2 #include "role_onslaught.qc"
3 #include "role_keyhunt.qc"
11 if(bot_execute_commands())
14 if (bot_strategytoken == self)
15 if (!bot_strategytoken_taken)
17 if(self.havocbot_blockhead)
19 self.havocbot_blockhead = FALSE;
23 if (!self.jumppadcount)
27 // TODO: tracewalk() should take care of this job (better path finding under water)
28 // if we don't have a goal and we're under water look for a waypoint near the "shore" and push it
29 if(self.deadflag != DEAD_NO)
30 if(self.goalcurrent==world)
31 if(self.waterlevel==WATERLEVEL_SWIMMING || (self.aistatus & AI_STATUS_OUT_WATER))
33 // Look for the closest waypoint out of water
35 float bestdistance, distance;
39 for (head = findchain(classname, "waypoint"); head; head = head.chain)
41 distance = vlen(head.origin - self.origin);
45 if(head.origin_z < self.origin_z)
48 if(head.origin_z - self.origin_z - self.view_ofs_z > 100)
51 if (pointcontents(head.origin + head.maxs + '0 0 1') != CONTENT_EMPTY)
54 traceline(self.origin + self.view_ofs , head.origin, TRUE, head);
59 if(distance<bestdistance)
62 bestdistance = distance;
68 // te_wizspike(newgoal.origin);
69 navigation_pushroute(newgoal);
73 // token has been used this frame
74 bot_strategytoken_taken = TRUE;
77 if(self.deadflag != DEAD_NO)
80 havocbot_chooseenemy();
81 if (self.bot_chooseweapontime < time )
83 self.bot_chooseweapontime = time + autocvar_bot_ai_chooseweaponinterval;
84 havocbot_chooseweapon();
90 self.aistatus |= AI_STATUS_ATTACKING;
91 self.aistatus &= ~AI_STATUS_ROAMING;
95 weapon_action(self.weapon, WR_AIM);
96 if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(self))
98 self.BUTTON_ATCK = FALSE;
99 self.BUTTON_ATCK2 = FALSE;
103 if(self.BUTTON_ATCK||self.BUTTON_ATCK2)
104 self.lastfiredweapon = self.weapon;
109 if(IS_PLAYER(self.bot_aimtarg))
110 bot_aimdir(self.bot_aimtarg.origin + self.bot_aimtarg.view_ofs - self.origin - self.view_ofs , -1);
113 else if (self.goalcurrent)
115 self.aistatus |= AI_STATUS_ROAMING;
116 self.aistatus &= ~AI_STATUS_ATTACKING;
118 vector now,v,next;//,heading;
119 float aimdistance,skillblend,distanceblend,blend;
120 next = now = ( (self.goalcurrent.absmin + self.goalcurrent.absmax) * 0.5) - (self.origin + self.view_ofs);
121 aimdistance = vlen(now);
122 //heading = self.velocity;
123 //dprint(self.goalstack01.classname,etos(self.goalstack01),"\n");
125 self.goalstack01 != self && self.goalstack01 != world && ((self.aistatus & AI_STATUS_RUNNING) == 0) &&
126 !(self.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
128 next = ((self.goalstack01.absmin + self.goalstack01.absmax) * 0.5) - (self.origin + self.view_ofs);
130 skillblend=bound(0,(skill+self.bot_moveskill-2.5)*0.5,1); //lower skill player can't preturn
131 distanceblend=bound(0,aimdistance/autocvar_bot_ai_keyboard_distance,1);
132 blend = skillblend * (1-distanceblend);
133 //v = (now * (distanceblend) + next * (1-distanceblend)) * (skillblend) + now * (1-skillblend);
134 //v = now * (distanceblend) * (skillblend) + next * (1-distanceblend) * (skillblend) + now * (1-skillblend);
135 //v = now * ((1-skillblend) + (distanceblend) * (skillblend)) + next * (1-distanceblend) * (skillblend);
136 v = now + blend * (next - now);
137 //dprint(etos(self), " ");
138 //dprint(vtos(now), ":", vtos(next), "=", vtos(v), " (blend ", ftos(blend), ")\n");
139 //v = now * (distanceblend) + next * (1-distanceblend);
140 if (self.waterlevel < WATERLEVEL_SWIMMING)
142 //dprint("walk at:", vtos(v), "\n");
143 //te_lightning2(world, self.origin, self.goalcurrent.origin);
146 havocbot_movetogoal();
148 // if the bot is not attacking, consider reloading weapons
149 if (!(self.aistatus & AI_STATUS_ATTACKING))
154 // we are currently holding a weapon that's not fully loaded, reload it
155 if(skill >= 2) // bots can only reload the held weapon on purpose past this skill
156 if(self.clip_load < self.clip_size)
157 self.impulse = 20; // "press" the reload button, not sure if this is done right
159 // if we're not reloading a weapon, switch to any weapon in our invnetory that's not fully loaded to reload it next
160 // the code above executes next frame, starting the reloading then
161 if(skill >= 5) // bots can only look for unloaded weapons past this skill
162 if(self.clip_load >= 0) // only if we're not reloading a weapon already
164 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
166 e = get_weaponinfo(i);
167 if ((self.weapons & WepSet_FromWeapon(i)) && (e.spawnflags & WEP_FLAG_RELOADABLE) && (self.weapon_load[i] < cvar(strcat("g_balance_", e.netname, "_reload_ammo"))))
168 self.switchweapon = i;
174 void havocbot_keyboard_movement(vector destorg)
177 float blend, maxspeed;
180 sk = skill + self.bot_moveskill;
182 maxspeed = autocvar_sv_maxspeed;
184 if (time < self.havocbot_keyboardtime)
187 self.havocbot_keyboardtime =
189 self.havocbot_keyboardtime
190 + 0.05/max(1, sk+self.havocbot_keyboardskill)
191 + random()*0.025/max(0.00025, skill+self.havocbot_keyboardskill)
193 keyboard = self.movement * (1.0 / maxspeed);
195 float trigger, trigger1;
196 blend = bound(0,sk*0.1,1);
197 trigger = autocvar_bot_ai_keyboard_threshold;
198 trigger1 = 0 - trigger;
200 // categorize forward movement
201 // at skill < 1.5 only forward
202 // at skill < 2.5 only individual directions
203 // at skill < 4.5 only individual directions, and forward diagonals
204 // at skill >= 4.5, all cases allowed
205 if (keyboard_x > trigger)
211 else if (keyboard_x < trigger1 && sk > 1.5)
226 if (keyboard_y > trigger)
228 else if (keyboard_y < trigger1)
233 if (keyboard_z > trigger)
235 else if (keyboard_z < trigger1)
240 self.havocbot_keyboard = keyboard * maxspeed;
241 if (self.havocbot_ducktime>time) self.BUTTON_CROUCH=TRUE;
243 keyboard = self.havocbot_keyboard;
244 blend = bound(0,vlen(destorg-self.origin)/autocvar_bot_ai_keyboard_distance,1); // When getting close move with 360 degree
245 //dprint("movement ", vtos(self.movement), " keyboard ", vtos(keyboard), " blend ", ftos(blend), "\n");
246 self.movement = self.movement + (keyboard - self.movement) * blend;
249 void havocbot_bunnyhop(vector dir)
251 float bunnyhopdistance;
256 // Don't jump when attacking
257 if(self.aistatus & AI_STATUS_ATTACKING)
260 if(IS_PLAYER(self.goalcurrent))
263 maxspeed = autocvar_sv_maxspeed;
265 if(self.aistatus & AI_STATUS_DANGER_AHEAD)
267 self.aistatus &= ~AI_STATUS_RUNNING;
268 self.BUTTON_JUMP = FALSE;
269 self.bot_canruntogoal = 0;
270 self.bot_timelastseengoal = 0;
274 if(self.waterlevel > WATERLEVEL_WETFEET)
276 self.aistatus &= ~AI_STATUS_RUNNING;
280 if(self.bot_lastseengoal != self.goalcurrent && !(self.aistatus & AI_STATUS_RUNNING))
282 self.bot_canruntogoal = 0;
283 self.bot_timelastseengoal = 0;
286 gco = (self.goalcurrent.absmin + self.goalcurrent.absmax) * 0.5;
287 bunnyhopdistance = vlen(self.origin - gco);
289 // Run only to visible goals
290 if(self.flags & FL_ONGROUND)
291 if(self.speed==maxspeed)
292 if(checkpvs(self.origin + self.view_ofs, self.goalcurrent))
294 self.bot_lastseengoal = self.goalcurrent;
297 if(self.bot_timelastseengoal)
299 // for a period of time
300 if(time - self.bot_timelastseengoal > autocvar_bot_ai_bunnyhop_firstjumpdelay)
303 checkdistance = TRUE;
305 // don't run if it is too close
306 if(self.bot_canruntogoal==0)
308 if(bunnyhopdistance > autocvar_bot_ai_bunnyhop_startdistance)
309 self.bot_canruntogoal = 1;
311 self.bot_canruntogoal = -1;
314 if(self.bot_canruntogoal != 1)
317 if(self.aistatus & AI_STATUS_ROAMING)
318 if(self.goalcurrent.classname=="waypoint")
319 if (!(self.goalcurrent.wpflags & WAYPOINTFLAG_PERSONAL))
320 if(fabs(gco_z - self.origin_z) < self.maxs_z - self.mins_z)
321 if(self.goalstack01!=world)
323 gno = (self.goalstack01.absmin + self.goalstack01.absmax) * 0.5;
324 deviation = vectoangles(gno - self.origin) - vectoangles(gco - self.origin);
325 while (deviation_y < -180) deviation_y = deviation_y + 360;
326 while (deviation_y > 180) deviation_y = deviation_y - 360;
328 if(fabs(deviation_y) < 20)
329 if(bunnyhopdistance < vlen(self.origin - gno))
330 if(fabs(gno_z - gco_z) < self.maxs_z - self.mins_z)
332 if(vlen(gco - gno) > autocvar_bot_ai_bunnyhop_startdistance)
333 if(checkpvs(self.origin + self.view_ofs, self.goalstack01))
335 checkdistance = FALSE;
342 self.aistatus &= ~AI_STATUS_RUNNING;
343 if(bunnyhopdistance > autocvar_bot_ai_bunnyhop_stopdistance)
344 self.BUTTON_JUMP = TRUE;
348 self.aistatus |= AI_STATUS_RUNNING;
349 self.BUTTON_JUMP = TRUE;
355 self.bot_timelastseengoal = time;
360 self.bot_timelastseengoal = 0;
364 // Release jump button
365 if(!cvar("sv_pogostick"))
366 if((self.flags & FL_ONGROUND) == 0)
368 if(self.velocity_z < 0 || vlen(self.velocity)<maxspeed)
369 self.BUTTON_JUMP = FALSE;
372 if(self.aistatus & AI_STATUS_RUNNING)
373 if(vlen(self.velocity)>maxspeed)
375 deviation = vectoangles(dir) - vectoangles(self.velocity);
376 while (deviation_y < -180) deviation_y = deviation_y + 360;
377 while (deviation_y > 180) deviation_y = deviation_y - 360;
379 if(fabs(deviation_y)>10)
383 self.movement_y = maxspeed * -1;
384 else if(deviation_y<10)
385 self.movement_y = maxspeed;
392 void havocbot_movetogoal()
400 vector evadeobstacle;
407 //if (self.goalentity)
408 // te_lightning2(self, self.origin, (self.goalentity.absmin + self.goalentity.absmax) * 0.5);
409 self.movement = '0 0 0';
410 maxspeed = autocvar_sv_maxspeed;
412 // Jetpack navigation
414 if(self.navigation_jetpack_goal)
415 if(self.goalcurrent==self.navigation_jetpack_goal)
418 if(autocvar_bot_debug_goalstack)
421 te_wizspike(self.navigation_jetpack_point);
425 if (!(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.absmin + self.goalcurrent.absmax ) * 0.5 ); 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 waypoint
485 if(self.aistatus & AI_STATUS_OUT_JUMPPAD)
487 if(fabs(self.velocity_z)<50)
489 entity head, newgoal = world;
490 float distance, bestdistance = 0;
492 for (head = findchain(classname, "waypoint"); head; head = head.chain)
495 distance = vlen(head.origin - self.origin);
499 traceline(self.origin + self.view_ofs , ( ( head.absmin + head.absmax ) * 0.5 ), TRUE, world);
504 if(distance>bestdistance)
507 bestdistance = distance;
513 self.ignoregoal = self.goalcurrent;
514 self.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
515 navigation_clearroute();
516 navigation_routetogoal(newgoal, self.origin);
517 self.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
525 if(self.velocity_z>0)
527 float threshold, sxy;
528 vector velxy = self.velocity; velxy_z = 0;
530 threshold = maxspeed * 0.2;
533 dprint("Warning: ", self.netname, " got stuck on a jumppad (velocity in xy is ", ftos(sxy), "), 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(IS_PLAYER(self.goalcurrent) || IS_PLAYER(self.goalstack01))
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 (!(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.absmin + self.goalcurrent.absmax ) * 0.5 ) - self.origin);
573 vector xyvelocity = self.velocity; xyvelocity_z = 0;
574 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;
657 if(autocvar_bot_debug_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);
671 gco = (self.goalcurrent.absmin + self.goalcurrent.absmax) * 0.5;
673 //if (self.bot_dodgevector_time < time)
675 // self.bot_dodgevector_time = time + cvar("bot_ai_dodgeupdateinterval");
676 // self.bot_dodgevector_jumpbutton = 1;
677 evadeobstacle = '0 0 0';
682 if(self.waterlevel>WATERLEVEL_SWIMMING)
685 self.aistatus |= AI_STATUS_OUT_WATER;
689 if(self.velocity_z >= 0 && !(self.watertype == CONTENT_WATER && gco_z < self.origin_z) &&
690 ( !(self.waterlevel == WATERLEVEL_WETFEET && self.watertype == CONTENT_WATER) || self.aistatus & AI_STATUS_OUT_WATER))
691 self.BUTTON_JUMP = TRUE;
693 self.BUTTON_JUMP = FALSE;
695 dir = normalize(flatdir);
696 makevectors(self.v_angle_y * '0 1 0');
700 if(self.aistatus & AI_STATUS_OUT_WATER)
701 self.aistatus &= ~AI_STATUS_OUT_WATER;
703 // jump if going toward an obstacle that doesn't look like stairs we
704 // can walk up directly
705 tracebox(self.origin, self.mins, self.maxs, self.origin + self.velocity * 0.2, FALSE, self);
706 if (trace_fraction < 1)
707 if (trace_plane_normal_z < 0.7)
710 tracebox(self.origin + stepheightvec, self.mins, self.maxs, self.origin + self.velocity * 0.2 + stepheightvec, FALSE, self);
711 if (trace_fraction < s + 0.01)
712 if (trace_plane_normal_z < 0.7)
715 tracebox(self.origin + jumpstepheightvec, self.mins, self.maxs, self.origin + self.velocity * 0.2 + jumpstepheightvec, FALSE, self);
716 if (trace_fraction > s)
717 self.BUTTON_JUMP = 1;
721 // avoiding dangers and obstacles
722 vector dst_ahead, dst_down;
723 makevectors(self.v_angle_y * '0 1 0');
724 dst_ahead = self.origin + self.view_ofs + (self.velocity * 0.4) + (v_forward * 32 * 3);
725 dst_down = dst_ahead + '0 0 -1500';
728 traceline(self.origin + self.view_ofs , dst_ahead, TRUE, world);
730 // Check head-banging against walls
731 if(vlen(self.origin + self.view_ofs - trace_endpos) < 25 && !(self.aistatus & AI_STATUS_OUT_WATER))
733 self.BUTTON_JUMP = TRUE;
734 if(self.facingwalltime && time > self.facingwalltime)
736 self.ignoregoal = self.goalcurrent;
737 self.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
738 self.bot_strategytime = 0;
743 self.facingwalltime = time + 0.05;
748 self.facingwalltime = 0;
750 if(self.ignoregoal != world && time > self.ignoregoaltime)
752 self.ignoregoal = world;
753 self.ignoregoaltime = 0;
757 // Check for water/slime/lava and dangerous edges
758 // (only when the bot is on the ground or jumping intentionally)
759 self.aistatus &= ~AI_STATUS_DANGER_AHEAD;
761 if(trace_fraction == 1 && self.jumppadcount == 0 && !self.goalcurrent.wphardwired )
762 if((self.flags & FL_ONGROUND) || (self.aistatus & AI_STATUS_RUNNING) || self.BUTTON_JUMP == TRUE)
765 traceline(dst_ahead , dst_down, TRUE, world);
766 // te_lightning2(world, self.origin, dst_ahead); // Draw "ahead" look
767 // te_lightning2(world, dst_ahead, dst_down); // Draw "downwards" look
768 if(trace_endpos_z < self.origin_z + self.mins_z)
770 s = pointcontents(trace_endpos + '0 0 1');
771 if (s != CONTENT_SOLID)
772 if (s == CONTENT_LAVA || s == CONTENT_SLIME)
773 evadelava = normalize(self.velocity) * -1;
774 else if (s == CONTENT_SKY)
775 evadeobstacle = normalize(self.velocity) * -1;
776 else if (!boxesoverlap(dst_ahead - self.view_ofs + self.mins, dst_ahead - self.view_ofs + self.maxs,
777 self.goalcurrent.absmin, self.goalcurrent.absmax))
779 // if ain't a safe goal with "holes" (like the jumpad on soylent)
780 // and there is a trigger_hurt below
781 if(tracebox_hits_trigger_hurt(dst_ahead, self.mins, self.maxs, trace_endpos))
783 // Remove dangerous dynamic goals from stack
784 dprint("bot ", self.netname, " avoided the goal ", self.goalcurrent.classname, " ", etos(self.goalcurrent), " because it led to a dangerous path; goal stack cleared\n");
785 navigation_clearroute();
795 makevectors(self.v_angle_y * '0 1 0');
797 if(evadeobstacle!='0 0 0'||evadelava!='0 0 0')
798 self.aistatus |= AI_STATUS_DANGER_AHEAD;
801 dodge = havocbot_dodge();
802 dodge = dodge * bound(0,0.5+(skill+self.bot_dodgeskill)*0.1,1);
803 evadelava = evadelava * bound(1,3-(skill+self.bot_dodgeskill),3); //Noobs fear lava a lot and take more distance from it
804 traceline(self.origin, ( ( self.enemy.absmin + self.enemy.absmax ) * 0.5 ), TRUE, world);
805 if(IS_PLAYER(trace_ent))
806 dir = dir * bound(0,(skill+self.bot_dodgeskill)/7,1);
808 dir = normalize(dir + dodge + evadeobstacle + evadelava);
809 // self.bot_dodgevector = dir;
810 // self.bot_dodgevector_jumpbutton = self.BUTTON_JUMP;
813 if(time < self.ladder_time)
815 if(self.goalcurrent.origin_z + self.goalcurrent.mins_z > self.origin_z + self.mins_z)
817 if(self.origin_z + self.mins_z < self.ladder_entity.origin_z + self.ladder_entity.maxs_z)
822 if(self.origin_z + self.mins_z > self.ladder_entity.origin_z + self.ladder_entity.mins_z)
827 //dir = self.bot_dodgevector;
828 //if (self.bot_dodgevector_jumpbutton)
829 // self.BUTTON_JUMP = 1;
830 self.movement_x = dir * v_forward * maxspeed;
831 self.movement_y = dir * v_right * maxspeed;
832 self.movement_z = dir * v_up * maxspeed;
834 // Emulate keyboard interface
836 havocbot_keyboard_movement(destorg);
839 // if(self.aistatus & AI_STATUS_ROAMING)
841 if(skill+self.bot_moveskill >= autocvar_bot_ai_bunnyhop_skilloffset)
842 havocbot_bunnyhop(dir);
844 if ((dir * v_up) >= autocvar_sv_jumpvelocity*0.5 && (self.flags & FL_ONGROUND)) self.BUTTON_JUMP=1;
845 if (((dodge * v_up) > 0) && random()*frametime >= 0.2*bound(0,(10-skill-self.bot_dodgeskill)*0.1,1)) self.BUTTON_JUMP=TRUE;
846 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);
849 void havocbot_chooseenemy()
851 entity head, best, head2;
852 float rating, bestrating, i, hf;
854 if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(self))
861 if (!bot_shouldattack(self.enemy))
863 // enemy died or something, find a new target
865 self.havocbot_chooseenemy_finished = time;
867 else if (self.havocbot_stickenemy)
869 // tracking last chosen enemy
870 // if enemy is visible
871 // and not really really far away
872 // and we're not severely injured
873 // then keep tracking for a half second into the future
874 traceline(self.origin+self.view_ofs, ( self.enemy.absmin + self.enemy.absmax ) * 0.5,FALSE,world);
875 if (trace_ent == self.enemy || trace_fraction == 1)
876 if (vlen((( self.enemy.absmin + self.enemy.absmax ) * 0.5) - self.origin) < 1000)
877 if (self.health > 30)
879 // remain tracking him for a shot while (case he went after a small corner or pilar
880 self.havocbot_chooseenemy_finished = time + 0.5;
883 // enemy isn't visible, or is far away, or we're injured severely
884 // so stop preferring this enemy
885 // (it will still take a half second until a new one is chosen)
886 self.havocbot_stickenemy = 0;
889 if (time < self.havocbot_chooseenemy_finished)
891 self.havocbot_chooseenemy_finished = time + autocvar_bot_ai_enemydetectioninterval;
892 eye = self.origin + self.view_ofs;
894 bestrating = 100000000;
895 head = head2 = findchainfloat(bot_attack, TRUE);
898 hf = self.dphitcontentsmask;
900 // Search for enemies, if no enemy can be seen directly try to look through transparent objects
902 self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
908 v = (head.absmin + head.absmax) * 0.5;
909 rating = vlen(v - eye);
910 if (rating<autocvar_bot_ai_enemydetectionradius)
911 if (bestrating > rating)
912 if (bot_shouldattack(head))
914 traceline(eye, v, TRUE, self);
915 if (trace_ent == head || trace_fraction >= 1)
924 // I want to do a second scan if no enemy was found or I don't have weapons
925 // TODO: Perform the scan when using the rifle (requires changes on the rifle code)
926 if(best || self.weapons) // || self.weapon == WEP_RIFLE
931 // Set flags to see through transparent objects
932 self.dphitcontentsmask |= DPCONTENTS_OPAQUE;
938 self.dphitcontentsmask = hf;
941 self.havocbot_stickenemy = TRUE;
944 float havocbot_chooseweapon_checkreload(float new_weapon)
946 // bots under this skill cannot find unloaded weapons to reload idly when not in combat,
947 // so skip this for them, or they'll never get to reload their weapons at all.
948 // this also allows bots under this skill to be more stupid, and reload more often during combat :)
952 // if this weapon is scheduled for reloading, don't switch to it during combat
953 if (self.weapon_load[new_weapon] < 0)
955 float i, other_weapon_available = FALSE;
956 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
958 // if we are out of ammo for all other weapons, it's an emergency to switch to anything else
959 if (weapon_action(i, WR_CHECKAMMO1) + weapon_action(i, WR_CHECKAMMO2))
960 other_weapon_available = TRUE;
962 if(other_weapon_available)
969 void havocbot_chooseweapon()
974 if(g_weaponarena_weapons == WEPSET_TUBA)
976 self.switchweapon = WEP_TUBA;
980 // TODO: clean this up by moving it to weapon code
981 if(self.enemy==world)
983 // If no weapon was chosen get the first available weapon
985 for(i=WEP_LASER + 1; i < WEP_COUNT ; ++i)
987 if(client_hasweapon(self, i, TRUE, FALSE))
989 self.switchweapon = i;
996 // Do not change weapon during the next second after a combo
997 i = time - self.lastcombotime;
1002 float distance; distance=bound(10,vlen(self.origin-self.enemy.origin)-200,10000);
1004 // Should it do a weapon combo?
1005 float af, ct, combo_time, combo;
1007 af = ATTACK_FINISHED(self);
1008 ct = autocvar_bot_ai_weapon_combo_threshold;
1010 // Bots with no skill will be 4 times more slower than "godlike" bots when doing weapon combos
1011 // Ideally this 4 should be calculated as longest_weapon_refire / bot_ai_weapon_combo_threshold
1012 combo_time = time + ct + (ct * ((-0.3*(skill+self.bot_weaponskill))+3));
1016 if(autocvar_bot_ai_weapon_combo)
1017 if(self.weapon == self.lastfiredweapon)
1021 self.lastcombotime = time;
1024 distance *= pow(2, self.bot_rangepreference);
1026 // Custom weapon list based on distance to the enemy
1027 if(bot_custom_weapon){
1029 // Choose weapons for far distance
1030 if ( distance > bot_distance_far ) {
1031 for(i=0; i < WEP_COUNT && bot_weapons_far[i] != -1 ; ++i){
1032 w = bot_weapons_far[i];
1033 if ( client_hasweapon(self, w, TRUE, FALSE) )
1035 if ((self.weapon == w && combo) || havocbot_chooseweapon_checkreload(w))
1037 self.switchweapon = w;
1043 // Choose weapons for mid distance
1044 if ( distance > bot_distance_close) {
1045 for(i=0; i < WEP_COUNT && bot_weapons_mid[i] != -1 ; ++i){
1046 w = bot_weapons_mid[i];
1047 if ( client_hasweapon(self, w, TRUE, FALSE) )
1049 if ((self.weapon == w && combo) || havocbot_chooseweapon_checkreload(w))
1051 self.switchweapon = w;
1057 // Choose weapons for close distance
1058 for(i=0; i < WEP_COUNT && bot_weapons_close[i] != -1 ; ++i){
1059 w = bot_weapons_close[i];
1060 if ( client_hasweapon(self, w, TRUE, FALSE) )
1062 if ((self.weapon == w && combo) || havocbot_chooseweapon_checkreload(w))
1064 self.switchweapon = w;
1073 vector selfvel, enemyvel;
1074 // if(self.flags & FL_INWATER)
1076 if (time < self.nextaim)
1078 self.nextaim = time + 0.1;
1079 selfvel = self.velocity;
1080 if (!self.waterlevel)
1084 enemyvel = self.enemy.velocity;
1085 if (!self.enemy.waterlevel)
1087 lag_additem(time + self.ping, 0, 0, self.enemy, self.origin, selfvel, (self.enemy.absmin + self.enemy.absmax) * 0.5, enemyvel);
1090 lag_additem(time + self.ping, 0, 0, world, self.origin, selfvel, ( self.goalcurrent.absmin + self.goalcurrent.absmax ) * 0.5, '0 0 0');
1093 float havocbot_moveto_refresh_route()
1095 // Refresh path to goal if necessary
1097 wp = self.havocbot_personal_waypoint;
1098 navigation_goalrating_start();
1099 navigation_routerating(wp, 10000, 10000);
1100 navigation_goalrating_end();
1101 return self.navigation_hasgoals;
1104 float havocbot_moveto(vector pos)
1108 if(self.aistatus & AI_STATUS_WAYPOINT_PERSONAL_GOING)
1110 // Step 4: Move to waypoint
1111 if(self.havocbot_personal_waypoint==world)
1113 dprint("Error: ", self.netname, " trying to walk to a non existent personal waypoint\n");
1114 self.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_GOING;
1115 return CMD_STATUS_ERROR;
1118 if (!bot_strategytoken_taken)
1119 if(self.havocbot_personal_waypoint_searchtime<time)
1121 bot_strategytoken_taken = TRUE;
1122 if(havocbot_moveto_refresh_route())
1124 dprint(self.netname, " walking to its personal waypoint (after ", ftos(self.havocbot_personal_waypoint_failcounter), " failed attempts)\n");
1125 self.havocbot_personal_waypoint_searchtime = time + 10;
1126 self.havocbot_personal_waypoint_failcounter = 0;
1130 self.havocbot_personal_waypoint_failcounter += 1;
1131 self.havocbot_personal_waypoint_searchtime = time + 2;
1132 if(self.havocbot_personal_waypoint_failcounter >= 30)
1134 dprint("Warning: can't walk to the personal waypoint located at ", vtos(self.havocbot_personal_waypoint.origin),"\n");
1135 self.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1136 remove(self.havocbot_personal_waypoint);
1137 return CMD_STATUS_ERROR;
1140 dprint(self.netname, " can't walk to its personal waypoint (after ", ftos(self.havocbot_personal_waypoint_failcounter), " failed attempts), trying later\n");
1144 if(autocvar_bot_debug_goalstack)
1148 vector dir = ( ( self.goalcurrent.absmin + self.goalcurrent.absmax ) * 0.5 ) - (self.origin + self.view_ofs);
1150 bot_aimdir(dir, -1);
1153 havocbot_movetogoal();
1155 if(self.aistatus & AI_STATUS_WAYPOINT_PERSONAL_REACHED)
1157 // Step 5: Waypoint reached
1158 dprint(self.netname, "'s personal waypoint reached\n");
1159 remove(self.havocbot_personal_waypoint);
1160 self.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_REACHED;
1161 return CMD_STATUS_FINISHED;
1164 return CMD_STATUS_EXECUTING;
1167 // Step 2: Linking waypoint
1168 if(self.aistatus & AI_STATUS_WAYPOINT_PERSONAL_LINKING)
1170 // Wait until it is linked
1171 if(!self.havocbot_personal_waypoint.wplinked)
1173 dprint(self.netname, " waiting for personal waypoint to be linked\n");
1174 return CMD_STATUS_EXECUTING;
1177 self.havocbot_personal_waypoint_searchtime = time; // so we set the route next frame
1178 self.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1179 self.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_GOING;
1181 // Step 3: Route to waypoint
1182 dprint(self.netname, " walking to its personal waypoint\n");
1184 return CMD_STATUS_EXECUTING;
1187 // Step 1: Spawning waypoint
1188 wp = waypoint_spawnpersonal(pos);
1191 dprint("Error: Can't spawn personal waypoint at ",vtos(pos),"\n");
1192 return CMD_STATUS_ERROR;
1195 self.havocbot_personal_waypoint = wp;
1196 self.havocbot_personal_waypoint_failcounter = 0;
1197 self.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1199 // if pos is inside a teleport, then let's mark it as teleport waypoint
1201 for(head = world; (head = find(head, classname, "trigger_teleport")); )
1203 if(WarpZoneLib_BoxTouchesBrush(pos, pos, head, world))
1205 wp.wpflags |= WAYPOINTFLAG_TELEPORT;
1206 self.lastteleporttime = 0;
1211 if(wp.wpflags & WAYPOINTFLAG_TELEPORT)
1212 print("routing to a teleporter\n");
1214 print("routing to a non-teleporter\n");
1217 return CMD_STATUS_EXECUTING;
1220 float havocbot_resetgoal()
1222 navigation_clearroute();
1223 return CMD_STATUS_FINISHED;
1226 void havocbot_setupbot()
1228 self.bot_ai = havocbot_ai;
1229 self.cmd_moveto = havocbot_moveto;
1230 self.cmd_resetgoal = havocbot_resetgoal;
1232 havocbot_chooserole();
1235 vector havocbot_dodge()
1237 // LordHavoc: disabled because this is too expensive
1242 float danger, bestdanger, vl, d;
1245 // check for dangerous objects near bot or approaching bot
1246 head = findchainfloat(bot_dodge, TRUE);
1249 if (head.owner != self)
1251 vl = vlen(head.velocity);
1252 if (vl > autocvar_sv_maxspeed * 0.3)
1254 n = normalize(head.velocity);
1255 v = self.origin - head.origin;
1257 if (d > (0 - head.bot_dodgerating))
1258 if (d < (vl * 0.2 + head.bot_dodgerating))
1260 // calculate direction and distance from the flight path, by removing the forward axis
1261 v = v - (n * (v * n));
1262 danger = head.bot_dodgerating - vlen(v);
1263 if (bestdanger < danger)
1265 bestdanger = danger;
1266 // dodge to the side of the object
1267 dodge = normalize(v);
1273 danger = head.bot_dodgerating - vlen(head.origin - self.origin);
1274 if (bestdanger < danger)
1276 bestdanger = danger;
1277 dodge = normalize(self.origin - head.origin);