3 #include <common/constants.qh>
4 #include <common/mapinfo.qh>
5 #include <common/net_linked.qh>
6 #include <common/physics/player.qh>
7 #include <common/stats.qh>
8 #include <common/teams.qh>
9 #include <common/util.qh>
10 #include <common/weapons/_all.qh>
11 #include <lib/csqcmodel/sv_model.qh>
12 #include <lib/warpzone/common.qh>
13 #include <lib/warpzone/util_server.qh>
14 #include <server/antilag.qh>
15 #include <server/bot/default/aim.qh>
16 #include <server/bot/default/cvars.qh>
17 #include <server/bot/default/havocbot/havocbot.qh>
18 #include <server/bot/default/havocbot/scripting.qh>
19 #include <server/bot/default/navigation.qh>
20 #include <server/bot/default/scripting.qh>
21 #include <server/bot/default/waypoints.qh>
22 #include <server/campaign.qh>
23 #include <server/client.qh>
24 #include <server/damage.qh>
25 #include <server/items/items.qh>
26 #include <server/mutators/_mod.qh>
27 #include <server/race.qh>
28 #include <server/scores_rules.qh>
29 #include <server/teamplay.qh>
30 #include <server/weapons/accuracy.qh>
31 #include <server/world.qh>
33 STATIC_INIT(bot) { bot_calculate_stepheightvec(); }
35 // TODO: remove this function! its only purpose is to update these fields since bot_setnameandstuff is called before ClientState
36 void bot_setclientfields(entity this)
38 CS_CVAR(this).cvar_cl_accuracy_data_share = 1; // share the bots weapon accuracy data with the world
39 CS_CVAR(this).cvar_cl_accuracy_data_receive = 0; // don't receive any weapon accuracy data
44 entity bot = spawnclient();
48 currentbots = currentbots + 1;
49 bot_setnameandstuff(bot);
51 bot_setclientfields(bot);
52 PutClientInServer(bot);
57 void bot_think(entity this)
59 if (this.bot_nextthink > time)
62 this.flags &= ~FL_GODMODE;
64 this.flags |= FL_GODMODE;
66 this.bot_nextthink = max(time, this.bot_nextthink) + max(0.01, autocvar_bot_ai_thinkinterval * (0.5 ** this.bot_aiskill) * min(14 / (skill + 14), 1));
68 if (!IS_PLAYER(this) || (autocvar_g_campaign && !campaign_bots_may_start))
70 CS(this).movement = '0 0 0';
71 this.bot_nextthink = time + 0.5;
77 this.v_angle = this.angles;
79 this.fixangle = false;
84 this.dmg_inflictor = NULL;
86 // calculate an aiming latency based on the skill setting
87 // (simulated network latency + naturally delayed reflexes)
88 //this.ping = 0.7 - bound(0, 0.05 * skill, 0.5); // moved the reflexes to bot_aimdir (under the name 'think')
89 // minimum ping 20+10 random
90 CS(this).ping = bound(0,0.07 - bound(0, (skill + this.bot_pingskill) * 0.005,0.05)+random()*0.01,0.65); // Now holds real lag to server, and higer skill players take a less laggy server
91 // skill 10 = ping 0.2 (adrenaline)
92 // skill 0 = ping 0.7 (slightly drunk)
95 PHYS_INPUT_BUTTON_ATCK(this) = false;
96 // keep jump button pressed for a short while, useful with ramp jumps
97 PHYS_INPUT_BUTTON_JUMP(this) = (!IS_DEAD(this) && time < this.bot_jump_time + 0.2);
98 PHYS_INPUT_BUTTON_ATCK2(this) = false;
99 PHYS_INPUT_BUTTON_ZOOM(this) = false;
100 PHYS_INPUT_BUTTON_CROUCH(this) = false;
101 PHYS_INPUT_BUTTON_HOOK(this) = false;
102 PHYS_INPUT_BUTTON_INFO(this) = false;
103 PHYS_INPUT_BUTTON_DRAG(this) = false;
104 PHYS_INPUT_BUTTON_CHAT(this) = false;
105 PHYS_INPUT_BUTTON_USE(this) = false;
107 if (time < game_starttime)
109 // block the bot during the countdown to game start
110 CS(this).movement = '0 0 0';
111 this.bot_nextthink = game_starttime;
115 // if dead, just wait until we can respawn
116 if (IS_DEAD(this) || IS_OBSERVER(this))
118 if (bot_waypoint_queue_owner == this)
119 bot_waypoint_queue_owner = NULL;
121 CS(this).movement = '0 0 0';
122 if (IS_OBSERVER(this))
126 PHYS_INPUT_BUTTON_JUMP(this) = true; // press jump to respawn
127 if (!navigation_goalrating_timeout(this))
128 navigation_goalrating_timeout_force(this);
131 else if(this.aistatus & AI_STATUS_STUCK)
132 navigation_unstuck(this);
134 // now call the current bot AI (havocbot for example)
138 void bot_setnameandstuff(entity this)
141 int file, tokens, prio;
143 file = fopen(autocvar_bot_config_file, FILE_READ);
147 LOG_INFOF("Error: Can not open the bot configuration file '%s'", autocvar_bot_config_file);
152 entity balance = TeamBalance_CheckAllowedTeams(NULL);
153 TeamBalance_GetTeamCounts(balance, NULL);
154 int smallest_team = -1;
155 int smallest_count = -1;
158 for (int i = 1; i <= AvailableTeams(); ++i)
160 // NOTE if (autocvar_g_campaign && autocvar_g_campaign_forceteam == i)
161 // TeamBalance_GetNumberOfPlayers(balance, i); returns the number of players + 1
162 // since it keeps a spot for the real player in the desired team
163 int count = TeamBalance_GetNumberOfPlayers(balance, i);
164 if (smallest_count < 0 || count < smallest_count)
167 smallest_count = count;
171 TeamBalance_Destroy(balance);
172 RandomSelection_Init();
173 while((readfile = fgets(file)))
175 if(substring(readfile, 0, 2) == "//")
177 if(substring(readfile, 0, 1) == "#")
179 // NOTE if the line is empty tokenizebyseparator(readfile, "\t")
180 // will create 1 empty token because there's no separator (bug?)
183 tokens = tokenizebyseparator(readfile, "\t");
188 bool conflict = false;
189 FOREACH_CLIENT(IS_BOT_CLIENT(it), {
190 if (s == it.cleanname)
198 if (teamplay && !(autocvar_bot_vs_human && AvailableTeams() == 2))
200 int forced_team = stof(argv(5));
201 if (!Team_IsValidIndex(forced_team))
203 if (!forced_team || forced_team == smallest_team)
206 RandomSelection_AddString(readfile, 1, prio);
208 readfile = RandomSelection_chosen_string;
212 string bot_name, bot_model, bot_skin, bot_shirt, bot_pants;
214 tokens = tokenizebyseparator(readfile, "\t");
215 if(argv(0) != "") bot_name = argv(0);
216 else bot_name = "Bot";
218 if(argv(1) != "") bot_model = argv(1);
221 if(argv(2) != "") bot_skin = argv(2);
224 if(argv(3) != "" && stof(argv(3)) >= 0) bot_shirt = argv(3);
225 else bot_shirt = ftos(floor(random() * 15));
227 if(argv(4) != "" && stof(argv(4)) >= 0) bot_pants = argv(4);
228 else bot_pants = ftos(floor(random() * 15));
230 if (teamplay && !(autocvar_bot_vs_human && AvailableTeams() == 2))
231 this.bot_forced_team = stof(argv(5));
233 this.bot_forced_team = 0;
237 #define READSKILL(f, w, r) MACRO_BEGIN \
238 if(argv(prio) != "") \
239 this.f = stof(argv(prio)) * w; \
241 this.f = (!autocvar_g_campaign) * (2 * random() - 1) * r * w; \
244 //print(bot_name, ": ping=", argv(9), "\n");
246 READSKILL(havocbot_keyboardskill, 0.5, 0.5); // keyboard skill
247 READSKILL(bot_moveskill, 2, 0); // move skill
248 READSKILL(bot_dodgeskill, 2, 0); // dodge skill
250 READSKILL(bot_pingskill, 0.5, 0); // ping skill
252 READSKILL(bot_weaponskill, 2, 0); // weapon skill
253 READSKILL(bot_aggresskill, 1, 0); // aggre skill
254 READSKILL(bot_rangepreference, 1, 0); // read skill
256 READSKILL(bot_aimskill, 2, 0); // aim skill
257 READSKILL(bot_offsetskill, 2, 0.5); // offset skill
258 READSKILL(bot_mouseskill, 1, 0.5); // mouse skill
260 READSKILL(bot_thinkskill, 1, 0.5); // think skill
261 READSKILL(bot_aiskill, 2, 0); // "ai" skill
263 if (file >= 0 && argv(prio) != "")
264 LOG_INFOF("^1Warning^7: too many parameters for bot %s, please check format of %s", bot_name, autocvar_bot_config_file);
266 this.bot_config_loaded = true;
268 // this is really only a default, TeamBalance_JoinBestTeam is called later
269 setcolor(this, stof(bot_shirt) * 16 + stof(bot_pants));
270 this.bot_preferredcolors = this.clientcolors;
272 string prefix = (autocvar_g_campaign ? "" : autocvar_bot_prefix);
273 string suffix = (autocvar_g_campaign ? "" : autocvar_bot_suffix);
274 string name = (autocvar_bot_usemodelnames ? bot_model : bot_name);
278 name = ftos(etof(this));
279 this.netname = this.netname_freeme = strzone(strcat(prefix, name, suffix));
283 // number bots with identical names
285 FOREACH_CLIENT(IS_BOT_CLIENT(it), {
286 if(it.cleanname == name)
290 this.netname = this.netname_freeme = strzone(strcat(prefix, name, "(", ftos(j), ")", suffix));
292 this.netname = this.netname_freeme = strzone(strcat(prefix, name, suffix));
294 this.cleanname = strzone(name);
296 // pick the model and skin
297 if(substring(bot_model, -4, 1) != ".")
298 bot_model = strcat(bot_model, ".iqm");
299 this.playermodel = this.playermodel_freeme = strzone(strcat("models/player/", bot_model));
300 this.playerskin = this.playerskin_freeme = strzone(bot_skin);
303 void bot_custom_weapon_priority_setup()
305 static string bot_priority_far_prev;
306 static string bot_priority_mid_prev;
307 static string bot_priority_close_prev;
308 static string bot_priority_distances_prev;
311 bot_custom_weapon = false;
313 if( autocvar_bot_ai_custom_weapon_priority_far == "" ||
314 autocvar_bot_ai_custom_weapon_priority_mid == "" ||
315 autocvar_bot_ai_custom_weapon_priority_close == "" ||
316 autocvar_bot_ai_custom_weapon_priority_distances == ""
320 if (bot_priority_distances_prev != autocvar_bot_ai_custom_weapon_priority_distances)
322 strcpy(bot_priority_distances_prev, autocvar_bot_ai_custom_weapon_priority_distances);
323 tokens = tokenizebyseparator(autocvar_bot_ai_custom_weapon_priority_distances," ");
328 bot_distance_far = stof(argv(0));
329 bot_distance_close = stof(argv(1));
331 if(bot_distance_far < bot_distance_close){
332 bot_distance_far = stof(argv(1));
333 bot_distance_close = stof(argv(0));
339 #define PARSE_WEAPON_PRIORITIES(dist) MACRO_BEGIN \
340 if (bot_priority_##dist##_prev != autocvar_bot_ai_custom_weapon_priority_##dist) { \
341 strcpy(bot_priority_##dist##_prev, autocvar_bot_ai_custom_weapon_priority_##dist); \
342 tokens = tokenizebyseparator(W_NumberWeaponOrder(autocvar_bot_ai_custom_weapon_priority_##dist)," "); \
343 bot_weapons_##dist[0] = -1; \
345 for(i = 0; i < tokens && c < REGISTRY_COUNT(Weapons); ++i) { \
347 if (w >= WEP_FIRST && w <= WEP_LAST) { \
348 bot_weapons_##dist[c] = w; \
352 if (c < REGISTRY_COUNT(Weapons)) \
353 bot_weapons_##dist[c] = -1; \
357 PARSE_WEAPON_PRIORITIES(far);
358 PARSE_WEAPON_PRIORITIES(mid);
359 PARSE_WEAPON_PRIORITIES(close);
361 bot_custom_weapon = true;
366 bot_relinkplayerlist();
370 setcolor(e, e.bot_preferredcolors);
373 // if dynamic waypoints are ever implemented, save them here
376 void bot_relinkplayerlist()
382 entity prevbot = NULL;
387 if(IS_BOT_CLIENT(it))
389 if (!IS_OBSERVER(it) && !bot_ispaused(it))
392 prevbot.nextbot = it;
401 prevbot.nextbot = NULL;
402 bot_strategytoken = bot_list;
403 bot_strategytoken_taken = true;
406 void bot_clientdisconnect(entity this)
408 if (!IS_BOT_CLIENT(this))
410 bot_clearqueue(this);
411 strfree(this.cleanname);
412 strfree(this.netname_freeme);
413 strfree(this.playermodel_freeme);
414 strfree(this.playerskin_freeme);
415 if(this.bot_cmd_current)
416 delete(this.bot_cmd_current);
417 if(bot_waypoint_queue_owner == this)
418 bot_waypoint_queue_owner = NULL;
421 void bot_clientconnect(entity this)
423 if (!IS_BOT_CLIENT(this)) return;
424 this.bot_preferredcolors = this.clientcolors;
425 this.bot_nextthink = time - random();
426 this.lag_func = bot_lagfunc;
428 this.createdtime = this.bot_nextthink;
430 if(!this.bot_config_loaded) // This is needed so team overrider doesn't break between matches
432 bot_setnameandstuff(this);
433 bot_setclientfields(this);
436 if (teamplay && Team_IsValidIndex(this.bot_forced_team))
438 SetPlayerTeam(this, this.bot_forced_team, TEAM_CHANGE_MANUAL);
442 this.bot_forced_team = 0;
443 TeamBalance_JoinBestTeam(this);
446 havocbot_setupbot(this);
449 void bot_removefromlargestteam()
451 entity balance = TeamBalance_CheckAllowedTeams(NULL);
452 TeamBalance_GetTeamCounts(balance, NULL);
459 FOREACH_CLIENT(it.isbot,
466 besttime = it.createdtime;
471 if (Team_IsValidTeam(it.team))
473 thiscount = TeamBalance_GetNumberOfPlayers(balance,
474 Team_TeamToIndex(it.team));
477 if(thiscount > bestcount)
479 bestcount = thiscount;
480 besttime = it.createdtime;
483 else if(thiscount == bestcount && besttime < it.createdtime)
485 besttime = it.createdtime;
489 TeamBalance_Destroy(balance);
491 return; // no bots to remove
492 currentbots = currentbots - 1;
496 void bot_removenewest()
500 bot_removefromlargestteam();
508 FOREACH_CLIENT(it.isbot,
515 besttime = it.createdtime;
518 if(besttime < it.createdtime)
520 besttime = it.createdtime;
526 return; // no bots to remove
528 currentbots = currentbots - 1;
532 void autoskill(float factor)
539 FOREACH_CLIENT(IS_PLAYER(it), {
540 if(IS_REAL_CLIENT(it))
541 bestplayer = max(bestplayer, it.totalfrags - it.totalfrags_lastcheck);
543 bestbot = max(bestbot, it.totalfrags - it.totalfrags_lastcheck);
546 LOG_DEBUG("autoskill: best player got ", ftos(bestplayer), ", ");
547 LOG_DEBUG("best bot got ", ftos(bestbot), "; ");
548 if(bestbot < 0 || bestplayer < 0)
550 LOG_DEBUG("not doing anything");
551 // don't return, let it reset all counters below
553 else if(bestbot <= bestplayer * factor - 2)
555 if(autocvar_skill < 17)
557 LOG_DEBUG("2 frags difference, increasing skill");
558 cvar_set("skill", ftos(autocvar_skill + 1));
559 bprint("^2SKILL UP!^7 Now at level ", ftos(autocvar_skill), "\n");
562 else if(bestbot >= bestplayer * factor + 2)
564 if(autocvar_skill > 0)
566 LOG_DEBUG("2 frags difference, decreasing skill");
567 cvar_set("skill", ftos(autocvar_skill - 1));
568 bprint("^1SKILL DOWN!^7 Now at level ", ftos(autocvar_skill), "\n");
573 LOG_DEBUG("not doing anything");
575 // don't reset counters, wait for them to accumulate
578 FOREACH_CLIENT(IS_PLAYER(it), { it.totalfrags_lastcheck = it.totalfrags; });
581 void bot_calculate_stepheightvec()
583 stepheightvec = autocvar_sv_stepheight * '0 0 1';
584 jumpheight_vec = (autocvar_sv_jumpvelocity ** 2) / (2 * autocvar_sv_gravity) * '0 0 1';
585 jumpstepheightvec = stepheightvec + jumpheight_vec * 0.85; // reduce it a bit to make the jumps easy
586 jumpheight_time = autocvar_sv_jumpvelocity / autocvar_sv_gravity;
591 int activerealplayers = 0;
593 if (MUTATOR_CALLHOOK(Bot_FixCount, activerealplayers, realplayers)) {
594 activerealplayers = M_ARGV(0, int);
595 realplayers = M_ARGV(1, int);
597 FOREACH_CLIENT(IS_REAL_CLIENT(it), {
605 // But don't remove bots immediately on level change, as the real players
606 // usually haven't rejoined yet
607 bots_would_leave = false;
608 if (teamplay && autocvar_bot_vs_human && AvailableTeams() == 2)
609 bots = min(ceil(fabs(autocvar_bot_vs_human) * activerealplayers), maxclients - realplayers);
610 else if ((realplayers || autocvar_bot_join_empty || (currentbots > 0 && time < 5)))
612 int minplayers = max(0, floor(autocvar_minplayers));
614 minplayers = max(0, floor(autocvar_minplayers_per_team) * AvailableTeams());
615 int minbots = max(0, floor(autocvar_bot_number));
617 // add bots to reach minplayers if needed
618 bots = max(minbots, minplayers - activerealplayers);
619 // cap bots to the max players allowed by the server
620 int player_limit = GetPlayerLimit();
622 bots = min(bots, max(player_limit - activerealplayers, 0));
623 bots = min(bots, maxclients - realplayers);
626 bots_would_leave = true;
630 // if there are no players, remove bots
634 // only add one bot per frame to avoid utter chaos
635 if(time > botframe_nextthink)
637 if (currentbots < bots)
639 if (bot_spawn() == NULL)
641 bprint("Can not add bot, server full.\n");
645 while (currentbots > bots && bots >= 0)
652 void bot_serverframe()
654 if (intermission_running && currentbots > 0)
656 // after the end of the match all bots stay unless all human players disconnect
658 FOREACH_CLIENT(IS_REAL_CLIENT(it), { ++realplayers; });
661 FOREACH_CLIENT(IS_BOT_CLIENT(it), { dropclient(it); });
670 // Added 0.5 to avoid possible addition + immediate removal of bots that would make them appear as
671 // spectators in the scoreboard and never go away. This issue happens at time 2 if map is changed
672 // with the gotomap command, minplayers is > 1 and human clients join as players very soon
673 // either intentionally or automatically (sv_spectate 0)
680 if (currentbots == -1)
682 // count bots already in the server from the previous match
684 FOREACH_CLIENT(IS_BOT_CLIENT(it), { ++currentbots; });
687 if(autocvar_skill != skill)
689 float wpcost_update = false;
690 if(skill >= autocvar_bot_ai_bunnyhop_skilloffset && autocvar_skill < autocvar_bot_ai_bunnyhop_skilloffset)
691 wpcost_update = true;
692 if(skill < autocvar_bot_ai_bunnyhop_skilloffset && autocvar_skill >= autocvar_bot_ai_bunnyhop_skilloffset)
693 wpcost_update = true;
695 skill = autocvar_skill;
697 waypoint_updatecost_foralllinks();
700 bot_calculate_stepheightvec();
701 bot_navigation_movemode = ((autocvar_bot_navigation_ignoreplayers) ? MOVE_NOMONSTERS : MOVE_NORMAL);
703 if(time > autoskill_nextthink)
706 a = autocvar_skill_auto;
709 autoskill_nextthink = time + 5;
712 if(time > botframe_nextthink)
715 botframe_nextthink = time + 10;
718 if(botframe_spawnedwaypoints)
720 if(autocvar_waypoint_benchmark)
724 if (currentbots > 0 || waypointeditor_enabled || autocvar_g_waypointeditor_auto)
725 if (botframe_spawnedwaypoints)
727 if(botframe_cachedwaypointlinks)
729 if(!botframe_loadedforcedlinks)
730 waypoint_load_hardwiredlinks();
734 // TODO: Make this check cleaner
735 IL_EACH(g_waypoints, time - it.nextthink > 10,
737 waypoint_save_links();
744 botframe_spawnedwaypoints = true;
746 waypoint_load_links();
751 // cycle the goal token from one bot to the next each frame
752 // (this prevents them from all doing spawnfunc_waypoint searches on the same
753 // frame, which causes choppy framerates)
754 if (bot_strategytoken_taken)
756 // give goal token to the first bot without goals; if all bots don't have
757 // any goal (or are dead/frozen) simply give it to the next one
758 bot_strategytoken_taken = false;
759 entity bot_strategytoken_save = bot_strategytoken;
762 if (bot_strategytoken)
763 bot_strategytoken = bot_strategytoken.nextbot;
764 if (!bot_strategytoken)
765 bot_strategytoken = bot_list;
767 if (!(IS_DEAD(bot_strategytoken) || STAT(FROZEN, bot_strategytoken))
768 && !bot_strategytoken.goalcurrent)
771 if (!bot_strategytoken_save) // break loop if all the bots are dead or frozen
773 if (bot_strategytoken == bot_strategytoken_save)
774 bot_strategytoken_save = NULL; // looped through all the bots
778 if (botframe_nextdangertime < time)
781 interval = autocvar_bot_ai_dangerdetectioninterval;
782 if (botframe_nextdangertime < time - interval * 1.5)
783 botframe_nextdangertime = time;
784 botframe_nextdangertime = botframe_nextdangertime + interval;
785 botframe_updatedangerousobjects(autocvar_bot_ai_dangerdetectionupdates);
789 if (waypointeditor_enabled)
790 botframe_showwaypointlinks();
792 if (autocvar_g_waypointeditor_auto)
793 botframe_autowaypoints();
796 bot_custom_weapon_priority_setup();