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 "../../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 // TODO: remove this function! its only purpose is to update these fields since bot_setnameandstuff is called before ClientState
45 void bot_setclientfields(entity this)
47 CS(this).cvar_cl_accuracy_data_share = 1; // share the bots weapon accuracy data with the world
48 CS(this).cvar_cl_accuracy_data_receive = 0; // don't receive any weapon accuracy data
53 entity bot = spawnclient();
57 currentbots = currentbots + 1;
58 bot_setnameandstuff(bot);
60 bot_setclientfields(bot);
61 PutClientInServer(bot);
66 void bot_think(entity this)
68 if (this.bot_nextthink > time)
71 this.flags &= ~FL_GODMODE;
73 this.flags |= FL_GODMODE;
75 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));
77 //if (this.bot_painintensity > 0)
78 // this.bot_painintensity = this.bot_painintensity - (skill + 1) * 40 * frametime;
80 //this.bot_painintensity = this.bot_painintensity + this.bot_oldhealth - this.health;
81 //this.bot_painintensity = bound(0, this.bot_painintensity, 100);
83 if (!IS_PLAYER(this) || (autocvar_g_campaign && !campaign_bots_may_start))
85 CS(this).movement = '0 0 0';
86 this.bot_nextthink = time + 0.5;
92 this.v_angle = this.angles;
94 this.fixangle = false;
99 this.dmg_inflictor = NULL;
101 // calculate an aiming latency based on the skill setting
102 // (simulated network latency + naturally delayed reflexes)
103 //this.ping = 0.7 - bound(0, 0.05 * skill, 0.5); // moved the reflexes to bot_aimdir (under the name 'think')
104 // minimum ping 20+10 random
105 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
106 // skill 10 = ping 0.2 (adrenaline)
107 // skill 0 = ping 0.7 (slightly drunk)
110 PHYS_INPUT_BUTTON_ATCK(this) = false;
111 PHYS_INPUT_BUTTON_JUMP(this) = false;
112 PHYS_INPUT_BUTTON_ATCK2(this) = false;
113 PHYS_INPUT_BUTTON_ZOOM(this) = false;
114 PHYS_INPUT_BUTTON_CROUCH(this) = false;
115 PHYS_INPUT_BUTTON_HOOK(this) = false;
116 PHYS_INPUT_BUTTON_INFO(this) = false;
117 PHYS_INPUT_BUTTON_DRAG(this) = false;
118 PHYS_INPUT_BUTTON_CHAT(this) = false;
119 PHYS_INPUT_BUTTON_USE(this) = false;
121 if (time < game_starttime)
123 // block the bot during the countdown to game start
124 CS(this).movement = '0 0 0';
125 this.bot_nextthink = game_starttime;
129 // if dead, just wait until we can respawn
132 if (bot_waypoint_queue_owner == this)
133 bot_waypoint_queue_owner = NULL;
135 CS(this).movement = '0 0 0';
136 if (this.deadflag == DEAD_DEAD)
138 PHYS_INPUT_BUTTON_JUMP(this) = true; // press jump to respawn
139 navigation_goalrating_timeout_force(this);
142 else if(this.aistatus & AI_STATUS_STUCK)
143 navigation_unstuck(this);
145 // now call the current bot AI (havocbot for example)
149 void bot_setnameandstuff(entity this)
152 float file, tokens, prio;
154 string bot_name, bot_model, bot_skin, bot_shirt, bot_pants;
155 string name, prefix, suffix;
157 if(autocvar_g_campaign)
164 prefix = autocvar_bot_prefix;
165 suffix = autocvar_bot_suffix;
168 file = fopen(autocvar_bot_config_file, FILE_READ);
172 LOG_INFOF("Error: Can not open the bot configuration file '%s'", autocvar_bot_config_file);
177 RandomSelection_Init();
178 while((readfile = fgets(file)))
180 if(substring(readfile, 0, 2) == "//")
182 if(substring(readfile, 0, 1) == "#")
184 tokens = tokenizebyseparator(readfile, "\t");
189 FOREACH_CLIENT(IS_BOT_CLIENT(it), {
190 if(s == it.cleanname)
196 RandomSelection_AddString(readfile, 1, prio);
198 readfile = RandomSelection_chosen_string;
202 tokens = tokenizebyseparator(readfile, "\t");
203 if(argv(0) != "") bot_name = argv(0);
204 else bot_name = "Bot";
206 if(argv(1) != "") bot_model = argv(1);
209 if(argv(2) != "") bot_skin = argv(2);
212 if(argv(3) != "" && stof(argv(3)) >= 0) bot_shirt = argv(3);
213 else bot_shirt = ftos(floor(random() * 15));
215 if(argv(4) != "" && stof(argv(4)) >= 0) bot_pants = argv(4);
216 else bot_pants = ftos(floor(random() * 15));
218 this.bot_forced_team = stof(argv(5));
222 #define READSKILL(f, w, r) MACRO_BEGIN { \
223 if(argv(prio) != "") \
224 this.f = stof(argv(prio)) * w; \
226 this.f = (!autocvar_g_campaign) * (2 * random() - 1) * r * w; \
229 //print(bot_name, ": ping=", argv(9), "\n");
231 READSKILL(havocbot_keyboardskill, 0.5, 0.5); // keyboard skill
232 READSKILL(bot_moveskill, 2, 0); // move skill
233 READSKILL(bot_dodgeskill, 2, 0); // dodge skill
235 READSKILL(bot_pingskill, 0.5, 0); // ping skill
237 READSKILL(bot_weaponskill, 2, 0); // weapon skill
238 READSKILL(bot_aggresskill, 1, 0); // aggre skill
239 READSKILL(bot_rangepreference, 1, 0); // read skill
241 READSKILL(bot_aimskill, 2, 0); // aim skill
242 READSKILL(bot_offsetskill, 2, 0.5); // offset skill
243 READSKILL(bot_mouseskill, 1, 0.5); // mouse skill
245 READSKILL(bot_thinkskill, 1, 0.5); // think skill
246 READSKILL(bot_aiskill, 2, 0); // "ai" skill
248 this.bot_config_loaded = true;
250 // this is really only a default, JoinBestTeam is called later
251 setcolor(this, stof(bot_shirt) * 16 + stof(bot_pants));
252 this.bot_preferredcolors = this.clientcolors;
255 if (autocvar_bot_usemodelnames)
260 // number bots with identical names
262 FOREACH_CLIENT(IS_BOT_CLIENT(it), {
263 if(it.cleanname == name)
267 this.netname = this.netname_freeme = strzone(strcat(prefix, name, "(", ftos(j), ")", suffix));
269 this.netname = this.netname_freeme = strzone(strcat(prefix, name, suffix));
271 this.cleanname = strzone(name);
273 // pick the model and skin
274 if(substring(bot_model, -4, 1) != ".")
275 bot_model = strcat(bot_model, ".iqm");
276 this.playermodel = this.playermodel_freeme = strzone(strcat("models/player/", bot_model));
277 this.playerskin = this.playerskin_freeme = strzone(bot_skin);
280 void bot_custom_weapon_priority_setup()
284 bot_custom_weapon = false;
286 if( autocvar_bot_ai_custom_weapon_priority_far == "" ||
287 autocvar_bot_ai_custom_weapon_priority_mid == "" ||
288 autocvar_bot_ai_custom_weapon_priority_close == "" ||
289 autocvar_bot_ai_custom_weapon_priority_distances == ""
294 tokens = tokenizebyseparator(autocvar_bot_ai_custom_weapon_priority_distances," ");
299 bot_distance_far = stof(argv(0));
300 bot_distance_close = stof(argv(1));
302 if(bot_distance_far < bot_distance_close){
303 bot_distance_far = stof(argv(1));
304 bot_distance_close = stof(argv(0));
307 // Initialize list of weapons
308 bot_weapons_far[0] = -1;
309 bot_weapons_mid[0] = -1;
310 bot_weapons_close[0] = -1;
312 // Parse far distance weapon priorities
313 tokens = tokenizebyseparator(W_NumberWeaponOrder(autocvar_bot_ai_custom_weapon_priority_far)," ");
316 for(i=0; i < tokens && c < Weapons_COUNT; ++i){
318 if ( w >= WEP_FIRST && w <= WEP_LAST) {
319 bot_weapons_far[c] = w;
323 if(c < Weapons_COUNT)
324 bot_weapons_far[c] = -1;
326 // Parse mid distance weapon priorities
327 tokens = tokenizebyseparator(W_NumberWeaponOrder(autocvar_bot_ai_custom_weapon_priority_mid)," ");
330 for(i=0; i < tokens && c < Weapons_COUNT; ++i){
332 if ( w >= WEP_FIRST && w <= WEP_LAST) {
333 bot_weapons_mid[c] = w;
337 if(c < Weapons_COUNT)
338 bot_weapons_mid[c] = -1;
340 // Parse close distance weapon priorities
341 tokens = tokenizebyseparator(W_NumberWeaponOrder(autocvar_bot_ai_custom_weapon_priority_close)," ");
344 for(i=0; i < tokens && i < Weapons_COUNT; ++i){
346 if ( w >= WEP_FIRST && w <= WEP_LAST) {
347 bot_weapons_close[c] = w;
351 if(c < Weapons_COUNT)
352 bot_weapons_close[c] = -1;
354 bot_custom_weapon = true;
359 bot_relinkplayerlist();
363 setcolor(e, e.bot_preferredcolors);
366 // if dynamic waypoints are ever implemented, save them here
369 void bot_relinkplayerlist()
375 entity prevbot = NULL;
380 if(IS_BOT_CLIENT(it))
383 prevbot.nextbot = it;
391 prevbot.nextbot = NULL;
392 LOG_TRACE("relink: ", ftos(currentbots), " bots seen.");
393 bot_strategytoken = bot_list;
394 bot_strategytoken_taken = true;
397 void bot_clientdisconnect(entity this)
399 if (!IS_BOT_CLIENT(this))
401 bot_clearqueue(this);
402 strfree(this.cleanname);
403 strfree(this.netname_freeme);
404 strfree(this.playermodel_freeme);
405 strfree(this.playerskin_freeme);
406 if(this.bot_cmd_current)
407 delete(this.bot_cmd_current);
408 if(bot_waypoint_queue_owner == this)
409 bot_waypoint_queue_owner = NULL;
412 void bot_clientconnect(entity this)
414 if (!IS_BOT_CLIENT(this)) return;
415 this.bot_preferredcolors = this.clientcolors;
416 this.bot_nextthink = time - random();
417 this.lag_func = bot_lagfunc;
419 this.createdtime = this.bot_nextthink;
421 if(!this.bot_config_loaded) // This is needed so team overrider doesn't break between matches
423 bot_setnameandstuff(this);
424 bot_setclientfields(this);
427 if(this.bot_forced_team==1)
428 this.team = NUM_TEAM_1;
429 else if(this.bot_forced_team==2)
430 this.team = NUM_TEAM_2;
431 else if(this.bot_forced_team==3)
432 this.team = NUM_TEAM_3;
433 else if(this.bot_forced_team==4)
434 this.team = NUM_TEAM_4;
436 JoinBestTeam(this, true);
438 havocbot_setupbot(this);
441 void bot_removefromlargestteam()
443 CheckAllowedTeams(NULL);
451 FOREACH_CLIENT(it.isbot,
458 besttime = it.createdtime;
465 case NUM_TEAM_1: thiscount = c1; break;
466 case NUM_TEAM_2: thiscount = c2; break;
467 case NUM_TEAM_3: thiscount = c3; break;
468 case NUM_TEAM_4: thiscount = c4; break;
471 if(thiscount > bestcount)
473 bestcount = thiscount;
474 besttime = it.createdtime;
477 else if(thiscount == bestcount && besttime < it.createdtime)
479 besttime = it.createdtime;
484 return; // no bots to remove
485 currentbots = currentbots - 1;
489 void bot_removenewest()
493 bot_removefromlargestteam();
501 FOREACH_CLIENT(it.isbot,
508 besttime = it.createdtime;
511 if(besttime < it.createdtime)
513 besttime = it.createdtime;
519 return; // no bots to remove
521 currentbots = currentbots - 1;
525 void autoskill(float factor)
532 FOREACH_CLIENT(IS_PLAYER(it), {
533 if(IS_REAL_CLIENT(it))
534 bestplayer = max(bestplayer, it.totalfrags - it.totalfrags_lastcheck);
536 bestbot = max(bestbot, it.totalfrags - it.totalfrags_lastcheck);
539 LOG_DEBUG("autoskill: best player got ", ftos(bestplayer), ", ");
540 LOG_DEBUG("best bot got ", ftos(bestbot), "; ");
541 if(bestbot < 0 || bestplayer < 0)
543 LOG_DEBUG("not doing anything");
544 // don't return, let it reset all counters below
546 else if(bestbot <= bestplayer * factor - 2)
548 if(autocvar_skill < 17)
550 LOG_DEBUG("2 frags difference, increasing skill");
551 cvar_set("skill", ftos(autocvar_skill + 1));
552 bprint("^2SKILL UP!^7 Now at level ", ftos(autocvar_skill), "\n");
555 else if(bestbot >= bestplayer * factor + 2)
557 if(autocvar_skill > 0)
559 LOG_DEBUG("2 frags difference, decreasing skill");
560 cvar_set("skill", ftos(autocvar_skill - 1));
561 bprint("^1SKILL DOWN!^7 Now at level ", ftos(autocvar_skill), "\n");
566 LOG_DEBUG("not doing anything");
568 // don't reset counters, wait for them to accumulate
571 FOREACH_CLIENT(IS_PLAYER(it), { it.totalfrags_lastcheck = it.totalfrags; });
574 void bot_calculate_stepheightvec()
576 stepheightvec = autocvar_sv_stepheight * '0 0 1';
577 jumpheight_vec = (autocvar_sv_jumpvelocity ** 2) / (2 * autocvar_sv_gravity) * '0 0 1';
578 jumpstepheightvec = stepheightvec + jumpheight_vec * 0.85; // reduce it a bit to make the jumps easy
583 int activerealplayers = 0;
585 if (MUTATOR_CALLHOOK(Bot_FixCount, activerealplayers, realplayers)) {
586 activerealplayers = M_ARGV(0, int);
587 realplayers = M_ARGV(1, int);
589 FOREACH_CLIENT(IS_REAL_CLIENT(it), {
597 // add/remove bots if needed to make sure there are at least
598 // minplayers+bot_number, or remove all bots if no one is playing
599 // But don't remove bots immediately on level change, as the real players
600 // usually haven't rejoined yet
601 bots_would_leave = false;
602 if (teamplay && autocvar_bot_vs_human && AvailableTeams() == 2)
603 bots = min(ceil(fabs(autocvar_bot_vs_human) * activerealplayers), maxclients - realplayers);
604 else if ((realplayers || autocvar_bot_join_empty || (currentbots > 0 && time < 5)))
606 float realminplayers, minplayers;
607 realminplayers = autocvar_minplayers;
608 minplayers = max(0, floor(realminplayers));
610 float realminbots, minbots;
611 realminbots = autocvar_bot_number;
612 minbots = max(0, floor(realminbots));
614 bots = min(max(minbots, minplayers - activerealplayers), maxclients - realplayers);
616 bots_would_leave = true;
620 // if there are no players, remove bots
624 // only add one bot per frame to avoid utter chaos
625 if(time > botframe_nextthink)
627 if (currentbots < bots)
629 if (bot_spawn() == NULL)
631 bprint("Can not add bot, server full.\n");
635 while (currentbots > bots)
642 void bot_remove_from_bot_list(entity this)
645 entity prev_bot = NULL;
651 bot_list = this.nextbot;
653 prev_bot.nextbot = this.nextbot;
654 if(bot_strategytoken == this)
656 bot_strategytoken = this.nextbot;
657 bot_strategytoken_taken = true;
667 void bot_clear(entity this)
669 bot_remove_from_bot_list(this);
670 if(bot_waypoint_queue_owner == this)
671 bot_waypoint_queue_owner = NULL;
672 this.aistatus &= ~AI_STATUS_STUCK; // otherwise bot_waypoint_queue_owner will be set again to this by navigation_unstuck
675 void bot_serverframe()
677 if (intermission_running && currentbots > 0)
679 // after the end of the match all bots stay unless all human players disconnect
681 FOREACH_CLIENT(IS_REAL_CLIENT(it), { ++realplayers; });
684 FOREACH_CLIENT(IS_BOT_CLIENT(it), { dropclient(it); });
693 // Added 0.5 to avoid possible addition + immediate removal of bots that would make them appear as
694 // spectators in the scoreboard and never go away. This issue happens at time 2 if map is changed
695 // with the gotomap command, minplayers is > 1 and human clients join as players very soon
696 // either intentionally or automatically (sv_spectate 0)
703 if (currentbots == -1)
705 // count bots already in the server from the previous match
707 FOREACH_CLIENT(IS_BOT_CLIENT(it), { ++currentbots; });
710 if(autocvar_skill != skill)
712 float wpcost_update = false;
713 if(skill >= autocvar_bot_ai_bunnyhop_skilloffset && autocvar_skill < autocvar_bot_ai_bunnyhop_skilloffset)
714 wpcost_update = true;
715 if(skill < autocvar_bot_ai_bunnyhop_skilloffset && autocvar_skill >= autocvar_bot_ai_bunnyhop_skilloffset)
716 wpcost_update = true;
718 skill = autocvar_skill;
720 waypoint_updatecost_foralllinks();
723 bot_calculate_stepheightvec();
724 bot_navigation_movemode = ((autocvar_bot_navigation_ignoreplayers) ? MOVE_NOMONSTERS : MOVE_NORMAL);
726 if(time > autoskill_nextthink)
729 a = autocvar_skill_auto;
732 autoskill_nextthink = time + 5;
735 if(time > botframe_nextthink)
738 botframe_nextthink = time + 10;
741 if(botframe_spawnedwaypoints)
743 if(autocvar_waypoint_benchmark)
747 if (currentbots > 0 || autocvar_g_waypointeditor || autocvar_g_waypointeditor_auto)
748 if (botframe_spawnedwaypoints)
750 if(botframe_cachedwaypointlinks)
752 if(!botframe_loadedforcedlinks)
753 waypoint_load_links_hardwired();
757 // TODO: Make this check cleaner
758 IL_EACH(g_waypoints, time - it.nextthink > 10,
760 waypoint_save_links();
767 botframe_spawnedwaypoints = true;
769 waypoint_load_links();
774 // cycle the goal token from one bot to the next each frame
775 // (this prevents them from all doing spawnfunc_waypoint searches on the same
776 // frame, which causes choppy framerates)
777 if (bot_strategytoken_taken)
779 // give goal token to the first bot without goals; if all bots don't have
780 // any goal (or are dead/frozen) simply give it to the next one
781 bot_strategytoken_taken = false;
782 entity bot_strategytoken_save = bot_strategytoken;
785 if (bot_strategytoken)
786 bot_strategytoken = bot_strategytoken.nextbot;
787 if (!bot_strategytoken)
788 bot_strategytoken = bot_list;
790 if (!(IS_DEAD(bot_strategytoken) || STAT(FROZEN, bot_strategytoken))
791 && !bot_strategytoken.goalcurrent)
794 if (!bot_strategytoken_save) // break loop if all the bots are dead or frozen
796 if (bot_strategytoken == bot_strategytoken_save)
797 bot_strategytoken_save = NULL; // looped through all the bots
801 if (botframe_nextdangertime < time)
804 interval = autocvar_bot_ai_dangerdetectioninterval;
805 if (botframe_nextdangertime < time - interval * 1.5)
806 botframe_nextdangertime = time;
807 botframe_nextdangertime = botframe_nextdangertime + interval;
808 botframe_updatedangerousobjects(autocvar_bot_ai_dangerdetectionupdates);
812 if (autocvar_g_waypointeditor)
813 botframe_showwaypointlinks();
815 if (autocvar_g_waypointeditor_auto)
816 botframe_autowaypoints();
818 if(time > bot_cvar_nextthink)
821 bot_custom_weapon_priority_setup();
822 bot_cvar_nextthink = time + 5;