_bot_targets, boolean((secondary) ? it.classname == "misc_breakablemodel" : it.classname != "misc_breakablemodel"),
1273 vector v = CENTER_OR_VIEWOFS(it);
1274 if(vdist(v - eye, <, autocvar_bot_ai_enemydetectionradius))
1275 if(!best || vlen2(CENTER_OR_VIEWOFS(best) - eye) > vlen2(v - eye))
1276 if(bot_shouldattack(this, it))
1278 traceline(eye, v, true, this);
1279 if (trace_ent == it || trace_fraction >= 1)
1287 void havocbot_chooseenemy(entity this)
1289 if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(this))
1296 if (!bot_shouldattack(this, this.enemy))
1298 // enemy died or something, find a new target
1300 this.havocbot_chooseenemy_finished = time;
1302 else if (this.havocbot_stickenemy)
1304 // tracking last chosen enemy
1305 // if enemy is visible
1306 // and not really really far away
1307 // and we're not severely injured
1308 // then keep tracking for a half second into the future
1309 traceline(this.origin+this.view_ofs, ( this.enemy.absmin + this.enemy.absmax ) * 0.5,false,NULL);
1310 if (trace_ent == this.enemy || trace_fraction == 1)
1311 if (vdist(((this.enemy.absmin + this.enemy.absmax) * 0.5) - this.origin, <, 1000))
1312 if (GetResource(this, RES_HEALTH) > 30)
1314 // remain tracking him for a shot while (case he went after a small corner or pilar
1315 this.havocbot_chooseenemy_finished = time + 0.5;
1318 // enemy isn't visible, or is far away, or we're injured severely
1319 // so stop preferring this enemy
1320 // (it will still take a half second until a new one is chosen)
1321 this.havocbot_stickenemy = 0;
1324 if (time < this.havocbot_chooseenemy_finished)
1326 this.havocbot_chooseenemy_finished = time + autocvar_bot_ai_enemydetectioninterval;
1327 vector eye = this.origin + this.view_ofs;
1329 float bestrating = 100000000;
1332 int hf = this.dphitcontentsmask;
1334 // Search for enemies, if no enemy can be seen directly try to look through transparent objects
1336 this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
1338 bool scan_transparent = false;
1339 bool scan_secondary_targets = false;
1340 bool have_secondary_targets = false;
1343 scan_secondary_targets = false;
1345 IL_EACH(g_bot_targets, it.bot_attack,
1347 if(!scan_secondary_targets)
1349 if(it.classname == "misc_breakablemodel")
1351 have_secondary_targets = true;
1355 else if(it.classname != "misc_breakablemodel")
1358 vector v = (it.absmin + it.absmax) * 0.5;
1359 float rating = vlen2(v - eye);
1360 if (vdist(v - eye, <, autocvar_bot_ai_enemydetectionradius))
1361 if (bestrating > rating)
1362 if (bot_shouldattack(this, it))
1364 traceline(eye, v, true, this);
1365 if (trace_ent == it || trace_fraction >= 1)
1368 bestrating = rating;
1373 if(!best && have_secondary_targets && !scan_secondary_targets)
1375 scan_secondary_targets = true;
1377 bestrating = 100000000;
1381 // I want to do a second scan if no enemy was found or I don't have weapons
1382 // TODO: Perform the scan when using the rifle (requires changes on the rifle code)
1383 if(best || STAT(WEAPONS, this)) // || this.weapon == WEP_RIFLE.m_id
1385 if(scan_transparent)
1388 // Set flags to see through transparent objects
1389 this.dphitcontentsmask |= DPCONTENTS_OPAQUE;
1391 scan_transparent = true;
1394 // Restore hit flags
1395 this.dphitcontentsmask = hf;
1398 this.havocbot_stickenemy = true;
1399 if(best && best.classname == "misc_breakablemodel")
1400 this.havocbot_stickenemy = false;
1403 float havocbot_chooseweapon_checkreload(entity this, .entity weaponentity, int new_weapon)
1405 // bots under this skill cannot find unloaded weapons to reload idly when not in combat,
1406 // so skip this for them, or they'll never get to reload their weapons at all.
1407 // this also allows bots under this skill to be more stupid, and reload more often during combat :)
1411 // if this weapon is scheduled for reloading, don't switch to it during combat
1412 if (this.(weaponentity).weapon_load[new_weapon] < 0)
1414 FOREACH(Weapons, it != WEP_Null, {
1415 if(it.wr_checkammo1(it, this, weaponentity) + it.wr_checkammo2(it, this, weaponentity))
1416 return true; // other weapon available
1423 void havocbot_chooseweapon(entity this, .entity weaponentity)
1428 if(g_weaponarena_weapons == WEPSET(TUBA))
1430 this.(weaponentity).m_switchweapon = WEP_TUBA;
1434 // TODO: clean this up by moving it to weapon code
1435 if(this.enemy==NULL)
1437 // If no weapon was chosen get the first available weapon
1438 if(this.(weaponentity).m_weapon==WEP_Null)
1439 FOREACH(Weapons, it != WEP_Null, {
1440 if(client_hasweapon(this, it, weaponentity, true, false))
1442 this.(weaponentity).m_switchweapon = it;
1449 // Do not change weapon during the next second after a combo
1450 float f = time - this.lastcombotime;
1455 float distance; distance=bound(10,vlen(this.origin-this.enemy.origin)-200,10000);
1457 // Should it do a weapon combo?
1458 float af, ct, combo_time, combo;
1460 af = ATTACK_FINISHED(this, weaponentity);
1461 ct = autocvar_bot_ai_weapon_combo_threshold;
1463 // Bots with no skill will be 4 times more slower than "godlike" bots when doing weapon combos
1464 // Ideally this 4 should be calculated as longest_weapon_refire / bot_ai_weapon_combo_threshold
1465 combo_time = time + ct + (ct * ((-0.3*(skill+this.bot_weaponskill))+3));
1469 if(autocvar_bot_ai_weapon_combo)
1470 if(this.(weaponentity).m_weapon.m_id == this.(weaponentity).lastfiredweapon)
1474 this.lastcombotime = time;
1477 distance *= (2 ** this.bot_rangepreference);
1479 // Custom weapon list based on distance to the enemy
1480 if(bot_custom_weapon){
1482 // Choose weapons for far distance
1483 if ( distance > bot_distance_far ) {
1484 for(i=0; i < Weapons_COUNT && bot_weapons_far[i] != -1 ; ++i){
1485 w = bot_weapons_far[i];
1486 if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
1488 if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1490 this.(weaponentity).m_switchweapon = Weapons_from(w);
1496 // Choose weapons for mid distance
1497 if ( distance > bot_distance_close) {
1498 for(i=0; i < Weapons_COUNT && bot_weapons_mid[i] != -1 ; ++i){
1499 w = bot_weapons_mid[i];
1500 if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
1502 if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1504 this.(weaponentity).m_switchweapon = Weapons_from(w);
1510 // Choose weapons for close distance
1511 for(i=0; i < Weapons_COUNT && bot_weapons_close[i] != -1 ; ++i){
1512 w = bot_weapons_close[i];
1513 if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
1515 if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1517 this.(weaponentity).m_switchweapon = Weapons_from(w);
1524 void havocbot_aim(entity this)
1526 if (time < this.nextaim)
1528 this.nextaim = time + 0.1;
1529 vector myvel = this.velocity;
1530 if (!this.waterlevel)
1532 if(MUTATOR_CALLHOOK(HavocBot_Aim, this)) { /* do nothing */ }
1533 else if (this.enemy)
1535 vector enemyvel = this.enemy.velocity;
1536 if (!this.enemy.waterlevel)
1538 lag_additem(this, time + CS(this).ping, 0, 0, this.enemy, this.origin, myvel, (this.enemy.absmin + this.enemy.absmax) * 0.5, enemyvel);
1541 lag_additem(this, time + CS(this).ping, 0, 0, NULL, this.origin, myvel, ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5, '0 0 0');
1544 bool havocbot_moveto_refresh_route(entity this)
1546 // Refresh path to goal if necessary
1548 wp = this.havocbot_personal_waypoint;
1549 navigation_goalrating_start(this);
1550 navigation_routerating(this, wp, 10000, 10000);
1551 navigation_goalrating_end(this);
1552 return (this.goalentity != NULL);
1555 float havocbot_moveto(entity this, vector pos)
1559 if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_GOING)
1561 // Step 4: Move to waypoint
1562 if(this.havocbot_personal_waypoint==NULL)
1564 LOG_TRACE("Error: ", this.netname, " trying to walk to a non existent personal waypoint");
1565 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_GOING;
1566 return CMD_STATUS_ERROR;
1569 if (!bot_strategytoken_taken)
1570 if(this.havocbot_personal_waypoint_searchtime<time)
1572 bot_strategytoken_taken = true;
1573 if(havocbot_moveto_refresh_route(this))
1575 LOG_TRACE(this.netname, " walking to its personal waypoint (after ", ftos(this.havocbot_personal_waypoint_failcounter), " failed attempts)");
1576 this.havocbot_personal_waypoint_searchtime = time + 10;
1577 this.havocbot_personal_waypoint_failcounter = 0;
1581 this.havocbot_personal_waypoint_failcounter += 1;
1582 this.havocbot_personal_waypoint_searchtime = time + 2;
1583 if(this.havocbot_personal_waypoint_failcounter >= 30)
1585 LOG_TRACE("Warning: can't walk to the personal waypoint located at ", vtos(this.havocbot_personal_waypoint.origin));
1586 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1587 delete(this.havocbot_personal_waypoint);
1588 return CMD_STATUS_ERROR;
1591 LOG_TRACE(this.netname, " can't walk to its personal waypoint (after ", ftos(this.havocbot_personal_waypoint_failcounter), " failed attempts), trying later");
1595 if(autocvar_bot_debug_goalstack)
1596 debuggoalstack(this);
1600 havocbot_movetogoal(this);
1602 if (!this.bot_aimdir_executed && this.goalcurrent)
1605 vector dir = get_closer_dest(this.goalcurrent, this.origin);
1606 dir -= this.origin + this.view_ofs;
1608 bot_aimdir(this, dir, 0);
1611 if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_REACHED)
1613 // Step 5: Waypoint reached
1614 LOG_TRACE(this.netname, "'s personal waypoint reached");
1615 waypoint_remove(this.havocbot_personal_waypoint);
1616 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_REACHED;
1617 return CMD_STATUS_FINISHED;
1620 return CMD_STATUS_EXECUTING;
1623 // Step 2: Linking waypoint
1624 if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_LINKING)
1626 // Wait until it is linked
1627 if(!this.havocbot_personal_waypoint.wplinked)
1629 LOG_TRACE(this.netname, " waiting for personal waypoint to be linked");
1630 return CMD_STATUS_EXECUTING;
1633 this.havocbot_personal_waypoint_searchtime = time; // so we set the route next frame
1634 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1635 this.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_GOING;
1637 // Step 3: Route to waypoint
1638 LOG_TRACE(this.netname, " walking to its personal waypoint");
1640 return CMD_STATUS_EXECUTING;
1643 // Step 1: Spawning waypoint
1644 wp = waypoint_spawnpersonal(this, pos);
1647 LOG_TRACE("Error: Can't spawn personal waypoint at ",vtos(pos));
1648 return CMD_STATUS_ERROR;
1651 this.havocbot_personal_waypoint = wp;
1652 this.havocbot_personal_waypoint_failcounter = 0;
1653 this.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1655 // if pos is inside a teleport, then let's mark it as teleport waypoint
1656 IL_EACH(g_teleporters, WarpZoneLib_BoxTouchesBrush(pos, pos, it, NULL),
1658 wp.wpflags |= WAYPOINTFLAG_TELEPORT;
1659 this.lastteleporttime = 0;
1663 if(wp.wpflags & WAYPOINTFLAG_TELEPORT)
1664 print("routing to a teleporter\n");
1666 print("routing to a non-teleporter\n");
1669 return CMD_STATUS_EXECUTING;
1672 float havocbot_resetgoal(entity this)
1674 navigation_clearroute(this);
1675 return CMD_STATUS_FINISHED;
1678 void havocbot_setupbot(entity this)
1680 this.bot_ai = havocbot_ai;
1681 this.cmd_moveto = havocbot_moveto;
1682 this.cmd_resetgoal = havocbot_resetgoal;
1684 // NOTE: bot is not player yet
1685 havocbot_chooserole(this);
1688 vector havocbot_dodge(entity this)
1690 // LordHavoc: disabled because this is too expensive
1695 float danger, bestdanger, vl, d;
1698 // check for dangerous objects near bot or approaching bot
1699 head = findchainfloat(bot_dodge, true);
1702 if (head.owner != this)
1704 vl = vlen(head.velocity);
1705 if (vl > autocvar_sv_maxspeed * 0.3)
1707 n = normalize(head.velocity);
1708 v = this.origin - head.origin;
1710 if (d > (0 - head.bot_dodgerating))
1711 if (d < (vl * 0.2 + head.bot_dodgerating))
1713 // calculate direction and distance from the flight path, by removing the forward axis
1714 v = v - (n * (v * n));
1715 danger = head.bot_dodgerating - vlen(v);
1716 if (bestdanger < danger)
1718 bestdanger = danger;
1719 // dodge to the side of the object
1720 dodge = normalize(v);
1726 danger = head.bot_dodgerating - vlen(head.origin - this.origin);
1727 if (bestdanger < danger)
1729 bestdanger = danger;
1730 dodge = normalize(this.origin - head.origin);