-#include "../../_all.qh"
#include "havocbot.qh"
-#include "role_keyhunt.qh"
#include "../bot.qh"
#include "../navigation.qh"
void havocbot_goalrating_items(float ratingscale, vector org, float sradius)
{SELFPARAM();
entity head;
- entity player;
float rating, d, discard, distance, friend_distance, enemy_distance;
vector o;
ratingscale = ratingscale * 0.0001; // items are rated around 10000 already
{
discard = false;
- FOR_EACH_PLAYER(player)
- {
-
- if ( self == player || player.deadflag )
- continue;
+ FOREACH_CLIENT(IS_PLAYER(it) && it != self && !IS_DEAD(it), LAMBDA(
+ d = vlen(it.origin - o); // distance between player and item
- d = vlen(player.origin - o); // distance between player and item
-
- if ( player.team == self.team )
+ if ( it.team == self.team )
{
- if ( !IS_REAL_CLIENT(player) || discard )
+ if ( !IS_REAL_CLIENT(it) || discard )
continue;
if( d > friend_distance)
discard = true;
- if( head.health && player.health > self.health )
+ if( head.health && it.health > self.health )
continue;
- if( head.armorvalue && player.armorvalue > self.armorvalue)
+ if( head.armorvalue && it.armorvalue > self.armorvalue)
continue;
if( head.weapons )
- if( head.weapons & ~player.weapons )
+ if( head.weapons & ~it.weapons )
continue;
- if (head.ammo_shells && player.ammo_shells > self.ammo_shells)
+ if (head.ammo_shells && it.ammo_shells > self.ammo_shells)
continue;
- if (head.ammo_nails && player.ammo_nails > self.ammo_nails)
+ if (head.ammo_nails && it.ammo_nails > self.ammo_nails)
continue;
- if (head.ammo_rockets && player.ammo_rockets > self.ammo_rockets)
+ if (head.ammo_rockets && it.ammo_rockets > self.ammo_rockets)
continue;
- if (head.ammo_cells && player.ammo_cells > self.ammo_cells)
+ if (head.ammo_cells && it.ammo_cells > self.ammo_cells)
continue;
- if (head.ammo_plasma && player.ammo_plasma > self.ammo_plasma)
+ if (head.ammo_plasma && it.ammo_plasma > self.ammo_plasma)
continue;
discard = false;
if( d < enemy_distance )
enemy_distance = d;
}
- }
+ ));
// Rate the item only if no one needs it, or if an enemy is closer to it
if ( (enemy_distance < friend_distance && distance < enemy_distance) ||
void havocbot_goalrating_enemyplayers(float ratingscale, vector org, float sradius)
{SELFPARAM();
- entity head;
- int t;
- float distance;
- noref bool noteam = ((self.team == 0) || !teamplay);
-
if (autocvar_bot_nofire)
return;
if(self.waterlevel>WATERLEVEL_WETFEET)
return;
- FOR_EACH_PLAYER(head)
- {
+ float distance;
+ int t;
+
+ FOREACH_CLIENT(IS_PLAYER(it) && bot_shouldattack(it), LAMBDA(
// TODO: Merge this logic with the bot_shouldattack function
- if(bot_shouldattack(head))
- {
- distance = vlen(head.origin - org);
- if (distance < 100 || distance > sradius)
- continue;
+ distance = vlen(it.origin - org);
+ if (distance < 100 || distance > sradius)
+ continue;
- // rate only visible enemies
- /*
- traceline(self.origin + self.view_ofs, head.origin, MOVE_NOMONSTERS, self);
- if (trace_fraction < 1 || trace_ent != head)
- continue;
- */
+ // rate only visible enemies
+ /*
+ traceline(self.origin + self.view_ofs, it.origin, MOVE_NOMONSTERS, self);
+ if (trace_fraction < 1 || trace_ent != it)
+ continue;
+ */
- if((head.flags & FL_INWATER) || (head.flags & FL_PARTIALGROUND))
- continue;
+ if((it.flags & FL_INWATER) || (it.flags & FL_PARTIALGROUND))
+ continue;
- // not falling
- if((head.flags & FL_ONGROUND) == 0)
- {
- traceline(head.origin, head.origin + '0 0 -1500', true, world);
- t = pointcontents(trace_endpos + '0 0 1');
- if( t != CONTENT_SOLID )
- if(t & CONTENT_WATER || t & CONTENT_SLIME || t & CONTENT_LAVA)
- continue;
- if(tracebox_hits_trigger_hurt(head.origin, head.mins, head.maxs, trace_endpos))
- continue;
- }
+ // not falling
+ if((IS_ONGROUND(it)) == 0)
+ {
+ traceline(it.origin, it.origin + '0 0 -1500', true, world);
+ t = pointcontents(trace_endpos + '0 0 1');
+ if(t != CONTENT_SOLID )
+ if(t & CONTENT_WATER || t & CONTENT_SLIME || t & CONTENT_LAVA)
+ continue;
+ if(tracebox_hits_trigger_hurt(it.origin, it.mins, it.maxs, trace_endpos))
+ continue;
+ }
- // TODO: rate waypoints near the targetted player at that moment, instead of the player itself
- // adding a player as a goal seems to be quite dangerous, especially on space maps
- // remove hack in navigation_poptouchedgoals() after performing this change
+ // TODO: rate waypoints near the targetted player at that moment, instead of the player itself
+ // adding a player as a goal seems to be quite dangerous, especially on space maps
+ // remove hack in navigation_poptouchedgoals() after performing this change
- t = (self.health + self.armorvalue ) / (head.health + head.armorvalue );
- navigation_routerating(head, t * ratingscale, 2000);
- }
- }
+ t = (self.health + self.armorvalue ) / (it.health + it.armorvalue );
+ navigation_routerating(it, t * ratingscale, 2000);
+ ));
}
// legacy bot role for standard gamemodes
// go to best items
void havocbot_role_generic()
{SELFPARAM();
- if(self.deadflag != DEAD_NO)
+ if(IS_DEAD(self))
return;
if (self.bot_strategytime < time)
{SELFPARAM();
LOG_TRACE("choosing a role...\n");
self.bot_strategytime = 0;
- if (MUTATOR_CALLHOOK(HavocBot_ChooseRole, self))
- return;
- else if (g_keyhunt)
- havocbot_chooserole_kh();
- else
+ if(!MUTATOR_CALLHOOK(HavocBot_ChooseRole, self))
havocbot_chooserole_generic();
}