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 // 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 (!IS_PLAYER(this) || (autocvar_g_campaign && !campaign_bots_may_start))
79 CS(this).movement = '0 0 0';
80 this.bot_nextthink = time + 0.5;
86 this.v_angle = this.angles;
88 this.fixangle = false;
93 this.dmg_inflictor = NULL;
95 // calculate an aiming latency based on the skill setting
96 // (simulated network latency + naturally delayed reflexes)
97 //this.ping = 0.7 - bound(0, 0.05 * skill, 0.5); // moved the reflexes to bot_aimdir (under the name 'think')
98 // minimum ping 20+10 random
99 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
100 // skill 10 = ping 0.2 (adrenaline)
101 // skill 0 = ping 0.7 (slightly drunk)
104 PHYS_INPUT_BUTTON_ATCK(this) = false;
105 PHYS_INPUT_BUTTON_JUMP(this) = false;
106 PHYS_INPUT_BUTTON_ATCK2(this) = false;
107 PHYS_INPUT_BUTTON_ZOOM(this) = false;
108 PHYS_INPUT_BUTTON_CROUCH(this) = false;
109 PHYS_INPUT_BUTTON_HOOK(this) = false;
110 PHYS_INPUT_BUTTON_INFO(this) = false;
111 PHYS_INPUT_BUTTON_DRAG(this) = false;
112 PHYS_INPUT_BUTTON_CHAT(this) = false;
113 PHYS_INPUT_BUTTON_USE(this) = false;
115 if (time < game_starttime)
117 // block the bot during the countdown to game start
118 CS(this).movement = '0 0 0';
119 this.bot_nextthink = game_starttime;
123 // if dead, just wait until we can respawn
126 CS(this).movement = '0 0 0';
127 if (this.deadflag == DEAD_DEAD)
129 PHYS_INPUT_BUTTON_JUMP(this) = true; // press jump to respawn
130 navigation_goalrating_timeout_force(this);
133 else if(this.aistatus & AI_STATUS_STUCK)
134 navigation_unstuck(this);
136 // now call the current bot AI (havocbot for example)
140 void bot_setnameandstuff(entity this)
143 float file, tokens, prio;
145 string bot_name, bot_model, bot_skin, bot_shirt, bot_pants;
146 string name, prefix, suffix;
148 if(autocvar_g_campaign)
155 prefix = autocvar_bot_prefix;
156 suffix = autocvar_bot_suffix;
159 file = fopen(autocvar_bot_config_file, FILE_READ);
163 LOG_INFOF("Error: Can not open the bot configuration file '%s'", autocvar_bot_config_file);
168 RandomSelection_Init();
169 while((readfile = fgets(file)))
171 if(substring(readfile, 0, 2) == "//")
173 if(substring(readfile, 0, 1) == "#")
175 tokens = tokenizebyseparator(readfile, "\t");
180 FOREACH_CLIENT(IS_BOT_CLIENT(it), {
181 if(s == it.cleanname)
187 RandomSelection_AddString(readfile, 1, prio);
189 readfile = RandomSelection_chosen_string;
193 tokens = tokenizebyseparator(readfile, "\t");
194 if(argv(0) != "") bot_name = argv(0);
195 else bot_name = "Bot";
197 if(argv(1) != "") bot_model = argv(1);
200 if(argv(2) != "") bot_skin = argv(2);
203 if(argv(3) != "" && stof(argv(3)) >= 0) bot_shirt = argv(3);
204 else bot_shirt = ftos(floor(random() * 15));
206 if(argv(4) != "" && stof(argv(4)) >= 0) bot_pants = argv(4);
207 else bot_pants = ftos(floor(random() * 15));
209 this.bot_forced_team = stof(argv(5));
213 #define READSKILL(f, w, r) MACRO_BEGIN { \
214 if(argv(prio) != "") \
215 this.f = stof(argv(prio)) * w; \
217 this.f = (!autocvar_g_campaign) * (2 * random() - 1) * r * w; \
220 //print(bot_name, ": ping=", argv(9), "\n");
222 READSKILL(havocbot_keyboardskill, 0.5, 0.5); // keyboard skill
223 READSKILL(bot_moveskill, 2, 0); // move skill
224 READSKILL(bot_dodgeskill, 2, 0); // dodge skill
226 READSKILL(bot_pingskill, 0.5, 0); // ping skill
228 READSKILL(bot_weaponskill, 2, 0); // weapon skill
229 READSKILL(bot_aggresskill, 1, 0); // aggre skill
230 READSKILL(bot_rangepreference, 1, 0); // read skill
232 READSKILL(bot_aimskill, 2, 0); // aim skill
233 READSKILL(bot_offsetskill, 2, 0.5); // offset skill
234 READSKILL(bot_mouseskill, 1, 0.5); // mouse skill
236 READSKILL(bot_thinkskill, 1, 0.5); // think skill
237 READSKILL(bot_aiskill, 2, 0); // "ai" skill
239 this.bot_config_loaded = true;
241 // this is really only a default, TeamBalance_JoinBestTeam is called later
242 setcolor(this, stof(bot_shirt) * 16 + stof(bot_pants));
243 this.bot_preferredcolors = this.clientcolors;
246 if (autocvar_bot_usemodelnames)
251 // number bots with identical names
254 name = ftos(etof(this));
255 this.netname = this.netname_freeme = strzone(strcat(prefix, name, suffix));
260 FOREACH_CLIENT(IS_BOT_CLIENT(it), {
261 if(it.cleanname == name)
265 this.netname = this.netname_freeme = strzone(strcat(prefix, name, "(", ftos(j), ")", suffix));
267 this.netname = this.netname_freeme = strzone(strcat(prefix, name, suffix));
269 this.cleanname = strzone(name);
271 // pick the model and skin
272 if(substring(bot_model, -4, 1) != ".")
273 bot_model = strcat(bot_model, ".iqm");
274 this.playermodel = this.playermodel_freeme = strzone(strcat("models/player/", bot_model));
275 this.playerskin = this.playerskin_freeme = strzone(bot_skin);
278 void bot_custom_weapon_priority_setup()
282 bot_custom_weapon = false;
284 if( autocvar_bot_ai_custom_weapon_priority_far == "" ||
285 autocvar_bot_ai_custom_weapon_priority_mid == "" ||
286 autocvar_bot_ai_custom_weapon_priority_close == "" ||
287 autocvar_bot_ai_custom_weapon_priority_distances == ""
292 tokens = tokenizebyseparator(autocvar_bot_ai_custom_weapon_priority_distances," ");
297 bot_distance_far = stof(argv(0));
298 bot_distance_close = stof(argv(1));
300 if(bot_distance_far < bot_distance_close){
301 bot_distance_far = stof(argv(1));
302 bot_distance_close = stof(argv(0));
305 // Initialize list of weapons
306 bot_weapons_far[0] = -1;
307 bot_weapons_mid[0] = -1;
308 bot_weapons_close[0] = -1;
310 // Parse far distance weapon priorities
311 tokens = tokenizebyseparator(W_NumberWeaponOrder(autocvar_bot_ai_custom_weapon_priority_far)," ");
314 for(i=0; i < tokens && c < Weapons_COUNT; ++i){
316 if ( w >= WEP_FIRST && w <= WEP_LAST) {
317 bot_weapons_far[c] = w;
321 if(c < Weapons_COUNT)
322 bot_weapons_far[c] = -1;
324 // Parse mid distance weapon priorities
325 tokens = tokenizebyseparator(W_NumberWeaponOrder(autocvar_bot_ai_custom_weapon_priority_mid)," ");
328 for(i=0; i < tokens && c < Weapons_COUNT; ++i){
330 if ( w >= WEP_FIRST && w <= WEP_LAST) {
331 bot_weapons_mid[c] = w;
335 if(c < Weapons_COUNT)
336 bot_weapons_mid[c] = -1;
338 // Parse close distance weapon priorities
339 tokens = tokenizebyseparator(W_NumberWeaponOrder(autocvar_bot_ai_custom_weapon_priority_close)," ");
342 for(i=0; i < tokens && i < Weapons_COUNT; ++i){
344 if ( w >= WEP_FIRST && w <= WEP_LAST) {
345 bot_weapons_close[c] = w;
349 if(c < Weapons_COUNT)
350 bot_weapons_close[c] = -1;
352 bot_custom_weapon = true;
357 bot_relinkplayerlist();
361 setcolor(e, e.bot_preferredcolors);
364 // if dynamic waypoints are ever implemented, save them here
367 void bot_relinkplayerlist()
373 entity prevbot = NULL;
378 if(IS_BOT_CLIENT(it))
381 prevbot.nextbot = it;
389 prevbot.nextbot = NULL;
390 LOG_TRACE("relink: ", ftos(currentbots), " bots seen.");
391 bot_strategytoken = bot_list;
392 bot_strategytoken_taken = true;
395 void bot_clientdisconnect(entity this)
397 if (!IS_BOT_CLIENT(this))
399 bot_clearqueue(this);
400 strfree(this.cleanname);
401 strfree(this.netname_freeme);
402 strfree(this.playermodel_freeme);
403 strfree(this.playerskin_freeme);
404 if(this.bot_cmd_current)
405 delete(this.bot_cmd_current);
406 if(bot_waypoint_queue_owner == this)
407 bot_waypoint_queue_owner = NULL;
410 void bot_clientconnect(entity this)
412 if (!IS_BOT_CLIENT(this)) return;
413 this.bot_preferredcolors = this.clientcolors;
414 this.bot_nextthink = time - random();
415 this.lag_func = bot_lagfunc;
417 this.createdtime = this.bot_nextthink;
419 if(!this.bot_config_loaded) // This is needed so team overrider doesn't break between matches
421 bot_setnameandstuff(this);
422 bot_setclientfields(this);
425 if(this.bot_forced_team==1)
426 this.team = NUM_TEAM_1;
427 else if(this.bot_forced_team==2)
428 this.team = NUM_TEAM_2;
429 else if(this.bot_forced_team==3)
430 this.team = NUM_TEAM_3;
431 else if(this.bot_forced_team==4)
432 this.team = NUM_TEAM_4;
434 TeamBalance_JoinBestTeam(this);
436 havocbot_setupbot(this);
439 void bot_removefromlargestteam()
441 entity balance = TeamBalance_CheckAllowedTeams(NULL);
442 TeamBalance_GetTeamCounts(balance, NULL);
449 FOREACH_CLIENT(it.isbot,
456 besttime = it.createdtime;
461 if (Team_IsValidTeam(it.team))
463 thiscount = TeamBalance_GetNumberOfPlayers(balance,
464 Team_TeamToIndex(it.team));
467 if(thiscount > bestcount)
469 bestcount = thiscount;
470 besttime = it.createdtime;
473 else if(thiscount == bestcount && besttime < it.createdtime)
475 besttime = it.createdtime;
479 TeamBalance_Destroy(balance);
481 return; // no bots to remove
482 currentbots = currentbots - 1;
486 void bot_removenewest()
490 bot_removefromlargestteam();
498 FOREACH_CLIENT(it.isbot,
505 besttime = it.createdtime;
508 if(besttime < it.createdtime)
510 besttime = it.createdtime;
516 return; // no bots to remove
518 currentbots = currentbots - 1;
522 void autoskill(float factor)
529 FOREACH_CLIENT(IS_PLAYER(it), {
530 if(IS_REAL_CLIENT(it))
531 bestplayer = max(bestplayer, it.totalfrags - it.totalfrags_lastcheck);
533 bestbot = max(bestbot, it.totalfrags - it.totalfrags_lastcheck);
536 LOG_DEBUG("autoskill: best player got ", ftos(bestplayer), ", ");
537 LOG_DEBUG("best bot got ", ftos(bestbot), "; ");
538 if(bestbot < 0 || bestplayer < 0)
540 LOG_DEBUG("not doing anything");
541 // don't return, let it reset all counters below
543 else if(bestbot <= bestplayer * factor - 2)
545 if(autocvar_skill < 17)
547 LOG_DEBUG("2 frags difference, increasing skill");
548 cvar_set("skill", ftos(autocvar_skill + 1));
549 bprint("^2SKILL UP!^7 Now at level ", ftos(autocvar_skill), "\n");
552 else if(bestbot >= bestplayer * factor + 2)
554 if(autocvar_skill > 0)
556 LOG_DEBUG("2 frags difference, decreasing skill");
557 cvar_set("skill", ftos(autocvar_skill - 1));
558 bprint("^1SKILL DOWN!^7 Now at level ", ftos(autocvar_skill), "\n");
563 LOG_DEBUG("not doing anything");
565 // don't reset counters, wait for them to accumulate
568 FOREACH_CLIENT(IS_PLAYER(it), { it.totalfrags_lastcheck = it.totalfrags; });
571 void bot_calculate_stepheightvec()
573 stepheightvec = autocvar_sv_stepheight * '0 0 1';
574 jumpheight_vec = (autocvar_sv_jumpvelocity ** 2) / (2 * autocvar_sv_gravity) * '0 0 1';
575 jumpstepheightvec = stepheightvec + jumpheight_vec * 0.85; // reduce it a bit to make the jumps easy
580 int activerealplayers = 0;
582 if (MUTATOR_CALLHOOK(Bot_FixCount, activerealplayers, realplayers)) {
583 activerealplayers = M_ARGV(0, int);
584 realplayers = M_ARGV(1, int);
586 FOREACH_CLIENT(IS_REAL_CLIENT(it), {
594 // add/remove bots if needed to make sure there are at least
595 // minplayers+bot_number, or remove all bots if no one is playing
596 // But don't remove bots immediately on level change, as the real players
597 // usually haven't rejoined yet
598 bots_would_leave = false;
599 if (teamplay && autocvar_bot_vs_human && AvailableTeams() == 2)
600 bots = min(ceil(fabs(autocvar_bot_vs_human) * activerealplayers), maxclients - realplayers);
601 else if ((realplayers || autocvar_bot_join_empty || (currentbots > 0 && time < 5)))
603 float realminplayers, minplayers;
604 realminplayers = autocvar_minplayers;
605 minplayers = max(0, floor(realminplayers));
607 float realminbots, minbots;
608 realminbots = autocvar_bot_number;
609 minbots = max(0, floor(realminbots));
611 bots = min(max(minbots, minplayers - activerealplayers), maxclients - realplayers);
613 bots_would_leave = true;
617 // if there are no players, remove bots
621 // only add one bot per frame to avoid utter chaos
622 if(time > botframe_nextthink)
624 if (currentbots < bots)
626 if (bot_spawn() == NULL)
628 bprint("Can not add bot, server full.\n");
632 while (currentbots > bots)
639 void bot_remove_from_bot_list(entity this)
642 entity prev_bot = NULL;
648 bot_list = this.nextbot;
650 prev_bot.nextbot = this.nextbot;
651 if(bot_strategytoken == this)
653 bot_strategytoken = this.nextbot;
654 bot_strategytoken_taken = true;
664 void bot_clear(entity this)
666 bot_remove_from_bot_list(this);
667 if(bot_waypoint_queue_owner == this)
668 bot_waypoint_queue_owner = NULL;
669 this.aistatus &= ~AI_STATUS_STUCK; // otherwise bot_waypoint_queue_owner will be set again to this by navigation_unstuck
672 void bot_serverframe()
674 if (intermission_running && currentbots > 0)
676 // after the end of the match all bots stay unless all human players disconnect
678 FOREACH_CLIENT(IS_REAL_CLIENT(it), { ++realplayers; });
681 FOREACH_CLIENT(IS_BOT_CLIENT(it), { dropclient(it); });
690 // Added 0.5 to avoid possible addition + immediate removal of bots that would make them appear as
691 // spectators in the scoreboard and never go away. This issue happens at time 2 if map is changed
692 // with the gotomap command, minplayers is > 1 and human clients join as players very soon
693 // either intentionally or automatically (sv_spectate 0)
700 if (currentbots == -1)
702 // count bots already in the server from the previous match
704 FOREACH_CLIENT(IS_BOT_CLIENT(it), { ++currentbots; });
707 if(autocvar_skill != skill)
709 float wpcost_update = false;
710 if(skill >= autocvar_bot_ai_bunnyhop_skilloffset && autocvar_skill < autocvar_bot_ai_bunnyhop_skilloffset)
711 wpcost_update = true;
712 if(skill < autocvar_bot_ai_bunnyhop_skilloffset && autocvar_skill >= autocvar_bot_ai_bunnyhop_skilloffset)
713 wpcost_update = true;
715 skill = autocvar_skill;
717 waypoint_updatecost_foralllinks();
720 bot_calculate_stepheightvec();
721 bot_navigation_movemode = ((autocvar_bot_navigation_ignoreplayers) ? MOVE_NOMONSTERS : MOVE_NORMAL);
723 if(time > autoskill_nextthink)
726 a = autocvar_skill_auto;
729 autoskill_nextthink = time + 5;
732 if(time > botframe_nextthink)
735 botframe_nextthink = time + 10;
738 if(botframe_spawnedwaypoints)
740 if(autocvar_waypoint_benchmark)
744 if (currentbots > 0 || autocvar_g_waypointeditor || autocvar_g_waypointeditor_auto)
745 if (botframe_spawnedwaypoints)
747 if(botframe_cachedwaypointlinks)
749 if(!botframe_loadedforcedlinks)
750 waypoint_load_links_hardwired();
754 // TODO: Make this check cleaner
755 IL_EACH(g_waypoints, time - it.nextthink > 10,
757 waypoint_save_links();
764 botframe_spawnedwaypoints = true;
766 waypoint_load_links();
771 // cycle the goal token from one bot to the next each frame
772 // (this prevents them from all doing spawnfunc_waypoint searches on the same
773 // frame, which causes choppy framerates)
774 if (bot_strategytoken_taken)
776 // give goal token to the first bot without goals; if all bots don't have
777 // any goal (or are dead/frozen) simply give it to the next one
778 bot_strategytoken_taken = false;
779 entity bot_strategytoken_save = bot_strategytoken;
782 if (bot_strategytoken)
783 bot_strategytoken = bot_strategytoken.nextbot;
784 if (!bot_strategytoken)
785 bot_strategytoken = bot_list;
787 if (!(IS_DEAD(bot_strategytoken) || STAT(FROZEN, bot_strategytoken))
788 && !bot_strategytoken.goalcurrent)
791 if (!bot_strategytoken_save) // break loop if all the bots are dead or frozen
793 if (bot_strategytoken == bot_strategytoken_save)
794 bot_strategytoken_save = NULL; // looped through all the bots
798 if (botframe_nextdangertime < time)
801 interval = autocvar_bot_ai_dangerdetectioninterval;
802 if (botframe_nextdangertime < time - interval * 1.5)
803 botframe_nextdangertime = time;
804 botframe_nextdangertime = botframe_nextdangertime + interval;
805 botframe_updatedangerousobjects(autocvar_bot_ai_dangerdetectionupdates);
809 if (autocvar_g_waypointeditor)
810 botframe_showwaypointlinks();
812 if (autocvar_g_waypointeditor_auto)
813 botframe_autowaypoints();
815 if(time > bot_cvar_nextthink)
818 bot_custom_weapon_priority_setup();
819 bot_cvar_nextthink = time + 5;