#include "roles.qh"
+#include <server/defs.qh>
+#include <server/miscfunctions.qh>
#include "havocbot.qh"
#include "../cvars.qh"
void havocbot_goalrating_items(entity this, float ratingscale, vector org, float sradius)
{
- float rating, d, discard, friend_distance, enemy_distance;
+ float rating, discard, friend_distance, enemy_distance;
vector o;
ratingscale = ratingscale * 0.0001; // items are rated around 10000 already
if(!it.solid)
{
+ if(!autocvar_bot_ai_timeitems)
+ continue;
if(!it.scheduledrespawntime)
continue;
- if(it.respawntime < 30 || (it.respawntimejitter && !it.itemdef.instanceOfPowerup))
+ if(it.respawntime < max(11, autocvar_bot_ai_timeitems_minrespawndelay))
+ continue;
+ if(it.respawntimejitter && !it.itemdef.instanceOfPowerup)
continue;
float t = 0;
// Check if the item can be picked up safely
if(it.classname == "droppedweapon")
{
+ if(!IS_ONGROUND(it))
+ continue;
traceline(o, o + '0 0 -1500', true, NULL);
- d = pointcontents(trace_endpos + '0 0 1');
- if(d == CONTENT_WATER || d == CONTENT_SLIME || d == CONTENT_LAVA)
+ if(IN_LAVA(trace_endpos + '0 0 1'))
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
}
else
{
- // Ignore items under water
- traceline(it.origin + it.maxs, it.origin + it.maxs, MOVE_NORMAL, it);
- if(trace_dpstartcontents & DPCONTENTS_LIQUIDSMASK)
+ if(IN_LAVA(it.origin + (it.mins + it.maxs) * 0.5))
continue;
}
entity picker = it;
FOREACH_CLIENT(IS_PLAYER(it) && it != this && !IS_DEAD(it),
{
- d = vlen(it.origin - o); // distance between player and item
-
if ( it.team == this.team )
{
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 (picker.health && it.health > this.health) continue;
{
// 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
}
});
ratingscale = ratingscale * 0.00005; // enemies are rated around 20000 already
float t;
- FOREACH_CLIENT(IS_PLAYER(it) && bot_shouldattack(this, it), LAMBDA(
+ 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;
ratingscale *= t;
if (ratingscale > 0)
navigation_routerating(this, it, ratingscale * BOT_RATING_ENEMY, 2000);
- ));
+ });
}
// legacy bot role for standard gamemodes