vector target_objective_spawn_evalfunc(entity this, entity player, entity spot, vector current)
{
- if(GetResourceAmount(this, RESOURCE_HEALTH) < 0 || GetResourceAmount(this, RESOURCE_HEALTH) >= ASSAULT_VALUE_INACTIVE)
+ float hlth = GetResourceAmount(this, RESOURCE_HEALTH);
+ if (hlth < 0 || hlth >= ASSAULT_VALUE_INACTIVE)
return '-1 0 0';
return current;
}
else
return; // already activated! cannot activate again!
- if(GetResourceAmount(this.enemy, RESOURCE_HEALTH) < ASSAULT_VALUE_INACTIVE)
+ float hlth = GetResourceAmount(this.enemy, RESOURCE_HEALTH);
+ if (hlth < ASSAULT_VALUE_INACTIVE)
{
- if(GetResourceAmount(this.enemy, RESOURCE_HEALTH) - this.dmg > 0.5)
+ if (hlth - this.dmg > 0.5)
{
GameRules_scoring_add_team(actor, SCORE, this.dmg);
TakeResource(this.enemy, RESOURCE_HEALTH, this.dmg);
}
else
{
- GameRules_scoring_add_team(actor, SCORE, GetResourceAmount(this.enemy, RESOURCE_HEALTH));
+ GameRules_scoring_add_team(actor, SCORE, hlth);
GameRules_scoring_add_team(actor, ASSAULT_OBJECTIVES, 1);
SetResourceAmountExplicit(this.enemy, RESOURCE_HEALTH, -1);
bool destructible_heal(entity targ, entity inflictor, float amount, float limit)
{
float true_limit = ((limit != RESOURCE_LIMIT_NONE) ? limit : targ.max_health);
- if(GetResourceAmount(targ, RESOURCE_HEALTH) <= 0 || GetResourceAmount(targ, RESOURCE_HEALTH) >= true_limit)
+ float hlth = GetResourceAmount(targ, RESOURCE_HEALTH);
+ if (hlth <= 0 || hlth >= true_limit)
return false;
GiveResourceWithLimit(targ, RESOURCE_HEALTH, amount, true_limit);
entity destr = it;
IL_EACH(g_assault_objectivedecreasers, it.targetname == destr.target,
{
- if(GetResourceAmount(it.enemy, RESOURCE_HEALTH) > 0 && GetResourceAmount(it.enemy, RESOURCE_HEALTH) < ASSAULT_VALUE_INACTIVE)
+ float hlth = GetResourceAmount(it.enemy, RESOURCE_HEALTH);
+ if (hlth > 0 && hlth < ASSAULT_VALUE_INACTIVE)
{
found = true;
break;
// Find and rate waypoints around it
found = false;
entity best = NULL;
- float bestvalue = 99999999999;
+ float bestvalue = FLOAT_MAX;
entity des = it;
- for(float radius = 0; radius < 1500 && !found; radius += 500)
+ for (float radius = 500; radius <= 1500 && !found; radius += 500)
{
FOREACH_ENTITY_RADIUS(p, radius, it.classname == "waypoint" && !(it.wpflags & WAYPOINTFLAG_GENERATED),
{
if (navigation_goalrating_timeout(this))
{
+ // role: offense
navigation_goalrating_start(this);
- havocbot_goalrating_enemyplayers(this, 20000, this.origin, 650);
+ havocbot_goalrating_enemyplayers(this, 10000, this.origin, 650);
havocbot_goalrating_ast_targets(this, 20000);
- havocbot_goalrating_items(this, 15000, this.origin, 10000);
+ havocbot_goalrating_items(this, 30000, this.origin, 10000);
navigation_goalrating_end(this);
navigation_goalrating_timeout_set(this);
if (navigation_goalrating_timeout(this))
{
+ // role: defense
navigation_goalrating_start(this);
- havocbot_goalrating_enemyplayers(this, 20000, this.origin, 3000);
+ havocbot_goalrating_enemyplayers(this, 10000, this.origin, 3000);
havocbot_goalrating_ast_targets(this, 20000);
- havocbot_goalrating_items(this, 15000, this.origin, 10000);
+ havocbot_goalrating_items(this, 30000, this.origin, 10000);
navigation_goalrating_end(this);
navigation_goalrating_timeout_set(this);
{
case HAVOCBOT_AST_ROLE_DEFENSE:
this.havocbot_role = havocbot_role_ast_defense;
- this.havocbot_role_flags = HAVOCBOT_AST_ROLE_DEFENSE;
this.havocbot_role_timeout = 0;
break;
case HAVOCBOT_AST_ROLE_OFFENSE:
this.havocbot_role = havocbot_role_ast_offense;
- this.havocbot_role_flags = HAVOCBOT_AST_ROLE_OFFENSE;
this.havocbot_role_timeout = 0;
break;
}