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 // keep jump button pressed for a short while, useful with ramp jumps
108 PHYS_INPUT_BUTTON_JUMP(this) = (!IS_DEAD(this) && time < this.bot_jump_time + 0.2);
109 PHYS_INPUT_BUTTON_ATCK2(this) = false;
110 PHYS_INPUT_BUTTON_ZOOM(this) = false;
111 PHYS_INPUT_BUTTON_CROUCH(this) = false;
112 PHYS_INPUT_BUTTON_HOOK(this) = false;
113 PHYS_INPUT_BUTTON_INFO(this) = false;
114 PHYS_INPUT_BUTTON_DRAG(this) = false;
115 PHYS_INPUT_BUTTON_CHAT(this) = false;
116 PHYS_INPUT_BUTTON_USE(this) = false;
118 if (time < game_starttime)
120 // block the bot during the countdown to game start
121 CS(this).movement = '0 0 0';
122 this.bot_nextthink = game_starttime;
126 // if dead, just wait until we can respawn
129 if (bot_waypoint_queue_owner == this)
130 bot_waypoint_queue_owner = NULL;
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 int file, tokens, prio;
151 file = fopen(autocvar_bot_config_file, FILE_READ);
155 LOG_INFOF("Error: Can not open the bot configuration file '%s'", autocvar_bot_config_file);
160 entity balance = TeamBalance_CheckAllowedTeams(NULL);
161 TeamBalance_GetTeamCounts(balance, NULL);
162 int smallest_team = -1;
163 int smallest_count = -1;
166 for (int i = 1; i <= AvailableTeams(); ++i)
168 // NOTE if (autocvar_g_campaign && autocvar_g_campaign_forceteam == i)
169 // TeamBalance_GetNumberOfPlayers(balance, i); returns the number of players + 1
170 // since it keeps a spot for the real player in the desired team
171 int count = TeamBalance_GetNumberOfPlayers(balance, i);
172 if (smallest_count < 0 || count < smallest_count)
175 smallest_count = count;
179 TeamBalance_Destroy(balance);
180 RandomSelection_Init();
181 while((readfile = fgets(file)))
183 if(substring(readfile, 0, 2) == "//")
185 if(substring(readfile, 0, 1) == "#")
187 // NOTE if the line is empty tokenizebyseparator(readfile, "\t")
188 // will create 1 empty token because there's no separator (bug?)
191 tokens = tokenizebyseparator(readfile, "\t");
196 bool conflict = false;
197 FOREACH_CLIENT(IS_BOT_CLIENT(it), {
198 if (s == it.cleanname)
206 if (teamplay && !(autocvar_bot_vs_human && AvailableTeams() == 2))
208 int forced_team = stof(argv(5));
209 if (!Team_IsValidIndex(forced_team))
211 if (!forced_team || forced_team == smallest_team)
214 RandomSelection_AddString(readfile, 1, prio);
216 readfile = RandomSelection_chosen_string;
220 string bot_name, bot_model, bot_skin, bot_shirt, bot_pants;
222 tokens = tokenizebyseparator(readfile, "\t");
223 if(argv(0) != "") bot_name = argv(0);
224 else bot_name = "Bot";
226 if(argv(1) != "") bot_model = argv(1);
229 if(argv(2) != "") bot_skin = argv(2);
232 if(argv(3) != "" && stof(argv(3)) >= 0) bot_shirt = argv(3);
233 else bot_shirt = ftos(floor(random() * 15));
235 if(argv(4) != "" && stof(argv(4)) >= 0) bot_pants = argv(4);
236 else bot_pants = ftos(floor(random() * 15));
238 if (teamplay && !(autocvar_bot_vs_human && AvailableTeams() == 2))
239 this.bot_forced_team = stof(argv(5));
241 this.bot_forced_team = 0;
245 #define READSKILL(f, w, r) MACRO_BEGIN \
246 if(argv(prio) != "") \
247 this.f = stof(argv(prio)) * w; \
249 this.f = (!autocvar_g_campaign) * (2 * random() - 1) * r * w; \
252 //print(bot_name, ": ping=", argv(9), "\n");
254 READSKILL(havocbot_keyboardskill, 0.5, 0.5); // keyboard skill
255 READSKILL(bot_moveskill, 2, 0); // move skill
256 READSKILL(bot_dodgeskill, 2, 0); // dodge skill
258 READSKILL(bot_pingskill, 0.5, 0); // ping skill
260 READSKILL(bot_weaponskill, 2, 0); // weapon skill
261 READSKILL(bot_aggresskill, 1, 0); // aggre skill
262 READSKILL(bot_rangepreference, 1, 0); // read skill
264 READSKILL(bot_aimskill, 2, 0); // aim skill
265 READSKILL(bot_offsetskill, 2, 0.5); // offset skill
266 READSKILL(bot_mouseskill, 1, 0.5); // mouse skill
268 READSKILL(bot_thinkskill, 1, 0.5); // think skill
269 READSKILL(bot_aiskill, 2, 0); // "ai" skill
271 if (file >= 0 && argv(prio) != "")
272 LOG_INFOF("^1Warning^7: too many parameters for bot %s, please check format of %s", bot_name, autocvar_bot_config_file);
274 this.bot_config_loaded = true;
276 // this is really only a default, TeamBalance_JoinBestTeam is called later
277 setcolor(this, stof(bot_shirt) * 16 + stof(bot_pants));
278 this.bot_preferredcolors = this.clientcolors;
280 string prefix = (autocvar_g_campaign ? "" : autocvar_bot_prefix);
281 string suffix = (autocvar_g_campaign ? "" : autocvar_bot_suffix);
282 string name = (autocvar_bot_usemodelnames ? bot_model : bot_name);
286 name = ftos(etof(this));
287 this.netname = this.netname_freeme = strzone(strcat(prefix, name, suffix));
291 // number bots with identical names
293 FOREACH_CLIENT(IS_BOT_CLIENT(it), {
294 if(it.cleanname == name)
298 this.netname = this.netname_freeme = strzone(strcat(prefix, name, "(", ftos(j), ")", suffix));
300 this.netname = this.netname_freeme = strzone(strcat(prefix, name, suffix));
302 this.cleanname = strzone(name);
304 // pick the model and skin
305 if(substring(bot_model, -4, 1) != ".")
306 bot_model = strcat(bot_model, ".iqm");
307 this.playermodel = this.playermodel_freeme = strzone(strcat("models/player/", bot_model));
308 this.playerskin = this.playerskin_freeme = strzone(bot_skin);
311 void bot_custom_weapon_priority_setup()
313 static string bot_priority_far_prev;
314 static string bot_priority_mid_prev;
315 static string bot_priority_close_prev;
316 static string bot_priority_distances_prev;
319 bot_custom_weapon = false;
321 if( autocvar_bot_ai_custom_weapon_priority_far == "" ||
322 autocvar_bot_ai_custom_weapon_priority_mid == "" ||
323 autocvar_bot_ai_custom_weapon_priority_close == "" ||
324 autocvar_bot_ai_custom_weapon_priority_distances == ""
328 if (bot_priority_distances_prev != autocvar_bot_ai_custom_weapon_priority_distances)
330 strcpy(bot_priority_distances_prev, autocvar_bot_ai_custom_weapon_priority_distances);
331 tokens = tokenizebyseparator(autocvar_bot_ai_custom_weapon_priority_distances," ");
336 bot_distance_far = stof(argv(0));
337 bot_distance_close = stof(argv(1));
339 if(bot_distance_far < bot_distance_close){
340 bot_distance_far = stof(argv(1));
341 bot_distance_close = stof(argv(0));
347 #define PARSE_WEAPON_PRIORITIES(dist) MACRO_BEGIN \
348 if (bot_priority_##dist##_prev != autocvar_bot_ai_custom_weapon_priority_##dist) { \
349 strcpy(bot_priority_##dist##_prev, autocvar_bot_ai_custom_weapon_priority_##dist); \
350 tokens = tokenizebyseparator(W_NumberWeaponOrder(autocvar_bot_ai_custom_weapon_priority_##dist)," "); \
351 bot_weapons_##dist[0] = -1; \
353 for(i = 0; i < tokens && c < Weapons_COUNT; ++i) { \
355 if (w >= WEP_FIRST && w <= WEP_LAST) { \
356 bot_weapons_##dist[c] = w; \
360 if (c < Weapons_COUNT) \
361 bot_weapons_##dist[c] = -1; \
365 PARSE_WEAPON_PRIORITIES(far);
366 PARSE_WEAPON_PRIORITIES(mid);
367 PARSE_WEAPON_PRIORITIES(close);
369 bot_custom_weapon = true;
374 bot_relinkplayerlist();
378 setcolor(e, e.bot_preferredcolors);
381 // if dynamic waypoints are ever implemented, save them here
384 void bot_relinkplayerlist()
390 entity prevbot = NULL;
395 if(IS_BOT_CLIENT(it))
398 prevbot.nextbot = it;
406 prevbot.nextbot = NULL;
407 LOG_TRACE("relink: ", ftos(currentbots), " bots seen.");
408 bot_strategytoken = bot_list;
409 bot_strategytoken_taken = true;
412 void bot_clientdisconnect(entity this)
414 if (!IS_BOT_CLIENT(this))
416 bot_clearqueue(this);
417 strfree(this.cleanname);
418 strfree(this.netname_freeme);
419 strfree(this.playermodel_freeme);
420 strfree(this.playerskin_freeme);
421 if(this.bot_cmd_current)
422 delete(this.bot_cmd_current);
423 if(bot_waypoint_queue_owner == this)
424 bot_waypoint_queue_owner = NULL;
427 void bot_clientconnect(entity this)
429 if (!IS_BOT_CLIENT(this)) return;
430 this.bot_preferredcolors = this.clientcolors;
431 this.bot_nextthink = time - random();
432 this.lag_func = bot_lagfunc;
434 this.createdtime = this.bot_nextthink;
436 if(!this.bot_config_loaded) // This is needed so team overrider doesn't break between matches
438 bot_setnameandstuff(this);
439 bot_setclientfields(this);
442 if (teamplay && Team_IsValidIndex(this.bot_forced_team))
444 SetPlayerTeam(this, this.bot_forced_team, TEAM_CHANGE_MANUAL);
448 this.bot_forced_team = 0;
449 TeamBalance_JoinBestTeam(this);
452 havocbot_setupbot(this);
455 void bot_removefromlargestteam()
457 entity balance = TeamBalance_CheckAllowedTeams(NULL);
458 TeamBalance_GetTeamCounts(balance, NULL);
465 FOREACH_CLIENT(it.isbot,
472 besttime = it.createdtime;
477 if (Team_IsValidTeam(it.team))
479 thiscount = TeamBalance_GetNumberOfPlayers(balance,
480 Team_TeamToIndex(it.team));
483 if(thiscount > bestcount)
485 bestcount = thiscount;
486 besttime = it.createdtime;
489 else if(thiscount == bestcount && besttime < it.createdtime)
491 besttime = it.createdtime;
495 TeamBalance_Destroy(balance);
497 return; // no bots to remove
498 currentbots = currentbots - 1;
502 void bot_removenewest()
506 bot_removefromlargestteam();
514 FOREACH_CLIENT(it.isbot,
521 besttime = it.createdtime;
524 if(besttime < it.createdtime)
526 besttime = it.createdtime;
532 return; // no bots to remove
534 currentbots = currentbots - 1;
538 void autoskill(float factor)
545 FOREACH_CLIENT(IS_PLAYER(it), {
546 if(IS_REAL_CLIENT(it))
547 bestplayer = max(bestplayer, it.totalfrags - it.totalfrags_lastcheck);
549 bestbot = max(bestbot, it.totalfrags - it.totalfrags_lastcheck);
552 LOG_DEBUG("autoskill: best player got ", ftos(bestplayer), ", ");
553 LOG_DEBUG("best bot got ", ftos(bestbot), "; ");
554 if(bestbot < 0 || bestplayer < 0)
556 LOG_DEBUG("not doing anything");
557 // don't return, let it reset all counters below
559 else if(bestbot <= bestplayer * factor - 2)
561 if(autocvar_skill < 17)
563 LOG_DEBUG("2 frags difference, increasing skill");
564 cvar_set("skill", ftos(autocvar_skill + 1));
565 bprint("^2SKILL UP!^7 Now at level ", ftos(autocvar_skill), "\n");
568 else if(bestbot >= bestplayer * factor + 2)
570 if(autocvar_skill > 0)
572 LOG_DEBUG("2 frags difference, decreasing skill");
573 cvar_set("skill", ftos(autocvar_skill - 1));
574 bprint("^1SKILL DOWN!^7 Now at level ", ftos(autocvar_skill), "\n");
579 LOG_DEBUG("not doing anything");
581 // don't reset counters, wait for them to accumulate
584 FOREACH_CLIENT(IS_PLAYER(it), { it.totalfrags_lastcheck = it.totalfrags; });
587 void bot_calculate_stepheightvec()
589 stepheightvec = autocvar_sv_stepheight * '0 0 1';
590 jumpheight_vec = (autocvar_sv_jumpvelocity ** 2) / (2 * autocvar_sv_gravity) * '0 0 1';
591 jumpstepheightvec = stepheightvec + jumpheight_vec * 0.85; // reduce it a bit to make the jumps easy
592 jumpheight_time = autocvar_sv_jumpvelocity / autocvar_sv_gravity;
597 int activerealplayers = 0;
599 if (MUTATOR_CALLHOOK(Bot_FixCount, activerealplayers, realplayers)) {
600 activerealplayers = M_ARGV(0, int);
601 realplayers = M_ARGV(1, int);
603 FOREACH_CLIENT(IS_REAL_CLIENT(it), {
611 // But don't remove bots immediately on level change, as the real players
612 // usually haven't rejoined yet
613 bots_would_leave = false;
614 if (teamplay && autocvar_bot_vs_human && AvailableTeams() == 2)
615 bots = min(ceil(fabs(autocvar_bot_vs_human) * activerealplayers), maxclients - realplayers);
616 else if ((realplayers || autocvar_bot_join_empty || (currentbots > 0 && time < 5)))
618 int minplayers = max(0, floor(autocvar_minplayers));
620 minplayers = max(0, floor(autocvar_minplayers_per_team) * AvailableTeams());
621 int minbots = max(0, floor(autocvar_bot_number));
623 // add bots to reach minplayers if needed
624 bots = max(minbots, minplayers - activerealplayers);
625 // cap bots to the max players allowed by the server
626 int player_limit = GetPlayerLimit();
628 bots = min(bots, max(player_limit - activerealplayers, 0));
629 bots = min(bots, maxclients - realplayers);
632 bots_would_leave = true;
636 // if there are no players, remove bots
640 // only add one bot per frame to avoid utter chaos
641 if(time > botframe_nextthink)
643 if (currentbots < bots)
645 if (bot_spawn() == NULL)
647 bprint("Can not add bot, server full.\n");
651 while (currentbots > bots && bots >= 0)
658 void bot_remove_from_bot_list(entity this)
661 entity prev_bot = NULL;
667 bot_list = this.nextbot;
669 prev_bot.nextbot = this.nextbot;
670 if(bot_strategytoken == this)
672 bot_strategytoken = this.nextbot;
673 bot_strategytoken_taken = true;
683 void bot_clear(entity this)
685 bot_remove_from_bot_list(this);
686 if(bot_waypoint_queue_owner == this)
687 bot_waypoint_queue_owner = NULL;
688 this.aistatus &= ~AI_STATUS_STUCK; // otherwise bot_waypoint_queue_owner will be set again to this by navigation_unstuck
691 void bot_serverframe()
693 if (intermission_running && currentbots > 0)
695 // after the end of the match all bots stay unless all human players disconnect
697 FOREACH_CLIENT(IS_REAL_CLIENT(it), { ++realplayers; });
700 FOREACH_CLIENT(IS_BOT_CLIENT(it), { dropclient(it); });
709 // Added 0.5 to avoid possible addition + immediate removal of bots that would make them appear as
710 // spectators in the scoreboard and never go away. This issue happens at time 2 if map is changed
711 // with the gotomap command, minplayers is > 1 and human clients join as players very soon
712 // either intentionally or automatically (sv_spectate 0)
719 if (currentbots == -1)
721 // count bots already in the server from the previous match
723 FOREACH_CLIENT(IS_BOT_CLIENT(it), { ++currentbots; });
726 if(autocvar_skill != skill)
728 float wpcost_update = false;
729 if(skill >= autocvar_bot_ai_bunnyhop_skilloffset && autocvar_skill < autocvar_bot_ai_bunnyhop_skilloffset)
730 wpcost_update = true;
731 if(skill < autocvar_bot_ai_bunnyhop_skilloffset && autocvar_skill >= autocvar_bot_ai_bunnyhop_skilloffset)
732 wpcost_update = true;
734 skill = autocvar_skill;
736 waypoint_updatecost_foralllinks();
739 bot_calculate_stepheightvec();
740 bot_navigation_movemode = ((autocvar_bot_navigation_ignoreplayers) ? MOVE_NOMONSTERS : MOVE_NORMAL);
742 if(time > autoskill_nextthink)
745 a = autocvar_skill_auto;
748 autoskill_nextthink = time + 5;
751 if(time > botframe_nextthink)
754 botframe_nextthink = time + 10;
757 if(botframe_spawnedwaypoints)
759 if(autocvar_waypoint_benchmark)
763 if (currentbots > 0 || autocvar_g_waypointeditor || autocvar_g_waypointeditor_auto)
764 if (botframe_spawnedwaypoints)
766 if(botframe_cachedwaypointlinks)
768 if(!botframe_loadedforcedlinks)
769 waypoint_load_hardwiredlinks();
773 // TODO: Make this check cleaner
774 IL_EACH(g_waypoints, time - it.nextthink > 10,
776 waypoint_save_links();
783 botframe_spawnedwaypoints = true;
785 waypoint_load_links();
790 // cycle the goal token from one bot to the next each frame
791 // (this prevents them from all doing spawnfunc_waypoint searches on the same
792 // frame, which causes choppy framerates)
793 if (bot_strategytoken_taken)
795 // give goal token to the first bot without goals; if all bots don't have
796 // any goal (or are dead/frozen) simply give it to the next one
797 bot_strategytoken_taken = false;
798 entity bot_strategytoken_save = bot_strategytoken;
801 if (bot_strategytoken)
802 bot_strategytoken = bot_strategytoken.nextbot;
803 if (!bot_strategytoken)
804 bot_strategytoken = bot_list;
806 if (!(IS_DEAD(bot_strategytoken) || STAT(FROZEN, bot_strategytoken))
807 && !bot_strategytoken.goalcurrent)
810 if (!bot_strategytoken_save) // break loop if all the bots are dead or frozen
812 if (bot_strategytoken == bot_strategytoken_save)
813 bot_strategytoken_save = NULL; // looped through all the bots
817 if (botframe_nextdangertime < time)
820 interval = autocvar_bot_ai_dangerdetectioninterval;
821 if (botframe_nextdangertime < time - interval * 1.5)
822 botframe_nextdangertime = time;
823 botframe_nextdangertime = botframe_nextdangertime + interval;
824 botframe_updatedangerousobjects(autocvar_bot_ai_dangerdetectionupdates);
828 if (autocvar_g_waypointeditor)
829 botframe_showwaypointlinks();
831 if (autocvar_g_waypointeditor_auto)
832 botframe_autowaypoints();
835 bot_custom_weapon_priority_setup();