5 #include <server/defs.qh>
6 #include <server/miscfunctions.qh>
11 #include "../navigation.qh"
12 #include "../scripting.qh"
13 #include "../waypoints.qh"
15 #include <common/constants.qh>
16 #include <common/impulses/all.qh>
17 #include <common/net_linked.qh>
18 #include <common/physics/player.qh>
19 #include <common/state.qh>
20 #include <common/items/_mod.qh>
21 #include <common/wepent.qh>
23 #include <common/mapobjects/func/ladder.qh>
24 #include <common/mapobjects/teleporters.qh>
25 #include <common/mapobjects/trigger/jumppads.qh>
27 #include <lib/warpzone/common.qh>
29 void havocbot_ai(entity this)
34 this.bot_aimdir_executed = false;
35 // lock aim if teleported or passing through a warpzone
36 if (this.lastteleporttime && !this.jumppadcount)
37 this.bot_aimdir_executed = true;
39 if(bot_execute_commands(this))
42 if (bot_strategytoken == this && !bot_strategytoken_taken)
44 if(this.havocbot_blockhead)
46 this.havocbot_blockhead = false;
50 if (!this.jumppadcount && !STAT(FROZEN, this)
51 && !(this.goalcurrent_prev && (this.goalcurrent_prev.wpflags & WAYPOINTFLAG_JUMP)))
54 this.havocbot_role(this); // little too far down the rabbit hole
58 // if we don't have a goal and we're under water look for a waypoint near the "shore" and push it
59 if(!(IS_DEAD(this) || STAT(FROZEN, this)))
61 if(this.waterlevel == WATERLEVEL_SWIMMING || (this.aistatus & AI_STATUS_OUT_WATER))
63 // Look for the closest waypoint out of water
64 entity newgoal = NULL;
65 IL_EACH(g_waypoints, vdist(it.origin - this.origin, <=, 10000),
67 if(it.origin.z < this.origin.z)
70 if(it.origin.z - this.origin.z - this.view_ofs.z > 100)
73 if (pointcontents(it.origin + it.maxs + '0 0 1') != CONTENT_EMPTY)
76 traceline(this.origin + this.view_ofs, ((it.absmin + it.absmax) * 0.5), true, this);
78 if(trace_fraction < 1)
81 if(!newgoal || vlen2(it.origin - this.origin) < vlen2(newgoal.origin - this.origin))
87 // te_wizspike(newgoal.origin);
88 navigation_pushroute(this, newgoal);
92 // token has been used this frame
93 bot_strategytoken_taken = true;
96 if (this.goalcurrent && wasfreed(this.goalcurrent))
98 navigation_clearroute(this);
99 navigation_goalrating_timeout_force(this);
103 if(IS_DEAD(this) || STAT(FROZEN, this))
105 if (this.goalcurrent)
106 navigation_clearroute(this);
108 this.bot_aimtarg = NULL;
112 havocbot_chooseenemy(this);
114 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
116 .entity weaponentity = weaponentities[slot];
117 if(this.(weaponentity).m_weapon != WEP_Null || slot == 0)
118 if(this.(weaponentity).bot_chooseweapontime < time)
120 this.(weaponentity).bot_chooseweapontime = time + autocvar_bot_ai_chooseweaponinterval;
121 havocbot_chooseweapon(this, weaponentity);
127 if (this.bot_aimtarg)
129 this.aistatus |= AI_STATUS_ATTACKING;
130 this.aistatus &= ~AI_STATUS_ROAMING;
132 if(STAT(WEAPONS, this))
134 if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(this))
136 PHYS_INPUT_BUTTON_ATCK(this) = false;
137 PHYS_INPUT_BUTTON_ATCK2(this) = false;
141 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
143 .entity weaponentity = weaponentities[slot];
144 Weapon w = this.(weaponentity).m_weapon;
145 if(w == WEP_Null && slot != 0)
147 w.wr_aim(w, this, weaponentity);
148 if(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this)) // TODO: what if we didn't fire this weapon, but the previous?
149 this.(weaponentity).lastfiredweapon = this.(weaponentity).m_weapon.m_id;
155 if(IS_PLAYER(this.bot_aimtarg))
156 bot_aimdir(this, this.bot_aimtarg.origin + this.bot_aimtarg.view_ofs - this.origin - this.view_ofs, 0);
159 else if (this.goalcurrent)
161 this.aistatus |= AI_STATUS_ROAMING;
162 this.aistatus &= ~AI_STATUS_ATTACKING;
165 havocbot_movetogoal(this);
166 if (!this.bot_aimdir_executed && this.goalcurrent)
169 vector dir = get_closer_dest(this.goalcurrent, this.origin);
170 dir -= this.origin + this.view_ofs;
172 bot_aimdir(this, dir, 0);
175 // if the bot is not attacking, consider reloading weapons
176 if (!(this.aistatus & AI_STATUS_ATTACKING))
178 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
180 .entity weaponentity = weaponentities[slot];
182 if(this.(weaponentity).m_weapon == WEP_Null && slot != 0)
185 // we are currently holding a weapon that's not fully loaded, reload it
186 if(skill >= 2) // bots can only reload the held weapon on purpose past this skill
187 if(this.(weaponentity).clip_load < this.(weaponentity).clip_size)
188 CS(this).impulse = IMP_weapon_reload.impulse; // not sure if this is done right
190 // if we're not reloading a weapon, switch to any weapon in our invnetory that's not fully loaded to reload it next
191 // the code above executes next frame, starting the reloading then
192 if(skill >= 5) // bots can only look for unloaded weapons past this skill
193 if(this.(weaponentity).clip_load >= 0) // only if we're not reloading a weapon already
195 FOREACH(Weapons, it != WEP_Null, {
196 if((STAT(WEAPONS, this) & (it.m_wepset)) && (it.spawnflags & WEP_FLAG_RELOADABLE) && (this.(weaponentity).weapon_load[it.m_id] < it.reloading_ammo))
198 this.(weaponentity).m_switchweapon = it;
207 void havocbot_bunnyhop(entity this, vector dir)
209 bool can_run = false;
210 if (!(this.aistatus & AI_STATUS_ATTACKING) && this.goalcurrent && !IS_PLAYER(this.goalcurrent)
211 && vdist(vec2(this.velocity), >=, autocvar_sv_maxspeed) && !(this.aistatus & AI_STATUS_DANGER_AHEAD)
212 && this.waterlevel <= WATERLEVEL_WETFEET && !IS_DUCKED(this)
213 && IS_ONGROUND(this) && !(this.goalcurrent_prev && (this.goalcurrent_prev.wpflags & WAYPOINTFLAG_JUMP)))
215 vector vel_angles = vectoangles(this.velocity);
216 vector deviation = vel_angles - vectoangles(dir);
217 while (deviation.y < -180) deviation.y = deviation.y + 360;
218 while (deviation.y > 180) deviation.y = deviation.y - 360;
219 if (fabs(deviation.y) < autocvar_bot_ai_bunnyhop_dir_deviation_max)
221 vector gco = get_closer_dest(this.goalcurrent, this.origin);
222 float vel = vlen(vec2(this.velocity));
224 // with the current physics, jump distance grows linearly with the speed
225 float jump_distance = 52.661 + 0.606 * vel;
226 jump_distance += this.origin.z - gco.z; // roughly take into account vertical distance too
227 if (vdist(vec2(gco - this.origin), >, max(0, jump_distance)))
229 else if (!(this.goalcurrent.wpflags & WAYPOINTFLAG_JUMP)
230 && !(this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
231 && this.goalstack01 && !wasfreed(this.goalstack01) && !(this.goalstack01.wpflags & WAYPOINTFLAG_JUMP)
232 && vdist(vec2(gco - this.goalstack01.origin), >, 70))
234 vector gno = (this.goalstack01.absmin + this.goalstack01.absmax) * 0.5;
235 vector ang = vectoangles(gco - this.origin);
236 deviation = vectoangles(gno - gco) - vel_angles;
237 while (deviation.y < -180) deviation.y = deviation.y + 360;
238 while (deviation.y > 180) deviation.y = deviation.y - 360;
240 float max_turn_angle = autocvar_bot_ai_bunnyhop_turn_angle_max;
241 max_turn_angle -= autocvar_bot_ai_bunnyhop_turn_angle_reduction * ((vel - autocvar_sv_maxspeed) / autocvar_sv_maxspeed);
242 if ((ang.x < 90 || ang.x > 360 - autocvar_bot_ai_bunnyhop_downward_pitch_max)
243 && fabs(deviation.y) < max(autocvar_bot_ai_bunnyhop_turn_angle_min, max_turn_angle))
253 PHYS_INPUT_BUTTON_JUMP(this) = true;
254 this.bot_jump_time = time;
255 this.aistatus |= AI_STATUS_RUNNING;
259 if (IS_ONGROUND(this) || this.waterlevel > WATERLEVEL_WETFEET)
260 this.aistatus &= ~AI_STATUS_RUNNING;
264 void havocbot_keyboard_movement(entity this, vector destorg)
266 if(time <= this.havocbot_keyboardtime)
269 float sk = skill + this.bot_moveskill;
270 this.havocbot_keyboardtime =
272 this.havocbot_keyboardtime
273 + 0.05 / max(1, sk + this.havocbot_keyboardskill)
274 + random() * 0.025 / max(0.00025, skill + this.havocbot_keyboardskill)
276 vector keyboard = CS(this).movement / autocvar_sv_maxspeed;
278 float trigger = autocvar_bot_ai_keyboard_threshold;
280 // categorize forward movement
281 // at skill < 1.5 only forward
282 // at skill < 2.5 only individual directions
283 // at skill < 4.5 only individual directions, and forward diagonals
284 // at skill >= 4.5, all cases allowed
285 if (keyboard.x > trigger)
291 else if (keyboard.x < -trigger && sk > 1.5)
306 if (keyboard.y > trigger)
308 else if (keyboard.y < -trigger)
313 if (keyboard.z > trigger)
315 else if (keyboard.z < -trigger)
320 // make sure bots don't get stuck if havocbot_keyboardtime is very high
321 if (keyboard == '0 0 0')
322 this.havocbot_keyboardtime = min(this.havocbot_keyboardtime, time + 0.2);
324 this.havocbot_keyboard = keyboard * autocvar_sv_maxspeed;
325 if (this.havocbot_ducktime > time)
326 PHYS_INPUT_BUTTON_CROUCH(this) = true;
328 keyboard = this.havocbot_keyboard;
329 float blend = bound(0, vlen(destorg - this.origin) / autocvar_bot_ai_keyboard_distance, 1); // When getting close move with 360 degree
330 //dprint("movement ", vtos(CS(this).movement), " keyboard ", vtos(keyboard), " blend ", ftos(blend), "\n");
331 CS(this).movement = CS(this).movement + (keyboard - CS(this).movement) * blend;
334 // return true when bot isn't getting closer to the current goal
335 bool havocbot_checkgoaldistance(entity this, vector gco)
337 if (this.bot_stop_moving_timeout > time)
339 float curr_dist_z = max(20, fabs(this.origin.z - gco.z));
340 float curr_dist_2d = max(20, vlen(vec2(this.origin - gco)));
341 float distance_time = this.goalcurrent_distance_time;
342 if(distance_time < 0)
343 distance_time = -distance_time;
344 if(curr_dist_z >= this.goalcurrent_distance_z && curr_dist_2d >= this.goalcurrent_distance_2d)
347 this.goalcurrent_distance_time = time;
348 else if (time - distance_time > 0.5)
353 // reduce it a little bit so it works even with very small approaches to the goal
354 this.goalcurrent_distance_z = max(20, curr_dist_z - 10);
355 this.goalcurrent_distance_2d = max(20, curr_dist_2d - 10);
356 this.goalcurrent_distance_time = 0;
361 entity havocbot_select_an_item_of_group(entity this, int gr)
363 entity selected = NULL;
364 float selected_dist2 = 0;
365 // select farthest item of this group from bot's position
366 IL_EACH(g_items, it.item_group == gr && it.solid,
368 float dist2 = vlen2(this.origin - it.origin);
369 if (dist2 < 600 ** 2 && dist2 > selected_dist2)
372 selected_dist2 = vlen2(this.origin - selected.origin);
379 set_tracewalk_dest(selected, this.origin, false);
380 if (!tracewalk(this, this.origin, STAT(PL_MIN, this), STAT(PL_MAX, this),
381 tracewalk_dest, tracewalk_dest_height, bot_navigation_movemode))
389 void havocbot_movetogoal(entity this)
394 float dodge_enemy_factor = 1;
398 //if (this.goalentity)
399 // te_lightning2(this, this.origin, (this.goalentity.absmin + this.goalentity.absmax) * 0.5);
400 CS(this).movement = '0 0 0';
401 maxspeed = autocvar_sv_maxspeed;
403 PHYS_INPUT_BUTTON_CROUCH(this) = boolean(this.goalcurrent.wpflags & WAYPOINTFLAG_CROUCH);
405 PHYS_INPUT_BUTTON_JETPACK(this) = false;
406 // Jetpack navigation
407 if(this.navigation_jetpack_goal)
408 if(this.goalcurrent==this.navigation_jetpack_goal)
409 if(GetResource(this, RES_FUEL))
411 if(autocvar_bot_debug_goalstack)
413 debuggoalstack(this);
414 te_wizspike(this.navigation_jetpack_point);
418 if (!(this.aistatus & AI_STATUS_JETPACK_FLYING))
420 // Brake almost completely so it can get a good direction
421 if(vdist(this.velocity, >, 10))
423 this.aistatus |= AI_STATUS_JETPACK_FLYING;
426 makevectors(this.v_angle.y * '0 1 0');
427 dir = normalize(this.navigation_jetpack_point - this.origin);
430 if(this.aistatus & AI_STATUS_JETPACK_LANDING)
432 // Calculate brake distance in xy
433 float d = vlen(vec2(this.origin - (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5));
434 float vel2 = vlen2(vec2(this.velocity));
435 float db = (vel2 / (autocvar_g_jetpack_acceleration_side * 2)) + 100;
436 //LOG_INFOF("distance %d, velocity %d, brake at %d ", ceil(d), ceil(v), ceil(db));
437 if(d < db || d < 500)
440 if (vel2 > (maxspeed * 0.3) ** 2)
442 CS(this).movement_x = dir * v_forward * -maxspeed;
445 // Switch to normal mode
446 this.navigation_jetpack_goal = NULL;
447 this.aistatus &= ~AI_STATUS_JETPACK_LANDING;
448 this.aistatus &= ~AI_STATUS_JETPACK_FLYING;
452 else if(checkpvs(this.origin,this.goalcurrent))
454 // If I can see the goal switch to landing code
455 this.aistatus &= ~AI_STATUS_JETPACK_FLYING;
456 this.aistatus |= AI_STATUS_JETPACK_LANDING;
461 PHYS_INPUT_BUTTON_JETPACK(this) = true;
462 if(this.navigation_jetpack_point.z - STAT(PL_MAX, this).z + STAT(PL_MIN, this).z < this.origin.z)
464 CS(this).movement_x = dir * v_forward * maxspeed;
465 CS(this).movement_y = dir * v_right * maxspeed;
470 // Handling of jump pads
471 if(this.jumppadcount)
473 if(this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
475 this.aistatus |= AI_STATUS_OUT_JUMPPAD;
476 if(navigation_poptouchedgoals(this))
479 else if(this.aistatus & AI_STATUS_OUT_JUMPPAD)
481 // If got stuck on the jump pad try to reach the farthest visible waypoint
482 // but with some randomness so it can try out different paths
483 if(!this.goalcurrent)
485 entity newgoal = NULL;
486 IL_EACH(g_waypoints, vdist(it.origin - this.origin, <=, 1000),
488 if(it.wpflags & WAYPOINTFLAG_TELEPORT)
489 if(it.origin.z < this.origin.z - 100 && vdist(vec2(it.origin - this.origin), <, 100))
492 traceline(this.origin + this.view_ofs, ((it.absmin + it.absmax) * 0.5), true, this);
494 if(trace_fraction < 1)
497 if(!newgoal || ((random() < 0.8) && vlen2(it.origin - this.origin) > vlen2(newgoal.origin - this.origin)))
503 this.ignoregoal = this.goalcurrent;
504 this.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
505 navigation_clearroute(this);
506 navigation_routetogoal(this, newgoal, this.origin);
507 if(autocvar_bot_debug_goalstack)
508 debuggoalstack(this);
509 this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
512 else //if (this.goalcurrent)
514 if (this.goalcurrent.bot_pickup)
516 entity jumppad_wp = this.goalcurrent_prev;
517 navigation_poptouchedgoals(this);
518 if(!this.goalcurrent && jumppad_wp.wp00)
520 // head to the jumppad destination once bot reaches the goal item
521 navigation_pushroute(this, jumppad_wp.wp00);
524 vector gco = (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5;
525 if (this.origin.z > gco.z && vdist(vec2(this.velocity), <, autocvar_sv_maxspeed))
527 if (this.velocity.z < 0)
528 this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
530 else if(havocbot_checkgoaldistance(this, gco))
532 navigation_clearroute(this);
533 navigation_goalrating_timeout_force(this);
539 else //if (!(this.aistatus & AI_STATUS_OUT_JUMPPAD))
541 if(this.velocity.z > 0 && this.origin.z - this.lastteleport_origin.z > (this.maxs.z - this.mins.z) * 0.5)
543 vector velxy = this.velocity; velxy_z = 0;
544 if(vdist(velxy, <, autocvar_sv_maxspeed * 0.2))
546 LOG_TRACE("Warning: ", this.netname, " got stuck on a jumppad (velocity in xy is ", vtos(velxy), "), trying to get out of it now");
547 this.aistatus |= AI_STATUS_OUT_JUMPPAD;
552 // Don't chase players while using a jump pad
553 if(IS_PLAYER(this.goalcurrent) || IS_PLAYER(this.goalstack01))
557 else if(this.aistatus & AI_STATUS_OUT_JUMPPAD)
558 this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
560 // If there is a trigger_hurt right below try to use the jetpack or make a rocketjump
561 if (skill > 6 && !(IS_ONGROUND(this)))
563 #define ROCKETJUMP_DAMAGE() WEP_CVAR(devastator, damage) * 0.8 \
564 * ((this.strength_finished > time) ? autocvar_g_balance_powerup_strength_selfdamage : 1) \
565 * ((this.invincible_finished > time) ? autocvar_g_balance_powerup_invincible_takedamage : 1)
567 // save some CPU cycles by checking trigger_hurt after checking
568 // that something can be done to evade it (cheaper checks)
569 int action_for_trigger_hurt = 0;
570 if (this.items & IT_JETPACK)
571 action_for_trigger_hurt = 1;
572 else if (!this.jumppadcount && !waypoint_is_hardwiredlink(this.goalcurrent_prev, this.goalcurrent)
573 && !(this.goalcurrent_prev && this.goalcurrent_prev.wpflags & WAYPOINTFLAG_JUMP)
574 && GetResource(this, RES_HEALTH) + GetResource(this, RES_ARMOR) > ROCKETJUMP_DAMAGE())
576 action_for_trigger_hurt = 2;
578 else if (!this.goalcurrent)
579 action_for_trigger_hurt = 3;
581 if (action_for_trigger_hurt)
583 tracebox(this.origin, this.mins, this.maxs, this.origin + '0 0 -65536', MOVE_NOMONSTERS, this);
584 if(!tracebox_hits_trigger_hurt(this.origin, this.mins, this.maxs, trace_endpos))
585 action_for_trigger_hurt = 0;
588 if(action_for_trigger_hurt == 1) // jetpack
590 tracebox(this.origin, this.mins, this.maxs, this.origin + '0 0 65536', MOVE_NOMONSTERS, this);
591 if(tracebox_hits_trigger_hurt(this.origin, this.mins, this.maxs, trace_endpos + '0 0 1' ))
593 if(this.velocity.z<0)
594 PHYS_INPUT_BUTTON_JETPACK(this) = true;
597 PHYS_INPUT_BUTTON_JETPACK(this) = true;
599 // If there is no goal try to move forward
601 if(this.goalcurrent==NULL)
604 dir = normalize(( ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5 ) - this.origin);
606 vector xyvelocity = this.velocity; xyvelocity_z = 0;
607 float xyspeed = xyvelocity * dir;
609 if(xyspeed < (maxspeed / 2))
611 makevectors(this.v_angle.y * '0 1 0');
612 tracebox(this.origin, this.mins, this.maxs, this.origin + (dir * maxspeed * 3), MOVE_NOMONSTERS, this);
613 if(trace_fraction==1)
615 CS(this).movement_x = dir * v_forward * maxspeed;
616 CS(this).movement_y = dir * v_right * maxspeed;
618 havocbot_keyboard_movement(this, this.origin + dir * 100);
622 this.havocbot_blockhead = true;
626 else if(action_for_trigger_hurt == 2) // rocketjump
628 if(this.velocity.z < 0)
630 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
632 .entity weaponentity = weaponentities[slot];
634 if(this.(weaponentity).m_weapon == WEP_Null && slot != 0)
637 if(client_hasweapon(this, WEP_DEVASTATOR, weaponentity, true, false))
639 CS(this).movement_x = maxspeed;
641 if(this.rocketjumptime)
643 if(time > this.rocketjumptime)
645 PHYS_INPUT_BUTTON_ATCK2(this) = true;
646 this.rocketjumptime = 0;
651 this.(weaponentity).m_switchweapon = WEP_DEVASTATOR;
653 PHYS_INPUT_BUTTON_ATCK(this) = true;
654 this.rocketjumptime = time + WEP_CVAR(devastator, detonatedelay);
660 else if(action_for_trigger_hurt == 3) // no goal
662 // If there is no goal try to move forward
663 CS(this).movement_x = maxspeed;
667 // If we are under water with no goals, swim up
668 if(this.waterlevel && !this.goalcurrent)
671 if(this.waterlevel>WATERLEVEL_SWIMMING)
673 else if(this.velocity.z >= 0 && !(this.waterlevel == WATERLEVEL_WETFEET && this.watertype == CONTENT_WATER))
674 PHYS_INPUT_BUTTON_JUMP(this) = true;
675 makevectors(this.v_angle.y * '0 1 0');
676 vector v = dir * maxspeed;
677 CS(this).movement.x = v * v_forward;
678 CS(this).movement.y = v * v_right;
679 CS(this).movement.z = v * v_up;
682 // if there is nowhere to go, exit
683 if (this.goalcurrent == NULL)
687 bool locked_goal = false;
688 if((this.goalentity && wasfreed(this.goalentity))
689 || (this.goalcurrent == this.goalentity && this.goalentity.tag_entity))
691 navigation_clearroute(this);
692 navigation_goalrating_timeout_force(this);
695 else if(this.goalentity.tag_entity)
697 navigation_goalrating_timeout_expire(this, 2);
699 else if(this.goalentity.bot_pickup)
701 if(this.goalentity.bot_pickup_respawning)
703 if(this.goalentity.solid) // item respawned
704 this.goalentity.bot_pickup_respawning = false;
705 else if(time < this.goalentity.scheduledrespawntime - 10) // item already taken (by someone else)
707 if(checkpvs(this.origin, this.goalentity))
709 this.goalentity.bot_pickup_respawning = false;
710 navigation_goalrating_timeout_expire(this, random());
712 locked_goal = true; // wait for item to respawn
714 else if(this.goalentity == this.goalcurrent)
715 locked_goal = true; // wait for item to respawn
717 else if(!this.goalentity.solid && !boxesoverlap(this.goalentity.absmin, this.goalentity.absmax, this.absmin, this.absmax))
719 if(checkpvs(this.origin, this.goalentity))
721 navigation_goalrating_timeout_expire(this, random());
725 if (this.goalcurrent == this.goalentity && this.goalentity_lock_timeout > time)
728 if (navigation_shortenpath(this))
730 if (vdist(this.origin - this.goalcurrent_prev.origin, <, 50)
731 && navigation_goalrating_timeout_can_be_anticipated(this))
733 navigation_goalrating_timeout_force(this);
737 bool goalcurrent_can_be_removed = false;
738 if (IS_PLAYER(this.goalcurrent) || IS_MONSTER(this.goalcurrent))
740 bool freeze_state_changed = (boolean(STAT(FROZEN, this.goalentity)) != this.goalentity_shouldbefrozen);
741 if (IS_DEAD(this.goalcurrent) || (this.goalentity == this.goalcurrent && freeze_state_changed))
743 goalcurrent_can_be_removed = true;
744 // don't remove if not visible
745 if (checkpvs(this.origin + this.view_ofs, this.goalcurrent))
747 if (IS_DEAD(this.goalcurrent))
749 IL_EACH(g_items, it.enemy == this.goalcurrent && Item_IsLoot(it),
751 if (vdist(it.origin - this.goalcurrent.death_origin, <, 50))
753 navigation_clearroute(this);
754 navigation_pushroute(this, it);
755 // loot can't be immediately rated since it isn't on ground yet
756 // it will be rated after a second when on ground, meanwhile head to it
757 navigation_goalrating_timeout_expire(this, 1);
762 if (!Item_IsLoot(this.goalcurrent))
764 navigation_goalrating_timeout_force(this);
769 else if (!(STAT(FROZEN, this.goalentity)) && this.bot_tracewalk_time < time)
771 set_tracewalk_dest(this.goalcurrent, this.origin, true);
772 if (!(trace_ent == this || tracewalk(this, this.origin, this.mins, this.maxs,
773 tracewalk_dest, tracewalk_dest_height, bot_navigation_movemode)))
775 navigation_goalrating_timeout_force(this);
778 this.bot_tracewalk_time = max(time, this.bot_tracewalk_time) + 0.25;
784 // optimize path finding by anticipating goalrating when bot is near a waypoint;
785 // in this case path finding can start directly from a waypoint instead of
786 // looking for all the reachable waypoints up to a certain distance
787 if (navigation_poptouchedgoals(this))
789 if (this.goalcurrent)
791 if (goalcurrent_can_be_removed)
793 // remove even if not visible
794 navigation_goalrating_timeout_force(this);
797 else if (navigation_goalrating_timeout_can_be_anticipated(this))
798 navigation_goalrating_timeout_force(this);
802 entity old_goal = this.goalcurrent_prev;
803 if (old_goal.item_group && this.item_group != old_goal.item_group)
805 // Avoid multiple costly calls of path finding code that selects one of the closest
806 // item of the group by telling the bot to head directly to the farthest item.
807 // Next time we let the bot select a goal as usual which can be another item
808 // of this group (the closest one) and so on
809 this.item_group = old_goal.item_group;
810 entity new_goal = havocbot_select_an_item_of_group(this, old_goal.item_group);
812 navigation_pushroute(this, new_goal);
818 // if ran out of goals try to use an alternative goal or get a new strategy asap
819 if(this.goalcurrent == NULL)
821 navigation_goalrating_timeout_force(this);
826 if(autocvar_bot_debug_goalstack)
827 debuggoalstack(this);
829 bool bunnyhop_forbidden = false;
830 vector destorg = get_closer_dest(this.goalcurrent, this.origin);
831 if (this.jumppadcount && this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
833 // if bot used the jumppad, push towards jumppad origin until jumppad waypoint gets removed
834 destorg = this.goalcurrent.origin;
836 else if (this.goalcurrent.wpisbox)
838 // if bot is inside the teleport waypoint, head to teleport origin until teleport gets used
839 // do it even if bot is on a ledge above a teleport/jumppad so it doesn't get stuck
840 if (boxesoverlap(this.goalcurrent.absmin, this.goalcurrent.absmax, this.origin + eZ * this.mins.z, this.origin + eZ * this.maxs.z)
841 || (this.absmin.z > destorg.z && destorg.x == this.origin.x && destorg.y == this.origin.y))
843 bunnyhop_forbidden = true;
844 destorg = this.goalcurrent.origin;
845 if(destorg.z > this.origin.z)
846 PHYS_INPUT_BUTTON_JUMP(this) = true;
850 diff = destorg - this.origin;
852 if (time < this.bot_stop_moving_timeout
853 || (this.goalcurrent == this.goalentity && time < this.goalentity_lock_timeout && vdist(diff, <, 10)))
855 // stop if the locked goal has been reached
856 destorg = this.origin;
857 diff = dir = '0 0 0';
859 else if (IS_PLAYER(this.goalcurrent) || IS_MONSTER(this.goalcurrent))
861 if (vdist(diff, <, 80))
863 // stop if too close to target player (even if frozen)
864 destorg = this.origin;
865 diff = dir = '0 0 0';
869 // move destorg out of target players, otherwise bot will consider them
870 // an obstacle that needs to be jumped (especially if frozen)
871 dir = normalize(diff);
872 destorg -= dir * PL_MAX_CONST.x * M_SQRT2;
873 diff = destorg - this.origin;
877 dir = normalize(diff);
878 flatdir = (diff.z == 0) ? dir : normalize(vec2(diff));
880 bool danger_detected = false;
881 vector do_break = '0 0 0';
883 //if (this.bot_dodgevector_time < time)
885 //this.bot_dodgevector_time = time + cvar("bot_ai_dodgeupdateinterval");
886 //this.bot_dodgevector_jumpbutton = 1;
888 this.aistatus &= ~AI_STATUS_DANGER_AHEAD;
889 makevectors(this.v_angle.y * '0 1 0');
890 if (this.waterlevel > WATERLEVEL_WETFEET)
892 if (this.waterlevel > WATERLEVEL_SWIMMING)
894 if(!this.goalcurrent)
895 this.aistatus |= AI_STATUS_OUT_WATER;
896 else if(destorg.z > this.origin.z)
897 PHYS_INPUT_BUTTON_JUMP(this) = true;
901 if(this.velocity.z >= 0 && !(this.watertype == CONTENT_WATER && destorg.z < this.origin.z) &&
902 (this.aistatus & AI_STATUS_OUT_WATER))
904 PHYS_INPUT_BUTTON_JUMP(this) = true;
909 if (destorg.z > this.origin.z)
918 if(this.aistatus & AI_STATUS_OUT_WATER)
919 this.aistatus &= ~AI_STATUS_OUT_WATER;
921 // jump if going toward an obstacle that doesn't look like stairs we
922 // can walk up directly
923 vector deviation = '0 0 0';
924 float current_speed = vlen(vec2(this.velocity));
925 if (current_speed < maxspeed * 0.2)
926 current_speed = maxspeed * 0.2;
929 deviation = vectoangles(diff) - vectoangles(this.velocity);
930 while (deviation.y < -180) deviation.y += 360;
931 while (deviation.y > 180) deviation.y -= 360;
933 float turning = false;
934 vector flat_diff = vec2(diff);
935 offset = max(32, current_speed * cos(deviation.y * DEG2RAD) * 0.3) * flatdir;
936 vector actual_destorg = this.origin + offset;
937 if (this.goalcurrent_prev && (this.goalcurrent_prev.wpflags & WAYPOINTFLAG_JUMP))
939 if (time > this.bot_stop_moving_timeout
940 && fabs(deviation.y) > 20 && current_speed > maxspeed * 0.4
941 && vdist(vec2(this.origin - this.goalcurrent_prev.origin), <, 50))
943 this.bot_stop_moving_timeout = time + 0.1;
945 if (current_speed > autocvar_sv_maxspeed * 0.9
946 && vlen2(flat_diff) < vlen2(vec2(this.goalcurrent_prev.origin - destorg))
947 && vdist(vec2(this.origin - this.goalcurrent_prev.origin), >, 50)
948 && vdist(vec2(this.origin - this.goalcurrent_prev.origin), <, 150)
951 PHYS_INPUT_BUTTON_JUMP(this) = true;
952 this.bot_jump_time = time;
955 else if (!this.goalstack01 || (this.goalcurrent.wpflags & (WAYPOINTFLAG_TELEPORT | WAYPOINTFLAG_LADDER)))
957 if (vlen2(flat_diff) < vlen2(offset))
959 if (this.goalcurrent.wpflags & WAYPOINTFLAG_JUMP && this.goalstack01)
961 // oblique warpzones need a jump otherwise bots gets stuck
962 PHYS_INPUT_BUTTON_JUMP(this) = true;
966 actual_destorg.x = destorg.x;
967 actual_destorg.y = destorg.y;
971 else if (vdist(flat_diff, <, 32) && diff.z < -16) // destination is under the bot
973 actual_destorg.x = destorg.x;
974 actual_destorg.y = destorg.y;
976 else if (vlen2(flat_diff) < vlen2(offset))
978 vector next_goal_org = (this.goalstack01.absmin + this.goalstack01.absmax) * 0.5;
979 vector next_dir = normalize(vec2(next_goal_org - destorg));
980 float dist = vlen(vec2(this.origin + offset - destorg));
981 // if current and next goal are close to each other make sure
982 // actual_destorg isn't set beyond next_goal_org
983 if (dist ** 2 > vlen2(vec2(next_goal_org - destorg)))
984 actual_destorg = next_goal_org;
986 actual_destorg = vec2(destorg) + dist * next_dir;
987 actual_destorg.z = this.origin.z;
991 LABEL(jumpobstacle_check);
992 dir = flatdir = normalize(actual_destorg - this.origin);
994 bool jump_forbidden = false;
995 if (!turning && fabs(deviation.y) > 50)
996 jump_forbidden = true;
997 else if (IS_DUCKED(this))
999 tracebox(this.origin, PL_MIN_CONST, PL_MAX_CONST, this.origin, false, this);
1000 if (trace_startsolid)
1001 jump_forbidden = true;
1004 if (!jump_forbidden)
1006 tracebox(this.origin, this.mins, this.maxs, actual_destorg, false, this);
1007 if (trace_fraction < 1 && trace_plane_normal.z < 0.7)
1010 tracebox(this.origin + stepheightvec, this.mins, this.maxs, actual_destorg + stepheightvec, false, this);
1011 if (trace_fraction < s + 0.01 && trace_plane_normal.z < 0.7)
1013 // found an obstacle
1014 if (turning && fabs(deviation.y) > 5)
1016 // check if the obstacle is still there without turning
1017 actual_destorg = destorg;
1019 this.bot_tracewalk_time = time + 0.25;
1020 goto jumpobstacle_check;
1023 // don't artificially reduce max jump height in real-time
1024 // (jumpstepheightvec is reduced a bit to make the jumps easy in tracewalk)
1025 vector jump_height = (IS_ONGROUND(this)) ? stepheightvec + jumpheight_vec : jumpstepheightvec;
1026 tracebox(this.origin + jump_height, this.mins, this.maxs, actual_destorg + jump_height, false, this);
1027 if (trace_fraction > s)
1029 PHYS_INPUT_BUTTON_JUMP(this) = true;
1030 this.bot_jump_time = time;
1034 jump_height = stepheightvec + jumpheight_vec / 2;
1035 tracebox(this.origin + jump_height, this.mins, this.maxs, actual_destorg + jump_height, false, this);
1036 if (trace_fraction > s)
1038 PHYS_INPUT_BUTTON_JUMP(this) = true;
1039 this.bot_jump_time = time;
1046 // if bot for some reason doesn't get close to the current goal find another one
1047 if(!this.jumppadcount && !IS_PLAYER(this.goalcurrent))
1048 if(!(locked_goal && this.goalcurrent_distance_z < 50 && this.goalcurrent_distance_2d < 50))
1049 if(havocbot_checkgoaldistance(this, destorg))
1051 if(this.goalcurrent_distance_time < 0) // can't get close for the second time
1053 navigation_clearroute(this);
1054 navigation_goalrating_timeout_force(this);
1058 set_tracewalk_dest(this.goalcurrent, this.origin, false);
1059 if (!tracewalk(this, this.origin, this.mins, this.maxs,
1060 tracewalk_dest, tracewalk_dest_height, bot_navigation_movemode))
1062 navigation_clearroute(this);
1063 navigation_goalrating_timeout_force(this);
1067 // give bot only another chance to prevent bot getting stuck
1068 // in case it thinks it can walk but actually can't
1069 this.goalcurrent_distance_z = FLOAT_MAX;
1070 this.goalcurrent_distance_2d = FLOAT_MAX;
1071 this.goalcurrent_distance_time = -time; // mark second try
1074 if (skill + this.bot_moveskill <= 3 && time > this.bot_stop_moving_timeout
1075 && current_speed > maxspeed * 0.9 && fabs(deviation.y) > 70)
1077 this.bot_stop_moving_timeout = time + 0.4 + random() * 0.2;
1080 // Check for water/slime/lava and dangerous edges
1081 // (only when the bot is on the ground or jumping intentionally)
1083 offset = (vdist(this.velocity, >, 32) ? this.velocity * 0.2 : flatdir * 32);
1084 vector dst_ahead = this.origin + this.view_ofs + offset;
1085 vector dst_down = dst_ahead - '0 0 3000';
1086 traceline(this.origin + this.view_ofs, dst_ahead, true, NULL);
1088 bool unreachable = false;
1090 if (trace_fraction == 1 && !this.jumppadcount
1091 && !waypoint_is_hardwiredlink(this.goalcurrent_prev, this.goalcurrent)
1092 && !(this.goalcurrent_prev && (this.goalcurrent_prev.wpflags & WAYPOINTFLAG_JUMP)))
1093 if((IS_ONGROUND(this)) || (this.aistatus & AI_STATUS_RUNNING) || (this.aistatus & AI_STATUS_ROAMING) || PHYS_INPUT_BUTTON_JUMP(this))
1096 traceline(dst_ahead , dst_down, true, NULL);
1097 //te_lightning2(NULL, this.origin + this.view_ofs, dst_ahead); // Draw "ahead" look
1098 //te_lightning2(NULL, dst_ahead, trace_endpos); // Draw "downwards" look
1099 if(trace_endpos.z < this.origin.z + this.mins.z)
1101 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY)
1102 danger_detected = true;
1103 else if (trace_endpos.z < min(this.origin.z + this.mins.z, this.goalcurrent.origin.z) - 100)
1104 danger_detected = true;
1107 s = pointcontents(trace_endpos + '0 0 1');
1108 if (s != CONTENT_SOLID)
1110 if (s == CONTENT_LAVA || s == CONTENT_SLIME)
1111 danger_detected = true;
1112 else if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos))
1114 // the traceline check isn't enough but is good as optimization,
1115 // when not true (most of the time) this tracebox call is avoided
1116 tracebox(dst_ahead, this.mins, this.maxs, dst_down, true, this);
1117 if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos))
1119 if (destorg.z > this.origin.z + jumpstepheightvec.z)
1121 // the goal is probably on an upper platform, assume bot can't get there
1125 danger_detected = true;
1134 makevectors(this.v_angle.y * '0 1 0');
1136 if (danger_detected || (s == CONTENT_WATER))
1138 this.aistatus |= AI_STATUS_DANGER_AHEAD;
1139 if(IS_PLAYER(this.goalcurrent))
1143 // slow down if bot is in the air and goal is under it
1144 if (!waypoint_is_hardwiredlink(this.goalcurrent_prev, this.goalcurrent)
1145 && vdist(flat_diff, <, 250) && this.origin.z - destorg.z > 120
1146 && (!IS_ONGROUND(this) || vdist(vec2(this.velocity), >, maxspeed * 0.3)))
1148 // tracebox wouldn't work when bot is still on the ledge
1149 traceline(this.origin, this.origin - '0 0 200', true, this);
1150 if (this.origin.z - trace_endpos.z > 120)
1151 do_break = normalize(this.velocity) * -1;
1156 navigation_clearroute(this);
1157 navigation_goalrating_timeout_force(this);
1158 this.ignoregoal = this.goalcurrent;
1159 this.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
1163 dodge = havocbot_dodge(this);
1165 dodge *= bound(0, 0.5 + (skill + this.bot_dodgeskill) * 0.1, 1);
1168 traceline(this.origin, (this.enemy.absmin + this.enemy.absmax) * 0.5, true, NULL);
1169 if (IS_PLAYER(trace_ent))
1170 dodge_enemy_factor = bound(0, (skill + this.bot_dodgeskill) / 7, 1);
1172 // this.bot_dodgevector = dir;
1173 // this.bot_dodgevector_jumpbutton = PHYS_INPUT_BUTTON_JUMP(this);
1176 float ladder_zdir = 0;
1177 if(time < this.ladder_time)
1179 if(this.goalcurrent.origin.z + this.goalcurrent.mins.z > this.origin.z + this.mins.z)
1181 if(this.origin.z + this.mins.z < this.ladder_entity.origin.z + this.ladder_entity.maxs.z)
1186 if(this.origin.z + this.mins.z > this.ladder_entity.origin.z + this.ladder_entity.mins.z)
1191 if (vdist(vec2(diff), <, 40))
1192 dir.z = ladder_zdir * 4;
1194 dir.z = ladder_zdir * 2;
1195 dir = normalize(dir);
1199 if (this.goalcurrent.wpisbox
1200 && boxesoverlap(this.goalcurrent.absmin, this.goalcurrent.absmax, this.origin, this.origin))
1202 // bot is inside teleport waypoint but hasn't touched the real teleport yet
1203 // head to teleport origin
1204 dir = (this.goalcurrent.origin - this.origin);
1206 dir = normalize(dir);
1209 // already executed when bot targets an enemy
1210 if (!this.bot_aimdir_executed)
1212 if (time < this.bot_stop_moving_timeout)
1213 bot_aimdir(this, normalize(this.goalcurrent.origin - this.origin), 0);
1215 bot_aimdir(this, dir, 0);
1218 vector evadedanger = '0 0 0';
1221 dir *= dodge_enemy_factor;
1222 if (danger_detected && vdist(this.velocity, >, maxspeed * 0.8) && this.goalcurrent_prev
1223 && this.goalcurrent.classname == "waypoint")
1225 vector p = this.origin + this.velocity * 0.2;
1226 vector evadedanger = point_line_vec(p, vec2(this.goalcurrent_prev.origin) + eZ * p.z,
1227 vec2(destorg - this.goalcurrent_prev.origin));
1228 if (vdist(evadedanger, >, 20))
1230 if (vdist(evadedanger, >, 40))
1231 do_break = normalize(this.velocity) * -1;
1232 evadedanger = normalize(evadedanger);
1233 evadedanger *= bound(1, 3 - (skill + this.bot_dodgeskill), 3); // Noobs fear dangers a lot and take more distance from them
1236 evadedanger = '0 0 0';
1238 dir = normalize(dir + dodge + do_break + evadedanger);
1241 makevectors(this.v_angle);
1242 //dir = this.bot_dodgevector;
1243 //if (this.bot_dodgevector_jumpbutton)
1244 // PHYS_INPUT_BUTTON_JUMP(this) = true;
1245 CS(this).movement_x = dir * v_forward * maxspeed;
1246 CS(this).movement_y = dir * v_right * maxspeed;
1247 CS(this).movement_z = dir * v_up * maxspeed;
1249 // Emulate keyboard interface
1251 havocbot_keyboard_movement(this, destorg);
1254 if (!bunnyhop_forbidden && !evadedanger && !do_break && skill + this.bot_moveskill >= autocvar_bot_ai_bunnyhop_skilloffset)
1255 havocbot_bunnyhop(this, dir);
1257 if (dir * v_up >= autocvar_sv_jumpvelocity * 0.5 && IS_ONGROUND(this))
1258 PHYS_INPUT_BUTTON_JUMP(this) = true;
1261 if (dodge * v_up > 0 && random() * frametime >= 0.2 * bound(0, (10 - skill - this.bot_dodgeskill) * 0.1, 1))
1262 PHYS_INPUT_BUTTON_JUMP(this) = true;
1263 if (dodge * v_up < 0 && random() * frametime >= 0.5 * bound(0, (10 - skill - this.bot_dodgeskill) * 0.1, 1))
1264 this.havocbot_ducktime = time + 0.3 / bound(0.1, skill + this.bot_dodgeskill, 10);
1268 entity havocbot_gettarget(entity this, bool secondary)
1271 vector eye = CENTER_OR_VIEWOFS(this);
1272 IL_EACH(g_bot_targets, boolean((secondary) ? it.classname == "misc_breakablemodel" : it.classname != "misc_breakablemodel"),
1274 vector v = CENTER_OR_VIEWOFS(it);
1275 if(vdist(v - eye, <, autocvar_bot_ai_enemydetectionradius))
1276 if(!best || vlen2(CENTER_OR_VIEWOFS(best) - eye) > vlen2(v - eye))
1277 if(bot_shouldattack(this, it))
1279 traceline(eye, v, true, this);
1280 if (trace_ent == it || trace_fraction >= 1)
1288 void havocbot_chooseenemy(entity this)
1290 if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(this))
1298 if (!bot_shouldattack(this, this.enemy))
1300 // enemy died or something, find a new target
1302 this.havocbot_chooseenemy_finished = time;
1304 else if (this.havocbot_stickenemy_time && time < this.havocbot_stickenemy_time)
1306 // tracking last chosen enemy
1307 vector targ_pos = (this.enemy.absmin + this.enemy.absmax) * 0.5;
1308 traceline(this.origin + this.view_ofs, targ_pos, false, NULL);
1309 if (trace_ent == this.enemy || trace_fraction == 1)
1310 if (vdist(targ_pos - this.origin, <, 1000))
1312 // remain tracking him for a shot while (case he went after a small corner or pilar
1313 this.havocbot_chooseenemy_finished = time + 0.5;
1317 // stop preferring this enemy
1318 this.havocbot_stickenemy_time = 0;
1321 if (time < this.havocbot_chooseenemy_finished)
1323 this.havocbot_chooseenemy_finished = time + autocvar_bot_ai_enemydetectioninterval;
1324 vector eye = this.origin + this.view_ofs;
1326 float bestrating = autocvar_bot_ai_enemydetectionradius ** 2;
1329 int hf = this.dphitcontentsmask;
1331 // Search for enemies, if no enemy can be seen directly try to look through transparent objects
1333 this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
1335 bool scan_transparent = false;
1336 bool scan_secondary_targets = false;
1337 bool have_secondary_targets = false;
1340 scan_secondary_targets = false;
1342 IL_EACH(g_bot_targets, it.bot_attack,
1344 if(!scan_secondary_targets)
1346 if(it.classname == "misc_breakablemodel")
1348 have_secondary_targets = true;
1352 else if(it.classname != "misc_breakablemodel")
1355 vector v = (it.absmin + it.absmax) * 0.5;
1356 float rating = vlen2(v - eye);
1357 if (rating < bestrating && bot_shouldattack(this, it))
1359 traceline(eye, v, true, this);
1360 if (trace_ent == it || trace_fraction >= 1)
1363 bestrating = rating;
1368 if(!best && have_secondary_targets && !scan_secondary_targets)
1370 scan_secondary_targets = true;
1372 bestrating = autocvar_bot_ai_enemydetectionradius ** 2;
1376 // I want to do a second scan if no enemy was found or I don't have weapons
1377 // TODO: Perform the scan when using the rifle (requires changes on the rifle code)
1378 if(best || STAT(WEAPONS, this)) // || this.weapon == WEP_RIFLE.m_id
1380 if(scan_transparent)
1383 // Set flags to see through transparent objects
1384 this.dphitcontentsmask |= DPCONTENTS_OPAQUE;
1386 scan_transparent = true;
1389 // Restore hit flags
1390 this.dphitcontentsmask = hf;
1393 this.havocbot_stickenemy_time = time + autocvar_bot_ai_enemydetectioninterval_stickingtoenemy;
1394 if(best && best.classname == "misc_breakablemodel")
1395 this.havocbot_stickenemy_time = 0;
1398 float havocbot_chooseweapon_checkreload(entity this, .entity weaponentity, int new_weapon)
1400 // bots under this skill cannot find unloaded weapons to reload idly when not in combat,
1401 // so skip this for them, or they'll never get to reload their weapons at all.
1402 // this also allows bots under this skill to be more stupid, and reload more often during combat :)
1406 // if this weapon is scheduled for reloading, don't switch to it during combat
1407 if (this.(weaponentity).weapon_load[new_weapon] < 0)
1409 FOREACH(Weapons, it != WEP_Null, {
1410 if(it.wr_checkammo1(it, this, weaponentity) + it.wr_checkammo2(it, this, weaponentity))
1411 return true; // other weapon available
1418 void havocbot_chooseweapon(entity this, .entity weaponentity)
1423 if(g_weaponarena_weapons == WEPSET(TUBA))
1425 this.(weaponentity).m_switchweapon = WEP_TUBA;
1429 // TODO: clean this up by moving it to weapon code
1430 if(this.enemy==NULL)
1432 // If no weapon was chosen get the first available weapon
1433 if(this.(weaponentity).m_weapon==WEP_Null)
1434 FOREACH(Weapons, it != WEP_Null, {
1435 if(client_hasweapon(this, it, weaponentity, true, false))
1437 this.(weaponentity).m_switchweapon = it;
1444 // Do not change weapon during the next second after a combo
1445 float f = time - this.lastcombotime;
1450 float distance; distance=bound(10,vlen(this.origin-this.enemy.origin)-200,10000);
1452 // Should it do a weapon combo?
1453 float af, ct, combo_time, combo;
1455 af = ATTACK_FINISHED(this, weaponentity);
1456 ct = autocvar_bot_ai_weapon_combo_threshold;
1458 // Bots with no skill will be 4 times more slower than "godlike" bots when doing weapon combos
1459 // Ideally this 4 should be calculated as longest_weapon_refire / bot_ai_weapon_combo_threshold
1460 combo_time = time + ct + (ct * ((-0.3*(skill+this.bot_weaponskill))+3));
1464 if(autocvar_bot_ai_weapon_combo)
1465 if(this.(weaponentity).m_weapon.m_id == this.(weaponentity).lastfiredweapon)
1469 this.lastcombotime = time;
1472 distance *= (2 ** this.bot_rangepreference);
1474 // Custom weapon list based on distance to the enemy
1475 if(bot_custom_weapon){
1477 // Choose weapons for far distance
1478 if ( distance > bot_distance_far ) {
1479 for(i=0; i < Weapons_COUNT && bot_weapons_far[i] != -1 ; ++i){
1480 w = bot_weapons_far[i];
1481 if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
1483 if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1485 this.(weaponentity).m_switchweapon = Weapons_from(w);
1491 // Choose weapons for mid distance
1492 if ( distance > bot_distance_close) {
1493 for(i=0; i < Weapons_COUNT && bot_weapons_mid[i] != -1 ; ++i){
1494 w = bot_weapons_mid[i];
1495 if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
1497 if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1499 this.(weaponentity).m_switchweapon = Weapons_from(w);
1505 // Choose weapons for close distance
1506 for(i=0; i < Weapons_COUNT && bot_weapons_close[i] != -1 ; ++i){
1507 w = bot_weapons_close[i];
1508 if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
1510 if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1512 this.(weaponentity).m_switchweapon = Weapons_from(w);
1519 void havocbot_aim(entity this)
1521 if (time < this.nextaim)
1523 this.nextaim = time + 0.1;
1524 vector myvel = this.velocity;
1525 if (!this.waterlevel)
1527 if(MUTATOR_CALLHOOK(HavocBot_Aim, this)) { /* do nothing */ }
1528 else if (this.enemy)
1530 vector enemyvel = this.enemy.velocity;
1531 if (!this.enemy.waterlevel)
1533 lag_additem(this, time + CS(this).ping, 0, 0, this.enemy, this.origin, myvel, (this.enemy.absmin + this.enemy.absmax) * 0.5, enemyvel);
1536 lag_additem(this, time + CS(this).ping, 0, 0, NULL, this.origin, myvel, ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5, '0 0 0');
1539 bool havocbot_moveto_refresh_route(entity this)
1541 // Refresh path to goal if necessary
1543 wp = this.havocbot_personal_waypoint;
1544 navigation_goalrating_start(this);
1545 navigation_routerating(this, wp, 10000, 10000);
1546 navigation_goalrating_end(this);
1547 return (this.goalentity != NULL);
1550 float havocbot_moveto(entity this, vector pos)
1554 if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_GOING)
1556 // Step 4: Move to waypoint
1557 if(this.havocbot_personal_waypoint==NULL)
1559 LOG_TRACE("Error: ", this.netname, " trying to walk to a non existent personal waypoint");
1560 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_GOING;
1561 return CMD_STATUS_ERROR;
1564 if (!bot_strategytoken_taken)
1565 if(this.havocbot_personal_waypoint_searchtime<time)
1567 bot_strategytoken_taken = true;
1568 if(havocbot_moveto_refresh_route(this))
1570 LOG_TRACE(this.netname, " walking to its personal waypoint (after ", ftos(this.havocbot_personal_waypoint_failcounter), " failed attempts)");
1571 this.havocbot_personal_waypoint_searchtime = time + 10;
1572 this.havocbot_personal_waypoint_failcounter = 0;
1576 this.havocbot_personal_waypoint_failcounter += 1;
1577 this.havocbot_personal_waypoint_searchtime = time + 2;
1578 if(this.havocbot_personal_waypoint_failcounter >= 30)
1580 LOG_TRACE("Warning: can't walk to the personal waypoint located at ", vtos(this.havocbot_personal_waypoint.origin));
1581 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1582 delete(this.havocbot_personal_waypoint);
1583 return CMD_STATUS_ERROR;
1586 LOG_TRACE(this.netname, " can't walk to its personal waypoint (after ", ftos(this.havocbot_personal_waypoint_failcounter), " failed attempts), trying later");
1590 if(autocvar_bot_debug_goalstack)
1591 debuggoalstack(this);
1595 havocbot_movetogoal(this);
1597 if (!this.bot_aimdir_executed && this.goalcurrent)
1600 vector dir = get_closer_dest(this.goalcurrent, this.origin);
1601 dir -= this.origin + this.view_ofs;
1603 bot_aimdir(this, dir, 0);
1606 if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_REACHED)
1608 // Step 5: Waypoint reached
1609 LOG_TRACE(this.netname, "'s personal waypoint reached");
1610 waypoint_remove(this.havocbot_personal_waypoint);
1611 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_REACHED;
1612 return CMD_STATUS_FINISHED;
1615 return CMD_STATUS_EXECUTING;
1618 // Step 2: Linking waypoint
1619 if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_LINKING)
1621 // Wait until it is linked
1622 if(!this.havocbot_personal_waypoint.wplinked)
1624 LOG_TRACE(this.netname, " waiting for personal waypoint to be linked");
1625 return CMD_STATUS_EXECUTING;
1628 this.havocbot_personal_waypoint_searchtime = time; // so we set the route next frame
1629 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1630 this.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_GOING;
1632 // Step 3: Route to waypoint
1633 LOG_TRACE(this.netname, " walking to its personal waypoint");
1635 return CMD_STATUS_EXECUTING;
1638 // Step 1: Spawning waypoint
1639 wp = waypoint_spawnpersonal(this, pos);
1642 LOG_TRACE("Error: Can't spawn personal waypoint at ",vtos(pos));
1643 return CMD_STATUS_ERROR;
1646 this.havocbot_personal_waypoint = wp;
1647 this.havocbot_personal_waypoint_failcounter = 0;
1648 this.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1650 // if pos is inside a teleport, then let's mark it as teleport waypoint
1651 IL_EACH(g_teleporters, WarpZoneLib_BoxTouchesBrush(pos, pos, it, NULL),
1653 wp.wpflags |= WAYPOINTFLAG_TELEPORT;
1654 this.lastteleporttime = 0;
1658 if(wp.wpflags & WAYPOINTFLAG_TELEPORT)
1659 print("routing to a teleporter\n");
1661 print("routing to a non-teleporter\n");
1664 return CMD_STATUS_EXECUTING;
1667 float havocbot_resetgoal(entity this)
1669 navigation_clearroute(this);
1670 return CMD_STATUS_FINISHED;
1673 void havocbot_setupbot(entity this)
1675 this.bot_ai = havocbot_ai;
1676 this.cmd_moveto = havocbot_moveto;
1677 this.cmd_resetgoal = havocbot_resetgoal;
1679 // NOTE: bot is not player yet
1680 havocbot_chooserole(this);
1683 vector havocbot_dodge(entity this)
1685 // LordHavoc: disabled because this is too expensive
1690 float danger, bestdanger, vl, d;
1693 // check for dangerous objects near bot or approaching bot
1694 head = findchainfloat(bot_dodge, true);
1697 if (head.owner != this)
1699 vl = vlen(head.velocity);
1700 if (vl > autocvar_sv_maxspeed * 0.3)
1702 n = normalize(head.velocity);
1703 v = this.origin - head.origin;
1705 if (d > (0 - head.bot_dodgerating))
1706 if (d < (vl * 0.2 + head.bot_dodgerating))
1708 // calculate direction and distance from the flight path, by removing the forward axis
1709 v = v - (n * (v * n));
1710 danger = head.bot_dodgerating - vlen(v);
1711 if (bestdanger < danger)
1713 bestdanger = danger;
1714 // dodge to the side of the object
1715 dodge = normalize(v);
1721 danger = head.bot_dodgerating - vlen(head.origin - this.origin);
1722 if (bestdanger < danger)
1724 bestdanger = danger;
1725 dodge = normalize(this.origin - head.origin);