5 #include "../navigation.qh"
6 #include "../scripting.qh"
7 #include "../waypoints.qh"
9 #include <common/constants.qh>
10 #include <common/items/all.qh>
12 #include <common/triggers/trigger/jumppads.qh>
14 #include <lib/warpzone/common.qh>
23 if(bot_execute_commands())
26 if (bot_strategytoken == self)
27 if (!bot_strategytoken_taken)
29 if(self.havocbot_blockhead)
31 self.havocbot_blockhead = false;
35 if (!self.jumppadcount)
39 // TODO: tracewalk() should take care of this job (better path finding under water)
40 // if we don't have a goal and we're under water look for a waypoint near the "shore" and push it
41 if(self.deadflag != DEAD_NO)
42 if(self.goalcurrent==world)
43 if(self.waterlevel==WATERLEVEL_SWIMMING || (self.aistatus & AI_STATUS_OUT_WATER))
45 // Look for the closest waypoint out of water
47 float bestdistance, distance;
51 for (head = findchain(classname, "waypoint"); head; head = head.chain)
53 distance = vlen(head.origin - self.origin);
57 if(head.origin.z < self.origin.z)
60 if(head.origin.z - self.origin.z - self.view_ofs.z > 100)
63 if (pointcontents(head.origin + head.maxs + '0 0 1') != CONTENT_EMPTY)
66 traceline(self.origin + self.view_ofs , head.origin, true, head);
71 if(distance<bestdistance)
74 bestdistance = distance;
80 // te_wizspike(newgoal.origin);
81 navigation_pushroute(newgoal);
85 // token has been used this frame
86 bot_strategytoken_taken = true;
89 if(self.deadflag != DEAD_NO)
92 havocbot_chooseenemy();
93 if (self.bot_chooseweapontime < time )
95 self.bot_chooseweapontime = time + autocvar_bot_ai_chooseweaponinterval;
96 havocbot_chooseweapon();
100 if (self.bot_aimtarg)
102 self.aistatus |= AI_STATUS_ATTACKING;
103 self.aistatus &= ~AI_STATUS_ROAMING;
107 Weapon w = PS(self).m_weapon;
109 if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(self))
111 self.BUTTON_ATCK = false;
112 self.BUTTON_ATCK2 = false;
116 if(self.BUTTON_ATCK||self.BUTTON_ATCK2)
117 self.lastfiredweapon = PS(self).m_weapon.m_id;
122 if(IS_PLAYER(self.bot_aimtarg))
123 bot_aimdir(self.bot_aimtarg.origin + self.bot_aimtarg.view_ofs - self.origin - self.view_ofs , -1);
126 else if (self.goalcurrent)
128 self.aistatus |= AI_STATUS_ROAMING;
129 self.aistatus &= ~AI_STATUS_ATTACKING;
131 vector now,v,next;//,heading;
132 float aimdistance,skillblend,distanceblend,blend;
133 next = now = ( (self.goalcurrent.absmin + self.goalcurrent.absmax) * 0.5) - (self.origin + self.view_ofs);
134 aimdistance = vlen(now);
135 //heading = self.velocity;
136 //dprint(self.goalstack01.classname,etos(self.goalstack01),"\n");
138 self.goalstack01 != self && self.goalstack01 != world && ((self.aistatus & AI_STATUS_RUNNING) == 0) &&
139 !(self.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
141 next = ((self.goalstack01.absmin + self.goalstack01.absmax) * 0.5) - (self.origin + self.view_ofs);
143 skillblend=bound(0,(skill+self.bot_moveskill-2.5)*0.5,1); //lower skill player can't preturn
144 distanceblend=bound(0,aimdistance/autocvar_bot_ai_keyboard_distance,1);
145 blend = skillblend * (1-distanceblend);
146 //v = (now * (distanceblend) + next * (1-distanceblend)) * (skillblend) + now * (1-skillblend);
147 //v = now * (distanceblend) * (skillblend) + next * (1-distanceblend) * (skillblend) + now * (1-skillblend);
148 //v = now * ((1-skillblend) + (distanceblend) * (skillblend)) + next * (1-distanceblend) * (skillblend);
149 v = now + blend * (next - now);
150 //dprint(etos(self), " ");
151 //dprint(vtos(now), ":", vtos(next), "=", vtos(v), " (blend ", ftos(blend), ")\n");
152 //v = now * (distanceblend) + next * (1-distanceblend);
153 if (self.waterlevel < WATERLEVEL_SWIMMING)
155 //dprint("walk at:", vtos(v), "\n");
156 //te_lightning2(world, self.origin, self.goalcurrent.origin);
159 havocbot_movetogoal();
161 // if the bot is not attacking, consider reloading weapons
162 if (!(self.aistatus & AI_STATUS_ATTACKING))
164 // we are currently holding a weapon that's not fully loaded, reload it
165 if(skill >= 2) // bots can only reload the held weapon on purpose past this skill
166 if(self.clip_load < self.clip_size)
167 self.impulse = 20; // "press" the reload button, not sure if this is done right
169 // if we're not reloading a weapon, switch to any weapon in our invnetory that's not fully loaded to reload it next
170 // the code above executes next frame, starting the reloading then
171 if(skill >= 5) // bots can only look for unloaded weapons past this skill
172 if(self.clip_load >= 0) // only if we're not reloading a weapon already
174 FOREACH(Weapons, it != WEP_Null, LAMBDA(
175 if((self.weapons & (it.m_wepset)) && (it.spawnflags & WEP_FLAG_RELOADABLE) && (self.weapon_load[it.m_id] < it.reloading_ammo))
176 PS(self).m_switchweapon = it;
182 void havocbot_keyboard_movement(vector destorg)
185 float blend, maxspeed;
188 sk = skill + self.bot_moveskill;
190 maxspeed = autocvar_sv_maxspeed;
192 if (time < self.havocbot_keyboardtime)
195 self.havocbot_keyboardtime =
197 self.havocbot_keyboardtime
198 + 0.05/max(1, sk+self.havocbot_keyboardskill)
199 + random()*0.025/max(0.00025, skill+self.havocbot_keyboardskill)
201 keyboard = self.movement * (1.0 / maxspeed);
203 float trigger, trigger1;
204 blend = bound(0,sk*0.1,1);
205 trigger = autocvar_bot_ai_keyboard_threshold;
206 trigger1 = 0 - trigger;
208 // categorize forward movement
209 // at skill < 1.5 only forward
210 // at skill < 2.5 only individual directions
211 // at skill < 4.5 only individual directions, and forward diagonals
212 // at skill >= 4.5, all cases allowed
213 if (keyboard.x > trigger)
219 else if (keyboard.x < trigger1 && sk > 1.5)
234 if (keyboard.y > trigger)
236 else if (keyboard.y < trigger1)
241 if (keyboard.z > trigger)
243 else if (keyboard.z < trigger1)
248 self.havocbot_keyboard = keyboard * maxspeed;
249 if (self.havocbot_ducktime>time) self.BUTTON_CROUCH=true;
251 keyboard = self.havocbot_keyboard;
252 blend = bound(0,vlen(destorg-self.origin)/autocvar_bot_ai_keyboard_distance,1); // When getting close move with 360 degree
253 //dprint("movement ", vtos(self.movement), " keyboard ", vtos(keyboard), " blend ", ftos(blend), "\n");
254 self.movement = self.movement + (keyboard - self.movement) * blend;
257 void havocbot_bunnyhop(vector dir)
259 float bunnyhopdistance;
264 // Don't jump when attacking
265 if(self.aistatus & AI_STATUS_ATTACKING)
268 if(IS_PLAYER(self.goalcurrent))
271 maxspeed = autocvar_sv_maxspeed;
273 if(self.aistatus & AI_STATUS_DANGER_AHEAD)
275 self.aistatus &= ~AI_STATUS_RUNNING;
276 self.BUTTON_JUMP = false;
277 self.bot_canruntogoal = 0;
278 self.bot_timelastseengoal = 0;
282 if(self.waterlevel > WATERLEVEL_WETFEET)
284 self.aistatus &= ~AI_STATUS_RUNNING;
288 if(self.bot_lastseengoal != self.goalcurrent && !(self.aistatus & AI_STATUS_RUNNING))
290 self.bot_canruntogoal = 0;
291 self.bot_timelastseengoal = 0;
294 gco = (self.goalcurrent.absmin + self.goalcurrent.absmax) * 0.5;
295 bunnyhopdistance = vlen(self.origin - gco);
297 // Run only to visible goals
298 if(IS_ONGROUND(self))
299 if(self.speed==maxspeed)
300 if(checkpvs(self.origin + self.view_ofs, self.goalcurrent))
302 self.bot_lastseengoal = self.goalcurrent;
305 if(self.bot_timelastseengoal)
307 // for a period of time
308 if(time - self.bot_timelastseengoal > autocvar_bot_ai_bunnyhop_firstjumpdelay)
311 checkdistance = true;
313 // don't run if it is too close
314 if(self.bot_canruntogoal==0)
316 if(bunnyhopdistance > autocvar_bot_ai_bunnyhop_startdistance)
317 self.bot_canruntogoal = 1;
319 self.bot_canruntogoal = -1;
322 if(self.bot_canruntogoal != 1)
325 if(self.aistatus & AI_STATUS_ROAMING)
326 if(self.goalcurrent.classname=="waypoint")
327 if (!(self.goalcurrent.wpflags & WAYPOINTFLAG_PERSONAL))
328 if(fabs(gco.z - self.origin.z) < self.maxs.z - self.mins.z)
329 if(self.goalstack01!=world)
331 gno = (self.goalstack01.absmin + self.goalstack01.absmax) * 0.5;
332 deviation = vectoangles(gno - self.origin) - vectoangles(gco - self.origin);
333 while (deviation.y < -180) deviation.y = deviation.y + 360;
334 while (deviation.y > 180) deviation.y = deviation.y - 360;
336 if(fabs(deviation.y) < 20)
337 if(bunnyhopdistance < vlen(self.origin - gno))
338 if(fabs(gno.z - gco.z) < self.maxs.z - self.mins.z)
340 if(vlen(gco - gno) > autocvar_bot_ai_bunnyhop_startdistance)
341 if(checkpvs(self.origin + self.view_ofs, self.goalstack01))
343 checkdistance = false;
350 self.aistatus &= ~AI_STATUS_RUNNING;
351 if(bunnyhopdistance > autocvar_bot_ai_bunnyhop_stopdistance)
352 self.BUTTON_JUMP = true;
356 self.aistatus |= AI_STATUS_RUNNING;
357 self.BUTTON_JUMP = true;
363 self.bot_timelastseengoal = time;
368 self.bot_timelastseengoal = 0;
372 // Release jump button
373 if(!cvar("sv_pogostick"))
374 if((IS_ONGROUND(self)) == 0)
376 if(self.velocity.z < 0 || vlen(self.velocity)<maxspeed)
377 self.BUTTON_JUMP = false;
380 if(self.aistatus & AI_STATUS_RUNNING)
381 if(vlen(self.velocity)>maxspeed)
383 deviation = vectoangles(dir) - vectoangles(self.velocity);
384 while (deviation.y < -180) deviation.y = deviation.y + 360;
385 while (deviation.y > 180) deviation.y = deviation.y - 360;
387 if(fabs(deviation.y)>10)
391 self.movement_y = maxspeed * -1;
392 else if(deviation.y<10)
393 self.movement_y = maxspeed;
400 void havocbot_movetogoal()
408 vector evadeobstacle;
415 //if (self.goalentity)
416 // te_lightning2(self, self.origin, (self.goalentity.absmin + self.goalentity.absmax) * 0.5);
417 self.movement = '0 0 0';
418 maxspeed = autocvar_sv_maxspeed;
420 // Jetpack navigation
422 if(self.navigation_jetpack_goal)
423 if(self.goalcurrent==self.navigation_jetpack_goal)
426 if(autocvar_bot_debug_goalstack)
429 te_wizspike(self.navigation_jetpack_point);
433 if (!(self.aistatus & AI_STATUS_JETPACK_FLYING))
435 // Brake almost completely so it can get a good direction
436 if(vlen(self.velocity)>10)
438 self.aistatus |= AI_STATUS_JETPACK_FLYING;
441 makevectors(self.v_angle.y * '0 1 0');
442 dir = normalize(self.navigation_jetpack_point - self.origin);
445 if(self.aistatus & AI_STATUS_JETPACK_LANDING)
447 // Calculate brake distance in xy
451 dxy = self.origin - ( ( self.goalcurrent.absmin + self.goalcurrent.absmax ) * 0.5 ); dxy.z = 0;
453 v = vlen(self.velocity - self.velocity.z * '0 0 1');
454 db = (pow(v,2) / (autocvar_g_jetpack_acceleration_side * 2)) + 100;
455 // dprint("distance ", ftos(ceil(d)), " velocity ", ftos(ceil(v)), " brake at ", ftos(ceil(db)), "\n");
456 if(d < db || d < 500)
459 if(fabs(self.velocity.x)>maxspeed*0.3)
461 self.movement_x = dir * v_forward * -maxspeed;
464 // Switch to normal mode
465 self.navigation_jetpack_goal = world;
466 self.aistatus &= ~AI_STATUS_JETPACK_LANDING;
467 self.aistatus &= ~AI_STATUS_JETPACK_FLYING;
471 else if(checkpvs(self.origin,self.goalcurrent))
473 // If I can see the goal switch to landing code
474 self.aistatus &= ~AI_STATUS_JETPACK_FLYING;
475 self.aistatus |= AI_STATUS_JETPACK_LANDING;
480 self.BUTTON_HOOK = true;
481 if(self.navigation_jetpack_point.z - STAT(PL_MAX, NULL).z + STAT(PL_MIN, NULL).z < self.origin.z)
483 self.movement_x = dir * v_forward * maxspeed;
484 self.movement_y = dir * v_right * maxspeed;
489 // Handling of jump pads
490 if(self.jumppadcount)
492 // If got stuck on the jump pad try to reach the farthest visible waypoint
493 if(self.aistatus & AI_STATUS_OUT_JUMPPAD)
495 if(fabs(self.velocity.z)<50)
497 entity head, newgoal = world;
498 float distance, bestdistance = 0;
500 for (head = findchain(classname, "waypoint"); head; head = head.chain)
503 distance = vlen(head.origin - self.origin);
507 traceline(self.origin + self.view_ofs , ( ( head.absmin + head.absmax ) * 0.5 ), true, world);
512 if(distance>bestdistance)
515 bestdistance = distance;
521 self.ignoregoal = self.goalcurrent;
522 self.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
523 navigation_clearroute();
524 navigation_routetogoal(newgoal, self.origin);
525 self.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
533 if(self.velocity.z>0)
535 float threshold, sxy;
536 vector velxy = self.velocity; velxy_z = 0;
538 threshold = maxspeed * 0.2;
541 LOG_TRACE("Warning: ", self.netname, " got stuck on a jumppad (velocity in xy is ", ftos(sxy), "), trying to get out of it now\n");
542 self.aistatus |= AI_STATUS_OUT_JUMPPAD;
547 // Don't chase players while using a jump pad
548 if(IS_PLAYER(self.goalcurrent) || IS_PLAYER(self.goalstack01))
552 else if(self.aistatus & AI_STATUS_OUT_JUMPPAD)
553 self.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
555 // If there is a trigger_hurt right below try to use the jetpack or make a rocketjump
557 if (!(IS_ONGROUND(self)))
559 tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 -65536', MOVE_NOMONSTERS, self);
560 if(tracebox_hits_trigger_hurt(self.origin, self.mins, self.maxs, trace_endpos ))
561 if(self.items & IT_JETPACK)
563 tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 65536', MOVE_NOMONSTERS, self);
564 if(tracebox_hits_trigger_hurt(self.origin, self.mins, self.maxs, trace_endpos + '0 0 1' ))
566 if(self.velocity.z<0)
568 self.BUTTON_HOOK = true;
572 self.BUTTON_HOOK = true;
574 // If there is no goal try to move forward
576 if(self.goalcurrent==world)
579 dir = normalize(( ( self.goalcurrent.absmin + self.goalcurrent.absmax ) * 0.5 ) - self.origin);
581 vector xyvelocity = self.velocity; xyvelocity_z = 0;
582 float xyspeed = xyvelocity * dir;
584 if(xyspeed < (maxspeed / 2))
586 makevectors(self.v_angle.y * '0 1 0');
587 tracebox(self.origin, self.mins, self.maxs, self.origin + (dir * maxspeed * 3), MOVE_NOMONSTERS, self);
588 if(trace_fraction==1)
590 self.movement_x = dir * v_forward * maxspeed;
591 self.movement_y = dir * v_right * maxspeed;
593 havocbot_keyboard_movement(self.origin + dir * 100);
597 self.havocbot_blockhead = true;
601 else if(self.health>WEP_CVAR(devastator, damage)*0.5)
603 if(self.velocity.z < 0)
604 if(client_hasweapon(self, WEP_DEVASTATOR, true, false))
606 self.movement_x = maxspeed;
608 if(self.rocketjumptime)
610 if(time > self.rocketjumptime)
612 self.BUTTON_ATCK2 = true;
613 self.rocketjumptime = 0;
618 PS(self).m_switchweapon = WEP_DEVASTATOR;
620 self.BUTTON_ATCK = true;
621 self.rocketjumptime = time + WEP_CVAR(devastator, detonatedelay);
627 // If there is no goal try to move forward
628 if(self.goalcurrent==world)
629 self.movement_x = maxspeed;
633 // If we are under water with no goals, swim up
635 if(self.goalcurrent==world)
638 if(self.waterlevel>WATERLEVEL_SWIMMING)
640 else if(self.velocity.z >= 0 && !(self.waterlevel == WATERLEVEL_WETFEET && self.watertype == CONTENT_WATER))
641 self.BUTTON_JUMP = true;
643 self.BUTTON_JUMP = false;
644 makevectors(self.v_angle.y * '0 1 0');
645 self.movement_x = dir * v_forward * maxspeed;
646 self.movement_y = dir * v_right * maxspeed;
647 self.movement_z = dir * v_up * maxspeed;
650 // if there is nowhere to go, exit
651 if (self.goalcurrent == world)
654 if (self.goalcurrent)
655 navigation_poptouchedgoals();
657 // if ran out of goals try to use an alternative goal or get a new strategy asap
658 if(self.goalcurrent == world)
660 self.bot_strategytime = 0;
665 if(autocvar_bot_debug_goalstack)
668 m1 = self.goalcurrent.origin + self.goalcurrent.mins;
669 m2 = self.goalcurrent.origin + self.goalcurrent.maxs;
670 destorg = self.origin;
671 destorg.x = bound(m1_x, destorg.x, m2_x);
672 destorg.y = bound(m1_y, destorg.y, m2_y);
673 destorg.z = bound(m1_z, destorg.z, m2_z);
674 diff = destorg - self.origin;
676 dir = normalize(diff);
677 flatdir = diff;flatdir.z = 0;
678 flatdir = normalize(flatdir);
679 gco = (self.goalcurrent.absmin + self.goalcurrent.absmax) * 0.5;
681 //if (self.bot_dodgevector_time < time)
683 // self.bot_dodgevector_time = time + cvar("bot_ai_dodgeupdateinterval");
684 // self.bot_dodgevector_jumpbutton = 1;
685 evadeobstacle = '0 0 0';
690 if(self.waterlevel>WATERLEVEL_SWIMMING)
693 self.aistatus |= AI_STATUS_OUT_WATER;
697 if(self.velocity.z >= 0 && !(self.watertype == CONTENT_WATER && gco.z < self.origin.z) &&
698 ( !(self.waterlevel == WATERLEVEL_WETFEET && self.watertype == CONTENT_WATER) || self.aistatus & AI_STATUS_OUT_WATER))
699 self.BUTTON_JUMP = true;
701 self.BUTTON_JUMP = false;
703 dir = normalize(flatdir);
704 makevectors(self.v_angle.y * '0 1 0');
708 if(self.aistatus & AI_STATUS_OUT_WATER)
709 self.aistatus &= ~AI_STATUS_OUT_WATER;
711 // jump if going toward an obstacle that doesn't look like stairs we
712 // can walk up directly
713 tracebox(self.origin, self.mins, self.maxs, self.origin + self.velocity * 0.2, false, self);
714 if (trace_fraction < 1)
715 if (trace_plane_normal.z < 0.7)
718 tracebox(self.origin + stepheightvec, self.mins, self.maxs, self.origin + self.velocity * 0.2 + stepheightvec, false, self);
719 if (trace_fraction < s + 0.01)
720 if (trace_plane_normal.z < 0.7)
723 tracebox(self.origin + jumpstepheightvec, self.mins, self.maxs, self.origin + self.velocity * 0.2 + jumpstepheightvec, false, self);
724 if (trace_fraction > s)
725 self.BUTTON_JUMP = 1;
729 // avoiding dangers and obstacles
730 vector dst_ahead, dst_down;
731 makevectors(self.v_angle.y * '0 1 0');
732 dst_ahead = self.origin + self.view_ofs + (self.velocity * 0.4) + (v_forward * 32 * 3);
733 dst_down = dst_ahead - '0 0 1500';
736 traceline(self.origin + self.view_ofs, dst_ahead, true, world);
738 // Check head-banging against walls
739 if(vlen(self.origin + self.view_ofs - trace_endpos) < 25 && !(self.aistatus & AI_STATUS_OUT_WATER))
741 self.BUTTON_JUMP = true;
742 if(self.facingwalltime && time > self.facingwalltime)
744 self.ignoregoal = self.goalcurrent;
745 self.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
746 self.bot_strategytime = 0;
751 self.facingwalltime = time + 0.05;
756 self.facingwalltime = 0;
758 if(self.ignoregoal != world && time > self.ignoregoaltime)
760 self.ignoregoal = world;
761 self.ignoregoaltime = 0;
765 // Check for water/slime/lava and dangerous edges
766 // (only when the bot is on the ground or jumping intentionally)
767 self.aistatus &= ~AI_STATUS_DANGER_AHEAD;
769 if(trace_fraction == 1 && self.jumppadcount == 0 && !self.goalcurrent.wphardwired )
770 if((IS_ONGROUND(self)) || (self.aistatus & AI_STATUS_RUNNING) || self.BUTTON_JUMP == true)
773 traceline(dst_ahead , dst_down, true, world);
774 // te_lightning2(world, self.origin, dst_ahead); // Draw "ahead" look
775 // te_lightning2(world, dst_ahead, dst_down); // Draw "downwards" look
776 if(trace_endpos.z < self.origin.z + self.mins.z)
778 s = pointcontents(trace_endpos + '0 0 1');
779 if (s != CONTENT_SOLID)
780 if (s == CONTENT_LAVA || s == CONTENT_SLIME)
781 evadelava = normalize(self.velocity) * -1;
782 else if (s == CONTENT_SKY)
783 evadeobstacle = normalize(self.velocity) * -1;
784 else if (!boxesoverlap(dst_ahead - self.view_ofs + self.mins, dst_ahead - self.view_ofs + self.maxs,
785 self.goalcurrent.absmin, self.goalcurrent.absmax))
787 // if ain't a safe goal with "holes" (like the jumpad on soylent)
788 // and there is a trigger_hurt below
789 if(tracebox_hits_trigger_hurt(dst_ahead, self.mins, self.maxs, trace_endpos))
791 // Remove dangerous dynamic goals from stack
792 LOG_TRACE("bot ", self.netname, " avoided the goal ", self.goalcurrent.classname, " ", etos(self.goalcurrent), " because it led to a dangerous path; goal stack cleared\n");
793 navigation_clearroute();
803 makevectors(self.v_angle.y * '0 1 0');
805 if(evadeobstacle!='0 0 0'||evadelava!='0 0 0')
806 self.aistatus |= AI_STATUS_DANGER_AHEAD;
809 dodge = havocbot_dodge();
810 dodge = dodge * bound(0,0.5+(skill+self.bot_dodgeskill)*0.1,1);
811 evadelava = evadelava * bound(1,3-(skill+self.bot_dodgeskill),3); //Noobs fear lava a lot and take more distance from it
812 traceline(self.origin, ( ( self.enemy.absmin + self.enemy.absmax ) * 0.5 ), true, world);
813 if(IS_PLAYER(trace_ent))
814 dir = dir * bound(0,(skill+self.bot_dodgeskill)/7,1);
816 dir = normalize(dir + dodge + evadeobstacle + evadelava);
817 // self.bot_dodgevector = dir;
818 // self.bot_dodgevector_jumpbutton = self.BUTTON_JUMP;
821 if(time < self.ladder_time)
823 if(self.goalcurrent.origin.z + self.goalcurrent.mins.z > self.origin.z + self.mins.z)
825 if(self.origin.z + self.mins.z < self.ladder_entity.origin.z + self.ladder_entity.maxs.z)
830 if(self.origin.z + self.mins.z > self.ladder_entity.origin.z + self.ladder_entity.mins.z)
835 //dir = self.bot_dodgevector;
836 //if (self.bot_dodgevector_jumpbutton)
837 // self.BUTTON_JUMP = 1;
838 self.movement_x = dir * v_forward * maxspeed;
839 self.movement_y = dir * v_right * maxspeed;
840 self.movement_z = dir * v_up * maxspeed;
842 // Emulate keyboard interface
844 havocbot_keyboard_movement(destorg);
847 // if(self.aistatus & AI_STATUS_ROAMING)
849 if(skill+self.bot_moveskill >= autocvar_bot_ai_bunnyhop_skilloffset)
850 havocbot_bunnyhop(dir);
852 if ((dir * v_up) >= autocvar_sv_jumpvelocity*0.5 && (IS_ONGROUND(self))) self.BUTTON_JUMP=1;
853 if (((dodge * v_up) > 0) && random()*frametime >= 0.2*bound(0,(10-skill-self.bot_dodgeskill)*0.1,1)) self.BUTTON_JUMP=true;
854 if (((dodge * v_up) < 0) && random()*frametime >= 0.5*bound(0,(10-skill-self.bot_dodgeskill)*0.1,1)) self.havocbot_ducktime=time+0.3/bound(0.1,skill+self.bot_dodgeskill,10);
857 void havocbot_chooseenemy()
859 entity head, best, head2;
860 float rating, bestrating, hf;
862 if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(self))
869 if (!bot_shouldattack(self.enemy))
871 // enemy died or something, find a new target
873 self.havocbot_chooseenemy_finished = time;
875 else if (self.havocbot_stickenemy)
877 // tracking last chosen enemy
878 // if enemy is visible
879 // and not really really far away
880 // and we're not severely injured
881 // then keep tracking for a half second into the future
882 traceline(self.origin+self.view_ofs, ( self.enemy.absmin + self.enemy.absmax ) * 0.5,false,world);
883 if (trace_ent == self.enemy || trace_fraction == 1)
884 if (vlen((( self.enemy.absmin + self.enemy.absmax ) * 0.5) - self.origin) < 1000)
885 if (self.health > 30)
887 // remain tracking him for a shot while (case he went after a small corner or pilar
888 self.havocbot_chooseenemy_finished = time + 0.5;
891 // enemy isn't visible, or is far away, or we're injured severely
892 // so stop preferring this enemy
893 // (it will still take a half second until a new one is chosen)
894 self.havocbot_stickenemy = 0;
897 if (time < self.havocbot_chooseenemy_finished)
899 self.havocbot_chooseenemy_finished = time + autocvar_bot_ai_enemydetectioninterval;
900 eye = self.origin + self.view_ofs;
902 bestrating = 100000000;
903 head = head2 = findchainfloat(bot_attack, true);
906 hf = self.dphitcontentsmask;
908 // Search for enemies, if no enemy can be seen directly try to look through transparent objects
910 self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
912 bool scan_transparent = false;
913 bool scan_secondary_targets = false;
914 bool have_secondary_targets = false;
917 scan_secondary_targets = false;
919 for( ; head; head = head.chain)
921 if(!scan_secondary_targets)
923 if(head.classname == "misc_breakablemodel")
925 have_secondary_targets = true;
931 if(head.classname != "misc_breakablemodel")
935 v = (head.absmin + head.absmax) * 0.5;
936 rating = vlen(v - eye);
937 if (rating<autocvar_bot_ai_enemydetectionradius)
938 if (bestrating > rating)
939 if (bot_shouldattack(head))
941 traceline(eye, v, true, self);
942 if (trace_ent == head || trace_fraction >= 1)
950 if(!best && have_secondary_targets && !scan_secondary_targets)
952 scan_secondary_targets = true;
955 bestrating = 100000000;
959 // I want to do a second scan if no enemy was found or I don't have weapons
960 // TODO: Perform the scan when using the rifle (requires changes on the rifle code)
961 if(best || self.weapons) // || self.weapon == WEP_RIFLE.m_id
966 // Set flags to see through transparent objects
967 self.dphitcontentsmask |= DPCONTENTS_OPAQUE;
970 scan_transparent = true;
974 self.dphitcontentsmask = hf;
977 self.havocbot_stickenemy = true;
978 if(best && best.classname == "misc_breakablemodel")
979 self.havocbot_stickenemy = false;
982 float havocbot_chooseweapon_checkreload(int new_weapon)
984 // bots under this skill cannot find unloaded weapons to reload idly when not in combat,
985 // so skip this for them, or they'll never get to reload their weapons at all.
986 // this also allows bots under this skill to be more stupid, and reload more often during combat :)
990 // if this weapon is scheduled for reloading, don't switch to it during combat
991 if (self.weapon_load[new_weapon] < 0)
993 bool other_weapon_available = false;
994 FOREACH(Weapons, it != WEP_Null, LAMBDA(
995 if(it.wr_checkammo1(it) + it.wr_checkammo2(it))
996 other_weapon_available = true;
998 if(other_weapon_available)
1005 void havocbot_chooseweapon()
1010 if(g_weaponarena_weapons == WEPSET(TUBA))
1012 PS(self).m_switchweapon = WEP_TUBA;
1016 // TODO: clean this up by moving it to weapon code
1017 if(self.enemy==world)
1019 // If no weapon was chosen get the first available weapon
1020 if(PS(self).m_weapon==WEP_Null)
1021 FOREACH(Weapons, it != WEP_Null, LAMBDA(
1022 if(client_hasweapon(self, it, true, false))
1024 PS(self).m_switchweapon = it;
1031 // Do not change weapon during the next second after a combo
1032 float f = time - self.lastcombotime;
1037 float distance; distance=bound(10,vlen(self.origin-self.enemy.origin)-200,10000);
1039 // Should it do a weapon combo?
1040 float af, ct, combo_time, combo;
1042 af = ATTACK_FINISHED(self, 0);
1043 ct = autocvar_bot_ai_weapon_combo_threshold;
1045 // Bots with no skill will be 4 times more slower than "godlike" bots when doing weapon combos
1046 // Ideally this 4 should be calculated as longest_weapon_refire / bot_ai_weapon_combo_threshold
1047 combo_time = time + ct + (ct * ((-0.3*(skill+self.bot_weaponskill))+3));
1051 if(autocvar_bot_ai_weapon_combo)
1052 if(PS(self).m_weapon.m_id == self.lastfiredweapon)
1056 self.lastcombotime = time;
1059 distance *= pow(2, self.bot_rangepreference);
1061 // Custom weapon list based on distance to the enemy
1062 if(bot_custom_weapon){
1064 // Choose weapons for far distance
1065 if ( distance > bot_distance_far ) {
1066 for(i=0; i < Weapons_COUNT && bot_weapons_far[i] != -1 ; ++i){
1067 w = bot_weapons_far[i];
1068 if ( client_hasweapon(self, Weapons_from(w), true, false) )
1070 if ((PS(self).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(w))
1072 PS(self).m_switchweapon = Weapons_from(w);
1078 // Choose weapons for mid distance
1079 if ( distance > bot_distance_close) {
1080 for(i=0; i < Weapons_COUNT && bot_weapons_mid[i] != -1 ; ++i){
1081 w = bot_weapons_mid[i];
1082 if ( client_hasweapon(self, Weapons_from(w), true, false) )
1084 if ((PS(self).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(w))
1086 PS(self).m_switchweapon = Weapons_from(w);
1092 // Choose weapons for close distance
1093 for(i=0; i < Weapons_COUNT && bot_weapons_close[i] != -1 ; ++i){
1094 w = bot_weapons_close[i];
1095 if ( client_hasweapon(self, Weapons_from(w), true, false) )
1097 if ((PS(self).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(w))
1099 PS(self).m_switchweapon = Weapons_from(w);
1108 vector selfvel, enemyvel;
1109 // if(self.flags & FL_INWATER)
1111 if (time < self.nextaim)
1113 self.nextaim = time + 0.1;
1114 selfvel = self.velocity;
1115 if (!self.waterlevel)
1119 enemyvel = self.enemy.velocity;
1120 if (!self.enemy.waterlevel)
1122 lag_additem(time + self.ping, 0, 0, self.enemy, self.origin, selfvel, (self.enemy.absmin + self.enemy.absmax) * 0.5, enemyvel);
1125 lag_additem(time + self.ping, 0, 0, world, self.origin, selfvel, ( self.goalcurrent.absmin + self.goalcurrent.absmax ) * 0.5, '0 0 0');
1128 float havocbot_moveto_refresh_route()
1130 // Refresh path to goal if necessary
1132 wp = self.havocbot_personal_waypoint;
1133 navigation_goalrating_start();
1134 navigation_routerating(wp, 10000, 10000);
1135 navigation_goalrating_end();
1136 return self.navigation_hasgoals;
1139 float havocbot_moveto(vector pos)
1143 if(self.aistatus & AI_STATUS_WAYPOINT_PERSONAL_GOING)
1145 // Step 4: Move to waypoint
1146 if(self.havocbot_personal_waypoint==world)
1148 LOG_TRACE("Error: ", self.netname, " trying to walk to a non existent personal waypoint\n");
1149 self.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_GOING;
1150 return CMD_STATUS_ERROR;
1153 if (!bot_strategytoken_taken)
1154 if(self.havocbot_personal_waypoint_searchtime<time)
1156 bot_strategytoken_taken = true;
1157 if(havocbot_moveto_refresh_route())
1159 LOG_TRACE(self.netname, " walking to its personal waypoint (after ", ftos(self.havocbot_personal_waypoint_failcounter), " failed attempts)\n");
1160 self.havocbot_personal_waypoint_searchtime = time + 10;
1161 self.havocbot_personal_waypoint_failcounter = 0;
1165 self.havocbot_personal_waypoint_failcounter += 1;
1166 self.havocbot_personal_waypoint_searchtime = time + 2;
1167 if(self.havocbot_personal_waypoint_failcounter >= 30)
1169 LOG_TRACE("Warning: can't walk to the personal waypoint located at ", vtos(self.havocbot_personal_waypoint.origin),"\n");
1170 self.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1171 remove(self.havocbot_personal_waypoint);
1172 return CMD_STATUS_ERROR;
1175 LOG_TRACE(self.netname, " can't walk to its personal waypoint (after ", ftos(self.havocbot_personal_waypoint_failcounter), " failed attempts), trying later\n");
1179 if(autocvar_bot_debug_goalstack)
1183 vector dir = ( ( self.goalcurrent.absmin + self.goalcurrent.absmax ) * 0.5 ) - (self.origin + self.view_ofs);
1185 bot_aimdir(dir, -1);
1188 havocbot_movetogoal();
1190 if(self.aistatus & AI_STATUS_WAYPOINT_PERSONAL_REACHED)
1192 // Step 5: Waypoint reached
1193 LOG_TRACE(self.netname, "'s personal waypoint reached\n");
1194 remove(self.havocbot_personal_waypoint);
1195 self.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_REACHED;
1196 return CMD_STATUS_FINISHED;
1199 return CMD_STATUS_EXECUTING;
1202 // Step 2: Linking waypoint
1203 if(self.aistatus & AI_STATUS_WAYPOINT_PERSONAL_LINKING)
1205 // Wait until it is linked
1206 if(!self.havocbot_personal_waypoint.wplinked)
1208 LOG_TRACE(self.netname, " waiting for personal waypoint to be linked\n");
1209 return CMD_STATUS_EXECUTING;
1212 self.havocbot_personal_waypoint_searchtime = time; // so we set the route next frame
1213 self.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1214 self.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_GOING;
1216 // Step 3: Route to waypoint
1217 LOG_TRACE(self.netname, " walking to its personal waypoint\n");
1219 return CMD_STATUS_EXECUTING;
1222 // Step 1: Spawning waypoint
1223 wp = waypoint_spawnpersonal(pos);
1226 LOG_TRACE("Error: Can't spawn personal waypoint at ",vtos(pos),"\n");
1227 return CMD_STATUS_ERROR;
1230 self.havocbot_personal_waypoint = wp;
1231 self.havocbot_personal_waypoint_failcounter = 0;
1232 self.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1234 // if pos is inside a teleport, then let's mark it as teleport waypoint
1236 for(head = world; (head = find(head, classname, "trigger_teleport")); )
1238 if(WarpZoneLib_BoxTouchesBrush(pos, pos, head, world))
1240 wp.wpflags |= WAYPOINTFLAG_TELEPORT;
1241 self.lastteleporttime = 0;
1246 if(wp.wpflags & WAYPOINTFLAG_TELEPORT)
1247 print("routing to a teleporter\n");
1249 print("routing to a non-teleporter\n");
1252 return CMD_STATUS_EXECUTING;
1255 float havocbot_resetgoal()
1257 navigation_clearroute();
1258 return CMD_STATUS_FINISHED;
1261 void havocbot_setupbot()
1263 self.bot_ai = havocbot_ai;
1264 self.cmd_moveto = havocbot_moveto;
1265 self.cmd_resetgoal = havocbot_resetgoal;
1267 havocbot_chooserole();
1270 vector havocbot_dodge()
1272 // LordHavoc: disabled because this is too expensive
1277 float danger, bestdanger, vl, d;
1280 // check for dangerous objects near bot or approaching bot
1281 head = findchainfloat(bot_dodge, true);
1284 if (head.owner != self)
1286 vl = vlen(head.velocity);
1287 if (vl > autocvar_sv_maxspeed * 0.3)
1289 n = normalize(head.velocity);
1290 v = self.origin - head.origin;
1292 if (d > (0 - head.bot_dodgerating))
1293 if (d < (vl * 0.2 + head.bot_dodgerating))
1295 // calculate direction and distance from the flight path, by removing the forward axis
1296 v = v - (n * (v * n));
1297 danger = head.bot_dodgerating - vlen(v);
1298 if (bestdanger < danger)
1300 bestdanger = danger;
1301 // dodge to the side of the object
1302 dodge = normalize(v);
1308 danger = head.bot_dodgerating - vlen(head.origin - self.origin);
1309 if (bestdanger < danger)
1311 bestdanger = danger;
1312 dodge = normalize(self.origin - head.origin);