2 #include "../../_all.qh"
6 #include "../navigation.qh"
7 #include "../scripting.qh"
8 #include "../waypoints.qh"
10 #include "../../../common/constants.qh"
12 #include "../../../common/triggers/trigger/jumppads.qh"
14 #include "../../../warpzonelib/common.qh"
21 if(bot_execute_commands())
24 if (bot_strategytoken == self)
25 if (!bot_strategytoken_taken)
27 if(self.havocbot_blockhead)
29 self.havocbot_blockhead = false;
33 if (!self.jumppadcount)
37 // TODO: tracewalk() should take care of this job (better path finding under water)
38 // if we don't have a goal and we're under water look for a waypoint near the "shore" and push it
39 if(self.deadflag != DEAD_NO)
40 if(self.goalcurrent==world)
41 if(self.waterlevel==WATERLEVEL_SWIMMING || (self.aistatus & AI_STATUS_OUT_WATER))
43 // Look for the closest waypoint out of water
45 float bestdistance, distance;
49 for (head = findchain(classname, "waypoint"); head; head = head.chain)
51 distance = vlen(head.origin - self.origin);
55 if(head.origin.z < self.origin.z)
58 if(head.origin.z - self.origin.z - self.view_ofs.z > 100)
61 if (pointcontents(head.origin + head.maxs + '0 0 1') != CONTENT_EMPTY)
64 traceline(self.origin + self.view_ofs , head.origin, true, head);
69 if(distance<bestdistance)
72 bestdistance = distance;
78 // te_wizspike(newgoal.origin);
79 navigation_pushroute(newgoal);
83 // token has been used this frame
84 bot_strategytoken_taken = true;
87 if(self.deadflag != DEAD_NO)
90 havocbot_chooseenemy();
91 if (self.bot_chooseweapontime < time )
93 self.bot_chooseweapontime = time + autocvar_bot_ai_chooseweaponinterval;
94 havocbot_chooseweapon();
100 self.aistatus |= AI_STATUS_ATTACKING;
101 self.aistatus &= ~AI_STATUS_ROAMING;
105 _WEP_ACTION(self.weapon, WR_AIM);
106 if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(self))
108 self.BUTTON_ATCK = false;
109 self.BUTTON_ATCK2 = false;
113 if(self.BUTTON_ATCK||self.BUTTON_ATCK2)
114 self.lastfiredweapon = self.weapon;
119 if(IS_PLAYER(self.bot_aimtarg))
120 bot_aimdir(self.bot_aimtarg.origin + self.bot_aimtarg.view_ofs - self.origin - self.view_ofs , -1);
123 else if (self.goalcurrent)
125 self.aistatus |= AI_STATUS_ROAMING;
126 self.aistatus &= ~AI_STATUS_ATTACKING;
128 vector now,v,next;//,heading;
129 float aimdistance,skillblend,distanceblend,blend;
130 next = now = ( (self.goalcurrent.absmin + self.goalcurrent.absmax) * 0.5) - (self.origin + self.view_ofs);
131 aimdistance = vlen(now);
132 //heading = self.velocity;
133 //dprint(self.goalstack01.classname,etos(self.goalstack01),"\n");
135 self.goalstack01 != self && self.goalstack01 != world && ((self.aistatus & AI_STATUS_RUNNING) == 0) &&
136 !(self.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
138 next = ((self.goalstack01.absmin + self.goalstack01.absmax) * 0.5) - (self.origin + self.view_ofs);
140 skillblend=bound(0,(skill+self.bot_moveskill-2.5)*0.5,1); //lower skill player can't preturn
141 distanceblend=bound(0,aimdistance/autocvar_bot_ai_keyboard_distance,1);
142 blend = skillblend * (1-distanceblend);
143 //v = (now * (distanceblend) + next * (1-distanceblend)) * (skillblend) + now * (1-skillblend);
144 //v = now * (distanceblend) * (skillblend) + next * (1-distanceblend) * (skillblend) + now * (1-skillblend);
145 //v = now * ((1-skillblend) + (distanceblend) * (skillblend)) + next * (1-distanceblend) * (skillblend);
146 v = now + blend * (next - now);
147 //dprint(etos(self), " ");
148 //dprint(vtos(now), ":", vtos(next), "=", vtos(v), " (blend ", ftos(blend), ")\n");
149 //v = now * (distanceblend) + next * (1-distanceblend);
150 if (self.waterlevel < WATERLEVEL_SWIMMING)
152 //dprint("walk at:", vtos(v), "\n");
153 //te_lightning2(world, self.origin, self.goalcurrent.origin);
156 havocbot_movetogoal();
158 // if the bot is not attacking, consider reloading weapons
159 if (!(self.aistatus & AI_STATUS_ATTACKING))
161 // we are currently holding a weapon that's not fully loaded, reload it
162 if(skill >= 2) // bots can only reload the held weapon on purpose past this skill
163 if(self.clip_load < self.clip_size)
164 self.impulse = 20; // "press" the reload button, not sure if this is done right
166 // if we're not reloading a weapon, switch to any weapon in our invnetory that's not fully loaded to reload it next
167 // the code above executes next frame, starting the reloading then
168 if(skill >= 5) // bots can only look for unloaded weapons past this skill
169 if(self.clip_load >= 0) // only if we're not reloading a weapon already
171 for (int i = WEP_FIRST; i <= WEP_LAST; ++i)
173 entity e = get_weaponinfo(i);
174 if ((self.weapons & WepSet_FromWeapon(i)) && (e.spawnflags & WEP_FLAG_RELOADABLE) && (self.weapon_load[i] < e.reloading_ammo))
175 self.switchweapon = i;
181 void havocbot_keyboard_movement(vector destorg)
184 float blend, maxspeed;
187 sk = skill + self.bot_moveskill;
189 maxspeed = autocvar_sv_maxspeed;
191 if (time < self.havocbot_keyboardtime)
194 self.havocbot_keyboardtime =
196 self.havocbot_keyboardtime
197 + 0.05/max(1, sk+self.havocbot_keyboardskill)
198 + random()*0.025/max(0.00025, skill+self.havocbot_keyboardskill)
200 keyboard = self.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 self.havocbot_keyboard = keyboard * maxspeed;
248 if (self.havocbot_ducktime>time) self.BUTTON_CROUCH=true;
250 keyboard = self.havocbot_keyboard;
251 blend = bound(0,vlen(destorg-self.origin)/autocvar_bot_ai_keyboard_distance,1); // When getting close move with 360 degree
252 //dprint("movement ", vtos(self.movement), " keyboard ", vtos(keyboard), " blend ", ftos(blend), "\n");
253 self.movement = self.movement + (keyboard - self.movement) * blend;
256 void havocbot_bunnyhop(vector dir)
258 float bunnyhopdistance;
263 // Don't jump when attacking
264 if(self.aistatus & AI_STATUS_ATTACKING)
267 if(IS_PLAYER(self.goalcurrent))
270 maxspeed = autocvar_sv_maxspeed;
272 if(self.aistatus & AI_STATUS_DANGER_AHEAD)
274 self.aistatus &= ~AI_STATUS_RUNNING;
275 self.BUTTON_JUMP = false;
276 self.bot_canruntogoal = 0;
277 self.bot_timelastseengoal = 0;
281 if(self.waterlevel > WATERLEVEL_WETFEET)
283 self.aistatus &= ~AI_STATUS_RUNNING;
287 if(self.bot_lastseengoal != self.goalcurrent && !(self.aistatus & AI_STATUS_RUNNING))
289 self.bot_canruntogoal = 0;
290 self.bot_timelastseengoal = 0;
293 gco = (self.goalcurrent.absmin + self.goalcurrent.absmax) * 0.5;
294 bunnyhopdistance = vlen(self.origin - gco);
296 // Run only to visible goals
297 if(self.flags & FL_ONGROUND)
298 if(self.speed==maxspeed)
299 if(checkpvs(self.origin + self.view_ofs, self.goalcurrent))
301 self.bot_lastseengoal = self.goalcurrent;
304 if(self.bot_timelastseengoal)
306 // for a period of time
307 if(time - self.bot_timelastseengoal > autocvar_bot_ai_bunnyhop_firstjumpdelay)
310 checkdistance = true;
312 // don't run if it is too close
313 if(self.bot_canruntogoal==0)
315 if(bunnyhopdistance > autocvar_bot_ai_bunnyhop_startdistance)
316 self.bot_canruntogoal = 1;
318 self.bot_canruntogoal = -1;
321 if(self.bot_canruntogoal != 1)
324 if(self.aistatus & AI_STATUS_ROAMING)
325 if(self.goalcurrent.classname=="waypoint")
326 if (!(self.goalcurrent.wpflags & WAYPOINTFLAG_PERSONAL))
327 if(fabs(gco.z - self.origin.z) < self.maxs.z - self.mins.z)
328 if(self.goalstack01!=world)
330 gno = (self.goalstack01.absmin + self.goalstack01.absmax) * 0.5;
331 deviation = vectoangles(gno - self.origin) - vectoangles(gco - self.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(self.origin - gno))
337 if(fabs(gno.z - gco.z) < self.maxs.z - self.mins.z)
339 if(vlen(gco - gno) > autocvar_bot_ai_bunnyhop_startdistance)
340 if(checkpvs(self.origin + self.view_ofs, self.goalstack01))
342 checkdistance = false;
349 self.aistatus &= ~AI_STATUS_RUNNING;
350 if(bunnyhopdistance > autocvar_bot_ai_bunnyhop_stopdistance)
351 self.BUTTON_JUMP = true;
355 self.aistatus |= AI_STATUS_RUNNING;
356 self.BUTTON_JUMP = true;
362 self.bot_timelastseengoal = time;
367 self.bot_timelastseengoal = 0;
371 // Release jump button
372 if(!cvar("sv_pogostick"))
373 if((self.flags & FL_ONGROUND) == 0)
375 if(self.velocity.z < 0 || vlen(self.velocity)<maxspeed)
376 self.BUTTON_JUMP = false;
379 if(self.aistatus & AI_STATUS_RUNNING)
380 if(vlen(self.velocity)>maxspeed)
382 deviation = vectoangles(dir) - vectoangles(self.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 self.movement_y = maxspeed * -1;
391 else if(deviation.y<10)
392 self.movement_y = maxspeed;
399 void havocbot_movetogoal()
407 vector evadeobstacle;
414 //if (self.goalentity)
415 // te_lightning2(self, self.origin, (self.goalentity.absmin + self.goalentity.absmax) * 0.5);
416 self.movement = '0 0 0';
417 maxspeed = autocvar_sv_maxspeed;
419 // Jetpack navigation
421 if(self.navigation_jetpack_goal)
422 if(self.goalcurrent==self.navigation_jetpack_goal)
425 if(autocvar_bot_debug_goalstack)
428 te_wizspike(self.navigation_jetpack_point);
432 if (!(self.aistatus & AI_STATUS_JETPACK_FLYING))
434 // Brake almost completely so it can get a good direction
435 if(vlen(self.velocity)>10)
437 self.aistatus |= AI_STATUS_JETPACK_FLYING;
440 makevectors(self.v_angle.y * '0 1 0');
441 dir = normalize(self.navigation_jetpack_point - self.origin);
444 if(self.aistatus & AI_STATUS_JETPACK_LANDING)
446 // Calculate brake distance in xy
450 dxy = self.origin - ( ( self.goalcurrent.absmin + self.goalcurrent.absmax ) * 0.5 ); dxy.z = 0;
452 v = vlen(self.velocity - self.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(self.velocity.x)>maxspeed*0.3)
460 self.movement_x = dir * v_forward * -maxspeed;
463 // Switch to normal mode
464 self.navigation_jetpack_goal = world;
465 self.aistatus &= ~AI_STATUS_JETPACK_LANDING;
466 self.aistatus &= ~AI_STATUS_JETPACK_FLYING;
470 else if(checkpvs(self.origin,self.goalcurrent))
472 // If I can see the goal switch to landing code
473 self.aistatus &= ~AI_STATUS_JETPACK_FLYING;
474 self.aistatus |= AI_STATUS_JETPACK_LANDING;
479 self.BUTTON_HOOK = true;
480 if(self.navigation_jetpack_point.z - PL_MAX.z + PL_MIN.z < self.origin.z)
482 self.movement_x = dir * v_forward * maxspeed;
483 self.movement_y = dir * v_right * maxspeed;
488 // Handling of jump pads
489 if(self.jumppadcount)
491 // If got stuck on the jump pad try to reach the farthest visible waypoint
492 if(self.aistatus & AI_STATUS_OUT_JUMPPAD)
494 if(fabs(self.velocity.z)<50)
496 entity head, newgoal = world;
497 float distance, bestdistance = 0;
499 for (head = findchain(classname, "waypoint"); head; head = head.chain)
502 distance = vlen(head.origin - self.origin);
506 traceline(self.origin + self.view_ofs , ( ( head.absmin + head.absmax ) * 0.5 ), true, world);
511 if(distance>bestdistance)
514 bestdistance = distance;
520 self.ignoregoal = self.goalcurrent;
521 self.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
522 navigation_clearroute();
523 navigation_routetogoal(newgoal, self.origin);
524 self.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
532 if(self.velocity.z>0)
534 float threshold, sxy;
535 vector velxy = self.velocity; velxy_z = 0;
537 threshold = maxspeed * 0.2;
540 LOG_TRACE("Warning: ", self.netname, " got stuck on a jumppad (velocity in xy is ", ftos(sxy), "), trying to get out of it now\n");
541 self.aistatus |= AI_STATUS_OUT_JUMPPAD;
546 // Don't chase players while using a jump pad
547 if(IS_PLAYER(self.goalcurrent) || IS_PLAYER(self.goalstack01))
551 else if(self.aistatus & AI_STATUS_OUT_JUMPPAD)
552 self.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
554 // If there is a trigger_hurt right below try to use the jetpack or make a rocketjump
556 if (!(self.flags & FL_ONGROUND))
558 tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 -65536', MOVE_NOMONSTERS, self);
559 if(tracebox_hits_trigger_hurt(self.origin, self.mins, self.maxs, trace_endpos ))
560 if(self.items & IT_JETPACK)
562 tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 65536', MOVE_NOMONSTERS, self);
563 if(tracebox_hits_trigger_hurt(self.origin, self.mins, self.maxs, trace_endpos + '0 0 1' ))
565 if(self.velocity.z<0)
567 self.BUTTON_HOOK = true;
571 self.BUTTON_HOOK = true;
573 // If there is no goal try to move forward
575 if(self.goalcurrent==world)
578 dir = normalize(( ( self.goalcurrent.absmin + self.goalcurrent.absmax ) * 0.5 ) - self.origin);
580 vector xyvelocity = self.velocity; xyvelocity_z = 0;
581 float xyspeed = xyvelocity * dir;
583 if(xyspeed < (maxspeed / 2))
585 makevectors(self.v_angle.y * '0 1 0');
586 tracebox(self.origin, self.mins, self.maxs, self.origin + (dir * maxspeed * 3), MOVE_NOMONSTERS, self);
587 if(trace_fraction==1)
589 self.movement_x = dir * v_forward * maxspeed;
590 self.movement_y = dir * v_right * maxspeed;
592 havocbot_keyboard_movement(self.origin + dir * 100);
596 self.havocbot_blockhead = true;
600 else if(self.health>WEP_CVAR(devastator, damage)*0.5)
602 if(self.velocity.z < 0)
603 if(client_hasweapon(self, WEP_DEVASTATOR.m_id, true, false))
605 self.movement_x = maxspeed;
607 if(self.rocketjumptime)
609 if(time > self.rocketjumptime)
611 self.BUTTON_ATCK2 = true;
612 self.rocketjumptime = 0;
617 self.switchweapon = WEP_DEVASTATOR.m_id;
619 self.BUTTON_ATCK = true;
620 self.rocketjumptime = time + WEP_CVAR(devastator, detonatedelay);
626 // If there is no goal try to move forward
627 if(self.goalcurrent==world)
628 self.movement_x = maxspeed;
632 // If we are under water with no goals, swim up
634 if(self.goalcurrent==world)
637 if(self.waterlevel>WATERLEVEL_SWIMMING)
639 else if(self.velocity.z >= 0 && !(self.waterlevel == WATERLEVEL_WETFEET && self.watertype == CONTENT_WATER))
640 self.BUTTON_JUMP = true;
642 self.BUTTON_JUMP = false;
643 makevectors(self.v_angle.y * '0 1 0');
644 self.movement_x = dir * v_forward * maxspeed;
645 self.movement_y = dir * v_right * maxspeed;
646 self.movement_z = dir * v_up * maxspeed;
649 // if there is nowhere to go, exit
650 if (self.goalcurrent == world)
653 if (self.goalcurrent)
654 navigation_poptouchedgoals();
656 // if ran out of goals try to use an alternative goal or get a new strategy asap
657 if(self.goalcurrent == world)
659 self.bot_strategytime = 0;
664 if(autocvar_bot_debug_goalstack)
667 m1 = self.goalcurrent.origin + self.goalcurrent.mins;
668 m2 = self.goalcurrent.origin + self.goalcurrent.maxs;
669 destorg = self.origin;
670 destorg.x = bound(m1_x, destorg.x, m2_x);
671 destorg.y = bound(m1_y, destorg.y, m2_y);
672 destorg.z = bound(m1_z, destorg.z, m2_z);
673 diff = destorg - self.origin;
675 dir = normalize(diff);
676 flatdir = diff;flatdir.z = 0;
677 flatdir = normalize(flatdir);
678 gco = (self.goalcurrent.absmin + self.goalcurrent.absmax) * 0.5;
680 //if (self.bot_dodgevector_time < time)
682 // self.bot_dodgevector_time = time + cvar("bot_ai_dodgeupdateinterval");
683 // self.bot_dodgevector_jumpbutton = 1;
684 evadeobstacle = '0 0 0';
689 if(self.waterlevel>WATERLEVEL_SWIMMING)
692 self.aistatus |= AI_STATUS_OUT_WATER;
696 if(self.velocity.z >= 0 && !(self.watertype == CONTENT_WATER && gco.z < self.origin.z) &&
697 ( !(self.waterlevel == WATERLEVEL_WETFEET && self.watertype == CONTENT_WATER) || self.aistatus & AI_STATUS_OUT_WATER))
698 self.BUTTON_JUMP = true;
700 self.BUTTON_JUMP = false;
702 dir = normalize(flatdir);
703 makevectors(self.v_angle.y * '0 1 0');
707 if(self.aistatus & AI_STATUS_OUT_WATER)
708 self.aistatus &= ~AI_STATUS_OUT_WATER;
710 // jump if going toward an obstacle that doesn't look like stairs we
711 // can walk up directly
712 tracebox(self.origin, self.mins, self.maxs, self.origin + self.velocity * 0.2, false, self);
713 if (trace_fraction < 1)
714 if (trace_plane_normal.z < 0.7)
717 tracebox(self.origin + stepheightvec, self.mins, self.maxs, self.origin + self.velocity * 0.2 + stepheightvec, false, self);
718 if (trace_fraction < s + 0.01)
719 if (trace_plane_normal.z < 0.7)
722 tracebox(self.origin + jumpstepheightvec, self.mins, self.maxs, self.origin + self.velocity * 0.2 + jumpstepheightvec, false, self);
723 if (trace_fraction > s)
724 self.BUTTON_JUMP = 1;
728 // avoiding dangers and obstacles
729 vector dst_ahead, dst_down;
730 makevectors(self.v_angle.y * '0 1 0');
731 dst_ahead = self.origin + self.view_ofs + (self.velocity * 0.4) + (v_forward * 32 * 3);
732 dst_down = dst_ahead - '0 0 1500';
735 traceline(self.origin + self.view_ofs, dst_ahead, true, world);
737 // Check head-banging against walls
738 if(vlen(self.origin + self.view_ofs - trace_endpos) < 25 && !(self.aistatus & AI_STATUS_OUT_WATER))
740 self.BUTTON_JUMP = true;
741 if(self.facingwalltime && time > self.facingwalltime)
743 self.ignoregoal = self.goalcurrent;
744 self.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
745 self.bot_strategytime = 0;
750 self.facingwalltime = time + 0.05;
755 self.facingwalltime = 0;
757 if(self.ignoregoal != world && time > self.ignoregoaltime)
759 self.ignoregoal = world;
760 self.ignoregoaltime = 0;
764 // Check for water/slime/lava and dangerous edges
765 // (only when the bot is on the ground or jumping intentionally)
766 self.aistatus &= ~AI_STATUS_DANGER_AHEAD;
768 if(trace_fraction == 1 && self.jumppadcount == 0 && !self.goalcurrent.wphardwired )
769 if((self.flags & FL_ONGROUND) || (self.aistatus & AI_STATUS_RUNNING) || self.BUTTON_JUMP == true)
772 traceline(dst_ahead , dst_down, true, world);
773 // te_lightning2(world, self.origin, dst_ahead); // Draw "ahead" look
774 // te_lightning2(world, dst_ahead, dst_down); // Draw "downwards" look
775 if(trace_endpos.z < self.origin.z + self.mins.z)
777 s = pointcontents(trace_endpos + '0 0 1');
778 if (s != CONTENT_SOLID)
779 if (s == CONTENT_LAVA || s == CONTENT_SLIME)
780 evadelava = normalize(self.velocity) * -1;
781 else if (s == CONTENT_SKY)
782 evadeobstacle = normalize(self.velocity) * -1;
783 else if (!boxesoverlap(dst_ahead - self.view_ofs + self.mins, dst_ahead - self.view_ofs + self.maxs,
784 self.goalcurrent.absmin, self.goalcurrent.absmax))
786 // if ain't a safe goal with "holes" (like the jumpad on soylent)
787 // and there is a trigger_hurt below
788 if(tracebox_hits_trigger_hurt(dst_ahead, self.mins, self.maxs, trace_endpos))
790 // Remove dangerous dynamic goals from stack
791 LOG_TRACE("bot ", self.netname, " avoided the goal ", self.goalcurrent.classname, " ", etos(self.goalcurrent), " because it led to a dangerous path; goal stack cleared\n");
792 navigation_clearroute();
802 makevectors(self.v_angle.y * '0 1 0');
804 if(evadeobstacle!='0 0 0'||evadelava!='0 0 0')
805 self.aistatus |= AI_STATUS_DANGER_AHEAD;
808 dodge = havocbot_dodge();
809 dodge = dodge * bound(0,0.5+(skill+self.bot_dodgeskill)*0.1,1);
810 evadelava = evadelava * bound(1,3-(skill+self.bot_dodgeskill),3); //Noobs fear lava a lot and take more distance from it
811 traceline(self.origin, ( ( self.enemy.absmin + self.enemy.absmax ) * 0.5 ), true, world);
812 if(IS_PLAYER(trace_ent))
813 dir = dir * bound(0,(skill+self.bot_dodgeskill)/7,1);
815 dir = normalize(dir + dodge + evadeobstacle + evadelava);
816 // self.bot_dodgevector = dir;
817 // self.bot_dodgevector_jumpbutton = self.BUTTON_JUMP;
820 if(time < self.ladder_time)
822 if(self.goalcurrent.origin.z + self.goalcurrent.mins.z > self.origin.z + self.mins.z)
824 if(self.origin.z + self.mins.z < self.ladder_entity.origin.z + self.ladder_entity.maxs.z)
829 if(self.origin.z + self.mins.z > self.ladder_entity.origin.z + self.ladder_entity.mins.z)
834 //dir = self.bot_dodgevector;
835 //if (self.bot_dodgevector_jumpbutton)
836 // self.BUTTON_JUMP = 1;
837 self.movement_x = dir * v_forward * maxspeed;
838 self.movement_y = dir * v_right * maxspeed;
839 self.movement_z = dir * v_up * maxspeed;
841 // Emulate keyboard interface
843 havocbot_keyboard_movement(destorg);
846 // if(self.aistatus & AI_STATUS_ROAMING)
848 if(skill+self.bot_moveskill >= autocvar_bot_ai_bunnyhop_skilloffset)
849 havocbot_bunnyhop(dir);
851 if ((dir * v_up) >= autocvar_sv_jumpvelocity*0.5 && (self.flags & FL_ONGROUND)) self.BUTTON_JUMP=1;
852 if (((dodge * v_up) > 0) && random()*frametime >= 0.2*bound(0,(10-skill-self.bot_dodgeskill)*0.1,1)) self.BUTTON_JUMP=true;
853 if (((dodge * v_up) < 0) && random()*frametime >= 0.5*bound(0,(10-skill-self.bot_dodgeskill)*0.1,1)) self.havocbot_ducktime=time+0.3/bound(0.1,skill+self.bot_dodgeskill,10);
856 void havocbot_chooseenemy()
858 entity head, best, head2;
859 float rating, bestrating, i, hf;
861 if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(self))
868 if (!bot_shouldattack(self.enemy))
870 // enemy died or something, find a new target
872 self.havocbot_chooseenemy_finished = time;
874 else if (self.havocbot_stickenemy)
876 // tracking last chosen enemy
877 // if enemy is visible
878 // and not really really far away
879 // and we're not severely injured
880 // then keep tracking for a half second into the future
881 traceline(self.origin+self.view_ofs, ( self.enemy.absmin + self.enemy.absmax ) * 0.5,false,world);
882 if (trace_ent == self.enemy || trace_fraction == 1)
883 if (vlen((( self.enemy.absmin + self.enemy.absmax ) * 0.5) - self.origin) < 1000)
884 if (self.health > 30)
886 // remain tracking him for a shot while (case he went after a small corner or pilar
887 self.havocbot_chooseenemy_finished = time + 0.5;
890 // enemy isn't visible, or is far away, or we're injured severely
891 // so stop preferring this enemy
892 // (it will still take a half second until a new one is chosen)
893 self.havocbot_stickenemy = 0;
896 if (time < self.havocbot_chooseenemy_finished)
898 self.havocbot_chooseenemy_finished = time + autocvar_bot_ai_enemydetectioninterval;
899 eye = self.origin + self.view_ofs;
901 bestrating = 100000000;
902 head = head2 = findchainfloat(bot_attack, true);
905 hf = self.dphitcontentsmask;
907 // Search for enemies, if no enemy can be seen directly try to look through transparent objects
909 self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
915 v = (head.absmin + head.absmax) * 0.5;
916 rating = vlen(v - eye);
917 if (rating<autocvar_bot_ai_enemydetectionradius)
918 if (bestrating > rating)
919 if (bot_shouldattack(head))
921 traceline(eye, v, true, self);
922 if (trace_ent == head || trace_fraction >= 1)
931 // I want to do a second scan if no enemy was found or I don't have weapons
932 // TODO: Perform the scan when using the rifle (requires changes on the rifle code)
933 if(best || self.weapons) // || self.weapon == WEP_RIFLE.m_id
938 // Set flags to see through transparent objects
939 self.dphitcontentsmask |= DPCONTENTS_OPAQUE;
945 self.dphitcontentsmask = hf;
948 self.havocbot_stickenemy = true;
951 float havocbot_chooseweapon_checkreload(int new_weapon)
953 // bots under this skill cannot find unloaded weapons to reload idly when not in combat,
954 // so skip this for them, or they'll never get to reload their weapons at all.
955 // this also allows bots under this skill to be more stupid, and reload more often during combat :)
959 // if this weapon is scheduled for reloading, don't switch to it during combat
960 if (self.weapon_load[new_weapon] < 0)
962 float i, other_weapon_available = false;
963 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
965 // if we are out of ammo for all other weapons, it's an emergency to switch to anything else
966 if (_WEP_ACTION(i, WR_CHECKAMMO1) + _WEP_ACTION(i, WR_CHECKAMMO2))
967 other_weapon_available = true;
969 if(other_weapon_available)
976 void havocbot_chooseweapon()
981 if(g_weaponarena_weapons == WEPSET_TUBA)
983 self.switchweapon = WEP_TUBA.m_id;
987 // TODO: clean this up by moving it to weapon code
988 if(self.enemy==world)
990 // If no weapon was chosen get the first available weapon
992 for(i = WEP_FIRST; i <= WEP_LAST; ++i) if(i != WEP_BLASTER.m_id)
994 if(client_hasweapon(self, i, true, false))
996 self.switchweapon = i;
1003 // Do not change weapon during the next second after a combo
1004 float f = time - self.lastcombotime;
1009 float distance; distance=bound(10,vlen(self.origin-self.enemy.origin)-200,10000);
1011 // Should it do a weapon combo?
1012 float af, ct, combo_time, combo;
1014 af = ATTACK_FINISHED(self);
1015 ct = autocvar_bot_ai_weapon_combo_threshold;
1017 // Bots with no skill will be 4 times more slower than "godlike" bots when doing weapon combos
1018 // Ideally this 4 should be calculated as longest_weapon_refire / bot_ai_weapon_combo_threshold
1019 combo_time = time + ct + (ct * ((-0.3*(skill+self.bot_weaponskill))+3));
1023 if(autocvar_bot_ai_weapon_combo)
1024 if(self.weapon == self.lastfiredweapon)
1028 self.lastcombotime = time;
1031 distance *= pow(2, self.bot_rangepreference);
1033 // Custom weapon list based on distance to the enemy
1034 if(bot_custom_weapon){
1036 // Choose weapons for far distance
1037 if ( distance > bot_distance_far ) {
1038 for(i=0; i < WEP_COUNT && bot_weapons_far[i] != -1 ; ++i){
1039 w = bot_weapons_far[i];
1040 if ( client_hasweapon(self, w, true, false) )
1042 if ((self.weapon == w && combo) || havocbot_chooseweapon_checkreload(w))
1044 self.switchweapon = w;
1050 // Choose weapons for mid distance
1051 if ( distance > bot_distance_close) {
1052 for(i=0; i < WEP_COUNT && bot_weapons_mid[i] != -1 ; ++i){
1053 w = bot_weapons_mid[i];
1054 if ( client_hasweapon(self, w, true, false) )
1056 if ((self.weapon == w && combo) || havocbot_chooseweapon_checkreload(w))
1058 self.switchweapon = w;
1064 // Choose weapons for close distance
1065 for(i=0; i < WEP_COUNT && bot_weapons_close[i] != -1 ; ++i){
1066 w = bot_weapons_close[i];
1067 if ( client_hasweapon(self, w, true, false) )
1069 if ((self.weapon == w && combo) || havocbot_chooseweapon_checkreload(w))
1071 self.switchweapon = w;
1080 vector selfvel, enemyvel;
1081 // if(self.flags & FL_INWATER)
1083 if (time < self.nextaim)
1085 self.nextaim = time + 0.1;
1086 selfvel = self.velocity;
1087 if (!self.waterlevel)
1091 enemyvel = self.enemy.velocity;
1092 if (!self.enemy.waterlevel)
1094 lag_additem(time + self.ping, 0, 0, self.enemy, self.origin, selfvel, (self.enemy.absmin + self.enemy.absmax) * 0.5, enemyvel);
1097 lag_additem(time + self.ping, 0, 0, world, self.origin, selfvel, ( self.goalcurrent.absmin + self.goalcurrent.absmax ) * 0.5, '0 0 0');
1100 float havocbot_moveto_refresh_route()
1102 // Refresh path to goal if necessary
1104 wp = self.havocbot_personal_waypoint;
1105 navigation_goalrating_start();
1106 navigation_routerating(wp, 10000, 10000);
1107 navigation_goalrating_end();
1108 return self.navigation_hasgoals;
1111 float havocbot_moveto(vector pos)
1115 if(self.aistatus & AI_STATUS_WAYPOINT_PERSONAL_GOING)
1117 // Step 4: Move to waypoint
1118 if(self.havocbot_personal_waypoint==world)
1120 LOG_TRACE("Error: ", self.netname, " trying to walk to a non existent personal waypoint\n");
1121 self.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_GOING;
1122 return CMD_STATUS_ERROR;
1125 if (!bot_strategytoken_taken)
1126 if(self.havocbot_personal_waypoint_searchtime<time)
1128 bot_strategytoken_taken = true;
1129 if(havocbot_moveto_refresh_route())
1131 LOG_TRACE(self.netname, " walking to its personal waypoint (after ", ftos(self.havocbot_personal_waypoint_failcounter), " failed attempts)\n");
1132 self.havocbot_personal_waypoint_searchtime = time + 10;
1133 self.havocbot_personal_waypoint_failcounter = 0;
1137 self.havocbot_personal_waypoint_failcounter += 1;
1138 self.havocbot_personal_waypoint_searchtime = time + 2;
1139 if(self.havocbot_personal_waypoint_failcounter >= 30)
1141 LOG_TRACE("Warning: can't walk to the personal waypoint located at ", vtos(self.havocbot_personal_waypoint.origin),"\n");
1142 self.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1143 remove(self.havocbot_personal_waypoint);
1144 return CMD_STATUS_ERROR;
1147 LOG_TRACE(self.netname, " can't walk to its personal waypoint (after ", ftos(self.havocbot_personal_waypoint_failcounter), " failed attempts), trying later\n");
1151 if(autocvar_bot_debug_goalstack)
1155 vector dir = ( ( self.goalcurrent.absmin + self.goalcurrent.absmax ) * 0.5 ) - (self.origin + self.view_ofs);
1157 bot_aimdir(dir, -1);
1160 havocbot_movetogoal();
1162 if(self.aistatus & AI_STATUS_WAYPOINT_PERSONAL_REACHED)
1164 // Step 5: Waypoint reached
1165 LOG_TRACE(self.netname, "'s personal waypoint reached\n");
1166 remove(self.havocbot_personal_waypoint);
1167 self.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_REACHED;
1168 return CMD_STATUS_FINISHED;
1171 return CMD_STATUS_EXECUTING;
1174 // Step 2: Linking waypoint
1175 if(self.aistatus & AI_STATUS_WAYPOINT_PERSONAL_LINKING)
1177 // Wait until it is linked
1178 if(!self.havocbot_personal_waypoint.wplinked)
1180 LOG_TRACE(self.netname, " waiting for personal waypoint to be linked\n");
1181 return CMD_STATUS_EXECUTING;
1184 self.havocbot_personal_waypoint_searchtime = time; // so we set the route next frame
1185 self.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1186 self.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_GOING;
1188 // Step 3: Route to waypoint
1189 LOG_TRACE(self.netname, " walking to its personal waypoint\n");
1191 return CMD_STATUS_EXECUTING;
1194 // Step 1: Spawning waypoint
1195 wp = waypoint_spawnpersonal(pos);
1198 LOG_TRACE("Error: Can't spawn personal waypoint at ",vtos(pos),"\n");
1199 return CMD_STATUS_ERROR;
1202 self.havocbot_personal_waypoint = wp;
1203 self.havocbot_personal_waypoint_failcounter = 0;
1204 self.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1206 // if pos is inside a teleport, then let's mark it as teleport waypoint
1208 for(head = world; (head = find(head, classname, "trigger_teleport")); )
1210 if(WarpZoneLib_BoxTouchesBrush(pos, pos, head, world))
1212 wp.wpflags |= WAYPOINTFLAG_TELEPORT;
1213 self.lastteleporttime = 0;
1218 if(wp.wpflags & WAYPOINTFLAG_TELEPORT)
1219 print("routing to a teleporter\n");
1221 print("routing to a non-teleporter\n");
1224 return CMD_STATUS_EXECUTING;
1227 float havocbot_resetgoal()
1229 navigation_clearroute();
1230 return CMD_STATUS_FINISHED;
1233 void havocbot_setupbot()
1235 self.bot_ai = havocbot_ai;
1236 self.cmd_moveto = havocbot_moveto;
1237 self.cmd_resetgoal = havocbot_resetgoal;
1239 havocbot_chooserole();
1242 vector havocbot_dodge()
1244 // LordHavoc: disabled because this is too expensive
1249 float danger, bestdanger, vl, d;
1252 // check for dangerous objects near bot or approaching bot
1253 head = findchainfloat(bot_dodge, true);
1256 if (head.owner != self)
1258 vl = vlen(head.velocity);
1259 if (vl > autocvar_sv_maxspeed * 0.3)
1261 n = normalize(head.velocity);
1262 v = self.origin - head.origin;
1264 if (d > (0 - head.bot_dodgerating))
1265 if (d < (vl * 0.2 + head.bot_dodgerating))
1267 // calculate direction and distance from the flight path, by removing the forward axis
1268 v = v - (n * (v * n));
1269 danger = head.bot_dodgerating - vlen(v);
1270 if (bestdanger < danger)
1272 bestdanger = danger;
1273 // dodge to the side of the object
1274 dodge = normalize(v);
1280 danger = head.bot_dodgerating - vlen(head.origin - self.origin);
1281 if (bestdanger < danger)
1283 bestdanger = danger;
1284 dodge = normalize(self.origin - head.origin);