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Clean up havocbot roles a bit for mutators (link it into mutator system)
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / bot / havocbot / roles.qc
1
2 .float max_armorvalue;
3 .float havocbot_role_timeout;
4
5 .void() havocbot_previous_role;
6 .void() havocbot_role;
7
8 void havocbot_goalrating_items(float ratingscale, vector org, float sradius)
9 {
10         entity head;
11         entity player;
12         float rating, d, discard, distance, friend_distance, enemy_distance;
13         vector o;
14         ratingscale = ratingscale * 0.0001; // items are rated around 10000 already
15         head = findchainfloat(bot_pickup, TRUE);
16
17         while (head)
18         {
19                 o = (head.absmin + head.absmax) * 0.5;
20                 distance = vlen(o - org);
21                 friend_distance = 10000; enemy_distance = 10000;
22                 rating = 0;
23
24                 if(!head.solid || distance > sradius || (head == self.ignoregoal && time < self.ignoregoaltime) )
25                 {
26                         head = head.chain;
27                         continue;
28                 }
29
30                 // Check if the item can be picked up safely
31                 if(head.classname == "droppedweapon")
32                 {
33                         traceline(o, o + '0 0 -1500', TRUE, world);
34
35                         d = pointcontents(trace_endpos + '0 0 1');
36                         if(d & CONTENT_WATER || d & CONTENT_SLIME || d & CONTENT_LAVA)
37                         {
38                                 head = head.chain;
39                                 continue;
40                         }
41                         if(tracebox_hits_trigger_hurt(head.origin, head.mins, head.maxs, trace_endpos))
42                         {
43                                 head = head.chain;
44                                 continue;
45                         }
46                 }
47                 else
48                 {
49                         // Ignore items under water
50                         traceline(head.origin + head.maxs, head.origin + head.maxs, MOVE_NORMAL, head);
51                         if(trace_dpstartcontents & DPCONTENTS_LIQUIDSMASK)
52                         {
53                                 head = head.chain;
54                                 continue;
55                         }
56                 }
57
58                 if(teamplay)
59                 {
60                         discard = FALSE;
61
62                         FOR_EACH_PLAYER(player)
63                         {
64
65                                 if ( self == player || player.deadflag )
66                                         continue;
67
68                                 d = vlen(player.origin - o); // distance between player and item
69
70                                 if ( player.team == self.team )
71                                 {
72                                         if ( clienttype(player) != CLIENTTYPE_REAL || discard )
73                                                 continue;
74
75                                         if( d > friend_distance)
76                                                 continue;
77
78                                         friend_distance = d;
79
80                                         discard = TRUE;
81
82                                         if( head.health && player.health > self.health )
83                                                 continue;
84
85                                         if( head.armorvalue && player.armorvalue > self.armorvalue)
86                                                 continue;
87
88                                         if( !WEPSET_EMPTY_E(head) )
89                                         if( !WEPSET_CONTAINS_ALL_EE(player, head) )
90                                                 continue;
91
92                                         if (head.ammo_shells && player.ammo_shells > self.ammo_shells)
93                                                 continue;
94
95                                         if (head.ammo_nails && player.ammo_nails > self.ammo_nails)
96                                                 continue;
97
98                                         if (head.ammo_rockets && player.ammo_rockets > self.ammo_rockets)
99                                                 continue;
100
101                                         if (head.ammo_cells && player.ammo_cells > self.ammo_cells )
102                                                 continue;
103
104                                         discard = FALSE;
105                                 }
106                                 else
107                                 {
108                                         // If enemy only track distances
109                                         // TODO: track only if visible ?
110                                         if( d < enemy_distance )
111                                                 enemy_distance = d;
112                                 }
113                         }
114
115                         // Rate the item only if no one needs it, or if an enemy is closer to it
116                         if ( (enemy_distance < friend_distance && distance < enemy_distance) ||
117                                 (friend_distance > autocvar_bot_ai_friends_aware_pickup_radius ) || !discard )
118                                 rating = head.bot_pickupevalfunc(self, head);
119
120                 }
121                 else
122                         rating = head.bot_pickupevalfunc(self, head);
123
124                 if(rating > 0)
125                         navigation_routerating(head, rating * ratingscale, 2000);
126                 head = head.chain;
127         }
128 }
129
130 void havocbot_goalrating_controlpoints(float ratingscale, vector org, float sradius)
131 {
132         entity head;
133         head = findchain(classname, "dom_controlpoint");
134         while (head)
135         {
136                 if (vlen(( ( head.absmin + head.absmax ) * 0.5 ) - org) < sradius)
137                 {
138                         if(head.cnt > -1) // this is just being fought for
139                                 navigation_routerating(head, ratingscale, 5000);
140                         else if(head.goalentity.cnt == 0) // unclaimed point
141                                 navigation_routerating(head, ratingscale * 0.5, 5000);
142                         else if(head.goalentity.team != self.team) // other team's point
143                                 navigation_routerating(head, ratingscale * 0.2, 5000);
144                 }
145                 head = head.chain;
146         }
147 }
148
149 void havocbot_goalrating_enemyplayers(float ratingscale, vector org, float sradius)
150 {
151         entity head;
152         float t, noteam, distance;
153         noteam = ((self.team == 0) || !teamplay); // fteqcc sucks
154
155         if (autocvar_bot_nofire)
156                 return;
157
158         // don't chase players if we're under water
159         if(self.waterlevel>WATERLEVEL_WETFEET)
160                 return;
161
162         FOR_EACH_PLAYER(head)
163         {
164                 // TODO: Merge this logic with the bot_shouldattack function
165                 if(bot_shouldattack(head))
166                 {
167                         distance = vlen(head.origin - org);
168                         if (distance < 100 || distance > sradius)
169                                 continue;
170
171                         // rate only visible enemies
172                         /*
173                         traceline(self.origin + self.view_ofs, head.origin, MOVE_NOMONSTERS, self);
174                         if (trace_fraction < 1 || trace_ent != head)
175                                 continue;
176                         */
177
178                         if(head.flags & FL_INWATER || head.flags & FL_PARTIALGROUND)
179                                 continue;
180
181                         // not falling
182                         if(head.flags & FL_ONGROUND == 0)
183                         {
184                                 traceline(head.origin, head.origin + '0 0 -1500', TRUE, world);
185                                 t = pointcontents(trace_endpos + '0 0 1');
186                                 if( t != CONTENT_SOLID )
187                                 if(t & CONTENT_WATER || t & CONTENT_SLIME || t & CONTENT_LAVA)
188                                         continue;
189                                 if(tracebox_hits_trigger_hurt(head.origin, head.mins, head.maxs, trace_endpos))
190                                         continue;
191                         }
192
193                         // TODO: rate waypoints near the targetted player at that moment, instead of the player itself
194                         //               adding a player as a goal seems to be quite dangerous, especially on space maps
195                         //               remove hack in navigation_poptouchedgoals() after performing this change
196
197                         t = (self.health + self.armorvalue ) / (head.health + head.armorvalue );
198                         navigation_routerating(head, t * ratingscale, 2000);
199                 }
200         }
201 }
202
203 // choose a role according to the situation
204 void havocbot_role_dm();
205
206 //DOM:
207 //go to best items, or control points you don't own
208 void havocbot_role_dom()
209 {
210         if(self.deadflag != DEAD_NO)
211                 return;
212
213         if (self.bot_strategytime < time)
214         {
215                 self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
216                 navigation_goalrating_start();
217                 havocbot_goalrating_controlpoints(10000, self.origin, 15000);
218                 havocbot_goalrating_items(8000, self.origin, 8000);
219                 //havocbot_goalrating_enemyplayers(3000, self.origin, 2000);
220                 //havocbot_goalrating_waypoints(1, self.origin, 1000);
221                 navigation_goalrating_end();
222         }
223 }
224
225 //DM:
226 //go to best items
227 void havocbot_role_dm()
228 {
229         if(self.deadflag != DEAD_NO)
230                 return;
231
232         if (self.bot_strategytime < time)
233         {
234                 self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
235                 navigation_goalrating_start();
236                 havocbot_goalrating_items(10000, self.origin, 10000);
237                 havocbot_goalrating_enemyplayers(20000, self.origin, 10000);
238                 //havocbot_goalrating_waypoints(1, self.origin, 1000);
239                 navigation_goalrating_end();
240         }
241 }
242
243 //Race:
244 //go to next checkpoint, and annoy enemies
245 .float race_checkpoint;
246 void havocbot_role_race()
247 {
248         if(self.deadflag != DEAD_NO)
249                 return;
250
251         entity e;
252         if (self.bot_strategytime < time)
253         {
254                 self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
255                 navigation_goalrating_start();
256                 /*
257                 havocbot_goalrating_items(100, self.origin, 10000);
258                 havocbot_goalrating_enemyplayers(500, self.origin, 20000);
259                 */
260
261                 for(e = world; (e = find(e, classname, "trigger_race_checkpoint")) != world; )
262                 {
263                         if(e.cnt == self.race_checkpoint)
264                         {
265                                 navigation_routerating(e, 1000000, 5000);
266                         }
267                         else if(self.race_checkpoint == -1)
268                         {
269                                 navigation_routerating(e, 1000000, 5000);
270                         }
271                 }
272
273                 navigation_goalrating_end();
274         }
275 }
276
277 void havocbot_chooserole_dm()
278 {
279         self.havocbot_role = havocbot_role_dm;
280 }
281
282 void havocbot_chooserole_race()
283 {
284         self.havocbot_role = havocbot_role_race;
285 }
286
287 void havocbot_chooserole_dom()
288 {
289         self.havocbot_role = havocbot_role_dom;
290 }
291
292 void havocbot_chooserole()
293 {
294         dprint("choosing a role...\n");
295         self.bot_strategytime = 0;
296         if (MUTATOR_CALLHOOK(HavocBot_ChooseRule))
297                 return;
298         else if (g_domination)
299                 havocbot_chooserole_dom();
300         else if (g_keyhunt)
301                 havocbot_chooserole_kh();
302         else if (g_race || g_cts)
303                 havocbot_chooserole_race();
304         else if (g_onslaught)
305                 havocbot_chooserole_ons();
306         else if (g_freezetag)
307                 havocbot_chooserole_ft();
308         else if (g_assault)
309                 havocbot_chooserole_ast();
310         else // assume anything else is deathmatch
311                 havocbot_chooserole_dm();
312 }