6 #include "navigation.qh"
7 #include "scripting.qh"
8 #include "waypoints.qh"
10 #include "havocbot/havocbot.qh"
11 #include "havocbot/scripting.qh"
13 #include "../../teamplay.qh"
15 #include "../../antilag.qh"
16 #include "../../autocvars.qh"
17 #include "../../campaign.qh"
18 #include "../../client.qh"
19 #include "../../constants.qh"
20 #include "../../defs.qh"
21 #include "../../race.qh"
22 #include <common/t_items.qh>
24 #include "../../mutators/_mod.qh"
26 #include "../../weapons/accuracy.qh"
28 #include <common/physics/player.qh>
29 #include <common/constants.qh>
30 #include <common/net_linked.qh>
31 #include <common/mapinfo.qh>
32 #include <common/teams.qh>
33 #include <common/util.qh>
35 #include <server/scores_rules.qh>
37 #include <common/weapons/_all.qh>
39 #include <lib/csqcmodel/sv_model.qh>
41 #include <lib/warpzone/common.qh>
42 #include <lib/warpzone/util_server.qh>
46 entity bot = spawnclient();
49 currentbots = currentbots + 1;
50 bot_setnameandstuff(bot);
52 PutClientInServer(bot);
57 void bot_think(entity this)
59 if (this.bot_nextthink > time)
62 this.flags &= ~FL_GODMODE;
64 this.flags |= FL_GODMODE;
66 this.bot_nextthink = this.bot_nextthink + autocvar_bot_ai_thinkinterval * pow(0.5, this.bot_aiskill);
67 if(this.bot_nextthink < time)
68 this.bot_nextthink = time + autocvar_bot_ai_thinkinterval * pow(0.5, this.bot_aiskill);
69 //if (this.bot_painintensity > 0)
70 // this.bot_painintensity = this.bot_painintensity - (skill + 1) * 40 * frametime;
72 //this.bot_painintensity = this.bot_painintensity + this.bot_oldhealth - this.health;
73 //this.bot_painintensity = bound(0, this.bot_painintensity, 100);
75 if (!IS_PLAYER(this) || (autocvar_g_campaign && !campaign_bots_may_start))
77 this.movement = '0 0 0';
78 this.bot_nextthink = time + 0.5;
84 this.v_angle = this.angles;
86 this.fixangle = false;
91 this.dmg_inflictor = NULL;
93 // calculate an aiming latency based on the skill setting
94 // (simulated network latency + naturally delayed reflexes)
95 //this.ping = 0.7 - bound(0, 0.05 * skill, 0.5); // moved the reflexes to bot_aimdir (under the name 'think')
96 // minimum ping 20+10 random
97 this.ping = bound(0,0.07 - bound(0, (skill + this.bot_pingskill) * 0.005,0.05)+random()*0.01,0.65); // Now holds real lag to server, and higer skill players take a less laggy server
98 // skill 10 = ping 0.2 (adrenaline)
99 // skill 0 = ping 0.7 (slightly drunk)
102 PHYS_INPUT_BUTTON_ATCK(this) = false;
103 PHYS_INPUT_BUTTON_JUMP(this) = false;
104 PHYS_INPUT_BUTTON_ATCK2(this) = false;
105 PHYS_INPUT_BUTTON_ZOOM(this) = false;
106 PHYS_INPUT_BUTTON_CROUCH(this) = false;
107 PHYS_INPUT_BUTTON_HOOK(this) = false;
108 PHYS_INPUT_BUTTON_INFO(this) = false;
109 PHYS_INPUT_BUTTON_DRAG(this) = false;
110 PHYS_INPUT_BUTTON_CHAT(this) = false;
111 PHYS_INPUT_BUTTON_USE(this) = false;
113 if (time < game_starttime)
115 // block the bot during the countdown to game start
116 this.movement = '0 0 0';
117 this.bot_nextthink = game_starttime;
121 // if dead, just wait until we can respawn
124 this.movement = '0 0 0';
125 if (this.deadflag == DEAD_DEAD)
127 PHYS_INPUT_BUTTON_JUMP(this) = true; // press jump to respawn
128 this.bot_strategytime = 0;
131 else if(this.aistatus & AI_STATUS_STUCK)
132 navigation_unstuck(this);
134 // now call the current bot AI (havocbot for example)
138 void bot_setnameandstuff(entity this)
141 float file, tokens, prio;
143 string bot_name, bot_model, bot_skin, bot_shirt, bot_pants;
144 string name, prefix, suffix;
146 if(autocvar_g_campaign)
153 prefix = autocvar_bot_prefix;
154 suffix = autocvar_bot_suffix;
157 file = fopen(autocvar_bot_config_file, FILE_READ);
161 LOG_INFO(strcat("Error: Can not open the bot configuration file '",autocvar_bot_config_file,"'\n"));
166 RandomSelection_Init();
167 while((readfile = fgets(file)))
169 if(substring(readfile, 0, 2) == "//")
171 if(substring(readfile, 0, 1) == "#")
173 tokens = tokenizebyseparator(readfile, "\t");
178 FOREACH_CLIENT(IS_BOT_CLIENT(it), LAMBDA(
179 if(s == it.cleanname)
185 RandomSelection_AddString(readfile, 1, prio);
187 readfile = RandomSelection_chosen_string;
191 tokens = tokenizebyseparator(readfile, "\t");
192 if(argv(0) != "") bot_name = argv(0);
193 else bot_name = "Bot";
195 if(argv(1) != "") bot_model = argv(1);
198 if(argv(2) != "") bot_skin = argv(2);
201 if(argv(3) != "" && stof(argv(3)) >= 0) bot_shirt = argv(3);
202 else bot_shirt = ftos(floor(random() * 15));
204 if(argv(4) != "" && stof(argv(4)) >= 0) bot_pants = argv(4);
205 else bot_pants = ftos(floor(random() * 15));
207 this.bot_forced_team = stof(argv(5));
211 #define READSKILL(f,w,r) if(argv(prio) != "") this.f = stof(argv(prio)) * (w); else this.f = (!autocvar_g_campaign) * (2 * random() - 1) * (r) * (w); ++prio
212 //print(bot_name, ": ping=", argv(9), "\n");
214 READSKILL(havocbot_keyboardskill, 0.5, 0.5); // keyboard skill
215 READSKILL(bot_moveskill, 2, 0); // move skill
216 READSKILL(bot_dodgeskill, 2, 0); // dodge skill
218 READSKILL(bot_pingskill, 0.5, 0); // ping skill
220 READSKILL(bot_weaponskill, 2, 0); // weapon skill
221 READSKILL(bot_aggresskill, 1, 0); // aggre skill
222 READSKILL(bot_rangepreference, 1, 0); // read skill
224 READSKILL(bot_aimskill, 2, 0); // aim skill
225 READSKILL(bot_offsetskill, 2, 0.5); // offset skill
226 READSKILL(bot_mouseskill, 1, 0.5); // mouse skill
228 READSKILL(bot_thinkskill, 1, 0.5); // think skill
229 READSKILL(bot_aiskill, 2, 0); // "ai" skill
231 this.bot_config_loaded = true;
233 // this is really only a default, JoinBestTeam is called later
234 setcolor(this, stof(bot_shirt) * 16 + stof(bot_pants));
235 this.bot_preferredcolors = this.clientcolors;
238 if (autocvar_bot_usemodelnames)
243 // number bots with identical names
245 FOREACH_CLIENT(IS_BOT_CLIENT(it), LAMBDA(
246 if(it.cleanname == name)
250 this.netname = this.netname_freeme = strzone(strcat(prefix, name, "(", ftos(j), ")", suffix));
252 this.netname = this.netname_freeme = strzone(strcat(prefix, name, suffix));
254 this.cleanname = strzone(name);
256 // pick the model and skin
257 if(substring(bot_model, -4, 1) != ".")
258 bot_model = strcat(bot_model, ".iqm");
259 this.playermodel = this.playermodel_freeme = strzone(strcat("models/player/", bot_model));
260 this.playerskin = this.playerskin_freeme = strzone(bot_skin);
262 this.cvar_cl_accuracy_data_share = 1; // share the bots weapon accuracy data with the NULL
263 this.cvar_cl_accuracy_data_receive = 0; // don't receive any weapon accuracy data
266 void bot_custom_weapon_priority_setup()
270 bot_custom_weapon = false;
272 if( autocvar_bot_ai_custom_weapon_priority_far == "" ||
273 autocvar_bot_ai_custom_weapon_priority_mid == "" ||
274 autocvar_bot_ai_custom_weapon_priority_close == "" ||
275 autocvar_bot_ai_custom_weapon_priority_distances == ""
280 tokens = tokenizebyseparator(autocvar_bot_ai_custom_weapon_priority_distances," ");
285 bot_distance_far = stof(argv(0));
286 bot_distance_close = stof(argv(1));
288 if(bot_distance_far < bot_distance_close){
289 bot_distance_far = stof(argv(1));
290 bot_distance_close = stof(argv(0));
293 // Initialize list of weapons
294 bot_weapons_far[0] = -1;
295 bot_weapons_mid[0] = -1;
296 bot_weapons_close[0] = -1;
298 // Parse far distance weapon priorities
299 tokens = tokenizebyseparator(W_NumberWeaponOrder(autocvar_bot_ai_custom_weapon_priority_far)," ");
302 for(i=0; i < tokens && c < Weapons_COUNT; ++i){
304 if ( w >= WEP_FIRST && w <= WEP_LAST) {
305 bot_weapons_far[c] = w;
309 if(c < Weapons_COUNT)
310 bot_weapons_far[c] = -1;
312 // Parse mid distance weapon priorities
313 tokens = tokenizebyseparator(W_NumberWeaponOrder(autocvar_bot_ai_custom_weapon_priority_mid)," ");
316 for(i=0; i < tokens && c < Weapons_COUNT; ++i){
318 if ( w >= WEP_FIRST && w <= WEP_LAST) {
319 bot_weapons_mid[c] = w;
323 if(c < Weapons_COUNT)
324 bot_weapons_mid[c] = -1;
326 // Parse close distance weapon priorities
327 tokens = tokenizebyseparator(W_NumberWeaponOrder(autocvar_bot_ai_custom_weapon_priority_close)," ");
330 for(i=0; i < tokens && i < Weapons_COUNT; ++i){
332 if ( w >= WEP_FIRST && w <= WEP_LAST) {
333 bot_weapons_close[c] = w;
337 if(c < Weapons_COUNT)
338 bot_weapons_close[c] = -1;
340 bot_custom_weapon = true;
345 bot_relinkplayerlist();
349 setcolor(e, e.bot_preferredcolors);
352 // if dynamic waypoints are ever implemented, save them here
355 void bot_relinkplayerlist()
361 entity prevbot = NULL;
366 if(IS_BOT_CLIENT(it))
369 prevbot.nextbot = it;
373 bot_list.nextbot = NULL;
379 LOG_TRACE("relink: ", ftos(currentbots), " bots seen.");
380 bot_strategytoken = bot_list;
381 bot_strategytoken_taken = true;
384 void bot_clientdisconnect(entity this)
386 if (!IS_BOT_CLIENT(this))
388 bot_clearqueue(this);
390 strunzone(this.cleanname);
391 if(this.netname_freeme)
392 strunzone(this.netname_freeme);
393 if(this.playermodel_freeme)
394 strunzone(this.playermodel_freeme);
395 if(this.playerskin_freeme)
396 strunzone(this.playerskin_freeme);
397 this.cleanname = string_null;
398 this.netname_freeme = string_null;
399 this.playermodel_freeme = string_null;
400 this.playerskin_freeme = string_null;
401 if(this.bot_cmd_current)
402 delete(this.bot_cmd_current);
403 if(bot_waypoint_queue_owner == this)
404 bot_waypoint_queue_owner = NULL;
407 void bot_clientconnect(entity this)
409 if (!IS_BOT_CLIENT(this)) return;
410 this.bot_preferredcolors = this.clientcolors;
411 this.bot_nextthink = time - random();
412 this.lag_func = bot_lagfunc;
414 this.createdtime = this.bot_nextthink;
416 if(!this.bot_config_loaded) // This is needed so team overrider doesn't break between matches
417 bot_setnameandstuff(this);
419 if(this.bot_forced_team==1)
420 this.team = NUM_TEAM_1;
421 else if(this.bot_forced_team==2)
422 this.team = NUM_TEAM_2;
423 else if(this.bot_forced_team==3)
424 this.team = NUM_TEAM_3;
425 else if(this.bot_forced_team==4)
426 this.team = NUM_TEAM_4;
428 JoinBestTeam(this, false, true);
430 havocbot_setupbot(this);
433 void bot_removefromlargestteam()
435 CheckAllowedTeams(NULL);
443 FOREACH_CLIENT(it.isbot,
450 besttime = it.createdtime;
457 case NUM_TEAM_1: thiscount = c1; break;
458 case NUM_TEAM_2: thiscount = c2; break;
459 case NUM_TEAM_3: thiscount = c3; break;
460 case NUM_TEAM_4: thiscount = c4; break;
463 if(thiscount > bestcount)
465 bestcount = thiscount;
466 besttime = it.createdtime;
469 else if(thiscount == bestcount && besttime < it.createdtime)
471 besttime = it.createdtime;
476 return; // no bots to remove
477 currentbots = currentbots - 1;
481 void bot_removenewest()
485 bot_removefromlargestteam();
493 FOREACH_CLIENT(it.isbot,
500 besttime = it.createdtime;
503 if(besttime < it.createdtime)
505 besttime = it.createdtime;
511 return; // no bots to remove
513 currentbots = currentbots - 1;
517 void autoskill(float factor)
524 FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(
525 if(IS_REAL_CLIENT(it))
526 bestplayer = max(bestplayer, it.totalfrags - it.totalfrags_lastcheck);
528 bestbot = max(bestbot, it.totalfrags - it.totalfrags_lastcheck);
531 LOG_TRACE("autoskill: best player got ", ftos(bestplayer), ", ");
532 LOG_TRACE("best bot got ", ftos(bestbot), "; ");
533 if(bestbot < 0 || bestplayer < 0)
535 LOG_TRACE("not doing anything");
536 // don't return, let it reset all counters below
538 else if(bestbot <= bestplayer * factor - 2)
540 if(autocvar_skill < 17)
542 LOG_TRACE("2 frags difference, increasing skill");
543 cvar_set("skill", ftos(autocvar_skill + 1));
544 bprint("^2SKILL UP!^7 Now at level ", ftos(autocvar_skill), "\n");
547 else if(bestbot >= bestplayer * factor + 2)
549 if(autocvar_skill > 0)
551 LOG_TRACE("2 frags difference, decreasing skill");
552 cvar_set("skill", ftos(autocvar_skill - 1));
553 bprint("^1SKILL DOWN!^7 Now at level ", ftos(autocvar_skill), "\n");
558 LOG_TRACE("not doing anything");
560 // don't reset counters, wait for them to accumulate
563 FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(it.totalfrags_lastcheck = it.totalfrags));
566 void bot_calculate_stepheightvec()
568 stepheightvec = autocvar_sv_stepheight * '0 0 1';
569 jumpstepheightvec = stepheightvec +
570 ((autocvar_sv_jumpvelocity * autocvar_sv_jumpvelocity) / (2 * autocvar_sv_gravity)) * '0 0 0.85';
571 // 0.75 factor is for safety to make the jumps easy
576 int activerealplayers = 0;
578 if (MUTATOR_CALLHOOK(Bot_FixCount, activerealplayers, realplayers)) {
579 activerealplayers = M_ARGV(0, int);
580 realplayers = M_ARGV(1, int);
582 FOREACH_CLIENT(IS_REAL_CLIENT(it), LAMBDA(
590 // add/remove bots if needed to make sure there are at least
591 // minplayers+bot_number, or remove all bots if no one is playing
592 // But don't remove bots immediately on level change, as the real players
593 // usually haven't rejoined yet
594 bots_would_leave = false;
595 if (teamplay && autocvar_bot_vs_human && AvailableTeams() == 2)
596 bots = min(ceil(fabs(autocvar_bot_vs_human) * activerealplayers), maxclients - realplayers);
597 else if ((realplayers || autocvar_bot_join_empty || (currentbots > 0 && time < 5)))
599 float realminplayers, minplayers;
600 realminplayers = autocvar_minplayers;
601 minplayers = max(0, floor(realminplayers));
603 float realminbots, minbots;
604 realminbots = autocvar_bot_number;
605 minbots = max(0, floor(realminbots));
607 bots = min(max(minbots, minplayers - activerealplayers), maxclients - realplayers);
609 bots_would_leave = true;
613 // if there are no players, remove bots
617 // only add one bot per frame to avoid utter chaos
618 if(time > botframe_nextthink)
620 //dprint(ftos(bots), " ? ", ftos(currentbots), "\n");
621 while (currentbots < bots)
623 if (bot_spawn() == NULL)
625 bprint("Can not add bot, server full.\n");
629 while (currentbots > bots)
636 void bot_remove_from_bot_list(entity this)
639 entity prev_bot = NULL;
645 bot_list = this.nextbot;
647 prev_bot.nextbot = this.nextbot;
648 if(bot_strategytoken == this)
650 bot_strategytoken = this.nextbot;
651 bot_strategytoken_taken = true;
661 void bot_clear(entity this)
663 bot_remove_from_bot_list(this);
664 if(bot_waypoint_queue_owner == this)
665 bot_waypoint_queue_owner = NULL;
666 this.aistatus &= ~AI_STATUS_STUCK; // otherwise bot_waypoint_queue_owner will be set again to this by navigation_unstuck
669 void bot_serverframe()
677 bot_calculate_stepheightvec();
678 bot_navigation_movemode = ((autocvar_bot_navigation_ignoreplayers) ? MOVE_NOMONSTERS : MOVE_NORMAL);
680 if(time > autoskill_nextthink)
683 a = autocvar_skill_auto;
686 autoskill_nextthink = time + 5;
689 if(time > botframe_nextthink)
692 botframe_nextthink = time + 10;
695 bot_ignore_bots = autocvar_bot_ignore_bots;
697 if(botframe_spawnedwaypoints)
699 if(autocvar_waypoint_benchmark)
703 if (currentbots > 0 || autocvar_g_waypointeditor || autocvar_g_waypointeditor_auto)
704 if (botframe_spawnedwaypoints)
706 if(botframe_cachedwaypointlinks)
708 if(!botframe_loadedforcedlinks)
709 waypoint_load_links_hardwired();
713 // TODO: Make this check cleaner
714 IL_EACH(g_waypoints, time - it.nextthink > 10,
716 waypoint_save_links();
723 botframe_spawnedwaypoints = true;
725 if(!waypoint_load_links())
726 waypoint_schedulerelinkall();
731 // cycle the goal token from one bot to the next each frame
732 // (this prevents them from all doing spawnfunc_waypoint searches on the same
733 // frame, which causes choppy framerates)
734 if (bot_strategytoken_taken)
736 bot_strategytoken_taken = false;
737 if (bot_strategytoken)
738 bot_strategytoken = bot_strategytoken.nextbot;
739 if (!bot_strategytoken)
740 bot_strategytoken = bot_list;
743 if (botframe_nextdangertime < time)
746 interval = autocvar_bot_ai_dangerdetectioninterval;
747 if (botframe_nextdangertime < time - interval * 1.5)
748 botframe_nextdangertime = time;
749 botframe_nextdangertime = botframe_nextdangertime + interval;
750 botframe_updatedangerousobjects(autocvar_bot_ai_dangerdetectionupdates);
754 if (autocvar_g_waypointeditor)
755 botframe_showwaypointlinks();
757 if (autocvar_g_waypointeditor_auto)
758 botframe_autowaypoints();
760 if(time > bot_cvar_nextthink)
763 bot_custom_weapon_priority_setup();
764 bot_cvar_nextthink = time + 5;