-#include "../../_all.qh"
+#include "roles.qh"
#include "havocbot.qh"
-#include "role_keyhunt.qh"
-#include "role_onslaught.qh"
#include "../bot.qh"
#include "../navigation.qh"
.float max_armorvalue;
.float havocbot_role_timeout;
-.void() havocbot_previous_role;
-.void() havocbot_role;
+.void(entity this) havocbot_previous_role;
+.void(entity this) havocbot_role;
-void havocbot_goalrating_items(float ratingscale, vector org, float sradius)
+void havocbot_goalrating_items(entity this, float ratingscale, vector org, float sradius)
{
entity head;
- entity player;
float rating, d, discard, distance, friend_distance, enemy_distance;
vector o;
ratingscale = ratingscale * 0.0001; // items are rated around 10000 already
friend_distance = 10000; enemy_distance = 10000;
rating = 0;
- if(!head.solid || distance > sradius || (head == self.ignoregoal && time < self.ignoregoaltime) )
+ if(!head.solid || distance > sradius || (head == this.ignoregoal && time < this.ignoregoaltime) )
{
head = head.chain;
continue;
// Check if the item can be picked up safely
if(head.classname == "droppedweapon")
{
- traceline(o, o + '0 0 -1500', true, world);
+ traceline(o, o + '0 0 -1500', true, NULL);
d = pointcontents(trace_endpos + '0 0 1');
if(d & CONTENT_WATER || d & CONTENT_SLIME || d & CONTENT_LAVA)
{
discard = false;
- FOR_EACH_PLAYER(player)
- {
-
- if ( self == player || player.deadflag )
- continue;
+ FOREACH_CLIENT(IS_PLAYER(it) && it != this && !IS_DEAD(it), LAMBDA(
+ d = vlen(it.origin - o); // distance between player and item
- d = vlen(player.origin - o); // distance between player and item
-
- if ( player.team == self.team )
+ if ( it.team == this.team )
{
- if ( !IS_REAL_CLIENT(player) || discard )
+ if ( !IS_REAL_CLIENT(it) || discard )
continue;
if( d > friend_distance)
discard = true;
- if( head.health && player.health > self.health )
+ if( head.health && it.health > this.health )
continue;
- if( head.armorvalue && player.armorvalue > self.armorvalue)
+ if( head.armorvalue && it.armorvalue > this.armorvalue)
continue;
if( head.weapons )
- if( head.weapons & ~player.weapons )
+ if( head.weapons & ~it.weapons )
continue;
- if (head.ammo_shells && player.ammo_shells > self.ammo_shells)
+ if (head.ammo_shells && it.ammo_shells > this.ammo_shells)
continue;
- if (head.ammo_nails && player.ammo_nails > self.ammo_nails)
+ if (head.ammo_nails && it.ammo_nails > this.ammo_nails)
continue;
- if (head.ammo_rockets && player.ammo_rockets > self.ammo_rockets)
+ if (head.ammo_rockets && it.ammo_rockets > this.ammo_rockets)
continue;
- if (head.ammo_cells && player.ammo_cells > self.ammo_cells)
+ if (head.ammo_cells && it.ammo_cells > this.ammo_cells)
continue;
- if (head.ammo_plasma && player.ammo_plasma > self.ammo_plasma)
+ if (head.ammo_plasma && it.ammo_plasma > this.ammo_plasma)
continue;
discard = false;
if( d < enemy_distance )
enemy_distance = d;
}
- }
+ ));
// Rate the item only if no one needs it, or if an enemy is closer to it
if ( (enemy_distance < friend_distance && distance < enemy_distance) ||
(friend_distance > autocvar_bot_ai_friends_aware_pickup_radius ) || !discard )
- rating = head.bot_pickupevalfunc(self, head);
+ rating = head.bot_pickupevalfunc(this, head);
}
else
- rating = head.bot_pickupevalfunc(self, head);
+ rating = head.bot_pickupevalfunc(this, head);
if(rating > 0)
- navigation_routerating(head, rating * ratingscale, 2000);
+ navigation_routerating(this, head, rating * ratingscale, 2000);
head = head.chain;
}
}
-void havocbot_goalrating_controlpoints(float ratingscale, vector org, float sradius)
+void havocbot_goalrating_controlpoints(entity this, float ratingscale, vector org, float sradius)
{
entity head;
head = findchain(classname, "dom_controlpoint");
while (head)
{
- if (vlen(( ( head.absmin + head.absmax ) * 0.5 ) - org) < sradius)
+ if(vdist((((head.absmin + head.absmax) * 0.5) - org), <, sradius))
{
if(head.cnt > -1) // this is just being fought for
- navigation_routerating(head, ratingscale, 5000);
+ navigation_routerating(this, head, ratingscale, 5000);
else if(head.goalentity.cnt == 0) // unclaimed point
- navigation_routerating(head, ratingscale * 0.5, 5000);
- else if(head.goalentity.team != self.team) // other team's point
- navigation_routerating(head, ratingscale * 0.2, 5000);
+ navigation_routerating(this, head, ratingscale * 0.5, 5000);
+ else if(head.goalentity.team != this.team) // other team's point
+ navigation_routerating(this, head, ratingscale * 0.2, 5000);
}
head = head.chain;
}
}
-void havocbot_goalrating_enemyplayers(float ratingscale, vector org, float sradius)
+void havocbot_goalrating_enemyplayers(entity this, float ratingscale, vector org, float sradius)
{
- entity head;
- int t;
- float distance;
- noref bool noteam = ((self.team == 0) || !teamplay);
-
if (autocvar_bot_nofire)
return;
// don't chase players if we're under water
- if(self.waterlevel>WATERLEVEL_WETFEET)
+ if(this.waterlevel>WATERLEVEL_WETFEET)
return;
- FOR_EACH_PLAYER(head)
- {
+ int t;
+
+ FOREACH_CLIENT(IS_PLAYER(it) && bot_shouldattack(this, it), LAMBDA(
// TODO: Merge this logic with the bot_shouldattack function
- if(bot_shouldattack(head))
- {
- distance = vlen(head.origin - org);
- if (distance < 100 || distance > sradius)
- continue;
+ if(vdist(it.origin - org, <, 100) || vdist(it.origin - org, >, sradius))
+ continue;
- // rate only visible enemies
- /*
- traceline(self.origin + self.view_ofs, head.origin, MOVE_NOMONSTERS, self);
- if (trace_fraction < 1 || trace_ent != head)
- continue;
- */
+ // rate only visible enemies
+ /*
+ traceline(this.origin + this.view_ofs, it.origin, MOVE_NOMONSTERS, this);
+ if (trace_fraction < 1 || trace_ent != it)
+ continue;
+ */
- if((head.flags & FL_INWATER) || (head.flags & FL_PARTIALGROUND))
- continue;
+ if((it.flags & FL_INWATER) || (it.flags & FL_PARTIALGROUND))
+ continue;
- // not falling
- if((head.flags & FL_ONGROUND) == 0)
- {
- traceline(head.origin, head.origin + '0 0 -1500', true, world);
- t = pointcontents(trace_endpos + '0 0 1');
- if( t != CONTENT_SOLID )
- if(t & CONTENT_WATER || t & CONTENT_SLIME || t & CONTENT_LAVA)
- continue;
- if(tracebox_hits_trigger_hurt(head.origin, head.mins, head.maxs, trace_endpos))
- continue;
- }
+ // not falling
+ if((IS_ONGROUND(it)) == 0)
+ {
+ traceline(it.origin, it.origin + '0 0 -1500', true, NULL);
+ t = pointcontents(trace_endpos + '0 0 1');
+ if(t != CONTENT_SOLID )
+ if(t & CONTENT_WATER || t & CONTENT_SLIME || t & CONTENT_LAVA)
+ continue;
+ if(tracebox_hits_trigger_hurt(it.origin, it.mins, it.maxs, trace_endpos))
+ continue;
+ }
- // TODO: rate waypoints near the targetted player at that moment, instead of the player itself
- // adding a player as a goal seems to be quite dangerous, especially on space maps
- // remove hack in navigation_poptouchedgoals() after performing this change
+ // TODO: rate waypoints near the targetted player at that moment, instead of the player itthis
+ // adding a player as a goal seems to be quite dangerous, especially on space maps
+ // remove hack in navigation_poptouchedgoals() after performing this change
- t = (self.health + self.armorvalue ) / (head.health + head.armorvalue );
- navigation_routerating(head, t * ratingscale, 2000);
- }
- }
+ t = (this.health + this.armorvalue ) / (it.health + it.armorvalue );
+ navigation_routerating(this, it, t * ratingscale, 2000);
+ ));
}
-// choose a role according to the situation
-void havocbot_role_dm();
-
-//DM:
-//go to best items
-void havocbot_role_dm()
+// legacy bot role for standard gamemodes
+// go to best items
+void havocbot_role_generic(entity this)
{
- if(self.deadflag != DEAD_NO)
+ if(IS_DEAD(this))
return;
- if (self.bot_strategytime < time)
+ if (this.bot_strategytime < time)
{
- self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
- navigation_goalrating_start();
- havocbot_goalrating_items(10000, self.origin, 10000);
- havocbot_goalrating_enemyplayers(20000, self.origin, 10000);
- //havocbot_goalrating_waypoints(1, self.origin, 1000);
- navigation_goalrating_end();
+ this.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
+ navigation_goalrating_start(this);
+ havocbot_goalrating_items(this, 10000, this.origin, 10000);
+ havocbot_goalrating_enemyplayers(this, 20000, this.origin, 10000);
+ //havocbot_goalrating_waypoints(1, this.origin, 1000);
+ navigation_goalrating_end(this);
}
}
-void havocbot_chooserole_dm()
+void havocbot_chooserole_generic(entity this)
{
- self.havocbot_role = havocbot_role_dm;
+ this.havocbot_role = havocbot_role_generic;
}
-void havocbot_chooserole()
+void havocbot_chooserole(entity this)
{
- dprint("choosing a role...\n");
- self.bot_strategytime = 0;
- if (MUTATOR_CALLHOOK(HavocBot_ChooseRole))
- return;
- else if (g_keyhunt)
- havocbot_chooserole_kh();
- else if (g_onslaught)
- havocbot_chooserole_ons();
- else // assume anything else is deathmatch
- havocbot_chooserole_dm();
+ LOG_TRACE("choosing a role...\n");
+ this.bot_strategytime = 0;
+ if(!MUTATOR_CALLHOOK(HavocBot_ChooseRole, this))
+ havocbot_chooserole_generic(this);
}