5 #include <server/defs.qh>
6 #include <server/miscfunctions.qh>
11 #include "../navigation.qh"
12 #include "../scripting.qh"
13 #include "../waypoints.qh"
15 #include <common/constants.qh>
16 #include <common/impulses/all.qh>
17 #include <common/net_linked.qh>
18 #include <common/physics/player.qh>
19 #include <common/state.qh>
20 #include <common/items/_mod.qh>
21 #include <common/wepent.qh>
23 #include <common/mapobjects/func/ladder.qh>
24 #include <common/mapobjects/teleporters.qh>
25 #include <common/mapobjects/trigger/jumppads.qh>
27 #include <lib/warpzone/common.qh>
29 void havocbot_ai(entity this)
34 this.bot_aimdir_executed = false;
35 // lock aim if teleported or passing through a warpzone
36 if (this.lastteleporttime && !this.jumppadcount)
37 this.bot_aimdir_executed = true;
39 if(bot_execute_commands(this))
42 if (bot_strategytoken == this && !bot_strategytoken_taken)
44 if(this.havocbot_blockhead)
46 this.havocbot_blockhead = false;
50 if (!this.jumppadcount && !STAT(FROZEN, this))
51 this.havocbot_role(this); // little too far down the rabbit hole
54 // if we don't have a goal and we're under water look for a waypoint near the "shore" and push it
55 if(!(IS_DEAD(this) || STAT(FROZEN, this)))
57 if(this.waterlevel == WATERLEVEL_SWIMMING || (this.aistatus & AI_STATUS_OUT_WATER))
59 // Look for the closest waypoint out of water
60 entity newgoal = NULL;
61 IL_EACH(g_waypoints, vdist(it.origin - this.origin, <=, 10000),
63 if(it.origin.z < this.origin.z)
66 if(it.origin.z - this.origin.z - this.view_ofs.z > 100)
69 if (pointcontents(it.origin + it.maxs + '0 0 1') != CONTENT_EMPTY)
72 traceline(this.origin + this.view_ofs, ((it.absmin + it.absmax) * 0.5), true, this);
74 if(trace_fraction < 1)
77 if(!newgoal || vlen2(it.origin - this.origin) < vlen2(newgoal.origin - this.origin))
83 // te_wizspike(newgoal.origin);
84 navigation_pushroute(this, newgoal);
88 // token has been used this frame
89 bot_strategytoken_taken = true;
92 if(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)
196 if(time <= this.havocbot_keyboardtime)
199 float sk = skill + this.bot_moveskill;
200 this.havocbot_keyboardtime =
202 this.havocbot_keyboardtime
203 + 0.05 / max(1, sk + this.havocbot_keyboardskill)
204 + random() * 0.025 / max(0.00025, skill + this.havocbot_keyboardskill)
206 vector keyboard = CS(this).movement / autocvar_sv_maxspeed;
208 float trigger = autocvar_bot_ai_keyboard_threshold;
210 // categorize forward movement
211 // at skill < 1.5 only forward
212 // at skill < 2.5 only individual directions
213 // at skill < 4.5 only individual directions, and forward diagonals
214 // at skill >= 4.5, all cases allowed
215 if (keyboard.x > trigger)
221 else if (keyboard.x < -trigger && sk > 1.5)
236 if (keyboard.y > trigger)
238 else if (keyboard.y < -trigger)
243 if (keyboard.z > trigger)
245 else if (keyboard.z < -trigger)
250 // make sure bots don't get stuck if havocbot_keyboardtime is very high
251 if (keyboard == '0 0 0')
252 this.havocbot_keyboardtime = min(this.havocbot_keyboardtime, time + 0.2);
254 this.havocbot_keyboard = keyboard * autocvar_sv_maxspeed;
255 if (this.havocbot_ducktime > time)
256 PHYS_INPUT_BUTTON_CROUCH(this) = true;
258 keyboard = this.havocbot_keyboard;
259 float blend = bound(0, vlen(destorg - this.origin) / autocvar_bot_ai_keyboard_distance, 1); // When getting close move with 360 degree
260 //dprint("movement ", vtos(CS(this).movement), " keyboard ", vtos(keyboard), " blend ", ftos(blend), "\n");
261 CS(this).movement = CS(this).movement + (keyboard - CS(this).movement) * blend;
264 void havocbot_bunnyhop(entity this, vector dir)
266 // Don't jump when attacking
267 if(this.aistatus & AI_STATUS_ATTACKING)
270 if(IS_PLAYER(this.goalcurrent))
273 if((this.aistatus & AI_STATUS_RUNNING) && vdist(this.velocity, <, autocvar_sv_maxspeed * 0.75)
274 || (this.aistatus & AI_STATUS_DANGER_AHEAD))
276 this.aistatus &= ~AI_STATUS_RUNNING;
277 PHYS_INPUT_BUTTON_JUMP(this) = false;
278 this.bot_canruntogoal = 0;
279 this.bot_timelastseengoal = 0;
283 if(this.waterlevel > WATERLEVEL_WETFEET)
285 this.aistatus &= ~AI_STATUS_RUNNING;
289 if(this.bot_lastseengoal != this.goalcurrent && !(this.aistatus & AI_STATUS_RUNNING))
291 this.bot_canruntogoal = 0;
292 this.bot_timelastseengoal = 0;
295 vector gco = get_closer_dest(this.goalcurrent, this.origin);
297 // Run only to visible goals
298 if(IS_ONGROUND(this))
299 if(vdist(vec2(this.velocity), >=, autocvar_sv_maxspeed))
300 if(checkpvs(this.origin + this.view_ofs, this.goalcurrent))
302 this.bot_lastseengoal = this.goalcurrent;
305 if(this.bot_timelastseengoal)
307 // for a period of time
308 if(time - this.bot_timelastseengoal > autocvar_bot_ai_bunnyhop_firstjumpdelay)
310 bool checkdistance = true;
312 // don't run if it is too close
313 if(this.bot_canruntogoal==0)
315 if(vdist(this.origin - gco, >, autocvar_bot_ai_bunnyhop_startdistance))
316 this.bot_canruntogoal = 1;
318 this.bot_canruntogoal = -1;
321 if(this.bot_canruntogoal != 1)
324 if(this.aistatus & AI_STATUS_ROAMING)
325 if(this.goalcurrent.classname == "waypoint")
326 if(!(this.goalcurrent.wpflags & WAYPOINTFLAG_PERSONAL))
327 if(fabs(gco.z - this.origin.z) < this.maxs.z - this.mins.z)
328 if(this.goalstack01 && !wasfreed(this.goalstack01))
330 vector gno = (this.goalstack01.absmin + this.goalstack01.absmax) * 0.5;
331 vector deviation = vectoangles(gno - this.origin) - vectoangles(gco - this.origin);
332 while (deviation.y < -180) deviation.y = deviation.y + 360;
333 while (deviation.y > 180) deviation.y = deviation.y - 360;
335 if(fabs(deviation.y) < 20)
336 if(vlen2(this.origin - gco) < vlen2(this.origin - gno))
337 if(fabs(gno.z - gco.z) < this.maxs.z - this.mins.z)
339 if(vdist(gco - gno, >, autocvar_bot_ai_bunnyhop_startdistance))
340 if(checkpvs(this.origin + this.view_ofs, this.goalstack01))
342 checkdistance = false;
349 this.aistatus &= ~AI_STATUS_RUNNING;
350 // increase stop distance in case the goal is on a slope or a lower platform
351 if(vdist(this.origin - gco, >, autocvar_bot_ai_bunnyhop_stopdistance + (this.origin.z - gco.z)))
352 PHYS_INPUT_BUTTON_JUMP(this) = true;
356 this.aistatus |= AI_STATUS_RUNNING;
357 PHYS_INPUT_BUTTON_JUMP(this) = true;
363 this.bot_timelastseengoal = time;
368 this.bot_timelastseengoal = 0;
372 // return true when bot isn't getting closer to the current goal
373 bool havocbot_checkgoaldistance(entity this, vector gco)
375 float curr_dist_z = max(20, fabs(this.origin.z - gco.z));
376 float curr_dist_2d = max(20, vlen(vec2(this.origin - gco)));
377 float distance_time = this.goalcurrent_distance_time;
378 if(distance_time < 0)
379 distance_time = -distance_time;
380 if(curr_dist_z >= this.goalcurrent_distance_z && curr_dist_2d >= this.goalcurrent_distance_2d)
383 this.goalcurrent_distance_time = time;
384 else if (time - distance_time > 0.5)
389 // reduce it a little bit so it works even with very small approaches to the goal
390 this.goalcurrent_distance_z = max(20, curr_dist_z - 10);
391 this.goalcurrent_distance_2d = max(20, curr_dist_2d - 10);
392 this.goalcurrent_distance_time = 0;
397 entity havocbot_select_an_item_of_group(entity this, int gr)
399 entity selected = NULL;
400 float selected_dist2 = 0;
401 // select farthest item of this group from bot's position
402 IL_EACH(g_items, it.item_group == gr && it.solid,
404 float dist2 = vlen2(this.origin - it.origin);
405 if (dist2 < 600 ** 2 && dist2 > selected_dist2)
408 selected_dist2 = vlen2(this.origin - selected.origin);
415 set_tracewalk_dest(selected, this.origin, false);
416 if (!tracewalk(this, this.origin, STAT(PL_MIN, this), STAT(PL_MAX, this),
417 tracewalk_dest, tracewalk_dest_height, bot_navigation_movemode))
425 void havocbot_movetogoal(entity this)
430 vector evadeobstacle;
432 float dodge_enemy_factor = 1;
436 //if (this.goalentity)
437 // te_lightning2(this, this.origin, (this.goalentity.absmin + this.goalentity.absmax) * 0.5);
438 CS(this).movement = '0 0 0';
439 maxspeed = autocvar_sv_maxspeed;
441 PHYS_INPUT_BUTTON_JETPACK(this) = false;
442 // Jetpack navigation
443 if(this.navigation_jetpack_goal)
444 if(this.goalcurrent==this.navigation_jetpack_goal)
445 if(GetResource(this, RES_FUEL))
447 if(autocvar_bot_debug_goalstack)
449 debuggoalstack(this);
450 te_wizspike(this.navigation_jetpack_point);
454 if (!(this.aistatus & AI_STATUS_JETPACK_FLYING))
456 // Brake almost completely so it can get a good direction
457 if(vdist(this.velocity, >, 10))
459 this.aistatus |= AI_STATUS_JETPACK_FLYING;
462 makevectors(this.v_angle.y * '0 1 0');
463 dir = normalize(this.navigation_jetpack_point - this.origin);
466 if(this.aistatus & AI_STATUS_JETPACK_LANDING)
468 // Calculate brake distance in xy
469 float d = vlen(vec2(this.origin - (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5));
470 float vel2 = vlen2(vec2(this.velocity));
471 float db = (vel2 / (autocvar_g_jetpack_acceleration_side * 2)) + 100;
472 //LOG_INFOF("distance %d, velocity %d, brake at %d ", ceil(d), ceil(v), ceil(db));
473 if(d < db || d < 500)
476 if (vel2 > (maxspeed * 0.3) ** 2)
478 CS(this).movement_x = dir * v_forward * -maxspeed;
481 // Switch to normal mode
482 this.navigation_jetpack_goal = NULL;
483 this.aistatus &= ~AI_STATUS_JETPACK_LANDING;
484 this.aistatus &= ~AI_STATUS_JETPACK_FLYING;
488 else if(checkpvs(this.origin,this.goalcurrent))
490 // If I can see the goal switch to landing code
491 this.aistatus &= ~AI_STATUS_JETPACK_FLYING;
492 this.aistatus |= AI_STATUS_JETPACK_LANDING;
497 PHYS_INPUT_BUTTON_JETPACK(this) = true;
498 if(this.navigation_jetpack_point.z - STAT(PL_MAX, this).z + STAT(PL_MIN, this).z < this.origin.z)
500 CS(this).movement_x = dir * v_forward * maxspeed;
501 CS(this).movement_y = dir * v_right * maxspeed;
506 // Handling of jump pads
507 if(this.jumppadcount)
509 if(this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
511 this.aistatus |= AI_STATUS_OUT_JUMPPAD;
512 if(navigation_poptouchedgoals(this))
515 else if(this.aistatus & AI_STATUS_OUT_JUMPPAD)
517 // If got stuck on the jump pad try to reach the farthest visible waypoint
518 // but with some randomness so it can try out different paths
519 if(!this.goalcurrent)
521 entity newgoal = NULL;
522 IL_EACH(g_waypoints, vdist(it.origin - this.origin, <=, 1000),
524 if(it.wpflags & WAYPOINTFLAG_TELEPORT)
525 if(it.origin.z < this.origin.z - 100 && vdist(vec2(it.origin - this.origin), <, 100))
528 traceline(this.origin + this.view_ofs, ((it.absmin + it.absmax) * 0.5), true, this);
530 if(trace_fraction < 1)
533 if(!newgoal || ((random() < 0.8) && vlen2(it.origin - this.origin) > vlen2(newgoal.origin - this.origin)))
539 this.ignoregoal = this.goalcurrent;
540 this.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
541 navigation_clearroute(this);
542 navigation_routetogoal(this, newgoal, this.origin);
543 if(autocvar_bot_debug_goalstack)
544 debuggoalstack(this);
545 this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
548 else //if (this.goalcurrent)
550 if (this.goalcurrent.bot_pickup)
552 entity jumppad_wp = this.goalcurrent_prev;
553 navigation_poptouchedgoals(this);
554 if(!this.goalcurrent && jumppad_wp.wp00)
556 // head to the jumppad destination once bot reaches the goal item
557 navigation_pushroute(this, jumppad_wp.wp00);
560 vector gco = (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5;
561 if (this.origin.z > gco.z && vdist(vec2(this.velocity), <, autocvar_sv_maxspeed))
563 if (this.velocity.z < 0)
564 this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
566 else if(havocbot_checkgoaldistance(this, gco))
568 navigation_clearroute(this);
569 navigation_goalrating_timeout_force(this);
575 else //if (!(this.aistatus & AI_STATUS_OUT_JUMPPAD))
577 if(this.velocity.z > 0 && this.origin.z - this.lastteleport_origin.z > (this.maxs.z - this.mins.z) * 0.5)
579 vector velxy = this.velocity; velxy_z = 0;
580 if(vdist(velxy, <, autocvar_sv_maxspeed * 0.2))
582 LOG_TRACE("Warning: ", this.netname, " got stuck on a jumppad (velocity in xy is ", vtos(velxy), "), trying to get out of it now");
583 this.aistatus |= AI_STATUS_OUT_JUMPPAD;
588 // Don't chase players while using a jump pad
589 if(IS_PLAYER(this.goalcurrent) || IS_PLAYER(this.goalstack01))
593 else if(this.aistatus & AI_STATUS_OUT_JUMPPAD)
594 this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
596 // If there is a trigger_hurt right below try to use the jetpack or make a rocketjump
597 if (skill > 6 && !(IS_ONGROUND(this)))
599 #define ROCKETJUMP_DAMAGE() WEP_CVAR(devastator, damage) * 0.8 \
600 * ((this.strength_finished > time) ? autocvar_g_balance_powerup_strength_selfdamage : 1) \
601 * ((this.invincible_finished > time) ? autocvar_g_balance_powerup_invincible_takedamage : 1)
603 tracebox(this.origin, this.mins, this.maxs, this.origin + '0 0 -65536', MOVE_NOMONSTERS, this);
604 if(tracebox_hits_trigger_hurt(this.origin, this.mins, this.maxs, trace_endpos ))
605 if(this.items & IT_JETPACK)
607 tracebox(this.origin, this.mins, this.maxs, this.origin + '0 0 65536', MOVE_NOMONSTERS, this);
608 if(tracebox_hits_trigger_hurt(this.origin, this.mins, this.maxs, trace_endpos + '0 0 1' ))
610 if(this.velocity.z<0)
611 PHYS_INPUT_BUTTON_JETPACK(this) = true;
614 PHYS_INPUT_BUTTON_JETPACK(this) = true;
616 // If there is no goal try to move forward
618 if(this.goalcurrent==NULL)
621 dir = normalize(( ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5 ) - this.origin);
623 vector xyvelocity = this.velocity; xyvelocity_z = 0;
624 float xyspeed = xyvelocity * dir;
626 if(xyspeed < (maxspeed / 2))
628 makevectors(this.v_angle.y * '0 1 0');
629 tracebox(this.origin, this.mins, this.maxs, this.origin + (dir * maxspeed * 3), MOVE_NOMONSTERS, this);
630 if(trace_fraction==1)
632 CS(this).movement_x = dir * v_forward * maxspeed;
633 CS(this).movement_y = dir * v_right * maxspeed;
635 havocbot_keyboard_movement(this, this.origin + dir * 100);
639 this.havocbot_blockhead = true;
643 else if(!this.jumppadcount && !this.goalcurrent.wphardwired
644 && GetResource(this, RES_HEALTH) + GetResource(this, RES_ARMOR) > ROCKETJUMP_DAMAGE())
646 if(this.velocity.z < 0)
648 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
650 .entity weaponentity = weaponentities[slot];
652 if(this.(weaponentity).m_weapon == WEP_Null && slot != 0)
655 if(client_hasweapon(this, WEP_DEVASTATOR, weaponentity, true, false))
657 CS(this).movement_x = maxspeed;
659 if(this.rocketjumptime)
661 if(time > this.rocketjumptime)
663 PHYS_INPUT_BUTTON_ATCK2(this) = true;
664 this.rocketjumptime = 0;
669 this.(weaponentity).m_switchweapon = WEP_DEVASTATOR;
671 PHYS_INPUT_BUTTON_ATCK(this) = true;
672 this.rocketjumptime = time + WEP_CVAR(devastator, detonatedelay);
680 // If there is no goal try to move forward
681 if(this.goalcurrent==NULL)
682 CS(this).movement_x = maxspeed;
686 // If we are under water with no goals, swim up
687 if(this.waterlevel && !this.goalcurrent)
690 if(this.waterlevel>WATERLEVEL_SWIMMING)
692 else if(this.velocity.z >= 0 && !(this.waterlevel == WATERLEVEL_WETFEET && this.watertype == CONTENT_WATER))
693 PHYS_INPUT_BUTTON_JUMP(this) = true;
695 PHYS_INPUT_BUTTON_JUMP(this) = false;
696 makevectors(this.v_angle.y * '0 1 0');
697 vector v = dir * maxspeed;
698 CS(this).movement.x = v * v_forward;
699 CS(this).movement.y = v * v_right;
700 CS(this).movement.z = v * v_up;
703 // if there is nowhere to go, exit
704 if (this.goalcurrent == NULL)
708 bool locked_goal = false;
709 if((this.goalentity && wasfreed(this.goalentity))
710 || (this.goalcurrent == this.goalentity && this.goalentity.tag_entity))
712 navigation_clearroute(this);
713 navigation_goalrating_timeout_force(this);
716 else if(this.goalentity.tag_entity)
718 navigation_goalrating_timeout_expire(this, 2);
720 else if(this.goalentity.bot_pickup)
722 if(this.goalentity.bot_pickup_respawning)
724 if(this.goalentity.solid) // item respawned
725 this.goalentity.bot_pickup_respawning = false;
726 else if(time < this.goalentity.scheduledrespawntime - 10) // item already taken (by someone else)
728 if(checkpvs(this.origin, this.goalentity))
730 this.goalentity.bot_pickup_respawning = false;
731 navigation_goalrating_timeout_expire(this, random());
733 locked_goal = true; // wait for item to respawn
735 else if(this.goalentity == this.goalcurrent)
736 locked_goal = true; // wait for item to respawn
738 else if(!this.goalentity.solid && !boxesoverlap(this.goalentity.absmin, this.goalentity.absmax, this.absmin, this.absmax))
740 if(checkpvs(this.origin, this.goalentity))
742 navigation_goalrating_timeout_expire(this, random());
746 if (this.goalcurrent == this.goalentity && this.goalentity_lock_timeout > time)
749 if (navigation_shortenpath(this))
751 if (vdist(this.origin - this.goalcurrent_prev.origin, <, 50)
752 && navigation_goalrating_timeout_can_be_anticipated(this))
754 navigation_goalrating_timeout_force(this);
758 bool goalcurrent_can_be_removed = false;
759 if (IS_PLAYER(this.goalcurrent) || IS_MONSTER(this.goalcurrent))
761 bool freeze_state_changed = (boolean(STAT(FROZEN, this.goalentity)) != this.goalentity_shouldbefrozen);
762 if (IS_DEAD(this.goalcurrent) || (this.goalentity == this.goalcurrent && freeze_state_changed))
764 goalcurrent_can_be_removed = true;
765 // don't remove if not visible
766 if (checkpvs(this.origin + this.view_ofs, this.goalcurrent))
768 if (IS_DEAD(this.goalcurrent))
770 IL_EACH(g_items, it.enemy == this.goalcurrent && Item_IsLoot(it),
772 if (vdist(it.origin - this.goalcurrent.death_origin, <, 50))
774 navigation_clearroute(this);
775 navigation_pushroute(this, it);
776 // loot can't be immediately rated since it isn't on ground yet
777 // it will be rated after a second when on ground, meanwhile head to it
778 navigation_goalrating_timeout_expire(this, 1);
783 if (!Item_IsLoot(this.goalcurrent))
785 navigation_goalrating_timeout_force(this);
790 else if (!(STAT(FROZEN, this.goalentity)) && this.bot_tracewalk_time < time)
792 set_tracewalk_dest(this.goalcurrent, this.origin, true);
793 if (!(trace_ent == this || tracewalk(this, this.origin, this.mins, this.maxs,
794 tracewalk_dest, tracewalk_dest_height, bot_navigation_movemode)))
796 navigation_goalrating_timeout_force(this);
799 this.bot_tracewalk_time = max(time, this.bot_tracewalk_time) + 0.25;
805 // optimize path finding by anticipating goalrating when bot is near a waypoint;
806 // in this case path finding can start directly from a waypoint instead of
807 // looking for all the reachable waypoints up to a certain distance
808 if (navigation_poptouchedgoals(this))
810 if (this.goalcurrent)
812 if (goalcurrent_can_be_removed)
814 // remove even if not visible
815 navigation_goalrating_timeout_force(this);
818 else if (navigation_goalrating_timeout_can_be_anticipated(this))
819 navigation_goalrating_timeout_force(this);
823 entity old_goal = this.goalcurrent_prev;
824 if (old_goal.item_group && this.item_group != old_goal.item_group)
826 // Avoid multiple costly calls of path finding code that selects one of the closest
827 // item of the group by telling the bot to head directly to the farthest item.
828 // Next time we let the bot select a goal as usual which can be another item
829 // of this group (the closest one) and so on
830 this.item_group = old_goal.item_group;
831 entity new_goal = havocbot_select_an_item_of_group(this, old_goal.item_group);
833 navigation_pushroute(this, new_goal);
839 // if ran out of goals try to use an alternative goal or get a new strategy asap
840 if(this.goalcurrent == NULL)
842 navigation_goalrating_timeout_force(this);
847 if(autocvar_bot_debug_goalstack)
848 debuggoalstack(this);
850 bool bunnyhop_forbidden = false;
851 vector destorg = get_closer_dest(this.goalcurrent, this.origin);
852 if (this.jumppadcount && this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
854 // if bot used the jumppad, push towards jumppad origin until jumppad waypoint gets removed
855 destorg = this.goalcurrent.origin;
857 else if (this.goalcurrent.wpisbox)
859 // if bot is inside the teleport waypoint, head to teleport origin until teleport gets used
860 // do it even if bot is on a ledge above a teleport/jumppad so it doesn't get stuck
861 if (boxesoverlap(this.goalcurrent.absmin, this.goalcurrent.absmax, this.origin + eZ * this.mins.z, this.origin + eZ * this.maxs.z)
862 || (this.absmin.z > destorg.z && destorg.x == this.origin.x && destorg.y == this.origin.y))
864 bunnyhop_forbidden = true;
865 destorg = this.goalcurrent.origin;
866 if(destorg.z > this.origin.z)
867 PHYS_INPUT_BUTTON_JUMP(this) = true;
871 diff = destorg - this.origin;
873 if (time < this.bot_stop_moving_timeout
874 || (this.goalcurrent == this.goalentity && time < this.goalentity_lock_timeout && vdist(diff, <, 10)))
876 // stop if the locked goal has been reached
877 destorg = this.origin;
878 diff = dir = '0 0 0';
880 else if (IS_PLAYER(this.goalcurrent) || IS_MONSTER(this.goalcurrent))
882 if (vdist(diff, <, 80))
884 // stop if too close to target player (even if frozen)
885 destorg = this.origin;
886 diff = dir = '0 0 0';
890 // move destorg out of target players, otherwise bot will consider them
891 // an obstacle that needs to be jumped (especially if frozen)
892 dir = normalize(diff);
893 destorg -= dir * PL_MAX_CONST.x * M_SQRT2;
894 diff = destorg - this.origin;
898 dir = normalize(diff);
899 flatdir = (diff.z == 0) ? dir : normalize(vec2(diff));
901 //if (this.bot_dodgevector_time < time)
903 //this.bot_dodgevector_time = time + cvar("bot_ai_dodgeupdateinterval");
904 //this.bot_dodgevector_jumpbutton = 1;
905 evadeobstacle = '0 0 0';
908 this.aistatus &= ~AI_STATUS_DANGER_AHEAD;
909 makevectors(this.v_angle.y * '0 1 0');
910 if (this.waterlevel > WATERLEVEL_WETFEET)
912 if (this.waterlevel > WATERLEVEL_SWIMMING)
914 if(!this.goalcurrent)
915 this.aistatus |= AI_STATUS_OUT_WATER;
916 else if(destorg.z > this.origin.z)
917 PHYS_INPUT_BUTTON_JUMP(this) = true;
921 if(this.velocity.z >= 0 && !(this.watertype == CONTENT_WATER && destorg.z < this.origin.z) &&
922 (this.aistatus & AI_STATUS_OUT_WATER))
924 PHYS_INPUT_BUTTON_JUMP(this) = true;
929 PHYS_INPUT_BUTTON_JUMP(this) = false;
930 if (destorg.z > this.origin.z)
939 if(this.aistatus & AI_STATUS_OUT_WATER)
940 this.aistatus &= ~AI_STATUS_OUT_WATER;
942 // jump if going toward an obstacle that doesn't look like stairs we
943 // can walk up directly
944 vector deviation = '0 0 0';
945 float current_speed = vlen(vec2(this.velocity));
946 if (current_speed < maxspeed * 0.2)
947 current_speed = maxspeed * 0.2;
950 deviation = vectoangles(diff) - vectoangles(this.velocity);
951 while (deviation.y < -180) deviation.y += 360;
952 while (deviation.y > 180) deviation.y -= 360;
954 float turning = false;
955 vector flat_diff = vec2(diff);
956 offset = max(32, current_speed * cos(deviation.y * DEG2RAD) * 0.3) * flatdir;
957 vector actual_destorg = this.origin + offset;
958 if (!this.goalstack01 || this.goalcurrent.wpflags & (WAYPOINTFLAG_TELEPORT | WAYPOINTFLAG_LADDER))
960 if (vlen2(flat_diff) < vlen2(offset))
962 if (this.goalcurrent.wpflags & WAYPOINTFLAG_JUMP && this.goalstack01)
964 // oblique warpzones need a jump otherwise bots gets stuck
965 PHYS_INPUT_BUTTON_JUMP(this) = true;
969 actual_destorg.x = destorg.x;
970 actual_destorg.y = destorg.y;
974 else if (vdist(flat_diff, <, 32) && diff.z < -16) // destination is under the bot
976 actual_destorg.x = destorg.x;
977 actual_destorg.y = destorg.y;
979 else if (vlen2(flat_diff) < vlen2(offset))
981 vector next_goal_org = (this.goalstack01.absmin + this.goalstack01.absmax) * 0.5;
982 vector next_dir = normalize(vec2(next_goal_org - destorg));
983 float dist = vlen(vec2(this.origin + offset - destorg));
984 // if current and next goal are close to each other make sure
985 // actual_destorg isn't set beyond next_goal_org
986 if (dist ** 2 > vlen2(vec2(next_goal_org - destorg)))
987 actual_destorg = next_goal_org;
989 actual_destorg = vec2(destorg) + dist * next_dir;
990 actual_destorg.z = this.origin.z;
995 dir = flatdir = normalize(actual_destorg - this.origin);
997 if (turning || fabs(deviation.y) < 50) // don't even try to jump if deviation is too high
999 tracebox(this.origin, this.mins, this.maxs, actual_destorg, false, this);
1000 if (trace_fraction < 1 && trace_plane_normal.z < 0.7)
1003 tracebox(this.origin + stepheightvec, this.mins, this.maxs, actual_destorg + stepheightvec, false, this);
1004 if (trace_fraction < s + 0.01 && trace_plane_normal.z < 0.7)
1006 // found an obstacle
1007 if (turning && fabs(deviation.y) > 5)
1009 // check if the obstacle is still there without turning
1010 actual_destorg = destorg;
1012 this.bot_tracewalk_time = time + 0.25;
1016 // don't artificially reduce max jump height in real-time
1017 // (jumpstepheightvec is reduced a bit to make the jumps easy in tracewalk)
1018 vector jump_height = (IS_ONGROUND(this)) ? stepheightvec + jumpheight_vec : jumpstepheightvec;
1019 tracebox(this.origin + jump_height, this.mins, this.maxs, actual_destorg + jump_height, false, this);
1020 if (trace_fraction > s)
1021 PHYS_INPUT_BUTTON_JUMP(this) = true;
1024 jump_height = stepheightvec + jumpheight_vec / 2;
1025 tracebox(this.origin + jump_height, this.mins, this.maxs, actual_destorg + jump_height, false, this);
1026 if (trace_fraction > s)
1027 PHYS_INPUT_BUTTON_JUMP(this) = true;
1033 // if bot for some reason doesn't get close to the current goal find another one
1034 if(!this.jumppadcount && !IS_PLAYER(this.goalcurrent))
1035 if(!(locked_goal && this.goalcurrent_distance_z < 50 && this.goalcurrent_distance_2d < 50))
1036 if(havocbot_checkgoaldistance(this, destorg))
1038 if(this.goalcurrent_distance_time < 0) // can't get close for the second time
1040 navigation_clearroute(this);
1041 navigation_goalrating_timeout_force(this);
1045 set_tracewalk_dest(this.goalcurrent, this.origin, false);
1046 if (!tracewalk(this, this.origin, this.mins, this.maxs,
1047 tracewalk_dest, tracewalk_dest_height, bot_navigation_movemode))
1049 navigation_clearroute(this);
1050 navigation_goalrating_timeout_force(this);
1054 // give bot only another chance to prevent bot getting stuck
1055 // in case it thinks it can walk but actually can't
1056 this.goalcurrent_distance_z = FLOAT_MAX;
1057 this.goalcurrent_distance_2d = FLOAT_MAX;
1058 this.goalcurrent_distance_time = -time; // mark second try
1061 // Check for water/slime/lava and dangerous edges
1062 // (only when the bot is on the ground or jumping intentionally)
1064 if (skill + this.bot_moveskill <= 3 && time > this.bot_stop_moving_timeout
1065 && current_speed > maxspeed * 0.9 && fabs(deviation.y) > 70)
1067 this.bot_stop_moving_timeout = time + 0.4 + random() * 0.2;
1070 offset = (vdist(this.velocity, >, 32) ? this.velocity * 0.2 : flatdir * 32);
1071 vector dst_ahead = this.origin + this.view_ofs + offset;
1072 vector dst_down = dst_ahead - '0 0 3000';
1073 traceline(this.origin + this.view_ofs, dst_ahead, true, NULL);
1075 bool unreachable = false;
1077 if(trace_fraction == 1 && this.jumppadcount == 0 && !this.goalcurrent.wphardwired )
1078 if((IS_ONGROUND(this)) || (this.aistatus & AI_STATUS_RUNNING) || (this.aistatus & AI_STATUS_ROAMING) || PHYS_INPUT_BUTTON_JUMP(this))
1081 traceline(dst_ahead , dst_down, true, NULL);
1082 //te_lightning2(NULL, this.origin + this.view_ofs, dst_ahead); // Draw "ahead" look
1083 //te_lightning2(NULL, dst_ahead, trace_endpos); // Draw "downwards" look
1084 if(trace_endpos.z < this.origin.z + this.mins.z)
1086 s = pointcontents(trace_endpos + '0 0 1');
1087 if (s != CONTENT_SOLID)
1088 if (s == CONTENT_LAVA || s == CONTENT_SLIME)
1089 evadelava = normalize(this.velocity) * -1;
1090 else if (s == CONTENT_SKY)
1091 evadeobstacle = normalize(this.velocity) * -1;
1092 else if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos))
1094 // the traceline check isn't enough but is good as optimization,
1095 // when not true (most of the time) this tracebox call is avoided
1096 tracebox(dst_ahead, this.mins, this.maxs, dst_down, true, this);
1097 if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos))
1099 if (destorg.z > this.origin.z + jumpstepheightvec.z)
1101 // the goal is probably on an upper platform, assume bot can't get there
1105 evadelava = normalize(this.velocity) * -1;
1112 evadeobstacle.z = 0;
1114 makevectors(this.v_angle.y * '0 1 0');
1116 if(evadeobstacle || evadelava || (s == CONTENT_WATER))
1118 this.aistatus |= AI_STATUS_DANGER_AHEAD;
1119 if(IS_PLAYER(this.goalcurrent))
1123 // slow down if bot is in the air and goal is under it
1124 if (!this.goalcurrent.wphardwired
1125 && vdist(flat_diff, <, 250) && this.origin.z - destorg.z > 120
1126 && (!IS_ONGROUND(this) || vdist(vec2(this.velocity), >, maxspeed * 0.3)))
1128 // tracebox wouldn't work when bot is still on the ledge
1129 traceline(this.origin, this.origin - '0 0 200', true, this);
1130 if (this.origin.z - trace_endpos.z > 120)
1131 evadeobstacle = normalize(this.velocity) * -1;
1136 navigation_clearroute(this);
1137 navigation_goalrating_timeout_force(this);
1138 this.ignoregoal = this.goalcurrent;
1139 this.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
1143 dodge = havocbot_dodge(this);
1145 dodge *= bound(0, 0.5 + (skill + this.bot_dodgeskill) * 0.1, 1);
1146 dodge += evadeobstacle + evadelava;
1147 evadelava = evadelava * bound(1,3-(skill+this.bot_dodgeskill),3); //Noobs fear lava a lot and take more distance from it
1150 traceline(this.origin, (this.enemy.absmin + this.enemy.absmax) * 0.5, true, NULL);
1151 if (IS_PLAYER(trace_ent))
1152 dodge_enemy_factor = bound(0, (skill + this.bot_dodgeskill) / 7, 1);
1154 // this.bot_dodgevector = dir;
1155 // this.bot_dodgevector_jumpbutton = PHYS_INPUT_BUTTON_JUMP(this);
1158 float ladder_zdir = 0;
1159 if(time < this.ladder_time)
1161 if(this.goalcurrent.origin.z + this.goalcurrent.mins.z > this.origin.z + this.mins.z)
1163 if(this.origin.z + this.mins.z < this.ladder_entity.origin.z + this.ladder_entity.maxs.z)
1168 if(this.origin.z + this.mins.z > this.ladder_entity.origin.z + this.ladder_entity.mins.z)
1173 if (vdist(vec2(diff), <, 40))
1174 dir.z = ladder_zdir * 4;
1176 dir.z = ladder_zdir * 2;
1177 dir = normalize(dir);
1181 if (this.goalcurrent.wpisbox
1182 && boxesoverlap(this.goalcurrent.absmin, this.goalcurrent.absmax, this.origin, this.origin))
1184 // bot is inside teleport waypoint but hasn't touched the real teleport yet
1185 // head to teleport origin
1186 dir = (this.goalcurrent.origin - this.origin);
1188 dir = normalize(dir);
1191 // already executed when bot targets an enemy
1192 if (!this.bot_aimdir_executed)
1194 if (time < this.bot_stop_moving_timeout)
1195 bot_aimdir(this, normalize(this.goalcurrent.origin - this.origin), 0);
1197 bot_aimdir(this, dir, 0);
1202 dir *= dodge_enemy_factor;
1203 dir = normalize(dir + dodge);
1206 makevectors(this.v_angle);
1207 //dir = this.bot_dodgevector;
1208 //if (this.bot_dodgevector_jumpbutton)
1209 // PHYS_INPUT_BUTTON_JUMP(this) = true;
1210 CS(this).movement_x = dir * v_forward * maxspeed;
1211 CS(this).movement_y = dir * v_right * maxspeed;
1212 CS(this).movement_z = dir * v_up * maxspeed;
1214 // Emulate keyboard interface
1216 havocbot_keyboard_movement(this, destorg);
1219 //if(this.aistatus & AI_STATUS_ROAMING)
1220 if(!bunnyhop_forbidden && this.goalcurrent)
1221 if(skill+this.bot_moveskill >= autocvar_bot_ai_bunnyhop_skilloffset)
1222 havocbot_bunnyhop(this, dir);
1224 if (dir * v_up >= autocvar_sv_jumpvelocity * 0.5 && IS_ONGROUND(this))
1225 PHYS_INPUT_BUTTON_JUMP(this) = true;
1228 if (dodge * v_up > 0 && random() * frametime >= 0.2 * bound(0, (10 - skill - this.bot_dodgeskill) * 0.1, 1))
1229 PHYS_INPUT_BUTTON_JUMP(this) = true;
1230 if (dodge * v_up < 0 && random() * frametime >= 0.5 * bound(0, (10 - skill - this.bot_dodgeskill) * 0.1, 1))
1231 this.havocbot_ducktime = time + 0.3 / bound(0.1, skill + this.bot_dodgeskill, 10);
1235 entity havocbot_gettarget(entity this, bool secondary)
1238 vector eye = CENTER_OR_VIEWOFS(this);
1239 IL_EACH(g_bot_targets, boolean((secondary) ? it.classname == "misc_breakablemodel" : it.classname != "misc_breakablemodel"),
1241 vector v = CENTER_OR_VIEWOFS(it);
1242 if(vdist(v - eye, <, autocvar_bot_ai_enemydetectionradius))
1243 if(!best || vlen2(CENTER_OR_VIEWOFS(best) - eye) > vlen2(v - eye))
1244 if(bot_shouldattack(this, it))
1246 traceline(eye, v, true, this);
1247 if (trace_ent == it || trace_fraction >= 1)
1255 void havocbot_chooseenemy(entity this)
1257 if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(this))
1264 if (!bot_shouldattack(this, this.enemy))
1266 // enemy died or something, find a new target
1268 this.havocbot_chooseenemy_finished = time;
1270 else if (this.havocbot_stickenemy)
1272 // tracking last chosen enemy
1273 // if enemy is visible
1274 // and not really really far away
1275 // and we're not severely injured
1276 // then keep tracking for a half second into the future
1277 traceline(this.origin+this.view_ofs, ( this.enemy.absmin + this.enemy.absmax ) * 0.5,false,NULL);
1278 if (trace_ent == this.enemy || trace_fraction == 1)
1279 if (vdist(((this.enemy.absmin + this.enemy.absmax) * 0.5) - this.origin, <, 1000))
1280 if (GetResource(this, RES_HEALTH) > 30)
1282 // remain tracking him for a shot while (case he went after a small corner or pilar
1283 this.havocbot_chooseenemy_finished = time + 0.5;
1286 // enemy isn't visible, or is far away, or we're injured severely
1287 // so stop preferring this enemy
1288 // (it will still take a half second until a new one is chosen)
1289 this.havocbot_stickenemy = 0;
1292 if (time < this.havocbot_chooseenemy_finished)
1294 this.havocbot_chooseenemy_finished = time + autocvar_bot_ai_enemydetectioninterval;
1295 vector eye = this.origin + this.view_ofs;
1297 float bestrating = 100000000;
1300 int hf = this.dphitcontentsmask;
1302 // Search for enemies, if no enemy can be seen directly try to look through transparent objects
1304 this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
1306 bool scan_transparent = false;
1307 bool scan_secondary_targets = false;
1308 bool have_secondary_targets = false;
1311 scan_secondary_targets = false;
1313 IL_EACH(g_bot_targets, it.bot_attack,
1315 if(!scan_secondary_targets)
1317 if(it.classname == "misc_breakablemodel")
1319 have_secondary_targets = true;
1323 else if(it.classname != "misc_breakablemodel")
1326 vector v = (it.absmin + it.absmax) * 0.5;
1327 float rating = vlen2(v - eye);
1328 if (vdist(v - eye, <, autocvar_bot_ai_enemydetectionradius))
1329 if (bestrating > rating)
1330 if (bot_shouldattack(this, it))
1332 traceline(eye, v, true, this);
1333 if (trace_ent == it || trace_fraction >= 1)
1336 bestrating = rating;
1341 if(!best && have_secondary_targets && !scan_secondary_targets)
1343 scan_secondary_targets = true;
1345 bestrating = 100000000;
1349 // I want to do a second scan if no enemy was found or I don't have weapons
1350 // TODO: Perform the scan when using the rifle (requires changes on the rifle code)
1351 if(best || STAT(WEAPONS, this)) // || this.weapon == WEP_RIFLE.m_id
1353 if(scan_transparent)
1356 // Set flags to see through transparent objects
1357 this.dphitcontentsmask |= DPCONTENTS_OPAQUE;
1359 scan_transparent = true;
1362 // Restore hit flags
1363 this.dphitcontentsmask = hf;
1366 this.havocbot_stickenemy = true;
1367 if(best && best.classname == "misc_breakablemodel")
1368 this.havocbot_stickenemy = false;
1371 float havocbot_chooseweapon_checkreload(entity this, .entity weaponentity, int new_weapon)
1373 // bots under this skill cannot find unloaded weapons to reload idly when not in combat,
1374 // so skip this for them, or they'll never get to reload their weapons at all.
1375 // this also allows bots under this skill to be more stupid, and reload more often during combat :)
1379 // if this weapon is scheduled for reloading, don't switch to it during combat
1380 if (this.(weaponentity).weapon_load[new_weapon] < 0)
1382 FOREACH(Weapons, it != WEP_Null, {
1383 if(it.wr_checkammo1(it, this, weaponentity) + it.wr_checkammo2(it, this, weaponentity))
1384 return true; // other weapon available
1391 void havocbot_chooseweapon(entity this, .entity weaponentity)
1396 if(g_weaponarena_weapons == WEPSET(TUBA))
1398 this.(weaponentity).m_switchweapon = WEP_TUBA;
1402 // TODO: clean this up by moving it to weapon code
1403 if(this.enemy==NULL)
1405 // If no weapon was chosen get the first available weapon
1406 if(this.(weaponentity).m_weapon==WEP_Null)
1407 FOREACH(Weapons, it != WEP_Null, {
1408 if(client_hasweapon(this, it, weaponentity, true, false))
1410 this.(weaponentity).m_switchweapon = it;
1417 // Do not change weapon during the next second after a combo
1418 float f = time - this.lastcombotime;
1423 float distance; distance=bound(10,vlen(this.origin-this.enemy.origin)-200,10000);
1425 // Should it do a weapon combo?
1426 float af, ct, combo_time, combo;
1428 af = ATTACK_FINISHED(this, weaponentity);
1429 ct = autocvar_bot_ai_weapon_combo_threshold;
1431 // Bots with no skill will be 4 times more slower than "godlike" bots when doing weapon combos
1432 // Ideally this 4 should be calculated as longest_weapon_refire / bot_ai_weapon_combo_threshold
1433 combo_time = time + ct + (ct * ((-0.3*(skill+this.bot_weaponskill))+3));
1437 if(autocvar_bot_ai_weapon_combo)
1438 if(this.(weaponentity).m_weapon.m_id == this.(weaponentity).lastfiredweapon)
1442 this.lastcombotime = time;
1445 distance *= (2 ** this.bot_rangepreference);
1447 // Custom weapon list based on distance to the enemy
1448 if(bot_custom_weapon){
1450 // Choose weapons for far distance
1451 if ( distance > bot_distance_far ) {
1452 for(i=0; i < Weapons_COUNT && bot_weapons_far[i] != -1 ; ++i){
1453 w = bot_weapons_far[i];
1454 if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
1456 if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1458 this.(weaponentity).m_switchweapon = Weapons_from(w);
1464 // Choose weapons for mid distance
1465 if ( distance > bot_distance_close) {
1466 for(i=0; i < Weapons_COUNT && bot_weapons_mid[i] != -1 ; ++i){
1467 w = bot_weapons_mid[i];
1468 if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
1470 if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1472 this.(weaponentity).m_switchweapon = Weapons_from(w);
1478 // Choose weapons for close distance
1479 for(i=0; i < Weapons_COUNT && bot_weapons_close[i] != -1 ; ++i){
1480 w = bot_weapons_close[i];
1481 if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
1483 if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1485 this.(weaponentity).m_switchweapon = Weapons_from(w);
1492 void havocbot_aim(entity this)
1494 if (time < this.nextaim)
1496 this.nextaim = time + 0.1;
1497 vector myvel = this.velocity;
1498 if (!this.waterlevel)
1500 if(MUTATOR_CALLHOOK(HavocBot_Aim, this)) { /* do nothing */ }
1501 else if (this.enemy)
1503 vector enemyvel = this.enemy.velocity;
1504 if (!this.enemy.waterlevel)
1506 lag_additem(this, time + CS(this).ping, 0, 0, this.enemy, this.origin, myvel, (this.enemy.absmin + this.enemy.absmax) * 0.5, enemyvel);
1509 lag_additem(this, time + CS(this).ping, 0, 0, NULL, this.origin, myvel, ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5, '0 0 0');
1512 bool havocbot_moveto_refresh_route(entity this)
1514 // Refresh path to goal if necessary
1516 wp = this.havocbot_personal_waypoint;
1517 navigation_goalrating_start(this);
1518 navigation_routerating(this, wp, 10000, 10000);
1519 navigation_goalrating_end(this);
1520 return (this.goalentity != NULL);
1523 float havocbot_moveto(entity this, vector pos)
1527 if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_GOING)
1529 // Step 4: Move to waypoint
1530 if(this.havocbot_personal_waypoint==NULL)
1532 LOG_TRACE("Error: ", this.netname, " trying to walk to a non existent personal waypoint");
1533 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_GOING;
1534 return CMD_STATUS_ERROR;
1537 if (!bot_strategytoken_taken)
1538 if(this.havocbot_personal_waypoint_searchtime<time)
1540 bot_strategytoken_taken = true;
1541 if(havocbot_moveto_refresh_route(this))
1543 LOG_TRACE(this.netname, " walking to its personal waypoint (after ", ftos(this.havocbot_personal_waypoint_failcounter), " failed attempts)");
1544 this.havocbot_personal_waypoint_searchtime = time + 10;
1545 this.havocbot_personal_waypoint_failcounter = 0;
1549 this.havocbot_personal_waypoint_failcounter += 1;
1550 this.havocbot_personal_waypoint_searchtime = time + 2;
1551 if(this.havocbot_personal_waypoint_failcounter >= 30)
1553 LOG_TRACE("Warning: can't walk to the personal waypoint located at ", vtos(this.havocbot_personal_waypoint.origin));
1554 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1555 delete(this.havocbot_personal_waypoint);
1556 return CMD_STATUS_ERROR;
1559 LOG_TRACE(this.netname, " can't walk to its personal waypoint (after ", ftos(this.havocbot_personal_waypoint_failcounter), " failed attempts), trying later");
1563 if(autocvar_bot_debug_goalstack)
1564 debuggoalstack(this);
1568 havocbot_movetogoal(this);
1570 if (!this.bot_aimdir_executed && this.goalcurrent)
1573 vector dir = get_closer_dest(this.goalcurrent, this.origin);
1574 dir -= this.origin + this.view_ofs;
1576 bot_aimdir(this, dir, 0);
1579 if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_REACHED)
1581 // Step 5: Waypoint reached
1582 LOG_TRACE(this.netname, "'s personal waypoint reached");
1583 waypoint_remove(this.havocbot_personal_waypoint);
1584 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_REACHED;
1585 return CMD_STATUS_FINISHED;
1588 return CMD_STATUS_EXECUTING;
1591 // Step 2: Linking waypoint
1592 if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_LINKING)
1594 // Wait until it is linked
1595 if(!this.havocbot_personal_waypoint.wplinked)
1597 LOG_TRACE(this.netname, " waiting for personal waypoint to be linked");
1598 return CMD_STATUS_EXECUTING;
1601 this.havocbot_personal_waypoint_searchtime = time; // so we set the route next frame
1602 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1603 this.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_GOING;
1605 // Step 3: Route to waypoint
1606 LOG_TRACE(this.netname, " walking to its personal waypoint");
1608 return CMD_STATUS_EXECUTING;
1611 // Step 1: Spawning waypoint
1612 wp = waypoint_spawnpersonal(this, pos);
1615 LOG_TRACE("Error: Can't spawn personal waypoint at ",vtos(pos));
1616 return CMD_STATUS_ERROR;
1619 this.havocbot_personal_waypoint = wp;
1620 this.havocbot_personal_waypoint_failcounter = 0;
1621 this.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1623 // if pos is inside a teleport, then let's mark it as teleport waypoint
1624 IL_EACH(g_teleporters, WarpZoneLib_BoxTouchesBrush(pos, pos, it, NULL),
1626 wp.wpflags |= WAYPOINTFLAG_TELEPORT;
1627 this.lastteleporttime = 0;
1631 if(wp.wpflags & WAYPOINTFLAG_TELEPORT)
1632 print("routing to a teleporter\n");
1634 print("routing to a non-teleporter\n");
1637 return CMD_STATUS_EXECUTING;
1640 float havocbot_resetgoal(entity this)
1642 navigation_clearroute(this);
1643 return CMD_STATUS_FINISHED;
1646 void havocbot_setupbot(entity this)
1648 this.bot_ai = havocbot_ai;
1649 this.cmd_moveto = havocbot_moveto;
1650 this.cmd_resetgoal = havocbot_resetgoal;
1652 // NOTE: bot is not player yet
1653 havocbot_chooserole(this);
1656 vector havocbot_dodge(entity this)
1658 // LordHavoc: disabled because this is too expensive
1663 float danger, bestdanger, vl, d;
1666 // check for dangerous objects near bot or approaching bot
1667 head = findchainfloat(bot_dodge, true);
1670 if (head.owner != this)
1672 vl = vlen(head.velocity);
1673 if (vl > autocvar_sv_maxspeed * 0.3)
1675 n = normalize(head.velocity);
1676 v = this.origin - head.origin;
1678 if (d > (0 - head.bot_dodgerating))
1679 if (d < (vl * 0.2 + head.bot_dodgerating))
1681 // calculate direction and distance from the flight path, by removing the forward axis
1682 v = v - (n * (v * n));
1683 danger = head.bot_dodgerating - vlen(v);
1684 if (bestdanger < danger)
1686 bestdanger = danger;
1687 // dodge to the side of the object
1688 dodge = normalize(v);
1694 danger = head.bot_dodgerating - vlen(head.origin - this.origin);
1695 if (bestdanger < danger)
1697 bestdanger = danger;
1698 dodge = normalize(this.origin - head.origin);