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Merge branch 'master' into terencehill/bot_waypoints
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / bot / default / havocbot / havocbot.qc
1 #include "havocbot.qh"
2
3 #include "../cvars.qh"
4
5 #include "../aim.qh"
6 #include "../bot.qh"
7 #include "../navigation.qh"
8 #include "../scripting.qh"
9 #include "../waypoints.qh"
10
11 #include <common/constants.qh>
12 #include <common/impulses/all.qh>
13 #include <common/net_linked.qh>
14 #include <common/physics/player.qh>
15 #include <common/state.qh>
16 #include <common/items/_mod.qh>
17 #include <common/wepent.qh>
18
19 #include <common/triggers/teleporters.qh>
20 #include <common/triggers/trigger/jumppads.qh>
21
22 #include <lib/warpzone/common.qh>
23
24 .float speed;
25
26 void havocbot_ai(entity this)
27 {
28         if(this.draggedby)
29                 return;
30
31         if(bot_execute_commands(this))
32                 return;
33
34         if (bot_strategytoken == this)
35         if (!bot_strategytoken_taken)
36         {
37                 if(this.havocbot_blockhead)
38                 {
39                         this.havocbot_blockhead = false;
40                 }
41                 else
42                 {
43                         if (!this.jumppadcount && !STAT(FROZEN, this))
44                                 this.havocbot_role(this); // little too far down the rabbit hole
45                 }
46
47                 // TODO: tracewalk() should take care of this job (better path finding under water)
48                 // if we don't have a goal and we're under water look for a waypoint near the "shore" and push it
49                 if(!(IS_DEAD(this) || STAT(FROZEN, this)))
50                 if(!this.goalcurrent)
51                 if(this.waterlevel == WATERLEVEL_SWIMMING || (this.aistatus & AI_STATUS_OUT_WATER))
52                 {
53                         // Look for the closest waypoint out of water
54                         entity newgoal = NULL;
55                         IL_EACH(g_waypoints, vdist(it.origin - this.origin, <=, 10000),
56                         {
57                                 if(it.origin.z < this.origin.z)
58                                         continue;
59
60                                 if(it.origin.z - this.origin.z - this.view_ofs.z > 100)
61                                         continue;
62
63                                 if (pointcontents(it.origin + it.maxs + '0 0 1') != CONTENT_EMPTY)
64                                         continue;
65
66                                 traceline(this.origin + this.view_ofs, ((it.absmin + it.absmax) * 0.5), true, this);
67
68                                 if(trace_fraction < 1)
69                                         continue;
70
71                                 if(!newgoal || vlen2(it.origin - this.origin) < vlen2(newgoal.origin - this.origin))
72                                         newgoal = it;
73                         });
74
75                         if(newgoal)
76                         {
77                         //      te_wizspike(newgoal.origin);
78                                 navigation_pushroute(this, newgoal);
79                         }
80                 }
81
82                 // token has been used this frame
83                 bot_strategytoken_taken = true;
84         }
85
86         if(IS_DEAD(this) || STAT(FROZEN, this))
87                 return;
88
89         havocbot_chooseenemy(this);
90
91         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
92         {
93                 .entity weaponentity = weaponentities[slot];
94                 if(this.(weaponentity).m_weapon != WEP_Null || slot == 0)
95                 if(this.(weaponentity).bot_chooseweapontime < time)
96                 {
97                         this.(weaponentity).bot_chooseweapontime = time + autocvar_bot_ai_chooseweaponinterval;
98                         havocbot_chooseweapon(this, weaponentity);
99                 }
100         }
101         havocbot_aim(this);
102         lag_update(this);
103         if (this.bot_aimtarg)
104         {
105                 this.aistatus |= AI_STATUS_ATTACKING;
106                 this.aistatus &= ~AI_STATUS_ROAMING;
107
108                 if(this.weapons)
109                 {
110                         if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(this))
111                         {
112                                 PHYS_INPUT_BUTTON_ATCK(this) = false;
113                                 PHYS_INPUT_BUTTON_ATCK2(this) = false;
114                         }
115                         else
116                         {
117                                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
118                                 {
119                                         .entity weaponentity = weaponentities[slot];
120                                         Weapon w = this.(weaponentity).m_weapon;
121                                         if(w == WEP_Null && slot != 0)
122                                                 continue;
123                                         w.wr_aim(w, this, weaponentity);
124                                         if(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this)) // TODO: what if we didn't fire this weapon, but the previous?
125                                                 this.(weaponentity).lastfiredweapon = this.(weaponentity).m_weapon.m_id;
126                                 }
127                         }
128                 }
129                 else
130                 {
131                         if(IS_PLAYER(this.bot_aimtarg))
132                                 bot_aimdir(this, this.bot_aimtarg.origin + this.bot_aimtarg.view_ofs - this.origin - this.view_ofs , -1);
133                 }
134         }
135         else if (this.goalcurrent)
136         {
137                 this.aistatus |= AI_STATUS_ROAMING;
138                 this.aistatus &= ~AI_STATUS_ATTACKING;
139
140                 vector now,v,next;//,heading;
141                 float aimdistance,skillblend,distanceblend,blend;
142                 next = now = ( (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5) - (this.origin + this.view_ofs);
143                 aimdistance = vlen(now);
144                 //heading = this.velocity;
145                 //dprint(this.goalstack01.classname,etos(this.goalstack01),"\n");
146                 if(
147                         this.goalstack01 != this && this.goalstack01 && !wasfreed(this.goalstack01) && ((this.aistatus & AI_STATUS_RUNNING) == 0) &&
148                         !(this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
149                 )
150                         next = ((this.goalstack01.absmin + this.goalstack01.absmax) * 0.5) - (this.origin + this.view_ofs);
151
152                 skillblend=bound(0,(skill+this.bot_moveskill-2.5)*0.5,1); //lower skill player can't preturn
153                 distanceblend=bound(0,aimdistance/autocvar_bot_ai_keyboard_distance,1);
154                 blend = skillblend * (1-distanceblend);
155                 //v = (now * (distanceblend) + next * (1-distanceblend)) * (skillblend) + now * (1-skillblend);
156                 //v = now * (distanceblend) * (skillblend) + next * (1-distanceblend) * (skillblend) + now * (1-skillblend);
157                 //v = now * ((1-skillblend) + (distanceblend) * (skillblend)) + next * (1-distanceblend) * (skillblend);
158                 v = now + blend * (next - now);
159                 //dprint(etos(this), " ");
160                 //dprint(vtos(now), ":", vtos(next), "=", vtos(v), " (blend ", ftos(blend), ")\n");
161                 //v = now * (distanceblend) + next * (1-distanceblend);
162                 if (this.waterlevel < WATERLEVEL_SWIMMING)
163                         v.z = 0;
164                 //dprint("walk at:", vtos(v), "\n");
165                 //te_lightning2(NULL, this.origin, this.goalcurrent.origin);
166                 bot_aimdir(this, v, -1);
167         }
168         havocbot_movetogoal(this);
169
170         // if the bot is not attacking, consider reloading weapons
171         if (!(this.aistatus & AI_STATUS_ATTACKING))
172         {
173                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
174                 {
175                         .entity weaponentity = weaponentities[slot];
176
177                         if(this.(weaponentity).m_weapon == WEP_Null && slot != 0)
178                                 continue;
179
180                         // we are currently holding a weapon that's not fully loaded, reload it
181                         if(skill >= 2) // bots can only reload the held weapon on purpose past this skill
182                         if(this.(weaponentity).clip_load < this.(weaponentity).clip_size)
183                                 this.impulse = IMP_weapon_reload.impulse; // not sure if this is done right
184
185                         // if we're not reloading a weapon, switch to any weapon in our invnetory that's not fully loaded to reload it next
186                         // the code above executes next frame, starting the reloading then
187                         if(skill >= 5) // bots can only look for unloaded weapons past this skill
188                         if(this.(weaponentity).clip_load >= 0) // only if we're not reloading a weapon already
189                         {
190                                 FOREACH(Weapons, it != WEP_Null, LAMBDA(
191                                         if((this.weapons & (it.m_wepset)) && (it.spawnflags & WEP_FLAG_RELOADABLE) && (this.(weaponentity).weapon_load[it.m_id] < it.reloading_ammo))
192                                         {
193                                                 this.(weaponentity).m_switchweapon = it;
194                                                 break;
195                                         }
196                                 ));
197                         }
198                 }
199         }
200 }
201
202 void havocbot_keyboard_movement(entity this, vector destorg)
203 {
204         vector keyboard;
205
206         if (time > this.havocbot_keyboardtime)
207         {
208                 float sk = skill + this.bot_moveskill;
209                 this.havocbot_keyboardtime =
210                         max(
211                                 this.havocbot_keyboardtime
212                                         + 0.05 / max(1, sk + this.havocbot_keyboardskill)
213                                         + random() * 0.025 / max(0.00025, skill + this.havocbot_keyboardskill)
214                         , time);
215                 keyboard = this.movement / autocvar_sv_maxspeed;
216
217                 float trigger = autocvar_bot_ai_keyboard_threshold;
218                 float trigger1 = -trigger;
219
220                 // categorize forward movement
221                 // at skill < 1.5 only forward
222                 // at skill < 2.5 only individual directions
223                 // at skill < 4.5 only individual directions, and forward diagonals
224                 // at skill >= 4.5, all cases allowed
225                 if (keyboard.x > trigger)
226                 {
227                         keyboard.x = 1;
228                         if (sk < 2.5)
229                                 keyboard.y = 0;
230                 }
231                 else if (keyboard.x < trigger1 && sk > 1.5)
232                 {
233                         keyboard.x = -1;
234                         if (sk < 4.5)
235                                 keyboard.y = 0;
236                 }
237                 else
238                 {
239                         keyboard.x = 0;
240                         if (sk < 1.5)
241                                 keyboard.y = 0;
242                 }
243                 if (sk < 4.5)
244                         keyboard.z = 0;
245
246                 if (keyboard.y > trigger)
247                         keyboard.y = 1;
248                 else if (keyboard.y < trigger1)
249                         keyboard.y = -1;
250                 else
251                         keyboard.y = 0;
252
253                 if (keyboard.z > trigger)
254                         keyboard.z = 1;
255                 else if (keyboard.z < trigger1)
256                         keyboard.z = -1;
257                 else
258                         keyboard.z = 0;
259
260                 this.havocbot_keyboard = keyboard * autocvar_sv_maxspeed;
261                 if (this.havocbot_ducktime > time)
262                         PHYS_INPUT_BUTTON_CROUCH(this) = true;
263         }
264
265         keyboard = this.havocbot_keyboard;
266         float blend = bound(0, vlen(destorg - this.origin) / autocvar_bot_ai_keyboard_distance, 1); // When getting close move with 360 degree
267         //dprint("movement ", vtos(this.movement), " keyboard ", vtos(keyboard), " blend ", ftos(blend), "\n");
268         this.movement = this.movement + (keyboard - this.movement) * blend;
269 }
270
271 void havocbot_bunnyhop(entity this, vector dir)
272 {
273         float bunnyhopdistance;
274         vector deviation;
275         float maxspeed;
276         vector gco, gno;
277
278         // Don't jump when attacking
279         if(this.aistatus & AI_STATUS_ATTACKING)
280                 return;
281
282         if(IS_PLAYER(this.goalcurrent))
283                 return;
284
285         maxspeed = autocvar_sv_maxspeed;
286
287         if(this.aistatus & AI_STATUS_RUNNING && vdist(this.velocity, <, autocvar_sv_maxspeed * 0.75)
288                 || this.aistatus & AI_STATUS_DANGER_AHEAD)
289         {
290                 this.aistatus &= ~AI_STATUS_RUNNING;
291                 PHYS_INPUT_BUTTON_JUMP(this) = false;
292                 this.bot_canruntogoal = 0;
293                 this.bot_timelastseengoal = 0;
294                 return;
295         }
296
297         if(this.waterlevel > WATERLEVEL_WETFEET)
298         {
299                 this.aistatus &= ~AI_STATUS_RUNNING;
300                 return;
301         }
302
303         if(this.bot_lastseengoal != this.goalcurrent && !(this.aistatus & AI_STATUS_RUNNING))
304         {
305                 this.bot_canruntogoal = 0;
306                 this.bot_timelastseengoal = 0;
307         }
308
309         gco = (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5;
310         bunnyhopdistance = vlen(this.origin - gco);
311
312         // Run only to visible goals
313         if(IS_ONGROUND(this))
314         if(vlen(this.velocity - eZ * this.velocity.z) >= autocvar_sv_maxspeed) // if -really- running
315         if(checkpvs(this.origin + this.view_ofs, this.goalcurrent))
316         {
317                         this.bot_lastseengoal = this.goalcurrent;
318
319                         // seen it before
320                         if(this.bot_timelastseengoal)
321                         {
322                                 // for a period of time
323                                 if(time - this.bot_timelastseengoal > autocvar_bot_ai_bunnyhop_firstjumpdelay)
324                                 {
325                                         float checkdistance;
326                                         checkdistance = true;
327
328                                         // don't run if it is too close
329                                         if(this.bot_canruntogoal==0)
330                                         {
331                                                 if(bunnyhopdistance > autocvar_bot_ai_bunnyhop_startdistance)
332                                                         this.bot_canruntogoal = 1;
333                                                 else
334                                                         this.bot_canruntogoal = -1;
335                                         }
336
337                                         if(this.bot_canruntogoal != 1)
338                                                 return;
339
340                                         if(this.aistatus & AI_STATUS_ROAMING)
341                                         if(this.goalcurrent.classname=="waypoint")
342                                         if (!(this.goalcurrent.wpflags & WAYPOINTFLAG_PERSONAL))
343                                         if(fabs(gco.z - this.origin.z) < this.maxs.z - this.mins.z)
344                                         if(this.goalstack01 && !wasfreed(this.goalstack01))
345                                         {
346                                                 gno = (this.goalstack01.absmin + this.goalstack01.absmax) * 0.5;
347                                                 deviation = vectoangles(gno - this.origin) - vectoangles(gco - this.origin);
348                                                 while (deviation.y < -180) deviation.y = deviation.y + 360;
349                                                 while (deviation.y > 180) deviation.y = deviation.y - 360;
350
351                                                 if(fabs(deviation.y) < 20)
352                                                 if(bunnyhopdistance < vlen(this.origin - gno))
353                                                 if(fabs(gno.z - gco.z) < this.maxs.z - this.mins.z)
354                                                 {
355                                                         if(vdist(gco - gno, >, autocvar_bot_ai_bunnyhop_startdistance))
356                                                         if(checkpvs(this.origin + this.view_ofs, this.goalstack01))
357                                                         {
358                                                                 checkdistance = false;
359                                                         }
360                                                 }
361                                         }
362
363                                         if(checkdistance)
364                                         {
365                                                 this.aistatus &= ~AI_STATUS_RUNNING;
366                                                 // increase stop distance in case the goal is on a slope or a lower platform 
367                                                 if(bunnyhopdistance > autocvar_bot_ai_bunnyhop_stopdistance + (this.origin.z - gco.z))
368                                                         PHYS_INPUT_BUTTON_JUMP(this) = true;
369                                         }
370                                         else
371                                         {
372                                                 this.aistatus |= AI_STATUS_RUNNING;
373                                                 PHYS_INPUT_BUTTON_JUMP(this) = true;
374                                         }
375                                 }
376                         }
377                         else
378                         {
379                                 this.bot_timelastseengoal = time;
380                         }
381         }
382         else
383         {
384                 this.bot_timelastseengoal = 0;
385         }
386
387 #if 0
388         // Release jump button
389         if(!cvar("sv_pogostick"))
390         if((IS_ONGROUND(this)) == 0)
391         {
392                 if(this.velocity.z < 0 || vlen(this.velocity)<maxspeed)
393                         PHYS_INPUT_BUTTON_JUMP(this) = false;
394
395                 // Strafe
396                 if(this.aistatus & AI_STATUS_RUNNING)
397                 if(vlen(this.velocity)>maxspeed)
398                 {
399                         deviation = vectoangles(dir) - vectoangles(this.velocity);
400                         while (deviation.y < -180) deviation.y = deviation.y + 360;
401                         while (deviation.y > 180) deviation.y = deviation.y - 360;
402
403                         if(fabs(deviation.y)>10)
404                                 this.movement_x = 0;
405
406                         if(deviation.y>10)
407                                 this.movement_y = maxspeed * -1;
408                         else if(deviation.y<10)
409                                 this.movement_y = maxspeed;
410
411                 }
412         }
413 #endif
414 }
415
416 .entity goalcurrent_prev;
417 .float goalcurrent_distance;
418 .float goalcurrent_distance_time;
419 void havocbot_movetogoal(entity this)
420 {
421         vector destorg;
422         vector diff;
423         vector dir;
424         vector flatdir;
425         vector m1;
426         vector m2;
427         vector evadeobstacle;
428         vector evadelava;
429         float maxspeed;
430         vector gco;
431         //float dist;
432         vector dodge;
433         //if (this.goalentity)
434         //      te_lightning2(this, this.origin, (this.goalentity.absmin + this.goalentity.absmax) * 0.5);
435         this.movement = '0 0 0';
436         maxspeed = autocvar_sv_maxspeed;
437
438         // Jetpack navigation
439         if(this.goalcurrent)
440         if(this.navigation_jetpack_goal)
441         if(this.goalcurrent==this.navigation_jetpack_goal)
442         if(this.ammo_fuel)
443         {
444                 if(autocvar_bot_debug_goalstack)
445                 {
446                         debuggoalstack(this);
447                         te_wizspike(this.navigation_jetpack_point);
448                 }
449
450                 // Take off
451                 if (!(this.aistatus & AI_STATUS_JETPACK_FLYING))
452                 {
453                         // Brake almost completely so it can get a good direction
454                         if(vdist(this.velocity, >, 10))
455                                 return;
456                         this.aistatus |= AI_STATUS_JETPACK_FLYING;
457                 }
458
459                 makevectors(this.v_angle.y * '0 1 0');
460                 dir = normalize(this.navigation_jetpack_point - this.origin);
461
462                 // Landing
463                 if(this.aistatus & AI_STATUS_JETPACK_LANDING)
464                 {
465                         // Calculate brake distance in xy
466                         float db, v, d;
467                         vector dxy;
468
469                         dxy = this.origin - ( ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5 ); dxy.z = 0;
470                         d = vlen(dxy);
471                         v = vlen(this.velocity -  this.velocity.z * '0 0 1');
472                         db = ((v ** 2) / (autocvar_g_jetpack_acceleration_side * 2)) + 100;
473                 //      dprint("distance ", ftos(ceil(d)), " velocity ", ftos(ceil(v)), " brake at ", ftos(ceil(db)), "\n");
474                         if(d < db || d < 500)
475                         {
476                                 // Brake
477                                 if(fabs(this.velocity.x)>maxspeed*0.3)
478                                 {
479                                         this.movement_x = dir * v_forward * -maxspeed;
480                                         return;
481                                 }
482                                 // Switch to normal mode
483                                 this.navigation_jetpack_goal = NULL;
484                                 this.aistatus &= ~AI_STATUS_JETPACK_LANDING;
485                                 this.aistatus &= ~AI_STATUS_JETPACK_FLYING;
486                                 return;
487                         }
488                 }
489                 else if(checkpvs(this.origin,this.goalcurrent))
490                 {
491                         // If I can see the goal switch to landing code
492                         this.aistatus &= ~AI_STATUS_JETPACK_FLYING;
493                         this.aistatus |= AI_STATUS_JETPACK_LANDING;
494                         return;
495                 }
496
497                 // Flying
498                 PHYS_INPUT_BUTTON_HOOK(this) = true;
499                 if(this.navigation_jetpack_point.z - STAT(PL_MAX, this).z + STAT(PL_MIN, this).z < this.origin.z)
500                 {
501                         this.movement_x = dir * v_forward * maxspeed;
502                         this.movement_y = dir * v_right * maxspeed;
503                 }
504                 return;
505         }
506
507         // Handling of jump pads
508         if(this.jumppadcount)
509         {
510                 // If got stuck on the jump pad try to reach the farthest visible waypoint
511                 // but with some randomness so it can try out different paths
512                 if(this.aistatus & AI_STATUS_OUT_JUMPPAD)
513                 {
514                         if(fabs(this.velocity.z)<50)
515                         {
516                                 entity newgoal = NULL;
517                                 if (vdist(this.origin - this.goalcurrent.origin, <, 150))
518                                         this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
519                                 else IL_EACH(g_waypoints, vdist(it.origin - this.origin, <=, 1000),
520                                 {
521                                         if(it.wpflags & WAYPOINTFLAG_TELEPORT)
522                                         if(it.origin.z < this.origin.z - 100 && vdist(vec2(it.origin - this.origin), <, 100))
523                                                 continue;
524
525                                         traceline(this.origin + this.view_ofs, ((it.absmin + it.absmax) * 0.5), true, this);
526
527                                         if(trace_fraction < 1)
528                                                 continue;
529
530                                         if(!newgoal || ((random() < 0.8) && vlen2(it.origin - this.origin) > vlen2(newgoal.origin - this.origin)))
531                                                 newgoal = it;
532                                 });
533
534                                 if(newgoal)
535                                 {
536                                         this.ignoregoal = this.goalcurrent;
537                                         this.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
538                                         navigation_clearroute(this);
539                                         navigation_routetogoal(this, newgoal, this.origin);
540                                         if(autocvar_bot_debug_goalstack)
541                                                 debuggoalstack(this);
542                                         this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
543                                 }
544                         }
545                         else
546                                 return;
547                 }
548                 else
549                 {
550                         if(time - this.lastteleporttime > 0.3 && this.velocity.z > 0)
551                         {
552                                 vector velxy = this.velocity; velxy_z = 0;
553                                 if(vdist(velxy, <, autocvar_sv_maxspeed * 0.2))
554                                 {
555                                         LOG_TRACE("Warning: ", this.netname, " got stuck on a jumppad (velocity in xy is ", vtos(velxy), "), trying to get out of it now");
556                                         this.aistatus |= AI_STATUS_OUT_JUMPPAD;
557                                 }
558                                 return;
559                         }
560
561                         // Don't chase players while using a jump pad
562                         if(IS_PLAYER(this.goalcurrent) || IS_PLAYER(this.goalstack01))
563                                 return;
564                 }
565         }
566         else if(this.aistatus & AI_STATUS_OUT_JUMPPAD)
567                 this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
568
569         // If there is a trigger_hurt right below try to use the jetpack or make a rocketjump
570         if(skill>6)
571         if (!(IS_ONGROUND(this)))
572         {
573                 tracebox(this.origin, this.mins, this.maxs, this.origin + '0 0 -65536', MOVE_NOMONSTERS, this);
574                 if(tracebox_hits_trigger_hurt(this.origin, this.mins, this.maxs, trace_endpos ))
575                 if(this.items & IT_JETPACK)
576                 {
577                         tracebox(this.origin, this.mins, this.maxs, this.origin + '0 0 65536', MOVE_NOMONSTERS, this);
578                         if(tracebox_hits_trigger_hurt(this.origin, this.mins, this.maxs, trace_endpos + '0 0 1' ))
579                         {
580                                 if(this.velocity.z<0)
581                                 {
582                                         PHYS_INPUT_BUTTON_HOOK(this) = true;
583                                 }
584                         }
585                         else
586                                 PHYS_INPUT_BUTTON_HOOK(this) = true;
587
588                         // If there is no goal try to move forward
589
590                         if(this.goalcurrent==NULL)
591                                 dir = v_forward;
592                         else
593                                 dir = normalize(( ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5 ) - this.origin);
594
595                         vector xyvelocity = this.velocity; xyvelocity_z = 0;
596                         float xyspeed = xyvelocity * dir;
597
598                         if(xyspeed < (maxspeed / 2))
599                         {
600                                 makevectors(this.v_angle.y * '0 1 0');
601                                 tracebox(this.origin, this.mins, this.maxs, this.origin + (dir * maxspeed * 3), MOVE_NOMONSTERS, this);
602                                 if(trace_fraction==1)
603                                 {
604                                         this.movement_x = dir * v_forward * maxspeed;
605                                         this.movement_y = dir * v_right * maxspeed;
606                                         if (skill < 10)
607                                                 havocbot_keyboard_movement(this, this.origin + dir * 100);
608                                 }
609                         }
610
611                         this.havocbot_blockhead = true;
612
613                         return;
614                 }
615                 else if(this.health > WEP_CVAR(devastator, damage) * 0.5 * ((this.strength_finished < time) ? autocvar_g_balance_powerup_strength_selfdamage : 1))
616                 {
617                         if(this.velocity.z < 0)
618                         {
619                                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
620                                 {
621                                         .entity weaponentity = weaponentities[slot];
622
623                                         if(this.(weaponentity).m_weapon == WEP_Null && slot != 0)
624                                                 continue;
625
626                                         if(client_hasweapon(this, WEP_DEVASTATOR, weaponentity, true, false))
627                                         {
628                                                 this.movement_x = maxspeed;
629
630                                                 if(this.rocketjumptime)
631                                                 {
632                                                         if(time > this.rocketjumptime)
633                                                         {
634                                                                 PHYS_INPUT_BUTTON_ATCK2(this) = true;
635                                                                 this.rocketjumptime = 0;
636                                                         }
637                                                         return;
638                                                 }
639
640                                                 this.(weaponentity).m_switchweapon = WEP_DEVASTATOR;
641                                                 this.v_angle_x = 90;
642                                                 PHYS_INPUT_BUTTON_ATCK(this) = true;
643                                                 this.rocketjumptime = time + WEP_CVAR(devastator, detonatedelay);
644                                                 return;
645                                         }
646                                 }
647                         }
648                 }
649                 else
650                 {
651                         // If there is no goal try to move forward
652                         if(this.goalcurrent==NULL)
653                                 this.movement_x = maxspeed;
654                 }
655         }
656
657         // If we are under water with no goals, swim up
658         if(this.waterlevel)
659         if(this.goalcurrent==NULL)
660         {
661                 dir = '0 0 0';
662                 if(this.waterlevel>WATERLEVEL_SWIMMING)
663                         dir.z = 1;
664                 else if(this.velocity.z >= 0 && !(this.waterlevel == WATERLEVEL_WETFEET && this.watertype == CONTENT_WATER))
665                         PHYS_INPUT_BUTTON_JUMP(this) = true;
666                 else
667                         PHYS_INPUT_BUTTON_JUMP(this) = false;
668                 makevectors(this.v_angle.y * '0 1 0');
669                 this.movement_x = dir * v_forward * maxspeed;
670                 this.movement_y = dir * v_right * maxspeed;
671                 this.movement_z = dir * v_up * maxspeed;
672         }
673
674         // if there is nowhere to go, exit
675         if (this.goalcurrent == NULL)
676                 return;
677
678
679         bool locked_goal = false;
680         if(this.goalentity && wasfreed(this.goalentity))
681         {
682                 navigation_clearroute(this);
683                 this.bot_strategytime = 0;
684                 return;
685         }
686         else if(this.goalentity.bot_pickup)
687         {
688                 if(this.goalentity.bot_pickup_respawning)
689                 {
690                         if(this.goalentity.solid) // item respawned
691                                 this.goalentity.bot_pickup_respawning = false;
692                         else if(time < this.goalentity.scheduledrespawntime - 10) // item already taken (by someone else)
693                         {
694                                 this.goalentity.bot_pickup_respawning = false;
695                                 navigation_clearroute(this);
696                                 this.bot_strategytime = 0;
697                                 return;
698                         }
699                         else if(this.goalentity == this.goalcurrent)
700                                 locked_goal = true; // wait for item to respawn
701                 }
702                 else if(!this.goalentity.solid)
703                 {
704                         navigation_clearroute(this);
705                         this.bot_strategytime = 0;
706                         return;
707                 }
708         }
709         if(!locked_goal)
710                 navigation_poptouchedgoals(this);
711
712         // if ran out of goals try to use an alternative goal or get a new strategy asap
713         if(this.goalcurrent == NULL)
714         {
715                 this.bot_strategytime = 0;
716                 return;
717         }
718
719
720         if(autocvar_bot_debug_goalstack)
721                 debuggoalstack(this);
722
723         m1 = this.goalcurrent.origin + this.goalcurrent.mins;
724         m2 = this.goalcurrent.origin + this.goalcurrent.maxs;
725         destorg = this.origin;
726         destorg.x = bound(m1_x, destorg.x, m2_x);
727         destorg.y = bound(m1_y, destorg.y, m2_y);
728         destorg.z = bound(m1_z, destorg.z, m2_z);
729
730         // in case bot ends up inside the teleport waypoint without touching
731         // the teleport itself, head to the teleport origin
732         if(destorg == this.origin)
733                 destorg = this.goalcurrent.origin;
734
735         diff = destorg - this.origin;
736         //dist = vlen(diff);
737         dir = normalize(diff);
738         flatdir = diff;flatdir.z = 0;
739         flatdir = normalize(flatdir);
740         gco = (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5;
741
742         //if (this.bot_dodgevector_time < time)
743         {
744         //      this.bot_dodgevector_time = time + cvar("bot_ai_dodgeupdateinterval");
745         //      this.bot_dodgevector_jumpbutton = 1;
746                 evadeobstacle = '0 0 0';
747                 evadelava = '0 0 0';
748
749                 this.aistatus &= ~AI_STATUS_DANGER_AHEAD;
750                 makevectors(this.v_angle.y * '0 1 0');
751                 if (this.waterlevel)
752                 {
753                         if(this.waterlevel>WATERLEVEL_SWIMMING)
754                         {
755                         //      flatdir_z = 1;
756                                 this.aistatus |= AI_STATUS_OUT_WATER;
757                         }
758                         else
759                         {
760                                 if(this.velocity.z >= 0 && !(this.watertype == CONTENT_WATER && gco.z < this.origin.z) &&
761                                         ( !(this.waterlevel == WATERLEVEL_WETFEET && this.watertype == CONTENT_WATER) || this.aistatus & AI_STATUS_OUT_WATER))
762                                         PHYS_INPUT_BUTTON_JUMP(this) = true;
763                                 else
764                                         PHYS_INPUT_BUTTON_JUMP(this) = false;
765                         }
766                         dir = normalize(flatdir);
767                 }
768                 else
769                 {
770                         float s;
771                         vector offset;
772                         if(this.aistatus & AI_STATUS_OUT_WATER)
773                                 this.aistatus &= ~AI_STATUS_OUT_WATER;
774
775                         // jump if going toward an obstacle that doesn't look like stairs we
776                         // can walk up directly
777                         offset = (vdist(this.velocity, >, 32) ? this.velocity * 0.2 : v_forward * 32);
778                         tracebox(this.origin, this.mins, this.maxs, this.origin + offset, false, this);
779                         if (trace_fraction < 1)
780                         if (trace_plane_normal.z < 0.7)
781                         {
782                                 s = trace_fraction;
783                                 tracebox(this.origin + stepheightvec, this.mins, this.maxs, this.origin + offset + stepheightvec, false, this);
784                                 if (trace_fraction < s + 0.01)
785                                 if (trace_plane_normal.z < 0.7)
786                                 {
787                                         s = trace_fraction;
788                                         tracebox(this.origin + jumpstepheightvec, this.mins, this.maxs, this.origin + offset + jumpstepheightvec, false, this);
789                                         if (trace_fraction > s)
790                                                 PHYS_INPUT_BUTTON_JUMP(this) = true;
791                                 }
792                         }
793
794                         // if bot for some reason doesn't get close to the current goal find another one
795                         if(!IS_PLAYER(this.goalcurrent) && !(this.goalcurrent.bot_pickup_respawning && this.goalcurrent_distance < 50))
796                         {
797                                 float curr_dist = vlen(this.origin - this.goalcurrent.origin);
798                                 if(this.goalcurrent != this.goalcurrent_prev)
799                                 {
800                                         this.goalcurrent_prev = this.goalcurrent;
801                                         this.goalcurrent_distance = curr_dist;
802                                         this.goalcurrent_distance_time = 0;
803                                 }
804                                 else if(curr_dist > this.goalcurrent_distance)
805                                 {
806                                         if(!this.goalcurrent_distance_time)
807                                                 this.goalcurrent_distance_time = time;
808                                         else if (time - this.goalcurrent_distance_time > 0.5)
809                                         {
810                                                 this.goalcurrent_prev = NULL;
811                                                 navigation_clearroute(this);
812                                                 this.bot_strategytime = 0;
813                                                 return;
814                                         }
815                                 }
816                                 else
817                                 {
818                                         // reduce it a little bit so it works even with very small approaches to the goal
819                                         this.goalcurrent_distance = max(20, curr_dist - 15);
820                                         this.goalcurrent_distance_time = 0;
821                                 }
822                         }
823
824                         // Check for water/slime/lava and dangerous edges
825                         // (only when the bot is on the ground or jumping intentionally)
826
827                         vector dst_ahead = this.origin + this.view_ofs + offset;
828                         vector dst_down = dst_ahead - '0 0 3000';
829                         traceline(this.origin + this.view_ofs, dst_ahead, true, NULL);
830
831                         bool unreachable = false;
832                         bool ignorehazards = false;
833                         s = CONTENT_SOLID;
834                         if(trace_fraction == 1 && this.jumppadcount == 0 && !this.goalcurrent.wphardwired )
835                         if((IS_ONGROUND(this)) || (this.aistatus & AI_STATUS_RUNNING) || (this.aistatus & AI_STATUS_ROAMING) || PHYS_INPUT_BUTTON_JUMP(this))
836                         {
837                                 // Look downwards
838                                 traceline(dst_ahead , dst_down, true, NULL);
839                                 //te_lightning2(NULL, this.origin + this.view_ofs, dst_ahead); // Draw "ahead" look
840                                 //te_lightning2(NULL, dst_ahead, dst_down); // Draw "downwards" look
841                                 if(trace_endpos.z < this.origin.z + this.mins.z)
842                                 {
843                                         s = pointcontents(trace_endpos + '0 0 1');
844                                         if (s != CONTENT_SOLID)
845                                         if (s == CONTENT_LAVA || s == CONTENT_SLIME)
846                                         {
847                                                 evadelava = normalize(this.velocity) * -1;
848                                                 if(this.waterlevel >= WATERLEVEL_WETFEET && (this.watertype == CONTENT_LAVA || this.watertype == CONTENT_SLIME))
849                                                         ignorehazards = true;
850                                         }
851                                         else if (s == CONTENT_WATER)
852                                         {
853                                                 if(this.waterlevel >= WATERLEVEL_WETFEET && this.watertype == CONTENT_WATER)
854                                                         ignorehazards = true;
855                                         }
856                                         else if (s == CONTENT_SKY)
857                                                 evadeobstacle = normalize(this.velocity) * -1;
858                                         else if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos))
859                                         {
860                                                 // the traceline check isn't enough but is good as optimization,
861                                                 // when not true (most of the time) this tracebox call is avoided
862                                                 tracebox(dst_ahead, this.mins, this.maxs, dst_down, true, this);
863                                                 if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos))
864                                                 {
865                                                         if (gco.z > this.origin.z + jumpstepheightvec.z)
866                                                         {
867                                                                 // the goal is probably on an upper platform, assume bot can't get there
868                                                                 unreachable = true;
869                                                         }
870                                                         else
871                                                                 evadelava = normalize(this.velocity) * -1;
872                                                 }
873                                         }
874                                 }
875                         }
876
877                         dir = flatdir;
878                         evadeobstacle.z = 0;
879                         evadelava.z = 0;
880                         makevectors(this.v_angle.y * '0 1 0');
881
882                         if(evadeobstacle || evadelava || (s == CONTENT_WATER))
883                         {
884                                 if(!ignorehazards)
885                                         this.aistatus |= AI_STATUS_DANGER_AHEAD;
886                                 if(IS_PLAYER(this.goalcurrent))
887                                         unreachable = true;
888                         }
889                         if(unreachable)
890                         {
891                                 navigation_clearroute(this);
892                                 this.bot_strategytime = 0;
893                         }
894                 }
895
896                 dodge = havocbot_dodge(this);
897                 dodge = dodge * bound(0,0.5+(skill+this.bot_dodgeskill)*0.1,1);
898                 evadelava = evadelava * bound(1,3-(skill+this.bot_dodgeskill),3); //Noobs fear lava a lot and take more distance from it
899                 traceline(this.origin, ( ( this.enemy.absmin + this.enemy.absmax ) * 0.5 ), true, NULL);
900                 if(IS_PLAYER(trace_ent))
901                         dir = dir * bound(0,(skill+this.bot_dodgeskill)/7,1);
902
903                 dir = normalize(dir + dodge + evadeobstacle + evadelava);
904         //      this.bot_dodgevector = dir;
905         //      this.bot_dodgevector_jumpbutton = PHYS_INPUT_BUTTON_JUMP(this);
906         }
907
908         if(time < this.ladder_time)
909         {
910                 if(this.goalcurrent.origin.z + this.goalcurrent.mins.z > this.origin.z + this.mins.z)
911                 {
912                         if(this.origin.z + this.mins.z  < this.ladder_entity.origin.z + this.ladder_entity.maxs.z)
913                                 dir.z = 1;
914                 }
915                 else
916                 {
917                         if(this.origin.z + this.mins.z  > this.ladder_entity.origin.z + this.ladder_entity.mins.z)
918                                 dir.z = -1;
919                 }
920         }
921
922         //dir = this.bot_dodgevector;
923         //if (this.bot_dodgevector_jumpbutton)
924         //      PHYS_INPUT_BUTTON_JUMP(this) = true;
925         this.movement_x = dir * v_forward * maxspeed;
926         this.movement_y = dir * v_right * maxspeed;
927         this.movement_z = dir * v_up * maxspeed;
928
929         // Emulate keyboard interface
930         if (skill < 10)
931                 havocbot_keyboard_movement(this, destorg);
932
933         // Bunnyhop!
934 //      if(this.aistatus & AI_STATUS_ROAMING)
935         if(this.goalcurrent)
936         if(skill+this.bot_moveskill >= autocvar_bot_ai_bunnyhop_skilloffset)
937                 havocbot_bunnyhop(this, dir);
938
939         if ((dir * v_up) >= autocvar_sv_jumpvelocity*0.5 && (IS_ONGROUND(this))) PHYS_INPUT_BUTTON_JUMP(this) = true;
940         if (((dodge * v_up) > 0) && random()*frametime >= 0.2*bound(0,(10-skill-this.bot_dodgeskill)*0.1,1)) PHYS_INPUT_BUTTON_JUMP(this) = true;
941         if (((dodge * v_up) < 0) && random()*frametime >= 0.5*bound(0,(10-skill-this.bot_dodgeskill)*0.1,1)) this.havocbot_ducktime=time+0.3/bound(0.1,skill+this.bot_dodgeskill,10);
942 }
943
944 entity havocbot_gettarget(entity this, bool secondary)
945 {
946         entity best = NULL;
947         vector eye = CENTER_OR_VIEWOFS(this);
948         IL_EACH(g_bot_targets, boolean((secondary) ? it.classname == "misc_breakablemodel" : it.classname != "misc_breakablemodel"),
949         {
950                 vector v = CENTER_OR_VIEWOFS(it);
951                 if(vdist(v - eye, <, autocvar_bot_ai_enemydetectionradius))
952                 if(!best || vlen2(CENTER_OR_VIEWOFS(best) - eye) > vlen2(v - eye))
953                 if(bot_shouldattack(this, it))
954                 {
955                         traceline(eye, v, true, this);
956                         if (trace_ent == it || trace_fraction >= 1)
957                                 best = it;
958                 }
959         });
960
961         return best;
962 }
963
964 void havocbot_chooseenemy(entity this)
965 {
966         if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(this))
967         {
968                 this.enemy = NULL;
969                 return;
970         }
971         if (this.enemy)
972         {
973                 if (!bot_shouldattack(this, this.enemy))
974                 {
975                         // enemy died or something, find a new target
976                         this.enemy = NULL;
977                         this.havocbot_chooseenemy_finished = time;
978                 }
979                 else if (this.havocbot_stickenemy)
980                 {
981                         // tracking last chosen enemy
982                         // if enemy is visible
983                         // and not really really far away
984                         // and we're not severely injured
985                         // then keep tracking for a half second into the future
986                         traceline(this.origin+this.view_ofs, ( this.enemy.absmin + this.enemy.absmax ) * 0.5,false,NULL);
987                         if (trace_ent == this.enemy || trace_fraction == 1)
988                         if (vdist(((this.enemy.absmin + this.enemy.absmax) * 0.5) - this.origin, <, 1000))
989                         if (this.health > 30)
990                         {
991                                 // remain tracking him for a shot while (case he went after a small corner or pilar
992                                 this.havocbot_chooseenemy_finished = time + 0.5;
993                                 return;
994                         }
995                         // enemy isn't visible, or is far away, or we're injured severely
996                         // so stop preferring this enemy
997                         // (it will still take a half second until a new one is chosen)
998                         this.havocbot_stickenemy = 0;
999                 }
1000         }
1001         if (time < this.havocbot_chooseenemy_finished)
1002                 return;
1003         this.havocbot_chooseenemy_finished = time + autocvar_bot_ai_enemydetectioninterval;
1004         vector eye = this.origin + this.view_ofs;
1005         entity best = NULL;
1006         float bestrating = 100000000;
1007
1008         // Backup hit flags
1009         int hf = this.dphitcontentsmask;
1010
1011         // Search for enemies, if no enemy can be seen directly try to look through transparent objects
1012
1013         this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
1014
1015         bool scan_transparent = false;
1016         bool scan_secondary_targets = false;
1017         bool have_secondary_targets = false;
1018         while(true)
1019         {
1020                 scan_secondary_targets = false;
1021 LABEL(scan_targets)
1022                 IL_EACH(g_bot_targets, it.bot_attack,
1023                 {
1024                         if(!scan_secondary_targets)
1025                         {
1026                                 if(it.classname == "misc_breakablemodel")
1027                                 {
1028                                         have_secondary_targets = true;
1029                                         continue;
1030                                 }
1031                         }
1032                         else if(it.classname != "misc_breakablemodel")
1033                                 continue;
1034
1035                         vector v = (it.absmin + it.absmax) * 0.5;
1036                         float rating = vlen2(v - eye);
1037                         if (vdist(v - eye, <, autocvar_bot_ai_enemydetectionradius))
1038                         if (bestrating > rating)
1039                         if (bot_shouldattack(this, it))
1040                         {
1041                                 traceline(eye, v, true, this);
1042                                 if (trace_ent == it || trace_fraction >= 1)
1043                                 {
1044                                         best = it;
1045                                         bestrating = rating;
1046                                 }
1047                         }
1048                 });
1049
1050                 if(!best && have_secondary_targets && !scan_secondary_targets)
1051                 {
1052                         scan_secondary_targets = true;
1053                         // restart the loop
1054                         bestrating = 100000000;
1055                         goto scan_targets;
1056                 }
1057
1058                 // I want to do a second scan if no enemy was found or I don't have weapons
1059                 // TODO: Perform the scan when using the rifle (requires changes on the rifle code)
1060                 if(best || this.weapons) // || this.weapon == WEP_RIFLE.m_id
1061                         break;
1062                 if(scan_transparent)
1063                         break;
1064
1065                 // Set flags to see through transparent objects
1066                 this.dphitcontentsmask |= DPCONTENTS_OPAQUE;
1067
1068                 scan_transparent = true;
1069         }
1070
1071         // Restore hit flags
1072         this.dphitcontentsmask = hf;
1073
1074         this.enemy = best;
1075         this.havocbot_stickenemy = true;
1076         if(best && best.classname == "misc_breakablemodel")
1077                 this.havocbot_stickenemy = false;
1078 }
1079
1080 float havocbot_chooseweapon_checkreload(entity this, .entity weaponentity, int new_weapon)
1081 {
1082         // bots under this skill cannot find unloaded weapons to reload idly when not in combat,
1083         // so skip this for them, or they'll never get to reload their weapons at all.
1084         // this also allows bots under this skill to be more stupid, and reload more often during combat :)
1085         if(skill < 5)
1086                 return false;
1087
1088         // if this weapon is scheduled for reloading, don't switch to it during combat
1089         if (this.(weaponentity).weapon_load[new_weapon] < 0)
1090         {
1091                 FOREACH(Weapons, it != WEP_Null, LAMBDA(
1092                         if(it.wr_checkammo1(it, this, weaponentity) + it.wr_checkammo2(it, this, weaponentity))
1093                                 return true; // other weapon available
1094                 ));
1095         }
1096
1097         return false;
1098 }
1099
1100 void havocbot_chooseweapon(entity this, .entity weaponentity)
1101 {
1102         int i;
1103
1104         // ;)
1105         if(g_weaponarena_weapons == WEPSET(TUBA))
1106         {
1107                 this.(weaponentity).m_switchweapon = WEP_TUBA;
1108                 return;
1109         }
1110
1111         // TODO: clean this up by moving it to weapon code
1112         if(this.enemy==NULL)
1113         {
1114                 // If no weapon was chosen get the first available weapon
1115                 if(this.(weaponentity).m_weapon==WEP_Null)
1116                 FOREACH(Weapons, it != WEP_Null, LAMBDA(
1117                         if(client_hasweapon(this, it, weaponentity, true, false))
1118                         {
1119                                 this.(weaponentity).m_switchweapon = it;
1120                                 return;
1121                         }
1122                 ));
1123                 return;
1124         }
1125
1126         // Do not change weapon during the next second after a combo
1127         float f = time - this.lastcombotime;
1128         if(f < 1)
1129                 return;
1130
1131         float w;
1132         float distance; distance=bound(10,vlen(this.origin-this.enemy.origin)-200,10000);
1133
1134         // Should it do a weapon combo?
1135         float af, ct, combo_time, combo;
1136
1137         af = ATTACK_FINISHED(this, 0);
1138         ct = autocvar_bot_ai_weapon_combo_threshold;
1139
1140         // Bots with no skill will be 4 times more slower than "godlike" bots when doing weapon combos
1141         // Ideally this 4 should be calculated as longest_weapon_refire / bot_ai_weapon_combo_threshold
1142         combo_time = time + ct + (ct * ((-0.3*(skill+this.bot_weaponskill))+3));
1143
1144         combo = false;
1145
1146         if(autocvar_bot_ai_weapon_combo)
1147         if(this.(weaponentity).m_weapon.m_id == this.(weaponentity).lastfiredweapon)
1148         if(af > combo_time)
1149         {
1150                 combo = true;
1151                 this.lastcombotime = time;
1152         }
1153
1154         distance *= (2 ** this.bot_rangepreference);
1155
1156         // Custom weapon list based on distance to the enemy
1157         if(bot_custom_weapon){
1158
1159                 // Choose weapons for far distance
1160                 if ( distance > bot_distance_far ) {
1161                         for(i=0; i < Weapons_COUNT && bot_weapons_far[i] != -1 ; ++i){
1162                                 w = bot_weapons_far[i];
1163                                 if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
1164                                 {
1165                                         if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1166                                                 continue;
1167                                         this.(weaponentity).m_switchweapon = Weapons_from(w);
1168                                         return;
1169                                 }
1170                         }
1171                 }
1172
1173                 // Choose weapons for mid distance
1174                 if ( distance > bot_distance_close) {
1175                         for(i=0; i < Weapons_COUNT && bot_weapons_mid[i] != -1 ; ++i){
1176                                 w = bot_weapons_mid[i];
1177                                 if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
1178                                 {
1179                                         if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1180                                                 continue;
1181                                         this.(weaponentity).m_switchweapon = Weapons_from(w);
1182                                         return;
1183                                 }
1184                         }
1185                 }
1186
1187                 // Choose weapons for close distance
1188                 for(i=0; i < Weapons_COUNT && bot_weapons_close[i] != -1 ; ++i){
1189                         w = bot_weapons_close[i];
1190                         if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
1191                         {
1192                                 if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1193                                         continue;
1194                                 this.(weaponentity).m_switchweapon = Weapons_from(w);
1195                                 return;
1196                         }
1197                 }
1198         }
1199 }
1200
1201 void havocbot_aim(entity this)
1202 {
1203         if (time < this.nextaim)
1204                 return;
1205         this.nextaim = time + 0.1;
1206         vector myvel = this.velocity;
1207         if (!this.waterlevel)
1208                 myvel.z = 0;
1209         if(MUTATOR_CALLHOOK(HavocBot_Aim, this)) { /* do nothing */ }
1210         else if (this.enemy)
1211         {
1212                 vector enemyvel = this.enemy.velocity;
1213                 if (!this.enemy.waterlevel)
1214                         enemyvel.z = 0;
1215                 lag_additem(this, time + this.ping, 0, 0, this.enemy, this.origin, myvel, (this.enemy.absmin + this.enemy.absmax) * 0.5, enemyvel);
1216         }
1217         else
1218                 lag_additem(this, time + this.ping, 0, 0, NULL, this.origin, myvel, ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5, '0 0 0');
1219 }
1220
1221 bool havocbot_moveto_refresh_route(entity this)
1222 {
1223         // Refresh path to goal if necessary
1224         entity wp;
1225         wp = this.havocbot_personal_waypoint;
1226         navigation_goalrating_start(this);
1227         navigation_routerating(this, wp, 10000, 10000);
1228         navigation_goalrating_end(this);
1229         return (this.goalentity != NULL);
1230 }
1231
1232 float havocbot_moveto(entity this, vector pos)
1233 {
1234         entity wp;
1235
1236         if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_GOING)
1237         {
1238                 // Step 4: Move to waypoint
1239                 if(this.havocbot_personal_waypoint==NULL)
1240                 {
1241                         LOG_TRACE("Error: ", this.netname, " trying to walk to a non existent personal waypoint");
1242                         this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_GOING;
1243                         return CMD_STATUS_ERROR;
1244                 }
1245
1246                 if (!bot_strategytoken_taken)
1247                 if(this.havocbot_personal_waypoint_searchtime<time)
1248                 {
1249                         bot_strategytoken_taken = true;
1250                         if(havocbot_moveto_refresh_route(this))
1251                         {
1252                                 LOG_TRACE(this.netname, " walking to its personal waypoint (after ", ftos(this.havocbot_personal_waypoint_failcounter), " failed attempts)");
1253                                 this.havocbot_personal_waypoint_searchtime = time + 10;
1254                                 this.havocbot_personal_waypoint_failcounter = 0;
1255                         }
1256                         else
1257                         {
1258                                 this.havocbot_personal_waypoint_failcounter += 1;
1259                                 this.havocbot_personal_waypoint_searchtime = time + 2;
1260                                 if(this.havocbot_personal_waypoint_failcounter >= 30)
1261                                 {
1262                                         LOG_TRACE("Warning: can't walk to the personal waypoint located at ", vtos(this.havocbot_personal_waypoint.origin));
1263                                         this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1264                                         delete(this.havocbot_personal_waypoint);
1265                                         return CMD_STATUS_ERROR;
1266                                 }
1267                                 else
1268                                         LOG_TRACE(this.netname, " can't walk to its personal waypoint (after ", ftos(this.havocbot_personal_waypoint_failcounter), " failed attempts), trying later");
1269                         }
1270                 }
1271
1272                 if(autocvar_bot_debug_goalstack)
1273                         debuggoalstack(this);
1274
1275                 // Heading
1276                 vector dir = ( ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5 ) - (this.origin + this.view_ofs);
1277                 dir.z = 0;
1278                 bot_aimdir(this, dir, -1);
1279
1280                 // Go!
1281                 havocbot_movetogoal(this);
1282
1283                 if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_REACHED)
1284                 {
1285                         // Step 5: Waypoint reached
1286                         LOG_TRACE(this.netname, "'s personal waypoint reached");
1287                         delete(this.havocbot_personal_waypoint);
1288                         this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_REACHED;
1289                         return CMD_STATUS_FINISHED;
1290                 }
1291
1292                 return CMD_STATUS_EXECUTING;
1293         }
1294
1295         // Step 2: Linking waypoint
1296         if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_LINKING)
1297         {
1298                 // Wait until it is linked
1299                 if(!this.havocbot_personal_waypoint.wplinked)
1300                 {
1301                         LOG_TRACE(this.netname, " waiting for personal waypoint to be linked");
1302                         return CMD_STATUS_EXECUTING;
1303                 }
1304
1305                 this.havocbot_personal_waypoint_searchtime = time; // so we set the route next frame
1306                 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1307                 this.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_GOING;
1308
1309                 // Step 3: Route to waypoint
1310                 LOG_TRACE(this.netname, " walking to its personal waypoint");
1311
1312                 return CMD_STATUS_EXECUTING;
1313         }
1314
1315         // Step 1: Spawning waypoint
1316         wp = waypoint_spawnpersonal(this, pos);
1317         if(wp==NULL)
1318         {
1319                 LOG_TRACE("Error: Can't spawn personal waypoint at ",vtos(pos));
1320                 return CMD_STATUS_ERROR;
1321         }
1322
1323         this.havocbot_personal_waypoint = wp;
1324         this.havocbot_personal_waypoint_failcounter = 0;
1325         this.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1326
1327         // if pos is inside a teleport, then let's mark it as teleport waypoint
1328         IL_EACH(g_teleporters, WarpZoneLib_BoxTouchesBrush(pos, pos, it, NULL),
1329         {
1330                 wp.wpflags |= WAYPOINTFLAG_TELEPORT;
1331                 this.lastteleporttime = 0;
1332         });
1333
1334 /*
1335         if(wp.wpflags & WAYPOINTFLAG_TELEPORT)
1336                 print("routing to a teleporter\n");
1337         else
1338                 print("routing to a non-teleporter\n");
1339 */
1340
1341         return CMD_STATUS_EXECUTING;
1342 }
1343
1344 float havocbot_resetgoal(entity this)
1345 {
1346         navigation_clearroute(this);
1347         return CMD_STATUS_FINISHED;
1348 }
1349
1350 void havocbot_setupbot(entity this)
1351 {
1352         this.bot_ai = havocbot_ai;
1353         this.cmd_moveto = havocbot_moveto;
1354         this.cmd_resetgoal = havocbot_resetgoal;
1355
1356         havocbot_chooserole(this);
1357 }
1358
1359 vector havocbot_dodge(entity this)
1360 {
1361         // LordHavoc: disabled because this is too expensive
1362         return '0 0 0';
1363 #if 0
1364         entity head;
1365         vector dodge, v, n;
1366         float danger, bestdanger, vl, d;
1367         dodge = '0 0 0';
1368         bestdanger = -20;
1369         // check for dangerous objects near bot or approaching bot
1370         head = findchainfloat(bot_dodge, true);
1371         while(head)
1372         {
1373                 if (head.owner != this)
1374                 {
1375                         vl = vlen(head.velocity);
1376                         if (vl > autocvar_sv_maxspeed * 0.3)
1377                         {
1378                                 n = normalize(head.velocity);
1379                                 v = this.origin - head.origin;
1380                                 d = v * n;
1381                                 if (d > (0 - head.bot_dodgerating))
1382                                 if (d < (vl * 0.2 + head.bot_dodgerating))
1383                                 {
1384                                         // calculate direction and distance from the flight path, by removing the forward axis
1385                                         v = v - (n * (v * n));
1386                                         danger = head.bot_dodgerating - vlen(v);
1387                                         if (bestdanger < danger)
1388                                         {
1389                                                 bestdanger = danger;
1390                                                 // dodge to the side of the object
1391                                                 dodge = normalize(v);
1392                                         }
1393                                 }
1394                         }
1395                         else
1396                         {
1397                                 danger = head.bot_dodgerating - vlen(head.origin - this.origin);
1398                                 if (bestdanger < danger)
1399                                 {
1400                                         bestdanger = danger;
1401                                         dodge = normalize(this.origin - head.origin);
1402                                 }
1403                         }
1404                 }
1405                 head = head.chain;
1406         }
1407         return dodge;
1408 #endif
1409 }