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[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / bot / default / havocbot / havocbot.qc
1 #include "havocbot.qh"
2
3 #include "../cvars.qh"
4
5 #include "../aim.qh"
6 #include "../bot.qh"
7 #include "../navigation.qh"
8 #include "../scripting.qh"
9 #include "../waypoints.qh"
10
11 #include <common/constants.qh>
12 #include <common/impulses/all.qh>
13 #include <common/net_linked.qh>
14 #include <common/physics/player.qh>
15 #include <common/state.qh>
16 #include <common/items/_mod.qh>
17 #include <common/wepent.qh>
18
19 #include <common/triggers/teleporters.qh>
20 #include <common/triggers/trigger/jumppads.qh>
21
22 #include <lib/warpzone/common.qh>
23
24 .float speed;
25
26 void havocbot_ai(entity this)
27 {
28         if(this.draggedby)
29                 return;
30
31         if(bot_execute_commands(this))
32                 return;
33
34         if (bot_strategytoken == this)
35         if (!bot_strategytoken_taken)
36         {
37                 if(this.havocbot_blockhead)
38                 {
39                         this.havocbot_blockhead = false;
40                 }
41                 else
42                 {
43                         if (!this.jumppadcount)
44                                 this.havocbot_role(this); // little too far down the rabbit hole
45                 }
46
47                 // TODO: tracewalk() should take care of this job (better path finding under water)
48                 // if we don't have a goal and we're under water look for a waypoint near the "shore" and push it
49                 if(!(IS_DEAD(this)))
50                 if(!this.goalcurrent)
51                 if(this.waterlevel == WATERLEVEL_SWIMMING || (this.aistatus & AI_STATUS_OUT_WATER))
52                 {
53                         // Look for the closest waypoint out of water
54                         entity newgoal = NULL;
55                         IL_EACH(g_waypoints, vdist(it.origin - this.origin, <=, 10000),
56                         {
57                                 if(it.origin.z < this.origin.z)
58                                         continue;
59
60                                 if(it.origin.z - this.origin.z - this.view_ofs.z > 100)
61                                         continue;
62
63                                 if (pointcontents(it.origin + it.maxs + '0 0 1') != CONTENT_EMPTY)
64                                         continue;
65
66                                 traceline(this.origin + this.view_ofs, ((it.absmin + it.absmax) * 0.5), true, this);
67
68                                 if(trace_fraction < 1)
69                                         continue;
70
71                                 if(!newgoal || vlen2(it.origin - this.origin) < vlen2(newgoal.origin - this.origin))
72                                         newgoal = it;
73                         });
74
75                         if(newgoal)
76                         {
77                         //      te_wizspike(newgoal.origin);
78                                 navigation_pushroute(this, newgoal);
79                         }
80                 }
81
82                 // token has been used this frame
83                 bot_strategytoken_taken = true;
84         }
85
86         if(IS_DEAD(this))
87                 return;
88
89         havocbot_chooseenemy(this);
90
91         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
92         {
93                 .entity weaponentity = weaponentities[slot];
94                 if(this.(weaponentity).m_weapon != WEP_Null || slot == 0)
95                 if(this.(weaponentity).bot_chooseweapontime < time)
96                 {
97                         this.(weaponentity).bot_chooseweapontime = time + autocvar_bot_ai_chooseweaponinterval;
98                         havocbot_chooseweapon(this, weaponentity);
99                 }
100         }
101         havocbot_aim(this);
102         lag_update(this);
103         if (this.bot_aimtarg)
104         {
105                 this.aistatus |= AI_STATUS_ATTACKING;
106                 this.aistatus &= ~AI_STATUS_ROAMING;
107
108                 if(this.weapons)
109                 {
110                         if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(this))
111                         {
112                                 PHYS_INPUT_BUTTON_ATCK(this) = false;
113                                 PHYS_INPUT_BUTTON_ATCK2(this) = false;
114                         }
115                         else
116                         {
117                                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
118                                 {
119                                         .entity weaponentity = weaponentities[slot];
120                                         Weapon w = this.(weaponentity).m_weapon;
121                                         if(w == WEP_Null && slot != 0)
122                                                 continue;
123                                         w.wr_aim(w, this, weaponentity);
124                                         if(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this)) // TODO: what if we didn't fire this weapon, but the previous?
125                                                 this.(weaponentity).lastfiredweapon = this.(weaponentity).m_weapon.m_id;
126                                 }
127                         }
128                 }
129                 else
130                 {
131                         if(IS_PLAYER(this.bot_aimtarg))
132                                 bot_aimdir(this, this.bot_aimtarg.origin + this.bot_aimtarg.view_ofs - this.origin - this.view_ofs , -1);
133                 }
134         }
135         else if (this.goalcurrent)
136         {
137                 this.aistatus |= AI_STATUS_ROAMING;
138                 this.aistatus &= ~AI_STATUS_ATTACKING;
139
140                 vector now,v,next;//,heading;
141                 float aimdistance,skillblend,distanceblend,blend;
142                 next = now = ( (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5) - (this.origin + this.view_ofs);
143                 aimdistance = vlen(now);
144                 //heading = this.velocity;
145                 //dprint(this.goalstack01.classname,etos(this.goalstack01),"\n");
146                 if(
147                         this.goalstack01 != this && this.goalstack01 && !wasfreed(this.goalstack01) && ((this.aistatus & AI_STATUS_RUNNING) == 0) &&
148                         !(this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
149                 )
150                         next = ((this.goalstack01.absmin + this.goalstack01.absmax) * 0.5) - (this.origin + this.view_ofs);
151
152                 skillblend=bound(0,(skill+this.bot_moveskill-2.5)*0.5,1); //lower skill player can't preturn
153                 distanceblend=bound(0,aimdistance/autocvar_bot_ai_keyboard_distance,1);
154                 blend = skillblend * (1-distanceblend);
155                 //v = (now * (distanceblend) + next * (1-distanceblend)) * (skillblend) + now * (1-skillblend);
156                 //v = now * (distanceblend) * (skillblend) + next * (1-distanceblend) * (skillblend) + now * (1-skillblend);
157                 //v = now * ((1-skillblend) + (distanceblend) * (skillblend)) + next * (1-distanceblend) * (skillblend);
158                 v = now + blend * (next - now);
159                 //dprint(etos(this), " ");
160                 //dprint(vtos(now), ":", vtos(next), "=", vtos(v), " (blend ", ftos(blend), ")\n");
161                 //v = now * (distanceblend) + next * (1-distanceblend);
162                 if (this.waterlevel < WATERLEVEL_SWIMMING)
163                         v.z = 0;
164                 //dprint("walk at:", vtos(v), "\n");
165                 //te_lightning2(NULL, this.origin, this.goalcurrent.origin);
166                 bot_aimdir(this, v, -1);
167         }
168         havocbot_movetogoal(this);
169
170         // if the bot is not attacking, consider reloading weapons
171         if (!(this.aistatus & AI_STATUS_ATTACKING))
172         {
173                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
174                 {
175                         .entity weaponentity = weaponentities[slot];
176
177                         if(this.(weaponentity).m_weapon == WEP_Null && slot != 0)
178                                 continue;
179
180                         // we are currently holding a weapon that's not fully loaded, reload it
181                         if(skill >= 2) // bots can only reload the held weapon on purpose past this skill
182                         if(this.(weaponentity).clip_load < this.(weaponentity).clip_size)
183                                 this.impulse = IMP_weapon_reload.impulse; // not sure if this is done right
184
185                         // if we're not reloading a weapon, switch to any weapon in our invnetory that's not fully loaded to reload it next
186                         // the code above executes next frame, starting the reloading then
187                         if(skill >= 5) // bots can only look for unloaded weapons past this skill
188                         if(this.(weaponentity).clip_load >= 0) // only if we're not reloading a weapon already
189                         {
190                                 FOREACH(Weapons, it != WEP_Null, LAMBDA(
191                                         if((this.weapons & (it.m_wepset)) && (it.spawnflags & WEP_FLAG_RELOADABLE) && (this.(weaponentity).weapon_load[it.m_id] < it.reloading_ammo))
192                                         {
193                                                 this.(weaponentity).m_switchweapon = it;
194                                                 break;
195                                         }
196                                 ));
197                         }
198                 }
199         }
200 }
201
202 void havocbot_keyboard_movement(entity this, vector destorg)
203 {
204         vector keyboard;
205         float blend, maxspeed;
206         float sk;
207
208         sk = skill + this.bot_moveskill;
209
210         maxspeed = autocvar_sv_maxspeed;
211
212         if (time < this.havocbot_keyboardtime)
213                 return;
214
215         this.havocbot_keyboardtime =
216                 max(
217                         this.havocbot_keyboardtime
218                                 + 0.05/max(1, sk+this.havocbot_keyboardskill)
219                                 + random()*0.025/max(0.00025, skill+this.havocbot_keyboardskill)
220                 , time);
221         keyboard = this.movement * (1.0 / maxspeed);
222
223         float trigger, trigger1;
224         blend = bound(0,sk*0.1,1);
225         trigger = autocvar_bot_ai_keyboard_threshold;
226         trigger1 = 0 - trigger;
227
228         // categorize forward movement
229         // at skill < 1.5 only forward
230         // at skill < 2.5 only individual directions
231         // at skill < 4.5 only individual directions, and forward diagonals
232         // at skill >= 4.5, all cases allowed
233         if (keyboard.x > trigger)
234         {
235                 keyboard.x = 1;
236                 if (sk < 2.5)
237                         keyboard.y = 0;
238         }
239         else if (keyboard.x < trigger1 && sk > 1.5)
240         {
241                 keyboard.x = -1;
242                 if (sk < 4.5)
243                         keyboard.y = 0;
244         }
245         else
246         {
247                 keyboard.x = 0;
248                 if (sk < 1.5)
249                         keyboard.y = 0;
250         }
251         if (sk < 4.5)
252                 keyboard.z = 0;
253
254         if (keyboard.y > trigger)
255                 keyboard.y = 1;
256         else if (keyboard.y < trigger1)
257                 keyboard.y = -1;
258         else
259                 keyboard.y = 0;
260
261         if (keyboard.z > trigger)
262                 keyboard.z = 1;
263         else if (keyboard.z < trigger1)
264                 keyboard.z = -1;
265         else
266                 keyboard.z = 0;
267
268         this.havocbot_keyboard = keyboard * maxspeed;
269         if (this.havocbot_ducktime>time) PHYS_INPUT_BUTTON_CROUCH(this) = true;
270
271         keyboard = this.havocbot_keyboard;
272         blend = bound(0,vlen(destorg-this.origin)/autocvar_bot_ai_keyboard_distance,1); // When getting close move with 360 degree
273         //dprint("movement ", vtos(this.movement), " keyboard ", vtos(keyboard), " blend ", ftos(blend), "\n");
274         this.movement = this.movement + (keyboard - this.movement) * blend;
275 }
276
277 void havocbot_bunnyhop(entity this, vector dir)
278 {
279         float bunnyhopdistance;
280         vector deviation;
281         float maxspeed;
282         vector gco, gno;
283
284         // Don't jump when attacking
285         if(this.aistatus & AI_STATUS_ATTACKING)
286                 return;
287
288         if(IS_PLAYER(this.goalcurrent))
289                 return;
290
291         maxspeed = autocvar_sv_maxspeed;
292
293         if(this.aistatus & AI_STATUS_RUNNING && vdist(this.velocity, <, autocvar_sv_maxspeed * 0.75)
294                 || this.aistatus & AI_STATUS_DANGER_AHEAD)
295         {
296                 this.aistatus &= ~AI_STATUS_RUNNING;
297                 PHYS_INPUT_BUTTON_JUMP(this) = false;
298                 this.bot_canruntogoal = 0;
299                 this.bot_timelastseengoal = 0;
300                 return;
301         }
302
303         if(this.waterlevel > WATERLEVEL_WETFEET)
304         {
305                 this.aistatus &= ~AI_STATUS_RUNNING;
306                 return;
307         }
308
309         if(this.bot_lastseengoal != this.goalcurrent && !(this.aistatus & AI_STATUS_RUNNING))
310         {
311                 this.bot_canruntogoal = 0;
312                 this.bot_timelastseengoal = 0;
313         }
314
315         gco = (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5;
316         bunnyhopdistance = vlen(this.origin - gco);
317
318         // Run only to visible goals
319         if(IS_ONGROUND(this))
320         if(vlen(this.velocity - eZ * this.velocity.z) >= autocvar_sv_maxspeed) // if -really- running
321         if(checkpvs(this.origin + this.view_ofs, this.goalcurrent))
322         {
323                         this.bot_lastseengoal = this.goalcurrent;
324
325                         // seen it before
326                         if(this.bot_timelastseengoal)
327                         {
328                                 // for a period of time
329                                 if(time - this.bot_timelastseengoal > autocvar_bot_ai_bunnyhop_firstjumpdelay)
330                                 {
331                                         float checkdistance;
332                                         checkdistance = true;
333
334                                         // don't run if it is too close
335                                         if(this.bot_canruntogoal==0)
336                                         {
337                                                 if(bunnyhopdistance > autocvar_bot_ai_bunnyhop_startdistance)
338                                                         this.bot_canruntogoal = 1;
339                                                 else
340                                                         this.bot_canruntogoal = -1;
341                                         }
342
343                                         if(this.bot_canruntogoal != 1)
344                                                 return;
345
346                                         if(this.aistatus & AI_STATUS_ROAMING)
347                                         if(this.goalcurrent.classname=="waypoint")
348                                         if (!(this.goalcurrent.wpflags & WAYPOINTFLAG_PERSONAL))
349                                         if(fabs(gco.z - this.origin.z) < this.maxs.z - this.mins.z)
350                                         if(this.goalstack01 && !wasfreed(this.goalstack01))
351                                         {
352                                                 gno = (this.goalstack01.absmin + this.goalstack01.absmax) * 0.5;
353                                                 deviation = vectoangles(gno - this.origin) - vectoangles(gco - this.origin);
354                                                 while (deviation.y < -180) deviation.y = deviation.y + 360;
355                                                 while (deviation.y > 180) deviation.y = deviation.y - 360;
356
357                                                 if(fabs(deviation.y) < 20)
358                                                 if(bunnyhopdistance < vlen(this.origin - gno))
359                                                 if(fabs(gno.z - gco.z) < this.maxs.z - this.mins.z)
360                                                 {
361                                                         if(vdist(gco - gno, >, autocvar_bot_ai_bunnyhop_startdistance))
362                                                         if(checkpvs(this.origin + this.view_ofs, this.goalstack01))
363                                                         {
364                                                                 checkdistance = false;
365                                                         }
366                                                 }
367                                         }
368
369                                         if(checkdistance)
370                                         {
371                                                 this.aistatus &= ~AI_STATUS_RUNNING;
372                                                 // increase stop distance in case the goal is on a slope or a lower platform 
373                                                 if(bunnyhopdistance > autocvar_bot_ai_bunnyhop_stopdistance + (this.origin.z - gco.z))
374                                                         PHYS_INPUT_BUTTON_JUMP(this) = true;
375                                         }
376                                         else
377                                         {
378                                                 this.aistatus |= AI_STATUS_RUNNING;
379                                                 PHYS_INPUT_BUTTON_JUMP(this) = true;
380                                         }
381                                 }
382                         }
383                         else
384                         {
385                                 this.bot_timelastseengoal = time;
386                         }
387         }
388         else
389         {
390                 this.bot_timelastseengoal = 0;
391         }
392
393 #if 0
394         // Release jump button
395         if(!cvar("sv_pogostick"))
396         if((IS_ONGROUND(this)) == 0)
397         {
398                 if(this.velocity.z < 0 || vlen(this.velocity)<maxspeed)
399                         PHYS_INPUT_BUTTON_JUMP(this) = false;
400
401                 // Strafe
402                 if(this.aistatus & AI_STATUS_RUNNING)
403                 if(vlen(this.velocity)>maxspeed)
404                 {
405                         deviation = vectoangles(dir) - vectoangles(this.velocity);
406                         while (deviation.y < -180) deviation.y = deviation.y + 360;
407                         while (deviation.y > 180) deviation.y = deviation.y - 360;
408
409                         if(fabs(deviation.y)>10)
410                                 this.movement_x = 0;
411
412                         if(deviation.y>10)
413                                 this.movement_y = maxspeed * -1;
414                         else if(deviation.y<10)
415                                 this.movement_y = maxspeed;
416
417                 }
418         }
419 #endif
420 }
421
422 .entity goalcurrent_prev;
423 .float goalcurrent_distance;
424 .float goalcurrent_distance_time;
425 void havocbot_movetogoal(entity this)
426 {
427         vector destorg;
428         vector diff;
429         vector dir;
430         vector flatdir;
431         vector m1;
432         vector m2;
433         vector evadeobstacle;
434         vector evadelava;
435         float maxspeed;
436         vector gco;
437         //float dist;
438         vector dodge;
439         //if (this.goalentity)
440         //      te_lightning2(this, this.origin, (this.goalentity.absmin + this.goalentity.absmax) * 0.5);
441         this.movement = '0 0 0';
442         maxspeed = autocvar_sv_maxspeed;
443
444         // Jetpack navigation
445         if(this.goalcurrent)
446         if(this.navigation_jetpack_goal)
447         if(this.goalcurrent==this.navigation_jetpack_goal)
448         if(this.ammo_fuel)
449         {
450                 if(autocvar_bot_debug_goalstack)
451                 {
452                         debuggoalstack(this);
453                         te_wizspike(this.navigation_jetpack_point);
454                 }
455
456                 // Take off
457                 if (!(this.aistatus & AI_STATUS_JETPACK_FLYING))
458                 {
459                         // Brake almost completely so it can get a good direction
460                         if(vdist(this.velocity, >, 10))
461                                 return;
462                         this.aistatus |= AI_STATUS_JETPACK_FLYING;
463                 }
464
465                 makevectors(this.v_angle.y * '0 1 0');
466                 dir = normalize(this.navigation_jetpack_point - this.origin);
467
468                 // Landing
469                 if(this.aistatus & AI_STATUS_JETPACK_LANDING)
470                 {
471                         // Calculate brake distance in xy
472                         float db, v, d;
473                         vector dxy;
474
475                         dxy = this.origin - ( ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5 ); dxy.z = 0;
476                         d = vlen(dxy);
477                         v = vlen(this.velocity -  this.velocity.z * '0 0 1');
478                         db = (pow(v,2) / (autocvar_g_jetpack_acceleration_side * 2)) + 100;
479                 //      dprint("distance ", ftos(ceil(d)), " velocity ", ftos(ceil(v)), " brake at ", ftos(ceil(db)), "\n");
480                         if(d < db || d < 500)
481                         {
482                                 // Brake
483                                 if(fabs(this.velocity.x)>maxspeed*0.3)
484                                 {
485                                         this.movement_x = dir * v_forward * -maxspeed;
486                                         return;
487                                 }
488                                 // Switch to normal mode
489                                 this.navigation_jetpack_goal = NULL;
490                                 this.aistatus &= ~AI_STATUS_JETPACK_LANDING;
491                                 this.aistatus &= ~AI_STATUS_JETPACK_FLYING;
492                                 return;
493                         }
494                 }
495                 else if(checkpvs(this.origin,this.goalcurrent))
496                 {
497                         // If I can see the goal switch to landing code
498                         this.aistatus &= ~AI_STATUS_JETPACK_FLYING;
499                         this.aistatus |= AI_STATUS_JETPACK_LANDING;
500                         return;
501                 }
502
503                 // Flying
504                 PHYS_INPUT_BUTTON_HOOK(this) = true;
505                 if(this.navigation_jetpack_point.z - STAT(PL_MAX, this).z + STAT(PL_MIN, this).z < this.origin.z)
506                 {
507                         this.movement_x = dir * v_forward * maxspeed;
508                         this.movement_y = dir * v_right * maxspeed;
509                 }
510                 return;
511         }
512
513         // Handling of jump pads
514         if(this.jumppadcount)
515         {
516                 // If got stuck on the jump pad try to reach the farthest visible waypoint
517                 // but with some randomness so it can try out different paths
518                 if(this.aistatus & AI_STATUS_OUT_JUMPPAD)
519                 {
520                         if(fabs(this.velocity.z)<50)
521                         {
522                                 entity newgoal = NULL;
523                                 if (vdist(this.origin - this.goalcurrent.origin, <, 150))
524                                         this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
525                                 else IL_EACH(g_waypoints, vdist(it.origin - this.origin, <=, 1000),
526                                 {
527                                         traceline(this.origin + this.view_ofs, ((it.absmin + it.absmax) * 0.5), true, this);
528
529                                         if(trace_fraction < 1)
530                                                 continue;
531
532                                         if(!newgoal || ((random() < 0.8) && vlen2(it.origin - this.origin) > vlen2(newgoal.origin - this.origin)))
533                                                 newgoal = it;
534                                 });
535
536                                 if(newgoal)
537                                 {
538                                         this.ignoregoal = this.goalcurrent;
539                                         this.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
540                                         navigation_clearroute(this);
541                                         navigation_routetogoal(this, newgoal, this.origin);
542                                         if(autocvar_bot_debug_goalstack)
543                                                 debuggoalstack(this);
544                                         this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
545                                 }
546                         }
547                         else
548                                 return;
549                 }
550                 else
551                 {
552                         if(time - this.lastteleporttime > 0.3 && this.velocity.z > 0)
553                         {
554                                 vector velxy = this.velocity; velxy_z = 0;
555                                 if(vdist(velxy, <, autocvar_sv_maxspeed * 0.2))
556                                 {
557                                         LOG_TRACE("Warning: ", this.netname, " got stuck on a jumppad (velocity in xy is ", vtos(velxy), "), trying to get out of it now");
558                                         this.aistatus |= AI_STATUS_OUT_JUMPPAD;
559                                 }
560                                 return;
561                         }
562
563                         // Don't chase players while using a jump pad
564                         if(IS_PLAYER(this.goalcurrent) || IS_PLAYER(this.goalstack01))
565                                 return;
566                 }
567         }
568         else if(this.aistatus & AI_STATUS_OUT_JUMPPAD)
569                 this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
570
571         // If there is a trigger_hurt right below try to use the jetpack or make a rocketjump
572         if(skill>6)
573         if (!(IS_ONGROUND(this)))
574         {
575                 tracebox(this.origin, this.mins, this.maxs, this.origin + '0 0 -65536', MOVE_NOMONSTERS, this);
576                 if(tracebox_hits_trigger_hurt(this.origin, this.mins, this.maxs, trace_endpos ))
577                 if(this.items & IT_JETPACK)
578                 {
579                         tracebox(this.origin, this.mins, this.maxs, this.origin + '0 0 65536', MOVE_NOMONSTERS, this);
580                         if(tracebox_hits_trigger_hurt(this.origin, this.mins, this.maxs, trace_endpos + '0 0 1' ))
581                         {
582                                 if(this.velocity.z<0)
583                                 {
584                                         PHYS_INPUT_BUTTON_HOOK(this) = true;
585                                 }
586                         }
587                         else
588                                 PHYS_INPUT_BUTTON_HOOK(this) = true;
589
590                         // If there is no goal try to move forward
591
592                         if(this.goalcurrent==NULL)
593                                 dir = v_forward;
594                         else
595                                 dir = normalize(( ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5 ) - this.origin);
596
597                         vector xyvelocity = this.velocity; xyvelocity_z = 0;
598                         float xyspeed = xyvelocity * dir;
599
600                         if(xyspeed < (maxspeed / 2))
601                         {
602                                 makevectors(this.v_angle.y * '0 1 0');
603                                 tracebox(this.origin, this.mins, this.maxs, this.origin + (dir * maxspeed * 3), MOVE_NOMONSTERS, this);
604                                 if(trace_fraction==1)
605                                 {
606                                         this.movement_x = dir * v_forward * maxspeed;
607                                         this.movement_y = dir * v_right * maxspeed;
608                                         if (skill < 10)
609                                                 havocbot_keyboard_movement(this, this.origin + dir * 100);
610                                 }
611                         }
612
613                         this.havocbot_blockhead = true;
614
615                         return;
616                 }
617                 else if(this.health>WEP_CVAR(devastator, damage)*0.5)
618                 {
619                         if(this.velocity.z < 0)
620                         {
621                                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
622                                 {
623                                         .entity weaponentity = weaponentities[slot];
624
625                                         if(this.(weaponentity).m_weapon == WEP_Null && slot != 0)
626                                                 continue;
627
628                                         if(client_hasweapon(this, WEP_DEVASTATOR, weaponentity, true, false))
629                                         {
630                                                 this.movement_x = maxspeed;
631
632                                                 if(this.rocketjumptime)
633                                                 {
634                                                         if(time > this.rocketjumptime)
635                                                         {
636                                                                 PHYS_INPUT_BUTTON_ATCK2(this) = true;
637                                                                 this.rocketjumptime = 0;
638                                                         }
639                                                         return;
640                                                 }
641
642                                                 this.(weaponentity).m_switchweapon = WEP_DEVASTATOR;
643                                                 this.v_angle_x = 90;
644                                                 PHYS_INPUT_BUTTON_ATCK(this) = true;
645                                                 this.rocketjumptime = time + WEP_CVAR(devastator, detonatedelay);
646                                                 return;
647                                         }
648                                 }
649                         }
650                 }
651                 else
652                 {
653                         // If there is no goal try to move forward
654                         if(this.goalcurrent==NULL)
655                                 this.movement_x = maxspeed;
656                 }
657         }
658
659         // If we are under water with no goals, swim up
660         if(this.waterlevel)
661         if(this.goalcurrent==NULL)
662         {
663                 dir = '0 0 0';
664                 if(this.waterlevel>WATERLEVEL_SWIMMING)
665                         dir.z = 1;
666                 else if(this.velocity.z >= 0 && !(this.waterlevel == WATERLEVEL_WETFEET && this.watertype == CONTENT_WATER))
667                         PHYS_INPUT_BUTTON_JUMP(this) = true;
668                 else
669                         PHYS_INPUT_BUTTON_JUMP(this) = false;
670                 makevectors(this.v_angle.y * '0 1 0');
671                 this.movement_x = dir * v_forward * maxspeed;
672                 this.movement_y = dir * v_right * maxspeed;
673                 this.movement_z = dir * v_up * maxspeed;
674         }
675
676         // if there is nowhere to go, exit
677         if (this.goalcurrent == NULL)
678                 return;
679
680
681         bool locked_goal = false;
682         if(this.goalentity && wasfreed(this.goalentity))
683         {
684                 navigation_clearroute(this);
685                 this.bot_strategytime = 0;
686                 return;
687         }
688         else if(this.goalentity.bot_pickup)
689         {
690                 if(this.goalentity.bot_pickup_respawning)
691                 {
692                         if(this.goalentity.solid) // item respawned
693                                 this.goalentity.bot_pickup_respawning = false;
694                         else if(time < this.goalentity.scheduledrespawntime - 10) // item already taken (by someone else)
695                         {
696                                 this.goalentity.bot_pickup_respawning = false;
697                                 navigation_clearroute(this);
698                                 this.bot_strategytime = 0;
699                                 return;
700                         }
701                         else if(this.goalentity == this.goalcurrent)
702                                 locked_goal = true; // wait for item to respawn
703                 }
704                 else if(!this.goalentity.solid)
705                 {
706                         navigation_clearroute(this);
707                         this.bot_strategytime = 0;
708                         return;
709                 }
710         }
711         if(!locked_goal)
712                 navigation_poptouchedgoals(this);
713
714         // if ran out of goals try to use an alternative goal or get a new strategy asap
715         if(this.goalcurrent == NULL)
716         {
717                 this.bot_strategytime = 0;
718                 return;
719         }
720
721
722         if(autocvar_bot_debug_goalstack)
723                 debuggoalstack(this);
724
725         m1 = this.goalcurrent.origin + this.goalcurrent.mins;
726         m2 = this.goalcurrent.origin + this.goalcurrent.maxs;
727         destorg = this.origin;
728         destorg.x = bound(m1_x, destorg.x, m2_x);
729         destorg.y = bound(m1_y, destorg.y, m2_y);
730         destorg.z = bound(m1_z, destorg.z, m2_z);
731         diff = destorg - this.origin;
732         //dist = vlen(diff);
733         dir = normalize(diff);
734         flatdir = diff;flatdir.z = 0;
735         flatdir = normalize(flatdir);
736         gco = (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5;
737
738         //if (this.bot_dodgevector_time < time)
739         {
740         //      this.bot_dodgevector_time = time + cvar("bot_ai_dodgeupdateinterval");
741         //      this.bot_dodgevector_jumpbutton = 1;
742                 evadeobstacle = '0 0 0';
743                 evadelava = '0 0 0';
744
745                 makevectors(this.v_angle.y * '0 1 0');
746                 if (this.waterlevel)
747                 {
748                         if(this.waterlevel>WATERLEVEL_SWIMMING)
749                         {
750                         //      flatdir_z = 1;
751                                 this.aistatus |= AI_STATUS_OUT_WATER;
752                         }
753                         else
754                         {
755                                 if(this.velocity.z >= 0 && !(this.watertype == CONTENT_WATER && gco.z < this.origin.z) &&
756                                         ( !(this.waterlevel == WATERLEVEL_WETFEET && this.watertype == CONTENT_WATER) || this.aistatus & AI_STATUS_OUT_WATER))
757                                         PHYS_INPUT_BUTTON_JUMP(this) = true;
758                                 else
759                                         PHYS_INPUT_BUTTON_JUMP(this) = false;
760                         }
761                         dir = normalize(flatdir);
762                 }
763                 else
764                 {
765                         float s;
766                         vector offset;
767                         if(this.aistatus & AI_STATUS_OUT_WATER)
768                                 this.aistatus &= ~AI_STATUS_OUT_WATER;
769
770                         // jump if going toward an obstacle that doesn't look like stairs we
771                         // can walk up directly
772                         offset = (vdist(this.velocity, >, 32) ? this.velocity * 0.2 : v_forward * 32);
773                         tracebox(this.origin, this.mins, this.maxs, this.origin + offset, false, this);
774                         if (trace_fraction < 1)
775                         if (trace_plane_normal.z < 0.7)
776                         {
777                                 s = trace_fraction;
778                                 tracebox(this.origin + stepheightvec, this.mins, this.maxs, this.origin + offset + stepheightvec, false, this);
779                                 if (trace_fraction < s + 0.01)
780                                 if (trace_plane_normal.z < 0.7)
781                                 {
782                                         s = trace_fraction;
783                                         tracebox(this.origin + jumpstepheightvec, this.mins, this.maxs, this.origin + offset + jumpstepheightvec, false, this);
784                                         if (trace_fraction > s)
785                                                 PHYS_INPUT_BUTTON_JUMP(this) = true;
786                                 }
787                         }
788
789                         // if bot for some reason doesn't get close to the current goal find another one
790                         float curr_dist = vlen(this.origin - this.goalcurrent.origin);
791                         if(!IS_PLAYER(this.goalcurrent))
792                         {
793                                 if(this.goalcurrent != this.goalcurrent_prev)
794                                 {
795                                         this.goalcurrent_prev = this.goalcurrent;
796                                         this.goalcurrent_distance = curr_dist;
797                                         this.goalcurrent_distance_time = 0;
798                                 }
799                                 else if(curr_dist > this.goalcurrent_distance)
800                                 {
801                                         if(!this.goalcurrent_distance_time)
802                                                 this.goalcurrent_distance_time = time;
803                                         else if (time - this.goalcurrent_distance_time > 0.5)
804                                         {
805                                                 this.goalcurrent_prev = NULL;
806                                                 navigation_clearroute(this);
807                                                 this.bot_strategytime = 0;
808                                                 return;
809                                         }
810                                 }
811                                 else
812                                 {
813                                         // reduce it a little bit so it works even with very small approaches to the goal
814                                         this.goalcurrent_distance = max(20, curr_dist - 15);
815                                         this.goalcurrent_distance_time = 0;
816                                 }
817                         }
818
819                         // Check for water/slime/lava and dangerous edges
820                         // (only when the bot is on the ground or jumping intentionally)
821                         this.aistatus &= ~AI_STATUS_DANGER_AHEAD;
822
823                         vector dst_ahead = this.origin + this.view_ofs + offset;
824                         vector dst_down = dst_ahead - '0 0 3000';
825                         traceline(this.origin + this.view_ofs, dst_ahead, true, NULL);
826
827                         bool unreachable = false;
828                         s = CONTENT_SOLID;
829                         if(trace_fraction == 1 && this.jumppadcount == 0 && !this.goalcurrent.wphardwired )
830                         if((IS_ONGROUND(this)) || (this.aistatus & AI_STATUS_RUNNING) || (this.aistatus & AI_STATUS_ROAMING) || PHYS_INPUT_BUTTON_JUMP(this))
831                         {
832                                 // Look downwards
833                                 traceline(dst_ahead , dst_down, true, NULL);
834                                 //te_lightning2(NULL, this.origin + this.view_ofs, dst_ahead); // Draw "ahead" look
835                                 //te_lightning2(NULL, dst_ahead, dst_down); // Draw "downwards" look
836                                 if(trace_endpos.z < this.origin.z + this.mins.z)
837                                 {
838                                         s = pointcontents(trace_endpos + '0 0 1');
839                                         if (s != CONTENT_SOLID)
840                                         if (s == CONTENT_LAVA || s == CONTENT_SLIME)
841                                                 evadelava = normalize(this.velocity) * -1;
842                                         else if (s == CONTENT_SKY)
843                                                 evadeobstacle = normalize(this.velocity) * -1;
844                                         else if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos))
845                                         {
846                                                 // the traceline check isn't enough but is good as optimization,
847                                                 // when not true (most of the time) this tracebox call is avoided
848                                                 tracebox(dst_ahead, this.mins, this.maxs, dst_down, true, this);
849                                                 if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos))
850                                                 {
851                                                         if (gco.z > this.origin.z + jumpstepheightvec.z)
852                                                         {
853                                                                 // the goal is probably on an upper platform, assume bot can't get there
854                                                                 unreachable = true;
855                                                         }
856                                                         else
857                                                                 evadelava = normalize(this.velocity) * -1;
858                                                 }
859                                         }
860                                 }
861                         }
862
863                         dir = flatdir;
864                         evadeobstacle.z = 0;
865                         evadelava.z = 0;
866                         makevectors(this.v_angle.y * '0 1 0');
867
868                         if(evadeobstacle || evadelava || (s == CONTENT_WATER))
869                         {
870                                 this.aistatus |= AI_STATUS_DANGER_AHEAD;
871                                 if(IS_PLAYER(this.goalcurrent))
872                                         unreachable = true;
873                         }
874                         if(unreachable)
875                         {
876                                 navigation_clearroute(this);
877                                 this.bot_strategytime = 0;
878                         }
879                 }
880
881                 dodge = havocbot_dodge(this);
882                 dodge = dodge * bound(0,0.5+(skill+this.bot_dodgeskill)*0.1,1);
883                 evadelava = evadelava * bound(1,3-(skill+this.bot_dodgeskill),3); //Noobs fear lava a lot and take more distance from it
884                 traceline(this.origin, ( ( this.enemy.absmin + this.enemy.absmax ) * 0.5 ), true, NULL);
885                 if(IS_PLAYER(trace_ent))
886                         dir = dir * bound(0,(skill+this.bot_dodgeskill)/7,1);
887
888                 dir = normalize(dir + dodge + evadeobstacle + evadelava);
889         //      this.bot_dodgevector = dir;
890         //      this.bot_dodgevector_jumpbutton = PHYS_INPUT_BUTTON_JUMP(this);
891         }
892
893         if(time < this.ladder_time)
894         {
895                 if(this.goalcurrent.origin.z + this.goalcurrent.mins.z > this.origin.z + this.mins.z)
896                 {
897                         if(this.origin.z + this.mins.z  < this.ladder_entity.origin.z + this.ladder_entity.maxs.z)
898                                 dir.z = 1;
899                 }
900                 else
901                 {
902                         if(this.origin.z + this.mins.z  > this.ladder_entity.origin.z + this.ladder_entity.mins.z)
903                                 dir.z = -1;
904                 }
905         }
906
907         //dir = this.bot_dodgevector;
908         //if (this.bot_dodgevector_jumpbutton)
909         //      PHYS_INPUT_BUTTON_JUMP(this) = true;
910         this.movement_x = dir * v_forward * maxspeed;
911         this.movement_y = dir * v_right * maxspeed;
912         this.movement_z = dir * v_up * maxspeed;
913
914         // Emulate keyboard interface
915         if (skill < 10)
916                 havocbot_keyboard_movement(this, destorg);
917
918         // Bunnyhop!
919 //      if(this.aistatus & AI_STATUS_ROAMING)
920         if(this.goalcurrent)
921         if(skill+this.bot_moveskill >= autocvar_bot_ai_bunnyhop_skilloffset)
922                 havocbot_bunnyhop(this, dir);
923
924         if ((dir * v_up) >= autocvar_sv_jumpvelocity*0.5 && (IS_ONGROUND(this))) PHYS_INPUT_BUTTON_JUMP(this) = true;
925         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;
926         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);
927 }
928
929 entity havocbot_gettarget(entity this, bool secondary)
930 {
931         entity best = NULL;
932         vector eye = CENTER_OR_VIEWOFS(this);
933         IL_EACH(g_bot_targets, boolean((secondary) ? it.classname == "misc_breakablemodel" : it.classname != "misc_breakablemodel"),
934         {
935                 vector v = CENTER_OR_VIEWOFS(it);
936                 if(vdist(v - eye, <, autocvar_bot_ai_enemydetectionradius))
937                 if(!best || vlen2(CENTER_OR_VIEWOFS(best) - eye) > vlen2(v - eye))
938                 if(bot_shouldattack(this, it))
939                 {
940                         traceline(eye, v, true, this);
941                         if (trace_ent == it || trace_fraction >= 1)
942                                 best = it;
943                 }
944         });
945
946         return best;
947 }
948
949 void havocbot_chooseenemy(entity this)
950 {
951         if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(this))
952         {
953                 this.enemy = NULL;
954                 return;
955         }
956         if (this.enemy)
957         {
958                 if (!bot_shouldattack(this, this.enemy))
959                 {
960                         // enemy died or something, find a new target
961                         this.enemy = NULL;
962                         this.havocbot_chooseenemy_finished = time;
963                 }
964                 else if (this.havocbot_stickenemy)
965                 {
966                         // tracking last chosen enemy
967                         // if enemy is visible
968                         // and not really really far away
969                         // and we're not severely injured
970                         // then keep tracking for a half second into the future
971                         traceline(this.origin+this.view_ofs, ( this.enemy.absmin + this.enemy.absmax ) * 0.5,false,NULL);
972                         if (trace_ent == this.enemy || trace_fraction == 1)
973                         if (vdist(((this.enemy.absmin + this.enemy.absmax) * 0.5) - this.origin, <, 1000))
974                         if (this.health > 30)
975                         {
976                                 // remain tracking him for a shot while (case he went after a small corner or pilar
977                                 this.havocbot_chooseenemy_finished = time + 0.5;
978                                 return;
979                         }
980                         // enemy isn't visible, or is far away, or we're injured severely
981                         // so stop preferring this enemy
982                         // (it will still take a half second until a new one is chosen)
983                         this.havocbot_stickenemy = 0;
984                 }
985         }
986         if (time < this.havocbot_chooseenemy_finished)
987                 return;
988         this.havocbot_chooseenemy_finished = time + autocvar_bot_ai_enemydetectioninterval;
989         vector eye = this.origin + this.view_ofs;
990         entity best = NULL;
991         float bestrating = 100000000;
992
993         // Backup hit flags
994         int hf = this.dphitcontentsmask;
995
996         // Search for enemies, if no enemy can be seen directly try to look through transparent objects
997
998         this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
999
1000         bool scan_transparent = false;
1001         bool scan_secondary_targets = false;
1002         bool have_secondary_targets = false;
1003         while(true)
1004         {
1005                 scan_secondary_targets = false;
1006 LABEL(scan_targets)
1007                 IL_EACH(g_bot_targets, it.bot_attack,
1008                 {
1009                         if(!scan_secondary_targets)
1010                         {
1011                                 if(it.classname == "misc_breakablemodel")
1012                                 {
1013                                         have_secondary_targets = true;
1014                                         continue;
1015                                 }
1016                         }
1017                         else if(it.classname != "misc_breakablemodel")
1018                                 continue;
1019
1020                         vector v = (it.absmin + it.absmax) * 0.5;
1021                         float rating = vlen2(v - eye);
1022                         if (vdist(v - eye, <, autocvar_bot_ai_enemydetectionradius))
1023                         if (bestrating > rating)
1024                         if (bot_shouldattack(this, it))
1025                         {
1026                                 traceline(eye, v, true, this);
1027                                 if (trace_ent == it || trace_fraction >= 1)
1028                                 {
1029                                         best = it;
1030                                         bestrating = rating;
1031                                 }
1032                         }
1033                 });
1034
1035                 if(!best && have_secondary_targets && !scan_secondary_targets)
1036                 {
1037                         scan_secondary_targets = true;
1038                         // restart the loop
1039                         bestrating = 100000000;
1040                         goto scan_targets;
1041                 }
1042
1043                 // I want to do a second scan if no enemy was found or I don't have weapons
1044                 // TODO: Perform the scan when using the rifle (requires changes on the rifle code)
1045                 if(best || this.weapons) // || this.weapon == WEP_RIFLE.m_id
1046                         break;
1047                 if(scan_transparent)
1048                         break;
1049
1050                 // Set flags to see through transparent objects
1051                 this.dphitcontentsmask |= DPCONTENTS_OPAQUE;
1052
1053                 scan_transparent = true;
1054         }
1055
1056         // Restore hit flags
1057         this.dphitcontentsmask = hf;
1058
1059         this.enemy = best;
1060         this.havocbot_stickenemy = true;
1061         if(best && best.classname == "misc_breakablemodel")
1062                 this.havocbot_stickenemy = false;
1063 }
1064
1065 float havocbot_chooseweapon_checkreload(entity this, .entity weaponentity, int new_weapon)
1066 {
1067         // bots under this skill cannot find unloaded weapons to reload idly when not in combat,
1068         // so skip this for them, or they'll never get to reload their weapons at all.
1069         // this also allows bots under this skill to be more stupid, and reload more often during combat :)
1070         if(skill < 5)
1071                 return false;
1072
1073         // if this weapon is scheduled for reloading, don't switch to it during combat
1074         if (this.(weaponentity).weapon_load[new_weapon] < 0)
1075         {
1076                 FOREACH(Weapons, it != WEP_Null, LAMBDA(
1077                         if(it.wr_checkammo1(it, this, weaponentity) + it.wr_checkammo2(it, this, weaponentity))
1078                                 return true; // other weapon available
1079                 ));
1080         }
1081
1082         return false;
1083 }
1084
1085 void havocbot_chooseweapon(entity this, .entity weaponentity)
1086 {
1087         int i;
1088
1089         // ;)
1090         if(g_weaponarena_weapons == WEPSET(TUBA))
1091         {
1092                 this.(weaponentity).m_switchweapon = WEP_TUBA;
1093                 return;
1094         }
1095
1096         // TODO: clean this up by moving it to weapon code
1097         if(this.enemy==NULL)
1098         {
1099                 // If no weapon was chosen get the first available weapon
1100                 if(this.(weaponentity).m_weapon==WEP_Null)
1101                 FOREACH(Weapons, it != WEP_Null, LAMBDA(
1102                         if(client_hasweapon(this, it, weaponentity, true, false))
1103                         {
1104                                 this.(weaponentity).m_switchweapon = it;
1105                                 return;
1106                         }
1107                 ));
1108                 return;
1109         }
1110
1111         // Do not change weapon during the next second after a combo
1112         float f = time - this.lastcombotime;
1113         if(f < 1)
1114                 return;
1115
1116         float w;
1117         float distance; distance=bound(10,vlen(this.origin-this.enemy.origin)-200,10000);
1118
1119         // Should it do a weapon combo?
1120         float af, ct, combo_time, combo;
1121
1122         af = ATTACK_FINISHED(this, 0);
1123         ct = autocvar_bot_ai_weapon_combo_threshold;
1124
1125         // Bots with no skill will be 4 times more slower than "godlike" bots when doing weapon combos
1126         // Ideally this 4 should be calculated as longest_weapon_refire / bot_ai_weapon_combo_threshold
1127         combo_time = time + ct + (ct * ((-0.3*(skill+this.bot_weaponskill))+3));
1128
1129         combo = false;
1130
1131         if(autocvar_bot_ai_weapon_combo)
1132         if(this.(weaponentity).m_weapon.m_id == this.(weaponentity).lastfiredweapon)
1133         if(af > combo_time)
1134         {
1135                 combo = true;
1136                 this.lastcombotime = time;
1137         }
1138
1139         distance *= pow(2, this.bot_rangepreference);
1140
1141         // Custom weapon list based on distance to the enemy
1142         if(bot_custom_weapon){
1143
1144                 // Choose weapons for far distance
1145                 if ( distance > bot_distance_far ) {
1146                         for(i=0; i < Weapons_COUNT && bot_weapons_far[i] != -1 ; ++i){
1147                                 w = bot_weapons_far[i];
1148                                 if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
1149                                 {
1150                                         if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1151                                                 continue;
1152                                         this.(weaponentity).m_switchweapon = Weapons_from(w);
1153                                         return;
1154                                 }
1155                         }
1156                 }
1157
1158                 // Choose weapons for mid distance
1159                 if ( distance > bot_distance_close) {
1160                         for(i=0; i < Weapons_COUNT && bot_weapons_mid[i] != -1 ; ++i){
1161                                 w = bot_weapons_mid[i];
1162                                 if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
1163                                 {
1164                                         if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1165                                                 continue;
1166                                         this.(weaponentity).m_switchweapon = Weapons_from(w);
1167                                         return;
1168                                 }
1169                         }
1170                 }
1171
1172                 // Choose weapons for close distance
1173                 for(i=0; i < Weapons_COUNT && bot_weapons_close[i] != -1 ; ++i){
1174                         w = bot_weapons_close[i];
1175                         if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
1176                         {
1177                                 if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1178                                         continue;
1179                                 this.(weaponentity).m_switchweapon = Weapons_from(w);
1180                                 return;
1181                         }
1182                 }
1183         }
1184 }
1185
1186 void havocbot_aim(entity this)
1187 {
1188         vector myvel, enemyvel;
1189 //      if(this.flags & FL_INWATER)
1190 //              return;
1191         if (time < this.nextaim)
1192                 return;
1193         this.nextaim = time + 0.1;
1194         myvel = this.velocity;
1195         if (!this.waterlevel)
1196                 myvel.z = 0;
1197         if (this.enemy)
1198         {
1199                 enemyvel = this.enemy.velocity;
1200                 if (!this.enemy.waterlevel)
1201                         enemyvel.z = 0;
1202                 lag_additem(this, time + this.ping, 0, 0, this.enemy, this.origin, myvel, (this.enemy.absmin + this.enemy.absmax) * 0.5, enemyvel);
1203         }
1204         else
1205                 lag_additem(this, time + this.ping, 0, 0, NULL, this.origin, myvel, ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5, '0 0 0');
1206 }
1207
1208 bool havocbot_moveto_refresh_route(entity this)
1209 {
1210         // Refresh path to goal if necessary
1211         entity wp;
1212         wp = this.havocbot_personal_waypoint;
1213         navigation_goalrating_start(this);
1214         navigation_routerating(this, wp, 10000, 10000);
1215         navigation_goalrating_end(this);
1216         return this.navigation_hasgoals;
1217 }
1218
1219 float havocbot_moveto(entity this, vector pos)
1220 {
1221         entity wp;
1222
1223         if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_GOING)
1224         {
1225                 // Step 4: Move to waypoint
1226                 if(this.havocbot_personal_waypoint==NULL)
1227                 {
1228                         LOG_TRACE("Error: ", this.netname, " trying to walk to a non existent personal waypoint");
1229                         this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_GOING;
1230                         return CMD_STATUS_ERROR;
1231                 }
1232
1233                 if (!bot_strategytoken_taken)
1234                 if(this.havocbot_personal_waypoint_searchtime<time)
1235                 {
1236                         bot_strategytoken_taken = true;
1237                         if(havocbot_moveto_refresh_route(this))
1238                         {
1239                                 LOG_TRACE(this.netname, " walking to its personal waypoint (after ", ftos(this.havocbot_personal_waypoint_failcounter), " failed attempts)");
1240                                 this.havocbot_personal_waypoint_searchtime = time + 10;
1241                                 this.havocbot_personal_waypoint_failcounter = 0;
1242                         }
1243                         else
1244                         {
1245                                 this.havocbot_personal_waypoint_failcounter += 1;
1246                                 this.havocbot_personal_waypoint_searchtime = time + 2;
1247                                 if(this.havocbot_personal_waypoint_failcounter >= 30)
1248                                 {
1249                                         LOG_TRACE("Warning: can't walk to the personal waypoint located at ", vtos(this.havocbot_personal_waypoint.origin));
1250                                         this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1251                                         delete(this.havocbot_personal_waypoint);
1252                                         return CMD_STATUS_ERROR;
1253                                 }
1254                                 else
1255                                         LOG_TRACE(this.netname, " can't walk to its personal waypoint (after ", ftos(this.havocbot_personal_waypoint_failcounter), " failed attempts), trying later");
1256                         }
1257                 }
1258
1259                 if(autocvar_bot_debug_goalstack)
1260                         debuggoalstack(this);
1261
1262                 // Heading
1263                 vector dir = ( ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5 ) - (this.origin + this.view_ofs);
1264                 dir.z = 0;
1265                 bot_aimdir(this, dir, -1);
1266
1267                 // Go!
1268                 havocbot_movetogoal(this);
1269
1270                 if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_REACHED)
1271                 {
1272                         // Step 5: Waypoint reached
1273                         LOG_TRACE(this.netname, "'s personal waypoint reached");
1274                         delete(this.havocbot_personal_waypoint);
1275                         this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_REACHED;
1276                         return CMD_STATUS_FINISHED;
1277                 }
1278
1279                 return CMD_STATUS_EXECUTING;
1280         }
1281
1282         // Step 2: Linking waypoint
1283         if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_LINKING)
1284         {
1285                 // Wait until it is linked
1286                 if(!this.havocbot_personal_waypoint.wplinked)
1287                 {
1288                         LOG_TRACE(this.netname, " waiting for personal waypoint to be linked");
1289                         return CMD_STATUS_EXECUTING;
1290                 }
1291
1292                 this.havocbot_personal_waypoint_searchtime = time; // so we set the route next frame
1293                 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1294                 this.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_GOING;
1295
1296                 // Step 3: Route to waypoint
1297                 LOG_TRACE(this.netname, " walking to its personal waypoint");
1298
1299                 return CMD_STATUS_EXECUTING;
1300         }
1301
1302         // Step 1: Spawning waypoint
1303         wp = waypoint_spawnpersonal(this, pos);
1304         if(wp==NULL)
1305         {
1306                 LOG_TRACE("Error: Can't spawn personal waypoint at ",vtos(pos));
1307                 return CMD_STATUS_ERROR;
1308         }
1309
1310         this.havocbot_personal_waypoint = wp;
1311         this.havocbot_personal_waypoint_failcounter = 0;
1312         this.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1313
1314         // if pos is inside a teleport, then let's mark it as teleport waypoint
1315         IL_EACH(g_teleporters, WarpZoneLib_BoxTouchesBrush(pos, pos, it, NULL),
1316         {
1317                 wp.wpflags |= WAYPOINTFLAG_TELEPORT;
1318                 this.lastteleporttime = 0;
1319         });
1320
1321 /*
1322         if(wp.wpflags & WAYPOINTFLAG_TELEPORT)
1323                 print("routing to a teleporter\n");
1324         else
1325                 print("routing to a non-teleporter\n");
1326 */
1327
1328         return CMD_STATUS_EXECUTING;
1329 }
1330
1331 float havocbot_resetgoal(entity this)
1332 {
1333         navigation_clearroute(this);
1334         return CMD_STATUS_FINISHED;
1335 }
1336
1337 void havocbot_setupbot(entity this)
1338 {
1339         this.bot_ai = havocbot_ai;
1340         this.cmd_moveto = havocbot_moveto;
1341         this.cmd_resetgoal = havocbot_resetgoal;
1342
1343         havocbot_chooserole(this);
1344 }
1345
1346 vector havocbot_dodge(entity this)
1347 {
1348         // LordHavoc: disabled because this is too expensive
1349         return '0 0 0';
1350 #if 0
1351         entity head;
1352         vector dodge, v, n;
1353         float danger, bestdanger, vl, d;
1354         dodge = '0 0 0';
1355         bestdanger = -20;
1356         // check for dangerous objects near bot or approaching bot
1357         head = findchainfloat(bot_dodge, true);
1358         while(head)
1359         {
1360                 if (head.owner != this)
1361                 {
1362                         vl = vlen(head.velocity);
1363                         if (vl > autocvar_sv_maxspeed * 0.3)
1364                         {
1365                                 n = normalize(head.velocity);
1366                                 v = this.origin - head.origin;
1367                                 d = v * n;
1368                                 if (d > (0 - head.bot_dodgerating))
1369                                 if (d < (vl * 0.2 + head.bot_dodgerating))
1370                                 {
1371                                         // calculate direction and distance from the flight path, by removing the forward axis
1372                                         v = v - (n * (v * n));
1373                                         danger = head.bot_dodgerating - vlen(v);
1374                                         if (bestdanger < danger)
1375                                         {
1376                                                 bestdanger = danger;
1377                                                 // dodge to the side of the object
1378                                                 dodge = normalize(v);
1379                                         }
1380                                 }
1381                         }
1382                         else
1383                         {
1384                                 danger = head.bot_dodgerating - vlen(head.origin - this.origin);
1385                                 if (bestdanger < danger)
1386                                 {
1387                                         bestdanger = danger;
1388                                         dodge = normalize(this.origin - head.origin);
1389                                 }
1390                         }
1391                 }
1392                 head = head.chain;
1393         }
1394         return dodge;
1395 #endif
1396 }