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 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 RandomSelection_Init();
175 while((readfile = fgets(file)))
177 if(substring(readfile, 0, 2) == "//")
179 if(substring(readfile, 0, 1) == "#")
181 tokens = tokenizebyseparator(readfile, "\t");
186 FOREACH_CLIENT(IS_BOT_CLIENT(it), {
187 if(s == it.cleanname)
193 RandomSelection_AddString(readfile, 1, prio);
195 readfile = RandomSelection_chosen_string;
199 tokens = tokenizebyseparator(readfile, "\t");
200 if(argv(0) != "") bot_name = argv(0);
201 else bot_name = "Bot";
203 if(argv(1) != "") bot_model = argv(1);
206 if(argv(2) != "") bot_skin = argv(2);
209 if(argv(3) != "" && stof(argv(3)) >= 0) bot_shirt = argv(3);
210 else bot_shirt = ftos(floor(random() * 15));
212 if(argv(4) != "" && stof(argv(4)) >= 0) bot_pants = argv(4);
213 else bot_pants = ftos(floor(random() * 15));
215 this.bot_forced_team = stof(argv(5));
219 #define READSKILL(f, w, r) MACRO_BEGIN { \
220 if(argv(prio) != "") \
221 this.f = stof(argv(prio)) * w; \
223 this.f = (!autocvar_g_campaign) * (2 * random() - 1) * r * w; \
226 //print(bot_name, ": ping=", argv(9), "\n");
228 READSKILL(havocbot_keyboardskill, 0.5, 0.5); // keyboard skill
229 READSKILL(bot_moveskill, 2, 0); // move skill
230 READSKILL(bot_dodgeskill, 2, 0); // dodge skill
232 READSKILL(bot_pingskill, 0.5, 0); // ping skill
234 READSKILL(bot_weaponskill, 2, 0); // weapon skill
235 READSKILL(bot_aggresskill, 1, 0); // aggre skill
236 READSKILL(bot_rangepreference, 1, 0); // read skill
238 READSKILL(bot_aimskill, 2, 0); // aim skill
239 READSKILL(bot_offsetskill, 2, 0.5); // offset skill
240 READSKILL(bot_mouseskill, 1, 0.5); // mouse skill
242 READSKILL(bot_thinkskill, 1, 0.5); // think skill
243 READSKILL(bot_aiskill, 2, 0); // "ai" skill
245 this.bot_config_loaded = true;
247 // this is really only a default, JoinBestTeam is called later
248 setcolor(this, stof(bot_shirt) * 16 + stof(bot_pants));
249 this.bot_preferredcolors = this.clientcolors;
252 if (autocvar_bot_usemodelnames)
257 // number bots with identical names
259 FOREACH_CLIENT(IS_BOT_CLIENT(it), {
260 if(it.cleanname == name)
264 this.netname = this.netname_freeme = strzone(strcat(prefix, name, "(", ftos(j), ")", suffix));
266 this.netname = this.netname_freeme = strzone(strcat(prefix, name, suffix));
268 this.cleanname = strzone(name);
270 // pick the model and skin
271 if(substring(bot_model, -4, 1) != ".")
272 bot_model = strcat(bot_model, ".iqm");
273 this.playermodel = this.playermodel_freeme = strzone(strcat("models/player/", bot_model));
274 this.playerskin = this.playerskin_freeme = strzone(bot_skin);
277 void bot_custom_weapon_priority_setup()
281 bot_custom_weapon = false;
283 if( autocvar_bot_ai_custom_weapon_priority_far == "" ||
284 autocvar_bot_ai_custom_weapon_priority_mid == "" ||
285 autocvar_bot_ai_custom_weapon_priority_close == "" ||
286 autocvar_bot_ai_custom_weapon_priority_distances == ""
291 tokens = tokenizebyseparator(autocvar_bot_ai_custom_weapon_priority_distances," ");
296 bot_distance_far = stof(argv(0));
297 bot_distance_close = stof(argv(1));
299 if(bot_distance_far < bot_distance_close){
300 bot_distance_far = stof(argv(1));
301 bot_distance_close = stof(argv(0));
304 // Initialize list of weapons
305 bot_weapons_far[0] = -1;
306 bot_weapons_mid[0] = -1;
307 bot_weapons_close[0] = -1;
309 // Parse far distance weapon priorities
310 tokens = tokenizebyseparator(W_NumberWeaponOrder(autocvar_bot_ai_custom_weapon_priority_far)," ");
313 for(i=0; i < tokens && c < Weapons_COUNT; ++i){
315 if ( w >= WEP_FIRST && w <= WEP_LAST) {
316 bot_weapons_far[c] = w;
320 if(c < Weapons_COUNT)
321 bot_weapons_far[c] = -1;
323 // Parse mid distance weapon priorities
324 tokens = tokenizebyseparator(W_NumberWeaponOrder(autocvar_bot_ai_custom_weapon_priority_mid)," ");
327 for(i=0; i < tokens && c < Weapons_COUNT; ++i){
329 if ( w >= WEP_FIRST && w <= WEP_LAST) {
330 bot_weapons_mid[c] = w;
334 if(c < Weapons_COUNT)
335 bot_weapons_mid[c] = -1;
337 // Parse close distance weapon priorities
338 tokens = tokenizebyseparator(W_NumberWeaponOrder(autocvar_bot_ai_custom_weapon_priority_close)," ");
341 for(i=0; i < tokens && i < Weapons_COUNT; ++i){
343 if ( w >= WEP_FIRST && w <= WEP_LAST) {
344 bot_weapons_close[c] = w;
348 if(c < Weapons_COUNT)
349 bot_weapons_close[c] = -1;
351 bot_custom_weapon = true;
356 bot_relinkplayerlist();
360 setcolor(e, e.bot_preferredcolors);
363 // if dynamic waypoints are ever implemented, save them here
366 void bot_relinkplayerlist()
372 entity prevbot = NULL;
377 if(IS_BOT_CLIENT(it))
380 prevbot.nextbot = it;
388 prevbot.nextbot = NULL;
389 LOG_TRACE("relink: ", ftos(currentbots), " bots seen.");
390 bot_strategytoken = bot_list;
391 bot_strategytoken_taken = true;
394 void bot_clientdisconnect(entity this)
396 if (!IS_BOT_CLIENT(this))
398 bot_clearqueue(this);
400 strunzone(this.cleanname);
401 if(this.netname_freeme)
402 strunzone(this.netname_freeme);
403 if(this.playermodel_freeme)
404 strunzone(this.playermodel_freeme);
405 if(this.playerskin_freeme)
406 strunzone(this.playerskin_freeme);
407 this.cleanname = string_null;
408 this.netname_freeme = string_null;
409 this.playermodel_freeme = string_null;
410 this.playerskin_freeme = string_null;
411 if(this.bot_cmd_current)
412 delete(this.bot_cmd_current);
413 if(bot_waypoint_queue_owner == this)
414 bot_waypoint_queue_owner = NULL;
417 void bot_clientconnect(entity this)
419 if (!IS_BOT_CLIENT(this)) return;
420 this.bot_preferredcolors = this.clientcolors;
421 this.bot_nextthink = time - random();
422 this.lag_func = bot_lagfunc;
424 this.createdtime = this.bot_nextthink;
426 if(!this.bot_config_loaded) // This is needed so team overrider doesn't break between matches
428 bot_setnameandstuff(this);
429 bot_setclientfields(this);
432 if(this.bot_forced_team==1)
433 this.team = NUM_TEAM_1;
434 else if(this.bot_forced_team==2)
435 this.team = NUM_TEAM_2;
436 else if(this.bot_forced_team==3)
437 this.team = NUM_TEAM_3;
438 else if(this.bot_forced_team==4)
439 this.team = NUM_TEAM_4;
441 JoinBestTeam(this, true);
443 havocbot_setupbot(this);
446 void bot_removefromlargestteam()
448 CheckAllowedTeams(NULL);
456 FOREACH_CLIENT(it.isbot,
463 besttime = it.createdtime;
470 case NUM_TEAM_1: thiscount = c1; break;
471 case NUM_TEAM_2: thiscount = c2; break;
472 case NUM_TEAM_3: thiscount = c3; break;
473 case NUM_TEAM_4: thiscount = c4; break;
476 if(thiscount > bestcount)
478 bestcount = thiscount;
479 besttime = it.createdtime;
482 else if(thiscount == bestcount && besttime < it.createdtime)
484 besttime = it.createdtime;
489 return; // no bots to remove
490 currentbots = currentbots - 1;
494 void bot_removenewest()
498 bot_removefromlargestteam();
506 FOREACH_CLIENT(it.isbot,
513 besttime = it.createdtime;
516 if(besttime < it.createdtime)
518 besttime = it.createdtime;
524 return; // no bots to remove
526 currentbots = currentbots - 1;
530 void autoskill(float factor)
537 FOREACH_CLIENT(IS_PLAYER(it), {
538 if(IS_REAL_CLIENT(it))
539 bestplayer = max(bestplayer, it.totalfrags - it.totalfrags_lastcheck);
541 bestbot = max(bestbot, it.totalfrags - it.totalfrags_lastcheck);
544 LOG_DEBUG("autoskill: best player got ", ftos(bestplayer), ", ");
545 LOG_DEBUG("best bot got ", ftos(bestbot), "; ");
546 if(bestbot < 0 || bestplayer < 0)
548 LOG_DEBUG("not doing anything");
549 // don't return, let it reset all counters below
551 else if(bestbot <= bestplayer * factor - 2)
553 if(autocvar_skill < 17)
555 LOG_DEBUG("2 frags difference, increasing skill");
556 cvar_set("skill", ftos(autocvar_skill + 1));
557 bprint("^2SKILL UP!^7 Now at level ", ftos(autocvar_skill), "\n");
560 else if(bestbot >= bestplayer * factor + 2)
562 if(autocvar_skill > 0)
564 LOG_DEBUG("2 frags difference, decreasing skill");
565 cvar_set("skill", ftos(autocvar_skill - 1));
566 bprint("^1SKILL DOWN!^7 Now at level ", ftos(autocvar_skill), "\n");
571 LOG_DEBUG("not doing anything");
573 // don't reset counters, wait for them to accumulate
576 FOREACH_CLIENT(IS_PLAYER(it), { it.totalfrags_lastcheck = it.totalfrags; });
579 void bot_calculate_stepheightvec()
581 stepheightvec = autocvar_sv_stepheight * '0 0 1';
582 jumpheight_vec = (autocvar_sv_jumpvelocity ** 2) / (2 * autocvar_sv_gravity) * '0 0 1';
583 jumpstepheightvec = stepheightvec + jumpheight_vec * 0.85; // reduce it a bit to make the jumps easy
588 int activerealplayers = 0;
590 if (MUTATOR_CALLHOOK(Bot_FixCount, activerealplayers, realplayers)) {
591 activerealplayers = M_ARGV(0, int);
592 realplayers = M_ARGV(1, int);
594 FOREACH_CLIENT(IS_REAL_CLIENT(it), {
602 // add/remove bots if needed to make sure there are at least
603 // minplayers+bot_number, or remove all bots if no one is playing
604 // But don't remove bots immediately on level change, as the real players
605 // usually haven't rejoined yet
606 bots_would_leave = false;
607 if (teamplay && autocvar_bot_vs_human && AvailableTeams() == 2)
608 bots = min(ceil(fabs(autocvar_bot_vs_human) * activerealplayers), maxclients - realplayers);
609 else if ((realplayers || autocvar_bot_join_empty || (currentbots > 0 && time < 5)))
611 float realminplayers, minplayers;
612 realminplayers = autocvar_minplayers;
613 minplayers = max(0, floor(realminplayers));
615 float realminbots, minbots;
616 realminbots = autocvar_bot_number;
617 minbots = max(0, floor(realminbots));
619 bots = min(max(minbots, minplayers - activerealplayers), maxclients - realplayers);
621 bots_would_leave = true;
625 // if there are no players, remove bots
629 // only add one bot per frame to avoid utter chaos
630 if(time > botframe_nextthink)
632 if (currentbots < bots)
634 if (bot_spawn() == NULL)
636 bprint("Can not add bot, server full.\n");
640 while (currentbots > bots)
647 void bot_remove_from_bot_list(entity this)
650 entity prev_bot = NULL;
656 bot_list = this.nextbot;
658 prev_bot.nextbot = this.nextbot;
659 if(bot_strategytoken == this)
661 bot_strategytoken = this.nextbot;
662 bot_strategytoken_taken = true;
672 void bot_clear(entity this)
674 bot_remove_from_bot_list(this);
675 if(bot_waypoint_queue_owner == this)
676 bot_waypoint_queue_owner = NULL;
677 this.aistatus &= ~AI_STATUS_STUCK; // otherwise bot_waypoint_queue_owner will be set again to this by navigation_unstuck
680 void bot_serverframe()
685 // Added 0.5 to avoid possible addition + immediate removal of bots that would make them appear as
686 // spectators in the scoreboard and never go away. This issue happens at time 2 if map is changed
687 // with the gotomap command, minplayers is > 1 and human clients join as players very soon
688 // either intentionally or automatically (sv_spectate 0)
695 if (currentbots == -1)
697 // count bots already in the server from the previous match
699 FOREACH_CLIENT(IS_BOT_CLIENT(it), { ++currentbots; });
702 if(autocvar_skill != skill)
704 float wpcost_update = false;
705 if(skill >= autocvar_bot_ai_bunnyhop_skilloffset && autocvar_skill < autocvar_bot_ai_bunnyhop_skilloffset)
706 wpcost_update = true;
707 if(skill < autocvar_bot_ai_bunnyhop_skilloffset && autocvar_skill >= autocvar_bot_ai_bunnyhop_skilloffset)
708 wpcost_update = true;
710 skill = autocvar_skill;
712 waypoint_updatecost_foralllinks();
715 bot_calculate_stepheightvec();
716 bot_navigation_movemode = ((autocvar_bot_navigation_ignoreplayers) ? MOVE_NOMONSTERS : MOVE_NORMAL);
718 if(time > autoskill_nextthink)
721 a = autocvar_skill_auto;
724 autoskill_nextthink = time + 5;
727 if(time > botframe_nextthink)
730 botframe_nextthink = time + 10;
733 if(botframe_spawnedwaypoints)
735 if(autocvar_waypoint_benchmark)
739 if (currentbots > 0 || autocvar_g_waypointeditor || autocvar_g_waypointeditor_auto)
740 if (botframe_spawnedwaypoints)
742 if(botframe_cachedwaypointlinks)
744 if(!botframe_loadedforcedlinks)
745 waypoint_load_links_hardwired();
749 // TODO: Make this check cleaner
750 IL_EACH(g_waypoints, time - it.nextthink > 10,
752 waypoint_save_links();
759 botframe_spawnedwaypoints = true;
761 waypoint_load_links();
766 // cycle the goal token from one bot to the next each frame
767 // (this prevents them from all doing spawnfunc_waypoint searches on the same
768 // frame, which causes choppy framerates)
769 if (bot_strategytoken_taken)
771 // give goal token to the first bot without goals; if all bots don't have
772 // any goal (or are dead/frozen) simply give it to the next one
773 bot_strategytoken_taken = false;
774 entity bot_strategytoken_save = bot_strategytoken;
777 if (bot_strategytoken)
778 bot_strategytoken = bot_strategytoken.nextbot;
779 if (!bot_strategytoken)
780 bot_strategytoken = bot_list;
782 if (!(IS_DEAD(bot_strategytoken) || STAT(FROZEN, bot_strategytoken))
783 && !bot_strategytoken.goalcurrent)
786 if (!bot_strategytoken_save) // break loop if all the bots are dead or frozen
788 if (bot_strategytoken == bot_strategytoken_save)
789 bot_strategytoken_save = NULL; // looped through all the bots
793 if (botframe_nextdangertime < time)
796 interval = autocvar_bot_ai_dangerdetectioninterval;
797 if (botframe_nextdangertime < time - interval * 1.5)
798 botframe_nextdangertime = time;
799 botframe_nextdangertime = botframe_nextdangertime + interval;
800 botframe_updatedangerousobjects(autocvar_bot_ai_dangerdetectionupdates);
804 if (autocvar_g_waypointeditor)
805 botframe_showwaypointlinks();
807 if (autocvar_g_waypointeditor_auto)
808 botframe_autowaypoints();
810 if(time > bot_cvar_nextthink)
813 bot_custom_weapon_priority_setup();
814 bot_cvar_nextthink = time + 5;