3 #include <common/constants.qh>
4 #include <common/impulses/all.qh>
5 #include <common/items/_mod.qh>
6 #include <common/mapobjects/func/ladder.qh>
7 #include <common/mapobjects/teleporters.qh>
8 #include <common/mapobjects/trigger/hurt.qh>
9 #include <common/mapobjects/trigger/jumppads.qh>
10 #include <common/net_linked.qh>
11 #include <common/physics/player.qh>
12 #include <common/state.qh>
13 #include <common/stats.qh>
14 #include <common/weapons/_all.qh>
15 #include <common/wepent.qh>
16 #include <lib/warpzone/common.qh>
17 #include <server/bot/api.qh>
18 #include <server/bot/default/aim.qh>
19 #include <server/bot/default/bot.qh>
20 #include <server/bot/default/cvars.qh>
21 #include <server/bot/default/havocbot/roles.qh>
22 #include <server/bot/default/navigation.qh>
23 #include <server/bot/default/scripting.qh>
24 #include <server/bot/default/waypoints.qh>
25 #include <server/client.qh>
26 #include <server/damage.qh>
27 #include <server/items/items.qh>
28 #include <server/mutators/_mod.qh>
29 #include <server/weapons/selection.qh>
30 #include <server/weapons/weaponsystem.qh>
31 #include <server/world.qh>
33 void havocbot_ai(entity this)
38 this.bot_aimdir_executed = false;
39 // lock aim if teleported or passing through a warpzone
40 if (this.lastteleporttime && !this.jumppadcount)
41 this.bot_aimdir_executed = true;
43 if(bot_execute_commands(this))
46 if (bot_strategytoken == this && !bot_strategytoken_taken)
48 if(this.havocbot_blockhead)
50 this.havocbot_blockhead = false;
54 if (!this.jumppadcount && !STAT(FROZEN, this)
55 && !(this.goalcurrent_prev && (this.goalcurrent_prev.wpflags & WAYPOINTFLAG_JUMP) && !IS_ONGROUND(this)))
58 this.havocbot_role(this); // little too far down the rabbit hole
62 // if we don't have a goal and we're under water look for a waypoint near the "shore" and push it
63 if(!(IS_DEAD(this) || STAT(FROZEN, this)))
65 if(this.waterlevel == WATERLEVEL_SWIMMING || (this.aistatus & AI_STATUS_OUT_WATER))
67 // Look for the closest waypoint out of water
68 entity newgoal = NULL;
69 IL_EACH(g_waypoints, vdist(it.origin - this.origin, <=, 10000),
71 if(it.origin.z < this.origin.z)
74 if(it.origin.z - this.origin.z - this.view_ofs.z > 100)
77 if (pointcontents(it.origin + it.maxs + '0 0 1') != CONTENT_EMPTY)
80 traceline(this.origin + this.view_ofs, ((it.absmin + it.absmax) * 0.5), true, this);
82 if(trace_fraction < 1)
85 if(!newgoal || vlen2(it.origin - this.origin) < vlen2(newgoal.origin - this.origin))
91 // te_wizspike(newgoal.origin);
92 navigation_pushroute(this, newgoal);
96 // token has been used this frame
97 bot_strategytoken_taken = true;
100 if (this.goalcurrent && wasfreed(this.goalcurrent))
102 navigation_clearroute(this);
103 navigation_goalrating_timeout_force(this);
107 if(IS_DEAD(this) || STAT(FROZEN, this))
109 if (this.goalcurrent)
110 navigation_clearroute(this);
112 this.bot_aimtarg = NULL;
116 havocbot_chooseenemy(this);
118 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
120 .entity weaponentity = weaponentities[slot];
121 if(this.(weaponentity).m_weapon != WEP_Null || slot == 0)
122 if(this.(weaponentity).bot_chooseweapontime < time)
124 this.(weaponentity).bot_chooseweapontime = time + autocvar_bot_ai_chooseweaponinterval;
125 havocbot_chooseweapon(this, weaponentity);
131 if (this.bot_aimtarg)
133 this.aistatus |= AI_STATUS_ATTACKING;
134 this.aistatus &= ~AI_STATUS_ROAMING;
136 if(STAT(WEAPONS, this))
138 if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(this))
140 PHYS_INPUT_BUTTON_ATCK(this) = false;
141 PHYS_INPUT_BUTTON_ATCK2(this) = false;
145 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
147 .entity weaponentity = weaponentities[slot];
148 Weapon w = this.(weaponentity).m_weapon;
149 if(w == WEP_Null && slot != 0)
151 w.wr_aim(w, this, weaponentity);
152 if(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this)) // TODO: what if we didn't fire this weapon, but the previous?
153 this.(weaponentity).lastfiredweapon = this.(weaponentity).m_weapon.m_id;
159 if(IS_PLAYER(this.bot_aimtarg))
160 bot_aimdir(this, this.bot_aimtarg.origin + this.bot_aimtarg.view_ofs - this.origin - this.view_ofs, 0);
163 else if (this.goalcurrent)
165 this.aistatus |= AI_STATUS_ROAMING;
166 this.aistatus &= ~AI_STATUS_ATTACKING;
169 havocbot_movetogoal(this);
170 if (!this.bot_aimdir_executed && this.goalcurrent)
173 vector dir = get_closer_dest(this.goalcurrent, this.origin);
174 dir -= this.origin + this.view_ofs;
176 bot_aimdir(this, dir, 0);
179 // if the bot is not attacking, consider reloading weapons
180 if (!(this.aistatus & AI_STATUS_ATTACKING))
182 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
184 .entity weaponentity = weaponentities[slot];
186 if(this.(weaponentity).m_weapon == WEP_Null && slot != 0)
189 // we are currently holding a weapon that's not fully loaded, reload it
190 if(skill >= 2) // bots can only reload the held weapon on purpose past this skill
191 if(this.(weaponentity).clip_load < this.(weaponentity).clip_size)
192 CS(this).impulse = IMP_weapon_reload.impulse; // not sure if this is done right
194 // if we're not reloading a weapon, switch to any weapon in our invnetory that's not fully loaded to reload it next
195 // the code above executes next frame, starting the reloading then
196 if(skill >= 5) // bots can only look for unloaded weapons past this skill
197 if(this.(weaponentity).clip_load >= 0) // only if we're not reloading a weapon already
199 FOREACH(Weapons, it != WEP_Null, {
200 if((STAT(WEAPONS, this) & (it.m_wepset)) && (it.spawnflags & WEP_FLAG_RELOADABLE) && (this.(weaponentity).weapon_load[it.m_id] < it.reloading_ammo))
202 this.(weaponentity).m_switchweapon = it;
211 void havocbot_bunnyhop(entity this, vector dir)
213 bool can_run = false;
214 if (!(this.aistatus & AI_STATUS_ATTACKING) && this.goalcurrent && !IS_PLAYER(this.goalcurrent)
215 && vdist(vec2(this.velocity), >=, autocvar_sv_maxspeed) && !(this.aistatus & AI_STATUS_DANGER_AHEAD)
216 && this.waterlevel <= WATERLEVEL_WETFEET && !IS_DUCKED(this)
217 && IS_ONGROUND(this) && !(this.goalcurrent_prev && (this.goalcurrent_prev.wpflags & WAYPOINTFLAG_JUMP)))
219 vector vel_angles = vectoangles(this.velocity);
220 vector deviation = vel_angles - vectoangles(dir);
221 while (deviation.y < -180) deviation.y = deviation.y + 360;
222 while (deviation.y > 180) deviation.y = deviation.y - 360;
223 if (fabs(deviation.y) < autocvar_bot_ai_bunnyhop_dir_deviation_max)
225 vector gco = get_closer_dest(this.goalcurrent, this.origin);
226 float vel = vlen(vec2(this.velocity));
228 // with the current physics, jump distance grows linearly with the speed
229 float jump_distance = 52.661 + 0.606 * vel;
230 jump_distance += this.origin.z - gco.z; // roughly take into account vertical distance too
231 if (vdist(vec2(gco - this.origin), >, max(0, jump_distance)))
233 else if (!(this.goalcurrent.wpflags & WAYPOINTFLAG_JUMP)
234 && !(this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
235 && this.goalstack01 && !wasfreed(this.goalstack01) && !(this.goalstack01.wpflags & WAYPOINTFLAG_JUMP)
236 && vdist(vec2(gco - this.goalstack01.origin), >, 70))
238 vector gno = (this.goalstack01.absmin + this.goalstack01.absmax) * 0.5;
239 vector ang = vectoangles(gco - this.origin);
240 deviation = vectoangles(gno - gco) - vel_angles;
241 while (deviation.y < -180) deviation.y = deviation.y + 360;
242 while (deviation.y > 180) deviation.y = deviation.y - 360;
244 float max_turn_angle = autocvar_bot_ai_bunnyhop_turn_angle_max;
245 max_turn_angle -= autocvar_bot_ai_bunnyhop_turn_angle_reduction * ((vel - autocvar_sv_maxspeed) / autocvar_sv_maxspeed);
246 if ((ang.x < 90 || ang.x > 360 - autocvar_bot_ai_bunnyhop_downward_pitch_max)
247 && fabs(deviation.y) < max(autocvar_bot_ai_bunnyhop_turn_angle_min, max_turn_angle))
257 PHYS_INPUT_BUTTON_JUMP(this) = true;
258 this.bot_jump_time = time;
259 this.aistatus |= AI_STATUS_RUNNING;
263 if (IS_ONGROUND(this) || this.waterlevel > WATERLEVEL_WETFEET)
264 this.aistatus &= ~AI_STATUS_RUNNING;
268 void havocbot_keyboard_movement(entity this, vector destorg)
270 if(time <= this.havocbot_keyboardtime)
273 float sk = skill + this.bot_moveskill;
274 this.havocbot_keyboardtime =
276 this.havocbot_keyboardtime
277 + 0.05 / max(1, sk + this.havocbot_keyboardskill)
278 + random() * 0.025 / max(0.00025, skill + this.havocbot_keyboardskill)
280 vector keyboard = CS(this).movement / autocvar_sv_maxspeed;
282 float trigger = autocvar_bot_ai_keyboard_threshold;
284 // categorize forward movement
285 // at skill < 1.5 only forward
286 // at skill < 2.5 only individual directions
287 // at skill < 4.5 only individual directions, and forward diagonals
288 // at skill >= 4.5, all cases allowed
289 if (keyboard.x > trigger)
295 else if (keyboard.x < -trigger && sk > 1.5)
310 if (keyboard.y > trigger)
312 else if (keyboard.y < -trigger)
317 if (keyboard.z > trigger)
319 else if (keyboard.z < -trigger)
324 // make sure bots don't get stuck if havocbot_keyboardtime is very high
325 if (keyboard == '0 0 0')
326 this.havocbot_keyboardtime = min(this.havocbot_keyboardtime, time + 0.2);
328 this.havocbot_keyboard = keyboard * autocvar_sv_maxspeed;
329 if (this.havocbot_ducktime > time)
330 PHYS_INPUT_BUTTON_CROUCH(this) = true;
332 keyboard = this.havocbot_keyboard;
333 float blend = bound(0, vlen(destorg - this.origin) / autocvar_bot_ai_keyboard_distance, 1); // When getting close move with 360 degree
334 //dprint("movement ", vtos(CS(this).movement), " keyboard ", vtos(keyboard), " blend ", ftos(blend), "\n");
335 CS(this).movement = CS(this).movement + (keyboard - CS(this).movement) * blend;
338 // return true when bot isn't getting closer to the current goal
339 bool havocbot_checkgoaldistance(entity this, vector gco)
341 if (this.bot_stop_moving_timeout > time)
343 float curr_dist_z = max(20, fabs(this.origin.z - gco.z));
344 float curr_dist_2d = max(20, vlen(vec2(this.origin - gco)));
345 float distance_time = this.goalcurrent_distance_time;
346 if(distance_time < 0)
347 distance_time = -distance_time;
348 if(curr_dist_z >= this.goalcurrent_distance_z && curr_dist_2d >= this.goalcurrent_distance_2d)
351 this.goalcurrent_distance_time = time;
352 else if (time - distance_time > 0.5)
357 // reduce it a little bit so it works even with very small approaches to the goal
358 this.goalcurrent_distance_z = max(20, curr_dist_z - 10);
359 this.goalcurrent_distance_2d = max(20, curr_dist_2d - 10);
360 this.goalcurrent_distance_time = 0;
365 entity havocbot_select_an_item_of_group(entity this, int gr)
367 entity selected = NULL;
368 float selected_dist2 = 0;
369 // select farthest item of this group from bot's position
370 IL_EACH(g_items, it.item_group == gr && it.solid,
372 float dist2 = vlen2(this.origin - it.origin);
373 if (dist2 < 600 ** 2 && dist2 > selected_dist2)
376 selected_dist2 = vlen2(this.origin - selected.origin);
383 set_tracewalk_dest(selected, this.origin, false);
384 if (!tracewalk(this, this.origin, STAT(PL_MIN, this), STAT(PL_MAX, this),
385 tracewalk_dest, tracewalk_dest_height, bot_navigation_movemode))
393 void havocbot_movetogoal(entity this)
398 float dodge_enemy_factor = 1;
402 //if (this.goalentity)
403 // te_lightning2(this, this.origin, (this.goalentity.absmin + this.goalentity.absmax) * 0.5);
404 CS(this).movement = '0 0 0';
405 maxspeed = autocvar_sv_maxspeed;
407 PHYS_INPUT_BUTTON_CROUCH(this) = boolean(this.goalcurrent.wpflags & WAYPOINTFLAG_CROUCH);
409 PHYS_INPUT_BUTTON_JETPACK(this) = false;
410 // Jetpack navigation
411 if(this.navigation_jetpack_goal)
412 if(this.goalcurrent==this.navigation_jetpack_goal)
413 if(GetResource(this, RES_FUEL))
415 if(autocvar_bot_debug_goalstack)
417 debuggoalstack(this);
418 te_wizspike(this.navigation_jetpack_point);
422 if (!(this.aistatus & AI_STATUS_JETPACK_FLYING))
424 // Brake almost completely so it can get a good direction
425 if(vdist(this.velocity, >, 10))
427 this.aistatus |= AI_STATUS_JETPACK_FLYING;
430 makevectors(this.v_angle.y * '0 1 0');
431 dir = normalize(this.navigation_jetpack_point - this.origin);
434 if(this.aistatus & AI_STATUS_JETPACK_LANDING)
436 // Calculate brake distance in xy
437 float d = vlen(vec2(this.origin - (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5));
438 float vel2 = vlen2(vec2(this.velocity));
439 float db = (vel2 / (autocvar_g_jetpack_acceleration_side * 2)) + 100;
440 //LOG_INFOF("distance %d, velocity %d, brake at %d ", ceil(d), ceil(v), ceil(db));
441 if(d < db || d < 500)
444 if (vel2 > (maxspeed * 0.3) ** 2)
446 CS(this).movement_x = dir * v_forward * -maxspeed;
449 // Switch to normal mode
450 this.navigation_jetpack_goal = NULL;
451 this.aistatus &= ~AI_STATUS_JETPACK_LANDING;
452 this.aistatus &= ~AI_STATUS_JETPACK_FLYING;
456 else if(checkpvs(this.origin,this.goalcurrent))
458 // If I can see the goal switch to landing code
459 this.aistatus &= ~AI_STATUS_JETPACK_FLYING;
460 this.aistatus |= AI_STATUS_JETPACK_LANDING;
465 PHYS_INPUT_BUTTON_JETPACK(this) = true;
466 if(this.navigation_jetpack_point.z - STAT(PL_MAX, this).z + STAT(PL_MIN, this).z < this.origin.z)
468 CS(this).movement_x = dir * v_forward * maxspeed;
469 CS(this).movement_y = dir * v_right * maxspeed;
474 // Handling of jump pads
475 if(this.jumppadcount)
477 if(this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
479 this.aistatus |= AI_STATUS_OUT_JUMPPAD;
480 if(navigation_poptouchedgoals(this))
483 else if(this.aistatus & AI_STATUS_OUT_JUMPPAD)
485 // If got stuck on the jump pad try to reach the farthest visible waypoint
486 // but with some randomness so it can try out different paths
487 if(!this.goalcurrent)
489 entity newgoal = NULL;
490 IL_EACH(g_waypoints, vdist(it.origin - this.origin, <=, 1000),
492 if(it.wpflags & WAYPOINTFLAG_TELEPORT)
493 if(it.origin.z < this.origin.z - 100 && vdist(vec2(it.origin - this.origin), <, 100))
496 traceline(this.origin + this.view_ofs, ((it.absmin + it.absmax) * 0.5), true, this);
498 if(trace_fraction < 1)
501 if(!newgoal || ((random() < 0.8) && vlen2(it.origin - this.origin) > vlen2(newgoal.origin - this.origin)))
507 this.ignoregoal = this.goalcurrent;
508 this.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
509 navigation_clearroute(this);
510 navigation_routetogoal(this, newgoal, this.origin);
511 if(autocvar_bot_debug_goalstack)
512 debuggoalstack(this);
513 this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
516 else //if (this.goalcurrent)
518 if (this.goalcurrent.bot_pickup)
520 entity jumppad_wp = this.goalcurrent_prev;
521 navigation_poptouchedgoals(this);
522 if(!this.goalcurrent && jumppad_wp.wp00)
524 // head to the jumppad destination once bot reaches the goal item
525 navigation_pushroute(this, jumppad_wp.wp00);
528 vector gco = (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5;
529 if (this.origin.z > gco.z && vdist(vec2(this.velocity), <, autocvar_sv_maxspeed))
531 if (this.velocity.z < 0)
532 this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
534 else if(havocbot_checkgoaldistance(this, gco))
536 navigation_clearroute(this);
537 navigation_goalrating_timeout_force(this);
543 else //if (!(this.aistatus & AI_STATUS_OUT_JUMPPAD))
545 if(this.velocity.z > 0 && this.origin.z - this.lastteleport_origin.z > (this.maxs.z - this.mins.z) * 0.5)
547 vector velxy = this.velocity; velxy_z = 0;
548 if(vdist(velxy, <, autocvar_sv_maxspeed * 0.2))
550 LOG_TRACE("Warning: ", this.netname, " got stuck on a jumppad (velocity in xy is ", vtos(velxy), "), trying to get out of it now");
551 this.aistatus |= AI_STATUS_OUT_JUMPPAD;
556 // Don't chase players while using a jump pad
557 if(IS_PLAYER(this.goalcurrent) || IS_PLAYER(this.goalstack01))
561 else if(this.aistatus & AI_STATUS_OUT_JUMPPAD)
562 this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
564 // If there is a trigger_hurt right below try to use the jetpack or make a rocketjump
565 if (skill > 6 && !(IS_ONGROUND(this)))
567 #define ROCKETJUMP_DAMAGE() WEP_CVAR(devastator, damage) * 0.8 \
568 * ((STAT(STRENGTH_FINISHED, this) > time) ? autocvar_g_balance_powerup_strength_selfdamage : 1) \
569 * ((STAT(INVINCIBLE_FINISHED, this) > time) ? autocvar_g_balance_powerup_invincible_takedamage : 1)
571 // save some CPU cycles by checking trigger_hurt after checking
572 // that something can be done to evade it (cheaper checks)
573 int action_for_trigger_hurt = 0;
574 if (this.items & IT_JETPACK)
575 action_for_trigger_hurt = 1;
576 else if (!this.jumppadcount && !waypoint_is_hardwiredlink(this.goalcurrent_prev, this.goalcurrent)
577 && !(this.goalcurrent_prev && this.goalcurrent_prev.wpflags & WAYPOINTFLAG_JUMP)
578 && GetResource(this, RES_HEALTH) + GetResource(this, RES_ARMOR) > ROCKETJUMP_DAMAGE())
580 action_for_trigger_hurt = 2;
582 else if (!this.goalcurrent)
583 action_for_trigger_hurt = 3;
585 if (action_for_trigger_hurt)
587 tracebox(this.origin, this.mins, this.maxs, this.origin + '0 0 -65536', MOVE_NOMONSTERS, this);
588 if(!tracebox_hits_trigger_hurt(this.origin, this.mins, this.maxs, trace_endpos))
589 action_for_trigger_hurt = 0;
592 if(action_for_trigger_hurt == 1) // jetpack
594 tracebox(this.origin, this.mins, this.maxs, this.origin + '0 0 65536', MOVE_NOMONSTERS, this);
595 if(tracebox_hits_trigger_hurt(this.origin, this.mins, this.maxs, trace_endpos + '0 0 1' ))
597 if(this.velocity.z<0)
598 PHYS_INPUT_BUTTON_JETPACK(this) = true;
601 PHYS_INPUT_BUTTON_JETPACK(this) = true;
603 // If there is no goal try to move forward
605 if(this.goalcurrent==NULL)
608 dir = normalize(( ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5 ) - this.origin);
610 vector xyvelocity = this.velocity; xyvelocity_z = 0;
611 float xyspeed = xyvelocity * dir;
613 if(xyspeed < (maxspeed / 2))
615 makevectors(this.v_angle.y * '0 1 0');
616 tracebox(this.origin, this.mins, this.maxs, this.origin + (dir * maxspeed * 3), MOVE_NOMONSTERS, this);
617 if(trace_fraction==1)
619 CS(this).movement_x = dir * v_forward * maxspeed;
620 CS(this).movement_y = dir * v_right * maxspeed;
622 havocbot_keyboard_movement(this, this.origin + dir * 100);
626 this.havocbot_blockhead = true;
630 else if(action_for_trigger_hurt == 2) // rocketjump
632 if(this.velocity.z < 0)
634 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
636 .entity weaponentity = weaponentities[slot];
638 if(this.(weaponentity).m_weapon == WEP_Null && slot != 0)
641 if(client_hasweapon(this, WEP_DEVASTATOR, weaponentity, true, false))
643 CS(this).movement_x = maxspeed;
645 if(this.rocketjumptime)
647 if(time > this.rocketjumptime)
649 PHYS_INPUT_BUTTON_ATCK2(this) = true;
650 this.rocketjumptime = 0;
655 this.(weaponentity).m_switchweapon = WEP_DEVASTATOR;
657 PHYS_INPUT_BUTTON_ATCK(this) = true;
658 this.rocketjumptime = time + WEP_CVAR(devastator, detonatedelay);
664 else if(action_for_trigger_hurt == 3) // no goal
666 // If there is no goal try to move forward
667 CS(this).movement_x = maxspeed;
671 // If we are under water with no goals, swim up
672 if(this.waterlevel && !this.goalcurrent)
675 if(this.waterlevel>WATERLEVEL_SWIMMING)
677 else if(this.velocity.z >= 0 && !(this.waterlevel == WATERLEVEL_WETFEET && this.watertype == CONTENT_WATER))
678 PHYS_INPUT_BUTTON_JUMP(this) = true;
679 makevectors(this.v_angle.y * '0 1 0');
680 vector v = dir * maxspeed;
681 CS(this).movement.x = v * v_forward;
682 CS(this).movement.y = v * v_right;
683 CS(this).movement.z = v * v_up;
686 // if there is nowhere to go, exit
687 if (this.goalcurrent == NULL)
691 bool locked_goal = false;
692 if((this.goalentity && wasfreed(this.goalentity))
693 || (this.goalcurrent == this.goalentity && this.goalentity.tag_entity))
695 navigation_clearroute(this);
696 navigation_goalrating_timeout_force(this);
699 else if(this.goalentity.tag_entity)
701 navigation_goalrating_timeout_expire(this, 2);
703 else if(this.goalentity.bot_pickup)
705 if(this.goalentity.bot_pickup_respawning)
707 if(this.goalentity.solid) // item respawned
708 this.goalentity.bot_pickup_respawning = false;
709 else if(time < this.goalentity.scheduledrespawntime - 10) // item already taken (by someone else)
711 if(checkpvs(this.origin, this.goalentity))
713 this.goalentity.bot_pickup_respawning = false;
714 navigation_goalrating_timeout_expire(this, random());
716 locked_goal = true; // wait for item to respawn
718 else if(this.goalentity == this.goalcurrent)
719 locked_goal = true; // wait for item to respawn
721 else if(!this.goalentity.solid && !boxesoverlap(this.goalentity.absmin, this.goalentity.absmax, this.absmin, this.absmax))
723 if(checkpvs(this.origin, this.goalentity))
725 navigation_goalrating_timeout_expire(this, random());
729 if (this.goalcurrent == this.goalentity && this.goalentity_lock_timeout > time)
732 if (navigation_shortenpath(this))
734 if (vdist(this.origin - this.goalcurrent_prev.origin, <, 50)
735 && navigation_goalrating_timeout_can_be_anticipated(this))
737 navigation_goalrating_timeout_force(this);
741 bool goalcurrent_can_be_removed = false;
742 if (IS_PLAYER(this.goalcurrent) || IS_MONSTER(this.goalcurrent))
744 bool freeze_state_changed = (boolean(STAT(FROZEN, this.goalentity)) != this.goalentity_shouldbefrozen);
745 if (IS_DEAD(this.goalcurrent) || (this.goalentity == this.goalcurrent && freeze_state_changed))
747 goalcurrent_can_be_removed = true;
748 // don't remove if not visible
749 if (checkpvs(this.origin + this.view_ofs, this.goalcurrent))
751 if (IS_DEAD(this.goalcurrent))
753 IL_EACH(g_items, it.enemy == this.goalcurrent && Item_IsLoot(it),
755 if (vdist(it.origin - this.goalcurrent.death_origin, <, 50))
757 navigation_clearroute(this);
758 navigation_pushroute(this, it);
759 // loot can't be immediately rated since it isn't on ground yet
760 // it will be rated after a second when on ground, meanwhile head to it
761 navigation_goalrating_timeout_expire(this, 1);
766 if (!Item_IsLoot(this.goalcurrent))
768 navigation_goalrating_timeout_force(this);
773 else if (!(STAT(FROZEN, this.goalentity)) && this.bot_tracewalk_time < time)
775 set_tracewalk_dest(this.goalcurrent, this.origin, true);
776 if (!(trace_ent == this || tracewalk(this, this.origin, this.mins, this.maxs,
777 tracewalk_dest, tracewalk_dest_height, bot_navigation_movemode)))
779 navigation_goalrating_timeout_force(this);
782 this.bot_tracewalk_time = max(time, this.bot_tracewalk_time) + 0.25;
788 // optimize path finding by anticipating goalrating when bot is near a waypoint;
789 // in this case path finding can start directly from a waypoint instead of
790 // looking for all the reachable waypoints up to a certain distance
791 if (navigation_poptouchedgoals(this))
793 if (this.goalcurrent)
795 if (goalcurrent_can_be_removed)
797 // remove even if not visible
798 navigation_goalrating_timeout_force(this);
801 else if (navigation_goalrating_timeout_can_be_anticipated(this))
802 navigation_goalrating_timeout_force(this);
806 entity old_goal = this.goalcurrent_prev;
807 if (old_goal.item_group && this.item_group != old_goal.item_group)
809 // Avoid multiple costly calls of path finding code that selects one of the closest
810 // item of the group by telling the bot to head directly to the farthest item.
811 // Next time we let the bot select a goal as usual which can be another item
812 // of this group (the closest one) and so on
813 this.item_group = old_goal.item_group;
814 entity new_goal = havocbot_select_an_item_of_group(this, old_goal.item_group);
816 navigation_pushroute(this, new_goal);
822 // if ran out of goals try to use an alternative goal or get a new strategy asap
823 if(this.goalcurrent == NULL)
825 navigation_goalrating_timeout_force(this);
830 if(autocvar_bot_debug_goalstack)
831 debuggoalstack(this);
833 bool bunnyhop_forbidden = false;
834 vector destorg = get_closer_dest(this.goalcurrent, this.origin);
835 if (this.jumppadcount && this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
837 // if bot used the jumppad, push towards jumppad origin until jumppad waypoint gets removed
838 destorg = this.goalcurrent.origin;
840 else if (this.goalcurrent.wpisbox)
842 // if bot is inside the teleport waypoint, head to teleport origin until teleport gets used
843 // do it even if bot is on a ledge above a teleport/jumppad so it doesn't get stuck
844 if (boxesoverlap(this.goalcurrent.absmin, this.goalcurrent.absmax, this.origin + eZ * this.mins.z, this.origin + eZ * this.maxs.z)
845 || (this.absmin.z > destorg.z && destorg.x == this.origin.x && destorg.y == this.origin.y))
847 bunnyhop_forbidden = true;
848 destorg = this.goalcurrent.origin;
849 if(destorg.z > this.origin.z)
850 PHYS_INPUT_BUTTON_JUMP(this) = true;
854 diff = destorg - this.origin;
856 if (time < this.bot_stop_moving_timeout
857 || (this.goalcurrent == this.goalentity && time < this.goalentity_lock_timeout && vdist(diff, <, 10)))
859 // stop if the locked goal has been reached
860 destorg = this.origin;
861 diff = dir = '0 0 0';
863 else if (IS_PLAYER(this.goalcurrent) || IS_MONSTER(this.goalcurrent))
865 if (vdist(diff, <, 80))
867 // stop if too close to target player (even if frozen)
868 destorg = this.origin;
869 diff = dir = '0 0 0';
873 // move destorg out of target players, otherwise bot will consider them
874 // an obstacle that needs to be jumped (especially if frozen)
875 dir = normalize(diff);
876 destorg -= dir * PL_MAX_CONST.x * M_SQRT2;
877 diff = destorg - this.origin;
881 dir = normalize(diff);
882 flatdir = (diff.z == 0) ? dir : normalize(vec2(diff));
884 bool danger_detected = false;
885 vector do_break = '0 0 0';
887 //if (this.bot_dodgevector_time < time)
889 //this.bot_dodgevector_time = time + cvar("bot_ai_dodgeupdateinterval");
890 //this.bot_dodgevector_jumpbutton = 1;
892 this.aistatus &= ~AI_STATUS_DANGER_AHEAD;
893 makevectors(this.v_angle.y * '0 1 0');
894 if (this.waterlevel > WATERLEVEL_WETFEET)
896 if (this.waterlevel > WATERLEVEL_SWIMMING)
898 if(!this.goalcurrent)
899 this.aistatus |= AI_STATUS_OUT_WATER;
900 else if(destorg.z > this.origin.z)
901 PHYS_INPUT_BUTTON_JUMP(this) = true;
905 if(this.velocity.z >= 0 && !(this.watertype == CONTENT_WATER && destorg.z < this.origin.z) &&
906 (this.aistatus & AI_STATUS_OUT_WATER))
908 PHYS_INPUT_BUTTON_JUMP(this) = true;
913 if (destorg.z > this.origin.z)
922 if(this.aistatus & AI_STATUS_OUT_WATER)
923 this.aistatus &= ~AI_STATUS_OUT_WATER;
925 // jump if going toward an obstacle that doesn't look like stairs we
926 // can walk up directly
927 vector deviation = '0 0 0';
928 float current_speed = vlen(vec2(this.velocity));
929 if (current_speed < maxspeed * 0.2)
930 current_speed = maxspeed * 0.2;
933 deviation = vectoangles(diff) - vectoangles(this.velocity);
934 while (deviation.y < -180) deviation.y += 360;
935 while (deviation.y > 180) deviation.y -= 360;
937 float turning = false;
938 vector flat_diff = vec2(diff);
939 offset = max(32, current_speed * cos(deviation.y * DEG2RAD) * 0.3) * flatdir;
940 vector actual_destorg = this.origin + offset;
941 if (this.goalcurrent_prev && (this.goalcurrent_prev.wpflags & WAYPOINTFLAG_JUMP))
943 if (time > this.bot_stop_moving_timeout
944 && fabs(deviation.y) > 20 && current_speed > maxspeed * 0.4
945 && vdist(vec2(this.origin - this.goalcurrent_prev.origin), <, 50))
947 this.bot_stop_moving_timeout = time + 0.1;
949 if (current_speed > autocvar_sv_maxspeed * 0.9
950 && vlen2(flat_diff) < vlen2(vec2(this.goalcurrent_prev.origin - destorg))
951 && vdist(vec2(this.origin - this.goalcurrent_prev.origin), >, 50)
952 && vdist(vec2(this.origin - this.goalcurrent_prev.origin), <, 150)
955 PHYS_INPUT_BUTTON_JUMP(this) = true;
956 this.bot_jump_time = time;
959 else if (!this.goalstack01 || (this.goalcurrent.wpflags & (WAYPOINTFLAG_TELEPORT | WAYPOINTFLAG_LADDER)))
961 if (vlen2(flat_diff) < vlen2(offset))
963 if ((this.goalcurrent.wpflags & WAYPOINTFLAG_JUMP) && this.goalstack01)
965 // oblique warpzones need a jump otherwise bots gets stuck
966 PHYS_INPUT_BUTTON_JUMP(this) = true;
970 actual_destorg.x = destorg.x;
971 actual_destorg.y = destorg.y;
975 else if (vdist(flat_diff, <, 32) && diff.z < -16) // destination is under the bot
977 actual_destorg.x = destorg.x;
978 actual_destorg.y = destorg.y;
980 else if (vlen2(flat_diff) < vlen2(offset))
982 vector next_goal_org = (this.goalstack01.absmin + this.goalstack01.absmax) * 0.5;
983 vector next_dir = normalize(vec2(next_goal_org - destorg));
984 float dist = vlen(vec2(this.origin + offset - destorg));
985 // if current and next goal are close to each other make sure
986 // actual_destorg isn't set beyond next_goal_org
987 if (dist ** 2 > vlen2(vec2(next_goal_org - destorg)))
988 actual_destorg = next_goal_org;
990 actual_destorg = vec2(destorg) + dist * next_dir;
991 actual_destorg.z = this.origin.z;
995 LABEL(jumpobstacle_check);
996 dir = flatdir = normalize(actual_destorg - this.origin);
998 bool jump_forbidden = false;
999 if (!turning && fabs(deviation.y) > 50)
1000 jump_forbidden = true;
1001 else if (IS_DUCKED(this))
1003 tracebox(this.origin, PL_MIN_CONST, PL_MAX_CONST, this.origin, false, this);
1004 if (trace_startsolid)
1005 jump_forbidden = true;
1008 if (!jump_forbidden)
1010 tracebox(this.origin, this.mins, this.maxs, actual_destorg, false, this);
1011 if (trace_fraction < 1 && trace_plane_normal.z < 0.7)
1014 tracebox(this.origin + stepheightvec, this.mins, this.maxs, actual_destorg + stepheightvec, false, this);
1015 if (trace_fraction < s + 0.01 && trace_plane_normal.z < 0.7)
1017 // found an obstacle
1018 if (turning && fabs(deviation.y) > 5)
1020 // check if the obstacle is still there without turning
1021 actual_destorg = destorg;
1023 this.bot_tracewalk_time = time + 0.25;
1024 goto jumpobstacle_check;
1027 // don't artificially reduce max jump height in real-time
1028 // (jumpstepheightvec is reduced a bit to make the jumps easy in tracewalk)
1029 vector jump_height = (IS_ONGROUND(this)) ? stepheightvec + jumpheight_vec : jumpstepheightvec;
1030 tracebox(this.origin + jump_height, this.mins, this.maxs, actual_destorg + jump_height, false, this);
1031 if (trace_fraction > s)
1033 PHYS_INPUT_BUTTON_JUMP(this) = true;
1034 this.bot_jump_time = time;
1038 jump_height = stepheightvec + jumpheight_vec / 2;
1039 tracebox(this.origin + jump_height, this.mins, this.maxs, actual_destorg + jump_height, false, this);
1040 if (trace_fraction > s)
1042 PHYS_INPUT_BUTTON_JUMP(this) = true;
1043 this.bot_jump_time = time;
1050 // if bot for some reason doesn't get close to the current goal find another one
1051 if(!this.jumppadcount && !IS_PLAYER(this.goalcurrent))
1052 if(!(locked_goal && this.goalcurrent_distance_z < 50 && this.goalcurrent_distance_2d < 50))
1053 if(havocbot_checkgoaldistance(this, destorg))
1055 if(this.goalcurrent_distance_time < 0) // can't get close for the second time
1057 navigation_clearroute(this);
1058 navigation_goalrating_timeout_force(this);
1062 set_tracewalk_dest(this.goalcurrent, this.origin, false);
1063 if (!tracewalk(this, this.origin, this.mins, this.maxs,
1064 tracewalk_dest, tracewalk_dest_height, bot_navigation_movemode))
1066 navigation_clearroute(this);
1067 navigation_goalrating_timeout_force(this);
1071 // give bot only another chance to prevent bot getting stuck
1072 // in case it thinks it can walk but actually can't
1073 this.goalcurrent_distance_z = FLOAT_MAX;
1074 this.goalcurrent_distance_2d = FLOAT_MAX;
1075 this.goalcurrent_distance_time = -time; // mark second try
1078 if (skill + this.bot_moveskill <= 3 && time > this.bot_stop_moving_timeout
1079 && current_speed > maxspeed * 0.9 && fabs(deviation.y) > 70)
1081 this.bot_stop_moving_timeout = time + 0.4 + random() * 0.2;
1084 // Check for water/slime/lava and dangerous edges
1085 // (only when the bot is on the ground or jumping intentionally)
1087 offset = (vdist(this.velocity, >, 32) ? this.velocity * 0.2 : flatdir * 32);
1088 vector dst_ahead = this.origin + this.view_ofs + offset;
1089 vector dst_down = dst_ahead - '0 0 3000';
1090 traceline(this.origin + this.view_ofs, dst_ahead, true, NULL);
1092 bool unreachable = false;
1094 if (trace_fraction == 1 && !this.jumppadcount
1095 && !waypoint_is_hardwiredlink(this.goalcurrent_prev, this.goalcurrent)
1096 && !(this.goalcurrent_prev && (this.goalcurrent_prev.wpflags & WAYPOINTFLAG_JUMP)))
1097 if((IS_ONGROUND(this)) || (this.aistatus & AI_STATUS_RUNNING) || (this.aistatus & AI_STATUS_ROAMING) || PHYS_INPUT_BUTTON_JUMP(this))
1100 traceline(dst_ahead , dst_down, true, NULL);
1101 //te_lightning2(NULL, this.origin + this.view_ofs, dst_ahead); // Draw "ahead" look
1102 //te_lightning2(NULL, dst_ahead, trace_endpos); // Draw "downwards" look
1103 if(trace_endpos.z < this.origin.z + this.mins.z)
1105 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY)
1106 danger_detected = true;
1107 else if (trace_endpos.z < min(this.origin.z + this.mins.z, this.goalcurrent.origin.z) - 100)
1108 danger_detected = true;
1111 s = pointcontents(trace_endpos + '0 0 1');
1112 if (s != CONTENT_SOLID)
1114 if (s == CONTENT_LAVA || s == CONTENT_SLIME)
1115 danger_detected = true;
1116 else if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos))
1118 // the traceline check isn't enough but is good as optimization,
1119 // when not true (most of the time) this tracebox call is avoided
1120 tracebox(dst_ahead, this.mins, this.maxs, dst_down, true, this);
1121 if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos))
1123 if (destorg.z > this.origin.z + jumpstepheightvec.z)
1125 // the goal is probably on an upper platform, assume bot can't get there
1129 danger_detected = true;
1138 makevectors(this.v_angle.y * '0 1 0');
1140 if (danger_detected || (s == CONTENT_WATER))
1142 this.aistatus |= AI_STATUS_DANGER_AHEAD;
1143 if(IS_PLAYER(this.goalcurrent))
1147 // slow down if bot is in the air and goal is under it
1148 if (!waypoint_is_hardwiredlink(this.goalcurrent_prev, this.goalcurrent)
1149 && vdist(flat_diff, <, 250) && this.origin.z - destorg.z > 120
1150 && (!IS_ONGROUND(this) || vdist(vec2(this.velocity), >, maxspeed * 0.3)))
1152 // tracebox wouldn't work when bot is still on the ledge
1153 traceline(this.origin, this.origin - '0 0 200', true, this);
1154 if (this.origin.z - trace_endpos.z > 120)
1155 do_break = normalize(this.velocity) * -1;
1160 navigation_clearroute(this);
1161 navigation_goalrating_timeout_force(this);
1162 this.ignoregoal = this.goalcurrent;
1163 this.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
1167 dodge = havocbot_dodge(this);
1169 dodge *= bound(0, 0.5 + (skill + this.bot_dodgeskill) * 0.1, 1);
1172 traceline(this.origin, (this.enemy.absmin + this.enemy.absmax) * 0.5, true, NULL);
1173 if (IS_PLAYER(trace_ent))
1174 dodge_enemy_factor = bound(0, (skill + this.bot_dodgeskill) / 7, 1);
1176 // this.bot_dodgevector = dir;
1177 // this.bot_dodgevector_jumpbutton = PHYS_INPUT_BUTTON_JUMP(this);
1180 float ladder_zdir = 0;
1181 if(this.ladder_entity)
1183 if(this.goalcurrent.origin.z + this.goalcurrent.mins.z > this.origin.z + this.mins.z)
1185 if(this.origin.z + this.mins.z < this.ladder_entity.origin.z + this.ladder_entity.maxs.z)
1190 if(this.origin.z + this.mins.z > this.ladder_entity.origin.z + this.ladder_entity.mins.z)
1195 if (vdist(vec2(diff), <, 40))
1196 dir.z = ladder_zdir * 4;
1198 dir.z = ladder_zdir * 2;
1199 dir = normalize(dir);
1203 if (this.goalcurrent.wpisbox
1204 && boxesoverlap(this.goalcurrent.absmin, this.goalcurrent.absmax, this.origin, this.origin))
1206 // bot is inside teleport waypoint but hasn't touched the real teleport yet
1207 // head to teleport origin
1208 dir = (this.goalcurrent.origin - this.origin);
1210 dir = normalize(dir);
1213 // already executed when bot targets an enemy
1214 if (!this.bot_aimdir_executed)
1216 if (time < this.bot_stop_moving_timeout)
1217 bot_aimdir(this, normalize(this.goalcurrent.origin - this.origin), 0);
1219 bot_aimdir(this, dir, 0);
1222 vector evadedanger = '0 0 0';
1225 dir *= dodge_enemy_factor;
1226 if (danger_detected && vdist(this.velocity, >, maxspeed * 0.8) && this.goalcurrent_prev
1227 && this.goalcurrent.classname == "waypoint")
1229 vector p = this.origin + this.velocity * 0.2;
1230 vector evadedanger = point_line_vec(p, vec2(this.goalcurrent_prev.origin) + eZ * p.z,
1231 vec2(destorg - this.goalcurrent_prev.origin));
1232 if (vdist(evadedanger, >, 20))
1234 if (vdist(evadedanger, >, 40))
1235 do_break = normalize(this.velocity) * -1;
1236 evadedanger = normalize(evadedanger);
1237 evadedanger *= bound(1, 3 - (skill + this.bot_dodgeskill), 3); // Noobs fear dangers a lot and take more distance from them
1240 evadedanger = '0 0 0';
1242 dir = normalize(dir + dodge + do_break + evadedanger);
1245 makevectors(this.v_angle);
1246 //dir = this.bot_dodgevector;
1247 //if (this.bot_dodgevector_jumpbutton)
1248 // PHYS_INPUT_BUTTON_JUMP(this) = true;
1249 CS(this).movement_x = dir * v_forward * maxspeed;
1250 CS(this).movement_y = dir * v_right * maxspeed;
1251 CS(this).movement_z = dir * v_up * maxspeed;
1253 // Emulate keyboard interface
1255 havocbot_keyboard_movement(this, destorg);
1258 if (!bunnyhop_forbidden && !evadedanger && !do_break && skill + this.bot_moveskill >= autocvar_bot_ai_bunnyhop_skilloffset)
1259 havocbot_bunnyhop(this, dir);
1261 if (dir * v_up >= autocvar_sv_jumpvelocity * 0.5 && IS_ONGROUND(this))
1262 PHYS_INPUT_BUTTON_JUMP(this) = true;
1265 if (dodge * v_up > 0 && random() * frametime >= 0.2 * bound(0, (10 - skill - this.bot_dodgeskill) * 0.1, 1))
1266 PHYS_INPUT_BUTTON_JUMP(this) = true;
1267 if (dodge * v_up < 0 && random() * frametime >= 0.5 * bound(0, (10 - skill - this.bot_dodgeskill) * 0.1, 1))
1268 this.havocbot_ducktime = time + 0.3 / bound(0.1, skill + this.bot_dodgeskill, 10);
1272 entity havocbot_gettarget(entity this, bool secondary)
1275 vector eye = CENTER_OR_VIEWOFS(this);
1276 IL_EACH(g_bot_targets, boolean((secondary) ? it.classname == "misc_breakablemodel" : it.classname != "misc_breakablemodel"),
1278 vector v = CENTER_OR_VIEWOFS(it);
1279 if(vdist(v - eye, <, autocvar_bot_ai_enemydetectionradius))
1280 if(!best || vlen2(CENTER_OR_VIEWOFS(best) - eye) > vlen2(v - eye))
1281 if(bot_shouldattack(this, it))
1283 traceline(eye, v, true, this);
1284 if (trace_ent == it || trace_fraction >= 1)
1292 void havocbot_chooseenemy(entity this)
1294 if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(this))
1302 if (!bot_shouldattack(this, this.enemy))
1304 // enemy died or something, find a new target
1306 this.havocbot_chooseenemy_finished = time;
1308 else if (this.havocbot_stickenemy_time && time < this.havocbot_stickenemy_time)
1310 // tracking last chosen enemy
1311 vector targ_pos = (this.enemy.absmin + this.enemy.absmax) * 0.5;
1312 traceline(this.origin + this.view_ofs, targ_pos, false, NULL);
1313 if (trace_ent == this.enemy || trace_fraction == 1)
1314 if (vdist(targ_pos - this.origin, <, 1000))
1316 // remain tracking him for a shot while (case he went after a small corner or pilar
1317 this.havocbot_chooseenemy_finished = time + 0.5;
1321 // stop preferring this enemy
1322 this.havocbot_stickenemy_time = 0;
1325 if (time < this.havocbot_chooseenemy_finished)
1327 this.havocbot_chooseenemy_finished = time + autocvar_bot_ai_enemydetectioninterval;
1328 vector eye = this.origin + this.view_ofs;
1330 float bestrating = autocvar_bot_ai_enemydetectionradius ** 2;
1333 int hf = this.dphitcontentsmask;
1335 // Search for enemies, if no enemy can be seen directly try to look through transparent objects
1337 this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
1339 bool scan_transparent = false;
1340 bool scan_secondary_targets = false;
1341 bool have_secondary_targets = false;
1344 scan_secondary_targets = false;
1346 IL_EACH(g_bot_targets, it.bot_attack,
1348 if(!scan_secondary_targets)
1350 if(it.classname == "misc_breakablemodel")
1352 have_secondary_targets = true;
1356 else if(it.classname != "misc_breakablemodel")
1359 vector v = (it.absmin + it.absmax) * 0.5;
1360 float rating = vlen2(v - eye);
1361 if (rating < bestrating && bot_shouldattack(this, it))
1363 traceline(eye, v, true, this);
1364 if (trace_ent == it || trace_fraction >= 1)
1367 bestrating = rating;
1372 if(!best && have_secondary_targets && !scan_secondary_targets)
1374 scan_secondary_targets = true;
1376 bestrating = autocvar_bot_ai_enemydetectionradius ** 2;
1380 // I want to do a second scan if no enemy was found or I don't have weapons
1381 // TODO: Perform the scan when using the rifle (requires changes on the rifle code)
1382 if(best || STAT(WEAPONS, this)) // || this.weapon == WEP_RIFLE.m_id
1384 if(scan_transparent)
1387 // Set flags to see through transparent objects
1388 this.dphitcontentsmask |= DPCONTENTS_OPAQUE;
1390 scan_transparent = true;
1393 // Restore hit flags
1394 this.dphitcontentsmask = hf;
1397 this.havocbot_stickenemy_time = time + autocvar_bot_ai_enemydetectioninterval_stickingtoenemy;
1398 if(best && best.classname == "misc_breakablemodel")
1399 this.havocbot_stickenemy_time = 0;
1402 float havocbot_chooseweapon_checkreload(entity this, .entity weaponentity, int new_weapon)
1404 // bots under this skill cannot find unloaded weapons to reload idly when not in combat,
1405 // so skip this for them, or they'll never get to reload their weapons at all.
1406 // this also allows bots under this skill to be more stupid, and reload more often during combat :)
1410 // if this weapon is scheduled for reloading, don't switch to it during combat
1411 if (this.(weaponentity).weapon_load[new_weapon] < 0)
1413 FOREACH(Weapons, it != WEP_Null, {
1414 if(it.wr_checkammo1(it, this, weaponentity) + it.wr_checkammo2(it, this, weaponentity))
1415 return true; // other weapon available
1422 void havocbot_chooseweapon(entity this, .entity weaponentity)
1427 if(g_weaponarena_weapons == WEPSET(TUBA))
1429 this.(weaponentity).m_switchweapon = WEP_TUBA;
1433 // TODO: clean this up by moving it to weapon code
1434 if(this.enemy==NULL)
1436 // If no weapon was chosen get the first available weapon
1437 if(this.(weaponentity).m_weapon==WEP_Null)
1438 FOREACH(Weapons, it != WEP_Null, {
1439 if(client_hasweapon(this, it, weaponentity, true, false))
1441 this.(weaponentity).m_switchweapon = it;
1448 // Do not change weapon during the next second after a combo
1449 float f = time - this.lastcombotime;
1454 float distance; distance=bound(10,vlen(this.origin-this.enemy.origin)-200,10000);
1456 // Should it do a weapon combo?
1457 float af, ct, combo_time, combo;
1459 af = ATTACK_FINISHED(this, weaponentity);
1460 ct = autocvar_bot_ai_weapon_combo_threshold;
1462 // Bots with no skill will be 4 times more slower than "godlike" bots when doing weapon combos
1463 // Ideally this 4 should be calculated as longest_weapon_refire / bot_ai_weapon_combo_threshold
1464 combo_time = time + ct + (ct * ((-0.3*(skill+this.bot_weaponskill))+3));
1468 if(autocvar_bot_ai_weapon_combo)
1469 if(this.(weaponentity).m_weapon.m_id == this.(weaponentity).lastfiredweapon)
1473 this.lastcombotime = time;
1476 distance *= (2 ** this.bot_rangepreference);
1478 // Custom weapon list based on distance to the enemy
1479 if(bot_custom_weapon){
1481 // Choose weapons for far distance
1482 if ( distance > bot_distance_far ) {
1483 for(i=0; i < REGISTRY_COUNT(Weapons) && bot_weapons_far[i] != -1 ; ++i){
1484 w = bot_weapons_far[i];
1485 if ( client_hasweapon(this, REGISTRY_GET(Weapons, w), weaponentity, true, false) )
1487 if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1489 this.(weaponentity).m_switchweapon = REGISTRY_GET(Weapons, w);
1495 // Choose weapons for mid distance
1496 if ( distance > bot_distance_close) {
1497 for(i=0; i < REGISTRY_COUNT(Weapons) && bot_weapons_mid[i] != -1 ; ++i){
1498 w = bot_weapons_mid[i];
1499 if ( client_hasweapon(this, REGISTRY_GET(Weapons, w), weaponentity, true, false) )
1501 if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1503 this.(weaponentity).m_switchweapon = REGISTRY_GET(Weapons, w);
1509 // Choose weapons for close distance
1510 for(i=0; i < REGISTRY_COUNT(Weapons) && bot_weapons_close[i] != -1 ; ++i){
1511 w = bot_weapons_close[i];
1512 if ( client_hasweapon(this, REGISTRY_GET(Weapons, w), weaponentity, true, false) )
1514 if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1516 this.(weaponentity).m_switchweapon = REGISTRY_GET(Weapons, w);
1523 void havocbot_aim(entity this)
1525 if (time < this.nextaim)
1527 this.nextaim = time + 0.1;
1528 vector myvel = this.velocity;
1529 if (!this.waterlevel)
1531 if(MUTATOR_CALLHOOK(HavocBot_Aim, this)) { /* do nothing */ }
1532 else if (this.enemy)
1534 vector enemyvel = this.enemy.velocity;
1535 if (!this.enemy.waterlevel)
1537 lag_additem(this, time + CS(this).ping, 0, 0, this.enemy, this.origin, myvel, (this.enemy.absmin + this.enemy.absmax) * 0.5, enemyvel);
1540 lag_additem(this, time + CS(this).ping, 0, 0, NULL, this.origin, myvel, ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5, '0 0 0');
1543 bool havocbot_moveto_refresh_route(entity this)
1545 // Refresh path to goal if necessary
1547 wp = this.havocbot_personal_waypoint;
1548 navigation_goalrating_start(this);
1549 navigation_routerating(this, wp, 10000, 10000);
1550 navigation_goalrating_end(this);
1551 return (this.goalentity != NULL);
1554 float havocbot_moveto(entity this, vector pos)
1558 if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_GOING)
1560 // Step 4: Move to waypoint
1561 if(this.havocbot_personal_waypoint==NULL)
1563 LOG_TRACE("Error: ", this.netname, " trying to walk to a non existent personal waypoint");
1564 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_GOING;
1565 return CMD_STATUS_ERROR;
1568 if (!bot_strategytoken_taken)
1569 if(this.havocbot_personal_waypoint_searchtime<time)
1571 bot_strategytoken_taken = true;
1572 if(havocbot_moveto_refresh_route(this))
1574 LOG_TRACE(this.netname, " walking to its personal waypoint (after ", ftos(this.havocbot_personal_waypoint_failcounter), " failed attempts)");
1575 this.havocbot_personal_waypoint_searchtime = time + 10;
1576 this.havocbot_personal_waypoint_failcounter = 0;
1580 this.havocbot_personal_waypoint_failcounter += 1;
1581 this.havocbot_personal_waypoint_searchtime = time + 2;
1582 if(this.havocbot_personal_waypoint_failcounter >= 30)
1584 LOG_TRACE("Warning: can't walk to the personal waypoint located at ", vtos(this.havocbot_personal_waypoint.origin));
1585 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1586 delete(this.havocbot_personal_waypoint);
1587 return CMD_STATUS_ERROR;
1590 LOG_TRACE(this.netname, " can't walk to its personal waypoint (after ", ftos(this.havocbot_personal_waypoint_failcounter), " failed attempts), trying later");
1594 if(autocvar_bot_debug_goalstack)
1595 debuggoalstack(this);
1599 havocbot_movetogoal(this);
1601 if (!this.bot_aimdir_executed && this.goalcurrent)
1604 vector dir = get_closer_dest(this.goalcurrent, this.origin);
1605 dir -= this.origin + this.view_ofs;
1607 bot_aimdir(this, dir, 0);
1610 if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_REACHED)
1612 // Step 5: Waypoint reached
1613 LOG_TRACE(this.netname, "'s personal waypoint reached");
1614 waypoint_remove(this.havocbot_personal_waypoint);
1615 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_REACHED;
1616 return CMD_STATUS_FINISHED;
1619 return CMD_STATUS_EXECUTING;
1622 // Step 2: Linking waypoint
1623 if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_LINKING)
1625 // Wait until it is linked
1626 if(!this.havocbot_personal_waypoint.wplinked)
1628 LOG_TRACE(this.netname, " waiting for personal waypoint to be linked");
1629 return CMD_STATUS_EXECUTING;
1632 this.havocbot_personal_waypoint_searchtime = time; // so we set the route next frame
1633 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1634 this.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_GOING;
1636 // Step 3: Route to waypoint
1637 LOG_TRACE(this.netname, " walking to its personal waypoint");
1639 return CMD_STATUS_EXECUTING;
1642 // Step 1: Spawning waypoint
1643 wp = waypoint_spawnpersonal(this, pos);
1646 LOG_TRACE("Error: Can't spawn personal waypoint at ",vtos(pos));
1647 return CMD_STATUS_ERROR;
1650 this.havocbot_personal_waypoint = wp;
1651 this.havocbot_personal_waypoint_failcounter = 0;
1652 this.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1654 // if pos is inside a teleport, then let's mark it as teleport waypoint
1655 IL_EACH(g_teleporters, WarpZoneLib_BoxTouchesBrush(pos, pos, it, NULL),
1657 wp.wpflags |= WAYPOINTFLAG_TELEPORT;
1658 this.lastteleporttime = 0;
1662 if(wp.wpflags & WAYPOINTFLAG_TELEPORT)
1663 print("routing to a teleporter\n");
1665 print("routing to a non-teleporter\n");
1668 return CMD_STATUS_EXECUTING;
1671 float havocbot_resetgoal(entity this)
1673 navigation_clearroute(this);
1674 return CMD_STATUS_FINISHED;
1677 void havocbot_setupbot(entity this)
1679 this.bot_ai = havocbot_ai;
1680 this.cmd_moveto = havocbot_moveto;
1681 this.cmd_resetgoal = havocbot_resetgoal;
1683 // NOTE: bot is not player yet
1684 havocbot_chooserole(this);
1687 vector havocbot_dodge(entity this)
1689 // LordHavoc: disabled because this is too expensive
1694 float danger, bestdanger, vl, d;
1697 // check for dangerous objects near bot or approaching bot
1698 head = findchainfloat(bot_dodge, true);
1701 if (head.owner != this)
1703 vl = vlen(head.velocity);
1704 if (vl > autocvar_sv_maxspeed * 0.3)
1706 n = normalize(head.velocity);
1707 v = this.origin - head.origin;
1709 if (d > (0 - head.bot_dodgerating))
1710 if (d < (vl * 0.2 + head.bot_dodgerating))
1712 // calculate direction and distance from the flight path, by removing the forward axis
1713 v = v - (n * (v * n));
1714 danger = head.bot_dodgerating - vlen(v);
1715 if (bestdanger < danger)
1717 bestdanger = danger;
1718 // dodge to the side of the object
1719 dodge = normalize(v);
1725 danger = head.bot_dodgerating - vlen(head.origin - this.origin);
1726 if (bestdanger < danger)
1728 bestdanger = danger;
1729 dodge = normalize(this.origin - head.origin);