3 #include "role_onslaught.qc"
4 #include "role_keyhunt.qc"
12 if(bot_execute_commands())
15 if (bot_strategytoken == self)
16 if (!bot_strategytoken_taken)
18 if(self.havocbot_blockhead)
20 self.havocbot_blockhead = FALSE;
24 if not(self.jumppadcount)
28 // TODO: tracewalk() should take care of this job (better path finding under water)
29 // if we don't have a goal and we're under water look for a waypoint near the "shore" and push it
30 if(self.deadflag != DEAD_NO)
31 if(self.goalcurrent==world)
32 if(self.waterlevel==WATERLEVEL_SWIMMING || self.aistatus & AI_STATUS_OUT_WATER)
34 // Look for the closest waypoint out of water
35 local entity newgoal, head;
36 local float bestdistance, distance;
40 for (head = findchain(classname, "waypoint"); head; head = head.chain)
42 distance = vlen(head.origin - self.origin);
46 if(head.origin_z < self.origin_z)
49 if(head.origin_z - self.origin_z - self.view_ofs_z > 100)
52 if (pointcontents(head.origin + head.maxs + '0 0 1') != CONTENT_EMPTY)
55 traceline(self.origin + self.view_ofs , head.origin, TRUE, head);
60 if(distance<bestdistance)
63 bestdistance = distance;
69 // te_wizspike(newgoal.origin);
70 navigation_pushroute(newgoal);
74 // token has been used this frame
75 bot_strategytoken_taken = TRUE;
78 if(self.deadflag != DEAD_NO)
81 havocbot_chooseenemy();
82 if (self.bot_chooseweapontime < time )
84 self.bot_chooseweapontime = time + autocvar_bot_ai_chooseweaponinterval;
85 havocbot_chooseweapon();
91 self.aistatus |= AI_STATUS_ATTACKING;
92 self.aistatus &~= AI_STATUS_ROAMING;
96 weapon_action(self.weapon, WR_AIM);
97 if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(self))
99 self.BUTTON_ATCK = FALSE;
100 self.BUTTON_ATCK2 = FALSE;
104 if(self.BUTTON_ATCK||self.BUTTON_ATCK2)
105 self.lastfiredweapon = self.weapon;
110 if(self.bot_aimtarg.classname=="player")
111 bot_aimdir(self.bot_aimtarg.origin + self.bot_aimtarg.view_ofs - self.origin - self.view_ofs , -1);
114 else if (self.goalcurrent)
116 self.aistatus |= AI_STATUS_ROAMING;
117 self.aistatus &~= AI_STATUS_ATTACKING;
119 local vector now,v,next;//,heading;
120 local float aimdistance,skillblend,distanceblend,blend;
121 next = now = self.goalcurrent.origin - (self.origin + self.view_ofs);
122 aimdistance = vlen(now);
123 //heading = self.velocity;
124 //dprint(self.goalstack01.classname,etos(self.goalstack01),"\n");
126 self.goalstack01 != self && self.goalstack01 != world && self.aistatus & AI_STATUS_RUNNING == 0 &&
127 !(self.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
129 next = self.goalstack01.origin - (self.origin + self.view_ofs);
131 skillblend=bound(0,(skill+self.bot_moveskill-2.5)*0.5,1); //lower skill player can't preturn
132 distanceblend=bound(0,aimdistance/autocvar_bot_ai_keyboard_distance,1);
133 blend = skillblend * (1-distanceblend);
134 //v = (now * (distanceblend) + next * (1-distanceblend)) * (skillblend) + now * (1-skillblend);
135 //v = now * (distanceblend) * (skillblend) + next * (1-distanceblend) * (skillblend) + now * (1-skillblend);
136 //v = now * ((1-skillblend) + (distanceblend) * (skillblend)) + next * (1-distanceblend) * (skillblend);
137 v = now + blend * (next - now);
138 //dprint(etos(self), " ");
139 //dprint(vtos(now), ":", vtos(next), "=", vtos(v), " (blend ", ftos(blend), ")\n");
140 //v = now * (distanceblend) + next * (1-distanceblend);
141 if (self.waterlevel < WATERLEVEL_SWIMMING)
143 //dprint("walk at:", vtos(v), "\n");
144 //te_lightning2(world, self.origin, self.goalcurrent.origin);
147 havocbot_movetogoal();
149 // if the bot is not attacking, consider reloading weapons
150 if not(self.aistatus & AI_STATUS_ATTACKING)
155 // we are currently holding a weapon that's not fully loaded, reload it
156 if(skill >= 2) // bots can only reload held weapons on purpose past this skill
157 if(self.clip_load < self.clip_size && self.weapon)
158 self.impulse = 20; // "press" the reload button, not sure if this is done right
160 // if we're not reloading a weapon, switch to any weapon in our invnetory that's not fully loaded to reload it next
161 // the code above executes next frame, starting the reloading then
162 if(skill >= 5) // bots can only look for unloaded weapons past this skill
163 if(self.clip_load >= 0) // only if we're not reloading a weapon already
164 if not(self.clip_load < self.clip_size && self.weapon) // we're already holding a weapon we can reload, don't look for another
166 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
168 e = get_weaponinfo(i);
169 if(self.weapon_load[i] < cvar(strcat("g_balance_", e.netname, "_reload_ammo")))
170 self.switchweapon = i;
176 void havocbot_keyboard_movement(vector destorg)
178 local vector keyboard;
179 local float blend, maxspeed;
182 sk = skill + self.bot_moveskill;
184 maxspeed = autocvar_sv_maxspeed;
186 if (time < self.havocbot_keyboardtime)
189 self.havocbot_keyboardtime =
191 self.havocbot_keyboardtime
192 + 0.05/max(1, sk+self.havocbot_keyboardskill)
193 + random()*0.025/max(0.00025, skill+self.havocbot_keyboardskill)
195 keyboard = self.movement * (1.0 / maxspeed);
197 local float trigger, trigger1;
198 blend = bound(0,sk*0.1,1);
199 trigger = autocvar_bot_ai_keyboard_threshold;
200 trigger1 = 0 - trigger;
202 // categorize forward movement
203 // at skill < 1.5 only forward
204 // at skill < 2.5 only individual directions
205 // at skill < 4.5 only individual directions, and forward diagonals
206 // at skill >= 4.5, all cases allowed
207 if (keyboard_x > trigger)
213 else if (keyboard_x < trigger1 && sk > 1.5)
228 if (keyboard_y > trigger)
230 else if (keyboard_y < trigger1)
235 if (keyboard_z > trigger)
237 else if (keyboard_z < trigger1)
242 self.havocbot_keyboard = keyboard * maxspeed;
243 if (self.havocbot_ducktime>time) self.BUTTON_CROUCH=TRUE;
245 keyboard = self.havocbot_keyboard;
246 blend = bound(0,vlen(destorg-self.origin)/autocvar_bot_ai_keyboard_distance,1); // When getting close move with 360 degree
247 //dprint("movement ", vtos(self.movement), " keyboard ", vtos(keyboard), " blend ", ftos(blend), "\n");
248 self.movement = self.movement + (keyboard - self.movement) * blend;
251 void havocbot_bunnyhop(vector dir)
253 local float bunnyhopdistance;
254 local vector deviation;
255 local float maxspeed;
257 if(autocvar_g_midair)
260 // Don't jump when using some weapons
262 if(self.aistatus & AI_STATUS_ATTACKING)
263 if(self.weapon == WEP_SNIPERRIFLE)
266 if(self.goalcurrent.classname == "player")
270 maxspeed = autocvar_sv_maxspeed;
272 if(self.aistatus & AI_STATUS_DANGER_AHEAD)
274 self.aistatus &~= AI_STATUS_RUNNING;
275 self.BUTTON_JUMP = FALSE;
276 self.bot_canruntogoal = 0;
277 self.bot_timelastseengoal = 0;
281 if(self.waterlevel > WATERLEVEL_WETFEET)
283 self.aistatus &~= AI_STATUS_RUNNING;
287 if(self.bot_lastseengoal != self.goalcurrent && !(self.aistatus & AI_STATUS_RUNNING))
289 self.bot_canruntogoal = 0;
290 self.bot_timelastseengoal = 0;
293 bunnyhopdistance = vlen(self.origin - self.goalcurrent.origin);
295 // Run only to visible goals
296 if(self.flags & FL_ONGROUND)
297 if(self.speed==maxspeed)
298 if(checkpvs(self.origin + self.view_ofs, self.goalcurrent))
300 self.bot_lastseengoal = self.goalcurrent;
303 if(self.bot_timelastseengoal)
305 // for a period of time
306 if(time - self.bot_timelastseengoal > autocvar_bot_ai_bunnyhop_firstjumpdelay)
308 local float checkdistance;
309 checkdistance = TRUE;
311 // don't run if it is too close
312 if(self.bot_canruntogoal==0)
314 if(bunnyhopdistance > autocvar_bot_ai_bunnyhop_startdistance)
315 self.bot_canruntogoal = 1;
317 self.bot_canruntogoal = -1;
320 if(self.bot_canruntogoal != 1)
323 if(self.aistatus & AI_STATUS_ROAMING)
324 if(self.goalcurrent.classname=="waypoint")
325 if not(self.goalcurrent.wpflags & WAYPOINTFLAG_PERSONAL)
326 if(fabs(self.goalcurrent.origin_z - self.origin_z) < self.maxs_z - self.mins_z)
327 if(self.goalstack01!=world)
329 deviation = vectoangles(self.goalstack01.origin - self.origin) - vectoangles(self.goalcurrent.origin - self.origin);
330 while (deviation_y < -180) deviation_y = deviation_y + 360;
331 while (deviation_y > 180) deviation_y = deviation_y - 360;
333 if(fabs(deviation_y) < 20)
334 if(bunnyhopdistance < vlen(self.origin - self.goalstack01.origin))
335 if(fabs(self.goalstack01.origin_z - self.goalcurrent.origin_z) < self.maxs_z - self.mins_z)
337 if(vlen(self.goalcurrent.origin - self.goalstack01.origin) > autocvar_bot_ai_bunnyhop_startdistance)
338 if(checkpvs(self.origin + self.view_ofs, self.goalstack01))
340 checkdistance = FALSE;
347 self.aistatus &~= AI_STATUS_RUNNING;
348 if(bunnyhopdistance > autocvar_bot_ai_bunnyhop_stopdistance)
349 self.BUTTON_JUMP = TRUE;
353 self.aistatus |= AI_STATUS_RUNNING;
354 self.BUTTON_JUMP = TRUE;
360 self.bot_timelastseengoal = time;
365 self.bot_timelastseengoal = 0;
368 // Release jump button
369 if(!cvar("sv_pogostick"))
370 if(self.flags & FL_ONGROUND == 0)
372 if(self.velocity_z < 0 || vlen(self.velocity)<maxspeed)
373 self.BUTTON_JUMP = FALSE;
376 if(self.aistatus & AI_STATUS_RUNNING)
377 if(vlen(self.velocity)>maxspeed)
379 deviation = vectoangles(dir) - vectoangles(self.velocity);
380 while (deviation_y < -180) deviation_y = deviation_y + 360;
381 while (deviation_y > 180) deviation_y = deviation_y - 360;
383 if(fabs(deviation_y)>10)
387 self.movement_y = maxspeed * -1;
388 else if(deviation_y<10)
389 self.movement_y = maxspeed;
395 void havocbot_movetogoal()
397 local vector destorg;
400 local vector flatdir;
403 local vector evadeobstacle;
404 local vector evadelava;
406 local float maxspeed;
409 //if (self.goalentity)
410 // te_lightning2(self, self.origin, (self.goalentity.absmin + self.goalentity.absmax) * 0.5);
411 self.movement = '0 0 0';
412 maxspeed = autocvar_sv_maxspeed;
414 // Jetpack navigation
416 if(self.navigation_jetpack_goal)
417 if(self.goalcurrent==self.navigation_jetpack_goal)
420 #ifdef DEBUG_BOT_GOALSTACK
422 te_wizspike(self.navigation_jetpack_point);
426 if not(self.aistatus & AI_STATUS_JETPACK_FLYING)
428 // Brake almost completely so it can get a good direction
429 if(vlen(self.velocity)>10)
431 self.aistatus |= AI_STATUS_JETPACK_FLYING;
434 makevectors(self.v_angle_y * '0 1 0');
435 dir = normalize(self.navigation_jetpack_point - self.origin);
438 if(self.aistatus & AI_STATUS_JETPACK_LANDING)
440 // Calculate brake distance in xy
444 dxy = self.origin - self.goalcurrent.origin; dxy_z = 0;
446 v = vlen(self.velocity - self.velocity_z * '0 0 1');
447 db = (pow(v,2) / (autocvar_g_jetpack_acceleration_side * 2)) + 100;
448 // dprint("distance ", ftos(ceil(d)), " velocity ", ftos(ceil(v)), " brake at ", ftos(ceil(db)), "\n");
449 if(d < db || d < 500)
452 if(fabs(self.velocity_x)>maxspeed*0.3)
454 self.movement_x = dir * v_forward * -maxspeed;
457 // Switch to normal mode
458 self.navigation_jetpack_goal = world;
459 self.aistatus &~= AI_STATUS_JETPACK_LANDING;
460 self.aistatus &~= AI_STATUS_JETPACK_FLYING;
464 else if(checkpvs(self.origin,self.goalcurrent))
466 // If I can see the goal switch to landing code
467 self.aistatus &~= AI_STATUS_JETPACK_FLYING;
468 self.aistatus |= AI_STATUS_JETPACK_LANDING;
473 self.BUTTON_HOOK = TRUE;
474 if(self.navigation_jetpack_point_z - PL_MAX_z + PL_MIN_z < self.origin_z)
476 self.movement_x = dir * v_forward * maxspeed;
477 self.movement_y = dir * v_right * maxspeed;
482 // Handling of jump pads
483 if(self.jumppadcount)
485 // If got stuck on the jump pad try to reach the farthest visible item
486 if(self.aistatus & AI_STATUS_OUT_JUMPPAD)
488 if(fabs(self.velocity_z)<50)
490 local entity head, newgoal;
491 local float distance, bestdistance;
493 for (head = findchainfloat(bot_pickup, TRUE); head; head = head.chain)
495 if(head.classname=="worldspawn")
498 distance = vlen(head.origin - self.origin);
502 traceline(self.origin + self.view_ofs , head.origin, TRUE, world);
507 if(distance>bestdistance)
510 bestdistance = distance;
516 self.ignoregoal = self.goalcurrent;
517 self.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
518 navigation_clearroute();
519 navigation_routetogoal(newgoal, self.origin);
520 self.aistatus &~= AI_STATUS_OUT_JUMPPAD;
528 if(self.velocity_z>0)
530 local float threshold;
531 threshold = maxspeed * 0.2;
532 if(fabs(self.velocity_x) < threshold && fabs(self.velocity_y) < threshold)
534 dprint("Warning: ", self.netname, " got stuck on a jumppad, trying to get out of it now\n");
535 self.aistatus |= AI_STATUS_OUT_JUMPPAD;
540 // Don't chase players while using a jump pad
541 if(self.goalcurrent.classname=="player" || self.goalstack01.classname=="player")
545 else if(self.aistatus & AI_STATUS_OUT_JUMPPAD)
546 self.aistatus &~= AI_STATUS_OUT_JUMPPAD;
548 // If there is a trigger_hurt right below try to use the jetpack or make a rocketjump
550 if not(self.flags & FL_ONGROUND)
552 tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 -65536', MOVE_NOMONSTERS, self);
553 if(tracebox_hits_trigger_hurt(self.origin, self.mins, self.maxs, trace_endpos ))
554 if(self.items & IT_JETPACK)
556 tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 65536', MOVE_NOMONSTERS, self);
557 if(tracebox_hits_trigger_hurt(self.origin, self.mins, self.maxs, trace_endpos + '0 0 1' ))
559 if(self.velocity_z<0)
561 self.BUTTON_HOOK = TRUE;
565 self.BUTTON_HOOK = TRUE;
567 // If there is no goal try to move forward
569 if(self.goalcurrent==world)
572 dir = normalize(self.goalcurrent.origin - self.origin);
574 local vector xyvelocity = self.velocity; xyvelocity_z = 0;
575 local float xyspeed = xyvelocity * dir;
577 if(xyspeed < (maxspeed / 2))
579 makevectors(self.v_angle_y * '0 1 0');
580 tracebox(self.origin, self.mins, self.maxs, self.origin + (dir * maxspeed * 3), MOVE_NOMONSTERS, self);
581 if(trace_fraction==1)
583 self.movement_x = dir * v_forward * maxspeed;
584 self.movement_y = dir * v_right * maxspeed;
586 havocbot_keyboard_movement(self.origin + dir * 100);
590 self.havocbot_blockhead = TRUE;
594 else if(self.health>autocvar_g_balance_rocketlauncher_damage*0.5)
596 if(self.velocity_z < 0)
597 if(client_hasweapon(self, WEP_ROCKET_LAUNCHER, TRUE, FALSE))
599 self.movement_x = maxspeed;
601 if(self.rocketjumptime)
603 if(time > self.rocketjumptime)
605 self.BUTTON_ATCK2 = TRUE;
606 self.rocketjumptime = 0;
611 self.switchweapon = WEP_ROCKET_LAUNCHER;
613 self.BUTTON_ATCK = TRUE;
614 self.rocketjumptime = time + autocvar_g_balance_rocketlauncher_detonatedelay;
620 // If there is no goal try to move forward
621 if(self.goalcurrent==world)
622 self.movement_x = maxspeed;
626 // If we are under water with no goals, swim up
628 if(self.goalcurrent==world)
631 if(self.waterlevel>WATERLEVEL_SWIMMING)
633 else if(self.velocity_z >= 0 && !(self.waterlevel == WATERLEVEL_WETFEET && self.watertype == CONTENT_WATER))
634 self.BUTTON_JUMP = TRUE;
636 self.BUTTON_JUMP = FALSE;
637 makevectors(self.v_angle_y * '0 1 0');
638 self.movement_x = dir * v_forward * maxspeed;
639 self.movement_y = dir * v_right * maxspeed;
640 self.movement_z = dir * v_up * maxspeed;
643 // if there is nowhere to go, exit
644 if (self.goalcurrent == world)
647 if (self.goalcurrent)
648 navigation_poptouchedgoals();
650 // if ran out of goals try to use an alternative goal or get a new strategy asap
651 if(self.goalcurrent == world)
653 self.bot_strategytime = 0;
657 #ifdef DEBUG_BOT_GOALSTACK
661 m1 = self.goalcurrent.origin + self.goalcurrent.mins;
662 m2 = self.goalcurrent.origin + self.goalcurrent.maxs;
663 destorg = self.origin;
664 destorg_x = bound(m1_x, destorg_x, m2_x);
665 destorg_y = bound(m1_y, destorg_y, m2_y);
666 destorg_z = bound(m1_z, destorg_z, m2_z);
667 diff = destorg - self.origin;
669 dir = normalize(diff);
670 flatdir = diff;flatdir_z = 0;
671 flatdir = normalize(flatdir);
673 //if (self.bot_dodgevector_time < time)
675 // self.bot_dodgevector_time = time + cvar("bot_ai_dodgeupdateinterval");
676 // self.bot_dodgevector_jumpbutton = 1;
677 evadeobstacle = '0 0 0';
682 if(self.waterlevel>WATERLEVEL_SWIMMING)
685 self.aistatus |= AI_STATUS_OUT_WATER;
689 if(self.velocity_z >= 0 && !(self.watertype == CONTENT_WATER && self.goalcurrent.origin_z < self.origin_z) &&
690 ( !(self.waterlevel == WATERLEVEL_WETFEET && self.watertype == CONTENT_WATER) || self.aistatus & AI_STATUS_OUT_WATER))
691 self.BUTTON_JUMP = TRUE;
693 self.BUTTON_JUMP = FALSE;
695 dir = normalize(flatdir);
696 makevectors(self.v_angle_y * '0 1 0');
700 if(self.aistatus & AI_STATUS_OUT_WATER)
701 self.aistatus &~= AI_STATUS_OUT_WATER;
703 // jump if going toward an obstacle that doesn't look like stairs we
704 // can walk up directly
705 tracebox(self.origin, self.mins, self.maxs, self.origin + self.velocity * 0.2, FALSE, self);
706 if (trace_fraction < 1)
707 if (trace_plane_normal_z < 0.7)
710 tracebox(self.origin + '0 0 16', self.mins, self.maxs, self.origin + self.velocity * 0.2 + '0 0 16', FALSE, self);
711 if (trace_fraction < s + 0.01)
712 if (trace_plane_normal_z < 0.7)
715 tracebox(self.origin + '0 0 48', self.mins, self.maxs, self.origin + self.velocity * 0.2 + '0 0 48', FALSE, self);
716 if (trace_fraction > s)
717 self.BUTTON_JUMP = 1;
721 // avoiding dangers and obstacles
722 local vector dst_ahead, dst_down;
723 makevectors(self.v_angle_y * '0 1 0');
724 dst_ahead = self.origin + self.view_ofs + (self.velocity * 0.4) + (v_forward * 32 * 3);
725 dst_down = dst_ahead + '0 0 -1500';
728 traceline(self.origin + self.view_ofs , dst_ahead, TRUE, world);
730 // Check head-banging against walls
731 if(vlen(self.origin + self.view_ofs - trace_endpos) < 25 && !(self.aistatus & AI_STATUS_OUT_WATER))
733 self.BUTTON_JUMP = TRUE;
734 if(self.facingwalltime && time > self.facingwalltime)
736 self.ignoregoal = self.goalcurrent;
737 self.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
738 self.bot_strategytime = 0;
743 self.facingwalltime = time + 0.05;
748 self.facingwalltime = 0;
750 if(self.ignoregoal != world && time > self.ignoregoaltime)
752 self.ignoregoal = world;
753 self.ignoregoaltime = 0;
757 // Check for water/slime/lava and dangerous edges
758 // (only when the bot is on the ground or jumping intentionally)
759 self.aistatus &~= AI_STATUS_DANGER_AHEAD;
761 if(trace_fraction == 1 && self.jumppadcount == 0)
762 if(self.flags & FL_ONGROUND || self.aistatus & AI_STATUS_RUNNING || self.BUTTON_JUMP == TRUE)
765 traceline(dst_ahead , dst_down, TRUE, world);
766 // te_lightning2(world, self.origin, dst_ahead); // Draw "ahead" look
767 // te_lightning2(world, dst_ahead, dst_down); // Draw "downwards" look
768 if(trace_endpos_z < self.origin_z + self.mins_z)
770 s = pointcontents(trace_endpos + '0 0 1');
771 if (s != CONTENT_SOLID)
772 if (s == CONTENT_LAVA || s == CONTENT_SLIME)
773 evadelava = normalize(self.velocity) * -1;
774 else if (s == CONTENT_SKY)
775 evadeobstacle = normalize(self.velocity) * -1;
776 else if (!boxesoverlap(dst_ahead - self.view_ofs + self.mins, dst_ahead - self.view_ofs + self.maxs,
777 self.goalcurrent.absmin, self.goalcurrent.absmax))
779 // if ain't a safe goal with "holes" (like the jumpad on soylent)
780 // and there is a trigger_hurt below
781 if(tracebox_hits_trigger_hurt(dst_ahead, self.mins, self.maxs, trace_endpos))
783 // Remove dangerous dynamic goals from stack
784 if (self.goalcurrent.classname == "player" || self.goalcurrent.classname == "droppedweapon")
785 navigation_poproute();
788 evadeobstacle = normalize(self.velocity) * -1;
797 makevectors(self.v_angle_y * '0 1 0');
799 if(evadeobstacle!='0 0 0'||evadelava!='0 0 0')
800 self.aistatus |= AI_STATUS_DANGER_AHEAD;
803 dodge = havocbot_dodge();
804 dodge = dodge * bound(0,0.5+(skill+self.bot_dodgeskill)*0.1,1);
805 evadelava = evadelava * bound(1,3-(skill+self.bot_dodgeskill),3); //Noobs fear lava a lot and take more distance from it
806 traceline(self.origin, self.enemy.origin, TRUE, world);
807 if(trace_ent.classname == "player")
808 dir = dir * bound(0,(skill+self.bot_dodgeskill)/7,1);
810 dir = normalize(dir + dodge + evadeobstacle + evadelava);
811 // self.bot_dodgevector = dir;
812 // self.bot_dodgevector_jumpbutton = self.BUTTON_JUMP;
815 if(time < self.ladder_time)
817 if(self.goalcurrent.origin_z + self.goalcurrent.mins_z > self.origin_z + self.mins_z)
819 if(self.origin_z + self.mins_z < self.ladder_entity.origin_z + self.ladder_entity.maxs_z)
824 if(self.origin_z + self.mins_z > self.ladder_entity.origin_z + self.ladder_entity.mins_z)
829 //dir = self.bot_dodgevector;
830 //if (self.bot_dodgevector_jumpbutton)
831 // self.BUTTON_JUMP = 1;
832 self.movement_x = dir * v_forward * maxspeed;
833 self.movement_y = dir * v_right * maxspeed;
834 self.movement_z = dir * v_up * maxspeed;
836 // Emulate keyboard interface
838 havocbot_keyboard_movement(destorg);
841 // if(self.aistatus & AI_STATUS_ROAMING)
843 if(skill+self.bot_moveskill >= autocvar_bot_ai_bunnyhop_skilloffset)
844 havocbot_bunnyhop(dir);
846 if ((dir * v_up) >= autocvar_sv_jumpvelocity*0.5 && (self.flags & FL_ONGROUND)) self.BUTTON_JUMP=1;
847 if (((dodge * v_up) > 0) && random()*frametime >= 0.2*bound(0,(10-skill-self.bot_dodgeskill)*0.1,1)) self.BUTTON_JUMP=TRUE;
848 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);
851 void havocbot_chooseenemy()
853 local entity head, best, head2;
854 local float rating, bestrating, i, f;
856 if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(self))
863 if (!bot_shouldattack(self.enemy))
865 // enemy died or something, find a new target
867 self.havocbot_chooseenemy_finished = time;
869 else if (self.havocbot_stickenemy)
871 // tracking last chosen enemy
872 // if enemy is visible
873 // and not really really far away
874 // and we're not severely injured
875 // then keep tracking for a half second into the future
876 traceline(self.origin+self.view_ofs, self.enemy.origin+self.enemy.view_ofs*0.5,FALSE,world);
877 if (trace_ent == self.enemy || trace_fraction == 1)
878 if (vlen(self.enemy.origin - self.origin) < 1000)
879 if (self.health > 30)
881 // remain tracking him for a shot while (case he went after a small corner or pilar
882 self.havocbot_chooseenemy_finished = time + autocvar_bot_ai_enemydetectioninterval;
885 // enemy isn't visible, or is far away, or we're injured severely
886 // so stop preferring this enemy
887 // (it will still take a half second until a new one is chosen)
888 self.havocbot_stickenemy = 0;
891 if (time < self.havocbot_chooseenemy_finished)
893 self.havocbot_chooseenemy_finished = time + autocvar_bot_ai_enemydetectioninterval;
894 eye = self.origin + self.view_ofs;
896 bestrating = 100000000;
897 head = head2 = findchainfloat(bot_attack, TRUE);
899 // Search for enemies, if no enemy can be seen directly try to look through transparent objects
904 v = (head.absmin + head.absmax) * 0.5;
905 rating = vlen(v - eye);
906 if (rating<autocvar_bot_ai_enemydetectionradius)
907 if (bestrating > rating)
908 if (bot_shouldattack(head))
910 traceline(eye, v, TRUE, self);
911 if (trace_ent == head || trace_fraction >= 1)
920 // I want to do a second scan if no enemy was found or I don't have weapons
921 // TODO: Perform the scan when using the rifle (requires changes on the rifle code)
922 if(best || self.weapons) // || self.weapon == WEP_SNIPERRIFLE
927 // Set flags to see through transparent objects
928 f = self.dphitcontentsmask;
929 self.dphitcontentsmask = DPCONTENTS_OPAQUE;
935 // Restore hit flags if needed
937 self.dphitcontentsmask = f;
940 self.havocbot_stickenemy = TRUE;
943 float havocbot_chooseweapon_checkreload(float new_weapon)
945 // bots under this skill cannot find unloaded weapons to reload idly when not in combat,
946 // so skip this for them, or they'll never get to reload their weapons at all.
947 // this also allows bots under this skill to be more stupid, and reload more often during combat :)
951 // if this weapon is scheduled for reloading, don't switch to it during combat
952 if (self.weapon_load[new_weapon] < 0)
954 local float i, other_weapon_available;
955 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
957 // if we are out of ammo for all other weapons, it's an emergency to switch to anything else
958 if (weapon_action(i, WR_CHECKAMMO1) + weapon_action(i, WR_CHECKAMMO2))
959 other_weapon_available = TRUE;
961 if(other_weapon_available)
968 void havocbot_chooseweapon()
973 if(g_weaponarena == WEPBIT_TUBA)
975 self.switchweapon = WEP_TUBA;
979 // TODO: clean this up by moving it to weapon code
980 if(self.enemy==world)
982 // If no weapon was chosen get the first available weapon
984 for(i=WEP_LASER + 1; i < WEP_COUNT ; ++i)
986 if(client_hasweapon(self, i, TRUE, FALSE))
988 self.switchweapon = i;
995 // Do not change weapon during the next second after a combo
996 i = time - self.lastcombotime;
1001 local float distance; distance=bound(10,vlen(self.origin-self.enemy.origin)-200,10000);
1003 // Should it do a weapon combo?
1004 local float af, ct, combo_time, combo;
1006 af = ATTACK_FINISHED(self);
1007 ct = autocvar_bot_ai_weapon_combo_threshold;
1009 // Bots with no skill will be 4 times more slower than "godlike" bots when doing weapon combos
1010 // Ideally this 4 should be calculated as longest_weapon_refire / bot_ai_weapon_combo_threshold
1011 combo_time = time + ct + (ct * ((-0.3*(skill+self.bot_weaponskill))+3));
1015 if(autocvar_bot_ai_weapon_combo)
1016 if(self.weapon == self.lastfiredweapon)
1020 self.lastcombotime = time;
1023 distance *= pow(2, self.bot_rangepreference);
1025 // Custom weapon list based on distance to the enemy
1026 if(bot_custom_weapon){
1028 // Choose weapons for far distance
1029 if ( distance > bot_distance_far ) {
1030 for(i=0; i < WEP_COUNT && bot_weapons_far[i] != -1 ; ++i){
1031 w = bot_weapons_far[i];
1032 if ( client_hasweapon(self, w, TRUE, FALSE) )
1034 if ((self.weapon == w && combo) || havocbot_chooseweapon_checkreload(w))
1036 self.switchweapon = w;
1042 // Choose weapons for mid distance
1043 if ( distance > bot_distance_close) {
1044 for(i=0; i < WEP_COUNT && bot_weapons_mid[i] != -1 ; ++i){
1045 w = bot_weapons_mid[i];
1046 if ( client_hasweapon(self, w, TRUE, FALSE) )
1048 if ((self.weapon == w && combo) || havocbot_chooseweapon_checkreload(w))
1050 self.switchweapon = w;
1056 // Choose weapons for close distance
1057 for(i=0; i < WEP_COUNT && bot_weapons_close[i] != -1 ; ++i){
1058 w = bot_weapons_close[i];
1059 if ( client_hasweapon(self, w, TRUE, FALSE) )
1061 if ((self.weapon == w && combo) || havocbot_chooseweapon_checkreload(w))
1063 self.switchweapon = w;
1072 local vector selfvel, enemyvel;
1073 // if(self.flags & FL_INWATER)
1075 if (time < self.nextaim)
1077 self.nextaim = time + 0.1;
1078 selfvel = self.velocity;
1079 if (!self.waterlevel)
1083 enemyvel = self.enemy.velocity;
1084 if (!self.enemy.waterlevel)
1086 lag_additem(time + self.ping, 0, 0, self.enemy, self.origin, selfvel, self.enemy.origin, enemyvel);
1089 lag_additem(time + self.ping, 0, 0, world, self.origin, selfvel, self.goalcurrent.origin, '0 0 0');
1092 float havocbot_moveto_refresh_route()
1094 // Refresh path to goal if necessary
1096 wp = self.havocbot_personal_waypoint;
1097 navigation_goalrating_start();
1098 navigation_routerating(wp, 10000, 10000);
1099 navigation_goalrating_end();
1100 return self.navigation_hasgoals;
1103 float havocbot_moveto(vector pos)
1107 if(self.aistatus & AI_STATUS_WAYPOINT_PERSONAL_GOING)
1109 // Step 4: Move to waypoint
1110 if(self.havocbot_personal_waypoint==world)
1112 dprint("Error: ", self.netname, " trying to walk to a non existent personal waypoint\n");
1113 self.aistatus &~= AI_STATUS_WAYPOINT_PERSONAL_GOING;
1114 return CMD_STATUS_ERROR;
1117 if (!bot_strategytoken_taken)
1118 if(self.havocbot_personal_waypoint_searchtime<time)
1120 bot_strategytoken_taken = TRUE;
1121 if(havocbot_moveto_refresh_route())
1123 dprint(self.netname, " walking to its personal waypoint (after ", ftos(self.havocbot_personal_waypoint_failcounter), " failed attempts)\n");
1124 self.havocbot_personal_waypoint_searchtime = time + 10;
1125 self.havocbot_personal_waypoint_failcounter = 0;
1129 self.havocbot_personal_waypoint_failcounter += 1;
1130 self.havocbot_personal_waypoint_searchtime = time + 2;
1131 if(self.havocbot_personal_waypoint_failcounter >= 30)
1133 dprint("Warning: can't walk to the personal waypoint located at ", vtos(self.havocbot_personal_waypoint.origin),"\n");
1134 self.aistatus &~= AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1135 remove(self.havocbot_personal_waypoint);
1136 return CMD_STATUS_ERROR;
1139 dprint(self.netname, " can't walk to its personal waypoint (after ", ftos(self.havocbot_personal_waypoint_failcounter), " failed attempts), trying later\n");
1143 #ifdef DEBUG_BOT_GOALSTACK
1148 local vector dir = self.goalcurrent.origin - (self.origin + self.view_ofs);
1150 bot_aimdir(dir, -1);
1153 havocbot_movetogoal();
1155 if(self.aistatus & AI_STATUS_WAYPOINT_PERSONAL_REACHED)
1157 // Step 5: Waypoint reached
1158 dprint(self.netname, "'s personal waypoint reached\n");
1159 remove(self.havocbot_personal_waypoint);
1160 self.aistatus &~= AI_STATUS_WAYPOINT_PERSONAL_REACHED;
1161 return CMD_STATUS_FINISHED;
1164 return CMD_STATUS_EXECUTING;
1167 // Step 2: Linking waypoint
1168 if(self.aistatus & AI_STATUS_WAYPOINT_PERSONAL_LINKING)
1170 // Wait until it is linked
1171 if(!self.havocbot_personal_waypoint.wplinked)
1173 dprint(self.netname, " waiting for personal waypoint to be linked\n");
1174 return CMD_STATUS_EXECUTING;
1177 self.havocbot_personal_waypoint_searchtime = time; // so we set the route next frame
1178 self.aistatus &~= AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1179 self.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_GOING;
1181 // Step 3: Route to waypoint
1182 dprint(self.netname, " walking to its personal waypoint\n");
1184 return CMD_STATUS_EXECUTING;
1187 // Step 1: Spawning waypoint
1188 wp = waypoint_spawnpersonal(pos);
1191 dprint("Error: Can't spawn personal waypoint at ",vtos(pos),"\n");
1192 return CMD_STATUS_ERROR;
1195 self.havocbot_personal_waypoint = wp;
1196 self.havocbot_personal_waypoint_failcounter = 0;
1197 self.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1199 // if pos is inside a teleport, then let's mark it as teleport waypoint
1201 for(head = world; (head = find(head, classname, "trigger_teleport")); )
1203 if(WarpZoneLib_BoxTouchesBrush(pos, pos, head, world))
1205 wp.wpflags |= WAYPOINTFLAG_TELEPORT;
1206 self.lastteleporttime = 0;
1211 if(wp.wpflags & WAYPOINTFLAG_TELEPORT)
1212 print("routing to a teleporter\n");
1214 print("routing to a non-teleporter\n");
1217 return CMD_STATUS_EXECUTING;
1220 float havocbot_resetgoal()
1222 navigation_clearroute();
1223 return CMD_STATUS_FINISHED;
1226 void havocbot_setupbot()
1228 self.bot_ai = havocbot_ai;
1229 self.cmd_moveto = havocbot_moveto;
1230 self.cmd_resetgoal = havocbot_resetgoal;
1232 havocbot_chooserole();
1235 vector havocbot_dodge()
1237 // LordHavoc: disabled because this is too expensive
1241 local vector dodge, v, n;
1242 local float danger, bestdanger, vl, d;
1245 // check for dangerous objects near bot or approaching bot
1246 head = findchainfloat(bot_dodge, TRUE);
1249 if (head.owner != self)
1251 vl = vlen(head.velocity);
1252 if (vl > autocvar_sv_maxspeed * 0.3)
1254 n = normalize(head.velocity);
1255 v = self.origin - head.origin;
1257 if (d > (0 - head.bot_dodgerating))
1258 if (d < (vl * 0.2 + head.bot_dodgerating))
1260 // calculate direction and distance from the flight path, by removing the forward axis
1261 v = v - (n * (v * n));
1262 danger = head.bot_dodgerating - vlen(v);
1263 if (bestdanger < danger)
1265 bestdanger = danger;
1266 // dodge to the side of the object
1267 dodge = normalize(v);
1273 danger = head.bot_dodgerating - vlen(head.origin - self.origin);
1274 if (bestdanger < danger)
1276 bestdanger = danger;
1277 dodge = normalize(self.origin - head.origin);