#include <server/defs.qh>
#include <server/miscfunctions.qh>
#include <server/items.qh>
+#include <server/resources.qh>
#include "havocbot.qh"
#include "../cvars.qh"
#include "../bot.qh"
#include "../navigation.qh"
-.float max_armorvalue;
-.float havocbot_role_timeout;
-
-.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
}
};
+bool havocbot_goalrating_item_can_be_left_to_teammate(entity this, entity player, entity item)
+{
+ if (GetResource(item, RES_HEALTH) && GetResource(player, RES_HEALTH) <= GetResource(this, RES_HEALTH)) {return true;}
+ if (GetResource(item, RES_ARMOR) && GetResource(player, RES_ARMOR) <= GetResource(this, RES_ARMOR)) {return true;}
+ if (STAT(WEAPONS, item) && !(STAT(WEAPONS, player) & STAT(WEAPONS, item))) {return true;}
+ if (GetResource(item, RES_SHELLS) && GetResource(player, RES_SHELLS) <= GetResource(this, RES_SHELLS)) {return true;}
+ if (GetResource(item, RES_BULLETS) && GetResource(player, RES_BULLETS) <= GetResource(this, RES_BULLETS)) {return true;}
+ if (GetResource(item, RES_ROCKETS) && GetResource(player, RES_ROCKETS) <= GetResource(this, RES_ROCKETS)) {return true;}
+ if (GetResource(item, RES_CELLS) && GetResource(player, RES_CELLS) <= GetResource(this, RES_CELLS)) {return true;}
+ if (GetResource(item, RES_PLASMA) && GetResource(player, RES_PLASMA) <= GetResource(this, RES_PLASMA)) {return true;}
+ if (item.itemdef.instanceOfPowerup) {return true;}
+
+ return false;
+};
+
+bool havocbot_goalrating_item_pickable_check_players(entity this, vector org, entity item, vector item_org)
+{
+ if(!teamplay)
+ return true;
+
+ // these variables hold squared distances in order to optimize code
+ float friend_dist2 = FLOAT_MAX;
+ float enemy_dist2 = FLOAT_MAX;
+ float dist2;
+
+ FOREACH_CLIENT(IS_PLAYER(it) && it != this && !(IS_DEAD(it) || STAT(FROZEN, it)),
+ {
+ if (it.team == this.team)
+ {
+ if (!IS_REAL_CLIENT(it))
+ continue;
+
+ dist2 = vlen2(it.origin - item_org);
+ if (dist2 > friend_dist2)
+ continue;
+
+ if(havocbot_goalrating_item_can_be_left_to_teammate(this, it, item))
+ {
+ friend_dist2 = dist2;
+ continue;
+ }
+ }
+ else
+ {
+ // If enemy only track distances
+ // TODO: track only if visible ?
+ dist2 = vlen2(it.origin - item_org);
+ if (dist2 < enemy_dist2)
+ enemy_dist2 = dist2;
+ }
+ });
+
+ // Rate the item only if no one needs it, or if an enemy is closer to it
+ dist2 = vlen2(item_org - org);
+ if ((enemy_dist2 < friend_dist2 && dist2 < enemy_dist2)
+ || (friend_dist2 > autocvar_bot_ai_friends_aware_pickup_radius ** 2)
+ || (dist2 < friend_dist2 && dist2 < 200 ** 2))
+ return true;
+ return false;
+};
+
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
+ ratingscale = ratingscale * 0.0001;
IL_EACH(g_items, it.bot_pickup,
{
- rating = 0;
+ // ignore if bot already rated this item with a higher ratingscale
+ // NOTE: this code assumes each bot rates items in a different frame
+ if(it.bot_ratingscale_time == time && ratingscale < it.bot_ratingscale)
+ continue;
if(!it.solid)
{
it.bot_pickup_respawning = true;
}
- o = (it.absmin + it.absmax) * 0.5;
+ vector o = (it.absmin + it.absmax) * 0.5;
if(vdist(o - org, >, sradius) || (it == this.ignoregoal && time < this.ignoregoaltime) )
continue;
continue;
}
- if(teamplay)
- {
- friend_distance = 10000; enemy_distance = 10000;
- discard = false;
-
- entity picker = it;
- FOREACH_CLIENT(IS_PLAYER(it) && it != this && !IS_DEAD(it),
- {
- if ( it.team == this.team )
- {
- if ( !IS_REAL_CLIENT(it) || discard )
- continue;
-
- if( vdist(it.origin - o, >, friend_distance) )
- continue;
-
- friend_distance = vlen(it.origin - o); // distance between player and item
- discard = true;
-
- if (picker.health && it.health > this.health) continue;
- if (picker.armorvalue && it.armorvalue > this.armorvalue) continue;
-
- if (picker.weapons && (picker.weapons & ~it.weapons)) 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;
- }
- else
- {
- // If enemy only track distances
- // TODO: track only if visible ?
- 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 && vdist(o - org, <, enemy_distance)) ||
- (friend_distance > autocvar_bot_ai_friends_aware_pickup_radius ) || !discard )
- rating = it.bot_pickupevalfunc(this, it);
- }
- else
- rating = it.bot_pickupevalfunc(this, it);
+ if(!havocbot_goalrating_item_pickable_check_players(this, org, it, o))
+ continue;
+ it.bot_ratingscale_time = time;
+ it.bot_ratingscale = ratingscale;
+ float rating = it.bot_pickupevalfunc(this, it);
if(rating > 0)
navigation_routerating(this, it, rating * ratingscale, 2000);
});
}
-#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(this.waterlevel>WATERLEVEL_WETFEET)
+ if(this.waterlevel > WATERLEVEL_WETFEET)
return;
- ratingscale = ratingscale * 0.00005; // enemies are rated around 20000 already
+ ratingscale = ratingscale * 0.0001;
- float t;
FOREACH_CLIENT(IS_PLAYER(it) && bot_shouldattack(this, it), {
// TODO: Merge this logic with the bot_shouldattack function
if(vdist(it.origin - org, <, 100) || vdist(it.origin - org, >, sradius))
continue;
+ if(vdist(vec2(it.velocity), >, autocvar_sv_maxspeed * 2))
+ continue;
// rate only visible enemies
/*
continue;
*/
- t = ((this.health + this.armorvalue) - (it.health + it.armorvalue)) / 150;
+ float t = ((GetResource(this, RES_HEALTH) + GetResource(this, RES_ARMOR)) - (GetResource(it, RES_HEALTH) + GetResource(it, RES_ARMOR))) / 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;
+ if (time < this.invincible_finished - 1) t += 0.2;
+ if (time < it.invincible_finished - 1) t -= 0.4;
}
t += max(0, 8 - skill) * 0.05; // less skilled bots attack more mindlessly
ratingscale *= t;
if(IS_DEAD(this))
return;
- if (this.bot_strategytime < time)
+ if (navigation_goalrating_timeout(this))
{
- 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_enemyplayers(this, 10000, 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);
+ navigation_goalrating_timeout_set(this);
}
}
void havocbot_chooserole(entity this)
{
LOG_TRACE("choosing a role...");
- this.bot_strategytime = 0;
+ navigation_goalrating_timeout_force(this);
if(!MUTATOR_CALLHOOK(HavocBot_ChooseRole, this))
havocbot_chooserole_generic(this);
}