7 #include "../navigation.qh"
8 #include "../scripting.qh"
9 #include "../waypoints.qh"
11 #include <common/constants.qh>
12 #include <common/net_linked.qh>
13 #include <common/physics/player.qh>
14 #include <common/state.qh>
15 #include <common/items/_mod.qh>
16 #include <common/wepent.qh>
18 #include <common/triggers/teleporters.qh>
19 #include <common/triggers/trigger/jumppads.qh>
21 #include <lib/warpzone/common.qh>
25 void havocbot_ai(entity this)
30 if(bot_execute_commands(this))
33 if (bot_strategytoken == this)
34 if (!bot_strategytoken_taken)
36 if(this.havocbot_blockhead)
38 this.havocbot_blockhead = false;
42 if (!this.jumppadcount)
43 this.havocbot_role(this); // little too far down the rabbit hole
46 // TODO: tracewalk() should take care of this job (better path finding under water)
47 // if we don't have a goal and we're under water look for a waypoint near the "shore" and push it
50 if(this.waterlevel == WATERLEVEL_SWIMMING || (this.aistatus & AI_STATUS_OUT_WATER))
52 // Look for the closest waypoint out of water
53 entity newgoal = NULL;
54 IL_EACH(g_waypoints, vdist(it.origin - this.origin, <=, 10000),
56 if(it.origin.z < this.origin.z)
59 if(it.origin.z - this.origin.z - this.view_ofs.z > 100)
62 if (pointcontents(it.origin + it.maxs + '0 0 1') != CONTENT_EMPTY)
65 traceline(this.origin + this.view_ofs, ((it.absmin + it.absmax) * 0.5), true, this);
67 if(trace_fraction < 1)
70 if(!newgoal || vlen2(it.origin - this.origin) < vlen2(newgoal.origin - this.origin))
76 // te_wizspike(newgoal.origin);
77 navigation_pushroute(this, newgoal);
81 // token has been used this frame
82 bot_strategytoken_taken = true;
88 havocbot_chooseenemy(this);
90 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
92 .entity weaponentity = weaponentities[slot];
93 if(this.(weaponentity).m_weapon != WEP_Null || slot == 0)
94 if(this.(weaponentity).bot_chooseweapontime < time)
96 this.(weaponentity).bot_chooseweapontime = time + autocvar_bot_ai_chooseweaponinterval;
97 havocbot_chooseweapon(this, weaponentity);
102 if (this.bot_aimtarg)
104 this.aistatus |= AI_STATUS_ATTACKING;
105 this.aistatus &= ~AI_STATUS_ROAMING;
109 if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(this))
111 PHYS_INPUT_BUTTON_ATCK(this) = false;
112 PHYS_INPUT_BUTTON_ATCK2(this) = false;
116 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
118 .entity weaponentity = weaponentities[slot];
119 Weapon w = this.(weaponentity).m_weapon;
120 if(w == WEP_Null && slot != 0)
122 w.wr_aim(w, this, weaponentity);
123 if(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this)) // TODO: what if we didn't fire this weapon, but the previous?
124 this.(weaponentity).lastfiredweapon = this.(weaponentity).m_weapon.m_id;
130 if(IS_PLAYER(this.bot_aimtarg))
131 bot_aimdir(this, this.bot_aimtarg.origin + this.bot_aimtarg.view_ofs - this.origin - this.view_ofs , -1);
134 else if (this.goalcurrent)
136 this.aistatus |= AI_STATUS_ROAMING;
137 this.aistatus &= ~AI_STATUS_ATTACKING;
139 vector now,v,next;//,heading;
140 float aimdistance,skillblend,distanceblend,blend;
141 next = now = ( (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5) - (this.origin + this.view_ofs);
142 aimdistance = vlen(now);
143 //heading = this.velocity;
144 //dprint(this.goalstack01.classname,etos(this.goalstack01),"\n");
146 this.goalstack01 != this && this.goalstack01 && !wasfreed(this.goalstack01) && ((this.aistatus & AI_STATUS_RUNNING) == 0) &&
147 !(this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
149 next = ((this.goalstack01.absmin + this.goalstack01.absmax) * 0.5) - (this.origin + this.view_ofs);
151 skillblend=bound(0,(skill+this.bot_moveskill-2.5)*0.5,1); //lower skill player can't preturn
152 distanceblend=bound(0,aimdistance/autocvar_bot_ai_keyboard_distance,1);
153 blend = skillblend * (1-distanceblend);
154 //v = (now * (distanceblend) + next * (1-distanceblend)) * (skillblend) + now * (1-skillblend);
155 //v = now * (distanceblend) * (skillblend) + next * (1-distanceblend) * (skillblend) + now * (1-skillblend);
156 //v = now * ((1-skillblend) + (distanceblend) * (skillblend)) + next * (1-distanceblend) * (skillblend);
157 v = now + blend * (next - now);
158 //dprint(etos(this), " ");
159 //dprint(vtos(now), ":", vtos(next), "=", vtos(v), " (blend ", ftos(blend), ")\n");
160 //v = now * (distanceblend) + next * (1-distanceblend);
161 if (this.waterlevel < WATERLEVEL_SWIMMING)
163 //dprint("walk at:", vtos(v), "\n");
164 //te_lightning2(NULL, this.origin, this.goalcurrent.origin);
165 bot_aimdir(this, v, -1);
167 havocbot_movetogoal(this);
169 // if the bot is not attacking, consider reloading weapons
170 if (!(this.aistatus & AI_STATUS_ATTACKING))
172 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
174 .entity weaponentity = weaponentities[slot];
176 if(this.(weaponentity).m_weapon == WEP_Null && slot != 0)
179 // we are currently holding a weapon that's not fully loaded, reload it
180 if(skill >= 2) // bots can only reload the held weapon on purpose past this skill
181 if(this.(weaponentity).clip_load < this.(weaponentity).clip_size)
182 this.impulse = IMP_weapon_reload.impulse; // not sure if this is done right
184 // if we're not reloading a weapon, switch to any weapon in our invnetory that's not fully loaded to reload it next
185 // the code above executes next frame, starting the reloading then
186 if(skill >= 5) // bots can only look for unloaded weapons past this skill
187 if(this.(weaponentity).clip_load >= 0) // only if we're not reloading a weapon already
189 FOREACH(Weapons, it != WEP_Null, LAMBDA(
190 if((this.weapons & (it.m_wepset)) && (it.spawnflags & WEP_FLAG_RELOADABLE) && (this.(weaponentity).weapon_load[it.m_id] < it.reloading_ammo))
192 this.(weaponentity).m_switchweapon = it;
201 void havocbot_keyboard_movement(entity this, vector destorg)
204 float blend, maxspeed;
207 sk = skill + this.bot_moveskill;
209 maxspeed = autocvar_sv_maxspeed;
211 if (time < this.havocbot_keyboardtime)
214 this.havocbot_keyboardtime =
216 this.havocbot_keyboardtime
217 + 0.05/max(1, sk+this.havocbot_keyboardskill)
218 + random()*0.025/max(0.00025, skill+this.havocbot_keyboardskill)
220 keyboard = this.movement * (1.0 / maxspeed);
222 float trigger, trigger1;
223 blend = bound(0,sk*0.1,1);
224 trigger = autocvar_bot_ai_keyboard_threshold;
225 trigger1 = 0 - trigger;
227 // categorize forward movement
228 // at skill < 1.5 only forward
229 // at skill < 2.5 only individual directions
230 // at skill < 4.5 only individual directions, and forward diagonals
231 // at skill >= 4.5, all cases allowed
232 if (keyboard.x > trigger)
238 else if (keyboard.x < trigger1 && sk > 1.5)
253 if (keyboard.y > trigger)
255 else if (keyboard.y < trigger1)
260 if (keyboard.z > trigger)
262 else if (keyboard.z < trigger1)
267 this.havocbot_keyboard = keyboard * maxspeed;
268 if (this.havocbot_ducktime>time) PHYS_INPUT_BUTTON_CROUCH(this) = true;
270 keyboard = this.havocbot_keyboard;
271 blend = bound(0,vlen(destorg-this.origin)/autocvar_bot_ai_keyboard_distance,1); // When getting close move with 360 degree
272 //dprint("movement ", vtos(this.movement), " keyboard ", vtos(keyboard), " blend ", ftos(blend), "\n");
273 this.movement = this.movement + (keyboard - this.movement) * blend;
276 void havocbot_bunnyhop(entity this, vector dir)
278 float bunnyhopdistance;
283 // Don't jump when attacking
284 if(this.aistatus & AI_STATUS_ATTACKING)
287 if(IS_PLAYER(this.goalcurrent))
290 maxspeed = autocvar_sv_maxspeed;
292 if(this.aistatus & AI_STATUS_DANGER_AHEAD)
294 this.aistatus &= ~AI_STATUS_RUNNING;
295 PHYS_INPUT_BUTTON_JUMP(this) = false;
296 this.bot_canruntogoal = 0;
297 this.bot_timelastseengoal = 0;
301 if(this.waterlevel > WATERLEVEL_WETFEET)
303 this.aistatus &= ~AI_STATUS_RUNNING;
307 if(this.bot_lastseengoal != this.goalcurrent && !(this.aistatus & AI_STATUS_RUNNING))
309 this.bot_canruntogoal = 0;
310 this.bot_timelastseengoal = 0;
313 gco = (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5;
314 bunnyhopdistance = vlen(this.origin - gco);
316 // Run only to visible goals
317 if(IS_ONGROUND(this))
318 if(this.speed==maxspeed)
319 if(checkpvs(this.origin + this.view_ofs, this.goalcurrent))
321 this.bot_lastseengoal = this.goalcurrent;
324 if(this.bot_timelastseengoal)
326 // for a period of time
327 if(time - this.bot_timelastseengoal > autocvar_bot_ai_bunnyhop_firstjumpdelay)
330 checkdistance = true;
332 // don't run if it is too close
333 if(this.bot_canruntogoal==0)
335 if(bunnyhopdistance > autocvar_bot_ai_bunnyhop_startdistance)
336 this.bot_canruntogoal = 1;
338 this.bot_canruntogoal = -1;
341 if(this.bot_canruntogoal != 1)
344 if(this.aistatus & AI_STATUS_ROAMING)
345 if(this.goalcurrent.classname=="waypoint")
346 if (!(this.goalcurrent.wpflags & WAYPOINTFLAG_PERSONAL))
347 if(fabs(gco.z - this.origin.z) < this.maxs.z - this.mins.z)
348 if(this.goalstack01 && !wasfreed(this.goalstack01))
350 gno = (this.goalstack01.absmin + this.goalstack01.absmax) * 0.5;
351 deviation = vectoangles(gno - this.origin) - vectoangles(gco - this.origin);
352 while (deviation.y < -180) deviation.y = deviation.y + 360;
353 while (deviation.y > 180) deviation.y = deviation.y - 360;
355 if(fabs(deviation.y) < 20)
356 if(bunnyhopdistance < vlen(this.origin - gno))
357 if(fabs(gno.z - gco.z) < this.maxs.z - this.mins.z)
359 if(vdist(gco - gno, >, autocvar_bot_ai_bunnyhop_startdistance))
360 if(checkpvs(this.origin + this.view_ofs, this.goalstack01))
362 checkdistance = false;
369 this.aistatus &= ~AI_STATUS_RUNNING;
370 // increase stop distance in case the goal is on a slope or a lower platform
371 if(bunnyhopdistance > autocvar_bot_ai_bunnyhop_stopdistance + (this.origin.z - gco.z))
372 PHYS_INPUT_BUTTON_JUMP(this) = true;
376 this.aistatus |= AI_STATUS_RUNNING;
377 PHYS_INPUT_BUTTON_JUMP(this) = true;
383 this.bot_timelastseengoal = time;
388 this.bot_timelastseengoal = 0;
392 // Release jump button
393 if(!cvar("sv_pogostick"))
394 if((IS_ONGROUND(this)) == 0)
396 if(this.velocity.z < 0 || vlen(this.velocity)<maxspeed)
397 PHYS_INPUT_BUTTON_JUMP(this) = false;
400 if(this.aistatus & AI_STATUS_RUNNING)
401 if(vlen(this.velocity)>maxspeed)
403 deviation = vectoangles(dir) - vectoangles(this.velocity);
404 while (deviation.y < -180) deviation.y = deviation.y + 360;
405 while (deviation.y > 180) deviation.y = deviation.y - 360;
407 if(fabs(deviation.y)>10)
411 this.movement_y = maxspeed * -1;
412 else if(deviation.y<10)
413 this.movement_y = maxspeed;
420 void havocbot_movetogoal(entity this)
428 vector evadeobstacle;
435 //if (this.goalentity)
436 // te_lightning2(this, this.origin, (this.goalentity.absmin + this.goalentity.absmax) * 0.5);
437 this.movement = '0 0 0';
438 maxspeed = autocvar_sv_maxspeed;
440 // Jetpack navigation
442 if(this.navigation_jetpack_goal)
443 if(this.goalcurrent==this.navigation_jetpack_goal)
446 if(autocvar_bot_debug_goalstack)
448 debuggoalstack(this);
449 te_wizspike(this.navigation_jetpack_point);
453 if (!(this.aistatus & AI_STATUS_JETPACK_FLYING))
455 // Brake almost completely so it can get a good direction
456 if(vdist(this.velocity, >, 10))
458 this.aistatus |= AI_STATUS_JETPACK_FLYING;
461 makevectors(this.v_angle.y * '0 1 0');
462 dir = normalize(this.navigation_jetpack_point - this.origin);
465 if(this.aistatus & AI_STATUS_JETPACK_LANDING)
467 // Calculate brake distance in xy
471 dxy = this.origin - ( ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5 ); dxy.z = 0;
473 v = vlen(this.velocity - this.velocity.z * '0 0 1');
474 db = (pow(v,2) / (autocvar_g_jetpack_acceleration_side * 2)) + 100;
475 // dprint("distance ", ftos(ceil(d)), " velocity ", ftos(ceil(v)), " brake at ", ftos(ceil(db)), "\n");
476 if(d < db || d < 500)
479 if(fabs(this.velocity.x)>maxspeed*0.3)
481 this.movement_x = dir * v_forward * -maxspeed;
484 // Switch to normal mode
485 this.navigation_jetpack_goal = NULL;
486 this.aistatus &= ~AI_STATUS_JETPACK_LANDING;
487 this.aistatus &= ~AI_STATUS_JETPACK_FLYING;
491 else if(checkpvs(this.origin,this.goalcurrent))
493 // If I can see the goal switch to landing code
494 this.aistatus &= ~AI_STATUS_JETPACK_FLYING;
495 this.aistatus |= AI_STATUS_JETPACK_LANDING;
500 PHYS_INPUT_BUTTON_HOOK(this) = true;
501 if(this.navigation_jetpack_point.z - STAT(PL_MAX, this).z + STAT(PL_MIN, this).z < this.origin.z)
503 this.movement_x = dir * v_forward * maxspeed;
504 this.movement_y = dir * v_right * maxspeed;
509 // Handling of jump pads
510 if(this.jumppadcount)
512 // If got stuck on the jump pad try to reach the farthest visible waypoint
513 // but with some randomness so it can try out different paths
514 if(this.aistatus & AI_STATUS_OUT_JUMPPAD)
516 if(fabs(this.velocity.z)<50)
518 entity newgoal = NULL;
519 IL_EACH(g_waypoints, vdist(it.origin - this.origin, <=, 1000),
521 traceline(this.origin + this.view_ofs, ((it.absmin + it.absmax) * 0.5), true, this);
523 if(trace_fraction < 1)
526 if(!newgoal || ((random() < 0.8) && vlen2(it.origin - this.origin) > vlen2(newgoal.origin - this.origin)))
532 this.ignoregoal = this.goalcurrent;
533 this.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
534 navigation_clearroute(this);
535 navigation_routetogoal(this, newgoal, this.origin);
536 if(autocvar_bot_debug_goalstack)
537 debuggoalstack(this);
538 this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
546 if(this.velocity.z>0)
549 vector velxy = this.velocity; velxy_z = 0;
550 threshold = maxspeed * 0.2;
551 if(vdist(velxy, <, threshold))
553 LOG_TRACE("Warning: ", this.netname, " got stuck on a jumppad (velocity in xy is ", vtos(velxy), "), trying to get out of it now");
554 this.aistatus |= AI_STATUS_OUT_JUMPPAD;
559 // Don't chase players while using a jump pad
560 if(IS_PLAYER(this.goalcurrent) || IS_PLAYER(this.goalstack01))
564 else if(this.aistatus & AI_STATUS_OUT_JUMPPAD)
565 this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
567 // If there is a trigger_hurt right below try to use the jetpack or make a rocketjump
569 if (!(IS_ONGROUND(this)))
571 tracebox(this.origin, this.mins, this.maxs, this.origin + '0 0 -65536', MOVE_NOMONSTERS, this);
572 if(tracebox_hits_trigger_hurt(this.origin, this.mins, this.maxs, trace_endpos ))
573 if(this.items & IT_JETPACK)
575 tracebox(this.origin, this.mins, this.maxs, this.origin + '0 0 65536', MOVE_NOMONSTERS, this);
576 if(tracebox_hits_trigger_hurt(this.origin, this.mins, this.maxs, trace_endpos + '0 0 1' ))
578 if(this.velocity.z<0)
580 PHYS_INPUT_BUTTON_HOOK(this) = true;
584 PHYS_INPUT_BUTTON_HOOK(this) = true;
586 // If there is no goal try to move forward
588 if(this.goalcurrent==NULL)
591 dir = normalize(( ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5 ) - this.origin);
593 vector xyvelocity = this.velocity; xyvelocity_z = 0;
594 float xyspeed = xyvelocity * dir;
596 if(xyspeed < (maxspeed / 2))
598 makevectors(this.v_angle.y * '0 1 0');
599 tracebox(this.origin, this.mins, this.maxs, this.origin + (dir * maxspeed * 3), MOVE_NOMONSTERS, this);
600 if(trace_fraction==1)
602 this.movement_x = dir * v_forward * maxspeed;
603 this.movement_y = dir * v_right * maxspeed;
605 havocbot_keyboard_movement(this, this.origin + dir * 100);
609 this.havocbot_blockhead = true;
613 else if(this.health>WEP_CVAR(devastator, damage)*0.5)
615 if(this.velocity.z < 0)
617 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
619 .entity weaponentity = weaponentities[slot];
621 if(this.(weaponentity).m_weapon == WEP_Null && slot != 0)
624 if(client_hasweapon(this, WEP_DEVASTATOR, weaponentity, true, false))
626 this.movement_x = maxspeed;
628 if(this.rocketjumptime)
630 if(time > this.rocketjumptime)
632 PHYS_INPUT_BUTTON_ATCK2(this) = true;
633 this.rocketjumptime = 0;
638 this.(weaponentity).m_switchweapon = WEP_DEVASTATOR;
640 PHYS_INPUT_BUTTON_ATCK(this) = true;
641 this.rocketjumptime = time + WEP_CVAR(devastator, detonatedelay);
649 // If there is no goal try to move forward
650 if(this.goalcurrent==NULL)
651 this.movement_x = maxspeed;
655 // If we are under water with no goals, swim up
657 if(this.goalcurrent==NULL)
660 if(this.waterlevel>WATERLEVEL_SWIMMING)
662 else if(this.velocity.z >= 0 && !(this.waterlevel == WATERLEVEL_WETFEET && this.watertype == CONTENT_WATER))
663 PHYS_INPUT_BUTTON_JUMP(this) = true;
665 PHYS_INPUT_BUTTON_JUMP(this) = false;
666 makevectors(this.v_angle.y * '0 1 0');
667 this.movement_x = dir * v_forward * maxspeed;
668 this.movement_y = dir * v_right * maxspeed;
669 this.movement_z = dir * v_up * maxspeed;
672 // if there is nowhere to go, exit
673 if (this.goalcurrent == NULL)
676 navigation_poptouchedgoals(this);
678 // if ran out of goals try to use an alternative goal or get a new strategy asap
679 if(this.goalcurrent == NULL)
681 this.bot_strategytime = 0;
686 if(autocvar_bot_debug_goalstack)
687 debuggoalstack(this);
689 m1 = this.goalcurrent.origin + this.goalcurrent.mins;
690 m2 = this.goalcurrent.origin + this.goalcurrent.maxs;
691 destorg = this.origin;
692 destorg.x = bound(m1_x, destorg.x, m2_x);
693 destorg.y = bound(m1_y, destorg.y, m2_y);
694 destorg.z = bound(m1_z, destorg.z, m2_z);
695 diff = destorg - this.origin;
697 dir = normalize(diff);
698 flatdir = diff;flatdir.z = 0;
699 flatdir = normalize(flatdir);
700 gco = (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5;
702 //if (this.bot_dodgevector_time < time)
704 // this.bot_dodgevector_time = time + cvar("bot_ai_dodgeupdateinterval");
705 // this.bot_dodgevector_jumpbutton = 1;
706 evadeobstacle = '0 0 0';
711 if(this.waterlevel>WATERLEVEL_SWIMMING)
714 this.aistatus |= AI_STATUS_OUT_WATER;
718 if(this.velocity.z >= 0 && !(this.watertype == CONTENT_WATER && gco.z < this.origin.z) &&
719 ( !(this.waterlevel == WATERLEVEL_WETFEET && this.watertype == CONTENT_WATER) || this.aistatus & AI_STATUS_OUT_WATER))
720 PHYS_INPUT_BUTTON_JUMP(this) = true;
722 PHYS_INPUT_BUTTON_JUMP(this) = false;
724 dir = normalize(flatdir);
725 makevectors(this.v_angle.y * '0 1 0');
729 if(this.aistatus & AI_STATUS_OUT_WATER)
730 this.aistatus &= ~AI_STATUS_OUT_WATER;
732 // jump if going toward an obstacle that doesn't look like stairs we
733 // can walk up directly
734 tracebox(this.origin, this.mins, this.maxs, this.origin + this.velocity * 0.2, false, this);
735 if (trace_fraction < 1)
736 if (trace_plane_normal.z < 0.7)
739 tracebox(this.origin + stepheightvec, this.mins, this.maxs, this.origin + this.velocity * 0.2 + stepheightvec, false, this);
740 if (trace_fraction < s + 0.01)
741 if (trace_plane_normal.z < 0.7)
744 tracebox(this.origin + jumpstepheightvec, this.mins, this.maxs, this.origin + this.velocity * 0.2 + jumpstepheightvec, false, this);
745 if (trace_fraction > s)
746 PHYS_INPUT_BUTTON_JUMP(this) = true;
750 // avoiding dangers and obstacles
751 vector dst_ahead = this.origin + this.view_ofs + this.velocity * 0.5;
752 vector dst_down = dst_ahead - '0 0 3000';
755 traceline(this.origin + this.view_ofs, dst_ahead, true, NULL);
757 // Check head-banging against walls
758 if(vdist(this.origin + this.view_ofs - trace_endpos, <, 25) && !(this.aistatus & AI_STATUS_OUT_WATER))
760 PHYS_INPUT_BUTTON_JUMP(this) = true;
761 if(this.facingwalltime && time > this.facingwalltime)
763 this.ignoregoal = this.goalcurrent;
764 this.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
765 this.bot_strategytime = 0;
770 this.facingwalltime = time + 0.05;
775 this.facingwalltime = 0;
777 if(this.ignoregoal != NULL && time > this.ignoregoaltime)
779 this.ignoregoal = NULL;
780 this.ignoregoaltime = 0;
784 // Check for water/slime/lava and dangerous edges
785 // (only when the bot is on the ground or jumping intentionally)
786 this.aistatus &= ~AI_STATUS_DANGER_AHEAD;
788 if(trace_fraction == 1 && this.jumppadcount == 0 && !this.goalcurrent.wphardwired )
789 if((IS_ONGROUND(this)) || (this.aistatus & AI_STATUS_RUNNING) || (this.aistatus & AI_STATUS_ROAMING) || PHYS_INPUT_BUTTON_JUMP(this))
792 traceline(dst_ahead , dst_down, true, NULL);
793 //te_lightning2(NULL, this.origin + this.view_ofs, dst_ahead); // Draw "ahead" look
794 //te_lightning2(NULL, dst_ahead, dst_down); // Draw "downwards" look
795 if(trace_endpos.z < this.origin.z + this.mins.z)
797 s = pointcontents(trace_endpos + '0 0 1');
798 if (s != CONTENT_SOLID)
799 if (s == CONTENT_LAVA || s == CONTENT_SLIME)
800 evadelava = normalize(this.velocity) * -1;
801 else if (s == CONTENT_SKY)
802 evadeobstacle = normalize(this.velocity) * -1;
803 else if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos))
805 // the traceline check isn't enough but is good as optimization,
806 // when not true (most of the time) this tracebox call is avoided
807 tracebox(dst_ahead, this.mins, this.maxs, dst_down, true, this);
808 if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos))
810 if (gco.z > this.origin.z + jumpstepheightvec.z)
812 // the goal is probably on an upper platform, assume bot can't get there
813 LOG_TRACE("bot ", this.netname, " avoided the goal ", this.goalcurrent.classname, " ", etos(this.goalcurrent), " because it led to a dangerous path; goal stack cleared");
814 navigation_clearroute(this);
815 this.bot_strategytime = 0;
818 evadelava = normalize(this.velocity) * -1;
827 makevectors(this.v_angle.y * '0 1 0');
829 if(evadeobstacle!='0 0 0'||evadelava!='0 0 0')
830 this.aistatus |= AI_STATUS_DANGER_AHEAD;
833 dodge = havocbot_dodge(this);
834 dodge = dodge * bound(0,0.5+(skill+this.bot_dodgeskill)*0.1,1);
835 evadelava = evadelava * bound(1,3-(skill+this.bot_dodgeskill),3); //Noobs fear lava a lot and take more distance from it
836 traceline(this.origin, ( ( this.enemy.absmin + this.enemy.absmax ) * 0.5 ), true, NULL);
837 if(IS_PLAYER(trace_ent))
838 dir = dir * bound(0,(skill+this.bot_dodgeskill)/7,1);
840 dir = normalize(dir + dodge + evadeobstacle + evadelava);
841 // this.bot_dodgevector = dir;
842 // this.bot_dodgevector_jumpbutton = PHYS_INPUT_BUTTON_JUMP(this);
845 if(time < this.ladder_time)
847 if(this.goalcurrent.origin.z + this.goalcurrent.mins.z > this.origin.z + this.mins.z)
849 if(this.origin.z + this.mins.z < this.ladder_entity.origin.z + this.ladder_entity.maxs.z)
854 if(this.origin.z + this.mins.z > this.ladder_entity.origin.z + this.ladder_entity.mins.z)
859 //dir = this.bot_dodgevector;
860 //if (this.bot_dodgevector_jumpbutton)
861 // PHYS_INPUT_BUTTON_JUMP(this) = true;
862 this.movement_x = dir * v_forward * maxspeed;
863 this.movement_y = dir * v_right * maxspeed;
864 this.movement_z = dir * v_up * maxspeed;
866 // Emulate keyboard interface
868 havocbot_keyboard_movement(this, destorg);
871 // if(this.aistatus & AI_STATUS_ROAMING)
873 if(skill+this.bot_moveskill >= autocvar_bot_ai_bunnyhop_skilloffset)
874 havocbot_bunnyhop(this, dir);
876 if ((dir * v_up) >= autocvar_sv_jumpvelocity*0.5 && (IS_ONGROUND(this))) PHYS_INPUT_BUTTON_JUMP(this) = true;
877 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;
878 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);
881 entity havocbot_gettarget(entity this, bool secondary)
884 vector eye = CENTER_OR_VIEWOFS(this);
885 IL_EACH(g_bot_targets, boolean((secondary) ? it.classname == "misc_breakablemodel" : it.classname != "misc_breakablemodel"),
887 vector v = CENTER_OR_VIEWOFS(it);
888 if(vdist(v - eye, <, autocvar_bot_ai_enemydetectionradius))
889 if(!best || vlen2(CENTER_OR_VIEWOFS(best) - eye) > vlen2(v - eye))
890 if(bot_shouldattack(this, it))
892 traceline(eye, v, true, this);
893 if (trace_ent == it || trace_fraction >= 1)
901 void havocbot_chooseenemy(entity this)
903 if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(this))
910 if (!bot_shouldattack(this, this.enemy))
912 // enemy died or something, find a new target
914 this.havocbot_chooseenemy_finished = time;
916 else if (this.havocbot_stickenemy)
918 // tracking last chosen enemy
919 // if enemy is visible
920 // and not really really far away
921 // and we're not severely injured
922 // then keep tracking for a half second into the future
923 traceline(this.origin+this.view_ofs, ( this.enemy.absmin + this.enemy.absmax ) * 0.5,false,NULL);
924 if (trace_ent == this.enemy || trace_fraction == 1)
925 if (vdist(((this.enemy.absmin + this.enemy.absmax) * 0.5) - this.origin, <, 1000))
926 if (this.health > 30)
928 // remain tracking him for a shot while (case he went after a small corner or pilar
929 this.havocbot_chooseenemy_finished = time + 0.5;
932 // enemy isn't visible, or is far away, or we're injured severely
933 // so stop preferring this enemy
934 // (it will still take a half second until a new one is chosen)
935 this.havocbot_stickenemy = 0;
938 if (time < this.havocbot_chooseenemy_finished)
940 this.havocbot_chooseenemy_finished = time + autocvar_bot_ai_enemydetectioninterval;
941 vector eye = this.origin + this.view_ofs;
943 float bestrating = 100000000;
946 int hf = this.dphitcontentsmask;
948 // Search for enemies, if no enemy can be seen directly try to look through transparent objects
950 this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
952 bool scan_transparent = false;
953 bool scan_secondary_targets = false;
954 bool have_secondary_targets = false;
957 scan_secondary_targets = false;
959 IL_EACH(g_bot_targets, it.bot_attack,
961 if(!scan_secondary_targets)
963 if(it.classname == "misc_breakablemodel")
965 have_secondary_targets = true;
969 else if(it.classname != "misc_breakablemodel")
972 vector v = (it.absmin + it.absmax) * 0.5;
973 float rating = vlen2(v - eye);
974 if (vdist(v - eye, <, autocvar_bot_ai_enemydetectionradius))
975 if (bestrating > rating)
976 if (bot_shouldattack(this, it))
978 traceline(eye, v, true, this);
979 if (trace_ent == it || trace_fraction >= 1)
987 if(!best && have_secondary_targets && !scan_secondary_targets)
989 scan_secondary_targets = true;
991 bestrating = 100000000;
995 // I want to do a second scan if no enemy was found or I don't have weapons
996 // TODO: Perform the scan when using the rifle (requires changes on the rifle code)
997 if(best || this.weapons) // || this.weapon == WEP_RIFLE.m_id
1002 // Set flags to see through transparent objects
1003 this.dphitcontentsmask |= DPCONTENTS_OPAQUE;
1005 scan_transparent = true;
1008 // Restore hit flags
1009 this.dphitcontentsmask = hf;
1012 this.havocbot_stickenemy = true;
1013 if(best && best.classname == "misc_breakablemodel")
1014 this.havocbot_stickenemy = false;
1017 float havocbot_chooseweapon_checkreload(entity this, .entity weaponentity, int new_weapon)
1019 // bots under this skill cannot find unloaded weapons to reload idly when not in combat,
1020 // so skip this for them, or they'll never get to reload their weapons at all.
1021 // this also allows bots under this skill to be more stupid, and reload more often during combat :)
1025 // if this weapon is scheduled for reloading, don't switch to it during combat
1026 if (this.(weaponentity).weapon_load[new_weapon] < 0)
1028 FOREACH(Weapons, it != WEP_Null, LAMBDA(
1029 if(it.wr_checkammo1(it, this, weaponentity) + it.wr_checkammo2(it, this, weaponentity))
1030 return true; // other weapon available
1037 void havocbot_chooseweapon(entity this, .entity weaponentity)
1042 if(g_weaponarena_weapons == WEPSET(TUBA))
1044 this.(weaponentity).m_switchweapon = WEP_TUBA;
1048 // TODO: clean this up by moving it to weapon code
1049 if(this.enemy==NULL)
1051 // If no weapon was chosen get the first available weapon
1052 if(this.(weaponentity).m_weapon==WEP_Null)
1053 FOREACH(Weapons, it != WEP_Null, LAMBDA(
1054 if(client_hasweapon(this, it, weaponentity, true, false))
1056 this.(weaponentity).m_switchweapon = it;
1063 // Do not change weapon during the next second after a combo
1064 float f = time - this.lastcombotime;
1069 float distance; distance=bound(10,vlen(this.origin-this.enemy.origin)-200,10000);
1071 // Should it do a weapon combo?
1072 float af, ct, combo_time, combo;
1074 af = ATTACK_FINISHED(this, 0);
1075 ct = autocvar_bot_ai_weapon_combo_threshold;
1077 // Bots with no skill will be 4 times more slower than "godlike" bots when doing weapon combos
1078 // Ideally this 4 should be calculated as longest_weapon_refire / bot_ai_weapon_combo_threshold
1079 combo_time = time + ct + (ct * ((-0.3*(skill+this.bot_weaponskill))+3));
1083 if(autocvar_bot_ai_weapon_combo)
1084 if(this.(weaponentity).m_weapon.m_id == this.(weaponentity).lastfiredweapon)
1088 this.lastcombotime = time;
1091 distance *= pow(2, this.bot_rangepreference);
1093 // Custom weapon list based on distance to the enemy
1094 if(bot_custom_weapon){
1096 // Choose weapons for far distance
1097 if ( distance > bot_distance_far ) {
1098 for(i=0; i < Weapons_COUNT && bot_weapons_far[i] != -1 ; ++i){
1099 w = bot_weapons_far[i];
1100 if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
1102 if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1104 this.(weaponentity).m_switchweapon = Weapons_from(w);
1110 // Choose weapons for mid distance
1111 if ( distance > bot_distance_close) {
1112 for(i=0; i < Weapons_COUNT && bot_weapons_mid[i] != -1 ; ++i){
1113 w = bot_weapons_mid[i];
1114 if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
1116 if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1118 this.(weaponentity).m_switchweapon = Weapons_from(w);
1124 // Choose weapons for close distance
1125 for(i=0; i < Weapons_COUNT && bot_weapons_close[i] != -1 ; ++i){
1126 w = bot_weapons_close[i];
1127 if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
1129 if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1131 this.(weaponentity).m_switchweapon = Weapons_from(w);
1138 void havocbot_aim(entity this)
1140 vector myvel, enemyvel;
1141 // if(this.flags & FL_INWATER)
1143 if (time < this.nextaim)
1145 this.nextaim = time + 0.1;
1146 myvel = this.velocity;
1147 if (!this.waterlevel)
1151 enemyvel = this.enemy.velocity;
1152 if (!this.enemy.waterlevel)
1154 lag_additem(this, time + this.ping, 0, 0, this.enemy, this.origin, myvel, (this.enemy.absmin + this.enemy.absmax) * 0.5, enemyvel);
1157 lag_additem(this, time + this.ping, 0, 0, NULL, this.origin, myvel, ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5, '0 0 0');
1160 bool havocbot_moveto_refresh_route(entity this)
1162 // Refresh path to goal if necessary
1164 wp = this.havocbot_personal_waypoint;
1165 navigation_goalrating_start(this);
1166 navigation_routerating(this, wp, 10000, 10000);
1167 navigation_goalrating_end(this);
1168 return this.navigation_hasgoals;
1171 float havocbot_moveto(entity this, vector pos)
1175 if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_GOING)
1177 // Step 4: Move to waypoint
1178 if(this.havocbot_personal_waypoint==NULL)
1180 LOG_TRACE("Error: ", this.netname, " trying to walk to a non existent personal waypoint");
1181 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_GOING;
1182 return CMD_STATUS_ERROR;
1185 if (!bot_strategytoken_taken)
1186 if(this.havocbot_personal_waypoint_searchtime<time)
1188 bot_strategytoken_taken = true;
1189 if(havocbot_moveto_refresh_route(this))
1191 LOG_TRACE(this.netname, " walking to its personal waypoint (after ", ftos(this.havocbot_personal_waypoint_failcounter), " failed attempts)");
1192 this.havocbot_personal_waypoint_searchtime = time + 10;
1193 this.havocbot_personal_waypoint_failcounter = 0;
1197 this.havocbot_personal_waypoint_failcounter += 1;
1198 this.havocbot_personal_waypoint_searchtime = time + 2;
1199 if(this.havocbot_personal_waypoint_failcounter >= 30)
1201 LOG_TRACE("Warning: can't walk to the personal waypoint located at ", vtos(this.havocbot_personal_waypoint.origin));
1202 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1203 delete(this.havocbot_personal_waypoint);
1204 return CMD_STATUS_ERROR;
1207 LOG_TRACE(this.netname, " can't walk to its personal waypoint (after ", ftos(this.havocbot_personal_waypoint_failcounter), " failed attempts), trying later");
1211 if(autocvar_bot_debug_goalstack)
1212 debuggoalstack(this);
1215 vector dir = ( ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5 ) - (this.origin + this.view_ofs);
1217 bot_aimdir(this, dir, -1);
1220 havocbot_movetogoal(this);
1222 if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_REACHED)
1224 // Step 5: Waypoint reached
1225 LOG_TRACE(this.netname, "'s personal waypoint reached");
1226 delete(this.havocbot_personal_waypoint);
1227 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_REACHED;
1228 return CMD_STATUS_FINISHED;
1231 return CMD_STATUS_EXECUTING;
1234 // Step 2: Linking waypoint
1235 if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_LINKING)
1237 // Wait until it is linked
1238 if(!this.havocbot_personal_waypoint.wplinked)
1240 LOG_TRACE(this.netname, " waiting for personal waypoint to be linked");
1241 return CMD_STATUS_EXECUTING;
1244 this.havocbot_personal_waypoint_searchtime = time; // so we set the route next frame
1245 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1246 this.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_GOING;
1248 // Step 3: Route to waypoint
1249 LOG_TRACE(this.netname, " walking to its personal waypoint");
1251 return CMD_STATUS_EXECUTING;
1254 // Step 1: Spawning waypoint
1255 wp = waypoint_spawnpersonal(this, pos);
1258 LOG_TRACE("Error: Can't spawn personal waypoint at ",vtos(pos));
1259 return CMD_STATUS_ERROR;
1262 this.havocbot_personal_waypoint = wp;
1263 this.havocbot_personal_waypoint_failcounter = 0;
1264 this.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1266 // if pos is inside a teleport, then let's mark it as teleport waypoint
1267 IL_EACH(g_teleporters, WarpZoneLib_BoxTouchesBrush(pos, pos, it, NULL),
1269 wp.wpflags |= WAYPOINTFLAG_TELEPORT;
1270 this.lastteleporttime = 0;
1274 if(wp.wpflags & WAYPOINTFLAG_TELEPORT)
1275 print("routing to a teleporter\n");
1277 print("routing to a non-teleporter\n");
1280 return CMD_STATUS_EXECUTING;
1283 float havocbot_resetgoal(entity this)
1285 navigation_clearroute(this);
1286 return CMD_STATUS_FINISHED;
1289 void havocbot_setupbot(entity this)
1291 this.bot_ai = havocbot_ai;
1292 this.cmd_moveto = havocbot_moveto;
1293 this.cmd_resetgoal = havocbot_resetgoal;
1295 havocbot_chooserole(this);
1298 vector havocbot_dodge(entity this)
1300 // LordHavoc: disabled because this is too expensive
1305 float danger, bestdanger, vl, d;
1308 // check for dangerous objects near bot or approaching bot
1309 head = findchainfloat(bot_dodge, true);
1312 if (head.owner != this)
1314 vl = vlen(head.velocity);
1315 if (vl > autocvar_sv_maxspeed * 0.3)
1317 n = normalize(head.velocity);
1318 v = this.origin - head.origin;
1320 if (d > (0 - head.bot_dodgerating))
1321 if (d < (vl * 0.2 + head.bot_dodgerating))
1323 // calculate direction and distance from the flight path, by removing the forward axis
1324 v = v - (n * (v * n));
1325 danger = head.bot_dodgerating - vlen(v);
1326 if (bestdanger < danger)
1328 bestdanger = danger;
1329 // dodge to the side of the object
1330 dodge = normalize(v);
1336 danger = head.bot_dodgerating - vlen(head.origin - this.origin);
1337 if (bestdanger < danger)
1339 bestdanger = danger;
1340 dodge = normalize(this.origin - head.origin);