3 #include <common/constants.qh>
4 #include <common/mapinfo.qh>
5 #include <common/net_linked.qh>
6 #include <common/physics/player.qh>
7 #include <common/stats.qh>
8 #include <common/teams.qh>
9 #include <common/util.qh>
10 #include <common/weapons/_all.qh>
11 #include <lib/csqcmodel/sv_model.qh>
12 #include <lib/warpzone/common.qh>
13 #include <lib/warpzone/util_server.qh>
14 #include <server/antilag.qh>
15 #include <server/bot/default/aim.qh>
16 #include <server/bot/default/cvars.qh>
17 #include <server/bot/default/havocbot/havocbot.qh>
18 #include <server/bot/default/havocbot/scripting.qh>
19 #include <server/bot/default/navigation.qh>
20 #include <server/bot/default/scripting.qh>
21 #include <server/bot/default/waypoints.qh>
22 #include <server/campaign.qh>
23 #include <server/client.qh>
24 #include <server/damage.qh>
25 #include <server/items/items.qh>
26 #include <server/mutators/_mod.qh>
27 #include <server/race.qh>
28 #include <server/scores_rules.qh>
29 #include <server/teamplay.qh>
30 #include <server/weapons/accuracy.qh>
31 #include <server/weapons/selection.qh>
32 #include <server/world.qh>
34 STATIC_INIT(bot) { bot_calculate_stepheightvec(); }
36 // TODO: remove this function! its only purpose is to update these fields since bot_setnameandstuff is called before ClientState
37 void bot_setclientfields(entity this)
39 CS_CVAR(this).cvar_cl_accuracy_data_share = 1; // share the bots weapon accuracy data with the world
40 CS_CVAR(this).cvar_cl_accuracy_data_receive = 0; // don't receive any weapon accuracy data
45 entity bot = spawnclient();
49 currentbots = currentbots + 1;
50 bot_setnameandstuff(bot);
52 bot_setclientfields(bot);
53 PutClientInServer(bot);
58 void bot_think(entity this)
60 if (this.bot_nextthink > time)
63 this.flags &= ~FL_GODMODE;
65 this.flags |= FL_GODMODE;
67 this.bot_nextthink = max(time, this.bot_nextthink) + max(0.01, autocvar_bot_ai_thinkinterval * min(14 / (skill + this.bot_aiskill + 14), 1));
69 if (!IS_PLAYER(this) || (autocvar_g_campaign && !campaign_bots_may_start))
73 .entity weaponentity = weaponentities[0];
74 if(this.(weaponentity).m_weapon == WEP_Null)
75 W_NextWeapon(this, 0, weaponentity);
77 CS(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 CS(this).ping = bound(0,0.07 - bound(0, (skill + this.bot_pingskill) * 0.005,0.05)+random()*0.01,0.65); // Now holds real lag to server, and higer skill players take a less laggy server
98 // skill 10 = ping 0.2 (adrenaline)
99 // skill 0 = ping 0.7 (slightly drunk)
102 PHYS_INPUT_BUTTON_ATCK(this) = false;
103 // keep jump button pressed for a short while, useful with ramp jumps
104 PHYS_INPUT_BUTTON_JUMP(this) = (!IS_DEAD(this) && time < this.bot_jump_time + 0.2);
105 PHYS_INPUT_BUTTON_ATCK2(this) = false;
106 PHYS_INPUT_BUTTON_ZOOM(this) = false;
107 PHYS_INPUT_BUTTON_CROUCH(this) = false;
108 PHYS_INPUT_BUTTON_HOOK(this) = false;
109 PHYS_INPUT_BUTTON_INFO(this) = false;
110 PHYS_INPUT_BUTTON_DRAG(this) = false;
111 PHYS_INPUT_BUTTON_CHAT(this) = false;
112 PHYS_INPUT_BUTTON_USE(this) = false;
114 if (time < game_starttime)
116 .entity weaponentity = weaponentities[0];
117 if(this.(weaponentity).m_weapon == WEP_Null)
118 W_NextWeapon(this, 0, weaponentity);
119 // block the bot during the countdown to game start
120 CS(this).movement = '0 0 0';
124 // if dead, just wait until we can respawn
125 if (IS_DEAD(this) || IS_OBSERVER(this))
127 if (bot_waypoint_queue_owner == this)
128 bot_waypoint_queue_owner = NULL;
130 CS(this).movement = '0 0 0';
131 if (IS_OBSERVER(this))
135 if (!navigation_goalrating_timeout(this))
136 navigation_goalrating_timeout_force(this);
137 // jump must not be pressed for at least one frame in order for
138 // PlayerThink to detect the key down event
139 if (this.deadflag == DEAD_DYING)
140 PHYS_INPUT_BUTTON_JUMP(this) = false;
141 else if (this.deadflag == DEAD_DEAD)
142 PHYS_INPUT_BUTTON_JUMP(this) = true; // press jump to respawn
145 else if(this.aistatus & AI_STATUS_STUCK)
146 navigation_unstuck(this);
148 // now call the current bot AI (havocbot for example)
152 void bot_setnameandstuff(entity this)
155 int file, tokens, prio;
157 file = fopen(autocvar_bot_config_file, FILE_READ);
161 LOG_INFOF("Error: Can not open the bot configuration file '%s'", autocvar_bot_config_file);
166 entity balance = TeamBalance_CheckAllowedTeams(NULL);
167 TeamBalance_GetTeamCounts(balance, NULL);
168 int smallest_team = -1;
169 int smallest_count = -1;
172 for (int i = 1; i <= AVAILABLE_TEAMS; ++i)
174 // NOTE if (autocvar_g_campaign && autocvar_g_campaign_forceteam == i)
175 // TeamBalance_GetNumberOfPlayers(balance, i); returns the number of players + 1
176 // since it keeps a spot for the real player in the desired team
177 int count = TeamBalance_GetNumberOfPlayers(balance, i);
178 if (smallest_count < 0 || count < smallest_count)
181 smallest_count = count;
185 TeamBalance_Destroy(balance);
186 RandomSelection_Init();
187 while((readfile = fgets(file)))
189 if(substring(readfile, 0, 2) == "//")
191 if(substring(readfile, 0, 1) == "#")
193 // NOTE if the line is empty tokenizebyseparator(readfile, "\t")
194 // will create 1 empty token because there's no separator (bug?)
197 tokens = tokenizebyseparator(readfile, "\t");
202 bool conflict = false;
203 FOREACH_CLIENT(IS_BOT_CLIENT(it), {
204 if (s == it.cleanname)
212 if (teamplay && !(autocvar_bot_vs_human && AVAILABLE_TEAMS == 2))
214 int forced_team = stof(argv(5));
215 if (!Team_IsValidIndex(forced_team))
217 if (!forced_team || forced_team == smallest_team)
220 RandomSelection_AddString(readfile, 1, prio);
222 readfile = RandomSelection_chosen_string;
226 string bot_name, bot_model, bot_skin, bot_shirt, bot_pants;
228 tokens = tokenizebyseparator(readfile, "\t");
229 if(argv(0) != "") bot_name = argv(0);
230 else bot_name = "Bot";
232 if(argv(1) != "") bot_model = argv(1);
235 if(argv(2) != "") bot_skin = argv(2);
238 if(argv(3) != "" && stof(argv(3)) >= 0) bot_shirt = argv(3);
239 else bot_shirt = ftos(floor(random() * 15));
241 if(argv(4) != "" && stof(argv(4)) >= 0) bot_pants = argv(4);
242 else bot_pants = ftos(floor(random() * 15));
244 if (teamplay && !(autocvar_bot_vs_human && AVAILABLE_TEAMS == 2))
246 this.bot_forced_team = stof(argv(5));
247 if (!Team_IsValidIndex(this.bot_forced_team))
248 this.bot_forced_team = 0;
251 this.bot_forced_team = 0;
255 #define READSKILL(f, w, r) MACRO_BEGIN \
256 if(argv(prio) != "") \
257 this.f = stof(argv(prio)) * w; \
259 this.f = (!autocvar_g_campaign) * (2 * random() - 1) * r * w; \
262 //print(bot_name, ": ping=", argv(9), "\n");
264 READSKILL(havocbot_keyboardskill, 0.5, 0.5); // keyboard skill
265 READSKILL(bot_moveskill, 2, 0); // move skill
266 READSKILL(bot_dodgeskill, 2, 0); // dodge skill
268 READSKILL(bot_pingskill, 0.5, 0); // ping skill
270 READSKILL(bot_weaponskill, 2, 0); // weapon skill
271 READSKILL(bot_aggresskill, 1, 0); // aggre skill
272 READSKILL(bot_rangepreference, 1, 0); // read skill
274 READSKILL(bot_aimskill, 2, 0); // aim skill
275 READSKILL(bot_offsetskill, 2, 0.5); // offset skill
276 READSKILL(bot_mouseskill, 1, 0.5); // mouse skill
278 READSKILL(bot_thinkskill, 1, 0.5); // think skill
279 READSKILL(bot_aiskill, 2, 0); // "ai" skill
281 if (file >= 0 && argv(prio) != "")
282 LOG_INFOF("^1Warning^7: too many parameters for bot %s, please check format of %s", bot_name, autocvar_bot_config_file);
284 this.bot_config_loaded = true;
286 // this is really only a default, TeamBalance_JoinBestTeam is called later
287 setcolor(this, stof(bot_shirt) * 16 + stof(bot_pants));
288 this.bot_preferredcolors = this.clientcolors;
290 string prefix = (autocvar_g_campaign ? "" : autocvar_bot_prefix);
291 string suffix = (autocvar_g_campaign ? "" : autocvar_bot_suffix);
292 string name = (autocvar_bot_usemodelnames ? bot_model : bot_name);
296 name = ftos(etof(this));
297 this.netname = this.netname_freeme = strzone(strcat(prefix, name, suffix));
301 // number bots with identical names
303 FOREACH_CLIENT(IS_BOT_CLIENT(it), {
304 if(it.cleanname == name)
308 this.netname = this.netname_freeme = strzone(strcat(prefix, name, "(", ftos(j), ")", suffix));
310 this.netname = this.netname_freeme = strzone(strcat(prefix, name, suffix));
312 this.cleanname = strzone(name);
314 // pick the model and skin
315 if(substring(bot_model, -4, 1) != ".")
316 bot_model = strcat(bot_model, ".iqm");
317 this.playermodel = this.playermodel_freeme = strzone(strcat("models/player/", bot_model));
318 this.playerskin = this.playerskin_freeme = strzone(bot_skin);
321 void bot_custom_weapon_priority_setup()
323 static string bot_priority_far_prev;
324 static string bot_priority_mid_prev;
325 static string bot_priority_close_prev;
326 static string bot_priority_distances_prev;
329 bot_custom_weapon = false;
331 if( autocvar_bot_ai_custom_weapon_priority_far == "" ||
332 autocvar_bot_ai_custom_weapon_priority_mid == "" ||
333 autocvar_bot_ai_custom_weapon_priority_close == "" ||
334 autocvar_bot_ai_custom_weapon_priority_distances == ""
338 if (bot_priority_distances_prev != autocvar_bot_ai_custom_weapon_priority_distances)
340 strcpy(bot_priority_distances_prev, autocvar_bot_ai_custom_weapon_priority_distances);
341 tokens = tokenizebyseparator(autocvar_bot_ai_custom_weapon_priority_distances," ");
346 bot_distance_far = stof(argv(0));
347 bot_distance_close = stof(argv(1));
349 if(bot_distance_far < bot_distance_close){
350 bot_distance_far = stof(argv(1));
351 bot_distance_close = stof(argv(0));
357 #define PARSE_WEAPON_PRIORITIES(dist) MACRO_BEGIN \
358 if (bot_priority_##dist##_prev != autocvar_bot_ai_custom_weapon_priority_##dist) { \
359 strcpy(bot_priority_##dist##_prev, autocvar_bot_ai_custom_weapon_priority_##dist); \
360 tokens = tokenizebyseparator(W_NumberWeaponOrder(autocvar_bot_ai_custom_weapon_priority_##dist)," "); \
361 bot_weapons_##dist[0] = -1; \
363 for(i = 0; i < tokens && c < REGISTRY_COUNT(Weapons); ++i) { \
365 if (w >= WEP_FIRST && w <= WEP_LAST) { \
366 bot_weapons_##dist[c] = w; \
370 if (c < REGISTRY_COUNT(Weapons)) \
371 bot_weapons_##dist[c] = -1; \
375 PARSE_WEAPON_PRIORITIES(far);
376 PARSE_WEAPON_PRIORITIES(mid);
377 PARSE_WEAPON_PRIORITIES(close);
379 bot_custom_weapon = true;
384 bot_relinkplayerlist();
388 setcolor(e, e.bot_preferredcolors);
391 // if dynamic waypoints are ever implemented, save them here
394 void bot_relinkplayerlist()
400 entity prevbot = NULL;
405 if(IS_BOT_CLIENT(it))
407 if (!IS_OBSERVER(it) && !bot_ispaused(it))
410 prevbot.nextbot = it;
419 prevbot.nextbot = NULL;
420 bot_strategytoken = bot_list;
421 bot_strategytoken_taken = true;
424 void bot_clientdisconnect(entity this)
426 if (!IS_BOT_CLIENT(this))
428 bot_clearqueue(this);
429 strfree(this.cleanname);
430 strfree(this.netname_freeme);
431 strfree(this.playermodel_freeme);
432 strfree(this.playerskin_freeme);
433 if(this.bot_cmd_current)
434 delete(this.bot_cmd_current);
435 if(bot_waypoint_queue_owner == this)
436 bot_waypoint_queue_owner = NULL;
439 void bot_clientconnect(entity this)
441 if (!IS_BOT_CLIENT(this)) return;
442 this.bot_preferredcolors = this.clientcolors;
443 this.bot_nextthink = time - random();
445 this.createdtime = this.bot_nextthink;
447 if(!this.bot_config_loaded) // This is needed so team overrider doesn't break between matches
449 bot_setnameandstuff(this);
450 bot_setclientfields(this);
453 havocbot_setupbot(this);
456 void bot_removefromlargestteam()
458 entity balance = TeamBalance_CheckAllowedTeams(NULL);
459 TeamBalance_GetTeamCounts(balance, NULL);
466 FOREACH_CLIENT(it.isbot,
473 besttime = it.createdtime;
478 if (Team_IsValidTeam(it.team))
480 thiscount = TeamBalance_GetNumberOfPlayers(balance,
481 Team_TeamToIndex(it.team));
484 if(thiscount > bestcount)
486 bestcount = thiscount;
487 besttime = it.createdtime;
490 else if(thiscount == bestcount && besttime < it.createdtime)
492 besttime = it.createdtime;
496 TeamBalance_Destroy(balance);
498 return; // no bots to remove
499 currentbots = currentbots - 1;
503 void bot_removenewest()
507 bot_removefromlargestteam();
515 FOREACH_CLIENT(it.isbot,
522 besttime = it.createdtime;
525 if(besttime < it.createdtime)
527 besttime = it.createdtime;
533 return; // no bots to remove
535 currentbots = currentbots - 1;
539 void autoskill(float factor)
543 FOREACH_CLIENT(IS_PLAYER(it), {
544 if(IS_REAL_CLIENT(it))
545 bestplayer = max(bestplayer, it.totalfrags - it.totalfrags_lastcheck);
547 bestbot = max(bestbot, it.totalfrags - it.totalfrags_lastcheck);
550 string msg = strcat("autoskill: best player got ", ftos(bestplayer), ", ""best bot got ", ftos(bestbot), "; ");
551 if(bestbot < 0 || bestplayer < 0)
553 msg = strcat(msg, "not doing anything");
554 // don't return, let it reset all counters below
556 else if(bestbot <= bestplayer * factor - 2)
558 if(autocvar_skill < 17)
560 msg = strcat(msg, "2 frags difference, increasing skill");
561 cvar_set("skill", ftos(autocvar_skill + 1));
562 bprint("^2BOT SKILL UP!^7 Now at level ", ftos(autocvar_skill), "\n");
565 else if(bestbot >= bestplayer * factor + 2)
567 if(autocvar_skill > 0)
569 msg = strcat(msg, "2 frags difference, decreasing skill");
570 cvar_set("skill", ftos(autocvar_skill - 1));
571 bprint("^1BOT SKILL DOWN!^7 Now at level ", ftos(autocvar_skill), "\n");
576 msg = strcat(msg, "not doing anything");
578 // don't reset counters, wait for them to accumulate
582 FOREACH_CLIENT(IS_PLAYER(it), { it.totalfrags_lastcheck = it.totalfrags; });
585 void bot_calculate_stepheightvec()
587 stepheightvec = autocvar_sv_stepheight * '0 0 1';
588 jumpheight_vec = (autocvar_sv_jumpvelocity ** 2) / (2 * autocvar_sv_gravity) * '0 0 1';
589 jumpstepheightvec = stepheightvec + jumpheight_vec * 0.85; // reduce it a bit to make the jumps easy
590 jumpheight_time = autocvar_sv_jumpvelocity / autocvar_sv_gravity;
593 bool bot_fixcount(bool multiple_per_frame)
595 int activerealplayers = 0;
597 if (MUTATOR_CALLHOOK(Bot_FixCount, activerealplayers, realplayers)) {
598 activerealplayers = M_ARGV(0, int);
599 realplayers = M_ARGV(1, int);
601 FOREACH_CLIENT(IS_REAL_CLIENT(it), {
609 // But don't remove bots immediately on level change, as the real players
610 // usually haven't rejoined yet
611 bots_would_leave = false;
612 if (autocvar_bot_vs_human && AVAILABLE_TEAMS == 2)
613 bots = min(ceil(fabs(autocvar_bot_vs_human) * activerealplayers), maxclients - realplayers);
614 else if ((realplayers || autocvar_bot_join_empty || (currentbots > 0 && time < 5)))
616 int minplayers = max(0, floor(autocvar_minplayers));
618 minplayers = max(0, floor(autocvar_minplayers_per_team) * AVAILABLE_TEAMS);
619 int minbots = max(0, floor(autocvar_bot_number));
621 // add bots to reach minplayers if needed
622 bots = max(minbots, minplayers - activerealplayers);
623 // cap bots to the max players allowed by the server
624 int player_limit = GetPlayerLimit();
626 bots = min(bots, max(player_limit - activerealplayers, 0));
627 bots = min(bots, maxclients - realplayers);
630 bots_would_leave = true;
634 // if there are no players, remove bots
638 // only add one bot per frame to avoid utter chaos
639 if(time > botframe_nextthink)
641 while (currentbots < bots)
643 if (bot_spawn() == NULL)
645 bprint("Can not add bot, server full.\n");
648 if (!multiple_per_frame)
653 while (currentbots > bots && bots >= 0)
660 void bot_serverframe()
662 if (intermission_running && currentbots > 0)
664 // after the end of the match all bots stay unless all human players disconnect
666 FOREACH_CLIENT(IS_REAL_CLIENT(it), { ++realplayers; });
669 FOREACH_CLIENT(IS_BOT_CLIENT(it), { dropclient(it); });
678 // Added 0.5 to avoid possible addition + immediate removal of bots that would make them appear as
679 // spectators in the scoreboard and never go away. This issue happens at time 2 if map is changed
680 // with the gotomap command, minplayers is > 1 and human clients join as players very soon
681 // either intentionally or automatically (sv_spectate 0)
682 // A working workaround for this bug was implemented in commit fbd145044, see entcs_attach
689 if (currentbots == -1)
691 // count bots already in the server from the previous match
693 FOREACH_CLIENT(IS_BOT_CLIENT(it), { ++currentbots; });
696 if(autocvar_skill != skill)
698 float wpcost_update = false;
699 if(skill >= autocvar_bot_ai_bunnyhop_skilloffset && autocvar_skill < autocvar_bot_ai_bunnyhop_skilloffset)
700 wpcost_update = true;
701 if(skill < autocvar_bot_ai_bunnyhop_skilloffset && autocvar_skill >= autocvar_bot_ai_bunnyhop_skilloffset)
702 wpcost_update = true;
704 skill = autocvar_skill;
706 waypoint_updatecost_foralllinks();
709 bot_calculate_stepheightvec();
710 bot_navigation_movemode = ((autocvar_bot_navigation_ignoreplayers) ? MOVE_NOMONSTERS : MOVE_NORMAL);
712 if(time > autoskill_nextthink)
715 a = autocvar_skill_auto;
718 autoskill_nextthink = time + 5;
721 if(time > botframe_nextthink)
723 if(!bot_fixcount(false))
724 botframe_nextthink = time + 10;
727 if(botframe_spawnedwaypoints)
729 if(autocvar_waypoint_benchmark)
733 if (currentbots > 0 || waypointeditor_enabled || autocvar_g_waypointeditor_auto)
734 if (botframe_spawnedwaypoints)
736 if(botframe_cachedwaypointlinks)
738 if(!botframe_loadedforcedlinks)
739 waypoint_load_hardwiredlinks();
743 // TODO: Make this check cleaner
744 IL_EACH(g_waypoints, time - it.nextthink > 10,
746 waypoint_save_links();
753 botframe_spawnedwaypoints = true;
755 waypoint_load_links();
760 // cycle the goal token from one bot to the next each frame
761 // (this prevents them from all doing spawnfunc_waypoint searches on the same
762 // frame, which causes choppy framerates)
763 if (bot_strategytoken_taken)
765 // give goal token to the first bot without goals; if all bots don't have
766 // any goal (or are dead/frozen) simply give it to the next one
767 bot_strategytoken_taken = false;
768 entity bot_strategytoken_save = bot_strategytoken;
771 if (bot_strategytoken)
772 bot_strategytoken = bot_strategytoken.nextbot;
773 if (!bot_strategytoken)
774 bot_strategytoken = bot_list;
776 if (!(IS_DEAD(bot_strategytoken) || STAT(FROZEN, bot_strategytoken))
777 && !bot_strategytoken.goalcurrent)
780 if (!bot_strategytoken_save) // break loop if all the bots are dead or frozen
782 if (bot_strategytoken == bot_strategytoken_save)
783 bot_strategytoken_save = NULL; // looped through all the bots
787 if (botframe_nextdangertime < time)
790 interval = autocvar_bot_ai_dangerdetectioninterval;
791 if (botframe_nextdangertime < time - interval * 1.5)
792 botframe_nextdangertime = time;
793 botframe_nextdangertime = botframe_nextdangertime + interval;
794 botframe_updatedangerousobjects(autocvar_bot_ai_dangerdetectionupdates);
798 if (waypointeditor_enabled)
799 botframe_showwaypointlinks();
801 if (autocvar_g_waypointeditor_auto)
802 botframe_autowaypoints();
805 bot_custom_weapon_priority_setup();