#include "havocbot.qh"
+#include "roles.qh"
+
#include <server/defs.qh>
#include <server/miscfunctions.qh>
#include "../cvars.qh"
#include <common/items/_mod.qh>
#include <common/wepent.qh>
+#include <common/mapobjects/func/ladder.qh>
#include <common/mapobjects/teleporters.qh>
#include <common/mapobjects/trigger/jumppads.qh>
#include <lib/warpzone/common.qh>
-.float speed;
-
void havocbot_ai(entity this)
{
if(this.draggedby)
return;
+ this.bot_aimdir_executed = false;
+ // lock aim if teleported or passing through a warpzone
+ if (this.lastteleporttime && !this.jumppadcount)
+ this.bot_aimdir_executed = true;
+
if(bot_execute_commands(this))
return;
havocbot_aim(this);
lag_update(this);
- this.bot_aimdir_executed = false;
-
if (this.bot_aimtarg)
{
this.aistatus |= AI_STATUS_ATTACKING;
else
{
if(IS_PLAYER(this.bot_aimtarg))
- bot_aimdir(this, this.bot_aimtarg.origin + this.bot_aimtarg.view_ofs - this.origin - this.view_ofs , -1);
+ bot_aimdir(this, this.bot_aimtarg.origin + this.bot_aimtarg.view_ofs - this.origin - this.view_ofs, 0);
}
}
else if (this.goalcurrent)
vector dir = get_closer_dest(this.goalcurrent, this.origin);
dir -= this.origin + this.view_ofs;
dir.z = 0;
- bot_aimdir(this, dir, -1);
+ bot_aimdir(this, dir, 0);
}
// if the bot is not attacking, consider reloading weapons
void havocbot_keyboard_movement(entity this, vector destorg)
{
- vector keyboard;
+ if(time <= this.havocbot_keyboardtime)
+ return;
- if (time > this.havocbot_keyboardtime)
+ float sk = skill + this.bot_moveskill;
+ this.havocbot_keyboardtime =
+ max(
+ this.havocbot_keyboardtime
+ + 0.05 / max(1, sk + this.havocbot_keyboardskill)
+ + random() * 0.025 / max(0.00025, skill + this.havocbot_keyboardskill)
+ , time);
+ vector keyboard = CS(this).movement / autocvar_sv_maxspeed;
+
+ float trigger = autocvar_bot_ai_keyboard_threshold;
+
+ // categorize forward movement
+ // at skill < 1.5 only forward
+ // at skill < 2.5 only individual directions
+ // at skill < 4.5 only individual directions, and forward diagonals
+ // at skill >= 4.5, all cases allowed
+ if (keyboard.x > trigger)
{
- float sk = skill + this.bot_moveskill;
- this.havocbot_keyboardtime =
- max(
- this.havocbot_keyboardtime
- + 0.05 / max(1, sk + this.havocbot_keyboardskill)
- + random() * 0.025 / max(0.00025, skill + this.havocbot_keyboardskill)
- , time);
- keyboard = CS(this).movement / autocvar_sv_maxspeed;
-
- float trigger = autocvar_bot_ai_keyboard_threshold;
- float trigger1 = -trigger;
-
- // categorize forward movement
- // at skill < 1.5 only forward
- // at skill < 2.5 only individual directions
- // at skill < 4.5 only individual directions, and forward diagonals
- // at skill >= 4.5, all cases allowed
- if (keyboard.x > trigger)
- {
- keyboard.x = 1;
- if (sk < 2.5)
- keyboard.y = 0;
- }
- else if (keyboard.x < trigger1 && sk > 1.5)
- {
- keyboard.x = -1;
- if (sk < 4.5)
- keyboard.y = 0;
- }
- else
- {
- keyboard.x = 0;
- if (sk < 1.5)
- keyboard.y = 0;
- }
+ keyboard.x = 1;
+ if (sk < 2.5)
+ keyboard.y = 0;
+ }
+ else if (keyboard.x < -trigger && sk > 1.5)
+ {
+ keyboard.x = -1;
if (sk < 4.5)
- keyboard.z = 0;
-
- if (keyboard.y > trigger)
- keyboard.y = 1;
- else if (keyboard.y < trigger1)
- keyboard.y = -1;
- else
keyboard.y = 0;
+ }
+ else
+ {
+ keyboard.x = 0;
+ if (sk < 1.5)
+ keyboard.y = 0;
+ }
+ if (sk < 4.5)
+ keyboard.z = 0;
- if (keyboard.z > trigger)
- keyboard.z = 1;
- else if (keyboard.z < trigger1)
- keyboard.z = -1;
- else
- keyboard.z = 0;
+ if (keyboard.y > trigger)
+ keyboard.y = 1;
+ else if (keyboard.y < -trigger)
+ keyboard.y = -1;
+ else
+ keyboard.y = 0;
- this.havocbot_keyboard = keyboard * autocvar_sv_maxspeed;
- if (this.havocbot_ducktime > time)
- PHYS_INPUT_BUTTON_CROUCH(this) = true;
- }
+ if (keyboard.z > trigger)
+ keyboard.z = 1;
+ else if (keyboard.z < -trigger)
+ keyboard.z = -1;
+ else
+ keyboard.z = 0;
+
+ // make sure bots don't get stuck if havocbot_keyboardtime is very high
+ if (keyboard == '0 0 0')
+ this.havocbot_keyboardtime = min(this.havocbot_keyboardtime, time + 0.2);
+
+ this.havocbot_keyboard = keyboard * autocvar_sv_maxspeed;
+ if (this.havocbot_ducktime > time)
+ PHYS_INPUT_BUTTON_CROUCH(this) = true;
keyboard = this.havocbot_keyboard;
float blend = bound(0, vlen(destorg - this.origin) / autocvar_bot_ai_keyboard_distance, 1); // When getting close move with 360 degree
void havocbot_bunnyhop(entity this, vector dir)
{
- float bunnyhopdistance;
- vector deviation;
- float maxspeed;
-
// Don't jump when attacking
if(this.aistatus & AI_STATUS_ATTACKING)
return;
if(IS_PLAYER(this.goalcurrent))
return;
- maxspeed = autocvar_sv_maxspeed;
-
- if(this.aistatus & AI_STATUS_RUNNING && vdist(this.velocity, <, autocvar_sv_maxspeed * 0.75)
- || this.aistatus & AI_STATUS_DANGER_AHEAD)
+ if((this.aistatus & AI_STATUS_RUNNING) && vdist(this.velocity, <, autocvar_sv_maxspeed * 0.75)
+ || (this.aistatus & AI_STATUS_DANGER_AHEAD))
{
this.aistatus &= ~AI_STATUS_RUNNING;
PHYS_INPUT_BUTTON_JUMP(this) = false;
return;
}
- if(this.waterlevel > WATERLEVEL_WETFEET)
+ if(this.waterlevel > WATERLEVEL_WETFEET || IS_DUCKED(this))
{
this.aistatus &= ~AI_STATUS_RUNNING;
return;
}
vector gco = get_closer_dest(this.goalcurrent, this.origin);
- bunnyhopdistance = vlen(this.origin - gco);
// Run only to visible goals
if(IS_ONGROUND(this))
- if(vdist(vec2(this.velocity), >=, autocvar_sv_maxspeed)) // if -really- running
+ if(vdist(vec2(this.velocity), >=, autocvar_sv_maxspeed))
if(checkpvs(this.origin + this.view_ofs, this.goalcurrent))
{
- this.bot_lastseengoal = this.goalcurrent;
+ this.bot_lastseengoal = this.goalcurrent;
- // seen it before
- if(this.bot_timelastseengoal)
+ // seen it before
+ if(this.bot_timelastseengoal)
+ {
+ // for a period of time
+ if(time - this.bot_timelastseengoal > autocvar_bot_ai_bunnyhop_firstjumpdelay)
{
- // for a period of time
- if(time - this.bot_timelastseengoal > autocvar_bot_ai_bunnyhop_firstjumpdelay)
- {
- float checkdistance;
- checkdistance = true;
+ bool checkdistance = true;
- // don't run if it is too close
- if(this.bot_canruntogoal==0)
- {
- if(bunnyhopdistance > autocvar_bot_ai_bunnyhop_startdistance)
- this.bot_canruntogoal = 1;
- else
- this.bot_canruntogoal = -1;
- }
+ // don't run if it is too close
+ if(this.bot_canruntogoal==0)
+ {
+ if(vdist(this.origin - gco, >, autocvar_bot_ai_bunnyhop_startdistance))
+ this.bot_canruntogoal = 1;
+ else
+ this.bot_canruntogoal = -1;
+ }
- if(this.bot_canruntogoal != 1)
- return;
+ if(this.bot_canruntogoal != 1)
+ return;
- if(this.aistatus & AI_STATUS_ROAMING)
- if(this.goalcurrent.classname=="waypoint")
- if (!(this.goalcurrent.wpflags & WAYPOINTFLAG_PERSONAL))
- if(fabs(gco.z - this.origin.z) < this.maxs.z - this.mins.z)
- if(this.goalstack01 && !wasfreed(this.goalstack01))
+ if(this.aistatus & AI_STATUS_ROAMING)
+ if(this.goalcurrent.classname == "waypoint")
+ if (!(this.goalcurrent.wpflags & WAYPOINTFLAG_PERSONAL))
+ if(fabs(gco.z - this.origin.z) < this.maxs.z - this.mins.z)
+ if (this.goalstack01 && !wasfreed(this.goalstack01))
+ if (!(this.goalstack01.wpflags & WAYPOINTFLAG_JUMP))
+ {
+ vector gno = (this.goalstack01.absmin + this.goalstack01.absmax) * 0.5;
+ vector deviation = vectoangles(gno - this.origin) - vectoangles(gco - this.origin);
+ while (deviation.y < -180) deviation.y = deviation.y + 360;
+ while (deviation.y > 180) deviation.y = deviation.y - 360;
+
+ if(fabs(deviation.y) < 20)
+ if(vlen2(this.origin - gco) < vlen2(this.origin - gno))
+ if(fabs(gno.z - gco.z) < this.maxs.z - this.mins.z)
{
- vector gno = (this.goalstack01.absmin + this.goalstack01.absmax) * 0.5;
- deviation = vectoangles(gno - this.origin) - vectoangles(gco - this.origin);
- while (deviation.y < -180) deviation.y = deviation.y + 360;
- while (deviation.y > 180) deviation.y = deviation.y - 360;
-
- if(fabs(deviation.y) < 20)
- if(bunnyhopdistance < vlen(this.origin - gno))
- if(fabs(gno.z - gco.z) < this.maxs.z - this.mins.z)
+ if(vdist(gco - gno, >, autocvar_bot_ai_bunnyhop_startdistance))
+ if(checkpvs(this.origin + this.view_ofs, this.goalstack01))
{
- if(vdist(gco - gno, >, autocvar_bot_ai_bunnyhop_startdistance))
- if(checkpvs(this.origin + this.view_ofs, this.goalstack01))
- {
- checkdistance = false;
- }
+ checkdistance = false;
}
}
+ }
- if(checkdistance)
- {
- this.aistatus &= ~AI_STATUS_RUNNING;
- // increase stop distance in case the goal is on a slope or a lower platform
- if(bunnyhopdistance > autocvar_bot_ai_bunnyhop_stopdistance + (this.origin.z - gco.z))
- PHYS_INPUT_BUTTON_JUMP(this) = true;
- }
- else
- {
- this.aistatus |= AI_STATUS_RUNNING;
+ if(checkdistance)
+ {
+ this.aistatus &= ~AI_STATUS_RUNNING;
+ // increase stop distance in case the goal is on a slope or a lower platform
+ if(vdist(this.origin - gco, >, autocvar_bot_ai_bunnyhop_stopdistance + (this.origin.z - gco.z)))
PHYS_INPUT_BUTTON_JUMP(this) = true;
- }
+ }
+ else
+ {
+ this.aistatus |= AI_STATUS_RUNNING;
+ PHYS_INPUT_BUTTON_JUMP(this) = true;
}
}
- else
- {
- this.bot_timelastseengoal = time;
- }
+ }
+ else
+ {
+ this.bot_timelastseengoal = time;
+ }
}
else
{
this.bot_timelastseengoal = 0;
}
-
-#if 0
- // Release jump button
- if(!cvar("sv_pogostick"))
- if((IS_ONGROUND(this)) == 0)
- {
- if(this.velocity.z < 0 || vlen(this.velocity)<maxspeed)
- PHYS_INPUT_BUTTON_JUMP(this) = false;
-
- // Strafe
- if(this.aistatus & AI_STATUS_RUNNING)
- if(vlen(this.velocity)>maxspeed)
- {
- deviation = vectoangles(dir) - vectoangles(this.velocity);
- while (deviation.y < -180) deviation.y = deviation.y + 360;
- while (deviation.y > 180) deviation.y = deviation.y - 360;
-
- if(fabs(deviation.y)>10)
- CS(this).movement_x = 0;
-
- if(deviation.y>10)
- CS(this).movement_y = maxspeed * -1;
- else if(deviation.y<10)
- CS(this).movement_y = maxspeed;
-
- }
- }
-#endif
}
// return true when bot isn't getting closer to the current goal
bool havocbot_checkgoaldistance(entity this, vector gco)
{
+ if (this.bot_stop_moving_timeout > time)
+ return false;
float curr_dist_z = max(20, fabs(this.origin.z - gco.z));
float curr_dist_2d = max(20, vlen(vec2(this.origin - gco)));
float distance_time = this.goalcurrent_distance_time;
CS(this).movement = '0 0 0';
maxspeed = autocvar_sv_maxspeed;
+ if (this.goalcurrent.wpflags & WAYPOINTFLAG_CROUCH)
+ PHYS_INPUT_BUTTON_CROUCH(this) = true;
+ else
+ PHYS_INPUT_BUTTON_CROUCH(this) = false;
+
PHYS_INPUT_BUTTON_JETPACK(this) = false;
// Jetpack navigation
if(this.navigation_jetpack_goal)
if(this.goalcurrent==this.navigation_jetpack_goal)
- if(GetResourceAmount(this, RESOURCE_FUEL))
+ if(GetResource(this, RES_FUEL))
{
if(autocvar_bot_debug_goalstack)
{
this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
}
}
- else
+ else //if (this.goalcurrent)
{
if (this.goalcurrent.bot_pickup)
{
}
vector gco = (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5;
if (this.origin.z > gco.z && vdist(vec2(this.velocity), <, autocvar_sv_maxspeed))
- this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
+ {
+ if (this.velocity.z < 0)
+ this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
+ }
else if(havocbot_checkgoaldistance(this, gco))
{
navigation_clearroute(this);
return;
}
}
- else
+ else //if (!(this.aistatus & AI_STATUS_OUT_JUMPPAD))
{
- if(time - this.lastteleporttime > 0.2 && this.velocity.z > 0)
+ if(this.velocity.z > 0 && this.origin.z - this.lastteleport_origin.z > (this.maxs.z - this.mins.z) * 0.5)
{
vector velxy = this.velocity; velxy_z = 0;
if(vdist(velxy, <, autocvar_sv_maxspeed * 0.2))
return;
}
- else if(GetResourceAmount(this, RESOURCE_HEALTH) + GetResourceAmount(this, RESOURCE_ARMOR) > ROCKETJUMP_DAMAGE())
+ else if(!this.jumppadcount && !waypoint_is_hardwiredlink(this.goalcurrent_prev, this.goalcurrent)
+ && !(this.goalcurrent_prev && this.goalcurrent_prev.wpflags & WAYPOINTFLAG_JUMP)
+ && GetResource(this, RES_HEALTH) + GetResource(this, RES_ARMOR) > ROCKETJUMP_DAMAGE())
{
if(this.velocity.z < 0)
{
{
if (vdist(this.origin - this.goalcurrent_prev.origin, <, 50)
&& navigation_goalrating_timeout_can_be_anticipated(this))
+ {
navigation_goalrating_timeout_force(this);
+ }
}
bool goalcurrent_can_be_removed = false;
// don't remove if not visible
if (checkpvs(this.origin + this.view_ofs, this.goalcurrent))
{
- navigation_goalrating_timeout_force(this);
- return;
+ if (IS_DEAD(this.goalcurrent))
+ {
+ IL_EACH(g_items, it.enemy == this.goalcurrent && Item_IsLoot(it),
+ {
+ if (vdist(it.origin - this.goalcurrent.death_origin, <, 50))
+ {
+ navigation_clearroute(this);
+ navigation_pushroute(this, it);
+ // loot can't be immediately rated since it isn't on ground yet
+ // it will be rated after a second when on ground, meanwhile head to it
+ navigation_goalrating_timeout_expire(this, 1);
+ return;
+ }
+ });
+ }
+ if (!Item_IsLoot(this.goalcurrent))
+ {
+ navigation_goalrating_timeout_force(this);
+ return;
+ }
}
}
else if (!(STAT(FROZEN, this.goalentity)) && this.bot_tracewalk_time < time)
// if bot used the jumppad, push towards jumppad origin until jumppad waypoint gets removed
destorg = this.goalcurrent.origin;
}
- else if (this.goalcurrent.wpisbox && boxesoverlap(this.goalcurrent.absmin, this.goalcurrent.absmax, this.origin + eZ * this.mins.z, this.origin + eZ * this.maxs.z))
+ else if (this.goalcurrent.wpisbox)
{
// if bot is inside the teleport waypoint, head to teleport origin until teleport gets used
- bunnyhop_forbidden = true;
- destorg = this.goalcurrent.origin;
- if(destorg.z > this.origin.z)
- PHYS_INPUT_BUTTON_JUMP(this) = true;
+ // do it even if bot is on a ledge above a teleport/jumppad so it doesn't get stuck
+ if (boxesoverlap(this.goalcurrent.absmin, this.goalcurrent.absmax, this.origin + eZ * this.mins.z, this.origin + eZ * this.maxs.z)
+ || (this.absmin.z > destorg.z && destorg.x == this.origin.x && destorg.y == this.origin.y))
+ {
+ bunnyhop_forbidden = true;
+ destorg = this.goalcurrent.origin;
+ if(destorg.z > this.origin.z)
+ PHYS_INPUT_BUTTON_JUMP(this) = true;
+ }
}
diff = destorg - this.origin;
- if (this.goalcurrent == this.goalentity && time < this.goalentity_lock_timeout && vdist(diff, <, 10))
+ if (time < this.bot_stop_moving_timeout
+ || (this.goalcurrent == this.goalentity && time < this.goalentity_lock_timeout && vdist(diff, <, 10)))
{
// stop if the locked goal has been reached
destorg = this.origin;
}
else
{
- dir = flatdir;
if(this.velocity.z >= 0 && !(this.watertype == CONTENT_WATER && destorg.z < this.origin.z) &&
(this.aistatus & AI_STATUS_OUT_WATER))
+ {
PHYS_INPUT_BUTTON_JUMP(this) = true;
+ dir = flatdir;
+ }
else
+ {
PHYS_INPUT_BUTTON_JUMP(this) = false;
+ if (destorg.z > this.origin.z)
+ dir = flatdir;
+ }
}
}
else
vector flat_diff = vec2(diff);
offset = max(32, current_speed * cos(deviation.y * DEG2RAD) * 0.3) * flatdir;
vector actual_destorg = this.origin + offset;
- if (!this.goalstack01 || this.goalcurrent.wpflags & (WAYPOINTFLAG_TELEPORT | WAYPOINTFLAG_LADDER))
+ if (this.goalcurrent_prev && this.goalcurrent_prev.wpflags & WAYPOINTFLAG_JUMP)
+ {
+ if (time > this.bot_stop_moving_timeout
+ && fabs(deviation.y) > 20 && current_speed > maxspeed * 0.4
+ && vdist(vec2(this.origin - this.goalcurrent_prev.origin), <, 50))
+ {
+ this.bot_stop_moving_timeout = time + 0.1;
+ }
+ if (current_speed > autocvar_sv_maxspeed * 0.9
+ && vlen2(flat_diff) < vlen2(vec2(this.goalcurrent_prev.origin - destorg))
+ && vdist(vec2(this.origin - this.goalcurrent_prev.origin), >, 50)
+ && vdist(vec2(this.origin - this.goalcurrent_prev.origin), <, 150)
+ )
+ {
+ PHYS_INPUT_BUTTON_JUMP(this) = true;
+ // avoid changing route while bot is jumping a gap
+ navigation_goalrating_timeout_extend_if_needed(this, 1.5);
+ }
+ }
+ else if (!this.goalstack01 || this.goalcurrent.wpflags & (WAYPOINTFLAG_TELEPORT | WAYPOINTFLAG_LADDER))
{
if (vlen2(flat_diff) < vlen2(offset))
{
- actual_destorg.x = destorg.x;
- actual_destorg.y = destorg.y;
+ if (this.goalcurrent.wpflags & WAYPOINTFLAG_JUMP && this.goalstack01)
+ {
+ // oblique warpzones need a jump otherwise bots gets stuck
+ PHYS_INPUT_BUTTON_JUMP(this) = true;
+ }
+ else
+ {
+ actual_destorg.x = destorg.x;
+ actual_destorg.y = destorg.y;
+ }
}
}
else if (vdist(flat_diff, <, 32) && diff.z < -16) // destination is under the bot
turning = true;
}
- LABEL(jump_check);
+ LABEL(jumpobstacle_check);
dir = flatdir = normalize(actual_destorg - this.origin);
- if (turning || fabs(deviation.y) < 50) // don't even try to jump if deviation is too high
+ bool jump_forbidden = false;
+ if (!turning && fabs(deviation.y) > 50)
+ jump_forbidden = true;
+ else if (IS_DUCKED(this))
+ {
+ tracebox(this.origin, PL_MIN_CONST, PL_MAX_CONST, this.origin, false, this);
+ if (trace_startsolid)
+ jump_forbidden = true;
+ }
+
+ if (!jump_forbidden)
{
tracebox(this.origin, this.mins, this.maxs, actual_destorg, false, this);
if (trace_fraction < 1 && trace_plane_normal.z < 0.7)
actual_destorg = destorg;
turning = false;
this.bot_tracewalk_time = time + 0.25;
- goto jump_check;
+ goto jumpobstacle_check;
}
s = trace_fraction;
// don't artificially reduce max jump height in real-time
// Check for water/slime/lava and dangerous edges
// (only when the bot is on the ground or jumping intentionally)
- offset = (vdist(this.velocity, >, 32) ? this.velocity * 0.2 : v_forward * 32);
+ if (skill + this.bot_moveskill <= 3 && time > this.bot_stop_moving_timeout
+ && current_speed > maxspeed * 0.9 && fabs(deviation.y) > 70)
+ {
+ this.bot_stop_moving_timeout = time + 0.4 + random() * 0.2;
+ }
+
+ offset = (vdist(this.velocity, >, 32) ? this.velocity * 0.2 : flatdir * 32);
vector dst_ahead = this.origin + this.view_ofs + offset;
vector dst_down = dst_ahead - '0 0 3000';
traceline(this.origin + this.view_ofs, dst_ahead, true, NULL);
bool unreachable = false;
s = CONTENT_SOLID;
- if(trace_fraction == 1 && this.jumppadcount == 0 && !this.goalcurrent.wphardwired )
+ if (trace_fraction == 1 && !this.jumppadcount
+ && !waypoint_is_hardwiredlink(this.goalcurrent_prev, this.goalcurrent)
+ && !(this.goalcurrent_prev && this.goalcurrent_prev.wpflags & WAYPOINTFLAG_JUMP) )
if((IS_ONGROUND(this)) || (this.aistatus & AI_STATUS_RUNNING) || (this.aistatus & AI_STATUS_ROAMING) || PHYS_INPUT_BUTTON_JUMP(this))
{
// Look downwards
traceline(dst_ahead , dst_down, true, NULL);
//te_lightning2(NULL, this.origin + this.view_ofs, dst_ahead); // Draw "ahead" look
- //te_lightning2(NULL, dst_ahead, dst_down); // Draw "downwards" look
+ //te_lightning2(NULL, dst_ahead, trace_endpos); // Draw "downwards" look
if(trace_endpos.z < this.origin.z + this.mins.z)
{
s = pointcontents(trace_endpos + '0 0 1');
}
// slow down if bot is in the air and goal is under it
- if (!this.goalcurrent.wphardwired
+ if (!waypoint_is_hardwiredlink(this.goalcurrent_prev, this.goalcurrent)
&& vdist(flat_diff, <, 250) && this.origin.z - destorg.z > 120
&& (!IS_ONGROUND(this) || vdist(vec2(this.velocity), >, maxspeed * 0.3)))
{
}
if (ladder_zdir)
{
- dir.z = ladder_zdir * 1.3;
+ if (vdist(vec2(diff), <, 40))
+ dir.z = ladder_zdir * 4;
+ else
+ dir.z = ladder_zdir * 2;
dir = normalize(dir);
}
}
dir = normalize(dir);
}
+ // already executed when bot targets an enemy
if (!this.bot_aimdir_executed)
- bot_aimdir(this, dir, -1);
+ {
+ if (time < this.bot_stop_moving_timeout)
+ bot_aimdir(this, normalize(this.goalcurrent.origin - this.origin), 0);
+ else
+ bot_aimdir(this, dir, 0);
+ }
if (!ladder_zdir)
{
dir = normalize(dir + dodge);
}
+ makevectors(this.v_angle);
//dir = this.bot_dodgevector;
//if (this.bot_dodgevector_jumpbutton)
// PHYS_INPUT_BUTTON_JUMP(this) = true;
if(skill+this.bot_moveskill >= autocvar_bot_ai_bunnyhop_skilloffset)
havocbot_bunnyhop(this, dir);
- if ((dir * v_up) >= autocvar_sv_jumpvelocity*0.5 && (IS_ONGROUND(this))) PHYS_INPUT_BUTTON_JUMP(this) = true;
- 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;
- 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);
+ if (dir * v_up >= autocvar_sv_jumpvelocity * 0.5 && IS_ONGROUND(this))
+ PHYS_INPUT_BUTTON_JUMP(this) = true;
+ if (dodge)
+ {
+ 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;
+ 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);
+ }
}
entity havocbot_gettarget(entity this, bool secondary)
traceline(this.origin+this.view_ofs, ( this.enemy.absmin + this.enemy.absmax ) * 0.5,false,NULL);
if (trace_ent == this.enemy || trace_fraction == 1)
if (vdist(((this.enemy.absmin + this.enemy.absmax) * 0.5) - this.origin, <, 1000))
- if (GetResourceAmount(this, RESOURCE_HEALTH) > 30)
+ if (GetResource(this, RES_HEALTH) > 30)
{
// remain tracking him for a shot while (case he went after a small corner or pilar
this.havocbot_chooseenemy_finished = time + 0.5;
// Should it do a weapon combo?
float af, ct, combo_time, combo;
- af = ATTACK_FINISHED(this, 0);
+ af = ATTACK_FINISHED(this, weaponentity);
ct = autocvar_bot_ai_weapon_combo_threshold;
// Bots with no skill will be 4 times more slower than "godlike" bots when doing weapon combos
vector dir = get_closer_dest(this.goalcurrent, this.origin);
dir -= this.origin + this.view_ofs;
dir.z = 0;
- bot_aimdir(this, dir, -1);
+ bot_aimdir(this, dir, 0);
}
if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_REACHED)
{
// Step 5: Waypoint reached
LOG_TRACE(this.netname, "'s personal waypoint reached");
- delete(this.havocbot_personal_waypoint);
+ waypoint_remove(this.havocbot_personal_waypoint);
this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_REACHED;
return CMD_STATUS_FINISHED;
}