6 #include "navigation.qh"
7 #include "scripting.qh"
8 #include "waypoints.qh"
10 #include "havocbot/havocbot.qh"
11 #include "havocbot/scripting.qh"
13 #include "../../teamplay.qh"
15 #include "../../antilag.qh"
16 #include "../../autocvars.qh"
17 #include "../../campaign.qh"
18 #include "../../client.qh"
19 #include <common/stats.qh>
20 #include <server/world.qh>
21 #include <server/damage.qh>
22 #include "../../race.qh"
23 #include <server/items/items.qh>
25 #include <server/mutators/_mod.qh>
27 #include "../../weapons/accuracy.qh"
29 #include <common/physics/player.qh>
30 #include <common/constants.qh>
31 #include <common/net_linked.qh>
32 #include <common/mapinfo.qh>
33 #include <common/teams.qh>
34 #include <common/util.qh>
36 #include <server/scores_rules.qh>
38 #include <common/weapons/_all.qh>
40 #include <lib/csqcmodel/sv_model.qh>
42 #include <lib/warpzone/common.qh>
43 #include <lib/warpzone/util_server.qh>
45 STATIC_INIT(bot) { bot_calculate_stepheightvec(); }
47 // TODO: remove this function! its only purpose is to update these fields since bot_setnameandstuff is called before ClientState
48 void bot_setclientfields(entity this)
50 CS(this).cvar_cl_accuracy_data_share = 1; // share the bots weapon accuracy data with the world
51 CS(this).cvar_cl_accuracy_data_receive = 0; // don't receive any weapon accuracy data
56 entity bot = spawnclient();
60 currentbots = currentbots + 1;
61 bot_setnameandstuff(bot);
63 bot_setclientfields(bot);
64 PutClientInServer(bot);
69 void bot_think(entity this)
71 if (this.bot_nextthink > time)
74 this.flags &= ~FL_GODMODE;
76 this.flags |= FL_GODMODE;
78 this.bot_nextthink = max(time, this.bot_nextthink) + max(0.01, autocvar_bot_ai_thinkinterval * (0.5 ** this.bot_aiskill) * min(14 / (skill + 14), 1));
80 if (!IS_PLAYER(this) || (autocvar_g_campaign && !campaign_bots_may_start))
82 CS(this).movement = '0 0 0';
83 this.bot_nextthink = time + 0.5;
89 this.v_angle = this.angles;
91 this.fixangle = false;
96 this.dmg_inflictor = NULL;
98 // calculate an aiming latency based on the skill setting
99 // (simulated network latency + naturally delayed reflexes)
100 //this.ping = 0.7 - bound(0, 0.05 * skill, 0.5); // moved the reflexes to bot_aimdir (under the name 'think')
101 // minimum ping 20+10 random
102 CS(this).ping = bound(0,0.07 - bound(0, (skill + this.bot_pingskill) * 0.005,0.05)+random()*0.01,0.65); // Now holds real lag to server, and higer skill players take a less laggy server
103 // skill 10 = ping 0.2 (adrenaline)
104 // skill 0 = ping 0.7 (slightly drunk)
107 PHYS_INPUT_BUTTON_ATCK(this) = false;
108 // keep jump button pressed for a short while, useful with ramp jumps
109 PHYS_INPUT_BUTTON_JUMP(this) = (!IS_DEAD(this) && time < this.bot_jump_time + 0.2);
110 PHYS_INPUT_BUTTON_ATCK2(this) = false;
111 PHYS_INPUT_BUTTON_ZOOM(this) = false;
112 PHYS_INPUT_BUTTON_CROUCH(this) = false;
113 PHYS_INPUT_BUTTON_HOOK(this) = false;
114 PHYS_INPUT_BUTTON_INFO(this) = false;
115 PHYS_INPUT_BUTTON_DRAG(this) = false;
116 PHYS_INPUT_BUTTON_CHAT(this) = false;
117 PHYS_INPUT_BUTTON_USE(this) = false;
119 if (time < game_starttime)
121 // block the bot during the countdown to game start
122 CS(this).movement = '0 0 0';
123 this.bot_nextthink = game_starttime;
127 // if dead, just wait until we can respawn
130 if (bot_waypoint_queue_owner == this)
131 bot_waypoint_queue_owner = NULL;
133 CS(this).movement = '0 0 0';
134 if (this.deadflag == DEAD_DEAD)
136 PHYS_INPUT_BUTTON_JUMP(this) = true; // press jump to respawn
137 navigation_goalrating_timeout_force(this);
140 else if(this.aistatus & AI_STATUS_STUCK)
141 navigation_unstuck(this);
143 // now call the current bot AI (havocbot for example)
147 void bot_setnameandstuff(entity this)
150 int file, tokens, prio;
152 file = fopen(autocvar_bot_config_file, FILE_READ);
156 LOG_INFOF("Error: Can not open the bot configuration file '%s'", autocvar_bot_config_file);
161 entity balance = TeamBalance_CheckAllowedTeams(NULL);
162 TeamBalance_GetTeamCounts(balance, NULL);
163 int smallest_team = -1;
164 int smallest_count = -1;
167 for (int i = 1; i <= AvailableTeams(); ++i)
169 // NOTE if (autocvar_g_campaign && autocvar_g_campaign_forceteam == i)
170 // TeamBalance_GetNumberOfPlayers(balance, i); returns the number of players + 1
171 // since it keeps a spot for the real player in the desired team
172 int count = TeamBalance_GetNumberOfPlayers(balance, i);
173 if (smallest_count < 0 || count < smallest_count)
176 smallest_count = count;
180 TeamBalance_Destroy(balance);
181 RandomSelection_Init();
182 while((readfile = fgets(file)))
184 if(substring(readfile, 0, 2) == "//")
186 if(substring(readfile, 0, 1) == "#")
188 // NOTE if the line is empty tokenizebyseparator(readfile, "\t")
189 // will create 1 empty token because there's no separator (bug?)
192 tokens = tokenizebyseparator(readfile, "\t");
197 bool conflict = false;
198 FOREACH_CLIENT(IS_BOT_CLIENT(it), {
199 if (s == it.cleanname)
207 if (teamplay && !(autocvar_bot_vs_human && AvailableTeams() == 2))
209 int forced_team = stof(argv(5));
210 if (!Team_IsValidIndex(forced_team))
212 if (!forced_team || forced_team == smallest_team)
215 RandomSelection_AddString(readfile, 1, prio);
217 readfile = RandomSelection_chosen_string;
221 string bot_name, bot_model, bot_skin, bot_shirt, bot_pants;
223 tokens = tokenizebyseparator(readfile, "\t");
224 if(argv(0) != "") bot_name = argv(0);
225 else bot_name = "Bot";
227 if(argv(1) != "") bot_model = argv(1);
230 if(argv(2) != "") bot_skin = argv(2);
233 if(argv(3) != "" && stof(argv(3)) >= 0) bot_shirt = argv(3);
234 else bot_shirt = ftos(floor(random() * 15));
236 if(argv(4) != "" && stof(argv(4)) >= 0) bot_pants = argv(4);
237 else bot_pants = ftos(floor(random() * 15));
239 if (teamplay && !(autocvar_bot_vs_human && AvailableTeams() == 2))
240 this.bot_forced_team = stof(argv(5));
242 this.bot_forced_team = 0;
246 #define READSKILL(f, w, r) MACRO_BEGIN \
247 if(argv(prio) != "") \
248 this.f = stof(argv(prio)) * w; \
250 this.f = (!autocvar_g_campaign) * (2 * random() - 1) * r * w; \
253 //print(bot_name, ": ping=", argv(9), "\n");
255 READSKILL(havocbot_keyboardskill, 0.5, 0.5); // keyboard skill
256 READSKILL(bot_moveskill, 2, 0); // move skill
257 READSKILL(bot_dodgeskill, 2, 0); // dodge skill
259 READSKILL(bot_pingskill, 0.5, 0); // ping skill
261 READSKILL(bot_weaponskill, 2, 0); // weapon skill
262 READSKILL(bot_aggresskill, 1, 0); // aggre skill
263 READSKILL(bot_rangepreference, 1, 0); // read skill
265 READSKILL(bot_aimskill, 2, 0); // aim skill
266 READSKILL(bot_offsetskill, 2, 0.5); // offset skill
267 READSKILL(bot_mouseskill, 1, 0.5); // mouse skill
269 READSKILL(bot_thinkskill, 1, 0.5); // think skill
270 READSKILL(bot_aiskill, 2, 0); // "ai" skill
272 if (file >= 0 && argv(prio) != "")
273 LOG_INFOF("^1Warning^7: too many parameters for bot %s, please check format of %s", bot_name, autocvar_bot_config_file);
275 this.bot_config_loaded = true;
277 // this is really only a default, TeamBalance_JoinBestTeam is called later
278 setcolor(this, stof(bot_shirt) * 16 + stof(bot_pants));
279 this.bot_preferredcolors = this.clientcolors;
281 string prefix = (autocvar_g_campaign ? "" : autocvar_bot_prefix);
282 string suffix = (autocvar_g_campaign ? "" : autocvar_bot_suffix);
283 string name = (autocvar_bot_usemodelnames ? bot_model : bot_name);
287 name = ftos(etof(this));
288 this.netname = this.netname_freeme = strzone(strcat(prefix, name, suffix));
292 // number bots with identical names
294 FOREACH_CLIENT(IS_BOT_CLIENT(it), {
295 if(it.cleanname == name)
299 this.netname = this.netname_freeme = strzone(strcat(prefix, name, "(", ftos(j), ")", suffix));
301 this.netname = this.netname_freeme = strzone(strcat(prefix, name, suffix));
303 this.cleanname = strzone(name);
305 // pick the model and skin
306 if(substring(bot_model, -4, 1) != ".")
307 bot_model = strcat(bot_model, ".iqm");
308 this.playermodel = this.playermodel_freeme = strzone(strcat("models/player/", bot_model));
309 this.playerskin = this.playerskin_freeme = strzone(bot_skin);
312 void bot_custom_weapon_priority_setup()
314 static string bot_priority_far_prev;
315 static string bot_priority_mid_prev;
316 static string bot_priority_close_prev;
317 static string bot_priority_distances_prev;
320 bot_custom_weapon = false;
322 if( autocvar_bot_ai_custom_weapon_priority_far == "" ||
323 autocvar_bot_ai_custom_weapon_priority_mid == "" ||
324 autocvar_bot_ai_custom_weapon_priority_close == "" ||
325 autocvar_bot_ai_custom_weapon_priority_distances == ""
329 if (bot_priority_distances_prev != autocvar_bot_ai_custom_weapon_priority_distances)
331 strcpy(bot_priority_distances_prev, autocvar_bot_ai_custom_weapon_priority_distances);
332 tokens = tokenizebyseparator(autocvar_bot_ai_custom_weapon_priority_distances," ");
337 bot_distance_far = stof(argv(0));
338 bot_distance_close = stof(argv(1));
340 if(bot_distance_far < bot_distance_close){
341 bot_distance_far = stof(argv(1));
342 bot_distance_close = stof(argv(0));
348 #define PARSE_WEAPON_PRIORITIES(dist) MACRO_BEGIN \
349 if (bot_priority_##dist##_prev != autocvar_bot_ai_custom_weapon_priority_##dist) { \
350 strcpy(bot_priority_##dist##_prev, autocvar_bot_ai_custom_weapon_priority_##dist); \
351 tokens = tokenizebyseparator(W_NumberWeaponOrder(autocvar_bot_ai_custom_weapon_priority_##dist)," "); \
352 bot_weapons_##dist[0] = -1; \
354 for(i = 0; i < tokens && c < REGISTRY_COUNT(Weapons); ++i) { \
356 if (w >= WEP_FIRST && w <= WEP_LAST) { \
357 bot_weapons_##dist[c] = w; \
361 if (c < REGISTRY_COUNT(Weapons)) \
362 bot_weapons_##dist[c] = -1; \
366 PARSE_WEAPON_PRIORITIES(far);
367 PARSE_WEAPON_PRIORITIES(mid);
368 PARSE_WEAPON_PRIORITIES(close);
370 bot_custom_weapon = true;
375 bot_relinkplayerlist();
379 setcolor(e, e.bot_preferredcolors);
382 // if dynamic waypoints are ever implemented, save them here
385 void bot_relinkplayerlist()
391 entity prevbot = NULL;
396 if(IS_BOT_CLIENT(it))
399 prevbot.nextbot = it;
407 prevbot.nextbot = NULL;
408 LOG_TRACE("relink: ", ftos(currentbots), " bots seen.");
409 bot_strategytoken = bot_list;
410 bot_strategytoken_taken = true;
413 void bot_clientdisconnect(entity this)
415 if (!IS_BOT_CLIENT(this))
417 bot_clearqueue(this);
418 strfree(this.cleanname);
419 strfree(this.netname_freeme);
420 strfree(this.playermodel_freeme);
421 strfree(this.playerskin_freeme);
422 if(this.bot_cmd_current)
423 delete(this.bot_cmd_current);
424 if(bot_waypoint_queue_owner == this)
425 bot_waypoint_queue_owner = NULL;
428 void bot_clientconnect(entity this)
430 if (!IS_BOT_CLIENT(this)) return;
431 this.bot_preferredcolors = this.clientcolors;
432 this.bot_nextthink = time - random();
433 this.lag_func = bot_lagfunc;
435 this.createdtime = this.bot_nextthink;
437 if(!this.bot_config_loaded) // This is needed so team overrider doesn't break between matches
439 bot_setnameandstuff(this);
440 bot_setclientfields(this);
443 if (teamplay && Team_IsValidIndex(this.bot_forced_team))
445 SetPlayerTeam(this, this.bot_forced_team, TEAM_CHANGE_MANUAL);
449 this.bot_forced_team = 0;
450 TeamBalance_JoinBestTeam(this);
453 havocbot_setupbot(this);
456 void bot_removefromlargestteam()
458 entity balance = TeamBalance_CheckAllowedTeams(NULL);
459 TeamBalance_GetTeamCounts(balance, NULL);
466 FOREACH_CLIENT(it.isbot,
473 besttime = it.createdtime;
478 if (Team_IsValidTeam(it.team))
480 thiscount = TeamBalance_GetNumberOfPlayers(balance,
481 Team_TeamToIndex(it.team));
484 if(thiscount > bestcount)
486 bestcount = thiscount;
487 besttime = it.createdtime;
490 else if(thiscount == bestcount && besttime < it.createdtime)
492 besttime = it.createdtime;
496 TeamBalance_Destroy(balance);
498 return; // no bots to remove
499 currentbots = currentbots - 1;
503 void bot_removenewest()
507 bot_removefromlargestteam();
515 FOREACH_CLIENT(it.isbot,
522 besttime = it.createdtime;
525 if(besttime < it.createdtime)
527 besttime = it.createdtime;
533 return; // no bots to remove
535 currentbots = currentbots - 1;
539 void autoskill(float factor)
546 FOREACH_CLIENT(IS_PLAYER(it), {
547 if(IS_REAL_CLIENT(it))
548 bestplayer = max(bestplayer, it.totalfrags - it.totalfrags_lastcheck);
550 bestbot = max(bestbot, it.totalfrags - it.totalfrags_lastcheck);
553 LOG_DEBUG("autoskill: best player got ", ftos(bestplayer), ", ");
554 LOG_DEBUG("best bot got ", ftos(bestbot), "; ");
555 if(bestbot < 0 || bestplayer < 0)
557 LOG_DEBUG("not doing anything");
558 // don't return, let it reset all counters below
560 else if(bestbot <= bestplayer * factor - 2)
562 if(autocvar_skill < 17)
564 LOG_DEBUG("2 frags difference, increasing skill");
565 cvar_set("skill", ftos(autocvar_skill + 1));
566 bprint("^2SKILL UP!^7 Now at level ", ftos(autocvar_skill), "\n");
569 else if(bestbot >= bestplayer * factor + 2)
571 if(autocvar_skill > 0)
573 LOG_DEBUG("2 frags difference, decreasing skill");
574 cvar_set("skill", ftos(autocvar_skill - 1));
575 bprint("^1SKILL DOWN!^7 Now at level ", ftos(autocvar_skill), "\n");
580 LOG_DEBUG("not doing anything");
582 // don't reset counters, wait for them to accumulate
585 FOREACH_CLIENT(IS_PLAYER(it), { it.totalfrags_lastcheck = it.totalfrags; });
588 void bot_calculate_stepheightvec()
590 stepheightvec = autocvar_sv_stepheight * '0 0 1';
591 jumpheight_vec = (autocvar_sv_jumpvelocity ** 2) / (2 * autocvar_sv_gravity) * '0 0 1';
592 jumpstepheightvec = stepheightvec + jumpheight_vec * 0.85; // reduce it a bit to make the jumps easy
593 jumpheight_time = autocvar_sv_jumpvelocity / autocvar_sv_gravity;
598 int activerealplayers = 0;
600 if (MUTATOR_CALLHOOK(Bot_FixCount, activerealplayers, realplayers)) {
601 activerealplayers = M_ARGV(0, int);
602 realplayers = M_ARGV(1, int);
604 FOREACH_CLIENT(IS_REAL_CLIENT(it), {
612 // But don't remove bots immediately on level change, as the real players
613 // usually haven't rejoined yet
614 bots_would_leave = false;
615 if (teamplay && autocvar_bot_vs_human && AvailableTeams() == 2)
616 bots = min(ceil(fabs(autocvar_bot_vs_human) * activerealplayers), maxclients - realplayers);
617 else if ((realplayers || autocvar_bot_join_empty || (currentbots > 0 && time < 5)))
619 int minplayers = max(0, floor(autocvar_minplayers));
621 minplayers = max(0, floor(autocvar_minplayers_per_team) * AvailableTeams());
622 int minbots = max(0, floor(autocvar_bot_number));
624 // add bots to reach minplayers if needed
625 bots = max(minbots, minplayers - activerealplayers);
626 // cap bots to the max players allowed by the server
627 int player_limit = GetPlayerLimit();
629 bots = min(bots, max(player_limit - activerealplayers, 0));
630 bots = min(bots, maxclients - realplayers);
633 bots_would_leave = true;
637 // if there are no players, remove bots
641 // only add one bot per frame to avoid utter chaos
642 if(time > botframe_nextthink)
644 if (currentbots < bots)
646 if (bot_spawn() == NULL)
648 bprint("Can not add bot, server full.\n");
652 while (currentbots > bots && bots >= 0)
659 void bot_remove_from_bot_list(entity this)
662 entity prev_bot = NULL;
668 bot_list = this.nextbot;
670 prev_bot.nextbot = this.nextbot;
671 if(bot_strategytoken == this)
673 bot_strategytoken = this.nextbot;
674 bot_strategytoken_taken = true;
684 void bot_clear(entity this)
686 bot_remove_from_bot_list(this);
687 if(bot_waypoint_queue_owner == this)
688 bot_waypoint_queue_owner = NULL;
689 this.aistatus &= ~AI_STATUS_STUCK; // otherwise bot_waypoint_queue_owner will be set again to this by navigation_unstuck
692 void bot_serverframe()
694 if (intermission_running && currentbots > 0)
696 // after the end of the match all bots stay unless all human players disconnect
698 FOREACH_CLIENT(IS_REAL_CLIENT(it), { ++realplayers; });
701 FOREACH_CLIENT(IS_BOT_CLIENT(it), { dropclient(it); });
710 // Added 0.5 to avoid possible addition + immediate removal of bots that would make them appear as
711 // spectators in the scoreboard and never go away. This issue happens at time 2 if map is changed
712 // with the gotomap command, minplayers is > 1 and human clients join as players very soon
713 // either intentionally or automatically (sv_spectate 0)
720 if (currentbots == -1)
722 // count bots already in the server from the previous match
724 FOREACH_CLIENT(IS_BOT_CLIENT(it), { ++currentbots; });
727 if(autocvar_skill != skill)
729 float wpcost_update = false;
730 if(skill >= autocvar_bot_ai_bunnyhop_skilloffset && autocvar_skill < autocvar_bot_ai_bunnyhop_skilloffset)
731 wpcost_update = true;
732 if(skill < autocvar_bot_ai_bunnyhop_skilloffset && autocvar_skill >= autocvar_bot_ai_bunnyhop_skilloffset)
733 wpcost_update = true;
735 skill = autocvar_skill;
737 waypoint_updatecost_foralllinks();
740 bot_calculate_stepheightvec();
741 bot_navigation_movemode = ((autocvar_bot_navigation_ignoreplayers) ? MOVE_NOMONSTERS : MOVE_NORMAL);
743 if(time > autoskill_nextthink)
746 a = autocvar_skill_auto;
749 autoskill_nextthink = time + 5;
752 if(time > botframe_nextthink)
755 botframe_nextthink = time + 10;
758 if(botframe_spawnedwaypoints)
760 if(autocvar_waypoint_benchmark)
764 if (currentbots > 0 || autocvar_g_waypointeditor || autocvar_g_waypointeditor_auto)
765 if (botframe_spawnedwaypoints)
767 if(botframe_cachedwaypointlinks)
769 if(!botframe_loadedforcedlinks)
770 waypoint_load_hardwiredlinks();
774 // TODO: Make this check cleaner
775 IL_EACH(g_waypoints, time - it.nextthink > 10,
777 waypoint_save_links();
784 botframe_spawnedwaypoints = true;
786 waypoint_load_links();
791 // cycle the goal token from one bot to the next each frame
792 // (this prevents them from all doing spawnfunc_waypoint searches on the same
793 // frame, which causes choppy framerates)
794 if (bot_strategytoken_taken)
796 // give goal token to the first bot without goals; if all bots don't have
797 // any goal (or are dead/frozen) simply give it to the next one
798 bot_strategytoken_taken = false;
799 entity bot_strategytoken_save = bot_strategytoken;
802 if (bot_strategytoken)
803 bot_strategytoken = bot_strategytoken.nextbot;
804 if (!bot_strategytoken)
805 bot_strategytoken = bot_list;
807 if (!(IS_DEAD(bot_strategytoken) || STAT(FROZEN, bot_strategytoken))
808 && !bot_strategytoken.goalcurrent)
811 if (!bot_strategytoken_save) // break loop if all the bots are dead or frozen
813 if (bot_strategytoken == bot_strategytoken_save)
814 bot_strategytoken_save = NULL; // looped through all the bots
818 if (botframe_nextdangertime < time)
821 interval = autocvar_bot_ai_dangerdetectioninterval;
822 if (botframe_nextdangertime < time - interval * 1.5)
823 botframe_nextdangertime = time;
824 botframe_nextdangertime = botframe_nextdangertime + interval;
825 botframe_updatedangerousobjects(autocvar_bot_ai_dangerdetectionupdates);
829 if (autocvar_g_waypointeditor)
830 botframe_showwaypointlinks();
832 if (autocvar_g_waypointeditor_auto)
833 botframe_autowaypoints();
836 bot_custom_weapon_priority_setup();