if(self.waterlevel==WATERLEVEL_SWIMMING || self.aistatus & AI_STATUS_OUT_WATER)
{
// Look for the closest waypoint out of water
- local entity newgoal, head;
- local float bestdistance, distance;
+ entity newgoal, head;
+ float bestdistance, distance;
newgoal = world;
bestdistance = 10000;
self.aistatus |= AI_STATUS_ROAMING;
self.aistatus &~= AI_STATUS_ATTACKING;
- local vector now,v,next;//,heading;
- local float aimdistance,skillblend,distanceblend,blend;
+ vector now,v,next;//,heading;
+ float aimdistance,skillblend,distanceblend,blend;
next = now = ( (self.goalcurrent.absmin + self.goalcurrent.absmax) * 0.5) - (self.origin + self.view_ofs);
aimdistance = vlen(now);
//heading = self.velocity;
void havocbot_keyboard_movement(vector destorg)
{
- local vector keyboard;
- local float blend, maxspeed;
+ vector keyboard;
+ float blend, maxspeed;
float sk;
sk = skill + self.bot_moveskill;
, time);
keyboard = self.movement * (1.0 / maxspeed);
- local float trigger, trigger1;
+ float trigger, trigger1;
blend = bound(0,sk*0.1,1);
trigger = autocvar_bot_ai_keyboard_threshold;
trigger1 = 0 - trigger;
void havocbot_bunnyhop(vector dir)
{
- local float bunnyhopdistance;
- local vector deviation;
- local float maxspeed;
+ float bunnyhopdistance;
+ vector deviation;
+ float maxspeed;
vector gco, gno;
if(autocvar_g_midair)
return;
- // Don't jump when using some weapons
- /*
+ // Don't jump when attacking
if(self.aistatus & AI_STATUS_ATTACKING)
- if(self.weapon == WEP_RIFLE)
return;
if(self.goalcurrent.classname == "player")
return;
- */
maxspeed = autocvar_sv_maxspeed;
// for a period of time
if(time - self.bot_timelastseengoal > autocvar_bot_ai_bunnyhop_firstjumpdelay)
{
- local float checkdistance;
+ float checkdistance;
checkdistance = TRUE;
// don't run if it is too close
self.bot_timelastseengoal = 0;
}
+#if 0
// Release jump button
if(!cvar("sv_pogostick"))
if(self.flags & FL_ONGROUND == 0)
}
}
+#endif
};
void havocbot_movetogoal()
{
- local vector destorg;
- local vector diff;
- local vector dir;
- local vector flatdir;
- local vector m1;
- local vector m2;
- local vector evadeobstacle;
- local vector evadelava;
- local float s;
- local float maxspeed;
- local vector gco;
- //local float dist;
- local vector dodge;
+ vector destorg;
+ vector diff;
+ vector dir;
+ vector flatdir;
+ vector m1;
+ vector m2;
+ vector evadeobstacle;
+ vector evadelava;
+ float s;
+ float maxspeed;
+ vector gco;
+ //float dist;
+ vector dodge;
//if (self.goalentity)
// te_lightning2(self, self.origin, (self.goalentity.absmin + self.goalentity.absmax) * 0.5);
self.movement = '0 0 0';
// Handling of jump pads
if(self.jumppadcount)
{
- // If got stuck on the jump pad try to reach the farthest visible item
+ // If got stuck on the jump pad try to reach the farthest visible waypoint
if(self.aistatus & AI_STATUS_OUT_JUMPPAD)
{
if(fabs(self.velocity_z)<50)
{
- local entity head, newgoal;
- local float distance, bestdistance;
+ entity head, newgoal;
+ float distance, bestdistance;
- for (head = findchainfloat(bot_pickup, TRUE); head; head = head.chain)
+ for (head = findchain(classname, "waypoint"); head; head = head.chain)
{
- if(head.classname=="worldspawn")
- continue;
distance = vlen(head.origin - self.origin);
if(distance>1000)
{
if(self.velocity_z>0)
{
- local float threshold;
+ float threshold, sxy;
+ vector velxy = self.velocity; velxy_z = 0;
+ sxy = vlen(velxy);
threshold = maxspeed * 0.2;
- if(fabs(self.velocity_x) < threshold && fabs(self.velocity_y) < threshold)
+ if(sxy < threshold)
{
- dprint("Warning: ", self.netname, " got stuck on a jumppad, trying to get out of it now\n");
+ dprint("Warning: ", self.netname, " got stuck on a jumppad (velocity in xy is ", ftos(sxy), "), trying to get out of it now\n");
self.aistatus |= AI_STATUS_OUT_JUMPPAD;
}
return;
else
dir = normalize(( ( self.goalcurrent.absmin + self.goalcurrent.absmax ) * 0.5 ) - self.origin);
- local vector xyvelocity = self.velocity; xyvelocity_z = 0;
- local float xyspeed = xyvelocity * dir;
+ vector xyvelocity = self.velocity; xyvelocity_z = 0;
+ float xyspeed = xyvelocity * dir;
if(xyspeed < (maxspeed / 2))
{
if (trace_plane_normal_z < 0.7)
{
s = trace_fraction;
- tracebox(self.origin + '0 0 16', self.mins, self.maxs, self.origin + self.velocity * 0.2 + '0 0 16', FALSE, self);
+ tracebox(self.origin + stepheightvec, self.mins, self.maxs, self.origin + self.velocity * 0.2 + stepheightvec, FALSE, self);
if (trace_fraction < s + 0.01)
if (trace_plane_normal_z < 0.7)
{
s = trace_fraction;
- tracebox(self.origin + '0 0 48', self.mins, self.maxs, self.origin + self.velocity * 0.2 + '0 0 48', FALSE, self);
+ tracebox(self.origin + jumpstepheightvec, self.mins, self.maxs, self.origin + self.velocity * 0.2 + jumpstepheightvec, FALSE, self);
if (trace_fraction > s)
self.BUTTON_JUMP = 1;
}
}
// avoiding dangers and obstacles
- local vector dst_ahead, dst_down;
+ vector dst_ahead, dst_down;
makevectors(self.v_angle_y * '0 1 0');
dst_ahead = self.origin + self.view_ofs + (self.velocity * 0.4) + (v_forward * 32 * 3);
dst_down = dst_ahead + '0 0 -1500';
// (only when the bot is on the ground or jumping intentionally)
self.aistatus &~= AI_STATUS_DANGER_AHEAD;
- if(trace_fraction == 1 && self.jumppadcount == 0)
+ if(trace_fraction == 1 && self.jumppadcount == 0 && !self.goalcurrent.wphardwired )
if(self.flags & FL_ONGROUND || self.aistatus & AI_STATUS_RUNNING || self.BUTTON_JUMP == TRUE)
{
// Look downwards
if(tracebox_hits_trigger_hurt(dst_ahead, self.mins, self.maxs, trace_endpos))
{
// Remove dangerous dynamic goals from stack
- if (self.goalcurrent.classname == "player" || self.goalcurrent.classname == "droppedweapon")
- {
- navigation_poproute();
- if(self.goalcurrent)
- gco = (self.goalcurrent.absmin + self.goalcurrent.absmax) * 0.5;
- }
- // try to stop
- flatdir = '0 0 0';
- evadeobstacle = normalize(self.velocity) * -1;
+ dprint("bot ", self.netname, " avoided the goal ", self.goalcurrent.classname, " ", etos(self.goalcurrent), " because it led to a dangerous path; goal stack cleared\n");
+ navigation_clearroute();
+ return;
}
}
}
void havocbot_chooseenemy()
{
- local entity head, best, head2;
- local float rating, bestrating, i, f;
- local vector eye, v;
+ entity head, best, head2;
+ float rating, bestrating, i, hf;
+ vector eye, v;
if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(self))
{
self.enemy = world;
if (self.health > 30)
{
// remain tracking him for a shot while (case he went after a small corner or pilar
- self.havocbot_chooseenemy_finished = time + autocvar_bot_ai_enemydetectioninterval;
+ self.havocbot_chooseenemy_finished = time + 0.5;
return;
}
// enemy isn't visible, or is far away, or we're injured severely
bestrating = 100000000;
head = head2 = findchainfloat(bot_attack, TRUE);
+ // Backup hit flags
+ hf = self.dphitcontentsmask;
+
// Search for enemies, if no enemy can be seen directly try to look through transparent objects
+
+ self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
+
for(;;)
{
while (head)
break;
// Set flags to see through transparent objects
- f = self.dphitcontentsmask;
- self.dphitcontentsmask = DPCONTENTS_OPAQUE;
+ self.dphitcontentsmask |= DPCONTENTS_OPAQUE;
head = head2;
++i;
}
- // Restore hit flags if needed
- if(i)
- self.dphitcontentsmask = f;
+ // Restore hit flags
+ self.dphitcontentsmask = hf;
self.enemy = best;
self.havocbot_stickenemy = TRUE;
// if this weapon is scheduled for reloading, don't switch to it during combat
if (self.weapon_load[new_weapon] < 0)
{
- local float i, other_weapon_available;
+ float i, other_weapon_available;
for(i = WEP_FIRST; i <= WEP_LAST; ++i)
{
// if we are out of ammo for all other weapons, it's an emergency to switch to anything else
void havocbot_chooseweapon()
{
- local float i;
+ float i;
// ;)
if(g_weaponarena == WEPBIT_TUBA)
if(i < 1)
return;
- local float w;
- local float distance; distance=bound(10,vlen(self.origin-self.enemy.origin)-200,10000);
+ float w;
+ float distance; distance=bound(10,vlen(self.origin-self.enemy.origin)-200,10000);
// Should it do a weapon combo?
- local float af, ct, combo_time, combo;
+ float af, ct, combo_time, combo;
af = ATTACK_FINISHED(self);
ct = autocvar_bot_ai_weapon_combo_threshold;
void havocbot_aim()
{
- local vector selfvel, enemyvel;
+ vector selfvel, enemyvel;
// if(self.flags & FL_INWATER)
// return;
if (time < self.nextaim)
float havocbot_moveto(vector pos)
{
- local entity wp;
+ entity wp;
if(self.aistatus & AI_STATUS_WAYPOINT_PERSONAL_GOING)
{
debuggoalstack();
// Heading
- local vector dir = ( ( self.goalcurrent.absmin + self.goalcurrent.absmax ) * 0.5 ) - (self.origin + self.view_ofs);
+ vector dir = ( ( self.goalcurrent.absmin + self.goalcurrent.absmax ) * 0.5 ) - (self.origin + self.view_ofs);
dir_z = 0;
bot_aimdir(dir, -1);
// LordHavoc: disabled because this is too expensive
return '0 0 0';
#if 0
- local entity head;
- local vector dodge, v, n;
- local float danger, bestdanger, vl, d;
+ entity head;
+ vector dodge, v, n;
+ float danger, bestdanger, vl, d;
dodge = '0 0 0';
bestdanger = -20;
// check for dangerous objects near bot or approaching bot