5 #include <server/client.qh>
6 #include <server/defs.qh>
7 #include <server/g_damage.qh>
8 #include <server/miscfunctions.qh>
9 #include <server/weapons/selection.qh>
10 #include <server/weapons/weaponsystem.qh>
11 #include "../cvars.qh"
15 #include "../navigation.qh"
16 #include "../scripting.qh"
17 #include "../waypoints.qh"
19 #include <common/constants.qh>
20 #include <common/impulses/all.qh>
21 #include <common/net_linked.qh>
22 #include <common/physics/player.qh>
23 #include <common/state.qh>
24 #include <common/items/_mod.qh>
25 #include <common/wepent.qh>
27 #include <common/mapobjects/func/ladder.qh>
28 #include <common/mapobjects/teleporters.qh>
29 #include <common/mapobjects/trigger/hurt.qh>
30 #include <common/mapobjects/trigger/jumppads.qh>
32 #include <lib/warpzone/common.qh>
34 void havocbot_ai(entity this)
39 this.bot_aimdir_executed = false;
40 // lock aim if teleported or passing through a warpzone
41 if (this.lastteleporttime && !this.jumppadcount)
42 this.bot_aimdir_executed = true;
44 if(bot_execute_commands(this))
47 if (bot_strategytoken == this && !bot_strategytoken_taken)
49 if(this.havocbot_blockhead)
51 this.havocbot_blockhead = false;
55 if (!this.jumppadcount && !STAT(FROZEN, this)
56 && !(this.goalcurrent_prev && (this.goalcurrent_prev.wpflags & WAYPOINTFLAG_JUMP) && !IS_ONGROUND(this)))
59 this.havocbot_role(this); // little too far down the rabbit hole
63 // if we don't have a goal and we're under water look for a waypoint near the "shore" and push it
64 if(!(IS_DEAD(this) || STAT(FROZEN, this)))
66 if(this.waterlevel == WATERLEVEL_SWIMMING || (this.aistatus & AI_STATUS_OUT_WATER))
68 // Look for the closest waypoint out of water
69 entity newgoal = NULL;
70 IL_EACH(g_waypoints, vdist(it.origin - this.origin, <=, 10000),
72 if(it.origin.z < this.origin.z)
75 if(it.origin.z - this.origin.z - this.view_ofs.z > 100)
78 if (pointcontents(it.origin + it.maxs + '0 0 1') != CONTENT_EMPTY)
81 traceline(this.origin + this.view_ofs, ((it.absmin + it.absmax) * 0.5), true, this);
83 if(trace_fraction < 1)
86 if(!newgoal || vlen2(it.origin - this.origin) < vlen2(newgoal.origin - this.origin))
92 // te_wizspike(newgoal.origin);
93 navigation_pushroute(this, newgoal);
97 // token has been used this frame
98 bot_strategytoken_taken = true;
101 if (this.goalcurrent && wasfreed(this.goalcurrent))
103 navigation_clearroute(this);
104 navigation_goalrating_timeout_force(this);
108 if(IS_DEAD(this) || STAT(FROZEN, this))
110 if (this.goalcurrent)
111 navigation_clearroute(this);
113 this.bot_aimtarg = NULL;
117 havocbot_chooseenemy(this);
119 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
121 .entity weaponentity = weaponentities[slot];
122 if(this.(weaponentity).m_weapon != WEP_Null || slot == 0)
123 if(this.(weaponentity).bot_chooseweapontime < time)
125 this.(weaponentity).bot_chooseweapontime = time + autocvar_bot_ai_chooseweaponinterval;
126 havocbot_chooseweapon(this, weaponentity);
132 if (this.bot_aimtarg)
134 this.aistatus |= AI_STATUS_ATTACKING;
135 this.aistatus &= ~AI_STATUS_ROAMING;
137 if(STAT(WEAPONS, this))
139 if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(this))
141 PHYS_INPUT_BUTTON_ATCK(this) = false;
142 PHYS_INPUT_BUTTON_ATCK2(this) = false;
146 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
148 .entity weaponentity = weaponentities[slot];
149 Weapon w = this.(weaponentity).m_weapon;
150 if(w == WEP_Null && slot != 0)
152 w.wr_aim(w, this, weaponentity);
153 if(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this)) // TODO: what if we didn't fire this weapon, but the previous?
154 this.(weaponentity).lastfiredweapon = this.(weaponentity).m_weapon.m_id;
160 if(IS_PLAYER(this.bot_aimtarg))
161 bot_aimdir(this, this.bot_aimtarg.origin + this.bot_aimtarg.view_ofs - this.origin - this.view_ofs, 0);
164 else if (this.goalcurrent)
166 this.aistatus |= AI_STATUS_ROAMING;
167 this.aistatus &= ~AI_STATUS_ATTACKING;
170 havocbot_movetogoal(this);
171 if (!this.bot_aimdir_executed && this.goalcurrent)
174 vector dir = get_closer_dest(this.goalcurrent, this.origin);
175 dir -= this.origin + this.view_ofs;
177 bot_aimdir(this, dir, 0);
180 // if the bot is not attacking, consider reloading weapons
181 if (!(this.aistatus & AI_STATUS_ATTACKING))
183 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
185 .entity weaponentity = weaponentities[slot];
187 if(this.(weaponentity).m_weapon == WEP_Null && slot != 0)
190 // we are currently holding a weapon that's not fully loaded, reload it
191 if(skill >= 2) // bots can only reload the held weapon on purpose past this skill
192 if(this.(weaponentity).clip_load < this.(weaponentity).clip_size)
193 CS(this).impulse = IMP_weapon_reload.impulse; // not sure if this is done right
195 // if we're not reloading a weapon, switch to any weapon in our invnetory that's not fully loaded to reload it next
196 // the code above executes next frame, starting the reloading then
197 if(skill >= 5) // bots can only look for unloaded weapons past this skill
198 if(this.(weaponentity).clip_load >= 0) // only if we're not reloading a weapon already
200 FOREACH(Weapons, it != WEP_Null, {
201 if((STAT(WEAPONS, this) & (it.m_wepset)) && (it.spawnflags & WEP_FLAG_RELOADABLE) && (this.(weaponentity).weapon_load[it.m_id] < it.reloading_ammo))
203 this.(weaponentity).m_switchweapon = it;
212 void havocbot_bunnyhop(entity this, vector dir)
214 bool can_run = false;
215 if (!(this.aistatus & AI_STATUS_ATTACKING) && this.goalcurrent && !IS_PLAYER(this.goalcurrent)
216 && vdist(vec2(this.velocity), >=, autocvar_sv_maxspeed) && !(this.aistatus & AI_STATUS_DANGER_AHEAD)
217 && this.waterlevel <= WATERLEVEL_WETFEET && !IS_DUCKED(this)
218 && IS_ONGROUND(this) && !(this.goalcurrent_prev && (this.goalcurrent_prev.wpflags & WAYPOINTFLAG_JUMP)))
220 vector vel_angles = vectoangles(this.velocity);
221 vector deviation = vel_angles - vectoangles(dir);
222 while (deviation.y < -180) deviation.y = deviation.y + 360;
223 while (deviation.y > 180) deviation.y = deviation.y - 360;
224 if (fabs(deviation.y) < autocvar_bot_ai_bunnyhop_dir_deviation_max)
226 vector gco = get_closer_dest(this.goalcurrent, this.origin);
227 float vel = vlen(vec2(this.velocity));
229 // with the current physics, jump distance grows linearly with the speed
230 float jump_distance = 52.661 + 0.606 * vel;
231 jump_distance += this.origin.z - gco.z; // roughly take into account vertical distance too
232 if (vdist(vec2(gco - this.origin), >, max(0, jump_distance)))
234 else if (!(this.goalcurrent.wpflags & WAYPOINTFLAG_JUMP)
235 && !(this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
236 && this.goalstack01 && !wasfreed(this.goalstack01) && !(this.goalstack01.wpflags & WAYPOINTFLAG_JUMP)
237 && vdist(vec2(gco - this.goalstack01.origin), >, 70))
239 vector gno = (this.goalstack01.absmin + this.goalstack01.absmax) * 0.5;
240 vector ang = vectoangles(gco - this.origin);
241 deviation = vectoangles(gno - gco) - vel_angles;
242 while (deviation.y < -180) deviation.y = deviation.y + 360;
243 while (deviation.y > 180) deviation.y = deviation.y - 360;
245 float max_turn_angle = autocvar_bot_ai_bunnyhop_turn_angle_max;
246 max_turn_angle -= autocvar_bot_ai_bunnyhop_turn_angle_reduction * ((vel - autocvar_sv_maxspeed) / autocvar_sv_maxspeed);
247 if ((ang.x < 90 || ang.x > 360 - autocvar_bot_ai_bunnyhop_downward_pitch_max)
248 && fabs(deviation.y) < max(autocvar_bot_ai_bunnyhop_turn_angle_min, max_turn_angle))
258 PHYS_INPUT_BUTTON_JUMP(this) = true;
259 this.bot_jump_time = time;
260 this.aistatus |= AI_STATUS_RUNNING;
264 if (IS_ONGROUND(this) || this.waterlevel > WATERLEVEL_WETFEET)
265 this.aistatus &= ~AI_STATUS_RUNNING;
269 void havocbot_keyboard_movement(entity this, vector destorg)
271 if(time <= this.havocbot_keyboardtime)
274 float sk = skill + this.bot_moveskill;
275 this.havocbot_keyboardtime =
277 this.havocbot_keyboardtime
278 + 0.05 / max(1, sk + this.havocbot_keyboardskill)
279 + random() * 0.025 / max(0.00025, skill + this.havocbot_keyboardskill)
281 vector keyboard = CS(this).movement / autocvar_sv_maxspeed;
283 float trigger = autocvar_bot_ai_keyboard_threshold;
285 // categorize forward movement
286 // at skill < 1.5 only forward
287 // at skill < 2.5 only individual directions
288 // at skill < 4.5 only individual directions, and forward diagonals
289 // at skill >= 4.5, all cases allowed
290 if (keyboard.x > trigger)
296 else if (keyboard.x < -trigger && sk > 1.5)
311 if (keyboard.y > trigger)
313 else if (keyboard.y < -trigger)
318 if (keyboard.z > trigger)
320 else if (keyboard.z < -trigger)
325 // make sure bots don't get stuck if havocbot_keyboardtime is very high
326 if (keyboard == '0 0 0')
327 this.havocbot_keyboardtime = min(this.havocbot_keyboardtime, time + 0.2);
329 this.havocbot_keyboard = keyboard * autocvar_sv_maxspeed;
330 if (this.havocbot_ducktime > time)
331 PHYS_INPUT_BUTTON_CROUCH(this) = true;
333 keyboard = this.havocbot_keyboard;
334 float blend = bound(0, vlen(destorg - this.origin) / autocvar_bot_ai_keyboard_distance, 1); // When getting close move with 360 degree
335 //dprint("movement ", vtos(CS(this).movement), " keyboard ", vtos(keyboard), " blend ", ftos(blend), "\n");
336 CS(this).movement = CS(this).movement + (keyboard - CS(this).movement) * blend;
339 // return true when bot isn't getting closer to the current goal
340 bool havocbot_checkgoaldistance(entity this, vector gco)
342 if (this.bot_stop_moving_timeout > time)
344 float curr_dist_z = max(20, fabs(this.origin.z - gco.z));
345 float curr_dist_2d = max(20, vlen(vec2(this.origin - gco)));
346 float distance_time = this.goalcurrent_distance_time;
347 if(distance_time < 0)
348 distance_time = -distance_time;
349 if(curr_dist_z >= this.goalcurrent_distance_z && curr_dist_2d >= this.goalcurrent_distance_2d)
352 this.goalcurrent_distance_time = time;
353 else if (time - distance_time > 0.5)
358 // reduce it a little bit so it works even with very small approaches to the goal
359 this.goalcurrent_distance_z = max(20, curr_dist_z - 10);
360 this.goalcurrent_distance_2d = max(20, curr_dist_2d - 10);
361 this.goalcurrent_distance_time = 0;
366 entity havocbot_select_an_item_of_group(entity this, int gr)
368 entity selected = NULL;
369 float selected_dist2 = 0;
370 // select farthest item of this group from bot's position
371 IL_EACH(g_items, it.item_group == gr && it.solid,
373 float dist2 = vlen2(this.origin - it.origin);
374 if (dist2 < 600 ** 2 && dist2 > selected_dist2)
377 selected_dist2 = vlen2(this.origin - selected.origin);
384 set_tracewalk_dest(selected, this.origin, false);
385 if (!tracewalk(this, this.origin, STAT(PL_MIN, this), STAT(PL_MAX, this),
386 tracewalk_dest, tracewalk_dest_height, bot_navigation_movemode))
394 void havocbot_movetogoal(entity this)
399 float dodge_enemy_factor = 1;
403 //if (this.goalentity)
404 // te_lightning2(this, this.origin, (this.goalentity.absmin + this.goalentity.absmax) * 0.5);
405 CS(this).movement = '0 0 0';
406 maxspeed = autocvar_sv_maxspeed;
408 PHYS_INPUT_BUTTON_CROUCH(this) = boolean(this.goalcurrent.wpflags & WAYPOINTFLAG_CROUCH);
410 PHYS_INPUT_BUTTON_JETPACK(this) = false;
411 // Jetpack navigation
412 if(this.navigation_jetpack_goal)
413 if(this.goalcurrent==this.navigation_jetpack_goal)
414 if(GetResource(this, RES_FUEL))
416 if(autocvar_bot_debug_goalstack)
418 debuggoalstack(this);
419 te_wizspike(this.navigation_jetpack_point);
423 if (!(this.aistatus & AI_STATUS_JETPACK_FLYING))
425 // Brake almost completely so it can get a good direction
426 if(vdist(this.velocity, >, 10))
428 this.aistatus |= AI_STATUS_JETPACK_FLYING;
431 makevectors(this.v_angle.y * '0 1 0');
432 dir = normalize(this.navigation_jetpack_point - this.origin);
435 if(this.aistatus & AI_STATUS_JETPACK_LANDING)
437 // Calculate brake distance in xy
438 float d = vlen(vec2(this.origin - (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5));
439 float vel2 = vlen2(vec2(this.velocity));
440 float db = (vel2 / (autocvar_g_jetpack_acceleration_side * 2)) + 100;
441 //LOG_INFOF("distance %d, velocity %d, brake at %d ", ceil(d), ceil(v), ceil(db));
442 if(d < db || d < 500)
445 if (vel2 > (maxspeed * 0.3) ** 2)
447 CS(this).movement_x = dir * v_forward * -maxspeed;
450 // Switch to normal mode
451 this.navigation_jetpack_goal = NULL;
452 this.aistatus &= ~AI_STATUS_JETPACK_LANDING;
453 this.aistatus &= ~AI_STATUS_JETPACK_FLYING;
457 else if(checkpvs(this.origin,this.goalcurrent))
459 // If I can see the goal switch to landing code
460 this.aistatus &= ~AI_STATUS_JETPACK_FLYING;
461 this.aistatus |= AI_STATUS_JETPACK_LANDING;
466 PHYS_INPUT_BUTTON_JETPACK(this) = true;
467 if(this.navigation_jetpack_point.z - STAT(PL_MAX, this).z + STAT(PL_MIN, this).z < this.origin.z)
469 CS(this).movement_x = dir * v_forward * maxspeed;
470 CS(this).movement_y = dir * v_right * maxspeed;
475 // Handling of jump pads
476 if(this.jumppadcount)
478 if(this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
480 this.aistatus |= AI_STATUS_OUT_JUMPPAD;
481 if(navigation_poptouchedgoals(this))
484 else if(this.aistatus & AI_STATUS_OUT_JUMPPAD)
486 // If got stuck on the jump pad try to reach the farthest visible waypoint
487 // but with some randomness so it can try out different paths
488 if(!this.goalcurrent)
490 entity newgoal = NULL;
491 IL_EACH(g_waypoints, vdist(it.origin - this.origin, <=, 1000),
493 if(it.wpflags & WAYPOINTFLAG_TELEPORT)
494 if(it.origin.z < this.origin.z - 100 && vdist(vec2(it.origin - this.origin), <, 100))
497 traceline(this.origin + this.view_ofs, ((it.absmin + it.absmax) * 0.5), true, this);
499 if(trace_fraction < 1)
502 if(!newgoal || ((random() < 0.8) && vlen2(it.origin - this.origin) > vlen2(newgoal.origin - this.origin)))
508 this.ignoregoal = this.goalcurrent;
509 this.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
510 navigation_clearroute(this);
511 navigation_routetogoal(this, newgoal, this.origin);
512 if(autocvar_bot_debug_goalstack)
513 debuggoalstack(this);
514 this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
517 else //if (this.goalcurrent)
519 if (this.goalcurrent.bot_pickup)
521 entity jumppad_wp = this.goalcurrent_prev;
522 navigation_poptouchedgoals(this);
523 if(!this.goalcurrent && jumppad_wp.wp00)
525 // head to the jumppad destination once bot reaches the goal item
526 navigation_pushroute(this, jumppad_wp.wp00);
529 vector gco = (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5;
530 if (this.origin.z > gco.z && vdist(vec2(this.velocity), <, autocvar_sv_maxspeed))
532 if (this.velocity.z < 0)
533 this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
535 else if(havocbot_checkgoaldistance(this, gco))
537 navigation_clearroute(this);
538 navigation_goalrating_timeout_force(this);
544 else //if (!(this.aistatus & AI_STATUS_OUT_JUMPPAD))
546 if(this.velocity.z > 0 && this.origin.z - this.lastteleport_origin.z > (this.maxs.z - this.mins.z) * 0.5)
548 vector velxy = this.velocity; velxy_z = 0;
549 if(vdist(velxy, <, autocvar_sv_maxspeed * 0.2))
551 LOG_TRACE("Warning: ", this.netname, " got stuck on a jumppad (velocity in xy is ", vtos(velxy), "), trying to get out of it now");
552 this.aistatus |= AI_STATUS_OUT_JUMPPAD;
557 // Don't chase players while using a jump pad
558 if(IS_PLAYER(this.goalcurrent) || IS_PLAYER(this.goalstack01))
562 else if(this.aistatus & AI_STATUS_OUT_JUMPPAD)
563 this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
565 // If there is a trigger_hurt right below try to use the jetpack or make a rocketjump
566 if (skill > 6 && !(IS_ONGROUND(this)))
568 #define ROCKETJUMP_DAMAGE() WEP_CVAR(devastator, damage) * 0.8 \
569 * ((STAT(STRENGTH_FINISHED, this) > time) ? autocvar_g_balance_powerup_strength_selfdamage : 1) \
570 * ((STAT(INVINCIBLE_FINISHED, this) > time) ? autocvar_g_balance_powerup_invincible_takedamage : 1)
572 // save some CPU cycles by checking trigger_hurt after checking
573 // that something can be done to evade it (cheaper checks)
574 int action_for_trigger_hurt = 0;
575 if (this.items & IT_JETPACK)
576 action_for_trigger_hurt = 1;
577 else if (!this.jumppadcount && !waypoint_is_hardwiredlink(this.goalcurrent_prev, this.goalcurrent)
578 && !(this.goalcurrent_prev && this.goalcurrent_prev.wpflags & WAYPOINTFLAG_JUMP)
579 && GetResource(this, RES_HEALTH) + GetResource(this, RES_ARMOR) > ROCKETJUMP_DAMAGE())
581 action_for_trigger_hurt = 2;
583 else if (!this.goalcurrent)
584 action_for_trigger_hurt = 3;
586 if (action_for_trigger_hurt)
588 tracebox(this.origin, this.mins, this.maxs, this.origin + '0 0 -65536', MOVE_NOMONSTERS, this);
589 if(!tracebox_hits_trigger_hurt(this.origin, this.mins, this.maxs, trace_endpos))
590 action_for_trigger_hurt = 0;
593 if(action_for_trigger_hurt == 1) // jetpack
595 tracebox(this.origin, this.mins, this.maxs, this.origin + '0 0 65536', MOVE_NOMONSTERS, this);
596 if(tracebox_hits_trigger_hurt(this.origin, this.mins, this.maxs, trace_endpos + '0 0 1' ))
598 if(this.velocity.z<0)
599 PHYS_INPUT_BUTTON_JETPACK(this) = true;
602 PHYS_INPUT_BUTTON_JETPACK(this) = true;
604 // If there is no goal try to move forward
606 if(this.goalcurrent==NULL)
609 dir = normalize(( ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5 ) - this.origin);
611 vector xyvelocity = this.velocity; xyvelocity_z = 0;
612 float xyspeed = xyvelocity * dir;
614 if(xyspeed < (maxspeed / 2))
616 makevectors(this.v_angle.y * '0 1 0');
617 tracebox(this.origin, this.mins, this.maxs, this.origin + (dir * maxspeed * 3), MOVE_NOMONSTERS, this);
618 if(trace_fraction==1)
620 CS(this).movement_x = dir * v_forward * maxspeed;
621 CS(this).movement_y = dir * v_right * maxspeed;
623 havocbot_keyboard_movement(this, this.origin + dir * 100);
627 this.havocbot_blockhead = true;
631 else if(action_for_trigger_hurt == 2) // rocketjump
633 if(this.velocity.z < 0)
635 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
637 .entity weaponentity = weaponentities[slot];
639 if(this.(weaponentity).m_weapon == WEP_Null && slot != 0)
642 if(client_hasweapon(this, WEP_DEVASTATOR, weaponentity, true, false))
644 CS(this).movement_x = maxspeed;
646 if(this.rocketjumptime)
648 if(time > this.rocketjumptime)
650 PHYS_INPUT_BUTTON_ATCK2(this) = true;
651 this.rocketjumptime = 0;
656 this.(weaponentity).m_switchweapon = WEP_DEVASTATOR;
658 PHYS_INPUT_BUTTON_ATCK(this) = true;
659 this.rocketjumptime = time + WEP_CVAR(devastator, detonatedelay);
665 else if(action_for_trigger_hurt == 3) // no goal
667 // If there is no goal try to move forward
668 CS(this).movement_x = maxspeed;
672 // If we are under water with no goals, swim up
673 if(this.waterlevel && !this.goalcurrent)
676 if(this.waterlevel>WATERLEVEL_SWIMMING)
678 else if(this.velocity.z >= 0 && !(this.waterlevel == WATERLEVEL_WETFEET && this.watertype == CONTENT_WATER))
679 PHYS_INPUT_BUTTON_JUMP(this) = true;
680 makevectors(this.v_angle.y * '0 1 0');
681 vector v = dir * maxspeed;
682 CS(this).movement.x = v * v_forward;
683 CS(this).movement.y = v * v_right;
684 CS(this).movement.z = v * v_up;
687 // if there is nowhere to go, exit
688 if (this.goalcurrent == NULL)
692 bool locked_goal = false;
693 if((this.goalentity && wasfreed(this.goalentity))
694 || (this.goalcurrent == this.goalentity && this.goalentity.tag_entity))
696 navigation_clearroute(this);
697 navigation_goalrating_timeout_force(this);
700 else if(this.goalentity.tag_entity)
702 navigation_goalrating_timeout_expire(this, 2);
704 else if(this.goalentity.bot_pickup)
706 if(this.goalentity.bot_pickup_respawning)
708 if(this.goalentity.solid) // item respawned
709 this.goalentity.bot_pickup_respawning = false;
710 else if(time < this.goalentity.scheduledrespawntime - 10) // item already taken (by someone else)
712 if(checkpvs(this.origin, this.goalentity))
714 this.goalentity.bot_pickup_respawning = false;
715 navigation_goalrating_timeout_expire(this, random());
717 locked_goal = true; // wait for item to respawn
719 else if(this.goalentity == this.goalcurrent)
720 locked_goal = true; // wait for item to respawn
722 else if(!this.goalentity.solid && !boxesoverlap(this.goalentity.absmin, this.goalentity.absmax, this.absmin, this.absmax))
724 if(checkpvs(this.origin, this.goalentity))
726 navigation_goalrating_timeout_expire(this, random());
730 if (this.goalcurrent == this.goalentity && this.goalentity_lock_timeout > time)
733 if (navigation_shortenpath(this))
735 if (vdist(this.origin - this.goalcurrent_prev.origin, <, 50)
736 && navigation_goalrating_timeout_can_be_anticipated(this))
738 navigation_goalrating_timeout_force(this);
742 bool goalcurrent_can_be_removed = false;
743 if (IS_PLAYER(this.goalcurrent) || IS_MONSTER(this.goalcurrent))
745 bool freeze_state_changed = (boolean(STAT(FROZEN, this.goalentity)) != this.goalentity_shouldbefrozen);
746 if (IS_DEAD(this.goalcurrent) || (this.goalentity == this.goalcurrent && freeze_state_changed))
748 goalcurrent_can_be_removed = true;
749 // don't remove if not visible
750 if (checkpvs(this.origin + this.view_ofs, this.goalcurrent))
752 if (IS_DEAD(this.goalcurrent))
754 IL_EACH(g_items, it.enemy == this.goalcurrent && Item_IsLoot(it),
756 if (vdist(it.origin - this.goalcurrent.death_origin, <, 50))
758 navigation_clearroute(this);
759 navigation_pushroute(this, it);
760 // loot can't be immediately rated since it isn't on ground yet
761 // it will be rated after a second when on ground, meanwhile head to it
762 navigation_goalrating_timeout_expire(this, 1);
767 if (!Item_IsLoot(this.goalcurrent))
769 navigation_goalrating_timeout_force(this);
774 else if (!(STAT(FROZEN, this.goalentity)) && this.bot_tracewalk_time < time)
776 set_tracewalk_dest(this.goalcurrent, this.origin, true);
777 if (!(trace_ent == this || tracewalk(this, this.origin, this.mins, this.maxs,
778 tracewalk_dest, tracewalk_dest_height, bot_navigation_movemode)))
780 navigation_goalrating_timeout_force(this);
783 this.bot_tracewalk_time = max(time, this.bot_tracewalk_time) + 0.25;
789 // optimize path finding by anticipating goalrating when bot is near a waypoint;
790 // in this case path finding can start directly from a waypoint instead of
791 // looking for all the reachable waypoints up to a certain distance
792 if (navigation_poptouchedgoals(this))
794 if (this.goalcurrent)
796 if (goalcurrent_can_be_removed)
798 // remove even if not visible
799 navigation_goalrating_timeout_force(this);
802 else if (navigation_goalrating_timeout_can_be_anticipated(this))
803 navigation_goalrating_timeout_force(this);
807 entity old_goal = this.goalcurrent_prev;
808 if (old_goal.item_group && this.item_group != old_goal.item_group)
810 // Avoid multiple costly calls of path finding code that selects one of the closest
811 // item of the group by telling the bot to head directly to the farthest item.
812 // Next time we let the bot select a goal as usual which can be another item
813 // of this group (the closest one) and so on
814 this.item_group = old_goal.item_group;
815 entity new_goal = havocbot_select_an_item_of_group(this, old_goal.item_group);
817 navigation_pushroute(this, new_goal);
823 // if ran out of goals try to use an alternative goal or get a new strategy asap
824 if(this.goalcurrent == NULL)
826 navigation_goalrating_timeout_force(this);
831 if(autocvar_bot_debug_goalstack)
832 debuggoalstack(this);
834 bool bunnyhop_forbidden = false;
835 vector destorg = get_closer_dest(this.goalcurrent, this.origin);
836 if (this.jumppadcount && this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
838 // if bot used the jumppad, push towards jumppad origin until jumppad waypoint gets removed
839 destorg = this.goalcurrent.origin;
841 else if (this.goalcurrent.wpisbox)
843 // if bot is inside the teleport waypoint, head to teleport origin until teleport gets used
844 // do it even if bot is on a ledge above a teleport/jumppad so it doesn't get stuck
845 if (boxesoverlap(this.goalcurrent.absmin, this.goalcurrent.absmax, this.origin + eZ * this.mins.z, this.origin + eZ * this.maxs.z)
846 || (this.absmin.z > destorg.z && destorg.x == this.origin.x && destorg.y == this.origin.y))
848 bunnyhop_forbidden = true;
849 destorg = this.goalcurrent.origin;
850 if(destorg.z > this.origin.z)
851 PHYS_INPUT_BUTTON_JUMP(this) = true;
855 diff = destorg - this.origin;
857 if (time < this.bot_stop_moving_timeout
858 || (this.goalcurrent == this.goalentity && time < this.goalentity_lock_timeout && vdist(diff, <, 10)))
860 // stop if the locked goal has been reached
861 destorg = this.origin;
862 diff = dir = '0 0 0';
864 else if (IS_PLAYER(this.goalcurrent) || IS_MONSTER(this.goalcurrent))
866 if (vdist(diff, <, 80))
868 // stop if too close to target player (even if frozen)
869 destorg = this.origin;
870 diff = dir = '0 0 0';
874 // move destorg out of target players, otherwise bot will consider them
875 // an obstacle that needs to be jumped (especially if frozen)
876 dir = normalize(diff);
877 destorg -= dir * PL_MAX_CONST.x * M_SQRT2;
878 diff = destorg - this.origin;
882 dir = normalize(diff);
883 flatdir = (diff.z == 0) ? dir : normalize(vec2(diff));
885 bool danger_detected = false;
886 vector do_break = '0 0 0';
888 //if (this.bot_dodgevector_time < time)
890 //this.bot_dodgevector_time = time + cvar("bot_ai_dodgeupdateinterval");
891 //this.bot_dodgevector_jumpbutton = 1;
893 this.aistatus &= ~AI_STATUS_DANGER_AHEAD;
894 makevectors(this.v_angle.y * '0 1 0');
895 if (this.waterlevel > WATERLEVEL_WETFEET)
897 if (this.waterlevel > WATERLEVEL_SWIMMING)
899 if(!this.goalcurrent)
900 this.aistatus |= AI_STATUS_OUT_WATER;
901 else if(destorg.z > this.origin.z)
902 PHYS_INPUT_BUTTON_JUMP(this) = true;
906 if(this.velocity.z >= 0 && !(this.watertype == CONTENT_WATER && destorg.z < this.origin.z) &&
907 (this.aistatus & AI_STATUS_OUT_WATER))
909 PHYS_INPUT_BUTTON_JUMP(this) = true;
914 if (destorg.z > this.origin.z)
923 if(this.aistatus & AI_STATUS_OUT_WATER)
924 this.aistatus &= ~AI_STATUS_OUT_WATER;
926 // jump if going toward an obstacle that doesn't look like stairs we
927 // can walk up directly
928 vector deviation = '0 0 0';
929 float current_speed = vlen(vec2(this.velocity));
930 if (current_speed < maxspeed * 0.2)
931 current_speed = maxspeed * 0.2;
934 deviation = vectoangles(diff) - vectoangles(this.velocity);
935 while (deviation.y < -180) deviation.y += 360;
936 while (deviation.y > 180) deviation.y -= 360;
938 float turning = false;
939 vector flat_diff = vec2(diff);
940 offset = max(32, current_speed * cos(deviation.y * DEG2RAD) * 0.3) * flatdir;
941 vector actual_destorg = this.origin + offset;
942 if (this.goalcurrent_prev && (this.goalcurrent_prev.wpflags & WAYPOINTFLAG_JUMP))
944 if (time > this.bot_stop_moving_timeout
945 && fabs(deviation.y) > 20 && current_speed > maxspeed * 0.4
946 && vdist(vec2(this.origin - this.goalcurrent_prev.origin), <, 50))
948 this.bot_stop_moving_timeout = time + 0.1;
950 if (current_speed > autocvar_sv_maxspeed * 0.9
951 && vlen2(flat_diff) < vlen2(vec2(this.goalcurrent_prev.origin - destorg))
952 && vdist(vec2(this.origin - this.goalcurrent_prev.origin), >, 50)
953 && vdist(vec2(this.origin - this.goalcurrent_prev.origin), <, 150)
956 PHYS_INPUT_BUTTON_JUMP(this) = true;
957 this.bot_jump_time = time;
960 else if (!this.goalstack01 || (this.goalcurrent.wpflags & (WAYPOINTFLAG_TELEPORT | WAYPOINTFLAG_LADDER)))
962 if (vlen2(flat_diff) < vlen2(offset))
964 if ((this.goalcurrent.wpflags & WAYPOINTFLAG_JUMP) && this.goalstack01)
966 // oblique warpzones need a jump otherwise bots gets stuck
967 PHYS_INPUT_BUTTON_JUMP(this) = true;
971 actual_destorg.x = destorg.x;
972 actual_destorg.y = destorg.y;
976 else if (vdist(flat_diff, <, 32) && diff.z < -16) // destination is under the bot
978 actual_destorg.x = destorg.x;
979 actual_destorg.y = destorg.y;
981 else if (vlen2(flat_diff) < vlen2(offset))
983 vector next_goal_org = (this.goalstack01.absmin + this.goalstack01.absmax) * 0.5;
984 vector next_dir = normalize(vec2(next_goal_org - destorg));
985 float dist = vlen(vec2(this.origin + offset - destorg));
986 // if current and next goal are close to each other make sure
987 // actual_destorg isn't set beyond next_goal_org
988 if (dist ** 2 > vlen2(vec2(next_goal_org - destorg)))
989 actual_destorg = next_goal_org;
991 actual_destorg = vec2(destorg) + dist * next_dir;
992 actual_destorg.z = this.origin.z;
996 LABEL(jumpobstacle_check);
997 dir = flatdir = normalize(actual_destorg - this.origin);
999 bool jump_forbidden = false;
1000 if (!turning && fabs(deviation.y) > 50)
1001 jump_forbidden = true;
1002 else if (IS_DUCKED(this))
1004 tracebox(this.origin, PL_MIN_CONST, PL_MAX_CONST, this.origin, false, this);
1005 if (trace_startsolid)
1006 jump_forbidden = true;
1009 if (!jump_forbidden)
1011 tracebox(this.origin, this.mins, this.maxs, actual_destorg, false, this);
1012 if (trace_fraction < 1 && trace_plane_normal.z < 0.7)
1015 tracebox(this.origin + stepheightvec, this.mins, this.maxs, actual_destorg + stepheightvec, false, this);
1016 if (trace_fraction < s + 0.01 && trace_plane_normal.z < 0.7)
1018 // found an obstacle
1019 if (turning && fabs(deviation.y) > 5)
1021 // check if the obstacle is still there without turning
1022 actual_destorg = destorg;
1024 this.bot_tracewalk_time = time + 0.25;
1025 goto jumpobstacle_check;
1028 // don't artificially reduce max jump height in real-time
1029 // (jumpstepheightvec is reduced a bit to make the jumps easy in tracewalk)
1030 vector jump_height = (IS_ONGROUND(this)) ? stepheightvec + jumpheight_vec : jumpstepheightvec;
1031 tracebox(this.origin + jump_height, this.mins, this.maxs, actual_destorg + jump_height, false, this);
1032 if (trace_fraction > s)
1034 PHYS_INPUT_BUTTON_JUMP(this) = true;
1035 this.bot_jump_time = time;
1039 jump_height = stepheightvec + jumpheight_vec / 2;
1040 tracebox(this.origin + jump_height, this.mins, this.maxs, actual_destorg + jump_height, false, this);
1041 if (trace_fraction > s)
1043 PHYS_INPUT_BUTTON_JUMP(this) = true;
1044 this.bot_jump_time = time;
1051 // if bot for some reason doesn't get close to the current goal find another one
1052 if(!this.jumppadcount && !IS_PLAYER(this.goalcurrent))
1053 if(!(locked_goal && this.goalcurrent_distance_z < 50 && this.goalcurrent_distance_2d < 50))
1054 if(havocbot_checkgoaldistance(this, destorg))
1056 if(this.goalcurrent_distance_time < 0) // can't get close for the second time
1058 navigation_clearroute(this);
1059 navigation_goalrating_timeout_force(this);
1063 set_tracewalk_dest(this.goalcurrent, this.origin, false);
1064 if (!tracewalk(this, this.origin, this.mins, this.maxs,
1065 tracewalk_dest, tracewalk_dest_height, bot_navigation_movemode))
1067 navigation_clearroute(this);
1068 navigation_goalrating_timeout_force(this);
1072 // give bot only another chance to prevent bot getting stuck
1073 // in case it thinks it can walk but actually can't
1074 this.goalcurrent_distance_z = FLOAT_MAX;
1075 this.goalcurrent_distance_2d = FLOAT_MAX;
1076 this.goalcurrent_distance_time = -time; // mark second try
1079 if (skill + this.bot_moveskill <= 3 && time > this.bot_stop_moving_timeout
1080 && current_speed > maxspeed * 0.9 && fabs(deviation.y) > 70)
1082 this.bot_stop_moving_timeout = time + 0.4 + random() * 0.2;
1085 // Check for water/slime/lava and dangerous edges
1086 // (only when the bot is on the ground or jumping intentionally)
1088 offset = (vdist(this.velocity, >, 32) ? this.velocity * 0.2 : flatdir * 32);
1089 vector dst_ahead = this.origin + this.view_ofs + offset;
1090 vector dst_down = dst_ahead - '0 0 3000';
1091 traceline(this.origin + this.view_ofs, dst_ahead, true, NULL);
1093 bool unreachable = false;
1095 if (trace_fraction == 1 && !this.jumppadcount
1096 && !waypoint_is_hardwiredlink(this.goalcurrent_prev, this.goalcurrent)
1097 && !(this.goalcurrent_prev && (this.goalcurrent_prev.wpflags & WAYPOINTFLAG_JUMP)))
1098 if((IS_ONGROUND(this)) || (this.aistatus & AI_STATUS_RUNNING) || (this.aistatus & AI_STATUS_ROAMING) || PHYS_INPUT_BUTTON_JUMP(this))
1101 traceline(dst_ahead , dst_down, true, NULL);
1102 //te_lightning2(NULL, this.origin + this.view_ofs, dst_ahead); // Draw "ahead" look
1103 //te_lightning2(NULL, dst_ahead, trace_endpos); // Draw "downwards" look
1104 if(trace_endpos.z < this.origin.z + this.mins.z)
1106 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY)
1107 danger_detected = true;
1108 else if (trace_endpos.z < min(this.origin.z + this.mins.z, this.goalcurrent.origin.z) - 100)
1109 danger_detected = true;
1112 s = pointcontents(trace_endpos + '0 0 1');
1113 if (s != CONTENT_SOLID)
1115 if (s == CONTENT_LAVA || s == CONTENT_SLIME)
1116 danger_detected = true;
1117 else if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos))
1119 // the traceline check isn't enough but is good as optimization,
1120 // when not true (most of the time) this tracebox call is avoided
1121 tracebox(dst_ahead, this.mins, this.maxs, dst_down, true, this);
1122 if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos))
1124 if (destorg.z > this.origin.z + jumpstepheightvec.z)
1126 // the goal is probably on an upper platform, assume bot can't get there
1130 danger_detected = true;
1139 makevectors(this.v_angle.y * '0 1 0');
1141 if (danger_detected || (s == CONTENT_WATER))
1143 this.aistatus |= AI_STATUS_DANGER_AHEAD;
1144 if(IS_PLAYER(this.goalcurrent))
1148 // slow down if bot is in the air and goal is under it
1149 if (!waypoint_is_hardwiredlink(this.goalcurrent_prev, this.goalcurrent)
1150 && vdist(flat_diff, <, 250) && this.origin.z - destorg.z > 120
1151 && (!IS_ONGROUND(this) || vdist(vec2(this.velocity), >, maxspeed * 0.3)))
1153 // tracebox wouldn't work when bot is still on the ledge
1154 traceline(this.origin, this.origin - '0 0 200', true, this);
1155 if (this.origin.z - trace_endpos.z > 120)
1156 do_break = normalize(this.velocity) * -1;
1161 navigation_clearroute(this);
1162 navigation_goalrating_timeout_force(this);
1163 this.ignoregoal = this.goalcurrent;
1164 this.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
1168 dodge = havocbot_dodge(this);
1170 dodge *= bound(0, 0.5 + (skill + this.bot_dodgeskill) * 0.1, 1);
1173 traceline(this.origin, (this.enemy.absmin + this.enemy.absmax) * 0.5, true, NULL);
1174 if (IS_PLAYER(trace_ent))
1175 dodge_enemy_factor = bound(0, (skill + this.bot_dodgeskill) / 7, 1);
1177 // this.bot_dodgevector = dir;
1178 // this.bot_dodgevector_jumpbutton = PHYS_INPUT_BUTTON_JUMP(this);
1181 float ladder_zdir = 0;
1182 if(this.ladder_entity)
1184 if(this.goalcurrent.origin.z + this.goalcurrent.mins.z > this.origin.z + this.mins.z)
1186 if(this.origin.z + this.mins.z < this.ladder_entity.origin.z + this.ladder_entity.maxs.z)
1191 if(this.origin.z + this.mins.z > this.ladder_entity.origin.z + this.ladder_entity.mins.z)
1196 if (vdist(vec2(diff), <, 40))
1197 dir.z = ladder_zdir * 4;
1199 dir.z = ladder_zdir * 2;
1200 dir = normalize(dir);
1204 if (this.goalcurrent.wpisbox
1205 && boxesoverlap(this.goalcurrent.absmin, this.goalcurrent.absmax, this.origin, this.origin))
1207 // bot is inside teleport waypoint but hasn't touched the real teleport yet
1208 // head to teleport origin
1209 dir = (this.goalcurrent.origin - this.origin);
1211 dir = normalize(dir);
1214 // already executed when bot targets an enemy
1215 if (!this.bot_aimdir_executed)
1217 if (time < this.bot_stop_moving_timeout)
1218 bot_aimdir(this, normalize(this.goalcurrent.origin - this.origin), 0);
1220 bot_aimdir(this, dir, 0);
1223 vector evadedanger = '0 0 0';
1226 dir *= dodge_enemy_factor;
1227 if (danger_detected && vdist(this.velocity, >, maxspeed * 0.8) && this.goalcurrent_prev
1228 && this.goalcurrent.classname == "waypoint")
1230 vector p = this.origin + this.velocity * 0.2;
1231 vector evadedanger = point_line_vec(p, vec2(this.goalcurrent_prev.origin) + eZ * p.z,
1232 vec2(destorg - this.goalcurrent_prev.origin));
1233 if (vdist(evadedanger, >, 20))
1235 if (vdist(evadedanger, >, 40))
1236 do_break = normalize(this.velocity) * -1;
1237 evadedanger = normalize(evadedanger);
1238 evadedanger *= bound(1, 3 - (skill + this.bot_dodgeskill), 3); // Noobs fear dangers a lot and take more distance from them
1241 evadedanger = '0 0 0';
1243 dir = normalize(dir + dodge + do_break + evadedanger);
1246 makevectors(this.v_angle);
1247 //dir = this.bot_dodgevector;
1248 //if (this.bot_dodgevector_jumpbutton)
1249 // PHYS_INPUT_BUTTON_JUMP(this) = true;
1250 CS(this).movement_x = dir * v_forward * maxspeed;
1251 CS(this).movement_y = dir * v_right * maxspeed;
1252 CS(this).movement_z = dir * v_up * maxspeed;
1254 // Emulate keyboard interface
1256 havocbot_keyboard_movement(this, destorg);
1259 if (!bunnyhop_forbidden && !evadedanger && !do_break && skill + this.bot_moveskill >= autocvar_bot_ai_bunnyhop_skilloffset)
1260 havocbot_bunnyhop(this, dir);
1262 if (dir * v_up >= autocvar_sv_jumpvelocity * 0.5 && IS_ONGROUND(this))
1263 PHYS_INPUT_BUTTON_JUMP(this) = true;
1266 if (dodge * v_up > 0 && random() * frametime >= 0.2 * bound(0, (10 - skill - this.bot_dodgeskill) * 0.1, 1))
1267 PHYS_INPUT_BUTTON_JUMP(this) = true;
1268 if (dodge * v_up < 0 && random() * frametime >= 0.5 * bound(0, (10 - skill - this.bot_dodgeskill) * 0.1, 1))
1269 this.havocbot_ducktime = time + 0.3 / bound(0.1, skill + this.bot_dodgeskill, 10);
1273 entity havocbot_gettarget(entity this, bool secondary)
1276 vector eye = CENTER_OR_VIEWOFS(this);
1277 IL_EACH(g_bot_targets, boolean((secondary) ? it.classname == "misc_breakablemodel" : it.classname != "misc_breakablemodel"),
1279 vector v = CENTER_OR_VIEWOFS(it);
1280 if(vdist(v - eye, <, autocvar_bot_ai_enemydetectionradius))
1281 if(!best || vlen2(CENTER_OR_VIEWOFS(best) - eye) > vlen2(v - eye))
1282 if(bot_shouldattack(this, it))
1284 traceline(eye, v, true, this);
1285 if (trace_ent == it || trace_fraction >= 1)
1293 void havocbot_chooseenemy(entity this)
1295 if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(this))
1303 if (!bot_shouldattack(this, this.enemy))
1305 // enemy died or something, find a new target
1307 this.havocbot_chooseenemy_finished = time;
1309 else if (this.havocbot_stickenemy_time && time < this.havocbot_stickenemy_time)
1311 // tracking last chosen enemy
1312 vector targ_pos = (this.enemy.absmin + this.enemy.absmax) * 0.5;
1313 traceline(this.origin + this.view_ofs, targ_pos, false, NULL);
1314 if (trace_ent == this.enemy || trace_fraction == 1)
1315 if (vdist(targ_pos - this.origin, <, 1000))
1317 // remain tracking him for a shot while (case he went after a small corner or pilar
1318 this.havocbot_chooseenemy_finished = time + 0.5;
1322 // stop preferring this enemy
1323 this.havocbot_stickenemy_time = 0;
1326 if (time < this.havocbot_chooseenemy_finished)
1328 this.havocbot_chooseenemy_finished = time + autocvar_bot_ai_enemydetectioninterval;
1329 vector eye = this.origin + this.view_ofs;
1331 float bestrating = autocvar_bot_ai_enemydetectionradius ** 2;
1334 int hf = this.dphitcontentsmask;
1336 // Search for enemies, if no enemy can be seen directly try to look through transparent objects
1338 this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
1340 bool scan_transparent = false;
1341 bool scan_secondary_targets = false;
1342 bool have_secondary_targets = false;
1345 scan_secondary_targets = false;
1347 IL_EACH(g_bot_targets, it.bot_attack,
1349 if(!scan_secondary_targets)
1351 if(it.classname == "misc_breakablemodel")
1353 have_secondary_targets = true;
1357 else if(it.classname != "misc_breakablemodel")
1360 vector v = (it.absmin + it.absmax) * 0.5;
1361 float rating = vlen2(v - eye);
1362 if (rating < bestrating && bot_shouldattack(this, it))
1364 traceline(eye, v, true, this);
1365 if (trace_ent == it || trace_fraction >= 1)
1368 bestrating = rating;
1373 if(!best && have_secondary_targets && !scan_secondary_targets)
1375 scan_secondary_targets = true;
1377 bestrating = autocvar_bot_ai_enemydetectionradius ** 2;
1381 // I want to do a second scan if no enemy was found or I don't have weapons
1382 // TODO: Perform the scan when using the rifle (requires changes on the rifle code)
1383 if(best || STAT(WEAPONS, this)) // || this.weapon == WEP_RIFLE.m_id
1385 if(scan_transparent)
1388 // Set flags to see through transparent objects
1389 this.dphitcontentsmask |= DPCONTENTS_OPAQUE;
1391 scan_transparent = true;
1394 // Restore hit flags
1395 this.dphitcontentsmask = hf;
1398 this.havocbot_stickenemy_time = time + autocvar_bot_ai_enemydetectioninterval_stickingtoenemy;
1399 if(best && best.classname == "misc_breakablemodel")
1400 this.havocbot_stickenemy_time = 0;
1403 float havocbot_chooseweapon_checkreload(entity this, .entity weaponentity, int new_weapon)
1405 // bots under this skill cannot find unloaded weapons to reload idly when not in combat,
1406 // so skip this for them, or they'll never get to reload their weapons at all.
1407 // this also allows bots under this skill to be more stupid, and reload more often during combat :)
1411 // if this weapon is scheduled for reloading, don't switch to it during combat
1412 if (this.(weaponentity).weapon_load[new_weapon] < 0)
1414 FOREACH(Weapons, it != WEP_Null, {
1415 if(it.wr_checkammo1(it, this, weaponentity) + it.wr_checkammo2(it, this, weaponentity))
1416 return true; // other weapon available
1423 void havocbot_chooseweapon(entity this, .entity weaponentity)
1428 if(g_weaponarena_weapons == WEPSET(TUBA))
1430 this.(weaponentity).m_switchweapon = WEP_TUBA;
1434 // TODO: clean this up by moving it to weapon code
1435 if(this.enemy==NULL)
1437 // If no weapon was chosen get the first available weapon
1438 if(this.(weaponentity).m_weapon==WEP_Null)
1439 FOREACH(Weapons, it != WEP_Null, {
1440 if(client_hasweapon(this, it, weaponentity, true, false))
1442 this.(weaponentity).m_switchweapon = it;
1449 // Do not change weapon during the next second after a combo
1450 float f = time - this.lastcombotime;
1455 float distance; distance=bound(10,vlen(this.origin-this.enemy.origin)-200,10000);
1457 // Should it do a weapon combo?
1458 float af, ct, combo_time, combo;
1460 af = ATTACK_FINISHED(this, weaponentity);
1461 ct = autocvar_bot_ai_weapon_combo_threshold;
1463 // Bots with no skill will be 4 times more slower than "godlike" bots when doing weapon combos
1464 // Ideally this 4 should be calculated as longest_weapon_refire / bot_ai_weapon_combo_threshold
1465 combo_time = time + ct + (ct * ((-0.3*(skill+this.bot_weaponskill))+3));
1469 if(autocvar_bot_ai_weapon_combo)
1470 if(this.(weaponentity).m_weapon.m_id == this.(weaponentity).lastfiredweapon)
1474 this.lastcombotime = time;
1477 distance *= (2 ** this.bot_rangepreference);
1479 // Custom weapon list based on distance to the enemy
1480 if(bot_custom_weapon){
1482 // Choose weapons for far distance
1483 if ( distance > bot_distance_far ) {
1484 for(i=0; i < REGISTRY_COUNT(Weapons) && bot_weapons_far[i] != -1 ; ++i){
1485 w = bot_weapons_far[i];
1486 if ( client_hasweapon(this, REGISTRY_GET(Weapons, w), weaponentity, true, false) )
1488 if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1490 this.(weaponentity).m_switchweapon = REGISTRY_GET(Weapons, w);
1496 // Choose weapons for mid distance
1497 if ( distance > bot_distance_close) {
1498 for(i=0; i < REGISTRY_COUNT(Weapons) && bot_weapons_mid[i] != -1 ; ++i){
1499 w = bot_weapons_mid[i];
1500 if ( client_hasweapon(this, REGISTRY_GET(Weapons, w), weaponentity, true, false) )
1502 if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1504 this.(weaponentity).m_switchweapon = REGISTRY_GET(Weapons, w);
1510 // Choose weapons for close distance
1511 for(i=0; i < REGISTRY_COUNT(Weapons) && bot_weapons_close[i] != -1 ; ++i){
1512 w = bot_weapons_close[i];
1513 if ( client_hasweapon(this, REGISTRY_GET(Weapons, w), weaponentity, true, false) )
1515 if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1517 this.(weaponentity).m_switchweapon = REGISTRY_GET(Weapons, w);
1524 void havocbot_aim(entity this)
1526 if (time < this.nextaim)
1528 this.nextaim = time + 0.1;
1529 vector myvel = this.velocity;
1530 if (!this.waterlevel)
1532 if(MUTATOR_CALLHOOK(HavocBot_Aim, this)) { /* do nothing */ }
1533 else if (this.enemy)
1535 vector enemyvel = this.enemy.velocity;
1536 if (!this.enemy.waterlevel)
1538 lag_additem(this, time + CS(this).ping, 0, 0, this.enemy, this.origin, myvel, (this.enemy.absmin + this.enemy.absmax) * 0.5, enemyvel);
1541 lag_additem(this, time + CS(this).ping, 0, 0, NULL, this.origin, myvel, ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5, '0 0 0');
1544 bool havocbot_moveto_refresh_route(entity this)
1546 // Refresh path to goal if necessary
1548 wp = this.havocbot_personal_waypoint;
1549 navigation_goalrating_start(this);
1550 navigation_routerating(this, wp, 10000, 10000);
1551 navigation_goalrating_end(this);
1552 return (this.goalentity != NULL);
1555 float havocbot_moveto(entity this, vector pos)
1559 if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_GOING)
1561 // Step 4: Move to waypoint
1562 if(this.havocbot_personal_waypoint==NULL)
1564 LOG_TRACE("Error: ", this.netname, " trying to walk to a non existent personal waypoint");
1565 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_GOING;
1566 return CMD_STATUS_ERROR;
1569 if (!bot_strategytoken_taken)
1570 if(this.havocbot_personal_waypoint_searchtime<time)
1572 bot_strategytoken_taken = true;
1573 if(havocbot_moveto_refresh_route(this))
1575 LOG_TRACE(this.netname, " walking to its personal waypoint (after ", ftos(this.havocbot_personal_waypoint_failcounter), " failed attempts)");
1576 this.havocbot_personal_waypoint_searchtime = time + 10;
1577 this.havocbot_personal_waypoint_failcounter = 0;
1581 this.havocbot_personal_waypoint_failcounter += 1;
1582 this.havocbot_personal_waypoint_searchtime = time + 2;
1583 if(this.havocbot_personal_waypoint_failcounter >= 30)
1585 LOG_TRACE("Warning: can't walk to the personal waypoint located at ", vtos(this.havocbot_personal_waypoint.origin));
1586 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1587 delete(this.havocbot_personal_waypoint);
1588 return CMD_STATUS_ERROR;
1591 LOG_TRACE(this.netname, " can't walk to its personal waypoint (after ", ftos(this.havocbot_personal_waypoint_failcounter), " failed attempts), trying later");
1595 if(autocvar_bot_debug_goalstack)
1596 debuggoalstack(this);
1600 havocbot_movetogoal(this);
1602 if (!this.bot_aimdir_executed && this.goalcurrent)
1605 vector dir = get_closer_dest(this.goalcurrent, this.origin);
1606 dir -= this.origin + this.view_ofs;
1608 bot_aimdir(this, dir, 0);
1611 if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_REACHED)
1613 // Step 5: Waypoint reached
1614 LOG_TRACE(this.netname, "'s personal waypoint reached");
1615 waypoint_remove(this.havocbot_personal_waypoint);
1616 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_REACHED;
1617 return CMD_STATUS_FINISHED;
1620 return CMD_STATUS_EXECUTING;
1623 // Step 2: Linking waypoint
1624 if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_LINKING)
1626 // Wait until it is linked
1627 if(!this.havocbot_personal_waypoint.wplinked)
1629 LOG_TRACE(this.netname, " waiting for personal waypoint to be linked");
1630 return CMD_STATUS_EXECUTING;
1633 this.havocbot_personal_waypoint_searchtime = time; // so we set the route next frame
1634 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1635 this.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_GOING;
1637 // Step 3: Route to waypoint
1638 LOG_TRACE(this.netname, " walking to its personal waypoint");
1640 return CMD_STATUS_EXECUTING;
1643 // Step 1: Spawning waypoint
1644 wp = waypoint_spawnpersonal(this, pos);
1647 LOG_TRACE("Error: Can't spawn personal waypoint at ",vtos(pos));
1648 return CMD_STATUS_ERROR;
1651 this.havocbot_personal_waypoint = wp;
1652 this.havocbot_personal_waypoint_failcounter = 0;
1653 this.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1655 // if pos is inside a teleport, then let's mark it as teleport waypoint
1656 IL_EACH(g_teleporters, WarpZoneLib_BoxTouchesBrush(pos, pos, it, NULL),
1658 wp.wpflags |= WAYPOINTFLAG_TELEPORT;
1659 this.lastteleporttime = 0;
1663 if(wp.wpflags & WAYPOINTFLAG_TELEPORT)
1664 print("routing to a teleporter\n");
1666 print("routing to a non-teleporter\n");
1669 return CMD_STATUS_EXECUTING;
1672 float havocbot_resetgoal(entity this)
1674 navigation_clearroute(this);
1675 return CMD_STATUS_FINISHED;
1678 void havocbot_setupbot(entity this)
1680 this.bot_ai = havocbot_ai;
1681 this.cmd_moveto = havocbot_moveto;
1682 this.cmd_resetgoal = havocbot_resetgoal;
1684 // NOTE: bot is not player yet
1685 havocbot_chooserole(this);
1688 vector havocbot_dodge(entity this)
1690 // LordHavoc: disabled because this is too expensive
1695 float danger, bestdanger, vl, d;
1698 // check for dangerous objects near bot or approaching bot
1699 head = findchainfloat(bot_dodge, true);
1702 if (head.owner != this)
1704 vl = vlen(head.velocity);
1705 if (vl > autocvar_sv_maxspeed * 0.3)
1707 n = normalize(head.velocity);
1708 v = this.origin - head.origin;
1710 if (d > (0 - head.bot_dodgerating))
1711 if (d < (vl * 0.2 + head.bot_dodgerating))
1713 // calculate direction and distance from the flight path, by removing the forward axis
1714 v = v - (n * (v * n));
1715 danger = head.bot_dodgerating - vlen(v);
1716 if (bestdanger < danger)
1718 bestdanger = danger;
1719 // dodge to the side of the object
1720 dodge = normalize(v);
1726 danger = head.bot_dodgerating - vlen(head.origin - this.origin);
1727 if (bestdanger < danger)
1729 bestdanger = danger;
1730 dodge = normalize(this.origin - head.origin);