#include "../scripting.qh"
#include "../waypoints.qh"
-#include "../../../common/constants.qh"
-#include "../../../common/items/all.qh"
+#include <common/constants.qh>
+#include <common/physics/player.qh>
+#include <common/state.qh>
+#include <common/items/all.qh>
-#include "../../../common/triggers/trigger/jumppads.qh"
+#include <common/triggers/trigger/jumppads.qh>
-#include "../../../warpzonelib/common.qh"
+#include <lib/warpzone/common.qh>
.float speed;
-void havocbot_ai()
-{SELFPARAM();
- if(self.draggedby)
+void havocbot_ai(entity this)
+{
+ if(this.draggedby)
return;
- if(bot_execute_commands())
+ if(bot_execute_commands(this))
return;
- if (bot_strategytoken == self)
+ if (bot_strategytoken == this)
if (!bot_strategytoken_taken)
{
- if(self.havocbot_blockhead)
+ if(this.havocbot_blockhead)
{
- self.havocbot_blockhead = false;
+ this.havocbot_blockhead = false;
}
else
{
- if (!self.jumppadcount)
- self.havocbot_role();
+ if (!this.jumppadcount)
+ WITH(entity, self, this, this.havocbot_role()); // little too far down the rabbit hole
}
// TODO: tracewalk() should take care of this job (better path finding under water)
// if we don't have a goal and we're under water look for a waypoint near the "shore" and push it
- if(self.deadflag != DEAD_NO)
- if(self.goalcurrent==world)
- if(self.waterlevel==WATERLEVEL_SWIMMING || (self.aistatus & AI_STATUS_OUT_WATER))
+ if(IS_DEAD(this))
+ if(this.goalcurrent==world)
+ if(this.waterlevel==WATERLEVEL_SWIMMING || (this.aistatus & AI_STATUS_OUT_WATER))
{
// Look for the closest waypoint out of water
entity newgoal, head;
bestdistance = 10000;
for (head = findchain(classname, "waypoint"); head; head = head.chain)
{
- distance = vlen(head.origin - self.origin);
+ distance = vlen(head.origin - this.origin);
if(distance>10000)
continue;
- if(head.origin.z < self.origin.z)
+ if(head.origin.z < this.origin.z)
continue;
- if(head.origin.z - self.origin.z - self.view_ofs.z > 100)
+ if(head.origin.z - this.origin.z - this.view_ofs.z > 100)
continue;
if (pointcontents(head.origin + head.maxs + '0 0 1') != CONTENT_EMPTY)
continue;
- traceline(self.origin + self.view_ofs , head.origin, true, head);
+ traceline(this.origin + this.view_ofs , head.origin, true, head);
if(trace_fraction<1)
continue;
if(newgoal)
{
// te_wizspike(newgoal.origin);
- navigation_pushroute(newgoal);
+ navigation_pushroute(this, newgoal);
}
}
bot_strategytoken_taken = true;
}
- if(self.deadflag != DEAD_NO)
+ if(IS_DEAD(this))
return;
- havocbot_chooseenemy();
- if (self.bot_chooseweapontime < time )
+ havocbot_chooseenemy(this);
+ if (this.bot_chooseweapontime < time )
{
- self.bot_chooseweapontime = time + autocvar_bot_ai_chooseweaponinterval;
- havocbot_chooseweapon();
+ this.bot_chooseweapontime = time + autocvar_bot_ai_chooseweaponinterval;
+ havocbot_chooseweapon(this);
}
- havocbot_aim();
- lag_update();
- if (self.bot_aimtarg)
+ havocbot_aim(this);
+ lag_update(this);
+ if (this.bot_aimtarg)
{
- self.aistatus |= AI_STATUS_ATTACKING;
- self.aistatus &= ~AI_STATUS_ROAMING;
+ this.aistatus |= AI_STATUS_ATTACKING;
+ this.aistatus &= ~AI_STATUS_ROAMING;
- if(self.weapons)
+ if(this.weapons)
{
- Weapon w = get_weaponinfo(self.weapon);
+ Weapon w = PS(this).m_weapon;
w.wr_aim(w);
- if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(self))
+ if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(this))
{
- self.BUTTON_ATCK = false;
- self.BUTTON_ATCK2 = false;
+ PHYS_INPUT_BUTTON_ATCK(this) = false;
+ PHYS_INPUT_BUTTON_ATCK2(this) = false;
}
else
{
- if(self.BUTTON_ATCK||self.BUTTON_ATCK2)
- self.lastfiredweapon = self.weapon;
+ if(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this))
+ this.lastfiredweapon = PS(this).m_weapon.m_id;
}
}
else
{
- if(IS_PLAYER(self.bot_aimtarg))
- bot_aimdir(self.bot_aimtarg.origin + self.bot_aimtarg.view_ofs - self.origin - self.view_ofs , -1);
+ if(IS_PLAYER(this.bot_aimtarg))
+ bot_aimdir(this, this.bot_aimtarg.origin + this.bot_aimtarg.view_ofs - this.origin - this.view_ofs , -1);
}
}
- else if (self.goalcurrent)
+ else if (this.goalcurrent)
{
- self.aistatus |= AI_STATUS_ROAMING;
- self.aistatus &= ~AI_STATUS_ATTACKING;
+ this.aistatus |= AI_STATUS_ROAMING;
+ this.aistatus &= ~AI_STATUS_ATTACKING;
vector now,v,next;//,heading;
float aimdistance,skillblend,distanceblend,blend;
- next = now = ( (self.goalcurrent.absmin + self.goalcurrent.absmax) * 0.5) - (self.origin + self.view_ofs);
+ next = now = ( (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5) - (this.origin + this.view_ofs);
aimdistance = vlen(now);
- //heading = self.velocity;
- //dprint(self.goalstack01.classname,etos(self.goalstack01),"\n");
+ //heading = this.velocity;
+ //dprint(this.goalstack01.classname,etos(this.goalstack01),"\n");
if(
- self.goalstack01 != self && self.goalstack01 != world && ((self.aistatus & AI_STATUS_RUNNING) == 0) &&
- !(self.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
+ this.goalstack01 != this && this.goalstack01 != world && ((this.aistatus & AI_STATUS_RUNNING) == 0) &&
+ !(this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
)
- next = ((self.goalstack01.absmin + self.goalstack01.absmax) * 0.5) - (self.origin + self.view_ofs);
+ next = ((this.goalstack01.absmin + this.goalstack01.absmax) * 0.5) - (this.origin + this.view_ofs);
- skillblend=bound(0,(skill+self.bot_moveskill-2.5)*0.5,1); //lower skill player can't preturn
+ skillblend=bound(0,(skill+this.bot_moveskill-2.5)*0.5,1); //lower skill player can't preturn
distanceblend=bound(0,aimdistance/autocvar_bot_ai_keyboard_distance,1);
blend = skillblend * (1-distanceblend);
//v = (now * (distanceblend) + next * (1-distanceblend)) * (skillblend) + now * (1-skillblend);
//v = now * (distanceblend) * (skillblend) + next * (1-distanceblend) * (skillblend) + now * (1-skillblend);
//v = now * ((1-skillblend) + (distanceblend) * (skillblend)) + next * (1-distanceblend) * (skillblend);
v = now + blend * (next - now);
- //dprint(etos(self), " ");
+ //dprint(etos(this), " ");
//dprint(vtos(now), ":", vtos(next), "=", vtos(v), " (blend ", ftos(blend), ")\n");
//v = now * (distanceblend) + next * (1-distanceblend);
- if (self.waterlevel < WATERLEVEL_SWIMMING)
+ if (this.waterlevel < WATERLEVEL_SWIMMING)
v.z = 0;
//dprint("walk at:", vtos(v), "\n");
- //te_lightning2(world, self.origin, self.goalcurrent.origin);
- bot_aimdir(v, -1);
+ //te_lightning2(world, this.origin, this.goalcurrent.origin);
+ bot_aimdir(this, v, -1);
}
- havocbot_movetogoal();
+ havocbot_movetogoal(this);
// if the bot is not attacking, consider reloading weapons
- if (!(self.aistatus & AI_STATUS_ATTACKING))
+ if (!(this.aistatus & AI_STATUS_ATTACKING))
{
// we are currently holding a weapon that's not fully loaded, reload it
if(skill >= 2) // bots can only reload the held weapon on purpose past this skill
- if(self.clip_load < self.clip_size)
- self.impulse = 20; // "press" the reload button, not sure if this is done right
+ if(this.clip_load < this.clip_size)
+ this.impulse = 20; // "press" the reload button, not sure if this is done right
// if we're not reloading a weapon, switch to any weapon in our invnetory that's not fully loaded to reload it next
// the code above executes next frame, starting the reloading then
if(skill >= 5) // bots can only look for unloaded weapons past this skill
- if(self.clip_load >= 0) // only if we're not reloading a weapon already
+ if(this.clip_load >= 0) // only if we're not reloading a weapon already
{
- for (int i = WEP_FIRST; i <= WEP_LAST; ++i)
- {
- entity e = get_weaponinfo(i);
- if ((self.weapons & WepSet_FromWeapon(i)) && (e.spawnflags & WEP_FLAG_RELOADABLE) && (self.weapon_load[i] < e.reloading_ammo))
- self.switchweapon = i;
- }
+ FOREACH(Weapons, it != WEP_Null, LAMBDA(
+ if((this.weapons & (it.m_wepset)) && (it.spawnflags & WEP_FLAG_RELOADABLE) && (this.weapon_load[it.m_id] < it.reloading_ammo))
+ PS(this).m_switchweapon = it;
+ ));
}
}
}
-void havocbot_keyboard_movement(vector destorg)
-{SELFPARAM();
+void havocbot_keyboard_movement(entity this, vector destorg)
+{
vector keyboard;
float blend, maxspeed;
float sk;
- sk = skill + self.bot_moveskill;
+ sk = skill + this.bot_moveskill;
maxspeed = autocvar_sv_maxspeed;
- if (time < self.havocbot_keyboardtime)
+ if (time < this.havocbot_keyboardtime)
return;
- self.havocbot_keyboardtime =
+ this.havocbot_keyboardtime =
max(
- self.havocbot_keyboardtime
- + 0.05/max(1, sk+self.havocbot_keyboardskill)
- + random()*0.025/max(0.00025, skill+self.havocbot_keyboardskill)
+ this.havocbot_keyboardtime
+ + 0.05/max(1, sk+this.havocbot_keyboardskill)
+ + random()*0.025/max(0.00025, skill+this.havocbot_keyboardskill)
, time);
- keyboard = self.movement * (1.0 / maxspeed);
+ keyboard = this.movement * (1.0 / maxspeed);
float trigger, trigger1;
blend = bound(0,sk*0.1,1);
else
keyboard.z = 0;
- self.havocbot_keyboard = keyboard * maxspeed;
- if (self.havocbot_ducktime>time) self.BUTTON_CROUCH=true;
+ this.havocbot_keyboard = keyboard * maxspeed;
+ if (this.havocbot_ducktime>time) PHYS_INPUT_BUTTON_CROUCH(this) = true;
- keyboard = self.havocbot_keyboard;
- blend = bound(0,vlen(destorg-self.origin)/autocvar_bot_ai_keyboard_distance,1); // When getting close move with 360 degree
- //dprint("movement ", vtos(self.movement), " keyboard ", vtos(keyboard), " blend ", ftos(blend), "\n");
- self.movement = self.movement + (keyboard - self.movement) * blend;
+ keyboard = this.havocbot_keyboard;
+ blend = bound(0,vlen(destorg-this.origin)/autocvar_bot_ai_keyboard_distance,1); // When getting close move with 360 degree
+ //dprint("movement ", vtos(this.movement), " keyboard ", vtos(keyboard), " blend ", ftos(blend), "\n");
+ this.movement = this.movement + (keyboard - this.movement) * blend;
}
-void havocbot_bunnyhop(vector dir)
-{SELFPARAM();
+void havocbot_bunnyhop(entity this, vector dir)
+{
float bunnyhopdistance;
vector deviation;
float maxspeed;
vector gco, gno;
// Don't jump when attacking
- if(self.aistatus & AI_STATUS_ATTACKING)
+ if(this.aistatus & AI_STATUS_ATTACKING)
return;
- if(IS_PLAYER(self.goalcurrent))
+ if(IS_PLAYER(this.goalcurrent))
return;
maxspeed = autocvar_sv_maxspeed;
- if(self.aistatus & AI_STATUS_DANGER_AHEAD)
+ if(this.aistatus & AI_STATUS_DANGER_AHEAD)
{
- self.aistatus &= ~AI_STATUS_RUNNING;
- self.BUTTON_JUMP = false;
- self.bot_canruntogoal = 0;
- self.bot_timelastseengoal = 0;
+ this.aistatus &= ~AI_STATUS_RUNNING;
+ PHYS_INPUT_BUTTON_JUMP(this) = false;
+ this.bot_canruntogoal = 0;
+ this.bot_timelastseengoal = 0;
return;
}
- if(self.waterlevel > WATERLEVEL_WETFEET)
+ if(this.waterlevel > WATERLEVEL_WETFEET)
{
- self.aistatus &= ~AI_STATUS_RUNNING;
+ this.aistatus &= ~AI_STATUS_RUNNING;
return;
}
- if(self.bot_lastseengoal != self.goalcurrent && !(self.aistatus & AI_STATUS_RUNNING))
+ if(this.bot_lastseengoal != this.goalcurrent && !(this.aistatus & AI_STATUS_RUNNING))
{
- self.bot_canruntogoal = 0;
- self.bot_timelastseengoal = 0;
+ this.bot_canruntogoal = 0;
+ this.bot_timelastseengoal = 0;
}
- gco = (self.goalcurrent.absmin + self.goalcurrent.absmax) * 0.5;
- bunnyhopdistance = vlen(self.origin - gco);
+ gco = (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5;
+ bunnyhopdistance = vlen(this.origin - gco);
// Run only to visible goals
- if(self.flags & FL_ONGROUND)
- if(self.speed==maxspeed)
- if(checkpvs(self.origin + self.view_ofs, self.goalcurrent))
+ if(IS_ONGROUND(this))
+ if(this.speed==maxspeed)
+ if(checkpvs(this.origin + this.view_ofs, this.goalcurrent))
{
- self.bot_lastseengoal = self.goalcurrent;
+ this.bot_lastseengoal = this.goalcurrent;
// seen it before
- if(self.bot_timelastseengoal)
+ if(this.bot_timelastseengoal)
{
// for a period of time
- if(time - self.bot_timelastseengoal > autocvar_bot_ai_bunnyhop_firstjumpdelay)
+ if(time - this.bot_timelastseengoal > autocvar_bot_ai_bunnyhop_firstjumpdelay)
{
float checkdistance;
checkdistance = true;
// don't run if it is too close
- if(self.bot_canruntogoal==0)
+ if(this.bot_canruntogoal==0)
{
if(bunnyhopdistance > autocvar_bot_ai_bunnyhop_startdistance)
- self.bot_canruntogoal = 1;
+ this.bot_canruntogoal = 1;
else
- self.bot_canruntogoal = -1;
+ this.bot_canruntogoal = -1;
}
- if(self.bot_canruntogoal != 1)
+ if(this.bot_canruntogoal != 1)
return;
- if(self.aistatus & AI_STATUS_ROAMING)
- if(self.goalcurrent.classname=="waypoint")
- if (!(self.goalcurrent.wpflags & WAYPOINTFLAG_PERSONAL))
- if(fabs(gco.z - self.origin.z) < self.maxs.z - self.mins.z)
- if(self.goalstack01!=world)
+ if(this.aistatus & AI_STATUS_ROAMING)
+ if(this.goalcurrent.classname=="waypoint")
+ if (!(this.goalcurrent.wpflags & WAYPOINTFLAG_PERSONAL))
+ if(fabs(gco.z - this.origin.z) < this.maxs.z - this.mins.z)
+ if(this.goalstack01!=world)
{
- gno = (self.goalstack01.absmin + self.goalstack01.absmax) * 0.5;
- deviation = vectoangles(gno - self.origin) - vectoangles(gco - self.origin);
+ gno = (this.goalstack01.absmin + this.goalstack01.absmax) * 0.5;
+ deviation = vectoangles(gno - this.origin) - vectoangles(gco - this.origin);
while (deviation.y < -180) deviation.y = deviation.y + 360;
while (deviation.y > 180) deviation.y = deviation.y - 360;
if(fabs(deviation.y) < 20)
- if(bunnyhopdistance < vlen(self.origin - gno))
- if(fabs(gno.z - gco.z) < self.maxs.z - self.mins.z)
+ if(bunnyhopdistance < vlen(this.origin - gno))
+ if(fabs(gno.z - gco.z) < this.maxs.z - this.mins.z)
{
- if(vlen(gco - gno) > autocvar_bot_ai_bunnyhop_startdistance)
- if(checkpvs(self.origin + self.view_ofs, self.goalstack01))
+ if(vdist(gco - gno, >, autocvar_bot_ai_bunnyhop_startdistance))
+ if(checkpvs(this.origin + this.view_ofs, this.goalstack01))
{
checkdistance = false;
}
if(checkdistance)
{
- self.aistatus &= ~AI_STATUS_RUNNING;
+ this.aistatus &= ~AI_STATUS_RUNNING;
if(bunnyhopdistance > autocvar_bot_ai_bunnyhop_stopdistance)
- self.BUTTON_JUMP = true;
+ PHYS_INPUT_BUTTON_JUMP(this) = true;
}
else
{
- self.aistatus |= AI_STATUS_RUNNING;
- self.BUTTON_JUMP = true;
+ this.aistatus |= AI_STATUS_RUNNING;
+ PHYS_INPUT_BUTTON_JUMP(this) = true;
}
}
}
else
{
- self.bot_timelastseengoal = time;
+ this.bot_timelastseengoal = time;
}
}
else
{
- self.bot_timelastseengoal = 0;
+ this.bot_timelastseengoal = 0;
}
#if 0
// Release jump button
if(!cvar("sv_pogostick"))
- if((self.flags & FL_ONGROUND) == 0)
+ if((IS_ONGROUND(this)) == 0)
{
- if(self.velocity.z < 0 || vlen(self.velocity)<maxspeed)
- self.BUTTON_JUMP = false;
+ if(this.velocity.z < 0 || vlen(this.velocity)<maxspeed)
+ PHYS_INPUT_BUTTON_JUMP(this) = false;
// Strafe
- if(self.aistatus & AI_STATUS_RUNNING)
- if(vlen(self.velocity)>maxspeed)
+ if(this.aistatus & AI_STATUS_RUNNING)
+ if(vlen(this.velocity)>maxspeed)
{
- deviation = vectoangles(dir) - vectoangles(self.velocity);
+ deviation = vectoangles(dir) - vectoangles(this.velocity);
while (deviation.y < -180) deviation.y = deviation.y + 360;
while (deviation.y > 180) deviation.y = deviation.y - 360;
if(fabs(deviation.y)>10)
- self.movement_x = 0;
+ this.movement_x = 0;
if(deviation.y>10)
- self.movement_y = maxspeed * -1;
+ this.movement_y = maxspeed * -1;
else if(deviation.y<10)
- self.movement_y = maxspeed;
+ this.movement_y = maxspeed;
}
}
#endif
}
-void havocbot_movetogoal()
-{SELFPARAM();
+void havocbot_movetogoal(entity this)
+{
vector destorg;
vector diff;
vector dir;
vector gco;
//float dist;
vector dodge;
- //if (self.goalentity)
- // te_lightning2(self, self.origin, (self.goalentity.absmin + self.goalentity.absmax) * 0.5);
- self.movement = '0 0 0';
+ //if (this.goalentity)
+ // te_lightning2(this, this.origin, (this.goalentity.absmin + this.goalentity.absmax) * 0.5);
+ this.movement = '0 0 0';
maxspeed = autocvar_sv_maxspeed;
// Jetpack navigation
- if(self.goalcurrent)
- if(self.navigation_jetpack_goal)
- if(self.goalcurrent==self.navigation_jetpack_goal)
- if(self.ammo_fuel)
+ if(this.goalcurrent)
+ if(this.navigation_jetpack_goal)
+ if(this.goalcurrent==this.navigation_jetpack_goal)
+ if(this.ammo_fuel)
{
if(autocvar_bot_debug_goalstack)
{
- debuggoalstack();
- te_wizspike(self.navigation_jetpack_point);
+ debuggoalstack(this);
+ te_wizspike(this.navigation_jetpack_point);
}
// Take off
- if (!(self.aistatus & AI_STATUS_JETPACK_FLYING))
+ if (!(this.aistatus & AI_STATUS_JETPACK_FLYING))
{
// Brake almost completely so it can get a good direction
- if(vlen(self.velocity)>10)
+ if(vdist(this.velocity, >, 10))
return;
- self.aistatus |= AI_STATUS_JETPACK_FLYING;
+ this.aistatus |= AI_STATUS_JETPACK_FLYING;
}
- makevectors(self.v_angle.y * '0 1 0');
- dir = normalize(self.navigation_jetpack_point - self.origin);
+ makevectors(this.v_angle.y * '0 1 0');
+ dir = normalize(this.navigation_jetpack_point - this.origin);
// Landing
- if(self.aistatus & AI_STATUS_JETPACK_LANDING)
+ if(this.aistatus & AI_STATUS_JETPACK_LANDING)
{
// Calculate brake distance in xy
float db, v, d;
vector dxy;
- dxy = self.origin - ( ( self.goalcurrent.absmin + self.goalcurrent.absmax ) * 0.5 ); dxy.z = 0;
+ dxy = this.origin - ( ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5 ); dxy.z = 0;
d = vlen(dxy);
- v = vlen(self.velocity - self.velocity.z * '0 0 1');
+ v = vlen(this.velocity - this.velocity.z * '0 0 1');
db = (pow(v,2) / (autocvar_g_jetpack_acceleration_side * 2)) + 100;
// dprint("distance ", ftos(ceil(d)), " velocity ", ftos(ceil(v)), " brake at ", ftos(ceil(db)), "\n");
if(d < db || d < 500)
{
// Brake
- if(fabs(self.velocity.x)>maxspeed*0.3)
+ if(fabs(this.velocity.x)>maxspeed*0.3)
{
- self.movement_x = dir * v_forward * -maxspeed;
+ this.movement_x = dir * v_forward * -maxspeed;
return;
}
// Switch to normal mode
- self.navigation_jetpack_goal = world;
- self.aistatus &= ~AI_STATUS_JETPACK_LANDING;
- self.aistatus &= ~AI_STATUS_JETPACK_FLYING;
+ this.navigation_jetpack_goal = world;
+ this.aistatus &= ~AI_STATUS_JETPACK_LANDING;
+ this.aistatus &= ~AI_STATUS_JETPACK_FLYING;
return;
}
}
- else if(checkpvs(self.origin,self.goalcurrent))
+ else if(checkpvs(this.origin,this.goalcurrent))
{
// If I can see the goal switch to landing code
- self.aistatus &= ~AI_STATUS_JETPACK_FLYING;
- self.aistatus |= AI_STATUS_JETPACK_LANDING;
+ this.aistatus &= ~AI_STATUS_JETPACK_FLYING;
+ this.aistatus |= AI_STATUS_JETPACK_LANDING;
return;
}
// Flying
- self.BUTTON_HOOK = true;
- if(self.navigation_jetpack_point.z - PL_MAX.z + PL_MIN.z < self.origin.z)
+ PHYS_INPUT_BUTTON_HOOK(this) = true;
+ if(this.navigation_jetpack_point.z - STAT(PL_MAX, NULL).z + STAT(PL_MIN, NULL).z < this.origin.z)
{
- self.movement_x = dir * v_forward * maxspeed;
- self.movement_y = dir * v_right * maxspeed;
+ this.movement_x = dir * v_forward * maxspeed;
+ this.movement_y = dir * v_right * maxspeed;
}
return;
}
// Handling of jump pads
- if(self.jumppadcount)
+ if(this.jumppadcount)
{
// If got stuck on the jump pad try to reach the farthest visible waypoint
- if(self.aistatus & AI_STATUS_OUT_JUMPPAD)
+ if(this.aistatus & AI_STATUS_OUT_JUMPPAD)
{
- if(fabs(self.velocity.z)<50)
+ if(fabs(this.velocity.z)<50)
{
entity head, newgoal = world;
float distance, bestdistance = 0;
for (head = findchain(classname, "waypoint"); head; head = head.chain)
{
- distance = vlen(head.origin - self.origin);
+ distance = vlen(head.origin - this.origin);
if(distance>1000)
continue;
- traceline(self.origin + self.view_ofs , ( ( head.absmin + head.absmax ) * 0.5 ), true, world);
+ traceline(this.origin + this.view_ofs , ( ( head.absmin + head.absmax ) * 0.5 ), true, world);
if(trace_fraction<1)
continue;
if(newgoal)
{
- self.ignoregoal = self.goalcurrent;
- self.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
- navigation_clearroute();
- navigation_routetogoal(newgoal, self.origin);
- self.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
+ this.ignoregoal = this.goalcurrent;
+ this.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
+ navigation_clearroute(this);
+ navigation_routetogoal(this, newgoal, this.origin);
+ this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
}
}
else
}
else
{
- if(self.velocity.z>0)
+ if(this.velocity.z>0)
{
- float threshold, sxy;
- vector velxy = self.velocity; velxy_z = 0;
- sxy = vlen(velxy);
+ float threshold;
+ vector velxy = this.velocity; velxy_z = 0;
threshold = maxspeed * 0.2;
- if(sxy < threshold)
+ if(vdist(velxy, <, threshold))
{
- LOG_TRACE("Warning: ", self.netname, " got stuck on a jumppad (velocity in xy is ", ftos(sxy), "), trying to get out of it now\n");
- self.aistatus |= AI_STATUS_OUT_JUMPPAD;
+ LOG_TRACE("Warning: ", this.netname, " got stuck on a jumppad (velocity in xy is ", vtos(velxy), "), trying to get out of it now\n");
+ this.aistatus |= AI_STATUS_OUT_JUMPPAD;
}
return;
}
// Don't chase players while using a jump pad
- if(IS_PLAYER(self.goalcurrent) || IS_PLAYER(self.goalstack01))
+ if(IS_PLAYER(this.goalcurrent) || IS_PLAYER(this.goalstack01))
return;
}
}
- else if(self.aistatus & AI_STATUS_OUT_JUMPPAD)
- self.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
+ else if(this.aistatus & AI_STATUS_OUT_JUMPPAD)
+ this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
// If there is a trigger_hurt right below try to use the jetpack or make a rocketjump
if(skill>6)
- if (!(self.flags & FL_ONGROUND))
+ if (!(IS_ONGROUND(this)))
{
- tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 -65536', MOVE_NOMONSTERS, self);
- if(tracebox_hits_trigger_hurt(self.origin, self.mins, self.maxs, trace_endpos ))
- if(self.items & IT_JETPACK)
+ tracebox(this.origin, this.mins, this.maxs, this.origin + '0 0 -65536', MOVE_NOMONSTERS, this);
+ if(tracebox_hits_trigger_hurt(this.origin, this.mins, this.maxs, trace_endpos ))
+ if(this.items & IT_JETPACK)
{
- tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 65536', MOVE_NOMONSTERS, self);
- if(tracebox_hits_trigger_hurt(self.origin, self.mins, self.maxs, trace_endpos + '0 0 1' ))
+ tracebox(this.origin, this.mins, this.maxs, this.origin + '0 0 65536', MOVE_NOMONSTERS, this);
+ if(tracebox_hits_trigger_hurt(this.origin, this.mins, this.maxs, trace_endpos + '0 0 1' ))
{
- if(self.velocity.z<0)
+ if(this.velocity.z<0)
{
- self.BUTTON_HOOK = true;
+ PHYS_INPUT_BUTTON_HOOK(this) = true;
}
}
else
- self.BUTTON_HOOK = true;
+ PHYS_INPUT_BUTTON_HOOK(this) = true;
// If there is no goal try to move forward
- if(self.goalcurrent==world)
+ if(this.goalcurrent==world)
dir = v_forward;
else
- dir = normalize(( ( self.goalcurrent.absmin + self.goalcurrent.absmax ) * 0.5 ) - self.origin);
+ dir = normalize(( ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5 ) - this.origin);
- vector xyvelocity = self.velocity; xyvelocity_z = 0;
+ vector xyvelocity = this.velocity; xyvelocity_z = 0;
float xyspeed = xyvelocity * dir;
if(xyspeed < (maxspeed / 2))
{
- makevectors(self.v_angle.y * '0 1 0');
- tracebox(self.origin, self.mins, self.maxs, self.origin + (dir * maxspeed * 3), MOVE_NOMONSTERS, self);
+ makevectors(this.v_angle.y * '0 1 0');
+ tracebox(this.origin, this.mins, this.maxs, this.origin + (dir * maxspeed * 3), MOVE_NOMONSTERS, this);
if(trace_fraction==1)
{
- self.movement_x = dir * v_forward * maxspeed;
- self.movement_y = dir * v_right * maxspeed;
+ this.movement_x = dir * v_forward * maxspeed;
+ this.movement_y = dir * v_right * maxspeed;
if (skill < 10)
- havocbot_keyboard_movement(self.origin + dir * 100);
+ havocbot_keyboard_movement(this, this.origin + dir * 100);
}
}
- self.havocbot_blockhead = true;
+ this.havocbot_blockhead = true;
return;
}
- else if(self.health>WEP_CVAR(devastator, damage)*0.5)
+ else if(this.health>WEP_CVAR(devastator, damage)*0.5)
{
- if(self.velocity.z < 0)
- if(client_hasweapon(self, WEP_DEVASTATOR.m_id, true, false))
+ if(this.velocity.z < 0)
+ if(client_hasweapon(this, WEP_DEVASTATOR, true, false))
{
- self.movement_x = maxspeed;
+ this.movement_x = maxspeed;
- if(self.rocketjumptime)
+ if(this.rocketjumptime)
{
- if(time > self.rocketjumptime)
+ if(time > this.rocketjumptime)
{
- self.BUTTON_ATCK2 = true;
- self.rocketjumptime = 0;
+ PHYS_INPUT_BUTTON_ATCK2(this) = true;
+ this.rocketjumptime = 0;
}
return;
}
- self.switchweapon = WEP_DEVASTATOR.m_id;
- self.v_angle_x = 90;
- self.BUTTON_ATCK = true;
- self.rocketjumptime = time + WEP_CVAR(devastator, detonatedelay);
+ PS(this).m_switchweapon = WEP_DEVASTATOR;
+ this.v_angle_x = 90;
+ PHYS_INPUT_BUTTON_ATCK(this) = true;
+ this.rocketjumptime = time + WEP_CVAR(devastator, detonatedelay);
return;
}
}
else
{
// If there is no goal try to move forward
- if(self.goalcurrent==world)
- self.movement_x = maxspeed;
+ if(this.goalcurrent==world)
+ this.movement_x = maxspeed;
}
}
// If we are under water with no goals, swim up
- if(self.waterlevel)
- if(self.goalcurrent==world)
+ if(this.waterlevel)
+ if(this.goalcurrent==world)
{
dir = '0 0 0';
- if(self.waterlevel>WATERLEVEL_SWIMMING)
+ if(this.waterlevel>WATERLEVEL_SWIMMING)
dir.z = 1;
- else if(self.velocity.z >= 0 && !(self.waterlevel == WATERLEVEL_WETFEET && self.watertype == CONTENT_WATER))
- self.BUTTON_JUMP = true;
+ else if(this.velocity.z >= 0 && !(this.waterlevel == WATERLEVEL_WETFEET && this.watertype == CONTENT_WATER))
+ PHYS_INPUT_BUTTON_JUMP(this) = true;
else
- self.BUTTON_JUMP = false;
- makevectors(self.v_angle.y * '0 1 0');
- self.movement_x = dir * v_forward * maxspeed;
- self.movement_y = dir * v_right * maxspeed;
- self.movement_z = dir * v_up * maxspeed;
+ PHYS_INPUT_BUTTON_JUMP(this) = false;
+ makevectors(this.v_angle.y * '0 1 0');
+ this.movement_x = dir * v_forward * maxspeed;
+ this.movement_y = dir * v_right * maxspeed;
+ this.movement_z = dir * v_up * maxspeed;
}
// if there is nowhere to go, exit
- if (self.goalcurrent == world)
+ if (this.goalcurrent == world)
return;
- if (self.goalcurrent)
+ if (this.goalcurrent)
navigation_poptouchedgoals();
// if ran out of goals try to use an alternative goal or get a new strategy asap
- if(self.goalcurrent == world)
+ if(this.goalcurrent == world)
{
- self.bot_strategytime = 0;
+ this.bot_strategytime = 0;
return;
}
if(autocvar_bot_debug_goalstack)
- debuggoalstack();
+ debuggoalstack(this);
- m1 = self.goalcurrent.origin + self.goalcurrent.mins;
- m2 = self.goalcurrent.origin + self.goalcurrent.maxs;
- destorg = self.origin;
+ m1 = this.goalcurrent.origin + this.goalcurrent.mins;
+ m2 = this.goalcurrent.origin + this.goalcurrent.maxs;
+ destorg = this.origin;
destorg.x = bound(m1_x, destorg.x, m2_x);
destorg.y = bound(m1_y, destorg.y, m2_y);
destorg.z = bound(m1_z, destorg.z, m2_z);
- diff = destorg - self.origin;
+ diff = destorg - this.origin;
//dist = vlen(diff);
dir = normalize(diff);
flatdir = diff;flatdir.z = 0;
flatdir = normalize(flatdir);
- gco = (self.goalcurrent.absmin + self.goalcurrent.absmax) * 0.5;
+ gco = (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5;
- //if (self.bot_dodgevector_time < time)
+ //if (this.bot_dodgevector_time < time)
{
- // self.bot_dodgevector_time = time + cvar("bot_ai_dodgeupdateinterval");
- // self.bot_dodgevector_jumpbutton = 1;
+ // this.bot_dodgevector_time = time + cvar("bot_ai_dodgeupdateinterval");
+ // this.bot_dodgevector_jumpbutton = 1;
evadeobstacle = '0 0 0';
evadelava = '0 0 0';
- if (self.waterlevel)
+ if (this.waterlevel)
{
- if(self.waterlevel>WATERLEVEL_SWIMMING)
+ if(this.waterlevel>WATERLEVEL_SWIMMING)
{
// flatdir_z = 1;
- self.aistatus |= AI_STATUS_OUT_WATER;
+ this.aistatus |= AI_STATUS_OUT_WATER;
}
else
{
- if(self.velocity.z >= 0 && !(self.watertype == CONTENT_WATER && gco.z < self.origin.z) &&
- ( !(self.waterlevel == WATERLEVEL_WETFEET && self.watertype == CONTENT_WATER) || self.aistatus & AI_STATUS_OUT_WATER))
- self.BUTTON_JUMP = true;
+ if(this.velocity.z >= 0 && !(this.watertype == CONTENT_WATER && gco.z < this.origin.z) &&
+ ( !(this.waterlevel == WATERLEVEL_WETFEET && this.watertype == CONTENT_WATER) || this.aistatus & AI_STATUS_OUT_WATER))
+ PHYS_INPUT_BUTTON_JUMP(this) = true;
else
- self.BUTTON_JUMP = false;
+ PHYS_INPUT_BUTTON_JUMP(this) = false;
}
dir = normalize(flatdir);
- makevectors(self.v_angle.y * '0 1 0');
+ makevectors(this.v_angle.y * '0 1 0');
}
else
{
- if(self.aistatus & AI_STATUS_OUT_WATER)
- self.aistatus &= ~AI_STATUS_OUT_WATER;
+ if(this.aistatus & AI_STATUS_OUT_WATER)
+ this.aistatus &= ~AI_STATUS_OUT_WATER;
// jump if going toward an obstacle that doesn't look like stairs we
// can walk up directly
- tracebox(self.origin, self.mins, self.maxs, self.origin + self.velocity * 0.2, false, self);
+ tracebox(this.origin, this.mins, this.maxs, this.origin + this.velocity * 0.2, false, this);
if (trace_fraction < 1)
if (trace_plane_normal.z < 0.7)
{
s = trace_fraction;
- tracebox(self.origin + stepheightvec, self.mins, self.maxs, self.origin + self.velocity * 0.2 + stepheightvec, false, self);
+ tracebox(this.origin + stepheightvec, this.mins, this.maxs, this.origin + this.velocity * 0.2 + stepheightvec, false, this);
if (trace_fraction < s + 0.01)
if (trace_plane_normal.z < 0.7)
{
s = trace_fraction;
- tracebox(self.origin + jumpstepheightvec, self.mins, self.maxs, self.origin + self.velocity * 0.2 + jumpstepheightvec, false, self);
+ tracebox(this.origin + jumpstepheightvec, this.mins, this.maxs, this.origin + this.velocity * 0.2 + jumpstepheightvec, false, this);
if (trace_fraction > s)
- self.BUTTON_JUMP = 1;
+ PHYS_INPUT_BUTTON_JUMP(this) = true;
}
}
// avoiding dangers and obstacles
vector dst_ahead, dst_down;
- makevectors(self.v_angle.y * '0 1 0');
- dst_ahead = self.origin + self.view_ofs + (self.velocity * 0.4) + (v_forward * 32 * 3);
+ makevectors(this.v_angle.y * '0 1 0');
+ dst_ahead = this.origin + this.view_ofs + (this.velocity * 0.4) + (v_forward * 32 * 3);
dst_down = dst_ahead - '0 0 1500';
// Look ahead
- traceline(self.origin + self.view_ofs, dst_ahead, true, world);
+ traceline(this.origin + this.view_ofs, dst_ahead, true, world);
// Check head-banging against walls
- if(vlen(self.origin + self.view_ofs - trace_endpos) < 25 && !(self.aistatus & AI_STATUS_OUT_WATER))
+ if(vlen(this.origin + this.view_ofs - trace_endpos) < 25 && !(this.aistatus & AI_STATUS_OUT_WATER))
{
- self.BUTTON_JUMP = true;
- if(self.facingwalltime && time > self.facingwalltime)
+ PHYS_INPUT_BUTTON_JUMP(this) = true;
+ if(this.facingwalltime && time > this.facingwalltime)
{
- self.ignoregoal = self.goalcurrent;
- self.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
- self.bot_strategytime = 0;
+ this.ignoregoal = this.goalcurrent;
+ this.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
+ this.bot_strategytime = 0;
return;
}
else
{
- self.facingwalltime = time + 0.05;
+ this.facingwalltime = time + 0.05;
}
}
else
{
- self.facingwalltime = 0;
+ this.facingwalltime = 0;
- if(self.ignoregoal != world && time > self.ignoregoaltime)
+ if(this.ignoregoal != world && time > this.ignoregoaltime)
{
- self.ignoregoal = world;
- self.ignoregoaltime = 0;
+ this.ignoregoal = world;
+ this.ignoregoaltime = 0;
}
}
// Check for water/slime/lava and dangerous edges
// (only when the bot is on the ground or jumping intentionally)
- self.aistatus &= ~AI_STATUS_DANGER_AHEAD;
+ this.aistatus &= ~AI_STATUS_DANGER_AHEAD;
- if(trace_fraction == 1 && self.jumppadcount == 0 && !self.goalcurrent.wphardwired )
- if((self.flags & FL_ONGROUND) || (self.aistatus & AI_STATUS_RUNNING) || self.BUTTON_JUMP == true)
+ if(trace_fraction == 1 && this.jumppadcount == 0 && !this.goalcurrent.wphardwired )
+ if((IS_ONGROUND(this)) || (this.aistatus & AI_STATUS_RUNNING) || PHYS_INPUT_BUTTON_JUMP(this))
{
// Look downwards
traceline(dst_ahead , dst_down, true, world);
- // te_lightning2(world, self.origin, dst_ahead); // Draw "ahead" look
+ // te_lightning2(world, this.origin, dst_ahead); // Draw "ahead" look
// te_lightning2(world, dst_ahead, dst_down); // Draw "downwards" look
- if(trace_endpos.z < self.origin.z + self.mins.z)
+ if(trace_endpos.z < this.origin.z + this.mins.z)
{
s = pointcontents(trace_endpos + '0 0 1');
if (s != CONTENT_SOLID)
if (s == CONTENT_LAVA || s == CONTENT_SLIME)
- evadelava = normalize(self.velocity) * -1;
+ evadelava = normalize(this.velocity) * -1;
else if (s == CONTENT_SKY)
- evadeobstacle = normalize(self.velocity) * -1;
- else if (!boxesoverlap(dst_ahead - self.view_ofs + self.mins, dst_ahead - self.view_ofs + self.maxs,
- self.goalcurrent.absmin, self.goalcurrent.absmax))
+ evadeobstacle = normalize(this.velocity) * -1;
+ else if (!boxesoverlap(dst_ahead - this.view_ofs + this.mins, dst_ahead - this.view_ofs + this.maxs,
+ this.goalcurrent.absmin, this.goalcurrent.absmax))
{
// if ain't a safe goal with "holes" (like the jumpad on soylent)
// and there is a trigger_hurt below
- if(tracebox_hits_trigger_hurt(dst_ahead, self.mins, self.maxs, trace_endpos))
+ if(tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos))
{
// Remove dangerous dynamic goals from stack
- LOG_TRACE("bot ", self.netname, " avoided the goal ", self.goalcurrent.classname, " ", etos(self.goalcurrent), " because it led to a dangerous path; goal stack cleared\n");
- navigation_clearroute();
+ LOG_TRACE("bot ", this.netname, " avoided the goal ", this.goalcurrent.classname, " ", etos(this.goalcurrent), " because it led to a dangerous path; goal stack cleared\n");
+ navigation_clearroute(this);
return;
}
}
dir = flatdir;
evadeobstacle.z = 0;
evadelava.z = 0;
- makevectors(self.v_angle.y * '0 1 0');
+ makevectors(this.v_angle.y * '0 1 0');
if(evadeobstacle!='0 0 0'||evadelava!='0 0 0')
- self.aistatus |= AI_STATUS_DANGER_AHEAD;
+ this.aistatus |= AI_STATUS_DANGER_AHEAD;
}
dodge = havocbot_dodge();
- dodge = dodge * bound(0,0.5+(skill+self.bot_dodgeskill)*0.1,1);
- evadelava = evadelava * bound(1,3-(skill+self.bot_dodgeskill),3); //Noobs fear lava a lot and take more distance from it
- traceline(self.origin, ( ( self.enemy.absmin + self.enemy.absmax ) * 0.5 ), true, world);
+ dodge = dodge * bound(0,0.5+(skill+this.bot_dodgeskill)*0.1,1);
+ evadelava = evadelava * bound(1,3-(skill+this.bot_dodgeskill),3); //Noobs fear lava a lot and take more distance from it
+ traceline(this.origin, ( ( this.enemy.absmin + this.enemy.absmax ) * 0.5 ), true, world);
if(IS_PLAYER(trace_ent))
- dir = dir * bound(0,(skill+self.bot_dodgeskill)/7,1);
+ dir = dir * bound(0,(skill+this.bot_dodgeskill)/7,1);
dir = normalize(dir + dodge + evadeobstacle + evadelava);
- // self.bot_dodgevector = dir;
- // self.bot_dodgevector_jumpbutton = self.BUTTON_JUMP;
+ // this.bot_dodgevector = dir;
+ // this.bot_dodgevector_jumpbutton = PHYS_INPUT_BUTTON_JUMP(this);
}
- if(time < self.ladder_time)
+ if(time < this.ladder_time)
{
- if(self.goalcurrent.origin.z + self.goalcurrent.mins.z > self.origin.z + self.mins.z)
+ if(this.goalcurrent.origin.z + this.goalcurrent.mins.z > this.origin.z + this.mins.z)
{
- if(self.origin.z + self.mins.z < self.ladder_entity.origin.z + self.ladder_entity.maxs.z)
+ if(this.origin.z + this.mins.z < this.ladder_entity.origin.z + this.ladder_entity.maxs.z)
dir.z = 1;
}
else
{
- if(self.origin.z + self.mins.z > self.ladder_entity.origin.z + self.ladder_entity.mins.z)
+ if(this.origin.z + this.mins.z > this.ladder_entity.origin.z + this.ladder_entity.mins.z)
dir.z = -1;
}
}
- //dir = self.bot_dodgevector;
- //if (self.bot_dodgevector_jumpbutton)
- // self.BUTTON_JUMP = 1;
- self.movement_x = dir * v_forward * maxspeed;
- self.movement_y = dir * v_right * maxspeed;
- self.movement_z = dir * v_up * maxspeed;
+ //dir = this.bot_dodgevector;
+ //if (this.bot_dodgevector_jumpbutton)
+ // PHYS_INPUT_BUTTON_JUMP(this) = true;
+ this.movement_x = dir * v_forward * maxspeed;
+ this.movement_y = dir * v_right * maxspeed;
+ this.movement_z = dir * v_up * maxspeed;
// Emulate keyboard interface
if (skill < 10)
- havocbot_keyboard_movement(destorg);
+ havocbot_keyboard_movement(this, destorg);
// Bunnyhop!
-// if(self.aistatus & AI_STATUS_ROAMING)
- if(self.goalcurrent)
- if(skill+self.bot_moveskill >= autocvar_bot_ai_bunnyhop_skilloffset)
- havocbot_bunnyhop(dir);
-
- if ((dir * v_up) >= autocvar_sv_jumpvelocity*0.5 && (self.flags & FL_ONGROUND)) self.BUTTON_JUMP=1;
- if (((dodge * v_up) > 0) && random()*frametime >= 0.2*bound(0,(10-skill-self.bot_dodgeskill)*0.1,1)) self.BUTTON_JUMP=true;
- if (((dodge * v_up) < 0) && random()*frametime >= 0.5*bound(0,(10-skill-self.bot_dodgeskill)*0.1,1)) self.havocbot_ducktime=time+0.3/bound(0.1,skill+self.bot_dodgeskill,10);
+// if(this.aistatus & AI_STATUS_ROAMING)
+ if(this.goalcurrent)
+ if(skill+this.bot_moveskill >= autocvar_bot_ai_bunnyhop_skilloffset)
+ havocbot_bunnyhop(this, dir);
+
+ if ((dir * v_up) >= autocvar_sv_jumpvelocity*0.5 && (IS_ONGROUND(this))) PHYS_INPUT_BUTTON_JUMP(this) = true;
+ if (((dodge * v_up) > 0) && random()*frametime >= 0.2*bound(0,(10-skill-this.bot_dodgeskill)*0.1,1)) PHYS_INPUT_BUTTON_JUMP(this) = true;
+ if (((dodge * v_up) < 0) && random()*frametime >= 0.5*bound(0,(10-skill-this.bot_dodgeskill)*0.1,1)) this.havocbot_ducktime=time+0.3/bound(0.1,skill+this.bot_dodgeskill,10);
}
-void havocbot_chooseenemy()
-{SELFPARAM();
+void havocbot_chooseenemy(entity this)
+{
entity head, best, head2;
float rating, bestrating, hf;
vector eye, v;
- if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(self))
+ if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(this))
{
- self.enemy = world;
+ this.enemy = world;
return;
}
- if (self.enemy)
+ if (this.enemy)
{
- if (!bot_shouldattack(self.enemy))
+ if (!bot_shouldattack(this, this.enemy))
{
// enemy died or something, find a new target
- self.enemy = world;
- self.havocbot_chooseenemy_finished = time;
+ this.enemy = world;
+ this.havocbot_chooseenemy_finished = time;
}
- else if (self.havocbot_stickenemy)
+ else if (this.havocbot_stickenemy)
{
// 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(self.origin+self.view_ofs, ( self.enemy.absmin + self.enemy.absmax ) * 0.5,false,world);
- if (trace_ent == self.enemy || trace_fraction == 1)
- if (vlen((( self.enemy.absmin + self.enemy.absmax ) * 0.5) - self.origin) < 1000)
- if (self.health > 30)
+ traceline(this.origin+this.view_ofs, ( this.enemy.absmin + this.enemy.absmax ) * 0.5,false,world);
+ if (trace_ent == this.enemy || trace_fraction == 1)
+ if (vdist(((this.enemy.absmin + this.enemy.absmax) * 0.5) - this.origin, <, 1000))
+ if (this.health > 30)
{
// remain tracking him for a shot while (case he went after a small corner or pilar
- self.havocbot_chooseenemy_finished = time + 0.5;
+ 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)
- self.havocbot_stickenemy = 0;
+ this.havocbot_stickenemy = 0;
}
}
- if (time < self.havocbot_chooseenemy_finished)
+ if (time < this.havocbot_chooseenemy_finished)
return;
- self.havocbot_chooseenemy_finished = time + autocvar_bot_ai_enemydetectioninterval;
- eye = self.origin + self.view_ofs;
+ this.havocbot_chooseenemy_finished = time + autocvar_bot_ai_enemydetectioninterval;
+ eye = this.origin + this.view_ofs;
best = world;
bestrating = 100000000;
head = head2 = findchainfloat(bot_attack, true);
// Backup hit flags
- hf = self.dphitcontentsmask;
+ hf = this.dphitcontentsmask;
// Search for enemies, if no enemy can be seen directly try to look through transparent objects
- self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
+ this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
bool scan_transparent = false;
bool scan_secondary_targets = false;
while(true)
{
scan_secondary_targets = false;
- :scan_targets
+LABEL(scan_targets)
for( ; head; head = head.chain)
{
if(!scan_secondary_targets)
rating = vlen(v - eye);
if (rating<autocvar_bot_ai_enemydetectionradius)
if (bestrating > rating)
- if (bot_shouldattack(head))
+ if (bot_shouldattack(this, head))
{
- traceline(eye, v, true, self);
+ traceline(eye, v, true, this);
if (trace_ent == head || trace_fraction >= 1)
{
best = head;
// I want to do a second scan if no enemy was found or I don't have weapons
// TODO: Perform the scan when using the rifle (requires changes on the rifle code)
- if(best || self.weapons) // || self.weapon == WEP_RIFLE.m_id
+ if(best || this.weapons) // || this.weapon == WEP_RIFLE.m_id
break;
if(scan_transparent)
break;
// Set flags to see through transparent objects
- self.dphitcontentsmask |= DPCONTENTS_OPAQUE;
+ this.dphitcontentsmask |= DPCONTENTS_OPAQUE;
head = head2;
scan_transparent = true;
}
// Restore hit flags
- self.dphitcontentsmask = hf;
+ this.dphitcontentsmask = hf;
- self.enemy = best;
- self.havocbot_stickenemy = true;
+ this.enemy = best;
+ this.havocbot_stickenemy = true;
if(best && best.classname == "misc_breakablemodel")
- self.havocbot_stickenemy = false;
+ this.havocbot_stickenemy = false;
}
-float havocbot_chooseweapon_checkreload(int new_weapon)
-{SELFPARAM();
+float havocbot_chooseweapon_checkreload(entity this, int new_weapon)
+{
// bots under this skill cannot find unloaded weapons to reload idly when not in combat,
// so skip this for them, or they'll never get to reload their weapons at all.
// this also allows bots under this skill to be more stupid, and reload more often during combat :)
return false;
// if this weapon is scheduled for reloading, don't switch to it during combat
- if (self.weapon_load[new_weapon] < 0)
+ if (this.weapon_load[new_weapon] < 0)
{
- float i, other_weapon_available = false;
- for(i = WEP_FIRST; i <= WEP_LAST; ++i)
- {
- Weapon w = get_weaponinfo(i);
- // if we are out of ammo for all other weapons, it's an emergency to switch to anything else
- if (w.wr_checkammo1(w) + w.wr_checkammo2(w))
+ bool other_weapon_available = false;
+ FOREACH(Weapons, it != WEP_Null, LAMBDA(
+ if(it.wr_checkammo1(it) + it.wr_checkammo2(it))
other_weapon_available = true;
- }
+ ));
if(other_weapon_available)
return true;
}
return false;
}
-void havocbot_chooseweapon()
-{SELFPARAM();
+void havocbot_chooseweapon(entity this)
+{
int i;
// ;)
if(g_weaponarena_weapons == WEPSET(TUBA))
{
- self.switchweapon = WEP_TUBA.m_id;
+ PS(this).m_switchweapon = WEP_TUBA;
return;
}
// TODO: clean this up by moving it to weapon code
- if(self.enemy==world)
+ if(this.enemy==world)
{
// If no weapon was chosen get the first available weapon
- if(self.weapon==0)
- for(i = WEP_FIRST; i <= WEP_LAST; ++i) if(i != WEP_BLASTER.m_id)
- {
- if(client_hasweapon(self, i, true, false))
+ if(PS(this).m_weapon==WEP_Null)
+ FOREACH(Weapons, it != WEP_Null, LAMBDA(
+ if(client_hasweapon(this, it, true, false))
{
- self.switchweapon = i;
+ PS(this).m_switchweapon = it;
return;
}
- }
+ ));
return;
}
// Do not change weapon during the next second after a combo
- float f = time - self.lastcombotime;
+ float f = time - this.lastcombotime;
if(f < 1)
return;
float w;
- float distance; distance=bound(10,vlen(self.origin-self.enemy.origin)-200,10000);
+ float distance; distance=bound(10,vlen(this.origin-this.enemy.origin)-200,10000);
// Should it do a weapon combo?
float af, ct, combo_time, combo;
- af = ATTACK_FINISHED(self);
+ af = ATTACK_FINISHED(this, 0);
ct = autocvar_bot_ai_weapon_combo_threshold;
// Bots with no skill will be 4 times more slower than "godlike" bots when doing weapon combos
// Ideally this 4 should be calculated as longest_weapon_refire / bot_ai_weapon_combo_threshold
- combo_time = time + ct + (ct * ((-0.3*(skill+self.bot_weaponskill))+3));
+ combo_time = time + ct + (ct * ((-0.3*(skill+this.bot_weaponskill))+3));
combo = false;
if(autocvar_bot_ai_weapon_combo)
- if(self.weapon == self.lastfiredweapon)
+ if(PS(this).m_weapon.m_id == this.lastfiredweapon)
if(af > combo_time)
{
combo = true;
- self.lastcombotime = time;
+ this.lastcombotime = time;
}
- distance *= pow(2, self.bot_rangepreference);
+ distance *= pow(2, this.bot_rangepreference);
// Custom weapon list based on distance to the enemy
if(bot_custom_weapon){
if ( distance > bot_distance_far ) {
for(i=0; i < Weapons_COUNT && bot_weapons_far[i] != -1 ; ++i){
w = bot_weapons_far[i];
- if ( client_hasweapon(self, w, true, false) )
+ if ( client_hasweapon(this, Weapons_from(w), true, false) )
{
- if ((self.weapon == w && combo) || havocbot_chooseweapon_checkreload(w))
+ if ((PS(this).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, w))
continue;
- self.switchweapon = w;
+ PS(this).m_switchweapon = Weapons_from(w);
return;
}
}
if ( distance > bot_distance_close) {
for(i=0; i < Weapons_COUNT && bot_weapons_mid[i] != -1 ; ++i){
w = bot_weapons_mid[i];
- if ( client_hasweapon(self, w, true, false) )
+ if ( client_hasweapon(this, Weapons_from(w), true, false) )
{
- if ((self.weapon == w && combo) || havocbot_chooseweapon_checkreload(w))
+ if ((PS(this).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, w))
continue;
- self.switchweapon = w;
+ PS(this).m_switchweapon = Weapons_from(w);
return;
}
}
// Choose weapons for close distance
for(i=0; i < Weapons_COUNT && bot_weapons_close[i] != -1 ; ++i){
w = bot_weapons_close[i];
- if ( client_hasweapon(self, w, true, false) )
+ if ( client_hasweapon(this, Weapons_from(w), true, false) )
{
- if ((self.weapon == w && combo) || havocbot_chooseweapon_checkreload(w))
+ if ((PS(this).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, w))
continue;
- self.switchweapon = w;
+ PS(this).m_switchweapon = Weapons_from(w);
return;
}
}
}
}
-void havocbot_aim()
-{SELFPARAM();
+void havocbot_aim(entity this)
+{
vector selfvel, enemyvel;
-// if(self.flags & FL_INWATER)
+// if(this.flags & FL_INWATER)
// return;
- if (time < self.nextaim)
+ if (time < this.nextaim)
return;
- self.nextaim = time + 0.1;
- selfvel = self.velocity;
- if (!self.waterlevel)
+ this.nextaim = time + 0.1;
+ selfvel = this.velocity;
+ if (!this.waterlevel)
selfvel.z = 0;
- if (self.enemy)
+ if (this.enemy)
{
- enemyvel = self.enemy.velocity;
- if (!self.enemy.waterlevel)
+ enemyvel = this.enemy.velocity;
+ if (!this.enemy.waterlevel)
enemyvel.z = 0;
- lag_additem(time + self.ping, 0, 0, self.enemy, self.origin, selfvel, (self.enemy.absmin + self.enemy.absmax) * 0.5, enemyvel);
+ lag_additem(this, time + this.ping, 0, 0, this.enemy, this.origin, selfvel, (this.enemy.absmin + this.enemy.absmax) * 0.5, enemyvel);
}
else
- lag_additem(time + self.ping, 0, 0, world, self.origin, selfvel, ( self.goalcurrent.absmin + self.goalcurrent.absmax ) * 0.5, '0 0 0');
+ lag_additem(this, time + this.ping, 0, 0, world, this.origin, selfvel, ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5, '0 0 0');
}
-float havocbot_moveto_refresh_route()
-{SELFPARAM();
+float havocbot_moveto_refresh_route(entity this)
+{
// Refresh path to goal if necessary
entity wp;
- wp = self.havocbot_personal_waypoint;
- navigation_goalrating_start();
- navigation_routerating(wp, 10000, 10000);
- navigation_goalrating_end();
- return self.navigation_hasgoals;
+ wp = this.havocbot_personal_waypoint;
+ WITH(entity, self, this, navigation_goalrating_start());
+ WITH(entity, self, this, navigation_routerating(wp, 10000, 10000));
+ WITH(entity, self, this, navigation_goalrating_end());
+ return this.navigation_hasgoals;
}
-float havocbot_moveto(vector pos)
-{SELFPARAM();
+float havocbot_moveto(entity this, vector pos)
+{
entity wp;
- if(self.aistatus & AI_STATUS_WAYPOINT_PERSONAL_GOING)
+ if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_GOING)
{
// Step 4: Move to waypoint
- if(self.havocbot_personal_waypoint==world)
+ if(this.havocbot_personal_waypoint==world)
{
- LOG_TRACE("Error: ", self.netname, " trying to walk to a non existent personal waypoint\n");
- self.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_GOING;
+ LOG_TRACE("Error: ", this.netname, " trying to walk to a non existent personal waypoint\n");
+ this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_GOING;
return CMD_STATUS_ERROR;
}
if (!bot_strategytoken_taken)
- if(self.havocbot_personal_waypoint_searchtime<time)
+ if(this.havocbot_personal_waypoint_searchtime<time)
{
bot_strategytoken_taken = true;
- if(havocbot_moveto_refresh_route())
+ if(havocbot_moveto_refresh_route(this))
{
- LOG_TRACE(self.netname, " walking to its personal waypoint (after ", ftos(self.havocbot_personal_waypoint_failcounter), " failed attempts)\n");
- self.havocbot_personal_waypoint_searchtime = time + 10;
- self.havocbot_personal_waypoint_failcounter = 0;
+ LOG_TRACE(this.netname, " walking to its personal waypoint (after ", ftos(this.havocbot_personal_waypoint_failcounter), " failed attempts)\n");
+ this.havocbot_personal_waypoint_searchtime = time + 10;
+ this.havocbot_personal_waypoint_failcounter = 0;
}
else
{
- self.havocbot_personal_waypoint_failcounter += 1;
- self.havocbot_personal_waypoint_searchtime = time + 2;
- if(self.havocbot_personal_waypoint_failcounter >= 30)
+ this.havocbot_personal_waypoint_failcounter += 1;
+ this.havocbot_personal_waypoint_searchtime = time + 2;
+ if(this.havocbot_personal_waypoint_failcounter >= 30)
{
- LOG_TRACE("Warning: can't walk to the personal waypoint located at ", vtos(self.havocbot_personal_waypoint.origin),"\n");
- self.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_LINKING;
- remove(self.havocbot_personal_waypoint);
+ LOG_TRACE("Warning: can't walk to the personal waypoint located at ", vtos(this.havocbot_personal_waypoint.origin),"\n");
+ this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_LINKING;
+ remove(this.havocbot_personal_waypoint);
return CMD_STATUS_ERROR;
}
else
- LOG_TRACE(self.netname, " can't walk to its personal waypoint (after ", ftos(self.havocbot_personal_waypoint_failcounter), " failed attempts), trying later\n");
+ LOG_TRACE(this.netname, " can't walk to its personal waypoint (after ", ftos(this.havocbot_personal_waypoint_failcounter), " failed attempts), trying later\n");
}
}
if(autocvar_bot_debug_goalstack)
- debuggoalstack();
+ debuggoalstack(this);
// Heading
- vector dir = ( ( self.goalcurrent.absmin + self.goalcurrent.absmax ) * 0.5 ) - (self.origin + self.view_ofs);
+ vector dir = ( ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5 ) - (this.origin + this.view_ofs);
dir.z = 0;
- bot_aimdir(dir, -1);
+ bot_aimdir(this, dir, -1);
// Go!
- havocbot_movetogoal();
+ havocbot_movetogoal(this);
- if(self.aistatus & AI_STATUS_WAYPOINT_PERSONAL_REACHED)
+ if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_REACHED)
{
// Step 5: Waypoint reached
- LOG_TRACE(self.netname, "'s personal waypoint reached\n");
- remove(self.havocbot_personal_waypoint);
- self.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_REACHED;
+ LOG_TRACE(this.netname, "'s personal waypoint reached\n");
+ remove(this.havocbot_personal_waypoint);
+ this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_REACHED;
return CMD_STATUS_FINISHED;
}
}
// Step 2: Linking waypoint
- if(self.aistatus & AI_STATUS_WAYPOINT_PERSONAL_LINKING)
+ if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_LINKING)
{
// Wait until it is linked
- if(!self.havocbot_personal_waypoint.wplinked)
+ if(!this.havocbot_personal_waypoint.wplinked)
{
- LOG_TRACE(self.netname, " waiting for personal waypoint to be linked\n");
+ LOG_TRACE(this.netname, " waiting for personal waypoint to be linked\n");
return CMD_STATUS_EXECUTING;
}
- self.havocbot_personal_waypoint_searchtime = time; // so we set the route next frame
- self.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_LINKING;
- self.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_GOING;
+ this.havocbot_personal_waypoint_searchtime = time; // so we set the route next frame
+ this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_LINKING;
+ this.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_GOING;
// Step 3: Route to waypoint
- LOG_TRACE(self.netname, " walking to its personal waypoint\n");
+ LOG_TRACE(this.netname, " walking to its personal waypoint\n");
return CMD_STATUS_EXECUTING;
}
// Step 1: Spawning waypoint
- wp = waypoint_spawnpersonal(pos);
+ wp = waypoint_spawnpersonal(this, pos);
if(wp==world)
{
LOG_TRACE("Error: Can't spawn personal waypoint at ",vtos(pos),"\n");
return CMD_STATUS_ERROR;
}
- self.havocbot_personal_waypoint = wp;
- self.havocbot_personal_waypoint_failcounter = 0;
- self.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_LINKING;
+ this.havocbot_personal_waypoint = wp;
+ this.havocbot_personal_waypoint_failcounter = 0;
+ this.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_LINKING;
// if pos is inside a teleport, then let's mark it as teleport waypoint
entity head;
if(WarpZoneLib_BoxTouchesBrush(pos, pos, head, world))
{
wp.wpflags |= WAYPOINTFLAG_TELEPORT;
- self.lastteleporttime = 0;
+ this.lastteleporttime = 0;
}
}
return CMD_STATUS_EXECUTING;
}
-float havocbot_resetgoal()
+float havocbot_resetgoal(entity this)
{
- navigation_clearroute();
+ navigation_clearroute(this);
return CMD_STATUS_FINISHED;
}
}
vector havocbot_dodge()
-{SELFPARAM();
+{
// LordHavoc: disabled because this is too expensive
return '0 0 0';
#if 0