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[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / bot / default / havocbot / havocbot.qc
1 #include "havocbot.qh"
2
3 #include "../cvars.qh"
4
5 #include "../aim.qh"
6 #include "../bot.qh"
7 #include "../navigation.qh"
8 #include "../scripting.qh"
9 #include "../waypoints.qh"
10
11 #include <common/constants.qh>
12 #include <common/impulses/all.qh>
13 #include <common/net_linked.qh>
14 #include <common/physics/player.qh>
15 #include <common/state.qh>
16 #include <common/items/_mod.qh>
17 #include <common/wepent.qh>
18
19 #include <common/triggers/teleporters.qh>
20 #include <common/triggers/trigger/jumppads.qh>
21
22 #include <lib/warpzone/common.qh>
23
24 .float speed;
25
26 void havocbot_ai(entity this)
27 {
28         if(this.draggedby)
29                 return;
30
31         if(bot_execute_commands(this))
32                 return;
33
34         if (bot_strategytoken == this)
35         if (!bot_strategytoken_taken)
36         {
37                 if(this.havocbot_blockhead)
38                 {
39                         this.havocbot_blockhead = false;
40                 }
41                 else
42                 {
43                         if (!this.jumppadcount && !STAT(FROZEN, this))
44                                 this.havocbot_role(this); // little too far down the rabbit hole
45                 }
46
47                 // TODO: tracewalk() should take care of this job (better path finding under water)
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                 return;
88
89         havocbot_chooseenemy(this);
90
91         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
92         {
93                 .entity weaponentity = weaponentities[slot];
94                 if(this.(weaponentity).m_weapon != WEP_Null || slot == 0)
95                 if(this.(weaponentity).bot_chooseweapontime < time)
96                 {
97                         this.(weaponentity).bot_chooseweapontime = time + autocvar_bot_ai_chooseweaponinterval;
98                         havocbot_chooseweapon(this, weaponentity);
99                 }
100         }
101         havocbot_aim(this);
102         lag_update(this);
103         if (this.bot_aimtarg)
104         {
105                 this.aistatus |= AI_STATUS_ATTACKING;
106                 this.aistatus &= ~AI_STATUS_ROAMING;
107
108                 if(this.weapons)
109                 {
110                         if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(this))
111                         {
112                                 PHYS_INPUT_BUTTON_ATCK(this) = false;
113                                 PHYS_INPUT_BUTTON_ATCK2(this) = false;
114                         }
115                         else
116                         {
117                                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
118                                 {
119                                         .entity weaponentity = weaponentities[slot];
120                                         Weapon w = this.(weaponentity).m_weapon;
121                                         if(w == WEP_Null && slot != 0)
122                                                 continue;
123                                         w.wr_aim(w, this, weaponentity);
124                                         if(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this)) // TODO: what if we didn't fire this weapon, but the previous?
125                                                 this.(weaponentity).lastfiredweapon = this.(weaponentity).m_weapon.m_id;
126                                 }
127                         }
128                 }
129                 else
130                 {
131                         if(IS_PLAYER(this.bot_aimtarg))
132                                 bot_aimdir(this, this.bot_aimtarg.origin + this.bot_aimtarg.view_ofs - this.origin - this.view_ofs , -1);
133                 }
134         }
135         else if (this.goalcurrent)
136         {
137                 this.aistatus |= AI_STATUS_ROAMING;
138                 this.aistatus &= ~AI_STATUS_ATTACKING;
139
140                 vector now,v,next;//,heading;
141                 float aimdistance,skillblend,distanceblend,blend;
142                 next = now = ( (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5) - (this.origin + this.view_ofs);
143                 aimdistance = vlen(now);
144                 //heading = this.velocity;
145                 //dprint(this.goalstack01.classname,etos(this.goalstack01),"\n");
146                 if(
147                         this.goalstack01 != this && this.goalstack01 && !wasfreed(this.goalstack01) && ((this.aistatus & AI_STATUS_RUNNING) == 0) &&
148                         !(this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
149                 )
150                         next = ((this.goalstack01.absmin + this.goalstack01.absmax) * 0.5) - (this.origin + this.view_ofs);
151
152                 skillblend=bound(0,(skill+this.bot_moveskill-2.5)*0.5,1); //lower skill player can't preturn
153                 distanceblend=bound(0,aimdistance/autocvar_bot_ai_keyboard_distance,1);
154                 blend = skillblend * (1-distanceblend);
155                 //v = (now * (distanceblend) + next * (1-distanceblend)) * (skillblend) + now * (1-skillblend);
156                 //v = now * (distanceblend) * (skillblend) + next * (1-distanceblend) * (skillblend) + now * (1-skillblend);
157                 //v = now * ((1-skillblend) + (distanceblend) * (skillblend)) + next * (1-distanceblend) * (skillblend);
158                 v = now + blend * (next - now);
159                 //dprint(etos(this), " ");
160                 //dprint(vtos(now), ":", vtos(next), "=", vtos(v), " (blend ", ftos(blend), ")\n");
161                 //v = now * (distanceblend) + next * (1-distanceblend);
162                 if (this.waterlevel < WATERLEVEL_SWIMMING)
163                         v.z = 0;
164                 //dprint("walk at:", vtos(v), "\n");
165                 //te_lightning2(NULL, this.origin, this.goalcurrent.origin);
166                 bot_aimdir(this, v, -1);
167         }
168         havocbot_movetogoal(this);
169
170         // if the bot is not attacking, consider reloading weapons
171         if (!(this.aistatus & AI_STATUS_ATTACKING))
172         {
173                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
174                 {
175                         .entity weaponentity = weaponentities[slot];
176
177                         if(this.(weaponentity).m_weapon == WEP_Null && slot != 0)
178                                 continue;
179
180                         // we are currently holding a weapon that's not fully loaded, reload it
181                         if(skill >= 2) // bots can only reload the held weapon on purpose past this skill
182                         if(this.(weaponentity).clip_load < this.(weaponentity).clip_size)
183                                 CS(this).impulse = IMP_weapon_reload.impulse; // not sure if this is done right
184
185                         // if we're not reloading a weapon, switch to any weapon in our invnetory that's not fully loaded to reload it next
186                         // the code above executes next frame, starting the reloading then
187                         if(skill >= 5) // bots can only look for unloaded weapons past this skill
188                         if(this.(weaponentity).clip_load >= 0) // only if we're not reloading a weapon already
189                         {
190                                 FOREACH(Weapons, it != WEP_Null, LAMBDA(
191                                         if((this.weapons & (it.m_wepset)) && (it.spawnflags & WEP_FLAG_RELOADABLE) && (this.(weaponentity).weapon_load[it.m_id] < it.reloading_ammo))
192                                         {
193                                                 this.(weaponentity).m_switchweapon = it;
194                                                 break;
195                                         }
196                                 ));
197                         }
198                 }
199         }
200 }
201
202 void havocbot_keyboard_movement(entity this, vector destorg)
203 {
204         vector keyboard;
205
206         if (time > this.havocbot_keyboardtime)
207         {
208                 float sk = skill + this.bot_moveskill;
209                 this.havocbot_keyboardtime =
210                         max(
211                                 this.havocbot_keyboardtime
212                                         + 0.05 / max(1, sk + this.havocbot_keyboardskill)
213                                         + random() * 0.025 / max(0.00025, skill + this.havocbot_keyboardskill)
214                         , time);
215                 keyboard = CS(this).movement / autocvar_sv_maxspeed;
216
217                 float trigger = autocvar_bot_ai_keyboard_threshold;
218                 float trigger1 = -trigger;
219
220                 // categorize forward movement
221                 // at skill < 1.5 only forward
222                 // at skill < 2.5 only individual directions
223                 // at skill < 4.5 only individual directions, and forward diagonals
224                 // at skill >= 4.5, all cases allowed
225                 if (keyboard.x > trigger)
226                 {
227                         keyboard.x = 1;
228                         if (sk < 2.5)
229                                 keyboard.y = 0;
230                 }
231                 else if (keyboard.x < trigger1 && sk > 1.5)
232                 {
233                         keyboard.x = -1;
234                         if (sk < 4.5)
235                                 keyboard.y = 0;
236                 }
237                 else
238                 {
239                         keyboard.x = 0;
240                         if (sk < 1.5)
241                                 keyboard.y = 0;
242                 }
243                 if (sk < 4.5)
244                         keyboard.z = 0;
245
246                 if (keyboard.y > trigger)
247                         keyboard.y = 1;
248                 else if (keyboard.y < trigger1)
249                         keyboard.y = -1;
250                 else
251                         keyboard.y = 0;
252
253                 if (keyboard.z > trigger)
254                         keyboard.z = 1;
255                 else if (keyboard.z < trigger1)
256                         keyboard.z = -1;
257                 else
258                         keyboard.z = 0;
259
260                 this.havocbot_keyboard = keyboard * autocvar_sv_maxspeed;
261                 if (this.havocbot_ducktime > time)
262                         PHYS_INPUT_BUTTON_CROUCH(this) = true;
263         }
264
265         keyboard = this.havocbot_keyboard;
266         float blend = bound(0, vlen(destorg - this.origin) / autocvar_bot_ai_keyboard_distance, 1); // When getting close move with 360 degree
267         //dprint("movement ", vtos(CS(this).movement), " keyboard ", vtos(keyboard), " blend ", ftos(blend), "\n");
268         CS(this).movement = CS(this).movement + (keyboard - CS(this).movement) * blend;
269 }
270
271 void havocbot_bunnyhop(entity this, vector dir)
272 {
273         float bunnyhopdistance;
274         vector deviation;
275         float maxspeed;
276         vector gco, gno;
277
278         // Don't jump when attacking
279         if(this.aistatus & AI_STATUS_ATTACKING)
280                 return;
281
282         if(IS_PLAYER(this.goalcurrent))
283                 return;
284
285         maxspeed = autocvar_sv_maxspeed;
286
287         if(this.aistatus & AI_STATUS_RUNNING && vdist(this.velocity, <, autocvar_sv_maxspeed * 0.75)
288                 || this.aistatus & AI_STATUS_DANGER_AHEAD)
289         {
290                 this.aistatus &= ~AI_STATUS_RUNNING;
291                 PHYS_INPUT_BUTTON_JUMP(this) = false;
292                 this.bot_canruntogoal = 0;
293                 this.bot_timelastseengoal = 0;
294                 return;
295         }
296
297         if(this.waterlevel > WATERLEVEL_WETFEET)
298         {
299                 this.aistatus &= ~AI_STATUS_RUNNING;
300                 return;
301         }
302
303         if(this.bot_lastseengoal != this.goalcurrent && !(this.aistatus & AI_STATUS_RUNNING))
304         {
305                 this.bot_canruntogoal = 0;
306                 this.bot_timelastseengoal = 0;
307         }
308
309         gco = (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5;
310         bunnyhopdistance = vlen(this.origin - gco);
311
312         // Run only to visible goals
313         if(IS_ONGROUND(this))
314         if(vlen(this.velocity - eZ * this.velocity.z) >= autocvar_sv_maxspeed) // if -really- running
315         if(checkpvs(this.origin + this.view_ofs, this.goalcurrent))
316         {
317                         this.bot_lastseengoal = this.goalcurrent;
318
319                         // seen it before
320                         if(this.bot_timelastseengoal)
321                         {
322                                 // for a period of time
323                                 if(time - this.bot_timelastseengoal > autocvar_bot_ai_bunnyhop_firstjumpdelay)
324                                 {
325                                         float checkdistance;
326                                         checkdistance = true;
327
328                                         // don't run if it is too close
329                                         if(this.bot_canruntogoal==0)
330                                         {
331                                                 if(bunnyhopdistance > autocvar_bot_ai_bunnyhop_startdistance)
332                                                         this.bot_canruntogoal = 1;
333                                                 else
334                                                         this.bot_canruntogoal = -1;
335                                         }
336
337                                         if(this.bot_canruntogoal != 1)
338                                                 return;
339
340                                         if(this.aistatus & AI_STATUS_ROAMING)
341                                         if(this.goalcurrent.classname=="waypoint")
342                                         if (!(this.goalcurrent.wpflags & WAYPOINTFLAG_PERSONAL))
343                                         if(fabs(gco.z - this.origin.z) < this.maxs.z - this.mins.z)
344                                         if(this.goalstack01 && !wasfreed(this.goalstack01))
345                                         {
346                                                 gno = (this.goalstack01.absmin + this.goalstack01.absmax) * 0.5;
347                                                 deviation = vectoangles(gno - this.origin) - vectoangles(gco - this.origin);
348                                                 while (deviation.y < -180) deviation.y = deviation.y + 360;
349                                                 while (deviation.y > 180) deviation.y = deviation.y - 360;
350
351                                                 if(fabs(deviation.y) < 20)
352                                                 if(bunnyhopdistance < vlen(this.origin - gno))
353                                                 if(fabs(gno.z - gco.z) < this.maxs.z - this.mins.z)
354                                                 {
355                                                         if(vdist(gco - gno, >, autocvar_bot_ai_bunnyhop_startdistance))
356                                                         if(checkpvs(this.origin + this.view_ofs, this.goalstack01))
357                                                         {
358                                                                 checkdistance = false;
359                                                         }
360                                                 }
361                                         }
362
363                                         if(checkdistance)
364                                         {
365                                                 this.aistatus &= ~AI_STATUS_RUNNING;
366                                                 // increase stop distance in case the goal is on a slope or a lower platform
367                                                 if(bunnyhopdistance > autocvar_bot_ai_bunnyhop_stopdistance + (this.origin.z - gco.z))
368                                                         PHYS_INPUT_BUTTON_JUMP(this) = true;
369                                         }
370                                         else
371                                         {
372                                                 this.aistatus |= AI_STATUS_RUNNING;
373                                                 PHYS_INPUT_BUTTON_JUMP(this) = true;
374                                         }
375                                 }
376                         }
377                         else
378                         {
379                                 this.bot_timelastseengoal = time;
380                         }
381         }
382         else
383         {
384                 this.bot_timelastseengoal = 0;
385         }
386
387 #if 0
388         // Release jump button
389         if(!cvar("sv_pogostick"))
390         if((IS_ONGROUND(this)) == 0)
391         {
392                 if(this.velocity.z < 0 || vlen(this.velocity)<maxspeed)
393                         PHYS_INPUT_BUTTON_JUMP(this) = false;
394
395                 // Strafe
396                 if(this.aistatus & AI_STATUS_RUNNING)
397                 if(vlen(this.velocity)>maxspeed)
398                 {
399                         deviation = vectoangles(dir) - vectoangles(this.velocity);
400                         while (deviation.y < -180) deviation.y = deviation.y + 360;
401                         while (deviation.y > 180) deviation.y = deviation.y - 360;
402
403                         if(fabs(deviation.y)>10)
404                                 CS(this).movement_x = 0;
405
406                         if(deviation.y>10)
407                                 CS(this).movement_y = maxspeed * -1;
408                         else if(deviation.y<10)
409                                 CS(this).movement_y = maxspeed;
410
411                 }
412         }
413 #endif
414 }
415
416 .entity goalcurrent_prev;
417 .float goalcurrent_distance;
418 .float goalcurrent_distance_time;
419 void havocbot_movetogoal(entity this)
420 {
421         vector destorg;
422         vector diff;
423         vector dir;
424         vector flatdir;
425         vector m1;
426         vector m2;
427         vector evadeobstacle;
428         vector evadelava;
429         float maxspeed;
430         vector gco;
431         //float dist;
432         vector dodge;
433         //if (this.goalentity)
434         //      te_lightning2(this, this.origin, (this.goalentity.absmin + this.goalentity.absmax) * 0.5);
435         CS(this).movement = '0 0 0';
436         maxspeed = autocvar_sv_maxspeed;
437
438         // Jetpack navigation
439         if(this.goalcurrent)
440         if(this.navigation_jetpack_goal)
441         if(this.goalcurrent==this.navigation_jetpack_goal)
442         if(this.ammo_fuel)
443         {
444                 if(autocvar_bot_debug_goalstack)
445                 {
446                         debuggoalstack(this);
447                         te_wizspike(this.navigation_jetpack_point);
448                 }
449
450                 // Take off
451                 if (!(this.aistatus & AI_STATUS_JETPACK_FLYING))
452                 {
453                         // Brake almost completely so it can get a good direction
454                         if(vdist(this.velocity, >, 10))
455                                 return;
456                         this.aistatus |= AI_STATUS_JETPACK_FLYING;
457                 }
458
459                 makevectors(this.v_angle.y * '0 1 0');
460                 dir = normalize(this.navigation_jetpack_point - this.origin);
461
462                 // Landing
463                 if(this.aistatus & AI_STATUS_JETPACK_LANDING)
464                 {
465                         // Calculate brake distance in xy
466                         float db, v, d;
467                         vector dxy;
468
469                         dxy = this.origin - ( ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5 ); dxy.z = 0;
470                         d = vlen(dxy);
471                         v = vlen(this.velocity -  this.velocity.z * '0 0 1');
472                         db = ((v ** 2) / (autocvar_g_jetpack_acceleration_side * 2)) + 100;
473                 //      dprint("distance ", ftos(ceil(d)), " velocity ", ftos(ceil(v)), " brake at ", ftos(ceil(db)), "\n");
474                         if(d < db || d < 500)
475                         {
476                                 // Brake
477                                 if(fabs(this.velocity.x)>maxspeed*0.3)
478                                 {
479                                         CS(this).movement_x = dir * v_forward * -maxspeed;
480                                         return;
481                                 }
482                                 // Switch to normal mode
483                                 this.navigation_jetpack_goal = NULL;
484                                 this.aistatus &= ~AI_STATUS_JETPACK_LANDING;
485                                 this.aistatus &= ~AI_STATUS_JETPACK_FLYING;
486                                 return;
487                         }
488                 }
489                 else if(checkpvs(this.origin,this.goalcurrent))
490                 {
491                         // If I can see the goal switch to landing code
492                         this.aistatus &= ~AI_STATUS_JETPACK_FLYING;
493                         this.aistatus |= AI_STATUS_JETPACK_LANDING;
494                         return;
495                 }
496
497                 // Flying
498                 PHYS_INPUT_BUTTON_HOOK(this) = true;
499                 if(this.navigation_jetpack_point.z - STAT(PL_MAX, this).z + STAT(PL_MIN, this).z < this.origin.z)
500                 {
501                         CS(this).movement_x = dir * v_forward * maxspeed;
502                         CS(this).movement_y = dir * v_right * maxspeed;
503                 }
504                 return;
505         }
506
507         // Handling of jump pads
508         if(this.jumppadcount)
509         {
510                 // If got stuck on the jump pad try to reach the farthest visible waypoint
511                 // but with some randomness so it can try out different paths
512                 if(this.aistatus & AI_STATUS_OUT_JUMPPAD)
513                 {
514                         if(fabs(this.velocity.z)<50)
515                         {
516                                 entity newgoal = NULL;
517                                 if (vdist(this.origin - this.goalcurrent.origin, <, 150))
518                                         this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
519                                 else IL_EACH(g_waypoints, vdist(it.origin - this.origin, <=, 1000),
520                                 {
521                                         traceline(this.origin + this.view_ofs, ((it.absmin + it.absmax) * 0.5), true, this);
522
523                                         if(trace_fraction < 1)
524                                                 continue;
525
526                                         if(!newgoal || ((random() < 0.8) && vlen2(it.origin - this.origin) > vlen2(newgoal.origin - this.origin)))
527                                                 newgoal = it;
528                                 });
529
530                                 if(newgoal)
531                                 {
532                                         this.ignoregoal = this.goalcurrent;
533                                         this.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
534                                         navigation_clearroute(this);
535                                         navigation_routetogoal(this, newgoal, this.origin);
536                                         if(autocvar_bot_debug_goalstack)
537                                                 debuggoalstack(this);
538                                         this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
539                                 }
540                         }
541                         else
542                                 return;
543                 }
544                 else
545                 {
546                         if(time - this.lastteleporttime > 0.3 && this.velocity.z > 0)
547                         {
548                                 vector velxy = this.velocity; velxy_z = 0;
549                                 if(vdist(velxy, <, autocvar_sv_maxspeed * 0.2))
550                                 {
551                                         LOG_TRACE("Warning: ", this.netname, " got stuck on a jumppad (velocity in xy is ", vtos(velxy), "), trying to get out of it now");
552                                         this.aistatus |= AI_STATUS_OUT_JUMPPAD;
553                                 }
554                                 return;
555                         }
556
557                         // Don't chase players while using a jump pad
558                         if(IS_PLAYER(this.goalcurrent) || IS_PLAYER(this.goalstack01))
559                                 return;
560                 }
561         }
562         else if(this.aistatus & AI_STATUS_OUT_JUMPPAD)
563                 this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
564
565         // If there is a trigger_hurt right below try to use the jetpack or make a rocketjump
566         if(skill>6)
567         if (!(IS_ONGROUND(this)))
568         {
569                 tracebox(this.origin, this.mins, this.maxs, this.origin + '0 0 -65536', MOVE_NOMONSTERS, this);
570                 if(tracebox_hits_trigger_hurt(this.origin, this.mins, this.maxs, trace_endpos ))
571                 if(this.items & IT_JETPACK)
572                 {
573                         tracebox(this.origin, this.mins, this.maxs, this.origin + '0 0 65536', MOVE_NOMONSTERS, this);
574                         if(tracebox_hits_trigger_hurt(this.origin, this.mins, this.maxs, trace_endpos + '0 0 1' ))
575                         {
576                                 if(this.velocity.z<0)
577                                 {
578                                         PHYS_INPUT_BUTTON_HOOK(this) = true;
579                                 }
580                         }
581                         else
582                                 PHYS_INPUT_BUTTON_HOOK(this) = true;
583
584                         // If there is no goal try to move forward
585
586                         if(this.goalcurrent==NULL)
587                                 dir = v_forward;
588                         else
589                                 dir = normalize(( ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5 ) - this.origin);
590
591                         vector xyvelocity = this.velocity; xyvelocity_z = 0;
592                         float xyspeed = xyvelocity * dir;
593
594                         if(xyspeed < (maxspeed / 2))
595                         {
596                                 makevectors(this.v_angle.y * '0 1 0');
597                                 tracebox(this.origin, this.mins, this.maxs, this.origin + (dir * maxspeed * 3), MOVE_NOMONSTERS, this);
598                                 if(trace_fraction==1)
599                                 {
600                                         CS(this).movement_x = dir * v_forward * maxspeed;
601                                         CS(this).movement_y = dir * v_right * maxspeed;
602                                         if (skill < 10)
603                                                 havocbot_keyboard_movement(this, this.origin + dir * 100);
604                                 }
605                         }
606
607                         this.havocbot_blockhead = true;
608
609                         return;
610                 }
611                 else if(this.health > WEP_CVAR(devastator, damage) * 0.5 * ((this.strength_finished < time) ? autocvar_g_balance_powerup_strength_selfdamage : 1))
612                 {
613                         if(this.velocity.z < 0)
614                         {
615                                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
616                                 {
617                                         .entity weaponentity = weaponentities[slot];
618
619                                         if(this.(weaponentity).m_weapon == WEP_Null && slot != 0)
620                                                 continue;
621
622                                         if(client_hasweapon(this, WEP_DEVASTATOR, weaponentity, true, false))
623                                         {
624                                                 CS(this).movement_x = maxspeed;
625
626                                                 if(this.rocketjumptime)
627                                                 {
628                                                         if(time > this.rocketjumptime)
629                                                         {
630                                                                 PHYS_INPUT_BUTTON_ATCK2(this) = true;
631                                                                 this.rocketjumptime = 0;
632                                                         }
633                                                         return;
634                                                 }
635
636                                                 this.(weaponentity).m_switchweapon = WEP_DEVASTATOR;
637                                                 this.v_angle_x = 90;
638                                                 PHYS_INPUT_BUTTON_ATCK(this) = true;
639                                                 this.rocketjumptime = time + WEP_CVAR(devastator, detonatedelay);
640                                                 return;
641                                         }
642                                 }
643                         }
644                 }
645                 else
646                 {
647                         // If there is no goal try to move forward
648                         if(this.goalcurrent==NULL)
649                                 CS(this).movement_x = maxspeed;
650                 }
651         }
652
653         // If we are under water with no goals, swim up
654         if(this.waterlevel)
655         if(this.goalcurrent==NULL)
656         {
657                 dir = '0 0 0';
658                 if(this.waterlevel>WATERLEVEL_SWIMMING)
659                         dir.z = 1;
660                 else if(this.velocity.z >= 0 && !(this.waterlevel == WATERLEVEL_WETFEET && this.watertype == CONTENT_WATER))
661                         PHYS_INPUT_BUTTON_JUMP(this) = true;
662                 else
663                         PHYS_INPUT_BUTTON_JUMP(this) = false;
664                 makevectors(this.v_angle.y * '0 1 0');
665                 CS(this).movement_x = dir * v_forward * maxspeed;
666                 CS(this).movement_y = dir * v_right * maxspeed;
667                 CS(this).movement_z = dir * v_up * maxspeed;
668         }
669
670         // if there is nowhere to go, exit
671         if (this.goalcurrent == NULL)
672                 return;
673
674
675         bool locked_goal = false;
676         if(this.goalentity && wasfreed(this.goalentity))
677         {
678                 navigation_clearroute(this);
679                 this.bot_strategytime = 0;
680                 return;
681         }
682         else if(this.goalentity.bot_pickup)
683         {
684                 if(this.goalentity.bot_pickup_respawning)
685                 {
686                         if(this.goalentity.solid) // item respawned
687                                 this.goalentity.bot_pickup_respawning = false;
688                         else if(time < this.goalentity.scheduledrespawntime - 10) // item already taken (by someone else)
689                         {
690                                 this.goalentity.bot_pickup_respawning = false;
691                                 navigation_clearroute(this);
692                                 this.bot_strategytime = 0;
693                                 return;
694                         }
695                         else if(this.goalentity == this.goalcurrent)
696                                 locked_goal = true; // wait for item to respawn
697                 }
698                 else if(!this.goalentity.solid)
699                 {
700                         navigation_clearroute(this);
701                         this.bot_strategytime = 0;
702                         return;
703                 }
704         }
705         if(!locked_goal)
706                 navigation_poptouchedgoals(this);
707
708         // if ran out of goals try to use an alternative goal or get a new strategy asap
709         if(this.goalcurrent == NULL)
710         {
711                 this.bot_strategytime = 0;
712                 return;
713         }
714
715
716         if(autocvar_bot_debug_goalstack)
717                 debuggoalstack(this);
718
719         m1 = this.goalcurrent.origin + this.goalcurrent.mins;
720         m2 = this.goalcurrent.origin + this.goalcurrent.maxs;
721         destorg = this.origin;
722         destorg.x = bound(m1_x, destorg.x, m2_x);
723         destorg.y = bound(m1_y, destorg.y, m2_y);
724         destorg.z = bound(m1_z, destorg.z, m2_z);
725         diff = destorg - this.origin;
726         //dist = vlen(diff);
727         dir = normalize(diff);
728         flatdir = diff;flatdir.z = 0;
729         flatdir = normalize(flatdir);
730         gco = (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5;
731
732         //if (this.bot_dodgevector_time < time)
733         {
734         //      this.bot_dodgevector_time = time + cvar("bot_ai_dodgeupdateinterval");
735         //      this.bot_dodgevector_jumpbutton = 1;
736                 evadeobstacle = '0 0 0';
737                 evadelava = '0 0 0';
738
739                 this.aistatus &= ~AI_STATUS_DANGER_AHEAD;
740                 makevectors(this.v_angle.y * '0 1 0');
741                 if (this.waterlevel)
742                 {
743                         if(this.waterlevel>WATERLEVEL_SWIMMING)
744                         {
745                         //      flatdir_z = 1;
746                                 this.aistatus |= AI_STATUS_OUT_WATER;
747                         }
748                         else
749                         {
750                                 if(this.velocity.z >= 0 && !(this.watertype == CONTENT_WATER && gco.z < this.origin.z) &&
751                                         ( !(this.waterlevel == WATERLEVEL_WETFEET && this.watertype == CONTENT_WATER) || this.aistatus & AI_STATUS_OUT_WATER))
752                                         PHYS_INPUT_BUTTON_JUMP(this) = true;
753                                 else
754                                         PHYS_INPUT_BUTTON_JUMP(this) = false;
755                         }
756                         dir = normalize(flatdir);
757                 }
758                 else
759                 {
760                         float s;
761                         vector offset;
762                         if(this.aistatus & AI_STATUS_OUT_WATER)
763                                 this.aistatus &= ~AI_STATUS_OUT_WATER;
764
765                         // jump if going toward an obstacle that doesn't look like stairs we
766                         // can walk up directly
767                         offset = (vdist(this.velocity, >, 32) ? this.velocity * 0.2 : v_forward * 32);
768                         tracebox(this.origin, this.mins, this.maxs, this.origin + offset, false, this);
769                         if (trace_fraction < 1)
770                         if (trace_plane_normal.z < 0.7)
771                         {
772                                 s = trace_fraction;
773                                 tracebox(this.origin + stepheightvec, this.mins, this.maxs, this.origin + offset + stepheightvec, false, this);
774                                 if (trace_fraction < s + 0.01)
775                                 if (trace_plane_normal.z < 0.7)
776                                 {
777                                         s = trace_fraction;
778                                         tracebox(this.origin + jumpstepheightvec, this.mins, this.maxs, this.origin + offset + jumpstepheightvec, false, this);
779                                         if (trace_fraction > s)
780                                                 PHYS_INPUT_BUTTON_JUMP(this) = true;
781                                 }
782                         }
783
784                         // if bot for some reason doesn't get close to the current goal find another one
785                         if(!IS_PLAYER(this.goalcurrent) && !(this.goalcurrent.bot_pickup_respawning && this.goalcurrent_distance < 50))
786                         {
787                                 float curr_dist = vlen(this.origin - this.goalcurrent.origin);
788                                 if(this.goalcurrent != this.goalcurrent_prev)
789                                 {
790                                         this.goalcurrent_prev = this.goalcurrent;
791                                         this.goalcurrent_distance = curr_dist;
792                                         this.goalcurrent_distance_time = 0;
793                                 }
794                                 else if(curr_dist > this.goalcurrent_distance)
795                                 {
796                                         if(!this.goalcurrent_distance_time)
797                                                 this.goalcurrent_distance_time = time;
798                                         else if (time - this.goalcurrent_distance_time > 0.5)
799                                         {
800                                                 this.goalcurrent_prev = NULL;
801                                                 navigation_clearroute(this);
802                                                 this.bot_strategytime = 0;
803                                                 return;
804                                         }
805                                 }
806                                 else
807                                 {
808                                         // reduce it a little bit so it works even with very small approaches to the goal
809                                         this.goalcurrent_distance = max(20, curr_dist - 15);
810                                         this.goalcurrent_distance_time = 0;
811                                 }
812                         }
813
814                         // Check for water/slime/lava and dangerous edges
815                         // (only when the bot is on the ground or jumping intentionally)
816
817                         vector dst_ahead = this.origin + this.view_ofs + offset;
818                         vector dst_down = dst_ahead - '0 0 3000';
819                         traceline(this.origin + this.view_ofs, dst_ahead, true, NULL);
820
821                         bool unreachable = false;
822                         bool ignorehazards = false;
823                         s = CONTENT_SOLID;
824                         if(trace_fraction == 1 && this.jumppadcount == 0 && !this.goalcurrent.wphardwired )
825                         if((IS_ONGROUND(this)) || (this.aistatus & AI_STATUS_RUNNING) || (this.aistatus & AI_STATUS_ROAMING) || PHYS_INPUT_BUTTON_JUMP(this))
826                         {
827                                 // Look downwards
828                                 traceline(dst_ahead , dst_down, true, NULL);
829                                 //te_lightning2(NULL, this.origin + this.view_ofs, dst_ahead); // Draw "ahead" look
830                                 //te_lightning2(NULL, dst_ahead, dst_down); // Draw "downwards" look
831                                 if(trace_endpos.z < this.origin.z + this.mins.z)
832                                 {
833                                         s = pointcontents(trace_endpos + '0 0 1');
834                                         if (s != CONTENT_SOLID)
835                                         if (s == CONTENT_LAVA || s == CONTENT_SLIME)
836                                         {
837                                                 evadelava = normalize(this.velocity) * -1;
838                                                 if(this.waterlevel >= WATERLEVEL_WETFEET && (this.watertype == CONTENT_LAVA || this.watertype == CONTENT_SLIME))
839                                                         ignorehazards = true;
840                                         }
841                                         else if (s == CONTENT_WATER)
842                                         {
843                                                 if(this.waterlevel >= WATERLEVEL_WETFEET && this.watertype == CONTENT_WATER)
844                                                         ignorehazards = true;
845                                         }
846                                         else if (s == CONTENT_SKY)
847                                                 evadeobstacle = normalize(this.velocity) * -1;
848                                         else if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos))
849                                         {
850                                                 // the traceline check isn't enough but is good as optimization,
851                                                 // when not true (most of the time) this tracebox call is avoided
852                                                 tracebox(dst_ahead, this.mins, this.maxs, dst_down, true, this);
853                                                 if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos))
854                                                 {
855                                                         if (gco.z > this.origin.z + jumpstepheightvec.z)
856                                                         {
857                                                                 // the goal is probably on an upper platform, assume bot can't get there
858                                                                 unreachable = true;
859                                                         }
860                                                         else
861                                                                 evadelava = normalize(this.velocity) * -1;
862                                                 }
863                                         }
864                                 }
865                         }
866
867                         dir = flatdir;
868                         evadeobstacle.z = 0;
869                         evadelava.z = 0;
870                         makevectors(this.v_angle.y * '0 1 0');
871
872                         if(evadeobstacle || evadelava || (s == CONTENT_WATER))
873                         {
874                                 if(!ignorehazards)
875                                         this.aistatus |= AI_STATUS_DANGER_AHEAD;
876                                 if(IS_PLAYER(this.goalcurrent))
877                                         unreachable = true;
878                         }
879                         if(unreachable)
880                         {
881                                 navigation_clearroute(this);
882                                 this.bot_strategytime = 0;
883                         }
884                 }
885
886                 dodge = havocbot_dodge(this);
887                 dodge = dodge * bound(0,0.5+(skill+this.bot_dodgeskill)*0.1,1);
888                 evadelava = evadelava * bound(1,3-(skill+this.bot_dodgeskill),3); //Noobs fear lava a lot and take more distance from it
889                 traceline(this.origin, ( ( this.enemy.absmin + this.enemy.absmax ) * 0.5 ), true, NULL);
890                 if(IS_PLAYER(trace_ent))
891                         dir = dir * bound(0,(skill+this.bot_dodgeskill)/7,1);
892
893                 dir = normalize(dir + dodge + evadeobstacle + evadelava);
894         //      this.bot_dodgevector = dir;
895         //      this.bot_dodgevector_jumpbutton = PHYS_INPUT_BUTTON_JUMP(this);
896         }
897
898         if(time < this.ladder_time)
899         {
900                 if(this.goalcurrent.origin.z + this.goalcurrent.mins.z > this.origin.z + this.mins.z)
901                 {
902                         if(this.origin.z + this.mins.z  < this.ladder_entity.origin.z + this.ladder_entity.maxs.z)
903                                 dir.z = 1;
904                 }
905                 else
906                 {
907                         if(this.origin.z + this.mins.z  > this.ladder_entity.origin.z + this.ladder_entity.mins.z)
908                                 dir.z = -1;
909                 }
910         }
911
912         //dir = this.bot_dodgevector;
913         //if (this.bot_dodgevector_jumpbutton)
914         //      PHYS_INPUT_BUTTON_JUMP(this) = true;
915         CS(this).movement_x = dir * v_forward * maxspeed;
916         CS(this).movement_y = dir * v_right * maxspeed;
917         CS(this).movement_z = dir * v_up * maxspeed;
918
919         // Emulate keyboard interface
920         if (skill < 10)
921                 havocbot_keyboard_movement(this, destorg);
922
923         // Bunnyhop!
924 //      if(this.aistatus & AI_STATUS_ROAMING)
925         if(this.goalcurrent)
926         if(skill+this.bot_moveskill >= autocvar_bot_ai_bunnyhop_skilloffset)
927                 havocbot_bunnyhop(this, dir);
928
929         if ((dir * v_up) >= autocvar_sv_jumpvelocity*0.5 && (IS_ONGROUND(this))) PHYS_INPUT_BUTTON_JUMP(this) = true;
930         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;
931         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);
932 }
933
934 entity havocbot_gettarget(entity this, bool secondary)
935 {
936         entity best = NULL;
937         vector eye = CENTER_OR_VIEWOFS(this);
938         IL_EACH(g_bot_targets, boolean((secondary) ? it.classname == "misc_breakablemodel" : it.classname != "misc_breakablemodel"),
939         {
940                 vector v = CENTER_OR_VIEWOFS(it);
941                 if(vdist(v - eye, <, autocvar_bot_ai_enemydetectionradius))
942                 if(!best || vlen2(CENTER_OR_VIEWOFS(best) - eye) > vlen2(v - eye))
943                 if(bot_shouldattack(this, it))
944                 {
945                         traceline(eye, v, true, this);
946                         if (trace_ent == it || trace_fraction >= 1)
947                                 best = it;
948                 }
949         });
950
951         return best;
952 }
953
954 void havocbot_chooseenemy(entity this)
955 {
956         if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(this))
957         {
958                 this.enemy = NULL;
959                 return;
960         }
961         if (this.enemy)
962         {
963                 if (!bot_shouldattack(this, this.enemy))
964                 {
965                         // enemy died or something, find a new target
966                         this.enemy = NULL;
967                         this.havocbot_chooseenemy_finished = time;
968                 }
969                 else if (this.havocbot_stickenemy)
970                 {
971                         // tracking last chosen enemy
972                         // if enemy is visible
973                         // and not really really far away
974                         // and we're not severely injured
975                         // then keep tracking for a half second into the future
976                         traceline(this.origin+this.view_ofs, ( this.enemy.absmin + this.enemy.absmax ) * 0.5,false,NULL);
977                         if (trace_ent == this.enemy || trace_fraction == 1)
978                         if (vdist(((this.enemy.absmin + this.enemy.absmax) * 0.5) - this.origin, <, 1000))
979                         if (this.health > 30)
980                         {
981                                 // remain tracking him for a shot while (case he went after a small corner or pilar
982                                 this.havocbot_chooseenemy_finished = time + 0.5;
983                                 return;
984                         }
985                         // enemy isn't visible, or is far away, or we're injured severely
986                         // so stop preferring this enemy
987                         // (it will still take a half second until a new one is chosen)
988                         this.havocbot_stickenemy = 0;
989                 }
990         }
991         if (time < this.havocbot_chooseenemy_finished)
992                 return;
993         this.havocbot_chooseenemy_finished = time + autocvar_bot_ai_enemydetectioninterval;
994         vector eye = this.origin + this.view_ofs;
995         entity best = NULL;
996         float bestrating = 100000000;
997
998         // Backup hit flags
999         int hf = this.dphitcontentsmask;
1000
1001         // Search for enemies, if no enemy can be seen directly try to look through transparent objects
1002
1003         this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
1004
1005         bool scan_transparent = false;
1006         bool scan_secondary_targets = false;
1007         bool have_secondary_targets = false;
1008         while(true)
1009         {
1010                 scan_secondary_targets = false;
1011 LABEL(scan_targets)
1012                 IL_EACH(g_bot_targets, it.bot_attack,
1013                 {
1014                         if(!scan_secondary_targets)
1015                         {
1016                                 if(it.classname == "misc_breakablemodel")
1017                                 {
1018                                         have_secondary_targets = true;
1019                                         continue;
1020                                 }
1021                         }
1022                         else if(it.classname != "misc_breakablemodel")
1023                                 continue;
1024
1025                         vector v = (it.absmin + it.absmax) * 0.5;
1026                         float rating = vlen2(v - eye);
1027                         if (vdist(v - eye, <, autocvar_bot_ai_enemydetectionradius))
1028                         if (bestrating > rating)
1029                         if (bot_shouldattack(this, it))
1030                         {
1031                                 traceline(eye, v, true, this);
1032                                 if (trace_ent == it || trace_fraction >= 1)
1033                                 {
1034                                         best = it;
1035                                         bestrating = rating;
1036                                 }
1037                         }
1038                 });
1039
1040                 if(!best && have_secondary_targets && !scan_secondary_targets)
1041                 {
1042                         scan_secondary_targets = true;
1043                         // restart the loop
1044                         bestrating = 100000000;
1045                         goto scan_targets;
1046                 }
1047
1048                 // I want to do a second scan if no enemy was found or I don't have weapons
1049                 // TODO: Perform the scan when using the rifle (requires changes on the rifle code)
1050                 if(best || this.weapons) // || this.weapon == WEP_RIFLE.m_id
1051                         break;
1052                 if(scan_transparent)
1053                         break;
1054
1055                 // Set flags to see through transparent objects
1056                 this.dphitcontentsmask |= DPCONTENTS_OPAQUE;
1057
1058                 scan_transparent = true;
1059         }
1060
1061         // Restore hit flags
1062         this.dphitcontentsmask = hf;
1063
1064         this.enemy = best;
1065         this.havocbot_stickenemy = true;
1066         if(best && best.classname == "misc_breakablemodel")
1067                 this.havocbot_stickenemy = false;
1068 }
1069
1070 float havocbot_chooseweapon_checkreload(entity this, .entity weaponentity, int new_weapon)
1071 {
1072         // bots under this skill cannot find unloaded weapons to reload idly when not in combat,
1073         // so skip this for them, or they'll never get to reload their weapons at all.
1074         // this also allows bots under this skill to be more stupid, and reload more often during combat :)
1075         if(skill < 5)
1076                 return false;
1077
1078         // if this weapon is scheduled for reloading, don't switch to it during combat
1079         if (this.(weaponentity).weapon_load[new_weapon] < 0)
1080         {
1081                 FOREACH(Weapons, it != WEP_Null, LAMBDA(
1082                         if(it.wr_checkammo1(it, this, weaponentity) + it.wr_checkammo2(it, this, weaponentity))
1083                                 return true; // other weapon available
1084                 ));
1085         }
1086
1087         return false;
1088 }
1089
1090 void havocbot_chooseweapon(entity this, .entity weaponentity)
1091 {
1092         int i;
1093
1094         // ;)
1095         if(g_weaponarena_weapons == WEPSET(TUBA))
1096         {
1097                 this.(weaponentity).m_switchweapon = WEP_TUBA;
1098                 return;
1099         }
1100
1101         // TODO: clean this up by moving it to weapon code
1102         if(this.enemy==NULL)
1103         {
1104                 // If no weapon was chosen get the first available weapon
1105                 if(this.(weaponentity).m_weapon==WEP_Null)
1106                 FOREACH(Weapons, it != WEP_Null, LAMBDA(
1107                         if(client_hasweapon(this, it, weaponentity, true, false))
1108                         {
1109                                 this.(weaponentity).m_switchweapon = it;
1110                                 return;
1111                         }
1112                 ));
1113                 return;
1114         }
1115
1116         // Do not change weapon during the next second after a combo
1117         float f = time - this.lastcombotime;
1118         if(f < 1)
1119                 return;
1120
1121         float w;
1122         float distance; distance=bound(10,vlen(this.origin-this.enemy.origin)-200,10000);
1123
1124         // Should it do a weapon combo?
1125         float af, ct, combo_time, combo;
1126
1127         af = ATTACK_FINISHED(this, 0);
1128         ct = autocvar_bot_ai_weapon_combo_threshold;
1129
1130         // Bots with no skill will be 4 times more slower than "godlike" bots when doing weapon combos
1131         // Ideally this 4 should be calculated as longest_weapon_refire / bot_ai_weapon_combo_threshold
1132         combo_time = time + ct + (ct * ((-0.3*(skill+this.bot_weaponskill))+3));
1133
1134         combo = false;
1135
1136         if(autocvar_bot_ai_weapon_combo)
1137         if(this.(weaponentity).m_weapon.m_id == this.(weaponentity).lastfiredweapon)
1138         if(af > combo_time)
1139         {
1140                 combo = true;
1141                 this.lastcombotime = time;
1142         }
1143
1144         distance *= (2 ** this.bot_rangepreference);
1145
1146         // Custom weapon list based on distance to the enemy
1147         if(bot_custom_weapon){
1148
1149                 // Choose weapons for far distance
1150                 if ( distance > bot_distance_far ) {
1151                         for(i=0; i < Weapons_COUNT && bot_weapons_far[i] != -1 ; ++i){
1152                                 w = bot_weapons_far[i];
1153                                 if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
1154                                 {
1155                                         if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1156                                                 continue;
1157                                         this.(weaponentity).m_switchweapon = Weapons_from(w);
1158                                         return;
1159                                 }
1160                         }
1161                 }
1162
1163                 // Choose weapons for mid distance
1164                 if ( distance > bot_distance_close) {
1165                         for(i=0; i < Weapons_COUNT && bot_weapons_mid[i] != -1 ; ++i){
1166                                 w = bot_weapons_mid[i];
1167                                 if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
1168                                 {
1169                                         if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1170                                                 continue;
1171                                         this.(weaponentity).m_switchweapon = Weapons_from(w);
1172                                         return;
1173                                 }
1174                         }
1175                 }
1176
1177                 // Choose weapons for close distance
1178                 for(i=0; i < Weapons_COUNT && bot_weapons_close[i] != -1 ; ++i){
1179                         w = bot_weapons_close[i];
1180                         if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
1181                         {
1182                                 if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1183                                         continue;
1184                                 this.(weaponentity).m_switchweapon = Weapons_from(w);
1185                                 return;
1186                         }
1187                 }
1188         }
1189 }
1190
1191 void havocbot_aim(entity this)
1192 {
1193         if (time < this.nextaim)
1194                 return;
1195         this.nextaim = time + 0.1;
1196         vector myvel = this.velocity;
1197         if (!this.waterlevel)
1198                 myvel.z = 0;
1199         if(MUTATOR_CALLHOOK(HavocBot_Aim, this)) { /* do nothing */ }
1200         else if (this.enemy)
1201         {
1202                 vector enemyvel = this.enemy.velocity;
1203                 if (!this.enemy.waterlevel)
1204                         enemyvel.z = 0;
1205                 lag_additem(this, time + CS(this).ping, 0, 0, this.enemy, this.origin, myvel, (this.enemy.absmin + this.enemy.absmax) * 0.5, enemyvel);
1206         }
1207         else
1208                 lag_additem(this, time + CS(this).ping, 0, 0, NULL, this.origin, myvel, ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5, '0 0 0');
1209 }
1210
1211 bool havocbot_moveto_refresh_route(entity this)
1212 {
1213         // Refresh path to goal if necessary
1214         entity wp;
1215         wp = this.havocbot_personal_waypoint;
1216         navigation_goalrating_start(this);
1217         navigation_routerating(this, wp, 10000, 10000);
1218         navigation_goalrating_end(this);
1219         return (this.goalentity != NULL);
1220 }
1221
1222 float havocbot_moveto(entity this, vector pos)
1223 {
1224         entity wp;
1225
1226         if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_GOING)
1227         {
1228                 // Step 4: Move to waypoint
1229                 if(this.havocbot_personal_waypoint==NULL)
1230                 {
1231                         LOG_TRACE("Error: ", this.netname, " trying to walk to a non existent personal waypoint");
1232                         this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_GOING;
1233                         return CMD_STATUS_ERROR;
1234                 }
1235
1236                 if (!bot_strategytoken_taken)
1237                 if(this.havocbot_personal_waypoint_searchtime<time)
1238                 {
1239                         bot_strategytoken_taken = true;
1240                         if(havocbot_moveto_refresh_route(this))
1241                         {
1242                                 LOG_TRACE(this.netname, " walking to its personal waypoint (after ", ftos(this.havocbot_personal_waypoint_failcounter), " failed attempts)");
1243                                 this.havocbot_personal_waypoint_searchtime = time + 10;
1244                                 this.havocbot_personal_waypoint_failcounter = 0;
1245                         }
1246                         else
1247                         {
1248                                 this.havocbot_personal_waypoint_failcounter += 1;
1249                                 this.havocbot_personal_waypoint_searchtime = time + 2;
1250                                 if(this.havocbot_personal_waypoint_failcounter >= 30)
1251                                 {
1252                                         LOG_TRACE("Warning: can't walk to the personal waypoint located at ", vtos(this.havocbot_personal_waypoint.origin));
1253                                         this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1254                                         delete(this.havocbot_personal_waypoint);
1255                                         return CMD_STATUS_ERROR;
1256                                 }
1257                                 else
1258                                         LOG_TRACE(this.netname, " can't walk to its personal waypoint (after ", ftos(this.havocbot_personal_waypoint_failcounter), " failed attempts), trying later");
1259                         }
1260                 }
1261
1262                 if(autocvar_bot_debug_goalstack)
1263                         debuggoalstack(this);
1264
1265                 // Heading
1266                 vector dir = ( ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5 ) - (this.origin + this.view_ofs);
1267                 dir.z = 0;
1268                 bot_aimdir(this, dir, -1);
1269
1270                 // Go!
1271                 havocbot_movetogoal(this);
1272
1273                 if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_REACHED)
1274                 {
1275                         // Step 5: Waypoint reached
1276                         LOG_TRACE(this.netname, "'s personal waypoint reached");
1277                         delete(this.havocbot_personal_waypoint);
1278                         this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_REACHED;
1279                         return CMD_STATUS_FINISHED;
1280                 }
1281
1282                 return CMD_STATUS_EXECUTING;
1283         }
1284
1285         // Step 2: Linking waypoint
1286         if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_LINKING)
1287         {
1288                 // Wait until it is linked
1289                 if(!this.havocbot_personal_waypoint.wplinked)
1290                 {
1291                         LOG_TRACE(this.netname, " waiting for personal waypoint to be linked");
1292                         return CMD_STATUS_EXECUTING;
1293                 }
1294
1295                 this.havocbot_personal_waypoint_searchtime = time; // so we set the route next frame
1296                 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1297                 this.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_GOING;
1298
1299                 // Step 3: Route to waypoint
1300                 LOG_TRACE(this.netname, " walking to its personal waypoint");
1301
1302                 return CMD_STATUS_EXECUTING;
1303         }
1304
1305         // Step 1: Spawning waypoint
1306         wp = waypoint_spawnpersonal(this, pos);
1307         if(wp==NULL)
1308         {
1309                 LOG_TRACE("Error: Can't spawn personal waypoint at ",vtos(pos));
1310                 return CMD_STATUS_ERROR;
1311         }
1312
1313         this.havocbot_personal_waypoint = wp;
1314         this.havocbot_personal_waypoint_failcounter = 0;
1315         this.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1316
1317         // if pos is inside a teleport, then let's mark it as teleport waypoint
1318         IL_EACH(g_teleporters, WarpZoneLib_BoxTouchesBrush(pos, pos, it, NULL),
1319         {
1320                 wp.wpflags |= WAYPOINTFLAG_TELEPORT;
1321                 this.lastteleporttime = 0;
1322         });
1323
1324 /*
1325         if(wp.wpflags & WAYPOINTFLAG_TELEPORT)
1326                 print("routing to a teleporter\n");
1327         else
1328                 print("routing to a non-teleporter\n");
1329 */
1330
1331         return CMD_STATUS_EXECUTING;
1332 }
1333
1334 float havocbot_resetgoal(entity this)
1335 {
1336         navigation_clearroute(this);
1337         return CMD_STATUS_FINISHED;
1338 }
1339
1340 void havocbot_setupbot(entity this)
1341 {
1342         this.bot_ai = havocbot_ai;
1343         this.cmd_moveto = havocbot_moveto;
1344         this.cmd_resetgoal = havocbot_resetgoal;
1345
1346         havocbot_chooserole(this);
1347 }
1348
1349 vector havocbot_dodge(entity this)
1350 {
1351         // LordHavoc: disabled because this is too expensive
1352         return '0 0 0';
1353 #if 0
1354         entity head;
1355         vector dodge, v, n;
1356         float danger, bestdanger, vl, d;
1357         dodge = '0 0 0';
1358         bestdanger = -20;
1359         // check for dangerous objects near bot or approaching bot
1360         head = findchainfloat(bot_dodge, true);
1361         while(head)
1362         {
1363                 if (head.owner != this)
1364                 {
1365                         vl = vlen(head.velocity);
1366                         if (vl > autocvar_sv_maxspeed * 0.3)
1367                         {
1368                                 n = normalize(head.velocity);
1369                                 v = this.origin - head.origin;
1370                                 d = v * n;
1371                                 if (d > (0 - head.bot_dodgerating))
1372                                 if (d < (vl * 0.2 + head.bot_dodgerating))
1373                                 {
1374                                         // calculate direction and distance from the flight path, by removing the forward axis
1375                                         v = v - (n * (v * n));
1376                                         danger = head.bot_dodgerating - vlen(v);
1377                                         if (bestdanger < danger)
1378                                         {
1379                                                 bestdanger = danger;
1380                                                 // dodge to the side of the object
1381                                                 dodge = normalize(v);
1382                                         }
1383                                 }
1384                         }
1385                         else
1386                         {
1387                                 danger = head.bot_dodgerating - vlen(head.origin - this.origin);
1388                                 if (bestdanger < danger)
1389                                 {
1390                                         bestdanger = danger;
1391                                         dodge = normalize(this.origin - head.origin);
1392                                 }
1393                         }
1394                 }
1395                 head = head.chain;
1396         }
1397         return dodge;
1398 #endif
1399 }