5 #include <server/defs.qh>
6 #include <server/miscfunctions.qh>
11 #include "../navigation.qh"
12 #include "../scripting.qh"
13 #include "../waypoints.qh"
15 #include <common/constants.qh>
16 #include <common/impulses/all.qh>
17 #include <common/net_linked.qh>
18 #include <common/physics/player.qh>
19 #include <common/state.qh>
20 #include <common/items/_mod.qh>
21 #include <common/wepent.qh>
23 #include <common/mapobjects/func/ladder.qh>
24 #include <common/mapobjects/teleporters.qh>
25 #include <common/mapobjects/trigger/jumppads.qh>
27 #include <lib/warpzone/common.qh>
29 void havocbot_ai(entity this)
34 this.bot_aimdir_executed = false;
35 // lock aim if teleported or passing through a warpzone
36 if (this.lastteleporttime && !this.jumppadcount)
37 this.bot_aimdir_executed = true;
39 if(bot_execute_commands(this))
42 if (bot_strategytoken == this && !bot_strategytoken_taken)
44 if(this.havocbot_blockhead)
46 this.havocbot_blockhead = false;
50 if (!this.jumppadcount && !STAT(FROZEN, this)
51 && !(this.goalcurrent_prev && (this.goalcurrent_prev.wpflags & WAYPOINTFLAG_JUMP)))
54 this.havocbot_role(this); // little too far down the rabbit hole
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)))
61 if(this.waterlevel == WATERLEVEL_SWIMMING || (this.aistatus & AI_STATUS_OUT_WATER))
63 // Look for the closest waypoint out of water
64 entity newgoal = NULL;
65 IL_EACH(g_waypoints, vdist(it.origin - this.origin, <=, 10000),
67 if(it.origin.z < this.origin.z)
70 if(it.origin.z - this.origin.z - this.view_ofs.z > 100)
73 if (pointcontents(it.origin + it.maxs + '0 0 1') != CONTENT_EMPTY)
76 traceline(this.origin + this.view_ofs, ((it.absmin + it.absmax) * 0.5), true, this);
78 if(trace_fraction < 1)
81 if(!newgoal || vlen2(it.origin - this.origin) < vlen2(newgoal.origin - this.origin))
87 // te_wizspike(newgoal.origin);
88 navigation_pushroute(this, newgoal);
92 // token has been used this frame
93 bot_strategytoken_taken = true;
96 if (this.goalcurrent && wasfreed(this.goalcurrent))
98 navigation_clearroute(this);
99 navigation_goalrating_timeout_force(this);
103 if(IS_DEAD(this) || STAT(FROZEN, this))
105 if (this.goalcurrent)
106 navigation_clearroute(this);
110 havocbot_chooseenemy(this);
112 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
114 .entity weaponentity = weaponentities[slot];
115 if(this.(weaponentity).m_weapon != WEP_Null || slot == 0)
116 if(this.(weaponentity).bot_chooseweapontime < time)
118 this.(weaponentity).bot_chooseweapontime = time + autocvar_bot_ai_chooseweaponinterval;
119 havocbot_chooseweapon(this, weaponentity);
125 if (this.bot_aimtarg)
127 this.aistatus |= AI_STATUS_ATTACKING;
128 this.aistatus &= ~AI_STATUS_ROAMING;
130 if(STAT(WEAPONS, this))
132 if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(this))
134 PHYS_INPUT_BUTTON_ATCK(this) = false;
135 PHYS_INPUT_BUTTON_ATCK2(this) = false;
139 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
141 .entity weaponentity = weaponentities[slot];
142 Weapon w = this.(weaponentity).m_weapon;
143 if(w == WEP_Null && slot != 0)
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;
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);
157 else if (this.goalcurrent)
159 this.aistatus |= AI_STATUS_ROAMING;
160 this.aistatus &= ~AI_STATUS_ATTACKING;
163 havocbot_movetogoal(this);
164 if (!this.bot_aimdir_executed && this.goalcurrent)
167 vector dir = get_closer_dest(this.goalcurrent, this.origin);
168 dir -= this.origin + this.view_ofs;
170 bot_aimdir(this, dir, 0);
173 // if the bot is not attacking, consider reloading weapons
174 if (!(this.aistatus & AI_STATUS_ATTACKING))
176 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
178 .entity weaponentity = weaponentities[slot];
180 if(this.(weaponentity).m_weapon == WEP_Null && slot != 0)
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
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
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))
196 this.(weaponentity).m_switchweapon = it;
205 void havocbot_bunnyhop(entity this, vector dir)
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)))
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)
219 vector gco = get_closer_dest(this.goalcurrent, this.origin);
220 float vel = vlen(vec2(this.velocity));
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)))
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))
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;
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))
251 PHYS_INPUT_BUTTON_JUMP(this) = true;
252 this.bot_jump_time = time;
253 this.aistatus |= AI_STATUS_RUNNING;
257 if (IS_ONGROUND(this) || this.waterlevel > WATERLEVEL_WETFEET)
258 this.aistatus &= ~AI_STATUS_RUNNING;
262 void havocbot_keyboard_movement(entity this, vector destorg)
264 if(time <= this.havocbot_keyboardtime)
267 float sk = skill + this.bot_moveskill;
268 this.havocbot_keyboardtime =
270 this.havocbot_keyboardtime
271 + 0.05 / max(1, sk + this.havocbot_keyboardskill)
272 + random() * 0.025 / max(0.00025, skill + this.havocbot_keyboardskill)
274 vector keyboard = CS(this).movement / autocvar_sv_maxspeed;
276 float trigger = autocvar_bot_ai_keyboard_threshold;
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)
289 else if (keyboard.x < -trigger && sk > 1.5)
304 if (keyboard.y > trigger)
306 else if (keyboard.y < -trigger)
311 if (keyboard.z > trigger)
313 else if (keyboard.z < -trigger)
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);
322 this.havocbot_keyboard = keyboard * autocvar_sv_maxspeed;
323 if (this.havocbot_ducktime > time)
324 PHYS_INPUT_BUTTON_CROUCH(this) = true;
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;
332 // return true when bot isn't getting closer to the current goal
333 bool havocbot_checkgoaldistance(entity this, vector gco)
335 if (this.bot_stop_moving_timeout > time)
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)
345 this.goalcurrent_distance_time = time;
346 else if (time - distance_time > 0.5)
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;
359 entity havocbot_select_an_item_of_group(entity this, int gr)
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,
366 float dist2 = vlen2(this.origin - it.origin);
367 if (dist2 < 600 ** 2 && dist2 > selected_dist2)
370 selected_dist2 = vlen2(this.origin - selected.origin);
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))
387 void havocbot_movetogoal(entity this)
392 float dodge_enemy_factor = 1;
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;
401 PHYS_INPUT_BUTTON_CROUCH(this) = boolean(this.goalcurrent.wpflags & WAYPOINTFLAG_CROUCH);
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))
409 if(autocvar_bot_debug_goalstack)
411 debuggoalstack(this);
412 te_wizspike(this.navigation_jetpack_point);
416 if (!(this.aistatus & AI_STATUS_JETPACK_FLYING))
418 // Brake almost completely so it can get a good direction
419 if(vdist(this.velocity, >, 10))
421 this.aistatus |= AI_STATUS_JETPACK_FLYING;
424 makevectors(this.v_angle.y * '0 1 0');
425 dir = normalize(this.navigation_jetpack_point - this.origin);
428 if(this.aistatus & AI_STATUS_JETPACK_LANDING)
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)
438 if (vel2 > (maxspeed * 0.3) ** 2)
440 CS(this).movement_x = dir * v_forward * -maxspeed;
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;
450 else if(checkpvs(this.origin,this.goalcurrent))
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;
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)
462 CS(this).movement_x = dir * v_forward * maxspeed;
463 CS(this).movement_y = dir * v_right * maxspeed;
468 // Handling of jump pads
469 if(this.jumppadcount)
471 if(this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
473 this.aistatus |= AI_STATUS_OUT_JUMPPAD;
474 if(navigation_poptouchedgoals(this))
477 else if(this.aistatus & AI_STATUS_OUT_JUMPPAD)
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)
483 entity newgoal = NULL;
484 IL_EACH(g_waypoints, vdist(it.origin - this.origin, <=, 1000),
486 if(it.wpflags & WAYPOINTFLAG_TELEPORT)
487 if(it.origin.z < this.origin.z - 100 && vdist(vec2(it.origin - this.origin), <, 100))
490 traceline(this.origin + this.view_ofs, ((it.absmin + it.absmax) * 0.5), true, this);
492 if(trace_fraction < 1)
495 if(!newgoal || ((random() < 0.8) && vlen2(it.origin - this.origin) > vlen2(newgoal.origin - this.origin)))
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;
510 else //if (this.goalcurrent)
512 if (this.goalcurrent.bot_pickup)
514 entity jumppad_wp = this.goalcurrent_prev;
515 navigation_poptouchedgoals(this);
516 if(!this.goalcurrent && jumppad_wp.wp00)
518 // head to the jumppad destination once bot reaches the goal item
519 navigation_pushroute(this, jumppad_wp.wp00);
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))
525 if (this.velocity.z < 0)
526 this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
528 else if(havocbot_checkgoaldistance(this, gco))
530 navigation_clearroute(this);
531 navigation_goalrating_timeout_force(this);
537 else //if (!(this.aistatus & AI_STATUS_OUT_JUMPPAD))
539 if(this.velocity.z > 0 && this.origin.z - this.lastteleport_origin.z > (this.maxs.z - this.mins.z) * 0.5)
541 vector velxy = this.velocity; velxy_z = 0;
542 if(vdist(velxy, <, autocvar_sv_maxspeed * 0.2))
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;
550 // Don't chase players while using a jump pad
551 if(IS_PLAYER(this.goalcurrent) || IS_PLAYER(this.goalstack01))
555 else if(this.aistatus & AI_STATUS_OUT_JUMPPAD)
556 this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
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)))
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)
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())
574 action_for_trigger_hurt = 2;
576 else if (!this.goalcurrent)
577 action_for_trigger_hurt = 3;
579 if (action_for_trigger_hurt)
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;
586 if(action_for_trigger_hurt == 1) // jetpack
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' ))
591 if(this.velocity.z<0)
592 PHYS_INPUT_BUTTON_JETPACK(this) = true;
595 PHYS_INPUT_BUTTON_JETPACK(this) = true;
597 // If there is no goal try to move forward
599 if(this.goalcurrent==NULL)
602 dir = normalize(( ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5 ) - this.origin);
604 vector xyvelocity = this.velocity; xyvelocity_z = 0;
605 float xyspeed = xyvelocity * dir;
607 if(xyspeed < (maxspeed / 2))
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)
613 CS(this).movement_x = dir * v_forward * maxspeed;
614 CS(this).movement_y = dir * v_right * maxspeed;
616 havocbot_keyboard_movement(this, this.origin + dir * 100);
620 this.havocbot_blockhead = true;
624 else if(action_for_trigger_hurt == 2) // rocketjump
626 if(this.velocity.z < 0)
628 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
630 .entity weaponentity = weaponentities[slot];
632 if(this.(weaponentity).m_weapon == WEP_Null && slot != 0)
635 if(client_hasweapon(this, WEP_DEVASTATOR, weaponentity, true, false))
637 CS(this).movement_x = maxspeed;
639 if(this.rocketjumptime)
641 if(time > this.rocketjumptime)
643 PHYS_INPUT_BUTTON_ATCK2(this) = true;
644 this.rocketjumptime = 0;
649 this.(weaponentity).m_switchweapon = WEP_DEVASTATOR;
651 PHYS_INPUT_BUTTON_ATCK(this) = true;
652 this.rocketjumptime = time + WEP_CVAR(devastator, detonatedelay);
658 else if(action_for_trigger_hurt == 3) // no goal
660 // If there is no goal try to move forward
661 CS(this).movement_x = maxspeed;
665 // If we are under water with no goals, swim up
666 if(this.waterlevel && !this.goalcurrent)
669 if(this.waterlevel>WATERLEVEL_SWIMMING)
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;
680 // if there is nowhere to go, exit
681 if (this.goalcurrent == NULL)
685 bool locked_goal = false;
686 if((this.goalentity && wasfreed(this.goalentity))
687 || (this.goalcurrent == this.goalentity && this.goalentity.tag_entity))
689 navigation_clearroute(this);
690 navigation_goalrating_timeout_force(this);
693 else if(this.goalentity.tag_entity)
695 navigation_goalrating_timeout_expire(this, 2);
697 else if(this.goalentity.bot_pickup)
699 if(this.goalentity.bot_pickup_respawning)
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)
705 if(checkpvs(this.origin, this.goalentity))
707 this.goalentity.bot_pickup_respawning = false;
708 navigation_goalrating_timeout_expire(this, random());
710 locked_goal = true; // wait for item to respawn
712 else if(this.goalentity == this.goalcurrent)
713 locked_goal = true; // wait for item to respawn
715 else if(!this.goalentity.solid && !boxesoverlap(this.goalentity.absmin, this.goalentity.absmax, this.absmin, this.absmax))
717 if(checkpvs(this.origin, this.goalentity))
719 navigation_goalrating_timeout_expire(this, random());
723 if (this.goalcurrent == this.goalentity && this.goalentity_lock_timeout > time)
726 if (navigation_shortenpath(this))
728 if (vdist(this.origin - this.goalcurrent_prev.origin, <, 50)
729 && navigation_goalrating_timeout_can_be_anticipated(this))
731 navigation_goalrating_timeout_force(this);
735 bool goalcurrent_can_be_removed = false;
736 if (IS_PLAYER(this.goalcurrent) || IS_MONSTER(this.goalcurrent))
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))
741 goalcurrent_can_be_removed = true;
742 // don't remove if not visible
743 if (checkpvs(this.origin + this.view_ofs, this.goalcurrent))
745 if (IS_DEAD(this.goalcurrent))
747 IL_EACH(g_items, it.enemy == this.goalcurrent && Item_IsLoot(it),
749 if (vdist(it.origin - this.goalcurrent.death_origin, <, 50))
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);
760 if (!Item_IsLoot(this.goalcurrent))
762 navigation_goalrating_timeout_force(this);
767 else if (!(STAT(FROZEN, this.goalentity)) && this.bot_tracewalk_time < time)
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)))
773 navigation_goalrating_timeout_force(this);
776 this.bot_tracewalk_time = max(time, this.bot_tracewalk_time) + 0.25;
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))
787 if (this.goalcurrent)
789 if (goalcurrent_can_be_removed)
791 // remove even if not visible
792 navigation_goalrating_timeout_force(this);
795 else if (navigation_goalrating_timeout_can_be_anticipated(this))
796 navigation_goalrating_timeout_force(this);
800 entity old_goal = this.goalcurrent_prev;
801 if (old_goal.item_group && this.item_group != old_goal.item_group)
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);
810 navigation_pushroute(this, new_goal);
816 // if ran out of goals try to use an alternative goal or get a new strategy asap
817 if(this.goalcurrent == NULL)
819 navigation_goalrating_timeout_force(this);
824 if(autocvar_bot_debug_goalstack)
825 debuggoalstack(this);
827 bool bunnyhop_forbidden = false;
828 vector destorg = get_closer_dest(this.goalcurrent, this.origin);
829 if (this.jumppadcount && this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
831 // if bot used the jumppad, push towards jumppad origin until jumppad waypoint gets removed
832 destorg = this.goalcurrent.origin;
834 else if (this.goalcurrent.wpisbox)
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))
841 bunnyhop_forbidden = true;
842 destorg = this.goalcurrent.origin;
843 if(destorg.z > this.origin.z)
844 PHYS_INPUT_BUTTON_JUMP(this) = true;
848 diff = destorg - this.origin;
850 if (time < this.bot_stop_moving_timeout
851 || (this.goalcurrent == this.goalentity && time < this.goalentity_lock_timeout && vdist(diff, <, 10)))
853 // stop if the locked goal has been reached
854 destorg = this.origin;
855 diff = dir = '0 0 0';
857 else if (IS_PLAYER(this.goalcurrent) || IS_MONSTER(this.goalcurrent))
859 if (vdist(diff, <, 80))
861 // stop if too close to target player (even if frozen)
862 destorg = this.origin;
863 diff = dir = '0 0 0';
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;
875 dir = normalize(diff);
876 flatdir = (diff.z == 0) ? dir : normalize(vec2(diff));
878 vector evadedanger = '0 0 0';
880 //if (this.bot_dodgevector_time < time)
882 //this.bot_dodgevector_time = time + cvar("bot_ai_dodgeupdateinterval");
883 //this.bot_dodgevector_jumpbutton = 1;
885 this.aistatus &= ~AI_STATUS_DANGER_AHEAD;
886 makevectors(this.v_angle.y * '0 1 0');
887 if (this.waterlevel > WATERLEVEL_WETFEET)
889 if (this.waterlevel > WATERLEVEL_SWIMMING)
891 if(!this.goalcurrent)
892 this.aistatus |= AI_STATUS_OUT_WATER;
893 else if(destorg.z > this.origin.z)
894 PHYS_INPUT_BUTTON_JUMP(this) = true;
898 if(this.velocity.z >= 0 && !(this.watertype == CONTENT_WATER && destorg.z < this.origin.z) &&
899 (this.aistatus & AI_STATUS_OUT_WATER))
901 PHYS_INPUT_BUTTON_JUMP(this) = true;
906 if (destorg.z > this.origin.z)
915 if(this.aistatus & AI_STATUS_OUT_WATER)
916 this.aistatus &= ~AI_STATUS_OUT_WATER;
918 // jump if going toward an obstacle that doesn't look like stairs we
919 // can walk up directly
920 vector deviation = '0 0 0';
921 float current_speed = vlen(vec2(this.velocity));
922 if (current_speed < maxspeed * 0.2)
923 current_speed = maxspeed * 0.2;
926 deviation = vectoangles(diff) - vectoangles(this.velocity);
927 while (deviation.y < -180) deviation.y += 360;
928 while (deviation.y > 180) deviation.y -= 360;
930 float turning = false;
931 vector flat_diff = vec2(diff);
932 offset = max(32, current_speed * cos(deviation.y * DEG2RAD) * 0.3) * flatdir;
933 vector actual_destorg = this.origin + offset;
934 if (this.goalcurrent_prev && (this.goalcurrent_prev.wpflags & WAYPOINTFLAG_JUMP))
936 if (time > this.bot_stop_moving_timeout
937 && fabs(deviation.y) > 20 && current_speed > maxspeed * 0.4
938 && vdist(vec2(this.origin - this.goalcurrent_prev.origin), <, 50))
940 this.bot_stop_moving_timeout = time + 0.1;
942 if (current_speed > autocvar_sv_maxspeed * 0.9
943 && vlen2(flat_diff) < vlen2(vec2(this.goalcurrent_prev.origin - destorg))
944 && vdist(vec2(this.origin - this.goalcurrent_prev.origin), >, 50)
945 && vdist(vec2(this.origin - this.goalcurrent_prev.origin), <, 150)
948 PHYS_INPUT_BUTTON_JUMP(this) = true;
949 this.bot_jump_time = time;
952 else if (!this.goalstack01 || (this.goalcurrent.wpflags & (WAYPOINTFLAG_TELEPORT | WAYPOINTFLAG_LADDER)))
954 if (vlen2(flat_diff) < vlen2(offset))
956 if (this.goalcurrent.wpflags & WAYPOINTFLAG_JUMP && this.goalstack01)
958 // oblique warpzones need a jump otherwise bots gets stuck
959 PHYS_INPUT_BUTTON_JUMP(this) = true;
963 actual_destorg.x = destorg.x;
964 actual_destorg.y = destorg.y;
968 else if (vdist(flat_diff, <, 32) && diff.z < -16) // destination is under the bot
970 actual_destorg.x = destorg.x;
971 actual_destorg.y = destorg.y;
973 else if (vlen2(flat_diff) < vlen2(offset))
975 vector next_goal_org = (this.goalstack01.absmin + this.goalstack01.absmax) * 0.5;
976 vector next_dir = normalize(vec2(next_goal_org - destorg));
977 float dist = vlen(vec2(this.origin + offset - destorg));
978 // if current and next goal are close to each other make sure
979 // actual_destorg isn't set beyond next_goal_org
980 if (dist ** 2 > vlen2(vec2(next_goal_org - destorg)))
981 actual_destorg = next_goal_org;
983 actual_destorg = vec2(destorg) + dist * next_dir;
984 actual_destorg.z = this.origin.z;
988 LABEL(jumpobstacle_check);
989 dir = flatdir = normalize(actual_destorg - this.origin);
991 bool jump_forbidden = false;
992 if (!turning && fabs(deviation.y) > 50)
993 jump_forbidden = true;
994 else if (IS_DUCKED(this))
996 tracebox(this.origin, PL_MIN_CONST, PL_MAX_CONST, this.origin, false, this);
997 if (trace_startsolid)
998 jump_forbidden = true;
1001 if (!jump_forbidden)
1003 tracebox(this.origin, this.mins, this.maxs, actual_destorg, false, this);
1004 if (trace_fraction < 1 && trace_plane_normal.z < 0.7)
1007 tracebox(this.origin + stepheightvec, this.mins, this.maxs, actual_destorg + stepheightvec, false, this);
1008 if (trace_fraction < s + 0.01 && trace_plane_normal.z < 0.7)
1010 // found an obstacle
1011 if (turning && fabs(deviation.y) > 5)
1013 // check if the obstacle is still there without turning
1014 actual_destorg = destorg;
1016 this.bot_tracewalk_time = time + 0.25;
1017 goto jumpobstacle_check;
1020 // don't artificially reduce max jump height in real-time
1021 // (jumpstepheightvec is reduced a bit to make the jumps easy in tracewalk)
1022 vector jump_height = (IS_ONGROUND(this)) ? stepheightvec + jumpheight_vec : jumpstepheightvec;
1023 tracebox(this.origin + jump_height, this.mins, this.maxs, actual_destorg + jump_height, false, this);
1024 if (trace_fraction > s)
1026 PHYS_INPUT_BUTTON_JUMP(this) = true;
1027 this.bot_jump_time = time;
1031 jump_height = stepheightvec + jumpheight_vec / 2;
1032 tracebox(this.origin + jump_height, this.mins, this.maxs, actual_destorg + jump_height, false, this);
1033 if (trace_fraction > s)
1035 PHYS_INPUT_BUTTON_JUMP(this) = true;
1036 this.bot_jump_time = time;
1043 // if bot for some reason doesn't get close to the current goal find another one
1044 if(!this.jumppadcount && !IS_PLAYER(this.goalcurrent))
1045 if(!(locked_goal && this.goalcurrent_distance_z < 50 && this.goalcurrent_distance_2d < 50))
1046 if(havocbot_checkgoaldistance(this, destorg))
1048 if(this.goalcurrent_distance_time < 0) // can't get close for the second time
1050 navigation_clearroute(this);
1051 navigation_goalrating_timeout_force(this);
1055 set_tracewalk_dest(this.goalcurrent, this.origin, false);
1056 if (!tracewalk(this, this.origin, this.mins, this.maxs,
1057 tracewalk_dest, tracewalk_dest_height, bot_navigation_movemode))
1059 navigation_clearroute(this);
1060 navigation_goalrating_timeout_force(this);
1064 // give bot only another chance to prevent bot getting stuck
1065 // in case it thinks it can walk but actually can't
1066 this.goalcurrent_distance_z = FLOAT_MAX;
1067 this.goalcurrent_distance_2d = FLOAT_MAX;
1068 this.goalcurrent_distance_time = -time; // mark second try
1071 if (skill + this.bot_moveskill <= 3 && time > this.bot_stop_moving_timeout
1072 && current_speed > maxspeed * 0.9 && fabs(deviation.y) > 70)
1074 this.bot_stop_moving_timeout = time + 0.4 + random() * 0.2;
1077 // Check for water/slime/lava and dangerous edges
1078 // (only when the bot is on the ground or jumping intentionally)
1080 offset = (vdist(this.velocity, >, 32) ? this.velocity * 0.2 : flatdir * 32);
1081 vector dst_ahead = this.origin + this.view_ofs + offset;
1082 vector dst_down = dst_ahead - '0 0 3000';
1083 traceline(this.origin + this.view_ofs, dst_ahead, true, NULL);
1085 bool unreachable = false;
1087 bool danger_detected = false;
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))
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)
1099 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY)
1100 danger_detected = true;
1103 s = pointcontents(trace_endpos + '0 0 1');
1104 if (s != CONTENT_SOLID)
1106 if (s == CONTENT_LAVA || s == CONTENT_SLIME)
1107 danger_detected = true;
1108 else if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos))
1110 // the traceline check isn't enough but is good as optimization,
1111 // when not true (most of the time) this tracebox call is avoided
1112 tracebox(dst_ahead, this.mins, this.maxs, dst_down, true, this);
1113 if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos))
1115 if (destorg.z > this.origin.z + jumpstepheightvec.z)
1117 // the goal is probably on an upper platform, assume bot can't get there
1121 danger_detected = true;
1128 if (danger_detected && fabs(deviation.y) < 80
1129 && (fabs(deviation.y) > 5 || vdist(vec2(this.velocity), >, maxspeed * 1.5)))
1131 evadedanger = normalize(this.velocity) * -1;
1136 makevectors(this.v_angle.y * '0 1 0');
1138 if (danger_detected || (s == CONTENT_WATER))
1140 this.aistatus |= AI_STATUS_DANGER_AHEAD;
1141 if(IS_PLAYER(this.goalcurrent))
1145 // slow down if bot is in the air and goal is under it
1146 if (!waypoint_is_hardwiredlink(this.goalcurrent_prev, this.goalcurrent)
1147 && vdist(flat_diff, <, 250) && this.origin.z - destorg.z > 120
1148 && (!IS_ONGROUND(this) || vdist(vec2(this.velocity), >, maxspeed * 0.3)))
1150 // tracebox wouldn't work when bot is still on the ledge
1151 traceline(this.origin, this.origin - '0 0 200', true, this);
1152 if (this.origin.z - trace_endpos.z > 120)
1153 evadedanger = normalize(this.velocity) * -1;
1158 navigation_clearroute(this);
1159 navigation_goalrating_timeout_force(this);
1160 this.ignoregoal = this.goalcurrent;
1161 this.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
1165 dodge = havocbot_dodge(this);
1167 dodge *= bound(0, 0.5 + (skill + this.bot_dodgeskill) * 0.1, 1);
1168 evadedanger *= bound(1, 3 - (skill + this.bot_dodgeskill), 3); // Noobs fear dangers a lot and take more distance from them
1171 traceline(this.origin, (this.enemy.absmin + this.enemy.absmax) * 0.5, true, NULL);
1172 if (IS_PLAYER(trace_ent))
1173 dodge_enemy_factor = bound(0, (skill + this.bot_dodgeskill) / 7, 1);
1175 // this.bot_dodgevector = dir;
1176 // this.bot_dodgevector_jumpbutton = PHYS_INPUT_BUTTON_JUMP(this);
1179 float ladder_zdir = 0;
1180 if(time < this.ladder_time)
1182 if(this.goalcurrent.origin.z + this.goalcurrent.mins.z > this.origin.z + this.mins.z)
1184 if(this.origin.z + this.mins.z < this.ladder_entity.origin.z + this.ladder_entity.maxs.z)
1189 if(this.origin.z + this.mins.z > this.ladder_entity.origin.z + this.ladder_entity.mins.z)
1194 if (vdist(vec2(diff), <, 40))
1195 dir.z = ladder_zdir * 4;
1197 dir.z = ladder_zdir * 2;
1198 dir = normalize(dir);
1202 if (this.goalcurrent.wpisbox
1203 && boxesoverlap(this.goalcurrent.absmin, this.goalcurrent.absmax, this.origin, this.origin))
1205 // bot is inside teleport waypoint but hasn't touched the real teleport yet
1206 // head to teleport origin
1207 dir = (this.goalcurrent.origin - this.origin);
1209 dir = normalize(dir);
1212 // already executed when bot targets an enemy
1213 if (!this.bot_aimdir_executed)
1215 if (time < this.bot_stop_moving_timeout)
1216 bot_aimdir(this, normalize(this.goalcurrent.origin - this.origin), 0);
1218 bot_aimdir(this, dir, 0);
1223 dir *= dodge_enemy_factor;
1224 dir = normalize(dir + dodge + evadedanger);
1227 makevectors(this.v_angle);
1228 //dir = this.bot_dodgevector;
1229 //if (this.bot_dodgevector_jumpbutton)
1230 // PHYS_INPUT_BUTTON_JUMP(this) = true;
1231 CS(this).movement_x = dir * v_forward * maxspeed;
1232 CS(this).movement_y = dir * v_right * maxspeed;
1233 CS(this).movement_z = dir * v_up * maxspeed;
1235 // Emulate keyboard interface
1237 havocbot_keyboard_movement(this, destorg);
1240 if (!bunnyhop_forbidden && skill + this.bot_moveskill >= autocvar_bot_ai_bunnyhop_skilloffset)
1241 havocbot_bunnyhop(this, dir);
1243 if (dir * v_up >= autocvar_sv_jumpvelocity * 0.5 && IS_ONGROUND(this))
1244 PHYS_INPUT_BUTTON_JUMP(this) = true;
1247 if (dodge * v_up > 0 && random() * frametime >= 0.2 * bound(0, (10 - skill - this.bot_dodgeskill) * 0.1, 1))
1248 PHYS_INPUT_BUTTON_JUMP(this) = true;
1249 if (dodge * v_up < 0 && random() * frametime >= 0.5 * bound(0, (10 - skill - this.bot_dodgeskill) * 0.1, 1))
1250 this.havocbot_ducktime = time + 0.3 / bound(0.1, skill + this.bot_dodgeskill, 10);
1254 entity havocbot_gettarget(entity this, bool secondary)
1257 vector eye = CENTER_OR_VIEWOFS(this);
1258 IL_EACH(g_bot_targets, boolean((secondary) ? it.classname == "misc_breakablemodel" : it.classname != "misc_breakablemodel"),
1260 vector v = CENTER_OR_VIEWOFS(it);
1261 if(vdist(v - eye, <, autocvar_bot_ai_enemydetectionradius))
1262 if(!best || vlen2(CENTER_OR_VIEWOFS(best) - eye) > vlen2(v - eye))
1263 if(bot_shouldattack(this, it))
1265 traceline(eye, v, true, this);
1266 if (trace_ent == it || trace_fraction >= 1)
1274 void havocbot_chooseenemy(entity this)
1276 if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(this))
1284 if (!bot_shouldattack(this, this.enemy))
1286 // enemy died or something, find a new target
1288 this.havocbot_chooseenemy_finished = time;
1290 else if (this.havocbot_stickenemy_time && time < this.havocbot_stickenemy_time)
1292 // tracking last chosen enemy
1293 vector targ_pos = (this.enemy.absmin + this.enemy.absmax) * 0.5;
1294 traceline(this.origin + this.view_ofs, targ_pos, false, NULL);
1295 if (trace_ent == this.enemy || trace_fraction == 1)
1296 if (vdist(targ_pos - this.origin, <, 1000))
1298 // remain tracking him for a shot while (case he went after a small corner or pilar
1299 this.havocbot_chooseenemy_finished = time + 0.5;
1303 // stop preferring this enemy
1304 this.havocbot_stickenemy_time = 0;
1307 if (time < this.havocbot_chooseenemy_finished)
1309 this.havocbot_chooseenemy_finished = time + autocvar_bot_ai_enemydetectioninterval;
1310 vector eye = this.origin + this.view_ofs;
1312 float bestrating = autocvar_bot_ai_enemydetectionradius ** 2;
1315 int hf = this.dphitcontentsmask;
1317 // Search for enemies, if no enemy can be seen directly try to look through transparent objects
1319 this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
1321 bool scan_transparent = false;
1322 bool scan_secondary_targets = false;
1323 bool have_secondary_targets = false;
1326 scan_secondary_targets = false;
1328 IL_EACH(g_bot_targets, it.bot_attack,
1330 if(!scan_secondary_targets)
1332 if(it.classname == "misc_breakablemodel")
1334 have_secondary_targets = true;
1338 else if(it.classname != "misc_breakablemodel")
1341 vector v = (it.absmin + it.absmax) * 0.5;
1342 float rating = vlen2(v - eye);
1343 if (rating < bestrating && bot_shouldattack(this, it))
1345 traceline(eye, v, true, this);
1346 if (trace_ent == it || trace_fraction >= 1)
1349 bestrating = rating;
1354 if(!best && have_secondary_targets && !scan_secondary_targets)
1356 scan_secondary_targets = true;
1358 bestrating = autocvar_bot_ai_enemydetectionradius ** 2;
1362 // I want to do a second scan if no enemy was found or I don't have weapons
1363 // TODO: Perform the scan when using the rifle (requires changes on the rifle code)
1364 if(best || STAT(WEAPONS, this)) // || this.weapon == WEP_RIFLE.m_id
1366 if(scan_transparent)
1369 // Set flags to see through transparent objects
1370 this.dphitcontentsmask |= DPCONTENTS_OPAQUE;
1372 scan_transparent = true;
1375 // Restore hit flags
1376 this.dphitcontentsmask = hf;
1379 this.havocbot_stickenemy_time = time + autocvar_bot_ai_enemydetectioninterval_stickingtoenemy;
1380 if(best && best.classname == "misc_breakablemodel")
1381 this.havocbot_stickenemy_time = 0;
1384 float havocbot_chooseweapon_checkreload(entity this, .entity weaponentity, int new_weapon)
1386 // bots under this skill cannot find unloaded weapons to reload idly when not in combat,
1387 // so skip this for them, or they'll never get to reload their weapons at all.
1388 // this also allows bots under this skill to be more stupid, and reload more often during combat :)
1392 // if this weapon is scheduled for reloading, don't switch to it during combat
1393 if (this.(weaponentity).weapon_load[new_weapon] < 0)
1395 FOREACH(Weapons, it != WEP_Null, {
1396 if(it.wr_checkammo1(it, this, weaponentity) + it.wr_checkammo2(it, this, weaponentity))
1397 return true; // other weapon available
1404 void havocbot_chooseweapon(entity this, .entity weaponentity)
1409 if(g_weaponarena_weapons == WEPSET(TUBA))
1411 this.(weaponentity).m_switchweapon = WEP_TUBA;
1415 // TODO: clean this up by moving it to weapon code
1416 if(this.enemy==NULL)
1418 // If no weapon was chosen get the first available weapon
1419 if(this.(weaponentity).m_weapon==WEP_Null)
1420 FOREACH(Weapons, it != WEP_Null, {
1421 if(client_hasweapon(this, it, weaponentity, true, false))
1423 this.(weaponentity).m_switchweapon = it;
1430 // Do not change weapon during the next second after a combo
1431 float f = time - this.lastcombotime;
1436 float distance; distance=bound(10,vlen(this.origin-this.enemy.origin)-200,10000);
1438 // Should it do a weapon combo?
1439 float af, ct, combo_time, combo;
1441 af = ATTACK_FINISHED(this, weaponentity);
1442 ct = autocvar_bot_ai_weapon_combo_threshold;
1444 // Bots with no skill will be 4 times more slower than "godlike" bots when doing weapon combos
1445 // Ideally this 4 should be calculated as longest_weapon_refire / bot_ai_weapon_combo_threshold
1446 combo_time = time + ct + (ct * ((-0.3*(skill+this.bot_weaponskill))+3));
1450 if(autocvar_bot_ai_weapon_combo)
1451 if(this.(weaponentity).m_weapon.m_id == this.(weaponentity).lastfiredweapon)
1455 this.lastcombotime = time;
1458 distance *= (2 ** this.bot_rangepreference);
1460 // Custom weapon list based on distance to the enemy
1461 if(bot_custom_weapon){
1463 // Choose weapons for far distance
1464 if ( distance > bot_distance_far ) {
1465 for(i=0; i < Weapons_COUNT && bot_weapons_far[i] != -1 ; ++i){
1466 w = bot_weapons_far[i];
1467 if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
1469 if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1471 this.(weaponentity).m_switchweapon = Weapons_from(w);
1477 // Choose weapons for mid distance
1478 if ( distance > bot_distance_close) {
1479 for(i=0; i < Weapons_COUNT && bot_weapons_mid[i] != -1 ; ++i){
1480 w = bot_weapons_mid[i];
1481 if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
1483 if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1485 this.(weaponentity).m_switchweapon = Weapons_from(w);
1491 // Choose weapons for close distance
1492 for(i=0; i < Weapons_COUNT && bot_weapons_close[i] != -1 ; ++i){
1493 w = bot_weapons_close[i];
1494 if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
1496 if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1498 this.(weaponentity).m_switchweapon = Weapons_from(w);
1505 void havocbot_aim(entity this)
1507 if (time < this.nextaim)
1509 this.nextaim = time + 0.1;
1510 vector myvel = this.velocity;
1511 if (!this.waterlevel)
1513 if(MUTATOR_CALLHOOK(HavocBot_Aim, this)) { /* do nothing */ }
1514 else if (this.enemy)
1516 vector enemyvel = this.enemy.velocity;
1517 if (!this.enemy.waterlevel)
1519 lag_additem(this, time + CS(this).ping, 0, 0, this.enemy, this.origin, myvel, (this.enemy.absmin + this.enemy.absmax) * 0.5, enemyvel);
1522 lag_additem(this, time + CS(this).ping, 0, 0, NULL, this.origin, myvel, ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5, '0 0 0');
1525 bool havocbot_moveto_refresh_route(entity this)
1527 // Refresh path to goal if necessary
1529 wp = this.havocbot_personal_waypoint;
1530 navigation_goalrating_start(this);
1531 navigation_routerating(this, wp, 10000, 10000);
1532 navigation_goalrating_end(this);
1533 return (this.goalentity != NULL);
1536 float havocbot_moveto(entity this, vector pos)
1540 if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_GOING)
1542 // Step 4: Move to waypoint
1543 if(this.havocbot_personal_waypoint==NULL)
1545 LOG_TRACE("Error: ", this.netname, " trying to walk to a non existent personal waypoint");
1546 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_GOING;
1547 return CMD_STATUS_ERROR;
1550 if (!bot_strategytoken_taken)
1551 if(this.havocbot_personal_waypoint_searchtime<time)
1553 bot_strategytoken_taken = true;
1554 if(havocbot_moveto_refresh_route(this))
1556 LOG_TRACE(this.netname, " walking to its personal waypoint (after ", ftos(this.havocbot_personal_waypoint_failcounter), " failed attempts)");
1557 this.havocbot_personal_waypoint_searchtime = time + 10;
1558 this.havocbot_personal_waypoint_failcounter = 0;
1562 this.havocbot_personal_waypoint_failcounter += 1;
1563 this.havocbot_personal_waypoint_searchtime = time + 2;
1564 if(this.havocbot_personal_waypoint_failcounter >= 30)
1566 LOG_TRACE("Warning: can't walk to the personal waypoint located at ", vtos(this.havocbot_personal_waypoint.origin));
1567 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1568 delete(this.havocbot_personal_waypoint);
1569 return CMD_STATUS_ERROR;
1572 LOG_TRACE(this.netname, " can't walk to its personal waypoint (after ", ftos(this.havocbot_personal_waypoint_failcounter), " failed attempts), trying later");
1576 if(autocvar_bot_debug_goalstack)
1577 debuggoalstack(this);
1581 havocbot_movetogoal(this);
1583 if (!this.bot_aimdir_executed && this.goalcurrent)
1586 vector dir = get_closer_dest(this.goalcurrent, this.origin);
1587 dir -= this.origin + this.view_ofs;
1589 bot_aimdir(this, dir, 0);
1592 if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_REACHED)
1594 // Step 5: Waypoint reached
1595 LOG_TRACE(this.netname, "'s personal waypoint reached");
1596 waypoint_remove(this.havocbot_personal_waypoint);
1597 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_REACHED;
1598 return CMD_STATUS_FINISHED;
1601 return CMD_STATUS_EXECUTING;
1604 // Step 2: Linking waypoint
1605 if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_LINKING)
1607 // Wait until it is linked
1608 if(!this.havocbot_personal_waypoint.wplinked)
1610 LOG_TRACE(this.netname, " waiting for personal waypoint to be linked");
1611 return CMD_STATUS_EXECUTING;
1614 this.havocbot_personal_waypoint_searchtime = time; // so we set the route next frame
1615 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1616 this.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_GOING;
1618 // Step 3: Route to waypoint
1619 LOG_TRACE(this.netname, " walking to its personal waypoint");
1621 return CMD_STATUS_EXECUTING;
1624 // Step 1: Spawning waypoint
1625 wp = waypoint_spawnpersonal(this, pos);
1628 LOG_TRACE("Error: Can't spawn personal waypoint at ",vtos(pos));
1629 return CMD_STATUS_ERROR;
1632 this.havocbot_personal_waypoint = wp;
1633 this.havocbot_personal_waypoint_failcounter = 0;
1634 this.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1636 // if pos is inside a teleport, then let's mark it as teleport waypoint
1637 IL_EACH(g_teleporters, WarpZoneLib_BoxTouchesBrush(pos, pos, it, NULL),
1639 wp.wpflags |= WAYPOINTFLAG_TELEPORT;
1640 this.lastteleporttime = 0;
1644 if(wp.wpflags & WAYPOINTFLAG_TELEPORT)
1645 print("routing to a teleporter\n");
1647 print("routing to a non-teleporter\n");
1650 return CMD_STATUS_EXECUTING;
1653 float havocbot_resetgoal(entity this)
1655 navigation_clearroute(this);
1656 return CMD_STATUS_FINISHED;
1659 void havocbot_setupbot(entity this)
1661 this.bot_ai = havocbot_ai;
1662 this.cmd_moveto = havocbot_moveto;
1663 this.cmd_resetgoal = havocbot_resetgoal;
1665 // NOTE: bot is not player yet
1666 havocbot_chooserole(this);
1669 vector havocbot_dodge(entity this)
1671 // LordHavoc: disabled because this is too expensive
1676 float danger, bestdanger, vl, d;
1679 // check for dangerous objects near bot or approaching bot
1680 head = findchainfloat(bot_dodge, true);
1683 if (head.owner != this)
1685 vl = vlen(head.velocity);
1686 if (vl > autocvar_sv_maxspeed * 0.3)
1688 n = normalize(head.velocity);
1689 v = this.origin - head.origin;
1691 if (d > (0 - head.bot_dodgerating))
1692 if (d < (vl * 0.2 + head.bot_dodgerating))
1694 // calculate direction and distance from the flight path, by removing the forward axis
1695 v = v - (n * (v * n));
1696 danger = head.bot_dodgerating - vlen(v);
1697 if (bestdanger < danger)
1699 bestdanger = danger;
1700 // dodge to the side of the object
1701 dodge = normalize(v);
1707 danger = head.bot_dodgerating - vlen(head.origin - this.origin);
1708 if (bestdanger < danger)
1710 bestdanger = danger;
1711 dodge = normalize(this.origin - head.origin);