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Bot AI: improve bot ability to climb ladders up (e.g. ladders in the water on Reservo...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / bot / default / havocbot / havocbot.qc
1 #include "havocbot.qh"
2
3 #include <server/defs.qh>
4 #include <server/miscfunctions.qh>
5 #include "../cvars.qh"
6
7 #include "../aim.qh"
8 #include "../bot.qh"
9 #include "../navigation.qh"
10 #include "../scripting.qh"
11 #include "../waypoints.qh"
12
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>
20
21 #include <common/mapobjects/teleporters.qh>
22 #include <common/mapobjects/trigger/jumppads.qh>
23
24 #include <lib/warpzone/common.qh>
25
26 .float speed;
27
28 void havocbot_ai(entity this)
29 {
30         if(this.draggedby)
31                 return;
32
33         if(bot_execute_commands(this))
34                 return;
35
36         if (bot_strategytoken == this && !bot_strategytoken_taken)
37         {
38                 if(this.havocbot_blockhead)
39                 {
40                         this.havocbot_blockhead = false;
41                 }
42                 else
43                 {
44                         if (!this.jumppadcount && !STAT(FROZEN, this))
45                                 this.havocbot_role(this); // little too far down the rabbit hole
46                 }
47
48                 // if we don't have a goal and we're under water look for a waypoint near the "shore" and push it
49                 if(!(IS_DEAD(this) || STAT(FROZEN, this)))
50                 if(!this.goalcurrent)
51                 if(this.waterlevel == WATERLEVEL_SWIMMING || (this.aistatus & AI_STATUS_OUT_WATER))
52                 {
53                         // Look for the closest waypoint out of water
54                         entity newgoal = NULL;
55                         IL_EACH(g_waypoints, vdist(it.origin - this.origin, <=, 10000),
56                         {
57                                 if(it.origin.z < this.origin.z)
58                                         continue;
59
60                                 if(it.origin.z - this.origin.z - this.view_ofs.z > 100)
61                                         continue;
62
63                                 if (pointcontents(it.origin + it.maxs + '0 0 1') != CONTENT_EMPTY)
64                                         continue;
65
66                                 traceline(this.origin + this.view_ofs, ((it.absmin + it.absmax) * 0.5), true, this);
67
68                                 if(trace_fraction < 1)
69                                         continue;
70
71                                 if(!newgoal || vlen2(it.origin - this.origin) < vlen2(newgoal.origin - this.origin))
72                                         newgoal = it;
73                         });
74
75                         if(newgoal)
76                         {
77                         //      te_wizspike(newgoal.origin);
78                                 navigation_pushroute(this, newgoal);
79                         }
80                 }
81
82                 // token has been used this frame
83                 bot_strategytoken_taken = true;
84         }
85
86         if(IS_DEAD(this) || STAT(FROZEN, this))
87         {
88                 if (this.goalcurrent)
89                         navigation_clearroute(this);
90                 return;
91         }
92
93         havocbot_chooseenemy(this);
94
95         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
96         {
97                 .entity weaponentity = weaponentities[slot];
98                 if(this.(weaponentity).m_weapon != WEP_Null || slot == 0)
99                 if(this.(weaponentity).bot_chooseweapontime < time)
100                 {
101                         this.(weaponentity).bot_chooseweapontime = time + autocvar_bot_ai_chooseweaponinterval;
102                         havocbot_chooseweapon(this, weaponentity);
103                 }
104         }
105         havocbot_aim(this);
106         lag_update(this);
107
108         this.bot_aimdir_executed = false;
109
110         if (this.bot_aimtarg)
111         {
112                 this.aistatus |= AI_STATUS_ATTACKING;
113                 this.aistatus &= ~AI_STATUS_ROAMING;
114
115                 if(STAT(WEAPONS, this))
116                 {
117                         if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(this))
118                         {
119                                 PHYS_INPUT_BUTTON_ATCK(this) = false;
120                                 PHYS_INPUT_BUTTON_ATCK2(this) = false;
121                         }
122                         else
123                         {
124                                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
125                                 {
126                                         .entity weaponentity = weaponentities[slot];
127                                         Weapon w = this.(weaponentity).m_weapon;
128                                         if(w == WEP_Null && slot != 0)
129                                                 continue;
130                                         w.wr_aim(w, this, weaponentity);
131                                         if(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this)) // TODO: what if we didn't fire this weapon, but the previous?
132                                                 this.(weaponentity).lastfiredweapon = this.(weaponentity).m_weapon.m_id;
133                                 }
134                         }
135                 }
136                 else
137                 {
138                         if(IS_PLAYER(this.bot_aimtarg))
139                                 bot_aimdir(this, this.bot_aimtarg.origin + this.bot_aimtarg.view_ofs - this.origin - this.view_ofs , -1);
140                 }
141         }
142         else if (this.goalcurrent)
143         {
144                 this.aistatus |= AI_STATUS_ROAMING;
145                 this.aistatus &= ~AI_STATUS_ATTACKING;
146         }
147
148         havocbot_movetogoal(this);
149         if (!this.bot_aimdir_executed && this.goalcurrent)
150         {
151                 // Heading
152                 vector dir = get_closer_dest(this.goalcurrent, this.origin);
153                 dir -= this.origin + this.view_ofs;
154                 dir.z = 0;
155                 bot_aimdir(this, dir, -1);
156         }
157
158         // if the bot is not attacking, consider reloading weapons
159         if (!(this.aistatus & AI_STATUS_ATTACKING))
160         {
161                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
162                 {
163                         .entity weaponentity = weaponentities[slot];
164
165                         if(this.(weaponentity).m_weapon == WEP_Null && slot != 0)
166                                 continue;
167
168                         // we are currently holding a weapon that's not fully loaded, reload it
169                         if(skill >= 2) // bots can only reload the held weapon on purpose past this skill
170                         if(this.(weaponentity).clip_load < this.(weaponentity).clip_size)
171                                 CS(this).impulse = IMP_weapon_reload.impulse; // not sure if this is done right
172
173                         // if we're not reloading a weapon, switch to any weapon in our invnetory that's not fully loaded to reload it next
174                         // the code above executes next frame, starting the reloading then
175                         if(skill >= 5) // bots can only look for unloaded weapons past this skill
176                         if(this.(weaponentity).clip_load >= 0) // only if we're not reloading a weapon already
177                         {
178                                 FOREACH(Weapons, it != WEP_Null, {
179                                         if((STAT(WEAPONS, this) & (it.m_wepset)) && (it.spawnflags & WEP_FLAG_RELOADABLE) && (this.(weaponentity).weapon_load[it.m_id] < it.reloading_ammo))
180                                         {
181                                                 this.(weaponentity).m_switchweapon = it;
182                                                 break;
183                                         }
184                                 });
185                         }
186                 }
187         }
188 }
189
190 void havocbot_keyboard_movement(entity this, vector destorg)
191 {
192         vector keyboard;
193
194         if (time > this.havocbot_keyboardtime)
195         {
196                 float sk = skill + this.bot_moveskill;
197                 this.havocbot_keyboardtime =
198                         max(
199                                 this.havocbot_keyboardtime
200                                         + 0.05 / max(1, sk + this.havocbot_keyboardskill)
201                                         + random() * 0.025 / max(0.00025, skill + this.havocbot_keyboardskill)
202                         , time);
203                 keyboard = CS(this).movement / autocvar_sv_maxspeed;
204
205                 float trigger = autocvar_bot_ai_keyboard_threshold;
206                 float trigger1 = -trigger;
207
208                 // categorize forward movement
209                 // at skill < 1.5 only forward
210                 // at skill < 2.5 only individual directions
211                 // at skill < 4.5 only individual directions, and forward diagonals
212                 // at skill >= 4.5, all cases allowed
213                 if (keyboard.x > trigger)
214                 {
215                         keyboard.x = 1;
216                         if (sk < 2.5)
217                                 keyboard.y = 0;
218                 }
219                 else if (keyboard.x < trigger1 && sk > 1.5)
220                 {
221                         keyboard.x = -1;
222                         if (sk < 4.5)
223                                 keyboard.y = 0;
224                 }
225                 else
226                 {
227                         keyboard.x = 0;
228                         if (sk < 1.5)
229                                 keyboard.y = 0;
230                 }
231                 if (sk < 4.5)
232                         keyboard.z = 0;
233
234                 if (keyboard.y > trigger)
235                         keyboard.y = 1;
236                 else if (keyboard.y < trigger1)
237                         keyboard.y = -1;
238                 else
239                         keyboard.y = 0;
240
241                 if (keyboard.z > trigger)
242                         keyboard.z = 1;
243                 else if (keyboard.z < trigger1)
244                         keyboard.z = -1;
245                 else
246                         keyboard.z = 0;
247
248                 this.havocbot_keyboard = keyboard * autocvar_sv_maxspeed;
249                 if (this.havocbot_ducktime > time)
250                         PHYS_INPUT_BUTTON_CROUCH(this) = true;
251         }
252
253         keyboard = this.havocbot_keyboard;
254         float blend = bound(0, vlen(destorg - this.origin) / autocvar_bot_ai_keyboard_distance, 1); // When getting close move with 360 degree
255         //dprint("movement ", vtos(CS(this).movement), " keyboard ", vtos(keyboard), " blend ", ftos(blend), "\n");
256         CS(this).movement = CS(this).movement + (keyboard - CS(this).movement) * blend;
257 }
258
259 void havocbot_bunnyhop(entity this, vector dir)
260 {
261         float bunnyhopdistance;
262         vector deviation;
263         float maxspeed;
264
265         // Don't jump when attacking
266         if(this.aistatus & AI_STATUS_ATTACKING)
267                 return;
268
269         if(IS_PLAYER(this.goalcurrent))
270                 return;
271
272         maxspeed = autocvar_sv_maxspeed;
273
274         if(this.aistatus & AI_STATUS_RUNNING && vdist(this.velocity, <, autocvar_sv_maxspeed * 0.75)
275                 || this.aistatus & AI_STATUS_DANGER_AHEAD)
276         {
277                 this.aistatus &= ~AI_STATUS_RUNNING;
278                 PHYS_INPUT_BUTTON_JUMP(this) = false;
279                 this.bot_canruntogoal = 0;
280                 this.bot_timelastseengoal = 0;
281                 return;
282         }
283
284         if(this.waterlevel > WATERLEVEL_WETFEET)
285         {
286                 this.aistatus &= ~AI_STATUS_RUNNING;
287                 return;
288         }
289
290         if(this.bot_lastseengoal != this.goalcurrent && !(this.aistatus & AI_STATUS_RUNNING))
291         {
292                 this.bot_canruntogoal = 0;
293                 this.bot_timelastseengoal = 0;
294         }
295
296         vector gco = get_closer_dest(this.goalcurrent, this.origin);
297         bunnyhopdistance = vlen(this.origin - gco);
298
299         // Run only to visible goals
300         if(IS_ONGROUND(this))
301         if(vdist(vec2(this.velocity), >=, autocvar_sv_maxspeed)) // if -really- running
302         if(checkpvs(this.origin + this.view_ofs, this.goalcurrent))
303         {
304                         this.bot_lastseengoal = this.goalcurrent;
305
306                         // seen it before
307                         if(this.bot_timelastseengoal)
308                         {
309                                 // for a period of time
310                                 if(time - this.bot_timelastseengoal > autocvar_bot_ai_bunnyhop_firstjumpdelay)
311                                 {
312                                         float checkdistance;
313                                         checkdistance = true;
314
315                                         // don't run if it is too close
316                                         if(this.bot_canruntogoal==0)
317                                         {
318                                                 if(bunnyhopdistance > autocvar_bot_ai_bunnyhop_startdistance)
319                                                         this.bot_canruntogoal = 1;
320                                                 else
321                                                         this.bot_canruntogoal = -1;
322                                         }
323
324                                         if(this.bot_canruntogoal != 1)
325                                                 return;
326
327                                         if(this.aistatus & AI_STATUS_ROAMING)
328                                         if(this.goalcurrent.classname=="waypoint")
329                                         if (!(this.goalcurrent.wpflags & WAYPOINTFLAG_PERSONAL))
330                                         if(fabs(gco.z - this.origin.z) < this.maxs.z - this.mins.z)
331                                         if(this.goalstack01 && !wasfreed(this.goalstack01))
332                                         {
333                                                 vector gno = (this.goalstack01.absmin + this.goalstack01.absmax) * 0.5;
334                                                 deviation = vectoangles(gno - this.origin) - vectoangles(gco - this.origin);
335                                                 while (deviation.y < -180) deviation.y = deviation.y + 360;
336                                                 while (deviation.y > 180) deviation.y = deviation.y - 360;
337
338                                                 if(fabs(deviation.y) < 20)
339                                                 if(bunnyhopdistance < vlen(this.origin - gno))
340                                                 if(fabs(gno.z - gco.z) < this.maxs.z - this.mins.z)
341                                                 {
342                                                         if(vdist(gco - gno, >, autocvar_bot_ai_bunnyhop_startdistance))
343                                                         if(checkpvs(this.origin + this.view_ofs, this.goalstack01))
344                                                         {
345                                                                 checkdistance = false;
346                                                         }
347                                                 }
348                                         }
349
350                                         if(checkdistance)
351                                         {
352                                                 this.aistatus &= ~AI_STATUS_RUNNING;
353                                                 // increase stop distance in case the goal is on a slope or a lower platform
354                                                 if(bunnyhopdistance > autocvar_bot_ai_bunnyhop_stopdistance + (this.origin.z - gco.z))
355                                                         PHYS_INPUT_BUTTON_JUMP(this) = true;
356                                         }
357                                         else
358                                         {
359                                                 this.aistatus |= AI_STATUS_RUNNING;
360                                                 PHYS_INPUT_BUTTON_JUMP(this) = true;
361                                         }
362                                 }
363                         }
364                         else
365                         {
366                                 this.bot_timelastseengoal = time;
367                         }
368         }
369         else
370         {
371                 this.bot_timelastseengoal = 0;
372         }
373
374 #if 0
375         // Release jump button
376         if(!cvar("sv_pogostick"))
377         if((IS_ONGROUND(this)) == 0)
378         {
379                 if(this.velocity.z < 0 || vlen(this.velocity)<maxspeed)
380                         PHYS_INPUT_BUTTON_JUMP(this) = false;
381
382                 // Strafe
383                 if(this.aistatus & AI_STATUS_RUNNING)
384                 if(vlen(this.velocity)>maxspeed)
385                 {
386                         deviation = vectoangles(dir) - vectoangles(this.velocity);
387                         while (deviation.y < -180) deviation.y = deviation.y + 360;
388                         while (deviation.y > 180) deviation.y = deviation.y - 360;
389
390                         if(fabs(deviation.y)>10)
391                                 CS(this).movement_x = 0;
392
393                         if(deviation.y>10)
394                                 CS(this).movement_y = maxspeed * -1;
395                         else if(deviation.y<10)
396                                 CS(this).movement_y = maxspeed;
397
398                 }
399         }
400 #endif
401 }
402
403 // return true when bot isn't getting closer to the current goal
404 bool havocbot_checkgoaldistance(entity this, vector gco)
405 {
406         float curr_dist_z = max(20, fabs(this.origin.z - gco.z));
407         float curr_dist_2d = max(20, vlen(vec2(this.origin - gco)));
408         float distance_time = this.goalcurrent_distance_time;
409         if(distance_time < 0)
410                 distance_time = -distance_time;
411         if(curr_dist_z >= this.goalcurrent_distance_z && curr_dist_2d >= this.goalcurrent_distance_2d)
412         {
413                 if(!distance_time)
414                         this.goalcurrent_distance_time = time;
415                 else if (time - distance_time > 0.5)
416                         return true;
417         }
418         else
419         {
420                 // reduce it a little bit so it works even with very small approaches to the goal
421                 this.goalcurrent_distance_z = max(20, curr_dist_z - 10);
422                 this.goalcurrent_distance_2d = max(20, curr_dist_2d - 10);
423                 this.goalcurrent_distance_time = 0;
424         }
425         return false;
426 }
427
428 entity havocbot_select_an_item_of_group(entity this, int gr)
429 {
430         entity selected = NULL;
431         float selected_dist2 = 0;
432         // select farthest item of this group from bot's position
433         IL_EACH(g_items, it.item_group == gr && it.solid,
434         {
435                 float dist2 = vlen2(this.origin - it.origin);
436                 if (dist2 < 600 ** 2 && dist2 > selected_dist2)
437                 {
438                         selected = it;
439                         selected_dist2 = vlen2(this.origin - selected.origin);
440                 }
441         });
442
443         if (!selected)
444                 return NULL;
445
446         set_tracewalk_dest(selected, this.origin, false);
447         if (!tracewalk(this, this.origin, STAT(PL_MIN, this), STAT(PL_MAX, this),
448                 tracewalk_dest, tracewalk_dest_height, bot_navigation_movemode))
449         {
450                 return NULL;
451         }
452
453         return selected;
454 }
455
456 void havocbot_movetogoal(entity this)
457 {
458         vector diff;
459         vector dir;
460         vector flatdir;
461         vector evadeobstacle;
462         vector evadelava;
463         float dodge_enemy_factor = 1;
464         float maxspeed;
465         //float dist;
466         vector dodge;
467         //if (this.goalentity)
468         //      te_lightning2(this, this.origin, (this.goalentity.absmin + this.goalentity.absmax) * 0.5);
469         CS(this).movement = '0 0 0';
470         maxspeed = autocvar_sv_maxspeed;
471
472         PHYS_INPUT_BUTTON_JETPACK(this) = false;
473         // Jetpack navigation
474         if(this.navigation_jetpack_goal)
475         if(this.goalcurrent==this.navigation_jetpack_goal)
476         if(GetResourceAmount(this, RESOURCE_FUEL))
477         {
478                 if(autocvar_bot_debug_goalstack)
479                 {
480                         debuggoalstack(this);
481                         te_wizspike(this.navigation_jetpack_point);
482                 }
483
484                 // Take off
485                 if (!(this.aistatus & AI_STATUS_JETPACK_FLYING))
486                 {
487                         // Brake almost completely so it can get a good direction
488                         if(vdist(this.velocity, >, 10))
489                                 return;
490                         this.aistatus |= AI_STATUS_JETPACK_FLYING;
491                 }
492
493                 makevectors(this.v_angle.y * '0 1 0');
494                 dir = normalize(this.navigation_jetpack_point - this.origin);
495
496                 // Landing
497                 if(this.aistatus & AI_STATUS_JETPACK_LANDING)
498                 {
499                         // Calculate brake distance in xy
500                         float d = vlen(vec2(this.origin - (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5));
501                         float vel2 = vlen2(vec2(this.velocity));
502                         float db = (vel2 / (autocvar_g_jetpack_acceleration_side * 2)) + 100;
503                         //LOG_INFOF("distance %d, velocity %d, brake at %d ", ceil(d), ceil(v), ceil(db));
504                         if(d < db || d < 500)
505                         {
506                                 // Brake
507                                 if (vel2 > (maxspeed * 0.3) ** 2)
508                                 {
509                                         CS(this).movement_x = dir * v_forward * -maxspeed;
510                                         return;
511                                 }
512                                 // Switch to normal mode
513                                 this.navigation_jetpack_goal = NULL;
514                                 this.aistatus &= ~AI_STATUS_JETPACK_LANDING;
515                                 this.aistatus &= ~AI_STATUS_JETPACK_FLYING;
516                                 return;
517                         }
518                 }
519                 else if(checkpvs(this.origin,this.goalcurrent))
520                 {
521                         // If I can see the goal switch to landing code
522                         this.aistatus &= ~AI_STATUS_JETPACK_FLYING;
523                         this.aistatus |= AI_STATUS_JETPACK_LANDING;
524                         return;
525                 }
526
527                 // Flying
528                 PHYS_INPUT_BUTTON_JETPACK(this) = true;
529                 if(this.navigation_jetpack_point.z - STAT(PL_MAX, this).z + STAT(PL_MIN, this).z < this.origin.z)
530                 {
531                         CS(this).movement_x = dir * v_forward * maxspeed;
532                         CS(this).movement_y = dir * v_right * maxspeed;
533                 }
534                 return;
535         }
536
537         // Handling of jump pads
538         if(this.jumppadcount)
539         {
540                 if(this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
541                 {
542                         this.aistatus |= AI_STATUS_OUT_JUMPPAD;
543                         if(navigation_poptouchedgoals(this))
544                                 return;
545                 }
546                 else if(this.aistatus & AI_STATUS_OUT_JUMPPAD)
547                 {
548                         // If got stuck on the jump pad try to reach the farthest visible waypoint
549                         // but with some randomness so it can try out different paths
550                         if(!this.goalcurrent)
551                         {
552                                 entity newgoal = NULL;
553                                 IL_EACH(g_waypoints, vdist(it.origin - this.origin, <=, 1000),
554                                 {
555                                         if(it.wpflags & WAYPOINTFLAG_TELEPORT)
556                                         if(it.origin.z < this.origin.z - 100 && vdist(vec2(it.origin - this.origin), <, 100))
557                                                 continue;
558
559                                         traceline(this.origin + this.view_ofs, ((it.absmin + it.absmax) * 0.5), true, this);
560
561                                         if(trace_fraction < 1)
562                                                 continue;
563
564                                         if(!newgoal || ((random() < 0.8) && vlen2(it.origin - this.origin) > vlen2(newgoal.origin - this.origin)))
565                                                 newgoal = it;
566                                 });
567
568                                 if(newgoal)
569                                 {
570                                         this.ignoregoal = this.goalcurrent;
571                                         this.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
572                                         navigation_clearroute(this);
573                                         navigation_routetogoal(this, newgoal, this.origin);
574                                         if(autocvar_bot_debug_goalstack)
575                                                 debuggoalstack(this);
576                                         this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
577                                 }
578                         }
579                         else
580                         {
581                                 if (this.goalcurrent.bot_pickup)
582                                 {
583                                         entity jumppad_wp = this.goalcurrent_prev;
584                                         navigation_poptouchedgoals(this);
585                                         if(!this.goalcurrent && jumppad_wp.wp00)
586                                         {
587                                                 // head to the jumppad destination once bot reaches the goal item
588                                                 navigation_pushroute(this, jumppad_wp.wp00);
589                                         }
590                                 }
591                                 vector gco = (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5;
592                                 if (this.origin.z > gco.z && vdist(vec2(this.velocity), <, autocvar_sv_maxspeed))
593                                         this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
594                                 else if(havocbot_checkgoaldistance(this, gco))
595                                 {
596                                         navigation_clearroute(this);
597                                         navigation_goalrating_timeout_force(this);
598                                 }
599                                 else
600                                         return;
601                         }
602                 }
603                 else
604                 {
605                         if(time - this.lastteleporttime > 0.2 && this.velocity.z > 0)
606                         {
607                                 vector velxy = this.velocity; velxy_z = 0;
608                                 if(vdist(velxy, <, autocvar_sv_maxspeed * 0.2))
609                                 {
610                                         LOG_TRACE("Warning: ", this.netname, " got stuck on a jumppad (velocity in xy is ", vtos(velxy), "), trying to get out of it now");
611                                         this.aistatus |= AI_STATUS_OUT_JUMPPAD;
612                                 }
613                                 return;
614                         }
615
616                         // Don't chase players while using a jump pad
617                         if(IS_PLAYER(this.goalcurrent) || IS_PLAYER(this.goalstack01))
618                                 return;
619                 }
620         }
621         else if(this.aistatus & AI_STATUS_OUT_JUMPPAD)
622                 this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
623
624         // If there is a trigger_hurt right below try to use the jetpack or make a rocketjump
625         if (skill > 6 && !(IS_ONGROUND(this)))
626         {
627                 #define ROCKETJUMP_DAMAGE() WEP_CVAR(devastator, damage) * 0.8 \
628                         * ((this.strength_finished > time) ? autocvar_g_balance_powerup_strength_selfdamage : 1) \
629                         * ((this.invincible_finished > time) ? autocvar_g_balance_powerup_invincible_takedamage : 1)
630
631                 tracebox(this.origin, this.mins, this.maxs, this.origin + '0 0 -65536', MOVE_NOMONSTERS, this);
632                 if(tracebox_hits_trigger_hurt(this.origin, this.mins, this.maxs, trace_endpos ))
633                 if(this.items & IT_JETPACK)
634                 {
635                         tracebox(this.origin, this.mins, this.maxs, this.origin + '0 0 65536', MOVE_NOMONSTERS, this);
636                         if(tracebox_hits_trigger_hurt(this.origin, this.mins, this.maxs, trace_endpos + '0 0 1' ))
637                         {
638                                 if(this.velocity.z<0)
639                                         PHYS_INPUT_BUTTON_JETPACK(this) = true;
640                         }
641                         else
642                                 PHYS_INPUT_BUTTON_JETPACK(this) = true;
643
644                         // If there is no goal try to move forward
645
646                         if(this.goalcurrent==NULL)
647                                 dir = v_forward;
648                         else
649                                 dir = normalize(( ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5 ) - this.origin);
650
651                         vector xyvelocity = this.velocity; xyvelocity_z = 0;
652                         float xyspeed = xyvelocity * dir;
653
654                         if(xyspeed < (maxspeed / 2))
655                         {
656                                 makevectors(this.v_angle.y * '0 1 0');
657                                 tracebox(this.origin, this.mins, this.maxs, this.origin + (dir * maxspeed * 3), MOVE_NOMONSTERS, this);
658                                 if(trace_fraction==1)
659                                 {
660                                         CS(this).movement_x = dir * v_forward * maxspeed;
661                                         CS(this).movement_y = dir * v_right * maxspeed;
662                                         if (skill < 10)
663                                                 havocbot_keyboard_movement(this, this.origin + dir * 100);
664                                 }
665                         }
666
667                         this.havocbot_blockhead = true;
668
669                         return;
670                 }
671                 else if(GetResourceAmount(this, RESOURCE_HEALTH) + GetResourceAmount(this, RESOURCE_ARMOR) > ROCKETJUMP_DAMAGE())
672                 {
673                         if(this.velocity.z < 0)
674                         {
675                                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
676                                 {
677                                         .entity weaponentity = weaponentities[slot];
678
679                                         if(this.(weaponentity).m_weapon == WEP_Null && slot != 0)
680                                                 continue;
681
682                                         if(client_hasweapon(this, WEP_DEVASTATOR, weaponentity, true, false))
683                                         {
684                                                 CS(this).movement_x = maxspeed;
685
686                                                 if(this.rocketjumptime)
687                                                 {
688                                                         if(time > this.rocketjumptime)
689                                                         {
690                                                                 PHYS_INPUT_BUTTON_ATCK2(this) = true;
691                                                                 this.rocketjumptime = 0;
692                                                         }
693                                                         return;
694                                                 }
695
696                                                 this.(weaponentity).m_switchweapon = WEP_DEVASTATOR;
697                                                 this.v_angle_x = 90;
698                                                 PHYS_INPUT_BUTTON_ATCK(this) = true;
699                                                 this.rocketjumptime = time + WEP_CVAR(devastator, detonatedelay);
700                                                 return;
701                                         }
702                                 }
703                         }
704                 }
705                 else
706                 {
707                         // If there is no goal try to move forward
708                         if(this.goalcurrent==NULL)
709                                 CS(this).movement_x = maxspeed;
710                 }
711         }
712
713         // If we are under water with no goals, swim up
714         if(this.waterlevel && !this.goalcurrent)
715         {
716                 dir = '0 0 0';
717                 if(this.waterlevel>WATERLEVEL_SWIMMING)
718                         dir.z = 1;
719                 else if(this.velocity.z >= 0 && !(this.waterlevel == WATERLEVEL_WETFEET && this.watertype == CONTENT_WATER))
720                         PHYS_INPUT_BUTTON_JUMP(this) = true;
721                 else
722                         PHYS_INPUT_BUTTON_JUMP(this) = false;
723                 makevectors(this.v_angle.y * '0 1 0');
724                 vector v = dir * maxspeed;
725                 CS(this).movement.x = v * v_forward;
726                 CS(this).movement.y = v * v_right;
727                 CS(this).movement.z = v * v_up;
728         }
729
730         // if there is nowhere to go, exit
731         if (this.goalcurrent == NULL)
732                 return;
733
734
735         bool locked_goal = false;
736         if((this.goalentity && wasfreed(this.goalentity))
737                 || (this.goalcurrent == this.goalentity && this.goalentity.tag_entity))
738         {
739                 navigation_clearroute(this);
740                 navigation_goalrating_timeout_force(this);
741                 return;
742         }
743         else if(this.goalentity.tag_entity)
744         {
745                 navigation_goalrating_timeout_expire(this, 2);
746         }
747         else if(this.goalentity.bot_pickup)
748         {
749                 if(this.goalentity.bot_pickup_respawning)
750                 {
751                         if(this.goalentity.solid) // item respawned
752                                 this.goalentity.bot_pickup_respawning = false;
753                         else if(time < this.goalentity.scheduledrespawntime - 10) // item already taken (by someone else)
754                         {
755                                 if(checkpvs(this.origin, this.goalentity))
756                                 {
757                                         this.goalentity.bot_pickup_respawning = false;
758                                         navigation_goalrating_timeout_expire(this, random());
759                                 }
760                                 locked_goal = true; // wait for item to respawn
761                         }
762                         else if(this.goalentity == this.goalcurrent)
763                                 locked_goal = true; // wait for item to respawn
764                 }
765                 else if(!this.goalentity.solid && !boxesoverlap(this.goalentity.absmin, this.goalentity.absmax, this.absmin, this.absmax))
766                 {
767                         if(checkpvs(this.origin, this.goalentity))
768                         {
769                                 navigation_goalrating_timeout_expire(this, random());
770                         }
771                 }
772         }
773         if (this.goalcurrent == this.goalentity && this.goalentity_lock_timeout > time)
774                 locked_goal = true;
775
776         if (navigation_shortenpath(this))
777         {
778                 if (vdist(this.origin - this.goalcurrent_prev.origin, <, 50)
779                         && navigation_goalrating_timeout_can_be_anticipated(this))
780                         navigation_goalrating_timeout_force(this);
781         }
782
783         bool goalcurrent_can_be_removed = false;
784         if (IS_PLAYER(this.goalcurrent) || IS_MONSTER(this.goalcurrent))
785         {
786                 bool freeze_state_changed = (boolean(STAT(FROZEN, this.goalentity)) != this.goalentity_shouldbefrozen);
787                 if (IS_DEAD(this.goalcurrent) || (this.goalentity == this.goalcurrent && freeze_state_changed))
788                 {
789                         goalcurrent_can_be_removed = true;
790                         // don't remove if not visible
791                         if (checkpvs(this.origin + this.view_ofs, this.goalcurrent))
792                         {
793                                 navigation_goalrating_timeout_force(this);
794                                 return;
795                         }
796                 }
797                 else if (!(STAT(FROZEN, this.goalentity)) && this.bot_tracewalk_time < time)
798                 {
799                         set_tracewalk_dest(this.goalcurrent, this.origin, true);
800                         if (!(trace_ent == this || tracewalk(this, this.origin, this.mins, this.maxs,
801                                 tracewalk_dest, tracewalk_dest_height, bot_navigation_movemode)))
802                         {
803                                 navigation_goalrating_timeout_force(this);
804                                 return;
805                         }
806                         this.bot_tracewalk_time = max(time, this.bot_tracewalk_time) + 0.25;
807                 }
808         }
809
810         if(!locked_goal)
811         {
812                 // optimize path finding by anticipating goalrating when bot is near a waypoint;
813                 // in this case path finding can start directly from a waypoint instead of
814                 // looking for all the reachable waypoints up to a certain distance
815                 if (navigation_poptouchedgoals(this))
816                 {
817                         if (this.goalcurrent)
818                         {
819                                 if (goalcurrent_can_be_removed)
820                                 {
821                                         // remove even if not visible
822                                         navigation_goalrating_timeout_force(this);
823                                         return;
824                                 }
825                                 else if (navigation_goalrating_timeout_can_be_anticipated(this))
826                                         navigation_goalrating_timeout_force(this);
827                         }
828                         else
829                         {
830                                 entity old_goal = this.goalcurrent_prev;
831                                 if (old_goal.item_group && this.item_group != old_goal.item_group)
832                                 {
833                                         // Avoid multiple costly calls of path finding code that selects one of the closest
834                                         // item of the group by telling the bot to head directly to the farthest item.
835                                         // Next time we let the bot select a goal as usual which can be another item
836                                         // of this group (the closest one) and so on
837                                         this.item_group = old_goal.item_group;
838                                         entity new_goal = havocbot_select_an_item_of_group(this, old_goal.item_group);
839                                         if (new_goal)
840                                                 navigation_pushroute(this, new_goal);
841                                 }
842                         }
843                 }
844         }
845
846         // if ran out of goals try to use an alternative goal or get a new strategy asap
847         if(this.goalcurrent == NULL)
848         {
849                 navigation_goalrating_timeout_force(this);
850                 return;
851         }
852
853
854         if(autocvar_bot_debug_goalstack)
855                 debuggoalstack(this);
856
857         bool bunnyhop_forbidden = false;
858         vector destorg = get_closer_dest(this.goalcurrent, this.origin);
859         if (this.jumppadcount && this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
860         {
861                 // if bot used the jumppad, push towards jumppad origin until jumppad waypoint gets removed
862                 destorg = this.goalcurrent.origin;
863         }
864         else if (this.goalcurrent.wpisbox && boxesoverlap(this.goalcurrent.absmin, this.goalcurrent.absmax, this.origin + eZ * this.mins.z, this.origin + eZ * this.maxs.z))
865         {
866                 // if bot is inside the teleport waypoint, head to teleport origin until teleport gets used
867                 bunnyhop_forbidden = true;
868                 destorg = this.goalcurrent.origin;
869                 if(destorg.z > this.origin.z)
870                         PHYS_INPUT_BUTTON_JUMP(this) = true;
871         }
872
873         diff = destorg - this.origin;
874
875         if (this.goalcurrent == this.goalentity && time < this.goalentity_lock_timeout && vdist(diff, <, 10))
876         {
877                 // stop if the locked goal has been reached
878                 destorg = this.origin;
879                 diff = dir = '0 0 0';
880         }
881         else if (IS_PLAYER(this.goalcurrent) || IS_MONSTER(this.goalcurrent))
882         {
883                 if (vdist(diff, <, 80))
884                 {
885                         // stop if too close to target player (even if frozen)
886                         destorg = this.origin;
887                         diff = dir = '0 0 0';
888                 }
889                 else
890                 {
891                         // move destorg out of target players, otherwise bot will consider them
892                         // an obstacle that needs to be jumped (especially if frozen)
893                         dir = normalize(diff);
894                         destorg -= dir * PL_MAX_CONST.x * M_SQRT2;
895                         diff = destorg - this.origin;
896                 }
897         }
898         else
899                 dir = normalize(diff);
900         flatdir = (diff.z == 0) ? dir : normalize(vec2(diff));
901
902         //if (this.bot_dodgevector_time < time)
903         {
904                 //this.bot_dodgevector_time = time + cvar("bot_ai_dodgeupdateinterval");
905                 //this.bot_dodgevector_jumpbutton = 1;
906                 evadeobstacle = '0 0 0';
907                 evadelava = '0 0 0';
908
909                 this.aistatus &= ~AI_STATUS_DANGER_AHEAD;
910                 makevectors(this.v_angle.y * '0 1 0');
911                 if (this.waterlevel > WATERLEVEL_WETFEET)
912                 {
913                         if (this.waterlevel > WATERLEVEL_SWIMMING)
914                         {
915                                 if(!this.goalcurrent)
916                                         this.aistatus |= AI_STATUS_OUT_WATER;
917                                 else if(destorg.z > this.origin.z)
918                                         PHYS_INPUT_BUTTON_JUMP(this) = true;
919                         }
920                         else
921                         {
922                                 dir = flatdir;
923                                 if(this.velocity.z >= 0 && !(this.watertype == CONTENT_WATER && destorg.z < this.origin.z) &&
924                                         (this.aistatus & AI_STATUS_OUT_WATER))
925                                         PHYS_INPUT_BUTTON_JUMP(this) = true;
926                                 else
927                                         PHYS_INPUT_BUTTON_JUMP(this) = false;
928                         }
929                 }
930                 else
931                 {
932                         float s;
933                         vector offset;
934                         if(this.aistatus & AI_STATUS_OUT_WATER)
935                                 this.aistatus &= ~AI_STATUS_OUT_WATER;
936
937                         // jump if going toward an obstacle that doesn't look like stairs we
938                         // can walk up directly
939                         vector deviation = '0 0 0';
940                         float current_speed = vlen(vec2(this.velocity));
941                         if (current_speed < maxspeed * 0.2)
942                                 current_speed = maxspeed * 0.2;
943                         else
944                         {
945                                 deviation = vectoangles(diff) - vectoangles(this.velocity);
946                                 while (deviation.y < -180) deviation.y += 360;
947                                 while (deviation.y > 180) deviation.y -= 360;
948                         }
949                         float turning = false;
950                         vector flat_diff = vec2(diff);
951                         offset = max(32, current_speed * cos(deviation.y * DEG2RAD) * 0.3) * flatdir;
952                         vector actual_destorg = this.origin + offset;
953                         if (!this.goalstack01 || this.goalcurrent.wpflags & (WAYPOINTFLAG_TELEPORT | WAYPOINTFLAG_LADDER))
954                         {
955                                 if (vlen2(flat_diff) < vlen2(offset))
956                                 {
957                                         actual_destorg.x = destorg.x;
958                                         actual_destorg.y = destorg.y;
959                                 }
960                         }
961                         else if (vdist(flat_diff, <, 32) && diff.z < -16) // destination is under the bot
962                         {
963                                 actual_destorg.x = destorg.x;
964                                 actual_destorg.y = destorg.y;
965                         }
966                         else if (vlen2(flat_diff) < vlen2(offset))
967                         {
968                                 vector next_goal_org = (this.goalstack01.absmin + this.goalstack01.absmax) * 0.5;
969                                 vector next_dir = normalize(vec2(next_goal_org - destorg));
970                                 float dist = vlen(vec2(this.origin + offset - destorg));
971                                 // if current and next goal are close to each other make sure
972                                 // actual_destorg isn't set beyond next_goal_org
973                                 if (dist ** 2 > vlen2(vec2(next_goal_org - destorg)))
974                                         actual_destorg = next_goal_org;
975                                 else
976                                         actual_destorg = vec2(destorg) + dist * next_dir;
977                                 actual_destorg.z = this.origin.z;
978                                 turning = true;
979                         }
980
981                         LABEL(jump_check);
982                         dir = flatdir = normalize(actual_destorg - this.origin);
983
984                         if (turning || fabs(deviation.y) < 50) // don't even try to jump if deviation is too high
985                         {
986                                 tracebox(this.origin, this.mins, this.maxs, actual_destorg, false, this);
987                                 if (trace_fraction < 1 && trace_plane_normal.z < 0.7)
988                                 {
989                                         s = trace_fraction;
990                                         tracebox(this.origin + stepheightvec, this.mins, this.maxs, actual_destorg + stepheightvec, false, this);
991                                         if (trace_fraction < s + 0.01 && trace_plane_normal.z < 0.7)
992                                         {
993                                                 // found an obstacle
994                                                 if (turning && fabs(deviation.y) > 5)
995                                                 {
996                                                         // check if the obstacle is still there without turning
997                                                         actual_destorg = destorg;
998                                                         turning = false;
999                                                         this.bot_tracewalk_time = time + 0.25;
1000                                                         goto jump_check;
1001                                                 }
1002                                                 s = trace_fraction;
1003                                                 // don't artificially reduce max jump height in real-time
1004                                                 // (jumpstepheightvec is reduced a bit to make the jumps easy in tracewalk)
1005                                                 vector jump_height = (IS_ONGROUND(this)) ? stepheightvec + jumpheight_vec : jumpstepheightvec;
1006                                                 tracebox(this.origin + jump_height, this.mins, this.maxs, actual_destorg + jump_height, false, this);
1007                                                 if (trace_fraction > s)
1008                                                         PHYS_INPUT_BUTTON_JUMP(this) = true;
1009                                                 else
1010                                                 {
1011                                                         jump_height = stepheightvec + jumpheight_vec / 2;
1012                                                         tracebox(this.origin + jump_height, this.mins, this.maxs, actual_destorg + jump_height, false, this);
1013                                                         if (trace_fraction > s)
1014                                                                 PHYS_INPUT_BUTTON_JUMP(this) = true;
1015                                                 }
1016                                         }
1017                                 }
1018                         }
1019
1020                         // if bot for some reason doesn't get close to the current goal find another one
1021                         if(!this.jumppadcount && !IS_PLAYER(this.goalcurrent))
1022                         if(!(locked_goal && this.goalcurrent_distance_z < 50 && this.goalcurrent_distance_2d < 50))
1023                         if(havocbot_checkgoaldistance(this, destorg))
1024                         {
1025                                 if(this.goalcurrent_distance_time < 0) // can't get close for the second time
1026                                 {
1027                                         navigation_clearroute(this);
1028                                         navigation_goalrating_timeout_force(this);
1029                                         return;
1030                                 }
1031
1032                                 set_tracewalk_dest(this.goalcurrent, this.origin, false);
1033                                 if (!tracewalk(this, this.origin, this.mins, this.maxs,
1034                                         tracewalk_dest, tracewalk_dest_height, bot_navigation_movemode))
1035                                 {
1036                                         navigation_clearroute(this);
1037                                         navigation_goalrating_timeout_force(this);
1038                                         return;
1039                                 }
1040
1041                                 // give bot only another chance to prevent bot getting stuck
1042                                 // in case it thinks it can walk but actually can't
1043                                 this.goalcurrent_distance_z = FLOAT_MAX;
1044                                 this.goalcurrent_distance_2d = FLOAT_MAX;
1045                                 this.goalcurrent_distance_time = -time; // mark second try
1046                         }
1047
1048                         // Check for water/slime/lava and dangerous edges
1049                         // (only when the bot is on the ground or jumping intentionally)
1050
1051                         offset = (vdist(this.velocity, >, 32) ? this.velocity * 0.2 : v_forward * 32);
1052                         vector dst_ahead = this.origin + this.view_ofs + offset;
1053                         vector dst_down = dst_ahead - '0 0 3000';
1054                         traceline(this.origin + this.view_ofs, dst_ahead, true, NULL);
1055
1056                         bool unreachable = false;
1057                         s = CONTENT_SOLID;
1058                         if(trace_fraction == 1 && this.jumppadcount == 0 && !this.goalcurrent.wphardwired )
1059                         if((IS_ONGROUND(this)) || (this.aistatus & AI_STATUS_RUNNING) || (this.aistatus & AI_STATUS_ROAMING) || PHYS_INPUT_BUTTON_JUMP(this))
1060                         {
1061                                 // Look downwards
1062                                 traceline(dst_ahead , dst_down, true, NULL);
1063                                 //te_lightning2(NULL, this.origin + this.view_ofs, dst_ahead); // Draw "ahead" look
1064                                 //te_lightning2(NULL, dst_ahead, dst_down); // Draw "downwards" look
1065                                 if(trace_endpos.z < this.origin.z + this.mins.z)
1066                                 {
1067                                         s = pointcontents(trace_endpos + '0 0 1');
1068                                         if (s != CONTENT_SOLID)
1069                                         if (s == CONTENT_LAVA || s == CONTENT_SLIME)
1070                                                 evadelava = normalize(this.velocity) * -1;
1071                                         else if (s == CONTENT_SKY)
1072                                                 evadeobstacle = normalize(this.velocity) * -1;
1073                                         else if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos))
1074                                         {
1075                                                 // the traceline check isn't enough but is good as optimization,
1076                                                 // when not true (most of the time) this tracebox call is avoided
1077                                                 tracebox(dst_ahead, this.mins, this.maxs, dst_down, true, this);
1078                                                 if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos))
1079                                                 {
1080                                                         if (destorg.z > this.origin.z + jumpstepheightvec.z)
1081                                                         {
1082                                                                 // the goal is probably on an upper platform, assume bot can't get there
1083                                                                 unreachable = true;
1084                                                         }
1085                                                         else
1086                                                                 evadelava = normalize(this.velocity) * -1;
1087                                                 }
1088                                         }
1089                                 }
1090                         }
1091
1092                         dir = flatdir;
1093                         evadeobstacle.z = 0;
1094                         evadelava.z = 0;
1095                         makevectors(this.v_angle.y * '0 1 0');
1096
1097                         if(evadeobstacle || evadelava || (s == CONTENT_WATER))
1098                         {
1099                                 this.aistatus |= AI_STATUS_DANGER_AHEAD;
1100                                 if(IS_PLAYER(this.goalcurrent))
1101                                         unreachable = true;
1102                         }
1103
1104                         // slow down if bot is in the air and goal is under it
1105                         if (!this.goalcurrent.wphardwired
1106                                 && vdist(flat_diff, <, 250) && this.origin.z - destorg.z > 120
1107                                 && (!IS_ONGROUND(this) || vdist(vec2(this.velocity), >, maxspeed * 0.3)))
1108                         {
1109                                 // tracebox wouldn't work when bot is still on the ledge
1110                                 traceline(this.origin, this.origin - '0 0 200', true, this);
1111                                 if (this.origin.z - trace_endpos.z > 120)
1112                                         evadeobstacle = normalize(this.velocity) * -1;
1113                         }
1114
1115                         if(unreachable)
1116                         {
1117                                 navigation_clearroute(this);
1118                                 navigation_goalrating_timeout_force(this);
1119                                 this.ignoregoal = this.goalcurrent;
1120                                 this.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
1121                         }
1122                 }
1123
1124                 dodge = havocbot_dodge(this);
1125                 if (dodge)
1126                         dodge *= bound(0, 0.5 + (skill + this.bot_dodgeskill) * 0.1, 1);
1127                 dodge += evadeobstacle + evadelava;
1128                 evadelava = evadelava * bound(1,3-(skill+this.bot_dodgeskill),3); //Noobs fear lava a lot and take more distance from it
1129                 if (this.enemy)
1130                 {
1131                         traceline(this.origin, (this.enemy.absmin + this.enemy.absmax) * 0.5, true, NULL);
1132                         if (IS_PLAYER(trace_ent))
1133                                 dodge_enemy_factor = bound(0, (skill + this.bot_dodgeskill) / 7, 1);
1134                 }
1135         //      this.bot_dodgevector = dir;
1136         //      this.bot_dodgevector_jumpbutton = PHYS_INPUT_BUTTON_JUMP(this);
1137         }
1138
1139         float ladder_zdir = 0;
1140         if(time < this.ladder_time)
1141         {
1142                 if(this.goalcurrent.origin.z + this.goalcurrent.mins.z > this.origin.z + this.mins.z)
1143                 {
1144                         if(this.origin.z + this.mins.z  < this.ladder_entity.origin.z + this.ladder_entity.maxs.z)
1145                                 ladder_zdir = 1;
1146                 }
1147                 else
1148                 {
1149                         if(this.origin.z + this.mins.z  > this.ladder_entity.origin.z + this.ladder_entity.mins.z)
1150                                 ladder_zdir = -1;
1151                 }
1152                 if (ladder_zdir)
1153                 {
1154                         if (vdist(flatdir, <, 15))
1155                                 dir = ladder_zdir * '0 0 1';
1156                         else
1157                         {
1158                                 dir.z = ladder_zdir * 1.3;
1159                                 dir = normalize(dir);
1160                         }
1161                 }
1162         }
1163
1164         if (this.goalcurrent.wpisbox
1165                 && boxesoverlap(this.goalcurrent.absmin, this.goalcurrent.absmax, this.origin, this.origin))
1166         {
1167                 // bot is inside teleport waypoint but hasn't touched the real teleport yet
1168                 // head to teleport origin
1169                 dir = (this.goalcurrent.origin - this.origin);
1170                 dir.z = 0;
1171                 dir = normalize(dir);
1172         }
1173
1174         if (!this.bot_aimdir_executed)
1175                 bot_aimdir(this, dir, -1);
1176
1177         if (!ladder_zdir)
1178         {
1179                 dir *= dodge_enemy_factor;
1180                 dir = normalize(dir + dodge);
1181         }
1182
1183         //dir = this.bot_dodgevector;
1184         //if (this.bot_dodgevector_jumpbutton)
1185         //      PHYS_INPUT_BUTTON_JUMP(this) = true;
1186         CS(this).movement_x = dir * v_forward * maxspeed;
1187         CS(this).movement_y = dir * v_right * maxspeed;
1188         CS(this).movement_z = dir * v_up * maxspeed;
1189
1190         // Emulate keyboard interface
1191         if (skill < 10)
1192                 havocbot_keyboard_movement(this, destorg);
1193
1194         // Bunnyhop!
1195         //if(this.aistatus & AI_STATUS_ROAMING)
1196         if(!bunnyhop_forbidden && this.goalcurrent)
1197         if(skill+this.bot_moveskill >= autocvar_bot_ai_bunnyhop_skilloffset)
1198                 havocbot_bunnyhop(this, dir);
1199
1200         if ((dir * v_up) >= autocvar_sv_jumpvelocity*0.5 && (IS_ONGROUND(this))) PHYS_INPUT_BUTTON_JUMP(this) = true;
1201         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;
1202         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);
1203 }
1204
1205 entity havocbot_gettarget(entity this, bool secondary)
1206 {
1207         entity best = NULL;
1208         vector eye = CENTER_OR_VIEWOFS(this);
1209         IL_EACH(g_bot_targets, boolean((secondary) ? it.classname == "misc_breakablemodel" : it.classname != "misc_breakablemodel"),
1210         {
1211                 vector v = CENTER_OR_VIEWOFS(it);
1212                 if(vdist(v - eye, <, autocvar_bot_ai_enemydetectionradius))
1213                 if(!best || vlen2(CENTER_OR_VIEWOFS(best) - eye) > vlen2(v - eye))
1214                 if(bot_shouldattack(this, it))
1215                 {
1216                         traceline(eye, v, true, this);
1217                         if (trace_ent == it || trace_fraction >= 1)
1218                                 best = it;
1219                 }
1220         });
1221
1222         return best;
1223 }
1224
1225 void havocbot_chooseenemy(entity this)
1226 {
1227         if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(this))
1228         {
1229                 this.enemy = NULL;
1230                 return;
1231         }
1232         if (this.enemy)
1233         {
1234                 if (!bot_shouldattack(this, this.enemy))
1235                 {
1236                         // enemy died or something, find a new target
1237                         this.enemy = NULL;
1238                         this.havocbot_chooseenemy_finished = time;
1239                 }
1240                 else if (this.havocbot_stickenemy)
1241                 {
1242                         // tracking last chosen enemy
1243                         // if enemy is visible
1244                         // and not really really far away
1245                         // and we're not severely injured
1246                         // then keep tracking for a half second into the future
1247                         traceline(this.origin+this.view_ofs, ( this.enemy.absmin + this.enemy.absmax ) * 0.5,false,NULL);
1248                         if (trace_ent == this.enemy || trace_fraction == 1)
1249                         if (vdist(((this.enemy.absmin + this.enemy.absmax) * 0.5) - this.origin, <, 1000))
1250                         if (GetResourceAmount(this, RESOURCE_HEALTH) > 30)
1251                         {
1252                                 // remain tracking him for a shot while (case he went after a small corner or pilar
1253                                 this.havocbot_chooseenemy_finished = time + 0.5;
1254                                 return;
1255                         }
1256                         // enemy isn't visible, or is far away, or we're injured severely
1257                         // so stop preferring this enemy
1258                         // (it will still take a half second until a new one is chosen)
1259                         this.havocbot_stickenemy = 0;
1260                 }
1261         }
1262         if (time < this.havocbot_chooseenemy_finished)
1263                 return;
1264         this.havocbot_chooseenemy_finished = time + autocvar_bot_ai_enemydetectioninterval;
1265         vector eye = this.origin + this.view_ofs;
1266         entity best = NULL;
1267         float bestrating = 100000000;
1268
1269         // Backup hit flags
1270         int hf = this.dphitcontentsmask;
1271
1272         // Search for enemies, if no enemy can be seen directly try to look through transparent objects
1273
1274         this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
1275
1276         bool scan_transparent = false;
1277         bool scan_secondary_targets = false;
1278         bool have_secondary_targets = false;
1279         while(true)
1280         {
1281                 scan_secondary_targets = false;
1282 LABEL(scan_targets)
1283                 IL_EACH(g_bot_targets, it.bot_attack,
1284                 {
1285                         if(!scan_secondary_targets)
1286                         {
1287                                 if(it.classname == "misc_breakablemodel")
1288                                 {
1289                                         have_secondary_targets = true;
1290                                         continue;
1291                                 }
1292                         }
1293                         else if(it.classname != "misc_breakablemodel")
1294                                 continue;
1295
1296                         vector v = (it.absmin + it.absmax) * 0.5;
1297                         float rating = vlen2(v - eye);
1298                         if (vdist(v - eye, <, autocvar_bot_ai_enemydetectionradius))
1299                         if (bestrating > rating)
1300                         if (bot_shouldattack(this, it))
1301                         {
1302                                 traceline(eye, v, true, this);
1303                                 if (trace_ent == it || trace_fraction >= 1)
1304                                 {
1305                                         best = it;
1306                                         bestrating = rating;
1307                                 }
1308                         }
1309                 });
1310
1311                 if(!best && have_secondary_targets && !scan_secondary_targets)
1312                 {
1313                         scan_secondary_targets = true;
1314                         // restart the loop
1315                         bestrating = 100000000;
1316                         goto scan_targets;
1317                 }
1318
1319                 // I want to do a second scan if no enemy was found or I don't have weapons
1320                 // TODO: Perform the scan when using the rifle (requires changes on the rifle code)
1321                 if(best || STAT(WEAPONS, this)) // || this.weapon == WEP_RIFLE.m_id
1322                         break;
1323                 if(scan_transparent)
1324                         break;
1325
1326                 // Set flags to see through transparent objects
1327                 this.dphitcontentsmask |= DPCONTENTS_OPAQUE;
1328
1329                 scan_transparent = true;
1330         }
1331
1332         // Restore hit flags
1333         this.dphitcontentsmask = hf;
1334
1335         this.enemy = best;
1336         this.havocbot_stickenemy = true;
1337         if(best && best.classname == "misc_breakablemodel")
1338                 this.havocbot_stickenemy = false;
1339 }
1340
1341 float havocbot_chooseweapon_checkreload(entity this, .entity weaponentity, int new_weapon)
1342 {
1343         // bots under this skill cannot find unloaded weapons to reload idly when not in combat,
1344         // so skip this for them, or they'll never get to reload their weapons at all.
1345         // this also allows bots under this skill to be more stupid, and reload more often during combat :)
1346         if(skill < 5)
1347                 return false;
1348
1349         // if this weapon is scheduled for reloading, don't switch to it during combat
1350         if (this.(weaponentity).weapon_load[new_weapon] < 0)
1351         {
1352                 FOREACH(Weapons, it != WEP_Null, {
1353                         if(it.wr_checkammo1(it, this, weaponentity) + it.wr_checkammo2(it, this, weaponentity))
1354                                 return true; // other weapon available
1355                 });
1356         }
1357
1358         return false;
1359 }
1360
1361 void havocbot_chooseweapon(entity this, .entity weaponentity)
1362 {
1363         int i;
1364
1365         // ;)
1366         if(g_weaponarena_weapons == WEPSET(TUBA))
1367         {
1368                 this.(weaponentity).m_switchweapon = WEP_TUBA;
1369                 return;
1370         }
1371
1372         // TODO: clean this up by moving it to weapon code
1373         if(this.enemy==NULL)
1374         {
1375                 // If no weapon was chosen get the first available weapon
1376                 if(this.(weaponentity).m_weapon==WEP_Null)
1377                 FOREACH(Weapons, it != WEP_Null, {
1378                         if(client_hasweapon(this, it, weaponentity, true, false))
1379                         {
1380                                 this.(weaponentity).m_switchweapon = it;
1381                                 return;
1382                         }
1383                 });
1384                 return;
1385         }
1386
1387         // Do not change weapon during the next second after a combo
1388         float f = time - this.lastcombotime;
1389         if(f < 1)
1390                 return;
1391
1392         float w;
1393         float distance; distance=bound(10,vlen(this.origin-this.enemy.origin)-200,10000);
1394
1395         // Should it do a weapon combo?
1396         float af, ct, combo_time, combo;
1397
1398         af = ATTACK_FINISHED(this, 0);
1399         ct = autocvar_bot_ai_weapon_combo_threshold;
1400
1401         // Bots with no skill will be 4 times more slower than "godlike" bots when doing weapon combos
1402         // Ideally this 4 should be calculated as longest_weapon_refire / bot_ai_weapon_combo_threshold
1403         combo_time = time + ct + (ct * ((-0.3*(skill+this.bot_weaponskill))+3));
1404
1405         combo = false;
1406
1407         if(autocvar_bot_ai_weapon_combo)
1408         if(this.(weaponentity).m_weapon.m_id == this.(weaponentity).lastfiredweapon)
1409         if(af > combo_time)
1410         {
1411                 combo = true;
1412                 this.lastcombotime = time;
1413         }
1414
1415         distance *= (2 ** this.bot_rangepreference);
1416
1417         // Custom weapon list based on distance to the enemy
1418         if(bot_custom_weapon){
1419
1420                 // Choose weapons for far distance
1421                 if ( distance > bot_distance_far ) {
1422                         for(i=0; i < Weapons_COUNT && bot_weapons_far[i] != -1 ; ++i){
1423                                 w = bot_weapons_far[i];
1424                                 if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
1425                                 {
1426                                         if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1427                                                 continue;
1428                                         this.(weaponentity).m_switchweapon = Weapons_from(w);
1429                                         return;
1430                                 }
1431                         }
1432                 }
1433
1434                 // Choose weapons for mid distance
1435                 if ( distance > bot_distance_close) {
1436                         for(i=0; i < Weapons_COUNT && bot_weapons_mid[i] != -1 ; ++i){
1437                                 w = bot_weapons_mid[i];
1438                                 if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
1439                                 {
1440                                         if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1441                                                 continue;
1442                                         this.(weaponentity).m_switchweapon = Weapons_from(w);
1443                                         return;
1444                                 }
1445                         }
1446                 }
1447
1448                 // Choose weapons for close distance
1449                 for(i=0; i < Weapons_COUNT && bot_weapons_close[i] != -1 ; ++i){
1450                         w = bot_weapons_close[i];
1451                         if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
1452                         {
1453                                 if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1454                                         continue;
1455                                 this.(weaponentity).m_switchweapon = Weapons_from(w);
1456                                 return;
1457                         }
1458                 }
1459         }
1460 }
1461
1462 void havocbot_aim(entity this)
1463 {
1464         if (time < this.nextaim)
1465                 return;
1466         this.nextaim = time + 0.1;
1467         vector myvel = this.velocity;
1468         if (!this.waterlevel)
1469                 myvel.z = 0;
1470         if(MUTATOR_CALLHOOK(HavocBot_Aim, this)) { /* do nothing */ }
1471         else if (this.enemy)
1472         {
1473                 vector enemyvel = this.enemy.velocity;
1474                 if (!this.enemy.waterlevel)
1475                         enemyvel.z = 0;
1476                 lag_additem(this, time + CS(this).ping, 0, 0, this.enemy, this.origin, myvel, (this.enemy.absmin + this.enemy.absmax) * 0.5, enemyvel);
1477         }
1478         else
1479                 lag_additem(this, time + CS(this).ping, 0, 0, NULL, this.origin, myvel, ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5, '0 0 0');
1480 }
1481
1482 bool havocbot_moveto_refresh_route(entity this)
1483 {
1484         // Refresh path to goal if necessary
1485         entity wp;
1486         wp = this.havocbot_personal_waypoint;
1487         navigation_goalrating_start(this);
1488         navigation_routerating(this, wp, 10000, 10000);
1489         navigation_goalrating_end(this);
1490         return (this.goalentity != NULL);
1491 }
1492
1493 float havocbot_moveto(entity this, vector pos)
1494 {
1495         entity wp;
1496
1497         if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_GOING)
1498         {
1499                 // Step 4: Move to waypoint
1500                 if(this.havocbot_personal_waypoint==NULL)
1501                 {
1502                         LOG_TRACE("Error: ", this.netname, " trying to walk to a non existent personal waypoint");
1503                         this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_GOING;
1504                         return CMD_STATUS_ERROR;
1505                 }
1506
1507                 if (!bot_strategytoken_taken)
1508                 if(this.havocbot_personal_waypoint_searchtime<time)
1509                 {
1510                         bot_strategytoken_taken = true;
1511                         if(havocbot_moveto_refresh_route(this))
1512                         {
1513                                 LOG_TRACE(this.netname, " walking to its personal waypoint (after ", ftos(this.havocbot_personal_waypoint_failcounter), " failed attempts)");
1514                                 this.havocbot_personal_waypoint_searchtime = time + 10;
1515                                 this.havocbot_personal_waypoint_failcounter = 0;
1516                         }
1517                         else
1518                         {
1519                                 this.havocbot_personal_waypoint_failcounter += 1;
1520                                 this.havocbot_personal_waypoint_searchtime = time + 2;
1521                                 if(this.havocbot_personal_waypoint_failcounter >= 30)
1522                                 {
1523                                         LOG_TRACE("Warning: can't walk to the personal waypoint located at ", vtos(this.havocbot_personal_waypoint.origin));
1524                                         this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1525                                         delete(this.havocbot_personal_waypoint);
1526                                         return CMD_STATUS_ERROR;
1527                                 }
1528                                 else
1529                                         LOG_TRACE(this.netname, " can't walk to its personal waypoint (after ", ftos(this.havocbot_personal_waypoint_failcounter), " failed attempts), trying later");
1530                         }
1531                 }
1532
1533                 if(autocvar_bot_debug_goalstack)
1534                         debuggoalstack(this);
1535
1536
1537                 // Go!
1538                 havocbot_movetogoal(this);
1539
1540                 if (!this.bot_aimdir_executed && this.goalcurrent)
1541                 {
1542                         // Heading
1543                         vector dir = get_closer_dest(this.goalcurrent, this.origin);
1544                         dir -= this.origin + this.view_ofs;
1545                         dir.z = 0;
1546                         bot_aimdir(this, dir, -1);
1547                 }
1548
1549                 if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_REACHED)
1550                 {
1551                         // Step 5: Waypoint reached
1552                         LOG_TRACE(this.netname, "'s personal waypoint reached");
1553                         delete(this.havocbot_personal_waypoint);
1554                         this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_REACHED;
1555                         return CMD_STATUS_FINISHED;
1556                 }
1557
1558                 return CMD_STATUS_EXECUTING;
1559         }
1560
1561         // Step 2: Linking waypoint
1562         if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_LINKING)
1563         {
1564                 // Wait until it is linked
1565                 if(!this.havocbot_personal_waypoint.wplinked)
1566                 {
1567                         LOG_TRACE(this.netname, " waiting for personal waypoint to be linked");
1568                         return CMD_STATUS_EXECUTING;
1569                 }
1570
1571                 this.havocbot_personal_waypoint_searchtime = time; // so we set the route next frame
1572                 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1573                 this.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_GOING;
1574
1575                 // Step 3: Route to waypoint
1576                 LOG_TRACE(this.netname, " walking to its personal waypoint");
1577
1578                 return CMD_STATUS_EXECUTING;
1579         }
1580
1581         // Step 1: Spawning waypoint
1582         wp = waypoint_spawnpersonal(this, pos);
1583         if(wp==NULL)
1584         {
1585                 LOG_TRACE("Error: Can't spawn personal waypoint at ",vtos(pos));
1586                 return CMD_STATUS_ERROR;
1587         }
1588
1589         this.havocbot_personal_waypoint = wp;
1590         this.havocbot_personal_waypoint_failcounter = 0;
1591         this.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1592
1593         // if pos is inside a teleport, then let's mark it as teleport waypoint
1594         IL_EACH(g_teleporters, WarpZoneLib_BoxTouchesBrush(pos, pos, it, NULL),
1595         {
1596                 wp.wpflags |= WAYPOINTFLAG_TELEPORT;
1597                 this.lastteleporttime = 0;
1598         });
1599
1600 /*
1601         if(wp.wpflags & WAYPOINTFLAG_TELEPORT)
1602                 print("routing to a teleporter\n");
1603         else
1604                 print("routing to a non-teleporter\n");
1605 */
1606
1607         return CMD_STATUS_EXECUTING;
1608 }
1609
1610 float havocbot_resetgoal(entity this)
1611 {
1612         navigation_clearroute(this);
1613         return CMD_STATUS_FINISHED;
1614 }
1615
1616 void havocbot_setupbot(entity this)
1617 {
1618         this.bot_ai = havocbot_ai;
1619         this.cmd_moveto = havocbot_moveto;
1620         this.cmd_resetgoal = havocbot_resetgoal;
1621
1622         // NOTE: bot is not player yet
1623         havocbot_chooserole(this);
1624 }
1625
1626 vector havocbot_dodge(entity this)
1627 {
1628         // LordHavoc: disabled because this is too expensive
1629         return '0 0 0';
1630 #if 0
1631         entity head;
1632         vector dodge, v, n;
1633         float danger, bestdanger, vl, d;
1634         dodge = '0 0 0';
1635         bestdanger = -20;
1636         // check for dangerous objects near bot or approaching bot
1637         head = findchainfloat(bot_dodge, true);
1638         while(head)
1639         {
1640                 if (head.owner != this)
1641                 {
1642                         vl = vlen(head.velocity);
1643                         if (vl > autocvar_sv_maxspeed * 0.3)
1644                         {
1645                                 n = normalize(head.velocity);
1646                                 v = this.origin - head.origin;
1647                                 d = v * n;
1648                                 if (d > (0 - head.bot_dodgerating))
1649                                 if (d < (vl * 0.2 + head.bot_dodgerating))
1650                                 {
1651                                         // calculate direction and distance from the flight path, by removing the forward axis
1652                                         v = v - (n * (v * n));
1653                                         danger = head.bot_dodgerating - vlen(v);
1654                                         if (bestdanger < danger)
1655                                         {
1656                                                 bestdanger = danger;
1657                                                 // dodge to the side of the object
1658                                                 dodge = normalize(v);
1659                                         }
1660                                 }
1661                         }
1662                         else
1663                         {
1664                                 danger = head.bot_dodgerating - vlen(head.origin - this.origin);
1665                                 if (bestdanger < danger)
1666                                 {
1667                                         bestdanger = danger;
1668                                         dodge = normalize(this.origin - head.origin);
1669                                 }
1670                         }
1671                 }
1672                 head = head.chain;
1673         }
1674         return dodge;
1675 #endif
1676 }