X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fbot%2Fdefault%2Fhavocbot%2Fhavocbot.qc;h=dd65b45afa51fa0c60e0495e63d11086f0214eb5;hb=deb4c0dce1468665f6328aea364ab570b93490f8;hp=8e6b3912b3da70f7ecb757bb41a3ce997c24824d;hpb=ad1fc0314153e3f183fc36892aa86126fa269c5e;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/bot/default/havocbot/havocbot.qc b/qcsrc/server/bot/default/havocbot/havocbot.qc index 8e6b3912b..0ff479777 100644 --- a/qcsrc/server/bot/default/havocbot/havocbot.qc +++ b/qcsrc/server/bot/default/havocbot/havocbot.qc @@ -1,5 +1,9 @@ #include "havocbot.qh" +#include "roles.qh" + +#include +#include #include "../cvars.qh" #include "../aim.qh" @@ -9,28 +13,33 @@ #include "../waypoints.qh" #include +#include #include #include #include #include +#include -#include -#include +#include +#include +#include #include -.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; - if (bot_strategytoken == this) - if (!bot_strategytoken_taken) + if (bot_strategytoken == this && !bot_strategytoken_taken) { if(this.havocbot_blockhead) { @@ -38,13 +47,16 @@ void havocbot_ai(entity this) } else { - if (!this.jumppadcount) + if (!this.jumppadcount && !STAT(FROZEN, this) + && !(this.goalcurrent_prev && (this.goalcurrent_prev.wpflags & WAYPOINTFLAG_JUMP) && !IS_ONGROUND(this))) + { + // find a new goal this.havocbot_role(this); // little too far down the rabbit hole + } } - // TODO: tracewalk() should take care of this job (better path finding under water) // if we don't have a goal and we're under water look for a waypoint near the "shore" and push it - if(!(IS_DEAD(this))) + if(!(IS_DEAD(this) || STAT(FROZEN, this))) if(!this.goalcurrent) if(this.waterlevel == WATERLEVEL_SWIMMING || (this.aistatus & AI_STATUS_OUT_WATER)) { @@ -81,26 +93,44 @@ void havocbot_ai(entity this) bot_strategytoken_taken = true; } - if(IS_DEAD(this)) + if (this.goalcurrent && wasfreed(this.goalcurrent)) + { + navigation_clearroute(this); + navigation_goalrating_timeout_force(this); + return; + } + + if(IS_DEAD(this) || STAT(FROZEN, this)) + { + if (this.goalcurrent) + navigation_clearroute(this); + this.enemy = NULL; + this.bot_aimtarg = NULL; return; + } havocbot_chooseenemy(this); - if (this.bot_chooseweapontime < time ) + + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) { - this.bot_chooseweapontime = time + autocvar_bot_ai_chooseweaponinterval; - havocbot_chooseweapon(this); + .entity weaponentity = weaponentities[slot]; + if(this.(weaponentity).m_weapon != WEP_Null || slot == 0) + if(this.(weaponentity).bot_chooseweapontime < time) + { + this.(weaponentity).bot_chooseweapontime = time + autocvar_bot_ai_chooseweaponinterval; + havocbot_chooseweapon(this, weaponentity); + } } havocbot_aim(this); lag_update(this); + if (this.bot_aimtarg) { this.aistatus |= AI_STATUS_ATTACKING; this.aistatus &= ~AI_STATUS_ROAMING; - if(this.weapons) + if(STAT(WEAPONS, this)) { - Weapon w = PS(this).m_weapon; - w.wr_aim(w, this); if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(this)) { PHYS_INPUT_BUTTON_ATCK(this) = false; @@ -108,97 +138,144 @@ void havocbot_ai(entity this) } else { - if(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this)) - this.lastfiredweapon = PS(this).m_weapon.m_id; + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) + { + .entity weaponentity = weaponentities[slot]; + Weapon w = this.(weaponentity).m_weapon; + if(w == WEP_Null && slot != 0) + continue; + w.wr_aim(w, this, weaponentity); + if(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this)) // TODO: what if we didn't fire this weapon, but the previous? + this.(weaponentity).lastfiredweapon = this.(weaponentity).m_weapon.m_id; + } } } 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) { this.aistatus |= AI_STATUS_ROAMING; this.aistatus &= ~AI_STATUS_ATTACKING; - - vector now,v,next;//,heading; - float aimdistance,skillblend,distanceblend,blend; - next = now = ( (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5) - (this.origin + this.view_ofs); - aimdistance = vlen(now); - //heading = this.velocity; - //dprint(this.goalstack01.classname,etos(this.goalstack01),"\n"); - if( - this.goalstack01 != this && this.goalstack01 && !wasfreed(this.goalstack01) && ((this.aistatus & AI_STATUS_RUNNING) == 0) && - !(this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT) - ) - next = ((this.goalstack01.absmin + this.goalstack01.absmax) * 0.5) - (this.origin + this.view_ofs); - - skillblend=bound(0,(skill+this.bot_moveskill-2.5)*0.5,1); //lower skill player can't preturn - distanceblend=bound(0,aimdistance/autocvar_bot_ai_keyboard_distance,1); - blend = skillblend * (1-distanceblend); - //v = (now * (distanceblend) + next * (1-distanceblend)) * (skillblend) + now * (1-skillblend); - //v = now * (distanceblend) * (skillblend) + next * (1-distanceblend) * (skillblend) + now * (1-skillblend); - //v = now * ((1-skillblend) + (distanceblend) * (skillblend)) + next * (1-distanceblend) * (skillblend); - v = now + blend * (next - now); - //dprint(etos(this), " "); - //dprint(vtos(now), ":", vtos(next), "=", vtos(v), " (blend ", ftos(blend), ")\n"); - //v = now * (distanceblend) + next * (1-distanceblend); - if (this.waterlevel < WATERLEVEL_SWIMMING) - v.z = 0; - //dprint("walk at:", vtos(v), "\n"); - //te_lightning2(NULL, this.origin, this.goalcurrent.origin); - bot_aimdir(this, v, -1); } + havocbot_movetogoal(this); + if (!this.bot_aimdir_executed && this.goalcurrent) + { + // Heading + vector dir = get_closer_dest(this.goalcurrent, this.origin); + dir -= this.origin + this.view_ofs; + dir.z = 0; + bot_aimdir(this, dir, 0); + } // if the bot is not attacking, consider reloading weapons if (!(this.aistatus & AI_STATUS_ATTACKING)) { - // we are currently holding a weapon that's not fully loaded, reload it - if(skill >= 2) // bots can only reload the held weapon on purpose past this skill - if(this.clip_load < this.clip_size) - this.impulse = 20; // "press" the reload button, not sure if this is done right - - // if we're not reloading a weapon, switch to any weapon in our invnetory that's not fully loaded to reload it next - // the code above executes next frame, starting the reloading then - if(skill >= 5) // bots can only look for unloaded weapons past this skill - if(this.clip_load >= 0) // only if we're not reloading a weapon already + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) { - FOREACH(Weapons, it != WEP_Null, LAMBDA( - if((this.weapons & (it.m_wepset)) && (it.spawnflags & WEP_FLAG_RELOADABLE) && (this.weapon_load[it.m_id] < it.reloading_ammo)) - PS(this).m_switchweapon = it; - )); + .entity weaponentity = weaponentities[slot]; + + if(this.(weaponentity).m_weapon == WEP_Null && slot != 0) + continue; + + // we are currently holding a weapon that's not fully loaded, reload it + if(skill >= 2) // bots can only reload the held weapon on purpose past this skill + if(this.(weaponentity).clip_load < this.(weaponentity).clip_size) + CS(this).impulse = IMP_weapon_reload.impulse; // not sure if this is done right + + // if we're not reloading a weapon, switch to any weapon in our invnetory that's not fully loaded to reload it next + // the code above executes next frame, starting the reloading then + if(skill >= 5) // bots can only look for unloaded weapons past this skill + if(this.(weaponentity).clip_load >= 0) // only if we're not reloading a weapon already + { + FOREACH(Weapons, it != WEP_Null, { + if((STAT(WEAPONS, this) & (it.m_wepset)) && (it.spawnflags & WEP_FLAG_RELOADABLE) && (this.(weaponentity).weapon_load[it.m_id] < it.reloading_ammo)) + { + this.(weaponentity).m_switchweapon = it; + break; + } + }); + } } } } -void havocbot_keyboard_movement(entity this, vector destorg) +void havocbot_bunnyhop(entity this, vector dir) { - vector keyboard; - float blend, maxspeed; - float sk; - - sk = skill + this.bot_moveskill; + bool can_run = false; + if (!(this.aistatus & AI_STATUS_ATTACKING) && this.goalcurrent && !IS_PLAYER(this.goalcurrent) + && vdist(vec2(this.velocity), >=, autocvar_sv_maxspeed) && !(this.aistatus & AI_STATUS_DANGER_AHEAD) + && this.waterlevel <= WATERLEVEL_WETFEET && !IS_DUCKED(this) + && IS_ONGROUND(this) && !(this.goalcurrent_prev && (this.goalcurrent_prev.wpflags & WAYPOINTFLAG_JUMP))) + { + vector vel_angles = vectoangles(this.velocity); + vector deviation = vel_angles - vectoangles(dir); + while (deviation.y < -180) deviation.y = deviation.y + 360; + while (deviation.y > 180) deviation.y = deviation.y - 360; + if (fabs(deviation.y) < autocvar_bot_ai_bunnyhop_dir_deviation_max) + { + vector gco = get_closer_dest(this.goalcurrent, this.origin); + float vel = vlen(vec2(this.velocity)); + + // with the current physics, jump distance grows linearly with the speed + float jump_distance = 52.661 + 0.606 * vel; + jump_distance += this.origin.z - gco.z; // roughly take into account vertical distance too + if (vdist(vec2(gco - this.origin), >, max(0, jump_distance))) + can_run = true; + else if (!(this.goalcurrent.wpflags & WAYPOINTFLAG_JUMP) + && !(this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT) + && this.goalstack01 && !wasfreed(this.goalstack01) && !(this.goalstack01.wpflags & WAYPOINTFLAG_JUMP) + && vdist(vec2(gco - this.goalstack01.origin), >, 70)) + { + vector gno = (this.goalstack01.absmin + this.goalstack01.absmax) * 0.5; + vector ang = vectoangles(gco - this.origin); + deviation = vectoangles(gno - gco) - vel_angles; + while (deviation.y < -180) deviation.y = deviation.y + 360; + while (deviation.y > 180) deviation.y = deviation.y - 360; + + float max_turn_angle = autocvar_bot_ai_bunnyhop_turn_angle_max; + max_turn_angle -= autocvar_bot_ai_bunnyhop_turn_angle_reduction * ((vel - autocvar_sv_maxspeed) / autocvar_sv_maxspeed); + if ((ang.x < 90 || ang.x > 360 - autocvar_bot_ai_bunnyhop_downward_pitch_max) + && fabs(deviation.y) < max(autocvar_bot_ai_bunnyhop_turn_angle_min, max_turn_angle)) + { + can_run = true; + } + } + } + } - maxspeed = autocvar_sv_maxspeed; + if (can_run) + { + PHYS_INPUT_BUTTON_JUMP(this) = true; + this.bot_jump_time = time; + this.aistatus |= AI_STATUS_RUNNING; + } + else + { + if (IS_ONGROUND(this) || this.waterlevel > WATERLEVEL_WETFEET) + this.aistatus &= ~AI_STATUS_RUNNING; + } +} - if (time < this.havocbot_keyboardtime) +void havocbot_keyboard_movement(entity this, vector destorg) +{ + if(time <= this.havocbot_keyboardtime) return; + 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) + + 0.05 / max(1, sk + this.havocbot_keyboardskill) + + random() * 0.025 / max(0.00025, skill + this.havocbot_keyboardskill) , time); - keyboard = this.movement * (1.0 / maxspeed); + vector keyboard = CS(this).movement / autocvar_sv_maxspeed; - float trigger, trigger1; - blend = bound(0,sk*0.1,1); - trigger = autocvar_bot_ai_keyboard_threshold; - trigger1 = 0 - trigger; + float trigger = autocvar_bot_ai_keyboard_threshold; // categorize forward movement // at skill < 1.5 only forward @@ -211,7 +288,7 @@ void havocbot_keyboard_movement(entity this, vector destorg) if (sk < 2.5) keyboard.y = 0; } - else if (keyboard.x < trigger1 && sk > 1.5) + else if (keyboard.x < -trigger && sk > 1.5) { keyboard.x = -1; if (sk < 4.5) @@ -228,196 +305,108 @@ void havocbot_keyboard_movement(entity this, vector destorg) if (keyboard.y > trigger) keyboard.y = 1; - else if (keyboard.y < trigger1) + else if (keyboard.y < -trigger) keyboard.y = -1; else keyboard.y = 0; if (keyboard.z > trigger) keyboard.z = 1; - else if (keyboard.z < trigger1) + else if (keyboard.z < -trigger) keyboard.z = -1; else keyboard.z = 0; - this.havocbot_keyboard = keyboard * maxspeed; - if (this.havocbot_ducktime>time) PHYS_INPUT_BUTTON_CROUCH(this) = true; + // 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; - blend = bound(0,vlen(destorg-this.origin)/autocvar_bot_ai_keyboard_distance,1); // When getting close move with 360 degree - //dprint("movement ", vtos(this.movement), " keyboard ", vtos(keyboard), " blend ", ftos(blend), "\n"); - this.movement = this.movement + (keyboard - this.movement) * blend; + float blend = bound(0, vlen(destorg - this.origin) / autocvar_bot_ai_keyboard_distance, 1); // When getting close move with 360 degree + //dprint("movement ", vtos(CS(this).movement), " keyboard ", vtos(keyboard), " blend ", ftos(blend), "\n"); + CS(this).movement = CS(this).movement + (keyboard - CS(this).movement) * blend; } -void havocbot_bunnyhop(entity this, vector dir) +// return true when bot isn't getting closer to the current goal +bool havocbot_checkgoaldistance(entity this, vector gco) { - float bunnyhopdistance; - vector deviation; - float maxspeed; - vector gco, gno; - - // 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_DANGER_AHEAD) - { - this.aistatus &= ~AI_STATUS_RUNNING; - PHYS_INPUT_BUTTON_JUMP(this) = false; - this.bot_canruntogoal = 0; - this.bot_timelastseengoal = 0; - return; - } - - if(this.waterlevel > WATERLEVEL_WETFEET) - { - this.aistatus &= ~AI_STATUS_RUNNING; - return; - } - - if(this.bot_lastseengoal != this.goalcurrent && !(this.aistatus & AI_STATUS_RUNNING)) - { - this.bot_canruntogoal = 0; - this.bot_timelastseengoal = 0; - } - - gco = (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5; - bunnyhopdistance = vlen(this.origin - gco); - - // Run only to visible goals - if(IS_ONGROUND(this)) - if(this.speed==maxspeed) - if(checkpvs(this.origin + this.view_ofs, this.goalcurrent)) + 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; + if(distance_time < 0) + distance_time = -distance_time; + if(curr_dist_z >= this.goalcurrent_distance_z && curr_dist_2d >= this.goalcurrent_distance_2d) { - this.bot_lastseengoal = this.goalcurrent; - - // seen it before - if(this.bot_timelastseengoal) - { - // for a period of time - if(time - this.bot_timelastseengoal > autocvar_bot_ai_bunnyhop_firstjumpdelay) - { - float checkdistance; - 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; - } - - 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)) - { - 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)) - { - 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; - PHYS_INPUT_BUTTON_JUMP(this) = true; - } - } - } - else - { - this.bot_timelastseengoal = time; - } + if(!distance_time) + this.goalcurrent_distance_time = time; + else if (time - distance_time > 0.5) + return true; } else { - this.bot_timelastseengoal = 0; + // reduce it a little bit so it works even with very small approaches to the goal + this.goalcurrent_distance_z = max(20, curr_dist_z - 10); + this.goalcurrent_distance_2d = max(20, curr_dist_2d - 10); + this.goalcurrent_distance_time = 0; } + return false; +} -#if 0 - // Release jump button - if(!cvar("sv_pogostick")) - if((IS_ONGROUND(this)) == 0) +entity havocbot_select_an_item_of_group(entity this, int gr) +{ + entity selected = NULL; + float selected_dist2 = 0; + // select farthest item of this group from bot's position + IL_EACH(g_items, it.item_group == gr && it.solid, { - if(this.velocity.z < 0 || vlen(this.velocity)maxspeed) + float dist2 = vlen2(this.origin - it.origin); + if (dist2 < 600 ** 2 && dist2 > selected_dist2) { - 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) - this.movement_x = 0; + selected = it; + selected_dist2 = vlen2(this.origin - selected.origin); + } + }); - if(deviation.y>10) - this.movement_y = maxspeed * -1; - else if(deviation.y<10) - this.movement_y = maxspeed; + if (!selected) + return NULL; - } + set_tracewalk_dest(selected, this.origin, false); + if (!tracewalk(this, this.origin, STAT(PL_MIN, this), STAT(PL_MAX, this), + tracewalk_dest, tracewalk_dest_height, bot_navigation_movemode)) + { + return NULL; } -#endif + + return selected; } void havocbot_movetogoal(entity this) { - vector destorg; vector diff; vector dir; vector flatdir; - vector m1; - vector m2; - vector evadeobstacle; - vector evadelava; - float s; + float dodge_enemy_factor = 1; float maxspeed; - vector gco; //float dist; vector dodge; //if (this.goalentity) // te_lightning2(this, this.origin, (this.goalentity.absmin + this.goalentity.absmax) * 0.5); - this.movement = '0 0 0'; + CS(this).movement = '0 0 0'; maxspeed = autocvar_sv_maxspeed; + PHYS_INPUT_BUTTON_CROUCH(this) = boolean(this.goalcurrent.wpflags & WAYPOINTFLAG_CROUCH); + + PHYS_INPUT_BUTTON_JETPACK(this) = false; // Jetpack navigation - if(this.goalcurrent) if(this.navigation_jetpack_goal) if(this.goalcurrent==this.navigation_jetpack_goal) - if(this.ammo_fuel) + if(GetResource(this, RES_FUEL)) { if(autocvar_bot_debug_goalstack) { @@ -441,20 +430,16 @@ void havocbot_movetogoal(entity this) if(this.aistatus & AI_STATUS_JETPACK_LANDING) { // Calculate brake distance in xy - float db, v, d; - vector dxy; - - dxy = this.origin - ( ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5 ); dxy.z = 0; - d = vlen(dxy); - v = vlen(this.velocity - this.velocity.z * '0 0 1'); - db = (pow(v,2) / (autocvar_g_jetpack_acceleration_side * 2)) + 100; - // dprint("distance ", ftos(ceil(d)), " velocity ", ftos(ceil(v)), " brake at ", ftos(ceil(db)), "\n"); + float d = vlen(vec2(this.origin - (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5)); + float vel2 = vlen2(vec2(this.velocity)); + float db = (vel2 / (autocvar_g_jetpack_acceleration_side * 2)) + 100; + //LOG_INFOF("distance %d, velocity %d, brake at %d ", ceil(d), ceil(v), ceil(db)); if(d < db || d < 500) { // Brake - if(fabs(this.velocity.x)>maxspeed*0.3) + if (vel2 > (maxspeed * 0.3) ** 2) { - this.movement_x = dir * v_forward * -maxspeed; + CS(this).movement_x = dir * v_forward * -maxspeed; return; } // Switch to normal mode @@ -473,11 +458,11 @@ void havocbot_movetogoal(entity this) } // Flying - PHYS_INPUT_BUTTON_HOOK(this) = true; + PHYS_INPUT_BUTTON_JETPACK(this) = true; if(this.navigation_jetpack_point.z - STAT(PL_MAX, this).z + STAT(PL_MIN, this).z < this.origin.z) { - this.movement_x = dir * v_forward * maxspeed; - this.movement_y = dir * v_right * maxspeed; + CS(this).movement_x = dir * v_forward * maxspeed; + CS(this).movement_y = dir * v_right * maxspeed; } return; } @@ -485,15 +470,25 @@ void havocbot_movetogoal(entity this) // Handling of jump pads if(this.jumppadcount) { - // If got stuck on the jump pad try to reach the farthest visible waypoint - // but with some randomness so it can try out different paths - if(this.aistatus & AI_STATUS_OUT_JUMPPAD) + if(this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT) { - if(fabs(this.velocity.z)<50) + this.aistatus |= AI_STATUS_OUT_JUMPPAD; + if(navigation_poptouchedgoals(this)) + return; + } + else if(this.aistatus & AI_STATUS_OUT_JUMPPAD) + { + // If got stuck on the jump pad try to reach the farthest visible waypoint + // but with some randomness so it can try out different paths + if(!this.goalcurrent) { entity newgoal = NULL; IL_EACH(g_waypoints, vdist(it.origin - this.origin, <=, 1000), { + if(it.wpflags & WAYPOINTFLAG_TELEPORT) + if(it.origin.z < this.origin.z - 100 && vdist(vec2(it.origin - this.origin), <, 100)) + continue; + traceline(this.origin + this.view_ofs, ((it.absmin + it.absmax) * 0.5), true, this); if(trace_fraction < 1) @@ -514,17 +509,39 @@ void havocbot_movetogoal(entity this) this.aistatus &= ~AI_STATUS_OUT_JUMPPAD; } } - else - return; + else //if (this.goalcurrent) + { + if (this.goalcurrent.bot_pickup) + { + entity jumppad_wp = this.goalcurrent_prev; + navigation_poptouchedgoals(this); + if(!this.goalcurrent && jumppad_wp.wp00) + { + // head to the jumppad destination once bot reaches the goal item + navigation_pushroute(this, jumppad_wp.wp00); + } + } + vector gco = (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5; + if (this.origin.z > gco.z && vdist(vec2(this.velocity), <, autocvar_sv_maxspeed)) + { + if (this.velocity.z < 0) + this.aistatus &= ~AI_STATUS_OUT_JUMPPAD; + } + else if(havocbot_checkgoaldistance(this, gco)) + { + navigation_clearroute(this); + navigation_goalrating_timeout_force(this); + } + else + return; + } } - else + else //if (!(this.aistatus & AI_STATUS_OUT_JUMPPAD)) { - if(this.velocity.z>0) + if(this.velocity.z > 0 && this.origin.z - this.lastteleport_origin.z > (this.maxs.z - this.mins.z) * 0.5) { - float threshold; vector velxy = this.velocity; velxy_z = 0; - threshold = maxspeed * 0.2; - if(vdist(velxy, <, threshold)) + if(vdist(velxy, <, autocvar_sv_maxspeed * 0.2)) { LOG_TRACE("Warning: ", this.netname, " got stuck on a jumppad (velocity in xy is ", vtos(velxy), "), trying to get out of it now"); this.aistatus |= AI_STATUS_OUT_JUMPPAD; @@ -541,23 +558,43 @@ void havocbot_movetogoal(entity this) this.aistatus &= ~AI_STATUS_OUT_JUMPPAD; // If there is a trigger_hurt right below try to use the jetpack or make a rocketjump - if(skill>6) - if (!(IS_ONGROUND(this))) + if (skill > 6 && !(IS_ONGROUND(this))) { - tracebox(this.origin, this.mins, this.maxs, this.origin + '0 0 -65536', MOVE_NOMONSTERS, this); - if(tracebox_hits_trigger_hurt(this.origin, this.mins, this.maxs, trace_endpos )) - if(this.items & IT_JETPACK) + #define ROCKETJUMP_DAMAGE() WEP_CVAR(devastator, damage) * 0.8 \ + * ((STAT(STRENGTH_FINISHED, this) > time) ? autocvar_g_balance_powerup_strength_selfdamage : 1) \ + * ((STAT(INVINCIBLE_FINISHED, this) > time) ? autocvar_g_balance_powerup_invincible_takedamage : 1) + + // save some CPU cycles by checking trigger_hurt after checking + // that something can be done to evade it (cheaper checks) + int action_for_trigger_hurt = 0; + if (this.items & IT_JETPACK) + action_for_trigger_hurt = 1; + 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()) + { + action_for_trigger_hurt = 2; + } + else if (!this.goalcurrent) + action_for_trigger_hurt = 3; + + if (action_for_trigger_hurt) + { + tracebox(this.origin, this.mins, this.maxs, this.origin + '0 0 -65536', MOVE_NOMONSTERS, this); + if(!tracebox_hits_trigger_hurt(this.origin, this.mins, this.maxs, trace_endpos)) + action_for_trigger_hurt = 0; + } + + if(action_for_trigger_hurt == 1) // jetpack { tracebox(this.origin, this.mins, this.maxs, this.origin + '0 0 65536', MOVE_NOMONSTERS, this); if(tracebox_hits_trigger_hurt(this.origin, this.mins, this.maxs, trace_endpos + '0 0 1' )) { if(this.velocity.z<0) - { - PHYS_INPUT_BUTTON_HOOK(this) = true; - } + PHYS_INPUT_BUTTON_JETPACK(this) = true; } else - PHYS_INPUT_BUTTON_HOOK(this) = true; + PHYS_INPUT_BUTTON_JETPACK(this) = true; // If there is no goal try to move forward @@ -575,8 +612,8 @@ void havocbot_movetogoal(entity this) tracebox(this.origin, this.mins, this.maxs, this.origin + (dir * maxspeed * 3), MOVE_NOMONSTERS, this); if(trace_fraction==1) { - this.movement_x = dir * v_forward * maxspeed; - this.movement_y = dir * v_right * maxspeed; + CS(this).movement_x = dir * v_forward * maxspeed; + CS(this).movement_y = dir * v_right * maxspeed; if (skill < 10) havocbot_keyboard_movement(this, this.origin + dir * 100); } @@ -586,65 +623,202 @@ void havocbot_movetogoal(entity this) return; } - else if(this.health>WEP_CVAR(devastator, damage)*0.5) + else if(action_for_trigger_hurt == 2) // rocketjump { if(this.velocity.z < 0) - if(client_hasweapon(this, WEP_DEVASTATOR, true, false)) { - this.movement_x = maxspeed; - - if(this.rocketjumptime) + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) { - if(time > this.rocketjumptime) + .entity weaponentity = weaponentities[slot]; + + if(this.(weaponentity).m_weapon == WEP_Null && slot != 0) + continue; + + if(client_hasweapon(this, WEP_DEVASTATOR, weaponentity, true, false)) { - PHYS_INPUT_BUTTON_ATCK2(this) = true; - this.rocketjumptime = 0; + CS(this).movement_x = maxspeed; + + if(this.rocketjumptime) + { + if(time > this.rocketjumptime) + { + PHYS_INPUT_BUTTON_ATCK2(this) = true; + this.rocketjumptime = 0; + } + return; + } + + this.(weaponentity).m_switchweapon = WEP_DEVASTATOR; + this.v_angle_x = 90; + PHYS_INPUT_BUTTON_ATCK(this) = true; + this.rocketjumptime = time + WEP_CVAR(devastator, detonatedelay); + return; } - return; } - - PS(this).m_switchweapon = WEP_DEVASTATOR; - this.v_angle_x = 90; - PHYS_INPUT_BUTTON_ATCK(this) = true; - this.rocketjumptime = time + WEP_CVAR(devastator, detonatedelay); - return; } } - else + else if(action_for_trigger_hurt == 3) // no goal { // If there is no goal try to move forward - if(this.goalcurrent==NULL) - this.movement_x = maxspeed; + CS(this).movement_x = maxspeed; } } // If we are under water with no goals, swim up - if(this.waterlevel) - if(this.goalcurrent==NULL) + if(this.waterlevel && !this.goalcurrent) { dir = '0 0 0'; if(this.waterlevel>WATERLEVEL_SWIMMING) dir.z = 1; else if(this.velocity.z >= 0 && !(this.waterlevel == WATERLEVEL_WETFEET && this.watertype == CONTENT_WATER)) PHYS_INPUT_BUTTON_JUMP(this) = true; - else - PHYS_INPUT_BUTTON_JUMP(this) = false; makevectors(this.v_angle.y * '0 1 0'); - this.movement_x = dir * v_forward * maxspeed; - this.movement_y = dir * v_right * maxspeed; - this.movement_z = dir * v_up * maxspeed; + vector v = dir * maxspeed; + CS(this).movement.x = v * v_forward; + CS(this).movement.y = v * v_right; + CS(this).movement.z = v * v_up; } // if there is nowhere to go, exit if (this.goalcurrent == NULL) return; - navigation_poptouchedgoals(this); + + bool locked_goal = false; + if((this.goalentity && wasfreed(this.goalentity)) + || (this.goalcurrent == this.goalentity && this.goalentity.tag_entity)) + { + navigation_clearroute(this); + navigation_goalrating_timeout_force(this); + return; + } + else if(this.goalentity.tag_entity) + { + navigation_goalrating_timeout_expire(this, 2); + } + else if(this.goalentity.bot_pickup) + { + if(this.goalentity.bot_pickup_respawning) + { + if(this.goalentity.solid) // item respawned + this.goalentity.bot_pickup_respawning = false; + else if(time < this.goalentity.scheduledrespawntime - 10) // item already taken (by someone else) + { + if(checkpvs(this.origin, this.goalentity)) + { + this.goalentity.bot_pickup_respawning = false; + navigation_goalrating_timeout_expire(this, random()); + } + locked_goal = true; // wait for item to respawn + } + else if(this.goalentity == this.goalcurrent) + locked_goal = true; // wait for item to respawn + } + else if(!this.goalentity.solid && !boxesoverlap(this.goalentity.absmin, this.goalentity.absmax, this.absmin, this.absmax)) + { + if(checkpvs(this.origin, this.goalentity)) + { + navigation_goalrating_timeout_expire(this, random()); + } + } + } + if (this.goalcurrent == this.goalentity && this.goalentity_lock_timeout > time) + locked_goal = true; + + if (navigation_shortenpath(this)) + { + 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; + if (IS_PLAYER(this.goalcurrent) || IS_MONSTER(this.goalcurrent)) + { + bool freeze_state_changed = (boolean(STAT(FROZEN, this.goalentity)) != this.goalentity_shouldbefrozen); + if (IS_DEAD(this.goalcurrent) || (this.goalentity == this.goalcurrent && freeze_state_changed)) + { + goalcurrent_can_be_removed = true; + // don't remove if not visible + if (checkpvs(this.origin + this.view_ofs, this.goalcurrent)) + { + 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) + { + set_tracewalk_dest(this.goalcurrent, this.origin, true); + if (!(trace_ent == this || tracewalk(this, this.origin, this.mins, this.maxs, + tracewalk_dest, tracewalk_dest_height, bot_navigation_movemode))) + { + navigation_goalrating_timeout_force(this); + return; + } + this.bot_tracewalk_time = max(time, this.bot_tracewalk_time) + 0.25; + } + } + + if(!locked_goal) + { + // optimize path finding by anticipating goalrating when bot is near a waypoint; + // in this case path finding can start directly from a waypoint instead of + // looking for all the reachable waypoints up to a certain distance + if (navigation_poptouchedgoals(this)) + { + if (this.goalcurrent) + { + if (goalcurrent_can_be_removed) + { + // remove even if not visible + navigation_goalrating_timeout_force(this); + return; + } + else if (navigation_goalrating_timeout_can_be_anticipated(this)) + navigation_goalrating_timeout_force(this); + } + else + { + entity old_goal = this.goalcurrent_prev; + if (old_goal.item_group && this.item_group != old_goal.item_group) + { + // Avoid multiple costly calls of path finding code that selects one of the closest + // item of the group by telling the bot to head directly to the farthest item. + // Next time we let the bot select a goal as usual which can be another item + // of this group (the closest one) and so on + this.item_group = old_goal.item_group; + entity new_goal = havocbot_select_an_item_of_group(this, old_goal.item_group); + if (new_goal) + navigation_pushroute(this, new_goal); + } + } + } + } // if ran out of goals try to use an alternative goal or get a new strategy asap if(this.goalcurrent == NULL) { - this.bot_strategytime = 0; + navigation_goalrating_timeout_force(this); return; } @@ -652,196 +826,443 @@ void havocbot_movetogoal(entity this) if(autocvar_bot_debug_goalstack) debuggoalstack(this); - m1 = this.goalcurrent.origin + this.goalcurrent.mins; - m2 = this.goalcurrent.origin + this.goalcurrent.maxs; - destorg = this.origin; - destorg.x = bound(m1_x, destorg.x, m2_x); - destorg.y = bound(m1_y, destorg.y, m2_y); - destorg.z = bound(m1_z, destorg.z, m2_z); + bool bunnyhop_forbidden = false; + vector destorg = get_closer_dest(this.goalcurrent, this.origin); + if (this.jumppadcount && this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT) + { + // if bot used the jumppad, push towards jumppad origin until jumppad waypoint gets removed + destorg = this.goalcurrent.origin; + } + else if (this.goalcurrent.wpisbox) + { + // if bot is inside the teleport waypoint, head to teleport origin until teleport gets used + // 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; - //dist = vlen(diff); - dir = normalize(diff); - flatdir = diff;flatdir.z = 0; - flatdir = normalize(flatdir); - gco = (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5; + + 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; + diff = dir = '0 0 0'; + } + else if (IS_PLAYER(this.goalcurrent) || IS_MONSTER(this.goalcurrent)) + { + if (vdist(diff, <, 80)) + { + // stop if too close to target player (even if frozen) + destorg = this.origin; + diff = dir = '0 0 0'; + } + else + { + // move destorg out of target players, otherwise bot will consider them + // an obstacle that needs to be jumped (especially if frozen) + dir = normalize(diff); + destorg -= dir * PL_MAX_CONST.x * M_SQRT2; + diff = destorg - this.origin; + } + } + else + dir = normalize(diff); + flatdir = (diff.z == 0) ? dir : normalize(vec2(diff)); + + bool danger_detected = false; + vector do_break = '0 0 0'; //if (this.bot_dodgevector_time < time) { - // this.bot_dodgevector_time = time + cvar("bot_ai_dodgeupdateinterval"); - // this.bot_dodgevector_jumpbutton = 1; - evadeobstacle = '0 0 0'; - evadelava = '0 0 0'; + //this.bot_dodgevector_time = time + cvar("bot_ai_dodgeupdateinterval"); + //this.bot_dodgevector_jumpbutton = 1; - if (this.waterlevel) + this.aistatus &= ~AI_STATUS_DANGER_AHEAD; + makevectors(this.v_angle.y * '0 1 0'); + if (this.waterlevel > WATERLEVEL_WETFEET) { - if(this.waterlevel>WATERLEVEL_SWIMMING) + if (this.waterlevel > WATERLEVEL_SWIMMING) { - // flatdir_z = 1; - this.aistatus |= AI_STATUS_OUT_WATER; + if(!this.goalcurrent) + this.aistatus |= AI_STATUS_OUT_WATER; + else if(destorg.z > this.origin.z) + PHYS_INPUT_BUTTON_JUMP(this) = true; } else { - if(this.velocity.z >= 0 && !(this.watertype == CONTENT_WATER && gco.z < this.origin.z) && - ( !(this.waterlevel == WATERLEVEL_WETFEET && this.watertype == CONTENT_WATER) || this.aistatus & AI_STATUS_OUT_WATER)) + 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; + } } - dir = normalize(flatdir); - makevectors(this.v_angle.y * '0 1 0'); } else { + float s; + vector offset; if(this.aistatus & AI_STATUS_OUT_WATER) this.aistatus &= ~AI_STATUS_OUT_WATER; // jump if going toward an obstacle that doesn't look like stairs we // can walk up directly - tracebox(this.origin, this.mins, this.maxs, this.origin + this.velocity * 0.2, false, this); - if (trace_fraction < 1) - if (trace_plane_normal.z < 0.7) + vector deviation = '0 0 0'; + float current_speed = vlen(vec2(this.velocity)); + if (current_speed < maxspeed * 0.2) + current_speed = maxspeed * 0.2; + else { - s = trace_fraction; - tracebox(this.origin + stepheightvec, this.mins, this.maxs, this.origin + this.velocity * 0.2 + stepheightvec, false, this); - if (trace_fraction < s + 0.01) - if (trace_plane_normal.z < 0.7) + deviation = vectoangles(diff) - vectoangles(this.velocity); + while (deviation.y < -180) deviation.y += 360; + while (deviation.y > 180) deviation.y -= 360; + } + float turning = false; + 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.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)) { - s = trace_fraction; - tracebox(this.origin + jumpstepheightvec, this.mins, this.maxs, this.origin + this.velocity * 0.2 + jumpstepheightvec, false, this); - if (trace_fraction > s) + 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; + this.bot_jump_time = time; + } + } + else if (!this.goalstack01 || (this.goalcurrent.wpflags & (WAYPOINTFLAG_TELEPORT | WAYPOINTFLAG_LADDER))) + { + if (vlen2(flat_diff) < vlen2(offset)) + { + 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 + { + actual_destorg.x = destorg.x; + actual_destorg.y = destorg.y; + } + else if (vlen2(flat_diff) < vlen2(offset)) + { + vector next_goal_org = (this.goalstack01.absmin + this.goalstack01.absmax) * 0.5; + vector next_dir = normalize(vec2(next_goal_org - destorg)); + float dist = vlen(vec2(this.origin + offset - destorg)); + // if current and next goal are close to each other make sure + // actual_destorg isn't set beyond next_goal_org + if (dist ** 2 > vlen2(vec2(next_goal_org - destorg))) + actual_destorg = next_goal_org; + else + actual_destorg = vec2(destorg) + dist * next_dir; + actual_destorg.z = this.origin.z; + turning = true; + } - // avoiding dangers and obstacles - vector dst_ahead = this.origin + this.view_ofs + this.velocity * 0.5; - vector dst_down = dst_ahead - '0 0 3000'; + LABEL(jumpobstacle_check); + dir = flatdir = normalize(actual_destorg - this.origin); - // Look ahead - traceline(this.origin + this.view_ofs, dst_ahead, true, NULL); + 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; + } - // Check head-banging against walls - if(vdist(this.origin + this.view_ofs - trace_endpos, <, 25) && !(this.aistatus & AI_STATUS_OUT_WATER)) + if (!jump_forbidden) { - PHYS_INPUT_BUTTON_JUMP(this) = true; - if(this.facingwalltime && time > this.facingwalltime) + tracebox(this.origin, this.mins, this.maxs, actual_destorg, false, this); + if (trace_fraction < 1 && trace_plane_normal.z < 0.7) { - this.ignoregoal = this.goalcurrent; - this.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout; - this.bot_strategytime = 0; - return; - } - else - { - this.facingwalltime = time + 0.05; + s = trace_fraction; + tracebox(this.origin + stepheightvec, this.mins, this.maxs, actual_destorg + stepheightvec, false, this); + if (trace_fraction < s + 0.01 && trace_plane_normal.z < 0.7) + { + // found an obstacle + if (turning && fabs(deviation.y) > 5) + { + // check if the obstacle is still there without turning + actual_destorg = destorg; + turning = false; + this.bot_tracewalk_time = time + 0.25; + goto jumpobstacle_check; + } + s = trace_fraction; + // don't artificially reduce max jump height in real-time + // (jumpstepheightvec is reduced a bit to make the jumps easy in tracewalk) + vector jump_height = (IS_ONGROUND(this)) ? stepheightvec + jumpheight_vec : jumpstepheightvec; + tracebox(this.origin + jump_height, this.mins, this.maxs, actual_destorg + jump_height, false, this); + if (trace_fraction > s) + { + PHYS_INPUT_BUTTON_JUMP(this) = true; + this.bot_jump_time = time; + } + else + { + jump_height = stepheightvec + jumpheight_vec / 2; + tracebox(this.origin + jump_height, this.mins, this.maxs, actual_destorg + jump_height, false, this); + if (trace_fraction > s) + { + PHYS_INPUT_BUTTON_JUMP(this) = true; + this.bot_jump_time = time; + } + } + } } } - else + + // if bot for some reason doesn't get close to the current goal find another one + if(!this.jumppadcount && !IS_PLAYER(this.goalcurrent)) + if(!(locked_goal && this.goalcurrent_distance_z < 50 && this.goalcurrent_distance_2d < 50)) + if(havocbot_checkgoaldistance(this, destorg)) { - this.facingwalltime = 0; + if(this.goalcurrent_distance_time < 0) // can't get close for the second time + { + navigation_clearroute(this); + navigation_goalrating_timeout_force(this); + return; + } - if(this.ignoregoal != NULL && time > this.ignoregoaltime) + set_tracewalk_dest(this.goalcurrent, this.origin, false); + if (!tracewalk(this, this.origin, this.mins, this.maxs, + tracewalk_dest, tracewalk_dest_height, bot_navigation_movemode)) { - this.ignoregoal = NULL; - this.ignoregoaltime = 0; + navigation_clearroute(this); + navigation_goalrating_timeout_force(this); + return; } + + // give bot only another chance to prevent bot getting stuck + // in case it thinks it can walk but actually can't + this.goalcurrent_distance_z = FLOAT_MAX; + this.goalcurrent_distance_2d = FLOAT_MAX; + this.goalcurrent_distance_time = -time; // mark second try + } + + 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; } // Check for water/slime/lava and dangerous edges // (only when the bot is on the ground or jumping intentionally) - this.aistatus &= ~AI_STATUS_DANGER_AHEAD; - if(trace_fraction == 1 && this.jumppadcount == 0 && !this.goalcurrent.wphardwired ) + 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 + && !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'); - if (s != CONTENT_SOLID) - if (s == CONTENT_LAVA || s == CONTENT_SLIME) - evadelava = normalize(this.velocity) * -1; - else if (s == CONTENT_SKY) - evadeobstacle = normalize(this.velocity) * -1; - else if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos)) + if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY) + danger_detected = true; + else if (trace_endpos.z < min(this.origin.z + this.mins.z, this.goalcurrent.origin.z) - 100) + danger_detected = true; + else { - // the traceline check isn't enough but is good as optimization, - // when not true (most of the time) this tracebox call is avoided - tracebox(dst_ahead, this.mins, this.maxs, dst_down, true, this); - if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos)) + s = pointcontents(trace_endpos + '0 0 1'); + if (s != CONTENT_SOLID) { - if (gco.z > this.origin.z + jumpstepheightvec.z) - { - // the goal is probably on an upper platform, assume bot can't get there - LOG_TRACE("bot ", this.netname, " avoided the goal ", this.goalcurrent.classname, " ", etos(this.goalcurrent), " because it led to a dangerous path; goal stack cleared"); - navigation_clearroute(this); - this.bot_strategytime = 0; + if (s == CONTENT_LAVA || s == CONTENT_SLIME) + danger_detected = true; + else if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos)) + { + // the traceline check isn't enough but is good as optimization, + // when not true (most of the time) this tracebox call is avoided + tracebox(dst_ahead, this.mins, this.maxs, dst_down, true, this); + if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos)) + { + if (destorg.z > this.origin.z + jumpstepheightvec.z) + { + // the goal is probably on an upper platform, assume bot can't get there + unreachable = true; + } + else + danger_detected = true; + } } - else - evadelava = normalize(this.velocity) * -1; } } } } dir = flatdir; - evadeobstacle.z = 0; - evadelava.z = 0; makevectors(this.v_angle.y * '0 1 0'); - if(evadeobstacle!='0 0 0'||evadelava!='0 0 0') + if (danger_detected || (s == CONTENT_WATER)) + { this.aistatus |= AI_STATUS_DANGER_AHEAD; + if(IS_PLAYER(this.goalcurrent)) + unreachable = true; + } + + // slow down if bot is in the air and goal is under it + 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))) + { + // tracebox wouldn't work when bot is still on the ledge + traceline(this.origin, this.origin - '0 0 200', true, this); + if (this.origin.z - trace_endpos.z > 120) + do_break = normalize(this.velocity) * -1; + } + + if(unreachable) + { + navigation_clearroute(this); + navigation_goalrating_timeout_force(this); + this.ignoregoal = this.goalcurrent; + this.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout; + } } dodge = havocbot_dodge(this); - dodge = dodge * bound(0,0.5+(skill+this.bot_dodgeskill)*0.1,1); - evadelava = evadelava * bound(1,3-(skill+this.bot_dodgeskill),3); //Noobs fear lava a lot and take more distance from it - traceline(this.origin, ( ( this.enemy.absmin + this.enemy.absmax ) * 0.5 ), true, NULL); - if(IS_PLAYER(trace_ent)) - dir = dir * bound(0,(skill+this.bot_dodgeskill)/7,1); - - dir = normalize(dir + dodge + evadeobstacle + evadelava); + if (dodge) + dodge *= bound(0, 0.5 + (skill + this.bot_dodgeskill) * 0.1, 1); + if (this.enemy) + { + traceline(this.origin, (this.enemy.absmin + this.enemy.absmax) * 0.5, true, NULL); + if (IS_PLAYER(trace_ent)) + dodge_enemy_factor = bound(0, (skill + this.bot_dodgeskill) / 7, 1); + } // this.bot_dodgevector = dir; // this.bot_dodgevector_jumpbutton = PHYS_INPUT_BUTTON_JUMP(this); } - if(time < this.ladder_time) + float ladder_zdir = 0; + if(this.ladder_entity) { if(this.goalcurrent.origin.z + this.goalcurrent.mins.z > this.origin.z + this.mins.z) { if(this.origin.z + this.mins.z < this.ladder_entity.origin.z + this.ladder_entity.maxs.z) - dir.z = 1; + ladder_zdir = 1; } else { if(this.origin.z + this.mins.z > this.ladder_entity.origin.z + this.ladder_entity.mins.z) - dir.z = -1; + ladder_zdir = -1; + } + if (ladder_zdir) + { + if (vdist(vec2(diff), <, 40)) + dir.z = ladder_zdir * 4; + else + dir.z = ladder_zdir * 2; + dir = normalize(dir); + } + } + + if (this.goalcurrent.wpisbox + && boxesoverlap(this.goalcurrent.absmin, this.goalcurrent.absmax, this.origin, this.origin)) + { + // bot is inside teleport waypoint but hasn't touched the real teleport yet + // head to teleport origin + dir = (this.goalcurrent.origin - this.origin); + dir.z = 0; + dir = normalize(dir); + } + + // already executed when bot targets an enemy + if (!this.bot_aimdir_executed) + { + if (time < this.bot_stop_moving_timeout) + bot_aimdir(this, normalize(this.goalcurrent.origin - this.origin), 0); + else + bot_aimdir(this, dir, 0); + } + + vector evadedanger = '0 0 0'; + if (!ladder_zdir) + { + dir *= dodge_enemy_factor; + if (danger_detected && vdist(this.velocity, >, maxspeed * 0.8) && this.goalcurrent_prev + && this.goalcurrent.classname == "waypoint") + { + vector p = this.origin + this.velocity * 0.2; + vector evadedanger = point_line_vec(p, vec2(this.goalcurrent_prev.origin) + eZ * p.z, + vec2(destorg - this.goalcurrent_prev.origin)); + if (vdist(evadedanger, >, 20)) + { + if (vdist(evadedanger, >, 40)) + do_break = normalize(this.velocity) * -1; + evadedanger = normalize(evadedanger); + evadedanger *= bound(1, 3 - (skill + this.bot_dodgeskill), 3); // Noobs fear dangers a lot and take more distance from them + } + else + evadedanger = '0 0 0'; } + dir = normalize(dir + dodge + do_break + evadedanger); } + makevectors(this.v_angle); //dir = this.bot_dodgevector; //if (this.bot_dodgevector_jumpbutton) // PHYS_INPUT_BUTTON_JUMP(this) = true; - this.movement_x = dir * v_forward * maxspeed; - this.movement_y = dir * v_right * maxspeed; - this.movement_z = dir * v_up * maxspeed; + CS(this).movement_x = dir * v_forward * maxspeed; + CS(this).movement_y = dir * v_right * maxspeed; + CS(this).movement_z = dir * v_up * maxspeed; // Emulate keyboard interface if (skill < 10) havocbot_keyboard_movement(this, destorg); // Bunnyhop! -// if(this.aistatus & AI_STATUS_ROAMING) - if(this.goalcurrent) - if(skill+this.bot_moveskill >= autocvar_bot_ai_bunnyhop_skilloffset) + if (!bunnyhop_forbidden && !evadedanger && !do_break && 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) @@ -871,6 +1292,7 @@ void havocbot_chooseenemy(entity this) this.enemy = NULL; return; } + if (this.enemy) { if (!bot_shouldattack(this, this.enemy)) @@ -879,26 +1301,21 @@ void havocbot_chooseenemy(entity this) this.enemy = NULL; this.havocbot_chooseenemy_finished = time; } - else if (this.havocbot_stickenemy) + else if (this.havocbot_stickenemy_time && time < this.havocbot_stickenemy_time) { // tracking last chosen enemy - // if enemy is visible - // and not really really far away - // and we're not severely injured - // then keep tracking for a half second into the future - traceline(this.origin+this.view_ofs, ( this.enemy.absmin + this.enemy.absmax ) * 0.5,false,NULL); + vector targ_pos = (this.enemy.absmin + this.enemy.absmax) * 0.5; + traceline(this.origin + this.view_ofs, targ_pos, false, NULL); if (trace_ent == this.enemy || trace_fraction == 1) - if (vdist(((this.enemy.absmin + this.enemy.absmax) * 0.5) - this.origin, <, 1000)) - if (this.health > 30) + if (vdist(targ_pos - this.origin, <, 1000)) { // remain tracking him for a shot while (case he went after a small corner or pilar this.havocbot_chooseenemy_finished = time + 0.5; return; } - // enemy isn't visible, or is far away, or we're injured severely - // so stop preferring this enemy - // (it will still take a half second until a new one is chosen) - this.havocbot_stickenemy = 0; + + // stop preferring this enemy + this.havocbot_stickenemy_time = 0; } } if (time < this.havocbot_chooseenemy_finished) @@ -906,7 +1323,7 @@ void havocbot_chooseenemy(entity this) this.havocbot_chooseenemy_finished = time + autocvar_bot_ai_enemydetectioninterval; vector eye = this.origin + this.view_ofs; entity best = NULL; - float bestrating = 100000000; + float bestrating = autocvar_bot_ai_enemydetectionradius ** 2; // Backup hit flags int hf = this.dphitcontentsmask; @@ -937,9 +1354,7 @@ LABEL(scan_targets) vector v = (it.absmin + it.absmax) * 0.5; float rating = vlen2(v - eye); - if (vdist(v - eye, <, autocvar_bot_ai_enemydetectionradius)) - if (bestrating > rating) - if (bot_shouldattack(this, it)) + if (rating < bestrating && bot_shouldattack(this, it)) { traceline(eye, v, true, this); if (trace_ent == it || trace_fraction >= 1) @@ -954,13 +1369,13 @@ LABEL(scan_targets) { scan_secondary_targets = true; // restart the loop - bestrating = 100000000; + bestrating = autocvar_bot_ai_enemydetectionradius ** 2; goto scan_targets; } // I want to do a second scan if no enemy was found or I don't have weapons // TODO: Perform the scan when using the rifle (requires changes on the rifle code) - if(best || this.weapons) // || this.weapon == WEP_RIFLE.m_id + if(best || STAT(WEAPONS, this)) // || this.weapon == WEP_RIFLE.m_id break; if(scan_transparent) break; @@ -975,12 +1390,12 @@ LABEL(scan_targets) this.dphitcontentsmask = hf; this.enemy = best; - this.havocbot_stickenemy = true; + this.havocbot_stickenemy_time = time + autocvar_bot_ai_enemydetectioninterval_stickingtoenemy; if(best && best.classname == "misc_breakablemodel") - this.havocbot_stickenemy = false; + this.havocbot_stickenemy_time = 0; } -float havocbot_chooseweapon_checkreload(entity this, int new_weapon) +float havocbot_chooseweapon_checkreload(entity this, .entity weaponentity, int new_weapon) { // bots under this skill cannot find unloaded weapons to reload idly when not in combat, // so skip this for them, or they'll never get to reload their weapons at all. @@ -989,28 +1404,25 @@ float havocbot_chooseweapon_checkreload(entity this, int new_weapon) return false; // if this weapon is scheduled for reloading, don't switch to it during combat - if (this.weapon_load[new_weapon] < 0) + if (this.(weaponentity).weapon_load[new_weapon] < 0) { - bool other_weapon_available = false; - FOREACH(Weapons, it != WEP_Null, LAMBDA( - if(it.wr_checkammo1(it, this) + it.wr_checkammo2(it, this)) - other_weapon_available = true; - )); - if(other_weapon_available) - return true; + FOREACH(Weapons, it != WEP_Null, { + if(it.wr_checkammo1(it, this, weaponentity) + it.wr_checkammo2(it, this, weaponentity)) + return true; // other weapon available + }); } return false; } -void havocbot_chooseweapon(entity this) +void havocbot_chooseweapon(entity this, .entity weaponentity) { int i; // ;) if(g_weaponarena_weapons == WEPSET(TUBA)) { - PS(this).m_switchweapon = WEP_TUBA; + this.(weaponentity).m_switchweapon = WEP_TUBA; return; } @@ -1018,14 +1430,14 @@ void havocbot_chooseweapon(entity this) if(this.enemy==NULL) { // If no weapon was chosen get the first available weapon - if(PS(this).m_weapon==WEP_Null) - FOREACH(Weapons, it != WEP_Null, LAMBDA( - if(client_hasweapon(this, it, true, false)) + if(this.(weaponentity).m_weapon==WEP_Null) + FOREACH(Weapons, it != WEP_Null, { + if(client_hasweapon(this, it, weaponentity, true, false)) { - PS(this).m_switchweapon = it; + this.(weaponentity).m_switchweapon = it; return; } - )); + }); return; } @@ -1040,7 +1452,7 @@ void havocbot_chooseweapon(entity this) // 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 @@ -1050,27 +1462,27 @@ void havocbot_chooseweapon(entity this) combo = false; if(autocvar_bot_ai_weapon_combo) - if(PS(this).m_weapon.m_id == this.lastfiredweapon) + if(this.(weaponentity).m_weapon.m_id == this.(weaponentity).lastfiredweapon) if(af > combo_time) { combo = true; this.lastcombotime = time; } - distance *= pow(2, this.bot_rangepreference); + distance *= (2 ** this.bot_rangepreference); // Custom weapon list based on distance to the enemy if(bot_custom_weapon){ // Choose weapons for far distance if ( distance > bot_distance_far ) { - for(i=0; i < Weapons_COUNT && bot_weapons_far[i] != -1 ; ++i){ + for(i=0; i < REGISTRY_COUNT(Weapons) && bot_weapons_far[i] != -1 ; ++i){ w = bot_weapons_far[i]; - if ( client_hasweapon(this, Weapons_from(w), true, false) ) + if ( client_hasweapon(this, REGISTRY_GET(Weapons, w), weaponentity, true, false) ) { - if ((PS(this).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, w)) + if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w)) continue; - PS(this).m_switchweapon = Weapons_from(w); + this.(weaponentity).m_switchweapon = REGISTRY_GET(Weapons, w); return; } } @@ -1078,26 +1490,26 @@ void havocbot_chooseweapon(entity this) // Choose weapons for mid distance if ( distance > bot_distance_close) { - for(i=0; i < Weapons_COUNT && bot_weapons_mid[i] != -1 ; ++i){ + for(i=0; i < REGISTRY_COUNT(Weapons) && bot_weapons_mid[i] != -1 ; ++i){ w = bot_weapons_mid[i]; - if ( client_hasweapon(this, Weapons_from(w), true, false) ) + if ( client_hasweapon(this, REGISTRY_GET(Weapons, w), weaponentity, true, false) ) { - if ((PS(this).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, w)) + if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w)) continue; - PS(this).m_switchweapon = Weapons_from(w); + this.(weaponentity).m_switchweapon = REGISTRY_GET(Weapons, w); return; } } } // Choose weapons for close distance - for(i=0; i < Weapons_COUNT && bot_weapons_close[i] != -1 ; ++i){ + for(i=0; i < REGISTRY_COUNT(Weapons) && bot_weapons_close[i] != -1 ; ++i){ w = bot_weapons_close[i]; - if ( client_hasweapon(this, Weapons_from(w), true, false) ) + if ( client_hasweapon(this, REGISTRY_GET(Weapons, w), weaponentity, true, false) ) { - if ((PS(this).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, w)) + if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w)) continue; - PS(this).m_switchweapon = Weapons_from(w); + this.(weaponentity).m_switchweapon = REGISTRY_GET(Weapons, w); return; } } @@ -1106,24 +1518,22 @@ void havocbot_chooseweapon(entity this) void havocbot_aim(entity this) { - vector myvel, enemyvel; -// if(this.flags & FL_INWATER) -// return; if (time < this.nextaim) return; this.nextaim = time + 0.1; - myvel = this.velocity; + vector myvel = this.velocity; if (!this.waterlevel) myvel.z = 0; - if (this.enemy) + if(MUTATOR_CALLHOOK(HavocBot_Aim, this)) { /* do nothing */ } + else if (this.enemy) { - enemyvel = this.enemy.velocity; + vector enemyvel = this.enemy.velocity; if (!this.enemy.waterlevel) enemyvel.z = 0; - lag_additem(this, time + this.ping, 0, 0, this.enemy, this.origin, myvel, (this.enemy.absmin + this.enemy.absmax) * 0.5, enemyvel); + lag_additem(this, time + CS(this).ping, 0, 0, this.enemy, this.origin, myvel, (this.enemy.absmin + this.enemy.absmax) * 0.5, enemyvel); } else - lag_additem(this, time + this.ping, 0, 0, NULL, this.origin, myvel, ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5, '0 0 0'); + lag_additem(this, time + CS(this).ping, 0, 0, NULL, this.origin, myvel, ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5, '0 0 0'); } bool havocbot_moveto_refresh_route(entity this) @@ -1134,7 +1544,7 @@ bool havocbot_moveto_refresh_route(entity this) navigation_goalrating_start(this); navigation_routerating(this, wp, 10000, 10000); navigation_goalrating_end(this); - return this.navigation_hasgoals; + return (this.goalentity != NULL); } float havocbot_moveto(entity this, vector pos) @@ -1180,19 +1590,24 @@ float havocbot_moveto(entity this, vector pos) if(autocvar_bot_debug_goalstack) debuggoalstack(this); - // Heading - vector dir = ( ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5 ) - (this.origin + this.view_ofs); - dir.z = 0; - bot_aimdir(this, dir, -1); // Go! havocbot_movetogoal(this); + if (!this.bot_aimdir_executed && this.goalcurrent) + { + // Heading + vector dir = get_closer_dest(this.goalcurrent, this.origin); + dir -= this.origin + this.view_ofs; + dir.z = 0; + 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; } @@ -1261,6 +1676,7 @@ void havocbot_setupbot(entity this) this.cmd_moveto = havocbot_moveto; this.cmd_resetgoal = havocbot_resetgoal; + // NOTE: bot is not player yet havocbot_chooserole(this); }