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Fix bots refusing to swim underwater
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / bot / default / havocbot / havocbot.qc
1 #include "havocbot.qh"
2
3 #include "../cvars.qh"
4
5 #include "../aim.qh"
6 #include "../bot.qh"
7 #include "../navigation.qh"
8 #include "../scripting.qh"
9 #include "../waypoints.qh"
10
11 #include <common/constants.qh>
12 #include <common/impulses/all.qh>
13 #include <common/net_linked.qh>
14 #include <common/physics/player.qh>
15 #include <common/state.qh>
16 #include <common/items/_mod.qh>
17 #include <common/wepent.qh>
18
19 #include <common/triggers/teleporters.qh>
20 #include <common/triggers/trigger/jumppads.qh>
21
22 #include <lib/warpzone/common.qh>
23
24 .float speed;
25
26 void havocbot_ai(entity this)
27 {
28         if(this.draggedby)
29                 return;
30
31         if(bot_execute_commands(this))
32                 return;
33
34         if (bot_strategytoken == this)
35         if (!bot_strategytoken_taken)
36         {
37                 if(this.havocbot_blockhead)
38                 {
39                         this.havocbot_blockhead = false;
40                 }
41                 else
42                 {
43                         if (!this.jumppadcount && !STAT(FROZEN, this))
44                                 this.havocbot_role(this); // little too far down the rabbit hole
45                 }
46
47                 // if we don't have a goal and we're under water look for a waypoint near the "shore" and push it
48                 if(!(IS_DEAD(this) || STAT(FROZEN, this)))
49                 if(!this.goalcurrent)
50                 if(this.waterlevel == WATERLEVEL_SWIMMING || (this.aistatus & AI_STATUS_OUT_WATER))
51                 {
52                         // Look for the closest waypoint out of water
53                         entity newgoal = NULL;
54                         IL_EACH(g_waypoints, vdist(it.origin - this.origin, <=, 10000),
55                         {
56                                 if(it.origin.z < this.origin.z)
57                                         continue;
58
59                                 if(it.origin.z - this.origin.z - this.view_ofs.z > 100)
60                                         continue;
61
62                                 if (pointcontents(it.origin + it.maxs + '0 0 1') != CONTENT_EMPTY)
63                                         continue;
64
65                                 traceline(this.origin + this.view_ofs, ((it.absmin + it.absmax) * 0.5), true, this);
66
67                                 if(trace_fraction < 1)
68                                         continue;
69
70                                 if(!newgoal || vlen2(it.origin - this.origin) < vlen2(newgoal.origin - this.origin))
71                                         newgoal = it;
72                         });
73
74                         if(newgoal)
75                         {
76                         //      te_wizspike(newgoal.origin);
77                                 navigation_pushroute(this, newgoal);
78                         }
79                 }
80
81                 // token has been used this frame
82                 bot_strategytoken_taken = true;
83         }
84
85         if(IS_DEAD(this) || STAT(FROZEN, this))
86                 return;
87
88         havocbot_chooseenemy(this);
89
90         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
91         {
92                 .entity weaponentity = weaponentities[slot];
93                 if(this.(weaponentity).m_weapon != WEP_Null || slot == 0)
94                 if(this.(weaponentity).bot_chooseweapontime < time)
95                 {
96                         this.(weaponentity).bot_chooseweapontime = time + autocvar_bot_ai_chooseweaponinterval;
97                         havocbot_chooseweapon(this, weaponentity);
98                 }
99         }
100         havocbot_aim(this);
101         lag_update(this);
102         if (this.bot_aimtarg)
103         {
104                 this.aistatus |= AI_STATUS_ATTACKING;
105                 this.aistatus &= ~AI_STATUS_ROAMING;
106
107                 if(this.weapons)
108                 {
109                         if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(this))
110                         {
111                                 PHYS_INPUT_BUTTON_ATCK(this) = false;
112                                 PHYS_INPUT_BUTTON_ATCK2(this) = false;
113                         }
114                         else
115                         {
116                                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
117                                 {
118                                         .entity weaponentity = weaponentities[slot];
119                                         Weapon w = this.(weaponentity).m_weapon;
120                                         if(w == WEP_Null && slot != 0)
121                                                 continue;
122                                         w.wr_aim(w, this, weaponentity);
123                                         if(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this)) // TODO: what if we didn't fire this weapon, but the previous?
124                                                 this.(weaponentity).lastfiredweapon = this.(weaponentity).m_weapon.m_id;
125                                 }
126                         }
127                 }
128                 else
129                 {
130                         if(IS_PLAYER(this.bot_aimtarg))
131                                 bot_aimdir(this, this.bot_aimtarg.origin + this.bot_aimtarg.view_ofs - this.origin - this.view_ofs , -1);
132                 }
133         }
134         else if (this.goalcurrent)
135         {
136                 this.aistatus |= AI_STATUS_ROAMING;
137                 this.aistatus &= ~AI_STATUS_ATTACKING;
138
139                 vector v, now, next;
140                 float aimdistance,skillblend,distanceblend,blend;
141
142                 if(this.goalcurrent.wpisbox && boxesoverlap(this.goalcurrent.absmin, this.goalcurrent.absmax, this.origin, this.origin))
143                         v = this.goalcurrent.origin;
144                 else
145                         SET_DESTCOORDS(this.goalcurrent, this.origin, v);
146                 next = now = v - (this.origin + this.view_ofs);
147                 aimdistance = vlen(now);
148
149                 //dprint(this.goalstack01.classname,etos(this.goalstack01),"\n");
150                 if(
151                         this.goalstack01 != this && this.goalstack01 && !wasfreed(this.goalstack01) && ((this.aistatus & AI_STATUS_RUNNING) == 0) &&
152                         !(this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
153                 )
154                         next = ((this.goalstack01.absmin + this.goalstack01.absmax) * 0.5) - (this.origin + this.view_ofs);
155
156                 skillblend=bound(0,(skill+this.bot_moveskill-2.5)*0.5,1); //lower skill player can't preturn
157                 distanceblend=bound(0,aimdistance/autocvar_bot_ai_keyboard_distance,1);
158                 blend = skillblend * (1-distanceblend);
159                 //v = (now * (distanceblend) + next * (1-distanceblend)) * (skillblend) + now * (1-skillblend);
160                 //v = now * (distanceblend) * (skillblend) + next * (1-distanceblend) * (skillblend) + now * (1-skillblend);
161                 //v = now * ((1-skillblend) + (distanceblend) * (skillblend)) + next * (1-distanceblend) * (skillblend);
162                 v = now + blend * (next - now);
163                 //dprint(etos(this), " ");
164                 //dprint(vtos(now), ":", vtos(next), "=", vtos(v), " (blend ", ftos(blend), ")\n");
165                 //v = now * (distanceblend) + next * (1-distanceblend);
166                 if (this.waterlevel < WATERLEVEL_SWIMMING)
167                         v.z = 0;
168                 //dprint("walk at:", vtos(v), "\n");
169                 //te_lightning2(NULL, this.origin, this.goalcurrent.origin);
170                 bot_aimdir(this, v, -1);
171         }
172         havocbot_movetogoal(this);
173
174         // if the bot is not attacking, consider reloading weapons
175         if (!(this.aistatus & AI_STATUS_ATTACKING))
176         {
177                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
178                 {
179                         .entity weaponentity = weaponentities[slot];
180
181                         if(this.(weaponentity).m_weapon == WEP_Null && slot != 0)
182                                 continue;
183
184                         // we are currently holding a weapon that's not fully loaded, reload it
185                         if(skill >= 2) // bots can only reload the held weapon on purpose past this skill
186                         if(this.(weaponentity).clip_load < this.(weaponentity).clip_size)
187                                 CS(this).impulse = IMP_weapon_reload.impulse; // not sure if this is done right
188
189                         // if we're not reloading a weapon, switch to any weapon in our invnetory that's not fully loaded to reload it next
190                         // the code above executes next frame, starting the reloading then
191                         if(skill >= 5) // bots can only look for unloaded weapons past this skill
192                         if(this.(weaponentity).clip_load >= 0) // only if we're not reloading a weapon already
193                         {
194                                 FOREACH(Weapons, it != WEP_Null, LAMBDA(
195                                         if((this.weapons & (it.m_wepset)) && (it.spawnflags & WEP_FLAG_RELOADABLE) && (this.(weaponentity).weapon_load[it.m_id] < it.reloading_ammo))
196                                         {
197                                                 this.(weaponentity).m_switchweapon = it;
198                                                 break;
199                                         }
200                                 ));
201                         }
202                 }
203         }
204 }
205
206 void havocbot_keyboard_movement(entity this, vector destorg)
207 {
208         vector keyboard;
209
210         if (time > this.havocbot_keyboardtime)
211         {
212                 float sk = skill + this.bot_moveskill;
213                 this.havocbot_keyboardtime =
214                         max(
215                                 this.havocbot_keyboardtime
216                                         + 0.05 / max(1, sk + this.havocbot_keyboardskill)
217                                         + random() * 0.025 / max(0.00025, skill + this.havocbot_keyboardskill)
218                         , time);
219                 keyboard = CS(this).movement / autocvar_sv_maxspeed;
220
221                 float trigger = autocvar_bot_ai_keyboard_threshold;
222                 float trigger1 = -trigger;
223
224                 // categorize forward movement
225                 // at skill < 1.5 only forward
226                 // at skill < 2.5 only individual directions
227                 // at skill < 4.5 only individual directions, and forward diagonals
228                 // at skill >= 4.5, all cases allowed
229                 if (keyboard.x > trigger)
230                 {
231                         keyboard.x = 1;
232                         if (sk < 2.5)
233                                 keyboard.y = 0;
234                 }
235                 else if (keyboard.x < trigger1 && sk > 1.5)
236                 {
237                         keyboard.x = -1;
238                         if (sk < 4.5)
239                                 keyboard.y = 0;
240                 }
241                 else
242                 {
243                         keyboard.x = 0;
244                         if (sk < 1.5)
245                                 keyboard.y = 0;
246                 }
247                 if (sk < 4.5)
248                         keyboard.z = 0;
249
250                 if (keyboard.y > trigger)
251                         keyboard.y = 1;
252                 else if (keyboard.y < trigger1)
253                         keyboard.y = -1;
254                 else
255                         keyboard.y = 0;
256
257                 if (keyboard.z > trigger)
258                         keyboard.z = 1;
259                 else if (keyboard.z < trigger1)
260                         keyboard.z = -1;
261                 else
262                         keyboard.z = 0;
263
264                 this.havocbot_keyboard = keyboard * autocvar_sv_maxspeed;
265                 if (this.havocbot_ducktime > time)
266                         PHYS_INPUT_BUTTON_CROUCH(this) = true;
267         }
268
269         keyboard = this.havocbot_keyboard;
270         float blend = bound(0, vlen(destorg - this.origin) / autocvar_bot_ai_keyboard_distance, 1); // When getting close move with 360 degree
271         //dprint("movement ", vtos(CS(this).movement), " keyboard ", vtos(keyboard), " blend ", ftos(blend), "\n");
272         CS(this).movement = CS(this).movement + (keyboard - CS(this).movement) * blend;
273 }
274
275 void havocbot_bunnyhop(entity this, vector dir)
276 {
277         float bunnyhopdistance;
278         vector deviation;
279         float maxspeed;
280         vector gco, gno;
281
282         // Don't jump when attacking
283         if(this.aistatus & AI_STATUS_ATTACKING)
284                 return;
285
286         if(IS_PLAYER(this.goalcurrent))
287                 return;
288
289         maxspeed = autocvar_sv_maxspeed;
290
291         if(this.aistatus & AI_STATUS_RUNNING && vdist(this.velocity, <, autocvar_sv_maxspeed * 0.75)
292                 || this.aistatus & AI_STATUS_DANGER_AHEAD)
293         {
294                 this.aistatus &= ~AI_STATUS_RUNNING;
295                 PHYS_INPUT_BUTTON_JUMP(this) = false;
296                 this.bot_canruntogoal = 0;
297                 this.bot_timelastseengoal = 0;
298                 return;
299         }
300
301         if(this.waterlevel > WATERLEVEL_WETFEET)
302         {
303                 this.aistatus &= ~AI_STATUS_RUNNING;
304                 return;
305         }
306
307         if(this.bot_lastseengoal != this.goalcurrent && !(this.aistatus & AI_STATUS_RUNNING))
308         {
309                 this.bot_canruntogoal = 0;
310                 this.bot_timelastseengoal = 0;
311         }
312
313         SET_DESTCOORDS(this.goalcurrent, this.origin, gco);
314         bunnyhopdistance = vlen(this.origin - gco);
315
316         // Run only to visible goals
317         if(IS_ONGROUND(this))
318         if(vdist(vec2(this.velocity), >=, autocvar_sv_maxspeed)) // if -really- running
319         if(checkpvs(this.origin + this.view_ofs, this.goalcurrent))
320         {
321                         this.bot_lastseengoal = this.goalcurrent;
322
323                         // seen it before
324                         if(this.bot_timelastseengoal)
325                         {
326                                 // for a period of time
327                                 if(time - this.bot_timelastseengoal > autocvar_bot_ai_bunnyhop_firstjumpdelay)
328                                 {
329                                         float checkdistance;
330                                         checkdistance = true;
331
332                                         // don't run if it is too close
333                                         if(this.bot_canruntogoal==0)
334                                         {
335                                                 if(bunnyhopdistance > autocvar_bot_ai_bunnyhop_startdistance)
336                                                         this.bot_canruntogoal = 1;
337                                                 else
338                                                         this.bot_canruntogoal = -1;
339                                         }
340
341                                         if(this.bot_canruntogoal != 1)
342                                                 return;
343
344                                         if(this.aistatus & AI_STATUS_ROAMING)
345                                         if(this.goalcurrent.classname=="waypoint")
346                                         if (!(this.goalcurrent.wpflags & WAYPOINTFLAG_PERSONAL))
347                                         if(fabs(gco.z - this.origin.z) < this.maxs.z - this.mins.z)
348                                         if(this.goalstack01 && !wasfreed(this.goalstack01))
349                                         {
350                                                 gno = (this.goalstack01.absmin + this.goalstack01.absmax) * 0.5;
351                                                 deviation = vectoangles(gno - this.origin) - vectoangles(gco - this.origin);
352                                                 while (deviation.y < -180) deviation.y = deviation.y + 360;
353                                                 while (deviation.y > 180) deviation.y = deviation.y - 360;
354
355                                                 if(fabs(deviation.y) < 20)
356                                                 if(bunnyhopdistance < vlen(this.origin - gno))
357                                                 if(fabs(gno.z - gco.z) < this.maxs.z - this.mins.z)
358                                                 {
359                                                         if(vdist(gco - gno, >, autocvar_bot_ai_bunnyhop_startdistance))
360                                                         if(checkpvs(this.origin + this.view_ofs, this.goalstack01))
361                                                         {
362                                                                 checkdistance = false;
363                                                         }
364                                                 }
365                                         }
366
367                                         if(checkdistance)
368                                         {
369                                                 this.aistatus &= ~AI_STATUS_RUNNING;
370                                                 // increase stop distance in case the goal is on a slope or a lower platform 
371                                                 if(bunnyhopdistance > autocvar_bot_ai_bunnyhop_stopdistance + (this.origin.z - gco.z))
372                                                         PHYS_INPUT_BUTTON_JUMP(this) = true;
373                                         }
374                                         else
375                                         {
376                                                 this.aistatus |= AI_STATUS_RUNNING;
377                                                 PHYS_INPUT_BUTTON_JUMP(this) = true;
378                                         }
379                                 }
380                         }
381                         else
382                         {
383                                 this.bot_timelastseengoal = time;
384                         }
385         }
386         else
387         {
388                 this.bot_timelastseengoal = 0;
389         }
390
391 #if 0
392         // Release jump button
393         if(!cvar("sv_pogostick"))
394         if((IS_ONGROUND(this)) == 0)
395         {
396                 if(this.velocity.z < 0 || vlen(this.velocity)<maxspeed)
397                         PHYS_INPUT_BUTTON_JUMP(this) = false;
398
399                 // Strafe
400                 if(this.aistatus & AI_STATUS_RUNNING)
401                 if(vlen(this.velocity)>maxspeed)
402                 {
403                         deviation = vectoangles(dir) - vectoangles(this.velocity);
404                         while (deviation.y < -180) deviation.y = deviation.y + 360;
405                         while (deviation.y > 180) deviation.y = deviation.y - 360;
406
407                         if(fabs(deviation.y)>10)
408                                 CS(this).movement_x = 0;
409
410                         if(deviation.y>10)
411                                 CS(this).movement_y = maxspeed * -1;
412                         else if(deviation.y<10)
413                                 CS(this).movement_y = maxspeed;
414
415                 }
416         }
417 #endif
418 }
419
420 // return true when bot isn't getting closer to the current goal
421 bool havocbot_checkgoaldistance(entity this, vector gco)
422 {
423         float curr_dist = vlen(this.origin - gco);
424         if(curr_dist > this.goalcurrent_distance)
425         {
426                 if(!this.goalcurrent_distance_time)
427                         this.goalcurrent_distance_time = time;
428                 else if (time - this.goalcurrent_distance_time > 0.5)
429                         return true;
430         }
431         else
432         {
433                 // reduce it a little bit so it works even with very small approaches to the goal
434                 this.goalcurrent_distance = max(20, curr_dist - 15);
435                 this.goalcurrent_distance_time = 0;
436         }
437         return false;
438 }
439
440 void havocbot_movetogoal(entity this)
441 {
442         vector destorg;
443         vector diff;
444         vector dir;
445         vector flatdir;
446         vector evadeobstacle;
447         vector evadelava;
448         float maxspeed;
449         vector gco;
450         //float dist;
451         vector dodge;
452         //if (this.goalentity)
453         //      te_lightning2(this, this.origin, (this.goalentity.absmin + this.goalentity.absmax) * 0.5);
454         CS(this).movement = '0 0 0';
455         maxspeed = autocvar_sv_maxspeed;
456
457         // Jetpack navigation
458         if(this.goalcurrent)
459         if(this.navigation_jetpack_goal)
460         if(this.goalcurrent==this.navigation_jetpack_goal)
461         if(this.ammo_fuel)
462         {
463                 if(autocvar_bot_debug_goalstack)
464                 {
465                         debuggoalstack(this);
466                         te_wizspike(this.navigation_jetpack_point);
467                 }
468
469                 // Take off
470                 if (!(this.aistatus & AI_STATUS_JETPACK_FLYING))
471                 {
472                         // Brake almost completely so it can get a good direction
473                         if(vdist(this.velocity, >, 10))
474                                 return;
475                         this.aistatus |= AI_STATUS_JETPACK_FLYING;
476                 }
477
478                 makevectors(this.v_angle.y * '0 1 0');
479                 dir = normalize(this.navigation_jetpack_point - this.origin);
480
481                 // Landing
482                 if(this.aistatus & AI_STATUS_JETPACK_LANDING)
483                 {
484                         // Calculate brake distance in xy
485                         float db, v, d;
486                         vector dxy;
487
488                         dxy = this.origin - ( ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5 ); dxy.z = 0;
489                         d = vlen(dxy);
490                         v = vlen(this.velocity -  this.velocity.z * '0 0 1');
491                         db = ((v ** 2) / (autocvar_g_jetpack_acceleration_side * 2)) + 100;
492                 //      dprint("distance ", ftos(ceil(d)), " velocity ", ftos(ceil(v)), " brake at ", ftos(ceil(db)), "\n");
493                         if(d < db || d < 500)
494                         {
495                                 // Brake
496                                 if(fabs(this.velocity.x)>maxspeed*0.3)
497                                 {
498                                         CS(this).movement_x = dir * v_forward * -maxspeed;
499                                         return;
500                                 }
501                                 // Switch to normal mode
502                                 this.navigation_jetpack_goal = NULL;
503                                 this.aistatus &= ~AI_STATUS_JETPACK_LANDING;
504                                 this.aistatus &= ~AI_STATUS_JETPACK_FLYING;
505                                 return;
506                         }
507                 }
508                 else if(checkpvs(this.origin,this.goalcurrent))
509                 {
510                         // If I can see the goal switch to landing code
511                         this.aistatus &= ~AI_STATUS_JETPACK_FLYING;
512                         this.aistatus |= AI_STATUS_JETPACK_LANDING;
513                         return;
514                 }
515
516                 // Flying
517                 PHYS_INPUT_BUTTON_HOOK(this) = true;
518                 if(this.navigation_jetpack_point.z - STAT(PL_MAX, this).z + STAT(PL_MIN, this).z < this.origin.z)
519                 {
520                         CS(this).movement_x = dir * v_forward * maxspeed;
521                         CS(this).movement_y = dir * v_right * maxspeed;
522                 }
523                 return;
524         }
525
526         // Handling of jump pads
527         if(this.jumppadcount)
528         {
529                 if(this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
530                 {
531                         this.aistatus |= AI_STATUS_OUT_JUMPPAD;
532                         navigation_poptouchedgoals(this);
533                         return;
534                 }
535                 else if(this.aistatus & AI_STATUS_OUT_JUMPPAD)
536                 {
537                         // If got stuck on the jump pad try to reach the farthest visible waypoint
538                         // but with some randomness so it can try out different paths
539                         if(!this.goalcurrent)
540                         {
541                                 entity newgoal = NULL;
542                                 IL_EACH(g_waypoints, vdist(it.origin - this.origin, <=, 1000),
543                                 {
544                                         if(it.wpflags & WAYPOINTFLAG_TELEPORT)
545                                         if(it.origin.z < this.origin.z - 100 && vdist(vec2(it.origin - this.origin), <, 100))
546                                                 continue;
547
548                                         traceline(this.origin + this.view_ofs, ((it.absmin + it.absmax) * 0.5), true, this);
549
550                                         if(trace_fraction < 1)
551                                                 continue;
552
553                                         if(!newgoal || ((random() < 0.8) && vlen2(it.origin - this.origin) > vlen2(newgoal.origin - this.origin)))
554                                                 newgoal = it;
555                                 });
556
557                                 if(newgoal)
558                                 {
559                                         this.ignoregoal = this.goalcurrent;
560                                         this.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
561                                         navigation_clearroute(this);
562                                         navigation_routetogoal(this, newgoal, this.origin);
563                                         if(autocvar_bot_debug_goalstack)
564                                                 debuggoalstack(this);
565                                         this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
566                                 }
567                         }
568                         else
569                         {
570                                 gco = (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5;
571                                 if (this.origin.z > gco.z && vdist(vec2(this.velocity), <, autocvar_sv_maxspeed))
572                                         this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
573                                 else if(havocbot_checkgoaldistance(this, gco))
574                                 {
575                                         navigation_clearroute(this);
576                                         this.bot_strategytime = 0;
577                                 }
578                                 else
579                                         return;
580                         }
581                 }
582                 else
583                 {
584                         if(time - this.lastteleporttime > 0.2 && this.velocity.z > 0)
585                         {
586                                 vector velxy = this.velocity; velxy_z = 0;
587                                 if(vdist(velxy, <, autocvar_sv_maxspeed * 0.2))
588                                 {
589                                         LOG_TRACE("Warning: ", this.netname, " got stuck on a jumppad (velocity in xy is ", vtos(velxy), "), trying to get out of it now");
590                                         this.aistatus |= AI_STATUS_OUT_JUMPPAD;
591                                 }
592                                 return;
593                         }
594
595                         // Don't chase players while using a jump pad
596                         if(IS_PLAYER(this.goalcurrent) || IS_PLAYER(this.goalstack01))
597                                 return;
598                 }
599         }
600         else if(this.aistatus & AI_STATUS_OUT_JUMPPAD)
601                 this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
602
603         // If there is a trigger_hurt right below try to use the jetpack or make a rocketjump
604         if(skill>6)
605         if (!(IS_ONGROUND(this)))
606         {
607                 tracebox(this.origin, this.mins, this.maxs, this.origin + '0 0 -65536', MOVE_NOMONSTERS, this);
608                 if(tracebox_hits_trigger_hurt(this.origin, this.mins, this.maxs, trace_endpos ))
609                 if(this.items & IT_JETPACK)
610                 {
611                         tracebox(this.origin, this.mins, this.maxs, this.origin + '0 0 65536', MOVE_NOMONSTERS, this);
612                         if(tracebox_hits_trigger_hurt(this.origin, this.mins, this.maxs, trace_endpos + '0 0 1' ))
613                         {
614                                 if(this.velocity.z<0)
615                                 {
616                                         PHYS_INPUT_BUTTON_HOOK(this) = true;
617                                 }
618                         }
619                         else
620                                 PHYS_INPUT_BUTTON_HOOK(this) = true;
621
622                         // If there is no goal try to move forward
623
624                         if(this.goalcurrent==NULL)
625                                 dir = v_forward;
626                         else
627                                 dir = normalize(( ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5 ) - this.origin);
628
629                         vector xyvelocity = this.velocity; xyvelocity_z = 0;
630                         float xyspeed = xyvelocity * dir;
631
632                         if(xyspeed < (maxspeed / 2))
633                         {
634                                 makevectors(this.v_angle.y * '0 1 0');
635                                 tracebox(this.origin, this.mins, this.maxs, this.origin + (dir * maxspeed * 3), MOVE_NOMONSTERS, this);
636                                 if(trace_fraction==1)
637                                 {
638                                         CS(this).movement_x = dir * v_forward * maxspeed;
639                                         CS(this).movement_y = dir * v_right * maxspeed;
640                                         if (skill < 10)
641                                                 havocbot_keyboard_movement(this, this.origin + dir * 100);
642                                 }
643                         }
644
645                         this.havocbot_blockhead = true;
646
647                         return;
648                 }
649                 else if(this.health > WEP_CVAR(devastator, damage) * 0.5 * ((this.strength_finished < time) ? autocvar_g_balance_powerup_strength_selfdamage : 1))
650                 {
651                         if(this.velocity.z < 0)
652                         {
653                                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
654                                 {
655                                         .entity weaponentity = weaponentities[slot];
656
657                                         if(this.(weaponentity).m_weapon == WEP_Null && slot != 0)
658                                                 continue;
659
660                                         if(client_hasweapon(this, WEP_DEVASTATOR, weaponentity, true, false))
661                                         {
662                                                 CS(this).movement_x = maxspeed;
663
664                                                 if(this.rocketjumptime)
665                                                 {
666                                                         if(time > this.rocketjumptime)
667                                                         {
668                                                                 PHYS_INPUT_BUTTON_ATCK2(this) = true;
669                                                                 this.rocketjumptime = 0;
670                                                         }
671                                                         return;
672                                                 }
673
674                                                 this.(weaponentity).m_switchweapon = WEP_DEVASTATOR;
675                                                 this.v_angle_x = 90;
676                                                 PHYS_INPUT_BUTTON_ATCK(this) = true;
677                                                 this.rocketjumptime = time + WEP_CVAR(devastator, detonatedelay);
678                                                 return;
679                                         }
680                                 }
681                         }
682                 }
683                 else
684                 {
685                         // If there is no goal try to move forward
686                         if(this.goalcurrent==NULL)
687                                 CS(this).movement_x = maxspeed;
688                 }
689         }
690
691         // If we are under water with no goals, swim up
692         if(this.waterlevel)
693         if(this.goalcurrent==NULL)
694         {
695                 dir = '0 0 0';
696                 if(this.waterlevel>WATERLEVEL_SWIMMING)
697                         dir.z = 1;
698                 else if(this.velocity.z >= 0 && !(this.waterlevel == WATERLEVEL_WETFEET && this.watertype == CONTENT_WATER))
699                         PHYS_INPUT_BUTTON_JUMP(this) = true;
700                 else
701                         PHYS_INPUT_BUTTON_JUMP(this) = false;
702                 makevectors(this.v_angle.y * '0 1 0');
703                 CS(this).movement_x = dir * v_forward * maxspeed;
704                 CS(this).movement_y = dir * v_right * maxspeed;
705                 CS(this).movement_z = dir * v_up * maxspeed;
706         }
707
708         // if there is nowhere to go, exit
709         if (this.goalcurrent == NULL)
710                 return;
711
712
713         bool locked_goal = false;
714         if(this.goalentity && wasfreed(this.goalentity))
715         {
716                 navigation_clearroute(this);
717                 this.bot_strategytime = 0;
718                 return;
719         }
720         else if(this.goalentity.bot_pickup)
721         {
722                 if(this.goalentity.bot_pickup_respawning)
723                 {
724                         if(this.goalentity.solid) // item respawned
725                                 this.goalentity.bot_pickup_respawning = false;
726                         else if(time < this.goalentity.scheduledrespawntime - 10) // item already taken (by someone else)
727                         {
728                                 this.goalentity.bot_pickup_respawning = false;
729                                 navigation_clearroute(this);
730                                 this.bot_strategytime = 0;
731                                 return;
732                         }
733                         else if(this.goalentity == this.goalcurrent)
734                                 locked_goal = true; // wait for item to respawn
735                 }
736                 else if(!this.goalentity.solid)
737                 {
738                         navigation_clearroute(this);
739                         this.bot_strategytime = 0;
740                         return;
741                 }
742         }
743         if(!locked_goal)
744                 navigation_poptouchedgoals(this);
745
746         // if ran out of goals try to use an alternative goal or get a new strategy asap
747         if(this.goalcurrent == NULL)
748         {
749                 this.bot_strategytime = 0;
750                 return;
751         }
752
753
754         if(autocvar_bot_debug_goalstack)
755                 debuggoalstack(this);
756
757         SET_DESTCOORDS(this.goalcurrent, this.origin, destorg);
758
759         // in case bot ends up inside the teleport waypoint without touching
760         // the teleport itself, head to the teleport origin
761         if(this.goalcurrent.wpisbox && boxesoverlap(this.goalcurrent.absmin, this.goalcurrent.absmax, this.origin, this.origin))
762                 destorg = this.goalcurrent.origin;
763
764         diff = destorg - this.origin;
765         //dist = vlen(diff);
766         dir = normalize(diff);
767         flatdir = diff;flatdir.z = 0;
768         flatdir = normalize(flatdir);
769         gco = (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5;
770
771         //if (this.bot_dodgevector_time < time)
772         {
773                 //this.bot_dodgevector_time = time + cvar("bot_ai_dodgeupdateinterval");
774                 //this.bot_dodgevector_jumpbutton = 1;
775                 evadeobstacle = '0 0 0';
776                 evadelava = '0 0 0';
777
778                 this.aistatus &= ~AI_STATUS_DANGER_AHEAD;
779                 makevectors(this.v_angle.y * '0 1 0');
780                 if (this.waterlevel)
781                 {
782                         if(this.waterlevel>WATERLEVEL_SWIMMING)
783                         {
784                                 if(!this.goalcurrent)
785                                         this.aistatus |= AI_STATUS_OUT_WATER;
786                                 else if(gco.z > this.origin.z)
787                                         PHYS_INPUT_BUTTON_JUMP(this) = true;
788                         }
789                         else
790                         {
791                                 dir = flatdir;
792                                 if(this.velocity.z >= 0 && !(this.watertype == CONTENT_WATER && gco.z < this.origin.z) &&
793                                         ( !(this.waterlevel == WATERLEVEL_WETFEET && this.watertype == CONTENT_WATER) || this.aistatus & AI_STATUS_OUT_WATER))
794                                         PHYS_INPUT_BUTTON_JUMP(this) = true;
795                                 else
796                                         PHYS_INPUT_BUTTON_JUMP(this) = false;
797                         }
798                 }
799                 else
800                 {
801                         float s;
802                         vector offset;
803                         if(this.aistatus & AI_STATUS_OUT_WATER)
804                                 this.aistatus &= ~AI_STATUS_OUT_WATER;
805
806                         // jump if going toward an obstacle that doesn't look like stairs we
807                         // can walk up directly
808                         offset = (vdist(this.velocity, >, 32) ? this.velocity * 0.2 : v_forward * 32);
809                         tracebox(this.origin, this.mins, this.maxs, this.origin + offset, false, this);
810                         if (trace_fraction < 1)
811                         if (trace_plane_normal.z < 0.7)
812                         {
813                                 s = trace_fraction;
814                                 tracebox(this.origin + stepheightvec, this.mins, this.maxs, this.origin + offset + stepheightvec, false, this);
815                                 if (trace_fraction < s + 0.01)
816                                 if (trace_plane_normal.z < 0.7)
817                                 {
818                                         s = trace_fraction;
819                                         tracebox(this.origin + jumpstepheightvec, this.mins, this.maxs, this.origin + offset + jumpstepheightvec, false, this);
820                                         if (trace_fraction > s)
821                                                 PHYS_INPUT_BUTTON_JUMP(this) = true;
822                                 }
823                         }
824
825                         // if bot for some reason doesn't get close to the current goal find another one
826                         if(!this.jumppadcount && !IS_PLAYER(this.goalcurrent) && !(this.goalcurrent.bot_pickup_respawning && this.goalcurrent_distance < 50))
827                         if(havocbot_checkgoaldistance(this, gco))
828                         {
829                                 navigation_clearroute(this);
830                                 this.bot_strategytime = 0;
831                                 return;
832                         }
833
834                         // Check for water/slime/lava and dangerous edges
835                         // (only when the bot is on the ground or jumping intentionally)
836
837                         vector dst_ahead = this.origin + this.view_ofs + offset;
838                         vector dst_down = dst_ahead - '0 0 3000';
839                         traceline(this.origin + this.view_ofs, dst_ahead, true, NULL);
840
841                         bool unreachable = false;
842                         s = CONTENT_SOLID;
843                         if(trace_fraction == 1 && this.jumppadcount == 0 && !this.goalcurrent.wphardwired )
844                         if((IS_ONGROUND(this)) || (this.aistatus & AI_STATUS_RUNNING) || (this.aistatus & AI_STATUS_ROAMING) || PHYS_INPUT_BUTTON_JUMP(this))
845                         {
846                                 // Look downwards
847                                 traceline(dst_ahead , dst_down, true, NULL);
848                                 //te_lightning2(NULL, this.origin + this.view_ofs, dst_ahead); // Draw "ahead" look
849                                 //te_lightning2(NULL, dst_ahead, dst_down); // Draw "downwards" look
850                                 if(trace_endpos.z < this.origin.z + this.mins.z)
851                                 {
852                                         s = pointcontents(trace_endpos + '0 0 1');
853                                         if (s != CONTENT_SOLID)
854                                         if (s == CONTENT_LAVA || s == CONTENT_SLIME)
855                                                 evadelava = normalize(this.velocity) * -1;
856                                         else if (s == CONTENT_SKY)
857                                                 evadeobstacle = normalize(this.velocity) * -1;
858                                         else if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos))
859                                         {
860                                                 // the traceline check isn't enough but is good as optimization,
861                                                 // when not true (most of the time) this tracebox call is avoided
862                                                 tracebox(dst_ahead, this.mins, this.maxs, dst_down, true, this);
863                                                 if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos))
864                                                 {
865                                                         if (gco.z > this.origin.z + jumpstepheightvec.z)
866                                                         {
867                                                                 // the goal is probably on an upper platform, assume bot can't get there
868                                                                 unreachable = true;
869                                                         }
870                                                         else
871                                                                 evadelava = normalize(this.velocity) * -1;
872                                                 }
873                                         }
874                                 }
875                         }
876
877                         dir = flatdir;
878                         evadeobstacle.z = 0;
879                         evadelava.z = 0;
880                         makevectors(this.v_angle.y * '0 1 0');
881
882                         if(evadeobstacle || evadelava || (s == CONTENT_WATER))
883                         {
884                                 this.aistatus |= AI_STATUS_DANGER_AHEAD;
885                                 if(IS_PLAYER(this.goalcurrent))
886                                         unreachable = true;
887                         }
888                         if(unreachable)
889                         {
890                                 navigation_clearroute(this);
891                                 this.bot_strategytime = 0;
892                         }
893                 }
894
895                 dodge = havocbot_dodge(this);
896                 dodge = dodge * bound(0,0.5+(skill+this.bot_dodgeskill)*0.1,1);
897                 evadelava = evadelava * bound(1,3-(skill+this.bot_dodgeskill),3); //Noobs fear lava a lot and take more distance from it
898                 traceline(this.origin, ( ( this.enemy.absmin + this.enemy.absmax ) * 0.5 ), true, NULL);
899                 if(IS_PLAYER(trace_ent))
900                         dir = dir * bound(0,(skill+this.bot_dodgeskill)/7,1);
901
902                 dir = normalize(dir + dodge + evadeobstacle + evadelava);
903         //      this.bot_dodgevector = dir;
904         //      this.bot_dodgevector_jumpbutton = PHYS_INPUT_BUTTON_JUMP(this);
905         }
906
907         if(time < this.ladder_time)
908         {
909                 if(this.goalcurrent.origin.z + this.goalcurrent.mins.z > this.origin.z + this.mins.z)
910                 {
911                         if(this.origin.z + this.mins.z  < this.ladder_entity.origin.z + this.ladder_entity.maxs.z)
912                                 dir.z = 1;
913                 }
914                 else
915                 {
916                         if(this.origin.z + this.mins.z  > this.ladder_entity.origin.z + this.ladder_entity.mins.z)
917                                 dir.z = -1;
918                 }
919         }
920
921         //dir = this.bot_dodgevector;
922         //if (this.bot_dodgevector_jumpbutton)
923         //      PHYS_INPUT_BUTTON_JUMP(this) = true;
924         CS(this).movement_x = dir * v_forward * maxspeed;
925         CS(this).movement_y = dir * v_right * maxspeed;
926         CS(this).movement_z = dir * v_up * maxspeed;
927
928         // Emulate keyboard interface
929         if (skill < 10)
930                 havocbot_keyboard_movement(this, destorg);
931
932         // Bunnyhop!
933 //      if(this.aistatus & AI_STATUS_ROAMING)
934         if(this.goalcurrent)
935         if(skill+this.bot_moveskill >= autocvar_bot_ai_bunnyhop_skilloffset)
936                 havocbot_bunnyhop(this, dir);
937
938         if ((dir * v_up) >= autocvar_sv_jumpvelocity*0.5 && (IS_ONGROUND(this))) PHYS_INPUT_BUTTON_JUMP(this) = true;
939         if (((dodge * v_up) > 0) && random()*frametime >= 0.2*bound(0,(10-skill-this.bot_dodgeskill)*0.1,1)) PHYS_INPUT_BUTTON_JUMP(this) = true;
940         if (((dodge * v_up) < 0) && random()*frametime >= 0.5*bound(0,(10-skill-this.bot_dodgeskill)*0.1,1)) this.havocbot_ducktime=time+0.3/bound(0.1,skill+this.bot_dodgeskill,10);
941 }
942
943 entity havocbot_gettarget(entity this, bool secondary)
944 {
945         entity best = NULL;
946         vector eye = CENTER_OR_VIEWOFS(this);
947         IL_EACH(g_bot_targets, boolean((secondary) ? it.classname == "misc_breakablemodel" : it.classname != "misc_breakablemodel"),
948         {
949                 vector v = CENTER_OR_VIEWOFS(it);
950                 if(vdist(v - eye, <, autocvar_bot_ai_enemydetectionradius))
951                 if(!best || vlen2(CENTER_OR_VIEWOFS(best) - eye) > vlen2(v - eye))
952                 if(bot_shouldattack(this, it))
953                 {
954                         traceline(eye, v, true, this);
955                         if (trace_ent == it || trace_fraction >= 1)
956                                 best = it;
957                 }
958         });
959
960         return best;
961 }
962
963 void havocbot_chooseenemy(entity this)
964 {
965         if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(this))
966         {
967                 this.enemy = NULL;
968                 return;
969         }
970         if (this.enemy)
971         {
972                 if (!bot_shouldattack(this, this.enemy))
973                 {
974                         // enemy died or something, find a new target
975                         this.enemy = NULL;
976                         this.havocbot_chooseenemy_finished = time;
977                 }
978                 else if (this.havocbot_stickenemy)
979                 {
980                         // tracking last chosen enemy
981                         // if enemy is visible
982                         // and not really really far away
983                         // and we're not severely injured
984                         // then keep tracking for a half second into the future
985                         traceline(this.origin+this.view_ofs, ( this.enemy.absmin + this.enemy.absmax ) * 0.5,false,NULL);
986                         if (trace_ent == this.enemy || trace_fraction == 1)
987                         if (vdist(((this.enemy.absmin + this.enemy.absmax) * 0.5) - this.origin, <, 1000))
988                         if (this.health > 30)
989                         {
990                                 // remain tracking him for a shot while (case he went after a small corner or pilar
991                                 this.havocbot_chooseenemy_finished = time + 0.5;
992                                 return;
993                         }
994                         // enemy isn't visible, or is far away, or we're injured severely
995                         // so stop preferring this enemy
996                         // (it will still take a half second until a new one is chosen)
997                         this.havocbot_stickenemy = 0;
998                 }
999         }
1000         if (time < this.havocbot_chooseenemy_finished)
1001                 return;
1002         this.havocbot_chooseenemy_finished = time + autocvar_bot_ai_enemydetectioninterval;
1003         vector eye = this.origin + this.view_ofs;
1004         entity best = NULL;
1005         float bestrating = 100000000;
1006
1007         // Backup hit flags
1008         int hf = this.dphitcontentsmask;
1009
1010         // Search for enemies, if no enemy can be seen directly try to look through transparent objects
1011
1012         this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
1013
1014         bool scan_transparent = false;
1015         bool scan_secondary_targets = false;
1016         bool have_secondary_targets = false;
1017         while(true)
1018         {
1019                 scan_secondary_targets = false;
1020 LABEL(scan_targets)
1021                 IL_EACH(g_bot_targets, it.bot_attack,
1022                 {
1023                         if(!scan_secondary_targets)
1024                         {
1025                                 if(it.classname == "misc_breakablemodel")
1026                                 {
1027                                         have_secondary_targets = true;
1028                                         continue;
1029                                 }
1030                         }
1031                         else if(it.classname != "misc_breakablemodel")
1032                                 continue;
1033
1034                         vector v = (it.absmin + it.absmax) * 0.5;
1035                         float rating = vlen2(v - eye);
1036                         if (vdist(v - eye, <, autocvar_bot_ai_enemydetectionradius))
1037                         if (bestrating > rating)
1038                         if (bot_shouldattack(this, it))
1039                         {
1040                                 traceline(eye, v, true, this);
1041                                 if (trace_ent == it || trace_fraction >= 1)
1042                                 {
1043                                         best = it;
1044                                         bestrating = rating;
1045                                 }
1046                         }
1047                 });
1048
1049                 if(!best && have_secondary_targets && !scan_secondary_targets)
1050                 {
1051                         scan_secondary_targets = true;
1052                         // restart the loop
1053                         bestrating = 100000000;
1054                         goto scan_targets;
1055                 }
1056
1057                 // I want to do a second scan if no enemy was found or I don't have weapons
1058                 // TODO: Perform the scan when using the rifle (requires changes on the rifle code)
1059                 if(best || this.weapons) // || this.weapon == WEP_RIFLE.m_id
1060                         break;
1061                 if(scan_transparent)
1062                         break;
1063
1064                 // Set flags to see through transparent objects
1065                 this.dphitcontentsmask |= DPCONTENTS_OPAQUE;
1066
1067                 scan_transparent = true;
1068         }
1069
1070         // Restore hit flags
1071         this.dphitcontentsmask = hf;
1072
1073         this.enemy = best;
1074         this.havocbot_stickenemy = true;
1075         if(best && best.classname == "misc_breakablemodel")
1076                 this.havocbot_stickenemy = false;
1077 }
1078
1079 float havocbot_chooseweapon_checkreload(entity this, .entity weaponentity, int new_weapon)
1080 {
1081         // bots under this skill cannot find unloaded weapons to reload idly when not in combat,
1082         // so skip this for them, or they'll never get to reload their weapons at all.
1083         // this also allows bots under this skill to be more stupid, and reload more often during combat :)
1084         if(skill < 5)
1085                 return false;
1086
1087         // if this weapon is scheduled for reloading, don't switch to it during combat
1088         if (this.(weaponentity).weapon_load[new_weapon] < 0)
1089         {
1090                 FOREACH(Weapons, it != WEP_Null, LAMBDA(
1091                         if(it.wr_checkammo1(it, this, weaponentity) + it.wr_checkammo2(it, this, weaponentity))
1092                                 return true; // other weapon available
1093                 ));
1094         }
1095
1096         return false;
1097 }
1098
1099 void havocbot_chooseweapon(entity this, .entity weaponentity)
1100 {
1101         int i;
1102
1103         // ;)
1104         if(g_weaponarena_weapons == WEPSET(TUBA))
1105         {
1106                 this.(weaponentity).m_switchweapon = WEP_TUBA;
1107                 return;
1108         }
1109
1110         // TODO: clean this up by moving it to weapon code
1111         if(this.enemy==NULL)
1112         {
1113                 // If no weapon was chosen get the first available weapon
1114                 if(this.(weaponentity).m_weapon==WEP_Null)
1115                 FOREACH(Weapons, it != WEP_Null, LAMBDA(
1116                         if(client_hasweapon(this, it, weaponentity, true, false))
1117                         {
1118                                 this.(weaponentity).m_switchweapon = it;
1119                                 return;
1120                         }
1121                 ));
1122                 return;
1123         }
1124
1125         // Do not change weapon during the next second after a combo
1126         float f = time - this.lastcombotime;
1127         if(f < 1)
1128                 return;
1129
1130         float w;
1131         float distance; distance=bound(10,vlen(this.origin-this.enemy.origin)-200,10000);
1132
1133         // Should it do a weapon combo?
1134         float af, ct, combo_time, combo;
1135
1136         af = ATTACK_FINISHED(this, 0);
1137         ct = autocvar_bot_ai_weapon_combo_threshold;
1138
1139         // Bots with no skill will be 4 times more slower than "godlike" bots when doing weapon combos
1140         // Ideally this 4 should be calculated as longest_weapon_refire / bot_ai_weapon_combo_threshold
1141         combo_time = time + ct + (ct * ((-0.3*(skill+this.bot_weaponskill))+3));
1142
1143         combo = false;
1144
1145         if(autocvar_bot_ai_weapon_combo)
1146         if(this.(weaponentity).m_weapon.m_id == this.(weaponentity).lastfiredweapon)
1147         if(af > combo_time)
1148         {
1149                 combo = true;
1150                 this.lastcombotime = time;
1151         }
1152
1153         distance *= (2 ** this.bot_rangepreference);
1154
1155         // Custom weapon list based on distance to the enemy
1156         if(bot_custom_weapon){
1157
1158                 // Choose weapons for far distance
1159                 if ( distance > bot_distance_far ) {
1160                         for(i=0; i < Weapons_COUNT && bot_weapons_far[i] != -1 ; ++i){
1161                                 w = bot_weapons_far[i];
1162                                 if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
1163                                 {
1164                                         if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1165                                                 continue;
1166                                         this.(weaponentity).m_switchweapon = Weapons_from(w);
1167                                         return;
1168                                 }
1169                         }
1170                 }
1171
1172                 // Choose weapons for mid distance
1173                 if ( distance > bot_distance_close) {
1174                         for(i=0; i < Weapons_COUNT && bot_weapons_mid[i] != -1 ; ++i){
1175                                 w = bot_weapons_mid[i];
1176                                 if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
1177                                 {
1178                                         if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1179                                                 continue;
1180                                         this.(weaponentity).m_switchweapon = Weapons_from(w);
1181                                         return;
1182                                 }
1183                         }
1184                 }
1185
1186                 // Choose weapons for close distance
1187                 for(i=0; i < Weapons_COUNT && bot_weapons_close[i] != -1 ; ++i){
1188                         w = bot_weapons_close[i];
1189                         if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
1190                         {
1191                                 if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1192                                         continue;
1193                                 this.(weaponentity).m_switchweapon = Weapons_from(w);
1194                                 return;
1195                         }
1196                 }
1197         }
1198 }
1199
1200 void havocbot_aim(entity this)
1201 {
1202         if (time < this.nextaim)
1203                 return;
1204         this.nextaim = time + 0.1;
1205         vector myvel = this.velocity;
1206         if (!this.waterlevel)
1207                 myvel.z = 0;
1208         if(MUTATOR_CALLHOOK(HavocBot_Aim, this)) { /* do nothing */ }
1209         else if (this.enemy)
1210         {
1211                 vector enemyvel = this.enemy.velocity;
1212                 if (!this.enemy.waterlevel)
1213                         enemyvel.z = 0;
1214                 lag_additem(this, time + CS(this).ping, 0, 0, this.enemy, this.origin, myvel, (this.enemy.absmin + this.enemy.absmax) * 0.5, enemyvel);
1215         }
1216         else
1217                 lag_additem(this, time + CS(this).ping, 0, 0, NULL, this.origin, myvel, ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5, '0 0 0');
1218 }
1219
1220 bool havocbot_moveto_refresh_route(entity this)
1221 {
1222         // Refresh path to goal if necessary
1223         entity wp;
1224         wp = this.havocbot_personal_waypoint;
1225         navigation_goalrating_start(this);
1226         navigation_routerating(this, wp, 10000, 10000);
1227         navigation_goalrating_end(this);
1228         return (this.goalentity != NULL);
1229 }
1230
1231 float havocbot_moveto(entity this, vector pos)
1232 {
1233         entity wp;
1234
1235         if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_GOING)
1236         {
1237                 // Step 4: Move to waypoint
1238                 if(this.havocbot_personal_waypoint==NULL)
1239                 {
1240                         LOG_TRACE("Error: ", this.netname, " trying to walk to a non existent personal waypoint");
1241                         this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_GOING;
1242                         return CMD_STATUS_ERROR;
1243                 }
1244
1245                 if (!bot_strategytoken_taken)
1246                 if(this.havocbot_personal_waypoint_searchtime<time)
1247                 {
1248                         bot_strategytoken_taken = true;
1249                         if(havocbot_moveto_refresh_route(this))
1250                         {
1251                                 LOG_TRACE(this.netname, " walking to its personal waypoint (after ", ftos(this.havocbot_personal_waypoint_failcounter), " failed attempts)");
1252                                 this.havocbot_personal_waypoint_searchtime = time + 10;
1253                                 this.havocbot_personal_waypoint_failcounter = 0;
1254                         }
1255                         else
1256                         {
1257                                 this.havocbot_personal_waypoint_failcounter += 1;
1258                                 this.havocbot_personal_waypoint_searchtime = time + 2;
1259                                 if(this.havocbot_personal_waypoint_failcounter >= 30)
1260                                 {
1261                                         LOG_TRACE("Warning: can't walk to the personal waypoint located at ", vtos(this.havocbot_personal_waypoint.origin));
1262                                         this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1263                                         delete(this.havocbot_personal_waypoint);
1264                                         return CMD_STATUS_ERROR;
1265                                 }
1266                                 else
1267                                         LOG_TRACE(this.netname, " can't walk to its personal waypoint (after ", ftos(this.havocbot_personal_waypoint_failcounter), " failed attempts), trying later");
1268                         }
1269                 }
1270
1271                 if(autocvar_bot_debug_goalstack)
1272                         debuggoalstack(this);
1273
1274                 // Heading
1275                 vector dir;
1276                 SET_DESTCOORDS(this.goalcurrent, this.origin, dir);
1277                 dir = dir - (this.origin + this.view_ofs);
1278                 dir.z = 0;
1279                 bot_aimdir(this, dir, -1);
1280
1281                 // Go!
1282                 havocbot_movetogoal(this);
1283
1284                 if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_REACHED)
1285                 {
1286                         // Step 5: Waypoint reached
1287                         LOG_TRACE(this.netname, "'s personal waypoint reached");
1288                         delete(this.havocbot_personal_waypoint);
1289                         this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_REACHED;
1290                         return CMD_STATUS_FINISHED;
1291                 }
1292
1293                 return CMD_STATUS_EXECUTING;
1294         }
1295
1296         // Step 2: Linking waypoint
1297         if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_LINKING)
1298         {
1299                 // Wait until it is linked
1300                 if(!this.havocbot_personal_waypoint.wplinked)
1301                 {
1302                         LOG_TRACE(this.netname, " waiting for personal waypoint to be linked");
1303                         return CMD_STATUS_EXECUTING;
1304                 }
1305
1306                 this.havocbot_personal_waypoint_searchtime = time; // so we set the route next frame
1307                 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1308                 this.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_GOING;
1309
1310                 // Step 3: Route to waypoint
1311                 LOG_TRACE(this.netname, " walking to its personal waypoint");
1312
1313                 return CMD_STATUS_EXECUTING;
1314         }
1315
1316         // Step 1: Spawning waypoint
1317         wp = waypoint_spawnpersonal(this, pos);
1318         if(wp==NULL)
1319         {
1320                 LOG_TRACE("Error: Can't spawn personal waypoint at ",vtos(pos));
1321                 return CMD_STATUS_ERROR;
1322         }
1323
1324         this.havocbot_personal_waypoint = wp;
1325         this.havocbot_personal_waypoint_failcounter = 0;
1326         this.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1327
1328         // if pos is inside a teleport, then let's mark it as teleport waypoint
1329         IL_EACH(g_teleporters, WarpZoneLib_BoxTouchesBrush(pos, pos, it, NULL),
1330         {
1331                 wp.wpflags |= WAYPOINTFLAG_TELEPORT;
1332                 this.lastteleporttime = 0;
1333         });
1334
1335 /*
1336         if(wp.wpflags & WAYPOINTFLAG_TELEPORT)
1337                 print("routing to a teleporter\n");
1338         else
1339                 print("routing to a non-teleporter\n");
1340 */
1341
1342         return CMD_STATUS_EXECUTING;
1343 }
1344
1345 float havocbot_resetgoal(entity this)
1346 {
1347         navigation_clearroute(this);
1348         return CMD_STATUS_FINISHED;
1349 }
1350
1351 void havocbot_setupbot(entity this)
1352 {
1353         this.bot_ai = havocbot_ai;
1354         this.cmd_moveto = havocbot_moveto;
1355         this.cmd_resetgoal = havocbot_resetgoal;
1356
1357         havocbot_chooserole(this);
1358 }
1359
1360 vector havocbot_dodge(entity this)
1361 {
1362         // LordHavoc: disabled because this is too expensive
1363         return '0 0 0';
1364 #if 0
1365         entity head;
1366         vector dodge, v, n;
1367         float danger, bestdanger, vl, d;
1368         dodge = '0 0 0';
1369         bestdanger = -20;
1370         // check for dangerous objects near bot or approaching bot
1371         head = findchainfloat(bot_dodge, true);
1372         while(head)
1373         {
1374                 if (head.owner != this)
1375                 {
1376                         vl = vlen(head.velocity);
1377                         if (vl > autocvar_sv_maxspeed * 0.3)
1378                         {
1379                                 n = normalize(head.velocity);
1380                                 v = this.origin - head.origin;
1381                                 d = v * n;
1382                                 if (d > (0 - head.bot_dodgerating))
1383                                 if (d < (vl * 0.2 + head.bot_dodgerating))
1384                                 {
1385                                         // calculate direction and distance from the flight path, by removing the forward axis
1386                                         v = v - (n * (v * n));
1387                                         danger = head.bot_dodgerating - vlen(v);
1388                                         if (bestdanger < danger)
1389                                         {
1390                                                 bestdanger = danger;
1391                                                 // dodge to the side of the object
1392                                                 dodge = normalize(v);
1393                                         }
1394                                 }
1395                         }
1396                         else
1397                         {
1398                                 danger = head.bot_dodgerating - vlen(head.origin - this.origin);
1399                                 if (bestdanger < danger)
1400                                 {
1401                                         bestdanger = danger;
1402                                         dodge = normalize(this.origin - head.origin);
1403                                 }
1404                         }
1405                 }
1406                 head = head.chain;
1407         }
1408         return dodge;
1409 #endif
1410 }