3 #include <server/defs.qh>
4 #include <server/miscfunctions.qh>
9 #include "../navigation.qh"
10 #include "../scripting.qh"
11 #include "../waypoints.qh"
13 #include <common/constants.qh>
14 #include <common/impulses/all.qh>
15 #include <common/net_linked.qh>
16 #include <common/physics/player.qh>
17 #include <common/state.qh>
18 #include <common/items/_mod.qh>
19 #include <common/wepent.qh>
21 #include <common/triggers/teleporters.qh>
22 #include <common/triggers/trigger/jumppads.qh>
24 #include <lib/warpzone/common.qh>
28 void havocbot_ai(entity this)
33 if(bot_execute_commands(this))
36 if (bot_strategytoken == this)
37 if (!bot_strategytoken_taken)
39 if(this.havocbot_blockhead)
41 this.havocbot_blockhead = false;
45 if (!this.jumppadcount && !STAT(FROZEN, this))
46 this.havocbot_role(this); // little too far down the rabbit hole
49 // if we don't have a goal and we're under water look for a waypoint near the "shore" and push it
50 if(!(IS_DEAD(this) || STAT(FROZEN, this)))
52 if(this.waterlevel == WATERLEVEL_SWIMMING || (this.aistatus & AI_STATUS_OUT_WATER))
54 // Look for the closest waypoint out of water
55 entity newgoal = NULL;
56 IL_EACH(g_waypoints, vdist(it.origin - this.origin, <=, 10000),
58 if(it.origin.z < this.origin.z)
61 if(it.origin.z - this.origin.z - this.view_ofs.z > 100)
64 if (pointcontents(it.origin + it.maxs + '0 0 1') != CONTENT_EMPTY)
67 traceline(this.origin + this.view_ofs, ((it.absmin + it.absmax) * 0.5), true, this);
69 if(trace_fraction < 1)
72 if(!newgoal || vlen2(it.origin - this.origin) < vlen2(newgoal.origin - this.origin))
78 // te_wizspike(newgoal.origin);
79 navigation_pushroute(this, newgoal);
83 // token has been used this frame
84 bot_strategytoken_taken = true;
87 if(IS_DEAD(this) || STAT(FROZEN, this))
90 havocbot_chooseenemy(this);
92 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
94 .entity weaponentity = weaponentities[slot];
95 if(this.(weaponentity).m_weapon != WEP_Null || slot == 0)
96 if(this.(weaponentity).bot_chooseweapontime < time)
98 this.(weaponentity).bot_chooseweapontime = time + autocvar_bot_ai_chooseweaponinterval;
99 havocbot_chooseweapon(this, weaponentity);
104 if (this.bot_aimtarg)
106 this.aistatus |= AI_STATUS_ATTACKING;
107 this.aistatus &= ~AI_STATUS_ROAMING;
111 if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(this))
113 PHYS_INPUT_BUTTON_ATCK(this) = false;
114 PHYS_INPUT_BUTTON_ATCK2(this) = false;
118 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
120 .entity weaponentity = weaponentities[slot];
121 Weapon w = this.(weaponentity).m_weapon;
122 if(w == WEP_Null && slot != 0)
124 w.wr_aim(w, this, weaponentity);
125 if(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this)) // TODO: what if we didn't fire this weapon, but the previous?
126 this.(weaponentity).lastfiredweapon = this.(weaponentity).m_weapon.m_id;
132 if(IS_PLAYER(this.bot_aimtarg))
133 bot_aimdir(this, this.bot_aimtarg.origin + this.bot_aimtarg.view_ofs - this.origin - this.view_ofs , -1);
136 else if (this.goalcurrent)
138 this.aistatus |= AI_STATUS_ROAMING;
139 this.aistatus &= ~AI_STATUS_ATTACKING;
141 vector v = '0 0 0', now, next;
142 float aimdistance,skillblend,distanceblend,blend;
144 SET_DESTCOORDS(this.goalcurrent, this.origin, v);
145 if(this.goalcurrent.wpisbox)
147 // avoid a glitch when bot is teleported but teleport waypoint isn't removed yet
148 if(this.goalstack02 && this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT
149 && this.lastteleporttime > 0 && time - this.lastteleporttime < 0.15)
150 v = (this.goalstack02.absmin + this.goalstack02.absmax) * 0.5;
151 // aim to teleport origin if bot is inside teleport waypoint but hasn't touched the real teleport yet
152 else if(boxesoverlap(this.goalcurrent.absmin, this.goalcurrent.absmax, this.origin, this.origin))
153 v = this.goalcurrent.origin;
155 next = now = v - (this.origin + this.view_ofs);
156 aimdistance = vlen(now);
158 //dprint(this.goalstack01.classname,etos(this.goalstack01),"\n");
160 this.goalstack01 != this && this.goalstack01 && !wasfreed(this.goalstack01) && ((this.aistatus & AI_STATUS_RUNNING) == 0) &&
161 !(this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
163 next = ((this.goalstack01.absmin + this.goalstack01.absmax) * 0.5) - (this.origin + this.view_ofs);
165 skillblend=bound(0,(skill+this.bot_moveskill-2.5)*0.5,1); //lower skill player can't preturn
166 distanceblend=bound(0,aimdistance/autocvar_bot_ai_keyboard_distance,1);
167 blend = skillblend * (1-distanceblend);
168 //v = (now * (distanceblend) + next * (1-distanceblend)) * (skillblend) + now * (1-skillblend);
169 //v = now * (distanceblend) * (skillblend) + next * (1-distanceblend) * (skillblend) + now * (1-skillblend);
170 //v = now * ((1-skillblend) + (distanceblend) * (skillblend)) + next * (1-distanceblend) * (skillblend);
171 v = now + blend * (next - now);
172 //dprint(etos(this), " ");
173 //dprint(vtos(now), ":", vtos(next), "=", vtos(v), " (blend ", ftos(blend), ")\n");
174 //v = now * (distanceblend) + next * (1-distanceblend);
175 if (this.waterlevel < WATERLEVEL_SWIMMING)
177 //dprint("walk at:", vtos(v), "\n");
178 //te_lightning2(NULL, this.origin, this.goalcurrent.origin);
179 bot_aimdir(this, v, -1);
181 havocbot_movetogoal(this);
183 // if the bot is not attacking, consider reloading weapons
184 if (!(this.aistatus & AI_STATUS_ATTACKING))
186 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
188 .entity weaponentity = weaponentities[slot];
190 if(this.(weaponentity).m_weapon == WEP_Null && slot != 0)
193 // we are currently holding a weapon that's not fully loaded, reload it
194 if(skill >= 2) // bots can only reload the held weapon on purpose past this skill
195 if(this.(weaponentity).clip_load < this.(weaponentity).clip_size)
196 CS(this).impulse = IMP_weapon_reload.impulse; // not sure if this is done right
198 // if we're not reloading a weapon, switch to any weapon in our invnetory that's not fully loaded to reload it next
199 // the code above executes next frame, starting the reloading then
200 if(skill >= 5) // bots can only look for unloaded weapons past this skill
201 if(this.(weaponentity).clip_load >= 0) // only if we're not reloading a weapon already
203 FOREACH(Weapons, it != WEP_Null, {
204 if((this.weapons & (it.m_wepset)) && (it.spawnflags & WEP_FLAG_RELOADABLE) && (this.(weaponentity).weapon_load[it.m_id] < it.reloading_ammo))
206 this.(weaponentity).m_switchweapon = it;
215 void havocbot_keyboard_movement(entity this, vector destorg)
219 if (time > this.havocbot_keyboardtime)
221 float sk = skill + this.bot_moveskill;
222 this.havocbot_keyboardtime =
224 this.havocbot_keyboardtime
225 + 0.05 / max(1, sk + this.havocbot_keyboardskill)
226 + random() * 0.025 / max(0.00025, skill + this.havocbot_keyboardskill)
228 keyboard = CS(this).movement / autocvar_sv_maxspeed;
230 float trigger = autocvar_bot_ai_keyboard_threshold;
231 float trigger1 = -trigger;
233 // categorize forward movement
234 // at skill < 1.5 only forward
235 // at skill < 2.5 only individual directions
236 // at skill < 4.5 only individual directions, and forward diagonals
237 // at skill >= 4.5, all cases allowed
238 if (keyboard.x > trigger)
244 else if (keyboard.x < trigger1 && sk > 1.5)
259 if (keyboard.y > trigger)
261 else if (keyboard.y < trigger1)
266 if (keyboard.z > trigger)
268 else if (keyboard.z < trigger1)
273 this.havocbot_keyboard = keyboard * autocvar_sv_maxspeed;
274 if (this.havocbot_ducktime > time)
275 PHYS_INPUT_BUTTON_CROUCH(this) = true;
278 keyboard = this.havocbot_keyboard;
279 float blend = bound(0, vlen(destorg - this.origin) / autocvar_bot_ai_keyboard_distance, 1); // When getting close move with 360 degree
280 //dprint("movement ", vtos(CS(this).movement), " keyboard ", vtos(keyboard), " blend ", ftos(blend), "\n");
281 CS(this).movement = CS(this).movement + (keyboard - CS(this).movement) * blend;
284 void havocbot_bunnyhop(entity this, vector dir)
286 float bunnyhopdistance;
289 vector gco = '0 0 0', gno;
291 // Don't jump when attacking
292 if(this.aistatus & AI_STATUS_ATTACKING)
295 if(IS_PLAYER(this.goalcurrent))
298 maxspeed = autocvar_sv_maxspeed;
300 if(this.aistatus & AI_STATUS_RUNNING && vdist(this.velocity, <, autocvar_sv_maxspeed * 0.75)
301 || this.aistatus & AI_STATUS_DANGER_AHEAD)
303 this.aistatus &= ~AI_STATUS_RUNNING;
304 PHYS_INPUT_BUTTON_JUMP(this) = false;
305 this.bot_canruntogoal = 0;
306 this.bot_timelastseengoal = 0;
310 if(this.waterlevel > WATERLEVEL_WETFEET)
312 this.aistatus &= ~AI_STATUS_RUNNING;
316 if(this.bot_lastseengoal != this.goalcurrent && !(this.aistatus & AI_STATUS_RUNNING))
318 this.bot_canruntogoal = 0;
319 this.bot_timelastseengoal = 0;
322 SET_DESTCOORDS(this.goalcurrent, this.origin, gco);
323 bunnyhopdistance = vlen(this.origin - gco);
325 // Run only to visible goals
326 if(IS_ONGROUND(this))
327 if(vdist(vec2(this.velocity), >=, autocvar_sv_maxspeed)) // if -really- running
328 if(checkpvs(this.origin + this.view_ofs, this.goalcurrent))
330 this.bot_lastseengoal = this.goalcurrent;
333 if(this.bot_timelastseengoal)
335 // for a period of time
336 if(time - this.bot_timelastseengoal > autocvar_bot_ai_bunnyhop_firstjumpdelay)
339 checkdistance = true;
341 // don't run if it is too close
342 if(this.bot_canruntogoal==0)
344 if(bunnyhopdistance > autocvar_bot_ai_bunnyhop_startdistance)
345 this.bot_canruntogoal = 1;
347 this.bot_canruntogoal = -1;
350 if(this.bot_canruntogoal != 1)
353 if(this.aistatus & AI_STATUS_ROAMING)
354 if(this.goalcurrent.classname=="waypoint")
355 if (!(this.goalcurrent.wpflags & WAYPOINTFLAG_PERSONAL))
356 if(fabs(gco.z - this.origin.z) < this.maxs.z - this.mins.z)
357 if(this.goalstack01 && !wasfreed(this.goalstack01))
359 gno = (this.goalstack01.absmin + this.goalstack01.absmax) * 0.5;
360 deviation = vectoangles(gno - this.origin) - vectoangles(gco - this.origin);
361 while (deviation.y < -180) deviation.y = deviation.y + 360;
362 while (deviation.y > 180) deviation.y = deviation.y - 360;
364 if(fabs(deviation.y) < 20)
365 if(bunnyhopdistance < vlen(this.origin - gno))
366 if(fabs(gno.z - gco.z) < this.maxs.z - this.mins.z)
368 if(vdist(gco - gno, >, autocvar_bot_ai_bunnyhop_startdistance))
369 if(checkpvs(this.origin + this.view_ofs, this.goalstack01))
371 checkdistance = false;
378 this.aistatus &= ~AI_STATUS_RUNNING;
379 // increase stop distance in case the goal is on a slope or a lower platform
380 if(bunnyhopdistance > autocvar_bot_ai_bunnyhop_stopdistance + (this.origin.z - gco.z))
381 PHYS_INPUT_BUTTON_JUMP(this) = true;
385 this.aistatus |= AI_STATUS_RUNNING;
386 PHYS_INPUT_BUTTON_JUMP(this) = true;
392 this.bot_timelastseengoal = time;
397 this.bot_timelastseengoal = 0;
401 // Release jump button
402 if(!cvar("sv_pogostick"))
403 if((IS_ONGROUND(this)) == 0)
405 if(this.velocity.z < 0 || vlen(this.velocity)<maxspeed)
406 PHYS_INPUT_BUTTON_JUMP(this) = false;
409 if(this.aistatus & AI_STATUS_RUNNING)
410 if(vlen(this.velocity)>maxspeed)
412 deviation = vectoangles(dir) - vectoangles(this.velocity);
413 while (deviation.y < -180) deviation.y = deviation.y + 360;
414 while (deviation.y > 180) deviation.y = deviation.y - 360;
416 if(fabs(deviation.y)>10)
417 CS(this).movement_x = 0;
420 CS(this).movement_y = maxspeed * -1;
421 else if(deviation.y<10)
422 CS(this).movement_y = maxspeed;
429 // return true when bot isn't getting closer to the current goal
430 bool havocbot_checkgoaldistance(entity this, vector gco)
432 float curr_dist = vlen(this.origin - gco);
433 float curr_dist_2d = vlen(vec2(this.origin - gco));
434 if(curr_dist > this.goalcurrent_distance && curr_dist_2d > this.goalcurrent_distance_2d)
436 if(!this.goalcurrent_distance_time)
437 this.goalcurrent_distance_time = time;
438 else if (time - this.goalcurrent_distance_time > 0.5)
443 // reduce it a little bit so it works even with very small approaches to the goal
444 this.goalcurrent_distance = max(20, curr_dist - 10);
445 this.goalcurrent_distance_2d = max(20, curr_dist_2d - 10);
446 this.goalcurrent_distance_time = 0;
451 void havocbot_movetogoal(entity this)
453 vector destorg = '0 0 0';
457 vector evadeobstacle;
463 //if (this.goalentity)
464 // te_lightning2(this, this.origin, (this.goalentity.absmin + this.goalentity.absmax) * 0.5);
465 CS(this).movement = '0 0 0';
466 maxspeed = autocvar_sv_maxspeed;
468 PHYS_INPUT_BUTTON_JETPACK(this) = false;
469 // Jetpack navigation
471 if(this.navigation_jetpack_goal)
472 if(this.goalcurrent==this.navigation_jetpack_goal)
475 if(autocvar_bot_debug_goalstack)
477 debuggoalstack(this);
478 te_wizspike(this.navigation_jetpack_point);
482 if (!(this.aistatus & AI_STATUS_JETPACK_FLYING))
484 // Brake almost completely so it can get a good direction
485 if(vdist(this.velocity, >, 10))
487 this.aistatus |= AI_STATUS_JETPACK_FLYING;
490 makevectors(this.v_angle.y * '0 1 0');
491 dir = normalize(this.navigation_jetpack_point - this.origin);
494 if(this.aistatus & AI_STATUS_JETPACK_LANDING)
496 // Calculate brake distance in xy
500 dxy = this.origin - ( ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5 ); dxy.z = 0;
502 v = vlen(this.velocity - this.velocity.z * '0 0 1');
503 db = ((v ** 2) / (autocvar_g_jetpack_acceleration_side * 2)) + 100;
504 // dprint("distance ", ftos(ceil(d)), " velocity ", ftos(ceil(v)), " brake at ", ftos(ceil(db)), "\n");
505 if(d < db || d < 500)
508 if(fabs(this.velocity.x)>maxspeed*0.3)
510 CS(this).movement_x = dir * v_forward * -maxspeed;
513 // Switch to normal mode
514 this.navigation_jetpack_goal = NULL;
515 this.aistatus &= ~AI_STATUS_JETPACK_LANDING;
516 this.aistatus &= ~AI_STATUS_JETPACK_FLYING;
520 else if(checkpvs(this.origin,this.goalcurrent))
522 // If I can see the goal switch to landing code
523 this.aistatus &= ~AI_STATUS_JETPACK_FLYING;
524 this.aistatus |= AI_STATUS_JETPACK_LANDING;
529 PHYS_INPUT_BUTTON_JETPACK(this) = true;
530 if(this.navigation_jetpack_point.z - STAT(PL_MAX, this).z + STAT(PL_MIN, this).z < this.origin.z)
532 CS(this).movement_x = dir * v_forward * maxspeed;
533 CS(this).movement_y = dir * v_right * maxspeed;
538 // Handling of jump pads
539 if(this.jumppadcount)
541 if(this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
543 this.aistatus |= AI_STATUS_OUT_JUMPPAD;
544 navigation_poptouchedgoals(this);
547 else if(this.aistatus & AI_STATUS_OUT_JUMPPAD)
549 // If got stuck on the jump pad try to reach the farthest visible waypoint
550 // but with some randomness so it can try out different paths
551 if(!this.goalcurrent)
553 entity newgoal = NULL;
554 IL_EACH(g_waypoints, vdist(it.origin - this.origin, <=, 1000),
556 if(it.wpflags & WAYPOINTFLAG_TELEPORT)
557 if(it.origin.z < this.origin.z - 100 && vdist(vec2(it.origin - this.origin), <, 100))
560 traceline(this.origin + this.view_ofs, ((it.absmin + it.absmax) * 0.5), true, this);
562 if(trace_fraction < 1)
565 if(!newgoal || ((random() < 0.8) && vlen2(it.origin - this.origin) > vlen2(newgoal.origin - this.origin)))
571 this.ignoregoal = this.goalcurrent;
572 this.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
573 navigation_clearroute(this);
574 navigation_routetogoal(this, newgoal, this.origin);
575 if(autocvar_bot_debug_goalstack)
576 debuggoalstack(this);
577 this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
582 gco = (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5;
583 if (this.origin.z > gco.z && vdist(vec2(this.velocity), <, autocvar_sv_maxspeed))
584 this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
585 else if(havocbot_checkgoaldistance(this, gco))
587 navigation_clearroute(this);
588 navigation_goalrating_timeout_force(this);
596 if(time - this.lastteleporttime > 0.2 && this.velocity.z > 0)
598 vector velxy = this.velocity; velxy_z = 0;
599 if(vdist(velxy, <, autocvar_sv_maxspeed * 0.2))
601 LOG_TRACE("Warning: ", this.netname, " got stuck on a jumppad (velocity in xy is ", vtos(velxy), "), trying to get out of it now");
602 this.aistatus |= AI_STATUS_OUT_JUMPPAD;
607 // Don't chase players while using a jump pad
608 if(IS_PLAYER(this.goalcurrent) || IS_PLAYER(this.goalstack01))
612 else if(this.aistatus & AI_STATUS_OUT_JUMPPAD)
613 this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
615 // If there is a trigger_hurt right below try to use the jetpack or make a rocketjump
616 if (skill > 6 && !(IS_ONGROUND(this)))
618 #define ROCKETJUMP_DAMAGE() WEP_CVAR(devastator, damage) * 0.8 \
619 * ((this.strength_finished < time) ? autocvar_g_balance_powerup_strength_selfdamage : 1) \
620 * ((this.invincible_finished < time) ? autocvar_g_balance_powerup_invincible_takedamage : 1)
622 tracebox(this.origin, this.mins, this.maxs, this.origin + '0 0 -65536', MOVE_NOMONSTERS, this);
623 if(tracebox_hits_trigger_hurt(this.origin, this.mins, this.maxs, trace_endpos ))
624 if(this.items & IT_JETPACK)
626 tracebox(this.origin, this.mins, this.maxs, this.origin + '0 0 65536', MOVE_NOMONSTERS, this);
627 if(tracebox_hits_trigger_hurt(this.origin, this.mins, this.maxs, trace_endpos + '0 0 1' ))
629 if(this.velocity.z<0)
630 PHYS_INPUT_BUTTON_JETPACK(this) = true;
633 PHYS_INPUT_BUTTON_JETPACK(this) = true;
635 // If there is no goal try to move forward
637 if(this.goalcurrent==NULL)
640 dir = normalize(( ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5 ) - this.origin);
642 vector xyvelocity = this.velocity; xyvelocity_z = 0;
643 float xyspeed = xyvelocity * dir;
645 if(xyspeed < (maxspeed / 2))
647 makevectors(this.v_angle.y * '0 1 0');
648 tracebox(this.origin, this.mins, this.maxs, this.origin + (dir * maxspeed * 3), MOVE_NOMONSTERS, this);
649 if(trace_fraction==1)
651 CS(this).movement_x = dir * v_forward * maxspeed;
652 CS(this).movement_y = dir * v_right * maxspeed;
654 havocbot_keyboard_movement(this, this.origin + dir * 100);
658 this.havocbot_blockhead = true;
662 else if(this.health + this.armorvalue > ROCKETJUMP_DAMAGE())
664 if(this.velocity.z < 0)
666 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
668 .entity weaponentity = weaponentities[slot];
670 if(this.(weaponentity).m_weapon == WEP_Null && slot != 0)
673 if(client_hasweapon(this, WEP_DEVASTATOR, weaponentity, true, false))
675 CS(this).movement_x = maxspeed;
677 if(this.rocketjumptime)
679 if(time > this.rocketjumptime)
681 PHYS_INPUT_BUTTON_ATCK2(this) = true;
682 this.rocketjumptime = 0;
687 this.(weaponentity).m_switchweapon = WEP_DEVASTATOR;
689 PHYS_INPUT_BUTTON_ATCK(this) = true;
690 this.rocketjumptime = time + WEP_CVAR(devastator, detonatedelay);
698 // If there is no goal try to move forward
699 if(this.goalcurrent==NULL)
700 CS(this).movement_x = maxspeed;
704 // If we are under water with no goals, swim up
706 if(this.goalcurrent==NULL)
709 if(this.waterlevel>WATERLEVEL_SWIMMING)
711 else if(this.velocity.z >= 0 && !(this.waterlevel == WATERLEVEL_WETFEET && this.watertype == CONTENT_WATER))
712 PHYS_INPUT_BUTTON_JUMP(this) = true;
714 PHYS_INPUT_BUTTON_JUMP(this) = false;
715 makevectors(this.v_angle.y * '0 1 0');
716 CS(this).movement_x = dir * v_forward * maxspeed;
717 CS(this).movement_y = dir * v_right * maxspeed;
718 CS(this).movement_z = dir * v_up * maxspeed;
721 // if there is nowhere to go, exit
722 if (this.goalcurrent == NULL)
726 bool locked_goal = false;
727 if(this.goalentity && wasfreed(this.goalentity))
729 navigation_clearroute(this);
730 navigation_goalrating_timeout_force(this);
733 else if(this.goalentity.bot_pickup)
735 if(this.goalentity.bot_pickup_respawning)
737 if(this.goalentity.solid) // item respawned
738 this.goalentity.bot_pickup_respawning = false;
739 else if(time < this.goalentity.scheduledrespawntime - 10) // item already taken (by someone else)
741 if(checkpvs(this.origin, this.goalentity))
743 this.goalentity.bot_pickup_respawning = false;
744 navigation_clearroute(this);
745 navigation_goalrating_timeout_force(this);
749 else if(this.goalentity == this.goalcurrent)
750 locked_goal = true; // wait for item to respawn
752 else if(!this.goalentity.solid && !boxesoverlap(this.goalentity.absmin, this.goalentity.absmax, this.absmin, this.absmax))
754 if(checkpvs(this.origin, this.goalentity))
756 navigation_clearroute(this);
757 navigation_goalrating_timeout_force(this);
764 if(navigation_poptouchedgoals(this) && this.bot_strategytime < time + 1)
765 navigation_goalrating_timeout_force(this);
768 // if ran out of goals try to use an alternative goal or get a new strategy asap
769 if(this.goalcurrent == NULL)
771 navigation_goalrating_timeout_force(this);
776 if(autocvar_bot_debug_goalstack)
777 debuggoalstack(this);
779 bool bunnyhop_forbidden = false;;
780 SET_DESTCOORDS(this.goalcurrent, this.origin, destorg);
782 // in case bot ends up inside the teleport waypoint without touching
783 // the teleport itself, head to the teleport origin
784 if(this.goalcurrent.wpisbox && boxesoverlap(this.goalcurrent.absmin, this.goalcurrent.absmax, this.origin + eZ * this.mins.z, this.origin + eZ * this.maxs.z))
786 bunnyhop_forbidden = true;
787 destorg = this.goalcurrent.origin;
788 if(destorg.z > this.origin.z)
789 PHYS_INPUT_BUTTON_JUMP(this) = true;
792 diff = destorg - this.origin;
794 dir = normalize(diff);
795 flatdir = diff;flatdir.z = 0;
796 flatdir = normalize(flatdir);
797 gco = (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5;
799 //if (this.bot_dodgevector_time < time)
801 //this.bot_dodgevector_time = time + cvar("bot_ai_dodgeupdateinterval");
802 //this.bot_dodgevector_jumpbutton = 1;
803 evadeobstacle = '0 0 0';
806 this.aistatus &= ~AI_STATUS_DANGER_AHEAD;
807 makevectors(this.v_angle.y * '0 1 0');
810 if(this.waterlevel>WATERLEVEL_SWIMMING)
812 if(!this.goalcurrent)
813 this.aistatus |= AI_STATUS_OUT_WATER;
814 else if(gco.z > this.origin.z)
815 PHYS_INPUT_BUTTON_JUMP(this) = true;
820 if(this.velocity.z >= 0 && !(this.watertype == CONTENT_WATER && gco.z < this.origin.z) &&
821 ( !(this.waterlevel == WATERLEVEL_WETFEET && this.watertype == CONTENT_WATER) || this.aistatus & AI_STATUS_OUT_WATER))
822 PHYS_INPUT_BUTTON_JUMP(this) = true;
824 PHYS_INPUT_BUTTON_JUMP(this) = false;
831 if(this.aistatus & AI_STATUS_OUT_WATER)
832 this.aistatus &= ~AI_STATUS_OUT_WATER;
834 // jump if going toward an obstacle that doesn't look like stairs we
835 // can walk up directly
836 offset = (vdist(this.velocity, >, 32) ? this.velocity * 0.2 : v_forward * 32);
837 tracebox(this.origin, this.mins, this.maxs, this.origin + offset, false, this);
838 if (trace_fraction < 1)
839 if (trace_plane_normal.z < 0.7)
842 tracebox(this.origin + stepheightvec, this.mins, this.maxs, this.origin + offset + stepheightvec, false, this);
843 if (trace_fraction < s + 0.01)
844 if (trace_plane_normal.z < 0.7)
847 tracebox(this.origin + jumpstepheightvec, this.mins, this.maxs, this.origin + offset + jumpstepheightvec, false, this);
848 if (trace_fraction > s)
849 PHYS_INPUT_BUTTON_JUMP(this) = true;
853 // if bot for some reason doesn't get close to the current goal find another one
854 if(!this.jumppadcount && !IS_PLAYER(this.goalcurrent) && !(this.goalcurrent.bot_pickup_respawning && this.goalcurrent_distance < 50))
855 if(havocbot_checkgoaldistance(this, gco))
857 navigation_clearroute(this);
858 navigation_goalrating_timeout_force(this);
862 // Check for water/slime/lava and dangerous edges
863 // (only when the bot is on the ground or jumping intentionally)
865 vector dst_ahead = this.origin + this.view_ofs + offset;
866 vector dst_down = dst_ahead - '0 0 3000';
867 traceline(this.origin + this.view_ofs, dst_ahead, true, NULL);
869 bool unreachable = false;
871 if(trace_fraction == 1 && this.jumppadcount == 0 && !this.goalcurrent.wphardwired )
872 if((IS_ONGROUND(this)) || (this.aistatus & AI_STATUS_RUNNING) || (this.aistatus & AI_STATUS_ROAMING) || PHYS_INPUT_BUTTON_JUMP(this))
875 traceline(dst_ahead , dst_down, true, NULL);
876 //te_lightning2(NULL, this.origin + this.view_ofs, dst_ahead); // Draw "ahead" look
877 //te_lightning2(NULL, dst_ahead, dst_down); // Draw "downwards" look
878 if(trace_endpos.z < this.origin.z + this.mins.z)
880 s = pointcontents(trace_endpos + '0 0 1');
881 if (s != CONTENT_SOLID)
882 if (s == CONTENT_LAVA || s == CONTENT_SLIME)
883 evadelava = normalize(this.velocity) * -1;
884 else if (s == CONTENT_SKY)
885 evadeobstacle = normalize(this.velocity) * -1;
886 else if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos))
888 // the traceline check isn't enough but is good as optimization,
889 // when not true (most of the time) this tracebox call is avoided
890 tracebox(dst_ahead, this.mins, this.maxs, dst_down, true, this);
891 if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos))
893 if (gco.z > this.origin.z + jumpstepheightvec.z)
895 // the goal is probably on an upper platform, assume bot can't get there
899 evadelava = normalize(this.velocity) * -1;
908 makevectors(this.v_angle.y * '0 1 0');
910 if(evadeobstacle || evadelava || (s == CONTENT_WATER))
912 this.aistatus |= AI_STATUS_DANGER_AHEAD;
913 if(IS_PLAYER(this.goalcurrent))
918 navigation_clearroute(this);
919 navigation_goalrating_timeout_force(this);
923 dodge = havocbot_dodge(this);
924 dodge = dodge * bound(0,0.5+(skill+this.bot_dodgeskill)*0.1,1);
925 evadelava = evadelava * bound(1,3-(skill+this.bot_dodgeskill),3); //Noobs fear lava a lot and take more distance from it
926 traceline(this.origin, ( ( this.enemy.absmin + this.enemy.absmax ) * 0.5 ), true, NULL);
927 if(IS_PLAYER(trace_ent))
928 dir = dir * bound(0,(skill+this.bot_dodgeskill)/7,1);
930 dir = normalize(dir + dodge + evadeobstacle + evadelava);
931 // this.bot_dodgevector = dir;
932 // this.bot_dodgevector_jumpbutton = PHYS_INPUT_BUTTON_JUMP(this);
935 if(time < this.ladder_time)
937 if(this.goalcurrent.origin.z + this.goalcurrent.mins.z > this.origin.z + this.mins.z)
939 if(this.origin.z + this.mins.z < this.ladder_entity.origin.z + this.ladder_entity.maxs.z)
944 if(this.origin.z + this.mins.z > this.ladder_entity.origin.z + this.ladder_entity.mins.z)
949 //dir = this.bot_dodgevector;
950 //if (this.bot_dodgevector_jumpbutton)
951 // PHYS_INPUT_BUTTON_JUMP(this) = true;
952 CS(this).movement_x = dir * v_forward * maxspeed;
953 CS(this).movement_y = dir * v_right * maxspeed;
954 CS(this).movement_z = dir * v_up * maxspeed;
956 // Emulate keyboard interface
958 havocbot_keyboard_movement(this, destorg);
961 //if(this.aistatus & AI_STATUS_ROAMING)
962 if(!bunnyhop_forbidden && this.goalcurrent)
963 if(skill+this.bot_moveskill >= autocvar_bot_ai_bunnyhop_skilloffset)
964 havocbot_bunnyhop(this, dir);
966 if ((dir * v_up) >= autocvar_sv_jumpvelocity*0.5 && (IS_ONGROUND(this))) PHYS_INPUT_BUTTON_JUMP(this) = true;
967 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;
968 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);
971 entity havocbot_gettarget(entity this, bool secondary)
974 vector eye = CENTER_OR_VIEWOFS(this);
975 IL_EACH(g_bot_targets, boolean((secondary) ? it.classname == "misc_breakablemodel" : it.classname != "misc_breakablemodel"),
977 vector v = CENTER_OR_VIEWOFS(it);
978 if(vdist(v - eye, <, autocvar_bot_ai_enemydetectionradius))
979 if(!best || vlen2(CENTER_OR_VIEWOFS(best) - eye) > vlen2(v - eye))
980 if(bot_shouldattack(this, it))
982 traceline(eye, v, true, this);
983 if (trace_ent == it || trace_fraction >= 1)
991 void havocbot_chooseenemy(entity this)
993 if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(this))
1000 if (!bot_shouldattack(this, this.enemy))
1002 // enemy died or something, find a new target
1004 this.havocbot_chooseenemy_finished = time;
1006 else if (this.havocbot_stickenemy)
1008 // tracking last chosen enemy
1009 // if enemy is visible
1010 // and not really really far away
1011 // and we're not severely injured
1012 // then keep tracking for a half second into the future
1013 traceline(this.origin+this.view_ofs, ( this.enemy.absmin + this.enemy.absmax ) * 0.5,false,NULL);
1014 if (trace_ent == this.enemy || trace_fraction == 1)
1015 if (vdist(((this.enemy.absmin + this.enemy.absmax) * 0.5) - this.origin, <, 1000))
1016 if (this.health > 30)
1018 // remain tracking him for a shot while (case he went after a small corner or pilar
1019 this.havocbot_chooseenemy_finished = time + 0.5;
1022 // enemy isn't visible, or is far away, or we're injured severely
1023 // so stop preferring this enemy
1024 // (it will still take a half second until a new one is chosen)
1025 this.havocbot_stickenemy = 0;
1028 if (time < this.havocbot_chooseenemy_finished)
1030 this.havocbot_chooseenemy_finished = time + autocvar_bot_ai_enemydetectioninterval;
1031 vector eye = this.origin + this.view_ofs;
1033 float bestrating = 100000000;
1036 int hf = this.dphitcontentsmask;
1038 // Search for enemies, if no enemy can be seen directly try to look through transparent objects
1040 this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
1042 bool scan_transparent = false;
1043 bool scan_secondary_targets = false;
1044 bool have_secondary_targets = false;
1047 scan_secondary_targets = false;
1049 IL_EACH(g_bot_targets, it.bot_attack,
1051 if(!scan_secondary_targets)
1053 if(it.classname == "misc_breakablemodel")
1055 have_secondary_targets = true;
1059 else if(it.classname != "misc_breakablemodel")
1062 vector v = (it.absmin + it.absmax) * 0.5;
1063 float rating = vlen2(v - eye);
1064 if (vdist(v - eye, <, autocvar_bot_ai_enemydetectionradius))
1065 if (bestrating > rating)
1066 if (bot_shouldattack(this, it))
1068 traceline(eye, v, true, this);
1069 if (trace_ent == it || trace_fraction >= 1)
1072 bestrating = rating;
1077 if(!best && have_secondary_targets && !scan_secondary_targets)
1079 scan_secondary_targets = true;
1081 bestrating = 100000000;
1085 // I want to do a second scan if no enemy was found or I don't have weapons
1086 // TODO: Perform the scan when using the rifle (requires changes on the rifle code)
1087 if(best || this.weapons) // || this.weapon == WEP_RIFLE.m_id
1089 if(scan_transparent)
1092 // Set flags to see through transparent objects
1093 this.dphitcontentsmask |= DPCONTENTS_OPAQUE;
1095 scan_transparent = true;
1098 // Restore hit flags
1099 this.dphitcontentsmask = hf;
1102 this.havocbot_stickenemy = true;
1103 if(best && best.classname == "misc_breakablemodel")
1104 this.havocbot_stickenemy = false;
1107 float havocbot_chooseweapon_checkreload(entity this, .entity weaponentity, int new_weapon)
1109 // bots under this skill cannot find unloaded weapons to reload idly when not in combat,
1110 // so skip this for them, or they'll never get to reload their weapons at all.
1111 // this also allows bots under this skill to be more stupid, and reload more often during combat :)
1115 // if this weapon is scheduled for reloading, don't switch to it during combat
1116 if (this.(weaponentity).weapon_load[new_weapon] < 0)
1118 FOREACH(Weapons, it != WEP_Null, {
1119 if(it.wr_checkammo1(it, this, weaponentity) + it.wr_checkammo2(it, this, weaponentity))
1120 return true; // other weapon available
1127 void havocbot_chooseweapon(entity this, .entity weaponentity)
1132 if(g_weaponarena_weapons == WEPSET(TUBA))
1134 this.(weaponentity).m_switchweapon = WEP_TUBA;
1138 // TODO: clean this up by moving it to weapon code
1139 if(this.enemy==NULL)
1141 // If no weapon was chosen get the first available weapon
1142 if(this.(weaponentity).m_weapon==WEP_Null)
1143 FOREACH(Weapons, it != WEP_Null, {
1144 if(client_hasweapon(this, it, weaponentity, true, false))
1146 this.(weaponentity).m_switchweapon = it;
1153 // Do not change weapon during the next second after a combo
1154 float f = time - this.lastcombotime;
1159 float distance; distance=bound(10,vlen(this.origin-this.enemy.origin)-200,10000);
1161 // Should it do a weapon combo?
1162 float af, ct, combo_time, combo;
1164 af = ATTACK_FINISHED(this, 0);
1165 ct = autocvar_bot_ai_weapon_combo_threshold;
1167 // Bots with no skill will be 4 times more slower than "godlike" bots when doing weapon combos
1168 // Ideally this 4 should be calculated as longest_weapon_refire / bot_ai_weapon_combo_threshold
1169 combo_time = time + ct + (ct * ((-0.3*(skill+this.bot_weaponskill))+3));
1173 if(autocvar_bot_ai_weapon_combo)
1174 if(this.(weaponentity).m_weapon.m_id == this.(weaponentity).lastfiredweapon)
1178 this.lastcombotime = time;
1181 distance *= (2 ** this.bot_rangepreference);
1183 // Custom weapon list based on distance to the enemy
1184 if(bot_custom_weapon){
1186 // Choose weapons for far distance
1187 if ( distance > bot_distance_far ) {
1188 for(i=0; i < Weapons_COUNT && bot_weapons_far[i] != -1 ; ++i){
1189 w = bot_weapons_far[i];
1190 if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
1192 if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1194 this.(weaponentity).m_switchweapon = Weapons_from(w);
1200 // Choose weapons for mid distance
1201 if ( distance > bot_distance_close) {
1202 for(i=0; i < Weapons_COUNT && bot_weapons_mid[i] != -1 ; ++i){
1203 w = bot_weapons_mid[i];
1204 if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
1206 if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1208 this.(weaponentity).m_switchweapon = Weapons_from(w);
1214 // Choose weapons for close distance
1215 for(i=0; i < Weapons_COUNT && bot_weapons_close[i] != -1 ; ++i){
1216 w = bot_weapons_close[i];
1217 if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
1219 if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1221 this.(weaponentity).m_switchweapon = Weapons_from(w);
1228 void havocbot_aim(entity this)
1230 if (time < this.nextaim)
1232 this.nextaim = time + 0.1;
1233 vector myvel = this.velocity;
1234 if (!this.waterlevel)
1236 if(MUTATOR_CALLHOOK(HavocBot_Aim, this)) { /* do nothing */ }
1237 else if (this.enemy)
1239 vector enemyvel = this.enemy.velocity;
1240 if (!this.enemy.waterlevel)
1242 lag_additem(this, time + CS(this).ping, 0, 0, this.enemy, this.origin, myvel, (this.enemy.absmin + this.enemy.absmax) * 0.5, enemyvel);
1245 lag_additem(this, time + CS(this).ping, 0, 0, NULL, this.origin, myvel, ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5, '0 0 0');
1248 bool havocbot_moveto_refresh_route(entity this)
1250 // Refresh path to goal if necessary
1252 wp = this.havocbot_personal_waypoint;
1253 navigation_goalrating_start(this);
1254 navigation_routerating(this, wp, 10000, 10000);
1255 navigation_goalrating_end(this);
1256 return (this.goalentity != NULL);
1259 float havocbot_moveto(entity this, vector pos)
1263 if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_GOING)
1265 // Step 4: Move to waypoint
1266 if(this.havocbot_personal_waypoint==NULL)
1268 LOG_TRACE("Error: ", this.netname, " trying to walk to a non existent personal waypoint");
1269 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_GOING;
1270 return CMD_STATUS_ERROR;
1273 if (!bot_strategytoken_taken)
1274 if(this.havocbot_personal_waypoint_searchtime<time)
1276 bot_strategytoken_taken = true;
1277 if(havocbot_moveto_refresh_route(this))
1279 LOG_TRACE(this.netname, " walking to its personal waypoint (after ", ftos(this.havocbot_personal_waypoint_failcounter), " failed attempts)");
1280 this.havocbot_personal_waypoint_searchtime = time + 10;
1281 this.havocbot_personal_waypoint_failcounter = 0;
1285 this.havocbot_personal_waypoint_failcounter += 1;
1286 this.havocbot_personal_waypoint_searchtime = time + 2;
1287 if(this.havocbot_personal_waypoint_failcounter >= 30)
1289 LOG_TRACE("Warning: can't walk to the personal waypoint located at ", vtos(this.havocbot_personal_waypoint.origin));
1290 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1291 delete(this.havocbot_personal_waypoint);
1292 return CMD_STATUS_ERROR;
1295 LOG_TRACE(this.netname, " can't walk to its personal waypoint (after ", ftos(this.havocbot_personal_waypoint_failcounter), " failed attempts), trying later");
1299 if(autocvar_bot_debug_goalstack)
1300 debuggoalstack(this);
1303 vector dir = '0 0 0';
1304 SET_DESTCOORDS(this.goalcurrent, this.origin, dir);
1305 dir = dir - (this.origin + this.view_ofs);
1307 bot_aimdir(this, dir, -1);
1310 havocbot_movetogoal(this);
1312 if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_REACHED)
1314 // Step 5: Waypoint reached
1315 LOG_TRACE(this.netname, "'s personal waypoint reached");
1316 delete(this.havocbot_personal_waypoint);
1317 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_REACHED;
1318 return CMD_STATUS_FINISHED;
1321 return CMD_STATUS_EXECUTING;
1324 // Step 2: Linking waypoint
1325 if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_LINKING)
1327 // Wait until it is linked
1328 if(!this.havocbot_personal_waypoint.wplinked)
1330 LOG_TRACE(this.netname, " waiting for personal waypoint to be linked");
1331 return CMD_STATUS_EXECUTING;
1334 this.havocbot_personal_waypoint_searchtime = time; // so we set the route next frame
1335 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1336 this.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_GOING;
1338 // Step 3: Route to waypoint
1339 LOG_TRACE(this.netname, " walking to its personal waypoint");
1341 return CMD_STATUS_EXECUTING;
1344 // Step 1: Spawning waypoint
1345 wp = waypoint_spawnpersonal(this, pos);
1348 LOG_TRACE("Error: Can't spawn personal waypoint at ",vtos(pos));
1349 return CMD_STATUS_ERROR;
1352 this.havocbot_personal_waypoint = wp;
1353 this.havocbot_personal_waypoint_failcounter = 0;
1354 this.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1356 // if pos is inside a teleport, then let's mark it as teleport waypoint
1357 IL_EACH(g_teleporters, WarpZoneLib_BoxTouchesBrush(pos, pos, it, NULL),
1359 wp.wpflags |= WAYPOINTFLAG_TELEPORT;
1360 this.lastteleporttime = 0;
1364 if(wp.wpflags & WAYPOINTFLAG_TELEPORT)
1365 print("routing to a teleporter\n");
1367 print("routing to a non-teleporter\n");
1370 return CMD_STATUS_EXECUTING;
1373 float havocbot_resetgoal(entity this)
1375 navigation_clearroute(this);
1376 return CMD_STATUS_FINISHED;
1379 void havocbot_setupbot(entity this)
1381 this.bot_ai = havocbot_ai;
1382 this.cmd_moveto = havocbot_moveto;
1383 this.cmd_resetgoal = havocbot_resetgoal;
1385 havocbot_chooserole(this);
1388 vector havocbot_dodge(entity this)
1390 // LordHavoc: disabled because this is too expensive
1395 float danger, bestdanger, vl, d;
1398 // check for dangerous objects near bot or approaching bot
1399 head = findchainfloat(bot_dodge, true);
1402 if (head.owner != this)
1404 vl = vlen(head.velocity);
1405 if (vl > autocvar_sv_maxspeed * 0.3)
1407 n = normalize(head.velocity);
1408 v = this.origin - head.origin;
1410 if (d > (0 - head.bot_dodgerating))
1411 if (d < (vl * 0.2 + head.bot_dodgerating))
1413 // calculate direction and distance from the flight path, by removing the forward axis
1414 v = v - (n * (v * n));
1415 danger = head.bot_dodgerating - vlen(v);
1416 if (bestdanger < danger)
1418 bestdanger = danger;
1419 // dodge to the side of the object
1420 dodge = normalize(v);
1426 danger = head.bot_dodgerating - vlen(head.origin - this.origin);
1427 if (bestdanger < danger)
1429 bestdanger = danger;
1430 dodge = normalize(this.origin - head.origin);