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[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / bot / default / havocbot / havocbot.qc
1 #include "havocbot.qh"
2
3 #include "roles.qh"
4
5 #include <server/defs.qh>
6 #include <server/miscfunctions.qh>
7 #include "../cvars.qh"
8
9 #include "../aim.qh"
10 #include "../bot.qh"
11 #include "../navigation.qh"
12 #include "../scripting.qh"
13 #include "../waypoints.qh"
14
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>
22
23 #include <common/mapobjects/func/ladder.qh>
24 #include <common/mapobjects/teleporters.qh>
25 #include <common/mapobjects/trigger/jumppads.qh>
26
27 #include <lib/warpzone/common.qh>
28
29 void havocbot_ai(entity this)
30 {
31         if(this.draggedby)
32                 return;
33
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;
38
39         if(bot_execute_commands(this))
40                 return;
41
42         if (bot_strategytoken == this && !bot_strategytoken_taken)
43         {
44                 if(this.havocbot_blockhead)
45                 {
46                         this.havocbot_blockhead = false;
47                 }
48                 else
49                 {
50                         if (!this.jumppadcount && !STAT(FROZEN, this))
51                                 this.havocbot_role(this); // little too far down the rabbit hole
52                 }
53
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)))
56                 if(!this.goalcurrent)
57                 if(this.waterlevel == WATERLEVEL_SWIMMING || (this.aistatus & AI_STATUS_OUT_WATER))
58                 {
59                         // Look for the closest waypoint out of water
60                         entity newgoal = NULL;
61                         IL_EACH(g_waypoints, vdist(it.origin - this.origin, <=, 10000),
62                         {
63                                 if(it.origin.z < this.origin.z)
64                                         continue;
65
66                                 if(it.origin.z - this.origin.z - this.view_ofs.z > 100)
67                                         continue;
68
69                                 if (pointcontents(it.origin + it.maxs + '0 0 1') != CONTENT_EMPTY)
70                                         continue;
71
72                                 traceline(this.origin + this.view_ofs, ((it.absmin + it.absmax) * 0.5), true, this);
73
74                                 if(trace_fraction < 1)
75                                         continue;
76
77                                 if(!newgoal || vlen2(it.origin - this.origin) < vlen2(newgoal.origin - this.origin))
78                                         newgoal = it;
79                         });
80
81                         if(newgoal)
82                         {
83                         //      te_wizspike(newgoal.origin);
84                                 navigation_pushroute(this, newgoal);
85                         }
86                 }
87
88                 // token has been used this frame
89                 bot_strategytoken_taken = true;
90         }
91
92         if (this.goalcurrent && wasfreed(this.goalcurrent))
93         {
94                 navigation_clearroute(this);
95                 navigation_goalrating_timeout_force(this);
96                 return;
97         }
98
99         if(IS_DEAD(this) || STAT(FROZEN, this))
100         {
101                 if (this.goalcurrent)
102                         navigation_clearroute(this);
103                 return;
104         }
105
106         havocbot_chooseenemy(this);
107
108         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
109         {
110                 .entity weaponentity = weaponentities[slot];
111                 if(this.(weaponentity).m_weapon != WEP_Null || slot == 0)
112                 if(this.(weaponentity).bot_chooseweapontime < time)
113                 {
114                         this.(weaponentity).bot_chooseweapontime = time + autocvar_bot_ai_chooseweaponinterval;
115                         havocbot_chooseweapon(this, weaponentity);
116                 }
117         }
118         havocbot_aim(this);
119         lag_update(this);
120
121         if (this.bot_aimtarg)
122         {
123                 this.aistatus |= AI_STATUS_ATTACKING;
124                 this.aistatus &= ~AI_STATUS_ROAMING;
125
126                 if(STAT(WEAPONS, this))
127                 {
128                         if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(this))
129                         {
130                                 PHYS_INPUT_BUTTON_ATCK(this) = false;
131                                 PHYS_INPUT_BUTTON_ATCK2(this) = false;
132                         }
133                         else
134                         {
135                                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
136                                 {
137                                         .entity weaponentity = weaponentities[slot];
138                                         Weapon w = this.(weaponentity).m_weapon;
139                                         if(w == WEP_Null && slot != 0)
140                                                 continue;
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;
144                                 }
145                         }
146                 }
147                 else
148                 {
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);
151                 }
152         }
153         else if (this.goalcurrent)
154         {
155                 this.aistatus |= AI_STATUS_ROAMING;
156                 this.aistatus &= ~AI_STATUS_ATTACKING;
157         }
158
159         havocbot_movetogoal(this);
160         if (!this.bot_aimdir_executed && this.goalcurrent)
161         {
162                 // Heading
163                 vector dir = get_closer_dest(this.goalcurrent, this.origin);
164                 dir -= this.origin + this.view_ofs;
165                 dir.z = 0;
166                 bot_aimdir(this, dir, 0);
167         }
168
169         // if the bot is not attacking, consider reloading weapons
170         if (!(this.aistatus & AI_STATUS_ATTACKING))
171         {
172                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
173                 {
174                         .entity weaponentity = weaponentities[slot];
175
176                         if(this.(weaponentity).m_weapon == WEP_Null && slot != 0)
177                                 continue;
178
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
183
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
188                         {
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))
191                                         {
192                                                 this.(weaponentity).m_switchweapon = it;
193                                                 break;
194                                         }
195                                 });
196                         }
197                 }
198         }
199 }
200
201 void havocbot_bunnyhop(entity this, vector dir)
202 {
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)))
208         {
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)
214                 {
215                         vector gco = get_closer_dest(this.goalcurrent, this.origin);
216                         float vel = vlen(vec2(this.velocity));
217
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)))
222                                 can_run = true;
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))
227                         {
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;
233
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))
238                                 {
239                                         can_run = true;
240                                 }
241                         }
242                 }
243         }
244
245         if (can_run)
246         {
247                 PHYS_INPUT_BUTTON_JUMP(this) = true;
248                 this.bot_jump_time = time;
249                 this.aistatus |= AI_STATUS_RUNNING;
250         }
251         else
252         {
253                 if (IS_ONGROUND(this) || this.waterlevel > WATERLEVEL_WETFEET)
254                         this.aistatus &= ~AI_STATUS_RUNNING;
255         }
256 }
257
258 void havocbot_keyboard_movement(entity this, vector destorg)
259 {
260         if(time <= this.havocbot_keyboardtime)
261                 return;
262
263         float sk = skill + this.bot_moveskill;
264         this.havocbot_keyboardtime =
265                 max(
266                         this.havocbot_keyboardtime
267                                 + 0.05 / max(1, sk + this.havocbot_keyboardskill)
268                                 + random() * 0.025 / max(0.00025, skill + this.havocbot_keyboardskill)
269                 , time);
270         vector keyboard = CS(this).movement / autocvar_sv_maxspeed;
271
272         float trigger = autocvar_bot_ai_keyboard_threshold;
273
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)
280         {
281                 keyboard.x = 1;
282                 if (sk < 2.5)
283                         keyboard.y = 0;
284         }
285         else if (keyboard.x < -trigger && sk > 1.5)
286         {
287                 keyboard.x = -1;
288                 if (sk < 4.5)
289                         keyboard.y = 0;
290         }
291         else
292         {
293                 keyboard.x = 0;
294                 if (sk < 1.5)
295                         keyboard.y = 0;
296         }
297         if (sk < 4.5)
298                 keyboard.z = 0;
299
300         if (keyboard.y > trigger)
301                 keyboard.y = 1;
302         else if (keyboard.y < -trigger)
303                 keyboard.y = -1;
304         else
305                 keyboard.y = 0;
306
307         if (keyboard.z > trigger)
308                 keyboard.z = 1;
309         else if (keyboard.z < -trigger)
310                 keyboard.z = -1;
311         else
312                 keyboard.z = 0;
313
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);
317
318         this.havocbot_keyboard = keyboard * autocvar_sv_maxspeed;
319         if (this.havocbot_ducktime > time)
320                 PHYS_INPUT_BUTTON_CROUCH(this) = true;
321
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;
326 }
327
328 // return true when bot isn't getting closer to the current goal
329 bool havocbot_checkgoaldistance(entity this, vector gco)
330 {
331         if (this.bot_stop_moving_timeout > time)
332                 return false;
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)
339         {
340                 if(!distance_time)
341                         this.goalcurrent_distance_time = time;
342                 else if (time - distance_time > 0.5)
343                         return true;
344         }
345         else
346         {
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;
351         }
352         return false;
353 }
354
355 entity havocbot_select_an_item_of_group(entity this, int gr)
356 {
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,
361         {
362                 float dist2 = vlen2(this.origin - it.origin);
363                 if (dist2 < 600 ** 2 && dist2 > selected_dist2)
364                 {
365                         selected = it;
366                         selected_dist2 = vlen2(this.origin - selected.origin);
367                 }
368         });
369
370         if (!selected)
371                 return NULL;
372
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))
376         {
377                 return NULL;
378         }
379
380         return selected;
381 }
382
383 void havocbot_movetogoal(entity this)
384 {
385         vector diff;
386         vector dir;
387         vector flatdir;
388         float dodge_enemy_factor = 1;
389         float maxspeed;
390         //float dist;
391         vector dodge;
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;
396
397         PHYS_INPUT_BUTTON_CROUCH(this) = boolean(this.goalcurrent.wpflags & WAYPOINTFLAG_CROUCH);
398
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))
404         {
405                 if(autocvar_bot_debug_goalstack)
406                 {
407                         debuggoalstack(this);
408                         te_wizspike(this.navigation_jetpack_point);
409                 }
410
411                 // Take off
412                 if (!(this.aistatus & AI_STATUS_JETPACK_FLYING))
413                 {
414                         // Brake almost completely so it can get a good direction
415                         if(vdist(this.velocity, >, 10))
416                                 return;
417                         this.aistatus |= AI_STATUS_JETPACK_FLYING;
418                 }
419
420                 makevectors(this.v_angle.y * '0 1 0');
421                 dir = normalize(this.navigation_jetpack_point - this.origin);
422
423                 // Landing
424                 if(this.aistatus & AI_STATUS_JETPACK_LANDING)
425                 {
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)
432                         {
433                                 // Brake
434                                 if (vel2 > (maxspeed * 0.3) ** 2)
435                                 {
436                                         CS(this).movement_x = dir * v_forward * -maxspeed;
437                                         return;
438                                 }
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;
443                                 return;
444                         }
445                 }
446                 else if(checkpvs(this.origin,this.goalcurrent))
447                 {
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;
451                         return;
452                 }
453
454                 // Flying
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)
457                 {
458                         CS(this).movement_x = dir * v_forward * maxspeed;
459                         CS(this).movement_y = dir * v_right * maxspeed;
460                 }
461                 return;
462         }
463
464         // Handling of jump pads
465         if(this.jumppadcount)
466         {
467                 if(this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
468                 {
469                         this.aistatus |= AI_STATUS_OUT_JUMPPAD;
470                         if(navigation_poptouchedgoals(this))
471                                 return;
472                 }
473                 else if(this.aistatus & AI_STATUS_OUT_JUMPPAD)
474                 {
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)
478                         {
479                                 entity newgoal = NULL;
480                                 IL_EACH(g_waypoints, vdist(it.origin - this.origin, <=, 1000),
481                                 {
482                                         if(it.wpflags & WAYPOINTFLAG_TELEPORT)
483                                         if(it.origin.z < this.origin.z - 100 && vdist(vec2(it.origin - this.origin), <, 100))
484                                                 continue;
485
486                                         traceline(this.origin + this.view_ofs, ((it.absmin + it.absmax) * 0.5), true, this);
487
488                                         if(trace_fraction < 1)
489                                                 continue;
490
491                                         if(!newgoal || ((random() < 0.8) && vlen2(it.origin - this.origin) > vlen2(newgoal.origin - this.origin)))
492                                                 newgoal = it;
493                                 });
494
495                                 if(newgoal)
496                                 {
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;
504                                 }
505                         }
506                         else //if (this.goalcurrent)
507                         {
508                                 if (this.goalcurrent.bot_pickup)
509                                 {
510                                         entity jumppad_wp = this.goalcurrent_prev;
511                                         navigation_poptouchedgoals(this);
512                                         if(!this.goalcurrent && jumppad_wp.wp00)
513                                         {
514                                                 // head to the jumppad destination once bot reaches the goal item
515                                                 navigation_pushroute(this, jumppad_wp.wp00);
516                                         }
517                                 }
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))
520                                 {
521                                         if (this.velocity.z < 0)
522                                                 this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
523                                 }
524                                 else if(havocbot_checkgoaldistance(this, gco))
525                                 {
526                                         navigation_clearroute(this);
527                                         navigation_goalrating_timeout_force(this);
528                                 }
529                                 else
530                                         return;
531                         }
532                 }
533                 else //if (!(this.aistatus & AI_STATUS_OUT_JUMPPAD))
534                 {
535                         if(this.velocity.z > 0 && this.origin.z - this.lastteleport_origin.z > (this.maxs.z - this.mins.z) * 0.5)
536                         {
537                                 vector velxy = this.velocity; velxy_z = 0;
538                                 if(vdist(velxy, <, autocvar_sv_maxspeed * 0.2))
539                                 {
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;
542                                 }
543                                 return;
544                         }
545
546                         // Don't chase players while using a jump pad
547                         if(IS_PLAYER(this.goalcurrent) || IS_PLAYER(this.goalstack01))
548                                 return;
549                 }
550         }
551         else if(this.aistatus & AI_STATUS_OUT_JUMPPAD)
552                 this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
553
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)))
556         {
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)
560
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())
569                 {
570                         action_for_trigger_hurt = 2;
571                 }
572                 else if (!this.goalcurrent)
573                         action_for_trigger_hurt = 3;
574
575                 if (action_for_trigger_hurt)
576                 {
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;
580                 }
581
582                 if(action_for_trigger_hurt == 1) // jetpack
583                 {
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' ))
586                         {
587                                 if(this.velocity.z<0)
588                                         PHYS_INPUT_BUTTON_JETPACK(this) = true;
589                         }
590                         else
591                                 PHYS_INPUT_BUTTON_JETPACK(this) = true;
592
593                         // If there is no goal try to move forward
594
595                         if(this.goalcurrent==NULL)
596                                 dir = v_forward;
597                         else
598                                 dir = normalize(( ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5 ) - this.origin);
599
600                         vector xyvelocity = this.velocity; xyvelocity_z = 0;
601                         float xyspeed = xyvelocity * dir;
602
603                         if(xyspeed < (maxspeed / 2))
604                         {
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)
608                                 {
609                                         CS(this).movement_x = dir * v_forward * maxspeed;
610                                         CS(this).movement_y = dir * v_right * maxspeed;
611                                         if (skill < 10)
612                                                 havocbot_keyboard_movement(this, this.origin + dir * 100);
613                                 }
614                         }
615
616                         this.havocbot_blockhead = true;
617
618                         return;
619                 }
620                 else if(action_for_trigger_hurt == 2) // rocketjump
621                 {
622                         if(this.velocity.z < 0)
623                         {
624                                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
625                                 {
626                                         .entity weaponentity = weaponentities[slot];
627
628                                         if(this.(weaponentity).m_weapon == WEP_Null && slot != 0)
629                                                 continue;
630
631                                         if(client_hasweapon(this, WEP_DEVASTATOR, weaponentity, true, false))
632                                         {
633                                                 CS(this).movement_x = maxspeed;
634
635                                                 if(this.rocketjumptime)
636                                                 {
637                                                         if(time > this.rocketjumptime)
638                                                         {
639                                                                 PHYS_INPUT_BUTTON_ATCK2(this) = true;
640                                                                 this.rocketjumptime = 0;
641                                                         }
642                                                         return;
643                                                 }
644
645                                                 this.(weaponentity).m_switchweapon = WEP_DEVASTATOR;
646                                                 this.v_angle_x = 90;
647                                                 PHYS_INPUT_BUTTON_ATCK(this) = true;
648                                                 this.rocketjumptime = time + WEP_CVAR(devastator, detonatedelay);
649                                                 return;
650                                         }
651                                 }
652                         }
653                 }
654                 else if(action_for_trigger_hurt == 3) // no goal
655                 {
656                         // If there is no goal try to move forward
657                         CS(this).movement_x = maxspeed;
658                 }
659         }
660
661         // If we are under water with no goals, swim up
662         if(this.waterlevel && !this.goalcurrent)
663         {
664                 dir = '0 0 0';
665                 if(this.waterlevel>WATERLEVEL_SWIMMING)
666                         dir.z = 1;
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;
674         }
675
676         // if there is nowhere to go, exit
677         if (this.goalcurrent == NULL)
678                 return;
679
680
681         bool locked_goal = false;
682         if((this.goalentity && wasfreed(this.goalentity))
683                 || (this.goalcurrent == this.goalentity && this.goalentity.tag_entity))
684         {
685                 navigation_clearroute(this);
686                 navigation_goalrating_timeout_force(this);
687                 return;
688         }
689         else if(this.goalentity.tag_entity)
690         {
691                 navigation_goalrating_timeout_expire(this, 2);
692         }
693         else if(this.goalentity.bot_pickup)
694         {
695                 if(this.goalentity.bot_pickup_respawning)
696                 {
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)
700                         {
701                                 if(checkpvs(this.origin, this.goalentity))
702                                 {
703                                         this.goalentity.bot_pickup_respawning = false;
704                                         navigation_goalrating_timeout_expire(this, random());
705                                 }
706                                 locked_goal = true; // wait for item to respawn
707                         }
708                         else if(this.goalentity == this.goalcurrent)
709                                 locked_goal = true; // wait for item to respawn
710                 }
711                 else if(!this.goalentity.solid && !boxesoverlap(this.goalentity.absmin, this.goalentity.absmax, this.absmin, this.absmax))
712                 {
713                         if(checkpvs(this.origin, this.goalentity))
714                         {
715                                 navigation_goalrating_timeout_expire(this, random());
716                         }
717                 }
718         }
719         if (this.goalcurrent == this.goalentity && this.goalentity_lock_timeout > time)
720                 locked_goal = true;
721
722         if (navigation_shortenpath(this))
723         {
724                 if (vdist(this.origin - this.goalcurrent_prev.origin, <, 50)
725                         && navigation_goalrating_timeout_can_be_anticipated(this))
726                 {
727                         navigation_goalrating_timeout_force(this);
728                 }
729         }
730
731         bool goalcurrent_can_be_removed = false;
732         if (IS_PLAYER(this.goalcurrent) || IS_MONSTER(this.goalcurrent))
733         {
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))
736                 {
737                         goalcurrent_can_be_removed = true;
738                         // don't remove if not visible
739                         if (checkpvs(this.origin + this.view_ofs, this.goalcurrent))
740                         {
741                                 if (IS_DEAD(this.goalcurrent))
742                                 {
743                                         IL_EACH(g_items, it.enemy == this.goalcurrent && Item_IsLoot(it),
744                                         {
745                                                 if (vdist(it.origin - this.goalcurrent.death_origin, <, 50))
746                                                 {
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);
752                                                         return;
753                                                 }
754                                         });
755                                 }
756                                 if (!Item_IsLoot(this.goalcurrent))
757                                 {
758                                         navigation_goalrating_timeout_force(this);
759                                         return;
760                                 }
761                         }
762                 }
763                 else if (!(STAT(FROZEN, this.goalentity)) && this.bot_tracewalk_time < time)
764                 {
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)))
768                         {
769                                 navigation_goalrating_timeout_force(this);
770                                 return;
771                         }
772                         this.bot_tracewalk_time = max(time, this.bot_tracewalk_time) + 0.25;
773                 }
774         }
775
776         if(!locked_goal)
777         {
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))
782                 {
783                         if (this.goalcurrent)
784                         {
785                                 if (goalcurrent_can_be_removed)
786                                 {
787                                         // remove even if not visible
788                                         navigation_goalrating_timeout_force(this);
789                                         return;
790                                 }
791                                 else if (navigation_goalrating_timeout_can_be_anticipated(this))
792                                         navigation_goalrating_timeout_force(this);
793                         }
794                         else
795                         {
796                                 entity old_goal = this.goalcurrent_prev;
797                                 if (old_goal.item_group && this.item_group != old_goal.item_group)
798                                 {
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);
805                                         if (new_goal)
806                                                 navigation_pushroute(this, new_goal);
807                                 }
808                         }
809                 }
810         }
811
812         // if ran out of goals try to use an alternative goal or get a new strategy asap
813         if(this.goalcurrent == NULL)
814         {
815                 navigation_goalrating_timeout_force(this);
816                 return;
817         }
818
819
820         if(autocvar_bot_debug_goalstack)
821                 debuggoalstack(this);
822
823         bool bunnyhop_forbidden = false;
824         vector destorg = get_closer_dest(this.goalcurrent, this.origin);
825         if (this.jumppadcount && this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
826         {
827                 // if bot used the jumppad, push towards jumppad origin until jumppad waypoint gets removed
828                 destorg = this.goalcurrent.origin;
829         }
830         else if (this.goalcurrent.wpisbox)
831         {
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))
836                 {
837                         bunnyhop_forbidden = true;
838                         destorg = this.goalcurrent.origin;
839                         if(destorg.z > this.origin.z)
840                                 PHYS_INPUT_BUTTON_JUMP(this) = true;
841                 }
842         }
843
844         diff = destorg - this.origin;
845
846         if (time < this.bot_stop_moving_timeout
847                 || (this.goalcurrent == this.goalentity && time < this.goalentity_lock_timeout && vdist(diff, <, 10)))
848         {
849                 // stop if the locked goal has been reached
850                 destorg = this.origin;
851                 diff = dir = '0 0 0';
852         }
853         else if (IS_PLAYER(this.goalcurrent) || IS_MONSTER(this.goalcurrent))
854         {
855                 if (vdist(diff, <, 80))
856                 {
857                         // stop if too close to target player (even if frozen)
858                         destorg = this.origin;
859                         diff = dir = '0 0 0';
860                 }
861                 else
862                 {
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;
868                 }
869         }
870         else
871                 dir = normalize(diff);
872         flatdir = (diff.z == 0) ? dir : normalize(vec2(diff));
873
874         vector evadedanger = '0 0 0';
875
876         //if (this.bot_dodgevector_time < time)
877         {
878                 //this.bot_dodgevector_time = time + cvar("bot_ai_dodgeupdateinterval");
879                 //this.bot_dodgevector_jumpbutton = 1;
880
881                 this.aistatus &= ~AI_STATUS_DANGER_AHEAD;
882                 makevectors(this.v_angle.y * '0 1 0');
883                 if (this.waterlevel > WATERLEVEL_WETFEET)
884                 {
885                         if (this.waterlevel > WATERLEVEL_SWIMMING)
886                         {
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;
891                         }
892                         else
893                         {
894                                 if(this.velocity.z >= 0 && !(this.watertype == CONTENT_WATER && destorg.z < this.origin.z) &&
895                                         (this.aistatus & AI_STATUS_OUT_WATER))
896                                 {
897                                         PHYS_INPUT_BUTTON_JUMP(this) = true;
898                                         dir = flatdir;
899                                 }
900                                 else
901                                 {
902                                         if (destorg.z > this.origin.z)
903                                                 dir = flatdir;
904                                 }
905                         }
906                 }
907                 else
908                 {
909                         float s;
910                         vector offset;
911                         if(this.aistatus & AI_STATUS_OUT_WATER)
912                                 this.aistatus &= ~AI_STATUS_OUT_WATER;
913
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;
920                         else
921                         {
922                                 deviation = vectoangles(diff) - vectoangles(this.velocity);
923                                 while (deviation.y < -180) deviation.y += 360;
924                                 while (deviation.y > 180) deviation.y -= 360;
925                         }
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))
931                         {
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))
935                                 {
936                                         this.bot_stop_moving_timeout = time + 0.1;
937                                 }
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)
942                                 )
943                                 {
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);
948                                 }
949                         }
950                         else if (!this.goalstack01 || (this.goalcurrent.wpflags & (WAYPOINTFLAG_TELEPORT | WAYPOINTFLAG_LADDER)))
951                         {
952                                 if (vlen2(flat_diff) < vlen2(offset))
953                                 {
954                                         if (this.goalcurrent.wpflags & WAYPOINTFLAG_JUMP && this.goalstack01)
955                                         {
956                                                 // oblique warpzones need a jump otherwise bots gets stuck
957                                                 PHYS_INPUT_BUTTON_JUMP(this) = true;
958                                         }
959                                         else
960                                         {
961                                                 actual_destorg.x = destorg.x;
962                                                 actual_destorg.y = destorg.y;
963                                         }
964                                 }
965                         }
966                         else if (vdist(flat_diff, <, 32) && diff.z < -16) // destination is under the bot
967                         {
968                                 actual_destorg.x = destorg.x;
969                                 actual_destorg.y = destorg.y;
970                         }
971                         else if (vlen2(flat_diff) < vlen2(offset))
972                         {
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;
980                                 else
981                                         actual_destorg = vec2(destorg) + dist * next_dir;
982                                 actual_destorg.z = this.origin.z;
983                                 turning = true;
984                         }
985
986                         LABEL(jumpobstacle_check);
987                         dir = flatdir = normalize(actual_destorg - this.origin);
988
989                         bool jump_forbidden = false;
990                         if (!turning && fabs(deviation.y) > 50)
991                                 jump_forbidden = true;
992                         else if (IS_DUCKED(this))
993                         {
994                                 tracebox(this.origin, PL_MIN_CONST, PL_MAX_CONST, this.origin, false, this);
995                                 if (trace_startsolid)
996                                         jump_forbidden = true;
997                         }
998
999                         if (!jump_forbidden)
1000                         {
1001                                 tracebox(this.origin, this.mins, this.maxs, actual_destorg, false, this);
1002                                 if (trace_fraction < 1 && trace_plane_normal.z < 0.7)
1003                                 {
1004                                         s = trace_fraction;
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)
1007                                         {
1008                                                 // found an obstacle
1009                                                 if (turning && fabs(deviation.y) > 5)
1010                                                 {
1011                                                         // check if the obstacle is still there without turning
1012                                                         actual_destorg = destorg;
1013                                                         turning = false;
1014                                                         this.bot_tracewalk_time = time + 0.25;
1015                                                         goto jumpobstacle_check;
1016                                                 }
1017                                                 s = trace_fraction;
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)
1023                                                 {
1024                                                         PHYS_INPUT_BUTTON_JUMP(this) = true;
1025                                                         this.bot_jump_time = time;
1026                                                 }
1027                                                 else
1028                                                 {
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)
1032                                                         {
1033                                                                 PHYS_INPUT_BUTTON_JUMP(this) = true;
1034                                                                 this.bot_jump_time = time;
1035                                                         }
1036                                                 }
1037                                         }
1038                                 }
1039                         }
1040
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))
1045                         {
1046                                 if(this.goalcurrent_distance_time < 0) // can't get close for the second time
1047                                 {
1048                                         navigation_clearroute(this);
1049                                         navigation_goalrating_timeout_force(this);
1050                                         return;
1051                                 }
1052
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))
1056                                 {
1057                                         navigation_clearroute(this);
1058                                         navigation_goalrating_timeout_force(this);
1059                                         return;
1060                                 }
1061
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
1067                         }
1068
1069                         if (skill + this.bot_moveskill <= 3 && time > this.bot_stop_moving_timeout
1070                                 && current_speed > maxspeed * 0.9 && fabs(deviation.y) > 70)
1071                         {
1072                                 this.bot_stop_moving_timeout = time + 0.4 + random() * 0.2;
1073                         }
1074
1075                         // Check for water/slime/lava and dangerous edges
1076                         // (only when the bot is on the ground or jumping intentionally)
1077
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);
1082
1083                         bool unreachable = false;
1084                         s = CONTENT_SOLID;
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))
1090                         {
1091                                 // Look downwards
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)
1096                                 {
1097                                         if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY)
1098                                                 danger_detected = true;
1099                                         else
1100                                         {
1101                                                 s = pointcontents(trace_endpos + '0 0 1');
1102                                                 if (s != CONTENT_SOLID)
1103                                                 {
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))
1107                                                         {
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))
1112                                                                 {
1113                                                                         if (destorg.z > this.origin.z + jumpstepheightvec.z)
1114                                                                         {
1115                                                                                 // the goal is probably on an upper platform, assume bot can't get there
1116                                                                                 unreachable = true;
1117                                                                         }
1118                                                                         else
1119                                                                                 danger_detected = true;
1120                                                                 }
1121                                                         }
1122                                                 }
1123                                         }
1124                                 }
1125                         }
1126                         if (danger_detected && fabs(deviation.y) < 80
1127                                 && (fabs(deviation.y) > 5 || vdist(vec2(this.velocity), >, maxspeed * 1.5)))
1128                         {
1129                                 evadedanger = normalize(this.velocity) * -1;
1130                                 evadedanger.z = 0;
1131                         }
1132
1133                         dir = flatdir;
1134                         makevectors(this.v_angle.y * '0 1 0');
1135
1136                         if (danger_detected || (s == CONTENT_WATER))
1137                         {
1138                                 this.aistatus |= AI_STATUS_DANGER_AHEAD;
1139                                 if(IS_PLAYER(this.goalcurrent))
1140                                         unreachable = true;
1141                         }
1142
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)))
1147                         {
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;
1152                         }
1153
1154                         if(unreachable)
1155                         {
1156                                 navigation_clearroute(this);
1157                                 navigation_goalrating_timeout_force(this);
1158                                 this.ignoregoal = this.goalcurrent;
1159                                 this.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
1160                         }
1161                 }
1162
1163                 dodge = havocbot_dodge(this);
1164                 if (dodge)
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
1167                 if (this.enemy)
1168                 {
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);
1172                 }
1173         //      this.bot_dodgevector = dir;
1174         //      this.bot_dodgevector_jumpbutton = PHYS_INPUT_BUTTON_JUMP(this);
1175         }
1176
1177         float ladder_zdir = 0;
1178         if(time < this.ladder_time)
1179         {
1180                 if(this.goalcurrent.origin.z + this.goalcurrent.mins.z > this.origin.z + this.mins.z)
1181                 {
1182                         if(this.origin.z + this.mins.z  < this.ladder_entity.origin.z + this.ladder_entity.maxs.z)
1183                                 ladder_zdir = 1;
1184                 }
1185                 else
1186                 {
1187                         if(this.origin.z + this.mins.z  > this.ladder_entity.origin.z + this.ladder_entity.mins.z)
1188                                 ladder_zdir = -1;
1189                 }
1190                 if (ladder_zdir)
1191                 {
1192                         if (vdist(vec2(diff), <, 40))
1193                                 dir.z = ladder_zdir * 4;
1194                         else
1195                                 dir.z = ladder_zdir * 2;
1196                         dir = normalize(dir);
1197                 }
1198         }
1199
1200         if (this.goalcurrent.wpisbox
1201                 && boxesoverlap(this.goalcurrent.absmin, this.goalcurrent.absmax, this.origin, this.origin))
1202         {
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);
1206                 dir.z = 0;
1207                 dir = normalize(dir);
1208         }
1209
1210         // already executed when bot targets an enemy
1211         if (!this.bot_aimdir_executed)
1212         {
1213                 if (time < this.bot_stop_moving_timeout)
1214                         bot_aimdir(this, normalize(this.goalcurrent.origin - this.origin), 0);
1215                 else
1216                         bot_aimdir(this, dir, 0);
1217         }
1218
1219         if (!ladder_zdir)
1220         {
1221                 dir *= dodge_enemy_factor;
1222                 dir = normalize(dir + dodge + evadedanger);
1223         }
1224
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;
1232
1233         // Emulate keyboard interface
1234         if (skill < 10)
1235                 havocbot_keyboard_movement(this, destorg);
1236
1237         // Bunnyhop!
1238         if (!bunnyhop_forbidden && skill + this.bot_moveskill >= autocvar_bot_ai_bunnyhop_skilloffset)
1239                 havocbot_bunnyhop(this, dir);
1240
1241         if (dir * v_up >= autocvar_sv_jumpvelocity * 0.5 && IS_ONGROUND(this))
1242                 PHYS_INPUT_BUTTON_JUMP(this) = true;
1243         if (dodge)
1244         {
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);
1249         }
1250 }
1251
1252 entity havocbot_gettarget(entity this, bool secondary)
1253 {
1254         entity best = NULL;
1255         vector eye = CENTER_OR_VIEWOFS(this);
1256         IL_EACH(g_bot_targets, boolean((secondary) ? it.classname == "misc_breakablemodel" : it.classname != "misc_breakablemodel"),
1257         {
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))
1262                 {
1263                         traceline(eye, v, true, this);
1264                         if (trace_ent == it || trace_fraction >= 1)
1265                                 best = it;
1266                 }
1267         });
1268
1269         return best;
1270 }
1271
1272 void havocbot_chooseenemy(entity this)
1273 {
1274         if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(this))
1275         {
1276                 this.enemy = NULL;
1277                 return;
1278         }
1279
1280         if (this.enemy)
1281         {
1282                 if (!bot_shouldattack(this, this.enemy))
1283                 {
1284                         // enemy died or something, find a new target
1285                         this.enemy = NULL;
1286                         this.havocbot_chooseenemy_finished = time;
1287                 }
1288                 else if (this.havocbot_stickenemy_time && time < this.havocbot_stickenemy_time)
1289                 {
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))
1295                         {
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;
1298                                 return;
1299                         }
1300
1301                         // stop preferring this enemy
1302                         this.havocbot_stickenemy_time = 0;
1303                 }
1304         }
1305         if (time < this.havocbot_chooseenemy_finished)
1306                 return;
1307         this.havocbot_chooseenemy_finished = time + autocvar_bot_ai_enemydetectioninterval;
1308         vector eye = this.origin + this.view_ofs;
1309         entity best = NULL;
1310         float bestrating = autocvar_bot_ai_enemydetectionradius ** 2;
1311
1312         // Backup hit flags
1313         int hf = this.dphitcontentsmask;
1314
1315         // Search for enemies, if no enemy can be seen directly try to look through transparent objects
1316
1317         this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
1318
1319         bool scan_transparent = false;
1320         bool scan_secondary_targets = false;
1321         bool have_secondary_targets = false;
1322         while(true)
1323         {
1324                 scan_secondary_targets = false;
1325 LABEL(scan_targets)
1326                 IL_EACH(g_bot_targets, it.bot_attack,
1327                 {
1328                         if(!scan_secondary_targets)
1329                         {
1330                                 if(it.classname == "misc_breakablemodel")
1331                                 {
1332                                         have_secondary_targets = true;
1333                                         continue;
1334                                 }
1335                         }
1336                         else if(it.classname != "misc_breakablemodel")
1337                                 continue;
1338
1339                         vector v = (it.absmin + it.absmax) * 0.5;
1340                         float rating = vlen2(v - eye);
1341                         if (rating < bestrating && bot_shouldattack(this, it))
1342                         {
1343                                 traceline(eye, v, true, this);
1344                                 if (trace_ent == it || trace_fraction >= 1)
1345                                 {
1346                                         best = it;
1347                                         bestrating = rating;
1348                                 }
1349                         }
1350                 });
1351
1352                 if(!best && have_secondary_targets && !scan_secondary_targets)
1353                 {
1354                         scan_secondary_targets = true;
1355                         // restart the loop
1356                         bestrating = autocvar_bot_ai_enemydetectionradius ** 2;
1357                         goto scan_targets;
1358                 }
1359
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
1363                         break;
1364                 if(scan_transparent)
1365                         break;
1366
1367                 // Set flags to see through transparent objects
1368                 this.dphitcontentsmask |= DPCONTENTS_OPAQUE;
1369
1370                 scan_transparent = true;
1371         }
1372
1373         // Restore hit flags
1374         this.dphitcontentsmask = hf;
1375
1376         this.enemy = best;
1377         this.havocbot_stickenemy_time = time + autocvar_bot_ai_enemydetectioninterval_stickingtoenemy;
1378         if(best && best.classname == "misc_breakablemodel")
1379                 this.havocbot_stickenemy_time = 0;
1380 }
1381
1382 float havocbot_chooseweapon_checkreload(entity this, .entity weaponentity, int new_weapon)
1383 {
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 :)
1387         if(skill < 5)
1388                 return false;
1389
1390         // if this weapon is scheduled for reloading, don't switch to it during combat
1391         if (this.(weaponentity).weapon_load[new_weapon] < 0)
1392         {
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
1396                 });
1397         }
1398
1399         return false;
1400 }
1401
1402 void havocbot_chooseweapon(entity this, .entity weaponentity)
1403 {
1404         int i;
1405
1406         // ;)
1407         if(g_weaponarena_weapons == WEPSET(TUBA))
1408         {
1409                 this.(weaponentity).m_switchweapon = WEP_TUBA;
1410                 return;
1411         }
1412
1413         // TODO: clean this up by moving it to weapon code
1414         if(this.enemy==NULL)
1415         {
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))
1420                         {
1421                                 this.(weaponentity).m_switchweapon = it;
1422                                 return;
1423                         }
1424                 });
1425                 return;
1426         }
1427
1428         // Do not change weapon during the next second after a combo
1429         float f = time - this.lastcombotime;
1430         if(f < 1)
1431                 return;
1432
1433         float w;
1434         float distance; distance=bound(10,vlen(this.origin-this.enemy.origin)-200,10000);
1435
1436         // Should it do a weapon combo?
1437         float af, ct, combo_time, combo;
1438
1439         af = ATTACK_FINISHED(this, weaponentity);
1440         ct = autocvar_bot_ai_weapon_combo_threshold;
1441
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));
1445
1446         combo = false;
1447
1448         if(autocvar_bot_ai_weapon_combo)
1449         if(this.(weaponentity).m_weapon.m_id == this.(weaponentity).lastfiredweapon)
1450         if(af > combo_time)
1451         {
1452                 combo = true;
1453                 this.lastcombotime = time;
1454         }
1455
1456         distance *= (2 ** this.bot_rangepreference);
1457
1458         // Custom weapon list based on distance to the enemy
1459         if(bot_custom_weapon){
1460
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) )
1466                                 {
1467                                         if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1468                                                 continue;
1469                                         this.(weaponentity).m_switchweapon = Weapons_from(w);
1470                                         return;
1471                                 }
1472                         }
1473                 }
1474
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) )
1480                                 {
1481                                         if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1482                                                 continue;
1483                                         this.(weaponentity).m_switchweapon = Weapons_from(w);
1484                                         return;
1485                                 }
1486                         }
1487                 }
1488
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) )
1493                         {
1494                                 if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1495                                         continue;
1496                                 this.(weaponentity).m_switchweapon = Weapons_from(w);
1497                                 return;
1498                         }
1499                 }
1500         }
1501 }
1502
1503 void havocbot_aim(entity this)
1504 {
1505         if (time < this.nextaim)
1506                 return;
1507         this.nextaim = time + 0.1;
1508         vector myvel = this.velocity;
1509         if (!this.waterlevel)
1510                 myvel.z = 0;
1511         if(MUTATOR_CALLHOOK(HavocBot_Aim, this)) { /* do nothing */ }
1512         else if (this.enemy)
1513         {
1514                 vector enemyvel = this.enemy.velocity;
1515                 if (!this.enemy.waterlevel)
1516                         enemyvel.z = 0;
1517                 lag_additem(this, time + CS(this).ping, 0, 0, this.enemy, this.origin, myvel, (this.enemy.absmin + this.enemy.absmax) * 0.5, enemyvel);
1518         }
1519         else
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');
1521 }
1522
1523 bool havocbot_moveto_refresh_route(entity this)
1524 {
1525         // Refresh path to goal if necessary
1526         entity wp;
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);
1532 }
1533
1534 float havocbot_moveto(entity this, vector pos)
1535 {
1536         entity wp;
1537
1538         if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_GOING)
1539         {
1540                 // Step 4: Move to waypoint
1541                 if(this.havocbot_personal_waypoint==NULL)
1542                 {
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;
1546                 }
1547
1548                 if (!bot_strategytoken_taken)
1549                 if(this.havocbot_personal_waypoint_searchtime<time)
1550                 {
1551                         bot_strategytoken_taken = true;
1552                         if(havocbot_moveto_refresh_route(this))
1553                         {
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;
1557                         }
1558                         else
1559                         {
1560                                 this.havocbot_personal_waypoint_failcounter += 1;
1561                                 this.havocbot_personal_waypoint_searchtime = time + 2;
1562                                 if(this.havocbot_personal_waypoint_failcounter >= 30)
1563                                 {
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;
1568                                 }
1569                                 else
1570                                         LOG_TRACE(this.netname, " can't walk to its personal waypoint (after ", ftos(this.havocbot_personal_waypoint_failcounter), " failed attempts), trying later");
1571                         }
1572                 }
1573
1574                 if(autocvar_bot_debug_goalstack)
1575                         debuggoalstack(this);
1576
1577
1578                 // Go!
1579                 havocbot_movetogoal(this);
1580
1581                 if (!this.bot_aimdir_executed && this.goalcurrent)
1582                 {
1583                         // Heading
1584                         vector dir = get_closer_dest(this.goalcurrent, this.origin);
1585                         dir -= this.origin + this.view_ofs;
1586                         dir.z = 0;
1587                         bot_aimdir(this, dir, 0);
1588                 }
1589
1590                 if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_REACHED)
1591                 {
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;
1597                 }
1598
1599                 return CMD_STATUS_EXECUTING;
1600         }
1601
1602         // Step 2: Linking waypoint
1603         if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_LINKING)
1604         {
1605                 // Wait until it is linked
1606                 if(!this.havocbot_personal_waypoint.wplinked)
1607                 {
1608                         LOG_TRACE(this.netname, " waiting for personal waypoint to be linked");
1609                         return CMD_STATUS_EXECUTING;
1610                 }
1611
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;
1615
1616                 // Step 3: Route to waypoint
1617                 LOG_TRACE(this.netname, " walking to its personal waypoint");
1618
1619                 return CMD_STATUS_EXECUTING;
1620         }
1621
1622         // Step 1: Spawning waypoint
1623         wp = waypoint_spawnpersonal(this, pos);
1624         if(wp==NULL)
1625         {
1626                 LOG_TRACE("Error: Can't spawn personal waypoint at ",vtos(pos));
1627                 return CMD_STATUS_ERROR;
1628         }
1629
1630         this.havocbot_personal_waypoint = wp;
1631         this.havocbot_personal_waypoint_failcounter = 0;
1632         this.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1633
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),
1636         {
1637                 wp.wpflags |= WAYPOINTFLAG_TELEPORT;
1638                 this.lastteleporttime = 0;
1639         });
1640
1641 /*
1642         if(wp.wpflags & WAYPOINTFLAG_TELEPORT)
1643                 print("routing to a teleporter\n");
1644         else
1645                 print("routing to a non-teleporter\n");
1646 */
1647
1648         return CMD_STATUS_EXECUTING;
1649 }
1650
1651 float havocbot_resetgoal(entity this)
1652 {
1653         navigation_clearroute(this);
1654         return CMD_STATUS_FINISHED;
1655 }
1656
1657 void havocbot_setupbot(entity this)
1658 {
1659         this.bot_ai = havocbot_ai;
1660         this.cmd_moveto = havocbot_moveto;
1661         this.cmd_resetgoal = havocbot_resetgoal;
1662
1663         // NOTE: bot is not player yet
1664         havocbot_chooserole(this);
1665 }
1666
1667 vector havocbot_dodge(entity this)
1668 {
1669         // LordHavoc: disabled because this is too expensive
1670         return '0 0 0';
1671 #if 0
1672         entity head;
1673         vector dodge, v, n;
1674         float danger, bestdanger, vl, d;
1675         dodge = '0 0 0';
1676         bestdanger = -20;
1677         // check for dangerous objects near bot or approaching bot
1678         head = findchainfloat(bot_dodge, true);
1679         while(head)
1680         {
1681                 if (head.owner != this)
1682                 {
1683                         vl = vlen(head.velocity);
1684                         if (vl > autocvar_sv_maxspeed * 0.3)
1685                         {
1686                                 n = normalize(head.velocity);
1687                                 v = this.origin - head.origin;
1688                                 d = v * n;
1689                                 if (d > (0 - head.bot_dodgerating))
1690                                 if (d < (vl * 0.2 + head.bot_dodgerating))
1691                                 {
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)
1696                                         {
1697                                                 bestdanger = danger;
1698                                                 // dodge to the side of the object
1699                                                 dodge = normalize(v);
1700                                         }
1701                                 }
1702                         }
1703                         else
1704                         {
1705                                 danger = head.bot_dodgerating - vlen(head.origin - this.origin);
1706                                 if (bestdanger < danger)
1707                                 {
1708                                         bestdanger = danger;
1709                                         dodge = normalize(this.origin - head.origin);
1710                                 }
1711                         }
1712                 }
1713                 head = head.chain;
1714         }
1715         return dodge;
1716 #endif
1717 }