7 #include "../navigation.qh"
8 #include "../scripting.qh"
9 #include "../waypoints.qh"
11 #include <common/constants.qh>
12 #include <common/net_linked.qh>
13 #include <common/physics/player.qh>
14 #include <common/state.qh>
15 #include <common/items/_mod.qh>
17 #include <common/triggers/teleporters.qh>
18 #include <common/triggers/trigger/jumppads.qh>
20 #include <lib/warpzone/common.qh>
24 void havocbot_ai(entity this)
29 if(bot_execute_commands(this))
33 if(wasfreed(this.goalcurrent))
34 navigation_poproute(this);
36 if (bot_strategytoken == this)
37 if (!bot_strategytoken_taken)
39 if(this.havocbot_blockhead)
41 this.havocbot_blockhead = false;
45 if (!this.jumppadcount)
46 this.havocbot_role(this); // little too far down the rabbit hole
49 // TODO: tracewalk() should take care of this job (better path finding under water)
50 // if we don't have a goal and we're under water look for a waypoint near the "shore" and push it
53 if(this.waterlevel == WATERLEVEL_SWIMMING || (this.aistatus & AI_STATUS_OUT_WATER))
55 // Look for the closest waypoint out of water
56 entity newgoal = NULL;
57 IL_EACH(g_waypoints, vdist(it.origin - this.origin, <=, 10000),
59 if(it.origin.z < this.origin.z)
62 if(it.origin.z - this.origin.z - this.view_ofs.z > 100)
65 if (pointcontents(it.origin + it.maxs + '0 0 1') != CONTENT_EMPTY)
68 traceline(this.origin + this.view_ofs, ((it.absmin + it.absmax) * 0.5), true, this);
70 if(trace_fraction < 1)
73 if(!newgoal || vlen2(it.origin - this.origin) < vlen2(newgoal.origin - this.origin))
79 // te_wizspike(newgoal.origin);
80 navigation_pushroute(this, newgoal);
84 // token has been used this frame
85 bot_strategytoken_taken = true;
91 havocbot_chooseenemy(this);
92 if (this.bot_chooseweapontime < time )
94 this.bot_chooseweapontime = time + autocvar_bot_ai_chooseweaponinterval;
95 havocbot_chooseweapon(this);
101 this.aistatus |= AI_STATUS_ATTACKING;
102 this.aistatus &= ~AI_STATUS_ROAMING;
106 Weapon w = PS(this).m_weapon;
108 if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(this))
110 PHYS_INPUT_BUTTON_ATCK(this) = false;
111 PHYS_INPUT_BUTTON_ATCK2(this) = false;
115 if(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this))
116 this.lastfiredweapon = PS(this).m_weapon.m_id;
121 if(IS_PLAYER(this.bot_aimtarg))
122 bot_aimdir(this, this.bot_aimtarg.origin + this.bot_aimtarg.view_ofs - this.origin - this.view_ofs , -1);
125 else if (this.goalcurrent)
127 this.aistatus |= AI_STATUS_ROAMING;
128 this.aistatus &= ~AI_STATUS_ATTACKING;
130 vector now,v,next;//,heading;
131 float aimdistance,skillblend,distanceblend,blend;
132 next = now = ( (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5) - (this.origin + this.view_ofs);
133 aimdistance = vlen(now);
134 //heading = this.velocity;
135 //dprint(this.goalstack01.classname,etos(this.goalstack01),"\n");
137 this.goalstack01 != this && this.goalstack01 != NULL && ((this.aistatus & AI_STATUS_RUNNING) == 0) &&
138 !(this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
140 next = ((this.goalstack01.absmin + this.goalstack01.absmax) * 0.5) - (this.origin + this.view_ofs);
142 skillblend=bound(0,(skill+this.bot_moveskill-2.5)*0.5,1); //lower skill player can't preturn
143 distanceblend=bound(0,aimdistance/autocvar_bot_ai_keyboard_distance,1);
144 blend = skillblend * (1-distanceblend);
145 //v = (now * (distanceblend) + next * (1-distanceblend)) * (skillblend) + now * (1-skillblend);
146 //v = now * (distanceblend) * (skillblend) + next * (1-distanceblend) * (skillblend) + now * (1-skillblend);
147 //v = now * ((1-skillblend) + (distanceblend) * (skillblend)) + next * (1-distanceblend) * (skillblend);
148 v = now + blend * (next - now);
149 //dprint(etos(this), " ");
150 //dprint(vtos(now), ":", vtos(next), "=", vtos(v), " (blend ", ftos(blend), ")\n");
151 //v = now * (distanceblend) + next * (1-distanceblend);
152 if (this.waterlevel < WATERLEVEL_SWIMMING)
154 //dprint("walk at:", vtos(v), "\n");
155 //te_lightning2(NULL, this.origin, this.goalcurrent.origin);
156 bot_aimdir(this, v, -1);
158 havocbot_movetogoal(this);
160 // if the bot is not attacking, consider reloading weapons
161 if (!(this.aistatus & AI_STATUS_ATTACKING))
163 // we are currently holding a weapon that's not fully loaded, reload it
164 if(skill >= 2) // bots can only reload the held weapon on purpose past this skill
165 if(this.clip_load < this.clip_size)
166 this.impulse = 20; // "press" the reload button, not sure if this is done right
168 // if we're not reloading a weapon, switch to any weapon in our invnetory that's not fully loaded to reload it next
169 // the code above executes next frame, starting the reloading then
170 if(skill >= 5) // bots can only look for unloaded weapons past this skill
171 if(this.clip_load >= 0) // only if we're not reloading a weapon already
173 FOREACH(Weapons, it != WEP_Null, LAMBDA(
174 if((this.weapons & (it.m_wepset)) && (it.spawnflags & WEP_FLAG_RELOADABLE) && (this.weapon_load[it.m_id] < it.reloading_ammo))
175 PS(this).m_switchweapon = it;
181 void havocbot_keyboard_movement(entity this, vector destorg)
184 float blend, maxspeed;
187 sk = skill + this.bot_moveskill;
189 maxspeed = autocvar_sv_maxspeed;
191 if (time < this.havocbot_keyboardtime)
194 this.havocbot_keyboardtime =
196 this.havocbot_keyboardtime
197 + 0.05/max(1, sk+this.havocbot_keyboardskill)
198 + random()*0.025/max(0.00025, skill+this.havocbot_keyboardskill)
200 keyboard = this.movement * (1.0 / maxspeed);
202 float trigger, trigger1;
203 blend = bound(0,sk*0.1,1);
204 trigger = autocvar_bot_ai_keyboard_threshold;
205 trigger1 = 0 - trigger;
207 // categorize forward movement
208 // at skill < 1.5 only forward
209 // at skill < 2.5 only individual directions
210 // at skill < 4.5 only individual directions, and forward diagonals
211 // at skill >= 4.5, all cases allowed
212 if (keyboard.x > trigger)
218 else if (keyboard.x < trigger1 && sk > 1.5)
233 if (keyboard.y > trigger)
235 else if (keyboard.y < trigger1)
240 if (keyboard.z > trigger)
242 else if (keyboard.z < trigger1)
247 this.havocbot_keyboard = keyboard * maxspeed;
248 if (this.havocbot_ducktime>time) PHYS_INPUT_BUTTON_CROUCH(this) = true;
250 keyboard = this.havocbot_keyboard;
251 blend = bound(0,vlen(destorg-this.origin)/autocvar_bot_ai_keyboard_distance,1); // When getting close move with 360 degree
252 //dprint("movement ", vtos(this.movement), " keyboard ", vtos(keyboard), " blend ", ftos(blend), "\n");
253 this.movement = this.movement + (keyboard - this.movement) * blend;
256 void havocbot_bunnyhop(entity this, vector dir)
258 float bunnyhopdistance;
263 // Don't jump when attacking
264 if(this.aistatus & AI_STATUS_ATTACKING)
267 if(IS_PLAYER(this.goalcurrent))
270 maxspeed = autocvar_sv_maxspeed;
272 if(this.aistatus & AI_STATUS_DANGER_AHEAD)
274 this.aistatus &= ~AI_STATUS_RUNNING;
275 PHYS_INPUT_BUTTON_JUMP(this) = false;
276 this.bot_canruntogoal = 0;
277 this.bot_timelastseengoal = 0;
281 if(this.waterlevel > WATERLEVEL_WETFEET)
283 this.aistatus &= ~AI_STATUS_RUNNING;
287 if(this.bot_lastseengoal != this.goalcurrent && !(this.aistatus & AI_STATUS_RUNNING))
289 this.bot_canruntogoal = 0;
290 this.bot_timelastseengoal = 0;
293 gco = (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5;
294 bunnyhopdistance = vlen(this.origin - gco);
296 // Run only to visible goals
297 if(IS_ONGROUND(this))
298 if(this.speed==maxspeed)
299 if(checkpvs(this.origin + this.view_ofs, this.goalcurrent))
301 this.bot_lastseengoal = this.goalcurrent;
304 if(this.bot_timelastseengoal)
306 // for a period of time
307 if(time - this.bot_timelastseengoal > autocvar_bot_ai_bunnyhop_firstjumpdelay)
310 checkdistance = true;
312 // don't run if it is too close
313 if(this.bot_canruntogoal==0)
315 if(bunnyhopdistance > autocvar_bot_ai_bunnyhop_startdistance)
316 this.bot_canruntogoal = 1;
318 this.bot_canruntogoal = -1;
321 if(this.bot_canruntogoal != 1)
324 if(this.aistatus & AI_STATUS_ROAMING)
325 if(this.goalcurrent.classname=="waypoint")
326 if (!(this.goalcurrent.wpflags & WAYPOINTFLAG_PERSONAL))
327 if(fabs(gco.z - this.origin.z) < this.maxs.z - this.mins.z)
328 if(this.goalstack01!=NULL)
330 gno = (this.goalstack01.absmin + this.goalstack01.absmax) * 0.5;
331 deviation = vectoangles(gno - this.origin) - vectoangles(gco - this.origin);
332 while (deviation.y < -180) deviation.y = deviation.y + 360;
333 while (deviation.y > 180) deviation.y = deviation.y - 360;
335 if(fabs(deviation.y) < 20)
336 if(bunnyhopdistance < vlen(this.origin - gno))
337 if(fabs(gno.z - gco.z) < this.maxs.z - this.mins.z)
339 if(vdist(gco - gno, >, autocvar_bot_ai_bunnyhop_startdistance))
340 if(checkpvs(this.origin + this.view_ofs, this.goalstack01))
342 checkdistance = false;
349 this.aistatus &= ~AI_STATUS_RUNNING;
350 if(bunnyhopdistance > autocvar_bot_ai_bunnyhop_stopdistance)
351 PHYS_INPUT_BUTTON_JUMP(this) = true;
355 this.aistatus |= AI_STATUS_RUNNING;
356 PHYS_INPUT_BUTTON_JUMP(this) = true;
362 this.bot_timelastseengoal = time;
367 this.bot_timelastseengoal = 0;
371 // Release jump button
372 if(!cvar("sv_pogostick"))
373 if((IS_ONGROUND(this)) == 0)
375 if(this.velocity.z < 0 || vlen(this.velocity)<maxspeed)
376 PHYS_INPUT_BUTTON_JUMP(this) = false;
379 if(this.aistatus & AI_STATUS_RUNNING)
380 if(vlen(this.velocity)>maxspeed)
382 deviation = vectoangles(dir) - vectoangles(this.velocity);
383 while (deviation.y < -180) deviation.y = deviation.y + 360;
384 while (deviation.y > 180) deviation.y = deviation.y - 360;
386 if(fabs(deviation.y)>10)
390 this.movement_y = maxspeed * -1;
391 else if(deviation.y<10)
392 this.movement_y = maxspeed;
399 void havocbot_movetogoal(entity this)
407 vector evadeobstacle;
414 //if (this.goalentity)
415 // te_lightning2(this, this.origin, (this.goalentity.absmin + this.goalentity.absmax) * 0.5);
416 this.movement = '0 0 0';
417 maxspeed = autocvar_sv_maxspeed;
419 // Jetpack navigation
421 if(this.navigation_jetpack_goal)
422 if(this.goalcurrent==this.navigation_jetpack_goal)
425 if(autocvar_bot_debug_goalstack)
427 debuggoalstack(this);
428 te_wizspike(this.navigation_jetpack_point);
432 if (!(this.aistatus & AI_STATUS_JETPACK_FLYING))
434 // Brake almost completely so it can get a good direction
435 if(vdist(this.velocity, >, 10))
437 this.aistatus |= AI_STATUS_JETPACK_FLYING;
440 makevectors(this.v_angle.y * '0 1 0');
441 dir = normalize(this.navigation_jetpack_point - this.origin);
444 if(this.aistatus & AI_STATUS_JETPACK_LANDING)
446 // Calculate brake distance in xy
450 dxy = this.origin - ( ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5 ); dxy.z = 0;
452 v = vlen(this.velocity - this.velocity.z * '0 0 1');
453 db = (pow(v,2) / (autocvar_g_jetpack_acceleration_side * 2)) + 100;
454 // dprint("distance ", ftos(ceil(d)), " velocity ", ftos(ceil(v)), " brake at ", ftos(ceil(db)), "\n");
455 if(d < db || d < 500)
458 if(fabs(this.velocity.x)>maxspeed*0.3)
460 this.movement_x = dir * v_forward * -maxspeed;
463 // Switch to normal mode
464 this.navigation_jetpack_goal = NULL;
465 this.aistatus &= ~AI_STATUS_JETPACK_LANDING;
466 this.aistatus &= ~AI_STATUS_JETPACK_FLYING;
470 else if(checkpvs(this.origin,this.goalcurrent))
472 // If I can see the goal switch to landing code
473 this.aistatus &= ~AI_STATUS_JETPACK_FLYING;
474 this.aistatus |= AI_STATUS_JETPACK_LANDING;
479 PHYS_INPUT_BUTTON_HOOK(this) = true;
480 if(this.navigation_jetpack_point.z - STAT(PL_MAX, NULL).z + STAT(PL_MIN, NULL).z < this.origin.z)
482 this.movement_x = dir * v_forward * maxspeed;
483 this.movement_y = dir * v_right * maxspeed;
488 // Handling of jump pads
489 if(this.jumppadcount)
491 // If got stuck on the jump pad try to reach the farthest visible waypoint
492 if(this.aistatus & AI_STATUS_OUT_JUMPPAD)
494 if(fabs(this.velocity.z)<50)
496 entity newgoal = NULL;
497 IL_EACH(g_waypoints, vdist(it.origin - this.origin, <=, 1000),
499 traceline(this.origin + this.view_ofs, ((it.absmin + it.absmax) * 0.5), true, this);
501 if(trace_fraction < 1)
504 if(!newgoal || vlen2(it.origin - this.origin) > vlen2(newgoal.origin - this.origin))
510 this.ignoregoal = this.goalcurrent;
511 this.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
512 navigation_clearroute(this);
513 navigation_routetogoal(this, newgoal, this.origin);
514 this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
522 if(this.velocity.z>0)
525 vector velxy = this.velocity; velxy_z = 0;
526 threshold = maxspeed * 0.2;
527 if(vdist(velxy, <, threshold))
529 LOG_TRACE("Warning: ", this.netname, " got stuck on a jumppad (velocity in xy is ", vtos(velxy), "), trying to get out of it now");
530 this.aistatus |= AI_STATUS_OUT_JUMPPAD;
535 // Don't chase players while using a jump pad
536 if(IS_PLAYER(this.goalcurrent) || IS_PLAYER(this.goalstack01))
540 else if(this.aistatus & AI_STATUS_OUT_JUMPPAD)
541 this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
543 // If there is a trigger_hurt right below try to use the jetpack or make a rocketjump
545 if (!(IS_ONGROUND(this)))
547 tracebox(this.origin, this.mins, this.maxs, this.origin + '0 0 -65536', MOVE_NOMONSTERS, this);
548 if(tracebox_hits_trigger_hurt(this.origin, this.mins, this.maxs, trace_endpos ))
549 if(this.items & IT_JETPACK)
551 tracebox(this.origin, this.mins, this.maxs, this.origin + '0 0 65536', MOVE_NOMONSTERS, this);
552 if(tracebox_hits_trigger_hurt(this.origin, this.mins, this.maxs, trace_endpos + '0 0 1' ))
554 if(this.velocity.z<0)
556 PHYS_INPUT_BUTTON_HOOK(this) = true;
560 PHYS_INPUT_BUTTON_HOOK(this) = true;
562 // If there is no goal try to move forward
564 if(this.goalcurrent==NULL)
567 dir = normalize(( ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5 ) - this.origin);
569 vector xyvelocity = this.velocity; xyvelocity_z = 0;
570 float xyspeed = xyvelocity * dir;
572 if(xyspeed < (maxspeed / 2))
574 makevectors(this.v_angle.y * '0 1 0');
575 tracebox(this.origin, this.mins, this.maxs, this.origin + (dir * maxspeed * 3), MOVE_NOMONSTERS, this);
576 if(trace_fraction==1)
578 this.movement_x = dir * v_forward * maxspeed;
579 this.movement_y = dir * v_right * maxspeed;
581 havocbot_keyboard_movement(this, this.origin + dir * 100);
585 this.havocbot_blockhead = true;
589 else if(this.health>WEP_CVAR(devastator, damage)*0.5)
591 if(this.velocity.z < 0)
592 if(client_hasweapon(this, WEP_DEVASTATOR, true, false))
594 this.movement_x = maxspeed;
596 if(this.rocketjumptime)
598 if(time > this.rocketjumptime)
600 PHYS_INPUT_BUTTON_ATCK2(this) = true;
601 this.rocketjumptime = 0;
606 PS(this).m_switchweapon = WEP_DEVASTATOR;
608 PHYS_INPUT_BUTTON_ATCK(this) = true;
609 this.rocketjumptime = time + WEP_CVAR(devastator, detonatedelay);
615 // If there is no goal try to move forward
616 if(this.goalcurrent==NULL)
617 this.movement_x = maxspeed;
621 // If we are under water with no goals, swim up
623 if(this.goalcurrent==NULL)
626 if(this.waterlevel>WATERLEVEL_SWIMMING)
628 else if(this.velocity.z >= 0 && !(this.waterlevel == WATERLEVEL_WETFEET && this.watertype == CONTENT_WATER))
629 PHYS_INPUT_BUTTON_JUMP(this) = true;
631 PHYS_INPUT_BUTTON_JUMP(this) = false;
632 makevectors(this.v_angle.y * '0 1 0');
633 this.movement_x = dir * v_forward * maxspeed;
634 this.movement_y = dir * v_right * maxspeed;
635 this.movement_z = dir * v_up * maxspeed;
638 // if there is nowhere to go, exit
639 if (this.goalcurrent == NULL)
642 if (this.goalcurrent)
643 navigation_poptouchedgoals(this);
645 // if ran out of goals try to use an alternative goal or get a new strategy asap
646 if(this.goalcurrent == NULL)
648 this.bot_strategytime = 0;
653 if(autocvar_bot_debug_goalstack)
654 debuggoalstack(this);
656 m1 = this.goalcurrent.origin + this.goalcurrent.mins;
657 m2 = this.goalcurrent.origin + this.goalcurrent.maxs;
658 destorg = this.origin;
659 destorg.x = bound(m1_x, destorg.x, m2_x);
660 destorg.y = bound(m1_y, destorg.y, m2_y);
661 destorg.z = bound(m1_z, destorg.z, m2_z);
662 diff = destorg - this.origin;
664 dir = normalize(diff);
665 flatdir = diff;flatdir.z = 0;
666 flatdir = normalize(flatdir);
667 gco = (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5;
669 //if (this.bot_dodgevector_time < time)
671 // this.bot_dodgevector_time = time + cvar("bot_ai_dodgeupdateinterval");
672 // this.bot_dodgevector_jumpbutton = 1;
673 evadeobstacle = '0 0 0';
678 if(this.waterlevel>WATERLEVEL_SWIMMING)
681 this.aistatus |= AI_STATUS_OUT_WATER;
685 if(this.velocity.z >= 0 && !(this.watertype == CONTENT_WATER && gco.z < this.origin.z) &&
686 ( !(this.waterlevel == WATERLEVEL_WETFEET && this.watertype == CONTENT_WATER) || this.aistatus & AI_STATUS_OUT_WATER))
687 PHYS_INPUT_BUTTON_JUMP(this) = true;
689 PHYS_INPUT_BUTTON_JUMP(this) = false;
691 dir = normalize(flatdir);
692 makevectors(this.v_angle.y * '0 1 0');
696 if(this.aistatus & AI_STATUS_OUT_WATER)
697 this.aistatus &= ~AI_STATUS_OUT_WATER;
699 // jump if going toward an obstacle that doesn't look like stairs we
700 // can walk up directly
701 tracebox(this.origin, this.mins, this.maxs, this.origin + this.velocity * 0.2, false, this);
702 if (trace_fraction < 1)
703 if (trace_plane_normal.z < 0.7)
706 tracebox(this.origin + stepheightvec, this.mins, this.maxs, this.origin + this.velocity * 0.2 + stepheightvec, false, this);
707 if (trace_fraction < s + 0.01)
708 if (trace_plane_normal.z < 0.7)
711 tracebox(this.origin + jumpstepheightvec, this.mins, this.maxs, this.origin + this.velocity * 0.2 + jumpstepheightvec, false, this);
712 if (trace_fraction > s)
713 PHYS_INPUT_BUTTON_JUMP(this) = true;
717 // avoiding dangers and obstacles
718 vector dst_ahead, dst_down;
719 makevectors(this.v_angle.y * '0 1 0');
720 dst_ahead = this.origin + this.view_ofs + (this.velocity * 0.4) + (v_forward * 32 * 3);
721 dst_down = dst_ahead - '0 0 1500';
724 traceline(this.origin + this.view_ofs, dst_ahead, true, NULL);
726 // Check head-banging against walls
727 if(vdist(this.origin + this.view_ofs - trace_endpos, <, 25) && !(this.aistatus & AI_STATUS_OUT_WATER))
729 PHYS_INPUT_BUTTON_JUMP(this) = true;
730 if(this.facingwalltime && time > this.facingwalltime)
732 this.ignoregoal = this.goalcurrent;
733 this.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
734 this.bot_strategytime = 0;
739 this.facingwalltime = time + 0.05;
744 this.facingwalltime = 0;
746 if(this.ignoregoal != NULL && time > this.ignoregoaltime)
748 this.ignoregoal = NULL;
749 this.ignoregoaltime = 0;
753 // Check for water/slime/lava and dangerous edges
754 // (only when the bot is on the ground or jumping intentionally)
755 this.aistatus &= ~AI_STATUS_DANGER_AHEAD;
757 if(trace_fraction == 1 && this.jumppadcount == 0 && !this.goalcurrent.wphardwired )
758 if((IS_ONGROUND(this)) || (this.aistatus & AI_STATUS_RUNNING) || PHYS_INPUT_BUTTON_JUMP(this))
761 traceline(dst_ahead , dst_down, true, NULL);
762 // te_lightning2(NULL, this.origin, dst_ahead); // Draw "ahead" look
763 // te_lightning2(NULL, dst_ahead, dst_down); // Draw "downwards" look
764 if(trace_endpos.z < this.origin.z + this.mins.z)
766 s = pointcontents(trace_endpos + '0 0 1');
767 if (s != CONTENT_SOLID)
768 if (s == CONTENT_LAVA || s == CONTENT_SLIME)
769 evadelava = normalize(this.velocity) * -1;
770 else if (s == CONTENT_SKY)
771 evadeobstacle = normalize(this.velocity) * -1;
772 else if (!boxesoverlap(dst_ahead - this.view_ofs + this.mins, dst_ahead - this.view_ofs + this.maxs,
773 this.goalcurrent.absmin, this.goalcurrent.absmax))
775 // if ain't a safe goal with "holes" (like the jumpad on soylent)
776 // and there is a trigger_hurt below
777 if(tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos))
779 // Remove dangerous dynamic goals from stack
780 LOG_TRACE("bot ", this.netname, " avoided the goal ", this.goalcurrent.classname, " ", etos(this.goalcurrent), " because it led to a dangerous path; goal stack cleared");
781 navigation_clearroute(this);
791 makevectors(this.v_angle.y * '0 1 0');
793 if(evadeobstacle!='0 0 0'||evadelava!='0 0 0')
794 this.aistatus |= AI_STATUS_DANGER_AHEAD;
797 dodge = havocbot_dodge(this);
798 dodge = dodge * bound(0,0.5+(skill+this.bot_dodgeskill)*0.1,1);
799 evadelava = evadelava * bound(1,3-(skill+this.bot_dodgeskill),3); //Noobs fear lava a lot and take more distance from it
800 traceline(this.origin, ( ( this.enemy.absmin + this.enemy.absmax ) * 0.5 ), true, NULL);
801 if(IS_PLAYER(trace_ent))
802 dir = dir * bound(0,(skill+this.bot_dodgeskill)/7,1);
804 dir = normalize(dir + dodge + evadeobstacle + evadelava);
805 // this.bot_dodgevector = dir;
806 // this.bot_dodgevector_jumpbutton = PHYS_INPUT_BUTTON_JUMP(this);
809 if(time < this.ladder_time)
811 if(this.goalcurrent.origin.z + this.goalcurrent.mins.z > this.origin.z + this.mins.z)
813 if(this.origin.z + this.mins.z < this.ladder_entity.origin.z + this.ladder_entity.maxs.z)
818 if(this.origin.z + this.mins.z > this.ladder_entity.origin.z + this.ladder_entity.mins.z)
823 //dir = this.bot_dodgevector;
824 //if (this.bot_dodgevector_jumpbutton)
825 // PHYS_INPUT_BUTTON_JUMP(this) = true;
826 this.movement_x = dir * v_forward * maxspeed;
827 this.movement_y = dir * v_right * maxspeed;
828 this.movement_z = dir * v_up * maxspeed;
830 // Emulate keyboard interface
832 havocbot_keyboard_movement(this, destorg);
835 // if(this.aistatus & AI_STATUS_ROAMING)
837 if(skill+this.bot_moveskill >= autocvar_bot_ai_bunnyhop_skilloffset)
838 havocbot_bunnyhop(this, dir);
840 if ((dir * v_up) >= autocvar_sv_jumpvelocity*0.5 && (IS_ONGROUND(this))) PHYS_INPUT_BUTTON_JUMP(this) = true;
841 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;
842 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);
845 entity havocbot_gettarget(entity this, bool secondary)
848 vector eye = CENTER_OR_VIEWOFS(this);
849 IL_EACH(g_bot_targets, boolean((secondary) ? it.classname == "misc_breakablemodel" : it.classname != "misc_breakablemodel"),
851 vector v = CENTER_OR_VIEWOFS(it);
852 if(vdist(v - eye, <, autocvar_bot_ai_enemydetectionradius))
853 if(!best || vlen2(CENTER_OR_VIEWOFS(best) - eye) > vlen2(v - eye))
854 if(bot_shouldattack(this, it))
856 traceline(eye, v, true, this);
857 if (trace_ent == it || trace_fraction >= 1)
865 void havocbot_chooseenemy(entity this)
867 if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(this))
874 if (!bot_shouldattack(this, this.enemy))
876 // enemy died or something, find a new target
878 this.havocbot_chooseenemy_finished = time;
880 else if (this.havocbot_stickenemy)
882 // tracking last chosen enemy
883 // if enemy is visible
884 // and not really really far away
885 // and we're not severely injured
886 // then keep tracking for a half second into the future
887 traceline(this.origin+this.view_ofs, ( this.enemy.absmin + this.enemy.absmax ) * 0.5,false,NULL);
888 if (trace_ent == this.enemy || trace_fraction == 1)
889 if (vdist(((this.enemy.absmin + this.enemy.absmax) * 0.5) - this.origin, <, 1000))
890 if (this.health > 30)
892 // remain tracking him for a shot while (case he went after a small corner or pilar
893 this.havocbot_chooseenemy_finished = time + 0.5;
896 // enemy isn't visible, or is far away, or we're injured severely
897 // so stop preferring this enemy
898 // (it will still take a half second until a new one is chosen)
899 this.havocbot_stickenemy = 0;
902 if (time < this.havocbot_chooseenemy_finished)
904 this.havocbot_chooseenemy_finished = time + autocvar_bot_ai_enemydetectioninterval;
905 vector eye = this.origin + this.view_ofs;
907 float bestrating = 100000000;
910 int hf = this.dphitcontentsmask;
912 // Search for enemies, if no enemy can be seen directly try to look through transparent objects
914 this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
916 bool scan_transparent = false;
917 bool scan_secondary_targets = false;
918 bool have_secondary_targets = false;
921 scan_secondary_targets = false;
923 IL_EACH(g_bot_targets, it.bot_attack,
925 if(!scan_secondary_targets)
927 if(it.classname == "misc_breakablemodel")
929 have_secondary_targets = true;
933 else if(it.classname != "misc_breakablemodel")
936 vector v = (it.absmin + it.absmax) * 0.5;
937 float rating = vlen2(v - eye);
938 if (vdist(v - eye, <, autocvar_bot_ai_enemydetectionradius))
939 if (bestrating > rating)
940 if (bot_shouldattack(this, it))
942 traceline(eye, v, true, this);
943 if (trace_ent == it || trace_fraction >= 1)
951 if(!best && have_secondary_targets && !scan_secondary_targets)
953 scan_secondary_targets = true;
955 bestrating = 100000000;
959 // I want to do a second scan if no enemy was found or I don't have weapons
960 // TODO: Perform the scan when using the rifle (requires changes on the rifle code)
961 if(best || this.weapons) // || this.weapon == WEP_RIFLE.m_id
966 // Set flags to see through transparent objects
967 this.dphitcontentsmask |= DPCONTENTS_OPAQUE;
969 scan_transparent = true;
973 this.dphitcontentsmask = hf;
976 this.havocbot_stickenemy = true;
977 if(best && best.classname == "misc_breakablemodel")
978 this.havocbot_stickenemy = false;
981 float havocbot_chooseweapon_checkreload(entity this, int new_weapon)
983 // bots under this skill cannot find unloaded weapons to reload idly when not in combat,
984 // so skip this for them, or they'll never get to reload their weapons at all.
985 // this also allows bots under this skill to be more stupid, and reload more often during combat :)
989 // if this weapon is scheduled for reloading, don't switch to it during combat
990 if (this.weapon_load[new_weapon] < 0)
992 bool other_weapon_available = false;
993 FOREACH(Weapons, it != WEP_Null, LAMBDA(
994 if(it.wr_checkammo1(it, this) + it.wr_checkammo2(it, this))
995 other_weapon_available = true;
997 if(other_weapon_available)
1004 void havocbot_chooseweapon(entity this)
1009 if(g_weaponarena_weapons == WEPSET(TUBA))
1011 PS(this).m_switchweapon = WEP_TUBA;
1015 // TODO: clean this up by moving it to weapon code
1016 if(this.enemy==NULL)
1018 // If no weapon was chosen get the first available weapon
1019 if(PS(this).m_weapon==WEP_Null)
1020 FOREACH(Weapons, it != WEP_Null, LAMBDA(
1021 if(client_hasweapon(this, it, true, false))
1023 PS(this).m_switchweapon = it;
1030 // Do not change weapon during the next second after a combo
1031 float f = time - this.lastcombotime;
1036 float distance; distance=bound(10,vlen(this.origin-this.enemy.origin)-200,10000);
1038 // Should it do a weapon combo?
1039 float af, ct, combo_time, combo;
1041 af = ATTACK_FINISHED(this, 0);
1042 ct = autocvar_bot_ai_weapon_combo_threshold;
1044 // Bots with no skill will be 4 times more slower than "godlike" bots when doing weapon combos
1045 // Ideally this 4 should be calculated as longest_weapon_refire / bot_ai_weapon_combo_threshold
1046 combo_time = time + ct + (ct * ((-0.3*(skill+this.bot_weaponskill))+3));
1050 if(autocvar_bot_ai_weapon_combo)
1051 if(PS(this).m_weapon.m_id == this.lastfiredweapon)
1055 this.lastcombotime = time;
1058 distance *= pow(2, this.bot_rangepreference);
1060 // Custom weapon list based on distance to the enemy
1061 if(bot_custom_weapon){
1063 // Choose weapons for far distance
1064 if ( distance > bot_distance_far ) {
1065 for(i=0; i < Weapons_COUNT && bot_weapons_far[i] != -1 ; ++i){
1066 w = bot_weapons_far[i];
1067 if ( client_hasweapon(this, Weapons_from(w), true, false) )
1069 if ((PS(this).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, w))
1071 PS(this).m_switchweapon = Weapons_from(w);
1077 // Choose weapons for mid distance
1078 if ( distance > bot_distance_close) {
1079 for(i=0; i < Weapons_COUNT && bot_weapons_mid[i] != -1 ; ++i){
1080 w = bot_weapons_mid[i];
1081 if ( client_hasweapon(this, Weapons_from(w), true, false) )
1083 if ((PS(this).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, w))
1085 PS(this).m_switchweapon = Weapons_from(w);
1091 // Choose weapons for close distance
1092 for(i=0; i < Weapons_COUNT && bot_weapons_close[i] != -1 ; ++i){
1093 w = bot_weapons_close[i];
1094 if ( client_hasweapon(this, Weapons_from(w), true, false) )
1096 if ((PS(this).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, w))
1098 PS(this).m_switchweapon = Weapons_from(w);
1105 void havocbot_aim(entity this)
1107 vector myvel, enemyvel;
1108 // if(this.flags & FL_INWATER)
1110 if (time < this.nextaim)
1112 this.nextaim = time + 0.1;
1113 myvel = this.velocity;
1114 if (!this.waterlevel)
1118 enemyvel = this.enemy.velocity;
1119 if (!this.enemy.waterlevel)
1121 lag_additem(this, time + this.ping, 0, 0, this.enemy, this.origin, myvel, (this.enemy.absmin + this.enemy.absmax) * 0.5, enemyvel);
1124 lag_additem(this, time + this.ping, 0, 0, NULL, this.origin, myvel, ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5, '0 0 0');
1127 bool havocbot_moveto_refresh_route(entity this)
1129 // Refresh path to goal if necessary
1131 wp = this.havocbot_personal_waypoint;
1132 navigation_goalrating_start(this);
1133 navigation_routerating(this, wp, 10000, 10000);
1134 navigation_goalrating_end(this);
1135 return this.navigation_hasgoals;
1138 float havocbot_moveto(entity this, vector pos)
1142 if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_GOING)
1144 // Step 4: Move to waypoint
1145 if(this.havocbot_personal_waypoint==NULL)
1147 LOG_TRACE("Error: ", this.netname, " trying to walk to a non existent personal waypoint");
1148 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_GOING;
1149 return CMD_STATUS_ERROR;
1152 if (!bot_strategytoken_taken)
1153 if(this.havocbot_personal_waypoint_searchtime<time)
1155 bot_strategytoken_taken = true;
1156 if(havocbot_moveto_refresh_route(this))
1158 LOG_TRACE(this.netname, " walking to its personal waypoint (after ", ftos(this.havocbot_personal_waypoint_failcounter), " failed attempts)");
1159 this.havocbot_personal_waypoint_searchtime = time + 10;
1160 this.havocbot_personal_waypoint_failcounter = 0;
1164 this.havocbot_personal_waypoint_failcounter += 1;
1165 this.havocbot_personal_waypoint_searchtime = time + 2;
1166 if(this.havocbot_personal_waypoint_failcounter >= 30)
1168 LOG_TRACE("Warning: can't walk to the personal waypoint located at ", vtos(this.havocbot_personal_waypoint.origin));
1169 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1170 delete(this.havocbot_personal_waypoint);
1171 return CMD_STATUS_ERROR;
1174 LOG_TRACE(this.netname, " can't walk to its personal waypoint (after ", ftos(this.havocbot_personal_waypoint_failcounter), " failed attempts), trying later");
1178 if(autocvar_bot_debug_goalstack)
1179 debuggoalstack(this);
1182 vector dir = ( ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5 ) - (this.origin + this.view_ofs);
1184 bot_aimdir(this, dir, -1);
1187 havocbot_movetogoal(this);
1189 if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_REACHED)
1191 // Step 5: Waypoint reached
1192 LOG_TRACE(this.netname, "'s personal waypoint reached");
1193 delete(this.havocbot_personal_waypoint);
1194 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_REACHED;
1195 return CMD_STATUS_FINISHED;
1198 return CMD_STATUS_EXECUTING;
1201 // Step 2: Linking waypoint
1202 if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_LINKING)
1204 // Wait until it is linked
1205 if(!this.havocbot_personal_waypoint.wplinked)
1207 LOG_TRACE(this.netname, " waiting for personal waypoint to be linked");
1208 return CMD_STATUS_EXECUTING;
1211 this.havocbot_personal_waypoint_searchtime = time; // so we set the route next frame
1212 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1213 this.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_GOING;
1215 // Step 3: Route to waypoint
1216 LOG_TRACE(this.netname, " walking to its personal waypoint");
1218 return CMD_STATUS_EXECUTING;
1221 // Step 1: Spawning waypoint
1222 wp = waypoint_spawnpersonal(this, pos);
1225 LOG_TRACE("Error: Can't spawn personal waypoint at ",vtos(pos));
1226 return CMD_STATUS_ERROR;
1229 this.havocbot_personal_waypoint = wp;
1230 this.havocbot_personal_waypoint_failcounter = 0;
1231 this.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1233 // if pos is inside a teleport, then let's mark it as teleport waypoint
1234 IL_EACH(g_teleporters, WarpZoneLib_BoxTouchesBrush(pos, pos, it, NULL),
1236 wp.wpflags |= WAYPOINTFLAG_TELEPORT;
1237 this.lastteleporttime = 0;
1241 if(wp.wpflags & WAYPOINTFLAG_TELEPORT)
1242 print("routing to a teleporter\n");
1244 print("routing to a non-teleporter\n");
1247 return CMD_STATUS_EXECUTING;
1250 float havocbot_resetgoal(entity this)
1252 navigation_clearroute(this);
1253 return CMD_STATUS_FINISHED;
1256 void havocbot_setupbot(entity this)
1258 this.bot_ai = havocbot_ai;
1259 this.cmd_moveto = havocbot_moveto;
1260 this.cmd_resetgoal = havocbot_resetgoal;
1262 havocbot_chooserole(this);
1265 vector havocbot_dodge(entity this)
1267 // LordHavoc: disabled because this is too expensive
1272 float danger, bestdanger, vl, d;
1275 // check for dangerous objects near bot or approaching bot
1276 head = findchainfloat(bot_dodge, true);
1279 if (head.owner != this)
1281 vl = vlen(head.velocity);
1282 if (vl > autocvar_sv_maxspeed * 0.3)
1284 n = normalize(head.velocity);
1285 v = this.origin - head.origin;
1287 if (d > (0 - head.bot_dodgerating))
1288 if (d < (vl * 0.2 + head.bot_dodgerating))
1290 // calculate direction and distance from the flight path, by removing the forward axis
1291 v = v - (n * (v * n));
1292 danger = head.bot_dodgerating - vlen(v);
1293 if (bestdanger < danger)
1295 bestdanger = danger;
1296 // dodge to the side of the object
1297 dodge = normalize(v);
1303 danger = head.bot_dodgerating - vlen(head.origin - this.origin);
1304 if (bestdanger < danger)
1306 bestdanger = danger;
1307 dodge = normalize(this.origin - head.origin);