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;
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
34 local entity newgoal, head;
35 local 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 + cvar("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 (cvar("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(self.bot_aimtarg.classname=="player")
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 local vector now,v,next;//,heading;
119 local float aimdistance,skillblend,distanceblend,blend;
120 next = now = self.goalcurrent.origin - (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.origin - (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/cvar("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();
149 void havocbot_keyboard_movement(vector destorg)
151 local vector keyboard;
152 local float blend, maxspeed;
155 sk = skill + self.bot_moveskill;
157 maxspeed = cvar("sv_maxspeed");
159 if (time < self.havocbot_keyboardtime)
162 self.havocbot_keyboardtime =
164 self.havocbot_keyboardtime
165 + 0.05/max(1, sk+self.havocbot_keyboardskill)
166 + random()*0.025/max(0.00025, skill+self.havocbot_keyboardskill)
168 keyboard = self.movement * (1.0 / maxspeed);
170 local float trigger, trigger1;
171 blend = bound(0,sk*0.1,1);
172 trigger = cvar("bot_ai_keyboard_treshold");
173 trigger1 = 0 - trigger;
175 // categorize forward movement
176 // at skill < 1.5 only forward
177 // at skill < 2.5 only individual directions
178 // at skill < 4.5 only individual directions, and forward diagonals
179 // at skill >= 4.5, all cases allowed
180 if (keyboard_x > trigger)
186 else if (keyboard_x < trigger1 && sk > 1.5)
201 if (keyboard_y > trigger)
203 else if (keyboard_y < trigger1)
208 if (keyboard_z > trigger)
210 else if (keyboard_z < trigger1)
215 self.havocbot_keyboard = keyboard * maxspeed;
216 if (self.havocbot_ducktime>time) self.BUTTON_CROUCH=TRUE;
218 keyboard = self.havocbot_keyboard;
219 blend = bound(0,vlen(destorg-self.origin)/cvar("bot_ai_keyboard_distance"),1); // When getting close move with 360 degree
220 //dprint("movement ", vtos(self.movement), " keyboard ", vtos(keyboard), " blend ", ftos(blend), "\n");
221 self.movement = self.movement + (keyboard - self.movement) * blend;
224 void havocbot_bunnyhop(vector dir)
226 local float bunnyhopdistance;
227 local vector deviation;
228 local float maxspeed;
233 // Don't jump when using some weapons
234 if(self.aistatus & AI_STATUS_ATTACKING)
235 if(self.weapon & WEP_CAMPINGRIFLE)
238 if(self.goalcurrent.classname == "player")
241 maxspeed = cvar("sv_maxspeed");
243 if(self.aistatus & AI_STATUS_DANGER_AHEAD)
245 self.aistatus &~= AI_STATUS_RUNNING;
246 self.BUTTON_JUMP = FALSE;
247 self.bot_canruntogoal = 0;
248 self.bot_timelastseengoal = 0;
252 if(self.waterlevel > WATERLEVEL_WETFEET)
254 self.aistatus &~= AI_STATUS_RUNNING;
258 if(self.bot_lastseengoal != self.goalcurrent && !(self.aistatus & AI_STATUS_RUNNING))
260 self.bot_canruntogoal = 0;
261 self.bot_timelastseengoal = 0;
264 bunnyhopdistance = vlen(self.origin - self.goalcurrent.origin);
266 // Run only to visible goals
267 if(self.flags & FL_ONGROUND)
268 if(self.speed==maxspeed)
269 if(checkpvs(self.origin + self.view_ofs, self.goalcurrent))
271 self.bot_lastseengoal = self.goalcurrent;
274 if(self.bot_timelastseengoal)
276 // for a period of time
277 if(time - self.bot_timelastseengoal > cvar("bot_ai_bunnyhop_firstjumpdelay"))
279 local float checkdistance;
280 checkdistance = TRUE;
282 // don't run if it is too close
283 if(self.bot_canruntogoal==0)
285 if(bunnyhopdistance > cvar("bot_ai_bunnyhop_startdistance"))
286 self.bot_canruntogoal = 1;
288 self.bot_canruntogoal = -1;
291 if(self.bot_canruntogoal != 1)
294 if(self.aistatus & AI_STATUS_ROAMING)
295 if(self.goalcurrent.classname=="waypoint")
296 if not(self.goalcurrent.wpflags & WAYPOINTFLAG_PERSONAL)
297 if(fabs(self.goalcurrent.origin_z - self.origin_z) < self.maxs_z - self.mins_z)
298 if(self.goalstack01!=world)
300 deviation = vectoangles(self.goalstack01.origin - self.origin) - vectoangles(self.goalcurrent.origin - self.origin);
301 while (deviation_y < -180) deviation_y = deviation_y + 360;
302 while (deviation_y > 180) deviation_y = deviation_y - 360;
304 if(fabs(deviation_y) < 20)
305 if(bunnyhopdistance < vlen(self.origin - self.goalstack01.origin))
306 if(fabs(self.goalstack01.origin_z - self.goalcurrent.origin_z) < self.maxs_z - self.mins_z)
308 if(vlen(self.goalcurrent.origin - self.goalstack01.origin) > cvar("bot_ai_bunnyhop_startdistance"))
309 if(checkpvs(self.origin + self.view_ofs, self.goalstack01))
311 checkdistance = FALSE;
318 self.aistatus &~= AI_STATUS_RUNNING;
319 if(bunnyhopdistance > cvar("bot_ai_bunnyhop_stopdistance"))
320 self.BUTTON_JUMP = TRUE;
324 self.aistatus |= AI_STATUS_RUNNING;
325 self.BUTTON_JUMP = TRUE;
331 self.bot_timelastseengoal = time;
336 self.bot_timelastseengoal = 0;
339 // Release jump button
340 if(self.flags & FL_ONGROUND == 0)
342 if(self.velocity_z < 0 || vlen(self.velocity)<maxspeed)
343 self.BUTTON_JUMP = FALSE;
346 if(self.aistatus & AI_STATUS_RUNNING)
347 if(vlen(self.velocity)>maxspeed)
349 deviation = vectoangles(dir) - vectoangles(self.velocity);
350 while (deviation_y < -180) deviation_y = deviation_y + 360;
351 while (deviation_y > 180) deviation_y = deviation_y - 360;
353 if(fabs(deviation_y)>10)
357 self.movement_y = maxspeed * -1;
358 else if(deviation_y<10)
359 self.movement_y = maxspeed;
365 void havocbot_movetogoal()
367 local vector destorg;
370 local vector flatdir;
373 local vector evadeobstacle;
374 local vector evadelava;
376 local float maxspeed;
379 //if (self.goalentity)
380 // te_lightning2(self, self.origin, (self.goalentity.absmin + self.goalentity.absmax) * 0.5);
381 self.movement = '0 0 0';
382 maxspeed = cvar("sv_maxspeed");
384 // Jetpack navigation
386 if(self.navigation_jetpack_goal)
387 if(self.goalcurrent==self.navigation_jetpack_goal)
390 #ifdef DEBUG_BOT_GOALSTACK
392 te_wizspike(self.navigation_jetpack_point);
396 if not(self.aistatus & AI_STATUS_JETPACK_FLYING)
398 // Brake almost completely so it can get a good direction
399 if(vlen(self.velocity)>10)
401 self.aistatus |= AI_STATUS_JETPACK_FLYING;
404 makevectors(self.v_angle_y * '0 1 0');
405 dir = normalize(self.navigation_jetpack_point - self.origin);
408 if(self.aistatus & AI_STATUS_JETPACK_LANDING)
410 // Calculate brake distance in xy
414 dxy = self.origin - self.goalcurrent.origin; dxy_z = 0;
416 v = vlen(self.velocity - self.velocity_z * '0 0 1');
417 db = (pow(v,2) / (cvar("g_jetpack_acceleration_side") * 2)) + 100;
418 // dprint("distance ", ftos(ceil(d)), " velocity ", ftos(ceil(v)), " brake at ", ftos(ceil(db)), "\n");
419 if(d < db || d < 500)
422 if(fabs(self.velocity_x)>maxspeed*0.3)
424 self.movement_x = dir * v_forward * -maxspeed;
427 // Switch to normal mode
428 self.navigation_jetpack_goal = world;
429 self.aistatus &~= AI_STATUS_JETPACK_LANDING;
430 self.aistatus &~= AI_STATUS_JETPACK_FLYING;
434 else if(checkpvs(self.origin,self.goalcurrent))
436 // If I can see the goal switch to landing code
437 self.aistatus &~= AI_STATUS_JETPACK_FLYING;
438 self.aistatus |= AI_STATUS_JETPACK_LANDING;
443 self.BUTTON_HOOK = TRUE;
444 if(self.navigation_jetpack_point_z - PL_MAX_z + PL_MIN_z < self.origin_z)
446 self.movement_x = dir * v_forward * maxspeed;
447 self.movement_y = dir * v_right * maxspeed;
452 // Handling of jump pads
453 if(self.jumppadcount)
455 if(self.flags & FL_ONGROUND)
457 self.jumppadcount = FALSE;
458 if(self.aistatus & AI_STATUS_OUT_JUMPPAD)
459 self.aistatus &~= AI_STATUS_OUT_JUMPPAD;
462 // If got stuck on the jump pad try to reach the farther visible item
463 if(self.aistatus & AI_STATUS_OUT_JUMPPAD)
465 if(fabs(self.velocity_z)<50)
467 local entity head, newgoal;
468 local float distance, bestdistance;
470 for (head = findchainfloat(bot_pickup, TRUE); head; head = head.chain)
472 if(head.classname=="worldspawn")
475 distance = vlen(head.origin - self.origin);
479 traceline(self.origin + self.view_ofs , head.origin, TRUE, world);
484 if(distance>bestdistance)
487 bestdistance = distance;
493 self.ignoregoal = self.goalcurrent;
494 self.ignoregoaltime = time + cvar("bot_ai_ignoregoal_timeout");
495 navigation_clearroute();
496 navigation_routetogoal(newgoal, self.origin);
497 self.aistatus &~= AI_STATUS_OUT_JUMPPAD;
505 if(self.velocity_z>0)
507 local float threshold;
508 threshold = maxspeed * 0.2;
509 if(fabs(self.velocity_x) < threshold && fabs(self.velocity_y) < threshold)
510 self.aistatus |= AI_STATUS_OUT_JUMPPAD;
516 // If there is a trigger_hurt right below try to use the jetpack or make a rocketjump
518 if not(self.flags & FL_ONGROUND)
520 tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 -65536', MOVE_NOMONSTERS, self);
521 if(tracebox_hits_trigger_hurt(self.origin, self.mins, self.maxs, trace_endpos ))
522 if(self.items & IT_JETPACK)
524 tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 65536', MOVE_NOMONSTERS, self);
525 if(tracebox_hits_trigger_hurt(self.origin, self.mins, self.maxs, trace_endpos + '0 0 1' ))
527 if(self.velocity_z<0)
529 self.BUTTON_HOOK = TRUE;
533 self.BUTTON_HOOK = TRUE;
535 // If there is no goal try to move forward
537 if(self.goalcurrent==world)
540 dir = normalize(self.goalcurrent.origin - self.origin);
542 local vector xyvelocity = self.velocity; xyvelocity_z = 0;
543 local float xyspeed = xyvelocity * dir;
545 if(xyspeed < (maxspeed / 2))
547 makevectors(self.v_angle_y * '0 1 0');
548 tracebox(self.origin, self.mins, self.maxs, self.origin + (dir * maxspeed * 3), MOVE_NOMONSTERS, self);
549 if(trace_fraction==1)
551 self.movement_x = dir * v_forward * maxspeed;
552 self.movement_y = dir * v_right * maxspeed;
554 havocbot_keyboard_movement(self.origin + dir * 100);
558 self.havocbot_blockhead = TRUE;
562 else if(self.health>cvar("g_balance_rocketlauncher_damage")*0.5)
564 if(self.velocity_z < 0)
565 if(client_hasweapon(self, WEP_ROCKET_LAUNCHER, TRUE, FALSE))
567 self.movement_x = maxspeed;
569 if(self.rocketjumptime)
571 if(time > self.rocketjumptime)
573 self.BUTTON_ATCK2 = TRUE;
574 self.rocketjumptime = 0;
579 self.switchweapon = WEP_ROCKET_LAUNCHER;
581 self.BUTTON_ATCK = TRUE;
582 self.rocketjumptime = time + cvar("g_balance_rocketlauncher_detonatedelay");
588 // If there is no goal try to move forward
589 if(self.goalcurrent==world)
590 self.movement_x = maxspeed;
594 // If we are under water with no goals, swim up
596 if(self.goalcurrent==world)
599 if(self.waterlevel>WATERLEVEL_SWIMMING)
601 else if(self.velocity_z >= 0 && !(self.waterlevel == WATERLEVEL_WETFEET && self.watertype == CONTENT_WATER))
602 self.BUTTON_JUMP = TRUE;
604 self.BUTTON_JUMP = FALSE;
605 makevectors(self.v_angle_y * '0 1 0');
606 self.movement_x = dir * v_forward * maxspeed;
607 self.movement_y = dir * v_right * maxspeed;
608 self.movement_z = dir * v_up * maxspeed;
611 // if there is nowhere to go, exit
612 if (self.goalcurrent == world)
615 if (self.goalcurrent)
616 navigation_poptouchedgoals();
618 // if ran out of goals try to use an alternative goal or get a new strategy asap
619 if(self.goalcurrent == world)
621 self.bot_strategytime = 0;
625 #ifdef DEBUG_BOT_GOALSTACK
629 m1 = self.goalcurrent.origin + self.goalcurrent.mins;
630 m2 = self.goalcurrent.origin + self.goalcurrent.maxs;
631 destorg = self.origin;
632 destorg_x = bound(m1_x, destorg_x, m2_x);
633 destorg_y = bound(m1_y, destorg_y, m2_y);
634 destorg_z = bound(m1_z, destorg_z, m2_z);
635 diff = destorg - self.origin;
637 dir = normalize(diff);
638 flatdir = diff;flatdir_z = 0;
639 flatdir = normalize(flatdir);
641 //if (self.bot_dodgevector_time < time)
643 // self.bot_dodgevector_time = time + cvar("bot_ai_dodgeupdateinterval");
644 // self.bot_dodgevector_jumpbutton = 1;
645 evadeobstacle = '0 0 0';
650 if(self.waterlevel>WATERLEVEL_SWIMMING)
653 self.aistatus |= AI_STATUS_OUT_WATER;
657 if(self.velocity_z >= 0 && !(self.watertype == CONTENT_WATER && self.goalcurrent.origin_z < self.origin_z) &&
658 ( !(self.waterlevel == WATERLEVEL_WETFEET && self.watertype == CONTENT_WATER) || self.aistatus & AI_STATUS_OUT_WATER))
659 self.BUTTON_JUMP = TRUE;
661 self.BUTTON_JUMP = FALSE;
663 dir = normalize(flatdir);
664 makevectors(self.v_angle_y * '0 1 0');
668 if(self.aistatus & AI_STATUS_OUT_WATER)
669 self.aistatus &~= AI_STATUS_OUT_WATER;
671 // jump if going toward an obstacle that doesn't look like stairs we
672 // can walk up directly
673 tracebox(self.origin, self.mins, self.maxs, self.origin + self.velocity * 0.2, FALSE, self);
674 if (trace_fraction < 1)
675 if (trace_plane_normal_z < 0.7)
678 tracebox(self.origin + '0 0 16', self.mins, self.maxs, self.origin + self.velocity * 0.2 + '0 0 16', FALSE, self);
679 if (trace_fraction < s + 0.01)
680 if (trace_plane_normal_z < 0.7)
683 tracebox(self.origin + '0 0 48', self.mins, self.maxs, self.origin + self.velocity * 0.2 + '0 0 48', FALSE, self);
684 if (trace_fraction > s)
685 self.BUTTON_JUMP = 1;
689 // avoiding dangers and obstacles
690 local vector dst_ahead, dst_down;
691 makevectors(self.v_angle_y * '0 1 0');
692 dst_ahead = self.origin + self.view_ofs + (self.velocity * 0.4) + (v_forward * 32 * 3);
693 dst_down = dst_ahead + '0 0 -1500';
696 traceline(self.origin + self.view_ofs , dst_ahead, TRUE, world);
698 // Check head-banging against walls
699 if(vlen(self.origin + self.view_ofs - trace_endpos) < 25 && !(self.aistatus & AI_STATUS_OUT_WATER))
701 self.BUTTON_JUMP = TRUE;
702 if(self.facingwalltime && time > self.facingwalltime)
704 self.ignoregoal = self.goalcurrent;
705 self.ignoregoaltime = time + cvar("bot_ai_ignoregoal_timeout");
706 self.bot_strategytime = 0;
711 self.facingwalltime = time + 0.05;
716 self.facingwalltime = 0;
718 if(self.ignoregoal != world && time > self.ignoregoaltime)
720 self.ignoregoal = world;
721 self.ignoregoaltime = 0;
725 // Check for water/slime/lava and dangerous edges
726 // (only when the bot is on the ground or jumping intentionally)
727 self.aistatus &~= AI_STATUS_DANGER_AHEAD;
729 if(trace_fraction == 1)
730 if(self.flags & FL_ONGROUND || self.aistatus & AI_STATUS_RUNNING || self.BUTTON_JUMP == TRUE)
733 traceline(dst_ahead , dst_down, TRUE, world);
734 // te_lightning2(world, self.origin, dst_ahead); // Draw "ahead" look
735 // te_lightning2(world, dst_ahead, dst_down); // Draw "downwards" look
736 if(trace_endpos_z < self.origin_z + self.mins_z)
738 s = pointcontents(trace_endpos + '0 0 1');
739 if (s != CONTENT_SOLID)
740 if (s == CONTENT_LAVA || s == CONTENT_SLIME)
741 evadelava = normalize(self.velocity) * -1;
742 else if (s == CONTENT_SKY)
743 evadeobstacle = normalize(self.velocity) * -1;
744 else if (!boxesoverlap(dst_ahead - self.view_ofs + self.mins, dst_ahead - self.view_ofs + self.maxs,
745 self.goalcurrent.absmin, self.goalcurrent.absmax))
747 // if ain't a safe goal with "holes" (like the jumpad on soylent)
748 // and there is a trigger_hurt below
749 if(tracebox_hits_trigger_hurt(dst_ahead, self.mins, self.maxs, trace_endpos))
751 // Remove dangerous dynamic goals from stack
752 if (self.goalcurrent.classname == "player" || self.goalcurrent.classname == "droppedweapon")
753 navigation_poproute();
756 evadeobstacle = normalize(self.velocity) * -1;
765 makevectors(self.v_angle_y * '0 1 0');
767 if(evadeobstacle!='0 0 0'||evadelava!='0 0 0')
768 self.aistatus |= AI_STATUS_DANGER_AHEAD;
771 dodge = havocbot_dodge();
772 dodge = dodge * bound(0,0.5+(skill+self.bot_dodgeskill)*0.1,1);
773 evadelava = evadelava * bound(1,3-(skill+self.bot_dodgeskill),3); //Noobs fear lava a lot and take more distance from it
774 traceline(self.origin, self.enemy.origin, TRUE, world);
775 if(trace_ent.classname == "player")
776 dir = dir * bound(0,(skill+self.bot_dodgeskill)/7,1);
778 dir = normalize(dir + dodge + evadeobstacle + evadelava);
779 // self.bot_dodgevector = dir;
780 // self.bot_dodgevector_jumpbutton = self.BUTTON_JUMP;
783 if(time < self.ladder_time)
785 if(self.goalcurrent.origin_z + self.goalcurrent.mins_z > self.origin_z + self.mins_z)
787 if(self.origin_z + self.mins_z < self.ladder_entity.origin_z + self.ladder_entity.maxs_z)
792 if(self.origin_z + self.mins_z > self.ladder_entity.origin_z + self.ladder_entity.mins_z)
797 //dir = self.bot_dodgevector;
798 //if (self.bot_dodgevector_jumpbutton)
799 // self.BUTTON_JUMP = 1;
800 self.movement_x = dir * v_forward * maxspeed;
801 self.movement_y = dir * v_right * maxspeed;
802 self.movement_z = dir * v_up * maxspeed;
804 // Emulate keyboard interface
806 havocbot_keyboard_movement(destorg);
809 // if(self.aistatus & AI_STATUS_ROAMING)
811 if(skill+self.bot_moveskill >= cvar("bot_ai_bunnyhop_skilloffset"))
812 havocbot_bunnyhop(dir);
814 if ((dir * v_up) >= cvar("sv_jumpvelocity")*0.5 && (self.flags & FL_ONGROUND)) self.BUTTON_JUMP=1;
815 if (((dodge * v_up) > 0) && random()*frametime >= 0.2*bound(0,(10-skill-self.bot_dodgeskill)*0.1,1)) self.BUTTON_JUMP=TRUE;
816 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);
819 void havocbot_chooseenemy()
821 local entity head, best, head2;
822 local float rating, bestrating, i, f;
824 if (cvar("bot_nofire") || IS_INDEPENDENT_PLAYER(self))
831 if (!bot_shouldattack(self.enemy))
833 // enemy died or something, find a new target
835 self.havocbot_chooseenemy_finished = time;
837 else if (self.havocbot_stickenemy)
839 // tracking last chosen enemy
840 // if enemy is visible
841 // and not really really far away
842 // and we're not severely injured
843 // then keep tracking for a half second into the future
844 traceline(self.origin+self.view_ofs, self.enemy.origin+self.enemy.view_ofs*0.5,FALSE,world);
845 if (trace_ent == self.enemy || trace_fraction == 1)
846 if (vlen(self.enemy.origin - self.origin) < 1000)
847 if (self.health > 30)
849 // remain tracking him for a shot while (case he went after a small corner or pilar
850 self.havocbot_chooseenemy_finished = time + cvar("bot_ai_enemydetectioninterval");
853 // enemy isn't visible, or is far away, or we're injured severely
854 // so stop preferring this enemy
855 // (it will still take a half second until a new one is chosen)
856 self.havocbot_stickenemy = 0;
859 if (time < self.havocbot_chooseenemy_finished)
861 self.havocbot_chooseenemy_finished = time + cvar("bot_ai_enemydetectioninterval");
862 eye = self.origin + self.view_ofs;
864 bestrating = 100000000;
865 head = head2 = findchainfloat(bot_attack, TRUE);
867 // Search for enemies, if no enemy can be seen directly try to look through transparent objects
872 v = (head.absmin + head.absmax) * 0.5;
873 rating = vlen(v - eye);
874 if (rating<cvar("bot_ai_enemydetectionradius"))
875 if (bestrating > rating)
876 if (bot_shouldattack(head))
878 traceline(eye, v, TRUE, self);
879 if (trace_ent == head || trace_fraction >= 1)
888 // I want to do a second scan if no enemy was found or I don't have weapons
889 // TODO: Perform the scan when using the rifle (requires changes on the rifle code)
890 if(best || self.weapons) // || self.weapon == WEP_CAMPINGRIFLE
895 // Set flags to see through transparent objects
896 f = self.dphitcontentsmask;
897 self.dphitcontentsmask = DPCONTENTS_OPAQUE;
903 // Restore hit flags if needed
905 self.dphitcontentsmask = f;
908 self.havocbot_stickenemy = TRUE;
911 void havocbot_chooseweapon()
916 if(g_weaponarena == WEPBIT_TUBA)
918 self.switchweapon = WEP_TUBA;
922 // TODO: clean this up by moving it to weapon code
923 if(self.enemy==world)
925 // If no weapon was chosen get the first available weapon
927 for(i=WEP_LASER + 1; i < WEP_COUNT ; ++i)
929 if(client_hasweapon(self, i, TRUE, FALSE))
931 self.switchweapon = i;
938 // Do not change weapon during the next second after a combo
939 i = time - self.lastcombotime;
943 // Workaround for rifle reloading (..)
944 if(self.weapon == WEP_CAMPINGRIFLE)
945 if(i < cvar("g_balance_campingrifle_reloadtime") + 1)
949 local float rocket ; rocket =-1000;
950 local float nex ; nex =-1000;
951 local float hagar ; hagar =-1000;
952 local float grenade ; grenade =-1000;
953 local float mine ; mine =-1000;
954 local float electro ; electro =-1000;
955 local float crylink ; crylink =-1000;
956 local float uzi ; uzi =-1000;
957 local float shotgun ; shotgun =-1000;
958 local float campingrifle ; campingrifle =-1000;
959 local float laser ; laser =-1000;
960 local float minstanex ; minstanex =-1000;
961 local float bestscore; bestscore = 0;
962 local float bestweapon; bestweapon=self.switchweapon;
963 local float distance; distance=bound(10,vlen(self.origin-self.enemy.origin)-200,10000);
964 local float maxdelaytime=0.5;
965 local float spreadpenalty=10;
967 // Should it do a weapon combo?
968 local float af, ct, combo_time, combo;
970 af = ATTACK_FINISHED(self);
971 ct = cvar("bot_ai_weapon_combo_threshold");
973 // Bots with no skill will be 4 times more slower than "godlike" bots when doing weapon combos
974 // Ideally this 4 should be calculated as longest_weapon_refire / bot_ai_weapon_combo_threshold
975 combo_time = time + ct + (ct * ((-0.3*(skill+self.bot_weaponskill))+3));
979 if(cvar("bot_ai_weapon_combo"))
980 if(self.weapon == self.lastfiredweapon)
984 self.lastcombotime = time;
987 distance *= pow(2, self.bot_rangepreference);
989 // Custom weapon list based on distance to the enemy
990 if(bot_custom_weapon){
992 // Choose weapons for far distance
993 if ( distance > bot_distance_far ) {
994 for(i=0; i < WEP_COUNT && bot_weapons_far[i] != -1 ; ++i){
995 w = bot_weapons_far[i];
996 if ( client_hasweapon(self, w, TRUE, FALSE) ){
997 if ( self.weapon == w && combo)
999 self.switchweapon = w;
1005 // Choose weapons for mid distance
1006 if ( distance > bot_distance_close) {
1007 for(i=0; i < WEP_COUNT && bot_weapons_mid[i] != -1 ; ++i){
1008 w = bot_weapons_mid[i];
1009 if ( client_hasweapon(self, w, TRUE, FALSE) ){
1010 if ( self.weapon == w && combo)
1012 self.switchweapon = w;
1018 // Choose weapons for close distance
1019 for(i=0; i < WEP_COUNT && bot_weapons_close[i] != -1 ; ++i){
1020 w = bot_weapons_close[i];
1021 if ( client_hasweapon(self, w, TRUE, FALSE) ){
1022 if ( self.weapon == w && combo)
1024 self.switchweapon = w;
1031 // TODO: This disabled code is not working well and got replaced by custom weapon priorities.
1032 // However, this logic should be refactored and moved to weapons code so each new weapon can be
1033 // evaluated dynamically by bots without updating the "ai" or config files. --mand1nga
1034 float s, distancefromfloor, currentscore;
1038 // (Damage/Sec * Weapon spefic change to get that damage)
1039 // *(Time to get to target * weapon specfic hitchange bonus) / (in a time of maxdelaytime)
1040 // *(Spread change of hit) // if it applies
1041 // *(Penality for target beeing in air)
1044 traceline(self.enemy.origin,self.enemy.origin-'0 0 1000',TRUE,world);
1045 distancefromfloor = self.enemy.origin_z - trace_endpos_z;
1047 if (client_hasweapon(self, WEP_MINSTANEX, TRUE, FALSE))
1048 minstanex = (1000/cvar("g_balance_minstanex_refire")*1.0)
1051 if (client_hasweapon(self, WEP_ROCKET_LAUNCHER, TRUE, FALSE) &&
1052 !( cvar("bot_ai_weapon_combo") && self.weapon == WEP_ROCKET_LAUNCHER &&
1056 rocket = (cvar("g_balance_rocketlauncher_damage")/cvar("g_balance_rocketlauncher_refire")*0.75)
1057 * bound(0,(cvar("g_balance_rocketlauncher_speed")/distance*maxdelaytime),1)*1.5;
1059 if (client_hasweapon(self, WEP_NEX, TRUE, FALSE) &&
1060 !( cvar("bot_ai_weapon_combo") && self.weapon == WEP_NEX &&
1064 nex = (cvar("g_balance_nex_damage")/cvar("g_balance_nex_refire")*1.0)
1067 if (client_hasweapon(self, WEP_HAGAR, TRUE, FALSE) ) // &&
1068 // !( cvar("bot_ai_weapon_combo") && self.weapon == WEP_HAGAR && time < self.bot_lastshot + cvar("g_balance_hagar_primary_refire") ))
1069 hagar = (cvar("g_balance_hagar_primary_damage")/cvar("g_balance_hagar_primary_refire")*1.0)
1070 * bound(0,(cvar("g_balance_hagar_primary_speed")/distance*maxdelaytime),1)*0.2;
1072 if (client_hasweapon(self, WEP_GRENADE_LAUNCHER, TRUE, FALSE) &&
1074 cvar("bot_ai_weapon_combo") && self.weapon == WEP_GRENADE_LAUNCHER &&
1078 grenade = (cvar("g_balance_grenadelauncher_primary_damage")/cvar("g_balance_grenadelauncher_primary_refire")*1.0)
1079 * bound(0,(cvar("g_balance_grenadelauncher_primary_speed")/distance*maxdelaytime),1)*1.1;
1081 if (client_hasweapon(self, WEP_MINE_LAYER, TRUE, FALSE) &&
1083 cvar("bot_ai_weapon_combo") && self.weapon == WEP_MINE_LAYER &&
1087 mine = (cvar("g_balance_minelayer_damage")/cvar("g_balance_minelayer_refire")*1.0)
1088 * bound(0,(cvar("g_balance_minelayer_speed")/distance*maxdelaytime),1)*1.1;
1090 if (client_hasweapon(self, WEP_ELECTRO, TRUE, FALSE) &&
1091 !( cvar("bot_ai_weapon_combo") && self.weapon == WEP_ELECTRO &&
1095 electro = (cvar("g_balance_electro_primary_damage")/cvar("g_balance_electro_primary_refire")*0.75)
1096 * bound(0,(cvar("g_balance_electro_primary_speed")/distance*maxdelaytime),1)*1.0;
1098 if (client_hasweapon(self, WEP_CRYLINK, TRUE, FALSE) ) // &&
1099 // !( self.weapon == WEP_CRYLINK && time < self.bot_lastshot + cvar("g_balance_crylink_primary_refire") ))
1100 crylink = (cvar("g_balance_crylink_primary_damage")/cvar("g_balance_crylink_primary_refire")*1.0)
1101 * bound(0,(cvar("g_balance_crylink_primary_speed")/distance*maxdelaytime),1)*(64/(32+cvar("g_balance_crylink_primary_spread")*distance))*1.0;
1103 if (client_hasweapon(self, WEP_UZI, TRUE, FALSE) ) // &&
1104 // !( self.weapon == WEP_UZI && time < self.bot_lastshot + cvar("g_balance_uzi_sustained_refire") ))
1105 uzi = (cvar("g_balance_uzi_sustained_damage")/cvar("g_balance_uzi_sustained_refire")*1.0)
1106 * bound(0,32/(32+cvar("g_balance_uzi_sustained_spread")*distance),1);
1108 if (client_hasweapon(self, WEP_SHOTGUN, TRUE, FALSE) &&
1109 !( cvar("bot_ai_weapon_combo") && self.weapon == WEP_SHOTGUN &&
1113 shotgun = (cvar("g_balance_shotgun_primary_damage")*cvar("g_balance_shotgun_primary_bullets")/cvar("g_balance_shotgun_primary_refire")*1.0)
1114 * bound(0,32/(32+cvar("g_balance_shotgun_primary_spread")*distance),1);
1116 if (client_hasweapon(self, WEP_LASER, FALSE, FALSE) &&
1117 !( cvar("bot_ai_weapon_combo") && self.weapon == WEP_LASER &&
1121 laser = (cvar("g_balance_laser_primary_damage")/cvar("g_balance_laser_primary_refire")*1.0)
1122 * bound(0,cvar("g_balance_laser_primary_speed")/distance*maxdelaytime,1);
1124 if((self.enemy.flags & FL_ONGROUND)==FALSE){
1125 rocket = rocket * (1.5-bound(0, distancefromfloor/cvar("g_balance_rocketlauncher_radius" ),0.9)); //slight bigger change
1126 grenade = grenade * (1.5-bound(0,distancefromfloor/cvar("g_balance_grenadelauncher_primary_radius"),0.95));
1127 electro = electro * (1.5-bound(0,distancefromfloor/cvar("g_balance_electro_primary_radius" ),0.95));
1128 laser = laser * (1.5-bound(0,distancefromfloor/cvar("g_balance_laser_primary_radius" ),0.95));
1131 dprint("Floor distance: ",ftos(distancefromfloor),"\n");
1132 dprint("Rocket: " , ftos(rocket ), "\n");
1133 dprint("Nex: " , ftos(nex ), "\n");
1134 dprint("Hagar: " , ftos(hagar ), "\n");
1135 dprint("Grenade: ", ftos(grenade ), "\n");
1136 dprint("Mine: " , ftos(mine ), "\n");
1137 dprint("Electro: ", ftos(electro ), "\n");
1138 dprint("Crylink: ", ftos(crylink ), "\n");
1139 dprint("Uzi: " , ftos(uzi ), "\n");
1140 dprint("Shotgun :", ftos(shotgun ), "\n");
1141 dprint("Laser :", ftos(laser ), "\n\n");
1144 w = WEP_MINSTANEX ;s = minstanex;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
1145 w = WEP_ROCKET_LAUNCHER ;s = rocket ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
1146 w = WEP_NEX ;s = nex ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
1147 w = WEP_HAGAR ;s = hagar ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
1148 w = WEP_GRENADE_LAUNCHER ;s = grenade ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
1149 w = WEP_MINE_LAYER ;s = mine ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
1150 w = WEP_ELECTRO ;s = electro ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
1151 w = WEP_CRYLINK ;s = crylink ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
1152 w = WEP_UZI ;s = uzi ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
1153 w = WEP_SHOTGUN ;s = shotgun ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
1154 w = WEP_LASER ;s = laser ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
1156 // switch if the best weapon would provide a significant damage increase
1157 if (bestscore > currentscore*1.5){
1158 self.switchweapon = bestweapon;
1160 // buys time for detonating the rocket. not tested yet
1161 if ( cvar("bot_ai_weapon_combo") && bestweapon == WEP_ROCKET_LAUNCHER )
1162 self.bot_chooseweapontime += (distance / cvar("g_balance_rocketlauncher_speed"));
1169 local vector selfvel, enemyvel;
1170 // if(self.flags & FL_INWATER)
1172 if (time < self.nextaim)
1174 self.nextaim = time + 0.1;
1175 selfvel = self.velocity;
1176 if (!self.waterlevel)
1180 enemyvel = self.enemy.velocity;
1181 if (!self.enemy.waterlevel)
1183 lag_additem(time + self.ping, 0, 0, self.enemy, self.origin, selfvel, self.enemy.origin, enemyvel);
1186 lag_additem(time + self.ping, 0, 0, world, self.origin, selfvel, self.goalcurrent.origin, '0 0 0');
1189 float havocbot_moveto_refresh_route()
1191 // Refresh path to goal if necessary
1193 wp = self.havocbot_personal_waypoint;
1194 navigation_goalrating_start();
1195 navigation_routerating(wp, 10000, 10000);
1196 navigation_goalrating_end();
1197 return self.navigation_hasgoals;
1200 float havocbot_moveto(vector pos)
1204 if(self.aistatus & AI_STATUS_WAYPOINT_PERSONAL_GOING)
1206 // Step 4: Move to waypoint
1207 if(self.havocbot_personal_waypoint==world)
1209 dprint("Error: ", self.netname, " trying to walk to a non existent personal waypoint\n");
1210 self.aistatus &~= AI_STATUS_WAYPOINT_PERSONAL_GOING;
1211 return CMD_STATUS_ERROR;
1214 if (!bot_strategytoken_taken)
1215 if(self.havocbot_personal_waypoint_searchtime<time)
1217 bot_strategytoken_taken = TRUE;
1218 if(havocbot_moveto_refresh_route())
1220 dprint(self.netname, " walking to its personal waypoint (after ", ftos(self.havocbot_personal_waypoint_failcounter), " failed attempts)\n");
1221 self.havocbot_personal_waypoint_searchtime = time + 10;
1222 self.havocbot_personal_waypoint_failcounter = 0;
1226 self.havocbot_personal_waypoint_failcounter += 1;
1227 self.havocbot_personal_waypoint_searchtime = time + 2;
1228 if(self.havocbot_personal_waypoint_failcounter >= 30)
1230 dprint("Warning: can't walk to the personal waypoint located at ", vtos(self.havocbot_personal_waypoint.origin),"\n");
1231 self.aistatus &~= AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1232 remove(self.havocbot_personal_waypoint);
1233 return CMD_STATUS_ERROR;
1236 dprint(self.netname, " can't walk to its personal waypoint (after ", ftos(self.havocbot_personal_waypoint_failcounter), " failed attempts), trying later\n");
1240 #ifdef DEBUG_BOT_GOALSTACK
1245 local vector dir = self.goalcurrent.origin - (self.origin + self.view_ofs);
1247 bot_aimdir(dir, -1);
1250 havocbot_movetogoal();
1252 if(self.aistatus & AI_STATUS_WAYPOINT_PERSONAL_REACHED)
1254 // Step 5: Waypoint reached
1255 dprint(self.netname, "'s personal waypoint reached\n");
1256 remove(self.havocbot_personal_waypoint);
1257 self.aistatus &~= AI_STATUS_WAYPOINT_PERSONAL_REACHED;
1258 return CMD_STATUS_FINISHED;
1261 return CMD_STATUS_EXECUTING;
1264 // Step 2: Linking waypoint
1265 if(self.aistatus & AI_STATUS_WAYPOINT_PERSONAL_LINKING)
1267 // Wait until it is linked
1268 if(!self.havocbot_personal_waypoint.wplinked)
1270 dprint(self.netname, " waiting for personal waypoint to be linked\n");
1271 return CMD_STATUS_EXECUTING;
1274 self.havocbot_personal_waypoint_searchtime = time; // so we set the route next frame
1275 self.aistatus &~= AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1276 self.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_GOING;
1278 // Step 3: Route to waypoint
1279 dprint(self.netname, " walking to its personal waypoint\n");
1281 return CMD_STATUS_EXECUTING;
1284 // Step 1: Spawning waypoint
1285 wp = waypoint_spawnpersonal(pos);
1288 dprint("Error: Can't spawn personal waypoint at ",vtos(pos),"\n");
1289 return CMD_STATUS_ERROR;
1292 self.havocbot_personal_waypoint = wp;
1293 self.havocbot_personal_waypoint_failcounter = 0;
1294 self.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1296 // if pos is inside a teleport, then let's mark it as teleport waypoint
1298 for(head = world; (head = find(head, classname, "trigger_teleport")); )
1300 if(WarpZoneLib_BoxTouchesBrush(pos, pos, head, world))
1302 wp.wpflags |= WAYPOINTFLAG_TELEPORT;
1303 self.lastteleporttime = 0;
1308 if(wp.wpflags & WAYPOINTFLAG_TELEPORT)
1309 print("routing to a teleporter\n");
1311 print("routing to a non-teleporter\n");
1314 return CMD_STATUS_EXECUTING;
1317 float havocbot_resetgoal()
1319 navigation_clearroute();
1320 return CMD_STATUS_FINISHED;
1323 void havocbot_setupbot()
1325 self.bot_ai = havocbot_ai;
1326 self.cmd_moveto = havocbot_moveto;
1327 self.cmd_resetgoal = havocbot_resetgoal;
1329 havocbot_chooserole();
1332 vector havocbot_dodge()
1334 // LordHavoc: disabled because this is too expensive
1338 local vector dodge, v, n;
1339 local float danger, bestdanger, vl, d;
1342 // check for dangerous objects near bot or approaching bot
1343 head = findchainfloat(bot_dodge, TRUE);
1346 if (head.owner != self)
1348 vl = vlen(head.velocity);
1349 if (vl > autocvar_sv_maxspeed * 0.3)
1351 n = normalize(head.velocity);
1352 v = self.origin - head.origin;
1354 if (d > (0 - head.bot_dodgerating))
1355 if (d < (vl * 0.2 + head.bot_dodgerating))
1357 // calculate direction and distance from the flight path, by removing the forward axis
1358 v = v - (n * (v * n));
1359 danger = head.bot_dodgerating - vlen(v);
1360 if (bestdanger < danger)
1362 bestdanger = danger;
1363 // dodge to the side of the object
1364 dodge = normalize(v);
1370 danger = head.bot_dodgerating - vlen(head.origin - self.origin);
1371 if (bestdanger < danger)
1373 bestdanger = danger;
1374 dodge = normalize(self.origin - head.origin);