3 #include "role_onslaught.qc"
4 #include "role_keyhunt.qc"
12 if(bot_execute_commands())
15 if (bot_strategytoken == self)
16 if (!bot_strategytoken_taken)
18 if(self.havocbot_blockhead)
20 self.havocbot_blockhead = FALSE;
24 if not(self.jumppadcount)
28 // TODO: tracewalk() should take care of this job (better path finding under water)
29 // if we don't have a goal and we're under water look for a waypoint near the "shore" and push it
30 if(self.deadflag != DEAD_NO)
31 if(self.goalcurrent==world)
32 if(self.waterlevel==WATERLEVEL_SWIMMING || self.aistatus & AI_STATUS_OUT_WATER)
34 // Look for the closest waypoint out of water
35 local entity newgoal, head;
36 local float bestdistance, distance;
40 for (head = findchain(classname, "waypoint"); head; head = head.chain)
42 distance = vlen(head.origin - self.origin);
46 if(head.origin_z < self.origin_z)
49 if(head.origin_z - self.origin_z - self.view_ofs_z > 100)
52 if (pointcontents(head.origin + head.maxs + '0 0 1') != CONTENT_EMPTY)
55 traceline(self.origin + self.view_ofs , head.origin, TRUE, head);
60 if(distance<bestdistance)
63 bestdistance = distance;
69 // te_wizspike(newgoal.origin);
70 navigation_pushroute(newgoal);
74 // token has been used this frame
75 bot_strategytoken_taken = TRUE;
78 if(self.deadflag != DEAD_NO)
81 havocbot_chooseenemy();
82 if (self.bot_chooseweapontime < time )
84 self.bot_chooseweapontime = time + autocvar_bot_ai_chooseweaponinterval;
85 havocbot_chooseweapon();
91 self.aistatus |= AI_STATUS_ATTACKING;
92 self.aistatus &~= AI_STATUS_ROAMING;
96 weapon_action(self.weapon, WR_AIM);
97 if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(self))
99 self.BUTTON_ATCK = FALSE;
100 self.BUTTON_ATCK2 = FALSE;
104 if(self.BUTTON_ATCK||self.BUTTON_ATCK2)
105 self.lastfiredweapon = self.weapon;
110 if(self.bot_aimtarg.classname=="player")
111 bot_aimdir(self.bot_aimtarg.origin + self.bot_aimtarg.view_ofs - self.origin - self.view_ofs , -1);
114 else if (self.goalcurrent)
116 self.aistatus |= AI_STATUS_ROAMING;
117 self.aistatus &~= AI_STATUS_ATTACKING;
119 local vector now,v,next;//,heading;
120 local float aimdistance,skillblend,distanceblend,blend;
121 next = now = self.goalcurrent.origin - (self.origin + self.view_ofs);
122 aimdistance = vlen(now);
123 //heading = self.velocity;
124 //dprint(self.goalstack01.classname,etos(self.goalstack01),"\n");
126 self.goalstack01 != self && self.goalstack01 != world && self.aistatus & AI_STATUS_RUNNING == 0 &&
127 !(self.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
129 next = self.goalstack01.origin - (self.origin + self.view_ofs);
131 skillblend=bound(0,(skill+self.bot_moveskill-2.5)*0.5,1); //lower skill player can't preturn
132 distanceblend=bound(0,aimdistance/autocvar_bot_ai_keyboard_distance,1);
133 blend = skillblend * (1-distanceblend);
134 //v = (now * (distanceblend) + next * (1-distanceblend)) * (skillblend) + now * (1-skillblend);
135 //v = now * (distanceblend) * (skillblend) + next * (1-distanceblend) * (skillblend) + now * (1-skillblend);
136 //v = now * ((1-skillblend) + (distanceblend) * (skillblend)) + next * (1-distanceblend) * (skillblend);
137 v = now + blend * (next - now);
138 //dprint(etos(self), " ");
139 //dprint(vtos(now), ":", vtos(next), "=", vtos(v), " (blend ", ftos(blend), ")\n");
140 //v = now * (distanceblend) + next * (1-distanceblend);
141 if (self.waterlevel < WATERLEVEL_SWIMMING)
143 //dprint("walk at:", vtos(v), "\n");
144 //te_lightning2(world, self.origin, self.goalcurrent.origin);
147 havocbot_movetogoal();
149 // if the bot is not attacking, consider reloading weapons
150 if not(self.aistatus & AI_STATUS_ATTACKING)
155 // we are currently holding a weapon that's not fully loaded, reload it
156 if(skill >= 2) // bots can only reload the held weapon on purpose past this skill
157 if(self.clip_load < self.clip_size)
158 self.impulse = 20; // "press" the reload button, not sure if this is done right
160 // if we're not reloading a weapon, switch to any weapon in our invnetory that's not fully loaded to reload it next
161 // the code above executes next frame, starting the reloading then
162 if(skill >= 5) // bots can only look for unloaded weapons past this skill
163 if(self.clip_load >= 0) // only if we're not reloading a weapon already
165 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
167 e = get_weaponinfo(i);
168 if(self.weapon_load[i] < cvar(strcat("g_balance_", e.netname, "_reload_ammo")))
169 self.switchweapon = i;
175 void havocbot_keyboard_movement(vector destorg)
177 local vector keyboard;
178 local float blend, maxspeed;
181 sk = skill + self.bot_moveskill;
183 maxspeed = autocvar_sv_maxspeed;
185 if (time < self.havocbot_keyboardtime)
188 self.havocbot_keyboardtime =
190 self.havocbot_keyboardtime
191 + 0.05/max(1, sk+self.havocbot_keyboardskill)
192 + random()*0.025/max(0.00025, skill+self.havocbot_keyboardskill)
194 keyboard = self.movement * (1.0 / maxspeed);
196 local float trigger, trigger1;
197 blend = bound(0,sk*0.1,1);
198 trigger = autocvar_bot_ai_keyboard_threshold;
199 trigger1 = 0 - trigger;
201 // categorize forward movement
202 // at skill < 1.5 only forward
203 // at skill < 2.5 only individual directions
204 // at skill < 4.5 only individual directions, and forward diagonals
205 // at skill >= 4.5, all cases allowed
206 if (keyboard_x > trigger)
212 else if (keyboard_x < trigger1 && sk > 1.5)
227 if (keyboard_y > trigger)
229 else if (keyboard_y < trigger1)
234 if (keyboard_z > trigger)
236 else if (keyboard_z < trigger1)
241 self.havocbot_keyboard = keyboard * maxspeed;
242 if (self.havocbot_ducktime>time) self.BUTTON_CROUCH=TRUE;
244 keyboard = self.havocbot_keyboard;
245 blend = bound(0,vlen(destorg-self.origin)/autocvar_bot_ai_keyboard_distance,1); // When getting close move with 360 degree
246 //dprint("movement ", vtos(self.movement), " keyboard ", vtos(keyboard), " blend ", ftos(blend), "\n");
247 self.movement = self.movement + (keyboard - self.movement) * blend;
250 void havocbot_bunnyhop(vector dir)
252 local float bunnyhopdistance;
253 local vector deviation;
254 local float maxspeed;
256 if(autocvar_g_midair)
259 // Don't jump when using some weapons
261 if(self.aistatus & AI_STATUS_ATTACKING)
262 if(self.weapon == WEP_SNIPERRIFLE)
265 if(self.goalcurrent.classname == "player")
269 maxspeed = autocvar_sv_maxspeed;
271 if(self.aistatus & AI_STATUS_DANGER_AHEAD)
273 self.aistatus &~= AI_STATUS_RUNNING;
274 self.BUTTON_JUMP = FALSE;
275 self.bot_canruntogoal = 0;
276 self.bot_timelastseengoal = 0;
280 if(self.waterlevel > WATERLEVEL_WETFEET)
282 self.aistatus &~= AI_STATUS_RUNNING;
286 if(self.bot_lastseengoal != self.goalcurrent && !(self.aistatus & AI_STATUS_RUNNING))
288 self.bot_canruntogoal = 0;
289 self.bot_timelastseengoal = 0;
292 bunnyhopdistance = vlen(self.origin - self.goalcurrent.origin);
294 // Run only to visible goals
295 if(self.flags & FL_ONGROUND)
296 if(self.speed==maxspeed)
297 if(checkpvs(self.origin + self.view_ofs, self.goalcurrent))
299 self.bot_lastseengoal = self.goalcurrent;
302 if(self.bot_timelastseengoal)
304 // for a period of time
305 if(time - self.bot_timelastseengoal > autocvar_bot_ai_bunnyhop_firstjumpdelay)
307 local float checkdistance;
308 checkdistance = TRUE;
310 // don't run if it is too close
311 if(self.bot_canruntogoal==0)
313 if(bunnyhopdistance > autocvar_bot_ai_bunnyhop_startdistance)
314 self.bot_canruntogoal = 1;
316 self.bot_canruntogoal = -1;
319 if(self.bot_canruntogoal != 1)
322 if(self.aistatus & AI_STATUS_ROAMING)
323 if(self.goalcurrent.classname=="waypoint")
324 if not(self.goalcurrent.wpflags & WAYPOINTFLAG_PERSONAL)
325 if(fabs(self.goalcurrent.origin_z - self.origin_z) < self.maxs_z - self.mins_z)
326 if(self.goalstack01!=world)
328 deviation = vectoangles(self.goalstack01.origin - self.origin) - vectoangles(self.goalcurrent.origin - self.origin);
329 while (deviation_y < -180) deviation_y = deviation_y + 360;
330 while (deviation_y > 180) deviation_y = deviation_y - 360;
332 if(fabs(deviation_y) < 20)
333 if(bunnyhopdistance < vlen(self.origin - self.goalstack01.origin))
334 if(fabs(self.goalstack01.origin_z - self.goalcurrent.origin_z) < self.maxs_z - self.mins_z)
336 if(vlen(self.goalcurrent.origin - self.goalstack01.origin) > autocvar_bot_ai_bunnyhop_startdistance)
337 if(checkpvs(self.origin + self.view_ofs, self.goalstack01))
339 checkdistance = FALSE;
346 self.aistatus &~= AI_STATUS_RUNNING;
347 if(bunnyhopdistance > autocvar_bot_ai_bunnyhop_stopdistance)
348 self.BUTTON_JUMP = TRUE;
352 self.aistatus |= AI_STATUS_RUNNING;
353 self.BUTTON_JUMP = TRUE;
359 self.bot_timelastseengoal = time;
364 self.bot_timelastseengoal = 0;
367 // Release jump button
368 if(!cvar("sv_pogostick"))
369 if(self.flags & FL_ONGROUND == 0)
371 if(self.velocity_z < 0 || vlen(self.velocity)<maxspeed)
372 self.BUTTON_JUMP = FALSE;
375 if(self.aistatus & AI_STATUS_RUNNING)
376 if(vlen(self.velocity)>maxspeed)
378 deviation = vectoangles(dir) - vectoangles(self.velocity);
379 while (deviation_y < -180) deviation_y = deviation_y + 360;
380 while (deviation_y > 180) deviation_y = deviation_y - 360;
382 if(fabs(deviation_y)>10)
386 self.movement_y = maxspeed * -1;
387 else if(deviation_y<10)
388 self.movement_y = maxspeed;
394 void havocbot_movetogoal()
396 local vector destorg;
399 local vector flatdir;
402 local vector evadeobstacle;
403 local vector evadelava;
405 local float maxspeed;
408 //if (self.goalentity)
409 // te_lightning2(self, self.origin, (self.goalentity.absmin + self.goalentity.absmax) * 0.5);
410 self.movement = '0 0 0';
411 maxspeed = autocvar_sv_maxspeed;
413 // Jetpack navigation
415 if(self.navigation_jetpack_goal)
416 if(self.goalcurrent==self.navigation_jetpack_goal)
419 #ifdef DEBUG_BOT_GOALSTACK
421 te_wizspike(self.navigation_jetpack_point);
425 if not(self.aistatus & AI_STATUS_JETPACK_FLYING)
427 // Brake almost completely so it can get a good direction
428 if(vlen(self.velocity)>10)
430 self.aistatus |= AI_STATUS_JETPACK_FLYING;
433 makevectors(self.v_angle_y * '0 1 0');
434 dir = normalize(self.navigation_jetpack_point - self.origin);
437 if(self.aistatus & AI_STATUS_JETPACK_LANDING)
439 // Calculate brake distance in xy
443 dxy = self.origin - self.goalcurrent.origin; dxy_z = 0;
445 v = vlen(self.velocity - self.velocity_z * '0 0 1');
446 db = (pow(v,2) / (autocvar_g_jetpack_acceleration_side * 2)) + 100;
447 // dprint("distance ", ftos(ceil(d)), " velocity ", ftos(ceil(v)), " brake at ", ftos(ceil(db)), "\n");
448 if(d < db || d < 500)
451 if(fabs(self.velocity_x)>maxspeed*0.3)
453 self.movement_x = dir * v_forward * -maxspeed;
456 // Switch to normal mode
457 self.navigation_jetpack_goal = world;
458 self.aistatus &~= AI_STATUS_JETPACK_LANDING;
459 self.aistatus &~= AI_STATUS_JETPACK_FLYING;
463 else if(checkpvs(self.origin,self.goalcurrent))
465 // If I can see the goal switch to landing code
466 self.aistatus &~= AI_STATUS_JETPACK_FLYING;
467 self.aistatus |= AI_STATUS_JETPACK_LANDING;
472 self.BUTTON_HOOK = TRUE;
473 if(self.navigation_jetpack_point_z - PL_MAX_z + PL_MIN_z < self.origin_z)
475 self.movement_x = dir * v_forward * maxspeed;
476 self.movement_y = dir * v_right * maxspeed;
481 // Handling of jump pads
482 if(self.jumppadcount)
484 // If got stuck on the jump pad try to reach the farthest visible item
485 if(self.aistatus & AI_STATUS_OUT_JUMPPAD)
487 if(fabs(self.velocity_z)<50)
489 local entity head, newgoal;
490 local float distance, bestdistance;
492 for (head = findchainfloat(bot_pickup, TRUE); head; head = head.chain)
494 if(head.classname=="worldspawn")
497 distance = vlen(head.origin - self.origin);
501 traceline(self.origin + self.view_ofs , head.origin, TRUE, world);
506 if(distance>bestdistance)
509 bestdistance = distance;
515 self.ignoregoal = self.goalcurrent;
516 self.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
517 navigation_clearroute();
518 navigation_routetogoal(newgoal, self.origin);
519 self.aistatus &~= AI_STATUS_OUT_JUMPPAD;
527 if(self.velocity_z>0)
529 local float threshold;
530 threshold = maxspeed * 0.2;
531 if(fabs(self.velocity_x) < threshold && fabs(self.velocity_y) < threshold)
533 dprint("Warning: ", self.netname, " got stuck on a jumppad, trying to get out of it now\n");
534 self.aistatus |= AI_STATUS_OUT_JUMPPAD;
539 // Don't chase players while using a jump pad
540 if(self.goalcurrent.classname=="player" || self.goalstack01.classname=="player")
544 else if(self.aistatus & AI_STATUS_OUT_JUMPPAD)
545 self.aistatus &~= AI_STATUS_OUT_JUMPPAD;
547 // If there is a trigger_hurt right below try to use the jetpack or make a rocketjump
549 if not(self.flags & FL_ONGROUND)
551 tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 -65536', MOVE_NOMONSTERS, self);
552 if(tracebox_hits_trigger_hurt(self.origin, self.mins, self.maxs, trace_endpos ))
553 if(self.items & IT_JETPACK)
555 tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 65536', MOVE_NOMONSTERS, self);
556 if(tracebox_hits_trigger_hurt(self.origin, self.mins, self.maxs, trace_endpos + '0 0 1' ))
558 if(self.velocity_z<0)
560 self.BUTTON_HOOK = TRUE;
564 self.BUTTON_HOOK = TRUE;
566 // If there is no goal try to move forward
568 if(self.goalcurrent==world)
571 dir = normalize(self.goalcurrent.origin - self.origin);
573 local vector xyvelocity = self.velocity; xyvelocity_z = 0;
574 local float xyspeed = xyvelocity * dir;
576 if(xyspeed < (maxspeed / 2))
578 makevectors(self.v_angle_y * '0 1 0');
579 tracebox(self.origin, self.mins, self.maxs, self.origin + (dir * maxspeed * 3), MOVE_NOMONSTERS, self);
580 if(trace_fraction==1)
582 self.movement_x = dir * v_forward * maxspeed;
583 self.movement_y = dir * v_right * maxspeed;
585 havocbot_keyboard_movement(self.origin + dir * 100);
589 self.havocbot_blockhead = TRUE;
593 else if(self.health>autocvar_g_balance_rocketlauncher_damage*0.5)
595 if(self.velocity_z < 0)
596 if(client_hasweapon(self, WEP_ROCKET_LAUNCHER, TRUE, FALSE))
598 self.movement_x = maxspeed;
600 if(self.rocketjumptime)
602 if(time > self.rocketjumptime)
604 self.BUTTON_ATCK2 = TRUE;
605 self.rocketjumptime = 0;
610 self.switchweapon = WEP_ROCKET_LAUNCHER;
612 self.BUTTON_ATCK = TRUE;
613 self.rocketjumptime = time + autocvar_g_balance_rocketlauncher_detonatedelay;
619 // If there is no goal try to move forward
620 if(self.goalcurrent==world)
621 self.movement_x = maxspeed;
625 // If we are under water with no goals, swim up
627 if(self.goalcurrent==world)
630 if(self.waterlevel>WATERLEVEL_SWIMMING)
632 else if(self.velocity_z >= 0 && !(self.waterlevel == WATERLEVEL_WETFEET && self.watertype == CONTENT_WATER))
633 self.BUTTON_JUMP = TRUE;
635 self.BUTTON_JUMP = FALSE;
636 makevectors(self.v_angle_y * '0 1 0');
637 self.movement_x = dir * v_forward * maxspeed;
638 self.movement_y = dir * v_right * maxspeed;
639 self.movement_z = dir * v_up * maxspeed;
642 // if there is nowhere to go, exit
643 if (self.goalcurrent == world)
646 if (self.goalcurrent)
647 navigation_poptouchedgoals();
649 // if ran out of goals try to use an alternative goal or get a new strategy asap
650 if(self.goalcurrent == world)
652 self.bot_strategytime = 0;
656 #ifdef DEBUG_BOT_GOALSTACK
660 m1 = self.goalcurrent.origin + self.goalcurrent.mins;
661 m2 = self.goalcurrent.origin + self.goalcurrent.maxs;
662 destorg = self.origin;
663 destorg_x = bound(m1_x, destorg_x, m2_x);
664 destorg_y = bound(m1_y, destorg_y, m2_y);
665 destorg_z = bound(m1_z, destorg_z, m2_z);
666 diff = destorg - self.origin;
668 dir = normalize(diff);
669 flatdir = diff;flatdir_z = 0;
670 flatdir = normalize(flatdir);
672 //if (self.bot_dodgevector_time < time)
674 // self.bot_dodgevector_time = time + cvar("bot_ai_dodgeupdateinterval");
675 // self.bot_dodgevector_jumpbutton = 1;
676 evadeobstacle = '0 0 0';
681 if(self.waterlevel>WATERLEVEL_SWIMMING)
684 self.aistatus |= AI_STATUS_OUT_WATER;
688 if(self.velocity_z >= 0 && !(self.watertype == CONTENT_WATER && self.goalcurrent.origin_z < self.origin_z) &&
689 ( !(self.waterlevel == WATERLEVEL_WETFEET && self.watertype == CONTENT_WATER) || self.aistatus & AI_STATUS_OUT_WATER))
690 self.BUTTON_JUMP = TRUE;
692 self.BUTTON_JUMP = FALSE;
694 dir = normalize(flatdir);
695 makevectors(self.v_angle_y * '0 1 0');
699 if(self.aistatus & AI_STATUS_OUT_WATER)
700 self.aistatus &~= AI_STATUS_OUT_WATER;
702 // jump if going toward an obstacle that doesn't look like stairs we
703 // can walk up directly
704 tracebox(self.origin, self.mins, self.maxs, self.origin + self.velocity * 0.2, FALSE, self);
705 if (trace_fraction < 1)
706 if (trace_plane_normal_z < 0.7)
709 tracebox(self.origin + '0 0 16', self.mins, self.maxs, self.origin + self.velocity * 0.2 + '0 0 16', FALSE, self);
710 if (trace_fraction < s + 0.01)
711 if (trace_plane_normal_z < 0.7)
714 tracebox(self.origin + '0 0 48', self.mins, self.maxs, self.origin + self.velocity * 0.2 + '0 0 48', FALSE, self);
715 if (trace_fraction > s)
716 self.BUTTON_JUMP = 1;
720 // avoiding dangers and obstacles
721 local vector dst_ahead, dst_down;
722 makevectors(self.v_angle_y * '0 1 0');
723 dst_ahead = self.origin + self.view_ofs + (self.velocity * 0.4) + (v_forward * 32 * 3);
724 dst_down = dst_ahead + '0 0 -1500';
727 traceline(self.origin + self.view_ofs , dst_ahead, TRUE, world);
729 // Check head-banging against walls
730 if(vlen(self.origin + self.view_ofs - trace_endpos) < 25 && !(self.aistatus & AI_STATUS_OUT_WATER))
732 self.BUTTON_JUMP = TRUE;
733 if(self.facingwalltime && time > self.facingwalltime)
735 self.ignoregoal = self.goalcurrent;
736 self.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
737 self.bot_strategytime = 0;
742 self.facingwalltime = time + 0.05;
747 self.facingwalltime = 0;
749 if(self.ignoregoal != world && time > self.ignoregoaltime)
751 self.ignoregoal = world;
752 self.ignoregoaltime = 0;
756 // Check for water/slime/lava and dangerous edges
757 // (only when the bot is on the ground or jumping intentionally)
758 self.aistatus &~= AI_STATUS_DANGER_AHEAD;
760 if(trace_fraction == 1 && self.jumppadcount == 0)
761 if(self.flags & FL_ONGROUND || self.aistatus & AI_STATUS_RUNNING || self.BUTTON_JUMP == TRUE)
764 traceline(dst_ahead , dst_down, TRUE, world);
765 // te_lightning2(world, self.origin, dst_ahead); // Draw "ahead" look
766 // te_lightning2(world, dst_ahead, dst_down); // Draw "downwards" look
767 if(trace_endpos_z < self.origin_z + self.mins_z)
769 s = pointcontents(trace_endpos + '0 0 1');
770 if (s != CONTENT_SOLID)
771 if (s == CONTENT_LAVA || s == CONTENT_SLIME)
772 evadelava = normalize(self.velocity) * -1;
773 else if (s == CONTENT_SKY)
774 evadeobstacle = normalize(self.velocity) * -1;
775 else if (!boxesoverlap(dst_ahead - self.view_ofs + self.mins, dst_ahead - self.view_ofs + self.maxs,
776 self.goalcurrent.absmin, self.goalcurrent.absmax))
778 // if ain't a safe goal with "holes" (like the jumpad on soylent)
779 // and there is a trigger_hurt below
780 if(tracebox_hits_trigger_hurt(dst_ahead, self.mins, self.maxs, trace_endpos))
782 // Remove dangerous dynamic goals from stack
783 if (self.goalcurrent.classname == "player" || self.goalcurrent.classname == "droppedweapon")
784 navigation_poproute();
787 evadeobstacle = normalize(self.velocity) * -1;
796 makevectors(self.v_angle_y * '0 1 0');
798 if(evadeobstacle!='0 0 0'||evadelava!='0 0 0')
799 self.aistatus |= AI_STATUS_DANGER_AHEAD;
802 dodge = havocbot_dodge();
803 dodge = dodge * bound(0,0.5+(skill+self.bot_dodgeskill)*0.1,1);
804 evadelava = evadelava * bound(1,3-(skill+self.bot_dodgeskill),3); //Noobs fear lava a lot and take more distance from it
805 traceline(self.origin, self.enemy.origin, TRUE, world);
806 if(trace_ent.classname == "player")
807 dir = dir * bound(0,(skill+self.bot_dodgeskill)/7,1);
809 dir = normalize(dir + dodge + evadeobstacle + evadelava);
810 // self.bot_dodgevector = dir;
811 // self.bot_dodgevector_jumpbutton = self.BUTTON_JUMP;
814 if(time < self.ladder_time)
816 if(self.goalcurrent.origin_z + self.goalcurrent.mins_z > self.origin_z + self.mins_z)
818 if(self.origin_z + self.mins_z < self.ladder_entity.origin_z + self.ladder_entity.maxs_z)
823 if(self.origin_z + self.mins_z > self.ladder_entity.origin_z + self.ladder_entity.mins_z)
828 //dir = self.bot_dodgevector;
829 //if (self.bot_dodgevector_jumpbutton)
830 // self.BUTTON_JUMP = 1;
831 self.movement_x = dir * v_forward * maxspeed;
832 self.movement_y = dir * v_right * maxspeed;
833 self.movement_z = dir * v_up * maxspeed;
835 // Emulate keyboard interface
837 havocbot_keyboard_movement(destorg);
840 // if(self.aistatus & AI_STATUS_ROAMING)
842 if(skill+self.bot_moveskill >= autocvar_bot_ai_bunnyhop_skilloffset)
843 havocbot_bunnyhop(dir);
845 if ((dir * v_up) >= autocvar_sv_jumpvelocity*0.5 && (self.flags & FL_ONGROUND)) self.BUTTON_JUMP=1;
846 if (((dodge * v_up) > 0) && random()*frametime >= 0.2*bound(0,(10-skill-self.bot_dodgeskill)*0.1,1)) self.BUTTON_JUMP=TRUE;
847 if (((dodge * v_up) < 0) && random()*frametime >= 0.5*bound(0,(10-skill-self.bot_dodgeskill)*0.1,1)) self.havocbot_ducktime=time+0.3/bound(0.1,skill+self.bot_dodgeskill,10);
850 void havocbot_chooseenemy()
852 local entity head, best, head2;
853 local float rating, bestrating, i, f;
855 if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(self))
862 if (!bot_shouldattack(self.enemy))
864 // enemy died or something, find a new target
866 self.havocbot_chooseenemy_finished = time;
868 else if (self.havocbot_stickenemy)
870 // tracking last chosen enemy
871 // if enemy is visible
872 // and not really really far away
873 // and we're not severely injured
874 // then keep tracking for a half second into the future
875 traceline(self.origin+self.view_ofs, self.enemy.origin+self.enemy.view_ofs*0.5,FALSE,world);
876 if (trace_ent == self.enemy || trace_fraction == 1)
877 if (vlen(self.enemy.origin - self.origin) < 1000)
878 if (self.health > 30)
880 // remain tracking him for a shot while (case he went after a small corner or pilar
881 self.havocbot_chooseenemy_finished = time + autocvar_bot_ai_enemydetectioninterval;
884 // enemy isn't visible, or is far away, or we're injured severely
885 // so stop preferring this enemy
886 // (it will still take a half second until a new one is chosen)
887 self.havocbot_stickenemy = 0;
890 if (time < self.havocbot_chooseenemy_finished)
892 self.havocbot_chooseenemy_finished = time + autocvar_bot_ai_enemydetectioninterval;
893 eye = self.origin + self.view_ofs;
895 bestrating = 100000000;
896 head = head2 = findchainfloat(bot_attack, TRUE);
898 // Search for enemies, if no enemy can be seen directly try to look through transparent objects
903 v = (head.absmin + head.absmax) * 0.5;
904 rating = vlen(v - eye);
905 if (rating<autocvar_bot_ai_enemydetectionradius)
906 if (bestrating > rating)
907 if (bot_shouldattack(head))
909 traceline(eye, v, TRUE, self);
910 if (trace_ent == head || trace_fraction >= 1)
919 // I want to do a second scan if no enemy was found or I don't have weapons
920 // TODO: Perform the scan when using the rifle (requires changes on the rifle code)
921 if(best || self.weapons) // || self.weapon == WEP_SNIPERRIFLE
926 // Set flags to see through transparent objects
927 f = self.dphitcontentsmask;
928 self.dphitcontentsmask = DPCONTENTS_OPAQUE;
934 // Restore hit flags if needed
936 self.dphitcontentsmask = f;
939 self.havocbot_stickenemy = TRUE;
942 float havocbot_chooseweapon_checkreload(float new_weapon)
944 // bots under this skill cannot find unloaded weapons to reload idly when not in combat,
945 // so skip this for them, or they'll never get to reload their weapons at all.
946 // this also allows bots under this skill to be more stupid, and reload more often during combat :)
950 // if this weapon is scheduled for reloading, don't switch to it during combat
951 if (self.weapon_load[new_weapon] < 0)
953 local float i, other_weapon_available;
954 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
956 // if we are out of ammo for all other weapons, it's an emergency to switch to anything else
957 if (weapon_action(i, WR_CHECKAMMO1) + weapon_action(i, WR_CHECKAMMO2))
958 other_weapon_available = TRUE;
960 if(other_weapon_available)
967 void havocbot_chooseweapon()
972 if(g_weaponarena == WEPBIT_TUBA)
974 self.switchweapon = WEP_TUBA;
978 // TODO: clean this up by moving it to weapon code
979 if(self.enemy==world)
981 // If no weapon was chosen get the first available weapon
983 for(i=WEP_LASER + 1; i < WEP_COUNT ; ++i)
985 if(client_hasweapon(self, i, TRUE, FALSE))
987 self.switchweapon = i;
994 // Do not change weapon during the next second after a combo
995 i = time - self.lastcombotime;
1000 local float distance; distance=bound(10,vlen(self.origin-self.enemy.origin)-200,10000);
1002 // Should it do a weapon combo?
1003 local float af, ct, combo_time, combo;
1005 af = ATTACK_FINISHED(self);
1006 ct = autocvar_bot_ai_weapon_combo_threshold;
1008 // Bots with no skill will be 4 times more slower than "godlike" bots when doing weapon combos
1009 // Ideally this 4 should be calculated as longest_weapon_refire / bot_ai_weapon_combo_threshold
1010 combo_time = time + ct + (ct * ((-0.3*(skill+self.bot_weaponskill))+3));
1014 if(autocvar_bot_ai_weapon_combo)
1015 if(self.weapon == self.lastfiredweapon)
1019 self.lastcombotime = time;
1022 distance *= pow(2, self.bot_rangepreference);
1024 // Custom weapon list based on distance to the enemy
1025 if(bot_custom_weapon){
1027 // Choose weapons for far distance
1028 if ( distance > bot_distance_far ) {
1029 for(i=0; i < WEP_COUNT && bot_weapons_far[i] != -1 ; ++i){
1030 w = bot_weapons_far[i];
1031 if ( client_hasweapon(self, w, TRUE, FALSE) )
1033 if ((self.weapon == w && combo) || havocbot_chooseweapon_checkreload(w))
1035 self.switchweapon = w;
1041 // Choose weapons for mid distance
1042 if ( distance > bot_distance_close) {
1043 for(i=0; i < WEP_COUNT && bot_weapons_mid[i] != -1 ; ++i){
1044 w = bot_weapons_mid[i];
1045 if ( client_hasweapon(self, w, TRUE, FALSE) )
1047 if ((self.weapon == w && combo) || havocbot_chooseweapon_checkreload(w))
1049 self.switchweapon = w;
1055 // Choose weapons for close distance
1056 for(i=0; i < WEP_COUNT && bot_weapons_close[i] != -1 ; ++i){
1057 w = bot_weapons_close[i];
1058 if ( client_hasweapon(self, w, TRUE, FALSE) )
1060 if ((self.weapon == w && combo) || havocbot_chooseweapon_checkreload(w))
1062 self.switchweapon = w;
1071 local vector selfvel, enemyvel;
1072 // if(self.flags & FL_INWATER)
1074 if (time < self.nextaim)
1076 self.nextaim = time + 0.1;
1077 selfvel = self.velocity;
1078 if (!self.waterlevel)
1082 enemyvel = self.enemy.velocity;
1083 if (!self.enemy.waterlevel)
1085 lag_additem(time + self.ping, 0, 0, self.enemy, self.origin, selfvel, self.enemy.origin, enemyvel);
1088 lag_additem(time + self.ping, 0, 0, world, self.origin, selfvel, self.goalcurrent.origin, '0 0 0');
1091 float havocbot_moveto_refresh_route()
1093 // Refresh path to goal if necessary
1095 wp = self.havocbot_personal_waypoint;
1096 navigation_goalrating_start();
1097 navigation_routerating(wp, 10000, 10000);
1098 navigation_goalrating_end();
1099 return self.navigation_hasgoals;
1102 float havocbot_moveto(vector pos)
1106 if(self.aistatus & AI_STATUS_WAYPOINT_PERSONAL_GOING)
1108 // Step 4: Move to waypoint
1109 if(self.havocbot_personal_waypoint==world)
1111 dprint("Error: ", self.netname, " trying to walk to a non existent personal waypoint\n");
1112 self.aistatus &~= AI_STATUS_WAYPOINT_PERSONAL_GOING;
1113 return CMD_STATUS_ERROR;
1116 if (!bot_strategytoken_taken)
1117 if(self.havocbot_personal_waypoint_searchtime<time)
1119 bot_strategytoken_taken = TRUE;
1120 if(havocbot_moveto_refresh_route())
1122 dprint(self.netname, " walking to its personal waypoint (after ", ftos(self.havocbot_personal_waypoint_failcounter), " failed attempts)\n");
1123 self.havocbot_personal_waypoint_searchtime = time + 10;
1124 self.havocbot_personal_waypoint_failcounter = 0;
1128 self.havocbot_personal_waypoint_failcounter += 1;
1129 self.havocbot_personal_waypoint_searchtime = time + 2;
1130 if(self.havocbot_personal_waypoint_failcounter >= 30)
1132 dprint("Warning: can't walk to the personal waypoint located at ", vtos(self.havocbot_personal_waypoint.origin),"\n");
1133 self.aistatus &~= AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1134 remove(self.havocbot_personal_waypoint);
1135 return CMD_STATUS_ERROR;
1138 dprint(self.netname, " can't walk to its personal waypoint (after ", ftos(self.havocbot_personal_waypoint_failcounter), " failed attempts), trying later\n");
1142 #ifdef DEBUG_BOT_GOALSTACK
1147 local vector dir = self.goalcurrent.origin - (self.origin + self.view_ofs);
1149 bot_aimdir(dir, -1);
1152 havocbot_movetogoal();
1154 if(self.aistatus & AI_STATUS_WAYPOINT_PERSONAL_REACHED)
1156 // Step 5: Waypoint reached
1157 dprint(self.netname, "'s personal waypoint reached\n");
1158 remove(self.havocbot_personal_waypoint);
1159 self.aistatus &~= AI_STATUS_WAYPOINT_PERSONAL_REACHED;
1160 return CMD_STATUS_FINISHED;
1163 return CMD_STATUS_EXECUTING;
1166 // Step 2: Linking waypoint
1167 if(self.aistatus & AI_STATUS_WAYPOINT_PERSONAL_LINKING)
1169 // Wait until it is linked
1170 if(!self.havocbot_personal_waypoint.wplinked)
1172 dprint(self.netname, " waiting for personal waypoint to be linked\n");
1173 return CMD_STATUS_EXECUTING;
1176 self.havocbot_personal_waypoint_searchtime = time; // so we set the route next frame
1177 self.aistatus &~= AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1178 self.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_GOING;
1180 // Step 3: Route to waypoint
1181 dprint(self.netname, " walking to its personal waypoint\n");
1183 return CMD_STATUS_EXECUTING;
1186 // Step 1: Spawning waypoint
1187 wp = waypoint_spawnpersonal(pos);
1190 dprint("Error: Can't spawn personal waypoint at ",vtos(pos),"\n");
1191 return CMD_STATUS_ERROR;
1194 self.havocbot_personal_waypoint = wp;
1195 self.havocbot_personal_waypoint_failcounter = 0;
1196 self.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1198 // if pos is inside a teleport, then let's mark it as teleport waypoint
1200 for(head = world; (head = find(head, classname, "trigger_teleport")); )
1202 if(WarpZoneLib_BoxTouchesBrush(pos, pos, head, world))
1204 wp.wpflags |= WAYPOINTFLAG_TELEPORT;
1205 self.lastteleporttime = 0;
1210 if(wp.wpflags & WAYPOINTFLAG_TELEPORT)
1211 print("routing to a teleporter\n");
1213 print("routing to a non-teleporter\n");
1216 return CMD_STATUS_EXECUTING;
1219 float havocbot_resetgoal()
1221 navigation_clearroute();
1222 return CMD_STATUS_FINISHED;
1225 void havocbot_setupbot()
1227 self.bot_ai = havocbot_ai;
1228 self.cmd_moveto = havocbot_moveto;
1229 self.cmd_resetgoal = havocbot_resetgoal;
1231 havocbot_chooserole();
1234 vector havocbot_dodge()
1236 // LordHavoc: disabled because this is too expensive
1240 local vector dodge, v, n;
1241 local float danger, bestdanger, vl, d;
1244 // check for dangerous objects near bot or approaching bot
1245 head = findchainfloat(bot_dodge, TRUE);
1248 if (head.owner != self)
1250 vl = vlen(head.velocity);
1251 if (vl > autocvar_sv_maxspeed * 0.3)
1253 n = normalize(head.velocity);
1254 v = self.origin - head.origin;
1256 if (d > (0 - head.bot_dodgerating))
1257 if (d < (vl * 0.2 + head.bot_dodgerating))
1259 // calculate direction and distance from the flight path, by removing the forward axis
1260 v = v - (n * (v * n));
1261 danger = head.bot_dodgerating - vlen(v);
1262 if (bestdanger < danger)
1264 bestdanger = danger;
1265 // dodge to the side of the object
1266 dodge = normalize(v);
1272 danger = head.bot_dodgerating - vlen(head.origin - self.origin);
1273 if (bestdanger < danger)
1275 bestdanger = danger;
1276 dodge = normalize(self.origin - head.origin);