]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/bot/default/bot.qc
Merge branch 'master' into terencehill/bot_ai
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / bot / default / bot.qc
index af238029abd85042eb7e72e8f2de43f0a0c6dd94..712872dc94c7799ed928089dec8a85e4c376b0f0 100644 (file)
@@ -21,7 +21,7 @@
 #include "../../race.qh"
 #include <common/t_items.qh>
 
-#include "../../mutators/_mod.qh"
+#include <server/mutators/_mod.qh>
 
 #include "../../weapons/accuracy.qh"
 
@@ -74,12 +74,6 @@ void bot_think(entity this)
 
        this.bot_nextthink = max(time, this.bot_nextthink) + max(0.01, autocvar_bot_ai_thinkinterval * (0.5 ** this.bot_aiskill) * min(14 / (skill + 14), 1));
 
-       //if (this.bot_painintensity > 0)
-       //      this.bot_painintensity = this.bot_painintensity - (skill + 1) * 40 * frametime;
-
-       //this.bot_painintensity = this.bot_painintensity + this.bot_oldhealth - this.health;
-       //this.bot_painintensity = bound(0, this.bot_painintensity, 100);
-
        if (!IS_PLAYER(this) || (autocvar_g_campaign && !campaign_bots_may_start))
        {
                CS(this).movement = '0 0 0';
@@ -129,6 +123,9 @@ void bot_think(entity this)
        // if dead, just wait until we can respawn
        if (IS_DEAD(this))
        {
+               if (bot_waypoint_queue_owner == this)
+                       bot_waypoint_queue_owner = NULL;
+               this.aistatus = 0;
                CS(this).movement = '0 0 0';
                if (this.deadflag == DEAD_DEAD)
                {
@@ -396,18 +393,10 @@ void bot_clientdisconnect(entity this)
        if (!IS_BOT_CLIENT(this))
                return;
        bot_clearqueue(this);
-       if(this.cleanname)
-               strunzone(this.cleanname);
-       if(this.netname_freeme)
-               strunzone(this.netname_freeme);
-       if(this.playermodel_freeme)
-               strunzone(this.playermodel_freeme);
-       if(this.playerskin_freeme)
-               strunzone(this.playerskin_freeme);
-       this.cleanname = string_null;
-       this.netname_freeme = string_null;
-       this.playermodel_freeme = string_null;
-       this.playerskin_freeme = string_null;
+       strfree(this.cleanname);
+       strfree(this.netname_freeme);
+       strfree(this.playermodel_freeme);
+       strfree(this.playerskin_freeme);
        if(this.bot_cmd_current)
                delete(this.bot_cmd_current);
        if(bot_waypoint_queue_owner == this)
@@ -597,16 +586,6 @@ float bot_fixcount()
                        ++realplayers;
                });
        }
-       if(currentbots == -1)
-       {
-               currentbots = 0;
-               // human players joining early may cause weird issues (bots appearing on
-               // the scoreboard as spectators) when switching map with the gotomap
-               // command, as it doesn't remove bots of the previous match, and with
-               // minplayers > 1, so ignore human players in the first bot frame
-               // TODO maybe find a cleaner solution
-               activerealplayers = 0;
-       }
 
        int bots;
        // add/remove bots if needed to make sure there are at least
@@ -689,15 +668,39 @@ void bot_clear(entity this)
 
 void bot_serverframe()
 {
+       if (intermission_running && currentbots > 0)
+       {
+               // after the end of the match all bots stay unless all human players disconnect
+               int realplayers = 0;
+               FOREACH_CLIENT(IS_REAL_CLIENT(it), { ++realplayers; });
+               if (!realplayers)
+               {
+                       FOREACH_CLIENT(IS_BOT_CLIENT(it), { dropclient(it); });
+                       currentbots = 0;
+               }
+               return;
+       }
+
        if (game_stopped)
                return;
 
-       if (time < 2)
+       // Added 0.5 to avoid possible addition + immediate removal of bots that would make them appear as
+       // spectators in the scoreboard and never go away. This issue happens at time 2 if map is changed
+       // with the gotomap command, minplayers is > 1 and human clients join as players very soon
+       // either intentionally or automatically (sv_spectate 0)
+       if (time < 2.5)
        {
                currentbots = -1;
                return;
        }
 
+       if (currentbots == -1)
+       {
+               // count bots already in the server from the previous match
+               currentbots = 0;
+               FOREACH_CLIENT(IS_BOT_CLIENT(it), { ++currentbots; });
+       }
+
        if(autocvar_skill != skill)
        {
                float wpcost_update = false;
@@ -729,8 +732,6 @@ void bot_serverframe()
                        botframe_nextthink = time + 10;
        }
 
-       bot_ignore_bots = autocvar_bot_ignore_bots;
-
        if(botframe_spawnedwaypoints)
        {
                if(autocvar_waypoint_benchmark)