]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/bot/default/havocbot/havocbot.qc
Merge branch 'master' into martin-t/globals
[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/func/ladder.qh>
22 #include <common/mapobjects/teleporters.qh>
23 #include <common/mapobjects/trigger/jumppads.qh>
24
25 #include <lib/warpzone/common.qh>
26
27 .float speed;
28
29 void havocbot_ai(entity this)
30 {
31         if(this.draggedby)
32                 return;
33
34         this.bot_aimdir_executed = false;
35         // lock aim if teleported or passing through a warpzone
36         if (this.lastteleporttime && !this.jumppadcount)
37                 this.bot_aimdir_executed = true;
38
39         if(bot_execute_commands(this))
40                 return;
41
42         if (bot_strategytoken == this && !bot_strategytoken_taken)
43         {
44                 if(this.havocbot_blockhead)
45                 {
46                         this.havocbot_blockhead = false;
47                 }
48                 else
49                 {
50                         if (!this.jumppadcount && !STAT(FROZEN, this))
51                                 this.havocbot_role(this); // little too far down the rabbit hole
52                 }
53
54                 // if we don't have a goal and we're under water look for a waypoint near the "shore" and push it
55                 if(!(IS_DEAD(this) || STAT(FROZEN, this)))
56                 if(!this.goalcurrent)
57                 if(this.waterlevel == WATERLEVEL_SWIMMING || (this.aistatus & AI_STATUS_OUT_WATER))
58                 {
59                         // Look for the closest waypoint out of water
60                         entity newgoal = NULL;
61                         IL_EACH(g_waypoints, vdist(it.origin - this.origin, <=, 10000),
62                         {
63                                 if(it.origin.z < this.origin.z)
64                                         continue;
65
66                                 if(it.origin.z - this.origin.z - this.view_ofs.z > 100)
67                                         continue;
68
69                                 if (pointcontents(it.origin + it.maxs + '0 0 1') != CONTENT_EMPTY)
70                                         continue;
71
72                                 traceline(this.origin + this.view_ofs, ((it.absmin + it.absmax) * 0.5), true, this);
73
74                                 if(trace_fraction < 1)
75                                         continue;
76
77                                 if(!newgoal || vlen2(it.origin - this.origin) < vlen2(newgoal.origin - this.origin))
78                                         newgoal = it;
79                         });
80
81                         if(newgoal)
82                         {
83                         //      te_wizspike(newgoal.origin);
84                                 navigation_pushroute(this, newgoal);
85                         }
86                 }
87
88                 // token has been used this frame
89                 bot_strategytoken_taken = true;
90         }
91
92         if(IS_DEAD(this) || STAT(FROZEN, this))
93         {
94                 if (this.goalcurrent)
95                         navigation_clearroute(this);
96                 return;
97         }
98
99         havocbot_chooseenemy(this);
100
101         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
102         {
103                 .entity weaponentity = weaponentities[slot];
104                 if(this.(weaponentity).m_weapon != WEP_Null || slot == 0)
105                 if(this.(weaponentity).bot_chooseweapontime < time)
106                 {
107                         this.(weaponentity).bot_chooseweapontime = time + autocvar_bot_ai_chooseweaponinterval;
108                         havocbot_chooseweapon(this, weaponentity);
109                 }
110         }
111         havocbot_aim(this);
112         lag_update(this);
113
114         if (this.bot_aimtarg)
115         {
116                 this.aistatus |= AI_STATUS_ATTACKING;
117                 this.aistatus &= ~AI_STATUS_ROAMING;
118
119                 if(STAT(WEAPONS, this))
120                 {
121                         if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(this))
122                         {
123                                 PHYS_INPUT_BUTTON_ATCK(this) = false;
124                                 PHYS_INPUT_BUTTON_ATCK2(this) = false;
125                         }
126                         else
127                         {
128                                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
129                                 {
130                                         .entity weaponentity = weaponentities[slot];
131                                         Weapon w = this.(weaponentity).m_weapon;
132                                         if(w == WEP_Null && slot != 0)
133                                                 continue;
134                                         w.wr_aim(w, this, weaponentity);
135                                         if(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this)) // TODO: what if we didn't fire this weapon, but the previous?
136                                                 this.(weaponentity).lastfiredweapon = this.(weaponentity).m_weapon.m_id;
137                                 }
138                         }
139                 }
140                 else
141                 {
142                         if(IS_PLAYER(this.bot_aimtarg))
143                                 bot_aimdir(this, this.bot_aimtarg.origin + this.bot_aimtarg.view_ofs - this.origin - this.view_ofs, 0);
144                 }
145         }
146         else if (this.goalcurrent)
147         {
148                 this.aistatus |= AI_STATUS_ROAMING;
149                 this.aistatus &= ~AI_STATUS_ATTACKING;
150         }
151
152         havocbot_movetogoal(this);
153         if (!this.bot_aimdir_executed && this.goalcurrent)
154         {
155                 // Heading
156                 vector dir = get_closer_dest(this.goalcurrent, this.origin);
157                 dir -= this.origin + this.view_ofs;
158                 dir.z = 0;
159                 bot_aimdir(this, dir, 0);
160         }
161
162         // if the bot is not attacking, consider reloading weapons
163         if (!(this.aistatus & AI_STATUS_ATTACKING))
164         {
165                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
166                 {
167                         .entity weaponentity = weaponentities[slot];
168
169                         if(this.(weaponentity).m_weapon == WEP_Null && slot != 0)
170                                 continue;
171
172                         // we are currently holding a weapon that's not fully loaded, reload it
173                         if(skill >= 2) // bots can only reload the held weapon on purpose past this skill
174                         if(this.(weaponentity).clip_load < this.(weaponentity).clip_size)
175                                 CS(this).impulse = IMP_weapon_reload.impulse; // not sure if this is done right
176
177                         // if we're not reloading a weapon, switch to any weapon in our invnetory that's not fully loaded to reload it next
178                         // the code above executes next frame, starting the reloading then
179                         if(skill >= 5) // bots can only look for unloaded weapons past this skill
180                         if(this.(weaponentity).clip_load >= 0) // only if we're not reloading a weapon already
181                         {
182                                 FOREACH(Weapons, it != WEP_Null, {
183                                         if((STAT(WEAPONS, this) & (it.m_wepset)) && (it.spawnflags & WEP_FLAG_RELOADABLE) && (this.(weaponentity).weapon_load[it.m_id] < it.reloading_ammo))
184                                         {
185                                                 this.(weaponentity).m_switchweapon = it;
186                                                 break;
187                                         }
188                                 });
189                         }
190                 }
191         }
192 }
193
194 void havocbot_keyboard_movement(entity this, vector destorg)
195 {
196         vector keyboard;
197
198         if (time > this.havocbot_keyboardtime)
199         {
200                 float sk = skill + this.bot_moveskill;
201                 this.havocbot_keyboardtime =
202                         max(
203                                 this.havocbot_keyboardtime
204                                         + 0.05 / max(1, sk + this.havocbot_keyboardskill)
205                                         + random() * 0.025 / max(0.00025, skill + this.havocbot_keyboardskill)
206                         , time);
207                 keyboard = CS(this).movement / autocvar_sv_maxspeed;
208
209                 float trigger = autocvar_bot_ai_keyboard_threshold;
210
211                 // categorize forward movement
212                 // at skill < 1.5 only forward
213                 // at skill < 2.5 only individual directions
214                 // at skill < 4.5 only individual directions, and forward diagonals
215                 // at skill >= 4.5, all cases allowed
216                 if (keyboard.x > trigger)
217                 {
218                         keyboard.x = 1;
219                         if (sk < 2.5)
220                                 keyboard.y = 0;
221                 }
222                 else if (keyboard.x < -trigger && sk > 1.5)
223                 {
224                         keyboard.x = -1;
225                         if (sk < 4.5)
226                                 keyboard.y = 0;
227                 }
228                 else
229                 {
230                         keyboard.x = 0;
231                         if (sk < 1.5)
232                                 keyboard.y = 0;
233                 }
234                 if (sk < 4.5)
235                         keyboard.z = 0;
236
237                 if (keyboard.y > trigger)
238                         keyboard.y = 1;
239                 else if (keyboard.y < -trigger)
240                         keyboard.y = -1;
241                 else
242                         keyboard.y = 0;
243
244                 if (keyboard.z > trigger)
245                         keyboard.z = 1;
246                 else if (keyboard.z < -trigger)
247                         keyboard.z = -1;
248                 else
249                         keyboard.z = 0;
250
251                 // make sure bots don't get stuck if havocbot_keyboardtime is very high
252                 if (keyboard == '0 0 0')
253                         this.havocbot_keyboardtime = min(this.havocbot_keyboardtime, time + 0.2);
254
255                 this.havocbot_keyboard = keyboard * autocvar_sv_maxspeed;
256                 if (this.havocbot_ducktime > time)
257                         PHYS_INPUT_BUTTON_CROUCH(this) = true;
258
259                 keyboard = this.havocbot_keyboard;
260                 float blend = bound(0, vlen(destorg - this.origin) / autocvar_bot_ai_keyboard_distance, 1); // When getting close move with 360 degree
261                 //dprint("movement ", vtos(CS(this).movement), " keyboard ", vtos(keyboard), " blend ", ftos(blend), "\n");
262                 CS(this).movement = CS(this).movement + (keyboard - CS(this).movement) * blend;
263         }
264 }
265
266 void havocbot_bunnyhop(entity this, vector dir)
267 {
268         float bunnyhopdistance;
269         vector deviation;
270         float maxspeed;
271
272         // Don't jump when attacking
273         if(this.aistatus & AI_STATUS_ATTACKING)
274                 return;
275
276         if(IS_PLAYER(this.goalcurrent))
277                 return;
278
279         maxspeed = autocvar_sv_maxspeed;
280
281         if(this.aistatus & AI_STATUS_RUNNING && vdist(this.velocity, <, autocvar_sv_maxspeed * 0.75)
282                 || this.aistatus & AI_STATUS_DANGER_AHEAD)
283         {
284                 this.aistatus &= ~AI_STATUS_RUNNING;
285                 PHYS_INPUT_BUTTON_JUMP(this) = false;
286                 this.bot_canruntogoal = 0;
287                 this.bot_timelastseengoal = 0;
288                 return;
289         }
290
291         if(this.waterlevel > WATERLEVEL_WETFEET)
292         {
293                 this.aistatus &= ~AI_STATUS_RUNNING;
294                 return;
295         }
296
297         if(this.bot_lastseengoal != this.goalcurrent && !(this.aistatus & AI_STATUS_RUNNING))
298         {
299                 this.bot_canruntogoal = 0;
300                 this.bot_timelastseengoal = 0;
301         }
302
303         vector gco = get_closer_dest(this.goalcurrent, this.origin);
304         bunnyhopdistance = vlen(this.origin - gco);
305
306         // Run only to visible goals
307         if(IS_ONGROUND(this))
308         if(vdist(vec2(this.velocity), >=, autocvar_sv_maxspeed)) // if -really- running
309         if(checkpvs(this.origin + this.view_ofs, this.goalcurrent))
310         {
311                         this.bot_lastseengoal = this.goalcurrent;
312
313                         // seen it before
314                         if(this.bot_timelastseengoal)
315                         {
316                                 // for a period of time
317                                 if(time - this.bot_timelastseengoal > autocvar_bot_ai_bunnyhop_firstjumpdelay)
318                                 {
319                                         float checkdistance;
320                                         checkdistance = true;
321
322                                         // don't run if it is too close
323                                         if(this.bot_canruntogoal==0)
324                                         {
325                                                 if(bunnyhopdistance > autocvar_bot_ai_bunnyhop_startdistance)
326                                                         this.bot_canruntogoal = 1;
327                                                 else
328                                                         this.bot_canruntogoal = -1;
329                                         }
330
331                                         if(this.bot_canruntogoal != 1)
332                                                 return;
333
334                                         if(this.aistatus & AI_STATUS_ROAMING)
335                                         if(this.goalcurrent.classname=="waypoint")
336                                         if (!(this.goalcurrent.wpflags & WAYPOINTFLAG_PERSONAL))
337                                         if(fabs(gco.z - this.origin.z) < this.maxs.z - this.mins.z)
338                                         if(this.goalstack01 && !wasfreed(this.goalstack01))
339                                         {
340                                                 vector gno = (this.goalstack01.absmin + this.goalstack01.absmax) * 0.5;
341                                                 deviation = vectoangles(gno - this.origin) - vectoangles(gco - this.origin);
342                                                 while (deviation.y < -180) deviation.y = deviation.y + 360;
343                                                 while (deviation.y > 180) deviation.y = deviation.y - 360;
344
345                                                 if(fabs(deviation.y) < 20)
346                                                 if(bunnyhopdistance < vlen(this.origin - gno))
347                                                 if(fabs(gno.z - gco.z) < this.maxs.z - this.mins.z)
348                                                 {
349                                                         if(vdist(gco - gno, >, autocvar_bot_ai_bunnyhop_startdistance))
350                                                         if(checkpvs(this.origin + this.view_ofs, this.goalstack01))
351                                                         {
352                                                                 checkdistance = false;
353                                                         }
354                                                 }
355                                         }
356
357                                         if(checkdistance)
358                                         {
359                                                 this.aistatus &= ~AI_STATUS_RUNNING;
360                                                 // increase stop distance in case the goal is on a slope or a lower platform
361                                                 if(bunnyhopdistance > autocvar_bot_ai_bunnyhop_stopdistance + (this.origin.z - gco.z))
362                                                         PHYS_INPUT_BUTTON_JUMP(this) = true;
363                                         }
364                                         else
365                                         {
366                                                 this.aistatus |= AI_STATUS_RUNNING;
367                                                 PHYS_INPUT_BUTTON_JUMP(this) = true;
368                                         }
369                                 }
370                         }
371                         else
372                         {
373                                 this.bot_timelastseengoal = time;
374                         }
375         }
376         else
377         {
378                 this.bot_timelastseengoal = 0;
379         }
380
381 #if 0
382         // Release jump button
383         if(!cvar("sv_pogostick"))
384         if((IS_ONGROUND(this)) == 0)
385         {
386                 if(this.velocity.z < 0 || vlen(this.velocity)<maxspeed)
387                         PHYS_INPUT_BUTTON_JUMP(this) = false;
388
389                 // Strafe
390                 if(this.aistatus & AI_STATUS_RUNNING)
391                 if(vlen(this.velocity)>maxspeed)
392                 {
393                         deviation = vectoangles(dir) - vectoangles(this.velocity);
394                         while (deviation.y < -180) deviation.y = deviation.y + 360;
395                         while (deviation.y > 180) deviation.y = deviation.y - 360;
396
397                         if(fabs(deviation.y)>10)
398                                 CS(this).movement_x = 0;
399
400                         if(deviation.y>10)
401                                 CS(this).movement_y = maxspeed * -1;
402                         else if(deviation.y<10)
403                                 CS(this).movement_y = maxspeed;
404
405                 }
406         }
407 #endif
408 }
409
410 // return true when bot isn't getting closer to the current goal
411 bool havocbot_checkgoaldistance(entity this, vector gco)
412 {
413         float curr_dist_z = max(20, fabs(this.origin.z - gco.z));
414         float curr_dist_2d = max(20, vlen(vec2(this.origin - gco)));
415         float distance_time = this.goalcurrent_distance_time;
416         if(distance_time < 0)
417                 distance_time = -distance_time;
418         if(curr_dist_z >= this.goalcurrent_distance_z && curr_dist_2d >= this.goalcurrent_distance_2d)
419         {
420                 if(!distance_time)
421                         this.goalcurrent_distance_time = time;
422                 else if (time - distance_time > 0.5)
423                         return true;
424         }
425         else
426         {
427                 // reduce it a little bit so it works even with very small approaches to the goal
428                 this.goalcurrent_distance_z = max(20, curr_dist_z - 10);
429                 this.goalcurrent_distance_2d = max(20, curr_dist_2d - 10);
430                 this.goalcurrent_distance_time = 0;
431         }
432         return false;
433 }
434
435 entity havocbot_select_an_item_of_group(entity this, int gr)
436 {
437         entity selected = NULL;
438         float selected_dist2 = 0;
439         // select farthest item of this group from bot's position
440         IL_EACH(g_items, it.item_group == gr && it.solid,
441         {
442                 float dist2 = vlen2(this.origin - it.origin);
443                 if (dist2 < 600 ** 2 && dist2 > selected_dist2)
444                 {
445                         selected = it;
446                         selected_dist2 = vlen2(this.origin - selected.origin);
447                 }
448         });
449
450         if (!selected)
451                 return NULL;
452
453         set_tracewalk_dest(selected, this.origin, false);
454         if (!tracewalk(this, this.origin, STAT(PL_MIN, this), STAT(PL_MAX, this),
455                 tracewalk_dest, tracewalk_dest_height, bot_navigation_movemode))
456         {
457                 return NULL;
458         }
459
460         return selected;
461 }
462
463 void havocbot_movetogoal(entity this)
464 {
465         vector diff;
466         vector dir;
467         vector flatdir;
468         vector evadeobstacle;
469         vector evadelava;
470         float dodge_enemy_factor = 1;
471         float maxspeed;
472         //float dist;
473         vector dodge;
474         //if (this.goalentity)
475         //      te_lightning2(this, this.origin, (this.goalentity.absmin + this.goalentity.absmax) * 0.5);
476         CS(this).movement = '0 0 0';
477         maxspeed = autocvar_sv_maxspeed;
478
479         PHYS_INPUT_BUTTON_JETPACK(this) = false;
480         // Jetpack navigation
481         if(this.navigation_jetpack_goal)
482         if(this.goalcurrent==this.navigation_jetpack_goal)
483         if(GetResource(this, RES_FUEL))
484         {
485                 if(autocvar_bot_debug_goalstack)
486                 {
487                         debuggoalstack(this);
488                         te_wizspike(this.navigation_jetpack_point);
489                 }
490
491                 // Take off
492                 if (!(this.aistatus & AI_STATUS_JETPACK_FLYING))
493                 {
494                         // Brake almost completely so it can get a good direction
495                         if(vdist(this.velocity, >, 10))
496                                 return;
497                         this.aistatus |= AI_STATUS_JETPACK_FLYING;
498                 }
499
500                 makevectors(this.v_angle.y * '0 1 0');
501                 dir = normalize(this.navigation_jetpack_point - this.origin);
502
503                 // Landing
504                 if(this.aistatus & AI_STATUS_JETPACK_LANDING)
505                 {
506                         // Calculate brake distance in xy
507                         float d = vlen(vec2(this.origin - (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5));
508                         float vel2 = vlen2(vec2(this.velocity));
509                         float db = (vel2 / (autocvar_g_jetpack_acceleration_side * 2)) + 100;
510                         //LOG_INFOF("distance %d, velocity %d, brake at %d ", ceil(d), ceil(v), ceil(db));
511                         if(d < db || d < 500)
512                         {
513                                 // Brake
514                                 if (vel2 > (maxspeed * 0.3) ** 2)
515                                 {
516                                         CS(this).movement_x = dir * v_forward * -maxspeed;
517                                         return;
518                                 }
519                                 // Switch to normal mode
520                                 this.navigation_jetpack_goal = NULL;
521                                 this.aistatus &= ~AI_STATUS_JETPACK_LANDING;
522                                 this.aistatus &= ~AI_STATUS_JETPACK_FLYING;
523                                 return;
524                         }
525                 }
526                 else if(checkpvs(this.origin,this.goalcurrent))
527                 {
528                         // If I can see the goal switch to landing code
529                         this.aistatus &= ~AI_STATUS_JETPACK_FLYING;
530                         this.aistatus |= AI_STATUS_JETPACK_LANDING;
531                         return;
532                 }
533
534                 // Flying
535                 PHYS_INPUT_BUTTON_JETPACK(this) = true;
536                 if(this.navigation_jetpack_point.z - STAT(PL_MAX, this).z + STAT(PL_MIN, this).z < this.origin.z)
537                 {
538                         CS(this).movement_x = dir * v_forward * maxspeed;
539                         CS(this).movement_y = dir * v_right * maxspeed;
540                 }
541                 return;
542         }
543
544         // Handling of jump pads
545         if(this.jumppadcount)
546         {
547                 if(this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
548                 {
549                         this.aistatus |= AI_STATUS_OUT_JUMPPAD;
550                         if(navigation_poptouchedgoals(this))
551                                 return;
552                 }
553                 else if(this.aistatus & AI_STATUS_OUT_JUMPPAD)
554                 {
555                         // If got stuck on the jump pad try to reach the farthest visible waypoint
556                         // but with some randomness so it can try out different paths
557                         if(!this.goalcurrent)
558                         {
559                                 entity newgoal = NULL;
560                                 IL_EACH(g_waypoints, vdist(it.origin - this.origin, <=, 1000),
561                                 {
562                                         if(it.wpflags & WAYPOINTFLAG_TELEPORT)
563                                         if(it.origin.z < this.origin.z - 100 && vdist(vec2(it.origin - this.origin), <, 100))
564                                                 continue;
565
566                                         traceline(this.origin + this.view_ofs, ((it.absmin + it.absmax) * 0.5), true, this);
567
568                                         if(trace_fraction < 1)
569                                                 continue;
570
571                                         if(!newgoal || ((random() < 0.8) && vlen2(it.origin - this.origin) > vlen2(newgoal.origin - this.origin)))
572                                                 newgoal = it;
573                                 });
574
575                                 if(newgoal)
576                                 {
577                                         this.ignoregoal = this.goalcurrent;
578                                         this.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
579                                         navigation_clearroute(this);
580                                         navigation_routetogoal(this, newgoal, this.origin);
581                                         if(autocvar_bot_debug_goalstack)
582                                                 debuggoalstack(this);
583                                         this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
584                                 }
585                         }
586                         else //if (this.goalcurrent)
587                         {
588                                 if (this.goalcurrent.bot_pickup)
589                                 {
590                                         entity jumppad_wp = this.goalcurrent_prev;
591                                         navigation_poptouchedgoals(this);
592                                         if(!this.goalcurrent && jumppad_wp.wp00)
593                                         {
594                                                 // head to the jumppad destination once bot reaches the goal item
595                                                 navigation_pushroute(this, jumppad_wp.wp00);
596                                         }
597                                 }
598                                 vector gco = (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5;
599                                 if (this.origin.z > gco.z && vdist(vec2(this.velocity), <, autocvar_sv_maxspeed))
600                                 {
601                                         if (this.velocity.z < 0)
602                                                 this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
603                                 }
604                                 else if(havocbot_checkgoaldistance(this, gco))
605                                 {
606                                         navigation_clearroute(this);
607                                         navigation_goalrating_timeout_force(this);
608                                 }
609                                 else
610                                         return;
611                         }
612                 }
613                 else //if (!(this.aistatus & AI_STATUS_OUT_JUMPPAD))
614                 {
615                         if(this.velocity.z > 0 && this.origin.z - this.lastteleport_origin.z > (this.maxs.z - this.mins.z) * 0.5)
616                         {
617                                 vector velxy = this.velocity; velxy_z = 0;
618                                 if(vdist(velxy, <, autocvar_sv_maxspeed * 0.2))
619                                 {
620                                         LOG_TRACE("Warning: ", this.netname, " got stuck on a jumppad (velocity in xy is ", vtos(velxy), "), trying to get out of it now");
621                                         this.aistatus |= AI_STATUS_OUT_JUMPPAD;
622                                 }
623                                 return;
624                         }
625
626                         // Don't chase players while using a jump pad
627                         if(IS_PLAYER(this.goalcurrent) || IS_PLAYER(this.goalstack01))
628                                 return;
629                 }
630         }
631         else if(this.aistatus & AI_STATUS_OUT_JUMPPAD)
632                 this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
633
634         // If there is a trigger_hurt right below try to use the jetpack or make a rocketjump
635         if (skill > 6 && !(IS_ONGROUND(this)))
636         {
637                 #define ROCKETJUMP_DAMAGE() WEP_CVAR(devastator, damage) * 0.8 \
638                         * ((this.strength_finished > time) ? autocvar_g_balance_powerup_strength_selfdamage : 1) \
639                         * ((this.invincible_finished > time) ? autocvar_g_balance_powerup_invincible_takedamage : 1)
640
641                 tracebox(this.origin, this.mins, this.maxs, this.origin + '0 0 -65536', MOVE_NOMONSTERS, this);
642                 if(tracebox_hits_trigger_hurt(this.origin, this.mins, this.maxs, trace_endpos ))
643                 if(this.items & IT_JETPACK)
644                 {
645                         tracebox(this.origin, this.mins, this.maxs, this.origin + '0 0 65536', MOVE_NOMONSTERS, this);
646                         if(tracebox_hits_trigger_hurt(this.origin, this.mins, this.maxs, trace_endpos + '0 0 1' ))
647                         {
648                                 if(this.velocity.z<0)
649                                         PHYS_INPUT_BUTTON_JETPACK(this) = true;
650                         }
651                         else
652                                 PHYS_INPUT_BUTTON_JETPACK(this) = true;
653
654                         // If there is no goal try to move forward
655
656                         if(this.goalcurrent==NULL)
657                                 dir = v_forward;
658                         else
659                                 dir = normalize(( ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5 ) - this.origin);
660
661                         vector xyvelocity = this.velocity; xyvelocity_z = 0;
662                         float xyspeed = xyvelocity * dir;
663
664                         if(xyspeed < (maxspeed / 2))
665                         {
666                                 makevectors(this.v_angle.y * '0 1 0');
667                                 tracebox(this.origin, this.mins, this.maxs, this.origin + (dir * maxspeed * 3), MOVE_NOMONSTERS, this);
668                                 if(trace_fraction==1)
669                                 {
670                                         CS(this).movement_x = dir * v_forward * maxspeed;
671                                         CS(this).movement_y = dir * v_right * maxspeed;
672                                         if (skill < 10)
673                                                 havocbot_keyboard_movement(this, this.origin + dir * 100);
674                                 }
675                         }
676
677                         this.havocbot_blockhead = true;
678
679                         return;
680                 }
681                 else if(!this.jumppadcount && !this.goalcurrent.wphardwired
682                         && GetResource(this, RES_HEALTH) + GetResource(this, RES_ARMOR) > ROCKETJUMP_DAMAGE())
683                 {
684                         if(this.velocity.z < 0)
685                         {
686                                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
687                                 {
688                                         .entity weaponentity = weaponentities[slot];
689
690                                         if(this.(weaponentity).m_weapon == WEP_Null && slot != 0)
691                                                 continue;
692
693                                         if(client_hasweapon(this, WEP_DEVASTATOR, weaponentity, true, false))
694                                         {
695                                                 CS(this).movement_x = maxspeed;
696
697                                                 if(this.rocketjumptime)
698                                                 {
699                                                         if(time > this.rocketjumptime)
700                                                         {
701                                                                 PHYS_INPUT_BUTTON_ATCK2(this) = true;
702                                                                 this.rocketjumptime = 0;
703                                                         }
704                                                         return;
705                                                 }
706
707                                                 this.(weaponentity).m_switchweapon = WEP_DEVASTATOR;
708                                                 this.v_angle_x = 90;
709                                                 PHYS_INPUT_BUTTON_ATCK(this) = true;
710                                                 this.rocketjumptime = time + WEP_CVAR(devastator, detonatedelay);
711                                                 return;
712                                         }
713                                 }
714                         }
715                 }
716                 else
717                 {
718                         // If there is no goal try to move forward
719                         if(this.goalcurrent==NULL)
720                                 CS(this).movement_x = maxspeed;
721                 }
722         }
723
724         // If we are under water with no goals, swim up
725         if(this.waterlevel && !this.goalcurrent)
726         {
727                 dir = '0 0 0';
728                 if(this.waterlevel>WATERLEVEL_SWIMMING)
729                         dir.z = 1;
730                 else if(this.velocity.z >= 0 && !(this.waterlevel == WATERLEVEL_WETFEET && this.watertype == CONTENT_WATER))
731                         PHYS_INPUT_BUTTON_JUMP(this) = true;
732                 else
733                         PHYS_INPUT_BUTTON_JUMP(this) = false;
734                 makevectors(this.v_angle.y * '0 1 0');
735                 vector v = dir * maxspeed;
736                 CS(this).movement.x = v * v_forward;
737                 CS(this).movement.y = v * v_right;
738                 CS(this).movement.z = v * v_up;
739         }
740
741         // if there is nowhere to go, exit
742         if (this.goalcurrent == NULL)
743                 return;
744
745
746         bool locked_goal = false;
747         if((this.goalentity && wasfreed(this.goalentity))
748                 || (this.goalcurrent == this.goalentity && this.goalentity.tag_entity))
749         {
750                 navigation_clearroute(this);
751                 navigation_goalrating_timeout_force(this);
752                 return;
753         }
754         else if(this.goalentity.tag_entity)
755         {
756                 navigation_goalrating_timeout_expire(this, 2);
757         }
758         else if(this.goalentity.bot_pickup)
759         {
760                 if(this.goalentity.bot_pickup_respawning)
761                 {
762                         if(this.goalentity.solid) // item respawned
763                                 this.goalentity.bot_pickup_respawning = false;
764                         else if(time < this.goalentity.scheduledrespawntime - 10) // item already taken (by someone else)
765                         {
766                                 if(checkpvs(this.origin, this.goalentity))
767                                 {
768                                         this.goalentity.bot_pickup_respawning = false;
769                                         navigation_goalrating_timeout_expire(this, random());
770                                 }
771                                 locked_goal = true; // wait for item to respawn
772                         }
773                         else if(this.goalentity == this.goalcurrent)
774                                 locked_goal = true; // wait for item to respawn
775                 }
776                 else if(!this.goalentity.solid && !boxesoverlap(this.goalentity.absmin, this.goalentity.absmax, this.absmin, this.absmax))
777                 {
778                         if(checkpvs(this.origin, this.goalentity))
779                         {
780                                 navigation_goalrating_timeout_expire(this, random());
781                         }
782                 }
783         }
784         if (this.goalcurrent == this.goalentity && this.goalentity_lock_timeout > time)
785                 locked_goal = true;
786
787         if (navigation_shortenpath(this))
788         {
789                 if (vdist(this.origin - this.goalcurrent_prev.origin, <, 50)
790                         && navigation_goalrating_timeout_can_be_anticipated(this))
791                 {
792                         navigation_goalrating_timeout_force(this);
793                 }
794         }
795
796         bool goalcurrent_can_be_removed = false;
797         if (IS_PLAYER(this.goalcurrent) || IS_MONSTER(this.goalcurrent))
798         {
799                 bool freeze_state_changed = (boolean(STAT(FROZEN, this.goalentity)) != this.goalentity_shouldbefrozen);
800                 if (IS_DEAD(this.goalcurrent) || (this.goalentity == this.goalcurrent && freeze_state_changed))
801                 {
802                         goalcurrent_can_be_removed = true;
803                         // don't remove if not visible
804                         if (checkpvs(this.origin + this.view_ofs, this.goalcurrent))
805                         {
806                                 if (IS_DEAD(this.goalcurrent))
807                                 {
808                                         IL_EACH(g_items, it.enemy == this.goalcurrent && Item_IsLoot(it),
809                                         {
810                                                 if (vdist(it.origin - this.goalcurrent.death_origin, <, 50))
811                                                 {
812                                                         navigation_clearroute(this);
813                                                         navigation_pushroute(this, it);
814                                                         // loot can't be immediately rated since it isn't on ground yet
815                                                         // it will be rated after a second when on ground, meanwhile head to it
816                                                         navigation_goalrating_timeout_expire(this, 1);
817                                                         return;
818                                                 }
819                                         });
820                                 }
821                                 if (!Item_IsLoot(this.goalcurrent))
822                                 {
823                                         navigation_goalrating_timeout_force(this);
824                                         return;
825                                 }
826                         }
827                 }
828                 else if (!(STAT(FROZEN, this.goalentity)) && this.bot_tracewalk_time < time)
829                 {
830                         set_tracewalk_dest(this.goalcurrent, this.origin, true);
831                         if (!(trace_ent == this || tracewalk(this, this.origin, this.mins, this.maxs,
832                                 tracewalk_dest, tracewalk_dest_height, bot_navigation_movemode)))
833                         {
834                                 navigation_goalrating_timeout_force(this);
835                                 return;
836                         }
837                         this.bot_tracewalk_time = max(time, this.bot_tracewalk_time) + 0.25;
838                 }
839         }
840
841         if(!locked_goal)
842         {
843                 // optimize path finding by anticipating goalrating when bot is near a waypoint;
844                 // in this case path finding can start directly from a waypoint instead of
845                 // looking for all the reachable waypoints up to a certain distance
846                 if (navigation_poptouchedgoals(this))
847                 {
848                         if (this.goalcurrent)
849                         {
850                                 if (goalcurrent_can_be_removed)
851                                 {
852                                         // remove even if not visible
853                                         navigation_goalrating_timeout_force(this);
854                                         return;
855                                 }
856                                 else if (navigation_goalrating_timeout_can_be_anticipated(this))
857                                         navigation_goalrating_timeout_force(this);
858                         }
859                         else
860                         {
861                                 entity old_goal = this.goalcurrent_prev;
862                                 if (old_goal.item_group && this.item_group != old_goal.item_group)
863                                 {
864                                         // Avoid multiple costly calls of path finding code that selects one of the closest
865                                         // item of the group by telling the bot to head directly to the farthest item.
866                                         // Next time we let the bot select a goal as usual which can be another item
867                                         // of this group (the closest one) and so on
868                                         this.item_group = old_goal.item_group;
869                                         entity new_goal = havocbot_select_an_item_of_group(this, old_goal.item_group);
870                                         if (new_goal)
871                                                 navigation_pushroute(this, new_goal);
872                                 }
873                         }
874                 }
875         }
876
877         // if ran out of goals try to use an alternative goal or get a new strategy asap
878         if(this.goalcurrent == NULL)
879         {
880                 navigation_goalrating_timeout_force(this);
881                 return;
882         }
883
884
885         if(autocvar_bot_debug_goalstack)
886                 debuggoalstack(this);
887
888         bool bunnyhop_forbidden = false;
889         vector destorg = get_closer_dest(this.goalcurrent, this.origin);
890         if (this.jumppadcount && this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
891         {
892                 // if bot used the jumppad, push towards jumppad origin until jumppad waypoint gets removed
893                 destorg = this.goalcurrent.origin;
894         }
895         else if (this.goalcurrent.wpisbox)
896         {
897                 // if bot is inside the teleport waypoint, head to teleport origin until teleport gets used
898                 // do it even if bot is on a ledge above a teleport/jumppad so it doesn't get stuck
899                 if (boxesoverlap(this.goalcurrent.absmin, this.goalcurrent.absmax, this.origin + eZ * this.mins.z, this.origin + eZ * this.maxs.z)
900                         || (this.absmin.z > destorg.z && destorg.x == this.origin.x && destorg.y == this.origin.y))
901                 {
902                         bunnyhop_forbidden = true;
903                         destorg = this.goalcurrent.origin;
904                         if(destorg.z > this.origin.z)
905                                 PHYS_INPUT_BUTTON_JUMP(this) = true;
906                 }
907         }
908
909         diff = destorg - this.origin;
910
911         if (time < this.bot_stop_moving_timeout
912                 || (this.goalcurrent == this.goalentity && time < this.goalentity_lock_timeout && vdist(diff, <, 10)))
913         {
914                 // stop if the locked goal has been reached
915                 destorg = this.origin;
916                 diff = dir = '0 0 0';
917         }
918         else if (IS_PLAYER(this.goalcurrent) || IS_MONSTER(this.goalcurrent))
919         {
920                 if (vdist(diff, <, 80))
921                 {
922                         // stop if too close to target player (even if frozen)
923                         destorg = this.origin;
924                         diff = dir = '0 0 0';
925                 }
926                 else
927                 {
928                         // move destorg out of target players, otherwise bot will consider them
929                         // an obstacle that needs to be jumped (especially if frozen)
930                         dir = normalize(diff);
931                         destorg -= dir * PL_MAX_CONST.x * M_SQRT2;
932                         diff = destorg - this.origin;
933                 }
934         }
935         else
936                 dir = normalize(diff);
937         flatdir = (diff.z == 0) ? dir : normalize(vec2(diff));
938
939         //if (this.bot_dodgevector_time < time)
940         {
941                 //this.bot_dodgevector_time = time + cvar("bot_ai_dodgeupdateinterval");
942                 //this.bot_dodgevector_jumpbutton = 1;
943                 evadeobstacle = '0 0 0';
944                 evadelava = '0 0 0';
945
946                 this.aistatus &= ~AI_STATUS_DANGER_AHEAD;
947                 makevectors(this.v_angle.y * '0 1 0');
948                 if (this.waterlevel > WATERLEVEL_WETFEET)
949                 {
950                         if (this.waterlevel > WATERLEVEL_SWIMMING)
951                         {
952                                 if(!this.goalcurrent)
953                                         this.aistatus |= AI_STATUS_OUT_WATER;
954                                 else if(destorg.z > this.origin.z)
955                                         PHYS_INPUT_BUTTON_JUMP(this) = true;
956                         }
957                         else
958                         {
959                                 if(this.velocity.z >= 0 && !(this.watertype == CONTENT_WATER && destorg.z < this.origin.z) &&
960                                         (this.aistatus & AI_STATUS_OUT_WATER))
961                                 {
962                                         PHYS_INPUT_BUTTON_JUMP(this) = true;
963                                         dir = flatdir;
964                                 }
965                                 else
966                                 {
967                                         PHYS_INPUT_BUTTON_JUMP(this) = false;
968                                         if (destorg.z > this.origin.z)
969                                                 dir = flatdir;
970                                 }
971                         }
972                 }
973                 else
974                 {
975                         float s;
976                         vector offset;
977                         if(this.aistatus & AI_STATUS_OUT_WATER)
978                                 this.aistatus &= ~AI_STATUS_OUT_WATER;
979
980                         // jump if going toward an obstacle that doesn't look like stairs we
981                         // can walk up directly
982                         vector deviation = '0 0 0';
983                         float current_speed = vlen(vec2(this.velocity));
984                         if (current_speed < maxspeed * 0.2)
985                                 current_speed = maxspeed * 0.2;
986                         else
987                         {
988                                 deviation = vectoangles(diff) - vectoangles(this.velocity);
989                                 while (deviation.y < -180) deviation.y += 360;
990                                 while (deviation.y > 180) deviation.y -= 360;
991                         }
992                         float turning = false;
993                         vector flat_diff = vec2(diff);
994                         offset = max(32, current_speed * cos(deviation.y * DEG2RAD) * 0.3) * flatdir;
995                         vector actual_destorg = this.origin + offset;
996                         if (!this.goalstack01 || this.goalcurrent.wpflags & (WAYPOINTFLAG_TELEPORT | WAYPOINTFLAG_LADDER))
997                         {
998                                 if (vlen2(flat_diff) < vlen2(offset))
999                                 {
1000                                         if (this.goalcurrent.wpflags & WAYPOINTFLAG_JUMP && this.goalstack01)
1001                                         {
1002                                                 // oblique warpzones need a jump otherwise bots gets stuck
1003                                                 PHYS_INPUT_BUTTON_JUMP(this) = true;
1004                                         }
1005                                         else
1006                                         {
1007                                                 actual_destorg.x = destorg.x;
1008                                                 actual_destorg.y = destorg.y;
1009                                         }
1010                                 }
1011                         }
1012                         else if (vdist(flat_diff, <, 32) && diff.z < -16) // destination is under the bot
1013                         {
1014                                 actual_destorg.x = destorg.x;
1015                                 actual_destorg.y = destorg.y;
1016                         }
1017                         else if (vlen2(flat_diff) < vlen2(offset))
1018                         {
1019                                 vector next_goal_org = (this.goalstack01.absmin + this.goalstack01.absmax) * 0.5;
1020                                 vector next_dir = normalize(vec2(next_goal_org - destorg));
1021                                 float dist = vlen(vec2(this.origin + offset - destorg));
1022                                 // if current and next goal are close to each other make sure
1023                                 // actual_destorg isn't set beyond next_goal_org
1024                                 if (dist ** 2 > vlen2(vec2(next_goal_org - destorg)))
1025                                         actual_destorg = next_goal_org;
1026                                 else
1027                                         actual_destorg = vec2(destorg) + dist * next_dir;
1028                                 actual_destorg.z = this.origin.z;
1029                                 turning = true;
1030                         }
1031
1032                         LABEL(jump_check);
1033                         dir = flatdir = normalize(actual_destorg - this.origin);
1034
1035                         if (turning || fabs(deviation.y) < 50) // don't even try to jump if deviation is too high
1036                         {
1037                                 tracebox(this.origin, this.mins, this.maxs, actual_destorg, false, this);
1038                                 if (trace_fraction < 1 && trace_plane_normal.z < 0.7)
1039                                 {
1040                                         s = trace_fraction;
1041                                         tracebox(this.origin + stepheightvec, this.mins, this.maxs, actual_destorg + stepheightvec, false, this);
1042                                         if (trace_fraction < s + 0.01 && trace_plane_normal.z < 0.7)
1043                                         {
1044                                                 // found an obstacle
1045                                                 if (turning && fabs(deviation.y) > 5)
1046                                                 {
1047                                                         // check if the obstacle is still there without turning
1048                                                         actual_destorg = destorg;
1049                                                         turning = false;
1050                                                         this.bot_tracewalk_time = time + 0.25;
1051                                                         goto jump_check;
1052                                                 }
1053                                                 s = trace_fraction;
1054                                                 // don't artificially reduce max jump height in real-time
1055                                                 // (jumpstepheightvec is reduced a bit to make the jumps easy in tracewalk)
1056                                                 vector jump_height = (IS_ONGROUND(this)) ? stepheightvec + jumpheight_vec : jumpstepheightvec;
1057                                                 tracebox(this.origin + jump_height, this.mins, this.maxs, actual_destorg + jump_height, false, this);
1058                                                 if (trace_fraction > s)
1059                                                         PHYS_INPUT_BUTTON_JUMP(this) = true;
1060                                                 else
1061                                                 {
1062                                                         jump_height = stepheightvec + jumpheight_vec / 2;
1063                                                         tracebox(this.origin + jump_height, this.mins, this.maxs, actual_destorg + jump_height, false, this);
1064                                                         if (trace_fraction > s)
1065                                                                 PHYS_INPUT_BUTTON_JUMP(this) = true;
1066                                                 }
1067                                         }
1068                                 }
1069                         }
1070
1071                         // if bot for some reason doesn't get close to the current goal find another one
1072                         if(!this.jumppadcount && !IS_PLAYER(this.goalcurrent))
1073                         if(!(locked_goal && this.goalcurrent_distance_z < 50 && this.goalcurrent_distance_2d < 50))
1074                         if(havocbot_checkgoaldistance(this, destorg))
1075                         {
1076                                 if(this.goalcurrent_distance_time < 0) // can't get close for the second time
1077                                 {
1078                                         navigation_clearroute(this);
1079                                         navigation_goalrating_timeout_force(this);
1080                                         return;
1081                                 }
1082
1083                                 set_tracewalk_dest(this.goalcurrent, this.origin, false);
1084                                 if (!tracewalk(this, this.origin, this.mins, this.maxs,
1085                                         tracewalk_dest, tracewalk_dest_height, bot_navigation_movemode))
1086                                 {
1087                                         navigation_clearroute(this);
1088                                         navigation_goalrating_timeout_force(this);
1089                                         return;
1090                                 }
1091
1092                                 // give bot only another chance to prevent bot getting stuck
1093                                 // in case it thinks it can walk but actually can't
1094                                 this.goalcurrent_distance_z = FLOAT_MAX;
1095                                 this.goalcurrent_distance_2d = FLOAT_MAX;
1096                                 this.goalcurrent_distance_time = -time; // mark second try
1097                         }
1098
1099                         // Check for water/slime/lava and dangerous edges
1100                         // (only when the bot is on the ground or jumping intentionally)
1101
1102                         if (skill + this.bot_moveskill <= 3 && time > this.bot_stop_moving_timeout
1103                                 && current_speed > maxspeed * 0.9 && fabs(deviation.y) > 70)
1104                         {
1105                                 this.bot_stop_moving_timeout = time + 0.4 + random() * 0.2;
1106                         }
1107
1108                         offset = (vdist(this.velocity, >, 32) ? this.velocity * 0.2 : flatdir * 32);
1109                         vector dst_ahead = this.origin + this.view_ofs + offset;
1110                         vector dst_down = dst_ahead - '0 0 3000';
1111                         traceline(this.origin + this.view_ofs, dst_ahead, true, NULL);
1112
1113                         bool unreachable = false;
1114                         s = CONTENT_SOLID;
1115                         if(trace_fraction == 1 && this.jumppadcount == 0 && !this.goalcurrent.wphardwired )
1116                         if((IS_ONGROUND(this)) || (this.aistatus & AI_STATUS_RUNNING) || (this.aistatus & AI_STATUS_ROAMING) || PHYS_INPUT_BUTTON_JUMP(this))
1117                         {
1118                                 // Look downwards
1119                                 traceline(dst_ahead , dst_down, true, NULL);
1120                                 //te_lightning2(NULL, this.origin + this.view_ofs, dst_ahead); // Draw "ahead" look
1121                                 //te_lightning2(NULL, dst_ahead, trace_endpos); // Draw "downwards" look
1122                                 if(trace_endpos.z < this.origin.z + this.mins.z)
1123                                 {
1124                                         s = pointcontents(trace_endpos + '0 0 1');
1125                                         if (s != CONTENT_SOLID)
1126                                         if (s == CONTENT_LAVA || s == CONTENT_SLIME)
1127                                                 evadelava = normalize(this.velocity) * -1;
1128                                         else if (s == CONTENT_SKY)
1129                                                 evadeobstacle = normalize(this.velocity) * -1;
1130                                         else if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos))
1131                                         {
1132                                                 // the traceline check isn't enough but is good as optimization,
1133                                                 // when not true (most of the time) this tracebox call is avoided
1134                                                 tracebox(dst_ahead, this.mins, this.maxs, dst_down, true, this);
1135                                                 if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos))
1136                                                 {
1137                                                         if (destorg.z > this.origin.z + jumpstepheightvec.z)
1138                                                         {
1139                                                                 // the goal is probably on an upper platform, assume bot can't get there
1140                                                                 unreachable = true;
1141                                                         }
1142                                                         else
1143                                                                 evadelava = normalize(this.velocity) * -1;
1144                                                 }
1145                                         }
1146                                 }
1147                         }
1148
1149                         dir = flatdir;
1150                         evadeobstacle.z = 0;
1151                         evadelava.z = 0;
1152                         makevectors(this.v_angle.y * '0 1 0');
1153
1154                         if(evadeobstacle || evadelava || (s == CONTENT_WATER))
1155                         {
1156                                 this.aistatus |= AI_STATUS_DANGER_AHEAD;
1157                                 if(IS_PLAYER(this.goalcurrent))
1158                                         unreachable = true;
1159                         }
1160
1161                         // slow down if bot is in the air and goal is under it
1162                         if (!this.goalcurrent.wphardwired
1163                                 && vdist(flat_diff, <, 250) && this.origin.z - destorg.z > 120
1164                                 && (!IS_ONGROUND(this) || vdist(vec2(this.velocity), >, maxspeed * 0.3)))
1165                         {
1166                                 // tracebox wouldn't work when bot is still on the ledge
1167                                 traceline(this.origin, this.origin - '0 0 200', true, this);
1168                                 if (this.origin.z - trace_endpos.z > 120)
1169                                         evadeobstacle = normalize(this.velocity) * -1;
1170                         }
1171
1172                         if(unreachable)
1173                         {
1174                                 navigation_clearroute(this);
1175                                 navigation_goalrating_timeout_force(this);
1176                                 this.ignoregoal = this.goalcurrent;
1177                                 this.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
1178                         }
1179                 }
1180
1181                 dodge = havocbot_dodge(this);
1182                 if (dodge)
1183                         dodge *= bound(0, 0.5 + (skill + this.bot_dodgeskill) * 0.1, 1);
1184                 dodge += evadeobstacle + evadelava;
1185                 evadelava = evadelava * bound(1,3-(skill+this.bot_dodgeskill),3); //Noobs fear lava a lot and take more distance from it
1186                 if (this.enemy)
1187                 {
1188                         traceline(this.origin, (this.enemy.absmin + this.enemy.absmax) * 0.5, true, NULL);
1189                         if (IS_PLAYER(trace_ent))
1190                                 dodge_enemy_factor = bound(0, (skill + this.bot_dodgeskill) / 7, 1);
1191                 }
1192         //      this.bot_dodgevector = dir;
1193         //      this.bot_dodgevector_jumpbutton = PHYS_INPUT_BUTTON_JUMP(this);
1194         }
1195
1196         float ladder_zdir = 0;
1197         if(time < this.ladder_time)
1198         {
1199                 if(this.goalcurrent.origin.z + this.goalcurrent.mins.z > this.origin.z + this.mins.z)
1200                 {
1201                         if(this.origin.z + this.mins.z  < this.ladder_entity.origin.z + this.ladder_entity.maxs.z)
1202                                 ladder_zdir = 1;
1203                 }
1204                 else
1205                 {
1206                         if(this.origin.z + this.mins.z  > this.ladder_entity.origin.z + this.ladder_entity.mins.z)
1207                                 ladder_zdir = -1;
1208                 }
1209                 if (ladder_zdir)
1210                 {
1211                         if (vdist(vec2(diff), <, 40))
1212                                 dir.z = ladder_zdir * 4;
1213                         else
1214                                 dir.z = ladder_zdir * 2;
1215                         dir = normalize(dir);
1216                 }
1217         }
1218
1219         if (this.goalcurrent.wpisbox
1220                 && boxesoverlap(this.goalcurrent.absmin, this.goalcurrent.absmax, this.origin, this.origin))
1221         {
1222                 // bot is inside teleport waypoint but hasn't touched the real teleport yet
1223                 // head to teleport origin
1224                 dir = (this.goalcurrent.origin - this.origin);
1225                 dir.z = 0;
1226                 dir = normalize(dir);
1227         }
1228
1229         // already executed when bot targets an enemy
1230         if (!this.bot_aimdir_executed)
1231         {
1232                 if (time < this.bot_stop_moving_timeout)
1233                         bot_aimdir(this, normalize(this.goalcurrent.origin - this.origin), 0);
1234                 else
1235                         bot_aimdir(this, dir, 0);
1236         }
1237
1238         if (!ladder_zdir)
1239         {
1240                 dir *= dodge_enemy_factor;
1241                 dir = normalize(dir + dodge);
1242         }
1243
1244         makevectors(this.v_angle);
1245         //dir = this.bot_dodgevector;
1246         //if (this.bot_dodgevector_jumpbutton)
1247         //      PHYS_INPUT_BUTTON_JUMP(this) = true;
1248         CS(this).movement_x = dir * v_forward * maxspeed;
1249         CS(this).movement_y = dir * v_right * maxspeed;
1250         CS(this).movement_z = dir * v_up * maxspeed;
1251
1252         // Emulate keyboard interface
1253         if (skill < 10)
1254                 havocbot_keyboard_movement(this, destorg);
1255
1256         // Bunnyhop!
1257         //if(this.aistatus & AI_STATUS_ROAMING)
1258         if(!bunnyhop_forbidden && this.goalcurrent)
1259         if(skill+this.bot_moveskill >= autocvar_bot_ai_bunnyhop_skilloffset)
1260                 havocbot_bunnyhop(this, dir);
1261
1262         if (dir * v_up >= autocvar_sv_jumpvelocity * 0.5 && IS_ONGROUND(this))
1263                 PHYS_INPUT_BUTTON_JUMP(this) = true;
1264         if (dodge)
1265         {
1266                 if (dodge * v_up > 0 && random() * frametime >= 0.2 * bound(0, (10 - skill - this.bot_dodgeskill) * 0.1, 1))
1267                         PHYS_INPUT_BUTTON_JUMP(this) = true;
1268                 if (dodge * v_up < 0 && random() * frametime >= 0.5 * bound(0, (10 - skill - this.bot_dodgeskill) * 0.1, 1))
1269                         this.havocbot_ducktime = time + 0.3 / bound(0.1, skill + this.bot_dodgeskill, 10);
1270         }
1271 }
1272
1273 entity havocbot_gettarget(entity this, bool secondary)
1274 {
1275         entity best = NULL;
1276         vector eye = CENTER_OR_VIEWOFS(this);
1277         IL_EACH(g_bot_targets, boolean((secondary) ? it.classname == "misc_breakablemodel" : it.classname != "misc_breakablemodel"),
1278         {
1279                 vector v = CENTER_OR_VIEWOFS(it);
1280                 if(vdist(v - eye, <, autocvar_bot_ai_enemydetectionradius))
1281                 if(!best || vlen2(CENTER_OR_VIEWOFS(best) - eye) > vlen2(v - eye))
1282                 if(bot_shouldattack(this, it))
1283                 {
1284                         traceline(eye, v, true, this);
1285                         if (trace_ent == it || trace_fraction >= 1)
1286                                 best = it;
1287                 }
1288         });
1289
1290         return best;
1291 }
1292
1293 void havocbot_chooseenemy(entity this)
1294 {
1295         if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(this))
1296         {
1297                 this.enemy = NULL;
1298                 return;
1299         }
1300         if (this.enemy)
1301         {
1302                 if (!bot_shouldattack(this, this.enemy))
1303                 {
1304                         // enemy died or something, find a new target
1305                         this.enemy = NULL;
1306                         this.havocbot_chooseenemy_finished = time;
1307                 }
1308                 else if (this.havocbot_stickenemy)
1309                 {
1310                         // tracking last chosen enemy
1311                         // if enemy is visible
1312                         // and not really really far away
1313                         // and we're not severely injured
1314                         // then keep tracking for a half second into the future
1315                         traceline(this.origin+this.view_ofs, ( this.enemy.absmin + this.enemy.absmax ) * 0.5,false,NULL);
1316                         if (trace_ent == this.enemy || trace_fraction == 1)
1317                         if (vdist(((this.enemy.absmin + this.enemy.absmax) * 0.5) - this.origin, <, 1000))
1318                         if (GetResource(this, RES_HEALTH) > 30)
1319                         {
1320                                 // remain tracking him for a shot while (case he went after a small corner or pilar
1321                                 this.havocbot_chooseenemy_finished = time + 0.5;
1322                                 return;
1323                         }
1324                         // enemy isn't visible, or is far away, or we're injured severely
1325                         // so stop preferring this enemy
1326                         // (it will still take a half second until a new one is chosen)
1327                         this.havocbot_stickenemy = 0;
1328                 }
1329         }
1330         if (time < this.havocbot_chooseenemy_finished)
1331                 return;
1332         this.havocbot_chooseenemy_finished = time + autocvar_bot_ai_enemydetectioninterval;
1333         vector eye = this.origin + this.view_ofs;
1334         entity best = NULL;
1335         float bestrating = 100000000;
1336
1337         // Backup hit flags
1338         int hf = this.dphitcontentsmask;
1339
1340         // Search for enemies, if no enemy can be seen directly try to look through transparent objects
1341
1342         this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
1343
1344         bool scan_transparent = false;
1345         bool scan_secondary_targets = false;
1346         bool have_secondary_targets = false;
1347         while(true)
1348         {
1349                 scan_secondary_targets = false;
1350 LABEL(scan_targets)
1351                 IL_EACH(g_bot_targets, it.bot_attack,
1352                 {
1353                         if(!scan_secondary_targets)
1354                         {
1355                                 if(it.classname == "misc_breakablemodel")
1356                                 {
1357                                         have_secondary_targets = true;
1358                                         continue;
1359                                 }
1360                         }
1361                         else if(it.classname != "misc_breakablemodel")
1362                                 continue;
1363
1364                         vector v = (it.absmin + it.absmax) * 0.5;
1365                         float rating = vlen2(v - eye);
1366                         if (vdist(v - eye, <, autocvar_bot_ai_enemydetectionradius))
1367                         if (bestrating > rating)
1368                         if (bot_shouldattack(this, it))
1369                         {
1370                                 traceline(eye, v, true, this);
1371                                 if (trace_ent == it || trace_fraction >= 1)
1372                                 {
1373                                         best = it;
1374                                         bestrating = rating;
1375                                 }
1376                         }
1377                 });
1378
1379                 if(!best && have_secondary_targets && !scan_secondary_targets)
1380                 {
1381                         scan_secondary_targets = true;
1382                         // restart the loop
1383                         bestrating = 100000000;
1384                         goto scan_targets;
1385                 }
1386
1387                 // I want to do a second scan if no enemy was found or I don't have weapons
1388                 // TODO: Perform the scan when using the rifle (requires changes on the rifle code)
1389                 if(best || STAT(WEAPONS, this)) // || this.weapon == WEP_RIFLE.m_id
1390                         break;
1391                 if(scan_transparent)
1392                         break;
1393
1394                 // Set flags to see through transparent objects
1395                 this.dphitcontentsmask |= DPCONTENTS_OPAQUE;
1396
1397                 scan_transparent = true;
1398         }
1399
1400         // Restore hit flags
1401         this.dphitcontentsmask = hf;
1402
1403         this.enemy = best;
1404         this.havocbot_stickenemy = true;
1405         if(best && best.classname == "misc_breakablemodel")
1406                 this.havocbot_stickenemy = false;
1407 }
1408
1409 float havocbot_chooseweapon_checkreload(entity this, .entity weaponentity, int new_weapon)
1410 {
1411         // bots under this skill cannot find unloaded weapons to reload idly when not in combat,
1412         // so skip this for them, or they'll never get to reload their weapons at all.
1413         // this also allows bots under this skill to be more stupid, and reload more often during combat :)
1414         if(skill < 5)
1415                 return false;
1416
1417         // if this weapon is scheduled for reloading, don't switch to it during combat
1418         if (this.(weaponentity).weapon_load[new_weapon] < 0)
1419         {
1420                 FOREACH(Weapons, it != WEP_Null, {
1421                         if(it.wr_checkammo1(it, this, weaponentity) + it.wr_checkammo2(it, this, weaponentity))
1422                                 return true; // other weapon available
1423                 });
1424         }
1425
1426         return false;
1427 }
1428
1429 void havocbot_chooseweapon(entity this, .entity weaponentity)
1430 {
1431         int i;
1432
1433         // ;)
1434         if(g_weaponarena_weapons == WEPSET(TUBA))
1435         {
1436                 this.(weaponentity).m_switchweapon = WEP_TUBA;
1437                 return;
1438         }
1439
1440         // TODO: clean this up by moving it to weapon code
1441         if(this.enemy==NULL)
1442         {
1443                 // If no weapon was chosen get the first available weapon
1444                 if(this.(weaponentity).m_weapon==WEP_Null)
1445                 FOREACH(Weapons, it != WEP_Null, {
1446                         if(client_hasweapon(this, it, weaponentity, true, false))
1447                         {
1448                                 this.(weaponentity).m_switchweapon = it;
1449                                 return;
1450                         }
1451                 });
1452                 return;
1453         }
1454
1455         // Do not change weapon during the next second after a combo
1456         float f = time - this.lastcombotime;
1457         if(f < 1)
1458                 return;
1459
1460         float w;
1461         float distance; distance=bound(10,vlen(this.origin-this.enemy.origin)-200,10000);
1462
1463         // Should it do a weapon combo?
1464         float af, ct, combo_time, combo;
1465
1466         af = ATTACK_FINISHED(this, weaponentity);
1467         ct = autocvar_bot_ai_weapon_combo_threshold;
1468
1469         // Bots with no skill will be 4 times more slower than "godlike" bots when doing weapon combos
1470         // Ideally this 4 should be calculated as longest_weapon_refire / bot_ai_weapon_combo_threshold
1471         combo_time = time + ct + (ct * ((-0.3*(skill+this.bot_weaponskill))+3));
1472
1473         combo = false;
1474
1475         if(autocvar_bot_ai_weapon_combo)
1476         if(this.(weaponentity).m_weapon.m_id == this.(weaponentity).lastfiredweapon)
1477         if(af > combo_time)
1478         {
1479                 combo = true;
1480                 this.lastcombotime = time;
1481         }
1482
1483         distance *= (2 ** this.bot_rangepreference);
1484
1485         // Custom weapon list based on distance to the enemy
1486         if(bot_custom_weapon){
1487
1488                 // Choose weapons for far distance
1489                 if ( distance > bot_distance_far ) {
1490                         for(i=0; i < Weapons_COUNT && bot_weapons_far[i] != -1 ; ++i){
1491                                 w = bot_weapons_far[i];
1492                                 if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
1493                                 {
1494                                         if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1495                                                 continue;
1496                                         this.(weaponentity).m_switchweapon = Weapons_from(w);
1497                                         return;
1498                                 }
1499                         }
1500                 }
1501
1502                 // Choose weapons for mid distance
1503                 if ( distance > bot_distance_close) {
1504                         for(i=0; i < Weapons_COUNT && bot_weapons_mid[i] != -1 ; ++i){
1505                                 w = bot_weapons_mid[i];
1506                                 if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
1507                                 {
1508                                         if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1509                                                 continue;
1510                                         this.(weaponentity).m_switchweapon = Weapons_from(w);
1511                                         return;
1512                                 }
1513                         }
1514                 }
1515
1516                 // Choose weapons for close distance
1517                 for(i=0; i < Weapons_COUNT && bot_weapons_close[i] != -1 ; ++i){
1518                         w = bot_weapons_close[i];
1519                         if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
1520                         {
1521                                 if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1522                                         continue;
1523                                 this.(weaponentity).m_switchweapon = Weapons_from(w);
1524                                 return;
1525                         }
1526                 }
1527         }
1528 }
1529
1530 void havocbot_aim(entity this)
1531 {
1532         if (time < this.nextaim)
1533                 return;
1534         this.nextaim = time + 0.1;
1535         vector myvel = this.velocity;
1536         if (!this.waterlevel)
1537                 myvel.z = 0;
1538         if(MUTATOR_CALLHOOK(HavocBot_Aim, this)) { /* do nothing */ }
1539         else if (this.enemy)
1540         {
1541                 vector enemyvel = this.enemy.velocity;
1542                 if (!this.enemy.waterlevel)
1543                         enemyvel.z = 0;
1544                 lag_additem(this, time + CS(this).ping, 0, 0, this.enemy, this.origin, myvel, (this.enemy.absmin + this.enemy.absmax) * 0.5, enemyvel);
1545         }
1546         else
1547                 lag_additem(this, time + CS(this).ping, 0, 0, NULL, this.origin, myvel, ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5, '0 0 0');
1548 }
1549
1550 bool havocbot_moveto_refresh_route(entity this)
1551 {
1552         // Refresh path to goal if necessary
1553         entity wp;
1554         wp = this.havocbot_personal_waypoint;
1555         navigation_goalrating_start(this);
1556         navigation_routerating(this, wp, 10000, 10000);
1557         navigation_goalrating_end(this);
1558         return (this.goalentity != NULL);
1559 }
1560
1561 float havocbot_moveto(entity this, vector pos)
1562 {
1563         entity wp;
1564
1565         if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_GOING)
1566         {
1567                 // Step 4: Move to waypoint
1568                 if(this.havocbot_personal_waypoint==NULL)
1569                 {
1570                         LOG_TRACE("Error: ", this.netname, " trying to walk to a non existent personal waypoint");
1571                         this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_GOING;
1572                         return CMD_STATUS_ERROR;
1573                 }
1574
1575                 if (!bot_strategytoken_taken)
1576                 if(this.havocbot_personal_waypoint_searchtime<time)
1577                 {
1578                         bot_strategytoken_taken = true;
1579                         if(havocbot_moveto_refresh_route(this))
1580                         {
1581                                 LOG_TRACE(this.netname, " walking to its personal waypoint (after ", ftos(this.havocbot_personal_waypoint_failcounter), " failed attempts)");
1582                                 this.havocbot_personal_waypoint_searchtime = time + 10;
1583                                 this.havocbot_personal_waypoint_failcounter = 0;
1584                         }
1585                         else
1586                         {
1587                                 this.havocbot_personal_waypoint_failcounter += 1;
1588                                 this.havocbot_personal_waypoint_searchtime = time + 2;
1589                                 if(this.havocbot_personal_waypoint_failcounter >= 30)
1590                                 {
1591                                         LOG_TRACE("Warning: can't walk to the personal waypoint located at ", vtos(this.havocbot_personal_waypoint.origin));
1592                                         this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1593                                         delete(this.havocbot_personal_waypoint);
1594                                         return CMD_STATUS_ERROR;
1595                                 }
1596                                 else
1597                                         LOG_TRACE(this.netname, " can't walk to its personal waypoint (after ", ftos(this.havocbot_personal_waypoint_failcounter), " failed attempts), trying later");
1598                         }
1599                 }
1600
1601                 if(autocvar_bot_debug_goalstack)
1602                         debuggoalstack(this);
1603
1604
1605                 // Go!
1606                 havocbot_movetogoal(this);
1607
1608                 if (!this.bot_aimdir_executed && this.goalcurrent)
1609                 {
1610                         // Heading
1611                         vector dir = get_closer_dest(this.goalcurrent, this.origin);
1612                         dir -= this.origin + this.view_ofs;
1613                         dir.z = 0;
1614                         bot_aimdir(this, dir, 0);
1615                 }
1616
1617                 if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_REACHED)
1618                 {
1619                         // Step 5: Waypoint reached
1620                         LOG_TRACE(this.netname, "'s personal waypoint reached");
1621                         waypoint_remove(this.havocbot_personal_waypoint);
1622                         this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_REACHED;
1623                         return CMD_STATUS_FINISHED;
1624                 }
1625
1626                 return CMD_STATUS_EXECUTING;
1627         }
1628
1629         // Step 2: Linking waypoint
1630         if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_LINKING)
1631         {
1632                 // Wait until it is linked
1633                 if(!this.havocbot_personal_waypoint.wplinked)
1634                 {
1635                         LOG_TRACE(this.netname, " waiting for personal waypoint to be linked");
1636                         return CMD_STATUS_EXECUTING;
1637                 }
1638
1639                 this.havocbot_personal_waypoint_searchtime = time; // so we set the route next frame
1640                 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1641                 this.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_GOING;
1642
1643                 // Step 3: Route to waypoint
1644                 LOG_TRACE(this.netname, " walking to its personal waypoint");
1645
1646                 return CMD_STATUS_EXECUTING;
1647         }
1648
1649         // Step 1: Spawning waypoint
1650         wp = waypoint_spawnpersonal(this, pos);
1651         if(wp==NULL)
1652         {
1653                 LOG_TRACE("Error: Can't spawn personal waypoint at ",vtos(pos));
1654                 return CMD_STATUS_ERROR;
1655         }
1656
1657         this.havocbot_personal_waypoint = wp;
1658         this.havocbot_personal_waypoint_failcounter = 0;
1659         this.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1660
1661         // if pos is inside a teleport, then let's mark it as teleport waypoint
1662         IL_EACH(g_teleporters, WarpZoneLib_BoxTouchesBrush(pos, pos, it, NULL),
1663         {
1664                 wp.wpflags |= WAYPOINTFLAG_TELEPORT;
1665                 this.lastteleporttime = 0;
1666         });
1667
1668 /*
1669         if(wp.wpflags & WAYPOINTFLAG_TELEPORT)
1670                 print("routing to a teleporter\n");
1671         else
1672                 print("routing to a non-teleporter\n");
1673 */
1674
1675         return CMD_STATUS_EXECUTING;
1676 }
1677
1678 float havocbot_resetgoal(entity this)
1679 {
1680         navigation_clearroute(this);
1681         return CMD_STATUS_FINISHED;
1682 }
1683
1684 void havocbot_setupbot(entity this)
1685 {
1686         this.bot_ai = havocbot_ai;
1687         this.cmd_moveto = havocbot_moveto;
1688         this.cmd_resetgoal = havocbot_resetgoal;
1689
1690         // NOTE: bot is not player yet
1691         havocbot_chooserole(this);
1692 }
1693
1694 vector havocbot_dodge(entity this)
1695 {
1696         // LordHavoc: disabled because this is too expensive
1697         return '0 0 0';
1698 #if 0
1699         entity head;
1700         vector dodge, v, n;
1701         float danger, bestdanger, vl, d;
1702         dodge = '0 0 0';
1703         bestdanger = -20;
1704         // check for dangerous objects near bot or approaching bot
1705         head = findchainfloat(bot_dodge, true);
1706         while(head)
1707         {
1708                 if (head.owner != this)
1709                 {
1710                         vl = vlen(head.velocity);
1711                         if (vl > autocvar_sv_maxspeed * 0.3)
1712                         {
1713                                 n = normalize(head.velocity);
1714                                 v = this.origin - head.origin;
1715                                 d = v * n;
1716                                 if (d > (0 - head.bot_dodgerating))
1717                                 if (d < (vl * 0.2 + head.bot_dodgerating))
1718                                 {
1719                                         // calculate direction and distance from the flight path, by removing the forward axis
1720                                         v = v - (n * (v * n));
1721                                         danger = head.bot_dodgerating - vlen(v);
1722                                         if (bestdanger < danger)
1723                                         {
1724                                                 bestdanger = danger;
1725                                                 // dodge to the side of the object
1726                                                 dodge = normalize(v);
1727                                         }
1728                                 }
1729                         }
1730                         else
1731                         {
1732                                 danger = head.bot_dodgerating - vlen(head.origin - this.origin);
1733                                 if (bestdanger < danger)
1734                                 {
1735                                         bestdanger = danger;
1736                                         dodge = normalize(this.origin - head.origin);
1737                                 }
1738                         }
1739                 }
1740                 head = head.chain;
1741         }
1742         return dodge;
1743 #endif
1744 }