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 not(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;
93 if(!WEPSET_EMPTY_E(self))
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 not(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 (WEPSET_CONTAINS_EW(self, 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 if(autocvar_g_midair)
259 // Don't jump when attacking
260 if(self.aistatus & AI_STATUS_ATTACKING)
263 if(IS_PLAYER(self.goalcurrent))
266 maxspeed = autocvar_sv_maxspeed;
268 if(self.aistatus & AI_STATUS_DANGER_AHEAD)
270 self.aistatus &~= AI_STATUS_RUNNING;
271 self.BUTTON_JUMP = FALSE;
272 self.bot_canruntogoal = 0;
273 self.bot_timelastseengoal = 0;
277 if(self.waterlevel > WATERLEVEL_WETFEET)
279 self.aistatus &~= AI_STATUS_RUNNING;
283 if(self.bot_lastseengoal != self.goalcurrent && !(self.aistatus & AI_STATUS_RUNNING))
285 self.bot_canruntogoal = 0;
286 self.bot_timelastseengoal = 0;
289 gco = (self.goalcurrent.absmin + self.goalcurrent.absmax) * 0.5;
290 bunnyhopdistance = vlen(self.origin - gco);
292 // Run only to visible goals
293 if(self.flags & FL_ONGROUND)
294 if(self.speed==maxspeed)
295 if(checkpvs(self.origin + self.view_ofs, self.goalcurrent))
297 self.bot_lastseengoal = self.goalcurrent;
300 if(self.bot_timelastseengoal)
302 // for a period of time
303 if(time - self.bot_timelastseengoal > autocvar_bot_ai_bunnyhop_firstjumpdelay)
306 checkdistance = TRUE;
308 // don't run if it is too close
309 if(self.bot_canruntogoal==0)
311 if(bunnyhopdistance > autocvar_bot_ai_bunnyhop_startdistance)
312 self.bot_canruntogoal = 1;
314 self.bot_canruntogoal = -1;
317 if(self.bot_canruntogoal != 1)
320 if(self.aistatus & AI_STATUS_ROAMING)
321 if(self.goalcurrent.classname=="waypoint")
322 if not(self.goalcurrent.wpflags & WAYPOINTFLAG_PERSONAL)
323 if(fabs(gco_z - self.origin_z) < self.maxs_z - self.mins_z)
324 if(self.goalstack01!=world)
326 gno = (self.goalstack01.absmin + self.goalstack01.absmax) * 0.5;
327 deviation = vectoangles(gno - self.origin) - vectoangles(gco - self.origin);
328 while (deviation_y < -180) deviation_y = deviation_y + 360;
329 while (deviation_y > 180) deviation_y = deviation_y - 360;
331 if(fabs(deviation_y) < 20)
332 if(bunnyhopdistance < vlen(self.origin - gno))
333 if(fabs(gno_z - gco_z) < self.maxs_z - self.mins_z)
335 if(vlen(gco - gno) > autocvar_bot_ai_bunnyhop_startdistance)
336 if(checkpvs(self.origin + self.view_ofs, self.goalstack01))
338 checkdistance = FALSE;
345 self.aistatus &~= AI_STATUS_RUNNING;
346 if(bunnyhopdistance > autocvar_bot_ai_bunnyhop_stopdistance)
347 self.BUTTON_JUMP = TRUE;
351 self.aistatus |= AI_STATUS_RUNNING;
352 self.BUTTON_JUMP = TRUE;
358 self.bot_timelastseengoal = time;
363 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;
395 void havocbot_movetogoal()
403 vector evadeobstacle;
410 //if (self.goalentity)
411 // te_lightning2(self, self.origin, (self.goalentity.absmin + self.goalentity.absmax) * 0.5);
412 self.movement = '0 0 0';
413 maxspeed = autocvar_sv_maxspeed;
415 // Jetpack navigation
417 if(self.navigation_jetpack_goal)
418 if(self.goalcurrent==self.navigation_jetpack_goal)
421 if(autocvar_bot_debug_goalstack)
424 te_wizspike(self.navigation_jetpack_point);
428 if not(self.aistatus & AI_STATUS_JETPACK_FLYING)
430 // Brake almost completely so it can get a good direction
431 if(vlen(self.velocity)>10)
433 self.aistatus |= AI_STATUS_JETPACK_FLYING;
436 makevectors(self.v_angle_y * '0 1 0');
437 dir = normalize(self.navigation_jetpack_point - self.origin);
440 if(self.aistatus & AI_STATUS_JETPACK_LANDING)
442 // Calculate brake distance in xy
446 dxy = self.origin - ( ( self.goalcurrent.absmin + self.goalcurrent.absmax ) * 0.5 ); dxy_z = 0;
448 v = vlen(self.velocity - self.velocity_z * '0 0 1');
449 db = (pow(v,2) / (autocvar_g_jetpack_acceleration_side * 2)) + 100;
450 // dprint("distance ", ftos(ceil(d)), " velocity ", ftos(ceil(v)), " brake at ", ftos(ceil(db)), "\n");
451 if(d < db || d < 500)
454 if(fabs(self.velocity_x)>maxspeed*0.3)
456 self.movement_x = dir * v_forward * -maxspeed;
459 // Switch to normal mode
460 self.navigation_jetpack_goal = world;
461 self.aistatus &~= AI_STATUS_JETPACK_LANDING;
462 self.aistatus &~= AI_STATUS_JETPACK_FLYING;
466 else if(checkpvs(self.origin,self.goalcurrent))
468 // If I can see the goal switch to landing code
469 self.aistatus &~= AI_STATUS_JETPACK_FLYING;
470 self.aistatus |= AI_STATUS_JETPACK_LANDING;
475 self.BUTTON_HOOK = TRUE;
476 if(self.navigation_jetpack_point_z - PL_MAX_z + PL_MIN_z < self.origin_z)
478 self.movement_x = dir * v_forward * maxspeed;
479 self.movement_y = dir * v_right * maxspeed;
484 // Handling of jump pads
485 if(self.jumppadcount)
487 // If got stuck on the jump pad try to reach the farthest visible waypoint
488 if(self.aistatus & AI_STATUS_OUT_JUMPPAD)
490 if(fabs(self.velocity_z)<50)
492 entity head, newgoal = world;
493 float distance, bestdistance = 0;
495 for (head = findchain(classname, "waypoint"); head; head = head.chain)
498 distance = vlen(head.origin - self.origin);
502 traceline(self.origin + self.view_ofs , ( ( head.absmin + head.absmax ) * 0.5 ), TRUE, world);
507 if(distance>bestdistance)
510 bestdistance = distance;
516 self.ignoregoal = self.goalcurrent;
517 self.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
518 navigation_clearroute();
519 navigation_routetogoal(newgoal, self.origin);
520 self.aistatus &~= AI_STATUS_OUT_JUMPPAD;
528 if(self.velocity_z>0)
530 float threshold, sxy;
531 vector velxy = self.velocity; velxy_z = 0;
533 threshold = maxspeed * 0.2;
536 dprint("Warning: ", self.netname, " got stuck on a jumppad (velocity in xy is ", ftos(sxy), "), trying to get out of it now\n");
537 self.aistatus |= AI_STATUS_OUT_JUMPPAD;
542 // Don't chase players while using a jump pad
543 if(IS_PLAYER(self.goalcurrent) || IS_PLAYER(self.goalstack01))
547 else if(self.aistatus & AI_STATUS_OUT_JUMPPAD)
548 self.aistatus &~= AI_STATUS_OUT_JUMPPAD;
550 // If there is a trigger_hurt right below try to use the jetpack or make a rocketjump
552 if not(self.flags & FL_ONGROUND)
554 tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 -65536', MOVE_NOMONSTERS, self);
555 if(tracebox_hits_trigger_hurt(self.origin, self.mins, self.maxs, trace_endpos ))
556 if(self.items & IT_JETPACK)
558 tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 65536', MOVE_NOMONSTERS, self);
559 if(tracebox_hits_trigger_hurt(self.origin, self.mins, self.maxs, trace_endpos + '0 0 1' ))
561 if(self.velocity_z<0)
563 self.BUTTON_HOOK = TRUE;
567 self.BUTTON_HOOK = TRUE;
569 // If there is no goal try to move forward
571 if(self.goalcurrent==world)
574 dir = normalize(( ( self.goalcurrent.absmin + self.goalcurrent.absmax ) * 0.5 ) - self.origin);
576 vector xyvelocity = self.velocity; xyvelocity_z = 0;
577 float xyspeed = xyvelocity * dir;
579 if(xyspeed < (maxspeed / 2))
581 makevectors(self.v_angle_y * '0 1 0');
582 tracebox(self.origin, self.mins, self.maxs, self.origin + (dir * maxspeed * 3), MOVE_NOMONSTERS, self);
583 if(trace_fraction==1)
585 self.movement_x = dir * v_forward * maxspeed;
586 self.movement_y = dir * v_right * maxspeed;
588 havocbot_keyboard_movement(self.origin + dir * 100);
592 self.havocbot_blockhead = TRUE;
596 else if(self.health>autocvar_g_balance_rocketlauncher_damage*0.5)
598 if(self.velocity_z < 0)
599 if(client_hasweapon(self, WEP_ROCKET_LAUNCHER, TRUE, FALSE))
601 self.movement_x = maxspeed;
603 if(self.rocketjumptime)
605 if(time > self.rocketjumptime)
607 self.BUTTON_ATCK2 = TRUE;
608 self.rocketjumptime = 0;
613 self.switchweapon = WEP_ROCKET_LAUNCHER;
615 self.BUTTON_ATCK = TRUE;
616 self.rocketjumptime = time + autocvar_g_balance_rocketlauncher_detonatedelay;
622 // If there is no goal try to move forward
623 if(self.goalcurrent==world)
624 self.movement_x = maxspeed;
628 // If we are under water with no goals, swim up
630 if(self.goalcurrent==world)
633 if(self.waterlevel>WATERLEVEL_SWIMMING)
635 else if(self.velocity_z >= 0 && !(self.waterlevel == WATERLEVEL_WETFEET && self.watertype == CONTENT_WATER))
636 self.BUTTON_JUMP = TRUE;
638 self.BUTTON_JUMP = FALSE;
639 makevectors(self.v_angle_y * '0 1 0');
640 self.movement_x = dir * v_forward * maxspeed;
641 self.movement_y = dir * v_right * maxspeed;
642 self.movement_z = dir * v_up * maxspeed;
645 // if there is nowhere to go, exit
646 if (self.goalcurrent == world)
649 if (self.goalcurrent)
650 navigation_poptouchedgoals();
652 // if ran out of goals try to use an alternative goal or get a new strategy asap
653 if(self.goalcurrent == world)
655 self.bot_strategytime = 0;
660 if(autocvar_bot_debug_goalstack)
663 m1 = self.goalcurrent.origin + self.goalcurrent.mins;
664 m2 = self.goalcurrent.origin + self.goalcurrent.maxs;
665 destorg = self.origin;
666 destorg_x = bound(m1_x, destorg_x, m2_x);
667 destorg_y = bound(m1_y, destorg_y, m2_y);
668 destorg_z = bound(m1_z, destorg_z, m2_z);
669 diff = destorg - self.origin;
671 dir = normalize(diff);
672 flatdir = diff;flatdir_z = 0;
673 flatdir = normalize(flatdir);
674 gco = (self.goalcurrent.absmin + self.goalcurrent.absmax) * 0.5;
676 //if (self.bot_dodgevector_time < time)
678 // self.bot_dodgevector_time = time + cvar("bot_ai_dodgeupdateinterval");
679 // self.bot_dodgevector_jumpbutton = 1;
680 evadeobstacle = '0 0 0';
685 if(self.waterlevel>WATERLEVEL_SWIMMING)
688 self.aistatus |= AI_STATUS_OUT_WATER;
692 if(self.velocity_z >= 0 && !(self.watertype == CONTENT_WATER && gco_z < self.origin_z) &&
693 ( !(self.waterlevel == WATERLEVEL_WETFEET && self.watertype == CONTENT_WATER) || self.aistatus & AI_STATUS_OUT_WATER))
694 self.BUTTON_JUMP = TRUE;
696 self.BUTTON_JUMP = FALSE;
698 dir = normalize(flatdir);
699 makevectors(self.v_angle_y * '0 1 0');
703 if(self.aistatus & AI_STATUS_OUT_WATER)
704 self.aistatus &~= AI_STATUS_OUT_WATER;
706 // jump if going toward an obstacle that doesn't look like stairs we
707 // can walk up directly
708 tracebox(self.origin, self.mins, self.maxs, self.origin + self.velocity * 0.2, FALSE, self);
709 if (trace_fraction < 1)
710 if (trace_plane_normal_z < 0.7)
713 tracebox(self.origin + stepheightvec, self.mins, self.maxs, self.origin + self.velocity * 0.2 + stepheightvec, FALSE, self);
714 if (trace_fraction < s + 0.01)
715 if (trace_plane_normal_z < 0.7)
718 tracebox(self.origin + jumpstepheightvec, self.mins, self.maxs, self.origin + self.velocity * 0.2 + jumpstepheightvec, FALSE, self);
719 if (trace_fraction > s)
720 self.BUTTON_JUMP = 1;
724 // avoiding dangers and obstacles
725 vector dst_ahead, dst_down;
726 makevectors(self.v_angle_y * '0 1 0');
727 dst_ahead = self.origin + self.view_ofs + (self.velocity * 0.4) + (v_forward * 32 * 3);
728 dst_down = dst_ahead + '0 0 -1500';
731 traceline(self.origin + self.view_ofs , dst_ahead, TRUE, world);
733 // Check head-banging against walls
734 if(vlen(self.origin + self.view_ofs - trace_endpos) < 25 && !(self.aistatus & AI_STATUS_OUT_WATER))
736 self.BUTTON_JUMP = TRUE;
737 if(self.facingwalltime && time > self.facingwalltime)
739 self.ignoregoal = self.goalcurrent;
740 self.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
741 self.bot_strategytime = 0;
746 self.facingwalltime = time + 0.05;
751 self.facingwalltime = 0;
753 if(self.ignoregoal != world && time > self.ignoregoaltime)
755 self.ignoregoal = world;
756 self.ignoregoaltime = 0;
760 // Check for water/slime/lava and dangerous edges
761 // (only when the bot is on the ground or jumping intentionally)
762 self.aistatus &~= AI_STATUS_DANGER_AHEAD;
764 if(trace_fraction == 1 && self.jumppadcount == 0 && !self.goalcurrent.wphardwired )
765 if(self.flags & FL_ONGROUND || self.aistatus & AI_STATUS_RUNNING || self.BUTTON_JUMP == TRUE)
768 traceline(dst_ahead , dst_down, TRUE, world);
769 // te_lightning2(world, self.origin, dst_ahead); // Draw "ahead" look
770 // te_lightning2(world, dst_ahead, dst_down); // Draw "downwards" look
771 if(trace_endpos_z < self.origin_z + self.mins_z)
773 s = pointcontents(trace_endpos + '0 0 1');
774 if (s != CONTENT_SOLID)
775 if (s == CONTENT_LAVA || s == CONTENT_SLIME)
776 evadelava = normalize(self.velocity) * -1;
777 else if (s == CONTENT_SKY)
778 evadeobstacle = normalize(self.velocity) * -1;
779 else if (!boxesoverlap(dst_ahead - self.view_ofs + self.mins, dst_ahead - self.view_ofs + self.maxs,
780 self.goalcurrent.absmin, self.goalcurrent.absmax))
782 // if ain't a safe goal with "holes" (like the jumpad on soylent)
783 // and there is a trigger_hurt below
784 if(tracebox_hits_trigger_hurt(dst_ahead, self.mins, self.maxs, trace_endpos))
786 // Remove dangerous dynamic goals from stack
787 dprint("bot ", self.netname, " avoided the goal ", self.goalcurrent.classname, " ", etos(self.goalcurrent), " because it led to a dangerous path; goal stack cleared\n");
788 navigation_clearroute();
798 makevectors(self.v_angle_y * '0 1 0');
800 if(evadeobstacle!='0 0 0'||evadelava!='0 0 0')
801 self.aistatus |= AI_STATUS_DANGER_AHEAD;
804 dodge = havocbot_dodge();
805 dodge = dodge * bound(0,0.5+(skill+self.bot_dodgeskill)*0.1,1);
806 evadelava = evadelava * bound(1,3-(skill+self.bot_dodgeskill),3); //Noobs fear lava a lot and take more distance from it
807 traceline(self.origin, ( ( self.enemy.absmin + self.enemy.absmax ) * 0.5 ), TRUE, world);
808 if(IS_PLAYER(trace_ent))
809 dir = dir * bound(0,(skill+self.bot_dodgeskill)/7,1);
811 dir = normalize(dir + dodge + evadeobstacle + evadelava);
812 // self.bot_dodgevector = dir;
813 // self.bot_dodgevector_jumpbutton = self.BUTTON_JUMP;
816 if(time < self.ladder_time)
818 if(self.goalcurrent.origin_z + self.goalcurrent.mins_z > self.origin_z + self.mins_z)
820 if(self.origin_z + self.mins_z < self.ladder_entity.origin_z + self.ladder_entity.maxs_z)
825 if(self.origin_z + self.mins_z > self.ladder_entity.origin_z + self.ladder_entity.mins_z)
830 //dir = self.bot_dodgevector;
831 //if (self.bot_dodgevector_jumpbutton)
832 // self.BUTTON_JUMP = 1;
833 self.movement_x = dir * v_forward * maxspeed;
834 self.movement_y = dir * v_right * maxspeed;
835 self.movement_z = dir * v_up * maxspeed;
837 // Emulate keyboard interface
839 havocbot_keyboard_movement(destorg);
842 // if(self.aistatus & AI_STATUS_ROAMING)
844 if(skill+self.bot_moveskill >= autocvar_bot_ai_bunnyhop_skilloffset)
845 havocbot_bunnyhop(dir);
847 if ((dir * v_up) >= autocvar_sv_jumpvelocity*0.5 && (self.flags & FL_ONGROUND)) self.BUTTON_JUMP=1;
848 if (((dodge * v_up) > 0) && random()*frametime >= 0.2*bound(0,(10-skill-self.bot_dodgeskill)*0.1,1)) self.BUTTON_JUMP=TRUE;
849 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);
852 void havocbot_chooseenemy()
854 entity head, best, head2;
855 float rating, bestrating, i, hf;
857 if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(self))
864 if (!bot_shouldattack(self.enemy))
866 // enemy died or something, find a new target
868 self.havocbot_chooseenemy_finished = time;
870 else if (self.havocbot_stickenemy)
872 // tracking last chosen enemy
873 // if enemy is visible
874 // and not really really far away
875 // and we're not severely injured
876 // then keep tracking for a half second into the future
877 traceline(self.origin+self.view_ofs, ( self.enemy.absmin + self.enemy.absmax ) * 0.5,FALSE,world);
878 if (trace_ent == self.enemy || trace_fraction == 1)
879 if (vlen((( self.enemy.absmin + self.enemy.absmax ) * 0.5) - self.origin) < 1000)
880 if (self.health > 30)
882 // remain tracking him for a shot while (case he went after a small corner or pilar
883 self.havocbot_chooseenemy_finished = time + 0.5;
886 // enemy isn't visible, or is far away, or we're injured severely
887 // so stop preferring this enemy
888 // (it will still take a half second until a new one is chosen)
889 self.havocbot_stickenemy = 0;
892 if (time < self.havocbot_chooseenemy_finished)
894 self.havocbot_chooseenemy_finished = time + autocvar_bot_ai_enemydetectioninterval;
895 eye = self.origin + self.view_ofs;
897 bestrating = 100000000;
898 head = head2 = findchainfloat(bot_attack, TRUE);
901 hf = self.dphitcontentsmask;
903 // Search for enemies, if no enemy can be seen directly try to look through transparent objects
905 self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
911 v = (head.absmin + head.absmax) * 0.5;
912 rating = vlen(v - eye);
913 if (rating<autocvar_bot_ai_enemydetectionradius)
914 if (bestrating > rating)
915 if (bot_shouldattack(head))
917 traceline(eye, v, TRUE, self);
918 if (trace_ent == head || trace_fraction >= 1)
927 // I want to do a second scan if no enemy was found or I don't have weapons
928 // TODO: Perform the scan when using the rifle (requires changes on the rifle code)
929 if(best || !WEPSET_EMPTY_E(self)) // || self.weapon == WEP_RIFLE
934 // Set flags to see through transparent objects
935 self.dphitcontentsmask |= DPCONTENTS_OPAQUE;
941 self.dphitcontentsmask = hf;
944 self.havocbot_stickenemy = TRUE;
947 float havocbot_chooseweapon_checkreload(float new_weapon)
949 // bots under this skill cannot find unloaded weapons to reload idly when not in combat,
950 // so skip this for them, or they'll never get to reload their weapons at all.
951 // this also allows bots under this skill to be more stupid, and reload more often during combat :)
955 // if this weapon is scheduled for reloading, don't switch to it during combat
956 if (self.weapon_load[new_weapon] < 0)
958 float i, other_weapon_available = FALSE;
959 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
961 // if we are out of ammo for all other weapons, it's an emergency to switch to anything else
962 if (weapon_action(i, WR_CHECKAMMO1) + weapon_action(i, WR_CHECKAMMO2))
963 other_weapon_available = TRUE;
965 if(other_weapon_available)
972 void havocbot_chooseweapon()
977 if(WEPSET_EQ_AW(g_weaponarena_weapons, WEP_TUBA))
979 self.switchweapon = WEP_TUBA;
983 // TODO: clean this up by moving it to weapon code
984 if(self.enemy==world)
986 // If no weapon was chosen get the first available weapon
988 for(i=WEP_LASER + 1; i < WEP_COUNT ; ++i)
990 if(client_hasweapon(self, i, TRUE, FALSE))
992 self.switchweapon = i;
999 // Do not change weapon during the next second after a combo
1000 i = time - self.lastcombotime;
1005 float distance; distance=bound(10,vlen(self.origin-self.enemy.origin)-200,10000);
1007 // Should it do a weapon combo?
1008 float af, ct, combo_time, combo;
1010 af = ATTACK_FINISHED(self);
1011 ct = autocvar_bot_ai_weapon_combo_threshold;
1013 // Bots with no skill will be 4 times more slower than "godlike" bots when doing weapon combos
1014 // Ideally this 4 should be calculated as longest_weapon_refire / bot_ai_weapon_combo_threshold
1015 combo_time = time + ct + (ct * ((-0.3*(skill+self.bot_weaponskill))+3));
1019 if(autocvar_bot_ai_weapon_combo)
1020 if(self.weapon == self.lastfiredweapon)
1024 self.lastcombotime = time;
1027 distance *= pow(2, self.bot_rangepreference);
1029 // Custom weapon list based on distance to the enemy
1030 if(bot_custom_weapon){
1032 // Choose weapons for far distance
1033 if ( distance > bot_distance_far ) {
1034 for(i=0; i < WEP_COUNT && bot_weapons_far[i] != -1 ; ++i){
1035 w = bot_weapons_far[i];
1036 if ( client_hasweapon(self, w, TRUE, FALSE) )
1038 if ((self.weapon == w && combo) || havocbot_chooseweapon_checkreload(w))
1040 self.switchweapon = w;
1046 // Choose weapons for mid distance
1047 if ( distance > bot_distance_close) {
1048 for(i=0; i < WEP_COUNT && bot_weapons_mid[i] != -1 ; ++i){
1049 w = bot_weapons_mid[i];
1050 if ( client_hasweapon(self, w, TRUE, FALSE) )
1052 if ((self.weapon == w && combo) || havocbot_chooseweapon_checkreload(w))
1054 self.switchweapon = w;
1060 // Choose weapons for close distance
1061 for(i=0; i < WEP_COUNT && bot_weapons_close[i] != -1 ; ++i){
1062 w = bot_weapons_close[i];
1063 if ( client_hasweapon(self, w, TRUE, FALSE) )
1065 if ((self.weapon == w && combo) || havocbot_chooseweapon_checkreload(w))
1067 self.switchweapon = w;
1076 vector selfvel, enemyvel;
1077 // if(self.flags & FL_INWATER)
1079 if (time < self.nextaim)
1081 self.nextaim = time + 0.1;
1082 selfvel = self.velocity;
1083 if (!self.waterlevel)
1087 enemyvel = self.enemy.velocity;
1088 if (!self.enemy.waterlevel)
1090 lag_additem(time + self.ping, 0, 0, self.enemy, self.origin, selfvel, (self.enemy.absmin + self.enemy.absmax) * 0.5, enemyvel);
1093 lag_additem(time + self.ping, 0, 0, world, self.origin, selfvel, ( self.goalcurrent.absmin + self.goalcurrent.absmax ) * 0.5, '0 0 0');
1096 float havocbot_moveto_refresh_route()
1098 // Refresh path to goal if necessary
1100 wp = self.havocbot_personal_waypoint;
1101 navigation_goalrating_start();
1102 navigation_routerating(wp, 10000, 10000);
1103 navigation_goalrating_end();
1104 return self.navigation_hasgoals;
1107 float havocbot_moveto(vector pos)
1111 if(self.aistatus & AI_STATUS_WAYPOINT_PERSONAL_GOING)
1113 // Step 4: Move to waypoint
1114 if(self.havocbot_personal_waypoint==world)
1116 dprint("Error: ", self.netname, " trying to walk to a non existent personal waypoint\n");
1117 self.aistatus &~= AI_STATUS_WAYPOINT_PERSONAL_GOING;
1118 return CMD_STATUS_ERROR;
1121 if (!bot_strategytoken_taken)
1122 if(self.havocbot_personal_waypoint_searchtime<time)
1124 bot_strategytoken_taken = TRUE;
1125 if(havocbot_moveto_refresh_route())
1127 dprint(self.netname, " walking to its personal waypoint (after ", ftos(self.havocbot_personal_waypoint_failcounter), " failed attempts)\n");
1128 self.havocbot_personal_waypoint_searchtime = time + 10;
1129 self.havocbot_personal_waypoint_failcounter = 0;
1133 self.havocbot_personal_waypoint_failcounter += 1;
1134 self.havocbot_personal_waypoint_searchtime = time + 2;
1135 if(self.havocbot_personal_waypoint_failcounter >= 30)
1137 dprint("Warning: can't walk to the personal waypoint located at ", vtos(self.havocbot_personal_waypoint.origin),"\n");
1138 self.aistatus &~= AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1139 remove(self.havocbot_personal_waypoint);
1140 return CMD_STATUS_ERROR;
1143 dprint(self.netname, " can't walk to its personal waypoint (after ", ftos(self.havocbot_personal_waypoint_failcounter), " failed attempts), trying later\n");
1147 if(autocvar_bot_debug_goalstack)
1151 vector dir = ( ( self.goalcurrent.absmin + self.goalcurrent.absmax ) * 0.5 ) - (self.origin + self.view_ofs);
1153 bot_aimdir(dir, -1);
1156 havocbot_movetogoal();
1158 if(self.aistatus & AI_STATUS_WAYPOINT_PERSONAL_REACHED)
1160 // Step 5: Waypoint reached
1161 dprint(self.netname, "'s personal waypoint reached\n");
1162 remove(self.havocbot_personal_waypoint);
1163 self.aistatus &~= AI_STATUS_WAYPOINT_PERSONAL_REACHED;
1164 return CMD_STATUS_FINISHED;
1167 return CMD_STATUS_EXECUTING;
1170 // Step 2: Linking waypoint
1171 if(self.aistatus & AI_STATUS_WAYPOINT_PERSONAL_LINKING)
1173 // Wait until it is linked
1174 if(!self.havocbot_personal_waypoint.wplinked)
1176 dprint(self.netname, " waiting for personal waypoint to be linked\n");
1177 return CMD_STATUS_EXECUTING;
1180 self.havocbot_personal_waypoint_searchtime = time; // so we set the route next frame
1181 self.aistatus &~= AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1182 self.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_GOING;
1184 // Step 3: Route to waypoint
1185 dprint(self.netname, " walking to its personal waypoint\n");
1187 return CMD_STATUS_EXECUTING;
1190 // Step 1: Spawning waypoint
1191 wp = waypoint_spawnpersonal(pos);
1194 dprint("Error: Can't spawn personal waypoint at ",vtos(pos),"\n");
1195 return CMD_STATUS_ERROR;
1198 self.havocbot_personal_waypoint = wp;
1199 self.havocbot_personal_waypoint_failcounter = 0;
1200 self.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1202 // if pos is inside a teleport, then let's mark it as teleport waypoint
1204 for(head = world; (head = find(head, classname, "trigger_teleport")); )
1206 if(WarpZoneLib_BoxTouchesBrush(pos, pos, head, world))
1208 wp.wpflags |= WAYPOINTFLAG_TELEPORT;
1209 self.lastteleporttime = 0;
1214 if(wp.wpflags & WAYPOINTFLAG_TELEPORT)
1215 print("routing to a teleporter\n");
1217 print("routing to a non-teleporter\n");
1220 return CMD_STATUS_EXECUTING;
1223 float havocbot_resetgoal()
1225 navigation_clearroute();
1226 return CMD_STATUS_FINISHED;
1229 void havocbot_setupbot()
1231 self.bot_ai = havocbot_ai;
1232 self.cmd_moveto = havocbot_moveto;
1233 self.cmd_resetgoal = havocbot_resetgoal;
1235 havocbot_chooserole();
1238 vector havocbot_dodge()
1240 // LordHavoc: disabled because this is too expensive
1245 float danger, bestdanger, vl, d;
1248 // check for dangerous objects near bot or approaching bot
1249 head = findchainfloat(bot_dodge, TRUE);
1252 if (head.owner != self)
1254 vl = vlen(head.velocity);
1255 if (vl > autocvar_sv_maxspeed * 0.3)
1257 n = normalize(head.velocity);
1258 v = self.origin - head.origin;
1260 if (d > (0 - head.bot_dodgerating))
1261 if (d < (vl * 0.2 + head.bot_dodgerating))
1263 // calculate direction and distance from the flight path, by removing the forward axis
1264 v = v - (n * (v * n));
1265 danger = head.bot_dodgerating - vlen(v);
1266 if (bestdanger < danger)
1268 bestdanger = danger;
1269 // dodge to the side of the object
1270 dodge = normalize(v);
1276 danger = head.bot_dodgerating - vlen(head.origin - self.origin);
1277 if (bestdanger < danger)
1279 bestdanger = danger;
1280 dodge = normalize(self.origin - head.origin);