]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/bot/havocbot/roles.qc
Use IS_DEAD everywhere
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / bot / havocbot / roles.qc
index c56f70598e60b696e4f18c7a70d6f20cce995633..b7f459afe0acdfcee1b242357c5c9392a6d3ec7c 100644 (file)
@@ -1,7 +1,5 @@
-#include "../../_all.qh"
 
 #include "havocbot.qh"
-#include "role_keyhunt.qh"
 
 #include "../bot.qh"
 #include "../navigation.qh"
@@ -13,9 +11,8 @@
 .void() havocbot_role;
 
 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
@@ -66,17 +63,12 @@ void havocbot_goalrating_items(float ratingscale, vector org, float sradius)
                {
                        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)
@@ -86,29 +78,29 @@ void havocbot_goalrating_items(float ratingscale, vector org, float sradius)
 
                                        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;
@@ -120,7 +112,7 @@ void havocbot_goalrating_items(float ratingscale, vector org, float sradius)
                                        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) ||
@@ -138,7 +130,7 @@ void havocbot_goalrating_items(float ratingscale, vector org, float sradius)
 }
 
 void havocbot_goalrating_controlpoints(float ratingscale, vector org, float sradius)
-{
+{SELFPARAM();
        entity head;
        head = findchain(classname, "dom_controlpoint");
        while (head)
@@ -157,12 +149,7 @@ void havocbot_goalrating_controlpoints(float ratingscale, vector org, float srad
 }
 
 void havocbot_goalrating_enemyplayers(float ratingscale, vector org, float sradius)
-{
-       entity head;
-       int t;
-       float distance;
-       noref bool noteam = ((self.team == 0) || !teamplay);
-
+{SELFPARAM();
        if (autocvar_bot_nofire)
                return;
 
@@ -170,52 +157,51 @@ void havocbot_goalrating_enemyplayers(float ratingscale, vector org, float sradi
        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()
-{
-       if(self.deadflag != DEAD_NO)
+{SELFPARAM();
+       if(IS_DEAD(self))
                return;
 
        if (self.bot_strategytime < time)
@@ -230,18 +216,14 @@ void havocbot_role_generic()
 }
 
 void havocbot_chooserole_generic()
-{
+{SELFPARAM();
        self.havocbot_role = havocbot_role_generic;
 }
 
 void havocbot_chooserole()
-{
+{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();
 }