3 #include <server/defs.qh>
4 #include <server/miscfunctions.qh>
9 #include "../navigation.qh"
10 #include "../scripting.qh"
11 #include "../waypoints.qh"
13 #include <common/constants.qh>
14 #include <common/impulses/all.qh>
15 #include <common/net_linked.qh>
16 #include <common/physics/player.qh>
17 #include <common/state.qh>
18 #include <common/items/_mod.qh>
19 #include <common/wepent.qh>
21 #include <common/mapobjects/teleporters.qh>
22 #include <common/mapobjects/trigger/jumppads.qh>
24 #include <lib/warpzone/common.qh>
28 void havocbot_ai(entity this)
33 if(bot_execute_commands(this))
36 if (bot_strategytoken == this && !bot_strategytoken_taken)
38 if(this.havocbot_blockhead)
40 this.havocbot_blockhead = false;
44 if (!this.jumppadcount && !STAT(FROZEN, this))
45 this.havocbot_role(this); // little too far down the rabbit hole
48 // if we don't have a goal and we're under water look for a waypoint near the "shore" and push it
49 if(!(IS_DEAD(this) || STAT(FROZEN, this)))
51 if(this.waterlevel == WATERLEVEL_SWIMMING || (this.aistatus & AI_STATUS_OUT_WATER))
53 // Look for the closest waypoint out of water
54 entity newgoal = NULL;
55 IL_EACH(g_waypoints, vdist(it.origin - this.origin, <=, 10000),
57 if(it.origin.z < this.origin.z)
60 if(it.origin.z - this.origin.z - this.view_ofs.z > 100)
63 if (pointcontents(it.origin + it.maxs + '0 0 1') != CONTENT_EMPTY)
66 traceline(this.origin + this.view_ofs, ((it.absmin + it.absmax) * 0.5), true, this);
68 if(trace_fraction < 1)
71 if(!newgoal || vlen2(it.origin - this.origin) < vlen2(newgoal.origin - this.origin))
77 // te_wizspike(newgoal.origin);
78 navigation_pushroute(this, newgoal);
82 // token has been used this frame
83 bot_strategytoken_taken = true;
86 if(IS_DEAD(this) || STAT(FROZEN, this))
89 navigation_clearroute(this);
93 havocbot_chooseenemy(this);
95 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
97 .entity weaponentity = weaponentities[slot];
98 if(this.(weaponentity).m_weapon != WEP_Null || slot == 0)
99 if(this.(weaponentity).bot_chooseweapontime < time)
101 this.(weaponentity).bot_chooseweapontime = time + autocvar_bot_ai_chooseweaponinterval;
102 havocbot_chooseweapon(this, weaponentity);
108 this.bot_aimdir_executed = false;
110 if (this.bot_aimtarg)
112 this.aistatus |= AI_STATUS_ATTACKING;
113 this.aistatus &= ~AI_STATUS_ROAMING;
115 if(STAT(WEAPONS, this))
117 if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(this))
119 PHYS_INPUT_BUTTON_ATCK(this) = false;
120 PHYS_INPUT_BUTTON_ATCK2(this) = false;
124 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
126 .entity weaponentity = weaponentities[slot];
127 Weapon w = this.(weaponentity).m_weapon;
128 if(w == WEP_Null && slot != 0)
130 w.wr_aim(w, this, weaponentity);
131 if(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this)) // TODO: what if we didn't fire this weapon, but the previous?
132 this.(weaponentity).lastfiredweapon = this.(weaponentity).m_weapon.m_id;
138 if(IS_PLAYER(this.bot_aimtarg))
139 bot_aimdir(this, this.bot_aimtarg.origin + this.bot_aimtarg.view_ofs - this.origin - this.view_ofs , -1);
142 else if (this.goalcurrent)
144 this.aistatus |= AI_STATUS_ROAMING;
145 this.aistatus &= ~AI_STATUS_ATTACKING;
148 havocbot_movetogoal(this);
149 if (!this.bot_aimdir_executed && this.goalcurrent)
152 vector dir = get_closer_dest(this.goalcurrent, this.origin);
153 dir -= this.origin + this.view_ofs;
155 bot_aimdir(this, dir, -1);
158 // if the bot is not attacking, consider reloading weapons
159 if (!(this.aistatus & AI_STATUS_ATTACKING))
161 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
163 .entity weaponentity = weaponentities[slot];
165 if(this.(weaponentity).m_weapon == WEP_Null && slot != 0)
168 // we are currently holding a weapon that's not fully loaded, reload it
169 if(skill >= 2) // bots can only reload the held weapon on purpose past this skill
170 if(this.(weaponentity).clip_load < this.(weaponentity).clip_size)
171 CS(this).impulse = IMP_weapon_reload.impulse; // not sure if this is done right
173 // if we're not reloading a weapon, switch to any weapon in our invnetory that's not fully loaded to reload it next
174 // the code above executes next frame, starting the reloading then
175 if(skill >= 5) // bots can only look for unloaded weapons past this skill
176 if(this.(weaponentity).clip_load >= 0) // only if we're not reloading a weapon already
178 FOREACH(Weapons, it != WEP_Null, {
179 if((STAT(WEAPONS, this) & (it.m_wepset)) && (it.spawnflags & WEP_FLAG_RELOADABLE) && (this.(weaponentity).weapon_load[it.m_id] < it.reloading_ammo))
181 this.(weaponentity).m_switchweapon = it;
190 void havocbot_keyboard_movement(entity this, vector destorg)
194 if (time > this.havocbot_keyboardtime)
196 float sk = skill + this.bot_moveskill;
197 this.havocbot_keyboardtime =
199 this.havocbot_keyboardtime
200 + 0.05 / max(1, sk + this.havocbot_keyboardskill)
201 + random() * 0.025 / max(0.00025, skill + this.havocbot_keyboardskill)
203 keyboard = CS(this).movement / autocvar_sv_maxspeed;
205 float trigger = autocvar_bot_ai_keyboard_threshold;
206 float trigger1 = -trigger;
208 // categorize forward movement
209 // at skill < 1.5 only forward
210 // at skill < 2.5 only individual directions
211 // at skill < 4.5 only individual directions, and forward diagonals
212 // at skill >= 4.5, all cases allowed
213 if (keyboard.x > trigger)
219 else if (keyboard.x < trigger1 && sk > 1.5)
234 if (keyboard.y > trigger)
236 else if (keyboard.y < trigger1)
241 if (keyboard.z > trigger)
243 else if (keyboard.z < trigger1)
248 this.havocbot_keyboard = keyboard * autocvar_sv_maxspeed;
249 if (this.havocbot_ducktime > time)
250 PHYS_INPUT_BUTTON_CROUCH(this) = true;
253 keyboard = this.havocbot_keyboard;
254 float blend = bound(0, vlen(destorg - this.origin) / autocvar_bot_ai_keyboard_distance, 1); // When getting close move with 360 degree
255 //dprint("movement ", vtos(CS(this).movement), " keyboard ", vtos(keyboard), " blend ", ftos(blend), "\n");
256 CS(this).movement = CS(this).movement + (keyboard - CS(this).movement) * blend;
259 void havocbot_bunnyhop(entity this, vector dir)
261 float bunnyhopdistance;
265 // Don't jump when attacking
266 if(this.aistatus & AI_STATUS_ATTACKING)
269 if(IS_PLAYER(this.goalcurrent))
272 maxspeed = autocvar_sv_maxspeed;
274 if(this.aistatus & AI_STATUS_RUNNING && vdist(this.velocity, <, autocvar_sv_maxspeed * 0.75)
275 || this.aistatus & AI_STATUS_DANGER_AHEAD)
277 this.aistatus &= ~AI_STATUS_RUNNING;
278 PHYS_INPUT_BUTTON_JUMP(this) = false;
279 this.bot_canruntogoal = 0;
280 this.bot_timelastseengoal = 0;
284 if(this.waterlevel > WATERLEVEL_WETFEET)
286 this.aistatus &= ~AI_STATUS_RUNNING;
290 if(this.bot_lastseengoal != this.goalcurrent && !(this.aistatus & AI_STATUS_RUNNING))
292 this.bot_canruntogoal = 0;
293 this.bot_timelastseengoal = 0;
296 vector gco = get_closer_dest(this.goalcurrent, this.origin);
297 bunnyhopdistance = vlen(this.origin - gco);
299 // Run only to visible goals
300 if(IS_ONGROUND(this))
301 if(vdist(vec2(this.velocity), >=, autocvar_sv_maxspeed)) // if -really- running
302 if(checkpvs(this.origin + this.view_ofs, this.goalcurrent))
304 this.bot_lastseengoal = this.goalcurrent;
307 if(this.bot_timelastseengoal)
309 // for a period of time
310 if(time - this.bot_timelastseengoal > autocvar_bot_ai_bunnyhop_firstjumpdelay)
313 checkdistance = true;
315 // don't run if it is too close
316 if(this.bot_canruntogoal==0)
318 if(bunnyhopdistance > autocvar_bot_ai_bunnyhop_startdistance)
319 this.bot_canruntogoal = 1;
321 this.bot_canruntogoal = -1;
324 if(this.bot_canruntogoal != 1)
327 if(this.aistatus & AI_STATUS_ROAMING)
328 if(this.goalcurrent.classname=="waypoint")
329 if (!(this.goalcurrent.wpflags & WAYPOINTFLAG_PERSONAL))
330 if(fabs(gco.z - this.origin.z) < this.maxs.z - this.mins.z)
331 if(this.goalstack01 && !wasfreed(this.goalstack01))
333 vector gno = (this.goalstack01.absmin + this.goalstack01.absmax) * 0.5;
334 deviation = vectoangles(gno - this.origin) - vectoangles(gco - this.origin);
335 while (deviation.y < -180) deviation.y = deviation.y + 360;
336 while (deviation.y > 180) deviation.y = deviation.y - 360;
338 if(fabs(deviation.y) < 20)
339 if(bunnyhopdistance < vlen(this.origin - gno))
340 if(fabs(gno.z - gco.z) < this.maxs.z - this.mins.z)
342 if(vdist(gco - gno, >, autocvar_bot_ai_bunnyhop_startdistance))
343 if(checkpvs(this.origin + this.view_ofs, this.goalstack01))
345 checkdistance = false;
352 this.aistatus &= ~AI_STATUS_RUNNING;
353 // increase stop distance in case the goal is on a slope or a lower platform
354 if(bunnyhopdistance > autocvar_bot_ai_bunnyhop_stopdistance + (this.origin.z - gco.z))
355 PHYS_INPUT_BUTTON_JUMP(this) = true;
359 this.aistatus |= AI_STATUS_RUNNING;
360 PHYS_INPUT_BUTTON_JUMP(this) = true;
366 this.bot_timelastseengoal = time;
371 this.bot_timelastseengoal = 0;
375 // Release jump button
376 if(!cvar("sv_pogostick"))
377 if((IS_ONGROUND(this)) == 0)
379 if(this.velocity.z < 0 || vlen(this.velocity)<maxspeed)
380 PHYS_INPUT_BUTTON_JUMP(this) = false;
383 if(this.aistatus & AI_STATUS_RUNNING)
384 if(vlen(this.velocity)>maxspeed)
386 deviation = vectoangles(dir) - vectoangles(this.velocity);
387 while (deviation.y < -180) deviation.y = deviation.y + 360;
388 while (deviation.y > 180) deviation.y = deviation.y - 360;
390 if(fabs(deviation.y)>10)
391 CS(this).movement_x = 0;
394 CS(this).movement_y = maxspeed * -1;
395 else if(deviation.y<10)
396 CS(this).movement_y = maxspeed;
403 // return true when bot isn't getting closer to the current goal
404 bool havocbot_checkgoaldistance(entity this, vector gco)
406 float curr_dist_z = max(20, fabs(this.origin.z - gco.z));
407 float curr_dist_2d = max(20, vlen(vec2(this.origin - gco)));
408 float distance_time = this.goalcurrent_distance_time;
409 if(distance_time < 0)
410 distance_time = -distance_time;
411 if(curr_dist_z >= this.goalcurrent_distance_z && curr_dist_2d >= this.goalcurrent_distance_2d)
414 this.goalcurrent_distance_time = time;
415 else if (time - distance_time > 0.5)
420 // reduce it a little bit so it works even with very small approaches to the goal
421 this.goalcurrent_distance_z = max(20, curr_dist_z - 10);
422 this.goalcurrent_distance_2d = max(20, curr_dist_2d - 10);
423 this.goalcurrent_distance_time = 0;
428 entity havocbot_select_an_item_of_group(entity this, int gr)
430 entity selected = NULL;
431 float selected_dist2 = 0;
432 // select farthest item of this group from bot's position
433 IL_EACH(g_items, it.item_group == gr && it.solid,
435 float dist2 = vlen2(this.origin - it.origin);
436 if (dist2 < 600 ** 2 && dist2 > selected_dist2)
439 selected_dist2 = vlen2(this.origin - selected.origin);
446 set_tracewalk_dest(selected, this.origin, false);
447 if (!tracewalk(this, this.origin, STAT(PL_MIN, this), STAT(PL_MAX, this),
448 tracewalk_dest, tracewalk_dest_height, bot_navigation_movemode))
456 void havocbot_movetogoal(entity this)
461 vector evadeobstacle;
463 float dodge_enemy_factor = 1;
467 //if (this.goalentity)
468 // te_lightning2(this, this.origin, (this.goalentity.absmin + this.goalentity.absmax) * 0.5);
469 CS(this).movement = '0 0 0';
470 maxspeed = autocvar_sv_maxspeed;
472 PHYS_INPUT_BUTTON_JETPACK(this) = false;
473 // Jetpack navigation
474 if(this.navigation_jetpack_goal)
475 if(this.goalcurrent==this.navigation_jetpack_goal)
476 if(GetResourceAmount(this, RESOURCE_FUEL))
478 if(autocvar_bot_debug_goalstack)
480 debuggoalstack(this);
481 te_wizspike(this.navigation_jetpack_point);
485 if (!(this.aistatus & AI_STATUS_JETPACK_FLYING))
487 // Brake almost completely so it can get a good direction
488 if(vdist(this.velocity, >, 10))
490 this.aistatus |= AI_STATUS_JETPACK_FLYING;
493 makevectors(this.v_angle.y * '0 1 0');
494 dir = normalize(this.navigation_jetpack_point - this.origin);
497 if(this.aistatus & AI_STATUS_JETPACK_LANDING)
499 // Calculate brake distance in xy
500 float d = vlen(vec2(this.origin - (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5));
501 float vel2 = vlen2(vec2(this.velocity));
502 float db = (vel2 / (autocvar_g_jetpack_acceleration_side * 2)) + 100;
503 //LOG_INFOF("distance %d, velocity %d, brake at %d ", ceil(d), ceil(v), ceil(db));
504 if(d < db || d < 500)
507 if (vel2 > (maxspeed * 0.3) ** 2)
509 CS(this).movement_x = dir * v_forward * -maxspeed;
512 // Switch to normal mode
513 this.navigation_jetpack_goal = NULL;
514 this.aistatus &= ~AI_STATUS_JETPACK_LANDING;
515 this.aistatus &= ~AI_STATUS_JETPACK_FLYING;
519 else if(checkpvs(this.origin,this.goalcurrent))
521 // If I can see the goal switch to landing code
522 this.aistatus &= ~AI_STATUS_JETPACK_FLYING;
523 this.aistatus |= AI_STATUS_JETPACK_LANDING;
528 PHYS_INPUT_BUTTON_JETPACK(this) = true;
529 if(this.navigation_jetpack_point.z - STAT(PL_MAX, this).z + STAT(PL_MIN, this).z < this.origin.z)
531 CS(this).movement_x = dir * v_forward * maxspeed;
532 CS(this).movement_y = dir * v_right * maxspeed;
537 // Handling of jump pads
538 if(this.jumppadcount)
540 if(this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
542 this.aistatus |= AI_STATUS_OUT_JUMPPAD;
543 if(navigation_poptouchedgoals(this))
546 else if(this.aistatus & AI_STATUS_OUT_JUMPPAD)
548 // If got stuck on the jump pad try to reach the farthest visible waypoint
549 // but with some randomness so it can try out different paths
550 if(!this.goalcurrent)
552 entity newgoal = NULL;
553 IL_EACH(g_waypoints, vdist(it.origin - this.origin, <=, 1000),
555 if(it.wpflags & WAYPOINTFLAG_TELEPORT)
556 if(it.origin.z < this.origin.z - 100 && vdist(vec2(it.origin - this.origin), <, 100))
559 traceline(this.origin + this.view_ofs, ((it.absmin + it.absmax) * 0.5), true, this);
561 if(trace_fraction < 1)
564 if(!newgoal || ((random() < 0.8) && vlen2(it.origin - this.origin) > vlen2(newgoal.origin - this.origin)))
570 this.ignoregoal = this.goalcurrent;
571 this.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
572 navigation_clearroute(this);
573 navigation_routetogoal(this, newgoal, this.origin);
574 if(autocvar_bot_debug_goalstack)
575 debuggoalstack(this);
576 this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
581 if (this.goalcurrent.bot_pickup)
583 entity jumppad_wp = this.goalcurrent_prev;
584 navigation_poptouchedgoals(this);
585 if(!this.goalcurrent && jumppad_wp.wp00)
587 // head to the jumppad destination once bot reaches the goal item
588 navigation_pushroute(this, jumppad_wp.wp00);
591 vector gco = (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5;
592 if (this.origin.z > gco.z && vdist(vec2(this.velocity), <, autocvar_sv_maxspeed))
593 this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
594 else if(havocbot_checkgoaldistance(this, gco))
596 navigation_clearroute(this);
597 navigation_goalrating_timeout_force(this);
605 if(time - this.lastteleporttime > 0.2 && this.velocity.z > 0)
607 vector velxy = this.velocity; velxy_z = 0;
608 if(vdist(velxy, <, autocvar_sv_maxspeed * 0.2))
610 LOG_TRACE("Warning: ", this.netname, " got stuck on a jumppad (velocity in xy is ", vtos(velxy), "), trying to get out of it now");
611 this.aistatus |= AI_STATUS_OUT_JUMPPAD;
616 // Don't chase players while using a jump pad
617 if(IS_PLAYER(this.goalcurrent) || IS_PLAYER(this.goalstack01))
621 else if(this.aistatus & AI_STATUS_OUT_JUMPPAD)
622 this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
624 // If there is a trigger_hurt right below try to use the jetpack or make a rocketjump
625 if (skill > 6 && !(IS_ONGROUND(this)))
627 #define ROCKETJUMP_DAMAGE() WEP_CVAR(devastator, damage) * 0.8 \
628 * ((this.strength_finished > time) ? autocvar_g_balance_powerup_strength_selfdamage : 1) \
629 * ((this.invincible_finished > time) ? autocvar_g_balance_powerup_invincible_takedamage : 1)
631 tracebox(this.origin, this.mins, this.maxs, this.origin + '0 0 -65536', MOVE_NOMONSTERS, this);
632 if(tracebox_hits_trigger_hurt(this.origin, this.mins, this.maxs, trace_endpos ))
633 if(this.items & IT_JETPACK)
635 tracebox(this.origin, this.mins, this.maxs, this.origin + '0 0 65536', MOVE_NOMONSTERS, this);
636 if(tracebox_hits_trigger_hurt(this.origin, this.mins, this.maxs, trace_endpos + '0 0 1' ))
638 if(this.velocity.z<0)
639 PHYS_INPUT_BUTTON_JETPACK(this) = true;
642 PHYS_INPUT_BUTTON_JETPACK(this) = true;
644 // If there is no goal try to move forward
646 if(this.goalcurrent==NULL)
649 dir = normalize(( ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5 ) - this.origin);
651 vector xyvelocity = this.velocity; xyvelocity_z = 0;
652 float xyspeed = xyvelocity * dir;
654 if(xyspeed < (maxspeed / 2))
656 makevectors(this.v_angle.y * '0 1 0');
657 tracebox(this.origin, this.mins, this.maxs, this.origin + (dir * maxspeed * 3), MOVE_NOMONSTERS, this);
658 if(trace_fraction==1)
660 CS(this).movement_x = dir * v_forward * maxspeed;
661 CS(this).movement_y = dir * v_right * maxspeed;
663 havocbot_keyboard_movement(this, this.origin + dir * 100);
667 this.havocbot_blockhead = true;
671 else if(GetResourceAmount(this, RESOURCE_HEALTH) + GetResourceAmount(this, RESOURCE_ARMOR) > ROCKETJUMP_DAMAGE())
673 if(this.velocity.z < 0)
675 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
677 .entity weaponentity = weaponentities[slot];
679 if(this.(weaponentity).m_weapon == WEP_Null && slot != 0)
682 if(client_hasweapon(this, WEP_DEVASTATOR, weaponentity, true, false))
684 CS(this).movement_x = maxspeed;
686 if(this.rocketjumptime)
688 if(time > this.rocketjumptime)
690 PHYS_INPUT_BUTTON_ATCK2(this) = true;
691 this.rocketjumptime = 0;
696 this.(weaponentity).m_switchweapon = WEP_DEVASTATOR;
698 PHYS_INPUT_BUTTON_ATCK(this) = true;
699 this.rocketjumptime = time + WEP_CVAR(devastator, detonatedelay);
707 // If there is no goal try to move forward
708 if(this.goalcurrent==NULL)
709 CS(this).movement_x = maxspeed;
713 // If we are under water with no goals, swim up
714 if(this.waterlevel && !this.goalcurrent)
717 if(this.waterlevel>WATERLEVEL_SWIMMING)
719 else if(this.velocity.z >= 0 && !(this.waterlevel == WATERLEVEL_WETFEET && this.watertype == CONTENT_WATER))
720 PHYS_INPUT_BUTTON_JUMP(this) = true;
722 PHYS_INPUT_BUTTON_JUMP(this) = false;
723 makevectors(this.v_angle.y * '0 1 0');
724 vector v = dir * maxspeed;
725 CS(this).movement.x = v * v_forward;
726 CS(this).movement.y = v * v_right;
727 CS(this).movement.z = v * v_up;
730 // if there is nowhere to go, exit
731 if (this.goalcurrent == NULL)
735 bool locked_goal = false;
736 if((this.goalentity && wasfreed(this.goalentity))
737 || (this.goalcurrent == this.goalentity && this.goalentity.tag_entity))
739 navigation_clearroute(this);
740 navigation_goalrating_timeout_force(this);
743 else if(this.goalentity.tag_entity)
745 navigation_goalrating_timeout_expire(this, 2);
747 else if(this.goalentity.bot_pickup)
749 if(this.goalentity.bot_pickup_respawning)
751 if(this.goalentity.solid) // item respawned
752 this.goalentity.bot_pickup_respawning = false;
753 else if(time < this.goalentity.scheduledrespawntime - 10) // item already taken (by someone else)
755 if(checkpvs(this.origin, this.goalentity))
757 this.goalentity.bot_pickup_respawning = false;
758 navigation_goalrating_timeout_expire(this, random());
760 locked_goal = true; // wait for item to respawn
762 else if(this.goalentity == this.goalcurrent)
763 locked_goal = true; // wait for item to respawn
765 else if(!this.goalentity.solid && !boxesoverlap(this.goalentity.absmin, this.goalentity.absmax, this.absmin, this.absmax))
767 if(checkpvs(this.origin, this.goalentity))
769 navigation_goalrating_timeout_expire(this, random());
773 if (this.goalcurrent == this.goalentity && this.goalentity_lock_timeout > time)
776 if (navigation_shortenpath(this))
778 if (vdist(this.origin - this.goalcurrent_prev.origin, <, 50)
779 && navigation_goalrating_timeout_can_be_anticipated(this))
780 navigation_goalrating_timeout_force(this);
783 bool goalcurrent_can_be_removed = false;
784 if (IS_PLAYER(this.goalcurrent) || IS_MONSTER(this.goalcurrent))
786 bool freeze_state_changed = (boolean(STAT(FROZEN, this.goalentity)) != this.goalentity_shouldbefrozen);
787 if (IS_DEAD(this.goalcurrent) || (this.goalentity == this.goalcurrent && freeze_state_changed))
789 goalcurrent_can_be_removed = true;
790 // don't remove if not visible
791 if (checkpvs(this.origin + this.view_ofs, this.goalcurrent))
793 navigation_goalrating_timeout_force(this);
797 else if (!(STAT(FROZEN, this.goalentity)) && this.bot_tracewalk_time < time)
799 set_tracewalk_dest(this.goalcurrent, this.origin, true);
800 if (!(trace_ent == this || tracewalk(this, this.origin, this.mins, this.maxs,
801 tracewalk_dest, tracewalk_dest_height, bot_navigation_movemode)))
803 navigation_goalrating_timeout_force(this);
806 this.bot_tracewalk_time = max(time, this.bot_tracewalk_time) + 0.25;
812 // optimize path finding by anticipating goalrating when bot is near a waypoint;
813 // in this case path finding can start directly from a waypoint instead of
814 // looking for all the reachable waypoints up to a certain distance
815 if (navigation_poptouchedgoals(this))
817 if (this.goalcurrent)
819 if (goalcurrent_can_be_removed)
821 // remove even if not visible
822 navigation_goalrating_timeout_force(this);
825 else if (navigation_goalrating_timeout_can_be_anticipated(this))
826 navigation_goalrating_timeout_force(this);
830 entity old_goal = this.goalcurrent_prev;
831 if (old_goal.item_group && this.item_group != old_goal.item_group)
833 // Avoid multiple costly calls of path finding code that selects one of the closest
834 // item of the group by telling the bot to head directly to the farthest item.
835 // Next time we let the bot select a goal as usual which can be another item
836 // of this group (the closest one) and so on
837 this.item_group = old_goal.item_group;
838 entity new_goal = havocbot_select_an_item_of_group(this, old_goal.item_group);
840 navigation_pushroute(this, new_goal);
846 // if ran out of goals try to use an alternative goal or get a new strategy asap
847 if(this.goalcurrent == NULL)
849 navigation_goalrating_timeout_force(this);
854 if(autocvar_bot_debug_goalstack)
855 debuggoalstack(this);
857 bool bunnyhop_forbidden = false;
858 vector destorg = get_closer_dest(this.goalcurrent, this.origin);
859 if (this.jumppadcount && this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
861 // if bot used the jumppad, push towards jumppad origin until jumppad waypoint gets removed
862 destorg = this.goalcurrent.origin;
864 else if (this.goalcurrent.wpisbox)
866 // if bot is inside the teleport waypoint, head to teleport origin until teleport gets used
867 // do it even if bot is on a ledge above a teleport/jumppad so it doesn't get stuck
868 if (boxesoverlap(this.goalcurrent.absmin, this.goalcurrent.absmax, this.origin + eZ * this.mins.z, this.origin + eZ * this.maxs.z)
869 || (this.absmin.z > destorg.z && destorg.x == this.origin.x && destorg.y == this.origin.y))
871 bunnyhop_forbidden = true;
872 destorg = this.goalcurrent.origin;
873 if(destorg.z > this.origin.z)
874 PHYS_INPUT_BUTTON_JUMP(this) = true;
878 diff = destorg - this.origin;
880 if (this.goalcurrent == this.goalentity && time < this.goalentity_lock_timeout && vdist(diff, <, 10))
882 // stop if the locked goal has been reached
883 destorg = this.origin;
884 diff = dir = '0 0 0';
886 else if (IS_PLAYER(this.goalcurrent) || IS_MONSTER(this.goalcurrent))
888 if (vdist(diff, <, 80))
890 // stop if too close to target player (even if frozen)
891 destorg = this.origin;
892 diff = dir = '0 0 0';
896 // move destorg out of target players, otherwise bot will consider them
897 // an obstacle that needs to be jumped (especially if frozen)
898 dir = normalize(diff);
899 destorg -= dir * PL_MAX_CONST.x * M_SQRT2;
900 diff = destorg - this.origin;
904 dir = normalize(diff);
905 flatdir = (diff.z == 0) ? dir : normalize(vec2(diff));
907 //if (this.bot_dodgevector_time < time)
909 //this.bot_dodgevector_time = time + cvar("bot_ai_dodgeupdateinterval");
910 //this.bot_dodgevector_jumpbutton = 1;
911 evadeobstacle = '0 0 0';
914 this.aistatus &= ~AI_STATUS_DANGER_AHEAD;
915 makevectors(this.v_angle.y * '0 1 0');
916 if (this.waterlevel > WATERLEVEL_WETFEET)
918 if (this.waterlevel > WATERLEVEL_SWIMMING)
920 if(!this.goalcurrent)
921 this.aistatus |= AI_STATUS_OUT_WATER;
922 else if(destorg.z > this.origin.z)
923 PHYS_INPUT_BUTTON_JUMP(this) = true;
928 if(this.velocity.z >= 0 && !(this.watertype == CONTENT_WATER && destorg.z < this.origin.z) &&
929 (this.aistatus & AI_STATUS_OUT_WATER))
930 PHYS_INPUT_BUTTON_JUMP(this) = true;
932 PHYS_INPUT_BUTTON_JUMP(this) = false;
939 if(this.aistatus & AI_STATUS_OUT_WATER)
940 this.aistatus &= ~AI_STATUS_OUT_WATER;
942 // jump if going toward an obstacle that doesn't look like stairs we
943 // can walk up directly
944 vector deviation = '0 0 0';
945 float current_speed = vlen(vec2(this.velocity));
946 if (current_speed < maxspeed * 0.2)
947 current_speed = maxspeed * 0.2;
950 deviation = vectoangles(diff) - vectoangles(this.velocity);
951 while (deviation.y < -180) deviation.y += 360;
952 while (deviation.y > 180) deviation.y -= 360;
954 float turning = false;
955 vector flat_diff = vec2(diff);
956 offset = max(32, current_speed * cos(deviation.y * DEG2RAD) * 0.3) * flatdir;
957 vector actual_destorg = this.origin + offset;
958 if (!this.goalstack01 || this.goalcurrent.wpflags & (WAYPOINTFLAG_TELEPORT | WAYPOINTFLAG_LADDER))
960 if (vlen2(flat_diff) < vlen2(offset))
962 actual_destorg.x = destorg.x;
963 actual_destorg.y = destorg.y;
966 else if (vdist(flat_diff, <, 32) && diff.z < -16) // destination is under the bot
968 actual_destorg.x = destorg.x;
969 actual_destorg.y = destorg.y;
971 else if (vlen2(flat_diff) < vlen2(offset))
973 vector next_goal_org = (this.goalstack01.absmin + this.goalstack01.absmax) * 0.5;
974 vector next_dir = normalize(vec2(next_goal_org - destorg));
975 float dist = vlen(vec2(this.origin + offset - destorg));
976 // if current and next goal are close to each other make sure
977 // actual_destorg isn't set beyond next_goal_org
978 if (dist ** 2 > vlen2(vec2(next_goal_org - destorg)))
979 actual_destorg = next_goal_org;
981 actual_destorg = vec2(destorg) + dist * next_dir;
982 actual_destorg.z = this.origin.z;
987 dir = flatdir = normalize(actual_destorg - this.origin);
989 if (turning || fabs(deviation.y) < 50) // don't even try to jump if deviation is too high
991 tracebox(this.origin, this.mins, this.maxs, actual_destorg, false, this);
992 if (trace_fraction < 1 && trace_plane_normal.z < 0.7)
995 tracebox(this.origin + stepheightvec, this.mins, this.maxs, actual_destorg + stepheightvec, false, this);
996 if (trace_fraction < s + 0.01 && trace_plane_normal.z < 0.7)
999 if (turning && fabs(deviation.y) > 5)
1001 // check if the obstacle is still there without turning
1002 actual_destorg = destorg;
1004 this.bot_tracewalk_time = time + 0.25;
1008 // don't artificially reduce max jump height in real-time
1009 // (jumpstepheightvec is reduced a bit to make the jumps easy in tracewalk)
1010 vector jump_height = (IS_ONGROUND(this)) ? stepheightvec + jumpheight_vec : jumpstepheightvec;
1011 tracebox(this.origin + jump_height, this.mins, this.maxs, actual_destorg + jump_height, false, this);
1012 if (trace_fraction > s)
1013 PHYS_INPUT_BUTTON_JUMP(this) = true;
1016 jump_height = stepheightvec + jumpheight_vec / 2;
1017 tracebox(this.origin + jump_height, this.mins, this.maxs, actual_destorg + jump_height, false, this);
1018 if (trace_fraction > s)
1019 PHYS_INPUT_BUTTON_JUMP(this) = true;
1025 // if bot for some reason doesn't get close to the current goal find another one
1026 if(!this.jumppadcount && !IS_PLAYER(this.goalcurrent))
1027 if(!(locked_goal && this.goalcurrent_distance_z < 50 && this.goalcurrent_distance_2d < 50))
1028 if(havocbot_checkgoaldistance(this, destorg))
1030 if(this.goalcurrent_distance_time < 0) // can't get close for the second time
1032 navigation_clearroute(this);
1033 navigation_goalrating_timeout_force(this);
1037 set_tracewalk_dest(this.goalcurrent, this.origin, false);
1038 if (!tracewalk(this, this.origin, this.mins, this.maxs,
1039 tracewalk_dest, tracewalk_dest_height, bot_navigation_movemode))
1041 navigation_clearroute(this);
1042 navigation_goalrating_timeout_force(this);
1046 // give bot only another chance to prevent bot getting stuck
1047 // in case it thinks it can walk but actually can't
1048 this.goalcurrent_distance_z = FLOAT_MAX;
1049 this.goalcurrent_distance_2d = FLOAT_MAX;
1050 this.goalcurrent_distance_time = -time; // mark second try
1053 // Check for water/slime/lava and dangerous edges
1054 // (only when the bot is on the ground or jumping intentionally)
1056 offset = (vdist(this.velocity, >, 32) ? this.velocity * 0.2 : v_forward * 32);
1057 vector dst_ahead = this.origin + this.view_ofs + offset;
1058 vector dst_down = dst_ahead - '0 0 3000';
1059 traceline(this.origin + this.view_ofs, dst_ahead, true, NULL);
1061 bool unreachable = false;
1063 if(trace_fraction == 1 && this.jumppadcount == 0 && !this.goalcurrent.wphardwired )
1064 if((IS_ONGROUND(this)) || (this.aistatus & AI_STATUS_RUNNING) || (this.aistatus & AI_STATUS_ROAMING) || PHYS_INPUT_BUTTON_JUMP(this))
1067 traceline(dst_ahead , dst_down, true, NULL);
1068 //te_lightning2(NULL, this.origin + this.view_ofs, dst_ahead); // Draw "ahead" look
1069 //te_lightning2(NULL, dst_ahead, dst_down); // Draw "downwards" look
1070 if(trace_endpos.z < this.origin.z + this.mins.z)
1072 s = pointcontents(trace_endpos + '0 0 1');
1073 if (s != CONTENT_SOLID)
1074 if (s == CONTENT_LAVA || s == CONTENT_SLIME)
1075 evadelava = normalize(this.velocity) * -1;
1076 else if (s == CONTENT_SKY)
1077 evadeobstacle = normalize(this.velocity) * -1;
1078 else if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos))
1080 // the traceline check isn't enough but is good as optimization,
1081 // when not true (most of the time) this tracebox call is avoided
1082 tracebox(dst_ahead, this.mins, this.maxs, dst_down, true, this);
1083 if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos))
1085 if (destorg.z > this.origin.z + jumpstepheightvec.z)
1087 // the goal is probably on an upper platform, assume bot can't get there
1091 evadelava = normalize(this.velocity) * -1;
1098 evadeobstacle.z = 0;
1100 makevectors(this.v_angle.y * '0 1 0');
1102 if(evadeobstacle || evadelava || (s == CONTENT_WATER))
1104 this.aistatus |= AI_STATUS_DANGER_AHEAD;
1105 if(IS_PLAYER(this.goalcurrent))
1109 // slow down if bot is in the air and goal is under it
1110 if (!this.goalcurrent.wphardwired
1111 && vdist(flat_diff, <, 250) && this.origin.z - destorg.z > 120
1112 && (!IS_ONGROUND(this) || vdist(vec2(this.velocity), >, maxspeed * 0.3)))
1114 // tracebox wouldn't work when bot is still on the ledge
1115 traceline(this.origin, this.origin - '0 0 200', true, this);
1116 if (this.origin.z - trace_endpos.z > 120)
1117 evadeobstacle = normalize(this.velocity) * -1;
1122 navigation_clearroute(this);
1123 navigation_goalrating_timeout_force(this);
1124 this.ignoregoal = this.goalcurrent;
1125 this.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
1129 dodge = havocbot_dodge(this);
1131 dodge *= bound(0, 0.5 + (skill + this.bot_dodgeskill) * 0.1, 1);
1132 dodge += evadeobstacle + evadelava;
1133 evadelava = evadelava * bound(1,3-(skill+this.bot_dodgeskill),3); //Noobs fear lava a lot and take more distance from it
1136 traceline(this.origin, (this.enemy.absmin + this.enemy.absmax) * 0.5, true, NULL);
1137 if (IS_PLAYER(trace_ent))
1138 dodge_enemy_factor = bound(0, (skill + this.bot_dodgeskill) / 7, 1);
1140 // this.bot_dodgevector = dir;
1141 // this.bot_dodgevector_jumpbutton = PHYS_INPUT_BUTTON_JUMP(this);
1144 float ladder_zdir = 0;
1145 if(time < this.ladder_time)
1147 if(this.goalcurrent.origin.z + this.goalcurrent.mins.z > this.origin.z + this.mins.z)
1149 if(this.origin.z + this.mins.z < this.ladder_entity.origin.z + this.ladder_entity.maxs.z)
1154 if(this.origin.z + this.mins.z > this.ladder_entity.origin.z + this.ladder_entity.mins.z)
1159 if (vdist(flatdir, <, 15))
1160 dir = ladder_zdir * '0 0 1';
1163 dir.z = ladder_zdir * 1.3;
1164 dir = normalize(dir);
1169 if (this.goalcurrent.wpisbox
1170 && boxesoverlap(this.goalcurrent.absmin, this.goalcurrent.absmax, this.origin, this.origin))
1172 // bot is inside teleport waypoint but hasn't touched the real teleport yet
1173 // head to teleport origin
1174 dir = (this.goalcurrent.origin - this.origin);
1176 dir = normalize(dir);
1179 if (!this.bot_aimdir_executed)
1180 bot_aimdir(this, dir, -1);
1184 dir *= dodge_enemy_factor;
1185 dir = normalize(dir + dodge);
1188 //dir = this.bot_dodgevector;
1189 //if (this.bot_dodgevector_jumpbutton)
1190 // PHYS_INPUT_BUTTON_JUMP(this) = true;
1191 CS(this).movement_x = dir * v_forward * maxspeed;
1192 CS(this).movement_y = dir * v_right * maxspeed;
1193 CS(this).movement_z = dir * v_up * maxspeed;
1195 // Emulate keyboard interface
1197 havocbot_keyboard_movement(this, destorg);
1200 //if(this.aistatus & AI_STATUS_ROAMING)
1201 if(!bunnyhop_forbidden && this.goalcurrent)
1202 if(skill+this.bot_moveskill >= autocvar_bot_ai_bunnyhop_skilloffset)
1203 havocbot_bunnyhop(this, dir);
1205 if ((dir * v_up) >= autocvar_sv_jumpvelocity*0.5 && (IS_ONGROUND(this))) PHYS_INPUT_BUTTON_JUMP(this) = true;
1206 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;
1207 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);
1210 entity havocbot_gettarget(entity this, bool secondary)
1213 vector eye = CENTER_OR_VIEWOFS(this);
1214 IL_EACH(g_bot_targets, boolean((secondary) ? it.classname == "misc_breakablemodel" : it.classname != "misc_breakablemodel"),
1216 vector v = CENTER_OR_VIEWOFS(it);
1217 if(vdist(v - eye, <, autocvar_bot_ai_enemydetectionradius))
1218 if(!best || vlen2(CENTER_OR_VIEWOFS(best) - eye) > vlen2(v - eye))
1219 if(bot_shouldattack(this, it))
1221 traceline(eye, v, true, this);
1222 if (trace_ent == it || trace_fraction >= 1)
1230 void havocbot_chooseenemy(entity this)
1232 if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(this))
1239 if (!bot_shouldattack(this, this.enemy))
1241 // enemy died or something, find a new target
1243 this.havocbot_chooseenemy_finished = time;
1245 else if (this.havocbot_stickenemy)
1247 // tracking last chosen enemy
1248 // if enemy is visible
1249 // and not really really far away
1250 // and we're not severely injured
1251 // then keep tracking for a half second into the future
1252 traceline(this.origin+this.view_ofs, ( this.enemy.absmin + this.enemy.absmax ) * 0.5,false,NULL);
1253 if (trace_ent == this.enemy || trace_fraction == 1)
1254 if (vdist(((this.enemy.absmin + this.enemy.absmax) * 0.5) - this.origin, <, 1000))
1255 if (GetResourceAmount(this, RESOURCE_HEALTH) > 30)
1257 // remain tracking him for a shot while (case he went after a small corner or pilar
1258 this.havocbot_chooseenemy_finished = time + 0.5;
1261 // enemy isn't visible, or is far away, or we're injured severely
1262 // so stop preferring this enemy
1263 // (it will still take a half second until a new one is chosen)
1264 this.havocbot_stickenemy = 0;
1267 if (time < this.havocbot_chooseenemy_finished)
1269 this.havocbot_chooseenemy_finished = time + autocvar_bot_ai_enemydetectioninterval;
1270 vector eye = this.origin + this.view_ofs;
1272 float bestrating = 100000000;
1275 int hf = this.dphitcontentsmask;
1277 // Search for enemies, if no enemy can be seen directly try to look through transparent objects
1279 this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
1281 bool scan_transparent = false;
1282 bool scan_secondary_targets = false;
1283 bool have_secondary_targets = false;
1286 scan_secondary_targets = false;
1288 IL_EACH(g_bot_targets, it.bot_attack,
1290 if(!scan_secondary_targets)
1292 if(it.classname == "misc_breakablemodel")
1294 have_secondary_targets = true;
1298 else if(it.classname != "misc_breakablemodel")
1301 vector v = (it.absmin + it.absmax) * 0.5;
1302 float rating = vlen2(v - eye);
1303 if (vdist(v - eye, <, autocvar_bot_ai_enemydetectionradius))
1304 if (bestrating > rating)
1305 if (bot_shouldattack(this, it))
1307 traceline(eye, v, true, this);
1308 if (trace_ent == it || trace_fraction >= 1)
1311 bestrating = rating;
1316 if(!best && have_secondary_targets && !scan_secondary_targets)
1318 scan_secondary_targets = true;
1320 bestrating = 100000000;
1324 // I want to do a second scan if no enemy was found or I don't have weapons
1325 // TODO: Perform the scan when using the rifle (requires changes on the rifle code)
1326 if(best || STAT(WEAPONS, this)) // || this.weapon == WEP_RIFLE.m_id
1328 if(scan_transparent)
1331 // Set flags to see through transparent objects
1332 this.dphitcontentsmask |= DPCONTENTS_OPAQUE;
1334 scan_transparent = true;
1337 // Restore hit flags
1338 this.dphitcontentsmask = hf;
1341 this.havocbot_stickenemy = true;
1342 if(best && best.classname == "misc_breakablemodel")
1343 this.havocbot_stickenemy = false;
1346 float havocbot_chooseweapon_checkreload(entity this, .entity weaponentity, int new_weapon)
1348 // bots under this skill cannot find unloaded weapons to reload idly when not in combat,
1349 // so skip this for them, or they'll never get to reload their weapons at all.
1350 // this also allows bots under this skill to be more stupid, and reload more often during combat :)
1354 // if this weapon is scheduled for reloading, don't switch to it during combat
1355 if (this.(weaponentity).weapon_load[new_weapon] < 0)
1357 FOREACH(Weapons, it != WEP_Null, {
1358 if(it.wr_checkammo1(it, this, weaponentity) + it.wr_checkammo2(it, this, weaponentity))
1359 return true; // other weapon available
1366 void havocbot_chooseweapon(entity this, .entity weaponentity)
1371 if(g_weaponarena_weapons == WEPSET(TUBA))
1373 this.(weaponentity).m_switchweapon = WEP_TUBA;
1377 // TODO: clean this up by moving it to weapon code
1378 if(this.enemy==NULL)
1380 // If no weapon was chosen get the first available weapon
1381 if(this.(weaponentity).m_weapon==WEP_Null)
1382 FOREACH(Weapons, it != WEP_Null, {
1383 if(client_hasweapon(this, it, weaponentity, true, false))
1385 this.(weaponentity).m_switchweapon = it;
1392 // Do not change weapon during the next second after a combo
1393 float f = time - this.lastcombotime;
1398 float distance; distance=bound(10,vlen(this.origin-this.enemy.origin)-200,10000);
1400 // Should it do a weapon combo?
1401 float af, ct, combo_time, combo;
1403 af = ATTACK_FINISHED(this, 0);
1404 ct = autocvar_bot_ai_weapon_combo_threshold;
1406 // Bots with no skill will be 4 times more slower than "godlike" bots when doing weapon combos
1407 // Ideally this 4 should be calculated as longest_weapon_refire / bot_ai_weapon_combo_threshold
1408 combo_time = time + ct + (ct * ((-0.3*(skill+this.bot_weaponskill))+3));
1412 if(autocvar_bot_ai_weapon_combo)
1413 if(this.(weaponentity).m_weapon.m_id == this.(weaponentity).lastfiredweapon)
1417 this.lastcombotime = time;
1420 distance *= (2 ** this.bot_rangepreference);
1422 // Custom weapon list based on distance to the enemy
1423 if(bot_custom_weapon){
1425 // Choose weapons for far distance
1426 if ( distance > bot_distance_far ) {
1427 for(i=0; i < Weapons_COUNT && bot_weapons_far[i] != -1 ; ++i){
1428 w = bot_weapons_far[i];
1429 if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
1431 if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1433 this.(weaponentity).m_switchweapon = Weapons_from(w);
1439 // Choose weapons for mid distance
1440 if ( distance > bot_distance_close) {
1441 for(i=0; i < Weapons_COUNT && bot_weapons_mid[i] != -1 ; ++i){
1442 w = bot_weapons_mid[i];
1443 if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
1445 if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1447 this.(weaponentity).m_switchweapon = Weapons_from(w);
1453 // Choose weapons for close distance
1454 for(i=0; i < Weapons_COUNT && bot_weapons_close[i] != -1 ; ++i){
1455 w = bot_weapons_close[i];
1456 if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
1458 if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1460 this.(weaponentity).m_switchweapon = Weapons_from(w);
1467 void havocbot_aim(entity this)
1469 if (time < this.nextaim)
1471 this.nextaim = time + 0.1;
1472 vector myvel = this.velocity;
1473 if (!this.waterlevel)
1475 if(MUTATOR_CALLHOOK(HavocBot_Aim, this)) { /* do nothing */ }
1476 else if (this.enemy)
1478 vector enemyvel = this.enemy.velocity;
1479 if (!this.enemy.waterlevel)
1481 lag_additem(this, time + CS(this).ping, 0, 0, this.enemy, this.origin, myvel, (this.enemy.absmin + this.enemy.absmax) * 0.5, enemyvel);
1484 lag_additem(this, time + CS(this).ping, 0, 0, NULL, this.origin, myvel, ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5, '0 0 0');
1487 bool havocbot_moveto_refresh_route(entity this)
1489 // Refresh path to goal if necessary
1491 wp = this.havocbot_personal_waypoint;
1492 navigation_goalrating_start(this);
1493 navigation_routerating(this, wp, 10000, 10000);
1494 navigation_goalrating_end(this);
1495 return (this.goalentity != NULL);
1498 float havocbot_moveto(entity this, vector pos)
1502 if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_GOING)
1504 // Step 4: Move to waypoint
1505 if(this.havocbot_personal_waypoint==NULL)
1507 LOG_TRACE("Error: ", this.netname, " trying to walk to a non existent personal waypoint");
1508 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_GOING;
1509 return CMD_STATUS_ERROR;
1512 if (!bot_strategytoken_taken)
1513 if(this.havocbot_personal_waypoint_searchtime<time)
1515 bot_strategytoken_taken = true;
1516 if(havocbot_moveto_refresh_route(this))
1518 LOG_TRACE(this.netname, " walking to its personal waypoint (after ", ftos(this.havocbot_personal_waypoint_failcounter), " failed attempts)");
1519 this.havocbot_personal_waypoint_searchtime = time + 10;
1520 this.havocbot_personal_waypoint_failcounter = 0;
1524 this.havocbot_personal_waypoint_failcounter += 1;
1525 this.havocbot_personal_waypoint_searchtime = time + 2;
1526 if(this.havocbot_personal_waypoint_failcounter >= 30)
1528 LOG_TRACE("Warning: can't walk to the personal waypoint located at ", vtos(this.havocbot_personal_waypoint.origin));
1529 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1530 delete(this.havocbot_personal_waypoint);
1531 return CMD_STATUS_ERROR;
1534 LOG_TRACE(this.netname, " can't walk to its personal waypoint (after ", ftos(this.havocbot_personal_waypoint_failcounter), " failed attempts), trying later");
1538 if(autocvar_bot_debug_goalstack)
1539 debuggoalstack(this);
1543 havocbot_movetogoal(this);
1545 if (!this.bot_aimdir_executed && this.goalcurrent)
1548 vector dir = get_closer_dest(this.goalcurrent, this.origin);
1549 dir -= this.origin + this.view_ofs;
1551 bot_aimdir(this, dir, -1);
1554 if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_REACHED)
1556 // Step 5: Waypoint reached
1557 LOG_TRACE(this.netname, "'s personal waypoint reached");
1558 delete(this.havocbot_personal_waypoint);
1559 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_REACHED;
1560 return CMD_STATUS_FINISHED;
1563 return CMD_STATUS_EXECUTING;
1566 // Step 2: Linking waypoint
1567 if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_LINKING)
1569 // Wait until it is linked
1570 if(!this.havocbot_personal_waypoint.wplinked)
1572 LOG_TRACE(this.netname, " waiting for personal waypoint to be linked");
1573 return CMD_STATUS_EXECUTING;
1576 this.havocbot_personal_waypoint_searchtime = time; // so we set the route next frame
1577 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1578 this.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_GOING;
1580 // Step 3: Route to waypoint
1581 LOG_TRACE(this.netname, " walking to its personal waypoint");
1583 return CMD_STATUS_EXECUTING;
1586 // Step 1: Spawning waypoint
1587 wp = waypoint_spawnpersonal(this, pos);
1590 LOG_TRACE("Error: Can't spawn personal waypoint at ",vtos(pos));
1591 return CMD_STATUS_ERROR;
1594 this.havocbot_personal_waypoint = wp;
1595 this.havocbot_personal_waypoint_failcounter = 0;
1596 this.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1598 // if pos is inside a teleport, then let's mark it as teleport waypoint
1599 IL_EACH(g_teleporters, WarpZoneLib_BoxTouchesBrush(pos, pos, it, NULL),
1601 wp.wpflags |= WAYPOINTFLAG_TELEPORT;
1602 this.lastteleporttime = 0;
1606 if(wp.wpflags & WAYPOINTFLAG_TELEPORT)
1607 print("routing to a teleporter\n");
1609 print("routing to a non-teleporter\n");
1612 return CMD_STATUS_EXECUTING;
1615 float havocbot_resetgoal(entity this)
1617 navigation_clearroute(this);
1618 return CMD_STATUS_FINISHED;
1621 void havocbot_setupbot(entity this)
1623 this.bot_ai = havocbot_ai;
1624 this.cmd_moveto = havocbot_moveto;
1625 this.cmd_resetgoal = havocbot_resetgoal;
1627 // NOTE: bot is not player yet
1628 havocbot_chooserole(this);
1631 vector havocbot_dodge(entity this)
1633 // LordHavoc: disabled because this is too expensive
1638 float danger, bestdanger, vl, d;
1641 // check for dangerous objects near bot or approaching bot
1642 head = findchainfloat(bot_dodge, true);
1645 if (head.owner != this)
1647 vl = vlen(head.velocity);
1648 if (vl > autocvar_sv_maxspeed * 0.3)
1650 n = normalize(head.velocity);
1651 v = this.origin - head.origin;
1653 if (d > (0 - head.bot_dodgerating))
1654 if (d < (vl * 0.2 + head.bot_dodgerating))
1656 // calculate direction and distance from the flight path, by removing the forward axis
1657 v = v - (n * (v * n));
1658 danger = head.bot_dodgerating - vlen(v);
1659 if (bestdanger < danger)
1661 bestdanger = danger;
1662 // dodge to the side of the object
1663 dodge = normalize(v);
1669 danger = head.bot_dodgerating - vlen(head.origin - this.origin);
1670 if (bestdanger < danger)
1672 bestdanger = danger;
1673 dodge = normalize(this.origin - head.origin);