b3bc26bbfecdae804db45248d322561ef2417a39
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / bot / default / havocbot / havocbot.qc
1 #include "havocbot.qh"
2
3 #include "../cvars.qh"
4
5 #include "../aim.qh"
6 #include "../bot.qh"
7 #include "../navigation.qh"
8 #include "../scripting.qh"
9 #include "../waypoints.qh"
10
11 #include <common/constants.qh>
12 #include <common/physics/player.qh>
13 #include <common/state.qh>
14 #include <common/items/_mod.qh>
15
16 #include <common/triggers/teleporters.qh>
17 #include <common/triggers/trigger/jumppads.qh>
18
19 #include <lib/warpzone/common.qh>
20
21 .float speed;
22
23 void havocbot_ai(entity this)
24 {
25         if(this.draggedby)
26                 return;
27
28         if(bot_execute_commands(this))
29                 return;
30
31         if (bot_strategytoken == this)
32         if (!bot_strategytoken_taken)
33         {
34                 if(this.havocbot_blockhead)
35                 {
36                         this.havocbot_blockhead = false;
37                 }
38                 else
39                 {
40                         if (!this.jumppadcount)
41                                 this.havocbot_role(this); // little too far down the rabbit hole
42                 }
43
44                 // TODO: tracewalk() should take care of this job (better path finding under water)
45                 // if we don't have a goal and we're under water look for a waypoint near the "shore" and push it
46                 if(IS_DEAD(this))
47                 if(!this.goalcurrent)
48                 if(this.waterlevel == WATERLEVEL_SWIMMING || (this.aistatus & AI_STATUS_OUT_WATER))
49                 {
50                         // Look for the closest waypoint out of water
51                         entity newgoal = NULL;
52                         IL_EACH(g_waypoints, vdist(it.origin - this.origin, <=, 10000),
53                         {
54                                 if(it.origin.z < this.origin.z)
55                                         continue;
56
57                                 if(it.origin.z - this.origin.z - this.view_ofs.z > 100)
58                                         continue;
59
60                                 if (pointcontents(it.origin + it.maxs + '0 0 1') != CONTENT_EMPTY)
61                                         continue;
62
63                                 traceline(this.origin + this.view_ofs, ((it.absmin + it.absmax) * 0.5), true, this);
64
65                                 if(trace_fraction < 1)
66                                         continue;
67
68                                 if(!newgoal || vlen2(it.origin - this.origin) < vlen2(newgoal.origin - this.origin))
69                                         newgoal = it;
70                         });
71
72                         if(newgoal)
73                         {
74                         //      te_wizspike(newgoal.origin);
75                                 navigation_pushroute(this, newgoal);
76                         }
77                 }
78
79                 // token has been used this frame
80                 bot_strategytoken_taken = true;
81         }
82
83         if(IS_DEAD(this))
84                 return;
85
86         havocbot_chooseenemy(this);
87         if (this.bot_chooseweapontime < time )
88         {
89                 this.bot_chooseweapontime = time + autocvar_bot_ai_chooseweaponinterval;
90                 havocbot_chooseweapon(this);
91         }
92         havocbot_aim(this);
93         lag_update(this);
94         if (this.bot_aimtarg)
95         {
96                 this.aistatus |= AI_STATUS_ATTACKING;
97                 this.aistatus &= ~AI_STATUS_ROAMING;
98
99                 if(this.weapons)
100                 {
101                         .entity weaponentity = weaponentities[0]; // TODO: unhardcode
102                         Weapon w = this.(weaponentity).m_weapon;
103                         w.wr_aim(w, this);
104                         if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(this))
105                         {
106                                 PHYS_INPUT_BUTTON_ATCK(this) = false;
107                                 PHYS_INPUT_BUTTON_ATCK2(this) = false;
108                         }
109                         else
110                         {
111                                 if(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this))
112                                         this.lastfiredweapon = this.(weaponentity).m_weapon.m_id;
113                         }
114                 }
115                 else
116                 {
117                         if(IS_PLAYER(this.bot_aimtarg))
118                                 bot_aimdir(this, this.bot_aimtarg.origin + this.bot_aimtarg.view_ofs - this.origin - this.view_ofs , -1);
119                 }
120         }
121         else if (this.goalcurrent)
122         {
123                 this.aistatus |= AI_STATUS_ROAMING;
124                 this.aistatus &= ~AI_STATUS_ATTACKING;
125
126                 vector now,v,next;//,heading;
127                 float aimdistance,skillblend,distanceblend,blend;
128                 next = now = ( (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5) - (this.origin + this.view_ofs);
129                 aimdistance = vlen(now);
130                 //heading = this.velocity;
131                 //dprint(this.goalstack01.classname,etos(this.goalstack01),"\n");
132                 if(
133                         this.goalstack01 != this && this.goalstack01 != NULL && ((this.aistatus & AI_STATUS_RUNNING) == 0) &&
134                         !(this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
135                 )
136                         next = ((this.goalstack01.absmin + this.goalstack01.absmax) * 0.5) - (this.origin + this.view_ofs);
137
138                 skillblend=bound(0,(skill+this.bot_moveskill-2.5)*0.5,1); //lower skill player can't preturn
139                 distanceblend=bound(0,aimdistance/autocvar_bot_ai_keyboard_distance,1);
140                 blend = skillblend * (1-distanceblend);
141                 //v = (now * (distanceblend) + next * (1-distanceblend)) * (skillblend) + now * (1-skillblend);
142                 //v = now * (distanceblend) * (skillblend) + next * (1-distanceblend) * (skillblend) + now * (1-skillblend);
143                 //v = now * ((1-skillblend) + (distanceblend) * (skillblend)) + next * (1-distanceblend) * (skillblend);
144                 v = now + blend * (next - now);
145                 //dprint(etos(this), " ");
146                 //dprint(vtos(now), ":", vtos(next), "=", vtos(v), " (blend ", ftos(blend), ")\n");
147                 //v = now * (distanceblend) + next * (1-distanceblend);
148                 if (this.waterlevel < WATERLEVEL_SWIMMING)
149                         v.z = 0;
150                 //dprint("walk at:", vtos(v), "\n");
151                 //te_lightning2(NULL, this.origin, this.goalcurrent.origin);
152                 bot_aimdir(this, v, -1);
153         }
154         havocbot_movetogoal(this);
155
156         // if the bot is not attacking, consider reloading weapons
157         if (!(this.aistatus & AI_STATUS_ATTACKING))
158         {
159                 // we are currently holding a weapon that's not fully loaded, reload it
160                 if(skill >= 2) // bots can only reload the held weapon on purpose past this skill
161                 if(this.clip_load < this.clip_size)
162                         this.impulse = 20; // "press" the reload button, not sure if this is done right
163
164                 // if we're not reloading a weapon, switch to any weapon in our invnetory that's not fully loaded to reload it next
165                 // the code above executes next frame, starting the reloading then
166                 if(skill >= 5) // bots can only look for unloaded weapons past this skill
167                 if(this.clip_load >= 0) // only if we're not reloading a weapon already
168                 {
169                         .entity weaponentity = weaponentities[0]; // TODO: unhardcode
170                         FOREACH(Weapons, it != WEP_Null, LAMBDA(
171                                 if((this.weapons & (it.m_wepset)) && (it.spawnflags & WEP_FLAG_RELOADABLE) && (this.weapon_load[it.m_id] < it.reloading_ammo))
172                                         this.(weaponentity).m_switchweapon = it;
173                         ));
174                 }
175         }
176 }
177
178 void havocbot_keyboard_movement(entity this, vector destorg)
179 {
180         vector keyboard;
181         float blend, maxspeed;
182         float sk;
183
184         sk = skill + this.bot_moveskill;
185
186         maxspeed = autocvar_sv_maxspeed;
187
188         if (time < this.havocbot_keyboardtime)
189                 return;
190
191         this.havocbot_keyboardtime =
192                 max(
193                         this.havocbot_keyboardtime
194                                 + 0.05/max(1, sk+this.havocbot_keyboardskill)
195                                 + random()*0.025/max(0.00025, skill+this.havocbot_keyboardskill)
196                 , time);
197         keyboard = this.movement * (1.0 / maxspeed);
198
199         float trigger, trigger1;
200         blend = bound(0,sk*0.1,1);
201         trigger = autocvar_bot_ai_keyboard_threshold;
202         trigger1 = 0 - trigger;
203
204         // categorize forward movement
205         // at skill < 1.5 only forward
206         // at skill < 2.5 only individual directions
207         // at skill < 4.5 only individual directions, and forward diagonals
208         // at skill >= 4.5, all cases allowed
209         if (keyboard.x > trigger)
210         {
211                 keyboard.x = 1;
212                 if (sk < 2.5)
213                         keyboard.y = 0;
214         }
215         else if (keyboard.x < trigger1 && sk > 1.5)
216         {
217                 keyboard.x = -1;
218                 if (sk < 4.5)
219                         keyboard.y = 0;
220         }
221         else
222         {
223                 keyboard.x = 0;
224                 if (sk < 1.5)
225                         keyboard.y = 0;
226         }
227         if (sk < 4.5)
228                 keyboard.z = 0;
229
230         if (keyboard.y > trigger)
231                 keyboard.y = 1;
232         else if (keyboard.y < trigger1)
233                 keyboard.y = -1;
234         else
235                 keyboard.y = 0;
236
237         if (keyboard.z > trigger)
238                 keyboard.z = 1;
239         else if (keyboard.z < trigger1)
240                 keyboard.z = -1;
241         else
242                 keyboard.z = 0;
243
244         this.havocbot_keyboard = keyboard * maxspeed;
245         if (this.havocbot_ducktime>time) PHYS_INPUT_BUTTON_CROUCH(this) = true;
246
247         keyboard = this.havocbot_keyboard;
248         blend = bound(0,vlen(destorg-this.origin)/autocvar_bot_ai_keyboard_distance,1); // When getting close move with 360 degree
249         //dprint("movement ", vtos(this.movement), " keyboard ", vtos(keyboard), " blend ", ftos(blend), "\n");
250         this.movement = this.movement + (keyboard - this.movement) * blend;
251 }
252
253 void havocbot_bunnyhop(entity this, vector dir)
254 {
255         float bunnyhopdistance;
256         vector deviation;
257         float maxspeed;
258         vector gco, gno;
259
260         // Don't jump when attacking
261         if(this.aistatus & AI_STATUS_ATTACKING)
262                 return;
263
264         if(IS_PLAYER(this.goalcurrent))
265                 return;
266
267         maxspeed = autocvar_sv_maxspeed;
268
269         if(this.aistatus & AI_STATUS_DANGER_AHEAD)
270         {
271                 this.aistatus &= ~AI_STATUS_RUNNING;
272                 PHYS_INPUT_BUTTON_JUMP(this) = false;
273                 this.bot_canruntogoal = 0;
274                 this.bot_timelastseengoal = 0;
275                 return;
276         }
277
278         if(this.waterlevel > WATERLEVEL_WETFEET)
279         {
280                 this.aistatus &= ~AI_STATUS_RUNNING;
281                 return;
282         }
283
284         if(this.bot_lastseengoal != this.goalcurrent && !(this.aistatus & AI_STATUS_RUNNING))
285         {
286                 this.bot_canruntogoal = 0;
287                 this.bot_timelastseengoal = 0;
288         }
289
290         gco = (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5;
291         bunnyhopdistance = vlen(this.origin - gco);
292
293         // Run only to visible goals
294         if(IS_ONGROUND(this))
295         if(this.speed==maxspeed)
296         if(checkpvs(this.origin + this.view_ofs, this.goalcurrent))
297         {
298                         this.bot_lastseengoal = this.goalcurrent;
299
300                         // seen it before
301                         if(this.bot_timelastseengoal)
302                         {
303                                 // for a period of time
304                                 if(time - this.bot_timelastseengoal > autocvar_bot_ai_bunnyhop_firstjumpdelay)
305                                 {
306                                         float checkdistance;
307                                         checkdistance = true;
308
309                                         // don't run if it is too close
310                                         if(this.bot_canruntogoal==0)
311                                         {
312                                                 if(bunnyhopdistance > autocvar_bot_ai_bunnyhop_startdistance)
313                                                         this.bot_canruntogoal = 1;
314                                                 else
315                                                         this.bot_canruntogoal = -1;
316                                         }
317
318                                         if(this.bot_canruntogoal != 1)
319                                                 return;
320
321                                         if(this.aistatus & AI_STATUS_ROAMING)
322                                         if(this.goalcurrent.classname=="waypoint")
323                                         if (!(this.goalcurrent.wpflags & WAYPOINTFLAG_PERSONAL))
324                                         if(fabs(gco.z - this.origin.z) < this.maxs.z - this.mins.z)
325                                         if(this.goalstack01!=NULL)
326                                         {
327                                                 gno = (this.goalstack01.absmin + this.goalstack01.absmax) * 0.5;
328                                                 deviation = vectoangles(gno - this.origin) - vectoangles(gco - this.origin);
329                                                 while (deviation.y < -180) deviation.y = deviation.y + 360;
330                                                 while (deviation.y > 180) deviation.y = deviation.y - 360;
331
332                                                 if(fabs(deviation.y) < 20)
333                                                 if(bunnyhopdistance < vlen(this.origin - gno))
334                                                 if(fabs(gno.z - gco.z) < this.maxs.z - this.mins.z)
335                                                 {
336                                                         if(vdist(gco - gno, >, autocvar_bot_ai_bunnyhop_startdistance))
337                                                         if(checkpvs(this.origin + this.view_ofs, this.goalstack01))
338                                                         {
339                                                                 checkdistance = false;
340                                                         }
341                                                 }
342                                         }
343
344                                         if(checkdistance)
345                                         {
346                                                 this.aistatus &= ~AI_STATUS_RUNNING;
347                                                 if(bunnyhopdistance > autocvar_bot_ai_bunnyhop_stopdistance)
348                                                         PHYS_INPUT_BUTTON_JUMP(this) = true;
349                                         }
350                                         else
351                                         {
352                                                 this.aistatus |= AI_STATUS_RUNNING;
353                                                 PHYS_INPUT_BUTTON_JUMP(this) = true;
354                                         }
355                                 }
356                         }
357                         else
358                         {
359                                 this.bot_timelastseengoal = time;
360                         }
361         }
362         else
363         {
364                 this.bot_timelastseengoal = 0;
365         }
366
367 #if 0
368         // Release jump button
369         if(!cvar("sv_pogostick"))
370         if((IS_ONGROUND(this)) == 0)
371         {
372                 if(this.velocity.z < 0 || vlen(this.velocity)<maxspeed)
373                         PHYS_INPUT_BUTTON_JUMP(this) = false;
374
375                 // Strafe
376                 if(this.aistatus & AI_STATUS_RUNNING)
377                 if(vlen(this.velocity)>maxspeed)
378                 {
379                         deviation = vectoangles(dir) - vectoangles(this.velocity);
380                         while (deviation.y < -180) deviation.y = deviation.y + 360;
381                         while (deviation.y > 180) deviation.y = deviation.y - 360;
382
383                         if(fabs(deviation.y)>10)
384                                 this.movement_x = 0;
385
386                         if(deviation.y>10)
387                                 this.movement_y = maxspeed * -1;
388                         else if(deviation.y<10)
389                                 this.movement_y = maxspeed;
390
391                 }
392         }
393 #endif
394 }
395
396 void havocbot_movetogoal(entity this)
397 {
398         vector destorg;
399         vector diff;
400         vector dir;
401         vector flatdir;
402         vector m1;
403         vector m2;
404         vector evadeobstacle;
405         vector evadelava;
406         float s;
407         float maxspeed;
408         vector gco;
409         //float dist;
410         vector dodge;
411         //if (this.goalentity)
412         //      te_lightning2(this, this.origin, (this.goalentity.absmin + this.goalentity.absmax) * 0.5);
413         this.movement = '0 0 0';
414         maxspeed = autocvar_sv_maxspeed;
415
416         // Jetpack navigation
417         if(this.goalcurrent)
418         if(this.navigation_jetpack_goal)
419         if(this.goalcurrent==this.navigation_jetpack_goal)
420         if(this.ammo_fuel)
421         {
422                 if(autocvar_bot_debug_goalstack)
423                 {
424                         debuggoalstack(this);
425                         te_wizspike(this.navigation_jetpack_point);
426                 }
427
428                 // Take off
429                 if (!(this.aistatus & AI_STATUS_JETPACK_FLYING))
430                 {
431                         // Brake almost completely so it can get a good direction
432                         if(vdist(this.velocity, >, 10))
433                                 return;
434                         this.aistatus |= AI_STATUS_JETPACK_FLYING;
435                 }
436
437                 makevectors(this.v_angle.y * '0 1 0');
438                 dir = normalize(this.navigation_jetpack_point - this.origin);
439
440                 // Landing
441                 if(this.aistatus & AI_STATUS_JETPACK_LANDING)
442                 {
443                         // Calculate brake distance in xy
444                         float db, v, d;
445                         vector dxy;
446
447                         dxy = this.origin - ( ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5 ); dxy.z = 0;
448                         d = vlen(dxy);
449                         v = vlen(this.velocity -  this.velocity.z * '0 0 1');
450                         db = (pow(v,2) / (autocvar_g_jetpack_acceleration_side * 2)) + 100;
451                 //      dprint("distance ", ftos(ceil(d)), " velocity ", ftos(ceil(v)), " brake at ", ftos(ceil(db)), "\n");
452                         if(d < db || d < 500)
453                         {
454                                 // Brake
455                                 if(fabs(this.velocity.x)>maxspeed*0.3)
456                                 {
457                                         this.movement_x = dir * v_forward * -maxspeed;
458                                         return;
459                                 }
460                                 // Switch to normal mode
461                                 this.navigation_jetpack_goal = NULL;
462                                 this.aistatus &= ~AI_STATUS_JETPACK_LANDING;
463                                 this.aistatus &= ~AI_STATUS_JETPACK_FLYING;
464                                 return;
465                         }
466                 }
467                 else if(checkpvs(this.origin,this.goalcurrent))
468                 {
469                         // If I can see the goal switch to landing code
470                         this.aistatus &= ~AI_STATUS_JETPACK_FLYING;
471                         this.aistatus |= AI_STATUS_JETPACK_LANDING;
472                         return;
473                 }
474
475                 // Flying
476                 PHYS_INPUT_BUTTON_HOOK(this) = true;
477                 if(this.navigation_jetpack_point.z - STAT(PL_MAX, NULL).z + STAT(PL_MIN, NULL).z < this.origin.z)
478                 {
479                         this.movement_x = dir * v_forward * maxspeed;
480                         this.movement_y = dir * v_right * maxspeed;
481                 }
482                 return;
483         }
484
485         // Handling of jump pads
486         if(this.jumppadcount)
487         {
488                 // If got stuck on the jump pad try to reach the farthest visible waypoint
489                 if(this.aistatus & AI_STATUS_OUT_JUMPPAD)
490                 {
491                         if(fabs(this.velocity.z)<50)
492                         {
493                                 entity newgoal = NULL;
494                                 IL_EACH(g_waypoints, vdist(it.origin - this.origin, <=, 1000),
495                                 {
496                                         traceline(this.origin + this.view_ofs, ((it.absmin + it.absmax) * 0.5), true, this);
497
498                                         if(trace_fraction < 1)
499                                                 continue;
500
501                                         if(!newgoal || vlen2(it.origin - this.origin) > vlen2(newgoal.origin - this.origin))
502                                                 newgoal = it;
503                                 });
504
505                                 if(newgoal)
506                                 {
507                                         this.ignoregoal = this.goalcurrent;
508                                         this.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
509                                         navigation_clearroute(this);
510                                         navigation_routetogoal(this, newgoal, this.origin);
511                                         this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
512                                 }
513                         }
514                         else
515                                 return;
516                 }
517                 else
518                 {
519                         if(this.velocity.z>0)
520                         {
521                                 float threshold;
522                                 vector velxy = this.velocity; velxy_z = 0;
523                                 threshold = maxspeed * 0.2;
524                                 if(vdist(velxy, <, threshold))
525                                 {
526                                         LOG_TRACE("Warning: ", this.netname, " got stuck on a jumppad (velocity in xy is ", vtos(velxy), "), trying to get out of it now");
527                                         this.aistatus |= AI_STATUS_OUT_JUMPPAD;
528                                 }
529                                 return;
530                         }
531
532                         // Don't chase players while using a jump pad
533                         if(IS_PLAYER(this.goalcurrent) || IS_PLAYER(this.goalstack01))
534                                 return;
535                 }
536         }
537         else if(this.aistatus & AI_STATUS_OUT_JUMPPAD)
538                 this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
539
540         // If there is a trigger_hurt right below try to use the jetpack or make a rocketjump
541         if(skill>6)
542         if (!(IS_ONGROUND(this)))
543         {
544                 tracebox(this.origin, this.mins, this.maxs, this.origin + '0 0 -65536', MOVE_NOMONSTERS, this);
545                 if(tracebox_hits_trigger_hurt(this.origin, this.mins, this.maxs, trace_endpos ))
546                 if(this.items & IT_JETPACK)
547                 {
548                         tracebox(this.origin, this.mins, this.maxs, this.origin + '0 0 65536', MOVE_NOMONSTERS, this);
549                         if(tracebox_hits_trigger_hurt(this.origin, this.mins, this.maxs, trace_endpos + '0 0 1' ))
550                         {
551                                 if(this.velocity.z<0)
552                                 {
553                                         PHYS_INPUT_BUTTON_HOOK(this) = true;
554                                 }
555                         }
556                         else
557                                 PHYS_INPUT_BUTTON_HOOK(this) = true;
558
559                         // If there is no goal try to move forward
560
561                         if(this.goalcurrent==NULL)
562                                 dir = v_forward;
563                         else
564                                 dir = normalize(( ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5 ) - this.origin);
565
566                         vector xyvelocity = this.velocity; xyvelocity_z = 0;
567                         float xyspeed = xyvelocity * dir;
568
569                         if(xyspeed < (maxspeed / 2))
570                         {
571                                 makevectors(this.v_angle.y * '0 1 0');
572                                 tracebox(this.origin, this.mins, this.maxs, this.origin + (dir * maxspeed * 3), MOVE_NOMONSTERS, this);
573                                 if(trace_fraction==1)
574                                 {
575                                         this.movement_x = dir * v_forward * maxspeed;
576                                         this.movement_y = dir * v_right * maxspeed;
577                                         if (skill < 10)
578                                                 havocbot_keyboard_movement(this, this.origin + dir * 100);
579                                 }
580                         }
581
582                         this.havocbot_blockhead = true;
583
584                         return;
585                 }
586                 else if(this.health>WEP_CVAR(devastator, damage)*0.5)
587                 {
588                         if(this.velocity.z < 0)
589                         if(client_hasweapon(this, WEP_DEVASTATOR, true, false))
590                         {
591                                 this.movement_x = maxspeed;
592
593                                 if(this.rocketjumptime)
594                                 {
595                                         if(time > this.rocketjumptime)
596                                         {
597                                                 PHYS_INPUT_BUTTON_ATCK2(this) = true;
598                                                 this.rocketjumptime = 0;
599                                         }
600                                         return;
601                                 }
602
603                                 .entity weaponentity = weaponentities[0]; // TODO: unhardcode
604                                 this.(weaponentity).m_switchweapon = WEP_DEVASTATOR;
605                                 this.v_angle_x = 90;
606                                 PHYS_INPUT_BUTTON_ATCK(this) = true;
607                                 this.rocketjumptime = time + WEP_CVAR(devastator, detonatedelay);
608                                 return;
609                         }
610                 }
611                 else
612                 {
613                         // If there is no goal try to move forward
614                         if(this.goalcurrent==NULL)
615                                 this.movement_x = maxspeed;
616                 }
617         }
618
619         // If we are under water with no goals, swim up
620         if(this.waterlevel)
621         if(this.goalcurrent==NULL)
622         {
623                 dir = '0 0 0';
624                 if(this.waterlevel>WATERLEVEL_SWIMMING)
625                         dir.z = 1;
626                 else if(this.velocity.z >= 0 && !(this.waterlevel == WATERLEVEL_WETFEET && this.watertype == CONTENT_WATER))
627                         PHYS_INPUT_BUTTON_JUMP(this) = true;
628                 else
629                         PHYS_INPUT_BUTTON_JUMP(this) = false;
630                 makevectors(this.v_angle.y * '0 1 0');
631                 this.movement_x = dir * v_forward * maxspeed;
632                 this.movement_y = dir * v_right * maxspeed;
633                 this.movement_z = dir * v_up * maxspeed;
634         }
635
636         // if there is nowhere to go, exit
637         if (this.goalcurrent == NULL)
638                 return;
639
640         if (this.goalcurrent)
641                 navigation_poptouchedgoals(this);
642
643         // if ran out of goals try to use an alternative goal or get a new strategy asap
644         if(this.goalcurrent == NULL)
645         {
646                 this.bot_strategytime = 0;
647                 return;
648         }
649
650
651         if(autocvar_bot_debug_goalstack)
652                 debuggoalstack(this);
653
654         m1 = this.goalcurrent.origin + this.goalcurrent.mins;
655         m2 = this.goalcurrent.origin + this.goalcurrent.maxs;
656         destorg = this.origin;
657         destorg.x = bound(m1_x, destorg.x, m2_x);
658         destorg.y = bound(m1_y, destorg.y, m2_y);
659         destorg.z = bound(m1_z, destorg.z, m2_z);
660         diff = destorg - this.origin;
661         //dist = vlen(diff);
662         dir = normalize(diff);
663         flatdir = diff;flatdir.z = 0;
664         flatdir = normalize(flatdir);
665         gco = (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5;
666
667         //if (this.bot_dodgevector_time < time)
668         {
669         //      this.bot_dodgevector_time = time + cvar("bot_ai_dodgeupdateinterval");
670         //      this.bot_dodgevector_jumpbutton = 1;
671                 evadeobstacle = '0 0 0';
672                 evadelava = '0 0 0';
673
674                 if (this.waterlevel)
675                 {
676                         if(this.waterlevel>WATERLEVEL_SWIMMING)
677                         {
678                         //      flatdir_z = 1;
679                                 this.aistatus |= AI_STATUS_OUT_WATER;
680                         }
681                         else
682                         {
683                                 if(this.velocity.z >= 0 && !(this.watertype == CONTENT_WATER && gco.z < this.origin.z) &&
684                                         ( !(this.waterlevel == WATERLEVEL_WETFEET && this.watertype == CONTENT_WATER) || this.aistatus & AI_STATUS_OUT_WATER))
685                                         PHYS_INPUT_BUTTON_JUMP(this) = true;
686                                 else
687                                         PHYS_INPUT_BUTTON_JUMP(this) = false;
688                         }
689                         dir = normalize(flatdir);
690                         makevectors(this.v_angle.y * '0 1 0');
691                 }
692                 else
693                 {
694                         if(this.aistatus & AI_STATUS_OUT_WATER)
695                                 this.aistatus &= ~AI_STATUS_OUT_WATER;
696
697                         // jump if going toward an obstacle that doesn't look like stairs we
698                         // can walk up directly
699                         tracebox(this.origin, this.mins, this.maxs, this.origin + this.velocity * 0.2, false, this);
700                         if (trace_fraction < 1)
701                         if (trace_plane_normal.z < 0.7)
702                         {
703                                 s = trace_fraction;
704                                 tracebox(this.origin + stepheightvec, this.mins, this.maxs, this.origin + this.velocity * 0.2 + stepheightvec, false, this);
705                                 if (trace_fraction < s + 0.01)
706                                 if (trace_plane_normal.z < 0.7)
707                                 {
708                                         s = trace_fraction;
709                                         tracebox(this.origin + jumpstepheightvec, this.mins, this.maxs, this.origin + this.velocity * 0.2 + jumpstepheightvec, false, this);
710                                         if (trace_fraction > s)
711                                                 PHYS_INPUT_BUTTON_JUMP(this) = true;
712                                 }
713                         }
714
715                         // avoiding dangers and obstacles
716                         vector dst_ahead, dst_down;
717                         makevectors(this.v_angle.y * '0 1 0');
718                         dst_ahead = this.origin + this.view_ofs + (this.velocity * 0.4) + (v_forward * 32 * 3);
719                         dst_down = dst_ahead - '0 0 1500';
720
721                         // Look ahead
722                         traceline(this.origin + this.view_ofs, dst_ahead, true, NULL);
723
724                         // Check head-banging against walls
725                         if(vdist(this.origin + this.view_ofs - trace_endpos, <, 25) && !(this.aistatus & AI_STATUS_OUT_WATER))
726                         {
727                                 PHYS_INPUT_BUTTON_JUMP(this) = true;
728                                 if(this.facingwalltime && time > this.facingwalltime)
729                                 {
730                                         this.ignoregoal = this.goalcurrent;
731                                         this.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
732                                         this.bot_strategytime = 0;
733                                         return;
734                                 }
735                                 else
736                                 {
737                                         this.facingwalltime = time + 0.05;
738                                 }
739                         }
740                         else
741                         {
742                                 this.facingwalltime = 0;
743
744                                 if(this.ignoregoal != NULL && time > this.ignoregoaltime)
745                                 {
746                                         this.ignoregoal = NULL;
747                                         this.ignoregoaltime = 0;
748                                 }
749                         }
750
751                         // Check for water/slime/lava and dangerous edges
752                         // (only when the bot is on the ground or jumping intentionally)
753                         this.aistatus &= ~AI_STATUS_DANGER_AHEAD;
754
755                         if(trace_fraction == 1 && this.jumppadcount == 0 && !this.goalcurrent.wphardwired )
756                         if((IS_ONGROUND(this)) || (this.aistatus & AI_STATUS_RUNNING) || PHYS_INPUT_BUTTON_JUMP(this))
757                         {
758                                 // Look downwards
759                                 traceline(dst_ahead , dst_down, true, NULL);
760                         //      te_lightning2(NULL, this.origin, dst_ahead);    // Draw "ahead" look
761                         //      te_lightning2(NULL, dst_ahead, dst_down);               // Draw "downwards" look
762                                 if(trace_endpos.z < this.origin.z + this.mins.z)
763                                 {
764                                         s = pointcontents(trace_endpos + '0 0 1');
765                                         if (s != CONTENT_SOLID)
766                                         if (s == CONTENT_LAVA || s == CONTENT_SLIME)
767                                                 evadelava = normalize(this.velocity) * -1;
768                                         else if (s == CONTENT_SKY)
769                                                 evadeobstacle = normalize(this.velocity) * -1;
770                                         else if (!boxesoverlap(dst_ahead - this.view_ofs + this.mins, dst_ahead - this.view_ofs + this.maxs,
771                                                                 this.goalcurrent.absmin, this.goalcurrent.absmax))
772                                         {
773                                                 // if ain't a safe goal with "holes" (like the jumpad on soylent)
774                                                 // and there is a trigger_hurt below
775                                                 if(tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos))
776                                                 {
777                                                         // Remove dangerous dynamic goals from stack
778                                                         LOG_TRACE("bot ", this.netname, " avoided the goal ", this.goalcurrent.classname, " ", etos(this.goalcurrent), " because it led to a dangerous path; goal stack cleared");
779                                                         navigation_clearroute(this);
780                                                         return;
781                                                 }
782                                         }
783                                 }
784                         }
785
786                         dir = flatdir;
787                         evadeobstacle.z = 0;
788                         evadelava.z = 0;
789                         makevectors(this.v_angle.y * '0 1 0');
790
791                         if(evadeobstacle!='0 0 0'||evadelava!='0 0 0')
792                                 this.aistatus |= AI_STATUS_DANGER_AHEAD;
793                 }
794
795                 dodge = havocbot_dodge(this);
796                 dodge = dodge * bound(0,0.5+(skill+this.bot_dodgeskill)*0.1,1);
797                 evadelava = evadelava * bound(1,3-(skill+this.bot_dodgeskill),3); //Noobs fear lava a lot and take more distance from it
798                 traceline(this.origin, ( ( this.enemy.absmin + this.enemy.absmax ) * 0.5 ), true, NULL);
799                 if(IS_PLAYER(trace_ent))
800                         dir = dir * bound(0,(skill+this.bot_dodgeskill)/7,1);
801
802                 dir = normalize(dir + dodge + evadeobstacle + evadelava);
803         //      this.bot_dodgevector = dir;
804         //      this.bot_dodgevector_jumpbutton = PHYS_INPUT_BUTTON_JUMP(this);
805         }
806
807         if(time < this.ladder_time)
808         {
809                 if(this.goalcurrent.origin.z + this.goalcurrent.mins.z > this.origin.z + this.mins.z)
810                 {
811                         if(this.origin.z + this.mins.z  < this.ladder_entity.origin.z + this.ladder_entity.maxs.z)
812                                 dir.z = 1;
813                 }
814                 else
815                 {
816                         if(this.origin.z + this.mins.z  > this.ladder_entity.origin.z + this.ladder_entity.mins.z)
817                                 dir.z = -1;
818                 }
819         }
820
821         //dir = this.bot_dodgevector;
822         //if (this.bot_dodgevector_jumpbutton)
823         //      PHYS_INPUT_BUTTON_JUMP(this) = true;
824         this.movement_x = dir * v_forward * maxspeed;
825         this.movement_y = dir * v_right * maxspeed;
826         this.movement_z = dir * v_up * maxspeed;
827
828         // Emulate keyboard interface
829         if (skill < 10)
830                 havocbot_keyboard_movement(this, destorg);
831
832         // Bunnyhop!
833 //      if(this.aistatus & AI_STATUS_ROAMING)
834         if(this.goalcurrent)
835         if(skill+this.bot_moveskill >= autocvar_bot_ai_bunnyhop_skilloffset)
836                 havocbot_bunnyhop(this, dir);
837
838         if ((dir * v_up) >= autocvar_sv_jumpvelocity*0.5 && (IS_ONGROUND(this))) PHYS_INPUT_BUTTON_JUMP(this) = true;
839         if (((dodge * v_up) > 0) && random()*frametime >= 0.2*bound(0,(10-skill-this.bot_dodgeskill)*0.1,1)) PHYS_INPUT_BUTTON_JUMP(this) = true;
840         if (((dodge * v_up) < 0) && random()*frametime >= 0.5*bound(0,(10-skill-this.bot_dodgeskill)*0.1,1)) this.havocbot_ducktime=time+0.3/bound(0.1,skill+this.bot_dodgeskill,10);
841 }
842
843 entity havocbot_gettarget(entity this, bool secondary)
844 {
845         entity best = NULL;
846         vector eye = CENTER_OR_VIEWOFS(this);
847         IL_EACH(g_bot_targets, boolean((secondary) ? it.classname == "misc_breakablemodel" : it.classname != "misc_breakablemodel"),
848         {
849                 vector v = CENTER_OR_VIEWOFS(it);
850                 if(vdist(v - eye, <, autocvar_bot_ai_enemydetectionradius))
851                 if(!best || vlen2(CENTER_OR_VIEWOFS(best) - eye) > vlen2(v - eye))
852                 if(bot_shouldattack(this, it))
853                 {
854                         traceline(eye, v, true, this);
855                         if (trace_ent == it || trace_fraction >= 1)
856                                 best = it;
857                 }
858         });
859
860         return best;
861 }
862
863 void havocbot_chooseenemy(entity this)
864 {
865         entity head, best, head2;
866         float rating, bestrating, hf;
867         vector eye, v;
868         if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(this))
869         {
870                 this.enemy = NULL;
871                 return;
872         }
873         if (this.enemy)
874         {
875                 if (!bot_shouldattack(this, this.enemy))
876                 {
877                         // enemy died or something, find a new target
878                         this.enemy = NULL;
879                         this.havocbot_chooseenemy_finished = time;
880                 }
881                 else if (this.havocbot_stickenemy)
882                 {
883                         // tracking last chosen enemy
884                         // if enemy is visible
885                         // and not really really far away
886                         // and we're not severely injured
887                         // then keep tracking for a half second into the future
888                         traceline(this.origin+this.view_ofs, ( this.enemy.absmin + this.enemy.absmax ) * 0.5,false,NULL);
889                         if (trace_ent == this.enemy || trace_fraction == 1)
890                         if (vdist(((this.enemy.absmin + this.enemy.absmax) * 0.5) - this.origin, <, 1000))
891                         if (this.health > 30)
892                         {
893                                 // remain tracking him for a shot while (case he went after a small corner or pilar
894                                 this.havocbot_chooseenemy_finished = time + 0.5;
895                                 return;
896                         }
897                         // enemy isn't visible, or is far away, or we're injured severely
898                         // so stop preferring this enemy
899                         // (it will still take a half second until a new one is chosen)
900                         this.havocbot_stickenemy = 0;
901                 }
902         }
903         if (time < this.havocbot_chooseenemy_finished)
904                 return;
905         this.havocbot_chooseenemy_finished = time + autocvar_bot_ai_enemydetectioninterval;
906         eye = this.origin + this.view_ofs;
907         best = NULL;
908         bestrating = 100000000;
909         head = head2 = findchainfloat(bot_attack, true);
910
911         // Backup hit flags
912         hf = this.dphitcontentsmask;
913
914         // Search for enemies, if no enemy can be seen directly try to look through transparent objects
915
916         this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
917
918         bool scan_transparent = false;
919         bool scan_secondary_targets = false;
920         bool have_secondary_targets = false;
921         while(true)
922         {
923                 scan_secondary_targets = false;
924 LABEL(scan_targets)
925                 for( ; head; head = head.chain)
926                 {
927                         if(!scan_secondary_targets)
928                         {
929                                 if(head.classname == "misc_breakablemodel")
930                                 {
931                                         have_secondary_targets = true;
932                                         continue;
933                                 }
934                         }
935                         else
936                         {
937                                 if(head.classname != "misc_breakablemodel")
938                                         continue;
939                         }
940
941                         v = (head.absmin + head.absmax) * 0.5;
942                         rating = vlen(v - eye);
943                         if (rating<autocvar_bot_ai_enemydetectionradius)
944                         if (bestrating > rating)
945                         if (bot_shouldattack(this, head))
946                         {
947                                 traceline(eye, v, true, this);
948                                 if (trace_ent == head || trace_fraction >= 1)
949                                 {
950                                         best = head;
951                                         bestrating = rating;
952                                 }
953                         }
954                 }
955
956                 if(!best && have_secondary_targets && !scan_secondary_targets)
957                 {
958                         scan_secondary_targets = true;
959                         // restart the loop
960                         head = head2;
961                         bestrating = 100000000;
962                         goto scan_targets;
963                 }
964
965                 // I want to do a second scan if no enemy was found or I don't have weapons
966                 // TODO: Perform the scan when using the rifle (requires changes on the rifle code)
967                 if(best || this.weapons) // || this.weapon == WEP_RIFLE.m_id
968                         break;
969                 if(scan_transparent)
970                         break;
971
972                 // Set flags to see through transparent objects
973                 this.dphitcontentsmask |= DPCONTENTS_OPAQUE;
974
975                 head = head2;
976                 scan_transparent = true;
977         }
978
979         // Restore hit flags
980         this.dphitcontentsmask = hf;
981
982         this.enemy = best;
983         this.havocbot_stickenemy = true;
984         if(best && best.classname == "misc_breakablemodel")
985                 this.havocbot_stickenemy = false;
986 }
987
988 float havocbot_chooseweapon_checkreload(entity this, int new_weapon)
989 {
990         // bots under this skill cannot find unloaded weapons to reload idly when not in combat,
991         // so skip this for them, or they'll never get to reload their weapons at all.
992         // this also allows bots under this skill to be more stupid, and reload more often during combat :)
993         if(skill < 5)
994                 return false;
995
996         // if this weapon is scheduled for reloading, don't switch to it during combat
997         if (this.weapon_load[new_weapon] < 0)
998         {
999                 bool other_weapon_available = false;
1000                 FOREACH(Weapons, it != WEP_Null, LAMBDA(
1001                         if(it.wr_checkammo1(it, this) + it.wr_checkammo2(it, this))
1002                                 other_weapon_available = true;
1003                 ));
1004                 if(other_weapon_available)
1005                         return true;
1006         }
1007
1008         return false;
1009 }
1010
1011 void havocbot_chooseweapon(entity this)
1012 {
1013         int i;
1014
1015         .entity weaponentity = weaponentities[0]; // TODO: unhardcode
1016
1017         // ;)
1018         if(g_weaponarena_weapons == WEPSET(TUBA))
1019         {
1020                 this.(weaponentity).m_switchweapon = WEP_TUBA;
1021                 return;
1022         }
1023
1024         // TODO: clean this up by moving it to weapon code
1025         if(this.enemy==NULL)
1026         {
1027                 // If no weapon was chosen get the first available weapon
1028                 if(this.(weaponentity).m_weapon==WEP_Null)
1029                 FOREACH(Weapons, it != WEP_Null, LAMBDA(
1030                         if(client_hasweapon(this, it, true, false))
1031                         {
1032                                 this.(weaponentity).m_switchweapon = it;
1033                                 return;
1034                         }
1035                 ));
1036                 return;
1037         }
1038
1039         // Do not change weapon during the next second after a combo
1040         float f = time - this.lastcombotime;
1041         if(f < 1)
1042                 return;
1043
1044         float w;
1045         float distance; distance=bound(10,vlen(this.origin-this.enemy.origin)-200,10000);
1046
1047         // Should it do a weapon combo?
1048         float af, ct, combo_time, combo;
1049
1050         af = ATTACK_FINISHED(this, 0);
1051         ct = autocvar_bot_ai_weapon_combo_threshold;
1052
1053         // Bots with no skill will be 4 times more slower than "godlike" bots when doing weapon combos
1054         // Ideally this 4 should be calculated as longest_weapon_refire / bot_ai_weapon_combo_threshold
1055         combo_time = time + ct + (ct * ((-0.3*(skill+this.bot_weaponskill))+3));
1056
1057         combo = false;
1058
1059         if(autocvar_bot_ai_weapon_combo)
1060         if(this.(weaponentity).m_weapon.m_id == this.lastfiredweapon)
1061         if(af > combo_time)
1062         {
1063                 combo = true;
1064                 this.lastcombotime = time;
1065         }
1066
1067         distance *= pow(2, this.bot_rangepreference);
1068
1069         // Custom weapon list based on distance to the enemy
1070         if(bot_custom_weapon){
1071
1072                 // Choose weapons for far distance
1073                 if ( distance > bot_distance_far ) {
1074                         for(i=0; i < Weapons_COUNT && bot_weapons_far[i] != -1 ; ++i){
1075                                 w = bot_weapons_far[i];
1076                                 if ( client_hasweapon(this, Weapons_from(w), true, false) )
1077                                 {
1078                                         if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, w))
1079                                                 continue;
1080                                         this.(weaponentity).m_switchweapon = Weapons_from(w);
1081                                         return;
1082                                 }
1083                         }
1084                 }
1085
1086                 // Choose weapons for mid distance
1087                 if ( distance > bot_distance_close) {
1088                         for(i=0; i < Weapons_COUNT && bot_weapons_mid[i] != -1 ; ++i){
1089                                 w = bot_weapons_mid[i];
1090                                 if ( client_hasweapon(this, Weapons_from(w), true, false) )
1091                                 {
1092                                         if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, w))
1093                                                 continue;
1094                                         this.(weaponentity).m_switchweapon = Weapons_from(w);
1095                                         return;
1096                                 }
1097                         }
1098                 }
1099
1100                 // Choose weapons for close distance
1101                 for(i=0; i < Weapons_COUNT && bot_weapons_close[i] != -1 ; ++i){
1102                         w = bot_weapons_close[i];
1103                         if ( client_hasweapon(this, Weapons_from(w), true, false) )
1104                         {
1105                                 if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, w))
1106                                         continue;
1107                                 this.(weaponentity).m_switchweapon = Weapons_from(w);
1108                                 return;
1109                         }
1110                 }
1111         }
1112 }
1113
1114 void havocbot_aim(entity this)
1115 {
1116         vector myvel, enemyvel;
1117 //      if(this.flags & FL_INWATER)
1118 //              return;
1119         if (time < this.nextaim)
1120                 return;
1121         this.nextaim = time + 0.1;
1122         myvel = this.velocity;
1123         if (!this.waterlevel)
1124                 myvel.z = 0;
1125         if (this.enemy)
1126         {
1127                 enemyvel = this.enemy.velocity;
1128                 if (!this.enemy.waterlevel)
1129                         enemyvel.z = 0;
1130                 lag_additem(this, time + this.ping, 0, 0, this.enemy, this.origin, myvel, (this.enemy.absmin + this.enemy.absmax) * 0.5, enemyvel);
1131         }
1132         else
1133                 lag_additem(this, time + this.ping, 0, 0, NULL, this.origin, myvel, ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5, '0 0 0');
1134 }
1135
1136 bool havocbot_moveto_refresh_route(entity this)
1137 {
1138         // Refresh path to goal if necessary
1139         entity wp;
1140         wp = this.havocbot_personal_waypoint;
1141         navigation_goalrating_start(this);
1142         navigation_routerating(this, wp, 10000, 10000);
1143         navigation_goalrating_end(this);
1144         return this.navigation_hasgoals;
1145 }
1146
1147 float havocbot_moveto(entity this, vector pos)
1148 {
1149         entity wp;
1150
1151         if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_GOING)
1152         {
1153                 // Step 4: Move to waypoint
1154                 if(this.havocbot_personal_waypoint==NULL)
1155                 {
1156                         LOG_TRACE("Error: ", this.netname, " trying to walk to a non existent personal waypoint");
1157                         this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_GOING;
1158                         return CMD_STATUS_ERROR;
1159                 }
1160
1161                 if (!bot_strategytoken_taken)
1162                 if(this.havocbot_personal_waypoint_searchtime<time)
1163                 {
1164                         bot_strategytoken_taken = true;
1165                         if(havocbot_moveto_refresh_route(this))
1166                         {
1167                                 LOG_TRACE(this.netname, " walking to its personal waypoint (after ", ftos(this.havocbot_personal_waypoint_failcounter), " failed attempts)");
1168                                 this.havocbot_personal_waypoint_searchtime = time + 10;
1169                                 this.havocbot_personal_waypoint_failcounter = 0;
1170                         }
1171                         else
1172                         {
1173                                 this.havocbot_personal_waypoint_failcounter += 1;
1174                                 this.havocbot_personal_waypoint_searchtime = time + 2;
1175                                 if(this.havocbot_personal_waypoint_failcounter >= 30)
1176                                 {
1177                                         LOG_TRACE("Warning: can't walk to the personal waypoint located at ", vtos(this.havocbot_personal_waypoint.origin));
1178                                         this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1179                                         delete(this.havocbot_personal_waypoint);
1180                                         return CMD_STATUS_ERROR;
1181                                 }
1182                                 else
1183                                         LOG_TRACE(this.netname, " can't walk to its personal waypoint (after ", ftos(this.havocbot_personal_waypoint_failcounter), " failed attempts), trying later");
1184                         }
1185                 }
1186
1187                 if(autocvar_bot_debug_goalstack)
1188                         debuggoalstack(this);
1189
1190                 // Heading
1191                 vector dir = ( ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5 ) - (this.origin + this.view_ofs);
1192                 dir.z = 0;
1193                 bot_aimdir(this, dir, -1);
1194
1195                 // Go!
1196                 havocbot_movetogoal(this);
1197
1198                 if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_REACHED)
1199                 {
1200                         // Step 5: Waypoint reached
1201                         LOG_TRACE(this.netname, "'s personal waypoint reached");
1202                         delete(this.havocbot_personal_waypoint);
1203                         this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_REACHED;
1204                         return CMD_STATUS_FINISHED;
1205                 }
1206
1207                 return CMD_STATUS_EXECUTING;
1208         }
1209
1210         // Step 2: Linking waypoint
1211         if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_LINKING)
1212         {
1213                 // Wait until it is linked
1214                 if(!this.havocbot_personal_waypoint.wplinked)
1215                 {
1216                         LOG_TRACE(this.netname, " waiting for personal waypoint to be linked");
1217                         return CMD_STATUS_EXECUTING;
1218                 }
1219
1220                 this.havocbot_personal_waypoint_searchtime = time; // so we set the route next frame
1221                 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1222                 this.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_GOING;
1223
1224                 // Step 3: Route to waypoint
1225                 LOG_TRACE(this.netname, " walking to its personal waypoint");
1226
1227                 return CMD_STATUS_EXECUTING;
1228         }
1229
1230         // Step 1: Spawning waypoint
1231         wp = waypoint_spawnpersonal(this, pos);
1232         if(wp==NULL)
1233         {
1234                 LOG_TRACE("Error: Can't spawn personal waypoint at ",vtos(pos));
1235                 return CMD_STATUS_ERROR;
1236         }
1237
1238         this.havocbot_personal_waypoint = wp;
1239         this.havocbot_personal_waypoint_failcounter = 0;
1240         this.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1241
1242         // if pos is inside a teleport, then let's mark it as teleport waypoint
1243         IL_EACH(g_teleporters, WarpZoneLib_BoxTouchesBrush(pos, pos, it, NULL),
1244         {
1245                 wp.wpflags |= WAYPOINTFLAG_TELEPORT;
1246                 this.lastteleporttime = 0;
1247         });
1248
1249 /*
1250         if(wp.wpflags & WAYPOINTFLAG_TELEPORT)
1251                 print("routing to a teleporter\n");
1252         else
1253                 print("routing to a non-teleporter\n");
1254 */
1255
1256         return CMD_STATUS_EXECUTING;
1257 }
1258
1259 float havocbot_resetgoal(entity this)
1260 {
1261         navigation_clearroute(this);
1262         return CMD_STATUS_FINISHED;
1263 }
1264
1265 void havocbot_setupbot(entity this)
1266 {
1267         this.bot_ai = havocbot_ai;
1268         this.cmd_moveto = havocbot_moveto;
1269         this.cmd_resetgoal = havocbot_resetgoal;
1270
1271         havocbot_chooserole(this);
1272 }
1273
1274 vector havocbot_dodge(entity this)
1275 {
1276         // LordHavoc: disabled because this is too expensive
1277         return '0 0 0';
1278 #if 0
1279         entity head;
1280         vector dodge, v, n;
1281         float danger, bestdanger, vl, d;
1282         dodge = '0 0 0';
1283         bestdanger = -20;
1284         // check for dangerous objects near bot or approaching bot
1285         head = findchainfloat(bot_dodge, true);
1286         while(head)
1287         {
1288                 if (head.owner != this)
1289                 {
1290                         vl = vlen(head.velocity);
1291                         if (vl > autocvar_sv_maxspeed * 0.3)
1292                         {
1293                                 n = normalize(head.velocity);
1294                                 v = this.origin - head.origin;
1295                                 d = v * n;
1296                                 if (d > (0 - head.bot_dodgerating))
1297                                 if (d < (vl * 0.2 + head.bot_dodgerating))
1298                                 {
1299                                         // calculate direction and distance from the flight path, by removing the forward axis
1300                                         v = v - (n * (v * n));
1301                                         danger = head.bot_dodgerating - vlen(v);
1302                                         if (bestdanger < danger)
1303                                         {
1304                                                 bestdanger = danger;
1305                                                 // dodge to the side of the object
1306                                                 dodge = normalize(v);
1307                                         }
1308                                 }
1309                         }
1310                         else
1311                         {
1312                                 danger = head.bot_dodgerating - vlen(head.origin - this.origin);
1313                                 if (bestdanger < danger)
1314                                 {
1315                                         bestdanger = danger;
1316                                         dodge = normalize(this.origin - head.origin);
1317                                 }
1318                         }
1319                 }
1320                 head = head.chain;
1321         }
1322         return dodge;
1323 #endif
1324 }