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Add weaponentity parameter to ammo checking
[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/physics/player.qh>
13 #include <common/state.qh>
14 #include <common/items/_mod.qh>
15
16 #include <common/triggers/teleporters.qh>
17 #include <common/triggers/trigger/jumppads.qh>
18
19 #include <lib/warpzone/common.qh>
20
21 .float speed;
22
23 void havocbot_ai(entity this)
24 {
25         if(this.draggedby)
26                 return;
27
28         if(bot_execute_commands(this))
29                 return;
30
31         if (bot_strategytoken == this)
32         if (!bot_strategytoken_taken)
33         {
34                 if(this.havocbot_blockhead)
35                 {
36                         this.havocbot_blockhead = false;
37                 }
38                 else
39                 {
40                         if (!this.jumppadcount)
41                                 this.havocbot_role(this); // little too far down the rabbit hole
42                 }
43
44                 // TODO: tracewalk() should take care of this job (better path finding under water)
45                 // if we don't have a goal and we're under water look for a waypoint near the "shore" and push it
46                 if(IS_DEAD(this))
47                 if(!this.goalcurrent)
48                 if(this.waterlevel == WATERLEVEL_SWIMMING || (this.aistatus & AI_STATUS_OUT_WATER))
49                 {
50                         // Look for the closest waypoint out of water
51                         entity newgoal = NULL;
52                         IL_EACH(g_waypoints, vdist(it.origin - this.origin, <=, 10000),
53                         {
54                                 if(it.origin.z < this.origin.z)
55                                         continue;
56
57                                 if(it.origin.z - this.origin.z - this.view_ofs.z > 100)
58                                         continue;
59
60                                 if (pointcontents(it.origin + it.maxs + '0 0 1') != CONTENT_EMPTY)
61                                         continue;
62
63                                 traceline(this.origin + this.view_ofs, ((it.absmin + it.absmax) * 0.5), true, this);
64
65                                 if(trace_fraction < 1)
66                                         continue;
67
68                                 if(!newgoal || vlen2(it.origin - this.origin) < vlen2(newgoal.origin - this.origin))
69                                         newgoal = it;
70                         });
71
72                         if(newgoal)
73                         {
74                         //      te_wizspike(newgoal.origin);
75                                 navigation_pushroute(this, newgoal);
76                         }
77                 }
78
79                 // token has been used this frame
80                 bot_strategytoken_taken = true;
81         }
82
83         if(IS_DEAD(this))
84                 return;
85
86         havocbot_chooseenemy(this);
87         if (this.bot_chooseweapontime < time )
88         {
89                 this.bot_chooseweapontime = time + autocvar_bot_ai_chooseweaponinterval;
90                 havocbot_chooseweapon(this);
91         }
92         havocbot_aim(this);
93         lag_update(this);
94         if (this.bot_aimtarg)
95         {
96                 this.aistatus |= AI_STATUS_ATTACKING;
97                 this.aistatus &= ~AI_STATUS_ROAMING;
98
99                 if(this.weapons)
100                 {
101                         .entity weaponentity = weaponentities[0]; // TODO: unhardcode
102                         Weapon w = this.(weaponentity).m_weapon;
103                         w.wr_aim(w, this);
104                         if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(this))
105                         {
106                                 PHYS_INPUT_BUTTON_ATCK(this) = false;
107                                 PHYS_INPUT_BUTTON_ATCK2(this) = false;
108                         }
109                         else
110                         {
111                                 if(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this))
112                                         this.lastfiredweapon = this.(weaponentity).m_weapon.m_id;
113                         }
114                 }
115                 else
116                 {
117                         if(IS_PLAYER(this.bot_aimtarg))
118                                 bot_aimdir(this, this.bot_aimtarg.origin + this.bot_aimtarg.view_ofs - this.origin - this.view_ofs , -1);
119                 }
120         }
121         else if (this.goalcurrent)
122         {
123                 this.aistatus |= AI_STATUS_ROAMING;
124                 this.aistatus &= ~AI_STATUS_ATTACKING;
125
126                 vector now,v,next;//,heading;
127                 float aimdistance,skillblend,distanceblend,blend;
128                 next = now = ( (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5) - (this.origin + this.view_ofs);
129                 aimdistance = vlen(now);
130                 //heading = this.velocity;
131                 //dprint(this.goalstack01.classname,etos(this.goalstack01),"\n");
132                 if(
133                         this.goalstack01 != this && this.goalstack01 != NULL && ((this.aistatus & AI_STATUS_RUNNING) == 0) &&
134                         !(this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
135                 )
136                         next = ((this.goalstack01.absmin + this.goalstack01.absmax) * 0.5) - (this.origin + this.view_ofs);
137
138                 skillblend=bound(0,(skill+this.bot_moveskill-2.5)*0.5,1); //lower skill player can't preturn
139                 distanceblend=bound(0,aimdistance/autocvar_bot_ai_keyboard_distance,1);
140                 blend = skillblend * (1-distanceblend);
141                 //v = (now * (distanceblend) + next * (1-distanceblend)) * (skillblend) + now * (1-skillblend);
142                 //v = now * (distanceblend) * (skillblend) + next * (1-distanceblend) * (skillblend) + now * (1-skillblend);
143                 //v = now * ((1-skillblend) + (distanceblend) * (skillblend)) + next * (1-distanceblend) * (skillblend);
144                 v = now + blend * (next - now);
145                 //dprint(etos(this), " ");
146                 //dprint(vtos(now), ":", vtos(next), "=", vtos(v), " (blend ", ftos(blend), ")\n");
147                 //v = now * (distanceblend) + next * (1-distanceblend);
148                 if (this.waterlevel < WATERLEVEL_SWIMMING)
149                         v.z = 0;
150                 //dprint("walk at:", vtos(v), "\n");
151                 //te_lightning2(NULL, this.origin, this.goalcurrent.origin);
152                 bot_aimdir(this, v, -1);
153         }
154         havocbot_movetogoal(this);
155
156         // if the bot is not attacking, consider reloading weapons
157         if (!(this.aistatus & AI_STATUS_ATTACKING))
158         {
159                 // we are currently holding a weapon that's not fully loaded, reload it
160                 if(skill >= 2) // bots can only reload the held weapon on purpose past this skill
161                 if(this.clip_load < this.clip_size)
162                         this.impulse = 20; // "press" the reload button, not sure if this is done right
163
164                 // if we're not reloading a weapon, switch to any weapon in our invnetory that's not fully loaded to reload it next
165                 // the code above executes next frame, starting the reloading then
166                 if(skill >= 5) // bots can only look for unloaded weapons past this skill
167                 if(this.clip_load >= 0) // only if we're not reloading a weapon already
168                 {
169                         .entity weaponentity = weaponentities[0]; // TODO: unhardcode
170                         FOREACH(Weapons, it != WEP_Null, LAMBDA(
171                                 if((this.weapons & (it.m_wepset)) && (it.spawnflags & WEP_FLAG_RELOADABLE) && (this.weapon_load[it.m_id] < it.reloading_ammo))
172                                         this.(weaponentity).m_switchweapon = it;
173                         ));
174                 }
175         }
176 }
177
178 void havocbot_keyboard_movement(entity this, vector destorg)
179 {
180         vector keyboard;
181         float blend, maxspeed;
182         float sk;
183
184         sk = skill + this.bot_moveskill;
185
186         maxspeed = autocvar_sv_maxspeed;
187
188         if (time < this.havocbot_keyboardtime)
189                 return;
190
191         this.havocbot_keyboardtime =
192                 max(
193                         this.havocbot_keyboardtime
194                                 + 0.05/max(1, sk+this.havocbot_keyboardskill)
195                                 + random()*0.025/max(0.00025, skill+this.havocbot_keyboardskill)
196                 , time);
197         keyboard = this.movement * (1.0 / maxspeed);
198
199         float trigger, trigger1;
200         blend = bound(0,sk*0.1,1);
201         trigger = autocvar_bot_ai_keyboard_threshold;
202         trigger1 = 0 - trigger;
203
204         // categorize forward movement
205         // at skill < 1.5 only forward
206         // at skill < 2.5 only individual directions
207         // at skill < 4.5 only individual directions, and forward diagonals
208         // at skill >= 4.5, all cases allowed
209         if (keyboard.x > trigger)
210         {
211                 keyboard.x = 1;
212                 if (sk < 2.5)
213                         keyboard.y = 0;
214         }
215         else if (keyboard.x < trigger1 && sk > 1.5)
216         {
217                 keyboard.x = -1;
218                 if (sk < 4.5)
219                         keyboard.y = 0;
220         }
221         else
222         {
223                 keyboard.x = 0;
224                 if (sk < 1.5)
225                         keyboard.y = 0;
226         }
227         if (sk < 4.5)
228                 keyboard.z = 0;
229
230         if (keyboard.y > trigger)
231                 keyboard.y = 1;
232         else if (keyboard.y < trigger1)
233                 keyboard.y = -1;
234         else
235                 keyboard.y = 0;
236
237         if (keyboard.z > trigger)
238                 keyboard.z = 1;
239         else if (keyboard.z < trigger1)
240                 keyboard.z = -1;
241         else
242                 keyboard.z = 0;
243
244         this.havocbot_keyboard = keyboard * maxspeed;
245         if (this.havocbot_ducktime>time) PHYS_INPUT_BUTTON_CROUCH(this) = true;
246
247         keyboard = this.havocbot_keyboard;
248         blend = bound(0,vlen(destorg-this.origin)/autocvar_bot_ai_keyboard_distance,1); // When getting close move with 360 degree
249         //dprint("movement ", vtos(this.movement), " keyboard ", vtos(keyboard), " blend ", ftos(blend), "\n");
250         this.movement = this.movement + (keyboard - this.movement) * blend;
251 }
252
253 void havocbot_bunnyhop(entity this, vector dir)
254 {
255         float bunnyhopdistance;
256         vector deviation;
257         float maxspeed;
258         vector gco, gno;
259
260         // Don't jump when attacking
261         if(this.aistatus & AI_STATUS_ATTACKING)
262                 return;
263
264         if(IS_PLAYER(this.goalcurrent))
265                 return;
266
267         maxspeed = autocvar_sv_maxspeed;
268
269         if(this.aistatus & AI_STATUS_DANGER_AHEAD)
270         {
271                 this.aistatus &= ~AI_STATUS_RUNNING;
272                 PHYS_INPUT_BUTTON_JUMP(this) = false;
273                 this.bot_canruntogoal = 0;
274                 this.bot_timelastseengoal = 0;
275                 return;
276         }
277
278         if(this.waterlevel > WATERLEVEL_WETFEET)
279         {
280                 this.aistatus &= ~AI_STATUS_RUNNING;
281                 return;
282         }
283
284         if(this.bot_lastseengoal != this.goalcurrent && !(this.aistatus & AI_STATUS_RUNNING))
285         {
286                 this.bot_canruntogoal = 0;
287                 this.bot_timelastseengoal = 0;
288         }
289
290         gco = (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5;
291         bunnyhopdistance = vlen(this.origin - gco);
292
293         // Run only to visible goals
294         if(IS_ONGROUND(this))
295         if(this.speed==maxspeed)
296         if(checkpvs(this.origin + this.view_ofs, this.goalcurrent))
297         {
298                         this.bot_lastseengoal = this.goalcurrent;
299
300                         // seen it before
301                         if(this.bot_timelastseengoal)
302                         {
303                                 // for a period of time
304                                 if(time - this.bot_timelastseengoal > autocvar_bot_ai_bunnyhop_firstjumpdelay)
305                                 {
306                                         float checkdistance;
307                                         checkdistance = true;
308
309                                         // don't run if it is too close
310                                         if(this.bot_canruntogoal==0)
311                                         {
312                                                 if(bunnyhopdistance > autocvar_bot_ai_bunnyhop_startdistance)
313                                                         this.bot_canruntogoal = 1;
314                                                 else
315                                                         this.bot_canruntogoal = -1;
316                                         }
317
318                                         if(this.bot_canruntogoal != 1)
319                                                 return;
320
321                                         if(this.aistatus & AI_STATUS_ROAMING)
322                                         if(this.goalcurrent.classname=="waypoint")
323                                         if (!(this.goalcurrent.wpflags & WAYPOINTFLAG_PERSONAL))
324                                         if(fabs(gco.z - this.origin.z) < this.maxs.z - this.mins.z)
325                                         if(this.goalstack01!=NULL)
326                                         {
327                                                 gno = (this.goalstack01.absmin + this.goalstack01.absmax) * 0.5;
328                                                 deviation = vectoangles(gno - this.origin) - vectoangles(gco - this.origin);
329                                                 while (deviation.y < -180) deviation.y = deviation.y + 360;
330                                                 while (deviation.y > 180) deviation.y = deviation.y - 360;
331
332                                                 if(fabs(deviation.y) < 20)
333                                                 if(bunnyhopdistance < vlen(this.origin - gno))
334                                                 if(fabs(gno.z - gco.z) < this.maxs.z - this.mins.z)
335                                                 {
336                                                         if(vdist(gco - gno, >, autocvar_bot_ai_bunnyhop_startdistance))
337                                                         if(checkpvs(this.origin + this.view_ofs, this.goalstack01))
338                                                         {
339                                                                 checkdistance = false;
340                                                         }
341                                                 }
342                                         }
343
344                                         if(checkdistance)
345                                         {
346                                                 this.aistatus &= ~AI_STATUS_RUNNING;
347                                                 if(bunnyhopdistance > autocvar_bot_ai_bunnyhop_stopdistance)
348                                                         PHYS_INPUT_BUTTON_JUMP(this) = true;
349                                         }
350                                         else
351                                         {
352                                                 this.aistatus |= AI_STATUS_RUNNING;
353                                                 PHYS_INPUT_BUTTON_JUMP(this) = true;
354                                         }
355                                 }
356                         }
357                         else
358                         {
359                                 this.bot_timelastseengoal = time;
360                         }
361         }
362         else
363         {
364                 this.bot_timelastseengoal = 0;
365         }
366
367 #if 0
368         // Release jump button
369         if(!cvar("sv_pogostick"))
370         if((IS_ONGROUND(this)) == 0)
371         {
372                 if(this.velocity.z < 0 || vlen(this.velocity)<maxspeed)
373                         PHYS_INPUT_BUTTON_JUMP(this) = false;
374
375                 // Strafe
376                 if(this.aistatus & AI_STATUS_RUNNING)
377                 if(vlen(this.velocity)>maxspeed)
378                 {
379                         deviation = vectoangles(dir) - vectoangles(this.velocity);
380                         while (deviation.y < -180) deviation.y = deviation.y + 360;
381                         while (deviation.y > 180) deviation.y = deviation.y - 360;
382
383                         if(fabs(deviation.y)>10)
384                                 this.movement_x = 0;
385
386                         if(deviation.y>10)
387                                 this.movement_y = maxspeed * -1;
388                         else if(deviation.y<10)
389                                 this.movement_y = maxspeed;
390
391                 }
392         }
393 #endif
394 }
395
396 void havocbot_movetogoal(entity this)
397 {
398         vector destorg;
399         vector diff;
400         vector dir;
401         vector flatdir;
402         vector m1;
403         vector m2;
404         vector evadeobstacle;
405         vector evadelava;
406         float s;
407         float maxspeed;
408         vector gco;
409         //float dist;
410         vector dodge;
411         //if (this.goalentity)
412         //      te_lightning2(this, this.origin, (this.goalentity.absmin + this.goalentity.absmax) * 0.5);
413         this.movement = '0 0 0';
414         maxspeed = autocvar_sv_maxspeed;
415
416         // Jetpack navigation
417         if(this.goalcurrent)
418         if(this.navigation_jetpack_goal)
419         if(this.goalcurrent==this.navigation_jetpack_goal)
420         if(this.ammo_fuel)
421         {
422                 if(autocvar_bot_debug_goalstack)
423                 {
424                         debuggoalstack(this);
425                         te_wizspike(this.navigation_jetpack_point);
426                 }
427
428                 // Take off
429                 if (!(this.aistatus & AI_STATUS_JETPACK_FLYING))
430                 {
431                         // Brake almost completely so it can get a good direction
432                         if(vdist(this.velocity, >, 10))
433                                 return;
434                         this.aistatus |= AI_STATUS_JETPACK_FLYING;
435                 }
436
437                 makevectors(this.v_angle.y * '0 1 0');
438                 dir = normalize(this.navigation_jetpack_point - this.origin);
439
440                 // Landing
441                 if(this.aistatus & AI_STATUS_JETPACK_LANDING)
442                 {
443                         // Calculate brake distance in xy
444                         float db, v, d;
445                         vector dxy;
446
447                         dxy = this.origin - ( ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5 ); dxy.z = 0;
448                         d = vlen(dxy);
449                         v = vlen(this.velocity -  this.velocity.z * '0 0 1');
450                         db = (pow(v,2) / (autocvar_g_jetpack_acceleration_side * 2)) + 100;
451                 //      dprint("distance ", ftos(ceil(d)), " velocity ", ftos(ceil(v)), " brake at ", ftos(ceil(db)), "\n");
452                         if(d < db || d < 500)
453                         {
454                                 // Brake
455                                 if(fabs(this.velocity.x)>maxspeed*0.3)
456                                 {
457                                         this.movement_x = dir * v_forward * -maxspeed;
458                                         return;
459                                 }
460                                 // Switch to normal mode
461                                 this.navigation_jetpack_goal = NULL;
462                                 this.aistatus &= ~AI_STATUS_JETPACK_LANDING;
463                                 this.aistatus &= ~AI_STATUS_JETPACK_FLYING;
464                                 return;
465                         }
466                 }
467                 else if(checkpvs(this.origin,this.goalcurrent))
468                 {
469                         // If I can see the goal switch to landing code
470                         this.aistatus &= ~AI_STATUS_JETPACK_FLYING;
471                         this.aistatus |= AI_STATUS_JETPACK_LANDING;
472                         return;
473                 }
474
475                 // Flying
476                 PHYS_INPUT_BUTTON_HOOK(this) = true;
477                 if(this.navigation_jetpack_point.z - STAT(PL_MAX, NULL).z + STAT(PL_MIN, NULL).z < this.origin.z)
478                 {
479                         this.movement_x = dir * v_forward * maxspeed;
480                         this.movement_y = dir * v_right * maxspeed;
481                 }
482                 return;
483         }
484
485         // Handling of jump pads
486         if(this.jumppadcount)
487         {
488                 // If got stuck on the jump pad try to reach the farthest visible waypoint
489                 if(this.aistatus & AI_STATUS_OUT_JUMPPAD)
490                 {
491                         if(fabs(this.velocity.z)<50)
492                         {
493                                 entity newgoal = NULL;
494                                 IL_EACH(g_waypoints, vdist(it.origin - this.origin, <=, 1000),
495                                 {
496                                         traceline(this.origin + this.view_ofs, ((it.absmin + it.absmax) * 0.5), true, this);
497
498                                         if(trace_fraction < 1)
499                                                 continue;
500
501                                         if(!newgoal || vlen2(it.origin - this.origin) > vlen2(newgoal.origin - this.origin))
502                                                 newgoal = it;
503                                 });
504
505                                 if(newgoal)
506                                 {
507                                         this.ignoregoal = this.goalcurrent;
508                                         this.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
509                                         navigation_clearroute(this);
510                                         navigation_routetogoal(this, newgoal, this.origin);
511                                         this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
512                                 }
513                         }
514                         else
515                                 return;
516                 }
517                 else
518                 {
519                         if(this.velocity.z>0)
520                         {
521                                 float threshold;
522                                 vector velxy = this.velocity; velxy_z = 0;
523                                 threshold = maxspeed * 0.2;
524                                 if(vdist(velxy, <, threshold))
525                                 {
526                                         LOG_TRACE("Warning: ", this.netname, " got stuck on a jumppad (velocity in xy is ", vtos(velxy), "), trying to get out of it now");
527                                         this.aistatus |= AI_STATUS_OUT_JUMPPAD;
528                                 }
529                                 return;
530                         }
531
532                         // Don't chase players while using a jump pad
533                         if(IS_PLAYER(this.goalcurrent) || IS_PLAYER(this.goalstack01))
534                                 return;
535                 }
536         }
537         else if(this.aistatus & AI_STATUS_OUT_JUMPPAD)
538                 this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
539
540         // If there is a trigger_hurt right below try to use the jetpack or make a rocketjump
541         if(skill>6)
542         if (!(IS_ONGROUND(this)))
543         {
544                 tracebox(this.origin, this.mins, this.maxs, this.origin + '0 0 -65536', MOVE_NOMONSTERS, this);
545                 if(tracebox_hits_trigger_hurt(this.origin, this.mins, this.maxs, trace_endpos ))
546                 if(this.items & IT_JETPACK)
547                 {
548                         tracebox(this.origin, this.mins, this.maxs, this.origin + '0 0 65536', MOVE_NOMONSTERS, this);
549                         if(tracebox_hits_trigger_hurt(this.origin, this.mins, this.maxs, trace_endpos + '0 0 1' ))
550                         {
551                                 if(this.velocity.z<0)
552                                 {
553                                         PHYS_INPUT_BUTTON_HOOK(this) = true;
554                                 }
555                         }
556                         else
557                                 PHYS_INPUT_BUTTON_HOOK(this) = true;
558
559                         // If there is no goal try to move forward
560
561                         if(this.goalcurrent==NULL)
562                                 dir = v_forward;
563                         else
564                                 dir = normalize(( ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5 ) - this.origin);
565
566                         vector xyvelocity = this.velocity; xyvelocity_z = 0;
567                         float xyspeed = xyvelocity * dir;
568
569                         if(xyspeed < (maxspeed / 2))
570                         {
571                                 makevectors(this.v_angle.y * '0 1 0');
572                                 tracebox(this.origin, this.mins, this.maxs, this.origin + (dir * maxspeed * 3), MOVE_NOMONSTERS, this);
573                                 if(trace_fraction==1)
574                                 {
575                                         this.movement_x = dir * v_forward * maxspeed;
576                                         this.movement_y = dir * v_right * maxspeed;
577                                         if (skill < 10)
578                                                 havocbot_keyboard_movement(this, this.origin + dir * 100);
579                                 }
580                         }
581
582                         this.havocbot_blockhead = true;
583
584                         return;
585                 }
586                 else if(this.health>WEP_CVAR(devastator, damage)*0.5)
587                 {
588                         .entity weaponentity = weaponentities[0]; // TODO: unhardcode
589
590                         if(this.velocity.z < 0)
591                         if(client_hasweapon(this, WEP_DEVASTATOR, weaponentity, true, false))
592                         {
593                                 this.movement_x = maxspeed;
594
595                                 if(this.rocketjumptime)
596                                 {
597                                         if(time > this.rocketjumptime)
598                                         {
599                                                 PHYS_INPUT_BUTTON_ATCK2(this) = true;
600                                                 this.rocketjumptime = 0;
601                                         }
602                                         return;
603                                 }
604
605                                 this.(weaponentity).m_switchweapon = WEP_DEVASTATOR;
606                                 this.v_angle_x = 90;
607                                 PHYS_INPUT_BUTTON_ATCK(this) = true;
608                                 this.rocketjumptime = time + WEP_CVAR(devastator, detonatedelay);
609                                 return;
610                         }
611                 }
612                 else
613                 {
614                         // If there is no goal try to move forward
615                         if(this.goalcurrent==NULL)
616                                 this.movement_x = maxspeed;
617                 }
618         }
619
620         // If we are under water with no goals, swim up
621         if(this.waterlevel)
622         if(this.goalcurrent==NULL)
623         {
624                 dir = '0 0 0';
625                 if(this.waterlevel>WATERLEVEL_SWIMMING)
626                         dir.z = 1;
627                 else if(this.velocity.z >= 0 && !(this.waterlevel == WATERLEVEL_WETFEET && this.watertype == CONTENT_WATER))
628                         PHYS_INPUT_BUTTON_JUMP(this) = true;
629                 else
630                         PHYS_INPUT_BUTTON_JUMP(this) = false;
631                 makevectors(this.v_angle.y * '0 1 0');
632                 this.movement_x = dir * v_forward * maxspeed;
633                 this.movement_y = dir * v_right * maxspeed;
634                 this.movement_z = dir * v_up * maxspeed;
635         }
636
637         // if there is nowhere to go, exit
638         if (this.goalcurrent == NULL)
639                 return;
640
641         if (this.goalcurrent)
642                 navigation_poptouchedgoals(this);
643
644         // if ran out of goals try to use an alternative goal or get a new strategy asap
645         if(this.goalcurrent == NULL)
646         {
647                 this.bot_strategytime = 0;
648                 return;
649         }
650
651
652         if(autocvar_bot_debug_goalstack)
653                 debuggoalstack(this);
654
655         m1 = this.goalcurrent.origin + this.goalcurrent.mins;
656         m2 = this.goalcurrent.origin + this.goalcurrent.maxs;
657         destorg = this.origin;
658         destorg.x = bound(m1_x, destorg.x, m2_x);
659         destorg.y = bound(m1_y, destorg.y, m2_y);
660         destorg.z = bound(m1_z, destorg.z, m2_z);
661         diff = destorg - this.origin;
662         //dist = vlen(diff);
663         dir = normalize(diff);
664         flatdir = diff;flatdir.z = 0;
665         flatdir = normalize(flatdir);
666         gco = (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5;
667
668         //if (this.bot_dodgevector_time < time)
669         {
670         //      this.bot_dodgevector_time = time + cvar("bot_ai_dodgeupdateinterval");
671         //      this.bot_dodgevector_jumpbutton = 1;
672                 evadeobstacle = '0 0 0';
673                 evadelava = '0 0 0';
674
675                 if (this.waterlevel)
676                 {
677                         if(this.waterlevel>WATERLEVEL_SWIMMING)
678                         {
679                         //      flatdir_z = 1;
680                                 this.aistatus |= AI_STATUS_OUT_WATER;
681                         }
682                         else
683                         {
684                                 if(this.velocity.z >= 0 && !(this.watertype == CONTENT_WATER && gco.z < this.origin.z) &&
685                                         ( !(this.waterlevel == WATERLEVEL_WETFEET && this.watertype == CONTENT_WATER) || this.aistatus & AI_STATUS_OUT_WATER))
686                                         PHYS_INPUT_BUTTON_JUMP(this) = true;
687                                 else
688                                         PHYS_INPUT_BUTTON_JUMP(this) = false;
689                         }
690                         dir = normalize(flatdir);
691                         makevectors(this.v_angle.y * '0 1 0');
692                 }
693                 else
694                 {
695                         if(this.aistatus & AI_STATUS_OUT_WATER)
696                                 this.aistatus &= ~AI_STATUS_OUT_WATER;
697
698                         // jump if going toward an obstacle that doesn't look like stairs we
699                         // can walk up directly
700                         tracebox(this.origin, this.mins, this.maxs, this.origin + this.velocity * 0.2, false, this);
701                         if (trace_fraction < 1)
702                         if (trace_plane_normal.z < 0.7)
703                         {
704                                 s = trace_fraction;
705                                 tracebox(this.origin + stepheightvec, this.mins, this.maxs, this.origin + this.velocity * 0.2 + stepheightvec, false, this);
706                                 if (trace_fraction < s + 0.01)
707                                 if (trace_plane_normal.z < 0.7)
708                                 {
709                                         s = trace_fraction;
710                                         tracebox(this.origin + jumpstepheightvec, this.mins, this.maxs, this.origin + this.velocity * 0.2 + jumpstepheightvec, false, this);
711                                         if (trace_fraction > s)
712                                                 PHYS_INPUT_BUTTON_JUMP(this) = true;
713                                 }
714                         }
715
716                         // avoiding dangers and obstacles
717                         vector dst_ahead, dst_down;
718                         makevectors(this.v_angle.y * '0 1 0');
719                         dst_ahead = this.origin + this.view_ofs + (this.velocity * 0.4) + (v_forward * 32 * 3);
720                         dst_down = dst_ahead - '0 0 1500';
721
722                         // Look ahead
723                         traceline(this.origin + this.view_ofs, dst_ahead, true, NULL);
724
725                         // Check head-banging against walls
726                         if(vdist(this.origin + this.view_ofs - trace_endpos, <, 25) && !(this.aistatus & AI_STATUS_OUT_WATER))
727                         {
728                                 PHYS_INPUT_BUTTON_JUMP(this) = true;
729                                 if(this.facingwalltime && time > this.facingwalltime)
730                                 {
731                                         this.ignoregoal = this.goalcurrent;
732                                         this.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
733                                         this.bot_strategytime = 0;
734                                         return;
735                                 }
736                                 else
737                                 {
738                                         this.facingwalltime = time + 0.05;
739                                 }
740                         }
741                         else
742                         {
743                                 this.facingwalltime = 0;
744
745                                 if(this.ignoregoal != NULL && time > this.ignoregoaltime)
746                                 {
747                                         this.ignoregoal = NULL;
748                                         this.ignoregoaltime = 0;
749                                 }
750                         }
751
752                         // Check for water/slime/lava and dangerous edges
753                         // (only when the bot is on the ground or jumping intentionally)
754                         this.aistatus &= ~AI_STATUS_DANGER_AHEAD;
755
756                         if(trace_fraction == 1 && this.jumppadcount == 0 && !this.goalcurrent.wphardwired )
757                         if((IS_ONGROUND(this)) || (this.aistatus & AI_STATUS_RUNNING) || PHYS_INPUT_BUTTON_JUMP(this))
758                         {
759                                 // Look downwards
760                                 traceline(dst_ahead , dst_down, true, NULL);
761                         //      te_lightning2(NULL, this.origin, dst_ahead);    // Draw "ahead" look
762                         //      te_lightning2(NULL, dst_ahead, dst_down);               // Draw "downwards" look
763                                 if(trace_endpos.z < this.origin.z + this.mins.z)
764                                 {
765                                         s = pointcontents(trace_endpos + '0 0 1');
766                                         if (s != CONTENT_SOLID)
767                                         if (s == CONTENT_LAVA || s == CONTENT_SLIME)
768                                                 evadelava = normalize(this.velocity) * -1;
769                                         else if (s == CONTENT_SKY)
770                                                 evadeobstacle = normalize(this.velocity) * -1;
771                                         else if (!boxesoverlap(dst_ahead - this.view_ofs + this.mins, dst_ahead - this.view_ofs + this.maxs,
772                                                                 this.goalcurrent.absmin, this.goalcurrent.absmax))
773                                         {
774                                                 // if ain't a safe goal with "holes" (like the jumpad on soylent)
775                                                 // and there is a trigger_hurt below
776                                                 if(tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos))
777                                                 {
778                                                         // Remove dangerous dynamic goals from stack
779                                                         LOG_TRACE("bot ", this.netname, " avoided the goal ", this.goalcurrent.classname, " ", etos(this.goalcurrent), " because it led to a dangerous path; goal stack cleared");
780                                                         navigation_clearroute(this);
781                                                         return;
782                                                 }
783                                         }
784                                 }
785                         }
786
787                         dir = flatdir;
788                         evadeobstacle.z = 0;
789                         evadelava.z = 0;
790                         makevectors(this.v_angle.y * '0 1 0');
791
792                         if(evadeobstacle!='0 0 0'||evadelava!='0 0 0')
793                                 this.aistatus |= AI_STATUS_DANGER_AHEAD;
794                 }
795
796                 dodge = havocbot_dodge(this);
797                 dodge = dodge * bound(0,0.5+(skill+this.bot_dodgeskill)*0.1,1);
798                 evadelava = evadelava * bound(1,3-(skill+this.bot_dodgeskill),3); //Noobs fear lava a lot and take more distance from it
799                 traceline(this.origin, ( ( this.enemy.absmin + this.enemy.absmax ) * 0.5 ), true, NULL);
800                 if(IS_PLAYER(trace_ent))
801                         dir = dir * bound(0,(skill+this.bot_dodgeskill)/7,1);
802
803                 dir = normalize(dir + dodge + evadeobstacle + evadelava);
804         //      this.bot_dodgevector = dir;
805         //      this.bot_dodgevector_jumpbutton = PHYS_INPUT_BUTTON_JUMP(this);
806         }
807
808         if(time < this.ladder_time)
809         {
810                 if(this.goalcurrent.origin.z + this.goalcurrent.mins.z > this.origin.z + this.mins.z)
811                 {
812                         if(this.origin.z + this.mins.z  < this.ladder_entity.origin.z + this.ladder_entity.maxs.z)
813                                 dir.z = 1;
814                 }
815                 else
816                 {
817                         if(this.origin.z + this.mins.z  > this.ladder_entity.origin.z + this.ladder_entity.mins.z)
818                                 dir.z = -1;
819                 }
820         }
821
822         //dir = this.bot_dodgevector;
823         //if (this.bot_dodgevector_jumpbutton)
824         //      PHYS_INPUT_BUTTON_JUMP(this) = true;
825         this.movement_x = dir * v_forward * maxspeed;
826         this.movement_y = dir * v_right * maxspeed;
827         this.movement_z = dir * v_up * maxspeed;
828
829         // Emulate keyboard interface
830         if (skill < 10)
831                 havocbot_keyboard_movement(this, destorg);
832
833         // Bunnyhop!
834 //      if(this.aistatus & AI_STATUS_ROAMING)
835         if(this.goalcurrent)
836         if(skill+this.bot_moveskill >= autocvar_bot_ai_bunnyhop_skilloffset)
837                 havocbot_bunnyhop(this, dir);
838
839         if ((dir * v_up) >= autocvar_sv_jumpvelocity*0.5 && (IS_ONGROUND(this))) PHYS_INPUT_BUTTON_JUMP(this) = true;
840         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;
841         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);
842 }
843
844 entity havocbot_gettarget(entity this, bool secondary)
845 {
846         entity best = NULL;
847         vector eye = CENTER_OR_VIEWOFS(this);
848         IL_EACH(g_bot_targets, boolean((secondary) ? it.classname == "misc_breakablemodel" : it.classname != "misc_breakablemodel"),
849         {
850                 vector v = CENTER_OR_VIEWOFS(it);
851                 if(vdist(v - eye, <, autocvar_bot_ai_enemydetectionradius))
852                 if(!best || vlen2(CENTER_OR_VIEWOFS(best) - eye) > vlen2(v - eye))
853                 if(bot_shouldattack(this, it))
854                 {
855                         traceline(eye, v, true, this);
856                         if (trace_ent == it || trace_fraction >= 1)
857                                 best = it;
858                 }
859         });
860
861         return best;
862 }
863
864 void havocbot_chooseenemy(entity this)
865 {
866         entity head, best, head2;
867         float rating, bestrating, hf;
868         vector eye, v;
869         if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(this))
870         {
871                 this.enemy = NULL;
872                 return;
873         }
874         if (this.enemy)
875         {
876                 if (!bot_shouldattack(this, this.enemy))
877                 {
878                         // enemy died or something, find a new target
879                         this.enemy = NULL;
880                         this.havocbot_chooseenemy_finished = time;
881                 }
882                 else if (this.havocbot_stickenemy)
883                 {
884                         // tracking last chosen enemy
885                         // if enemy is visible
886                         // and not really really far away
887                         // and we're not severely injured
888                         // then keep tracking for a half second into the future
889                         traceline(this.origin+this.view_ofs, ( this.enemy.absmin + this.enemy.absmax ) * 0.5,false,NULL);
890                         if (trace_ent == this.enemy || trace_fraction == 1)
891                         if (vdist(((this.enemy.absmin + this.enemy.absmax) * 0.5) - this.origin, <, 1000))
892                         if (this.health > 30)
893                         {
894                                 // remain tracking him for a shot while (case he went after a small corner or pilar
895                                 this.havocbot_chooseenemy_finished = time + 0.5;
896                                 return;
897                         }
898                         // enemy isn't visible, or is far away, or we're injured severely
899                         // so stop preferring this enemy
900                         // (it will still take a half second until a new one is chosen)
901                         this.havocbot_stickenemy = 0;
902                 }
903         }
904         if (time < this.havocbot_chooseenemy_finished)
905                 return;
906         this.havocbot_chooseenemy_finished = time + autocvar_bot_ai_enemydetectioninterval;
907         eye = this.origin + this.view_ofs;
908         best = NULL;
909         bestrating = 100000000;
910         head = head2 = findchainfloat(bot_attack, true);
911
912         // Backup hit flags
913         hf = this.dphitcontentsmask;
914
915         // Search for enemies, if no enemy can be seen directly try to look through transparent objects
916
917         this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
918
919         bool scan_transparent = false;
920         bool scan_secondary_targets = false;
921         bool have_secondary_targets = false;
922         while(true)
923         {
924                 scan_secondary_targets = false;
925 LABEL(scan_targets)
926                 for( ; head; head = head.chain)
927                 {
928                         if(!scan_secondary_targets)
929                         {
930                                 if(head.classname == "misc_breakablemodel")
931                                 {
932                                         have_secondary_targets = true;
933                                         continue;
934                                 }
935                         }
936                         else
937                         {
938                                 if(head.classname != "misc_breakablemodel")
939                                         continue;
940                         }
941
942                         v = (head.absmin + head.absmax) * 0.5;
943                         rating = vlen(v - eye);
944                         if (rating<autocvar_bot_ai_enemydetectionradius)
945                         if (bestrating > rating)
946                         if (bot_shouldattack(this, head))
947                         {
948                                 traceline(eye, v, true, this);
949                                 if (trace_ent == head || trace_fraction >= 1)
950                                 {
951                                         best = head;
952                                         bestrating = rating;
953                                 }
954                         }
955                 }
956
957                 if(!best && have_secondary_targets && !scan_secondary_targets)
958                 {
959                         scan_secondary_targets = true;
960                         // restart the loop
961                         head = head2;
962                         bestrating = 100000000;
963                         goto scan_targets;
964                 }
965
966                 // I want to do a second scan if no enemy was found or I don't have weapons
967                 // TODO: Perform the scan when using the rifle (requires changes on the rifle code)
968                 if(best || this.weapons) // || this.weapon == WEP_RIFLE.m_id
969                         break;
970                 if(scan_transparent)
971                         break;
972
973                 // Set flags to see through transparent objects
974                 this.dphitcontentsmask |= DPCONTENTS_OPAQUE;
975
976                 head = head2;
977                 scan_transparent = true;
978         }
979
980         // Restore hit flags
981         this.dphitcontentsmask = hf;
982
983         this.enemy = best;
984         this.havocbot_stickenemy = true;
985         if(best && best.classname == "misc_breakablemodel")
986                 this.havocbot_stickenemy = false;
987 }
988
989 float havocbot_chooseweapon_checkreload(entity this, int new_weapon)
990 {
991         // bots under this skill cannot find unloaded weapons to reload idly when not in combat,
992         // so skip this for them, or they'll never get to reload their weapons at all.
993         // this also allows bots under this skill to be more stupid, and reload more often during combat :)
994         if(skill < 5)
995                 return false;
996
997         // if this weapon is scheduled for reloading, don't switch to it during combat
998         if (this.weapon_load[new_weapon] < 0)
999         {
1000                 bool other_weapon_available = false;
1001                 .entity weaponentity = weaponentities[0]; // TODO: unhardcode
1002                 FOREACH(Weapons, it != WEP_Null, LAMBDA(
1003                         if(it.wr_checkammo1(it, this, weaponentity) + it.wr_checkammo2(it, this, weaponentity))
1004                                 other_weapon_available = true;
1005                 ));
1006                 if(other_weapon_available)
1007                         return true;
1008         }
1009
1010         return false;
1011 }
1012
1013 void havocbot_chooseweapon(entity this)
1014 {
1015         int i;
1016
1017         .entity weaponentity = weaponentities[0]; // TODO: unhardcode
1018
1019         // ;)
1020         if(g_weaponarena_weapons == WEPSET(TUBA))
1021         {
1022                 this.(weaponentity).m_switchweapon = WEP_TUBA;
1023                 return;
1024         }
1025
1026         // TODO: clean this up by moving it to weapon code
1027         if(this.enemy==NULL)
1028         {
1029                 // If no weapon was chosen get the first available weapon
1030                 if(this.(weaponentity).m_weapon==WEP_Null)
1031                 FOREACH(Weapons, it != WEP_Null, LAMBDA(
1032                         if(client_hasweapon(this, it, weaponentity, true, false))
1033                         {
1034                                 this.(weaponentity).m_switchweapon = it;
1035                                 return;
1036                         }
1037                 ));
1038                 return;
1039         }
1040
1041         // Do not change weapon during the next second after a combo
1042         float f = time - this.lastcombotime;
1043         if(f < 1)
1044                 return;
1045
1046         float w;
1047         float distance; distance=bound(10,vlen(this.origin-this.enemy.origin)-200,10000);
1048
1049         // Should it do a weapon combo?
1050         float af, ct, combo_time, combo;
1051
1052         af = ATTACK_FINISHED(this, 0);
1053         ct = autocvar_bot_ai_weapon_combo_threshold;
1054
1055         // Bots with no skill will be 4 times more slower than "godlike" bots when doing weapon combos
1056         // Ideally this 4 should be calculated as longest_weapon_refire / bot_ai_weapon_combo_threshold
1057         combo_time = time + ct + (ct * ((-0.3*(skill+this.bot_weaponskill))+3));
1058
1059         combo = false;
1060
1061         if(autocvar_bot_ai_weapon_combo)
1062         if(this.(weaponentity).m_weapon.m_id == this.lastfiredweapon)
1063         if(af > combo_time)
1064         {
1065                 combo = true;
1066                 this.lastcombotime = time;
1067         }
1068
1069         distance *= pow(2, this.bot_rangepreference);
1070
1071         // Custom weapon list based on distance to the enemy
1072         if(bot_custom_weapon){
1073
1074                 // Choose weapons for far distance
1075                 if ( distance > bot_distance_far ) {
1076                         for(i=0; i < Weapons_COUNT && bot_weapons_far[i] != -1 ; ++i){
1077                                 w = bot_weapons_far[i];
1078                                 if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
1079                                 {
1080                                         if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, w))
1081                                                 continue;
1082                                         this.(weaponentity).m_switchweapon = Weapons_from(w);
1083                                         return;
1084                                 }
1085                         }
1086                 }
1087
1088                 // Choose weapons for mid distance
1089                 if ( distance > bot_distance_close) {
1090                         for(i=0; i < Weapons_COUNT && bot_weapons_mid[i] != -1 ; ++i){
1091                                 w = bot_weapons_mid[i];
1092                                 if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
1093                                 {
1094                                         if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, w))
1095                                                 continue;
1096                                         this.(weaponentity).m_switchweapon = Weapons_from(w);
1097                                         return;
1098                                 }
1099                         }
1100                 }
1101
1102                 // Choose weapons for close distance
1103                 for(i=0; i < Weapons_COUNT && bot_weapons_close[i] != -1 ; ++i){
1104                         w = bot_weapons_close[i];
1105                         if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
1106                         {
1107                                 if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, w))
1108                                         continue;
1109                                 this.(weaponentity).m_switchweapon = Weapons_from(w);
1110                                 return;
1111                         }
1112                 }
1113         }
1114 }
1115
1116 void havocbot_aim(entity this)
1117 {
1118         vector myvel, enemyvel;
1119 //      if(this.flags & FL_INWATER)
1120 //              return;
1121         if (time < this.nextaim)
1122                 return;
1123         this.nextaim = time + 0.1;
1124         myvel = this.velocity;
1125         if (!this.waterlevel)
1126                 myvel.z = 0;
1127         if (this.enemy)
1128         {
1129                 enemyvel = this.enemy.velocity;
1130                 if (!this.enemy.waterlevel)
1131                         enemyvel.z = 0;
1132                 lag_additem(this, time + this.ping, 0, 0, this.enemy, this.origin, myvel, (this.enemy.absmin + this.enemy.absmax) * 0.5, enemyvel);
1133         }
1134         else
1135                 lag_additem(this, time + this.ping, 0, 0, NULL, this.origin, myvel, ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5, '0 0 0');
1136 }
1137
1138 bool havocbot_moveto_refresh_route(entity this)
1139 {
1140         // Refresh path to goal if necessary
1141         entity wp;
1142         wp = this.havocbot_personal_waypoint;
1143         navigation_goalrating_start(this);
1144         navigation_routerating(this, wp, 10000, 10000);
1145         navigation_goalrating_end(this);
1146         return this.navigation_hasgoals;
1147 }
1148
1149 float havocbot_moveto(entity this, vector pos)
1150 {
1151         entity wp;
1152
1153         if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_GOING)
1154         {
1155                 // Step 4: Move to waypoint
1156                 if(this.havocbot_personal_waypoint==NULL)
1157                 {
1158                         LOG_TRACE("Error: ", this.netname, " trying to walk to a non existent personal waypoint");
1159                         this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_GOING;
1160                         return CMD_STATUS_ERROR;
1161                 }
1162
1163                 if (!bot_strategytoken_taken)
1164                 if(this.havocbot_personal_waypoint_searchtime<time)
1165                 {
1166                         bot_strategytoken_taken = true;
1167                         if(havocbot_moveto_refresh_route(this))
1168                         {
1169                                 LOG_TRACE(this.netname, " walking to its personal waypoint (after ", ftos(this.havocbot_personal_waypoint_failcounter), " failed attempts)");
1170                                 this.havocbot_personal_waypoint_searchtime = time + 10;
1171                                 this.havocbot_personal_waypoint_failcounter = 0;
1172                         }
1173                         else
1174                         {
1175                                 this.havocbot_personal_waypoint_failcounter += 1;
1176                                 this.havocbot_personal_waypoint_searchtime = time + 2;
1177                                 if(this.havocbot_personal_waypoint_failcounter >= 30)
1178                                 {
1179                                         LOG_TRACE("Warning: can't walk to the personal waypoint located at ", vtos(this.havocbot_personal_waypoint.origin));
1180                                         this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1181                                         delete(this.havocbot_personal_waypoint);
1182                                         return CMD_STATUS_ERROR;
1183                                 }
1184                                 else
1185                                         LOG_TRACE(this.netname, " can't walk to its personal waypoint (after ", ftos(this.havocbot_personal_waypoint_failcounter), " failed attempts), trying later");
1186                         }
1187                 }
1188
1189                 if(autocvar_bot_debug_goalstack)
1190                         debuggoalstack(this);
1191
1192                 // Heading
1193                 vector dir = ( ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5 ) - (this.origin + this.view_ofs);
1194                 dir.z = 0;
1195                 bot_aimdir(this, dir, -1);
1196
1197                 // Go!
1198                 havocbot_movetogoal(this);
1199
1200                 if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_REACHED)
1201                 {
1202                         // Step 5: Waypoint reached
1203                         LOG_TRACE(this.netname, "'s personal waypoint reached");
1204                         delete(this.havocbot_personal_waypoint);
1205                         this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_REACHED;
1206                         return CMD_STATUS_FINISHED;
1207                 }
1208
1209                 return CMD_STATUS_EXECUTING;
1210         }
1211
1212         // Step 2: Linking waypoint
1213         if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_LINKING)
1214         {
1215                 // Wait until it is linked
1216                 if(!this.havocbot_personal_waypoint.wplinked)
1217                 {
1218                         LOG_TRACE(this.netname, " waiting for personal waypoint to be linked");
1219                         return CMD_STATUS_EXECUTING;
1220                 }
1221
1222                 this.havocbot_personal_waypoint_searchtime = time; // so we set the route next frame
1223                 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1224                 this.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_GOING;
1225
1226                 // Step 3: Route to waypoint
1227                 LOG_TRACE(this.netname, " walking to its personal waypoint");
1228
1229                 return CMD_STATUS_EXECUTING;
1230         }
1231
1232         // Step 1: Spawning waypoint
1233         wp = waypoint_spawnpersonal(this, pos);
1234         if(wp==NULL)
1235         {
1236                 LOG_TRACE("Error: Can't spawn personal waypoint at ",vtos(pos));
1237                 return CMD_STATUS_ERROR;
1238         }
1239
1240         this.havocbot_personal_waypoint = wp;
1241         this.havocbot_personal_waypoint_failcounter = 0;
1242         this.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1243
1244         // if pos is inside a teleport, then let's mark it as teleport waypoint
1245         IL_EACH(g_teleporters, WarpZoneLib_BoxTouchesBrush(pos, pos, it, NULL),
1246         {
1247                 wp.wpflags |= WAYPOINTFLAG_TELEPORT;
1248                 this.lastteleporttime = 0;
1249         });
1250
1251 /*
1252         if(wp.wpflags & WAYPOINTFLAG_TELEPORT)
1253                 print("routing to a teleporter\n");
1254         else
1255                 print("routing to a non-teleporter\n");
1256 */
1257
1258         return CMD_STATUS_EXECUTING;
1259 }
1260
1261 float havocbot_resetgoal(entity this)
1262 {
1263         navigation_clearroute(this);
1264         return CMD_STATUS_FINISHED;
1265 }
1266
1267 void havocbot_setupbot(entity this)
1268 {
1269         this.bot_ai = havocbot_ai;
1270         this.cmd_moveto = havocbot_moveto;
1271         this.cmd_resetgoal = havocbot_resetgoal;
1272
1273         havocbot_chooserole(this);
1274 }
1275
1276 vector havocbot_dodge(entity this)
1277 {
1278         // LordHavoc: disabled because this is too expensive
1279         return '0 0 0';
1280 #if 0
1281         entity head;
1282         vector dodge, v, n;
1283         float danger, bestdanger, vl, d;
1284         dodge = '0 0 0';
1285         bestdanger = -20;
1286         // check for dangerous objects near bot or approaching bot
1287         head = findchainfloat(bot_dodge, true);
1288         while(head)
1289         {
1290                 if (head.owner != this)
1291                 {
1292                         vl = vlen(head.velocity);
1293                         if (vl > autocvar_sv_maxspeed * 0.3)
1294                         {
1295                                 n = normalize(head.velocity);
1296                                 v = this.origin - head.origin;
1297                                 d = v * n;
1298                                 if (d > (0 - head.bot_dodgerating))
1299                                 if (d < (vl * 0.2 + head.bot_dodgerating))
1300                                 {
1301                                         // calculate direction and distance from the flight path, by removing the forward axis
1302                                         v = v - (n * (v * n));
1303                                         danger = head.bot_dodgerating - vlen(v);
1304                                         if (bestdanger < danger)
1305                                         {
1306                                                 bestdanger = danger;
1307                                                 // dodge to the side of the object
1308                                                 dodge = normalize(v);
1309                                         }
1310                                 }
1311                         }
1312                         else
1313                         {
1314                                 danger = head.bot_dodgerating - vlen(head.origin - this.origin);
1315                                 if (bestdanger < danger)
1316                                 {
1317                                         bestdanger = danger;
1318                                         dodge = normalize(this.origin - head.origin);
1319                                 }
1320                         }
1321                 }
1322                 head = head.chain;
1323         }
1324         return dodge;
1325 #endif
1326 }