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 PHYS_INPUT_BUTTON_JUMP(this) = false;
108 PHYS_INPUT_BUTTON_ATCK2(this) = false;
109 PHYS_INPUT_BUTTON_ZOOM(this) = false;
110 PHYS_INPUT_BUTTON_CROUCH(this) = false;
111 PHYS_INPUT_BUTTON_HOOK(this) = false;
112 PHYS_INPUT_BUTTON_INFO(this) = false;
113 PHYS_INPUT_BUTTON_DRAG(this) = false;
114 PHYS_INPUT_BUTTON_CHAT(this) = false;
115 PHYS_INPUT_BUTTON_USE(this) = false;
117 if (time < game_starttime)
119 // block the bot during the countdown to game start
120 CS(this).movement = '0 0 0';
121 this.bot_nextthink = game_starttime;
125 // if dead, just wait until we can respawn
128 if (bot_waypoint_queue_owner == this)
129 bot_waypoint_queue_owner = NULL;
131 CS(this).movement = '0 0 0';
132 if (this.deadflag == DEAD_DEAD)
134 PHYS_INPUT_BUTTON_JUMP(this) = true; // press jump to respawn
135 navigation_goalrating_timeout_force(this);
138 else if(this.aistatus & AI_STATUS_STUCK)
139 navigation_unstuck(this);
141 // now call the current bot AI (havocbot for example)
145 void bot_setnameandstuff(entity this)
148 float file, tokens, prio;
150 string bot_name, bot_model, bot_skin, bot_shirt, bot_pants;
151 string name, prefix, suffix;
153 if(autocvar_g_campaign)
160 prefix = autocvar_bot_prefix;
161 suffix = autocvar_bot_suffix;
164 file = fopen(autocvar_bot_config_file, FILE_READ);
168 LOG_INFOF("Error: Can not open the bot configuration file '%s'", autocvar_bot_config_file);
173 entity balance = TeamBalance_CheckAllowedTeams(NULL);
174 TeamBalance_GetTeamCounts(balance, NULL);
175 int smallest_team = -1;
176 int smallest_count = -1;
179 for (int i = 1; i <= AvailableTeams(); ++i)
181 // NOTE if (autocvar_g_campaign && autocvar_g_campaign_forceteam == i)
182 // TeamBalance_GetNumberOfPlayers(balance, i); returns the number of players + 1
183 // since it keeps a spot for the real player in the desired team
184 int count = TeamBalance_GetNumberOfPlayers(balance, i);
185 if (smallest_count < 0 || count < smallest_count)
188 smallest_count = count;
192 TeamBalance_Destroy(balance);
193 RandomSelection_Init();
194 while((readfile = fgets(file)))
196 if(substring(readfile, 0, 2) == "//")
198 if(substring(readfile, 0, 1) == "#")
200 // NOTE if the line is empty tokenizebyseparator(readfile, "\t")
201 // will create 1 empty token because there's no separator (bug?)
204 tokens = tokenizebyseparator(readfile, "\t");
209 bool conflict = false;
210 FOREACH_CLIENT(IS_BOT_CLIENT(it), {
211 if (s == it.cleanname)
219 if (teamplay && !(autocvar_bot_vs_human && AvailableTeams() == 2))
221 int forced_team = stof(argv(5));
222 if (!Team_IsValidIndex(forced_team))
224 if (!forced_team || forced_team == smallest_team)
227 RandomSelection_AddString(readfile, 1, prio);
229 readfile = RandomSelection_chosen_string;
233 tokens = tokenizebyseparator(readfile, "\t");
234 if(argv(0) != "") bot_name = argv(0);
235 else bot_name = "Bot";
237 if(argv(1) != "") bot_model = argv(1);
240 if(argv(2) != "") bot_skin = argv(2);
243 if(argv(3) != "" && stof(argv(3)) >= 0) bot_shirt = argv(3);
244 else bot_shirt = ftos(floor(random() * 15));
246 if(argv(4) != "" && stof(argv(4)) >= 0) bot_pants = argv(4);
247 else bot_pants = ftos(floor(random() * 15));
249 if (teamplay && !(autocvar_bot_vs_human && AvailableTeams() == 2))
250 this.bot_forced_team = stof(argv(5));
252 this.bot_forced_team = 0;
256 #define READSKILL(f, w, r) MACRO_BEGIN \
257 if(argv(prio) != "") \
258 this.f = stof(argv(prio)) * w; \
260 this.f = (!autocvar_g_campaign) * (2 * random() - 1) * r * w; \
263 //print(bot_name, ": ping=", argv(9), "\n");
265 READSKILL(havocbot_keyboardskill, 0.5, 0.5); // keyboard skill
266 READSKILL(bot_moveskill, 2, 0); // move skill
267 READSKILL(bot_dodgeskill, 2, 0); // dodge skill
269 READSKILL(bot_pingskill, 0.5, 0); // ping skill
271 READSKILL(bot_weaponskill, 2, 0); // weapon skill
272 READSKILL(bot_aggresskill, 1, 0); // aggre skill
273 READSKILL(bot_rangepreference, 1, 0); // read skill
275 READSKILL(bot_aimskill, 2, 0); // aim skill
276 READSKILL(bot_offsetskill, 2, 0.5); // offset skill
277 READSKILL(bot_mouseskill, 1, 0.5); // mouse skill
279 READSKILL(bot_thinkskill, 1, 0.5); // think skill
280 READSKILL(bot_aiskill, 2, 0); // "ai" skill
282 if (file >= 0 && argv(prio) != "")
283 LOG_INFOF("^1Warning^7: too many parameters for bot %s, please check format of %s", bot_name, autocvar_bot_config_file);
285 this.bot_config_loaded = true;
287 // this is really only a default, TeamBalance_JoinBestTeam is called later
288 setcolor(this, stof(bot_shirt) * 16 + stof(bot_pants));
289 this.bot_preferredcolors = this.clientcolors;
292 if (autocvar_bot_usemodelnames)
297 // number bots with identical names
300 name = ftos(etof(this));
301 this.netname = this.netname_freeme = strzone(strcat(prefix, name, suffix));
306 FOREACH_CLIENT(IS_BOT_CLIENT(it), {
307 if(it.cleanname == name)
311 this.netname = this.netname_freeme = strzone(strcat(prefix, name, "(", ftos(j), ")", suffix));
313 this.netname = this.netname_freeme = strzone(strcat(prefix, name, suffix));
315 this.cleanname = strzone(name);
317 // pick the model and skin
318 if(substring(bot_model, -4, 1) != ".")
319 bot_model = strcat(bot_model, ".iqm");
320 this.playermodel = this.playermodel_freeme = strzone(strcat("models/player/", bot_model));
321 this.playerskin = this.playerskin_freeme = strzone(bot_skin);
324 void bot_custom_weapon_priority_setup()
328 bot_custom_weapon = false;
330 if( autocvar_bot_ai_custom_weapon_priority_far == "" ||
331 autocvar_bot_ai_custom_weapon_priority_mid == "" ||
332 autocvar_bot_ai_custom_weapon_priority_close == "" ||
333 autocvar_bot_ai_custom_weapon_priority_distances == ""
338 tokens = tokenizebyseparator(autocvar_bot_ai_custom_weapon_priority_distances," ");
343 bot_distance_far = stof(argv(0));
344 bot_distance_close = stof(argv(1));
346 if(bot_distance_far < bot_distance_close){
347 bot_distance_far = stof(argv(1));
348 bot_distance_close = stof(argv(0));
351 // Initialize list of weapons
352 bot_weapons_far[0] = -1;
353 bot_weapons_mid[0] = -1;
354 bot_weapons_close[0] = -1;
356 // Parse far distance weapon priorities
357 tokens = tokenizebyseparator(W_NumberWeaponOrder(autocvar_bot_ai_custom_weapon_priority_far)," ");
360 for(i=0; i < tokens && c < Weapons_COUNT; ++i){
362 if ( w >= WEP_FIRST && w <= WEP_LAST) {
363 bot_weapons_far[c] = w;
367 if(c < Weapons_COUNT)
368 bot_weapons_far[c] = -1;
370 // Parse mid distance weapon priorities
371 tokens = tokenizebyseparator(W_NumberWeaponOrder(autocvar_bot_ai_custom_weapon_priority_mid)," ");
374 for(i=0; i < tokens && c < Weapons_COUNT; ++i){
376 if ( w >= WEP_FIRST && w <= WEP_LAST) {
377 bot_weapons_mid[c] = w;
381 if(c < Weapons_COUNT)
382 bot_weapons_mid[c] = -1;
384 // Parse close distance weapon priorities
385 tokens = tokenizebyseparator(W_NumberWeaponOrder(autocvar_bot_ai_custom_weapon_priority_close)," ");
388 for(i=0; i < tokens && i < Weapons_COUNT; ++i){
390 if ( w >= WEP_FIRST && w <= WEP_LAST) {
391 bot_weapons_close[c] = w;
395 if(c < Weapons_COUNT)
396 bot_weapons_close[c] = -1;
398 bot_custom_weapon = true;
403 bot_relinkplayerlist();
407 setcolor(e, e.bot_preferredcolors);
410 // if dynamic waypoints are ever implemented, save them here
413 void bot_relinkplayerlist()
419 entity prevbot = NULL;
424 if(IS_BOT_CLIENT(it))
427 prevbot.nextbot = it;
435 prevbot.nextbot = NULL;
436 LOG_TRACE("relink: ", ftos(currentbots), " bots seen.");
437 bot_strategytoken = bot_list;
438 bot_strategytoken_taken = true;
441 void bot_clientdisconnect(entity this)
443 if (!IS_BOT_CLIENT(this))
445 bot_clearqueue(this);
446 strfree(this.cleanname);
447 strfree(this.netname_freeme);
448 strfree(this.playermodel_freeme);
449 strfree(this.playerskin_freeme);
450 if(this.bot_cmd_current)
451 delete(this.bot_cmd_current);
452 if(bot_waypoint_queue_owner == this)
453 bot_waypoint_queue_owner = NULL;
456 void bot_clientconnect(entity this)
458 if (!IS_BOT_CLIENT(this)) return;
459 this.bot_preferredcolors = this.clientcolors;
460 this.bot_nextthink = time - random();
461 this.lag_func = bot_lagfunc;
463 this.createdtime = this.bot_nextthink;
465 if(!this.bot_config_loaded) // This is needed so team overrider doesn't break between matches
467 bot_setnameandstuff(this);
468 bot_setclientfields(this);
471 if (teamplay && Team_IsValidIndex(this.bot_forced_team))
473 SetPlayerTeam(this, this.bot_forced_team, TEAM_CHANGE_MANUAL);
477 this.bot_forced_team = 0;
478 TeamBalance_JoinBestTeam(this);
481 havocbot_setupbot(this);
484 void bot_removefromlargestteam()
486 entity balance = TeamBalance_CheckAllowedTeams(NULL);
487 TeamBalance_GetTeamCounts(balance, NULL);
494 FOREACH_CLIENT(it.isbot,
501 besttime = it.createdtime;
506 if (Team_IsValidTeam(it.team))
508 thiscount = TeamBalance_GetNumberOfPlayers(balance,
509 Team_TeamToIndex(it.team));
512 if(thiscount > bestcount)
514 bestcount = thiscount;
515 besttime = it.createdtime;
518 else if(thiscount == bestcount && besttime < it.createdtime)
520 besttime = it.createdtime;
524 TeamBalance_Destroy(balance);
526 return; // no bots to remove
527 currentbots = currentbots - 1;
531 void bot_removenewest()
535 bot_removefromlargestteam();
543 FOREACH_CLIENT(it.isbot,
550 besttime = it.createdtime;
553 if(besttime < it.createdtime)
555 besttime = it.createdtime;
561 return; // no bots to remove
563 currentbots = currentbots - 1;
567 void autoskill(float factor)
574 FOREACH_CLIENT(IS_PLAYER(it), {
575 if(IS_REAL_CLIENT(it))
576 bestplayer = max(bestplayer, it.totalfrags - it.totalfrags_lastcheck);
578 bestbot = max(bestbot, it.totalfrags - it.totalfrags_lastcheck);
581 LOG_DEBUG("autoskill: best player got ", ftos(bestplayer), ", ");
582 LOG_DEBUG("best bot got ", ftos(bestbot), "; ");
583 if(bestbot < 0 || bestplayer < 0)
585 LOG_DEBUG("not doing anything");
586 // don't return, let it reset all counters below
588 else if(bestbot <= bestplayer * factor - 2)
590 if(autocvar_skill < 17)
592 LOG_DEBUG("2 frags difference, increasing skill");
593 cvar_set("skill", ftos(autocvar_skill + 1));
594 bprint("^2SKILL UP!^7 Now at level ", ftos(autocvar_skill), "\n");
597 else if(bestbot >= bestplayer * factor + 2)
599 if(autocvar_skill > 0)
601 LOG_DEBUG("2 frags difference, decreasing skill");
602 cvar_set("skill", ftos(autocvar_skill - 1));
603 bprint("^1SKILL DOWN!^7 Now at level ", ftos(autocvar_skill), "\n");
608 LOG_DEBUG("not doing anything");
610 // don't reset counters, wait for them to accumulate
613 FOREACH_CLIENT(IS_PLAYER(it), { it.totalfrags_lastcheck = it.totalfrags; });
616 void bot_calculate_stepheightvec()
618 stepheightvec = autocvar_sv_stepheight * '0 0 1';
619 jumpheight_vec = (autocvar_sv_jumpvelocity ** 2) / (2 * autocvar_sv_gravity) * '0 0 1';
620 jumpstepheightvec = stepheightvec + jumpheight_vec * 0.85; // reduce it a bit to make the jumps easy
621 jumpheight_time = autocvar_sv_jumpvelocity / autocvar_sv_gravity;
626 int activerealplayers = 0;
628 if (MUTATOR_CALLHOOK(Bot_FixCount, activerealplayers, realplayers)) {
629 activerealplayers = M_ARGV(0, int);
630 realplayers = M_ARGV(1, int);
632 FOREACH_CLIENT(IS_REAL_CLIENT(it), {
640 // But don't remove bots immediately on level change, as the real players
641 // usually haven't rejoined yet
642 bots_would_leave = false;
643 if (teamplay && autocvar_bot_vs_human && AvailableTeams() == 2)
644 bots = min(ceil(fabs(autocvar_bot_vs_human) * activerealplayers), maxclients - realplayers);
645 else if ((realplayers || autocvar_bot_join_empty || (currentbots > 0 && time < 5)))
647 int minplayers = max(0, floor(autocvar_minplayers));
649 minplayers = max(0, floor(autocvar_minplayers_per_team) * AvailableTeams());
650 int minbots = max(0, floor(autocvar_bot_number));
652 // add bots to reach minplayers if needed
653 bots = max(minbots, minplayers - activerealplayers);
654 // cap bots to the max players allowed by the server
655 int player_limit = GetPlayerLimit();
657 bots = min(bots, max(player_limit - activerealplayers, 0));
658 bots = min(bots, maxclients - realplayers);
661 bots_would_leave = true;
665 // if there are no players, remove bots
669 // only add one bot per frame to avoid utter chaos
670 if(time > botframe_nextthink)
672 if (currentbots < bots)
674 if (bot_spawn() == NULL)
676 bprint("Can not add bot, server full.\n");
680 while (currentbots > bots && bots >= 0)
687 void bot_remove_from_bot_list(entity this)
690 entity prev_bot = NULL;
696 bot_list = this.nextbot;
698 prev_bot.nextbot = this.nextbot;
699 if(bot_strategytoken == this)
701 bot_strategytoken = this.nextbot;
702 bot_strategytoken_taken = true;
712 void bot_clear(entity this)
714 bot_remove_from_bot_list(this);
715 if(bot_waypoint_queue_owner == this)
716 bot_waypoint_queue_owner = NULL;
717 this.aistatus &= ~AI_STATUS_STUCK; // otherwise bot_waypoint_queue_owner will be set again to this by navigation_unstuck
720 void bot_serverframe()
722 if (intermission_running && currentbots > 0)
724 // after the end of the match all bots stay unless all human players disconnect
726 FOREACH_CLIENT(IS_REAL_CLIENT(it), { ++realplayers; });
729 FOREACH_CLIENT(IS_BOT_CLIENT(it), { dropclient(it); });
738 // Added 0.5 to avoid possible addition + immediate removal of bots that would make them appear as
739 // spectators in the scoreboard and never go away. This issue happens at time 2 if map is changed
740 // with the gotomap command, minplayers is > 1 and human clients join as players very soon
741 // either intentionally or automatically (sv_spectate 0)
748 if (currentbots == -1)
750 // count bots already in the server from the previous match
752 FOREACH_CLIENT(IS_BOT_CLIENT(it), { ++currentbots; });
755 if(autocvar_skill != skill)
757 float wpcost_update = false;
758 if(skill >= autocvar_bot_ai_bunnyhop_skilloffset && autocvar_skill < autocvar_bot_ai_bunnyhop_skilloffset)
759 wpcost_update = true;
760 if(skill < autocvar_bot_ai_bunnyhop_skilloffset && autocvar_skill >= autocvar_bot_ai_bunnyhop_skilloffset)
761 wpcost_update = true;
763 skill = autocvar_skill;
765 waypoint_updatecost_foralllinks();
768 bot_calculate_stepheightvec();
769 bot_navigation_movemode = ((autocvar_bot_navigation_ignoreplayers) ? MOVE_NOMONSTERS : MOVE_NORMAL);
771 if(time > autoskill_nextthink)
774 a = autocvar_skill_auto;
777 autoskill_nextthink = time + 5;
780 if(time > botframe_nextthink)
783 botframe_nextthink = time + 10;
786 if(botframe_spawnedwaypoints)
788 if(autocvar_waypoint_benchmark)
792 if (currentbots > 0 || autocvar_g_waypointeditor || autocvar_g_waypointeditor_auto)
793 if (botframe_spawnedwaypoints)
795 if(botframe_cachedwaypointlinks)
797 if(!botframe_loadedforcedlinks)
798 waypoint_load_hardwiredlinks();
802 // TODO: Make this check cleaner
803 IL_EACH(g_waypoints, time - it.nextthink > 10,
805 waypoint_save_links();
812 botframe_spawnedwaypoints = true;
814 waypoint_load_links();
819 // cycle the goal token from one bot to the next each frame
820 // (this prevents them from all doing spawnfunc_waypoint searches on the same
821 // frame, which causes choppy framerates)
822 if (bot_strategytoken_taken)
824 // give goal token to the first bot without goals; if all bots don't have
825 // any goal (or are dead/frozen) simply give it to the next one
826 bot_strategytoken_taken = false;
827 entity bot_strategytoken_save = bot_strategytoken;
830 if (bot_strategytoken)
831 bot_strategytoken = bot_strategytoken.nextbot;
832 if (!bot_strategytoken)
833 bot_strategytoken = bot_list;
835 if (!(IS_DEAD(bot_strategytoken) || STAT(FROZEN, bot_strategytoken))
836 && !bot_strategytoken.goalcurrent)
839 if (!bot_strategytoken_save) // break loop if all the bots are dead or frozen
841 if (bot_strategytoken == bot_strategytoken_save)
842 bot_strategytoken_save = NULL; // looped through all the bots
846 if (botframe_nextdangertime < time)
849 interval = autocvar_bot_ai_dangerdetectioninterval;
850 if (botframe_nextdangertime < time - interval * 1.5)
851 botframe_nextdangertime = time;
852 botframe_nextdangertime = botframe_nextdangertime + interval;
853 botframe_updatedangerousobjects(autocvar_bot_ai_dangerdetectionupdates);
857 if (autocvar_g_waypointeditor)
858 botframe_showwaypointlinks();
860 if (autocvar_g_waypointeditor_auto)
861 botframe_autowaypoints();
863 if(time > bot_cvar_nextthink)
866 bot_custom_weapon_priority_setup();
867 bot_cvar_nextthink = time + 5;