6 #include "navigation.qh"
7 #include "scripting.qh"
8 #include "waypoints.qh"
10 #include "havocbot/havocbot.qh"
11 #include "havocbot/scripting.qh"
13 #include "../../teamplay.qh"
15 #include "../../antilag.qh"
16 #include "../../autocvars.qh"
17 #include "../../campaign.qh"
18 #include "../../client.qh"
19 #include "../../constants.qh"
20 #include "../../defs.qh"
21 #include "../../race.qh"
22 #include <common/t_items.qh>
24 #include <server/mutators/_mod.qh>
26 #include "../../weapons/accuracy.qh"
28 #include <common/physics/player.qh>
29 #include <common/constants.qh>
30 #include <common/net_linked.qh>
31 #include <common/mapinfo.qh>
32 #include <common/teams.qh>
33 #include <common/util.qh>
35 #include <server/scores_rules.qh>
37 #include <common/weapons/_all.qh>
39 #include <lib/csqcmodel/sv_model.qh>
41 #include <lib/warpzone/common.qh>
42 #include <lib/warpzone/util_server.qh>
44 STATIC_INIT(bot) { bot_calculate_stepheightvec(); }
46 // TODO: remove this function! its only purpose is to update these fields since bot_setnameandstuff is called before ClientState
47 void bot_setclientfields(entity this)
49 CS(this).cvar_cl_accuracy_data_share = 1; // share the bots weapon accuracy data with the world
50 CS(this).cvar_cl_accuracy_data_receive = 0; // don't receive any weapon accuracy data
55 entity bot = spawnclient();
59 currentbots = currentbots + 1;
60 bot_setnameandstuff(bot);
62 bot_setclientfields(bot);
63 PutClientInServer(bot);
68 void bot_think(entity this)
70 if (this.bot_nextthink > time)
73 this.flags &= ~FL_GODMODE;
75 this.flags |= FL_GODMODE;
77 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));
79 if (!IS_PLAYER(this) || (autocvar_g_campaign && !campaign_bots_may_start))
81 CS(this).movement = '0 0 0';
82 this.bot_nextthink = time + 0.5;
88 this.v_angle = this.angles;
90 this.fixangle = false;
95 this.dmg_inflictor = NULL;
97 // calculate an aiming latency based on the skill setting
98 // (simulated network latency + naturally delayed reflexes)
99 //this.ping = 0.7 - bound(0, 0.05 * skill, 0.5); // moved the reflexes to bot_aimdir (under the name 'think')
100 // minimum ping 20+10 random
101 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
102 // skill 10 = ping 0.2 (adrenaline)
103 // skill 0 = ping 0.7 (slightly drunk)
106 PHYS_INPUT_BUTTON_ATCK(this) = false;
107 // keep jump button pressed for a short while, useful with ramp jumps
108 PHYS_INPUT_BUTTON_JUMP(this) = (!IS_DEAD(this) && time < this.bot_jump_time + 0.2);
109 PHYS_INPUT_BUTTON_ATCK2(this) = false;
110 PHYS_INPUT_BUTTON_ZOOM(this) = false;
111 PHYS_INPUT_BUTTON_CROUCH(this) = false;
112 PHYS_INPUT_BUTTON_HOOK(this) = false;
113 PHYS_INPUT_BUTTON_INFO(this) = false;
114 PHYS_INPUT_BUTTON_DRAG(this) = false;
115 PHYS_INPUT_BUTTON_CHAT(this) = false;
116 PHYS_INPUT_BUTTON_USE(this) = false;
118 if (time < game_starttime)
120 // block the bot during the countdown to game start
121 CS(this).movement = '0 0 0';
122 this.bot_nextthink = game_starttime;
126 // if dead, just wait until we can respawn
129 if (bot_waypoint_queue_owner == this)
130 bot_waypoint_queue_owner = NULL;
132 CS(this).movement = '0 0 0';
133 if (this.deadflag == DEAD_DEAD)
135 PHYS_INPUT_BUTTON_JUMP(this) = true; // press jump to respawn
136 navigation_goalrating_timeout_force(this);
139 else if(this.aistatus & AI_STATUS_STUCK)
140 navigation_unstuck(this);
142 // now call the current bot AI (havocbot for example)
146 void bot_setnameandstuff(entity this)
149 float file, tokens, prio;
151 string bot_name, bot_model, bot_skin, bot_shirt, bot_pants;
152 string name, prefix, suffix;
154 if(autocvar_g_campaign)
161 prefix = autocvar_bot_prefix;
162 suffix = autocvar_bot_suffix;
165 file = fopen(autocvar_bot_config_file, FILE_READ);
169 LOG_INFOF("Error: Can not open the bot configuration file '%s'", autocvar_bot_config_file);
174 entity balance = TeamBalance_CheckAllowedTeams(NULL);
175 TeamBalance_GetTeamCounts(balance, NULL);
176 int smallest_team = -1;
177 int smallest_count = -1;
180 for (int i = 1; i <= AvailableTeams(); ++i)
182 // NOTE if (autocvar_g_campaign && autocvar_g_campaign_forceteam == i)
183 // TeamBalance_GetNumberOfPlayers(balance, i); returns the number of players + 1
184 // since it keeps a spot for the real player in the desired team
185 int count = TeamBalance_GetNumberOfPlayers(balance, i);
186 if (smallest_count < 0 || count < smallest_count)
189 smallest_count = count;
193 TeamBalance_Destroy(balance);
194 RandomSelection_Init();
195 while((readfile = fgets(file)))
197 if(substring(readfile, 0, 2) == "//")
199 if(substring(readfile, 0, 1) == "#")
201 // NOTE if the line is empty tokenizebyseparator(readfile, "\t")
202 // will create 1 empty token because there's no separator (bug?)
205 tokens = tokenizebyseparator(readfile, "\t");
210 bool conflict = false;
211 FOREACH_CLIENT(IS_BOT_CLIENT(it), {
212 if (s == it.cleanname)
220 if (teamplay && !(autocvar_bot_vs_human && AvailableTeams() == 2))
222 int forced_team = stof(argv(5));
223 if (!Team_IsValidIndex(forced_team))
225 if (!forced_team || forced_team == smallest_team)
228 RandomSelection_AddString(readfile, 1, prio);
230 readfile = RandomSelection_chosen_string;
234 tokens = tokenizebyseparator(readfile, "\t");
235 if(argv(0) != "") bot_name = argv(0);
236 else bot_name = "Bot";
238 if(argv(1) != "") bot_model = argv(1);
241 if(argv(2) != "") bot_skin = argv(2);
244 if(argv(3) != "" && stof(argv(3)) >= 0) bot_shirt = argv(3);
245 else bot_shirt = ftos(floor(random() * 15));
247 if(argv(4) != "" && stof(argv(4)) >= 0) bot_pants = argv(4);
248 else bot_pants = ftos(floor(random() * 15));
250 if (teamplay && !(autocvar_bot_vs_human && AvailableTeams() == 2))
251 this.bot_forced_team = stof(argv(5));
253 this.bot_forced_team = 0;
257 #define READSKILL(f, w, r) MACRO_BEGIN \
258 if(argv(prio) != "") \
259 this.f = stof(argv(prio)) * w; \
261 this.f = (!autocvar_g_campaign) * (2 * random() - 1) * r * w; \
264 //print(bot_name, ": ping=", argv(9), "\n");
266 READSKILL(havocbot_keyboardskill, 0.5, 0.5); // keyboard skill
267 READSKILL(bot_moveskill, 2, 0); // move skill
268 READSKILL(bot_dodgeskill, 2, 0); // dodge skill
270 READSKILL(bot_pingskill, 0.5, 0); // ping skill
272 READSKILL(bot_weaponskill, 2, 0); // weapon skill
273 READSKILL(bot_aggresskill, 1, 0); // aggre skill
274 READSKILL(bot_rangepreference, 1, 0); // read skill
276 READSKILL(bot_aimskill, 2, 0); // aim skill
277 READSKILL(bot_offsetskill, 2, 0.5); // offset skill
278 READSKILL(bot_mouseskill, 1, 0.5); // mouse skill
280 READSKILL(bot_thinkskill, 1, 0.5); // think skill
281 READSKILL(bot_aiskill, 2, 0); // "ai" skill
283 if (file >= 0 && argv(prio) != "")
284 LOG_INFOF("^1Warning^7: too many parameters for bot %s, please check format of %s", bot_name, autocvar_bot_config_file);
286 this.bot_config_loaded = true;
288 // this is really only a default, TeamBalance_JoinBestTeam is called later
289 setcolor(this, stof(bot_shirt) * 16 + stof(bot_pants));
290 this.bot_preferredcolors = this.clientcolors;
293 if (autocvar_bot_usemodelnames)
298 // number bots with identical names
301 name = ftos(etof(this));
302 this.netname = this.netname_freeme = strzone(strcat(prefix, name, suffix));
307 FOREACH_CLIENT(IS_BOT_CLIENT(it), {
308 if(it.cleanname == name)
312 this.netname = this.netname_freeme = strzone(strcat(prefix, name, "(", ftos(j), ")", suffix));
314 this.netname = this.netname_freeme = strzone(strcat(prefix, name, suffix));
316 this.cleanname = strzone(name);
318 // pick the model and skin
319 if(substring(bot_model, -4, 1) != ".")
320 bot_model = strcat(bot_model, ".iqm");
321 this.playermodel = this.playermodel_freeme = strzone(strcat("models/player/", bot_model));
322 this.playerskin = this.playerskin_freeme = strzone(bot_skin);
325 void bot_custom_weapon_priority_setup()
327 static string bot_priority_far_prev;
328 static string bot_priority_mid_prev;
329 static string bot_priority_close_prev;
330 static string bot_priority_distances_prev;
333 bot_custom_weapon = false;
335 if( autocvar_bot_ai_custom_weapon_priority_far == "" ||
336 autocvar_bot_ai_custom_weapon_priority_mid == "" ||
337 autocvar_bot_ai_custom_weapon_priority_close == "" ||
338 autocvar_bot_ai_custom_weapon_priority_distances == ""
342 if (bot_priority_distances_prev != autocvar_bot_ai_custom_weapon_priority_distances)
344 strcpy(bot_priority_distances_prev, autocvar_bot_ai_custom_weapon_priority_distances);
345 tokens = tokenizebyseparator(autocvar_bot_ai_custom_weapon_priority_distances," ");
350 bot_distance_far = stof(argv(0));
351 bot_distance_close = stof(argv(1));
353 if(bot_distance_far < bot_distance_close){
354 bot_distance_far = stof(argv(1));
355 bot_distance_close = stof(argv(0));
361 #define PARSE_WEAPON_PRIORITIES(dist) MACRO_BEGIN \
362 if (bot_priority_##dist##_prev != autocvar_bot_ai_custom_weapon_priority_##dist) { \
363 strcpy(bot_priority_##dist##_prev, autocvar_bot_ai_custom_weapon_priority_##dist); \
364 tokens = tokenizebyseparator(W_NumberWeaponOrder(autocvar_bot_ai_custom_weapon_priority_##dist)," "); \
365 bot_weapons_##dist[0] = -1; \
367 for(i = 0; i < tokens && c < Weapons_COUNT; ++i) { \
369 if (w >= WEP_FIRST && w <= WEP_LAST) { \
370 bot_weapons_##dist[c] = w; \
374 if (c < Weapons_COUNT) \
375 bot_weapons_##dist[c] = -1; \
379 PARSE_WEAPON_PRIORITIES(far);
380 PARSE_WEAPON_PRIORITIES(mid);
381 PARSE_WEAPON_PRIORITIES(close);
383 bot_custom_weapon = true;
388 bot_relinkplayerlist();
392 setcolor(e, e.bot_preferredcolors);
395 // if dynamic waypoints are ever implemented, save them here
398 void bot_relinkplayerlist()
404 entity prevbot = NULL;
409 if(IS_BOT_CLIENT(it))
412 prevbot.nextbot = it;
420 prevbot.nextbot = NULL;
421 LOG_TRACE("relink: ", ftos(currentbots), " bots seen.");
422 bot_strategytoken = bot_list;
423 bot_strategytoken_taken = true;
426 void bot_clientdisconnect(entity this)
428 if (!IS_BOT_CLIENT(this))
430 bot_clearqueue(this);
431 strfree(this.cleanname);
432 strfree(this.netname_freeme);
433 strfree(this.playermodel_freeme);
434 strfree(this.playerskin_freeme);
435 if(this.bot_cmd_current)
436 delete(this.bot_cmd_current);
437 if(bot_waypoint_queue_owner == this)
438 bot_waypoint_queue_owner = NULL;
441 void bot_clientconnect(entity this)
443 if (!IS_BOT_CLIENT(this)) return;
444 this.bot_preferredcolors = this.clientcolors;
445 this.bot_nextthink = time - random();
446 this.lag_func = bot_lagfunc;
448 this.createdtime = this.bot_nextthink;
450 if(!this.bot_config_loaded) // This is needed so team overrider doesn't break between matches
452 bot_setnameandstuff(this);
453 bot_setclientfields(this);
456 if (teamplay && Team_IsValidIndex(this.bot_forced_team))
458 SetPlayerTeam(this, this.bot_forced_team, TEAM_CHANGE_MANUAL);
462 this.bot_forced_team = 0;
463 TeamBalance_JoinBestTeam(this);
466 havocbot_setupbot(this);
469 void bot_removefromlargestteam()
471 entity balance = TeamBalance_CheckAllowedTeams(NULL);
472 TeamBalance_GetTeamCounts(balance, NULL);
479 FOREACH_CLIENT(it.isbot,
486 besttime = it.createdtime;
491 if (Team_IsValidTeam(it.team))
493 thiscount = TeamBalance_GetNumberOfPlayers(balance,
494 Team_TeamToIndex(it.team));
497 if(thiscount > bestcount)
499 bestcount = thiscount;
500 besttime = it.createdtime;
503 else if(thiscount == bestcount && besttime < it.createdtime)
505 besttime = it.createdtime;
509 TeamBalance_Destroy(balance);
511 return; // no bots to remove
512 currentbots = currentbots - 1;
516 void bot_removenewest()
520 bot_removefromlargestteam();
528 FOREACH_CLIENT(it.isbot,
535 besttime = it.createdtime;
538 if(besttime < it.createdtime)
540 besttime = it.createdtime;
546 return; // no bots to remove
548 currentbots = currentbots - 1;
552 void autoskill(float factor)
559 FOREACH_CLIENT(IS_PLAYER(it), {
560 if(IS_REAL_CLIENT(it))
561 bestplayer = max(bestplayer, it.totalfrags - it.totalfrags_lastcheck);
563 bestbot = max(bestbot, it.totalfrags - it.totalfrags_lastcheck);
566 LOG_DEBUG("autoskill: best player got ", ftos(bestplayer), ", ");
567 LOG_DEBUG("best bot got ", ftos(bestbot), "; ");
568 if(bestbot < 0 || bestplayer < 0)
570 LOG_DEBUG("not doing anything");
571 // don't return, let it reset all counters below
573 else if(bestbot <= bestplayer * factor - 2)
575 if(autocvar_skill < 17)
577 LOG_DEBUG("2 frags difference, increasing skill");
578 cvar_set("skill", ftos(autocvar_skill + 1));
579 bprint("^2SKILL UP!^7 Now at level ", ftos(autocvar_skill), "\n");
582 else if(bestbot >= bestplayer * factor + 2)
584 if(autocvar_skill > 0)
586 LOG_DEBUG("2 frags difference, decreasing skill");
587 cvar_set("skill", ftos(autocvar_skill - 1));
588 bprint("^1SKILL DOWN!^7 Now at level ", ftos(autocvar_skill), "\n");
593 LOG_DEBUG("not doing anything");
595 // don't reset counters, wait for them to accumulate
598 FOREACH_CLIENT(IS_PLAYER(it), { it.totalfrags_lastcheck = it.totalfrags; });
601 void bot_calculate_stepheightvec()
603 stepheightvec = autocvar_sv_stepheight * '0 0 1';
604 jumpheight_vec = (autocvar_sv_jumpvelocity ** 2) / (2 * autocvar_sv_gravity) * '0 0 1';
605 jumpstepheightvec = stepheightvec + jumpheight_vec * 0.85; // reduce it a bit to make the jumps easy
606 jumpheight_time = autocvar_sv_jumpvelocity / autocvar_sv_gravity;
611 int activerealplayers = 0;
613 if (MUTATOR_CALLHOOK(Bot_FixCount, activerealplayers, realplayers)) {
614 activerealplayers = M_ARGV(0, int);
615 realplayers = M_ARGV(1, int);
617 FOREACH_CLIENT(IS_REAL_CLIENT(it), {
625 // But don't remove bots immediately on level change, as the real players
626 // usually haven't rejoined yet
627 bots_would_leave = false;
628 if (teamplay && autocvar_bot_vs_human && AvailableTeams() == 2)
629 bots = min(ceil(fabs(autocvar_bot_vs_human) * activerealplayers), maxclients - realplayers);
630 else if ((realplayers || autocvar_bot_join_empty || (currentbots > 0 && time < 5)))
632 int minplayers = max(0, floor(autocvar_minplayers));
634 minplayers = max(0, floor(autocvar_minplayers_per_team) * AvailableTeams());
635 int minbots = max(0, floor(autocvar_bot_number));
637 // add bots to reach minplayers if needed
638 bots = max(minbots, minplayers - activerealplayers);
639 // cap bots to the max players allowed by the server
640 int player_limit = GetPlayerLimit();
642 bots = min(bots, max(player_limit - activerealplayers, 0));
643 bots = min(bots, maxclients - realplayers);
646 bots_would_leave = true;
650 // if there are no players, remove bots
654 // only add one bot per frame to avoid utter chaos
655 if(time > botframe_nextthink)
657 if (currentbots < bots)
659 if (bot_spawn() == NULL)
661 bprint("Can not add bot, server full.\n");
665 while (currentbots > bots && bots >= 0)
672 void bot_remove_from_bot_list(entity this)
675 entity prev_bot = NULL;
681 bot_list = this.nextbot;
683 prev_bot.nextbot = this.nextbot;
684 if(bot_strategytoken == this)
686 bot_strategytoken = this.nextbot;
687 bot_strategytoken_taken = true;
697 void bot_clear(entity this)
699 bot_remove_from_bot_list(this);
700 if(bot_waypoint_queue_owner == this)
701 bot_waypoint_queue_owner = NULL;
702 this.aistatus &= ~AI_STATUS_STUCK; // otherwise bot_waypoint_queue_owner will be set again to this by navigation_unstuck
705 void bot_serverframe()
707 if (intermission_running && currentbots > 0)
709 // after the end of the match all bots stay unless all human players disconnect
711 FOREACH_CLIENT(IS_REAL_CLIENT(it), { ++realplayers; });
714 FOREACH_CLIENT(IS_BOT_CLIENT(it), { dropclient(it); });
723 // Added 0.5 to avoid possible addition + immediate removal of bots that would make them appear as
724 // spectators in the scoreboard and never go away. This issue happens at time 2 if map is changed
725 // with the gotomap command, minplayers is > 1 and human clients join as players very soon
726 // either intentionally or automatically (sv_spectate 0)
733 if (currentbots == -1)
735 // count bots already in the server from the previous match
737 FOREACH_CLIENT(IS_BOT_CLIENT(it), { ++currentbots; });
740 if(autocvar_skill != skill)
742 float wpcost_update = false;
743 if(skill >= autocvar_bot_ai_bunnyhop_skilloffset && autocvar_skill < autocvar_bot_ai_bunnyhop_skilloffset)
744 wpcost_update = true;
745 if(skill < autocvar_bot_ai_bunnyhop_skilloffset && autocvar_skill >= autocvar_bot_ai_bunnyhop_skilloffset)
746 wpcost_update = true;
748 skill = autocvar_skill;
750 waypoint_updatecost_foralllinks();
753 bot_calculate_stepheightvec();
754 bot_navigation_movemode = ((autocvar_bot_navigation_ignoreplayers) ? MOVE_NOMONSTERS : MOVE_NORMAL);
756 if(time > autoskill_nextthink)
759 a = autocvar_skill_auto;
762 autoskill_nextthink = time + 5;
765 if(time > botframe_nextthink)
768 botframe_nextthink = time + 10;
771 if(botframe_spawnedwaypoints)
773 if(autocvar_waypoint_benchmark)
777 if (currentbots > 0 || autocvar_g_waypointeditor || autocvar_g_waypointeditor_auto)
778 if (botframe_spawnedwaypoints)
780 if(botframe_cachedwaypointlinks)
782 if(!botframe_loadedforcedlinks)
783 waypoint_load_hardwiredlinks();
787 // TODO: Make this check cleaner
788 IL_EACH(g_waypoints, time - it.nextthink > 10,
790 waypoint_save_links();
797 botframe_spawnedwaypoints = true;
799 waypoint_load_links();
804 // cycle the goal token from one bot to the next each frame
805 // (this prevents them from all doing spawnfunc_waypoint searches on the same
806 // frame, which causes choppy framerates)
807 if (bot_strategytoken_taken)
809 // give goal token to the first bot without goals; if all bots don't have
810 // any goal (or are dead/frozen) simply give it to the next one
811 bot_strategytoken_taken = false;
812 entity bot_strategytoken_save = bot_strategytoken;
815 if (bot_strategytoken)
816 bot_strategytoken = bot_strategytoken.nextbot;
817 if (!bot_strategytoken)
818 bot_strategytoken = bot_list;
820 if (!(IS_DEAD(bot_strategytoken) || STAT(FROZEN, bot_strategytoken))
821 && !bot_strategytoken.goalcurrent)
824 if (!bot_strategytoken_save) // break loop if all the bots are dead or frozen
826 if (bot_strategytoken == bot_strategytoken_save)
827 bot_strategytoken_save = NULL; // looped through all the bots
831 if (botframe_nextdangertime < time)
834 interval = autocvar_bot_ai_dangerdetectioninterval;
835 if (botframe_nextdangertime < time - interval * 1.5)
836 botframe_nextdangertime = time;
837 botframe_nextdangertime = botframe_nextdangertime + interval;
838 botframe_updatedangerousobjects(autocvar_bot_ai_dangerdetectionupdates);
842 if (autocvar_g_waypointeditor)
843 botframe_showwaypointlinks();
845 if (autocvar_g_waypointeditor_auto)
846 botframe_autowaypoints();
849 bot_custom_weapon_priority_setup();