8 #include "../navigation.qh"
10 .float max_armorvalue;
11 .float havocbot_role_timeout;
13 .void(entity this) havocbot_previous_role;
14 .void(entity this) havocbot_role;
16 void havocbot_goalrating_items(entity this, float ratingscale, vector org, float sradius)
18 float rating, d, discard, friend_distance, enemy_distance;
20 ratingscale = ratingscale * 0.0001; // items are rated around 10000 already
22 IL_EACH(g_items, it.bot_pickup,
28 if(!it.scheduledrespawntime)
30 if(it.respawntime < 30 || (it.respawntimejitter && !it.itemdef.instanceOfPowerup))
34 if(it.itemdef.instanceOfPowerup)
35 t = bound(0, skill / 10, 1) * 6;
39 if(time < it.scheduledrespawntime - t)
42 it.bot_pickup_respawning = true;
44 o = (it.absmin + it.absmax) * 0.5;
45 if(vdist(o - org, >, sradius) || (it == this.ignoregoal && time < this.ignoregoaltime) )
48 // Check if the item can be picked up safely
49 if(it.classname == "droppedweapon")
51 traceline(o, o + '0 0 -1500', true, NULL);
53 d = pointcontents(trace_endpos + '0 0 1');
54 if(d == CONTENT_WATER || d == CONTENT_SLIME || d == CONTENT_LAVA)
56 // this tracebox_hits_trigger_hurt call isn't needed:
57 // dropped weapons are removed as soon as they fall on a trigger_hurt
58 // and can't be rated while they are in the air
59 //if(tracebox_hits_trigger_hurt(it.origin, it.mins, it.maxs, trace_endpos))
64 // Ignore items under water
65 traceline(it.origin + it.maxs, it.origin + it.maxs, MOVE_NORMAL, it);
66 if(trace_dpstartcontents & DPCONTENTS_LIQUIDSMASK)
72 friend_distance = 10000; enemy_distance = 10000;
76 FOREACH_CLIENT(IS_PLAYER(it) && it != this && !IS_DEAD(it),
78 d = vlen(it.origin - o); // distance between player and item
80 if ( it.team == this.team )
82 if ( !IS_REAL_CLIENT(it) || discard )
85 if( d > friend_distance)
91 if (picker.health && it.health > this.health) continue;
92 if (picker.armorvalue && it.armorvalue > this.armorvalue) continue;
94 if (picker.weapons && (picker.weapons & ~it.weapons)) continue;
96 if (picker.ammo_shells && it.ammo_shells > this.ammo_shells) continue;
97 if (picker.ammo_nails && it.ammo_nails > this.ammo_nails) continue;
98 if (picker.ammo_rockets && it.ammo_rockets > this.ammo_rockets) continue;
99 if (picker.ammo_cells && it.ammo_cells > this.ammo_cells) continue;
100 if (picker.ammo_plasma && it.ammo_plasma > this.ammo_plasma) continue;
106 // If enemy only track distances
107 // TODO: track only if visible ?
108 if( d < enemy_distance )
113 // Rate the item only if no one needs it, or if an enemy is closer to it
114 if ( (enemy_distance < friend_distance && vdist(o - org, <, enemy_distance)) ||
115 (friend_distance > autocvar_bot_ai_friends_aware_pickup_radius ) || !discard )
116 rating = it.bot_pickupevalfunc(this, it);
119 rating = it.bot_pickupevalfunc(this, it);
122 navigation_routerating(this, it, rating * ratingscale, 2000);
126 #define BOT_RATING_ENEMY 2500
127 void havocbot_goalrating_enemyplayers(entity this, float ratingscale, vector org, float sradius)
129 if (autocvar_bot_nofire)
132 // don't chase players if we're under water
133 if(this.waterlevel>WATERLEVEL_WETFEET)
136 ratingscale = ratingscale * 0.00005; // enemies are rated around 20000 already
140 FOREACH_CLIENT(IS_PLAYER(it) && bot_shouldattack(this, it), LAMBDA(
141 // TODO: Merge this logic with the bot_shouldattack function
142 if(vdist(it.origin - org, <, 100) || vdist(it.origin - org, >, sradius))
145 // rate only visible enemies
147 traceline(this.origin + this.view_ofs, it.origin, MOVE_NOMONSTERS, this);
148 if (trace_fraction < 1 || trace_ent != it)
152 if((it.flags & FL_INWATER) || (it.flags & FL_PARTIALGROUND))
158 traceline(it.origin, it.origin + '0 0 -1500', true, NULL);
159 t = pointcontents(trace_endpos + '0 0 1');
160 if(t != CONTENT_SOLID )
161 if(t == CONTENT_WATER || t == CONTENT_SLIME || t == CONTENT_LAVA)
163 if(tracebox_hits_trigger_hurt(it.origin, it.mins, it.maxs, trace_endpos))
167 // TODO: rate waypoints near the targeted player at that moment, instead of the player itself
168 // adding a player as a goal seems to be quite dangerous, especially on space maps
169 // remove hack in navigation_poptouchedgoals() after performing this change
171 t = ((this.health + this.armorvalue) - (it.health + it.armorvalue)) / 150;
172 t = bound(0, 1 + t, 3);
175 if (time < this.strength_finished - 1) t += 0.5;
176 if (time < it.strength_finished - 1) t -= 0.5;
178 t += max(0, 8 - skill) * 0.05; // less skilled bots attack more mindlessly
181 navigation_routerating(this, it, ratingscale * BOT_RATING_ENEMY, 2000);
185 // legacy bot role for standard gamemodes
187 void havocbot_role_generic(entity this)
192 if (this.bot_strategytime < time)
194 this.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
195 navigation_goalrating_start(this);
196 havocbot_goalrating_items(this, 10000, this.origin, 10000);
197 havocbot_goalrating_enemyplayers(this, 20000, this.origin, 10000);
198 //havocbot_goalrating_waypoints(1, this.origin, 1000);
199 navigation_goalrating_end(this);
203 void havocbot_chooserole_generic(entity this)
205 this.havocbot_role = havocbot_role_generic;
208 void havocbot_chooserole(entity this)
210 LOG_TRACE("choosing a role...");
211 this.bot_strategytime = 0;
212 if(!MUTATOR_CALLHOOK(HavocBot_ChooseRole, this))
213 havocbot_chooserole_generic(this);