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Bot AI: fix bots turning aim too much when current goal and next goal are close to...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / bot / default / havocbot / havocbot.qc
1 #include "havocbot.qh"
2
3 #include <server/defs.qh>
4 #include <server/miscfunctions.qh>
5 #include "../cvars.qh"
6
7 #include "../aim.qh"
8 #include "../bot.qh"
9 #include "../navigation.qh"
10 #include "../scripting.qh"
11 #include "../waypoints.qh"
12
13 #include <common/constants.qh>
14 #include <common/impulses/all.qh>
15 #include <common/net_linked.qh>
16 #include <common/physics/player.qh>
17 #include <common/state.qh>
18 #include <common/items/_mod.qh>
19 #include <common/wepent.qh>
20
21 #include <common/triggers/teleporters.qh>
22 #include <common/triggers/trigger/jumppads.qh>
23
24 #include <lib/warpzone/common.qh>
25
26 .float speed;
27
28 void havocbot_ai(entity this)
29 {
30         if(this.draggedby)
31                 return;
32
33         if(bot_execute_commands(this))
34                 return;
35
36         if (bot_strategytoken == this && !bot_strategytoken_taken)
37         {
38                 if(this.havocbot_blockhead)
39                 {
40                         this.havocbot_blockhead = false;
41                 }
42                 else
43                 {
44                         if (!this.jumppadcount && !STAT(FROZEN, this))
45                                 this.havocbot_role(this); // little too far down the rabbit hole
46                 }
47
48                 // if we don't have a goal and we're under water look for a waypoint near the "shore" and push it
49                 if(!(IS_DEAD(this) || STAT(FROZEN, this)))
50                 if(!this.goalcurrent)
51                 if(this.waterlevel == WATERLEVEL_SWIMMING || (this.aistatus & AI_STATUS_OUT_WATER))
52                 {
53                         // Look for the closest waypoint out of water
54                         entity newgoal = NULL;
55                         IL_EACH(g_waypoints, vdist(it.origin - this.origin, <=, 10000),
56                         {
57                                 if(it.origin.z < this.origin.z)
58                                         continue;
59
60                                 if(it.origin.z - this.origin.z - this.view_ofs.z > 100)
61                                         continue;
62
63                                 if (pointcontents(it.origin + it.maxs + '0 0 1') != CONTENT_EMPTY)
64                                         continue;
65
66                                 traceline(this.origin + this.view_ofs, ((it.absmin + it.absmax) * 0.5), true, this);
67
68                                 if(trace_fraction < 1)
69                                         continue;
70
71                                 if(!newgoal || vlen2(it.origin - this.origin) < vlen2(newgoal.origin - this.origin))
72                                         newgoal = it;
73                         });
74
75                         if(newgoal)
76                         {
77                         //      te_wizspike(newgoal.origin);
78                                 navigation_pushroute(this, newgoal);
79                         }
80                 }
81
82                 // token has been used this frame
83                 bot_strategytoken_taken = true;
84         }
85
86         if(IS_DEAD(this) || STAT(FROZEN, this))
87         {
88                 if (this.goalcurrent)
89                         navigation_clearroute(this);
90                 return;
91         }
92
93         havocbot_chooseenemy(this);
94
95         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
96         {
97                 .entity weaponentity = weaponentities[slot];
98                 if(this.(weaponentity).m_weapon != WEP_Null || slot == 0)
99                 if(this.(weaponentity).bot_chooseweapontime < time)
100                 {
101                         this.(weaponentity).bot_chooseweapontime = time + autocvar_bot_ai_chooseweaponinterval;
102                         havocbot_chooseweapon(this, weaponentity);
103                 }
104         }
105         havocbot_aim(this);
106         lag_update(this);
107         if (this.bot_aimtarg)
108         {
109                 this.aistatus |= AI_STATUS_ATTACKING;
110                 this.aistatus &= ~AI_STATUS_ROAMING;
111
112                 if(this.weapons)
113                 {
114                         if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(this))
115                         {
116                                 PHYS_INPUT_BUTTON_ATCK(this) = false;
117                                 PHYS_INPUT_BUTTON_ATCK2(this) = false;
118                         }
119                         else
120                         {
121                                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
122                                 {
123                                         .entity weaponentity = weaponentities[slot];
124                                         Weapon w = this.(weaponentity).m_weapon;
125                                         if(w == WEP_Null && slot != 0)
126                                                 continue;
127                                         w.wr_aim(w, this, weaponentity);
128                                         if(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this)) // TODO: what if we didn't fire this weapon, but the previous?
129                                                 this.(weaponentity).lastfiredweapon = this.(weaponentity).m_weapon.m_id;
130                                 }
131                         }
132                 }
133                 else
134                 {
135                         if(IS_PLAYER(this.bot_aimtarg))
136                                 bot_aimdir(this, this.bot_aimtarg.origin + this.bot_aimtarg.view_ofs - this.origin - this.view_ofs , -1);
137                 }
138         }
139         else if (this.goalcurrent)
140         {
141                 this.aistatus |= AI_STATUS_ROAMING;
142                 this.aistatus &= ~AI_STATUS_ATTACKING;
143
144                 vector now, next;
145                 float aimdistance,skillblend,distanceblend,blend;
146
147                 vector v = get_closer_dest(this.goalcurrent, this.origin);
148                 if(this.goalcurrent.wpisbox)
149                 {
150                         // avoid a glitch when bot is teleported but teleport waypoint isn't removed yet
151                         if(this.goalstack02 && this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT
152                         && this.lastteleporttime > 0 && time - this.lastteleporttime < 0.15)
153                                 v = (this.goalstack02.absmin + this.goalstack02.absmax) * 0.5;
154                         // aim to teleport origin if bot is inside teleport waypoint but hasn't touched the real teleport yet
155                         else if(boxesoverlap(this.goalcurrent.absmin, this.goalcurrent.absmax, this.origin, this.origin))
156                                 v = this.goalcurrent.origin;
157                 }
158                 next = now = v - (this.origin + this.view_ofs);
159                 aimdistance = vlen(now);
160
161                 //dprint(this.goalstack01.classname,etos(this.goalstack01),"\n");
162                 if(
163                         this.goalstack01 != this && this.goalstack01 && !wasfreed(this.goalstack01) && ((this.aistatus & AI_STATUS_RUNNING) == 0) &&
164                         !(this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
165                 )
166                         next = ((this.goalstack01.absmin + this.goalstack01.absmax) * 0.5) - (this.origin + this.view_ofs);
167
168                 skillblend=bound(0,(skill+this.bot_moveskill-2.5)*0.5,1); //lower skill player can't preturn
169                 distanceblend=bound(0,aimdistance/autocvar_bot_ai_keyboard_distance,1);
170                 blend = skillblend * (1-distanceblend);
171                 //v = (now * (distanceblend) + next * (1-distanceblend)) * (skillblend) + now * (1-skillblend);
172                 //v = now * (distanceblend) * (skillblend) + next * (1-distanceblend) * (skillblend) + now * (1-skillblend);
173                 //v = now * ((1-skillblend) + (distanceblend) * (skillblend)) + next * (1-distanceblend) * (skillblend);
174                 v = now + blend * (next - now);
175                 //dprint(etos(this), " ");
176                 //dprint(vtos(now), ":", vtos(next), "=", vtos(v), " (blend ", ftos(blend), ")\n");
177                 //v = now * (distanceblend) + next * (1-distanceblend);
178                 if (this.waterlevel < WATERLEVEL_SWIMMING)
179                         v.z = 0;
180                 //dprint("walk at:", vtos(v), "\n");
181                 //te_lightning2(NULL, this.origin, this.goalcurrent.origin);
182                 bot_aimdir(this, v, -1);
183         }
184         havocbot_movetogoal(this);
185
186         // if the bot is not attacking, consider reloading weapons
187         if (!(this.aistatus & AI_STATUS_ATTACKING))
188         {
189                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
190                 {
191                         .entity weaponentity = weaponentities[slot];
192
193                         if(this.(weaponentity).m_weapon == WEP_Null && slot != 0)
194                                 continue;
195
196                         // we are currently holding a weapon that's not fully loaded, reload it
197                         if(skill >= 2) // bots can only reload the held weapon on purpose past this skill
198                         if(this.(weaponentity).clip_load < this.(weaponentity).clip_size)
199                                 CS(this).impulse = IMP_weapon_reload.impulse; // not sure if this is done right
200
201                         // if we're not reloading a weapon, switch to any weapon in our invnetory that's not fully loaded to reload it next
202                         // the code above executes next frame, starting the reloading then
203                         if(skill >= 5) // bots can only look for unloaded weapons past this skill
204                         if(this.(weaponentity).clip_load >= 0) // only if we're not reloading a weapon already
205                         {
206                                 FOREACH(Weapons, it != WEP_Null, {
207                                         if((this.weapons & (it.m_wepset)) && (it.spawnflags & WEP_FLAG_RELOADABLE) && (this.(weaponentity).weapon_load[it.m_id] < it.reloading_ammo))
208                                         {
209                                                 this.(weaponentity).m_switchweapon = it;
210                                                 break;
211                                         }
212                                 });
213                         }
214                 }
215         }
216 }
217
218 void havocbot_keyboard_movement(entity this, vector destorg)
219 {
220         vector keyboard;
221
222         if (time > this.havocbot_keyboardtime)
223         {
224                 float sk = skill + this.bot_moveskill;
225                 this.havocbot_keyboardtime =
226                         max(
227                                 this.havocbot_keyboardtime
228                                         + 0.05 / max(1, sk + this.havocbot_keyboardskill)
229                                         + random() * 0.025 / max(0.00025, skill + this.havocbot_keyboardskill)
230                         , time);
231                 keyboard = CS(this).movement / autocvar_sv_maxspeed;
232
233                 float trigger = autocvar_bot_ai_keyboard_threshold;
234                 float trigger1 = -trigger;
235
236                 // categorize forward movement
237                 // at skill < 1.5 only forward
238                 // at skill < 2.5 only individual directions
239                 // at skill < 4.5 only individual directions, and forward diagonals
240                 // at skill >= 4.5, all cases allowed
241                 if (keyboard.x > trigger)
242                 {
243                         keyboard.x = 1;
244                         if (sk < 2.5)
245                                 keyboard.y = 0;
246                 }
247                 else if (keyboard.x < trigger1 && sk > 1.5)
248                 {
249                         keyboard.x = -1;
250                         if (sk < 4.5)
251                                 keyboard.y = 0;
252                 }
253                 else
254                 {
255                         keyboard.x = 0;
256                         if (sk < 1.5)
257                                 keyboard.y = 0;
258                 }
259                 if (sk < 4.5)
260                         keyboard.z = 0;
261
262                 if (keyboard.y > trigger)
263                         keyboard.y = 1;
264                 else if (keyboard.y < trigger1)
265                         keyboard.y = -1;
266                 else
267                         keyboard.y = 0;
268
269                 if (keyboard.z > trigger)
270                         keyboard.z = 1;
271                 else if (keyboard.z < trigger1)
272                         keyboard.z = -1;
273                 else
274                         keyboard.z = 0;
275
276                 this.havocbot_keyboard = keyboard * autocvar_sv_maxspeed;
277                 if (this.havocbot_ducktime > time)
278                         PHYS_INPUT_BUTTON_CROUCH(this) = true;
279         }
280
281         keyboard = this.havocbot_keyboard;
282         float blend = bound(0, vlen(destorg - this.origin) / autocvar_bot_ai_keyboard_distance, 1); // When getting close move with 360 degree
283         //dprint("movement ", vtos(CS(this).movement), " keyboard ", vtos(keyboard), " blend ", ftos(blend), "\n");
284         CS(this).movement = CS(this).movement + (keyboard - CS(this).movement) * blend;
285 }
286
287 void havocbot_bunnyhop(entity this, vector dir)
288 {
289         float bunnyhopdistance;
290         vector deviation;
291         float maxspeed;
292
293         // Don't jump when attacking
294         if(this.aistatus & AI_STATUS_ATTACKING)
295                 return;
296
297         if(IS_PLAYER(this.goalcurrent))
298                 return;
299
300         maxspeed = autocvar_sv_maxspeed;
301
302         if(this.aistatus & AI_STATUS_RUNNING && vdist(this.velocity, <, autocvar_sv_maxspeed * 0.75)
303                 || this.aistatus & AI_STATUS_DANGER_AHEAD)
304         {
305                 this.aistatus &= ~AI_STATUS_RUNNING;
306                 PHYS_INPUT_BUTTON_JUMP(this) = false;
307                 this.bot_canruntogoal = 0;
308                 this.bot_timelastseengoal = 0;
309                 return;
310         }
311
312         if(this.waterlevel > WATERLEVEL_WETFEET)
313         {
314                 this.aistatus &= ~AI_STATUS_RUNNING;
315                 return;
316         }
317
318         if(this.bot_lastseengoal != this.goalcurrent && !(this.aistatus & AI_STATUS_RUNNING))
319         {
320                 this.bot_canruntogoal = 0;
321                 this.bot_timelastseengoal = 0;
322         }
323
324         vector gco = get_closer_dest(this.goalcurrent, this.origin);
325         bunnyhopdistance = vlen(this.origin - gco);
326
327         // Run only to visible goals
328         if(IS_ONGROUND(this))
329         if(vdist(vec2(this.velocity), >=, autocvar_sv_maxspeed)) // if -really- running
330         if(checkpvs(this.origin + this.view_ofs, this.goalcurrent))
331         {
332                         this.bot_lastseengoal = this.goalcurrent;
333
334                         // seen it before
335                         if(this.bot_timelastseengoal)
336                         {
337                                 // for a period of time
338                                 if(time - this.bot_timelastseengoal > autocvar_bot_ai_bunnyhop_firstjumpdelay)
339                                 {
340                                         float checkdistance;
341                                         checkdistance = true;
342
343                                         // don't run if it is too close
344                                         if(this.bot_canruntogoal==0)
345                                         {
346                                                 if(bunnyhopdistance > autocvar_bot_ai_bunnyhop_startdistance)
347                                                         this.bot_canruntogoal = 1;
348                                                 else
349                                                         this.bot_canruntogoal = -1;
350                                         }
351
352                                         if(this.bot_canruntogoal != 1)
353                                                 return;
354
355                                         if(this.aistatus & AI_STATUS_ROAMING)
356                                         if(this.goalcurrent.classname=="waypoint")
357                                         if (!(this.goalcurrent.wpflags & WAYPOINTFLAG_PERSONAL))
358                                         if(fabs(gco.z - this.origin.z) < this.maxs.z - this.mins.z)
359                                         if(this.goalstack01 && !wasfreed(this.goalstack01))
360                                         {
361                                                 vector gno = (this.goalstack01.absmin + this.goalstack01.absmax) * 0.5;
362                                                 deviation = vectoangles(gno - this.origin) - vectoangles(gco - this.origin);
363                                                 while (deviation.y < -180) deviation.y = deviation.y + 360;
364                                                 while (deviation.y > 180) deviation.y = deviation.y - 360;
365
366                                                 if(fabs(deviation.y) < 20)
367                                                 if(bunnyhopdistance < vlen(this.origin - gno))
368                                                 if(fabs(gno.z - gco.z) < this.maxs.z - this.mins.z)
369                                                 {
370                                                         if(vdist(gco - gno, >, autocvar_bot_ai_bunnyhop_startdistance))
371                                                         if(checkpvs(this.origin + this.view_ofs, this.goalstack01))
372                                                         {
373                                                                 checkdistance = false;
374                                                         }
375                                                 }
376                                         }
377
378                                         if(checkdistance)
379                                         {
380                                                 this.aistatus &= ~AI_STATUS_RUNNING;
381                                                 // increase stop distance in case the goal is on a slope or a lower platform
382                                                 if(bunnyhopdistance > autocvar_bot_ai_bunnyhop_stopdistance + (this.origin.z - gco.z))
383                                                         PHYS_INPUT_BUTTON_JUMP(this) = true;
384                                         }
385                                         else
386                                         {
387                                                 this.aistatus |= AI_STATUS_RUNNING;
388                                                 PHYS_INPUT_BUTTON_JUMP(this) = true;
389                                         }
390                                 }
391                         }
392                         else
393                         {
394                                 this.bot_timelastseengoal = time;
395                         }
396         }
397         else
398         {
399                 this.bot_timelastseengoal = 0;
400         }
401
402 #if 0
403         // Release jump button
404         if(!cvar("sv_pogostick"))
405         if((IS_ONGROUND(this)) == 0)
406         {
407                 if(this.velocity.z < 0 || vlen(this.velocity)<maxspeed)
408                         PHYS_INPUT_BUTTON_JUMP(this) = false;
409
410                 // Strafe
411                 if(this.aistatus & AI_STATUS_RUNNING)
412                 if(vlen(this.velocity)>maxspeed)
413                 {
414                         deviation = vectoangles(dir) - vectoangles(this.velocity);
415                         while (deviation.y < -180) deviation.y = deviation.y + 360;
416                         while (deviation.y > 180) deviation.y = deviation.y - 360;
417
418                         if(fabs(deviation.y)>10)
419                                 CS(this).movement_x = 0;
420
421                         if(deviation.y>10)
422                                 CS(this).movement_y = maxspeed * -1;
423                         else if(deviation.y<10)
424                                 CS(this).movement_y = maxspeed;
425
426                 }
427         }
428 #endif
429 }
430
431 // return true when bot isn't getting closer to the current goal
432 bool havocbot_checkgoaldistance(entity this, vector gco)
433 {
434         float curr_dist_z = max(20, fabs(this.origin.z - gco.z));
435         float curr_dist_2d = max(20, vlen(vec2(this.origin - gco)));
436         float distance_time = this.goalcurrent_distance_time;
437         if(distance_time < 0)
438                 distance_time = -distance_time;
439         if(curr_dist_z >= this.goalcurrent_distance_z && curr_dist_2d >= this.goalcurrent_distance_2d)
440         {
441                 if(!distance_time)
442                         this.goalcurrent_distance_time = time;
443                 else if (time - distance_time > 0.5)
444                         return true;
445         }
446         else
447         {
448                 // reduce it a little bit so it works even with very small approaches to the goal
449                 this.goalcurrent_distance_z = max(20, curr_dist_z - 10);
450                 this.goalcurrent_distance_2d = max(20, curr_dist_2d - 10);
451                 this.goalcurrent_distance_time = 0;
452         }
453         return false;
454 }
455
456 entity havocbot_select_an_item_of_group(entity this, int gr)
457 {
458         entity selected = NULL;
459         float selected_dist2 = 0;
460         // select farthest item of this group from bot's position
461         IL_EACH(g_items, it.item_group == gr && it.solid,
462         {
463                 float dist2 = vlen2(this.origin - it.origin);
464                 if (dist2 < 600 ** 2 && dist2 > selected_dist2)
465                 {
466                         selected = it;
467                         selected_dist2 = vlen2(this.origin - selected.origin);
468                 }
469         });
470
471         if (!selected)
472                 return NULL;
473
474         set_tracewalk_dest(selected, this.origin, false);
475         if (!tracewalk(this, this.origin, STAT(PL_MIN, this), STAT(PL_MAX, this),
476                 tracewalk_dest, tracewalk_dest_height, bot_navigation_movemode))
477         {
478                 return NULL;
479         }
480
481         return selected;
482 }
483
484 void havocbot_movetogoal(entity this)
485 {
486         vector diff;
487         vector dir;
488         vector flatdir;
489         vector evadeobstacle;
490         vector evadelava;
491         float maxspeed;
492         //float dist;
493         vector dodge;
494         //if (this.goalentity)
495         //      te_lightning2(this, this.origin, (this.goalentity.absmin + this.goalentity.absmax) * 0.5);
496         CS(this).movement = '0 0 0';
497         maxspeed = autocvar_sv_maxspeed;
498
499         PHYS_INPUT_BUTTON_JETPACK(this) = false;
500         // Jetpack navigation
501         if(this.navigation_jetpack_goal)
502         if(this.goalcurrent==this.navigation_jetpack_goal)
503         if(this.ammo_fuel)
504         {
505                 if(autocvar_bot_debug_goalstack)
506                 {
507                         debuggoalstack(this);
508                         te_wizspike(this.navigation_jetpack_point);
509                 }
510
511                 // Take off
512                 if (!(this.aistatus & AI_STATUS_JETPACK_FLYING))
513                 {
514                         // Brake almost completely so it can get a good direction
515                         if(vdist(this.velocity, >, 10))
516                                 return;
517                         this.aistatus |= AI_STATUS_JETPACK_FLYING;
518                 }
519
520                 makevectors(this.v_angle.y * '0 1 0');
521                 dir = normalize(this.navigation_jetpack_point - this.origin);
522
523                 // Landing
524                 if(this.aistatus & AI_STATUS_JETPACK_LANDING)
525                 {
526                         // Calculate brake distance in xy
527                         float d = vlen(vec2(this.origin - (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5));
528                         float v = vlen(vec2(this.velocity));
529                         float db = ((v ** 2) / (autocvar_g_jetpack_acceleration_side * 2)) + 100;
530                         //LOG_INFOF("distance %d, velocity %d, brake at %d ", ceil(d), ceil(v), ceil(db));
531                         if(d < db || d < 500)
532                         {
533                                 // Brake
534                                 if(v > maxspeed * 0.3)
535                                 {
536                                         CS(this).movement_x = dir * v_forward * -maxspeed;
537                                         return;
538                                 }
539                                 // Switch to normal mode
540                                 this.navigation_jetpack_goal = NULL;
541                                 this.aistatus &= ~AI_STATUS_JETPACK_LANDING;
542                                 this.aistatus &= ~AI_STATUS_JETPACK_FLYING;
543                                 return;
544                         }
545                 }
546                 else if(checkpvs(this.origin,this.goalcurrent))
547                 {
548                         // If I can see the goal switch to landing code
549                         this.aistatus &= ~AI_STATUS_JETPACK_FLYING;
550                         this.aistatus |= AI_STATUS_JETPACK_LANDING;
551                         return;
552                 }
553
554                 // Flying
555                 PHYS_INPUT_BUTTON_JETPACK(this) = true;
556                 if(this.navigation_jetpack_point.z - STAT(PL_MAX, this).z + STAT(PL_MIN, this).z < this.origin.z)
557                 {
558                         CS(this).movement_x = dir * v_forward * maxspeed;
559                         CS(this).movement_y = dir * v_right * maxspeed;
560                 }
561                 return;
562         }
563
564         // Handling of jump pads
565         if(this.jumppadcount)
566         {
567                 if(this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
568                 {
569                         this.aistatus |= AI_STATUS_OUT_JUMPPAD;
570                         navigation_poptouchedgoals(this);
571                         return;
572                 }
573                 else if(this.aistatus & AI_STATUS_OUT_JUMPPAD)
574                 {
575                         // If got stuck on the jump pad try to reach the farthest visible waypoint
576                         // but with some randomness so it can try out different paths
577                         if(!this.goalcurrent)
578                         {
579                                 entity newgoal = NULL;
580                                 IL_EACH(g_waypoints, vdist(it.origin - this.origin, <=, 1000),
581                                 {
582                                         if(it.wpflags & WAYPOINTFLAG_TELEPORT)
583                                         if(it.origin.z < this.origin.z - 100 && vdist(vec2(it.origin - this.origin), <, 100))
584                                                 continue;
585
586                                         traceline(this.origin + this.view_ofs, ((it.absmin + it.absmax) * 0.5), true, this);
587
588                                         if(trace_fraction < 1)
589                                                 continue;
590
591                                         if(!newgoal || ((random() < 0.8) && vlen2(it.origin - this.origin) > vlen2(newgoal.origin - this.origin)))
592                                                 newgoal = it;
593                                 });
594
595                                 if(newgoal)
596                                 {
597                                         this.ignoregoal = this.goalcurrent;
598                                         this.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
599                                         navigation_clearroute(this);
600                                         navigation_routetogoal(this, newgoal, this.origin);
601                                         if(autocvar_bot_debug_goalstack)
602                                                 debuggoalstack(this);
603                                         this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
604                                 }
605                         }
606                         else
607                         {
608                                 if (this.goalcurrent.bot_pickup)
609                                 {
610                                         entity jumppad_wp = this.goalcurrent_prev;
611                                         navigation_poptouchedgoals(this);
612                                         if(!this.goalcurrent && jumppad_wp.wp00)
613                                         {
614                                                 // head to the jumppad destination once bot reaches the goal item
615                                                 navigation_pushroute(this, jumppad_wp.wp00);
616                                         }
617                                 }
618                                 vector gco = (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5;
619                                 if (this.origin.z > gco.z && vdist(vec2(this.velocity), <, autocvar_sv_maxspeed))
620                                         this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
621                                 else if(havocbot_checkgoaldistance(this, gco))
622                                 {
623                                         navigation_clearroute(this);
624                                         navigation_goalrating_timeout_force(this);
625                                 }
626                                 else
627                                         return;
628                         }
629                 }
630                 else
631                 {
632                         if(time - this.lastteleporttime > 0.2 && this.velocity.z > 0)
633                         {
634                                 vector velxy = this.velocity; velxy_z = 0;
635                                 if(vdist(velxy, <, autocvar_sv_maxspeed * 0.2))
636                                 {
637                                         LOG_TRACE("Warning: ", this.netname, " got stuck on a jumppad (velocity in xy is ", vtos(velxy), "), trying to get out of it now");
638                                         this.aistatus |= AI_STATUS_OUT_JUMPPAD;
639                                 }
640                                 return;
641                         }
642
643                         // Don't chase players while using a jump pad
644                         if(IS_PLAYER(this.goalcurrent) || IS_PLAYER(this.goalstack01))
645                                 return;
646                 }
647         }
648         else if(this.aistatus & AI_STATUS_OUT_JUMPPAD)
649                 this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
650
651         // If there is a trigger_hurt right below try to use the jetpack or make a rocketjump
652         if (skill > 6 && !(IS_ONGROUND(this)))
653         {
654                 #define ROCKETJUMP_DAMAGE() WEP_CVAR(devastator, damage) * 0.8 \
655                         * ((this.strength_finished > time) ? autocvar_g_balance_powerup_strength_selfdamage : 1) \
656                         * ((this.invincible_finished > time) ? autocvar_g_balance_powerup_invincible_takedamage : 1)
657
658                 tracebox(this.origin, this.mins, this.maxs, this.origin + '0 0 -65536', MOVE_NOMONSTERS, this);
659                 if(tracebox_hits_trigger_hurt(this.origin, this.mins, this.maxs, trace_endpos ))
660                 if(this.items & IT_JETPACK)
661                 {
662                         tracebox(this.origin, this.mins, this.maxs, this.origin + '0 0 65536', MOVE_NOMONSTERS, this);
663                         if(tracebox_hits_trigger_hurt(this.origin, this.mins, this.maxs, trace_endpos + '0 0 1' ))
664                         {
665                                 if(this.velocity.z<0)
666                                         PHYS_INPUT_BUTTON_JETPACK(this) = true;
667                         }
668                         else
669                                 PHYS_INPUT_BUTTON_JETPACK(this) = true;
670
671                         // If there is no goal try to move forward
672
673                         if(this.goalcurrent==NULL)
674                                 dir = v_forward;
675                         else
676                                 dir = normalize(( ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5 ) - this.origin);
677
678                         vector xyvelocity = this.velocity; xyvelocity_z = 0;
679                         float xyspeed = xyvelocity * dir;
680
681                         if(xyspeed < (maxspeed / 2))
682                         {
683                                 makevectors(this.v_angle.y * '0 1 0');
684                                 tracebox(this.origin, this.mins, this.maxs, this.origin + (dir * maxspeed * 3), MOVE_NOMONSTERS, this);
685                                 if(trace_fraction==1)
686                                 {
687                                         CS(this).movement_x = dir * v_forward * maxspeed;
688                                         CS(this).movement_y = dir * v_right * maxspeed;
689                                         if (skill < 10)
690                                                 havocbot_keyboard_movement(this, this.origin + dir * 100);
691                                 }
692                         }
693
694                         this.havocbot_blockhead = true;
695
696                         return;
697                 }
698                 else if(this.health + this.armorvalue > ROCKETJUMP_DAMAGE())
699                 {
700                         if(this.velocity.z < 0)
701                         {
702                                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
703                                 {
704                                         .entity weaponentity = weaponentities[slot];
705
706                                         if(this.(weaponentity).m_weapon == WEP_Null && slot != 0)
707                                                 continue;
708
709                                         if(client_hasweapon(this, WEP_DEVASTATOR, weaponentity, true, false))
710                                         {
711                                                 CS(this).movement_x = maxspeed;
712
713                                                 if(this.rocketjumptime)
714                                                 {
715                                                         if(time > this.rocketjumptime)
716                                                         {
717                                                                 PHYS_INPUT_BUTTON_ATCK2(this) = true;
718                                                                 this.rocketjumptime = 0;
719                                                         }
720                                                         return;
721                                                 }
722
723                                                 this.(weaponentity).m_switchweapon = WEP_DEVASTATOR;
724                                                 this.v_angle_x = 90;
725                                                 PHYS_INPUT_BUTTON_ATCK(this) = true;
726                                                 this.rocketjumptime = time + WEP_CVAR(devastator, detonatedelay);
727                                                 return;
728                                         }
729                                 }
730                         }
731                 }
732                 else
733                 {
734                         // If there is no goal try to move forward
735                         if(this.goalcurrent==NULL)
736                                 CS(this).movement_x = maxspeed;
737                 }
738         }
739
740         // If we are under water with no goals, swim up
741         if(this.waterlevel && !this.goalcurrent)
742         {
743                 dir = '0 0 0';
744                 if(this.waterlevel>WATERLEVEL_SWIMMING)
745                         dir.z = 1;
746                 else if(this.velocity.z >= 0 && !(this.waterlevel == WATERLEVEL_WETFEET && this.watertype == CONTENT_WATER))
747                         PHYS_INPUT_BUTTON_JUMP(this) = true;
748                 else
749                         PHYS_INPUT_BUTTON_JUMP(this) = false;
750                 makevectors(this.v_angle.y * '0 1 0');
751                 CS(this).movement_x = dir * v_forward * maxspeed;
752                 CS(this).movement_y = dir * v_right * maxspeed;
753                 CS(this).movement_z = dir * v_up * maxspeed;
754         }
755
756         // if there is nowhere to go, exit
757         if (this.goalcurrent == NULL)
758                 return;
759
760
761         bool locked_goal = false;
762         if((this.goalentity && wasfreed(this.goalentity))
763                 || (this.goalcurrent == this.goalentity && this.goalentity.tag_entity))
764         {
765                 navigation_clearroute(this);
766                 navigation_goalrating_timeout_force(this);
767                 return;
768         }
769         else if(this.goalentity.tag_entity)
770         {
771                 navigation_goalrating_timeout_expire(this, 2);
772         }
773         else if(this.goalentity.bot_pickup)
774         {
775                 if(this.goalentity.bot_pickup_respawning)
776                 {
777                         if(this.goalentity.solid) // item respawned
778                                 this.goalentity.bot_pickup_respawning = false;
779                         else if(time < this.goalentity.scheduledrespawntime - 10) // item already taken (by someone else)
780                         {
781                                 if(checkpvs(this.origin, this.goalentity))
782                                 {
783                                         this.goalentity.bot_pickup_respawning = false;
784                                         navigation_goalrating_timeout_expire(this, random());
785                                 }
786                                 locked_goal = true; // wait for item to respawn
787                         }
788                         else if(this.goalentity == this.goalcurrent)
789                                 locked_goal = true; // wait for item to respawn
790                 }
791                 else if(!this.goalentity.solid && !boxesoverlap(this.goalentity.absmin, this.goalentity.absmax, this.absmin, this.absmax))
792                 {
793                         if(checkpvs(this.origin, this.goalentity))
794                         {
795                                 navigation_goalrating_timeout_expire(this, random());
796                         }
797                 }
798         }
799         if (this.goalcurrent == this.goalentity && this.goalentity_lock_timeout > time)
800                 locked_goal = true;
801
802         navigation_shortenpath(this);
803
804         bool goalcurrent_can_be_removed = false;
805         if (IS_MOVABLE(this.goalcurrent))
806         {
807                 // if is movable  =>  not frozen
808                 if (IS_DEAD(this.goalcurrent) || (this.goalentity_shouldbefrozen && this.goalentity == this.goalcurrent))
809                 {
810                         goalcurrent_can_be_removed = true;
811                         // don't remove if not visible
812                         if (checkpvs(this.origin + this.view_ofs, this.goalcurrent))
813                         {
814                                 navigation_goalrating_timeout_force(this);
815                                 return;
816                         }
817                 }
818                 else if (this.bot_tracewalk_time < time)
819                 {
820                         set_tracewalk_dest(this.goalcurrent, this.origin, true);
821                         if (!(trace_ent == this || tracewalk(this, this.origin, this.mins, this.maxs,
822                                 tracewalk_dest, tracewalk_dest_height, bot_navigation_movemode)))
823                         {
824                                 navigation_goalrating_timeout_force(this);
825                                 return;
826                         }
827                         this.bot_tracewalk_time = max(time, this.bot_tracewalk_time) + 0.25;
828                 }
829         }
830         if(!locked_goal)
831         {
832                 // optimize path finding by anticipating goalrating when bot is near a waypoint;
833                 // in this case path finding can start directly from a waypoint instead of
834                 // looking for all the reachable waypoints up to a certain distance
835                 if (navigation_poptouchedgoals(this))
836                 {
837                         if (this.goalcurrent)
838                         {
839                                 if (goalcurrent_can_be_removed)
840                                 {
841                                         // remove even if not visible
842                                         navigation_goalrating_timeout_force(this);
843                                         return;
844                                 }
845                                 else if (navigation_goalrating_timeout_can_be_anticipated(this))
846                                         navigation_goalrating_timeout_force(this);
847                         }
848                         else
849                         {
850                                 entity old_goal = this.goalcurrent_prev;
851                                 if (old_goal.item_group && this.item_group != old_goal.item_group)
852                                 {
853                                         // Avoid multiple costly calls of path finding code that selects one of the closest
854                                         // item of the group by telling the bot to head directly to the farthest item.
855                                         // Next time we let the bot select a goal as usual which can be another item
856                                         // of this group (the closest one) and so on
857                                         this.item_group = old_goal.item_group;
858                                         entity new_goal = havocbot_select_an_item_of_group(this, old_goal.item_group);
859                                         if (new_goal)
860                                                 navigation_pushroute(this, new_goal);
861                                 }
862                         }
863                 }
864         }
865
866         // if ran out of goals try to use an alternative goal or get a new strategy asap
867         if(this.goalcurrent == NULL)
868         {
869                 navigation_goalrating_timeout_force(this);
870                 return;
871         }
872
873
874         if(autocvar_bot_debug_goalstack)
875                 debuggoalstack(this);
876
877         bool bunnyhop_forbidden = false;
878         vector destorg = get_closer_dest(this.goalcurrent, this.origin);
879
880         // in case bot ends up inside the teleport waypoint without touching
881         // the teleport itself, head to the teleport origin
882         if(this.goalcurrent.wpisbox && boxesoverlap(this.goalcurrent.absmin, this.goalcurrent.absmax, this.origin + eZ * this.mins.z, this.origin + eZ * this.maxs.z))
883         {
884                 bunnyhop_forbidden = true;
885                 destorg = this.goalcurrent.origin;
886                 if(destorg.z > this.origin.z)
887                         PHYS_INPUT_BUTTON_JUMP(this) = true;
888         }
889
890         diff = destorg - this.origin;
891
892         // 1. stop if too close to target player (even if frozen)
893         // 2. stop if the locked goal has been reached
894         if ((IS_PLAYER(this.goalcurrent) && vdist(diff, <, 80))
895                 || (this.goalcurrent == this.goalentity && time < this.goalentity_lock_timeout && vdist(diff, <, 10)))
896         {
897                 destorg = this.origin;
898                 diff = '0 0 0';
899         }
900
901         dir = normalize(diff);
902         flatdir = (diff.z == 0) ? dir : normalize(vec2(diff));
903
904         //if (this.bot_dodgevector_time < time)
905         {
906                 //this.bot_dodgevector_time = time + cvar("bot_ai_dodgeupdateinterval");
907                 //this.bot_dodgevector_jumpbutton = 1;
908                 evadeobstacle = '0 0 0';
909                 evadelava = '0 0 0';
910
911                 this.aistatus &= ~AI_STATUS_DANGER_AHEAD;
912                 makevectors(this.v_angle.y * '0 1 0');
913                 if (this.waterlevel)
914                 {
915                         if(this.waterlevel>WATERLEVEL_SWIMMING)
916                         {
917                                 if(!this.goalcurrent)
918                                         this.aistatus |= AI_STATUS_OUT_WATER;
919                                 else if(destorg.z > this.origin.z)
920                                         PHYS_INPUT_BUTTON_JUMP(this) = true;
921                         }
922                         else
923                         {
924                                 dir = flatdir;
925                                 if(this.velocity.z >= 0 && !(this.watertype == CONTENT_WATER && destorg.z < this.origin.z) &&
926                                         ( !(this.waterlevel == WATERLEVEL_WETFEET && this.watertype == CONTENT_WATER) || this.aistatus & AI_STATUS_OUT_WATER))
927                                         PHYS_INPUT_BUTTON_JUMP(this) = true;
928                                 else
929                                         PHYS_INPUT_BUTTON_JUMP(this) = false;
930                         }
931                 }
932                 else
933                 {
934                         float s;
935                         vector offset;
936                         if(this.aistatus & AI_STATUS_OUT_WATER)
937                                 this.aistatus &= ~AI_STATUS_OUT_WATER;
938
939                         // jump if going toward an obstacle that doesn't look like stairs we
940                         // can walk up directly
941                         vector deviation = '0 0 0';
942                         if (this.velocity)
943                         {
944                                 deviation = vectoangles(diff) - vectoangles(this.velocity);
945                                 while (deviation.y < -180) deviation.y += 360;
946                                 while (deviation.y > 180) deviation.y -= 360;
947                         }
948                         vector flat_diff = vec2(diff);
949                         offset = max(32, vlen(vec2(this.velocity)) * cos(deviation.y * DEG2RAD) * 0.2) * flatdir;
950                         vector actual_destorg = this.origin + offset;
951                         if (!this.goalstack01 || this.goalcurrent.wpflags & (WAYPOINTFLAG_TELEPORT | WAYPOINTFLAG_LADDER))
952                         {
953                                 if (vlen2(flat_diff) < vlen2(offset))
954                                 {
955                                         actual_destorg.x = destorg.x;
956                                         actual_destorg.y = destorg.y;
957                                 }
958                         }
959                         else if (vdist(flat_diff, <, 32) && diff.z < -16) // destination is under the bot
960                         {
961                                 actual_destorg.x = destorg.x;
962                                 actual_destorg.y = destorg.y;
963                         }
964                         else if (vlen2(flat_diff) < vlen2(offset))
965                         {
966                                 vector next_goal_org = (this.goalstack01.absmin + this.goalstack01.absmax) * 0.5;
967                                 vector next_dir = normalize(vec2(next_goal_org - destorg));
968                                 float dist = vlen(vec2(this.origin + offset - destorg));
969                                 // if current and next goal are close to each other make sure
970                                 // actual_destorg isn't set beyond next_goal_org
971                                 if (dist ** 2 > vlen2(vec2(next_goal_org - destorg)))
972                                         actual_destorg = next_goal_org;
973                                 else
974                                         actual_destorg = vec2(destorg) + dist * next_dir;
975                                 actual_destorg.z = this.origin.z;
976
977                         }
978
979                         tracebox(this.origin, this.mins, this.maxs, actual_destorg, false, this);
980                         if (trace_fraction < 1)
981                         if (trace_plane_normal.z < 0.7)
982                         {
983                                 s = trace_fraction;
984                                 tracebox(this.origin + stepheightvec, this.mins, this.maxs, actual_destorg + stepheightvec, false, this);
985                                 if (trace_fraction < s + 0.01)
986                                 if (trace_plane_normal.z < 0.7)
987                                 {
988                                         s = trace_fraction;
989                                         // don't artificially reduce max jump height in real-time
990                                         // (jumpstepheightvec is reduced a bit to make the jumps easy in tracewalk)
991                                         vector jump_height = (IS_ONGROUND(this)) ? stepheightvec + jumpheight_vec : jumpstepheightvec;
992                                         tracebox(this.origin + jump_height, this.mins, this.maxs, actual_destorg + jump_height, false, this);
993                                         if (trace_fraction > s)
994                                                 PHYS_INPUT_BUTTON_JUMP(this) = true;
995                                         else
996                                         {
997                                                 jump_height = stepheightvec + jumpheight_vec / 2;
998                                                 tracebox(this.origin + jump_height, this.mins, this.maxs, actual_destorg + jump_height, false, this);
999                                                 if (trace_fraction > s)
1000                                                         PHYS_INPUT_BUTTON_JUMP(this) = true;
1001                                         }
1002                                 }
1003                         }
1004
1005                         // if bot for some reason doesn't get close to the current goal find another one
1006                         if(!this.jumppadcount && !IS_PLAYER(this.goalcurrent))
1007                         if(!(locked_goal && this.goalcurrent_distance_z < 50 && this.goalcurrent_distance_2d < 50))
1008                         if(havocbot_checkgoaldistance(this, destorg))
1009                         {
1010                                 if(this.goalcurrent_distance_time < 0) // can't get close for the second time
1011                                 {
1012                                         navigation_clearroute(this);
1013                                         navigation_goalrating_timeout_force(this);
1014                                         return;
1015                                 }
1016
1017                                 set_tracewalk_dest(this.goalcurrent, this.origin, false);
1018                                 if (!tracewalk(this, this.origin, this.mins, this.maxs,
1019                                         tracewalk_dest, tracewalk_dest_height, bot_navigation_movemode))
1020                                 {
1021                                         navigation_clearroute(this);
1022                                         navigation_goalrating_timeout_force(this);
1023                                         return;
1024                                 }
1025
1026                                 // give bot only another chance to prevent bot getting stuck
1027                                 // in case it thinks it can walk but actually can't
1028                                 this.goalcurrent_distance_z = FLOAT_MAX;
1029                                 this.goalcurrent_distance_2d = FLOAT_MAX;
1030                                 this.goalcurrent_distance_time = -time; // mark second try
1031                         }
1032
1033                         // Check for water/slime/lava and dangerous edges
1034                         // (only when the bot is on the ground or jumping intentionally)
1035
1036                         offset = (vdist(this.velocity, >, 32) ? this.velocity * 0.2 : v_forward * 32);
1037                         vector dst_ahead = this.origin + this.view_ofs + offset;
1038                         vector dst_down = dst_ahead - '0 0 3000';
1039                         traceline(this.origin + this.view_ofs, dst_ahead, true, NULL);
1040
1041                         bool unreachable = false;
1042                         s = CONTENT_SOLID;
1043                         if(trace_fraction == 1 && this.jumppadcount == 0 && !this.goalcurrent.wphardwired )
1044                         if((IS_ONGROUND(this)) || (this.aistatus & AI_STATUS_RUNNING) || (this.aistatus & AI_STATUS_ROAMING) || PHYS_INPUT_BUTTON_JUMP(this))
1045                         {
1046                                 // Look downwards
1047                                 traceline(dst_ahead , dst_down, true, NULL);
1048                                 //te_lightning2(NULL, this.origin + this.view_ofs, dst_ahead); // Draw "ahead" look
1049                                 //te_lightning2(NULL, dst_ahead, dst_down); // Draw "downwards" look
1050                                 if(trace_endpos.z < this.origin.z + this.mins.z)
1051                                 {
1052                                         s = pointcontents(trace_endpos + '0 0 1');
1053                                         if (s != CONTENT_SOLID)
1054                                         if (s == CONTENT_LAVA || s == CONTENT_SLIME)
1055                                                 evadelava = normalize(this.velocity) * -1;
1056                                         else if (s == CONTENT_SKY)
1057                                                 evadeobstacle = normalize(this.velocity) * -1;
1058                                         else if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos))
1059                                         {
1060                                                 // the traceline check isn't enough but is good as optimization,
1061                                                 // when not true (most of the time) this tracebox call is avoided
1062                                                 tracebox(dst_ahead, this.mins, this.maxs, dst_down, true, this);
1063                                                 if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos))
1064                                                 {
1065                                                         if (destorg.z > this.origin.z + jumpstepheightvec.z)
1066                                                         {
1067                                                                 // the goal is probably on an upper platform, assume bot can't get there
1068                                                                 unreachable = true;
1069                                                         }
1070                                                         else
1071                                                                 evadelava = normalize(this.velocity) * -1;
1072                                                 }
1073                                         }
1074                                 }
1075                         }
1076
1077                         dir = flatdir;
1078                         evadeobstacle.z = 0;
1079                         evadelava.z = 0;
1080                         makevectors(this.v_angle.y * '0 1 0');
1081
1082                         if(evadeobstacle || evadelava || (s == CONTENT_WATER))
1083                         {
1084                                 this.aistatus |= AI_STATUS_DANGER_AHEAD;
1085                                 if(IS_PLAYER(this.goalcurrent))
1086                                         unreachable = true;
1087                         }
1088
1089                         // slow down if bot is in the air and goal is under it
1090                         if (!this.goalcurrent.wphardwired
1091                                 && vdist(flat_diff, <, 250) && this.origin.z - destorg.z > 120
1092                                 && (!IS_ONGROUND(this) || vdist(vec2(this.velocity), >, maxspeed * 0.3)))
1093                         {
1094                                 // tracebox wouldn't work when bot is still on the ledge
1095                                 traceline(this.origin, this.origin - '0 0 200', true, this);
1096                                 if (this.origin.z - trace_endpos.z > 120)
1097                                         evadeobstacle = normalize(this.velocity) * -1;
1098                         }
1099
1100                         if(unreachable)
1101                         {
1102                                 navigation_clearroute(this);
1103                                 navigation_goalrating_timeout_force(this);
1104                                 this.ignoregoal = this.goalcurrent;
1105                                 this.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
1106                         }
1107                 }
1108
1109                 dodge = havocbot_dodge(this);
1110                 if (dodge)
1111                         dodge *= bound(0, 0.5 + (skill + this.bot_dodgeskill) * 0.1, 1);
1112                 evadelava = evadelava * bound(1,3-(skill+this.bot_dodgeskill),3); //Noobs fear lava a lot and take more distance from it
1113                 if (this.enemy)
1114                 {
1115                         traceline(this.origin, (this.enemy.absmin + this.enemy.absmax) * 0.5, true, NULL);
1116                         if (IS_PLAYER(trace_ent))
1117                                 dir = dir * bound(0, (skill + this.bot_dodgeskill) / 7, 1);
1118                 }
1119
1120                 dir = normalize(dir + dodge + evadeobstacle + evadelava);
1121         //      this.bot_dodgevector = dir;
1122         //      this.bot_dodgevector_jumpbutton = PHYS_INPUT_BUTTON_JUMP(this);
1123         }
1124
1125         if(time < this.ladder_time)
1126         {
1127                 if(this.goalcurrent.origin.z + this.goalcurrent.mins.z > this.origin.z + this.mins.z)
1128                 {
1129                         if(this.origin.z + this.mins.z  < this.ladder_entity.origin.z + this.ladder_entity.maxs.z)
1130                                 dir.z = 1;
1131                 }
1132                 else
1133                 {
1134                         if(this.origin.z + this.mins.z  > this.ladder_entity.origin.z + this.ladder_entity.mins.z)
1135                                 dir.z = -1;
1136                 }
1137         }
1138
1139         //dir = this.bot_dodgevector;
1140         //if (this.bot_dodgevector_jumpbutton)
1141         //      PHYS_INPUT_BUTTON_JUMP(this) = true;
1142         CS(this).movement_x = dir * v_forward * maxspeed;
1143         CS(this).movement_y = dir * v_right * maxspeed;
1144         CS(this).movement_z = dir * v_up * maxspeed;
1145
1146         // Emulate keyboard interface
1147         if (skill < 10)
1148                 havocbot_keyboard_movement(this, destorg);
1149
1150         // Bunnyhop!
1151         //if(this.aistatus & AI_STATUS_ROAMING)
1152         if(!bunnyhop_forbidden && this.goalcurrent)
1153         if(skill+this.bot_moveskill >= autocvar_bot_ai_bunnyhop_skilloffset)
1154                 havocbot_bunnyhop(this, dir);
1155
1156         if ((dir * v_up) >= autocvar_sv_jumpvelocity*0.5 && (IS_ONGROUND(this))) PHYS_INPUT_BUTTON_JUMP(this) = true;
1157         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;
1158         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);
1159 }
1160
1161 entity havocbot_gettarget(entity this, bool secondary)
1162 {
1163         entity best = NULL;
1164         vector eye = CENTER_OR_VIEWOFS(this);
1165         IL_EACH(g_bot_targets, boolean((secondary) ? it.classname == "misc_breakablemodel" : it.classname != "misc_breakablemodel"),
1166         {
1167                 vector v = CENTER_OR_VIEWOFS(it);
1168                 if(vdist(v - eye, <, autocvar_bot_ai_enemydetectionradius))
1169                 if(!best || vlen2(CENTER_OR_VIEWOFS(best) - eye) > vlen2(v - eye))
1170                 if(bot_shouldattack(this, it))
1171                 {
1172                         traceline(eye, v, true, this);
1173                         if (trace_ent == it || trace_fraction >= 1)
1174                                 best = it;
1175                 }
1176         });
1177
1178         return best;
1179 }
1180
1181 void havocbot_chooseenemy(entity this)
1182 {
1183         if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(this))
1184         {
1185                 this.enemy = NULL;
1186                 return;
1187         }
1188         if (this.enemy)
1189         {
1190                 if (!bot_shouldattack(this, this.enemy))
1191                 {
1192                         // enemy died or something, find a new target
1193                         this.enemy = NULL;
1194                         this.havocbot_chooseenemy_finished = time;
1195                 }
1196                 else if (this.havocbot_stickenemy)
1197                 {
1198                         // tracking last chosen enemy
1199                         // if enemy is visible
1200                         // and not really really far away
1201                         // and we're not severely injured
1202                         // then keep tracking for a half second into the future
1203                         traceline(this.origin+this.view_ofs, ( this.enemy.absmin + this.enemy.absmax ) * 0.5,false,NULL);
1204                         if (trace_ent == this.enemy || trace_fraction == 1)
1205                         if (vdist(((this.enemy.absmin + this.enemy.absmax) * 0.5) - this.origin, <, 1000))
1206                         if (this.health > 30)
1207                         {
1208                                 // remain tracking him for a shot while (case he went after a small corner or pilar
1209                                 this.havocbot_chooseenemy_finished = time + 0.5;
1210                                 return;
1211                         }
1212                         // enemy isn't visible, or is far away, or we're injured severely
1213                         // so stop preferring this enemy
1214                         // (it will still take a half second until a new one is chosen)
1215                         this.havocbot_stickenemy = 0;
1216                 }
1217         }
1218         if (time < this.havocbot_chooseenemy_finished)
1219                 return;
1220         this.havocbot_chooseenemy_finished = time + autocvar_bot_ai_enemydetectioninterval;
1221         vector eye = this.origin + this.view_ofs;
1222         entity best = NULL;
1223         float bestrating = 100000000;
1224
1225         // Backup hit flags
1226         int hf = this.dphitcontentsmask;
1227
1228         // Search for enemies, if no enemy can be seen directly try to look through transparent objects
1229
1230         this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
1231
1232         bool scan_transparent = false;
1233         bool scan_secondary_targets = false;
1234         bool have_secondary_targets = false;
1235         while(true)
1236         {
1237                 scan_secondary_targets = false;
1238 LABEL(scan_targets)
1239                 IL_EACH(g_bot_targets, it.bot_attack,
1240                 {
1241                         if(!scan_secondary_targets)
1242                         {
1243                                 if(it.classname == "misc_breakablemodel")
1244                                 {
1245                                         have_secondary_targets = true;
1246                                         continue;
1247                                 }
1248                         }
1249                         else if(it.classname != "misc_breakablemodel")
1250                                 continue;
1251
1252                         vector v = (it.absmin + it.absmax) * 0.5;
1253                         float rating = vlen2(v - eye);
1254                         if (vdist(v - eye, <, autocvar_bot_ai_enemydetectionradius))
1255                         if (bestrating > rating)
1256                         if (bot_shouldattack(this, it))
1257                         {
1258                                 traceline(eye, v, true, this);
1259                                 if (trace_ent == it || trace_fraction >= 1)
1260                                 {
1261                                         best = it;
1262                                         bestrating = rating;
1263                                 }
1264                         }
1265                 });
1266
1267                 if(!best && have_secondary_targets && !scan_secondary_targets)
1268                 {
1269                         scan_secondary_targets = true;
1270                         // restart the loop
1271                         bestrating = 100000000;
1272                         goto scan_targets;
1273                 }
1274
1275                 // I want to do a second scan if no enemy was found or I don't have weapons
1276                 // TODO: Perform the scan when using the rifle (requires changes on the rifle code)
1277                 if(best || this.weapons) // || this.weapon == WEP_RIFLE.m_id
1278                         break;
1279                 if(scan_transparent)
1280                         break;
1281
1282                 // Set flags to see through transparent objects
1283                 this.dphitcontentsmask |= DPCONTENTS_OPAQUE;
1284
1285                 scan_transparent = true;
1286         }
1287
1288         // Restore hit flags
1289         this.dphitcontentsmask = hf;
1290
1291         this.enemy = best;
1292         this.havocbot_stickenemy = true;
1293         if(best && best.classname == "misc_breakablemodel")
1294                 this.havocbot_stickenemy = false;
1295 }
1296
1297 float havocbot_chooseweapon_checkreload(entity this, .entity weaponentity, int new_weapon)
1298 {
1299         // bots under this skill cannot find unloaded weapons to reload idly when not in combat,
1300         // so skip this for them, or they'll never get to reload their weapons at all.
1301         // this also allows bots under this skill to be more stupid, and reload more often during combat :)
1302         if(skill < 5)
1303                 return false;
1304
1305         // if this weapon is scheduled for reloading, don't switch to it during combat
1306         if (this.(weaponentity).weapon_load[new_weapon] < 0)
1307         {
1308                 FOREACH(Weapons, it != WEP_Null, {
1309                         if(it.wr_checkammo1(it, this, weaponentity) + it.wr_checkammo2(it, this, weaponentity))
1310                                 return true; // other weapon available
1311                 });
1312         }
1313
1314         return false;
1315 }
1316
1317 void havocbot_chooseweapon(entity this, .entity weaponentity)
1318 {
1319         int i;
1320
1321         // ;)
1322         if(g_weaponarena_weapons == WEPSET(TUBA))
1323         {
1324                 this.(weaponentity).m_switchweapon = WEP_TUBA;
1325                 return;
1326         }
1327
1328         // TODO: clean this up by moving it to weapon code
1329         if(this.enemy==NULL)
1330         {
1331                 // If no weapon was chosen get the first available weapon
1332                 if(this.(weaponentity).m_weapon==WEP_Null)
1333                 FOREACH(Weapons, it != WEP_Null, {
1334                         if(client_hasweapon(this, it, weaponentity, true, false))
1335                         {
1336                                 this.(weaponentity).m_switchweapon = it;
1337                                 return;
1338                         }
1339                 });
1340                 return;
1341         }
1342
1343         // Do not change weapon during the next second after a combo
1344         float f = time - this.lastcombotime;
1345         if(f < 1)
1346                 return;
1347
1348         float w;
1349         float distance; distance=bound(10,vlen(this.origin-this.enemy.origin)-200,10000);
1350
1351         // Should it do a weapon combo?
1352         float af, ct, combo_time, combo;
1353
1354         af = ATTACK_FINISHED(this, 0);
1355         ct = autocvar_bot_ai_weapon_combo_threshold;
1356
1357         // Bots with no skill will be 4 times more slower than "godlike" bots when doing weapon combos
1358         // Ideally this 4 should be calculated as longest_weapon_refire / bot_ai_weapon_combo_threshold
1359         combo_time = time + ct + (ct * ((-0.3*(skill+this.bot_weaponskill))+3));
1360
1361         combo = false;
1362
1363         if(autocvar_bot_ai_weapon_combo)
1364         if(this.(weaponentity).m_weapon.m_id == this.(weaponentity).lastfiredweapon)
1365         if(af > combo_time)
1366         {
1367                 combo = true;
1368                 this.lastcombotime = time;
1369         }
1370
1371         distance *= (2 ** this.bot_rangepreference);
1372
1373         // Custom weapon list based on distance to the enemy
1374         if(bot_custom_weapon){
1375
1376                 // Choose weapons for far distance
1377                 if ( distance > bot_distance_far ) {
1378                         for(i=0; i < Weapons_COUNT && bot_weapons_far[i] != -1 ; ++i){
1379                                 w = bot_weapons_far[i];
1380                                 if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
1381                                 {
1382                                         if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1383                                                 continue;
1384                                         this.(weaponentity).m_switchweapon = Weapons_from(w);
1385                                         return;
1386                                 }
1387                         }
1388                 }
1389
1390                 // Choose weapons for mid distance
1391                 if ( distance > bot_distance_close) {
1392                         for(i=0; i < Weapons_COUNT && bot_weapons_mid[i] != -1 ; ++i){
1393                                 w = bot_weapons_mid[i];
1394                                 if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
1395                                 {
1396                                         if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1397                                                 continue;
1398                                         this.(weaponentity).m_switchweapon = Weapons_from(w);
1399                                         return;
1400                                 }
1401                         }
1402                 }
1403
1404                 // Choose weapons for close distance
1405                 for(i=0; i < Weapons_COUNT && bot_weapons_close[i] != -1 ; ++i){
1406                         w = bot_weapons_close[i];
1407                         if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
1408                         {
1409                                 if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1410                                         continue;
1411                                 this.(weaponentity).m_switchweapon = Weapons_from(w);
1412                                 return;
1413                         }
1414                 }
1415         }
1416 }
1417
1418 void havocbot_aim(entity this)
1419 {
1420         if (time < this.nextaim)
1421                 return;
1422         this.nextaim = time + 0.1;
1423         vector myvel = this.velocity;
1424         if (!this.waterlevel)
1425                 myvel.z = 0;
1426         if(MUTATOR_CALLHOOK(HavocBot_Aim, this)) { /* do nothing */ }
1427         else if (this.enemy)
1428         {
1429                 vector enemyvel = this.enemy.velocity;
1430                 if (!this.enemy.waterlevel)
1431                         enemyvel.z = 0;
1432                 lag_additem(this, time + CS(this).ping, 0, 0, this.enemy, this.origin, myvel, (this.enemy.absmin + this.enemy.absmax) * 0.5, enemyvel);
1433         }
1434         else
1435                 lag_additem(this, time + CS(this).ping, 0, 0, NULL, this.origin, myvel, ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5, '0 0 0');
1436 }
1437
1438 bool havocbot_moveto_refresh_route(entity this)
1439 {
1440         // Refresh path to goal if necessary
1441         entity wp;
1442         wp = this.havocbot_personal_waypoint;
1443         navigation_goalrating_start(this);
1444         navigation_routerating(this, wp, 10000, 10000);
1445         navigation_goalrating_end(this);
1446         return (this.goalentity != NULL);
1447 }
1448
1449 float havocbot_moveto(entity this, vector pos)
1450 {
1451         entity wp;
1452
1453         if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_GOING)
1454         {
1455                 // Step 4: Move to waypoint
1456                 if(this.havocbot_personal_waypoint==NULL)
1457                 {
1458                         LOG_TRACE("Error: ", this.netname, " trying to walk to a non existent personal waypoint");
1459                         this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_GOING;
1460                         return CMD_STATUS_ERROR;
1461                 }
1462
1463                 if (!bot_strategytoken_taken)
1464                 if(this.havocbot_personal_waypoint_searchtime<time)
1465                 {
1466                         bot_strategytoken_taken = true;
1467                         if(havocbot_moveto_refresh_route(this))
1468                         {
1469                                 LOG_TRACE(this.netname, " walking to its personal waypoint (after ", ftos(this.havocbot_personal_waypoint_failcounter), " failed attempts)");
1470                                 this.havocbot_personal_waypoint_searchtime = time + 10;
1471                                 this.havocbot_personal_waypoint_failcounter = 0;
1472                         }
1473                         else
1474                         {
1475                                 this.havocbot_personal_waypoint_failcounter += 1;
1476                                 this.havocbot_personal_waypoint_searchtime = time + 2;
1477                                 if(this.havocbot_personal_waypoint_failcounter >= 30)
1478                                 {
1479                                         LOG_TRACE("Warning: can't walk to the personal waypoint located at ", vtos(this.havocbot_personal_waypoint.origin));
1480                                         this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1481                                         delete(this.havocbot_personal_waypoint);
1482                                         return CMD_STATUS_ERROR;
1483                                 }
1484                                 else
1485                                         LOG_TRACE(this.netname, " can't walk to its personal waypoint (after ", ftos(this.havocbot_personal_waypoint_failcounter), " failed attempts), trying later");
1486                         }
1487                 }
1488
1489                 if(autocvar_bot_debug_goalstack)
1490                         debuggoalstack(this);
1491
1492                 // Heading
1493                 vector dir = get_closer_dest(this.goalcurrent, this.origin);
1494                 dir = dir - (this.origin + this.view_ofs);
1495                 dir.z = 0;
1496                 bot_aimdir(this, dir, -1);
1497
1498                 // Go!
1499                 havocbot_movetogoal(this);
1500
1501                 if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_REACHED)
1502                 {
1503                         // Step 5: Waypoint reached
1504                         LOG_TRACE(this.netname, "'s personal waypoint reached");
1505                         delete(this.havocbot_personal_waypoint);
1506                         this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_REACHED;
1507                         return CMD_STATUS_FINISHED;
1508                 }
1509
1510                 return CMD_STATUS_EXECUTING;
1511         }
1512
1513         // Step 2: Linking waypoint
1514         if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_LINKING)
1515         {
1516                 // Wait until it is linked
1517                 if(!this.havocbot_personal_waypoint.wplinked)
1518                 {
1519                         LOG_TRACE(this.netname, " waiting for personal waypoint to be linked");
1520                         return CMD_STATUS_EXECUTING;
1521                 }
1522
1523                 this.havocbot_personal_waypoint_searchtime = time; // so we set the route next frame
1524                 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1525                 this.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_GOING;
1526
1527                 // Step 3: Route to waypoint
1528                 LOG_TRACE(this.netname, " walking to its personal waypoint");
1529
1530                 return CMD_STATUS_EXECUTING;
1531         }
1532
1533         // Step 1: Spawning waypoint
1534         wp = waypoint_spawnpersonal(this, pos);
1535         if(wp==NULL)
1536         {
1537                 LOG_TRACE("Error: Can't spawn personal waypoint at ",vtos(pos));
1538                 return CMD_STATUS_ERROR;
1539         }
1540
1541         this.havocbot_personal_waypoint = wp;
1542         this.havocbot_personal_waypoint_failcounter = 0;
1543         this.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1544
1545         // if pos is inside a teleport, then let's mark it as teleport waypoint
1546         IL_EACH(g_teleporters, WarpZoneLib_BoxTouchesBrush(pos, pos, it, NULL),
1547         {
1548                 wp.wpflags |= WAYPOINTFLAG_TELEPORT;
1549                 this.lastteleporttime = 0;
1550         });
1551
1552 /*
1553         if(wp.wpflags & WAYPOINTFLAG_TELEPORT)
1554                 print("routing to a teleporter\n");
1555         else
1556                 print("routing to a non-teleporter\n");
1557 */
1558
1559         return CMD_STATUS_EXECUTING;
1560 }
1561
1562 float havocbot_resetgoal(entity this)
1563 {
1564         navigation_clearroute(this);
1565         return CMD_STATUS_FINISHED;
1566 }
1567
1568 void havocbot_setupbot(entity this)
1569 {
1570         this.bot_ai = havocbot_ai;
1571         this.cmd_moveto = havocbot_moveto;
1572         this.cmd_resetgoal = havocbot_resetgoal;
1573
1574         havocbot_chooserole(this);
1575 }
1576
1577 vector havocbot_dodge(entity this)
1578 {
1579         // LordHavoc: disabled because this is too expensive
1580         return '0 0 0';
1581 #if 0
1582         entity head;
1583         vector dodge, v, n;
1584         float danger, bestdanger, vl, d;
1585         dodge = '0 0 0';
1586         bestdanger = -20;
1587         // check for dangerous objects near bot or approaching bot
1588         head = findchainfloat(bot_dodge, true);
1589         while(head)
1590         {
1591                 if (head.owner != this)
1592                 {
1593                         vl = vlen(head.velocity);
1594                         if (vl > autocvar_sv_maxspeed * 0.3)
1595                         {
1596                                 n = normalize(head.velocity);
1597                                 v = this.origin - head.origin;
1598                                 d = v * n;
1599                                 if (d > (0 - head.bot_dodgerating))
1600                                 if (d < (vl * 0.2 + head.bot_dodgerating))
1601                                 {
1602                                         // calculate direction and distance from the flight path, by removing the forward axis
1603                                         v = v - (n * (v * n));
1604                                         danger = head.bot_dodgerating - vlen(v);
1605                                         if (bestdanger < danger)
1606                                         {
1607                                                 bestdanger = danger;
1608                                                 // dodge to the side of the object
1609                                                 dodge = normalize(v);
1610                                         }
1611                                 }
1612                         }
1613                         else
1614                         {
1615                                 danger = head.bot_dodgerating - vlen(head.origin - this.origin);
1616                                 if (bestdanger < danger)
1617                                 {
1618                                         bestdanger = danger;
1619                                         dodge = normalize(this.origin - head.origin);
1620                                 }
1621                         }
1622                 }
1623                 head = head.chain;
1624         }
1625         return dodge;
1626 #endif
1627 }