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 RandomSelection_Init();
174 while((readfile = fgets(file)))
176 if(substring(readfile, 0, 2) == "//")
178 if(substring(readfile, 0, 1) == "#")
180 tokens = tokenizebyseparator(readfile, "\t");
185 FOREACH_CLIENT(IS_BOT_CLIENT(it), {
186 if(s == it.cleanname)
192 RandomSelection_AddString(readfile, 1, prio);
194 readfile = RandomSelection_chosen_string;
198 tokens = tokenizebyseparator(readfile, "\t");
199 if(argv(0) != "") bot_name = argv(0);
200 else bot_name = "Bot";
202 if(argv(1) != "") bot_model = argv(1);
205 if(argv(2) != "") bot_skin = argv(2);
208 if(argv(3) != "" && stof(argv(3)) >= 0) bot_shirt = argv(3);
209 else bot_shirt = ftos(floor(random() * 15));
211 if(argv(4) != "" && stof(argv(4)) >= 0) bot_pants = argv(4);
212 else bot_pants = ftos(floor(random() * 15));
214 this.bot_forced_team = stof(argv(5));
218 #define READSKILL(f, w, r) MACRO_BEGIN \
219 if(argv(prio) != "") \
220 this.f = stof(argv(prio)) * w; \
222 this.f = (!autocvar_g_campaign) * (2 * random() - 1) * r * w; \
225 //print(bot_name, ": ping=", argv(9), "\n");
227 READSKILL(havocbot_keyboardskill, 0.5, 0.5); // keyboard skill
228 READSKILL(bot_moveskill, 2, 0); // move skill
229 READSKILL(bot_dodgeskill, 2, 0); // dodge skill
231 READSKILL(bot_pingskill, 0.5, 0); // ping skill
233 READSKILL(bot_weaponskill, 2, 0); // weapon skill
234 READSKILL(bot_aggresskill, 1, 0); // aggre skill
235 READSKILL(bot_rangepreference, 1, 0); // read skill
237 READSKILL(bot_aimskill, 2, 0); // aim skill
238 READSKILL(bot_offsetskill, 2, 0.5); // offset skill
239 READSKILL(bot_mouseskill, 1, 0.5); // mouse skill
241 READSKILL(bot_thinkskill, 1, 0.5); // think skill
242 READSKILL(bot_aiskill, 2, 0); // "ai" skill
244 if (file >= 0 && argv(prio) != "")
245 LOG_INFOF("^1Warning^7: too many parameters for bot %s, please check format of %s", bot_name, autocvar_bot_config_file);
247 this.bot_config_loaded = true;
249 // this is really only a default, TeamBalance_JoinBestTeam is called later
250 setcolor(this, stof(bot_shirt) * 16 + stof(bot_pants));
251 this.bot_preferredcolors = this.clientcolors;
254 if (autocvar_bot_usemodelnames)
259 // number bots with identical names
262 name = ftos(etof(this));
263 this.netname = this.netname_freeme = strzone(strcat(prefix, name, suffix));
268 FOREACH_CLIENT(IS_BOT_CLIENT(it), {
269 if(it.cleanname == name)
273 this.netname = this.netname_freeme = strzone(strcat(prefix, name, "(", ftos(j), ")", suffix));
275 this.netname = this.netname_freeme = strzone(strcat(prefix, name, suffix));
277 this.cleanname = strzone(name);
279 // pick the model and skin
280 if(substring(bot_model, -4, 1) != ".")
281 bot_model = strcat(bot_model, ".iqm");
282 this.playermodel = this.playermodel_freeme = strzone(strcat("models/player/", bot_model));
283 this.playerskin = this.playerskin_freeme = strzone(bot_skin);
286 void bot_custom_weapon_priority_setup()
290 bot_custom_weapon = false;
292 if( autocvar_bot_ai_custom_weapon_priority_far == "" ||
293 autocvar_bot_ai_custom_weapon_priority_mid == "" ||
294 autocvar_bot_ai_custom_weapon_priority_close == "" ||
295 autocvar_bot_ai_custom_weapon_priority_distances == ""
300 tokens = tokenizebyseparator(autocvar_bot_ai_custom_weapon_priority_distances," ");
305 bot_distance_far = stof(argv(0));
306 bot_distance_close = stof(argv(1));
308 if(bot_distance_far < bot_distance_close){
309 bot_distance_far = stof(argv(1));
310 bot_distance_close = stof(argv(0));
313 // Initialize list of weapons
314 bot_weapons_far[0] = -1;
315 bot_weapons_mid[0] = -1;
316 bot_weapons_close[0] = -1;
318 // Parse far distance weapon priorities
319 tokens = tokenizebyseparator(W_NumberWeaponOrder(autocvar_bot_ai_custom_weapon_priority_far)," ");
322 for(i=0; i < tokens && c < Weapons_COUNT; ++i){
324 if ( w >= WEP_FIRST && w <= WEP_LAST) {
325 bot_weapons_far[c] = w;
329 if(c < Weapons_COUNT)
330 bot_weapons_far[c] = -1;
332 // Parse mid distance weapon priorities
333 tokens = tokenizebyseparator(W_NumberWeaponOrder(autocvar_bot_ai_custom_weapon_priority_mid)," ");
336 for(i=0; i < tokens && c < Weapons_COUNT; ++i){
338 if ( w >= WEP_FIRST && w <= WEP_LAST) {
339 bot_weapons_mid[c] = w;
343 if(c < Weapons_COUNT)
344 bot_weapons_mid[c] = -1;
346 // Parse close distance weapon priorities
347 tokens = tokenizebyseparator(W_NumberWeaponOrder(autocvar_bot_ai_custom_weapon_priority_close)," ");
350 for(i=0; i < tokens && i < Weapons_COUNT; ++i){
352 if ( w >= WEP_FIRST && w <= WEP_LAST) {
353 bot_weapons_close[c] = w;
357 if(c < Weapons_COUNT)
358 bot_weapons_close[c] = -1;
360 bot_custom_weapon = true;
365 bot_relinkplayerlist();
369 setcolor(e, e.bot_preferredcolors);
372 // if dynamic waypoints are ever implemented, save them here
375 void bot_relinkplayerlist()
381 entity prevbot = NULL;
386 if(IS_BOT_CLIENT(it))
389 prevbot.nextbot = it;
397 prevbot.nextbot = NULL;
398 LOG_TRACE("relink: ", ftos(currentbots), " bots seen.");
399 bot_strategytoken = bot_list;
400 bot_strategytoken_taken = true;
403 void bot_clientdisconnect(entity this)
405 if (!IS_BOT_CLIENT(this))
407 bot_clearqueue(this);
408 strfree(this.cleanname);
409 strfree(this.netname_freeme);
410 strfree(this.playermodel_freeme);
411 strfree(this.playerskin_freeme);
412 if(this.bot_cmd_current)
413 delete(this.bot_cmd_current);
414 if(bot_waypoint_queue_owner == this)
415 bot_waypoint_queue_owner = NULL;
418 void bot_clientconnect(entity this)
420 if (!IS_BOT_CLIENT(this)) return;
421 this.bot_preferredcolors = this.clientcolors;
422 this.bot_nextthink = time - random();
423 this.lag_func = bot_lagfunc;
425 this.createdtime = this.bot_nextthink;
427 if(!this.bot_config_loaded) // This is needed so team overrider doesn't break between matches
429 bot_setnameandstuff(this);
430 bot_setclientfields(this);
433 if (teamplay && Team_IsValidIndex(this.bot_forced_team))
435 SetPlayerTeam(this, this.bot_forced_team, TEAM_CHANGE_MANUAL);
439 this.bot_forced_team = 0;
440 TeamBalance_JoinBestTeam(this);
443 havocbot_setupbot(this);
446 void bot_removefromlargestteam()
448 entity balance = TeamBalance_CheckAllowedTeams(NULL);
449 TeamBalance_GetTeamCounts(balance, NULL);
456 FOREACH_CLIENT(it.isbot,
463 besttime = it.createdtime;
468 if (Team_IsValidTeam(it.team))
470 thiscount = TeamBalance_GetNumberOfPlayers(balance,
471 Team_TeamToIndex(it.team));
474 if(thiscount > bestcount)
476 bestcount = thiscount;
477 besttime = it.createdtime;
480 else if(thiscount == bestcount && besttime < it.createdtime)
482 besttime = it.createdtime;
486 TeamBalance_Destroy(balance);
488 return; // no bots to remove
489 currentbots = currentbots - 1;
493 void bot_removenewest()
497 bot_removefromlargestteam();
505 FOREACH_CLIENT(it.isbot,
512 besttime = it.createdtime;
515 if(besttime < it.createdtime)
517 besttime = it.createdtime;
523 return; // no bots to remove
525 currentbots = currentbots - 1;
529 void autoskill(float factor)
536 FOREACH_CLIENT(IS_PLAYER(it), {
537 if(IS_REAL_CLIENT(it))
538 bestplayer = max(bestplayer, it.totalfrags - it.totalfrags_lastcheck);
540 bestbot = max(bestbot, it.totalfrags - it.totalfrags_lastcheck);
543 LOG_DEBUG("autoskill: best player got ", ftos(bestplayer), ", ");
544 LOG_DEBUG("best bot got ", ftos(bestbot), "; ");
545 if(bestbot < 0 || bestplayer < 0)
547 LOG_DEBUG("not doing anything");
548 // don't return, let it reset all counters below
550 else if(bestbot <= bestplayer * factor - 2)
552 if(autocvar_skill < 17)
554 LOG_DEBUG("2 frags difference, increasing skill");
555 cvar_set("skill", ftos(autocvar_skill + 1));
556 bprint("^2SKILL UP!^7 Now at level ", ftos(autocvar_skill), "\n");
559 else if(bestbot >= bestplayer * factor + 2)
561 if(autocvar_skill > 0)
563 LOG_DEBUG("2 frags difference, decreasing skill");
564 cvar_set("skill", ftos(autocvar_skill - 1));
565 bprint("^1SKILL DOWN!^7 Now at level ", ftos(autocvar_skill), "\n");
570 LOG_DEBUG("not doing anything");
572 // don't reset counters, wait for them to accumulate
575 FOREACH_CLIENT(IS_PLAYER(it), { it.totalfrags_lastcheck = it.totalfrags; });
578 void bot_calculate_stepheightvec()
580 stepheightvec = autocvar_sv_stepheight * '0 0 1';
581 jumpheight_vec = (autocvar_sv_jumpvelocity ** 2) / (2 * autocvar_sv_gravity) * '0 0 1';
582 jumpstepheightvec = stepheightvec + jumpheight_vec * 0.85; // reduce it a bit to make the jumps easy
587 int activerealplayers = 0;
589 if (MUTATOR_CALLHOOK(Bot_FixCount, activerealplayers, realplayers)) {
590 activerealplayers = M_ARGV(0, int);
591 realplayers = M_ARGV(1, int);
593 FOREACH_CLIENT(IS_REAL_CLIENT(it), {
601 // But don't remove bots immediately on level change, as the real players
602 // usually haven't rejoined yet
603 bots_would_leave = false;
604 if (teamplay && autocvar_bot_vs_human && AvailableTeams() == 2)
605 bots = min(ceil(fabs(autocvar_bot_vs_human) * activerealplayers), maxclients - realplayers);
606 else if ((realplayers || autocvar_bot_join_empty || (currentbots > 0 && time < 5)))
608 int minplayers = max(0, floor(autocvar_minplayers));
610 minplayers = max(0, floor(autocvar_minplayers_per_team) * AvailableTeams());
611 int minbots = max(0, floor(autocvar_bot_number));
613 // add bots to reach minplayers if needed
614 bots = max(minbots, minplayers - activerealplayers);
615 // cap bots to the max players allowed by the server
616 int player_limit = GetPlayerLimit();
618 bots = min(bots, max(player_limit - activerealplayers, 0));
619 bots = min(bots, maxclients - realplayers);
622 bots_would_leave = true;
626 // if there are no players, remove bots
630 // only add one bot per frame to avoid utter chaos
631 if(time > botframe_nextthink)
633 if (currentbots < bots)
635 if (bot_spawn() == NULL)
637 bprint("Can not add bot, server full.\n");
641 while (currentbots > bots && bots >= 0)
648 void bot_remove_from_bot_list(entity this)
651 entity prev_bot = NULL;
657 bot_list = this.nextbot;
659 prev_bot.nextbot = this.nextbot;
660 if(bot_strategytoken == this)
662 bot_strategytoken = this.nextbot;
663 bot_strategytoken_taken = true;
673 void bot_clear(entity this)
675 bot_remove_from_bot_list(this);
676 if(bot_waypoint_queue_owner == this)
677 bot_waypoint_queue_owner = NULL;
678 this.aistatus &= ~AI_STATUS_STUCK; // otherwise bot_waypoint_queue_owner will be set again to this by navigation_unstuck
681 void bot_serverframe()
683 if (intermission_running && currentbots > 0)
685 // after the end of the match all bots stay unless all human players disconnect
687 FOREACH_CLIENT(IS_REAL_CLIENT(it), { ++realplayers; });
690 FOREACH_CLIENT(IS_BOT_CLIENT(it), { dropclient(it); });
699 // Added 0.5 to avoid possible addition + immediate removal of bots that would make them appear as
700 // spectators in the scoreboard and never go away. This issue happens at time 2 if map is changed
701 // with the gotomap command, minplayers is > 1 and human clients join as players very soon
702 // either intentionally or automatically (sv_spectate 0)
709 if (currentbots == -1)
711 // count bots already in the server from the previous match
713 FOREACH_CLIENT(IS_BOT_CLIENT(it), { ++currentbots; });
716 if(autocvar_skill != skill)
718 float wpcost_update = false;
719 if(skill >= autocvar_bot_ai_bunnyhop_skilloffset && autocvar_skill < autocvar_bot_ai_bunnyhop_skilloffset)
720 wpcost_update = true;
721 if(skill < autocvar_bot_ai_bunnyhop_skilloffset && autocvar_skill >= autocvar_bot_ai_bunnyhop_skilloffset)
722 wpcost_update = true;
724 skill = autocvar_skill;
726 waypoint_updatecost_foralllinks();
729 bot_calculate_stepheightvec();
730 bot_navigation_movemode = ((autocvar_bot_navigation_ignoreplayers) ? MOVE_NOMONSTERS : MOVE_NORMAL);
732 if(time > autoskill_nextthink)
735 a = autocvar_skill_auto;
738 autoskill_nextthink = time + 5;
741 if(time > botframe_nextthink)
744 botframe_nextthink = time + 10;
747 if(botframe_spawnedwaypoints)
749 if(autocvar_waypoint_benchmark)
753 if (currentbots > 0 || autocvar_g_waypointeditor || autocvar_g_waypointeditor_auto)
754 if (botframe_spawnedwaypoints)
756 if(botframe_cachedwaypointlinks)
758 if(!botframe_loadedforcedlinks)
759 waypoint_load_links_hardwired();
763 // TODO: Make this check cleaner
764 IL_EACH(g_waypoints, time - it.nextthink > 10,
766 waypoint_save_links();
773 botframe_spawnedwaypoints = true;
775 waypoint_load_links();
780 // cycle the goal token from one bot to the next each frame
781 // (this prevents them from all doing spawnfunc_waypoint searches on the same
782 // frame, which causes choppy framerates)
783 if (bot_strategytoken_taken)
785 // give goal token to the first bot without goals; if all bots don't have
786 // any goal (or are dead/frozen) simply give it to the next one
787 bot_strategytoken_taken = false;
788 entity bot_strategytoken_save = bot_strategytoken;
791 if (bot_strategytoken)
792 bot_strategytoken = bot_strategytoken.nextbot;
793 if (!bot_strategytoken)
794 bot_strategytoken = bot_list;
796 if (!(IS_DEAD(bot_strategytoken) || STAT(FROZEN, bot_strategytoken))
797 && !bot_strategytoken.goalcurrent)
800 if (!bot_strategytoken_save) // break loop if all the bots are dead or frozen
802 if (bot_strategytoken == bot_strategytoken_save)
803 bot_strategytoken_save = NULL; // looped through all the bots
807 if (botframe_nextdangertime < time)
810 interval = autocvar_bot_ai_dangerdetectioninterval;
811 if (botframe_nextdangertime < time - interval * 1.5)
812 botframe_nextdangertime = time;
813 botframe_nextdangertime = botframe_nextdangertime + interval;
814 botframe_updatedangerousobjects(autocvar_bot_ai_dangerdetectionupdates);
818 if (autocvar_g_waypointeditor)
819 botframe_showwaypointlinks();
821 if (autocvar_g_waypointeditor_auto)
822 botframe_autowaypoints();
824 if(time > bot_cvar_nextthink)
827 bot_custom_weapon_priority_setup();
828 bot_cvar_nextthink = time + 5;