5 #include <server/defs.qh>
6 #include <server/miscfunctions.qh>
11 #include "../navigation.qh"
12 #include "../scripting.qh"
13 #include "../waypoints.qh"
15 #include <common/constants.qh>
16 #include <common/impulses/all.qh>
17 #include <common/net_linked.qh>
18 #include <common/physics/player.qh>
19 #include <common/state.qh>
20 #include <common/items/_mod.qh>
21 #include <common/wepent.qh>
23 #include <common/mapobjects/func/ladder.qh>
24 #include <common/mapobjects/teleporters.qh>
25 #include <common/mapobjects/trigger/jumppads.qh>
27 #include <lib/warpzone/common.qh>
29 void havocbot_ai(entity this)
34 this.bot_aimdir_executed = false;
35 // lock aim if teleported or passing through a warpzone
36 if (this.lastteleporttime && !this.jumppadcount)
37 this.bot_aimdir_executed = true;
39 if(bot_execute_commands(this))
42 if (bot_strategytoken == this && !bot_strategytoken_taken)
44 if(this.havocbot_blockhead)
46 this.havocbot_blockhead = false;
50 if (!this.jumppadcount && !STAT(FROZEN, this))
51 this.havocbot_role(this); // little too far down the rabbit hole
54 // if we don't have a goal and we're under water look for a waypoint near the "shore" and push it
55 if(!(IS_DEAD(this) || STAT(FROZEN, this)))
57 if(this.waterlevel == WATERLEVEL_SWIMMING || (this.aistatus & AI_STATUS_OUT_WATER))
59 // Look for the closest waypoint out of water
60 entity newgoal = NULL;
61 IL_EACH(g_waypoints, vdist(it.origin - this.origin, <=, 10000),
63 if(it.origin.z < this.origin.z)
66 if(it.origin.z - this.origin.z - this.view_ofs.z > 100)
69 if (pointcontents(it.origin + it.maxs + '0 0 1') != CONTENT_EMPTY)
72 traceline(this.origin + this.view_ofs, ((it.absmin + it.absmax) * 0.5), true, this);
74 if(trace_fraction < 1)
77 if(!newgoal || vlen2(it.origin - this.origin) < vlen2(newgoal.origin - this.origin))
83 // te_wizspike(newgoal.origin);
84 navigation_pushroute(this, newgoal);
88 // token has been used this frame
89 bot_strategytoken_taken = true;
92 if (this.goalcurrent && wasfreed(this.goalcurrent))
94 navigation_clearroute(this);
95 navigation_goalrating_timeout_force(this);
99 if(IS_DEAD(this) || STAT(FROZEN, this))
101 if (this.goalcurrent)
102 navigation_clearroute(this);
106 havocbot_chooseenemy(this);
108 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
110 .entity weaponentity = weaponentities[slot];
111 if(this.(weaponentity).m_weapon != WEP_Null || slot == 0)
112 if(this.(weaponentity).bot_chooseweapontime < time)
114 this.(weaponentity).bot_chooseweapontime = time + autocvar_bot_ai_chooseweaponinterval;
115 havocbot_chooseweapon(this, weaponentity);
121 if (this.bot_aimtarg)
123 this.aistatus |= AI_STATUS_ATTACKING;
124 this.aistatus &= ~AI_STATUS_ROAMING;
126 if(STAT(WEAPONS, this))
128 if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(this))
130 PHYS_INPUT_BUTTON_ATCK(this) = false;
131 PHYS_INPUT_BUTTON_ATCK2(this) = false;
135 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
137 .entity weaponentity = weaponentities[slot];
138 Weapon w = this.(weaponentity).m_weapon;
139 if(w == WEP_Null && slot != 0)
141 w.wr_aim(w, this, weaponentity);
142 if(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this)) // TODO: what if we didn't fire this weapon, but the previous?
143 this.(weaponentity).lastfiredweapon = this.(weaponentity).m_weapon.m_id;
149 if(IS_PLAYER(this.bot_aimtarg))
150 bot_aimdir(this, this.bot_aimtarg.origin + this.bot_aimtarg.view_ofs - this.origin - this.view_ofs, 0);
153 else if (this.goalcurrent)
155 this.aistatus |= AI_STATUS_ROAMING;
156 this.aistatus &= ~AI_STATUS_ATTACKING;
159 havocbot_movetogoal(this);
160 if (!this.bot_aimdir_executed && this.goalcurrent)
163 vector dir = get_closer_dest(this.goalcurrent, this.origin);
164 dir -= this.origin + this.view_ofs;
166 bot_aimdir(this, dir, 0);
169 // if the bot is not attacking, consider reloading weapons
170 if (!(this.aistatus & AI_STATUS_ATTACKING))
172 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
174 .entity weaponentity = weaponentities[slot];
176 if(this.(weaponentity).m_weapon == WEP_Null && slot != 0)
179 // we are currently holding a weapon that's not fully loaded, reload it
180 if(skill >= 2) // bots can only reload the held weapon on purpose past this skill
181 if(this.(weaponentity).clip_load < this.(weaponentity).clip_size)
182 CS(this).impulse = IMP_weapon_reload.impulse; // not sure if this is done right
184 // if we're not reloading a weapon, switch to any weapon in our invnetory that's not fully loaded to reload it next
185 // the code above executes next frame, starting the reloading then
186 if(skill >= 5) // bots can only look for unloaded weapons past this skill
187 if(this.(weaponentity).clip_load >= 0) // only if we're not reloading a weapon already
189 FOREACH(Weapons, it != WEP_Null, {
190 if((STAT(WEAPONS, this) & (it.m_wepset)) && (it.spawnflags & WEP_FLAG_RELOADABLE) && (this.(weaponentity).weapon_load[it.m_id] < it.reloading_ammo))
192 this.(weaponentity).m_switchweapon = it;
201 void havocbot_bunnyhop(entity this, vector dir)
203 bool can_run = false;
204 if (!(this.aistatus & AI_STATUS_ATTACKING) && this.goalcurrent && !IS_PLAYER(this.goalcurrent)
205 && vdist(vec2(this.velocity), >=, autocvar_sv_maxspeed) && !(this.aistatus & AI_STATUS_DANGER_AHEAD)
206 && this.waterlevel <= WATERLEVEL_WETFEET && !IS_DUCKED(this)
207 && IS_ONGROUND(this) && !(this.goalcurrent_prev && (this.goalcurrent_prev.wpflags & WAYPOINTFLAG_JUMP)))
209 vector vel_angles = vectoangles(this.velocity);
210 vector deviation = vel_angles - vectoangles(dir);
211 while (deviation.y < -180) deviation.y = deviation.y + 360;
212 while (deviation.y > 180) deviation.y = deviation.y - 360;
213 if (fabs(deviation.y) < autocvar_bot_ai_bunnyhop_dir_deviation_max)
215 vector gco = get_closer_dest(this.goalcurrent, this.origin);
216 float vel = vlen(vec2(this.velocity));
218 // with the current physics, jump distance grows linearly with the speed
219 float jump_distance = 52.661 + 0.606 * vel;
220 jump_distance += this.origin.z - gco.z; // roughly take into account vertical distance too
221 if (vdist(vec2(gco - this.origin), >, max(0, jump_distance)))
223 else if (!(this.goalcurrent.wpflags & WAYPOINTFLAG_JUMP)
224 && !(this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
225 && this.goalstack01 && !wasfreed(this.goalstack01) && !(this.goalstack01.wpflags & WAYPOINTFLAG_JUMP)
226 && vdist(vec2(gco - this.goalstack01.origin), >, 70))
228 vector gno = (this.goalstack01.absmin + this.goalstack01.absmax) * 0.5;
229 vector ang = vectoangles(gco - this.origin);
230 deviation = vectoangles(gno - gco) - vel_angles;
231 while (deviation.y < -180) deviation.y = deviation.y + 360;
232 while (deviation.y > 180) deviation.y = deviation.y - 360;
234 float max_turn_angle = autocvar_bot_ai_bunnyhop_turn_angle_max;
235 max_turn_angle -= autocvar_bot_ai_bunnyhop_turn_angle_reduction * ((vel - autocvar_sv_maxspeed) / autocvar_sv_maxspeed);
236 if ((ang.x < 90 || ang.x > 360 - autocvar_bot_ai_bunnyhop_downward_pitch_max)
237 && fabs(deviation.y) < max(autocvar_bot_ai_bunnyhop_turn_angle_min, max_turn_angle))
247 PHYS_INPUT_BUTTON_JUMP(this) = true;
248 this.bot_jump_time = time;
249 this.aistatus |= AI_STATUS_RUNNING;
253 if (IS_ONGROUND(this) || this.waterlevel > WATERLEVEL_WETFEET)
254 this.aistatus &= ~AI_STATUS_RUNNING;
258 void havocbot_keyboard_movement(entity this, vector destorg)
260 if(time <= this.havocbot_keyboardtime)
263 float sk = skill + this.bot_moveskill;
264 this.havocbot_keyboardtime =
266 this.havocbot_keyboardtime
267 + 0.05 / max(1, sk + this.havocbot_keyboardskill)
268 + random() * 0.025 / max(0.00025, skill + this.havocbot_keyboardskill)
270 vector keyboard = CS(this).movement / autocvar_sv_maxspeed;
272 float trigger = autocvar_bot_ai_keyboard_threshold;
274 // categorize forward movement
275 // at skill < 1.5 only forward
276 // at skill < 2.5 only individual directions
277 // at skill < 4.5 only individual directions, and forward diagonals
278 // at skill >= 4.5, all cases allowed
279 if (keyboard.x > trigger)
285 else if (keyboard.x < -trigger && sk > 1.5)
300 if (keyboard.y > trigger)
302 else if (keyboard.y < -trigger)
307 if (keyboard.z > trigger)
309 else if (keyboard.z < -trigger)
314 // make sure bots don't get stuck if havocbot_keyboardtime is very high
315 if (keyboard == '0 0 0')
316 this.havocbot_keyboardtime = min(this.havocbot_keyboardtime, time + 0.2);
318 this.havocbot_keyboard = keyboard * autocvar_sv_maxspeed;
319 if (this.havocbot_ducktime > time)
320 PHYS_INPUT_BUTTON_CROUCH(this) = true;
322 keyboard = this.havocbot_keyboard;
323 float blend = bound(0, vlen(destorg - this.origin) / autocvar_bot_ai_keyboard_distance, 1); // When getting close move with 360 degree
324 //dprint("movement ", vtos(CS(this).movement), " keyboard ", vtos(keyboard), " blend ", ftos(blend), "\n");
325 CS(this).movement = CS(this).movement + (keyboard - CS(this).movement) * blend;
328 // return true when bot isn't getting closer to the current goal
329 bool havocbot_checkgoaldistance(entity this, vector gco)
331 if (this.bot_stop_moving_timeout > time)
333 float curr_dist_z = max(20, fabs(this.origin.z - gco.z));
334 float curr_dist_2d = max(20, vlen(vec2(this.origin - gco)));
335 float distance_time = this.goalcurrent_distance_time;
336 if(distance_time < 0)
337 distance_time = -distance_time;
338 if(curr_dist_z >= this.goalcurrent_distance_z && curr_dist_2d >= this.goalcurrent_distance_2d)
341 this.goalcurrent_distance_time = time;
342 else if (time - distance_time > 0.5)
347 // reduce it a little bit so it works even with very small approaches to the goal
348 this.goalcurrent_distance_z = max(20, curr_dist_z - 10);
349 this.goalcurrent_distance_2d = max(20, curr_dist_2d - 10);
350 this.goalcurrent_distance_time = 0;
355 entity havocbot_select_an_item_of_group(entity this, int gr)
357 entity selected = NULL;
358 float selected_dist2 = 0;
359 // select farthest item of this group from bot's position
360 IL_EACH(g_items, it.item_group == gr && it.solid,
362 float dist2 = vlen2(this.origin - it.origin);
363 if (dist2 < 600 ** 2 && dist2 > selected_dist2)
366 selected_dist2 = vlen2(this.origin - selected.origin);
373 set_tracewalk_dest(selected, this.origin, false);
374 if (!tracewalk(this, this.origin, STAT(PL_MIN, this), STAT(PL_MAX, this),
375 tracewalk_dest, tracewalk_dest_height, bot_navigation_movemode))
383 void havocbot_movetogoal(entity this)
388 float dodge_enemy_factor = 1;
392 //if (this.goalentity)
393 // te_lightning2(this, this.origin, (this.goalentity.absmin + this.goalentity.absmax) * 0.5);
394 CS(this).movement = '0 0 0';
395 maxspeed = autocvar_sv_maxspeed;
397 PHYS_INPUT_BUTTON_CROUCH(this) = boolean(this.goalcurrent.wpflags & WAYPOINTFLAG_CROUCH);
399 PHYS_INPUT_BUTTON_JETPACK(this) = false;
400 // Jetpack navigation
401 if(this.navigation_jetpack_goal)
402 if(this.goalcurrent==this.navigation_jetpack_goal)
403 if(GetResource(this, RES_FUEL))
405 if(autocvar_bot_debug_goalstack)
407 debuggoalstack(this);
408 te_wizspike(this.navigation_jetpack_point);
412 if (!(this.aistatus & AI_STATUS_JETPACK_FLYING))
414 // Brake almost completely so it can get a good direction
415 if(vdist(this.velocity, >, 10))
417 this.aistatus |= AI_STATUS_JETPACK_FLYING;
420 makevectors(this.v_angle.y * '0 1 0');
421 dir = normalize(this.navigation_jetpack_point - this.origin);
424 if(this.aistatus & AI_STATUS_JETPACK_LANDING)
426 // Calculate brake distance in xy
427 float d = vlen(vec2(this.origin - (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5));
428 float vel2 = vlen2(vec2(this.velocity));
429 float db = (vel2 / (autocvar_g_jetpack_acceleration_side * 2)) + 100;
430 //LOG_INFOF("distance %d, velocity %d, brake at %d ", ceil(d), ceil(v), ceil(db));
431 if(d < db || d < 500)
434 if (vel2 > (maxspeed * 0.3) ** 2)
436 CS(this).movement_x = dir * v_forward * -maxspeed;
439 // Switch to normal mode
440 this.navigation_jetpack_goal = NULL;
441 this.aistatus &= ~AI_STATUS_JETPACK_LANDING;
442 this.aistatus &= ~AI_STATUS_JETPACK_FLYING;
446 else if(checkpvs(this.origin,this.goalcurrent))
448 // If I can see the goal switch to landing code
449 this.aistatus &= ~AI_STATUS_JETPACK_FLYING;
450 this.aistatus |= AI_STATUS_JETPACK_LANDING;
455 PHYS_INPUT_BUTTON_JETPACK(this) = true;
456 if(this.navigation_jetpack_point.z - STAT(PL_MAX, this).z + STAT(PL_MIN, this).z < this.origin.z)
458 CS(this).movement_x = dir * v_forward * maxspeed;
459 CS(this).movement_y = dir * v_right * maxspeed;
464 // Handling of jump pads
465 if(this.jumppadcount)
467 if(this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
469 this.aistatus |= AI_STATUS_OUT_JUMPPAD;
470 if(navigation_poptouchedgoals(this))
473 else if(this.aistatus & AI_STATUS_OUT_JUMPPAD)
475 // If got stuck on the jump pad try to reach the farthest visible waypoint
476 // but with some randomness so it can try out different paths
477 if(!this.goalcurrent)
479 entity newgoal = NULL;
480 IL_EACH(g_waypoints, vdist(it.origin - this.origin, <=, 1000),
482 if(it.wpflags & WAYPOINTFLAG_TELEPORT)
483 if(it.origin.z < this.origin.z - 100 && vdist(vec2(it.origin - this.origin), <, 100))
486 traceline(this.origin + this.view_ofs, ((it.absmin + it.absmax) * 0.5), true, this);
488 if(trace_fraction < 1)
491 if(!newgoal || ((random() < 0.8) && vlen2(it.origin - this.origin) > vlen2(newgoal.origin - this.origin)))
497 this.ignoregoal = this.goalcurrent;
498 this.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
499 navigation_clearroute(this);
500 navigation_routetogoal(this, newgoal, this.origin);
501 if(autocvar_bot_debug_goalstack)
502 debuggoalstack(this);
503 this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
506 else //if (this.goalcurrent)
508 if (this.goalcurrent.bot_pickup)
510 entity jumppad_wp = this.goalcurrent_prev;
511 navigation_poptouchedgoals(this);
512 if(!this.goalcurrent && jumppad_wp.wp00)
514 // head to the jumppad destination once bot reaches the goal item
515 navigation_pushroute(this, jumppad_wp.wp00);
518 vector gco = (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5;
519 if (this.origin.z > gco.z && vdist(vec2(this.velocity), <, autocvar_sv_maxspeed))
521 if (this.velocity.z < 0)
522 this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
524 else if(havocbot_checkgoaldistance(this, gco))
526 navigation_clearroute(this);
527 navigation_goalrating_timeout_force(this);
533 else //if (!(this.aistatus & AI_STATUS_OUT_JUMPPAD))
535 if(this.velocity.z > 0 && this.origin.z - this.lastteleport_origin.z > (this.maxs.z - this.mins.z) * 0.5)
537 vector velxy = this.velocity; velxy_z = 0;
538 if(vdist(velxy, <, autocvar_sv_maxspeed * 0.2))
540 LOG_TRACE("Warning: ", this.netname, " got stuck on a jumppad (velocity in xy is ", vtos(velxy), "), trying to get out of it now");
541 this.aistatus |= AI_STATUS_OUT_JUMPPAD;
546 // Don't chase players while using a jump pad
547 if(IS_PLAYER(this.goalcurrent) || IS_PLAYER(this.goalstack01))
551 else if(this.aistatus & AI_STATUS_OUT_JUMPPAD)
552 this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
554 // If there is a trigger_hurt right below try to use the jetpack or make a rocketjump
555 if (skill > 6 && !(IS_ONGROUND(this)))
557 #define ROCKETJUMP_DAMAGE() WEP_CVAR(devastator, damage) * 0.8 \
558 * ((this.strength_finished > time) ? autocvar_g_balance_powerup_strength_selfdamage : 1) \
559 * ((this.invincible_finished > time) ? autocvar_g_balance_powerup_invincible_takedamage : 1)
561 // save some CPU cycles by checking trigger_hurt after checking
562 // that something can be done to evade it (cheaper checks)
563 int action_for_trigger_hurt = 0;
564 if (this.items & IT_JETPACK)
565 action_for_trigger_hurt = 1;
566 else if (!this.jumppadcount && !waypoint_is_hardwiredlink(this.goalcurrent_prev, this.goalcurrent)
567 && !(this.goalcurrent_prev && this.goalcurrent_prev.wpflags & WAYPOINTFLAG_JUMP)
568 && GetResource(this, RES_HEALTH) + GetResource(this, RES_ARMOR) > ROCKETJUMP_DAMAGE())
570 action_for_trigger_hurt = 2;
572 else if (!this.goalcurrent)
573 action_for_trigger_hurt = 3;
575 if (action_for_trigger_hurt)
577 tracebox(this.origin, this.mins, this.maxs, this.origin + '0 0 -65536', MOVE_NOMONSTERS, this);
578 if(!tracebox_hits_trigger_hurt(this.origin, this.mins, this.maxs, trace_endpos))
579 action_for_trigger_hurt = 0;
582 if(action_for_trigger_hurt == 1) // jetpack
584 tracebox(this.origin, this.mins, this.maxs, this.origin + '0 0 65536', MOVE_NOMONSTERS, this);
585 if(tracebox_hits_trigger_hurt(this.origin, this.mins, this.maxs, trace_endpos + '0 0 1' ))
587 if(this.velocity.z<0)
588 PHYS_INPUT_BUTTON_JETPACK(this) = true;
591 PHYS_INPUT_BUTTON_JETPACK(this) = true;
593 // If there is no goal try to move forward
595 if(this.goalcurrent==NULL)
598 dir = normalize(( ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5 ) - this.origin);
600 vector xyvelocity = this.velocity; xyvelocity_z = 0;
601 float xyspeed = xyvelocity * dir;
603 if(xyspeed < (maxspeed / 2))
605 makevectors(this.v_angle.y * '0 1 0');
606 tracebox(this.origin, this.mins, this.maxs, this.origin + (dir * maxspeed * 3), MOVE_NOMONSTERS, this);
607 if(trace_fraction==1)
609 CS(this).movement_x = dir * v_forward * maxspeed;
610 CS(this).movement_y = dir * v_right * maxspeed;
612 havocbot_keyboard_movement(this, this.origin + dir * 100);
616 this.havocbot_blockhead = true;
620 else if(action_for_trigger_hurt == 2) // rocketjump
622 if(this.velocity.z < 0)
624 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
626 .entity weaponentity = weaponentities[slot];
628 if(this.(weaponentity).m_weapon == WEP_Null && slot != 0)
631 if(client_hasweapon(this, WEP_DEVASTATOR, weaponentity, true, false))
633 CS(this).movement_x = maxspeed;
635 if(this.rocketjumptime)
637 if(time > this.rocketjumptime)
639 PHYS_INPUT_BUTTON_ATCK2(this) = true;
640 this.rocketjumptime = 0;
645 this.(weaponentity).m_switchweapon = WEP_DEVASTATOR;
647 PHYS_INPUT_BUTTON_ATCK(this) = true;
648 this.rocketjumptime = time + WEP_CVAR(devastator, detonatedelay);
654 else if(action_for_trigger_hurt == 3) // no goal
656 // If there is no goal try to move forward
657 CS(this).movement_x = maxspeed;
661 // If we are under water with no goals, swim up
662 if(this.waterlevel && !this.goalcurrent)
665 if(this.waterlevel>WATERLEVEL_SWIMMING)
667 else if(this.velocity.z >= 0 && !(this.waterlevel == WATERLEVEL_WETFEET && this.watertype == CONTENT_WATER))
668 PHYS_INPUT_BUTTON_JUMP(this) = true;
669 makevectors(this.v_angle.y * '0 1 0');
670 vector v = dir * maxspeed;
671 CS(this).movement.x = v * v_forward;
672 CS(this).movement.y = v * v_right;
673 CS(this).movement.z = v * v_up;
676 // if there is nowhere to go, exit
677 if (this.goalcurrent == NULL)
681 bool locked_goal = false;
682 if((this.goalentity && wasfreed(this.goalentity))
683 || (this.goalcurrent == this.goalentity && this.goalentity.tag_entity))
685 navigation_clearroute(this);
686 navigation_goalrating_timeout_force(this);
689 else if(this.goalentity.tag_entity)
691 navigation_goalrating_timeout_expire(this, 2);
693 else if(this.goalentity.bot_pickup)
695 if(this.goalentity.bot_pickup_respawning)
697 if(this.goalentity.solid) // item respawned
698 this.goalentity.bot_pickup_respawning = false;
699 else if(time < this.goalentity.scheduledrespawntime - 10) // item already taken (by someone else)
701 if(checkpvs(this.origin, this.goalentity))
703 this.goalentity.bot_pickup_respawning = false;
704 navigation_goalrating_timeout_expire(this, random());
706 locked_goal = true; // wait for item to respawn
708 else if(this.goalentity == this.goalcurrent)
709 locked_goal = true; // wait for item to respawn
711 else if(!this.goalentity.solid && !boxesoverlap(this.goalentity.absmin, this.goalentity.absmax, this.absmin, this.absmax))
713 if(checkpvs(this.origin, this.goalentity))
715 navigation_goalrating_timeout_expire(this, random());
719 if (this.goalcurrent == this.goalentity && this.goalentity_lock_timeout > time)
722 if (navigation_shortenpath(this))
724 if (vdist(this.origin - this.goalcurrent_prev.origin, <, 50)
725 && navigation_goalrating_timeout_can_be_anticipated(this))
727 navigation_goalrating_timeout_force(this);
731 bool goalcurrent_can_be_removed = false;
732 if (IS_PLAYER(this.goalcurrent) || IS_MONSTER(this.goalcurrent))
734 bool freeze_state_changed = (boolean(STAT(FROZEN, this.goalentity)) != this.goalentity_shouldbefrozen);
735 if (IS_DEAD(this.goalcurrent) || (this.goalentity == this.goalcurrent && freeze_state_changed))
737 goalcurrent_can_be_removed = true;
738 // don't remove if not visible
739 if (checkpvs(this.origin + this.view_ofs, this.goalcurrent))
741 if (IS_DEAD(this.goalcurrent))
743 IL_EACH(g_items, it.enemy == this.goalcurrent && Item_IsLoot(it),
745 if (vdist(it.origin - this.goalcurrent.death_origin, <, 50))
747 navigation_clearroute(this);
748 navigation_pushroute(this, it);
749 // loot can't be immediately rated since it isn't on ground yet
750 // it will be rated after a second when on ground, meanwhile head to it
751 navigation_goalrating_timeout_expire(this, 1);
756 if (!Item_IsLoot(this.goalcurrent))
758 navigation_goalrating_timeout_force(this);
763 else if (!(STAT(FROZEN, this.goalentity)) && this.bot_tracewalk_time < time)
765 set_tracewalk_dest(this.goalcurrent, this.origin, true);
766 if (!(trace_ent == this || tracewalk(this, this.origin, this.mins, this.maxs,
767 tracewalk_dest, tracewalk_dest_height, bot_navigation_movemode)))
769 navigation_goalrating_timeout_force(this);
772 this.bot_tracewalk_time = max(time, this.bot_tracewalk_time) + 0.25;
778 // optimize path finding by anticipating goalrating when bot is near a waypoint;
779 // in this case path finding can start directly from a waypoint instead of
780 // looking for all the reachable waypoints up to a certain distance
781 if (navigation_poptouchedgoals(this))
783 if (this.goalcurrent)
785 if (goalcurrent_can_be_removed)
787 // remove even if not visible
788 navigation_goalrating_timeout_force(this);
791 else if (navigation_goalrating_timeout_can_be_anticipated(this))
792 navigation_goalrating_timeout_force(this);
796 entity old_goal = this.goalcurrent_prev;
797 if (old_goal.item_group && this.item_group != old_goal.item_group)
799 // Avoid multiple costly calls of path finding code that selects one of the closest
800 // item of the group by telling the bot to head directly to the farthest item.
801 // Next time we let the bot select a goal as usual which can be another item
802 // of this group (the closest one) and so on
803 this.item_group = old_goal.item_group;
804 entity new_goal = havocbot_select_an_item_of_group(this, old_goal.item_group);
806 navigation_pushroute(this, new_goal);
812 // if ran out of goals try to use an alternative goal or get a new strategy asap
813 if(this.goalcurrent == NULL)
815 navigation_goalrating_timeout_force(this);
820 if(autocvar_bot_debug_goalstack)
821 debuggoalstack(this);
823 bool bunnyhop_forbidden = false;
824 vector destorg = get_closer_dest(this.goalcurrent, this.origin);
825 if (this.jumppadcount && this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
827 // if bot used the jumppad, push towards jumppad origin until jumppad waypoint gets removed
828 destorg = this.goalcurrent.origin;
830 else if (this.goalcurrent.wpisbox)
832 // if bot is inside the teleport waypoint, head to teleport origin until teleport gets used
833 // do it even if bot is on a ledge above a teleport/jumppad so it doesn't get stuck
834 if (boxesoverlap(this.goalcurrent.absmin, this.goalcurrent.absmax, this.origin + eZ * this.mins.z, this.origin + eZ * this.maxs.z)
835 || (this.absmin.z > destorg.z && destorg.x == this.origin.x && destorg.y == this.origin.y))
837 bunnyhop_forbidden = true;
838 destorg = this.goalcurrent.origin;
839 if(destorg.z > this.origin.z)
840 PHYS_INPUT_BUTTON_JUMP(this) = true;
844 diff = destorg - this.origin;
846 if (time < this.bot_stop_moving_timeout
847 || (this.goalcurrent == this.goalentity && time < this.goalentity_lock_timeout && vdist(diff, <, 10)))
849 // stop if the locked goal has been reached
850 destorg = this.origin;
851 diff = dir = '0 0 0';
853 else if (IS_PLAYER(this.goalcurrent) || IS_MONSTER(this.goalcurrent))
855 if (vdist(diff, <, 80))
857 // stop if too close to target player (even if frozen)
858 destorg = this.origin;
859 diff = dir = '0 0 0';
863 // move destorg out of target players, otherwise bot will consider them
864 // an obstacle that needs to be jumped (especially if frozen)
865 dir = normalize(diff);
866 destorg -= dir * PL_MAX_CONST.x * M_SQRT2;
867 diff = destorg - this.origin;
871 dir = normalize(diff);
872 flatdir = (diff.z == 0) ? dir : normalize(vec2(diff));
874 vector evadedanger = '0 0 0';
876 //if (this.bot_dodgevector_time < time)
878 //this.bot_dodgevector_time = time + cvar("bot_ai_dodgeupdateinterval");
879 //this.bot_dodgevector_jumpbutton = 1;
881 this.aistatus &= ~AI_STATUS_DANGER_AHEAD;
882 makevectors(this.v_angle.y * '0 1 0');
883 if (this.waterlevel > WATERLEVEL_WETFEET)
885 if (this.waterlevel > WATERLEVEL_SWIMMING)
887 if(!this.goalcurrent)
888 this.aistatus |= AI_STATUS_OUT_WATER;
889 else if(destorg.z > this.origin.z)
890 PHYS_INPUT_BUTTON_JUMP(this) = true;
894 if(this.velocity.z >= 0 && !(this.watertype == CONTENT_WATER && destorg.z < this.origin.z) &&
895 (this.aistatus & AI_STATUS_OUT_WATER))
897 PHYS_INPUT_BUTTON_JUMP(this) = true;
902 if (destorg.z > this.origin.z)
911 if(this.aistatus & AI_STATUS_OUT_WATER)
912 this.aistatus &= ~AI_STATUS_OUT_WATER;
914 // jump if going toward an obstacle that doesn't look like stairs we
915 // can walk up directly
916 vector deviation = '0 0 0';
917 float current_speed = vlen(vec2(this.velocity));
918 if (current_speed < maxspeed * 0.2)
919 current_speed = maxspeed * 0.2;
922 deviation = vectoangles(diff) - vectoangles(this.velocity);
923 while (deviation.y < -180) deviation.y += 360;
924 while (deviation.y > 180) deviation.y -= 360;
926 float turning = false;
927 vector flat_diff = vec2(diff);
928 offset = max(32, current_speed * cos(deviation.y * DEG2RAD) * 0.3) * flatdir;
929 vector actual_destorg = this.origin + offset;
930 if (this.goalcurrent_prev && (this.goalcurrent_prev.wpflags & WAYPOINTFLAG_JUMP))
932 if (time > this.bot_stop_moving_timeout
933 && fabs(deviation.y) > 20 && current_speed > maxspeed * 0.4
934 && vdist(vec2(this.origin - this.goalcurrent_prev.origin), <, 50))
936 this.bot_stop_moving_timeout = time + 0.1;
938 if (current_speed > autocvar_sv_maxspeed * 0.9
939 && vlen2(flat_diff) < vlen2(vec2(this.goalcurrent_prev.origin - destorg))
940 && vdist(vec2(this.origin - this.goalcurrent_prev.origin), >, 50)
941 && vdist(vec2(this.origin - this.goalcurrent_prev.origin), <, 150)
944 PHYS_INPUT_BUTTON_JUMP(this) = true;
945 this.bot_jump_time = time;
946 // avoid changing route while bot is jumping a gap
947 navigation_goalrating_timeout_extend_if_needed(this, 1.5);
950 else if (!this.goalstack01 || (this.goalcurrent.wpflags & (WAYPOINTFLAG_TELEPORT | WAYPOINTFLAG_LADDER)))
952 if (vlen2(flat_diff) < vlen2(offset))
954 if (this.goalcurrent.wpflags & WAYPOINTFLAG_JUMP && this.goalstack01)
956 // oblique warpzones need a jump otherwise bots gets stuck
957 PHYS_INPUT_BUTTON_JUMP(this) = true;
961 actual_destorg.x = destorg.x;
962 actual_destorg.y = destorg.y;
966 else if (vdist(flat_diff, <, 32) && diff.z < -16) // destination is under the bot
968 actual_destorg.x = destorg.x;
969 actual_destorg.y = destorg.y;
971 else if (vlen2(flat_diff) < vlen2(offset))
973 vector next_goal_org = (this.goalstack01.absmin + this.goalstack01.absmax) * 0.5;
974 vector next_dir = normalize(vec2(next_goal_org - destorg));
975 float dist = vlen(vec2(this.origin + offset - destorg));
976 // if current and next goal are close to each other make sure
977 // actual_destorg isn't set beyond next_goal_org
978 if (dist ** 2 > vlen2(vec2(next_goal_org - destorg)))
979 actual_destorg = next_goal_org;
981 actual_destorg = vec2(destorg) + dist * next_dir;
982 actual_destorg.z = this.origin.z;
986 LABEL(jumpobstacle_check);
987 dir = flatdir = normalize(actual_destorg - this.origin);
989 bool jump_forbidden = false;
990 if (!turning && fabs(deviation.y) > 50)
991 jump_forbidden = true;
992 else if (IS_DUCKED(this))
994 tracebox(this.origin, PL_MIN_CONST, PL_MAX_CONST, this.origin, false, this);
995 if (trace_startsolid)
996 jump_forbidden = true;
1001 tracebox(this.origin, this.mins, this.maxs, actual_destorg, false, this);
1002 if (trace_fraction < 1 && trace_plane_normal.z < 0.7)
1005 tracebox(this.origin + stepheightvec, this.mins, this.maxs, actual_destorg + stepheightvec, false, this);
1006 if (trace_fraction < s + 0.01 && trace_plane_normal.z < 0.7)
1008 // found an obstacle
1009 if (turning && fabs(deviation.y) > 5)
1011 // check if the obstacle is still there without turning
1012 actual_destorg = destorg;
1014 this.bot_tracewalk_time = time + 0.25;
1015 goto jumpobstacle_check;
1018 // don't artificially reduce max jump height in real-time
1019 // (jumpstepheightvec is reduced a bit to make the jumps easy in tracewalk)
1020 vector jump_height = (IS_ONGROUND(this)) ? stepheightvec + jumpheight_vec : jumpstepheightvec;
1021 tracebox(this.origin + jump_height, this.mins, this.maxs, actual_destorg + jump_height, false, this);
1022 if (trace_fraction > s)
1024 PHYS_INPUT_BUTTON_JUMP(this) = true;
1025 this.bot_jump_time = time;
1029 jump_height = stepheightvec + jumpheight_vec / 2;
1030 tracebox(this.origin + jump_height, this.mins, this.maxs, actual_destorg + jump_height, false, this);
1031 if (trace_fraction > s)
1033 PHYS_INPUT_BUTTON_JUMP(this) = true;
1034 this.bot_jump_time = time;
1041 // if bot for some reason doesn't get close to the current goal find another one
1042 if(!this.jumppadcount && !IS_PLAYER(this.goalcurrent))
1043 if(!(locked_goal && this.goalcurrent_distance_z < 50 && this.goalcurrent_distance_2d < 50))
1044 if(havocbot_checkgoaldistance(this, destorg))
1046 if(this.goalcurrent_distance_time < 0) // can't get close for the second time
1048 navigation_clearroute(this);
1049 navigation_goalrating_timeout_force(this);
1053 set_tracewalk_dest(this.goalcurrent, this.origin, false);
1054 if (!tracewalk(this, this.origin, this.mins, this.maxs,
1055 tracewalk_dest, tracewalk_dest_height, bot_navigation_movemode))
1057 navigation_clearroute(this);
1058 navigation_goalrating_timeout_force(this);
1062 // give bot only another chance to prevent bot getting stuck
1063 // in case it thinks it can walk but actually can't
1064 this.goalcurrent_distance_z = FLOAT_MAX;
1065 this.goalcurrent_distance_2d = FLOAT_MAX;
1066 this.goalcurrent_distance_time = -time; // mark second try
1069 if (skill + this.bot_moveskill <= 3 && time > this.bot_stop_moving_timeout
1070 && current_speed > maxspeed * 0.9 && fabs(deviation.y) > 70)
1072 this.bot_stop_moving_timeout = time + 0.4 + random() * 0.2;
1075 // Check for water/slime/lava and dangerous edges
1076 // (only when the bot is on the ground or jumping intentionally)
1078 offset = (vdist(this.velocity, >, 32) ? this.velocity * 0.2 : flatdir * 32);
1079 vector dst_ahead = this.origin + this.view_ofs + offset;
1080 vector dst_down = dst_ahead - '0 0 3000';
1081 traceline(this.origin + this.view_ofs, dst_ahead, true, NULL);
1083 bool unreachable = false;
1085 bool danger_detected = false;
1086 if (trace_fraction == 1 && !this.jumppadcount
1087 && !waypoint_is_hardwiredlink(this.goalcurrent_prev, this.goalcurrent)
1088 && !(this.goalcurrent_prev && (this.goalcurrent_prev.wpflags & WAYPOINTFLAG_JUMP)))
1089 if((IS_ONGROUND(this)) || (this.aistatus & AI_STATUS_RUNNING) || (this.aistatus & AI_STATUS_ROAMING) || PHYS_INPUT_BUTTON_JUMP(this))
1092 traceline(dst_ahead , dst_down, true, NULL);
1093 //te_lightning2(NULL, this.origin + this.view_ofs, dst_ahead); // Draw "ahead" look
1094 //te_lightning2(NULL, dst_ahead, trace_endpos); // Draw "downwards" look
1095 if(trace_endpos.z < this.origin.z + this.mins.z)
1097 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY)
1098 danger_detected = true;
1101 s = pointcontents(trace_endpos + '0 0 1');
1102 if (s != CONTENT_SOLID)
1104 if (s == CONTENT_LAVA || s == CONTENT_SLIME)
1105 danger_detected = true;
1106 else if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos))
1108 // the traceline check isn't enough but is good as optimization,
1109 // when not true (most of the time) this tracebox call is avoided
1110 tracebox(dst_ahead, this.mins, this.maxs, dst_down, true, this);
1111 if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos))
1113 if (destorg.z > this.origin.z + jumpstepheightvec.z)
1115 // the goal is probably on an upper platform, assume bot can't get there
1119 danger_detected = true;
1126 if (danger_detected && fabs(deviation.y) < 80
1127 && (fabs(deviation.y) > 5 || vdist(vec2(this.velocity), >, maxspeed * 1.5)))
1129 evadedanger = normalize(this.velocity) * -1;
1134 makevectors(this.v_angle.y * '0 1 0');
1136 if (danger_detected || (s == CONTENT_WATER))
1138 this.aistatus |= AI_STATUS_DANGER_AHEAD;
1139 if(IS_PLAYER(this.goalcurrent))
1143 // slow down if bot is in the air and goal is under it
1144 if (!waypoint_is_hardwiredlink(this.goalcurrent_prev, this.goalcurrent)
1145 && vdist(flat_diff, <, 250) && this.origin.z - destorg.z > 120
1146 && (!IS_ONGROUND(this) || vdist(vec2(this.velocity), >, maxspeed * 0.3)))
1148 // tracebox wouldn't work when bot is still on the ledge
1149 traceline(this.origin, this.origin - '0 0 200', true, this);
1150 if (this.origin.z - trace_endpos.z > 120)
1151 evadedanger = normalize(this.velocity) * -1;
1156 navigation_clearroute(this);
1157 navigation_goalrating_timeout_force(this);
1158 this.ignoregoal = this.goalcurrent;
1159 this.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
1163 dodge = havocbot_dodge(this);
1165 dodge *= bound(0, 0.5 + (skill + this.bot_dodgeskill) * 0.1, 1);
1166 evadedanger *= bound(1, 3 - (skill + this.bot_dodgeskill), 3); // Noobs fear dangers a lot and take more distance from them
1169 traceline(this.origin, (this.enemy.absmin + this.enemy.absmax) * 0.5, true, NULL);
1170 if (IS_PLAYER(trace_ent))
1171 dodge_enemy_factor = bound(0, (skill + this.bot_dodgeskill) / 7, 1);
1173 // this.bot_dodgevector = dir;
1174 // this.bot_dodgevector_jumpbutton = PHYS_INPUT_BUTTON_JUMP(this);
1177 float ladder_zdir = 0;
1178 if(time < this.ladder_time)
1180 if(this.goalcurrent.origin.z + this.goalcurrent.mins.z > this.origin.z + this.mins.z)
1182 if(this.origin.z + this.mins.z < this.ladder_entity.origin.z + this.ladder_entity.maxs.z)
1187 if(this.origin.z + this.mins.z > this.ladder_entity.origin.z + this.ladder_entity.mins.z)
1192 if (vdist(vec2(diff), <, 40))
1193 dir.z = ladder_zdir * 4;
1195 dir.z = ladder_zdir * 2;
1196 dir = normalize(dir);
1200 if (this.goalcurrent.wpisbox
1201 && boxesoverlap(this.goalcurrent.absmin, this.goalcurrent.absmax, this.origin, this.origin))
1203 // bot is inside teleport waypoint but hasn't touched the real teleport yet
1204 // head to teleport origin
1205 dir = (this.goalcurrent.origin - this.origin);
1207 dir = normalize(dir);
1210 // already executed when bot targets an enemy
1211 if (!this.bot_aimdir_executed)
1213 if (time < this.bot_stop_moving_timeout)
1214 bot_aimdir(this, normalize(this.goalcurrent.origin - this.origin), 0);
1216 bot_aimdir(this, dir, 0);
1221 dir *= dodge_enemy_factor;
1222 dir = normalize(dir + dodge + evadedanger);
1225 makevectors(this.v_angle);
1226 //dir = this.bot_dodgevector;
1227 //if (this.bot_dodgevector_jumpbutton)
1228 // PHYS_INPUT_BUTTON_JUMP(this) = true;
1229 CS(this).movement_x = dir * v_forward * maxspeed;
1230 CS(this).movement_y = dir * v_right * maxspeed;
1231 CS(this).movement_z = dir * v_up * maxspeed;
1233 // Emulate keyboard interface
1235 havocbot_keyboard_movement(this, destorg);
1238 if (!bunnyhop_forbidden && skill + this.bot_moveskill >= autocvar_bot_ai_bunnyhop_skilloffset)
1239 havocbot_bunnyhop(this, dir);
1241 if (dir * v_up >= autocvar_sv_jumpvelocity * 0.5 && IS_ONGROUND(this))
1242 PHYS_INPUT_BUTTON_JUMP(this) = true;
1245 if (dodge * v_up > 0 && random() * frametime >= 0.2 * bound(0, (10 - skill - this.bot_dodgeskill) * 0.1, 1))
1246 PHYS_INPUT_BUTTON_JUMP(this) = true;
1247 if (dodge * v_up < 0 && random() * frametime >= 0.5 * bound(0, (10 - skill - this.bot_dodgeskill) * 0.1, 1))
1248 this.havocbot_ducktime = time + 0.3 / bound(0.1, skill + this.bot_dodgeskill, 10);
1252 entity havocbot_gettarget(entity this, bool secondary)
1255 vector eye = CENTER_OR_VIEWOFS(this);
1256 IL_EACH(g_bot_targets, boolean((secondary) ? it.classname == "misc_breakablemodel" : it.classname != "misc_breakablemodel"),
1258 vector v = CENTER_OR_VIEWOFS(it);
1259 if(vdist(v - eye, <, autocvar_bot_ai_enemydetectionradius))
1260 if(!best || vlen2(CENTER_OR_VIEWOFS(best) - eye) > vlen2(v - eye))
1261 if(bot_shouldattack(this, it))
1263 traceline(eye, v, true, this);
1264 if (trace_ent == it || trace_fraction >= 1)
1272 void havocbot_chooseenemy(entity this)
1274 if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(this))
1282 if (!bot_shouldattack(this, this.enemy))
1284 // enemy died or something, find a new target
1286 this.havocbot_chooseenemy_finished = time;
1288 else if (this.havocbot_stickenemy_time && time < this.havocbot_stickenemy_time)
1290 // tracking last chosen enemy
1291 vector targ_pos = (this.enemy.absmin + this.enemy.absmax) * 0.5;
1292 traceline(this.origin + this.view_ofs, targ_pos, false, NULL);
1293 if (trace_ent == this.enemy || trace_fraction == 1)
1294 if (vdist(targ_pos - this.origin, <, 1000))
1296 // remain tracking him for a shot while (case he went after a small corner or pilar
1297 this.havocbot_chooseenemy_finished = time + 0.5;
1301 // stop preferring this enemy
1302 this.havocbot_stickenemy_time = 0;
1305 if (time < this.havocbot_chooseenemy_finished)
1307 this.havocbot_chooseenemy_finished = time + autocvar_bot_ai_enemydetectioninterval;
1308 vector eye = this.origin + this.view_ofs;
1310 float bestrating = autocvar_bot_ai_enemydetectionradius ** 2;
1313 int hf = this.dphitcontentsmask;
1315 // Search for enemies, if no enemy can be seen directly try to look through transparent objects
1317 this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
1319 bool scan_transparent = false;
1320 bool scan_secondary_targets = false;
1321 bool have_secondary_targets = false;
1324 scan_secondary_targets = false;
1326 IL_EACH(g_bot_targets, it.bot_attack,
1328 if(!scan_secondary_targets)
1330 if(it.classname == "misc_breakablemodel")
1332 have_secondary_targets = true;
1336 else if(it.classname != "misc_breakablemodel")
1339 vector v = (it.absmin + it.absmax) * 0.5;
1340 float rating = vlen2(v - eye);
1341 if (rating < bestrating && bot_shouldattack(this, it))
1343 traceline(eye, v, true, this);
1344 if (trace_ent == it || trace_fraction >= 1)
1347 bestrating = rating;
1352 if(!best && have_secondary_targets && !scan_secondary_targets)
1354 scan_secondary_targets = true;
1356 bestrating = autocvar_bot_ai_enemydetectionradius ** 2;
1360 // I want to do a second scan if no enemy was found or I don't have weapons
1361 // TODO: Perform the scan when using the rifle (requires changes on the rifle code)
1362 if(best || STAT(WEAPONS, this)) // || this.weapon == WEP_RIFLE.m_id
1364 if(scan_transparent)
1367 // Set flags to see through transparent objects
1368 this.dphitcontentsmask |= DPCONTENTS_OPAQUE;
1370 scan_transparent = true;
1373 // Restore hit flags
1374 this.dphitcontentsmask = hf;
1377 this.havocbot_stickenemy_time = time + autocvar_bot_ai_enemydetectioninterval_stickingtoenemy;
1378 if(best && best.classname == "misc_breakablemodel")
1379 this.havocbot_stickenemy_time = 0;
1382 float havocbot_chooseweapon_checkreload(entity this, .entity weaponentity, int new_weapon)
1384 // bots under this skill cannot find unloaded weapons to reload idly when not in combat,
1385 // so skip this for them, or they'll never get to reload their weapons at all.
1386 // this also allows bots under this skill to be more stupid, and reload more often during combat :)
1390 // if this weapon is scheduled for reloading, don't switch to it during combat
1391 if (this.(weaponentity).weapon_load[new_weapon] < 0)
1393 FOREACH(Weapons, it != WEP_Null, {
1394 if(it.wr_checkammo1(it, this, weaponentity) + it.wr_checkammo2(it, this, weaponentity))
1395 return true; // other weapon available
1402 void havocbot_chooseweapon(entity this, .entity weaponentity)
1407 if(g_weaponarena_weapons == WEPSET(TUBA))
1409 this.(weaponentity).m_switchweapon = WEP_TUBA;
1413 // TODO: clean this up by moving it to weapon code
1414 if(this.enemy==NULL)
1416 // If no weapon was chosen get the first available weapon
1417 if(this.(weaponentity).m_weapon==WEP_Null)
1418 FOREACH(Weapons, it != WEP_Null, {
1419 if(client_hasweapon(this, it, weaponentity, true, false))
1421 this.(weaponentity).m_switchweapon = it;
1428 // Do not change weapon during the next second after a combo
1429 float f = time - this.lastcombotime;
1434 float distance; distance=bound(10,vlen(this.origin-this.enemy.origin)-200,10000);
1436 // Should it do a weapon combo?
1437 float af, ct, combo_time, combo;
1439 af = ATTACK_FINISHED(this, weaponentity);
1440 ct = autocvar_bot_ai_weapon_combo_threshold;
1442 // Bots with no skill will be 4 times more slower than "godlike" bots when doing weapon combos
1443 // Ideally this 4 should be calculated as longest_weapon_refire / bot_ai_weapon_combo_threshold
1444 combo_time = time + ct + (ct * ((-0.3*(skill+this.bot_weaponskill))+3));
1448 if(autocvar_bot_ai_weapon_combo)
1449 if(this.(weaponentity).m_weapon.m_id == this.(weaponentity).lastfiredweapon)
1453 this.lastcombotime = time;
1456 distance *= (2 ** this.bot_rangepreference);
1458 // Custom weapon list based on distance to the enemy
1459 if(bot_custom_weapon){
1461 // Choose weapons for far distance
1462 if ( distance > bot_distance_far ) {
1463 for(i=0; i < Weapons_COUNT && bot_weapons_far[i] != -1 ; ++i){
1464 w = bot_weapons_far[i];
1465 if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
1467 if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1469 this.(weaponentity).m_switchweapon = Weapons_from(w);
1475 // Choose weapons for mid distance
1476 if ( distance > bot_distance_close) {
1477 for(i=0; i < Weapons_COUNT && bot_weapons_mid[i] != -1 ; ++i){
1478 w = bot_weapons_mid[i];
1479 if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
1481 if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1483 this.(weaponentity).m_switchweapon = Weapons_from(w);
1489 // Choose weapons for close distance
1490 for(i=0; i < Weapons_COUNT && bot_weapons_close[i] != -1 ; ++i){
1491 w = bot_weapons_close[i];
1492 if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
1494 if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1496 this.(weaponentity).m_switchweapon = Weapons_from(w);
1503 void havocbot_aim(entity this)
1505 if (time < this.nextaim)
1507 this.nextaim = time + 0.1;
1508 vector myvel = this.velocity;
1509 if (!this.waterlevel)
1511 if(MUTATOR_CALLHOOK(HavocBot_Aim, this)) { /* do nothing */ }
1512 else if (this.enemy)
1514 vector enemyvel = this.enemy.velocity;
1515 if (!this.enemy.waterlevel)
1517 lag_additem(this, time + CS(this).ping, 0, 0, this.enemy, this.origin, myvel, (this.enemy.absmin + this.enemy.absmax) * 0.5, enemyvel);
1520 lag_additem(this, time + CS(this).ping, 0, 0, NULL, this.origin, myvel, ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5, '0 0 0');
1523 bool havocbot_moveto_refresh_route(entity this)
1525 // Refresh path to goal if necessary
1527 wp = this.havocbot_personal_waypoint;
1528 navigation_goalrating_start(this);
1529 navigation_routerating(this, wp, 10000, 10000);
1530 navigation_goalrating_end(this);
1531 return (this.goalentity != NULL);
1534 float havocbot_moveto(entity this, vector pos)
1538 if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_GOING)
1540 // Step 4: Move to waypoint
1541 if(this.havocbot_personal_waypoint==NULL)
1543 LOG_TRACE("Error: ", this.netname, " trying to walk to a non existent personal waypoint");
1544 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_GOING;
1545 return CMD_STATUS_ERROR;
1548 if (!bot_strategytoken_taken)
1549 if(this.havocbot_personal_waypoint_searchtime<time)
1551 bot_strategytoken_taken = true;
1552 if(havocbot_moveto_refresh_route(this))
1554 LOG_TRACE(this.netname, " walking to its personal waypoint (after ", ftos(this.havocbot_personal_waypoint_failcounter), " failed attempts)");
1555 this.havocbot_personal_waypoint_searchtime = time + 10;
1556 this.havocbot_personal_waypoint_failcounter = 0;
1560 this.havocbot_personal_waypoint_failcounter += 1;
1561 this.havocbot_personal_waypoint_searchtime = time + 2;
1562 if(this.havocbot_personal_waypoint_failcounter >= 30)
1564 LOG_TRACE("Warning: can't walk to the personal waypoint located at ", vtos(this.havocbot_personal_waypoint.origin));
1565 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1566 delete(this.havocbot_personal_waypoint);
1567 return CMD_STATUS_ERROR;
1570 LOG_TRACE(this.netname, " can't walk to its personal waypoint (after ", ftos(this.havocbot_personal_waypoint_failcounter), " failed attempts), trying later");
1574 if(autocvar_bot_debug_goalstack)
1575 debuggoalstack(this);
1579 havocbot_movetogoal(this);
1581 if (!this.bot_aimdir_executed && this.goalcurrent)
1584 vector dir = get_closer_dest(this.goalcurrent, this.origin);
1585 dir -= this.origin + this.view_ofs;
1587 bot_aimdir(this, dir, 0);
1590 if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_REACHED)
1592 // Step 5: Waypoint reached
1593 LOG_TRACE(this.netname, "'s personal waypoint reached");
1594 waypoint_remove(this.havocbot_personal_waypoint);
1595 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_REACHED;
1596 return CMD_STATUS_FINISHED;
1599 return CMD_STATUS_EXECUTING;
1602 // Step 2: Linking waypoint
1603 if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_LINKING)
1605 // Wait until it is linked
1606 if(!this.havocbot_personal_waypoint.wplinked)
1608 LOG_TRACE(this.netname, " waiting for personal waypoint to be linked");
1609 return CMD_STATUS_EXECUTING;
1612 this.havocbot_personal_waypoint_searchtime = time; // so we set the route next frame
1613 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1614 this.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_GOING;
1616 // Step 3: Route to waypoint
1617 LOG_TRACE(this.netname, " walking to its personal waypoint");
1619 return CMD_STATUS_EXECUTING;
1622 // Step 1: Spawning waypoint
1623 wp = waypoint_spawnpersonal(this, pos);
1626 LOG_TRACE("Error: Can't spawn personal waypoint at ",vtos(pos));
1627 return CMD_STATUS_ERROR;
1630 this.havocbot_personal_waypoint = wp;
1631 this.havocbot_personal_waypoint_failcounter = 0;
1632 this.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1634 // if pos is inside a teleport, then let's mark it as teleport waypoint
1635 IL_EACH(g_teleporters, WarpZoneLib_BoxTouchesBrush(pos, pos, it, NULL),
1637 wp.wpflags |= WAYPOINTFLAG_TELEPORT;
1638 this.lastteleporttime = 0;
1642 if(wp.wpflags & WAYPOINTFLAG_TELEPORT)
1643 print("routing to a teleporter\n");
1645 print("routing to a non-teleporter\n");
1648 return CMD_STATUS_EXECUTING;
1651 float havocbot_resetgoal(entity this)
1653 navigation_clearroute(this);
1654 return CMD_STATUS_FINISHED;
1657 void havocbot_setupbot(entity this)
1659 this.bot_ai = havocbot_ai;
1660 this.cmd_moveto = havocbot_moveto;
1661 this.cmd_resetgoal = havocbot_resetgoal;
1663 // NOTE: bot is not player yet
1664 havocbot_chooserole(this);
1667 vector havocbot_dodge(entity this)
1669 // LordHavoc: disabled because this is too expensive
1674 float danger, bestdanger, vl, d;
1677 // check for dangerous objects near bot or approaching bot
1678 head = findchainfloat(bot_dodge, true);
1681 if (head.owner != this)
1683 vl = vlen(head.velocity);
1684 if (vl > autocvar_sv_maxspeed * 0.3)
1686 n = normalize(head.velocity);
1687 v = this.origin - head.origin;
1689 if (d > (0 - head.bot_dodgerating))
1690 if (d < (vl * 0.2 + head.bot_dodgerating))
1692 // calculate direction and distance from the flight path, by removing the forward axis
1693 v = v - (n * (v * n));
1694 danger = head.bot_dodgerating - vlen(v);
1695 if (bestdanger < danger)
1697 bestdanger = danger;
1698 // dodge to the side of the object
1699 dodge = normalize(v);
1705 danger = head.bot_dodgerating - vlen(head.origin - this.origin);
1706 if (bestdanger < danger)
1708 bestdanger = danger;
1709 dodge = normalize(this.origin - head.origin);