#include "roles.qh"
+#include "havocbot.qh"
+
+#include "../cvars.qh"
+
+#include "../bot.qh"
+#include "../navigation.qh"
+
.float max_armorvalue;
.float havocbot_role_timeout;
-.void() havocbot_previous_role;
-.void() havocbot_role;
+.void(entity this) havocbot_previous_role;
+.void(entity this) havocbot_role;
+
+void havocbot_goalrating_waypoints(entity this, float ratingscale, vector org, float sradius)
+{
+ // rate waypoints only if there's no alternative goal
+ if(navigation_bestgoal)
+ return;
+
+ float f;
+ float range = 500;
+ sradius = max(range, (0.5 + random() * 0.5) * sradius);
+ while(sradius > 100)
+ {
+ IL_EACH(g_waypoints, vdist(it.origin - org, <, sradius)
+ && vdist(it.origin - org, >, max(100, sradius - range))
+ && !(it.wpflags & WAYPOINTFLAG_TELEPORT),
+ {
+ if(vdist(it.origin - this.wp_goal_prev0.origin, <, range * 1.5))
+ f = 0.1;
+ else if(vdist(it.origin - this.wp_goal_prev1.origin, <, range * 1.5))
+ f = 0.1;
+ else
+ f = 0.5 + random() * 0.5;
+ navigation_routerating(this, it, ratingscale * f, 2000);
+ });
+ if(navigation_bestgoal)
+ break;
+ sradius -= range;
+ }
+};
-void havocbot_goalrating_items(float ratingscale, vector org, float sradius)
-{SELFPARAM();
- entity head;
- entity player;
- float rating, d, discard, distance, friend_distance, enemy_distance;
+void havocbot_goalrating_items(entity this, float ratingscale, vector org, float sradius)
+{
+ float rating, discard, friend_distance, enemy_distance;
vector o;
ratingscale = ratingscale * 0.0001; // items are rated around 10000 already
- head = findchainfloat(bot_pickup, true);
- while (head)
+ IL_EACH(g_items, it.bot_pickup,
{
- o = (head.absmin + head.absmax) * 0.5;
- distance = vlen(o - org);
- friend_distance = 10000; enemy_distance = 10000;
rating = 0;
- if(!head.solid || distance > sradius || (head == self.ignoregoal && time < self.ignoregoaltime) )
+ if(!it.solid)
{
- head = head.chain;
- continue;
+ if(!autocvar_bot_ai_timeitems)
+ continue;
+ if(!it.scheduledrespawntime)
+ continue;
+ if(it.respawntime < max(11, autocvar_bot_ai_timeitems_minrespawndelay))
+ continue;
+ if(it.respawntimejitter && !it.itemdef.instanceOfPowerup)
+ continue;
+
+ float t = 0;
+ if(it.itemdef.instanceOfPowerup)
+ t = bound(0, skill / 10, 1) * 6;
+ else if(skill >= 9)
+ t = 4;
+
+ if(time < it.scheduledrespawntime - t)
+ continue;
+
+ it.bot_pickup_respawning = true;
}
+ o = (it.absmin + it.absmax) * 0.5;
+ if(vdist(o - org, >, sradius) || (it == this.ignoregoal && time < this.ignoregoaltime) )
+ continue;
// Check if the item can be picked up safely
- if(head.classname == "droppedweapon")
+ if(it.classname == "droppedweapon")
{
- traceline(o, o + '0 0 -1500', true, world);
-
- d = pointcontents(trace_endpos + '0 0 1');
- if(d & CONTENT_WATER || d & CONTENT_SLIME || d & CONTENT_LAVA)
- {
- head = head.chain;
+ if(!IS_ONGROUND(it))
continue;
- }
- if(tracebox_hits_trigger_hurt(head.origin, head.mins, head.maxs, trace_endpos))
- {
- head = head.chain;
+ traceline(o, o + '0 0 -1500', true, NULL);
+
+ if(Mod_Q1BSP_SuperContentsFromNativeContents(pointcontents(trace_endpos + '0 0 1')) & DPCONTENTS_LIQUIDSMASK)
continue;
- }
+ // this tracebox_hits_trigger_hurt call isn't needed:
+ // dropped weapons are removed as soon as they fall on a trigger_hurt
+ // and can't be rated while they are in the air
+ //if(tracebox_hits_trigger_hurt(it.origin, it.mins, it.maxs, trace_endpos))
+ // continue;
}
else
{
// Ignore items under water
- traceline(head.origin + head.maxs, head.origin + head.maxs, MOVE_NORMAL, head);
- if(trace_dpstartcontents & DPCONTENTS_LIQUIDSMASK)
- {
- head = head.chain;
+ // TODO: can't .waterlevel be used here?
+ if(Mod_Q1BSP_SuperContentsFromNativeContents(pointcontents(it.origin + ((it.mins + it.maxs) * 0.5))) & DPCONTENTS_LIQUIDSMASK)
continue;
- }
}
if(teamplay)
{
+ friend_distance = 10000; enemy_distance = 10000;
discard = false;
- FOR_EACH_PLAYER(player)
+ entity picker = it;
+ FOREACH_CLIENT(IS_PLAYER(it) && it != this && !IS_DEAD(it),
{
-
- if ( self == player || player.deadflag )
- continue;
-
- d = vlen(player.origin - o); // distance between player and item
-
- if ( player.team == self.team )
+ if ( it.team == this.team )
{
- if ( !IS_REAL_CLIENT(player) || discard )
+ if ( !IS_REAL_CLIENT(it) || discard )
continue;
- if( d > friend_distance)
+ if( vdist(it.origin - o, >, friend_distance) )
continue;
- friend_distance = d;
-
+ friend_distance = vlen(it.origin - o); // distance between player and item
discard = true;
- if( head.health && player.health > self.health )
- continue;
+ if (picker.health && it.health > this.health) continue;
+ if (picker.armorvalue && it.armorvalue > this.armorvalue) continue;
- if( head.armorvalue && player.armorvalue > self.armorvalue)
- continue;
+ if (picker.weapons && (picker.weapons & ~it.weapons)) continue;
- if( head.weapons )
- if( head.weapons & ~player.weapons )
- continue;
-
- if (head.ammo_shells && player.ammo_shells > self.ammo_shells)
- continue;
-
- if (head.ammo_nails && player.ammo_nails > self.ammo_nails)
- continue;
-
- if (head.ammo_rockets && player.ammo_rockets > self.ammo_rockets)
- continue;
-
- if (head.ammo_cells && player.ammo_cells > self.ammo_cells)
- continue;
-
- if (head.ammo_plasma && player.ammo_plasma > self.ammo_plasma)
- continue;
+ if (picker.ammo_shells && it.ammo_shells > this.ammo_shells) continue;
+ if (picker.ammo_nails && it.ammo_nails > this.ammo_nails) continue;
+ if (picker.ammo_rockets && it.ammo_rockets > this.ammo_rockets) continue;
+ if (picker.ammo_cells && it.ammo_cells > this.ammo_cells) continue;
+ if (picker.ammo_plasma && it.ammo_plasma > this.ammo_plasma) continue;
discard = false;
}
{
// If enemy only track distances
// TODO: track only if visible ?
- if( d < enemy_distance )
- enemy_distance = d;
+ if( vdist(it.origin - o, <, enemy_distance) )
+ enemy_distance = vlen(it.origin - o); // distance between player and item
}
- }
+ });
// Rate the item only if no one needs it, or if an enemy is closer to it
- if ( (enemy_distance < friend_distance && distance < enemy_distance) ||
+ if ( (enemy_distance < friend_distance && vdist(o - org, <, enemy_distance)) ||
(friend_distance > autocvar_bot_ai_friends_aware_pickup_radius ) || !discard )
- rating = head.bot_pickupevalfunc(self, head);
-
+ rating = it.bot_pickupevalfunc(this, it);
}
else
- rating = head.bot_pickupevalfunc(self, head);
+ rating = it.bot_pickupevalfunc(this, it);
if(rating > 0)
- navigation_routerating(head, rating * ratingscale, 2000);
- head = head.chain;
- }
+ navigation_routerating(this, it, rating * ratingscale, 2000);
+ });
}
-void havocbot_goalrating_controlpoints(float ratingscale, vector org, float sradius)
-{SELFPARAM();
- entity head;
- head = findchain(classname, "dom_controlpoint");
- while (head)
- {
- if (vlen(( ( head.absmin + head.absmax ) * 0.5 ) - org) < sradius)
- {
- if(head.cnt > -1) // this is just being fought for
- navigation_routerating(head, ratingscale, 5000);
- else if(head.goalentity.cnt == 0) // unclaimed point
- navigation_routerating(head, ratingscale * 0.5, 5000);
- else if(head.goalentity.team != self.team) // other team's point
- navigation_routerating(head, ratingscale * 0.2, 5000);
- }
- head = head.chain;
- }
-}
-
-void havocbot_goalrating_enemyplayers(float ratingscale, vector org, float sradius)
-{SELFPARAM();
- entity head;
- int t;
- float distance;
- noref bool noteam = ((self.team == 0) || !teamplay);
-
+#define BOT_RATING_ENEMY 2500
+void havocbot_goalrating_enemyplayers(entity this, float ratingscale, vector org, float sradius)
+{
if (autocvar_bot_nofire)
return;
// don't chase players if we're under water
- if(self.waterlevel>WATERLEVEL_WETFEET)
+ if(this.waterlevel>WATERLEVEL_WETFEET)
return;
- FOR_EACH_PLAYER(head)
- {
- // TODO: Merge this logic with the bot_shouldattack function
- if(bot_shouldattack(head))
- {
- distance = vlen(head.origin - org);
- if (distance < 100 || distance > sradius)
- continue;
+ ratingscale = ratingscale * 0.00005; // enemies are rated around 20000 already
- // rate only visible enemies
- /*
- traceline(self.origin + self.view_ofs, head.origin, MOVE_NOMONSTERS, self);
- if (trace_fraction < 1 || trace_ent != head)
- continue;
- */
+ float t;
+ FOREACH_CLIENT(IS_PLAYER(it) && bot_shouldattack(this, it), LAMBDA(
+ // TODO: Merge this logic with the bot_shouldattack function
+ if(vdist(it.origin - org, <, 100) || vdist(it.origin - org, >, sradius))
+ continue;
- if((head.flags & FL_INWATER) || (head.flags & FL_PARTIALGROUND))
- continue;
+ // rate only visible enemies
+ /*
+ traceline(this.origin + this.view_ofs, it.origin, MOVE_NOMONSTERS, this);
+ if (trace_fraction < 1 || trace_ent != it)
+ continue;
+ */
- // not falling
- if((head.flags & FL_ONGROUND) == 0)
- {
- traceline(head.origin, head.origin + '0 0 -1500', true, world);
- t = pointcontents(trace_endpos + '0 0 1');
- if( t != CONTENT_SOLID )
- if(t & CONTENT_WATER || t & CONTENT_SLIME || t & CONTENT_LAVA)
- continue;
- if(tracebox_hits_trigger_hurt(head.origin, head.mins, head.maxs, trace_endpos))
- continue;
- }
-
- // TODO: rate waypoints near the targetted player at that moment, instead of the player itself
- // adding a player as a goal seems to be quite dangerous, especially on space maps
- // remove hack in navigation_poptouchedgoals() after performing this change
-
- t = (self.health + self.armorvalue ) / (head.health + head.armorvalue );
- navigation_routerating(head, t * ratingscale, 2000);
+ t = ((this.health + this.armorvalue) - (it.health + it.armorvalue)) / 150;
+ t = bound(0, 1 + t, 3);
+ if (skill > 3)
+ {
+ if (time < this.strength_finished - 1) t += 0.5;
+ if (time < it.strength_finished - 1) t -= 0.5;
}
- }
+ t += max(0, 8 - skill) * 0.05; // less skilled bots attack more mindlessly
+ ratingscale *= t;
+ if (ratingscale > 0)
+ navigation_routerating(this, it, ratingscale * BOT_RATING_ENEMY, 2000);
+ ));
}
// legacy bot role for standard gamemodes
// go to best items
-void havocbot_role_generic()
-{SELFPARAM();
- if(self.deadflag != DEAD_NO)
+void havocbot_role_generic(entity this)
+{
+ if(IS_DEAD(this))
return;
- if (self.bot_strategytime < time)
+ if (this.bot_strategytime < time)
{
- self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
- navigation_goalrating_start();
- havocbot_goalrating_items(10000, self.origin, 10000);
- havocbot_goalrating_enemyplayers(20000, self.origin, 10000);
- //havocbot_goalrating_waypoints(1, self.origin, 1000);
- navigation_goalrating_end();
+ this.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
+ navigation_goalrating_start(this);
+ havocbot_goalrating_items(this, 10000, this.origin, 10000);
+ havocbot_goalrating_enemyplayers(this, 20000, this.origin, 10000);
+ havocbot_goalrating_waypoints(this, 1, this.origin, 3000);
+ navigation_goalrating_end(this);
+
+ if(IS_PLAYER(this.goalentity))
+ this.bot_strategytime = time + min(2, autocvar_bot_ai_strategyinterval);
}
}
-void havocbot_chooserole_generic()
-{SELFPARAM();
- self.havocbot_role = havocbot_role_generic;
+void havocbot_chooserole_generic(entity this)
+{
+ this.havocbot_role = havocbot_role_generic;
}
-void havocbot_chooserole()
-{SELFPARAM();
- LOG_TRACE("choosing a role...\n");
- self.bot_strategytime = 0;
- if (MUTATOR_CALLHOOK(HavocBot_ChooseRole, self))
- return;
- else if (g_keyhunt)
- havocbot_chooserole_kh();
- else
- havocbot_chooserole_generic();
+void havocbot_chooserole(entity this)
+{
+ LOG_TRACE("choosing a role...");
+ this.bot_strategytime = 0;
+ if(!MUTATOR_CALLHOOK(HavocBot_ChooseRole, this))
+ havocbot_chooserole_generic(this);
}