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.havocbot_role(this); // little too far down the rabbit hole
54 // if we don't have a goal and we're under water look for a waypoint near the "shore" and push it
55 if(!(IS_DEAD(this) || STAT(FROZEN, this)))
57 if(this.waterlevel == WATERLEVEL_SWIMMING || (this.aistatus & AI_STATUS_OUT_WATER))
59 // Look for the closest waypoint out of water
60 entity newgoal = NULL;
61 IL_EACH(g_waypoints, vdist(it.origin - this.origin, <=, 10000),
63 if(it.origin.z < this.origin.z)
66 if(it.origin.z - this.origin.z - this.view_ofs.z > 100)
69 if (pointcontents(it.origin + it.maxs + '0 0 1') != CONTENT_EMPTY)
72 traceline(this.origin + this.view_ofs, ((it.absmin + it.absmax) * 0.5), true, this);
74 if(trace_fraction < 1)
77 if(!newgoal || vlen2(it.origin - this.origin) < vlen2(newgoal.origin - this.origin))
83 // te_wizspike(newgoal.origin);
84 navigation_pushroute(this, newgoal);
88 // token has been used this frame
89 bot_strategytoken_taken = true;
92 if (this.goalcurrent && wasfreed(this.goalcurrent))
94 navigation_clearroute(this);
95 navigation_goalrating_timeout_force(this);
99 if(IS_DEAD(this) || STAT(FROZEN, this))
101 if (this.goalcurrent)
102 navigation_clearroute(this);
106 havocbot_chooseenemy(this);
108 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
110 .entity weaponentity = weaponentities[slot];
111 if(this.(weaponentity).m_weapon != WEP_Null || slot == 0)
112 if(this.(weaponentity).bot_chooseweapontime < time)
114 this.(weaponentity).bot_chooseweapontime = time + autocvar_bot_ai_chooseweaponinterval;
115 havocbot_chooseweapon(this, weaponentity);
121 if (this.bot_aimtarg)
123 this.aistatus |= AI_STATUS_ATTACKING;
124 this.aistatus &= ~AI_STATUS_ROAMING;
126 if(STAT(WEAPONS, this))
128 if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(this))
130 PHYS_INPUT_BUTTON_ATCK(this) = false;
131 PHYS_INPUT_BUTTON_ATCK2(this) = false;
135 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
137 .entity weaponentity = weaponentities[slot];
138 Weapon w = this.(weaponentity).m_weapon;
139 if(w == WEP_Null && slot != 0)
141 w.wr_aim(w, this, weaponentity);
142 if(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this)) // TODO: what if we didn't fire this weapon, but the previous?
143 this.(weaponentity).lastfiredweapon = this.(weaponentity).m_weapon.m_id;
149 if(IS_PLAYER(this.bot_aimtarg))
150 bot_aimdir(this, this.bot_aimtarg.origin + this.bot_aimtarg.view_ofs - this.origin - this.view_ofs, 0);
153 else if (this.goalcurrent)
155 this.aistatus |= AI_STATUS_ROAMING;
156 this.aistatus &= ~AI_STATUS_ATTACKING;
159 havocbot_movetogoal(this);
160 if (!this.bot_aimdir_executed && this.goalcurrent)
163 vector dir = get_closer_dest(this.goalcurrent, this.origin);
164 dir -= this.origin + this.view_ofs;
166 bot_aimdir(this, dir, 0);
169 // if the bot is not attacking, consider reloading weapons
170 if (!(this.aistatus & AI_STATUS_ATTACKING))
172 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
174 .entity weaponentity = weaponentities[slot];
176 if(this.(weaponentity).m_weapon == WEP_Null && slot != 0)
179 // we are currently holding a weapon that's not fully loaded, reload it
180 if(skill >= 2) // bots can only reload the held weapon on purpose past this skill
181 if(this.(weaponentity).clip_load < this.(weaponentity).clip_size)
182 CS(this).impulse = IMP_weapon_reload.impulse; // not sure if this is done right
184 // if we're not reloading a weapon, switch to any weapon in our invnetory that's not fully loaded to reload it next
185 // the code above executes next frame, starting the reloading then
186 if(skill >= 5) // bots can only look for unloaded weapons past this skill
187 if(this.(weaponentity).clip_load >= 0) // only if we're not reloading a weapon already
189 FOREACH(Weapons, it != WEP_Null, {
190 if((STAT(WEAPONS, this) & (it.m_wepset)) && (it.spawnflags & WEP_FLAG_RELOADABLE) && (this.(weaponentity).weapon_load[it.m_id] < it.reloading_ammo))
192 this.(weaponentity).m_switchweapon = it;
201 void havocbot_bunnyhop(entity this, vector dir)
203 bool can_run = false;
204 if (!(this.aistatus & AI_STATUS_ATTACKING) && this.goalcurrent && !IS_PLAYER(this.goalcurrent)
205 && vdist(vec2(this.velocity), >=, autocvar_sv_maxspeed) && !(this.aistatus & AI_STATUS_DANGER_AHEAD)
206 && this.waterlevel <= WATERLEVEL_WETFEET && !IS_DUCKED(this)
207 && IS_ONGROUND(this) && !(this.goalcurrent_prev && (this.goalcurrent_prev.wpflags & WAYPOINTFLAG_JUMP)))
209 vector vel_angles = vectoangles(this.velocity);
210 vector deviation = vel_angles - vectoangles(dir);
211 while (deviation.y < -180) deviation.y = deviation.y + 360;
212 while (deviation.y > 180) deviation.y = deviation.y - 360;
213 if (fabs(deviation.y) < autocvar_bot_ai_bunnyhop_dir_deviation_max)
215 vector gco = get_closer_dest(this.goalcurrent, this.origin);
216 float vel = vlen(vec2(this.velocity));
218 // with the current physics, jump distance grows linearly with the speed
219 float jump_distance = 52.661 + 0.606 * vel;
220 jump_distance += this.origin.z - gco.z; // roughly take into account vertical distance too
221 if (vdist(vec2(gco - this.origin), >, max(0, jump_distance)))
223 else if (!(this.goalcurrent.wpflags & WAYPOINTFLAG_JUMP)
224 && !(this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
225 && this.goalstack01 && !wasfreed(this.goalstack01) && !(this.goalstack01.wpflags & WAYPOINTFLAG_JUMP)
226 && vdist(vec2(gco - this.goalstack01.origin), >, 70))
228 vector gno = (this.goalstack01.absmin + this.goalstack01.absmax) * 0.5;
229 vector ang = vectoangles(gco - this.origin);
230 deviation = vectoangles(gno - gco) - vel_angles;
231 while (deviation.y < -180) deviation.y = deviation.y + 360;
232 while (deviation.y > 180) deviation.y = deviation.y - 360;
234 float max_turn_angle = autocvar_bot_ai_bunnyhop_turn_angle_max;
235 max_turn_angle -= autocvar_bot_ai_bunnyhop_turn_angle_reduction * ((vel - autocvar_sv_maxspeed) / autocvar_sv_maxspeed);
236 if ((ang.x < 90 || ang.x > 360 - autocvar_bot_ai_bunnyhop_downward_pitch_max)
237 && fabs(deviation.y) < max(autocvar_bot_ai_bunnyhop_turn_angle_min, max_turn_angle))
247 PHYS_INPUT_BUTTON_JUMP(this) = true;
248 this.aistatus |= AI_STATUS_RUNNING;
252 if (IS_ONGROUND(this) || this.waterlevel > WATERLEVEL_WETFEET)
253 this.aistatus &= ~AI_STATUS_RUNNING;
257 void havocbot_keyboard_movement(entity this, vector destorg)
259 if(time <= this.havocbot_keyboardtime)
262 float sk = skill + this.bot_moveskill;
263 this.havocbot_keyboardtime =
265 this.havocbot_keyboardtime
266 + 0.05 / max(1, sk + this.havocbot_keyboardskill)
267 + random() * 0.025 / max(0.00025, skill + this.havocbot_keyboardskill)
269 vector keyboard = CS(this).movement / autocvar_sv_maxspeed;
271 float trigger = autocvar_bot_ai_keyboard_threshold;
273 // categorize forward movement
274 // at skill < 1.5 only forward
275 // at skill < 2.5 only individual directions
276 // at skill < 4.5 only individual directions, and forward diagonals
277 // at skill >= 4.5, all cases allowed
278 if (keyboard.x > trigger)
284 else if (keyboard.x < -trigger && sk > 1.5)
299 if (keyboard.y > trigger)
301 else if (keyboard.y < -trigger)
306 if (keyboard.z > trigger)
308 else if (keyboard.z < -trigger)
313 // make sure bots don't get stuck if havocbot_keyboardtime is very high
314 if (keyboard == '0 0 0')
315 this.havocbot_keyboardtime = min(this.havocbot_keyboardtime, time + 0.2);
317 this.havocbot_keyboard = keyboard * autocvar_sv_maxspeed;
318 if (this.havocbot_ducktime > time)
319 PHYS_INPUT_BUTTON_CROUCH(this) = true;
321 keyboard = this.havocbot_keyboard;
322 float blend = bound(0, vlen(destorg - this.origin) / autocvar_bot_ai_keyboard_distance, 1); // When getting close move with 360 degree
323 //dprint("movement ", vtos(CS(this).movement), " keyboard ", vtos(keyboard), " blend ", ftos(blend), "\n");
324 CS(this).movement = CS(this).movement + (keyboard - CS(this).movement) * blend;
327 // return true when bot isn't getting closer to the current goal
328 bool havocbot_checkgoaldistance(entity this, vector gco)
330 if (this.bot_stop_moving_timeout > time)
332 float curr_dist_z = max(20, fabs(this.origin.z - gco.z));
333 float curr_dist_2d = max(20, vlen(vec2(this.origin - gco)));
334 float distance_time = this.goalcurrent_distance_time;
335 if(distance_time < 0)
336 distance_time = -distance_time;
337 if(curr_dist_z >= this.goalcurrent_distance_z && curr_dist_2d >= this.goalcurrent_distance_2d)
340 this.goalcurrent_distance_time = time;
341 else if (time - distance_time > 0.5)
346 // reduce it a little bit so it works even with very small approaches to the goal
347 this.goalcurrent_distance_z = max(20, curr_dist_z - 10);
348 this.goalcurrent_distance_2d = max(20, curr_dist_2d - 10);
349 this.goalcurrent_distance_time = 0;
354 entity havocbot_select_an_item_of_group(entity this, int gr)
356 entity selected = NULL;
357 float selected_dist2 = 0;
358 // select farthest item of this group from bot's position
359 IL_EACH(g_items, it.item_group == gr && it.solid,
361 float dist2 = vlen2(this.origin - it.origin);
362 if (dist2 < 600 ** 2 && dist2 > selected_dist2)
365 selected_dist2 = vlen2(this.origin - selected.origin);
372 set_tracewalk_dest(selected, this.origin, false);
373 if (!tracewalk(this, this.origin, STAT(PL_MIN, this), STAT(PL_MAX, this),
374 tracewalk_dest, tracewalk_dest_height, bot_navigation_movemode))
382 void havocbot_movetogoal(entity this)
387 float dodge_enemy_factor = 1;
391 //if (this.goalentity)
392 // te_lightning2(this, this.origin, (this.goalentity.absmin + this.goalentity.absmax) * 0.5);
393 CS(this).movement = '0 0 0';
394 maxspeed = autocvar_sv_maxspeed;
396 PHYS_INPUT_BUTTON_CROUCH(this) = boolean(this.goalcurrent.wpflags & WAYPOINTFLAG_CROUCH);
398 PHYS_INPUT_BUTTON_JETPACK(this) = false;
399 // Jetpack navigation
400 if(this.navigation_jetpack_goal)
401 if(this.goalcurrent==this.navigation_jetpack_goal)
402 if(GetResource(this, RES_FUEL))
404 if(autocvar_bot_debug_goalstack)
406 debuggoalstack(this);
407 te_wizspike(this.navigation_jetpack_point);
411 if (!(this.aistatus & AI_STATUS_JETPACK_FLYING))
413 // Brake almost completely so it can get a good direction
414 if(vdist(this.velocity, >, 10))
416 this.aistatus |= AI_STATUS_JETPACK_FLYING;
419 makevectors(this.v_angle.y * '0 1 0');
420 dir = normalize(this.navigation_jetpack_point - this.origin);
423 if(this.aistatus & AI_STATUS_JETPACK_LANDING)
425 // Calculate brake distance in xy
426 float d = vlen(vec2(this.origin - (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5));
427 float vel2 = vlen2(vec2(this.velocity));
428 float db = (vel2 / (autocvar_g_jetpack_acceleration_side * 2)) + 100;
429 //LOG_INFOF("distance %d, velocity %d, brake at %d ", ceil(d), ceil(v), ceil(db));
430 if(d < db || d < 500)
433 if (vel2 > (maxspeed * 0.3) ** 2)
435 CS(this).movement_x = dir * v_forward * -maxspeed;
438 // Switch to normal mode
439 this.navigation_jetpack_goal = NULL;
440 this.aistatus &= ~AI_STATUS_JETPACK_LANDING;
441 this.aistatus &= ~AI_STATUS_JETPACK_FLYING;
445 else if(checkpvs(this.origin,this.goalcurrent))
447 // If I can see the goal switch to landing code
448 this.aistatus &= ~AI_STATUS_JETPACK_FLYING;
449 this.aistatus |= AI_STATUS_JETPACK_LANDING;
454 PHYS_INPUT_BUTTON_JETPACK(this) = true;
455 if(this.navigation_jetpack_point.z - STAT(PL_MAX, this).z + STAT(PL_MIN, this).z < this.origin.z)
457 CS(this).movement_x = dir * v_forward * maxspeed;
458 CS(this).movement_y = dir * v_right * maxspeed;
463 // Handling of jump pads
464 if(this.jumppadcount)
466 if(this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
468 this.aistatus |= AI_STATUS_OUT_JUMPPAD;
469 if(navigation_poptouchedgoals(this))
472 else if(this.aistatus & AI_STATUS_OUT_JUMPPAD)
474 // If got stuck on the jump pad try to reach the farthest visible waypoint
475 // but with some randomness so it can try out different paths
476 if(!this.goalcurrent)
478 entity newgoal = NULL;
479 IL_EACH(g_waypoints, vdist(it.origin - this.origin, <=, 1000),
481 if(it.wpflags & WAYPOINTFLAG_TELEPORT)
482 if(it.origin.z < this.origin.z - 100 && vdist(vec2(it.origin - this.origin), <, 100))
485 traceline(this.origin + this.view_ofs, ((it.absmin + it.absmax) * 0.5), true, this);
487 if(trace_fraction < 1)
490 if(!newgoal || ((random() < 0.8) && vlen2(it.origin - this.origin) > vlen2(newgoal.origin - this.origin)))
496 this.ignoregoal = this.goalcurrent;
497 this.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
498 navigation_clearroute(this);
499 navigation_routetogoal(this, newgoal, this.origin);
500 if(autocvar_bot_debug_goalstack)
501 debuggoalstack(this);
502 this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
505 else //if (this.goalcurrent)
507 if (this.goalcurrent.bot_pickup)
509 entity jumppad_wp = this.goalcurrent_prev;
510 navigation_poptouchedgoals(this);
511 if(!this.goalcurrent && jumppad_wp.wp00)
513 // head to the jumppad destination once bot reaches the goal item
514 navigation_pushroute(this, jumppad_wp.wp00);
517 vector gco = (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5;
518 if (this.origin.z > gco.z && vdist(vec2(this.velocity), <, autocvar_sv_maxspeed))
520 if (this.velocity.z < 0)
521 this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
523 else if(havocbot_checkgoaldistance(this, gco))
525 navigation_clearroute(this);
526 navigation_goalrating_timeout_force(this);
532 else //if (!(this.aistatus & AI_STATUS_OUT_JUMPPAD))
534 if(this.velocity.z > 0 && this.origin.z - this.lastteleport_origin.z > (this.maxs.z - this.mins.z) * 0.5)
536 vector velxy = this.velocity; velxy_z = 0;
537 if(vdist(velxy, <, autocvar_sv_maxspeed * 0.2))
539 LOG_TRACE("Warning: ", this.netname, " got stuck on a jumppad (velocity in xy is ", vtos(velxy), "), trying to get out of it now");
540 this.aistatus |= AI_STATUS_OUT_JUMPPAD;
545 // Don't chase players while using a jump pad
546 if(IS_PLAYER(this.goalcurrent) || IS_PLAYER(this.goalstack01))
550 else if(this.aistatus & AI_STATUS_OUT_JUMPPAD)
551 this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
553 // If there is a trigger_hurt right below try to use the jetpack or make a rocketjump
554 if (skill > 6 && !(IS_ONGROUND(this)))
556 #define ROCKETJUMP_DAMAGE() WEP_CVAR(devastator, damage) * 0.8 \
557 * ((this.strength_finished > time) ? autocvar_g_balance_powerup_strength_selfdamage : 1) \
558 * ((this.invincible_finished > time) ? autocvar_g_balance_powerup_invincible_takedamage : 1)
560 tracebox(this.origin, this.mins, this.maxs, this.origin + '0 0 -65536', MOVE_NOMONSTERS, this);
561 if(tracebox_hits_trigger_hurt(this.origin, this.mins, this.maxs, trace_endpos ))
562 if(this.items & IT_JETPACK)
564 tracebox(this.origin, this.mins, this.maxs, this.origin + '0 0 65536', MOVE_NOMONSTERS, this);
565 if(tracebox_hits_trigger_hurt(this.origin, this.mins, this.maxs, trace_endpos + '0 0 1' ))
567 if(this.velocity.z<0)
568 PHYS_INPUT_BUTTON_JETPACK(this) = true;
571 PHYS_INPUT_BUTTON_JETPACK(this) = true;
573 // If there is no goal try to move forward
575 if(this.goalcurrent==NULL)
578 dir = normalize(( ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5 ) - this.origin);
580 vector xyvelocity = this.velocity; xyvelocity_z = 0;
581 float xyspeed = xyvelocity * dir;
583 if(xyspeed < (maxspeed / 2))
585 makevectors(this.v_angle.y * '0 1 0');
586 tracebox(this.origin, this.mins, this.maxs, this.origin + (dir * maxspeed * 3), MOVE_NOMONSTERS, this);
587 if(trace_fraction==1)
589 CS(this).movement_x = dir * v_forward * maxspeed;
590 CS(this).movement_y = dir * v_right * maxspeed;
592 havocbot_keyboard_movement(this, this.origin + dir * 100);
596 this.havocbot_blockhead = true;
600 else if(!this.jumppadcount && !waypoint_is_hardwiredlink(this.goalcurrent_prev, this.goalcurrent)
601 && !(this.goalcurrent_prev && this.goalcurrent_prev.wpflags & WAYPOINTFLAG_JUMP)
602 && GetResource(this, RES_HEALTH) + GetResource(this, RES_ARMOR) > ROCKETJUMP_DAMAGE())
604 if(this.velocity.z < 0)
606 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
608 .entity weaponentity = weaponentities[slot];
610 if(this.(weaponentity).m_weapon == WEP_Null && slot != 0)
613 if(client_hasweapon(this, WEP_DEVASTATOR, weaponentity, true, false))
615 CS(this).movement_x = maxspeed;
617 if(this.rocketjumptime)
619 if(time > this.rocketjumptime)
621 PHYS_INPUT_BUTTON_ATCK2(this) = true;
622 this.rocketjumptime = 0;
627 this.(weaponentity).m_switchweapon = WEP_DEVASTATOR;
629 PHYS_INPUT_BUTTON_ATCK(this) = true;
630 this.rocketjumptime = time + WEP_CVAR(devastator, detonatedelay);
638 // If there is no goal try to move forward
639 if(this.goalcurrent==NULL)
640 CS(this).movement_x = maxspeed;
644 // If we are under water with no goals, swim up
645 if(this.waterlevel && !this.goalcurrent)
648 if(this.waterlevel>WATERLEVEL_SWIMMING)
650 else if(this.velocity.z >= 0 && !(this.waterlevel == WATERLEVEL_WETFEET && this.watertype == CONTENT_WATER))
651 PHYS_INPUT_BUTTON_JUMP(this) = true;
653 PHYS_INPUT_BUTTON_JUMP(this) = false;
654 makevectors(this.v_angle.y * '0 1 0');
655 vector v = dir * maxspeed;
656 CS(this).movement.x = v * v_forward;
657 CS(this).movement.y = v * v_right;
658 CS(this).movement.z = v * v_up;
661 // if there is nowhere to go, exit
662 if (this.goalcurrent == NULL)
666 bool locked_goal = false;
667 if((this.goalentity && wasfreed(this.goalentity))
668 || (this.goalcurrent == this.goalentity && this.goalentity.tag_entity))
670 navigation_clearroute(this);
671 navigation_goalrating_timeout_force(this);
674 else if(this.goalentity.tag_entity)
676 navigation_goalrating_timeout_expire(this, 2);
678 else if(this.goalentity.bot_pickup)
680 if(this.goalentity.bot_pickup_respawning)
682 if(this.goalentity.solid) // item respawned
683 this.goalentity.bot_pickup_respawning = false;
684 else if(time < this.goalentity.scheduledrespawntime - 10) // item already taken (by someone else)
686 if(checkpvs(this.origin, this.goalentity))
688 this.goalentity.bot_pickup_respawning = false;
689 navigation_goalrating_timeout_expire(this, random());
691 locked_goal = true; // wait for item to respawn
693 else if(this.goalentity == this.goalcurrent)
694 locked_goal = true; // wait for item to respawn
696 else if(!this.goalentity.solid && !boxesoverlap(this.goalentity.absmin, this.goalentity.absmax, this.absmin, this.absmax))
698 if(checkpvs(this.origin, this.goalentity))
700 navigation_goalrating_timeout_expire(this, random());
704 if (this.goalcurrent == this.goalentity && this.goalentity_lock_timeout > time)
707 if (navigation_shortenpath(this))
709 if (vdist(this.origin - this.goalcurrent_prev.origin, <, 50)
710 && navigation_goalrating_timeout_can_be_anticipated(this))
712 navigation_goalrating_timeout_force(this);
716 bool goalcurrent_can_be_removed = false;
717 if (IS_PLAYER(this.goalcurrent) || IS_MONSTER(this.goalcurrent))
719 bool freeze_state_changed = (boolean(STAT(FROZEN, this.goalentity)) != this.goalentity_shouldbefrozen);
720 if (IS_DEAD(this.goalcurrent) || (this.goalentity == this.goalcurrent && freeze_state_changed))
722 goalcurrent_can_be_removed = true;
723 // don't remove if not visible
724 if (checkpvs(this.origin + this.view_ofs, this.goalcurrent))
726 if (IS_DEAD(this.goalcurrent))
728 IL_EACH(g_items, it.enemy == this.goalcurrent && Item_IsLoot(it),
730 if (vdist(it.origin - this.goalcurrent.death_origin, <, 50))
732 navigation_clearroute(this);
733 navigation_pushroute(this, it);
734 // loot can't be immediately rated since it isn't on ground yet
735 // it will be rated after a second when on ground, meanwhile head to it
736 navigation_goalrating_timeout_expire(this, 1);
741 if (!Item_IsLoot(this.goalcurrent))
743 navigation_goalrating_timeout_force(this);
748 else if (!(STAT(FROZEN, this.goalentity)) && this.bot_tracewalk_time < time)
750 set_tracewalk_dest(this.goalcurrent, this.origin, true);
751 if (!(trace_ent == this || tracewalk(this, this.origin, this.mins, this.maxs,
752 tracewalk_dest, tracewalk_dest_height, bot_navigation_movemode)))
754 navigation_goalrating_timeout_force(this);
757 this.bot_tracewalk_time = max(time, this.bot_tracewalk_time) + 0.25;
763 // optimize path finding by anticipating goalrating when bot is near a waypoint;
764 // in this case path finding can start directly from a waypoint instead of
765 // looking for all the reachable waypoints up to a certain distance
766 if (navigation_poptouchedgoals(this))
768 if (this.goalcurrent)
770 if (goalcurrent_can_be_removed)
772 // remove even if not visible
773 navigation_goalrating_timeout_force(this);
776 else if (navigation_goalrating_timeout_can_be_anticipated(this))
777 navigation_goalrating_timeout_force(this);
781 entity old_goal = this.goalcurrent_prev;
782 if (old_goal.item_group && this.item_group != old_goal.item_group)
784 // Avoid multiple costly calls of path finding code that selects one of the closest
785 // item of the group by telling the bot to head directly to the farthest item.
786 // Next time we let the bot select a goal as usual which can be another item
787 // of this group (the closest one) and so on
788 this.item_group = old_goal.item_group;
789 entity new_goal = havocbot_select_an_item_of_group(this, old_goal.item_group);
791 navigation_pushroute(this, new_goal);
797 // if ran out of goals try to use an alternative goal or get a new strategy asap
798 if(this.goalcurrent == NULL)
800 navigation_goalrating_timeout_force(this);
805 if(autocvar_bot_debug_goalstack)
806 debuggoalstack(this);
808 bool bunnyhop_forbidden = false;
809 vector destorg = get_closer_dest(this.goalcurrent, this.origin);
810 if (this.jumppadcount && this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
812 // if bot used the jumppad, push towards jumppad origin until jumppad waypoint gets removed
813 destorg = this.goalcurrent.origin;
815 else if (this.goalcurrent.wpisbox)
817 // if bot is inside the teleport waypoint, head to teleport origin until teleport gets used
818 // do it even if bot is on a ledge above a teleport/jumppad so it doesn't get stuck
819 if (boxesoverlap(this.goalcurrent.absmin, this.goalcurrent.absmax, this.origin + eZ * this.mins.z, this.origin + eZ * this.maxs.z)
820 || (this.absmin.z > destorg.z && destorg.x == this.origin.x && destorg.y == this.origin.y))
822 bunnyhop_forbidden = true;
823 destorg = this.goalcurrent.origin;
824 if(destorg.z > this.origin.z)
825 PHYS_INPUT_BUTTON_JUMP(this) = true;
829 diff = destorg - this.origin;
831 if (time < this.bot_stop_moving_timeout
832 || (this.goalcurrent == this.goalentity && time < this.goalentity_lock_timeout && vdist(diff, <, 10)))
834 // stop if the locked goal has been reached
835 destorg = this.origin;
836 diff = dir = '0 0 0';
838 else if (IS_PLAYER(this.goalcurrent) || IS_MONSTER(this.goalcurrent))
840 if (vdist(diff, <, 80))
842 // stop if too close to target player (even if frozen)
843 destorg = this.origin;
844 diff = dir = '0 0 0';
848 // move destorg out of target players, otherwise bot will consider them
849 // an obstacle that needs to be jumped (especially if frozen)
850 dir = normalize(diff);
851 destorg -= dir * PL_MAX_CONST.x * M_SQRT2;
852 diff = destorg - this.origin;
856 dir = normalize(diff);
857 flatdir = (diff.z == 0) ? dir : normalize(vec2(diff));
859 vector evadedanger = '0 0 0';
861 //if (this.bot_dodgevector_time < time)
863 //this.bot_dodgevector_time = time + cvar("bot_ai_dodgeupdateinterval");
864 //this.bot_dodgevector_jumpbutton = 1;
866 this.aistatus &= ~AI_STATUS_DANGER_AHEAD;
867 makevectors(this.v_angle.y * '0 1 0');
868 if (this.waterlevel > WATERLEVEL_WETFEET)
870 if (this.waterlevel > WATERLEVEL_SWIMMING)
872 if(!this.goalcurrent)
873 this.aistatus |= AI_STATUS_OUT_WATER;
874 else if(destorg.z > this.origin.z)
875 PHYS_INPUT_BUTTON_JUMP(this) = true;
879 if(this.velocity.z >= 0 && !(this.watertype == CONTENT_WATER && destorg.z < this.origin.z) &&
880 (this.aistatus & AI_STATUS_OUT_WATER))
882 PHYS_INPUT_BUTTON_JUMP(this) = true;
887 PHYS_INPUT_BUTTON_JUMP(this) = false;
888 if (destorg.z > this.origin.z)
897 if(this.aistatus & AI_STATUS_OUT_WATER)
898 this.aistatus &= ~AI_STATUS_OUT_WATER;
900 // jump if going toward an obstacle that doesn't look like stairs we
901 // can walk up directly
902 vector deviation = '0 0 0';
903 float current_speed = vlen(vec2(this.velocity));
904 if (current_speed < maxspeed * 0.2)
905 current_speed = maxspeed * 0.2;
908 deviation = vectoangles(diff) - vectoangles(this.velocity);
909 while (deviation.y < -180) deviation.y += 360;
910 while (deviation.y > 180) deviation.y -= 360;
912 float turning = false;
913 vector flat_diff = vec2(diff);
914 offset = max(32, current_speed * cos(deviation.y * DEG2RAD) * 0.3) * flatdir;
915 vector actual_destorg = this.origin + offset;
916 if (this.goalcurrent_prev && (this.goalcurrent_prev.wpflags & WAYPOINTFLAG_JUMP))
918 if (time > this.bot_stop_moving_timeout
919 && fabs(deviation.y) > 20 && current_speed > maxspeed * 0.4
920 && vdist(vec2(this.origin - this.goalcurrent_prev.origin), <, 50))
922 this.bot_stop_moving_timeout = time + 0.1;
924 if (current_speed > autocvar_sv_maxspeed * 0.9
925 && vlen2(flat_diff) < vlen2(vec2(this.goalcurrent_prev.origin - destorg))
926 && vdist(vec2(this.origin - this.goalcurrent_prev.origin), >, 50)
927 && vdist(vec2(this.origin - this.goalcurrent_prev.origin), <, 150)
930 PHYS_INPUT_BUTTON_JUMP(this) = true;
931 // avoid changing route while bot is jumping a gap
932 navigation_goalrating_timeout_extend_if_needed(this, 1.5);
935 else if (!this.goalstack01 || (this.goalcurrent.wpflags & (WAYPOINTFLAG_TELEPORT | WAYPOINTFLAG_LADDER)))
937 if (vlen2(flat_diff) < vlen2(offset))
939 if (this.goalcurrent.wpflags & WAYPOINTFLAG_JUMP && this.goalstack01)
941 // oblique warpzones need a jump otherwise bots gets stuck
942 PHYS_INPUT_BUTTON_JUMP(this) = true;
946 actual_destorg.x = destorg.x;
947 actual_destorg.y = destorg.y;
951 else if (vdist(flat_diff, <, 32) && diff.z < -16) // destination is under the bot
953 actual_destorg.x = destorg.x;
954 actual_destorg.y = destorg.y;
956 else if (vlen2(flat_diff) < vlen2(offset))
958 vector next_goal_org = (this.goalstack01.absmin + this.goalstack01.absmax) * 0.5;
959 vector next_dir = normalize(vec2(next_goal_org - destorg));
960 float dist = vlen(vec2(this.origin + offset - destorg));
961 // if current and next goal are close to each other make sure
962 // actual_destorg isn't set beyond next_goal_org
963 if (dist ** 2 > vlen2(vec2(next_goal_org - destorg)))
964 actual_destorg = next_goal_org;
966 actual_destorg = vec2(destorg) + dist * next_dir;
967 actual_destorg.z = this.origin.z;
971 LABEL(jumpobstacle_check);
972 dir = flatdir = normalize(actual_destorg - this.origin);
974 bool jump_forbidden = false;
975 if (!turning && fabs(deviation.y) > 50)
976 jump_forbidden = true;
977 else if (IS_DUCKED(this))
979 tracebox(this.origin, PL_MIN_CONST, PL_MAX_CONST, this.origin, false, this);
980 if (trace_startsolid)
981 jump_forbidden = true;
986 tracebox(this.origin, this.mins, this.maxs, actual_destorg, false, this);
987 if (trace_fraction < 1 && trace_plane_normal.z < 0.7)
990 tracebox(this.origin + stepheightvec, this.mins, this.maxs, actual_destorg + stepheightvec, false, this);
991 if (trace_fraction < s + 0.01 && trace_plane_normal.z < 0.7)
994 if (turning && fabs(deviation.y) > 5)
996 // check if the obstacle is still there without turning
997 actual_destorg = destorg;
999 this.bot_tracewalk_time = time + 0.25;
1000 goto jumpobstacle_check;
1003 // don't artificially reduce max jump height in real-time
1004 // (jumpstepheightvec is reduced a bit to make the jumps easy in tracewalk)
1005 vector jump_height = (IS_ONGROUND(this)) ? stepheightvec + jumpheight_vec : jumpstepheightvec;
1006 tracebox(this.origin + jump_height, this.mins, this.maxs, actual_destorg + jump_height, false, this);
1007 if (trace_fraction > s)
1008 PHYS_INPUT_BUTTON_JUMP(this) = true;
1011 jump_height = stepheightvec + jumpheight_vec / 2;
1012 tracebox(this.origin + jump_height, this.mins, this.maxs, actual_destorg + jump_height, false, this);
1013 if (trace_fraction > s)
1014 PHYS_INPUT_BUTTON_JUMP(this) = true;
1020 // if bot for some reason doesn't get close to the current goal find another one
1021 if(!this.jumppadcount && !IS_PLAYER(this.goalcurrent))
1022 if(!(locked_goal && this.goalcurrent_distance_z < 50 && this.goalcurrent_distance_2d < 50))
1023 if(havocbot_checkgoaldistance(this, destorg))
1025 if(this.goalcurrent_distance_time < 0) // can't get close for the second time
1027 navigation_clearroute(this);
1028 navigation_goalrating_timeout_force(this);
1032 set_tracewalk_dest(this.goalcurrent, this.origin, false);
1033 if (!tracewalk(this, this.origin, this.mins, this.maxs,
1034 tracewalk_dest, tracewalk_dest_height, bot_navigation_movemode))
1036 navigation_clearroute(this);
1037 navigation_goalrating_timeout_force(this);
1041 // give bot only another chance to prevent bot getting stuck
1042 // in case it thinks it can walk but actually can't
1043 this.goalcurrent_distance_z = FLOAT_MAX;
1044 this.goalcurrent_distance_2d = FLOAT_MAX;
1045 this.goalcurrent_distance_time = -time; // mark second try
1048 if (skill + this.bot_moveskill <= 3 && time > this.bot_stop_moving_timeout
1049 && current_speed > maxspeed * 0.9 && fabs(deviation.y) > 70)
1051 this.bot_stop_moving_timeout = time + 0.4 + random() * 0.2;
1054 // Check for water/slime/lava and dangerous edges
1055 // (only when the bot is on the ground or jumping intentionally)
1057 offset = (vdist(this.velocity, >, 32) ? this.velocity * 0.2 : flatdir * 32);
1058 vector dst_ahead = this.origin + this.view_ofs + offset;
1059 vector dst_down = dst_ahead - '0 0 3000';
1060 traceline(this.origin + this.view_ofs, dst_ahead, true, NULL);
1062 bool unreachable = false;
1064 bool danger_detected = false;
1065 if (trace_fraction == 1 && !this.jumppadcount
1066 && !waypoint_is_hardwiredlink(this.goalcurrent_prev, this.goalcurrent)
1067 && !(this.goalcurrent_prev && (this.goalcurrent_prev.wpflags & WAYPOINTFLAG_JUMP)))
1068 if((IS_ONGROUND(this)) || (this.aistatus & AI_STATUS_RUNNING) || (this.aistatus & AI_STATUS_ROAMING) || PHYS_INPUT_BUTTON_JUMP(this))
1071 traceline(dst_ahead , dst_down, true, NULL);
1072 //te_lightning2(NULL, this.origin + this.view_ofs, dst_ahead); // Draw "ahead" look
1073 //te_lightning2(NULL, dst_ahead, trace_endpos); // Draw "downwards" look
1074 if(trace_endpos.z < this.origin.z + this.mins.z)
1076 s = pointcontents(trace_endpos + '0 0 1');
1077 if (s != CONTENT_SOLID)
1078 if (s == CONTENT_LAVA || s == CONTENT_SLIME)
1079 danger_detected = true;
1080 else if (s == CONTENT_SKY)
1081 danger_detected = true;
1082 else if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos))
1084 // the traceline check isn't enough but is good as optimization,
1085 // when not true (most of the time) this tracebox call is avoided
1086 tracebox(dst_ahead, this.mins, this.maxs, dst_down, true, this);
1087 if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos))
1089 if (destorg.z > this.origin.z + jumpstepheightvec.z)
1091 // the goal is probably on an upper platform, assume bot can't get there
1095 danger_detected = true;
1100 if (danger_detected && fabs(deviation.y) < 80
1101 && (fabs(deviation.y) > 5 || vdist(vec2(this.velocity), >, maxspeed * 1.5)))
1103 evadedanger = normalize(this.velocity) * -1;
1108 makevectors(this.v_angle.y * '0 1 0');
1110 if (danger_detected || (s == CONTENT_WATER))
1112 this.aistatus |= AI_STATUS_DANGER_AHEAD;
1113 if(IS_PLAYER(this.goalcurrent))
1117 // slow down if bot is in the air and goal is under it
1118 if (!waypoint_is_hardwiredlink(this.goalcurrent_prev, this.goalcurrent)
1119 && vdist(flat_diff, <, 250) && this.origin.z - destorg.z > 120
1120 && (!IS_ONGROUND(this) || vdist(vec2(this.velocity), >, maxspeed * 0.3)))
1122 // tracebox wouldn't work when bot is still on the ledge
1123 traceline(this.origin, this.origin - '0 0 200', true, this);
1124 if (this.origin.z - trace_endpos.z > 120)
1125 evadedanger = normalize(this.velocity) * -1;
1130 navigation_clearroute(this);
1131 navigation_goalrating_timeout_force(this);
1132 this.ignoregoal = this.goalcurrent;
1133 this.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
1137 dodge = havocbot_dodge(this);
1139 dodge *= bound(0, 0.5 + (skill + this.bot_dodgeskill) * 0.1, 1);
1140 evadedanger *= bound(1, 3 - (skill + this.bot_dodgeskill), 3); // Noobs fear dangers a lot and take more distance from them
1143 traceline(this.origin, (this.enemy.absmin + this.enemy.absmax) * 0.5, true, NULL);
1144 if (IS_PLAYER(trace_ent))
1145 dodge_enemy_factor = bound(0, (skill + this.bot_dodgeskill) / 7, 1);
1147 // this.bot_dodgevector = dir;
1148 // this.bot_dodgevector_jumpbutton = PHYS_INPUT_BUTTON_JUMP(this);
1151 float ladder_zdir = 0;
1152 if(time < this.ladder_time)
1154 if(this.goalcurrent.origin.z + this.goalcurrent.mins.z > this.origin.z + this.mins.z)
1156 if(this.origin.z + this.mins.z < this.ladder_entity.origin.z + this.ladder_entity.maxs.z)
1161 if(this.origin.z + this.mins.z > this.ladder_entity.origin.z + this.ladder_entity.mins.z)
1166 if (vdist(vec2(diff), <, 40))
1167 dir.z = ladder_zdir * 4;
1169 dir.z = ladder_zdir * 2;
1170 dir = normalize(dir);
1174 if (this.goalcurrent.wpisbox
1175 && boxesoverlap(this.goalcurrent.absmin, this.goalcurrent.absmax, this.origin, this.origin))
1177 // bot is inside teleport waypoint but hasn't touched the real teleport yet
1178 // head to teleport origin
1179 dir = (this.goalcurrent.origin - this.origin);
1181 dir = normalize(dir);
1184 // already executed when bot targets an enemy
1185 if (!this.bot_aimdir_executed)
1187 if (time < this.bot_stop_moving_timeout)
1188 bot_aimdir(this, normalize(this.goalcurrent.origin - this.origin), 0);
1190 bot_aimdir(this, dir, 0);
1195 dir *= dodge_enemy_factor;
1196 dir = normalize(dir + dodge + evadedanger);
1199 makevectors(this.v_angle);
1200 //dir = this.bot_dodgevector;
1201 //if (this.bot_dodgevector_jumpbutton)
1202 // PHYS_INPUT_BUTTON_JUMP(this) = true;
1203 CS(this).movement_x = dir * v_forward * maxspeed;
1204 CS(this).movement_y = dir * v_right * maxspeed;
1205 CS(this).movement_z = dir * v_up * maxspeed;
1207 // Emulate keyboard interface
1209 havocbot_keyboard_movement(this, destorg);
1212 if (!bunnyhop_forbidden && skill + this.bot_moveskill >= autocvar_bot_ai_bunnyhop_skilloffset)
1213 havocbot_bunnyhop(this, dir);
1215 if (dir * v_up >= autocvar_sv_jumpvelocity * 0.5 && IS_ONGROUND(this))
1216 PHYS_INPUT_BUTTON_JUMP(this) = true;
1219 if (dodge * v_up > 0 && random() * frametime >= 0.2 * bound(0, (10 - skill - this.bot_dodgeskill) * 0.1, 1))
1220 PHYS_INPUT_BUTTON_JUMP(this) = true;
1221 if (dodge * v_up < 0 && random() * frametime >= 0.5 * bound(0, (10 - skill - this.bot_dodgeskill) * 0.1, 1))
1222 this.havocbot_ducktime = time + 0.3 / bound(0.1, skill + this.bot_dodgeskill, 10);
1226 entity havocbot_gettarget(entity this, bool secondary)
1229 vector eye = CENTER_OR_VIEWOFS(this);
1230 IL_EACH(g_bot_targets, boolean((secondary) ? it.classname == "misc_breakablemodel" : it.classname != "misc_breakablemodel"),
1232 vector v = CENTER_OR_VIEWOFS(it);
1233 if(vdist(v - eye, <, autocvar_bot_ai_enemydetectionradius))
1234 if(!best || vlen2(CENTER_OR_VIEWOFS(best) - eye) > vlen2(v - eye))
1235 if(bot_shouldattack(this, it))
1237 traceline(eye, v, true, this);
1238 if (trace_ent == it || trace_fraction >= 1)
1246 void havocbot_chooseenemy(entity this)
1248 if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(this))
1255 if (!bot_shouldattack(this, this.enemy))
1257 // enemy died or something, find a new target
1259 this.havocbot_chooseenemy_finished = time;
1261 else if (this.havocbot_stickenemy)
1263 // tracking last chosen enemy
1264 // if enemy is visible
1265 // and not really really far away
1266 // and we're not severely injured
1267 // then keep tracking for a half second into the future
1268 traceline(this.origin+this.view_ofs, ( this.enemy.absmin + this.enemy.absmax ) * 0.5,false,NULL);
1269 if (trace_ent == this.enemy || trace_fraction == 1)
1270 if (vdist(((this.enemy.absmin + this.enemy.absmax) * 0.5) - this.origin, <, 1000))
1271 if (GetResource(this, RES_HEALTH) > 30)
1273 // remain tracking him for a shot while (case he went after a small corner or pilar
1274 this.havocbot_chooseenemy_finished = time + 0.5;
1277 // enemy isn't visible, or is far away, or we're injured severely
1278 // so stop preferring this enemy
1279 // (it will still take a half second until a new one is chosen)
1280 this.havocbot_stickenemy = 0;
1283 if (time < this.havocbot_chooseenemy_finished)
1285 this.havocbot_chooseenemy_finished = time + autocvar_bot_ai_enemydetectioninterval;
1286 vector eye = this.origin + this.view_ofs;
1288 float bestrating = 100000000;
1291 int hf = this.dphitcontentsmask;
1293 // Search for enemies, if no enemy can be seen directly try to look through transparent objects
1295 this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
1297 bool scan_transparent = false;
1298 bool scan_secondary_targets = false;
1299 bool have_secondary_targets = false;
1302 scan_secondary_targets = false;
1304 IL_EACH(g_bot_targets, it.bot_attack,
1306 if(!scan_secondary_targets)
1308 if(it.classname == "misc_breakablemodel")
1310 have_secondary_targets = true;
1314 else if(it.classname != "misc_breakablemodel")
1317 vector v = (it.absmin + it.absmax) * 0.5;
1318 float rating = vlen2(v - eye);
1319 if (vdist(v - eye, <, autocvar_bot_ai_enemydetectionradius))
1320 if (bestrating > rating)
1321 if (bot_shouldattack(this, it))
1323 traceline(eye, v, true, this);
1324 if (trace_ent == it || trace_fraction >= 1)
1327 bestrating = rating;
1332 if(!best && have_secondary_targets && !scan_secondary_targets)
1334 scan_secondary_targets = true;
1336 bestrating = 100000000;
1340 // I want to do a second scan if no enemy was found or I don't have weapons
1341 // TODO: Perform the scan when using the rifle (requires changes on the rifle code)
1342 if(best || STAT(WEAPONS, this)) // || this.weapon == WEP_RIFLE.m_id
1344 if(scan_transparent)
1347 // Set flags to see through transparent objects
1348 this.dphitcontentsmask |= DPCONTENTS_OPAQUE;
1350 scan_transparent = true;
1353 // Restore hit flags
1354 this.dphitcontentsmask = hf;
1357 this.havocbot_stickenemy = true;
1358 if(best && best.classname == "misc_breakablemodel")
1359 this.havocbot_stickenemy = false;
1362 float havocbot_chooseweapon_checkreload(entity this, .entity weaponentity, int new_weapon)
1364 // bots under this skill cannot find unloaded weapons to reload idly when not in combat,
1365 // so skip this for them, or they'll never get to reload their weapons at all.
1366 // this also allows bots under this skill to be more stupid, and reload more often during combat :)
1370 // if this weapon is scheduled for reloading, don't switch to it during combat
1371 if (this.(weaponentity).weapon_load[new_weapon] < 0)
1373 FOREACH(Weapons, it != WEP_Null, {
1374 if(it.wr_checkammo1(it, this, weaponentity) + it.wr_checkammo2(it, this, weaponentity))
1375 return true; // other weapon available
1382 void havocbot_chooseweapon(entity this, .entity weaponentity)
1387 if(g_weaponarena_weapons == WEPSET(TUBA))
1389 this.(weaponentity).m_switchweapon = WEP_TUBA;
1393 // TODO: clean this up by moving it to weapon code
1394 if(this.enemy==NULL)
1396 // If no weapon was chosen get the first available weapon
1397 if(this.(weaponentity).m_weapon==WEP_Null)
1398 FOREACH(Weapons, it != WEP_Null, {
1399 if(client_hasweapon(this, it, weaponentity, true, false))
1401 this.(weaponentity).m_switchweapon = it;
1408 // Do not change weapon during the next second after a combo
1409 float f = time - this.lastcombotime;
1414 float distance; distance=bound(10,vlen(this.origin-this.enemy.origin)-200,10000);
1416 // Should it do a weapon combo?
1417 float af, ct, combo_time, combo;
1419 af = ATTACK_FINISHED(this, weaponentity);
1420 ct = autocvar_bot_ai_weapon_combo_threshold;
1422 // Bots with no skill will be 4 times more slower than "godlike" bots when doing weapon combos
1423 // Ideally this 4 should be calculated as longest_weapon_refire / bot_ai_weapon_combo_threshold
1424 combo_time = time + ct + (ct * ((-0.3*(skill+this.bot_weaponskill))+3));
1428 if(autocvar_bot_ai_weapon_combo)
1429 if(this.(weaponentity).m_weapon.m_id == this.(weaponentity).lastfiredweapon)
1433 this.lastcombotime = time;
1436 distance *= (2 ** this.bot_rangepreference);
1438 // Custom weapon list based on distance to the enemy
1439 if(bot_custom_weapon){
1441 // Choose weapons for far distance
1442 if ( distance > bot_distance_far ) {
1443 for(i=0; i < Weapons_COUNT && bot_weapons_far[i] != -1 ; ++i){
1444 w = bot_weapons_far[i];
1445 if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
1447 if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1449 this.(weaponentity).m_switchweapon = Weapons_from(w);
1455 // Choose weapons for mid distance
1456 if ( distance > bot_distance_close) {
1457 for(i=0; i < Weapons_COUNT && bot_weapons_mid[i] != -1 ; ++i){
1458 w = bot_weapons_mid[i];
1459 if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
1461 if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1463 this.(weaponentity).m_switchweapon = Weapons_from(w);
1469 // Choose weapons for close distance
1470 for(i=0; i < Weapons_COUNT && bot_weapons_close[i] != -1 ; ++i){
1471 w = bot_weapons_close[i];
1472 if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
1474 if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1476 this.(weaponentity).m_switchweapon = Weapons_from(w);
1483 void havocbot_aim(entity this)
1485 if (time < this.nextaim)
1487 this.nextaim = time + 0.1;
1488 vector myvel = this.velocity;
1489 if (!this.waterlevel)
1491 if(MUTATOR_CALLHOOK(HavocBot_Aim, this)) { /* do nothing */ }
1492 else if (this.enemy)
1494 vector enemyvel = this.enemy.velocity;
1495 if (!this.enemy.waterlevel)
1497 lag_additem(this, time + CS(this).ping, 0, 0, this.enemy, this.origin, myvel, (this.enemy.absmin + this.enemy.absmax) * 0.5, enemyvel);
1500 lag_additem(this, time + CS(this).ping, 0, 0, NULL, this.origin, myvel, ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5, '0 0 0');
1503 bool havocbot_moveto_refresh_route(entity this)
1505 // Refresh path to goal if necessary
1507 wp = this.havocbot_personal_waypoint;
1508 navigation_goalrating_start(this);
1509 navigation_routerating(this, wp, 10000, 10000);
1510 navigation_goalrating_end(this);
1511 return (this.goalentity != NULL);
1514 float havocbot_moveto(entity this, vector pos)
1518 if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_GOING)
1520 // Step 4: Move to waypoint
1521 if(this.havocbot_personal_waypoint==NULL)
1523 LOG_TRACE("Error: ", this.netname, " trying to walk to a non existent personal waypoint");
1524 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_GOING;
1525 return CMD_STATUS_ERROR;
1528 if (!bot_strategytoken_taken)
1529 if(this.havocbot_personal_waypoint_searchtime<time)
1531 bot_strategytoken_taken = true;
1532 if(havocbot_moveto_refresh_route(this))
1534 LOG_TRACE(this.netname, " walking to its personal waypoint (after ", ftos(this.havocbot_personal_waypoint_failcounter), " failed attempts)");
1535 this.havocbot_personal_waypoint_searchtime = time + 10;
1536 this.havocbot_personal_waypoint_failcounter = 0;
1540 this.havocbot_personal_waypoint_failcounter += 1;
1541 this.havocbot_personal_waypoint_searchtime = time + 2;
1542 if(this.havocbot_personal_waypoint_failcounter >= 30)
1544 LOG_TRACE("Warning: can't walk to the personal waypoint located at ", vtos(this.havocbot_personal_waypoint.origin));
1545 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1546 delete(this.havocbot_personal_waypoint);
1547 return CMD_STATUS_ERROR;
1550 LOG_TRACE(this.netname, " can't walk to its personal waypoint (after ", ftos(this.havocbot_personal_waypoint_failcounter), " failed attempts), trying later");
1554 if(autocvar_bot_debug_goalstack)
1555 debuggoalstack(this);
1559 havocbot_movetogoal(this);
1561 if (!this.bot_aimdir_executed && this.goalcurrent)
1564 vector dir = get_closer_dest(this.goalcurrent, this.origin);
1565 dir -= this.origin + this.view_ofs;
1567 bot_aimdir(this, dir, 0);
1570 if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_REACHED)
1572 // Step 5: Waypoint reached
1573 LOG_TRACE(this.netname, "'s personal waypoint reached");
1574 waypoint_remove(this.havocbot_personal_waypoint);
1575 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_REACHED;
1576 return CMD_STATUS_FINISHED;
1579 return CMD_STATUS_EXECUTING;
1582 // Step 2: Linking waypoint
1583 if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_LINKING)
1585 // Wait until it is linked
1586 if(!this.havocbot_personal_waypoint.wplinked)
1588 LOG_TRACE(this.netname, " waiting for personal waypoint to be linked");
1589 return CMD_STATUS_EXECUTING;
1592 this.havocbot_personal_waypoint_searchtime = time; // so we set the route next frame
1593 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1594 this.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_GOING;
1596 // Step 3: Route to waypoint
1597 LOG_TRACE(this.netname, " walking to its personal waypoint");
1599 return CMD_STATUS_EXECUTING;
1602 // Step 1: Spawning waypoint
1603 wp = waypoint_spawnpersonal(this, pos);
1606 LOG_TRACE("Error: Can't spawn personal waypoint at ",vtos(pos));
1607 return CMD_STATUS_ERROR;
1610 this.havocbot_personal_waypoint = wp;
1611 this.havocbot_personal_waypoint_failcounter = 0;
1612 this.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1614 // if pos is inside a teleport, then let's mark it as teleport waypoint
1615 IL_EACH(g_teleporters, WarpZoneLib_BoxTouchesBrush(pos, pos, it, NULL),
1617 wp.wpflags |= WAYPOINTFLAG_TELEPORT;
1618 this.lastteleporttime = 0;
1622 if(wp.wpflags & WAYPOINTFLAG_TELEPORT)
1623 print("routing to a teleporter\n");
1625 print("routing to a non-teleporter\n");
1628 return CMD_STATUS_EXECUTING;
1631 float havocbot_resetgoal(entity this)
1633 navigation_clearroute(this);
1634 return CMD_STATUS_FINISHED;
1637 void havocbot_setupbot(entity this)
1639 this.bot_ai = havocbot_ai;
1640 this.cmd_moveto = havocbot_moveto;
1641 this.cmd_resetgoal = havocbot_resetgoal;
1643 // NOTE: bot is not player yet
1644 havocbot_chooserole(this);
1647 vector havocbot_dodge(entity this)
1649 // LordHavoc: disabled because this is too expensive
1654 float danger, bestdanger, vl, d;
1657 // check for dangerous objects near bot or approaching bot
1658 head = findchainfloat(bot_dodge, true);
1661 if (head.owner != this)
1663 vl = vlen(head.velocity);
1664 if (vl > autocvar_sv_maxspeed * 0.3)
1666 n = normalize(head.velocity);
1667 v = this.origin - head.origin;
1669 if (d > (0 - head.bot_dodgerating))
1670 if (d < (vl * 0.2 + head.bot_dodgerating))
1672 // calculate direction and distance from the flight path, by removing the forward axis
1673 v = v - (n * (v * n));
1674 danger = head.bot_dodgerating - vlen(v);
1675 if (bestdanger < danger)
1677 bestdanger = danger;
1678 // dodge to the side of the object
1679 dodge = normalize(v);
1685 danger = head.bot_dodgerating - vlen(head.origin - this.origin);
1686 if (bestdanger < danger)
1688 bestdanger = danger;
1689 dodge = normalize(this.origin - head.origin);