X-Git-Url: http://git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fserver%2Fbot%2Fdefault%2Fhavocbot%2Fhavocbot.qc;h=0ff47977762180e7eb5688d9215e3623ccd0fafe;hp=e9b9cdf41ea9f836e0806accca989dd58341b4ec;hb=deb4c0dce1468665f6328aea364ab570b93490f8;hpb=815cd76908d83a332a1a58416efb058befb2b4e6 diff --git a/qcsrc/server/bot/default/havocbot/havocbot.qc b/qcsrc/server/bot/default/havocbot/havocbot.qc index e9b9cdf41..0ff479777 100644 --- a/qcsrc/server/bot/default/havocbot/havocbot.qc +++ b/qcsrc/server/bot/default/havocbot/havocbot.qc @@ -1,5 +1,7 @@ #include "havocbot.qh" +#include "roles.qh" + #include #include #include "../cvars.qh" @@ -24,8 +26,6 @@ #include -.float speed; - void havocbot_ai(entity this) { if(this.draggedby) @@ -47,8 +47,12 @@ void havocbot_ai(entity this) } else { - if (!this.jumppadcount && !STAT(FROZEN, this)) + if (!this.jumppadcount && !STAT(FROZEN, this) + && !(this.goalcurrent_prev && (this.goalcurrent_prev.wpflags & WAYPOINTFLAG_JUMP) && !IS_ONGROUND(this))) + { + // find a new goal this.havocbot_role(this); // little too far down the rabbit hole + } } // if we don't have a goal and we're under water look for a waypoint near the "shore" and push it @@ -89,10 +93,19 @@ void havocbot_ai(entity this) bot_strategytoken_taken = true; } + if (this.goalcurrent && wasfreed(this.goalcurrent)) + { + navigation_clearroute(this); + navigation_goalrating_timeout_force(this); + return; + } + if(IS_DEAD(this) || STAT(FROZEN, this)) { if (this.goalcurrent) navigation_clearroute(this); + this.enemy = NULL; + this.bot_aimtarg = NULL; return; } @@ -191,221 +204,131 @@ void havocbot_ai(entity this) } } -void havocbot_keyboard_movement(entity this, vector destorg) +void havocbot_bunnyhop(entity this, vector dir) { - vector keyboard; - - if (time > this.havocbot_keyboardtime) + bool can_run = false; + if (!(this.aistatus & AI_STATUS_ATTACKING) && this.goalcurrent && !IS_PLAYER(this.goalcurrent) + && vdist(vec2(this.velocity), >=, autocvar_sv_maxspeed) && !(this.aistatus & AI_STATUS_DANGER_AHEAD) + && this.waterlevel <= WATERLEVEL_WETFEET && !IS_DUCKED(this) + && IS_ONGROUND(this) && !(this.goalcurrent_prev && (this.goalcurrent_prev.wpflags & WAYPOINTFLAG_JUMP))) { - float sk = skill + this.bot_moveskill; - this.havocbot_keyboardtime = - max( - this.havocbot_keyboardtime - + 0.05 / max(1, sk + this.havocbot_keyboardskill) - + random() * 0.025 / max(0.00025, skill + this.havocbot_keyboardskill) - , time); - keyboard = CS(this).movement / autocvar_sv_maxspeed; - - float trigger = autocvar_bot_ai_keyboard_threshold; - - // categorize forward movement - // at skill < 1.5 only forward - // at skill < 2.5 only individual directions - // at skill < 4.5 only individual directions, and forward diagonals - // at skill >= 4.5, all cases allowed - if (keyboard.x > trigger) - { - keyboard.x = 1; - if (sk < 2.5) - keyboard.y = 0; - } - else if (keyboard.x < -trigger && sk > 1.5) - { - keyboard.x = -1; - if (sk < 4.5) - keyboard.y = 0; - } - else + vector vel_angles = vectoangles(this.velocity); + vector deviation = vel_angles - vectoangles(dir); + while (deviation.y < -180) deviation.y = deviation.y + 360; + while (deviation.y > 180) deviation.y = deviation.y - 360; + if (fabs(deviation.y) < autocvar_bot_ai_bunnyhop_dir_deviation_max) { - keyboard.x = 0; - if (sk < 1.5) - keyboard.y = 0; + vector gco = get_closer_dest(this.goalcurrent, this.origin); + float vel = vlen(vec2(this.velocity)); + + // with the current physics, jump distance grows linearly with the speed + float jump_distance = 52.661 + 0.606 * vel; + jump_distance += this.origin.z - gco.z; // roughly take into account vertical distance too + if (vdist(vec2(gco - this.origin), >, max(0, jump_distance))) + can_run = true; + else if (!(this.goalcurrent.wpflags & WAYPOINTFLAG_JUMP) + && !(this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT) + && this.goalstack01 && !wasfreed(this.goalstack01) && !(this.goalstack01.wpflags & WAYPOINTFLAG_JUMP) + && vdist(vec2(gco - this.goalstack01.origin), >, 70)) + { + vector gno = (this.goalstack01.absmin + this.goalstack01.absmax) * 0.5; + vector ang = vectoangles(gco - this.origin); + deviation = vectoangles(gno - gco) - vel_angles; + while (deviation.y < -180) deviation.y = deviation.y + 360; + while (deviation.y > 180) deviation.y = deviation.y - 360; + + float max_turn_angle = autocvar_bot_ai_bunnyhop_turn_angle_max; + max_turn_angle -= autocvar_bot_ai_bunnyhop_turn_angle_reduction * ((vel - autocvar_sv_maxspeed) / autocvar_sv_maxspeed); + if ((ang.x < 90 || ang.x > 360 - autocvar_bot_ai_bunnyhop_downward_pitch_max) + && fabs(deviation.y) < max(autocvar_bot_ai_bunnyhop_turn_angle_min, max_turn_angle)) + { + can_run = true; + } + } } - if (sk < 4.5) - keyboard.z = 0; - - if (keyboard.y > trigger) - keyboard.y = 1; - else if (keyboard.y < -trigger) - keyboard.y = -1; - else - keyboard.y = 0; - - if (keyboard.z > trigger) - keyboard.z = 1; - else if (keyboard.z < -trigger) - keyboard.z = -1; - else - keyboard.z = 0; - - // make sure bots don't get stuck if havocbot_keyboardtime is very high - if (keyboard == '0 0 0') - this.havocbot_keyboardtime = min(this.havocbot_keyboardtime, time + 0.2); - - this.havocbot_keyboard = keyboard * autocvar_sv_maxspeed; - if (this.havocbot_ducktime > time) - PHYS_INPUT_BUTTON_CROUCH(this) = true; - - keyboard = this.havocbot_keyboard; - float blend = bound(0, vlen(destorg - this.origin) / autocvar_bot_ai_keyboard_distance, 1); // When getting close move with 360 degree - //dprint("movement ", vtos(CS(this).movement), " keyboard ", vtos(keyboard), " blend ", ftos(blend), "\n"); - CS(this).movement = CS(this).movement + (keyboard - CS(this).movement) * blend; } -} -void havocbot_bunnyhop(entity this, vector dir) -{ - float bunnyhopdistance; - vector deviation; - float maxspeed; - - // Don't jump when attacking - if(this.aistatus & AI_STATUS_ATTACKING) - return; - - if(IS_PLAYER(this.goalcurrent)) - return; - - maxspeed = autocvar_sv_maxspeed; - - if(this.aistatus & AI_STATUS_RUNNING && vdist(this.velocity, <, autocvar_sv_maxspeed * 0.75) - || this.aistatus & AI_STATUS_DANGER_AHEAD) + if (can_run) { - this.aistatus &= ~AI_STATUS_RUNNING; - PHYS_INPUT_BUTTON_JUMP(this) = false; - this.bot_canruntogoal = 0; - this.bot_timelastseengoal = 0; - return; + PHYS_INPUT_BUTTON_JUMP(this) = true; + this.bot_jump_time = time; + this.aistatus |= AI_STATUS_RUNNING; } - - if(this.waterlevel > WATERLEVEL_WETFEET) + else { - this.aistatus &= ~AI_STATUS_RUNNING; - return; + if (IS_ONGROUND(this) || this.waterlevel > WATERLEVEL_WETFEET) + this.aistatus &= ~AI_STATUS_RUNNING; } +} - if(this.bot_lastseengoal != this.goalcurrent && !(this.aistatus & AI_STATUS_RUNNING)) +void havocbot_keyboard_movement(entity this, vector destorg) +{ + if(time <= this.havocbot_keyboardtime) + return; + + float sk = skill + this.bot_moveskill; + this.havocbot_keyboardtime = + max( + this.havocbot_keyboardtime + + 0.05 / max(1, sk + this.havocbot_keyboardskill) + + random() * 0.025 / max(0.00025, skill + this.havocbot_keyboardskill) + , time); + vector keyboard = CS(this).movement / autocvar_sv_maxspeed; + + float trigger = autocvar_bot_ai_keyboard_threshold; + + // categorize forward movement + // at skill < 1.5 only forward + // at skill < 2.5 only individual directions + // at skill < 4.5 only individual directions, and forward diagonals + // at skill >= 4.5, all cases allowed + if (keyboard.x > trigger) { - this.bot_canruntogoal = 0; - this.bot_timelastseengoal = 0; + keyboard.x = 1; + if (sk < 2.5) + keyboard.y = 0; } - - vector gco = get_closer_dest(this.goalcurrent, this.origin); - bunnyhopdistance = vlen(this.origin - gco); - - // Run only to visible goals - if(IS_ONGROUND(this)) - if(vdist(vec2(this.velocity), >=, autocvar_sv_maxspeed)) // if -really- running - if(checkpvs(this.origin + this.view_ofs, this.goalcurrent)) + else if (keyboard.x < -trigger && sk > 1.5) { - this.bot_lastseengoal = this.goalcurrent; - - // seen it before - if(this.bot_timelastseengoal) - { - // for a period of time - if(time - this.bot_timelastseengoal > autocvar_bot_ai_bunnyhop_firstjumpdelay) - { - float checkdistance; - checkdistance = true; - - // don't run if it is too close - if(this.bot_canruntogoal==0) - { - if(bunnyhopdistance > autocvar_bot_ai_bunnyhop_startdistance) - this.bot_canruntogoal = 1; - else - this.bot_canruntogoal = -1; - } - - if(this.bot_canruntogoal != 1) - return; - - if(this.aistatus & AI_STATUS_ROAMING) - if(this.goalcurrent.classname=="waypoint") - if (!(this.goalcurrent.wpflags & WAYPOINTFLAG_PERSONAL)) - if(fabs(gco.z - this.origin.z) < this.maxs.z - this.mins.z) - if(this.goalstack01 && !wasfreed(this.goalstack01)) - if (!(this.goalstack01.wpflags & WAYPOINTFLAG_JUMP)) - { - vector gno = (this.goalstack01.absmin + this.goalstack01.absmax) * 0.5; - deviation = vectoangles(gno - this.origin) - vectoangles(gco - this.origin); - while (deviation.y < -180) deviation.y = deviation.y + 360; - while (deviation.y > 180) deviation.y = deviation.y - 360; - - if(fabs(deviation.y) < 20) - if(bunnyhopdistance < vlen(this.origin - gno)) - if(fabs(gno.z - gco.z) < this.maxs.z - this.mins.z) - { - if(vdist(gco - gno, >, autocvar_bot_ai_bunnyhop_startdistance)) - if(checkpvs(this.origin + this.view_ofs, this.goalstack01)) - { - checkdistance = false; - } - } - } - - if(checkdistance) - { - this.aistatus &= ~AI_STATUS_RUNNING; - // increase stop distance in case the goal is on a slope or a lower platform - if(bunnyhopdistance > autocvar_bot_ai_bunnyhop_stopdistance + (this.origin.z - gco.z)) - PHYS_INPUT_BUTTON_JUMP(this) = true; - } - else - { - this.aistatus |= AI_STATUS_RUNNING; - PHYS_INPUT_BUTTON_JUMP(this) = true; - } - } - } - else - { - this.bot_timelastseengoal = time; - } + keyboard.x = -1; + if (sk < 4.5) + keyboard.y = 0; } else { - this.bot_timelastseengoal = 0; + keyboard.x = 0; + if (sk < 1.5) + keyboard.y = 0; } + if (sk < 4.5) + keyboard.z = 0; -#if 0 - // Release jump button - if(!cvar("sv_pogostick")) - if((IS_ONGROUND(this)) == 0) - { - if(this.velocity.z < 0 || vlen(this.velocity) trigger) + keyboard.y = 1; + else if (keyboard.y < -trigger) + keyboard.y = -1; + else + keyboard.y = 0; - // Strafe - if(this.aistatus & AI_STATUS_RUNNING) - if(vlen(this.velocity)>maxspeed) - { - deviation = vectoangles(dir) - vectoangles(this.velocity); - while (deviation.y < -180) deviation.y = deviation.y + 360; - while (deviation.y > 180) deviation.y = deviation.y - 360; + if (keyboard.z > trigger) + keyboard.z = 1; + else if (keyboard.z < -trigger) + keyboard.z = -1; + else + keyboard.z = 0; - if(fabs(deviation.y)>10) - CS(this).movement_x = 0; + // make sure bots don't get stuck if havocbot_keyboardtime is very high + if (keyboard == '0 0 0') + this.havocbot_keyboardtime = min(this.havocbot_keyboardtime, time + 0.2); - if(deviation.y>10) - CS(this).movement_y = maxspeed * -1; - else if(deviation.y<10) - CS(this).movement_y = maxspeed; + this.havocbot_keyboard = keyboard * autocvar_sv_maxspeed; + if (this.havocbot_ducktime > time) + PHYS_INPUT_BUTTON_CROUCH(this) = true; - } - } -#endif + keyboard = this.havocbot_keyboard; + float blend = bound(0, vlen(destorg - this.origin) / autocvar_bot_ai_keyboard_distance, 1); // When getting close move with 360 degree + //dprint("movement ", vtos(CS(this).movement), " keyboard ", vtos(keyboard), " blend ", ftos(blend), "\n"); + CS(this).movement = CS(this).movement + (keyboard - CS(this).movement) * blend; } // return true when bot isn't getting closer to the current goal @@ -468,8 +391,6 @@ void havocbot_movetogoal(entity this) vector diff; vector dir; vector flatdir; - vector evadeobstacle; - vector evadelava; float dodge_enemy_factor = 1; float maxspeed; //float dist; @@ -479,6 +400,8 @@ void havocbot_movetogoal(entity this) CS(this).movement = '0 0 0'; maxspeed = autocvar_sv_maxspeed; + PHYS_INPUT_BUTTON_CROUCH(this) = boolean(this.goalcurrent.wpflags & WAYPOINTFLAG_CROUCH); + PHYS_INPUT_BUTTON_JETPACK(this) = false; // Jetpack navigation if(this.navigation_jetpack_goal) @@ -638,12 +561,31 @@ void havocbot_movetogoal(entity this) if (skill > 6 && !(IS_ONGROUND(this))) { #define ROCKETJUMP_DAMAGE() WEP_CVAR(devastator, damage) * 0.8 \ - * ((this.strength_finished > time) ? autocvar_g_balance_powerup_strength_selfdamage : 1) \ - * ((this.invincible_finished > time) ? autocvar_g_balance_powerup_invincible_takedamage : 1) + * ((STAT(STRENGTH_FINISHED, this) > time) ? autocvar_g_balance_powerup_strength_selfdamage : 1) \ + * ((STAT(INVINCIBLE_FINISHED, this) > time) ? autocvar_g_balance_powerup_invincible_takedamage : 1) + + // save some CPU cycles by checking trigger_hurt after checking + // that something can be done to evade it (cheaper checks) + int action_for_trigger_hurt = 0; + if (this.items & IT_JETPACK) + action_for_trigger_hurt = 1; + else if (!this.jumppadcount && !waypoint_is_hardwiredlink(this.goalcurrent_prev, this.goalcurrent) + && !(this.goalcurrent_prev && this.goalcurrent_prev.wpflags & WAYPOINTFLAG_JUMP) + && GetResource(this, RES_HEALTH) + GetResource(this, RES_ARMOR) > ROCKETJUMP_DAMAGE()) + { + action_for_trigger_hurt = 2; + } + else if (!this.goalcurrent) + action_for_trigger_hurt = 3; - tracebox(this.origin, this.mins, this.maxs, this.origin + '0 0 -65536', MOVE_NOMONSTERS, this); - if(tracebox_hits_trigger_hurt(this.origin, this.mins, this.maxs, trace_endpos )) - if(this.items & IT_JETPACK) + if (action_for_trigger_hurt) + { + tracebox(this.origin, this.mins, this.maxs, this.origin + '0 0 -65536', MOVE_NOMONSTERS, this); + if(!tracebox_hits_trigger_hurt(this.origin, this.mins, this.maxs, trace_endpos)) + action_for_trigger_hurt = 0; + } + + if(action_for_trigger_hurt == 1) // jetpack { tracebox(this.origin, this.mins, this.maxs, this.origin + '0 0 65536', MOVE_NOMONSTERS, this); if(tracebox_hits_trigger_hurt(this.origin, this.mins, this.maxs, trace_endpos + '0 0 1' )) @@ -681,9 +623,7 @@ void havocbot_movetogoal(entity this) return; } - else if(!this.jumppadcount && !waypoint_is_hardwiredlink(this.goalcurrent_prev, this.goalcurrent) - && !(this.goalcurrent_prev && this.goalcurrent_prev.wpflags & WAYPOINTFLAG_JUMP) - && GetResource(this, RES_HEALTH) + GetResource(this, RES_ARMOR) > ROCKETJUMP_DAMAGE()) + else if(action_for_trigger_hurt == 2) // rocketjump { if(this.velocity.z < 0) { @@ -717,11 +657,10 @@ void havocbot_movetogoal(entity this) } } } - else + else if(action_for_trigger_hurt == 3) // no goal { // If there is no goal try to move forward - if(this.goalcurrent==NULL) - CS(this).movement_x = maxspeed; + CS(this).movement_x = maxspeed; } } @@ -733,8 +672,6 @@ void havocbot_movetogoal(entity this) dir.z = 1; else if(this.velocity.z >= 0 && !(this.waterlevel == WATERLEVEL_WETFEET && this.watertype == CONTENT_WATER)) PHYS_INPUT_BUTTON_JUMP(this) = true; - else - PHYS_INPUT_BUTTON_JUMP(this) = false; makevectors(this.v_angle.y * '0 1 0'); vector v = dir * maxspeed; CS(this).movement.x = v * v_forward; @@ -940,12 +877,13 @@ void havocbot_movetogoal(entity this) dir = normalize(diff); flatdir = (diff.z == 0) ? dir : normalize(vec2(diff)); + bool danger_detected = false; + vector do_break = '0 0 0'; + //if (this.bot_dodgevector_time < time) { //this.bot_dodgevector_time = time + cvar("bot_ai_dodgeupdateinterval"); //this.bot_dodgevector_jumpbutton = 1; - evadeobstacle = '0 0 0'; - evadelava = '0 0 0'; this.aistatus &= ~AI_STATUS_DANGER_AHEAD; makevectors(this.v_angle.y * '0 1 0'); @@ -968,7 +906,6 @@ void havocbot_movetogoal(entity this) } else { - PHYS_INPUT_BUTTON_JUMP(this) = false; if (destorg.z > this.origin.z) dir = flatdir; } @@ -997,7 +934,7 @@ void havocbot_movetogoal(entity this) vector flat_diff = vec2(diff); offset = max(32, current_speed * cos(deviation.y * DEG2RAD) * 0.3) * flatdir; vector actual_destorg = this.origin + offset; - if (this.goalcurrent_prev && this.goalcurrent_prev.wpflags & WAYPOINTFLAG_JUMP) + if (this.goalcurrent_prev && (this.goalcurrent_prev.wpflags & WAYPOINTFLAG_JUMP)) { if (time > this.bot_stop_moving_timeout && fabs(deviation.y) > 20 && current_speed > maxspeed * 0.4 @@ -1012,15 +949,14 @@ void havocbot_movetogoal(entity this) ) { PHYS_INPUT_BUTTON_JUMP(this) = true; - // avoid changing route while bot is jumping a gap - navigation_goalrating_timeout_extend_if_needed(this, 1.5); + this.bot_jump_time = time; } } - else if (!this.goalstack01 || this.goalcurrent.wpflags & (WAYPOINTFLAG_TELEPORT | WAYPOINTFLAG_LADDER)) + else if (!this.goalstack01 || (this.goalcurrent.wpflags & (WAYPOINTFLAG_TELEPORT | WAYPOINTFLAG_LADDER))) { if (vlen2(flat_diff) < vlen2(offset)) { - if (this.goalcurrent.wpflags & WAYPOINTFLAG_JUMP && this.goalstack01) + if ((this.goalcurrent.wpflags & WAYPOINTFLAG_JUMP) && this.goalstack01) { // oblique warpzones need a jump otherwise bots gets stuck PHYS_INPUT_BUTTON_JUMP(this) = true; @@ -1055,7 +991,17 @@ void havocbot_movetogoal(entity this) LABEL(jumpobstacle_check); dir = flatdir = normalize(actual_destorg - this.origin); - if (turning || fabs(deviation.y) < 50) // don't even try to jump if deviation is too high + bool jump_forbidden = false; + if (!turning && fabs(deviation.y) > 50) + jump_forbidden = true; + else if (IS_DUCKED(this)) + { + tracebox(this.origin, PL_MIN_CONST, PL_MAX_CONST, this.origin, false, this); + if (trace_startsolid) + jump_forbidden = true; + } + + if (!jump_forbidden) { tracebox(this.origin, this.mins, this.maxs, actual_destorg, false, this); if (trace_fraction < 1 && trace_plane_normal.z < 0.7) @@ -1079,13 +1025,19 @@ void havocbot_movetogoal(entity this) vector jump_height = (IS_ONGROUND(this)) ? stepheightvec + jumpheight_vec : jumpstepheightvec; tracebox(this.origin + jump_height, this.mins, this.maxs, actual_destorg + jump_height, false, this); if (trace_fraction > s) + { PHYS_INPUT_BUTTON_JUMP(this) = true; + this.bot_jump_time = time; + } else { jump_height = stepheightvec + jumpheight_vec / 2; tracebox(this.origin + jump_height, this.mins, this.maxs, actual_destorg + jump_height, false, this); if (trace_fraction > s) + { PHYS_INPUT_BUTTON_JUMP(this) = true; + this.bot_jump_time = time; + } } } } @@ -1119,15 +1071,15 @@ void havocbot_movetogoal(entity this) this.goalcurrent_distance_time = -time; // mark second try } - // Check for water/slime/lava and dangerous edges - // (only when the bot is on the ground or jumping intentionally) - if (skill + this.bot_moveskill <= 3 && time > this.bot_stop_moving_timeout && current_speed > maxspeed * 0.9 && fabs(deviation.y) > 70) { this.bot_stop_moving_timeout = time + 0.4 + random() * 0.2; } + // Check for water/slime/lava and dangerous edges + // (only when the bot is on the ground or jumping intentionally) + offset = (vdist(this.velocity, >, 32) ? this.velocity * 0.2 : flatdir * 32); vector dst_ahead = this.origin + this.view_ofs + offset; vector dst_down = dst_ahead - '0 0 3000'; @@ -1137,7 +1089,7 @@ void havocbot_movetogoal(entity this) s = CONTENT_SOLID; if (trace_fraction == 1 && !this.jumppadcount && !waypoint_is_hardwiredlink(this.goalcurrent_prev, this.goalcurrent) - && !(this.goalcurrent_prev && this.goalcurrent_prev.wpflags & WAYPOINTFLAG_JUMP) ) + && !(this.goalcurrent_prev && (this.goalcurrent_prev.wpflags & WAYPOINTFLAG_JUMP))) if((IS_ONGROUND(this)) || (this.aistatus & AI_STATUS_RUNNING) || (this.aistatus & AI_STATUS_ROAMING) || PHYS_INPUT_BUTTON_JUMP(this)) { // Look downwards @@ -1146,37 +1098,42 @@ void havocbot_movetogoal(entity this) //te_lightning2(NULL, dst_ahead, trace_endpos); // Draw "downwards" look if(trace_endpos.z < this.origin.z + this.mins.z) { - s = pointcontents(trace_endpos + '0 0 1'); - if (s != CONTENT_SOLID) - if (s == CONTENT_LAVA || s == CONTENT_SLIME) - evadelava = normalize(this.velocity) * -1; - else if (s == CONTENT_SKY) - evadeobstacle = normalize(this.velocity) * -1; - else if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos)) + if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY) + danger_detected = true; + else if (trace_endpos.z < min(this.origin.z + this.mins.z, this.goalcurrent.origin.z) - 100) + danger_detected = true; + else { - // the traceline check isn't enough but is good as optimization, - // when not true (most of the time) this tracebox call is avoided - tracebox(dst_ahead, this.mins, this.maxs, dst_down, true, this); - if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos)) + s = pointcontents(trace_endpos + '0 0 1'); + if (s != CONTENT_SOLID) { - if (destorg.z > this.origin.z + jumpstepheightvec.z) + if (s == CONTENT_LAVA || s == CONTENT_SLIME) + danger_detected = true; + else if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos)) { - // the goal is probably on an upper platform, assume bot can't get there - unreachable = true; + // the traceline check isn't enough but is good as optimization, + // when not true (most of the time) this tracebox call is avoided + tracebox(dst_ahead, this.mins, this.maxs, dst_down, true, this); + if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos)) + { + if (destorg.z > this.origin.z + jumpstepheightvec.z) + { + // the goal is probably on an upper platform, assume bot can't get there + unreachable = true; + } + else + danger_detected = true; + } } - else - evadelava = normalize(this.velocity) * -1; } } } } dir = flatdir; - evadeobstacle.z = 0; - evadelava.z = 0; makevectors(this.v_angle.y * '0 1 0'); - if(evadeobstacle || evadelava || (s == CONTENT_WATER)) + if (danger_detected || (s == CONTENT_WATER)) { this.aistatus |= AI_STATUS_DANGER_AHEAD; if(IS_PLAYER(this.goalcurrent)) @@ -1191,7 +1148,7 @@ void havocbot_movetogoal(entity this) // tracebox wouldn't work when bot is still on the ledge traceline(this.origin, this.origin - '0 0 200', true, this); if (this.origin.z - trace_endpos.z > 120) - evadeobstacle = normalize(this.velocity) * -1; + do_break = normalize(this.velocity) * -1; } if(unreachable) @@ -1206,8 +1163,6 @@ void havocbot_movetogoal(entity this) dodge = havocbot_dodge(this); if (dodge) dodge *= bound(0, 0.5 + (skill + this.bot_dodgeskill) * 0.1, 1); - dodge += evadeobstacle + evadelava; - evadelava = evadelava * bound(1,3-(skill+this.bot_dodgeskill),3); //Noobs fear lava a lot and take more distance from it if (this.enemy) { traceline(this.origin, (this.enemy.absmin + this.enemy.absmax) * 0.5, true, NULL); @@ -1219,7 +1174,7 @@ void havocbot_movetogoal(entity this) } float ladder_zdir = 0; - if(time < this.ladder_time) + if(this.ladder_entity) { if(this.goalcurrent.origin.z + this.goalcurrent.mins.z > this.origin.z + this.mins.z) { @@ -1260,10 +1215,27 @@ void havocbot_movetogoal(entity this) bot_aimdir(this, dir, 0); } + vector evadedanger = '0 0 0'; if (!ladder_zdir) { dir *= dodge_enemy_factor; - dir = normalize(dir + dodge); + if (danger_detected && vdist(this.velocity, >, maxspeed * 0.8) && this.goalcurrent_prev + && this.goalcurrent.classname == "waypoint") + { + vector p = this.origin + this.velocity * 0.2; + vector evadedanger = point_line_vec(p, vec2(this.goalcurrent_prev.origin) + eZ * p.z, + vec2(destorg - this.goalcurrent_prev.origin)); + if (vdist(evadedanger, >, 20)) + { + if (vdist(evadedanger, >, 40)) + do_break = normalize(this.velocity) * -1; + evadedanger = normalize(evadedanger); + evadedanger *= bound(1, 3 - (skill + this.bot_dodgeskill), 3); // Noobs fear dangers a lot and take more distance from them + } + else + evadedanger = '0 0 0'; + } + dir = normalize(dir + dodge + do_break + evadedanger); } makevectors(this.v_angle); @@ -1279,14 +1251,18 @@ void havocbot_movetogoal(entity this) havocbot_keyboard_movement(this, destorg); // Bunnyhop! - //if(this.aistatus & AI_STATUS_ROAMING) - if(!bunnyhop_forbidden && this.goalcurrent) - if(skill+this.bot_moveskill >= autocvar_bot_ai_bunnyhop_skilloffset) + if (!bunnyhop_forbidden && !evadedanger && !do_break && skill + this.bot_moveskill >= autocvar_bot_ai_bunnyhop_skilloffset) havocbot_bunnyhop(this, dir); - if ((dir * v_up) >= autocvar_sv_jumpvelocity*0.5 && (IS_ONGROUND(this))) PHYS_INPUT_BUTTON_JUMP(this) = true; - if (((dodge * v_up) > 0) && random()*frametime >= 0.2*bound(0,(10-skill-this.bot_dodgeskill)*0.1,1)) PHYS_INPUT_BUTTON_JUMP(this) = true; - if (((dodge * v_up) < 0) && random()*frametime >= 0.5*bound(0,(10-skill-this.bot_dodgeskill)*0.1,1)) this.havocbot_ducktime=time+0.3/bound(0.1,skill+this.bot_dodgeskill,10); + if (dir * v_up >= autocvar_sv_jumpvelocity * 0.5 && IS_ONGROUND(this)) + PHYS_INPUT_BUTTON_JUMP(this) = true; + if (dodge) + { + if (dodge * v_up > 0 && random() * frametime >= 0.2 * bound(0, (10 - skill - this.bot_dodgeskill) * 0.1, 1)) + PHYS_INPUT_BUTTON_JUMP(this) = true; + if (dodge * v_up < 0 && random() * frametime >= 0.5 * bound(0, (10 - skill - this.bot_dodgeskill) * 0.1, 1)) + this.havocbot_ducktime = time + 0.3 / bound(0.1, skill + this.bot_dodgeskill, 10); + } } entity havocbot_gettarget(entity this, bool secondary) @@ -1316,6 +1292,7 @@ void havocbot_chooseenemy(entity this) this.enemy = NULL; return; } + if (this.enemy) { if (!bot_shouldattack(this, this.enemy)) @@ -1324,26 +1301,21 @@ void havocbot_chooseenemy(entity this) this.enemy = NULL; this.havocbot_chooseenemy_finished = time; } - else if (this.havocbot_stickenemy) + else if (this.havocbot_stickenemy_time && time < this.havocbot_stickenemy_time) { // tracking last chosen enemy - // if enemy is visible - // and not really really far away - // and we're not severely injured - // then keep tracking for a half second into the future - traceline(this.origin+this.view_ofs, ( this.enemy.absmin + this.enemy.absmax ) * 0.5,false,NULL); + vector targ_pos = (this.enemy.absmin + this.enemy.absmax) * 0.5; + traceline(this.origin + this.view_ofs, targ_pos, false, NULL); if (trace_ent == this.enemy || trace_fraction == 1) - if (vdist(((this.enemy.absmin + this.enemy.absmax) * 0.5) - this.origin, <, 1000)) - if (GetResource(this, RES_HEALTH) > 30) + if (vdist(targ_pos - this.origin, <, 1000)) { // remain tracking him for a shot while (case he went after a small corner or pilar this.havocbot_chooseenemy_finished = time + 0.5; return; } - // enemy isn't visible, or is far away, or we're injured severely - // so stop preferring this enemy - // (it will still take a half second until a new one is chosen) - this.havocbot_stickenemy = 0; + + // stop preferring this enemy + this.havocbot_stickenemy_time = 0; } } if (time < this.havocbot_chooseenemy_finished) @@ -1351,7 +1323,7 @@ void havocbot_chooseenemy(entity this) this.havocbot_chooseenemy_finished = time + autocvar_bot_ai_enemydetectioninterval; vector eye = this.origin + this.view_ofs; entity best = NULL; - float bestrating = 100000000; + float bestrating = autocvar_bot_ai_enemydetectionradius ** 2; // Backup hit flags int hf = this.dphitcontentsmask; @@ -1382,9 +1354,7 @@ LABEL(scan_targets) vector v = (it.absmin + it.absmax) * 0.5; float rating = vlen2(v - eye); - if (vdist(v - eye, <, autocvar_bot_ai_enemydetectionradius)) - if (bestrating > rating) - if (bot_shouldattack(this, it)) + if (rating < bestrating && bot_shouldattack(this, it)) { traceline(eye, v, true, this); if (trace_ent == it || trace_fraction >= 1) @@ -1399,7 +1369,7 @@ LABEL(scan_targets) { scan_secondary_targets = true; // restart the loop - bestrating = 100000000; + bestrating = autocvar_bot_ai_enemydetectionradius ** 2; goto scan_targets; } @@ -1420,9 +1390,9 @@ LABEL(scan_targets) this.dphitcontentsmask = hf; this.enemy = best; - this.havocbot_stickenemy = true; + this.havocbot_stickenemy_time = time + autocvar_bot_ai_enemydetectioninterval_stickingtoenemy; if(best && best.classname == "misc_breakablemodel") - this.havocbot_stickenemy = false; + this.havocbot_stickenemy_time = 0; } float havocbot_chooseweapon_checkreload(entity this, .entity weaponentity, int new_weapon) @@ -1506,13 +1476,13 @@ void havocbot_chooseweapon(entity this, .entity weaponentity) // Choose weapons for far distance if ( distance > bot_distance_far ) { - for(i=0; i < Weapons_COUNT && bot_weapons_far[i] != -1 ; ++i){ + for(i=0; i < REGISTRY_COUNT(Weapons) && bot_weapons_far[i] != -1 ; ++i){ w = bot_weapons_far[i]; - if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) ) + if ( client_hasweapon(this, REGISTRY_GET(Weapons, w), weaponentity, true, false) ) { if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w)) continue; - this.(weaponentity).m_switchweapon = Weapons_from(w); + this.(weaponentity).m_switchweapon = REGISTRY_GET(Weapons, w); return; } } @@ -1520,26 +1490,26 @@ void havocbot_chooseweapon(entity this, .entity weaponentity) // Choose weapons for mid distance if ( distance > bot_distance_close) { - for(i=0; i < Weapons_COUNT && bot_weapons_mid[i] != -1 ; ++i){ + for(i=0; i < REGISTRY_COUNT(Weapons) && bot_weapons_mid[i] != -1 ; ++i){ w = bot_weapons_mid[i]; - if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) ) + if ( client_hasweapon(this, REGISTRY_GET(Weapons, w), weaponentity, true, false) ) { if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w)) continue; - this.(weaponentity).m_switchweapon = Weapons_from(w); + this.(weaponentity).m_switchweapon = REGISTRY_GET(Weapons, w); return; } } } // Choose weapons for close distance - for(i=0; i < Weapons_COUNT && bot_weapons_close[i] != -1 ; ++i){ + for(i=0; i < REGISTRY_COUNT(Weapons) && bot_weapons_close[i] != -1 ; ++i){ w = bot_weapons_close[i]; - if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) ) + if ( client_hasweapon(this, REGISTRY_GET(Weapons, w), weaponentity, true, false) ) { if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w)) continue; - this.(weaponentity).m_switchweapon = Weapons_from(w); + this.(weaponentity).m_switchweapon = REGISTRY_GET(Weapons, w); return; } }