1 #include "navigation.qh"
6 #include "waypoints.qh"
8 #include <common/t_items.qh>
10 #include <common/items/_mod.qh>
12 #include <common/constants.qh>
13 #include <common/net_linked.qh>
14 #include <common/triggers/trigger/jumppads.qh>
18 void navigation_dynamicgoal_init(entity this, bool initially_static)
20 this.navigation_dynamicgoal = true;
21 this.bot_basewaypoint = this.nearestwaypoint;
23 this.nearestwaypointtimeout = -1;
25 this.nearestwaypointtimeout = time;
28 void navigation_dynamicgoal_set(entity this)
30 this.nearestwaypointtimeout = time;
33 void navigation_dynamicgoal_unset(entity this)
35 if(this.bot_basewaypoint)
36 this.nearestwaypoint = this.bot_basewaypoint;
37 this.nearestwaypointtimeout = -1;
40 // rough simulation of walking from one point to another to test if a path
41 // can be traveled, used for waypoint linking and havocbot
43 bool tracewalk(entity e, vector start, vector m1, vector m2, vector end, float movemode)
55 if(autocvar_bot_debug_tracewalk)
64 dist = totaldist = vlen(move);
65 dir = normalize(move);
67 ignorehazards = false;
70 // Analyze starting point
71 traceline(start, start, MOVE_NORMAL, e);
72 if (trace_dpstartcontents & (DPCONTENTS_SLIME | DPCONTENTS_LAVA))
76 traceline( start, start + '0 0 -65536', MOVE_NORMAL, e);
77 if (trace_dpstartcontents & (DPCONTENTS_SLIME | DPCONTENTS_LAVA))
83 tracebox(start, m1, m2, start, MOVE_NOMONSTERS, e);
87 if(autocvar_bot_debug_tracewalk)
88 debugnodestatus(start, DEBUG_NODE_FAIL);
90 //print("tracewalk: ", vtos(start), " is a bad start\n");
99 if (boxesoverlap(end, end, org + m1 + '-1 -1 -1', org + m2 + '1 1 1'))
102 if(autocvar_bot_debug_tracewalk)
103 debugnodestatus(org, DEBUG_NODE_SUCCESS);
105 //print("tracewalk: ", vtos(start), " can reach ", vtos(end), "\n");
108 if(autocvar_bot_debug_tracewalk)
115 dist = dist - stepdist;
116 traceline(org, org, MOVE_NORMAL, e);
119 if (trace_dpstartcontents & (DPCONTENTS_SLIME | DPCONTENTS_LAVA))
121 // hazards blocking path
122 if(autocvar_bot_debug_tracewalk)
123 debugnodestatus(org, DEBUG_NODE_FAIL);
125 //print("tracewalk: ", vtos(start), " hits a hazard when trying to reach ", vtos(end), "\n");
129 if (trace_dpstartcontents & DPCONTENTS_LIQUIDSMASK)
131 move = normalize(end - org);
132 tracebox(org, m1, m2, org + move * stepdist, movemode, e);
134 if(autocvar_bot_debug_tracewalk)
135 debugnode(e, trace_endpos);
137 if (trace_fraction < 1)
140 org = trace_endpos - normalize(org - trace_endpos) * stepdist;
141 for (; org.z < end.z + e.maxs.z; org.z += stepdist)
143 if(autocvar_bot_debug_tracewalk)
146 if(pointcontents(org) == CONTENT_EMPTY)
150 if(pointcontents(org + '0 0 1') != CONTENT_EMPTY)
152 if(autocvar_bot_debug_tracewalk)
153 debugnodestatus(org, DEBUG_NODE_FAIL);
156 //print("tracewalk: ", vtos(start), " failed under water\n");
166 move = dir * stepdist + org;
167 tracebox(org, m1, m2, move, movemode, e);
169 if(autocvar_bot_debug_tracewalk)
170 debugnode(e, trace_endpos);
173 if (trace_fraction < 1)
175 // check if we can walk over this obstacle, possibly by jumpstepping
176 tracebox(org + stepheightvec, m1, m2, move + stepheightvec, movemode, e);
177 if (trace_fraction < 1 || trace_startsolid)
179 tracebox(org + jumpstepheightvec, m1, m2, move + jumpstepheightvec, movemode, e);
180 if (trace_fraction < 1 || trace_startsolid)
182 if(autocvar_bot_debug_tracewalk)
183 debugnodestatus(trace_endpos, DEBUG_NODE_WARNING);
186 traceline( org, move, movemode, e);
187 if ( trace_ent.classname == "door_rotating" || trace_ent.classname == "door")
191 while(trace_ent.classname == "door_rotating" || trace_ent.classname == "door")
193 nextmove = move + (dir * stepdist);
194 traceline( move, nextmove, movemode, e);
200 if(autocvar_bot_debug_tracewalk)
201 debugnodestatus(trace_endpos, DEBUG_NODE_FAIL);
203 //print("tracewalk: ", vtos(start), " hit something when trying to reach ", vtos(end), "\n");
204 //te_explosion(trace_endpos);
205 //print(ftos(e.dphitcontentsmask), "\n");
206 return false; // failed
218 // trace down from stepheight as far as possible and move there,
219 // if this starts in solid we try again without the stepup, and
220 // if that also fails we assume it is a wall
221 // (this is the same logic as the Quake walkmove function used)
222 tracebox(move, m1, m2, move + '0 0 -65536', movemode, e);
224 // moved successfully
228 c = pointcontents(org + '0 0 1');
229 if (!(c == CONTENT_WATER || c == CONTENT_LAVA || c == CONTENT_SLIME))
239 //print("tracewalk: ", vtos(start), " did not arrive at ", vtos(end), " but at ", vtos(org), "\n");
241 // moved but didn't arrive at the intended destination
242 if(autocvar_bot_debug_tracewalk)
243 debugnodestatus(org, DEBUG_NODE_FAIL);
248 /////////////////////////////////////////////////////////////////////////////
250 /////////////////////////////////////////////////////////////////////////////
252 // completely empty the goal stack, used when deciding where to go
253 void navigation_clearroute(entity this)
255 //print("bot ", etos(this), " clear\n");
256 this.navigation_hasgoals = false;
257 this.goalentity = NULL;
258 this.goalcurrent = NULL;
259 this.goalstack01 = NULL;
260 this.goalstack02 = NULL;
261 this.goalstack03 = NULL;
262 this.goalstack04 = NULL;
263 this.goalstack05 = NULL;
264 this.goalstack06 = NULL;
265 this.goalstack07 = NULL;
266 this.goalstack08 = NULL;
267 this.goalstack09 = NULL;
268 this.goalstack10 = NULL;
269 this.goalstack11 = NULL;
270 this.goalstack12 = NULL;
271 this.goalstack13 = NULL;
272 this.goalstack14 = NULL;
273 this.goalstack15 = NULL;
274 this.goalstack16 = NULL;
275 this.goalstack17 = NULL;
276 this.goalstack18 = NULL;
277 this.goalstack19 = NULL;
278 this.goalstack20 = NULL;
279 this.goalstack21 = NULL;
280 this.goalstack22 = NULL;
281 this.goalstack23 = NULL;
282 this.goalstack24 = NULL;
283 this.goalstack25 = NULL;
284 this.goalstack26 = NULL;
285 this.goalstack27 = NULL;
286 this.goalstack28 = NULL;
287 this.goalstack29 = NULL;
288 this.goalstack30 = NULL;
289 this.goalstack31 = NULL;
292 // add a new goal at the beginning of the stack
293 // (in other words: add a new prerequisite before going to the later goals)
294 // NOTE: when a waypoint is added, the WP gets pushed first, then the
295 // next-closest WP on the shortest path to the WP
296 // That means, if the stack overflows, the bot will know how to do the FIRST 32
297 // steps to the goal, and then recalculate the path.
298 void navigation_pushroute(entity this, entity e)
300 //print("bot ", etos(this), " push ", etos(e), "\n");
301 if(this.goalstack31 == this.goalentity)
302 this.goalentity = NULL;
303 this.goalstack31 = this.goalstack30;
304 this.goalstack30 = this.goalstack29;
305 this.goalstack29 = this.goalstack28;
306 this.goalstack28 = this.goalstack27;
307 this.goalstack27 = this.goalstack26;
308 this.goalstack26 = this.goalstack25;
309 this.goalstack25 = this.goalstack24;
310 this.goalstack24 = this.goalstack23;
311 this.goalstack23 = this.goalstack22;
312 this.goalstack22 = this.goalstack21;
313 this.goalstack21 = this.goalstack20;
314 this.goalstack20 = this.goalstack19;
315 this.goalstack19 = this.goalstack18;
316 this.goalstack18 = this.goalstack17;
317 this.goalstack17 = this.goalstack16;
318 this.goalstack16 = this.goalstack15;
319 this.goalstack15 = this.goalstack14;
320 this.goalstack14 = this.goalstack13;
321 this.goalstack13 = this.goalstack12;
322 this.goalstack12 = this.goalstack11;
323 this.goalstack11 = this.goalstack10;
324 this.goalstack10 = this.goalstack09;
325 this.goalstack09 = this.goalstack08;
326 this.goalstack08 = this.goalstack07;
327 this.goalstack07 = this.goalstack06;
328 this.goalstack06 = this.goalstack05;
329 this.goalstack05 = this.goalstack04;
330 this.goalstack04 = this.goalstack03;
331 this.goalstack03 = this.goalstack02;
332 this.goalstack02 = this.goalstack01;
333 this.goalstack01 = this.goalcurrent;
334 this.goalcurrent = e;
337 // remove first goal from stack
338 // (in other words: remove a prerequisite for reaching the later goals)
339 // (used when a spawnfunc_waypoint is reached)
340 void navigation_poproute(entity this)
342 //print("bot ", etos(this), " pop\n");
343 if(this.goalcurrent == this.goalentity)
344 this.goalentity = NULL;
345 this.goalcurrent = this.goalstack01;
346 this.goalstack01 = this.goalstack02;
347 this.goalstack02 = this.goalstack03;
348 this.goalstack03 = this.goalstack04;
349 this.goalstack04 = this.goalstack05;
350 this.goalstack05 = this.goalstack06;
351 this.goalstack06 = this.goalstack07;
352 this.goalstack07 = this.goalstack08;
353 this.goalstack08 = this.goalstack09;
354 this.goalstack09 = this.goalstack10;
355 this.goalstack10 = this.goalstack11;
356 this.goalstack11 = this.goalstack12;
357 this.goalstack12 = this.goalstack13;
358 this.goalstack13 = this.goalstack14;
359 this.goalstack14 = this.goalstack15;
360 this.goalstack15 = this.goalstack16;
361 this.goalstack16 = this.goalstack17;
362 this.goalstack17 = this.goalstack18;
363 this.goalstack18 = this.goalstack19;
364 this.goalstack19 = this.goalstack20;
365 this.goalstack20 = this.goalstack21;
366 this.goalstack21 = this.goalstack22;
367 this.goalstack22 = this.goalstack23;
368 this.goalstack23 = this.goalstack24;
369 this.goalstack24 = this.goalstack25;
370 this.goalstack25 = this.goalstack26;
371 this.goalstack26 = this.goalstack27;
372 this.goalstack27 = this.goalstack28;
373 this.goalstack28 = this.goalstack29;
374 this.goalstack29 = this.goalstack30;
375 this.goalstack30 = this.goalstack31;
376 this.goalstack31 = NULL;
379 float navigation_waypoint_will_link(vector v, vector org, entity ent, float walkfromwp, float bestdist)
382 dist = vlen(v - org);
385 traceline(v, org, true, ent);
386 if (trace_fraction == 1)
390 if (tracewalk(ent, v, PL_MIN_CONST, PL_MAX_CONST, org, bot_navigation_movemode))
395 if (tracewalk(ent, org, PL_MIN_CONST, PL_MAX_CONST, v, bot_navigation_movemode))
403 // find the spawnfunc_waypoint near a dynamic goal such as a dropped weapon
404 entity navigation_findnearestwaypoint_withdist_except(entity ent, float walkfromwp, float bestdist, entity except)
406 vector pm1 = ent.origin + ent.mins;
407 vector pm2 = ent.origin + ent.maxs;
409 // do two scans, because box test is cheaper
410 IL_EACH(g_waypoints, it != ent && it != except,
412 if(boxesoverlap(pm1, pm2, it.absmin, it.absmax))
416 vector org = ent.origin + 0.5 * (ent.mins + ent.maxs);
417 org.z = ent.origin.z + ent.mins.z - PL_MIN_CONST.z; // player height
418 // TODO possibly make other code have the same support for bboxes
420 org = org + ent.tag_entity.origin;
421 if (navigation_testtracewalk)
427 // box check failed, try walk
428 IL_EACH(g_waypoints, it != ent,
432 vector wm1 = it.origin + it.mins;
433 vector wm2 = it.origin + it.maxs;
434 v.x = bound(wm1_x, org.x, wm2_x);
435 v.y = bound(wm1_y, org.y, wm2_y);
436 v.z = bound(wm1_z, org.z, wm2_z);
440 if(navigation_waypoint_will_link(v, org, ent, walkfromwp, bestdist))
442 bestdist = vlen(v - org);
448 entity navigation_findnearestwaypoint(entity ent, float walkfromwp)
450 entity wp = navigation_findnearestwaypoint_withdist_except(ent, walkfromwp, 1050, NULL);
451 if (autocvar_g_waypointeditor_auto)
453 entity wp2 = navigation_findnearestwaypoint_withdist_except(ent, walkfromwp, 1050, wp);
455 wp.wpflags |= WAYPOINTFLAG_PROTECTED;
460 // finds the waypoints near the bot initiating a navigation query
461 float navigation_markroutes_nearestwaypoints(entity this, float maxdist)
464 // navigation_testtracewalk = true;
466 IL_EACH(g_waypoints, !it.wpconsidered,
470 m1 = it.origin + it.mins;
471 m2 = it.origin + it.maxs;
473 v.x = bound(m1_x, v.x, m2_x);
474 v.y = bound(m1_y, v.y, m2_y);
475 v.z = bound(m1_z, v.z, m2_z);
479 vector diff = v - this.origin;
480 diff.z = max(0, diff.z);
481 if(vdist(diff, <, maxdist))
483 it.wpconsidered = true;
484 if (tracewalk(this, this.origin, this.mins, this.maxs, v, bot_navigation_movemode))
486 it.wpnearestpoint = v;
487 it.wpcost = vlen(v - this.origin) + it.dmg;
494 //navigation_testtracewalk = false;
498 // updates a path link if a spawnfunc_waypoint link is better than the current one
499 void navigation_markroutes_checkwaypoint(entity w, entity wp, float cost2, vector p)
508 v.x = bound(m1_x, p.x, m2_x);
509 v.y = bound(m1_y, p.y, m2_y);
510 v.z = bound(m1_z, p.z, m2_z);
514 cost2 = cost2 + vlen(v - p);
515 if (wp.wpcost > cost2)
520 wp.wpnearestpoint = v;
524 // queries the entire spawnfunc_waypoint network for pathes leading away from the bot
525 void navigation_markroutes(entity this, entity fixed_source_waypoint)
530 IL_EACH(g_waypoints, true,
532 it.wpconsidered = false;
533 it.wpnearestpoint = '0 0 0';
534 it.wpcost = 10000000;
539 if(fixed_source_waypoint)
541 fixed_source_waypoint.wpconsidered = true;
542 fixed_source_waypoint.wpnearestpoint = fixed_source_waypoint.origin + 0.5 * (fixed_source_waypoint.mins + fixed_source_waypoint.maxs);
543 fixed_source_waypoint.wpcost = fixed_source_waypoint.dmg;
544 fixed_source_waypoint.wpfire = 1;
545 fixed_source_waypoint.enemy = NULL;
549 // try a short range search for the nearest waypoints, and expand the search repeatedly if none are found
550 // as this search is expensive we will use lower values if the bot is on the air
551 float increment, maxdistance;
552 if(IS_ONGROUND(this))
563 for(int j = increment; !navigation_markroutes_nearestwaypoints(this, j) && j < maxdistance; j += increment);
566 bool searching = true;
570 IL_EACH(g_waypoints, it.wpfire,
575 p = it.wpnearestpoint;
577 wp = it.wp00;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + it.wp00mincost) navigation_markroutes_checkwaypoint(it, wp, cost2, p);
578 wp = it.wp01;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + it.wp01mincost) navigation_markroutes_checkwaypoint(it, wp, cost2, p);
579 wp = it.wp02;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + it.wp02mincost) navigation_markroutes_checkwaypoint(it, wp, cost2, p);
580 wp = it.wp03;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + it.wp03mincost) navigation_markroutes_checkwaypoint(it, wp, cost2, p);
581 wp = it.wp04;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + it.wp04mincost) navigation_markroutes_checkwaypoint(it, wp, cost2, p);
582 wp = it.wp05;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + it.wp05mincost) navigation_markroutes_checkwaypoint(it, wp, cost2, p);
583 wp = it.wp06;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + it.wp06mincost) navigation_markroutes_checkwaypoint(it, wp, cost2, p);
584 wp = it.wp07;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + it.wp07mincost) navigation_markroutes_checkwaypoint(it, wp, cost2, p);
585 wp = it.wp08;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + it.wp08mincost) navigation_markroutes_checkwaypoint(it, wp, cost2, p);
586 wp = it.wp09;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + it.wp09mincost) navigation_markroutes_checkwaypoint(it, wp, cost2, p);
587 wp = it.wp10;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + it.wp10mincost) navigation_markroutes_checkwaypoint(it, wp, cost2, p);
588 wp = it.wp11;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + it.wp11mincost) navigation_markroutes_checkwaypoint(it, wp, cost2, p);
589 wp = it.wp12;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + it.wp12mincost) navigation_markroutes_checkwaypoint(it, wp, cost2, p);
590 wp = it.wp13;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + it.wp13mincost) navigation_markroutes_checkwaypoint(it, wp, cost2, p);
591 wp = it.wp14;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + it.wp14mincost) navigation_markroutes_checkwaypoint(it, wp, cost2, p);
592 wp = it.wp15;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + it.wp15mincost) navigation_markroutes_checkwaypoint(it, wp, cost2, p);
593 wp = it.wp16;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + it.wp16mincost) navigation_markroutes_checkwaypoint(it, wp, cost2, p);
594 wp = it.wp17;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + it.wp17mincost) navigation_markroutes_checkwaypoint(it, wp, cost2, p);
595 wp = it.wp18;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + it.wp18mincost) navigation_markroutes_checkwaypoint(it, wp, cost2, p);
596 wp = it.wp19;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + it.wp19mincost) navigation_markroutes_checkwaypoint(it, wp, cost2, p);
597 wp = it.wp20;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + it.wp20mincost) navigation_markroutes_checkwaypoint(it, wp, cost2, p);
598 wp = it.wp21;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + it.wp21mincost) navigation_markroutes_checkwaypoint(it, wp, cost2, p);
599 wp = it.wp22;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + it.wp22mincost) navigation_markroutes_checkwaypoint(it, wp, cost2, p);
600 wp = it.wp23;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + it.wp23mincost) navigation_markroutes_checkwaypoint(it, wp, cost2, p);
601 wp = it.wp24;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + it.wp24mincost) navigation_markroutes_checkwaypoint(it, wp, cost2, p);
602 wp = it.wp25;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + it.wp25mincost) navigation_markroutes_checkwaypoint(it, wp, cost2, p);
603 wp = it.wp26;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + it.wp26mincost) navigation_markroutes_checkwaypoint(it, wp, cost2, p);
604 wp = it.wp27;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + it.wp27mincost) navigation_markroutes_checkwaypoint(it, wp, cost2, p);
605 wp = it.wp28;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + it.wp28mincost) navigation_markroutes_checkwaypoint(it, wp, cost2, p);
606 wp = it.wp29;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + it.wp29mincost) navigation_markroutes_checkwaypoint(it, wp, cost2, p);
607 wp = it.wp30;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + it.wp30mincost) navigation_markroutes_checkwaypoint(it, wp, cost2, p);
608 wp = it.wp31;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + it.wp31mincost) navigation_markroutes_checkwaypoint(it, wp, cost2, p);
609 }}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}
614 // queries the entire spawnfunc_waypoint network for pathes leading to the bot
615 void navigation_markroutes_inverted(entity fixed_source_waypoint)
619 IL_EACH(g_waypoints, true,
621 it.wpconsidered = false;
622 it.wpnearestpoint = '0 0 0';
623 it.wpcost = 10000000;
628 if(fixed_source_waypoint)
630 fixed_source_waypoint.wpconsidered = true;
631 fixed_source_waypoint.wpnearestpoint = fixed_source_waypoint.origin + 0.5 * (fixed_source_waypoint.mins + fixed_source_waypoint.maxs);
632 fixed_source_waypoint.wpcost = fixed_source_waypoint.dmg; // the cost to get from X to fixed_source_waypoint
633 fixed_source_waypoint.wpfire = 1;
634 fixed_source_waypoint.enemy = NULL;
638 error("need to start with a waypoint\n");
641 bool searching = true;
645 IL_EACH(g_waypoints, it.wpfire,
649 cost = it.wpcost; // cost to walk from it to home
650 p = it.wpnearestpoint;
652 IL_EACH(g_waypoints, true,
654 if(wp != it.wp00) if(wp != it.wp01) if(wp != it.wp02) if(wp != it.wp03)
655 if(wp != it.wp04) if(wp != it.wp05) if(wp != it.wp06) if(wp != it.wp07)
656 if(wp != it.wp08) if(wp != it.wp09) if(wp != it.wp10) if(wp != it.wp11)
657 if(wp != it.wp12) if(wp != it.wp13) if(wp != it.wp14) if(wp != it.wp15)
658 if(wp != it.wp16) if(wp != it.wp17) if(wp != it.wp18) if(wp != it.wp19)
659 if(wp != it.wp20) if(wp != it.wp21) if(wp != it.wp22) if(wp != it.wp23)
660 if(wp != it.wp24) if(wp != it.wp25) if(wp != it.wp26) if(wp != it.wp27)
661 if(wp != it.wp28) if(wp != it.wp29) if(wp != it.wp30) if(wp != it.wp31)
663 cost2 = cost + it.dmg;
664 navigation_markroutes_checkwaypoint(wp, it, cost2, p);
670 // updates the best goal according to a weighted calculation of travel cost and item value of a new proposed item
671 void navigation_routerating(entity this, entity e, float f, float rangebias)
681 bool rate_wps = false;
682 if((e.flags & FL_INWATER) || (e.flags & FL_PARTIALGROUND))
687 traceline(e.origin, e.origin + '0 0 -1500', true, NULL);
688 int t = pointcontents(trace_endpos + '0 0 1');
689 if(t != CONTENT_SOLID )
691 if(t == CONTENT_WATER || t == CONTENT_SLIME || t == CONTENT_LAVA)
693 else if(tracebox_hits_trigger_hurt(e.origin, e.mins, e.maxs, trace_endpos))
701 entity best_wp = NULL;
702 float best_dist = 10000;
703 IL_EACH(g_waypoints, vdist(it.origin - theEnemy.origin, <, 500)
704 && vdist(it.origin - this.origin, >, 100)
705 && !(it.wpflags & WAYPOINTFLAG_TELEPORT),
707 float dist = vlen(it.origin - theEnemy.origin);
708 if (dist < best_dist)
720 vector o = (e.absmin + e.absmax) * 0.5;
722 //print("routerating ", etos(e), " = ", ftos(f), " - ", ftos(rangebias), "\n");
724 // Evaluate path using jetpack
726 if(this.items & IT_JETPACK)
727 if(autocvar_bot_ai_navigation_jetpack)
728 if(vdist(this.origin - o, >, autocvar_bot_ai_navigation_jetpack_mindistance))
730 vector pointa, pointb;
732 LOG_DEBUG("jetpack ai: evaluating path for ", e.classname);
735 traceline(this.origin, this.origin + '0 0 65535', MOVE_NORMAL, this);
736 pointa = trace_endpos - '0 0 1';
739 traceline(o, o + '0 0 65535', MOVE_NORMAL, e);
740 pointb = trace_endpos - '0 0 1';
742 // Can I see these two points from the sky?
743 traceline(pointa, pointb, MOVE_NORMAL, this);
745 if(trace_fraction==1)
747 LOG_DEBUG("jetpack ai: can bridge these two points");
749 // Lower the altitude of these points as much as possible
750 float zdistance, xydistance, cost, t, fuel;
751 vector down, npa, npb;
753 down = '0 0 -1' * (STAT(PL_MAX, this).z - STAT(PL_MIN, this).z) * 10;
759 if(npa.z<=this.absmax.z)
762 if(npb.z<=e.absmax.z)
765 traceline(npa, npb, MOVE_NORMAL, this);
766 if(trace_fraction==1)
772 while(trace_fraction == 1);
775 // Rough estimation of fuel consumption
776 // (ignores acceleration and current xyz velocity)
777 xydistance = vlen(pointa - pointb);
778 zdistance = fabs(pointa.z - this.origin.z);
780 t = zdistance / autocvar_g_jetpack_maxspeed_up;
781 t += xydistance / autocvar_g_jetpack_maxspeed_side;
782 fuel = t * autocvar_g_jetpack_fuel * 0.8;
784 LOG_DEBUG("jetpack ai: required fuel ", ftos(fuel), " this.ammo_fuel ", ftos(this.ammo_fuel));
787 if(this.ammo_fuel>fuel)
790 // (as onground costs calculation is mostly based on distances, here we do the same establishing some relationship
791 // - between air and ground speeds)
793 cost = xydistance / (autocvar_g_jetpack_maxspeed_side/autocvar_sv_maxspeed);
794 cost += zdistance / (autocvar_g_jetpack_maxspeed_up/autocvar_sv_maxspeed);
797 // Compare against other goals
798 f = f * rangebias / (rangebias + cost);
800 if (navigation_bestrating < f)
802 LOG_DEBUG("jetpack path: added goal ", e.classname, " (with rating ", ftos(f), ")");
803 navigation_bestrating = f;
804 navigation_bestgoal = e;
805 this.navigation_jetpack_goal = e;
806 this.navigation_jetpack_point = pointb;
814 //te_wizspike(e.origin);
817 // update the cached spawnfunc_waypoint link on a dynamic item entity
818 if(e.classname == "waypoint" && !(e.wpflags & WAYPOINTFLAG_PERSONAL))
824 if ((!e.nearestwaypoint || e.navigation_dynamicgoal)
825 && e.nearestwaypointtimeout >= 0 && time > e.nearestwaypointtimeout)
827 nwp = navigation_findnearestwaypoint(e, true);
829 e.nearestwaypoint = nwp;
832 LOG_DEBUG("FAILED to find a nearest waypoint to '", e.classname, "' #", etos(e));
834 if(!e.navigation_dynamicgoal)
835 e.blacklisted = true;
839 LOG_DEBUG("The entity '", e.classname, "' is going to be excluded from path finding during this match");
844 if(e.navigation_dynamicgoal)
845 e.nearestwaypointtimeout = time + 2;
847 nwp = e.nearestwaypoint;
850 LOG_DEBUG("-- checking ", e.classname, " (with cost ", ftos(nwp.wpcost), ")");
852 if (nwp.wpcost < 10000000)
854 //te_wizspike(nwp.wpnearestpoint);
855 LOG_DEBUG(e.classname, " ", ftos(f), "/(1+", ftos((nwp.wpcost + vlen(e.origin - nwp.wpnearestpoint))), "/", ftos(rangebias), ") = ");
856 f = f * rangebias / (rangebias + (nwp.wpcost + vlen(o - nwp.wpnearestpoint)));
857 LOG_DEBUG("considering ", e.classname, " (with rating ", ftos(f), ")");
858 if (navigation_bestrating < f)
860 LOG_DEBUG("ground path: added goal ", e.classname, " (with rating ", ftos(f), ")");
861 navigation_bestrating = f;
862 navigation_bestgoal = e;
867 // adds an item to the the goal stack with the path to a given item
868 bool navigation_routetogoal(entity this, entity e, vector startposition)
872 // if there is no goal, just exit
876 this.navigation_hasgoals = true;
878 // put the entity on the goal stack
879 //print("routetogoal ", etos(e), "\n");
880 navigation_pushroute(this, e);
882 if(e.classname == "waypoint" && !(e.wpflags & WAYPOINTFLAG_PERSONAL))
884 this.wp_goal_prev1 = this.wp_goal_prev0;
885 this.wp_goal_prev0 = e;
889 if(e==this.navigation_jetpack_goal)
892 // if it can reach the goal there is nothing more to do
893 if (tracewalk(this, startposition, STAT(PL_MIN, this), STAT(PL_MAX, this), (e.absmin + e.absmax) * 0.5, bot_navigation_movemode))
896 entity nearest_wp = NULL;
897 // see if there are waypoints describing a path to the item
898 if(e.classname != "waypoint" || (e.wpflags & WAYPOINTFLAG_PERSONAL))
900 e = e.nearestwaypoint;
904 e = e.enemy; // we already have added it, so...
909 if(nearest_wp && nearest_wp.enemy)
911 // often path can be optimized by not adding the nearest waypoint
912 if(tracewalk(this, nearest_wp.enemy.origin, STAT(PL_MIN, this), STAT(PL_MAX, this), (this.goalentity.absmin + this.goalentity.absmax) * 0.5, bot_navigation_movemode))
913 e = nearest_wp.enemy;
918 // add the spawnfunc_waypoint to the path
919 navigation_pushroute(this, e);
929 // removes any currently touching waypoints from the goal stack
930 // (this is how bots detect if they reached a goal)
931 void navigation_poptouchedgoals(entity this)
935 m1 = org + this.mins;
936 m2 = org + this.maxs;
938 if(this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
940 // make sure jumppad is really hit, don't rely on distance based checks
941 // as they may report a touch even if it didn't really happen
942 if(this.lastteleporttime>0)
943 if(time - this.lastteleporttime < ((this.goalcurrent.wpflags & WAYPOINTFLAG_PERSONAL) ? 2 : 0.15))
945 if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_GOING)
946 if(this.goalcurrent.wpflags & WAYPOINTFLAG_PERSONAL && this.goalcurrent.owner==this)
948 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_GOING;
949 this.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_REACHED;
951 navigation_poproute(this);
956 // If for some reason the bot is closer to the next goal, pop the current one
957 if(this.goalstack01 && !wasfreed(this.goalstack01))
958 if(vlen2(this.goalcurrent.origin - this.origin) > vlen2(this.goalstack01.origin - this.origin))
959 if(checkpvs(this.origin + this.view_ofs, this.goalstack01))
960 if(tracewalk(this, this.origin, this.mins, this.maxs, (this.goalstack01.absmin + this.goalstack01.absmax) * 0.5, bot_navigation_movemode))
962 LOG_DEBUG("path optimized for ", this.netname, ", removed a goal from the queue");
963 navigation_poproute(this);
964 // TODO this may also be a nice idea to do "early" (e.g. by
965 // manipulating the vlen() comparisons) to shorten paths in
966 // general - this would make bots walk more "on rails" than
967 // "zigzagging" which they currently do with sufficiently
968 // random-like waypoints, and thus can make a nice bot
969 // personality property
972 // Loose goal touching check when running
973 if(this.aistatus & AI_STATUS_RUNNING)
974 if(this.goalcurrent.classname=="waypoint")
975 if(!(this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT))
976 if(vlen(this.velocity - eZ * this.velocity.z) >= autocvar_sv_maxspeed) // if -really- running
978 if(vdist(this.origin - this.goalcurrent.origin, <, 150))
980 traceline(this.origin + this.view_ofs , this.goalcurrent.origin, true, NULL);
981 if(trace_fraction==1)
983 // Detect personal waypoints
984 if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_GOING)
985 if(this.goalcurrent.wpflags & WAYPOINTFLAG_PERSONAL && this.goalcurrent.owner==this)
987 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_GOING;
988 this.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_REACHED;
991 navigation_poproute(this);
996 while (this.goalcurrent && !IS_PLAYER(this.goalcurrent))
998 vector gc_min = this.goalcurrent.absmin;
999 vector gc_max = this.goalcurrent.absmax;
1000 if(this.goalcurrent.classname == "waypoint" && !this.goalcurrent.wpisbox)
1002 gc_min = this.goalcurrent.origin - '1 1 1' * 12;
1003 gc_max = this.goalcurrent.origin + '1 1 1' * 12;
1005 if(!boxesoverlap(m1, m2, gc_min, gc_max))
1008 if((this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT))
1011 // Detect personal waypoints
1012 if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_GOING)
1013 if(this.goalcurrent.wpflags & WAYPOINTFLAG_PERSONAL && this.goalcurrent.owner==this)
1015 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_GOING;
1016 this.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_REACHED;
1019 navigation_poproute(this);
1023 // begin a goal selection session (queries spawnfunc_waypoint network)
1024 void navigation_goalrating_start(entity this)
1026 if(this.aistatus & AI_STATUS_STUCK)
1029 this.navigation_jetpack_goal = NULL;
1030 navigation_bestrating = -1;
1031 this.navigation_hasgoals = false;
1032 navigation_clearroute(this);
1033 navigation_bestgoal = NULL;
1034 navigation_markroutes(this, NULL);
1037 // ends a goal selection session (updates goal stack to the best goal)
1038 void navigation_goalrating_end(entity this)
1040 if(this.aistatus & AI_STATUS_STUCK)
1043 navigation_routetogoal(this, navigation_bestgoal, this.origin);
1044 LOG_DEBUG("best goal ", this.goalcurrent.classname);
1046 // If the bot got stuck then try to reach the farthest waypoint
1047 if (!this.navigation_hasgoals)
1048 if (autocvar_bot_wander_enable)
1050 if (!(this.aistatus & AI_STATUS_STUCK))
1052 LOG_DEBUG(this.netname, " cannot walk to any goal");
1053 this.aistatus |= AI_STATUS_STUCK;
1056 this.navigation_hasgoals = false; // Reset this value
1060 void botframe_updatedangerousobjects(float maxupdate)
1062 vector m1, m2, v, o;
1065 IL_EACH(g_waypoints, true,
1070 IL_EACH(g_bot_dodge, it.bot_dodge,
1073 v.x = bound(m1_x, v.x, m2_x);
1074 v.y = bound(m1_y, v.y, m2_y);
1075 v.z = bound(m1_z, v.z, m2_z);
1076 o = (it.absmin + it.absmax) * 0.5;
1077 d = it.bot_dodgerating - vlen(o - v);
1080 traceline(o, v, true, NULL);
1081 if (trace_fraction == 1)
1082 danger = danger + d;
1092 void navigation_unstuck(entity this)
1094 float search_radius = 1000;
1096 if (!autocvar_bot_wander_enable)
1099 if (!bot_waypoint_queue_owner)
1101 LOG_DEBUG(this.netname, " stuck, taking over the waypoints queue");
1102 bot_waypoint_queue_owner = this;
1103 bot_waypoint_queue_bestgoal = NULL;
1104 bot_waypoint_queue_bestgoalrating = 0;
1107 if(bot_waypoint_queue_owner!=this)
1110 if (bot_waypoint_queue_goal)
1112 // evaluate the next goal on the queue
1113 float d = vlen2(this.origin - bot_waypoint_queue_goal.origin);
1114 LOG_DEBUG(this.netname, " evaluating ", bot_waypoint_queue_goal.classname, " with distance ", ftos(d));
1115 if(tracewalk(bot_waypoint_queue_goal, this.origin, STAT(PL_MIN, this), STAT(PL_MAX, this), bot_waypoint_queue_goal.origin, bot_navigation_movemode))
1117 if( d > bot_waypoint_queue_bestgoalrating)
1119 bot_waypoint_queue_bestgoalrating = d;
1120 bot_waypoint_queue_bestgoal = bot_waypoint_queue_goal;
1123 bot_waypoint_queue_goal = bot_waypoint_queue_goal.bot_waypoint_queue_nextgoal;
1125 if (!bot_waypoint_queue_goal)
1127 if (bot_waypoint_queue_bestgoal)
1129 LOG_DEBUG(this.netname, " stuck, reachable waypoint found, heading to it");
1130 navigation_routetogoal(this, bot_waypoint_queue_bestgoal, this.origin);
1131 this.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
1132 this.aistatus &= ~AI_STATUS_STUCK;
1136 LOG_DEBUG(this.netname, " stuck, cannot walk to any waypoint at all");
1139 bot_waypoint_queue_owner = NULL;
1144 if(bot_strategytoken!=this)
1147 // build a new queue
1148 LOG_DEBUG(this.netname, " stuck, scanning reachable waypoints within ", ftos(search_radius)," qu");
1150 entity first = NULL;
1152 FOREACH_ENTITY_RADIUS(this.origin, search_radius, it.classname == "waypoint" && !(it.wpflags & WAYPOINTFLAG_GENERATED),
1154 if(bot_waypoint_queue_goal)
1155 bot_waypoint_queue_goal.bot_waypoint_queue_nextgoal = it;
1159 bot_waypoint_queue_goal = it;
1160 bot_waypoint_queue_goal.bot_waypoint_queue_nextgoal = NULL;
1164 bot_waypoint_queue_goal = first;
1167 LOG_DEBUG(this.netname, " stuck, cannot walk to any waypoint at all");
1168 bot_waypoint_queue_owner = NULL;
1173 // Support for debugging tracewalk visually
1175 void debugresetnodes()
1177 debuglastnode = '0 0 0';
1180 void debugnode(entity this, vector node)
1182 if (!IS_PLAYER(this))
1185 if(debuglastnode=='0 0 0')
1187 debuglastnode = node;
1191 te_lightning2(NULL, node, debuglastnode);
1192 debuglastnode = node;
1195 void debugnodestatus(vector position, float status)
1201 case DEBUG_NODE_SUCCESS:
1204 case DEBUG_NODE_WARNING:
1207 case DEBUG_NODE_FAIL:
1214 te_customflash(position, 40, 2, c);
1217 // Support for debugging the goal stack visually
1220 .vector lastposition;
1222 // Debug the goal stack visually
1223 void debuggoalstack(entity this)
1228 if(this.goalcounter==0)goal=this.goalcurrent;
1229 else if(this.goalcounter==1)goal=this.goalstack01;
1230 else if(this.goalcounter==2)goal=this.goalstack02;
1231 else if(this.goalcounter==3)goal=this.goalstack03;
1232 else if(this.goalcounter==4)goal=this.goalstack04;
1233 else if(this.goalcounter==5)goal=this.goalstack05;
1234 else if(this.goalcounter==6)goal=this.goalstack06;
1235 else if(this.goalcounter==7)goal=this.goalstack07;
1236 else if(this.goalcounter==8)goal=this.goalstack08;
1237 else if(this.goalcounter==9)goal=this.goalstack09;
1238 else if(this.goalcounter==10)goal=this.goalstack10;
1239 else if(this.goalcounter==11)goal=this.goalstack11;
1240 else if(this.goalcounter==12)goal=this.goalstack12;
1241 else if(this.goalcounter==13)goal=this.goalstack13;
1242 else if(this.goalcounter==14)goal=this.goalstack14;
1243 else if(this.goalcounter==15)goal=this.goalstack15;
1244 else if(this.goalcounter==16)goal=this.goalstack16;
1245 else if(this.goalcounter==17)goal=this.goalstack17;
1246 else if(this.goalcounter==18)goal=this.goalstack18;
1247 else if(this.goalcounter==19)goal=this.goalstack19;
1248 else if(this.goalcounter==20)goal=this.goalstack20;
1249 else if(this.goalcounter==21)goal=this.goalstack21;
1250 else if(this.goalcounter==22)goal=this.goalstack22;
1251 else if(this.goalcounter==23)goal=this.goalstack23;
1252 else if(this.goalcounter==24)goal=this.goalstack24;
1253 else if(this.goalcounter==25)goal=this.goalstack25;
1254 else if(this.goalcounter==26)goal=this.goalstack26;
1255 else if(this.goalcounter==27)goal=this.goalstack27;
1256 else if(this.goalcounter==28)goal=this.goalstack28;
1257 else if(this.goalcounter==29)goal=this.goalstack29;
1258 else if(this.goalcounter==30)goal=this.goalstack30;
1259 else if(this.goalcounter==31)goal=this.goalstack31;
1264 this.goalcounter = 0;
1265 this.lastposition='0 0 0';
1269 if(this.lastposition=='0 0 0')
1272 org = this.lastposition;
1275 go = ( goal.absmin + goal.absmax ) * 0.5;
1276 te_lightning2(NULL, org, go);
1277 this.lastposition = go;