]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/bot/default/havocbot/havocbot.qc
Bot AI: while targetting an enemy try to pick a new target after some seconds (bot_ai...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / bot / default / havocbot / havocbot.qc
index cc8620173c4fdf2d65e82465a208dbe81b759738..86b8be7c6dcb917ea320066da47713388afffa2b 100644 (file)
@@ -1250,6 +1250,7 @@ void havocbot_chooseenemy(entity this)
                this.enemy = NULL;
                return;
        }
+
        if (this.enemy)
        {
                if (!bot_shouldattack(this, this.enemy))
@@ -1258,26 +1259,21 @@ void havocbot_chooseenemy(entity this)
                        this.enemy = NULL;
                        this.havocbot_chooseenemy_finished = time;
                }
-               else if (this.havocbot_stickenemy)
+               else if (this.havocbot_stickenemy_time && time < this.havocbot_stickenemy_time)
                {
                        // tracking last chosen enemy
-                       // if enemy is visible
-                       // and not really really far away
-                       // and we're not severely injured
-                       // then keep tracking for a half second into the future
-                       traceline(this.origin+this.view_ofs, ( this.enemy.absmin + this.enemy.absmax ) * 0.5,false,NULL);
+                       vector targ_pos = (this.enemy.absmin + this.enemy.absmax) * 0.5;
+                       traceline(this.origin + this.view_ofs, targ_pos, false, NULL);
                        if (trace_ent == this.enemy || trace_fraction == 1)
-                       if (vdist(((this.enemy.absmin + this.enemy.absmax) * 0.5) - this.origin, <, 1000))
-                       if (GetResource(this, RES_HEALTH) > 30)
+                       if (vdist(targ_pos - this.origin, <, 1000))
                        {
                                // remain tracking him for a shot while (case he went after a small corner or pilar
                                this.havocbot_chooseenemy_finished = time + 0.5;
                                return;
                        }
-                       // enemy isn't visible, or is far away, or we're injured severely
-                       // so stop preferring this enemy
-                       // (it will still take a half second until a new one is chosen)
-                       this.havocbot_stickenemy = 0;
+
+                       // stop preferring this enemy
+                       this.havocbot_stickenemy_time = 0;
                }
        }
        if (time < this.havocbot_chooseenemy_finished)
@@ -1285,7 +1281,7 @@ void havocbot_chooseenemy(entity this)
        this.havocbot_chooseenemy_finished = time + autocvar_bot_ai_enemydetectioninterval;
        vector eye = this.origin + this.view_ofs;
        entity best = NULL;
-       float bestrating = 100000000;
+       float bestrating = autocvar_bot_ai_enemydetectionradius ** 2;
 
        // Backup hit flags
        int hf = this.dphitcontentsmask;
@@ -1316,9 +1312,7 @@ LABEL(scan_targets)
 
                        vector v = (it.absmin + it.absmax) * 0.5;
                        float rating = vlen2(v - eye);
-                       if (vdist(v - eye, <, autocvar_bot_ai_enemydetectionradius))
-                       if (bestrating > rating)
-                       if (bot_shouldattack(this, it))
+                       if (rating < bestrating && bot_shouldattack(this, it))
                        {
                                traceline(eye, v, true, this);
                                if (trace_ent == it || trace_fraction >= 1)
@@ -1333,7 +1327,7 @@ LABEL(scan_targets)
                {
                        scan_secondary_targets = true;
                        // restart the loop
-                       bestrating = 100000000;
+                       bestrating = autocvar_bot_ai_enemydetectionradius ** 2;
                        goto scan_targets;
                }
 
@@ -1354,9 +1348,9 @@ LABEL(scan_targets)
        this.dphitcontentsmask = hf;
 
        this.enemy = best;
-       this.havocbot_stickenemy = true;
+       this.havocbot_stickenemy_time = time + autocvar_bot_ai_enemydetectioninterval_stickingtoenemy;
        if(best && best.classname == "misc_breakablemodel")
-               this.havocbot_stickenemy = false;
+               this.havocbot_stickenemy_time = 0;
 }
 
 float havocbot_chooseweapon_checkreload(entity this, .entity weaponentity, int new_weapon)