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Bot AI: evade dangers like trigger_hurt and lava by aligning to the ideal route if...
[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.goalcurrent_prev && (this.goalcurrent_prev.wpflags & WAYPOINTFLAG_JUMP)))
52                         {
53                                 // find a new goal
54                                 this.havocbot_role(this); // little too far down the rabbit hole
55                         }
56                 }
57
58                 // if we don't have a goal and we're under water look for a waypoint near the "shore" and push it
59                 if(!(IS_DEAD(this) || STAT(FROZEN, this)))
60                 if(!this.goalcurrent)
61                 if(this.waterlevel == WATERLEVEL_SWIMMING || (this.aistatus & AI_STATUS_OUT_WATER))
62                 {
63                         // Look for the closest waypoint out of water
64                         entity newgoal = NULL;
65                         IL_EACH(g_waypoints, vdist(it.origin - this.origin, <=, 10000),
66                         {
67                                 if(it.origin.z < this.origin.z)
68                                         continue;
69
70                                 if(it.origin.z - this.origin.z - this.view_ofs.z > 100)
71                                         continue;
72
73                                 if (pointcontents(it.origin + it.maxs + '0 0 1') != CONTENT_EMPTY)
74                                         continue;
75
76                                 traceline(this.origin + this.view_ofs, ((it.absmin + it.absmax) * 0.5), true, this);
77
78                                 if(trace_fraction < 1)
79                                         continue;
80
81                                 if(!newgoal || vlen2(it.origin - this.origin) < vlen2(newgoal.origin - this.origin))
82                                         newgoal = it;
83                         });
84
85                         if(newgoal)
86                         {
87                         //      te_wizspike(newgoal.origin);
88                                 navigation_pushroute(this, newgoal);
89                         }
90                 }
91
92                 // token has been used this frame
93                 bot_strategytoken_taken = true;
94         }
95
96         if (this.goalcurrent && wasfreed(this.goalcurrent))
97         {
98                 navigation_clearroute(this);
99                 navigation_goalrating_timeout_force(this);
100                 return;
101         }
102
103         if(IS_DEAD(this) || STAT(FROZEN, this))
104         {
105                 if (this.goalcurrent)
106                         navigation_clearroute(this);
107                 return;
108         }
109
110         havocbot_chooseenemy(this);
111
112         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
113         {
114                 .entity weaponentity = weaponentities[slot];
115                 if(this.(weaponentity).m_weapon != WEP_Null || slot == 0)
116                 if(this.(weaponentity).bot_chooseweapontime < time)
117                 {
118                         this.(weaponentity).bot_chooseweapontime = time + autocvar_bot_ai_chooseweaponinterval;
119                         havocbot_chooseweapon(this, weaponentity);
120                 }
121         }
122         havocbot_aim(this);
123         lag_update(this);
124
125         if (this.bot_aimtarg)
126         {
127                 this.aistatus |= AI_STATUS_ATTACKING;
128                 this.aistatus &= ~AI_STATUS_ROAMING;
129
130                 if(STAT(WEAPONS, this))
131                 {
132                         if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(this))
133                         {
134                                 PHYS_INPUT_BUTTON_ATCK(this) = false;
135                                 PHYS_INPUT_BUTTON_ATCK2(this) = false;
136                         }
137                         else
138                         {
139                                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
140                                 {
141                                         .entity weaponentity = weaponentities[slot];
142                                         Weapon w = this.(weaponentity).m_weapon;
143                                         if(w == WEP_Null && slot != 0)
144                                                 continue;
145                                         w.wr_aim(w, this, weaponentity);
146                                         if(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this)) // TODO: what if we didn't fire this weapon, but the previous?
147                                                 this.(weaponentity).lastfiredweapon = this.(weaponentity).m_weapon.m_id;
148                                 }
149                         }
150                 }
151                 else
152                 {
153                         if(IS_PLAYER(this.bot_aimtarg))
154                                 bot_aimdir(this, this.bot_aimtarg.origin + this.bot_aimtarg.view_ofs - this.origin - this.view_ofs, 0);
155                 }
156         }
157         else if (this.goalcurrent)
158         {
159                 this.aistatus |= AI_STATUS_ROAMING;
160                 this.aistatus &= ~AI_STATUS_ATTACKING;
161         }
162
163         havocbot_movetogoal(this);
164         if (!this.bot_aimdir_executed && this.goalcurrent)
165         {
166                 // Heading
167                 vector dir = get_closer_dest(this.goalcurrent, this.origin);
168                 dir -= this.origin + this.view_ofs;
169                 dir.z = 0;
170                 bot_aimdir(this, dir, 0);
171         }
172
173         // if the bot is not attacking, consider reloading weapons
174         if (!(this.aistatus & AI_STATUS_ATTACKING))
175         {
176                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
177                 {
178                         .entity weaponentity = weaponentities[slot];
179
180                         if(this.(weaponentity).m_weapon == WEP_Null && slot != 0)
181                                 continue;
182
183                         // we are currently holding a weapon that's not fully loaded, reload it
184                         if(skill >= 2) // bots can only reload the held weapon on purpose past this skill
185                         if(this.(weaponentity).clip_load < this.(weaponentity).clip_size)
186                                 CS(this).impulse = IMP_weapon_reload.impulse; // not sure if this is done right
187
188                         // if we're not reloading a weapon, switch to any weapon in our invnetory that's not fully loaded to reload it next
189                         // the code above executes next frame, starting the reloading then
190                         if(skill >= 5) // bots can only look for unloaded weapons past this skill
191                         if(this.(weaponentity).clip_load >= 0) // only if we're not reloading a weapon already
192                         {
193                                 FOREACH(Weapons, it != WEP_Null, {
194                                         if((STAT(WEAPONS, this) & (it.m_wepset)) && (it.spawnflags & WEP_FLAG_RELOADABLE) && (this.(weaponentity).weapon_load[it.m_id] < it.reloading_ammo))
195                                         {
196                                                 this.(weaponentity).m_switchweapon = it;
197                                                 break;
198                                         }
199                                 });
200                         }
201                 }
202         }
203 }
204
205 void havocbot_bunnyhop(entity this, vector dir)
206 {
207         bool can_run = false;
208         if (!(this.aistatus & AI_STATUS_ATTACKING) && this.goalcurrent && !IS_PLAYER(this.goalcurrent)
209                 && vdist(vec2(this.velocity), >=, autocvar_sv_maxspeed) && !(this.aistatus & AI_STATUS_DANGER_AHEAD)
210                 && this.waterlevel <= WATERLEVEL_WETFEET && !IS_DUCKED(this)
211                 && IS_ONGROUND(this) && !(this.goalcurrent_prev && (this.goalcurrent_prev.wpflags & WAYPOINTFLAG_JUMP)))
212         {
213                 vector vel_angles = vectoangles(this.velocity);
214                 vector deviation = vel_angles - vectoangles(dir);
215                 while (deviation.y < -180) deviation.y = deviation.y + 360;
216                 while (deviation.y > 180) deviation.y = deviation.y - 360;
217                 if (fabs(deviation.y) < autocvar_bot_ai_bunnyhop_dir_deviation_max)
218                 {
219                         vector gco = get_closer_dest(this.goalcurrent, this.origin);
220                         float vel = vlen(vec2(this.velocity));
221
222                         // with the current physics, jump distance grows linearly with the speed
223                         float jump_distance = 52.661 + 0.606 * vel;
224                         jump_distance += this.origin.z - gco.z; // roughly take into account vertical distance too
225                         if (vdist(vec2(gco - this.origin), >, max(0, jump_distance)))
226                                 can_run = true;
227                         else if (!(this.goalcurrent.wpflags & WAYPOINTFLAG_JUMP)
228                                 && !(this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
229                                 && this.goalstack01 && !wasfreed(this.goalstack01) && !(this.goalstack01.wpflags & WAYPOINTFLAG_JUMP)
230                                 && vdist(vec2(gco - this.goalstack01.origin), >, 70))
231                         {
232                                 vector gno = (this.goalstack01.absmin + this.goalstack01.absmax) * 0.5;
233                                 vector ang = vectoangles(gco - this.origin);
234                                 deviation = vectoangles(gno - gco) - vel_angles;
235                                 while (deviation.y < -180) deviation.y = deviation.y + 360;
236                                 while (deviation.y > 180) deviation.y = deviation.y - 360;
237
238                                 float max_turn_angle = autocvar_bot_ai_bunnyhop_turn_angle_max;
239                                 max_turn_angle -= autocvar_bot_ai_bunnyhop_turn_angle_reduction * ((vel - autocvar_sv_maxspeed) / autocvar_sv_maxspeed);
240                                 if ((ang.x < 90 || ang.x > 360 - autocvar_bot_ai_bunnyhop_downward_pitch_max)
241                                         && fabs(deviation.y) < max(autocvar_bot_ai_bunnyhop_turn_angle_min, max_turn_angle))
242                                 {
243                                         can_run = true;
244                                 }
245                         }
246                 }
247         }
248
249         if (can_run)
250         {
251                 PHYS_INPUT_BUTTON_JUMP(this) = true;
252                 this.bot_jump_time = time;
253                 this.aistatus |= AI_STATUS_RUNNING;
254         }
255         else
256         {
257                 if (IS_ONGROUND(this) || this.waterlevel > WATERLEVEL_WETFEET)
258                         this.aistatus &= ~AI_STATUS_RUNNING;
259         }
260 }
261
262 void havocbot_keyboard_movement(entity this, vector destorg)
263 {
264         if(time <= this.havocbot_keyboardtime)
265                 return;
266
267         float sk = skill + this.bot_moveskill;
268         this.havocbot_keyboardtime =
269                 max(
270                         this.havocbot_keyboardtime
271                                 + 0.05 / max(1, sk + this.havocbot_keyboardskill)
272                                 + random() * 0.025 / max(0.00025, skill + this.havocbot_keyboardskill)
273                 , time);
274         vector keyboard = CS(this).movement / autocvar_sv_maxspeed;
275
276         float trigger = autocvar_bot_ai_keyboard_threshold;
277
278         // categorize forward movement
279         // at skill < 1.5 only forward
280         // at skill < 2.5 only individual directions
281         // at skill < 4.5 only individual directions, and forward diagonals
282         // at skill >= 4.5, all cases allowed
283         if (keyboard.x > trigger)
284         {
285                 keyboard.x = 1;
286                 if (sk < 2.5)
287                         keyboard.y = 0;
288         }
289         else if (keyboard.x < -trigger && sk > 1.5)
290         {
291                 keyboard.x = -1;
292                 if (sk < 4.5)
293                         keyboard.y = 0;
294         }
295         else
296         {
297                 keyboard.x = 0;
298                 if (sk < 1.5)
299                         keyboard.y = 0;
300         }
301         if (sk < 4.5)
302                 keyboard.z = 0;
303
304         if (keyboard.y > trigger)
305                 keyboard.y = 1;
306         else if (keyboard.y < -trigger)
307                 keyboard.y = -1;
308         else
309                 keyboard.y = 0;
310
311         if (keyboard.z > trigger)
312                 keyboard.z = 1;
313         else if (keyboard.z < -trigger)
314                 keyboard.z = -1;
315         else
316                 keyboard.z = 0;
317
318         // make sure bots don't get stuck if havocbot_keyboardtime is very high
319         if (keyboard == '0 0 0')
320                 this.havocbot_keyboardtime = min(this.havocbot_keyboardtime, time + 0.2);
321
322         this.havocbot_keyboard = keyboard * autocvar_sv_maxspeed;
323         if (this.havocbot_ducktime > time)
324                 PHYS_INPUT_BUTTON_CROUCH(this) = true;
325
326         keyboard = this.havocbot_keyboard;
327         float blend = bound(0, vlen(destorg - this.origin) / autocvar_bot_ai_keyboard_distance, 1); // When getting close move with 360 degree
328         //dprint("movement ", vtos(CS(this).movement), " keyboard ", vtos(keyboard), " blend ", ftos(blend), "\n");
329         CS(this).movement = CS(this).movement + (keyboard - CS(this).movement) * blend;
330 }
331
332 // return true when bot isn't getting closer to the current goal
333 bool havocbot_checkgoaldistance(entity this, vector gco)
334 {
335         if (this.bot_stop_moving_timeout > time)
336                 return false;
337         float curr_dist_z = max(20, fabs(this.origin.z - gco.z));
338         float curr_dist_2d = max(20, vlen(vec2(this.origin - gco)));
339         float distance_time = this.goalcurrent_distance_time;
340         if(distance_time < 0)
341                 distance_time = -distance_time;
342         if(curr_dist_z >= this.goalcurrent_distance_z && curr_dist_2d >= this.goalcurrent_distance_2d)
343         {
344                 if(!distance_time)
345                         this.goalcurrent_distance_time = time;
346                 else if (time - distance_time > 0.5)
347                         return true;
348         }
349         else
350         {
351                 // reduce it a little bit so it works even with very small approaches to the goal
352                 this.goalcurrent_distance_z = max(20, curr_dist_z - 10);
353                 this.goalcurrent_distance_2d = max(20, curr_dist_2d - 10);
354                 this.goalcurrent_distance_time = 0;
355         }
356         return false;
357 }
358
359 entity havocbot_select_an_item_of_group(entity this, int gr)
360 {
361         entity selected = NULL;
362         float selected_dist2 = 0;
363         // select farthest item of this group from bot's position
364         IL_EACH(g_items, it.item_group == gr && it.solid,
365         {
366                 float dist2 = vlen2(this.origin - it.origin);
367                 if (dist2 < 600 ** 2 && dist2 > selected_dist2)
368                 {
369                         selected = it;
370                         selected_dist2 = vlen2(this.origin - selected.origin);
371                 }
372         });
373
374         if (!selected)
375                 return NULL;
376
377         set_tracewalk_dest(selected, this.origin, false);
378         if (!tracewalk(this, this.origin, STAT(PL_MIN, this), STAT(PL_MAX, this),
379                 tracewalk_dest, tracewalk_dest_height, bot_navigation_movemode))
380         {
381                 return NULL;
382         }
383
384         return selected;
385 }
386
387 void havocbot_movetogoal(entity this)
388 {
389         vector diff;
390         vector dir;
391         vector flatdir;
392         float dodge_enemy_factor = 1;
393         float maxspeed;
394         //float dist;
395         vector dodge;
396         //if (this.goalentity)
397         //      te_lightning2(this, this.origin, (this.goalentity.absmin + this.goalentity.absmax) * 0.5);
398         CS(this).movement = '0 0 0';
399         maxspeed = autocvar_sv_maxspeed;
400
401         PHYS_INPUT_BUTTON_CROUCH(this) = boolean(this.goalcurrent.wpflags & WAYPOINTFLAG_CROUCH);
402
403         PHYS_INPUT_BUTTON_JETPACK(this) = false;
404         // Jetpack navigation
405         if(this.navigation_jetpack_goal)
406         if(this.goalcurrent==this.navigation_jetpack_goal)
407         if(GetResource(this, RES_FUEL))
408         {
409                 if(autocvar_bot_debug_goalstack)
410                 {
411                         debuggoalstack(this);
412                         te_wizspike(this.navigation_jetpack_point);
413                 }
414
415                 // Take off
416                 if (!(this.aistatus & AI_STATUS_JETPACK_FLYING))
417                 {
418                         // Brake almost completely so it can get a good direction
419                         if(vdist(this.velocity, >, 10))
420                                 return;
421                         this.aistatus |= AI_STATUS_JETPACK_FLYING;
422                 }
423
424                 makevectors(this.v_angle.y * '0 1 0');
425                 dir = normalize(this.navigation_jetpack_point - this.origin);
426
427                 // Landing
428                 if(this.aistatus & AI_STATUS_JETPACK_LANDING)
429                 {
430                         // Calculate brake distance in xy
431                         float d = vlen(vec2(this.origin - (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5));
432                         float vel2 = vlen2(vec2(this.velocity));
433                         float db = (vel2 / (autocvar_g_jetpack_acceleration_side * 2)) + 100;
434                         //LOG_INFOF("distance %d, velocity %d, brake at %d ", ceil(d), ceil(v), ceil(db));
435                         if(d < db || d < 500)
436                         {
437                                 // Brake
438                                 if (vel2 > (maxspeed * 0.3) ** 2)
439                                 {
440                                         CS(this).movement_x = dir * v_forward * -maxspeed;
441                                         return;
442                                 }
443                                 // Switch to normal mode
444                                 this.navigation_jetpack_goal = NULL;
445                                 this.aistatus &= ~AI_STATUS_JETPACK_LANDING;
446                                 this.aistatus &= ~AI_STATUS_JETPACK_FLYING;
447                                 return;
448                         }
449                 }
450                 else if(checkpvs(this.origin,this.goalcurrent))
451                 {
452                         // If I can see the goal switch to landing code
453                         this.aistatus &= ~AI_STATUS_JETPACK_FLYING;
454                         this.aistatus |= AI_STATUS_JETPACK_LANDING;
455                         return;
456                 }
457
458                 // Flying
459                 PHYS_INPUT_BUTTON_JETPACK(this) = true;
460                 if(this.navigation_jetpack_point.z - STAT(PL_MAX, this).z + STAT(PL_MIN, this).z < this.origin.z)
461                 {
462                         CS(this).movement_x = dir * v_forward * maxspeed;
463                         CS(this).movement_y = dir * v_right * maxspeed;
464                 }
465                 return;
466         }
467
468         // Handling of jump pads
469         if(this.jumppadcount)
470         {
471                 if(this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
472                 {
473                         this.aistatus |= AI_STATUS_OUT_JUMPPAD;
474                         if(navigation_poptouchedgoals(this))
475                                 return;
476                 }
477                 else if(this.aistatus & AI_STATUS_OUT_JUMPPAD)
478                 {
479                         // If got stuck on the jump pad try to reach the farthest visible waypoint
480                         // but with some randomness so it can try out different paths
481                         if(!this.goalcurrent)
482                         {
483                                 entity newgoal = NULL;
484                                 IL_EACH(g_waypoints, vdist(it.origin - this.origin, <=, 1000),
485                                 {
486                                         if(it.wpflags & WAYPOINTFLAG_TELEPORT)
487                                         if(it.origin.z < this.origin.z - 100 && vdist(vec2(it.origin - this.origin), <, 100))
488                                                 continue;
489
490                                         traceline(this.origin + this.view_ofs, ((it.absmin + it.absmax) * 0.5), true, this);
491
492                                         if(trace_fraction < 1)
493                                                 continue;
494
495                                         if(!newgoal || ((random() < 0.8) && vlen2(it.origin - this.origin) > vlen2(newgoal.origin - this.origin)))
496                                                 newgoal = it;
497                                 });
498
499                                 if(newgoal)
500                                 {
501                                         this.ignoregoal = this.goalcurrent;
502                                         this.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
503                                         navigation_clearroute(this);
504                                         navigation_routetogoal(this, newgoal, this.origin);
505                                         if(autocvar_bot_debug_goalstack)
506                                                 debuggoalstack(this);
507                                         this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
508                                 }
509                         }
510                         else //if (this.goalcurrent)
511                         {
512                                 if (this.goalcurrent.bot_pickup)
513                                 {
514                                         entity jumppad_wp = this.goalcurrent_prev;
515                                         navigation_poptouchedgoals(this);
516                                         if(!this.goalcurrent && jumppad_wp.wp00)
517                                         {
518                                                 // head to the jumppad destination once bot reaches the goal item
519                                                 navigation_pushroute(this, jumppad_wp.wp00);
520                                         }
521                                 }
522                                 vector gco = (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5;
523                                 if (this.origin.z > gco.z && vdist(vec2(this.velocity), <, autocvar_sv_maxspeed))
524                                 {
525                                         if (this.velocity.z < 0)
526                                                 this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
527                                 }
528                                 else if(havocbot_checkgoaldistance(this, gco))
529                                 {
530                                         navigation_clearroute(this);
531                                         navigation_goalrating_timeout_force(this);
532                                 }
533                                 else
534                                         return;
535                         }
536                 }
537                 else //if (!(this.aistatus & AI_STATUS_OUT_JUMPPAD))
538                 {
539                         if(this.velocity.z > 0 && this.origin.z - this.lastteleport_origin.z > (this.maxs.z - this.mins.z) * 0.5)
540                         {
541                                 vector velxy = this.velocity; velxy_z = 0;
542                                 if(vdist(velxy, <, autocvar_sv_maxspeed * 0.2))
543                                 {
544                                         LOG_TRACE("Warning: ", this.netname, " got stuck on a jumppad (velocity in xy is ", vtos(velxy), "), trying to get out of it now");
545                                         this.aistatus |= AI_STATUS_OUT_JUMPPAD;
546                                 }
547                                 return;
548                         }
549
550                         // Don't chase players while using a jump pad
551                         if(IS_PLAYER(this.goalcurrent) || IS_PLAYER(this.goalstack01))
552                                 return;
553                 }
554         }
555         else if(this.aistatus & AI_STATUS_OUT_JUMPPAD)
556                 this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
557
558         // If there is a trigger_hurt right below try to use the jetpack or make a rocketjump
559         if (skill > 6 && !(IS_ONGROUND(this)))
560         {
561                 #define ROCKETJUMP_DAMAGE() WEP_CVAR(devastator, damage) * 0.8 \
562                         * ((this.strength_finished > time) ? autocvar_g_balance_powerup_strength_selfdamage : 1) \
563                         * ((this.invincible_finished > time) ? autocvar_g_balance_powerup_invincible_takedamage : 1)
564
565                 // save some CPU cycles by checking trigger_hurt after checking
566                 // that something can be done to evade it (cheaper checks)
567                 int action_for_trigger_hurt = 0;
568                 if (this.items & IT_JETPACK)
569                         action_for_trigger_hurt = 1;
570                 else if (!this.jumppadcount && !waypoint_is_hardwiredlink(this.goalcurrent_prev, this.goalcurrent)
571                         && !(this.goalcurrent_prev && this.goalcurrent_prev.wpflags & WAYPOINTFLAG_JUMP)
572                         && GetResource(this, RES_HEALTH) + GetResource(this, RES_ARMOR) > ROCKETJUMP_DAMAGE())
573                 {
574                         action_for_trigger_hurt = 2;
575                 }
576                 else if (!this.goalcurrent)
577                         action_for_trigger_hurt = 3;
578
579                 if (action_for_trigger_hurt)
580                 {
581                         tracebox(this.origin, this.mins, this.maxs, this.origin + '0 0 -65536', MOVE_NOMONSTERS, this);
582                         if(!tracebox_hits_trigger_hurt(this.origin, this.mins, this.maxs, trace_endpos))
583                                 action_for_trigger_hurt = 0;
584                 }
585
586                 if(action_for_trigger_hurt == 1) // jetpack
587                 {
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 + '0 0 1' ))
590                         {
591                                 if(this.velocity.z<0)
592                                         PHYS_INPUT_BUTTON_JETPACK(this) = true;
593                         }
594                         else
595                                 PHYS_INPUT_BUTTON_JETPACK(this) = true;
596
597                         // If there is no goal try to move forward
598
599                         if(this.goalcurrent==NULL)
600                                 dir = v_forward;
601                         else
602                                 dir = normalize(( ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5 ) - this.origin);
603
604                         vector xyvelocity = this.velocity; xyvelocity_z = 0;
605                         float xyspeed = xyvelocity * dir;
606
607                         if(xyspeed < (maxspeed / 2))
608                         {
609                                 makevectors(this.v_angle.y * '0 1 0');
610                                 tracebox(this.origin, this.mins, this.maxs, this.origin + (dir * maxspeed * 3), MOVE_NOMONSTERS, this);
611                                 if(trace_fraction==1)
612                                 {
613                                         CS(this).movement_x = dir * v_forward * maxspeed;
614                                         CS(this).movement_y = dir * v_right * maxspeed;
615                                         if (skill < 10)
616                                                 havocbot_keyboard_movement(this, this.origin + dir * 100);
617                                 }
618                         }
619
620                         this.havocbot_blockhead = true;
621
622                         return;
623                 }
624                 else if(action_for_trigger_hurt == 2) // rocketjump
625                 {
626                         if(this.velocity.z < 0)
627                         {
628                                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
629                                 {
630                                         .entity weaponentity = weaponentities[slot];
631
632                                         if(this.(weaponentity).m_weapon == WEP_Null && slot != 0)
633                                                 continue;
634
635                                         if(client_hasweapon(this, WEP_DEVASTATOR, weaponentity, true, false))
636                                         {
637                                                 CS(this).movement_x = maxspeed;
638
639                                                 if(this.rocketjumptime)
640                                                 {
641                                                         if(time > this.rocketjumptime)
642                                                         {
643                                                                 PHYS_INPUT_BUTTON_ATCK2(this) = true;
644                                                                 this.rocketjumptime = 0;
645                                                         }
646                                                         return;
647                                                 }
648
649                                                 this.(weaponentity).m_switchweapon = WEP_DEVASTATOR;
650                                                 this.v_angle_x = 90;
651                                                 PHYS_INPUT_BUTTON_ATCK(this) = true;
652                                                 this.rocketjumptime = time + WEP_CVAR(devastator, detonatedelay);
653                                                 return;
654                                         }
655                                 }
656                         }
657                 }
658                 else if(action_for_trigger_hurt == 3) // no goal
659                 {
660                         // If there is no goal try to move forward
661                         CS(this).movement_x = maxspeed;
662                 }
663         }
664
665         // If we are under water with no goals, swim up
666         if(this.waterlevel && !this.goalcurrent)
667         {
668                 dir = '0 0 0';
669                 if(this.waterlevel>WATERLEVEL_SWIMMING)
670                         dir.z = 1;
671                 else if(this.velocity.z >= 0 && !(this.waterlevel == WATERLEVEL_WETFEET && this.watertype == CONTENT_WATER))
672                         PHYS_INPUT_BUTTON_JUMP(this) = true;
673                 makevectors(this.v_angle.y * '0 1 0');
674                 vector v = dir * maxspeed;
675                 CS(this).movement.x = v * v_forward;
676                 CS(this).movement.y = v * v_right;
677                 CS(this).movement.z = v * v_up;
678         }
679
680         // if there is nowhere to go, exit
681         if (this.goalcurrent == NULL)
682                 return;
683
684
685         bool locked_goal = false;
686         if((this.goalentity && wasfreed(this.goalentity))
687                 || (this.goalcurrent == this.goalentity && this.goalentity.tag_entity))
688         {
689                 navigation_clearroute(this);
690                 navigation_goalrating_timeout_force(this);
691                 return;
692         }
693         else if(this.goalentity.tag_entity)
694         {
695                 navigation_goalrating_timeout_expire(this, 2);
696         }
697         else if(this.goalentity.bot_pickup)
698         {
699                 if(this.goalentity.bot_pickup_respawning)
700                 {
701                         if(this.goalentity.solid) // item respawned
702                                 this.goalentity.bot_pickup_respawning = false;
703                         else if(time < this.goalentity.scheduledrespawntime - 10) // item already taken (by someone else)
704                         {
705                                 if(checkpvs(this.origin, this.goalentity))
706                                 {
707                                         this.goalentity.bot_pickup_respawning = false;
708                                         navigation_goalrating_timeout_expire(this, random());
709                                 }
710                                 locked_goal = true; // wait for item to respawn
711                         }
712                         else if(this.goalentity == this.goalcurrent)
713                                 locked_goal = true; // wait for item to respawn
714                 }
715                 else if(!this.goalentity.solid && !boxesoverlap(this.goalentity.absmin, this.goalentity.absmax, this.absmin, this.absmax))
716                 {
717                         if(checkpvs(this.origin, this.goalentity))
718                         {
719                                 navigation_goalrating_timeout_expire(this, random());
720                         }
721                 }
722         }
723         if (this.goalcurrent == this.goalentity && this.goalentity_lock_timeout > time)
724                 locked_goal = true;
725
726         if (navigation_shortenpath(this))
727         {
728                 if (vdist(this.origin - this.goalcurrent_prev.origin, <, 50)
729                         && navigation_goalrating_timeout_can_be_anticipated(this))
730                 {
731                         navigation_goalrating_timeout_force(this);
732                 }
733         }
734
735         bool goalcurrent_can_be_removed = false;
736         if (IS_PLAYER(this.goalcurrent) || IS_MONSTER(this.goalcurrent))
737         {
738                 bool freeze_state_changed = (boolean(STAT(FROZEN, this.goalentity)) != this.goalentity_shouldbefrozen);
739                 if (IS_DEAD(this.goalcurrent) || (this.goalentity == this.goalcurrent && freeze_state_changed))
740                 {
741                         goalcurrent_can_be_removed = true;
742                         // don't remove if not visible
743                         if (checkpvs(this.origin + this.view_ofs, this.goalcurrent))
744                         {
745                                 if (IS_DEAD(this.goalcurrent))
746                                 {
747                                         IL_EACH(g_items, it.enemy == this.goalcurrent && Item_IsLoot(it),
748                                         {
749                                                 if (vdist(it.origin - this.goalcurrent.death_origin, <, 50))
750                                                 {
751                                                         navigation_clearroute(this);
752                                                         navigation_pushroute(this, it);
753                                                         // loot can't be immediately rated since it isn't on ground yet
754                                                         // it will be rated after a second when on ground, meanwhile head to it
755                                                         navigation_goalrating_timeout_expire(this, 1);
756                                                         return;
757                                                 }
758                                         });
759                                 }
760                                 if (!Item_IsLoot(this.goalcurrent))
761                                 {
762                                         navigation_goalrating_timeout_force(this);
763                                         return;
764                                 }
765                         }
766                 }
767                 else if (!(STAT(FROZEN, this.goalentity)) && this.bot_tracewalk_time < time)
768                 {
769                         set_tracewalk_dest(this.goalcurrent, this.origin, true);
770                         if (!(trace_ent == this || tracewalk(this, this.origin, this.mins, this.maxs,
771                                 tracewalk_dest, tracewalk_dest_height, bot_navigation_movemode)))
772                         {
773                                 navigation_goalrating_timeout_force(this);
774                                 return;
775                         }
776                         this.bot_tracewalk_time = max(time, this.bot_tracewalk_time) + 0.25;
777                 }
778         }
779
780         if(!locked_goal)
781         {
782                 // optimize path finding by anticipating goalrating when bot is near a waypoint;
783                 // in this case path finding can start directly from a waypoint instead of
784                 // looking for all the reachable waypoints up to a certain distance
785                 if (navigation_poptouchedgoals(this))
786                 {
787                         if (this.goalcurrent)
788                         {
789                                 if (goalcurrent_can_be_removed)
790                                 {
791                                         // remove even if not visible
792                                         navigation_goalrating_timeout_force(this);
793                                         return;
794                                 }
795                                 else if (navigation_goalrating_timeout_can_be_anticipated(this))
796                                         navigation_goalrating_timeout_force(this);
797                         }
798                         else
799                         {
800                                 entity old_goal = this.goalcurrent_prev;
801                                 if (old_goal.item_group && this.item_group != old_goal.item_group)
802                                 {
803                                         // Avoid multiple costly calls of path finding code that selects one of the closest
804                                         // item of the group by telling the bot to head directly to the farthest item.
805                                         // Next time we let the bot select a goal as usual which can be another item
806                                         // of this group (the closest one) and so on
807                                         this.item_group = old_goal.item_group;
808                                         entity new_goal = havocbot_select_an_item_of_group(this, old_goal.item_group);
809                                         if (new_goal)
810                                                 navigation_pushroute(this, new_goal);
811                                 }
812                         }
813                 }
814         }
815
816         // if ran out of goals try to use an alternative goal or get a new strategy asap
817         if(this.goalcurrent == NULL)
818         {
819                 navigation_goalrating_timeout_force(this);
820                 return;
821         }
822
823
824         if(autocvar_bot_debug_goalstack)
825                 debuggoalstack(this);
826
827         bool bunnyhop_forbidden = false;
828         vector destorg = get_closer_dest(this.goalcurrent, this.origin);
829         if (this.jumppadcount && this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
830         {
831                 // if bot used the jumppad, push towards jumppad origin until jumppad waypoint gets removed
832                 destorg = this.goalcurrent.origin;
833         }
834         else if (this.goalcurrent.wpisbox)
835         {
836                 // if bot is inside the teleport waypoint, head to teleport origin until teleport gets used
837                 // do it even if bot is on a ledge above a teleport/jumppad so it doesn't get stuck
838                 if (boxesoverlap(this.goalcurrent.absmin, this.goalcurrent.absmax, this.origin + eZ * this.mins.z, this.origin + eZ * this.maxs.z)
839                         || (this.absmin.z > destorg.z && destorg.x == this.origin.x && destorg.y == this.origin.y))
840                 {
841                         bunnyhop_forbidden = true;
842                         destorg = this.goalcurrent.origin;
843                         if(destorg.z > this.origin.z)
844                                 PHYS_INPUT_BUTTON_JUMP(this) = true;
845                 }
846         }
847
848         diff = destorg - this.origin;
849
850         if (time < this.bot_stop_moving_timeout
851                 || (this.goalcurrent == this.goalentity && time < this.goalentity_lock_timeout && vdist(diff, <, 10)))
852         {
853                 // stop if the locked goal has been reached
854                 destorg = this.origin;
855                 diff = dir = '0 0 0';
856         }
857         else if (IS_PLAYER(this.goalcurrent) || IS_MONSTER(this.goalcurrent))
858         {
859                 if (vdist(diff, <, 80))
860                 {
861                         // stop if too close to target player (even if frozen)
862                         destorg = this.origin;
863                         diff = dir = '0 0 0';
864                 }
865                 else
866                 {
867                         // move destorg out of target players, otherwise bot will consider them
868                         // an obstacle that needs to be jumped (especially if frozen)
869                         dir = normalize(diff);
870                         destorg -= dir * PL_MAX_CONST.x * M_SQRT2;
871                         diff = destorg - this.origin;
872                 }
873         }
874         else
875                 dir = normalize(diff);
876         flatdir = (diff.z == 0) ? dir : normalize(vec2(diff));
877
878         bool danger_detected = false;
879         vector do_break = '0 0 0';
880
881         //if (this.bot_dodgevector_time < time)
882         {
883                 //this.bot_dodgevector_time = time + cvar("bot_ai_dodgeupdateinterval");
884                 //this.bot_dodgevector_jumpbutton = 1;
885
886                 this.aistatus &= ~AI_STATUS_DANGER_AHEAD;
887                 makevectors(this.v_angle.y * '0 1 0');
888                 if (this.waterlevel > WATERLEVEL_WETFEET)
889                 {
890                         if (this.waterlevel > WATERLEVEL_SWIMMING)
891                         {
892                                 if(!this.goalcurrent)
893                                         this.aistatus |= AI_STATUS_OUT_WATER;
894                                 else if(destorg.z > this.origin.z)
895                                         PHYS_INPUT_BUTTON_JUMP(this) = true;
896                         }
897                         else
898                         {
899                                 if(this.velocity.z >= 0 && !(this.watertype == CONTENT_WATER && destorg.z < this.origin.z) &&
900                                         (this.aistatus & AI_STATUS_OUT_WATER))
901                                 {
902                                         PHYS_INPUT_BUTTON_JUMP(this) = true;
903                                         dir = flatdir;
904                                 }
905                                 else
906                                 {
907                                         if (destorg.z > this.origin.z)
908                                                 dir = flatdir;
909                                 }
910                         }
911                 }
912                 else
913                 {
914                         float s;
915                         vector offset;
916                         if(this.aistatus & AI_STATUS_OUT_WATER)
917                                 this.aistatus &= ~AI_STATUS_OUT_WATER;
918
919                         // jump if going toward an obstacle that doesn't look like stairs we
920                         // can walk up directly
921                         vector deviation = '0 0 0';
922                         float current_speed = vlen(vec2(this.velocity));
923                         if (current_speed < maxspeed * 0.2)
924                                 current_speed = maxspeed * 0.2;
925                         else
926                         {
927                                 deviation = vectoangles(diff) - vectoangles(this.velocity);
928                                 while (deviation.y < -180) deviation.y += 360;
929                                 while (deviation.y > 180) deviation.y -= 360;
930                         }
931                         float turning = false;
932                         vector flat_diff = vec2(diff);
933                         offset = max(32, current_speed * cos(deviation.y * DEG2RAD) * 0.3) * flatdir;
934                         vector actual_destorg = this.origin + offset;
935                         if (this.goalcurrent_prev && (this.goalcurrent_prev.wpflags & WAYPOINTFLAG_JUMP))
936                         {
937                                 if (time > this.bot_stop_moving_timeout
938                                         && fabs(deviation.y) > 20 && current_speed > maxspeed * 0.4
939                                         && vdist(vec2(this.origin - this.goalcurrent_prev.origin), <, 50))
940                                 {
941                                         this.bot_stop_moving_timeout = time + 0.1;
942                                 }
943                                 if (current_speed > autocvar_sv_maxspeed * 0.9
944                                         && vlen2(flat_diff) < vlen2(vec2(this.goalcurrent_prev.origin - destorg))
945                                         && vdist(vec2(this.origin - this.goalcurrent_prev.origin), >, 50)
946                                         && vdist(vec2(this.origin - this.goalcurrent_prev.origin), <, 150)
947                                 )
948                                 {
949                                         PHYS_INPUT_BUTTON_JUMP(this) = true;
950                                         this.bot_jump_time = time;
951                                 }
952                         }
953                         else if (!this.goalstack01 || (this.goalcurrent.wpflags & (WAYPOINTFLAG_TELEPORT | WAYPOINTFLAG_LADDER)))
954                         {
955                                 if (vlen2(flat_diff) < vlen2(offset))
956                                 {
957                                         if (this.goalcurrent.wpflags & WAYPOINTFLAG_JUMP && this.goalstack01)
958                                         {
959                                                 // oblique warpzones need a jump otherwise bots gets stuck
960                                                 PHYS_INPUT_BUTTON_JUMP(this) = true;
961                                         }
962                                         else
963                                         {
964                                                 actual_destorg.x = destorg.x;
965                                                 actual_destorg.y = destorg.y;
966                                         }
967                                 }
968                         }
969                         else if (vdist(flat_diff, <, 32) && diff.z < -16) // destination is under the bot
970                         {
971                                 actual_destorg.x = destorg.x;
972                                 actual_destorg.y = destorg.y;
973                         }
974                         else if (vlen2(flat_diff) < vlen2(offset))
975                         {
976                                 vector next_goal_org = (this.goalstack01.absmin + this.goalstack01.absmax) * 0.5;
977                                 vector next_dir = normalize(vec2(next_goal_org - destorg));
978                                 float dist = vlen(vec2(this.origin + offset - destorg));
979                                 // if current and next goal are close to each other make sure
980                                 // actual_destorg isn't set beyond next_goal_org
981                                 if (dist ** 2 > vlen2(vec2(next_goal_org - destorg)))
982                                         actual_destorg = next_goal_org;
983                                 else
984                                         actual_destorg = vec2(destorg) + dist * next_dir;
985                                 actual_destorg.z = this.origin.z;
986                                 turning = true;
987                         }
988
989                         LABEL(jumpobstacle_check);
990                         dir = flatdir = normalize(actual_destorg - this.origin);
991
992                         bool jump_forbidden = false;
993                         if (!turning && fabs(deviation.y) > 50)
994                                 jump_forbidden = true;
995                         else if (IS_DUCKED(this))
996                         {
997                                 tracebox(this.origin, PL_MIN_CONST, PL_MAX_CONST, this.origin, false, this);
998                                 if (trace_startsolid)
999                                         jump_forbidden = true;
1000                         }
1001
1002                         if (!jump_forbidden)
1003                         {
1004                                 tracebox(this.origin, this.mins, this.maxs, actual_destorg, false, this);
1005                                 if (trace_fraction < 1 && trace_plane_normal.z < 0.7)
1006                                 {
1007                                         s = trace_fraction;
1008                                         tracebox(this.origin + stepheightvec, this.mins, this.maxs, actual_destorg + stepheightvec, false, this);
1009                                         if (trace_fraction < s + 0.01 && trace_plane_normal.z < 0.7)
1010                                         {
1011                                                 // found an obstacle
1012                                                 if (turning && fabs(deviation.y) > 5)
1013                                                 {
1014                                                         // check if the obstacle is still there without turning
1015                                                         actual_destorg = destorg;
1016                                                         turning = false;
1017                                                         this.bot_tracewalk_time = time + 0.25;
1018                                                         goto jumpobstacle_check;
1019                                                 }
1020                                                 s = trace_fraction;
1021                                                 // don't artificially reduce max jump height in real-time
1022                                                 // (jumpstepheightvec is reduced a bit to make the jumps easy in tracewalk)
1023                                                 vector jump_height = (IS_ONGROUND(this)) ? stepheightvec + jumpheight_vec : jumpstepheightvec;
1024                                                 tracebox(this.origin + jump_height, this.mins, this.maxs, actual_destorg + jump_height, false, this);
1025                                                 if (trace_fraction > s)
1026                                                 {
1027                                                         PHYS_INPUT_BUTTON_JUMP(this) = true;
1028                                                         this.bot_jump_time = time;
1029                                                 }
1030                                                 else
1031                                                 {
1032                                                         jump_height = stepheightvec + jumpheight_vec / 2;
1033                                                         tracebox(this.origin + jump_height, this.mins, this.maxs, actual_destorg + jump_height, false, this);
1034                                                         if (trace_fraction > s)
1035                                                         {
1036                                                                 PHYS_INPUT_BUTTON_JUMP(this) = true;
1037                                                                 this.bot_jump_time = time;
1038                                                         }
1039                                                 }
1040                                         }
1041                                 }
1042                         }
1043
1044                         // if bot for some reason doesn't get close to the current goal find another one
1045                         if(!this.jumppadcount && !IS_PLAYER(this.goalcurrent))
1046                         if(!(locked_goal && this.goalcurrent_distance_z < 50 && this.goalcurrent_distance_2d < 50))
1047                         if(havocbot_checkgoaldistance(this, destorg))
1048                         {
1049                                 if(this.goalcurrent_distance_time < 0) // can't get close for the second time
1050                                 {
1051                                         navigation_clearroute(this);
1052                                         navigation_goalrating_timeout_force(this);
1053                                         return;
1054                                 }
1055
1056                                 set_tracewalk_dest(this.goalcurrent, this.origin, false);
1057                                 if (!tracewalk(this, this.origin, this.mins, this.maxs,
1058                                         tracewalk_dest, tracewalk_dest_height, bot_navigation_movemode))
1059                                 {
1060                                         navigation_clearroute(this);
1061                                         navigation_goalrating_timeout_force(this);
1062                                         return;
1063                                 }
1064
1065                                 // give bot only another chance to prevent bot getting stuck
1066                                 // in case it thinks it can walk but actually can't
1067                                 this.goalcurrent_distance_z = FLOAT_MAX;
1068                                 this.goalcurrent_distance_2d = FLOAT_MAX;
1069                                 this.goalcurrent_distance_time = -time; // mark second try
1070                         }
1071
1072                         if (skill + this.bot_moveskill <= 3 && time > this.bot_stop_moving_timeout
1073                                 && current_speed > maxspeed * 0.9 && fabs(deviation.y) > 70)
1074                         {
1075                                 this.bot_stop_moving_timeout = time + 0.4 + random() * 0.2;
1076                         }
1077
1078                         // Check for water/slime/lava and dangerous edges
1079                         // (only when the bot is on the ground or jumping intentionally)
1080
1081                         offset = (vdist(this.velocity, >, 32) ? this.velocity * 0.2 : flatdir * 32);
1082                         vector dst_ahead = this.origin + this.view_ofs + offset;
1083                         vector dst_down = dst_ahead - '0 0 3000';
1084                         traceline(this.origin + this.view_ofs, dst_ahead, true, NULL);
1085
1086                         bool unreachable = false;
1087                         s = CONTENT_SOLID;
1088                         if (trace_fraction == 1 && !this.jumppadcount
1089                                 && !waypoint_is_hardwiredlink(this.goalcurrent_prev, this.goalcurrent)
1090                                 && !(this.goalcurrent_prev && (this.goalcurrent_prev.wpflags & WAYPOINTFLAG_JUMP)))
1091                         if((IS_ONGROUND(this)) || (this.aistatus & AI_STATUS_RUNNING) || (this.aistatus & AI_STATUS_ROAMING) || PHYS_INPUT_BUTTON_JUMP(this))
1092                         {
1093                                 // Look downwards
1094                                 traceline(dst_ahead , dst_down, true, NULL);
1095                                 //te_lightning2(NULL, this.origin + this.view_ofs, dst_ahead); // Draw "ahead" look
1096                                 //te_lightning2(NULL, dst_ahead, trace_endpos); // Draw "downwards" look
1097                                 if(trace_endpos.z < this.origin.z + this.mins.z)
1098                                 {
1099                                         if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY)
1100                                                 danger_detected = true;
1101                                         else if (trace_endpos.z < min(this.origin.z + this.mins.z, this.goalcurrent.origin.z) - 100)
1102                                                 danger_detected = true;
1103                                         else
1104                                         {
1105                                                 s = pointcontents(trace_endpos + '0 0 1');
1106                                                 if (s != CONTENT_SOLID)
1107                                                 {
1108                                                         if (s == CONTENT_LAVA || s == CONTENT_SLIME)
1109                                                                 danger_detected = true;
1110                                                         else if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos))
1111                                                         {
1112                                                                 // the traceline check isn't enough but is good as optimization,
1113                                                                 // when not true (most of the time) this tracebox call is avoided
1114                                                                 tracebox(dst_ahead, this.mins, this.maxs, dst_down, true, this);
1115                                                                 if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos))
1116                                                                 {
1117                                                                         if (destorg.z > this.origin.z + jumpstepheightvec.z)
1118                                                                         {
1119                                                                                 // the goal is probably on an upper platform, assume bot can't get there
1120                                                                                 unreachable = true;
1121                                                                         }
1122                                                                         else
1123                                                                                 danger_detected = true;
1124                                                                 }
1125                                                         }
1126                                                 }
1127                                         }
1128                                 }
1129                         }
1130
1131                         dir = flatdir;
1132                         makevectors(this.v_angle.y * '0 1 0');
1133
1134                         if (danger_detected || (s == CONTENT_WATER))
1135                         {
1136                                 this.aistatus |= AI_STATUS_DANGER_AHEAD;
1137                                 if(IS_PLAYER(this.goalcurrent))
1138                                         unreachable = true;
1139                         }
1140
1141                         // slow down if bot is in the air and goal is under it
1142                         if (!waypoint_is_hardwiredlink(this.goalcurrent_prev, this.goalcurrent)
1143                                 && vdist(flat_diff, <, 250) && this.origin.z - destorg.z > 120
1144                                 && (!IS_ONGROUND(this) || vdist(vec2(this.velocity), >, maxspeed * 0.3)))
1145                         {
1146                                 // tracebox wouldn't work when bot is still on the ledge
1147                                 traceline(this.origin, this.origin - '0 0 200', true, this);
1148                                 if (this.origin.z - trace_endpos.z > 120)
1149                                         do_break = normalize(this.velocity) * -1;
1150                         }
1151
1152                         if(unreachable)
1153                         {
1154                                 navigation_clearroute(this);
1155                                 navigation_goalrating_timeout_force(this);
1156                                 this.ignoregoal = this.goalcurrent;
1157                                 this.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
1158                         }
1159                 }
1160
1161                 dodge = havocbot_dodge(this);
1162                 if (dodge)
1163                         dodge *= bound(0, 0.5 + (skill + this.bot_dodgeskill) * 0.1, 1);
1164                 if (this.enemy)
1165                 {
1166                         traceline(this.origin, (this.enemy.absmin + this.enemy.absmax) * 0.5, true, NULL);
1167                         if (IS_PLAYER(trace_ent))
1168                                 dodge_enemy_factor = bound(0, (skill + this.bot_dodgeskill) / 7, 1);
1169                 }
1170         //      this.bot_dodgevector = dir;
1171         //      this.bot_dodgevector_jumpbutton = PHYS_INPUT_BUTTON_JUMP(this);
1172         }
1173
1174         float ladder_zdir = 0;
1175         if(time < this.ladder_time)
1176         {
1177                 if(this.goalcurrent.origin.z + this.goalcurrent.mins.z > this.origin.z + this.mins.z)
1178                 {
1179                         if(this.origin.z + this.mins.z  < this.ladder_entity.origin.z + this.ladder_entity.maxs.z)
1180                                 ladder_zdir = 1;
1181                 }
1182                 else
1183                 {
1184                         if(this.origin.z + this.mins.z  > this.ladder_entity.origin.z + this.ladder_entity.mins.z)
1185                                 ladder_zdir = -1;
1186                 }
1187                 if (ladder_zdir)
1188                 {
1189                         if (vdist(vec2(diff), <, 40))
1190                                 dir.z = ladder_zdir * 4;
1191                         else
1192                                 dir.z = ladder_zdir * 2;
1193                         dir = normalize(dir);
1194                 }
1195         }
1196
1197         if (this.goalcurrent.wpisbox
1198                 && boxesoverlap(this.goalcurrent.absmin, this.goalcurrent.absmax, this.origin, this.origin))
1199         {
1200                 // bot is inside teleport waypoint but hasn't touched the real teleport yet
1201                 // head to teleport origin
1202                 dir = (this.goalcurrent.origin - this.origin);
1203                 dir.z = 0;
1204                 dir = normalize(dir);
1205         }
1206
1207         // already executed when bot targets an enemy
1208         if (!this.bot_aimdir_executed)
1209         {
1210                 if (time < this.bot_stop_moving_timeout)
1211                         bot_aimdir(this, normalize(this.goalcurrent.origin - this.origin), 0);
1212                 else
1213                         bot_aimdir(this, dir, 0);
1214         }
1215
1216         vector evadedanger = '0 0 0';
1217         if (!ladder_zdir)
1218         {
1219                 dir *= dodge_enemy_factor;
1220                 if (danger_detected && vdist(this.velocity, >, maxspeed * 0.8) && this.goalcurrent_prev
1221                         && this.goalcurrent.classname == "waypoint")
1222                 {
1223                         vector p = this.origin + this.velocity * 0.2;
1224                         vector evadedanger = point_line_vec(p, vec2(this.goalcurrent_prev.origin) + eZ * p.z,
1225                                 vec2(destorg - this.goalcurrent_prev.origin));
1226                         if (vdist(evadedanger, >, 20))
1227                         {
1228                                 if (vdist(evadedanger, >, 40))
1229                                         do_break = normalize(this.velocity) * -1;
1230                                 evadedanger = normalize(evadedanger);
1231                                 evadedanger *= bound(1, 3 - (skill + this.bot_dodgeskill), 3); // Noobs fear dangers a lot and take more distance from them
1232                         }
1233                         else
1234                                 evadedanger = '0 0 0';
1235                 }
1236                 dir = normalize(dir + dodge + do_break + evadedanger);
1237         }
1238
1239         makevectors(this.v_angle);
1240         //dir = this.bot_dodgevector;
1241         //if (this.bot_dodgevector_jumpbutton)
1242         //      PHYS_INPUT_BUTTON_JUMP(this) = true;
1243         CS(this).movement_x = dir * v_forward * maxspeed;
1244         CS(this).movement_y = dir * v_right * maxspeed;
1245         CS(this).movement_z = dir * v_up * maxspeed;
1246
1247         // Emulate keyboard interface
1248         if (skill < 10)
1249                 havocbot_keyboard_movement(this, destorg);
1250
1251         // Bunnyhop!
1252         if (!bunnyhop_forbidden && !evadedanger && !do_break && skill + this.bot_moveskill >= autocvar_bot_ai_bunnyhop_skilloffset)
1253                 havocbot_bunnyhop(this, dir);
1254
1255         if (dir * v_up >= autocvar_sv_jumpvelocity * 0.5 && IS_ONGROUND(this))
1256                 PHYS_INPUT_BUTTON_JUMP(this) = true;
1257         if (dodge)
1258         {
1259                 if (dodge * v_up > 0 && random() * frametime >= 0.2 * bound(0, (10 - skill - this.bot_dodgeskill) * 0.1, 1))
1260                         PHYS_INPUT_BUTTON_JUMP(this) = true;
1261                 if (dodge * v_up < 0 && random() * frametime >= 0.5 * bound(0, (10 - skill - this.bot_dodgeskill) * 0.1, 1))
1262                         this.havocbot_ducktime = time + 0.3 / bound(0.1, skill + this.bot_dodgeskill, 10);
1263         }
1264 }
1265
1266 entity havocbot_gettarget(entity this, bool secondary)
1267 {
1268         entity best = NULL;
1269         vector eye = CENTER_OR_VIEWOFS(this);
1270         IL_EACH(g_bot_targets, boolean((secondary) ? it.classname == "misc_breakablemodel" : it.classname != "misc_breakablemodel"),
1271         {
1272                 vector v = CENTER_OR_VIEWOFS(it);
1273                 if(vdist(v - eye, <, autocvar_bot_ai_enemydetectionradius))
1274                 if(!best || vlen2(CENTER_OR_VIEWOFS(best) - eye) > vlen2(v - eye))
1275                 if(bot_shouldattack(this, it))
1276                 {
1277                         traceline(eye, v, true, this);
1278                         if (trace_ent == it || trace_fraction >= 1)
1279                                 best = it;
1280                 }
1281         });
1282
1283         return best;
1284 }
1285
1286 void havocbot_chooseenemy(entity this)
1287 {
1288         if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(this))
1289         {
1290                 this.enemy = NULL;
1291                 return;
1292         }
1293
1294         if (this.enemy)
1295         {
1296                 if (!bot_shouldattack(this, this.enemy))
1297                 {
1298                         // enemy died or something, find a new target
1299                         this.enemy = NULL;
1300                         this.havocbot_chooseenemy_finished = time;
1301                 }
1302                 else if (this.havocbot_stickenemy_time && time < this.havocbot_stickenemy_time)
1303                 {
1304                         // tracking last chosen enemy
1305                         vector targ_pos = (this.enemy.absmin + this.enemy.absmax) * 0.5;
1306                         traceline(this.origin + this.view_ofs, targ_pos, false, NULL);
1307                         if (trace_ent == this.enemy || trace_fraction == 1)
1308                         if (vdist(targ_pos - this.origin, <, 1000))
1309                         {
1310                                 // remain tracking him for a shot while (case he went after a small corner or pilar
1311                                 this.havocbot_chooseenemy_finished = time + 0.5;
1312                                 return;
1313                         }
1314
1315                         // stop preferring this enemy
1316                         this.havocbot_stickenemy_time = 0;
1317                 }
1318         }
1319         if (time < this.havocbot_chooseenemy_finished)
1320                 return;
1321         this.havocbot_chooseenemy_finished = time + autocvar_bot_ai_enemydetectioninterval;
1322         vector eye = this.origin + this.view_ofs;
1323         entity best = NULL;
1324         float bestrating = autocvar_bot_ai_enemydetectionradius ** 2;
1325
1326         // Backup hit flags
1327         int hf = this.dphitcontentsmask;
1328
1329         // Search for enemies, if no enemy can be seen directly try to look through transparent objects
1330
1331         this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
1332
1333         bool scan_transparent = false;
1334         bool scan_secondary_targets = false;
1335         bool have_secondary_targets = false;
1336         while(true)
1337         {
1338                 scan_secondary_targets = false;
1339 LABEL(scan_targets)
1340                 IL_EACH(g_bot_targets, it.bot_attack,
1341                 {
1342                         if(!scan_secondary_targets)
1343                         {
1344                                 if(it.classname == "misc_breakablemodel")
1345                                 {
1346                                         have_secondary_targets = true;
1347                                         continue;
1348                                 }
1349                         }
1350                         else if(it.classname != "misc_breakablemodel")
1351                                 continue;
1352
1353                         vector v = (it.absmin + it.absmax) * 0.5;
1354                         float rating = vlen2(v - eye);
1355                         if (rating < bestrating && bot_shouldattack(this, it))
1356                         {
1357                                 traceline(eye, v, true, this);
1358                                 if (trace_ent == it || trace_fraction >= 1)
1359                                 {
1360                                         best = it;
1361                                         bestrating = rating;
1362                                 }
1363                         }
1364                 });
1365
1366                 if(!best && have_secondary_targets && !scan_secondary_targets)
1367                 {
1368                         scan_secondary_targets = true;
1369                         // restart the loop
1370                         bestrating = autocvar_bot_ai_enemydetectionradius ** 2;
1371                         goto scan_targets;
1372                 }
1373
1374                 // I want to do a second scan if no enemy was found or I don't have weapons
1375                 // TODO: Perform the scan when using the rifle (requires changes on the rifle code)
1376                 if(best || STAT(WEAPONS, this)) // || this.weapon == WEP_RIFLE.m_id
1377                         break;
1378                 if(scan_transparent)
1379                         break;
1380
1381                 // Set flags to see through transparent objects
1382                 this.dphitcontentsmask |= DPCONTENTS_OPAQUE;
1383
1384                 scan_transparent = true;
1385         }
1386
1387         // Restore hit flags
1388         this.dphitcontentsmask = hf;
1389
1390         this.enemy = best;
1391         this.havocbot_stickenemy_time = time + autocvar_bot_ai_enemydetectioninterval_stickingtoenemy;
1392         if(best && best.classname == "misc_breakablemodel")
1393                 this.havocbot_stickenemy_time = 0;
1394 }
1395
1396 float havocbot_chooseweapon_checkreload(entity this, .entity weaponentity, int new_weapon)
1397 {
1398         // bots under this skill cannot find unloaded weapons to reload idly when not in combat,
1399         // so skip this for them, or they'll never get to reload their weapons at all.
1400         // this also allows bots under this skill to be more stupid, and reload more often during combat :)
1401         if(skill < 5)
1402                 return false;
1403
1404         // if this weapon is scheduled for reloading, don't switch to it during combat
1405         if (this.(weaponentity).weapon_load[new_weapon] < 0)
1406         {
1407                 FOREACH(Weapons, it != WEP_Null, {
1408                         if(it.wr_checkammo1(it, this, weaponentity) + it.wr_checkammo2(it, this, weaponentity))
1409                                 return true; // other weapon available
1410                 });
1411         }
1412
1413         return false;
1414 }
1415
1416 void havocbot_chooseweapon(entity this, .entity weaponentity)
1417 {
1418         int i;
1419
1420         // ;)
1421         if(g_weaponarena_weapons == WEPSET(TUBA))
1422         {
1423                 this.(weaponentity).m_switchweapon = WEP_TUBA;
1424                 return;
1425         }
1426
1427         // TODO: clean this up by moving it to weapon code
1428         if(this.enemy==NULL)
1429         {
1430                 // If no weapon was chosen get the first available weapon
1431                 if(this.(weaponentity).m_weapon==WEP_Null)
1432                 FOREACH(Weapons, it != WEP_Null, {
1433                         if(client_hasweapon(this, it, weaponentity, true, false))
1434                         {
1435                                 this.(weaponentity).m_switchweapon = it;
1436                                 return;
1437                         }
1438                 });
1439                 return;
1440         }
1441
1442         // Do not change weapon during the next second after a combo
1443         float f = time - this.lastcombotime;
1444         if(f < 1)
1445                 return;
1446
1447         float w;
1448         float distance; distance=bound(10,vlen(this.origin-this.enemy.origin)-200,10000);
1449
1450         // Should it do a weapon combo?
1451         float af, ct, combo_time, combo;
1452
1453         af = ATTACK_FINISHED(this, weaponentity);
1454         ct = autocvar_bot_ai_weapon_combo_threshold;
1455
1456         // Bots with no skill will be 4 times more slower than "godlike" bots when doing weapon combos
1457         // Ideally this 4 should be calculated as longest_weapon_refire / bot_ai_weapon_combo_threshold
1458         combo_time = time + ct + (ct * ((-0.3*(skill+this.bot_weaponskill))+3));
1459
1460         combo = false;
1461
1462         if(autocvar_bot_ai_weapon_combo)
1463         if(this.(weaponentity).m_weapon.m_id == this.(weaponentity).lastfiredweapon)
1464         if(af > combo_time)
1465         {
1466                 combo = true;
1467                 this.lastcombotime = time;
1468         }
1469
1470         distance *= (2 ** this.bot_rangepreference);
1471
1472         // Custom weapon list based on distance to the enemy
1473         if(bot_custom_weapon){
1474
1475                 // Choose weapons for far distance
1476                 if ( distance > bot_distance_far ) {
1477                         for(i=0; i < Weapons_COUNT && bot_weapons_far[i] != -1 ; ++i){
1478                                 w = bot_weapons_far[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 mid distance
1490                 if ( distance > bot_distance_close) {
1491                         for(i=0; i < Weapons_COUNT && bot_weapons_mid[i] != -1 ; ++i){
1492                                 w = bot_weapons_mid[i];
1493                                 if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
1494                                 {
1495                                         if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1496                                                 continue;
1497                                         this.(weaponentity).m_switchweapon = Weapons_from(w);
1498                                         return;
1499                                 }
1500                         }
1501                 }
1502
1503                 // Choose weapons for close distance
1504                 for(i=0; i < Weapons_COUNT && bot_weapons_close[i] != -1 ; ++i){
1505                         w = bot_weapons_close[i];
1506                         if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
1507                         {
1508                                 if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1509                                         continue;
1510                                 this.(weaponentity).m_switchweapon = Weapons_from(w);
1511                                 return;
1512                         }
1513                 }
1514         }
1515 }
1516
1517 void havocbot_aim(entity this)
1518 {
1519         if (time < this.nextaim)
1520                 return;
1521         this.nextaim = time + 0.1;
1522         vector myvel = this.velocity;
1523         if (!this.waterlevel)
1524                 myvel.z = 0;
1525         if(MUTATOR_CALLHOOK(HavocBot_Aim, this)) { /* do nothing */ }
1526         else if (this.enemy)
1527         {
1528                 vector enemyvel = this.enemy.velocity;
1529                 if (!this.enemy.waterlevel)
1530                         enemyvel.z = 0;
1531                 lag_additem(this, time + CS(this).ping, 0, 0, this.enemy, this.origin, myvel, (this.enemy.absmin + this.enemy.absmax) * 0.5, enemyvel);
1532         }
1533         else
1534                 lag_additem(this, time + CS(this).ping, 0, 0, NULL, this.origin, myvel, ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5, '0 0 0');
1535 }
1536
1537 bool havocbot_moveto_refresh_route(entity this)
1538 {
1539         // Refresh path to goal if necessary
1540         entity wp;
1541         wp = this.havocbot_personal_waypoint;
1542         navigation_goalrating_start(this);
1543         navigation_routerating(this, wp, 10000, 10000);
1544         navigation_goalrating_end(this);
1545         return (this.goalentity != NULL);
1546 }
1547
1548 float havocbot_moveto(entity this, vector pos)
1549 {
1550         entity wp;
1551
1552         if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_GOING)
1553         {
1554                 // Step 4: Move to waypoint
1555                 if(this.havocbot_personal_waypoint==NULL)
1556                 {
1557                         LOG_TRACE("Error: ", this.netname, " trying to walk to a non existent personal waypoint");
1558                         this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_GOING;
1559                         return CMD_STATUS_ERROR;
1560                 }
1561
1562                 if (!bot_strategytoken_taken)
1563                 if(this.havocbot_personal_waypoint_searchtime<time)
1564                 {
1565                         bot_strategytoken_taken = true;
1566                         if(havocbot_moveto_refresh_route(this))
1567                         {
1568                                 LOG_TRACE(this.netname, " walking to its personal waypoint (after ", ftos(this.havocbot_personal_waypoint_failcounter), " failed attempts)");
1569                                 this.havocbot_personal_waypoint_searchtime = time + 10;
1570                                 this.havocbot_personal_waypoint_failcounter = 0;
1571                         }
1572                         else
1573                         {
1574                                 this.havocbot_personal_waypoint_failcounter += 1;
1575                                 this.havocbot_personal_waypoint_searchtime = time + 2;
1576                                 if(this.havocbot_personal_waypoint_failcounter >= 30)
1577                                 {
1578                                         LOG_TRACE("Warning: can't walk to the personal waypoint located at ", vtos(this.havocbot_personal_waypoint.origin));
1579                                         this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1580                                         delete(this.havocbot_personal_waypoint);
1581                                         return CMD_STATUS_ERROR;
1582                                 }
1583                                 else
1584                                         LOG_TRACE(this.netname, " can't walk to its personal waypoint (after ", ftos(this.havocbot_personal_waypoint_failcounter), " failed attempts), trying later");
1585                         }
1586                 }
1587
1588                 if(autocvar_bot_debug_goalstack)
1589                         debuggoalstack(this);
1590
1591
1592                 // Go!
1593                 havocbot_movetogoal(this);
1594
1595                 if (!this.bot_aimdir_executed && this.goalcurrent)
1596                 {
1597                         // Heading
1598                         vector dir = get_closer_dest(this.goalcurrent, this.origin);
1599                         dir -= this.origin + this.view_ofs;
1600                         dir.z = 0;
1601                         bot_aimdir(this, dir, 0);
1602                 }
1603
1604                 if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_REACHED)
1605                 {
1606                         // Step 5: Waypoint reached
1607                         LOG_TRACE(this.netname, "'s personal waypoint reached");
1608                         waypoint_remove(this.havocbot_personal_waypoint);
1609                         this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_REACHED;
1610                         return CMD_STATUS_FINISHED;
1611                 }
1612
1613                 return CMD_STATUS_EXECUTING;
1614         }
1615
1616         // Step 2: Linking waypoint
1617         if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_LINKING)
1618         {
1619                 // Wait until it is linked
1620                 if(!this.havocbot_personal_waypoint.wplinked)
1621                 {
1622                         LOG_TRACE(this.netname, " waiting for personal waypoint to be linked");
1623                         return CMD_STATUS_EXECUTING;
1624                 }
1625
1626                 this.havocbot_personal_waypoint_searchtime = time; // so we set the route next frame
1627                 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1628                 this.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_GOING;
1629
1630                 // Step 3: Route to waypoint
1631                 LOG_TRACE(this.netname, " walking to its personal waypoint");
1632
1633                 return CMD_STATUS_EXECUTING;
1634         }
1635
1636         // Step 1: Spawning waypoint
1637         wp = waypoint_spawnpersonal(this, pos);
1638         if(wp==NULL)
1639         {
1640                 LOG_TRACE("Error: Can't spawn personal waypoint at ",vtos(pos));
1641                 return CMD_STATUS_ERROR;
1642         }
1643
1644         this.havocbot_personal_waypoint = wp;
1645         this.havocbot_personal_waypoint_failcounter = 0;
1646         this.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1647
1648         // if pos is inside a teleport, then let's mark it as teleport waypoint
1649         IL_EACH(g_teleporters, WarpZoneLib_BoxTouchesBrush(pos, pos, it, NULL),
1650         {
1651                 wp.wpflags |= WAYPOINTFLAG_TELEPORT;
1652                 this.lastteleporttime = 0;
1653         });
1654
1655 /*
1656         if(wp.wpflags & WAYPOINTFLAG_TELEPORT)
1657                 print("routing to a teleporter\n");
1658         else
1659                 print("routing to a non-teleporter\n");
1660 */
1661
1662         return CMD_STATUS_EXECUTING;
1663 }
1664
1665 float havocbot_resetgoal(entity this)
1666 {
1667         navigation_clearroute(this);
1668         return CMD_STATUS_FINISHED;
1669 }
1670
1671 void havocbot_setupbot(entity this)
1672 {
1673         this.bot_ai = havocbot_ai;
1674         this.cmd_moveto = havocbot_moveto;
1675         this.cmd_resetgoal = havocbot_resetgoal;
1676
1677         // NOTE: bot is not player yet
1678         havocbot_chooserole(this);
1679 }
1680
1681 vector havocbot_dodge(entity this)
1682 {
1683         // LordHavoc: disabled because this is too expensive
1684         return '0 0 0';
1685 #if 0
1686         entity head;
1687         vector dodge, v, n;
1688         float danger, bestdanger, vl, d;
1689         dodge = '0 0 0';
1690         bestdanger = -20;
1691         // check for dangerous objects near bot or approaching bot
1692         head = findchainfloat(bot_dodge, true);
1693         while(head)
1694         {
1695                 if (head.owner != this)
1696                 {
1697                         vl = vlen(head.velocity);
1698                         if (vl > autocvar_sv_maxspeed * 0.3)
1699                         {
1700                                 n = normalize(head.velocity);
1701                                 v = this.origin - head.origin;
1702                                 d = v * n;
1703                                 if (d > (0 - head.bot_dodgerating))
1704                                 if (d < (vl * 0.2 + head.bot_dodgerating))
1705                                 {
1706                                         // calculate direction and distance from the flight path, by removing the forward axis
1707                                         v = v - (n * (v * n));
1708                                         danger = head.bot_dodgerating - vlen(v);
1709                                         if (bestdanger < danger)
1710                                         {
1711                                                 bestdanger = danger;
1712                                                 // dodge to the side of the object
1713                                                 dodge = normalize(v);
1714                                         }
1715                                 }
1716                         }
1717                         else
1718                         {
1719                                 danger = head.bot_dodgerating - vlen(head.origin - this.origin);
1720                                 if (bestdanger < danger)
1721                                 {
1722                                         bestdanger = danger;
1723                                         dodge = normalize(this.origin - head.origin);
1724                                 }
1725                         }
1726                 }
1727                 head = head.chain;
1728         }
1729         return dodge;
1730 #endif
1731 }