6 #include "navigation.qh"
7 #include "scripting.qh"
8 #include "waypoints.qh"
10 #include "havocbot/havocbot.qh"
11 #include "havocbot/scripting.qh"
13 #include "../../teamplay.qh"
15 #include "../../antilag.qh"
16 #include "../../autocvars.qh"
17 #include "../../campaign.qh"
18 #include "../../client.qh"
19 #include "../../constants.qh"
20 #include "../../defs.qh"
21 #include "../../race.qh"
22 #include <common/t_items.qh>
24 #include "../../mutators/_mod.qh"
26 #include "../../weapons/accuracy.qh"
28 #include <common/physics/player.qh>
29 #include <common/constants.qh>
30 #include <common/net_linked.qh>
31 #include <common/mapinfo.qh>
32 #include <common/teams.qh>
33 #include <common/util.qh>
35 #include <server/scores_rules.qh>
37 #include <common/weapons/_all.qh>
39 #include <lib/csqcmodel/sv_model.qh>
41 #include <lib/warpzone/common.qh>
42 #include <lib/warpzone/util_server.qh>
46 entity bot = spawnclient();
49 currentbots = currentbots + 1;
50 bot_setnameandstuff(bot);
52 PutClientInServer(bot);
57 void bot_think(entity this)
59 if (this.bot_nextthink > time)
62 this.flags &= ~FL_GODMODE;
64 this.flags |= FL_GODMODE;
66 this.bot_nextthink = this.bot_nextthink + autocvar_bot_ai_thinkinterval * pow(0.5, this.bot_aiskill);
67 //if (this.bot_painintensity > 0)
68 // this.bot_painintensity = this.bot_painintensity - (skill + 1) * 40 * frametime;
70 //this.bot_painintensity = this.bot_painintensity + this.bot_oldhealth - this.health;
71 //this.bot_painintensity = bound(0, this.bot_painintensity, 100);
73 if (!IS_PLAYER(this) || (autocvar_g_campaign && !campaign_bots_may_start))
75 this.movement = '0 0 0';
76 this.bot_nextthink = time + 0.5;
82 this.v_angle = this.angles;
84 this.fixangle = false;
89 this.dmg_inflictor = NULL;
91 // calculate an aiming latency based on the skill setting
92 // (simulated network latency + naturally delayed reflexes)
93 //this.ping = 0.7 - bound(0, 0.05 * skill, 0.5); // moved the reflexes to bot_aimdir (under the name 'think')
94 // minimum ping 20+10 random
95 this.ping = bound(0,0.07 - bound(0, (skill + this.bot_pingskill) * 0.005,0.05)+random()*0.01,0.65); // Now holds real lag to server, and higer skill players take a less laggy server
96 // skill 10 = ping 0.2 (adrenaline)
97 // skill 0 = ping 0.7 (slightly drunk)
100 PHYS_INPUT_BUTTON_ATCK(this) = false;
101 PHYS_INPUT_BUTTON_JUMP(this) = false;
102 PHYS_INPUT_BUTTON_ATCK2(this) = false;
103 PHYS_INPUT_BUTTON_ZOOM(this) = false;
104 PHYS_INPUT_BUTTON_CROUCH(this) = false;
105 PHYS_INPUT_BUTTON_HOOK(this) = false;
106 PHYS_INPUT_BUTTON_INFO(this) = false;
107 PHYS_INPUT_BUTTON_DRAG(this) = false;
108 PHYS_INPUT_BUTTON_CHAT(this) = false;
109 PHYS_INPUT_BUTTON_USE(this) = false;
111 if (time < game_starttime)
113 // block the bot during the countdown to game start
114 this.movement = '0 0 0';
115 this.bot_nextthink = game_starttime;
119 // if dead, just wait until we can respawn
122 this.movement = '0 0 0';
123 if (this.deadflag == DEAD_DEAD)
125 PHYS_INPUT_BUTTON_JUMP(this) = true; // press jump to respawn
126 this.bot_strategytime = 0;
129 else if(this.aistatus & AI_STATUS_STUCK)
130 navigation_unstuck(this);
132 // now call the current bot AI (havocbot for example)
136 void bot_setnameandstuff(entity this)
139 float file, tokens, prio;
141 string bot_name, bot_model, bot_skin, bot_shirt, bot_pants;
142 string name, prefix, suffix;
144 if(autocvar_g_campaign)
151 prefix = autocvar_bot_prefix;
152 suffix = autocvar_bot_suffix;
155 file = fopen(autocvar_bot_config_file, FILE_READ);
159 LOG_INFO(strcat("Error: Can not open the bot configuration file '",autocvar_bot_config_file,"'\n"));
164 RandomSelection_Init();
165 while((readfile = fgets(file)))
167 if(substring(readfile, 0, 2) == "//")
169 if(substring(readfile, 0, 1) == "#")
171 tokens = tokenizebyseparator(readfile, "\t");
176 FOREACH_CLIENT(IS_BOT_CLIENT(it), LAMBDA(
177 if(s == it.cleanname)
183 RandomSelection_AddString(readfile, 1, prio);
185 readfile = RandomSelection_chosen_string;
189 tokens = tokenizebyseparator(readfile, "\t");
190 if(argv(0) != "") bot_name = argv(0);
191 else bot_name = "Bot";
193 if(argv(1) != "") bot_model = argv(1);
196 if(argv(2) != "") bot_skin = argv(2);
199 if(argv(3) != "" && stof(argv(3)) >= 0) bot_shirt = argv(3);
200 else bot_shirt = ftos(floor(random() * 15));
202 if(argv(4) != "" && stof(argv(4)) >= 0) bot_pants = argv(4);
203 else bot_pants = ftos(floor(random() * 15));
205 this.bot_forced_team = stof(argv(5));
209 #define READSKILL(f,w,r) if(argv(prio) != "") this.f = stof(argv(prio)) * (w); else this.f = (!autocvar_g_campaign) * (2 * random() - 1) * (r) * (w); ++prio
210 //print(bot_name, ": ping=", argv(9), "\n");
212 READSKILL(havocbot_keyboardskill, 0.5, 0.5); // keyboard skill
213 READSKILL(bot_moveskill, 2, 0); // move skill
214 READSKILL(bot_dodgeskill, 2, 0); // dodge skill
216 READSKILL(bot_pingskill, 0.5, 0); // ping skill
218 READSKILL(bot_weaponskill, 2, 0); // weapon skill
219 READSKILL(bot_aggresskill, 1, 0); // aggre skill
220 READSKILL(bot_rangepreference, 1, 0); // read skill
222 READSKILL(bot_aimskill, 2, 0); // aim skill
223 READSKILL(bot_offsetskill, 2, 0.5); // offset skill
224 READSKILL(bot_mouseskill, 1, 0.5); // mouse skill
226 READSKILL(bot_thinkskill, 1, 0.5); // think skill
227 READSKILL(bot_aiskill, 2, 0); // "ai" skill
229 this.bot_config_loaded = true;
231 // this is really only a default, JoinBestTeam is called later
232 setcolor(this, stof(bot_shirt) * 16 + stof(bot_pants));
233 this.bot_preferredcolors = this.clientcolors;
236 if (autocvar_bot_usemodelnames)
241 // number bots with identical names
243 FOREACH_CLIENT(IS_BOT_CLIENT(it), LAMBDA(
244 if(it.cleanname == name)
248 this.netname = this.netname_freeme = strzone(strcat(prefix, name, "(", ftos(j), ")", suffix));
250 this.netname = this.netname_freeme = strzone(strcat(prefix, name, suffix));
252 this.cleanname = strzone(name);
254 // pick the model and skin
255 if(substring(bot_model, -4, 1) != ".")
256 bot_model = strcat(bot_model, ".iqm");
257 this.playermodel = this.playermodel_freeme = strzone(strcat("models/player/", bot_model));
258 this.playerskin = this.playerskin_freeme = strzone(bot_skin);
260 this.cvar_cl_accuracy_data_share = 1; // share the bots weapon accuracy data with the NULL
261 this.cvar_cl_accuracy_data_receive = 0; // don't receive any weapon accuracy data
264 void bot_custom_weapon_priority_setup()
268 bot_custom_weapon = false;
270 if( autocvar_bot_ai_custom_weapon_priority_far == "" ||
271 autocvar_bot_ai_custom_weapon_priority_mid == "" ||
272 autocvar_bot_ai_custom_weapon_priority_close == "" ||
273 autocvar_bot_ai_custom_weapon_priority_distances == ""
278 tokens = tokenizebyseparator(autocvar_bot_ai_custom_weapon_priority_distances," ");
283 bot_distance_far = stof(argv(0));
284 bot_distance_close = stof(argv(1));
286 if(bot_distance_far < bot_distance_close){
287 bot_distance_far = stof(argv(1));
288 bot_distance_close = stof(argv(0));
291 // Initialize list of weapons
292 bot_weapons_far[0] = -1;
293 bot_weapons_mid[0] = -1;
294 bot_weapons_close[0] = -1;
296 // Parse far distance weapon priorities
297 tokens = tokenizebyseparator(W_NumberWeaponOrder(autocvar_bot_ai_custom_weapon_priority_far)," ");
300 for(i=0; i < tokens && c < Weapons_COUNT; ++i){
302 if ( w >= WEP_FIRST && w <= WEP_LAST) {
303 bot_weapons_far[c] = w;
307 if(c < Weapons_COUNT)
308 bot_weapons_far[c] = -1;
310 // Parse mid distance weapon priorities
311 tokens = tokenizebyseparator(W_NumberWeaponOrder(autocvar_bot_ai_custom_weapon_priority_mid)," ");
314 for(i=0; i < tokens && c < Weapons_COUNT; ++i){
316 if ( w >= WEP_FIRST && w <= WEP_LAST) {
317 bot_weapons_mid[c] = w;
321 if(c < Weapons_COUNT)
322 bot_weapons_mid[c] = -1;
324 // Parse close distance weapon priorities
325 tokens = tokenizebyseparator(W_NumberWeaponOrder(autocvar_bot_ai_custom_weapon_priority_close)," ");
328 for(i=0; i < tokens && i < Weapons_COUNT; ++i){
330 if ( w >= WEP_FIRST && w <= WEP_LAST) {
331 bot_weapons_close[c] = w;
335 if(c < Weapons_COUNT)
336 bot_weapons_close[c] = -1;
338 bot_custom_weapon = true;
343 bot_relinkplayerlist();
347 setcolor(e, e.bot_preferredcolors);
350 // if dynamic waypoints are ever implemented, save them here
353 void bot_relinkplayerlist()
359 entity prevbot = NULL;
364 if(IS_BOT_CLIENT(it))
367 prevbot.nextbot = it;
371 bot_list.nextbot = NULL;
377 LOG_TRACE("relink: ", ftos(currentbots), " bots seen.");
378 bot_strategytoken = bot_list;
379 bot_strategytoken_taken = true;
382 void bot_clientdisconnect(entity this)
384 if (!IS_BOT_CLIENT(this))
386 bot_clearqueue(this);
388 strunzone(this.cleanname);
389 if(this.netname_freeme)
390 strunzone(this.netname_freeme);
391 if(this.playermodel_freeme)
392 strunzone(this.playermodel_freeme);
393 if(this.playerskin_freeme)
394 strunzone(this.playerskin_freeme);
395 this.cleanname = string_null;
396 this.netname_freeme = string_null;
397 this.playermodel_freeme = string_null;
398 this.playerskin_freeme = string_null;
399 if(this.bot_cmd_current)
400 delete(this.bot_cmd_current);
401 if(bot_waypoint_queue_owner == this)
402 bot_waypoint_queue_owner = NULL;
405 void bot_clientconnect(entity this)
407 if (!IS_BOT_CLIENT(this)) return;
408 this.bot_preferredcolors = this.clientcolors;
409 this.bot_nextthink = time - random();
410 this.lag_func = bot_lagfunc;
412 this.createdtime = this.bot_nextthink;
414 if(!this.bot_config_loaded) // This is needed so team overrider doesn't break between matches
415 bot_setnameandstuff(this);
417 if(this.bot_forced_team==1)
418 this.team = NUM_TEAM_1;
419 else if(this.bot_forced_team==2)
420 this.team = NUM_TEAM_2;
421 else if(this.bot_forced_team==3)
422 this.team = NUM_TEAM_3;
423 else if(this.bot_forced_team==4)
424 this.team = NUM_TEAM_4;
426 JoinBestTeam(this, false, true);
428 havocbot_setupbot(this);
431 void bot_removefromlargestteam()
433 CheckAllowedTeams(NULL);
441 FOREACH_CLIENT(it.isbot,
448 besttime = it.createdtime;
455 case NUM_TEAM_1: thiscount = c1; break;
456 case NUM_TEAM_2: thiscount = c2; break;
457 case NUM_TEAM_3: thiscount = c3; break;
458 case NUM_TEAM_4: thiscount = c4; break;
461 if(thiscount > bestcount)
463 bestcount = thiscount;
464 besttime = it.createdtime;
467 else if(thiscount == bestcount && besttime < it.createdtime)
469 besttime = it.createdtime;
474 return; // no bots to remove
475 currentbots = currentbots - 1;
479 void bot_removenewest()
483 bot_removefromlargestteam();
491 FOREACH_CLIENT(it.isbot,
498 besttime = it.createdtime;
501 if(besttime < it.createdtime)
503 besttime = it.createdtime;
509 return; // no bots to remove
511 currentbots = currentbots - 1;
515 void autoskill(float factor)
522 FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(
523 if(IS_REAL_CLIENT(it))
524 bestplayer = max(bestplayer, it.totalfrags - it.totalfrags_lastcheck);
526 bestbot = max(bestbot, it.totalfrags - it.totalfrags_lastcheck);
529 LOG_TRACE("autoskill: best player got ", ftos(bestplayer), ", ");
530 LOG_TRACE("best bot got ", ftos(bestbot), "; ");
531 if(bestbot < 0 || bestplayer < 0)
533 LOG_TRACE("not doing anything");
534 // don't return, let it reset all counters below
536 else if(bestbot <= bestplayer * factor - 2)
538 if(autocvar_skill < 17)
540 LOG_TRACE("2 frags difference, increasing skill");
541 cvar_set("skill", ftos(autocvar_skill + 1));
542 bprint("^2SKILL UP!^7 Now at level ", ftos(autocvar_skill), "\n");
545 else if(bestbot >= bestplayer * factor + 2)
547 if(autocvar_skill > 0)
549 LOG_TRACE("2 frags difference, decreasing skill");
550 cvar_set("skill", ftos(autocvar_skill - 1));
551 bprint("^1SKILL DOWN!^7 Now at level ", ftos(autocvar_skill), "\n");
556 LOG_TRACE("not doing anything");
558 // don't reset counters, wait for them to accumulate
561 FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(it.totalfrags_lastcheck = it.totalfrags));
564 void bot_calculate_stepheightvec()
566 stepheightvec = autocvar_sv_stepheight * '0 0 1';
567 jumpstepheightvec = stepheightvec +
568 ((autocvar_sv_jumpvelocity * autocvar_sv_jumpvelocity) / (2 * autocvar_sv_gravity)) * '0 0 0.85';
569 // 0.75 factor is for safety to make the jumps easy
574 int activerealplayers = 0;
576 if (MUTATOR_CALLHOOK(Bot_FixCount, activerealplayers, realplayers)) {
577 activerealplayers = M_ARGV(0, int);
578 realplayers = M_ARGV(1, int);
580 FOREACH_CLIENT(IS_REAL_CLIENT(it), LAMBDA(
588 // add/remove bots if needed to make sure there are at least
589 // minplayers+bot_number, or remove all bots if no one is playing
590 // But don't remove bots immediately on level change, as the real players
591 // usually haven't rejoined yet
592 bots_would_leave = false;
593 if (teamplay && autocvar_bot_vs_human && AvailableTeams() == 2)
594 bots = min(ceil(fabs(autocvar_bot_vs_human) * activerealplayers), maxclients - realplayers);
595 else if ((realplayers || autocvar_bot_join_empty || (currentbots > 0 && time < 5)))
597 float realminplayers, minplayers;
598 realminplayers = autocvar_minplayers;
599 minplayers = max(0, floor(realminplayers));
601 float realminbots, minbots;
602 realminbots = autocvar_bot_number;
603 minbots = max(0, floor(realminbots));
605 bots = min(max(minbots, minplayers - activerealplayers), maxclients - realplayers);
607 bots_would_leave = true;
611 // if there are no players, remove bots
615 // only add one bot per frame to avoid utter chaos
616 if(time > botframe_nextthink)
618 //dprint(ftos(bots), " ? ", ftos(currentbots), "\n");
619 while (currentbots < bots)
621 if (bot_spawn() == NULL)
623 bprint("Can not add bot, server full.\n");
627 while (currentbots > bots)
634 void bot_remove_from_bot_list(entity this)
637 entity prev_bot = NULL;
643 bot_list = this.nextbot;
645 prev_bot.nextbot = this.nextbot;
646 if(bot_strategytoken == this)
648 bot_strategytoken = this.nextbot;
649 bot_strategytoken_taken = true;
659 void bot_clear(entity this)
661 bot_remove_from_bot_list(this);
662 if(bot_waypoint_queue_owner == this)
663 bot_waypoint_queue_owner = NULL;
664 this.aistatus &= ~AI_STATUS_STUCK; // otherwise bot_waypoint_queue_owner will be set again to this by navigation_unstuck
667 void bot_serverframe()
675 bot_calculate_stepheightvec();
676 bot_navigation_movemode = ((autocvar_bot_navigation_ignoreplayers) ? MOVE_NOMONSTERS : MOVE_NORMAL);
678 if(time > autoskill_nextthink)
681 a = autocvar_skill_auto;
684 autoskill_nextthink = time + 5;
687 if(time > botframe_nextthink)
690 botframe_nextthink = time + 10;
693 bot_ignore_bots = autocvar_bot_ignore_bots;
695 if(botframe_spawnedwaypoints)
697 if(autocvar_waypoint_benchmark)
701 if (currentbots > 0 || autocvar_g_waypointeditor || autocvar_g_waypointeditor_auto)
702 if (botframe_spawnedwaypoints)
704 if(botframe_cachedwaypointlinks)
706 if(!botframe_loadedforcedlinks)
707 waypoint_load_links_hardwired();
711 // TODO: Make this check cleaner
712 IL_EACH(g_waypoints, time - it.nextthink > 10,
714 waypoint_save_links();
721 botframe_spawnedwaypoints = true;
723 if(!waypoint_load_links())
724 waypoint_schedulerelinkall();
729 // cycle the goal token from one bot to the next each frame
730 // (this prevents them from all doing spawnfunc_waypoint searches on the same
731 // frame, which causes choppy framerates)
732 if (bot_strategytoken_taken)
734 bot_strategytoken_taken = false;
735 if (bot_strategytoken)
736 bot_strategytoken = bot_strategytoken.nextbot;
737 if (!bot_strategytoken)
738 bot_strategytoken = bot_list;
741 if (botframe_nextdangertime < time)
744 interval = autocvar_bot_ai_dangerdetectioninterval;
745 if (botframe_nextdangertime < time - interval * 1.5)
746 botframe_nextdangertime = time;
747 botframe_nextdangertime = botframe_nextdangertime + interval;
748 botframe_updatedangerousobjects(autocvar_bot_ai_dangerdetectionupdates);
752 if (autocvar_g_waypointeditor)
753 botframe_showwaypointlinks();
755 if (autocvar_g_waypointeditor_auto)
756 botframe_autowaypoints();
758 if(time > bot_cvar_nextthink)
761 bot_custom_weapon_priority_setup();
762 bot_cvar_nextthink = time + 5;