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Bot AI: avoid clearing twice the route to the goal when bot reaches an item
[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/triggers/teleporters.qh>
22 #include <common/triggers/trigger/jumppads.qh>
23
24 #include <lib/warpzone/common.qh>
25
26 .float speed;
27
28 void havocbot_ai(entity this)
29 {
30         if(this.draggedby)
31                 return;
32
33         if(bot_execute_commands(this))
34                 return;
35
36         if (bot_strategytoken == this)
37         if (!bot_strategytoken_taken)
38         {
39                 if(this.havocbot_blockhead)
40                 {
41                         this.havocbot_blockhead = false;
42                 }
43                 else
44                 {
45                         if (!this.jumppadcount && !STAT(FROZEN, this))
46                                 this.havocbot_role(this); // little too far down the rabbit hole
47                 }
48
49                 // if we don't have a goal and we're under water look for a waypoint near the "shore" and push it
50                 if(!(IS_DEAD(this) || STAT(FROZEN, this)))
51                 if(!this.goalcurrent)
52                 if(this.waterlevel == WATERLEVEL_SWIMMING || (this.aistatus & AI_STATUS_OUT_WATER))
53                 {
54                         // Look for the closest waypoint out of water
55                         entity newgoal = NULL;
56                         IL_EACH(g_waypoints, vdist(it.origin - this.origin, <=, 10000),
57                         {
58                                 if(it.origin.z < this.origin.z)
59                                         continue;
60
61                                 if(it.origin.z - this.origin.z - this.view_ofs.z > 100)
62                                         continue;
63
64                                 if (pointcontents(it.origin + it.maxs + '0 0 1') != CONTENT_EMPTY)
65                                         continue;
66
67                                 traceline(this.origin + this.view_ofs, ((it.absmin + it.absmax) * 0.5), true, this);
68
69                                 if(trace_fraction < 1)
70                                         continue;
71
72                                 if(!newgoal || vlen2(it.origin - this.origin) < vlen2(newgoal.origin - this.origin))
73                                         newgoal = it;
74                         });
75
76                         if(newgoal)
77                         {
78                         //      te_wizspike(newgoal.origin);
79                                 navigation_pushroute(this, newgoal);
80                         }
81                 }
82
83                 // token has been used this frame
84                 bot_strategytoken_taken = true;
85         }
86
87         if(IS_DEAD(this) || STAT(FROZEN, this))
88                 return;
89
90         havocbot_chooseenemy(this);
91
92         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
93         {
94                 .entity weaponentity = weaponentities[slot];
95                 if(this.(weaponentity).m_weapon != WEP_Null || slot == 0)
96                 if(this.(weaponentity).bot_chooseweapontime < time)
97                 {
98                         this.(weaponentity).bot_chooseweapontime = time + autocvar_bot_ai_chooseweaponinterval;
99                         havocbot_chooseweapon(this, weaponentity);
100                 }
101         }
102         havocbot_aim(this);
103         lag_update(this);
104         if (this.bot_aimtarg)
105         {
106                 this.aistatus |= AI_STATUS_ATTACKING;
107                 this.aistatus &= ~AI_STATUS_ROAMING;
108
109                 if(this.weapons)
110                 {
111                         if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(this))
112                         {
113                                 PHYS_INPUT_BUTTON_ATCK(this) = false;
114                                 PHYS_INPUT_BUTTON_ATCK2(this) = false;
115                         }
116                         else
117                         {
118                                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
119                                 {
120                                         .entity weaponentity = weaponentities[slot];
121                                         Weapon w = this.(weaponentity).m_weapon;
122                                         if(w == WEP_Null && slot != 0)
123                                                 continue;
124                                         w.wr_aim(w, this, weaponentity);
125                                         if(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this)) // TODO: what if we didn't fire this weapon, but the previous?
126                                                 this.(weaponentity).lastfiredweapon = this.(weaponentity).m_weapon.m_id;
127                                 }
128                         }
129                 }
130                 else
131                 {
132                         if(IS_PLAYER(this.bot_aimtarg))
133                                 bot_aimdir(this, this.bot_aimtarg.origin + this.bot_aimtarg.view_ofs - this.origin - this.view_ofs , -1);
134                 }
135         }
136         else if (this.goalcurrent)
137         {
138                 this.aistatus |= AI_STATUS_ROAMING;
139                 this.aistatus &= ~AI_STATUS_ATTACKING;
140
141                 vector v = '0 0 0', now, next;
142                 float aimdistance,skillblend,distanceblend,blend;
143
144                 SET_DESTCOORDS(this.goalcurrent, this.origin, v);
145                 if(this.goalcurrent.wpisbox)
146                 {
147                         // avoid a glitch when bot is teleported but teleport waypoint isn't removed yet
148                         if(this.goalstack02 && this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT
149                         && this.lastteleporttime > 0 && time - this.lastteleporttime < 0.15)
150                                 v = (this.goalstack02.absmin + this.goalstack02.absmax) * 0.5;
151                         // aim to teleport origin if bot is inside teleport waypoint but hasn't touched the real teleport yet
152                         else if(boxesoverlap(this.goalcurrent.absmin, this.goalcurrent.absmax, this.origin, this.origin))
153                                 v = this.goalcurrent.origin;
154                 }
155                 next = now = v - (this.origin + this.view_ofs);
156                 aimdistance = vlen(now);
157
158                 //dprint(this.goalstack01.classname,etos(this.goalstack01),"\n");
159                 if(
160                         this.goalstack01 != this && this.goalstack01 && !wasfreed(this.goalstack01) && ((this.aistatus & AI_STATUS_RUNNING) == 0) &&
161                         !(this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
162                 )
163                         next = ((this.goalstack01.absmin + this.goalstack01.absmax) * 0.5) - (this.origin + this.view_ofs);
164
165                 skillblend=bound(0,(skill+this.bot_moveskill-2.5)*0.5,1); //lower skill player can't preturn
166                 distanceblend=bound(0,aimdistance/autocvar_bot_ai_keyboard_distance,1);
167                 blend = skillblend * (1-distanceblend);
168                 //v = (now * (distanceblend) + next * (1-distanceblend)) * (skillblend) + now * (1-skillblend);
169                 //v = now * (distanceblend) * (skillblend) + next * (1-distanceblend) * (skillblend) + now * (1-skillblend);
170                 //v = now * ((1-skillblend) + (distanceblend) * (skillblend)) + next * (1-distanceblend) * (skillblend);
171                 v = now + blend * (next - now);
172                 //dprint(etos(this), " ");
173                 //dprint(vtos(now), ":", vtos(next), "=", vtos(v), " (blend ", ftos(blend), ")\n");
174                 //v = now * (distanceblend) + next * (1-distanceblend);
175                 if (this.waterlevel < WATERLEVEL_SWIMMING)
176                         v.z = 0;
177                 //dprint("walk at:", vtos(v), "\n");
178                 //te_lightning2(NULL, this.origin, this.goalcurrent.origin);
179                 bot_aimdir(this, v, -1);
180         }
181         havocbot_movetogoal(this);
182
183         // if the bot is not attacking, consider reloading weapons
184         if (!(this.aistatus & AI_STATUS_ATTACKING))
185         {
186                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
187                 {
188                         .entity weaponentity = weaponentities[slot];
189
190                         if(this.(weaponentity).m_weapon == WEP_Null && slot != 0)
191                                 continue;
192
193                         // we are currently holding a weapon that's not fully loaded, reload it
194                         if(skill >= 2) // bots can only reload the held weapon on purpose past this skill
195                         if(this.(weaponentity).clip_load < this.(weaponentity).clip_size)
196                                 CS(this).impulse = IMP_weapon_reload.impulse; // not sure if this is done right
197
198                         // if we're not reloading a weapon, switch to any weapon in our invnetory that's not fully loaded to reload it next
199                         // the code above executes next frame, starting the reloading then
200                         if(skill >= 5) // bots can only look for unloaded weapons past this skill
201                         if(this.(weaponentity).clip_load >= 0) // only if we're not reloading a weapon already
202                         {
203                                 FOREACH(Weapons, it != WEP_Null, {
204                                         if((this.weapons & (it.m_wepset)) && (it.spawnflags & WEP_FLAG_RELOADABLE) && (this.(weaponentity).weapon_load[it.m_id] < it.reloading_ammo))
205                                         {
206                                                 this.(weaponentity).m_switchweapon = it;
207                                                 break;
208                                         }
209                                 });
210                         }
211                 }
212         }
213 }
214
215 void havocbot_keyboard_movement(entity this, vector destorg)
216 {
217         vector keyboard;
218
219         if (time > this.havocbot_keyboardtime)
220         {
221                 float sk = skill + this.bot_moveskill;
222                 this.havocbot_keyboardtime =
223                         max(
224                                 this.havocbot_keyboardtime
225                                         + 0.05 / max(1, sk + this.havocbot_keyboardskill)
226                                         + random() * 0.025 / max(0.00025, skill + this.havocbot_keyboardskill)
227                         , time);
228                 keyboard = CS(this).movement / autocvar_sv_maxspeed;
229
230                 float trigger = autocvar_bot_ai_keyboard_threshold;
231                 float trigger1 = -trigger;
232
233                 // categorize forward movement
234                 // at skill < 1.5 only forward
235                 // at skill < 2.5 only individual directions
236                 // at skill < 4.5 only individual directions, and forward diagonals
237                 // at skill >= 4.5, all cases allowed
238                 if (keyboard.x > trigger)
239                 {
240                         keyboard.x = 1;
241                         if (sk < 2.5)
242                                 keyboard.y = 0;
243                 }
244                 else if (keyboard.x < trigger1 && sk > 1.5)
245                 {
246                         keyboard.x = -1;
247                         if (sk < 4.5)
248                                 keyboard.y = 0;
249                 }
250                 else
251                 {
252                         keyboard.x = 0;
253                         if (sk < 1.5)
254                                 keyboard.y = 0;
255                 }
256                 if (sk < 4.5)
257                         keyboard.z = 0;
258
259                 if (keyboard.y > trigger)
260                         keyboard.y = 1;
261                 else if (keyboard.y < trigger1)
262                         keyboard.y = -1;
263                 else
264                         keyboard.y = 0;
265
266                 if (keyboard.z > trigger)
267                         keyboard.z = 1;
268                 else if (keyboard.z < trigger1)
269                         keyboard.z = -1;
270                 else
271                         keyboard.z = 0;
272
273                 this.havocbot_keyboard = keyboard * autocvar_sv_maxspeed;
274                 if (this.havocbot_ducktime > time)
275                         PHYS_INPUT_BUTTON_CROUCH(this) = true;
276         }
277
278         keyboard = this.havocbot_keyboard;
279         float blend = bound(0, vlen(destorg - this.origin) / autocvar_bot_ai_keyboard_distance, 1); // When getting close move with 360 degree
280         //dprint("movement ", vtos(CS(this).movement), " keyboard ", vtos(keyboard), " blend ", ftos(blend), "\n");
281         CS(this).movement = CS(this).movement + (keyboard - CS(this).movement) * blend;
282 }
283
284 void havocbot_bunnyhop(entity this, vector dir)
285 {
286         float bunnyhopdistance;
287         vector deviation;
288         float maxspeed;
289         vector gco = '0 0 0', gno;
290
291         // Don't jump when attacking
292         if(this.aistatus & AI_STATUS_ATTACKING)
293                 return;
294
295         if(IS_PLAYER(this.goalcurrent))
296                 return;
297
298         maxspeed = autocvar_sv_maxspeed;
299
300         if(this.aistatus & AI_STATUS_RUNNING && vdist(this.velocity, <, autocvar_sv_maxspeed * 0.75)
301                 || this.aistatus & AI_STATUS_DANGER_AHEAD)
302         {
303                 this.aistatus &= ~AI_STATUS_RUNNING;
304                 PHYS_INPUT_BUTTON_JUMP(this) = false;
305                 this.bot_canruntogoal = 0;
306                 this.bot_timelastseengoal = 0;
307                 return;
308         }
309
310         if(this.waterlevel > WATERLEVEL_WETFEET)
311         {
312                 this.aistatus &= ~AI_STATUS_RUNNING;
313                 return;
314         }
315
316         if(this.bot_lastseengoal != this.goalcurrent && !(this.aistatus & AI_STATUS_RUNNING))
317         {
318                 this.bot_canruntogoal = 0;
319                 this.bot_timelastseengoal = 0;
320         }
321
322         SET_DESTCOORDS(this.goalcurrent, this.origin, gco);
323         bunnyhopdistance = vlen(this.origin - gco);
324
325         // Run only to visible goals
326         if(IS_ONGROUND(this))
327         if(vdist(vec2(this.velocity), >=, autocvar_sv_maxspeed)) // if -really- running
328         if(checkpvs(this.origin + this.view_ofs, this.goalcurrent))
329         {
330                         this.bot_lastseengoal = this.goalcurrent;
331
332                         // seen it before
333                         if(this.bot_timelastseengoal)
334                         {
335                                 // for a period of time
336                                 if(time - this.bot_timelastseengoal > autocvar_bot_ai_bunnyhop_firstjumpdelay)
337                                 {
338                                         float checkdistance;
339                                         checkdistance = true;
340
341                                         // don't run if it is too close
342                                         if(this.bot_canruntogoal==0)
343                                         {
344                                                 if(bunnyhopdistance > autocvar_bot_ai_bunnyhop_startdistance)
345                                                         this.bot_canruntogoal = 1;
346                                                 else
347                                                         this.bot_canruntogoal = -1;
348                                         }
349
350                                         if(this.bot_canruntogoal != 1)
351                                                 return;
352
353                                         if(this.aistatus & AI_STATUS_ROAMING)
354                                         if(this.goalcurrent.classname=="waypoint")
355                                         if (!(this.goalcurrent.wpflags & WAYPOINTFLAG_PERSONAL))
356                                         if(fabs(gco.z - this.origin.z) < this.maxs.z - this.mins.z)
357                                         if(this.goalstack01 && !wasfreed(this.goalstack01))
358                                         {
359                                                 gno = (this.goalstack01.absmin + this.goalstack01.absmax) * 0.5;
360                                                 deviation = vectoangles(gno - this.origin) - vectoangles(gco - this.origin);
361                                                 while (deviation.y < -180) deviation.y = deviation.y + 360;
362                                                 while (deviation.y > 180) deviation.y = deviation.y - 360;
363
364                                                 if(fabs(deviation.y) < 20)
365                                                 if(bunnyhopdistance < vlen(this.origin - gno))
366                                                 if(fabs(gno.z - gco.z) < this.maxs.z - this.mins.z)
367                                                 {
368                                                         if(vdist(gco - gno, >, autocvar_bot_ai_bunnyhop_startdistance))
369                                                         if(checkpvs(this.origin + this.view_ofs, this.goalstack01))
370                                                         {
371                                                                 checkdistance = false;
372                                                         }
373                                                 }
374                                         }
375
376                                         if(checkdistance)
377                                         {
378                                                 this.aistatus &= ~AI_STATUS_RUNNING;
379                                                 // increase stop distance in case the goal is on a slope or a lower platform
380                                                 if(bunnyhopdistance > autocvar_bot_ai_bunnyhop_stopdistance + (this.origin.z - gco.z))
381                                                         PHYS_INPUT_BUTTON_JUMP(this) = true;
382                                         }
383                                         else
384                                         {
385                                                 this.aistatus |= AI_STATUS_RUNNING;
386                                                 PHYS_INPUT_BUTTON_JUMP(this) = true;
387                                         }
388                                 }
389                         }
390                         else
391                         {
392                                 this.bot_timelastseengoal = time;
393                         }
394         }
395         else
396         {
397                 this.bot_timelastseengoal = 0;
398         }
399
400 #if 0
401         // Release jump button
402         if(!cvar("sv_pogostick"))
403         if((IS_ONGROUND(this)) == 0)
404         {
405                 if(this.velocity.z < 0 || vlen(this.velocity)<maxspeed)
406                         PHYS_INPUT_BUTTON_JUMP(this) = false;
407
408                 // Strafe
409                 if(this.aistatus & AI_STATUS_RUNNING)
410                 if(vlen(this.velocity)>maxspeed)
411                 {
412                         deviation = vectoangles(dir) - vectoangles(this.velocity);
413                         while (deviation.y < -180) deviation.y = deviation.y + 360;
414                         while (deviation.y > 180) deviation.y = deviation.y - 360;
415
416                         if(fabs(deviation.y)>10)
417                                 CS(this).movement_x = 0;
418
419                         if(deviation.y>10)
420                                 CS(this).movement_y = maxspeed * -1;
421                         else if(deviation.y<10)
422                                 CS(this).movement_y = maxspeed;
423
424                 }
425         }
426 #endif
427 }
428
429 // return true when bot isn't getting closer to the current goal
430 bool havocbot_checkgoaldistance(entity this, vector gco)
431 {
432         float curr_dist = vlen(this.origin - gco);
433         float curr_dist_2d = vlen(vec2(this.origin - gco));
434         if(curr_dist > this.goalcurrent_distance && curr_dist_2d > this.goalcurrent_distance_2d)
435         {
436                 if(!this.goalcurrent_distance_time)
437                         this.goalcurrent_distance_time = time;
438                 else if (time - this.goalcurrent_distance_time > 0.5)
439                         return true;
440         }
441         else
442         {
443                 // reduce it a little bit so it works even with very small approaches to the goal
444                 this.goalcurrent_distance = max(20, curr_dist - 10);
445                 this.goalcurrent_distance_2d = max(20, curr_dist_2d - 10);
446                 this.goalcurrent_distance_time = 0;
447         }
448         return false;
449 }
450
451 void havocbot_movetogoal(entity this)
452 {
453         vector destorg = '0 0 0';
454         vector diff;
455         vector dir;
456         vector flatdir;
457         vector evadeobstacle;
458         vector evadelava;
459         float maxspeed;
460         vector gco;
461         //float dist;
462         vector dodge;
463         //if (this.goalentity)
464         //      te_lightning2(this, this.origin, (this.goalentity.absmin + this.goalentity.absmax) * 0.5);
465         CS(this).movement = '0 0 0';
466         maxspeed = autocvar_sv_maxspeed;
467
468         // Jetpack navigation
469         if(this.goalcurrent)
470         if(this.navigation_jetpack_goal)
471         if(this.goalcurrent==this.navigation_jetpack_goal)
472         if(this.ammo_fuel)
473         {
474                 if(autocvar_bot_debug_goalstack)
475                 {
476                         debuggoalstack(this);
477                         te_wizspike(this.navigation_jetpack_point);
478                 }
479
480                 // Take off
481                 if (!(this.aistatus & AI_STATUS_JETPACK_FLYING))
482                 {
483                         // Brake almost completely so it can get a good direction
484                         if(vdist(this.velocity, >, 10))
485                                 return;
486                         this.aistatus |= AI_STATUS_JETPACK_FLYING;
487                 }
488
489                 makevectors(this.v_angle.y * '0 1 0');
490                 dir = normalize(this.navigation_jetpack_point - this.origin);
491
492                 // Landing
493                 if(this.aistatus & AI_STATUS_JETPACK_LANDING)
494                 {
495                         // Calculate brake distance in xy
496                         float db, v, d;
497                         vector dxy;
498
499                         dxy = this.origin - ( ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5 ); dxy.z = 0;
500                         d = vlen(dxy);
501                         v = vlen(this.velocity -  this.velocity.z * '0 0 1');
502                         db = ((v ** 2) / (autocvar_g_jetpack_acceleration_side * 2)) + 100;
503                 //      dprint("distance ", ftos(ceil(d)), " velocity ", ftos(ceil(v)), " brake at ", ftos(ceil(db)), "\n");
504                         if(d < db || d < 500)
505                         {
506                                 // Brake
507                                 if(fabs(this.velocity.x)>maxspeed*0.3)
508                                 {
509                                         CS(this).movement_x = dir * v_forward * -maxspeed;
510                                         return;
511                                 }
512                                 // Switch to normal mode
513                                 this.navigation_jetpack_goal = NULL;
514                                 this.aistatus &= ~AI_STATUS_JETPACK_LANDING;
515                                 this.aistatus &= ~AI_STATUS_JETPACK_FLYING;
516                                 return;
517                         }
518                 }
519                 else if(checkpvs(this.origin,this.goalcurrent))
520                 {
521                         // If I can see the goal switch to landing code
522                         this.aistatus &= ~AI_STATUS_JETPACK_FLYING;
523                         this.aistatus |= AI_STATUS_JETPACK_LANDING;
524                         return;
525                 }
526
527                 // Flying
528                 PHYS_INPUT_BUTTON_HOOK(this) = true;
529                 if(this.navigation_jetpack_point.z - STAT(PL_MAX, this).z + STAT(PL_MIN, this).z < this.origin.z)
530                 {
531                         CS(this).movement_x = dir * v_forward * maxspeed;
532                         CS(this).movement_y = dir * v_right * maxspeed;
533                 }
534                 return;
535         }
536
537         // Handling of jump pads
538         if(this.jumppadcount)
539         {
540                 if(this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
541                 {
542                         this.aistatus |= AI_STATUS_OUT_JUMPPAD;
543                         navigation_poptouchedgoals(this);
544                         return;
545                 }
546                 else if(this.aistatus & AI_STATUS_OUT_JUMPPAD)
547                 {
548                         // If got stuck on the jump pad try to reach the farthest visible waypoint
549                         // but with some randomness so it can try out different paths
550                         if(!this.goalcurrent)
551                         {
552                                 entity newgoal = NULL;
553                                 IL_EACH(g_waypoints, vdist(it.origin - this.origin, <=, 1000),
554                                 {
555                                         if(it.wpflags & WAYPOINTFLAG_TELEPORT)
556                                         if(it.origin.z < this.origin.z - 100 && vdist(vec2(it.origin - this.origin), <, 100))
557                                                 continue;
558
559                                         traceline(this.origin + this.view_ofs, ((it.absmin + it.absmax) * 0.5), true, this);
560
561                                         if(trace_fraction < 1)
562                                                 continue;
563
564                                         if(!newgoal || ((random() < 0.8) && vlen2(it.origin - this.origin) > vlen2(newgoal.origin - this.origin)))
565                                                 newgoal = it;
566                                 });
567
568                                 if(newgoal)
569                                 {
570                                         this.ignoregoal = this.goalcurrent;
571                                         this.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
572                                         navigation_clearroute(this);
573                                         navigation_routetogoal(this, newgoal, this.origin);
574                                         if(autocvar_bot_debug_goalstack)
575                                                 debuggoalstack(this);
576                                         this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
577                                 }
578                         }
579                         else
580                         {
581                                 gco = (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5;
582                                 if (this.origin.z > gco.z && vdist(vec2(this.velocity), <, autocvar_sv_maxspeed))
583                                         this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
584                                 else if(havocbot_checkgoaldistance(this, gco))
585                                 {
586                                         navigation_clearroute(this);
587                                         this.bot_strategytime = 0;
588                                 }
589                                 else
590                                         return;
591                         }
592                 }
593                 else
594                 {
595                         if(time - this.lastteleporttime > 0.2 && this.velocity.z > 0)
596                         {
597                                 vector velxy = this.velocity; velxy_z = 0;
598                                 if(vdist(velxy, <, autocvar_sv_maxspeed * 0.2))
599                                 {
600                                         LOG_TRACE("Warning: ", this.netname, " got stuck on a jumppad (velocity in xy is ", vtos(velxy), "), trying to get out of it now");
601                                         this.aistatus |= AI_STATUS_OUT_JUMPPAD;
602                                 }
603                                 return;
604                         }
605
606                         // Don't chase players while using a jump pad
607                         if(IS_PLAYER(this.goalcurrent) || IS_PLAYER(this.goalstack01))
608                                 return;
609                 }
610         }
611         else if(this.aistatus & AI_STATUS_OUT_JUMPPAD)
612                 this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
613
614         // If there is a trigger_hurt right below try to use the jetpack or make a rocketjump
615         if(skill>6)
616         if (!(IS_ONGROUND(this)))
617         {
618                 tracebox(this.origin, this.mins, this.maxs, this.origin + '0 0 -65536', MOVE_NOMONSTERS, this);
619                 if(tracebox_hits_trigger_hurt(this.origin, this.mins, this.maxs, trace_endpos ))
620                 if(this.items & IT_JETPACK)
621                 {
622                         tracebox(this.origin, this.mins, this.maxs, this.origin + '0 0 65536', MOVE_NOMONSTERS, this);
623                         if(tracebox_hits_trigger_hurt(this.origin, this.mins, this.maxs, trace_endpos + '0 0 1' ))
624                         {
625                                 if(this.velocity.z<0)
626                                 {
627                                         PHYS_INPUT_BUTTON_HOOK(this) = true;
628                                 }
629                         }
630                         else
631                                 PHYS_INPUT_BUTTON_HOOK(this) = true;
632
633                         // If there is no goal try to move forward
634
635                         if(this.goalcurrent==NULL)
636                                 dir = v_forward;
637                         else
638                                 dir = normalize(( ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5 ) - this.origin);
639
640                         vector xyvelocity = this.velocity; xyvelocity_z = 0;
641                         float xyspeed = xyvelocity * dir;
642
643                         if(xyspeed < (maxspeed / 2))
644                         {
645                                 makevectors(this.v_angle.y * '0 1 0');
646                                 tracebox(this.origin, this.mins, this.maxs, this.origin + (dir * maxspeed * 3), MOVE_NOMONSTERS, this);
647                                 if(trace_fraction==1)
648                                 {
649                                         CS(this).movement_x = dir * v_forward * maxspeed;
650                                         CS(this).movement_y = dir * v_right * maxspeed;
651                                         if (skill < 10)
652                                                 havocbot_keyboard_movement(this, this.origin + dir * 100);
653                                 }
654                         }
655
656                         this.havocbot_blockhead = true;
657
658                         return;
659                 }
660                 else if(this.health > WEP_CVAR(devastator, damage) * 0.5 * ((this.strength_finished < time) ? autocvar_g_balance_powerup_strength_selfdamage : 1))
661                 {
662                         if(this.velocity.z < 0)
663                         {
664                                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
665                                 {
666                                         .entity weaponentity = weaponentities[slot];
667
668                                         if(this.(weaponentity).m_weapon == WEP_Null && slot != 0)
669                                                 continue;
670
671                                         if(client_hasweapon(this, WEP_DEVASTATOR, weaponentity, true, false))
672                                         {
673                                                 CS(this).movement_x = maxspeed;
674
675                                                 if(this.rocketjumptime)
676                                                 {
677                                                         if(time > this.rocketjumptime)
678                                                         {
679                                                                 PHYS_INPUT_BUTTON_ATCK2(this) = true;
680                                                                 this.rocketjumptime = 0;
681                                                         }
682                                                         return;
683                                                 }
684
685                                                 this.(weaponentity).m_switchweapon = WEP_DEVASTATOR;
686                                                 this.v_angle_x = 90;
687                                                 PHYS_INPUT_BUTTON_ATCK(this) = true;
688                                                 this.rocketjumptime = time + WEP_CVAR(devastator, detonatedelay);
689                                                 return;
690                                         }
691                                 }
692                         }
693                 }
694                 else
695                 {
696                         // If there is no goal try to move forward
697                         if(this.goalcurrent==NULL)
698                                 CS(this).movement_x = maxspeed;
699                 }
700         }
701
702         // If we are under water with no goals, swim up
703         if(this.waterlevel)
704         if(this.goalcurrent==NULL)
705         {
706                 dir = '0 0 0';
707                 if(this.waterlevel>WATERLEVEL_SWIMMING)
708                         dir.z = 1;
709                 else if(this.velocity.z >= 0 && !(this.waterlevel == WATERLEVEL_WETFEET && this.watertype == CONTENT_WATER))
710                         PHYS_INPUT_BUTTON_JUMP(this) = true;
711                 else
712                         PHYS_INPUT_BUTTON_JUMP(this) = false;
713                 makevectors(this.v_angle.y * '0 1 0');
714                 CS(this).movement_x = dir * v_forward * maxspeed;
715                 CS(this).movement_y = dir * v_right * maxspeed;
716                 CS(this).movement_z = dir * v_up * maxspeed;
717         }
718
719         // if there is nowhere to go, exit
720         if (this.goalcurrent == NULL)
721                 return;
722
723
724         bool locked_goal = false;
725         if(this.goalentity && wasfreed(this.goalentity))
726         {
727                 navigation_clearroute(this);
728                 this.bot_strategytime = 0;
729                 return;
730         }
731         else if(this.goalentity.bot_pickup)
732         {
733                 if(this.goalentity.bot_pickup_respawning)
734                 {
735                         if(this.goalentity.solid) // item respawned
736                                 this.goalentity.bot_pickup_respawning = false;
737                         else if(time < this.goalentity.scheduledrespawntime - 10) // item already taken (by someone else)
738                         {
739                                 if(checkpvs(this.origin, this.goalentity))
740                                 {
741                                         this.goalentity.bot_pickup_respawning = false;
742                                         navigation_clearroute(this);
743                                         this.bot_strategytime = 0;
744                                         return;
745                                 }
746                         }
747                         else if(this.goalentity == this.goalcurrent)
748                                 locked_goal = true; // wait for item to respawn
749                 }
750                 else if(!this.goalentity.solid && !boxesoverlap(this.goalentity.absmin, this.goalentity.absmax, this.absmin, this.absmax))
751                 {
752                         if(checkpvs(this.origin, this.goalentity))
753                         {
754                                 navigation_clearroute(this);
755                                 this.bot_strategytime = 0;
756                                 return;
757                         }
758                 }
759         }
760         if(!locked_goal)
761                 navigation_poptouchedgoals(this);
762
763         // if ran out of goals try to use an alternative goal or get a new strategy asap
764         if(this.goalcurrent == NULL)
765         {
766                 this.bot_strategytime = 0;
767                 return;
768         }
769
770
771         if(autocvar_bot_debug_goalstack)
772                 debuggoalstack(this);
773
774         bool bunnyhop_forbidden = false;;
775         SET_DESTCOORDS(this.goalcurrent, this.origin, destorg);
776
777         // in case bot ends up inside the teleport waypoint without touching
778         // the teleport itself, head to the teleport origin
779         if(this.goalcurrent.wpisbox && boxesoverlap(this.goalcurrent.absmin, this.goalcurrent.absmax, this.origin + eZ * this.mins.z, this.origin + eZ * this.maxs.z))
780         {
781                 bunnyhop_forbidden = true;
782                 destorg = this.goalcurrent.origin;
783                 if(destorg.z > this.origin.z)
784                         PHYS_INPUT_BUTTON_JUMP(this) = true;
785         }
786
787         diff = destorg - this.origin;
788         //dist = vlen(diff);
789         dir = normalize(diff);
790         flatdir = diff;flatdir.z = 0;
791         flatdir = normalize(flatdir);
792         gco = (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5;
793
794         //if (this.bot_dodgevector_time < time)
795         {
796                 //this.bot_dodgevector_time = time + cvar("bot_ai_dodgeupdateinterval");
797                 //this.bot_dodgevector_jumpbutton = 1;
798                 evadeobstacle = '0 0 0';
799                 evadelava = '0 0 0';
800
801                 this.aistatus &= ~AI_STATUS_DANGER_AHEAD;
802                 makevectors(this.v_angle.y * '0 1 0');
803                 if (this.waterlevel)
804                 {
805                         if(this.waterlevel>WATERLEVEL_SWIMMING)
806                         {
807                                 if(!this.goalcurrent)
808                                         this.aistatus |= AI_STATUS_OUT_WATER;
809                                 else if(gco.z > this.origin.z)
810                                         PHYS_INPUT_BUTTON_JUMP(this) = true;
811                         }
812                         else
813                         {
814                                 dir = flatdir;
815                                 if(this.velocity.z >= 0 && !(this.watertype == CONTENT_WATER && gco.z < this.origin.z) &&
816                                         ( !(this.waterlevel == WATERLEVEL_WETFEET && this.watertype == CONTENT_WATER) || this.aistatus & AI_STATUS_OUT_WATER))
817                                         PHYS_INPUT_BUTTON_JUMP(this) = true;
818                                 else
819                                         PHYS_INPUT_BUTTON_JUMP(this) = false;
820                         }
821                 }
822                 else
823                 {
824                         float s;
825                         vector offset;
826                         if(this.aistatus & AI_STATUS_OUT_WATER)
827                                 this.aistatus &= ~AI_STATUS_OUT_WATER;
828
829                         // jump if going toward an obstacle that doesn't look like stairs we
830                         // can walk up directly
831                         offset = (vdist(this.velocity, >, 32) ? this.velocity * 0.2 : v_forward * 32);
832                         tracebox(this.origin, this.mins, this.maxs, this.origin + offset, false, this);
833                         if (trace_fraction < 1)
834                         if (trace_plane_normal.z < 0.7)
835                         {
836                                 s = trace_fraction;
837                                 tracebox(this.origin + stepheightvec, this.mins, this.maxs, this.origin + offset + stepheightvec, false, this);
838                                 if (trace_fraction < s + 0.01)
839                                 if (trace_plane_normal.z < 0.7)
840                                 {
841                                         s = trace_fraction;
842                                         tracebox(this.origin + jumpstepheightvec, this.mins, this.maxs, this.origin + offset + jumpstepheightvec, false, this);
843                                         if (trace_fraction > s)
844                                                 PHYS_INPUT_BUTTON_JUMP(this) = true;
845                                 }
846                         }
847
848                         // if bot for some reason doesn't get close to the current goal find another one
849                         if(!this.jumppadcount && !IS_PLAYER(this.goalcurrent) && !(this.goalcurrent.bot_pickup_respawning && this.goalcurrent_distance < 50))
850                         if(havocbot_checkgoaldistance(this, gco))
851                         {
852                                 navigation_clearroute(this);
853                                 this.bot_strategytime = 0;
854                                 return;
855                         }
856
857                         // Check for water/slime/lava and dangerous edges
858                         // (only when the bot is on the ground or jumping intentionally)
859
860                         vector dst_ahead = this.origin + this.view_ofs + offset;
861                         vector dst_down = dst_ahead - '0 0 3000';
862                         traceline(this.origin + this.view_ofs, dst_ahead, true, NULL);
863
864                         bool unreachable = false;
865                         s = CONTENT_SOLID;
866                         if(trace_fraction == 1 && this.jumppadcount == 0 && !this.goalcurrent.wphardwired )
867                         if((IS_ONGROUND(this)) || (this.aistatus & AI_STATUS_RUNNING) || (this.aistatus & AI_STATUS_ROAMING) || PHYS_INPUT_BUTTON_JUMP(this))
868                         {
869                                 // Look downwards
870                                 traceline(dst_ahead , dst_down, true, NULL);
871                                 //te_lightning2(NULL, this.origin + this.view_ofs, dst_ahead); // Draw "ahead" look
872                                 //te_lightning2(NULL, dst_ahead, dst_down); // Draw "downwards" look
873                                 if(trace_endpos.z < this.origin.z + this.mins.z)
874                                 {
875                                         s = pointcontents(trace_endpos + '0 0 1');
876                                         if (s != CONTENT_SOLID)
877                                         if (s == CONTENT_LAVA || s == CONTENT_SLIME)
878                                                 evadelava = normalize(this.velocity) * -1;
879                                         else if (s == CONTENT_SKY)
880                                                 evadeobstacle = normalize(this.velocity) * -1;
881                                         else if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos))
882                                         {
883                                                 // the traceline check isn't enough but is good as optimization,
884                                                 // when not true (most of the time) this tracebox call is avoided
885                                                 tracebox(dst_ahead, this.mins, this.maxs, dst_down, true, this);
886                                                 if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos))
887                                                 {
888                                                         if (gco.z > this.origin.z + jumpstepheightvec.z)
889                                                         {
890                                                                 // the goal is probably on an upper platform, assume bot can't get there
891                                                                 unreachable = true;
892                                                         }
893                                                         else
894                                                                 evadelava = normalize(this.velocity) * -1;
895                                                 }
896                                         }
897                                 }
898                         }
899
900                         dir = flatdir;
901                         evadeobstacle.z = 0;
902                         evadelava.z = 0;
903                         makevectors(this.v_angle.y * '0 1 0');
904
905                         if(evadeobstacle || evadelava || (s == CONTENT_WATER))
906                         {
907                                 this.aistatus |= AI_STATUS_DANGER_AHEAD;
908                                 if(IS_PLAYER(this.goalcurrent))
909                                         unreachable = true;
910                         }
911                         if(unreachable)
912                         {
913                                 navigation_clearroute(this);
914                                 this.bot_strategytime = 0;
915                         }
916                 }
917
918                 dodge = havocbot_dodge(this);
919                 dodge = dodge * bound(0,0.5+(skill+this.bot_dodgeskill)*0.1,1);
920                 evadelava = evadelava * bound(1,3-(skill+this.bot_dodgeskill),3); //Noobs fear lava a lot and take more distance from it
921                 traceline(this.origin, ( ( this.enemy.absmin + this.enemy.absmax ) * 0.5 ), true, NULL);
922                 if(IS_PLAYER(trace_ent))
923                         dir = dir * bound(0,(skill+this.bot_dodgeskill)/7,1);
924
925                 dir = normalize(dir + dodge + evadeobstacle + evadelava);
926         //      this.bot_dodgevector = dir;
927         //      this.bot_dodgevector_jumpbutton = PHYS_INPUT_BUTTON_JUMP(this);
928         }
929
930         if(time < this.ladder_time)
931         {
932                 if(this.goalcurrent.origin.z + this.goalcurrent.mins.z > this.origin.z + this.mins.z)
933                 {
934                         if(this.origin.z + this.mins.z  < this.ladder_entity.origin.z + this.ladder_entity.maxs.z)
935                                 dir.z = 1;
936                 }
937                 else
938                 {
939                         if(this.origin.z + this.mins.z  > this.ladder_entity.origin.z + this.ladder_entity.mins.z)
940                                 dir.z = -1;
941                 }
942         }
943
944         //dir = this.bot_dodgevector;
945         //if (this.bot_dodgevector_jumpbutton)
946         //      PHYS_INPUT_BUTTON_JUMP(this) = true;
947         CS(this).movement_x = dir * v_forward * maxspeed;
948         CS(this).movement_y = dir * v_right * maxspeed;
949         CS(this).movement_z = dir * v_up * maxspeed;
950
951         // Emulate keyboard interface
952         if (skill < 10)
953                 havocbot_keyboard_movement(this, destorg);
954
955         // Bunnyhop!
956         //if(this.aistatus & AI_STATUS_ROAMING)
957         if(!bunnyhop_forbidden && this.goalcurrent)
958         if(skill+this.bot_moveskill >= autocvar_bot_ai_bunnyhop_skilloffset)
959                 havocbot_bunnyhop(this, dir);
960
961         if ((dir * v_up) >= autocvar_sv_jumpvelocity*0.5 && (IS_ONGROUND(this))) PHYS_INPUT_BUTTON_JUMP(this) = true;
962         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;
963         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);
964 }
965
966 entity havocbot_gettarget(entity this, bool secondary)
967 {
968         entity best = NULL;
969         vector eye = CENTER_OR_VIEWOFS(this);
970         IL_EACH(g_bot_targets, boolean((secondary) ? it.classname == "misc_breakablemodel" : it.classname != "misc_breakablemodel"),
971         {
972                 vector v = CENTER_OR_VIEWOFS(it);
973                 if(vdist(v - eye, <, autocvar_bot_ai_enemydetectionradius))
974                 if(!best || vlen2(CENTER_OR_VIEWOFS(best) - eye) > vlen2(v - eye))
975                 if(bot_shouldattack(this, it))
976                 {
977                         traceline(eye, v, true, this);
978                         if (trace_ent == it || trace_fraction >= 1)
979                                 best = it;
980                 }
981         });
982
983         return best;
984 }
985
986 void havocbot_chooseenemy(entity this)
987 {
988         if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(this))
989         {
990                 this.enemy = NULL;
991                 return;
992         }
993         if (this.enemy)
994         {
995                 if (!bot_shouldattack(this, this.enemy))
996                 {
997                         // enemy died or something, find a new target
998                         this.enemy = NULL;
999                         this.havocbot_chooseenemy_finished = time;
1000                 }
1001                 else if (this.havocbot_stickenemy)
1002                 {
1003                         // tracking last chosen enemy
1004                         // if enemy is visible
1005                         // and not really really far away
1006                         // and we're not severely injured
1007                         // then keep tracking for a half second into the future
1008                         traceline(this.origin+this.view_ofs, ( this.enemy.absmin + this.enemy.absmax ) * 0.5,false,NULL);
1009                         if (trace_ent == this.enemy || trace_fraction == 1)
1010                         if (vdist(((this.enemy.absmin + this.enemy.absmax) * 0.5) - this.origin, <, 1000))
1011                         if (this.health > 30)
1012                         {
1013                                 // remain tracking him for a shot while (case he went after a small corner or pilar
1014                                 this.havocbot_chooseenemy_finished = time + 0.5;
1015                                 return;
1016                         }
1017                         // enemy isn't visible, or is far away, or we're injured severely
1018                         // so stop preferring this enemy
1019                         // (it will still take a half second until a new one is chosen)
1020                         this.havocbot_stickenemy = 0;
1021                 }
1022         }
1023         if (time < this.havocbot_chooseenemy_finished)
1024                 return;
1025         this.havocbot_chooseenemy_finished = time + autocvar_bot_ai_enemydetectioninterval;
1026         vector eye = this.origin + this.view_ofs;
1027         entity best = NULL;
1028         float bestrating = 100000000;
1029
1030         // Backup hit flags
1031         int hf = this.dphitcontentsmask;
1032
1033         // Search for enemies, if no enemy can be seen directly try to look through transparent objects
1034
1035         this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
1036
1037         bool scan_transparent = false;
1038         bool scan_secondary_targets = false;
1039         bool have_secondary_targets = false;
1040         while(true)
1041         {
1042                 scan_secondary_targets = false;
1043 LABEL(scan_targets)
1044                 IL_EACH(g_bot_targets, it.bot_attack,
1045                 {
1046                         if(!scan_secondary_targets)
1047                         {
1048                                 if(it.classname == "misc_breakablemodel")
1049                                 {
1050                                         have_secondary_targets = true;
1051                                         continue;
1052                                 }
1053                         }
1054                         else if(it.classname != "misc_breakablemodel")
1055                                 continue;
1056
1057                         vector v = (it.absmin + it.absmax) * 0.5;
1058                         float rating = vlen2(v - eye);
1059                         if (vdist(v - eye, <, autocvar_bot_ai_enemydetectionradius))
1060                         if (bestrating > rating)
1061                         if (bot_shouldattack(this, it))
1062                         {
1063                                 traceline(eye, v, true, this);
1064                                 if (trace_ent == it || trace_fraction >= 1)
1065                                 {
1066                                         best = it;
1067                                         bestrating = rating;
1068                                 }
1069                         }
1070                 });
1071
1072                 if(!best && have_secondary_targets && !scan_secondary_targets)
1073                 {
1074                         scan_secondary_targets = true;
1075                         // restart the loop
1076                         bestrating = 100000000;
1077                         goto scan_targets;
1078                 }
1079
1080                 // I want to do a second scan if no enemy was found or I don't have weapons
1081                 // TODO: Perform the scan when using the rifle (requires changes on the rifle code)
1082                 if(best || this.weapons) // || this.weapon == WEP_RIFLE.m_id
1083                         break;
1084                 if(scan_transparent)
1085                         break;
1086
1087                 // Set flags to see through transparent objects
1088                 this.dphitcontentsmask |= DPCONTENTS_OPAQUE;
1089
1090                 scan_transparent = true;
1091         }
1092
1093         // Restore hit flags
1094         this.dphitcontentsmask = hf;
1095
1096         this.enemy = best;
1097         this.havocbot_stickenemy = true;
1098         if(best && best.classname == "misc_breakablemodel")
1099                 this.havocbot_stickenemy = false;
1100 }
1101
1102 float havocbot_chooseweapon_checkreload(entity this, .entity weaponentity, int new_weapon)
1103 {
1104         // bots under this skill cannot find unloaded weapons to reload idly when not in combat,
1105         // so skip this for them, or they'll never get to reload their weapons at all.
1106         // this also allows bots under this skill to be more stupid, and reload more often during combat :)
1107         if(skill < 5)
1108                 return false;
1109
1110         // if this weapon is scheduled for reloading, don't switch to it during combat
1111         if (this.(weaponentity).weapon_load[new_weapon] < 0)
1112         {
1113                 FOREACH(Weapons, it != WEP_Null, {
1114                         if(it.wr_checkammo1(it, this, weaponentity) + it.wr_checkammo2(it, this, weaponentity))
1115                                 return true; // other weapon available
1116                 });
1117         }
1118
1119         return false;
1120 }
1121
1122 void havocbot_chooseweapon(entity this, .entity weaponentity)
1123 {
1124         int i;
1125
1126         // ;)
1127         if(g_weaponarena_weapons == WEPSET(TUBA))
1128         {
1129                 this.(weaponentity).m_switchweapon = WEP_TUBA;
1130                 return;
1131         }
1132
1133         // TODO: clean this up by moving it to weapon code
1134         if(this.enemy==NULL)
1135         {
1136                 // If no weapon was chosen get the first available weapon
1137                 if(this.(weaponentity).m_weapon==WEP_Null)
1138                 FOREACH(Weapons, it != WEP_Null, {
1139                         if(client_hasweapon(this, it, weaponentity, true, false))
1140                         {
1141                                 this.(weaponentity).m_switchweapon = it;
1142                                 return;
1143                         }
1144                 });
1145                 return;
1146         }
1147
1148         // Do not change weapon during the next second after a combo
1149         float f = time - this.lastcombotime;
1150         if(f < 1)
1151                 return;
1152
1153         float w;
1154         float distance; distance=bound(10,vlen(this.origin-this.enemy.origin)-200,10000);
1155
1156         // Should it do a weapon combo?
1157         float af, ct, combo_time, combo;
1158
1159         af = ATTACK_FINISHED(this, 0);
1160         ct = autocvar_bot_ai_weapon_combo_threshold;
1161
1162         // Bots with no skill will be 4 times more slower than "godlike" bots when doing weapon combos
1163         // Ideally this 4 should be calculated as longest_weapon_refire / bot_ai_weapon_combo_threshold
1164         combo_time = time + ct + (ct * ((-0.3*(skill+this.bot_weaponskill))+3));
1165
1166         combo = false;
1167
1168         if(autocvar_bot_ai_weapon_combo)
1169         if(this.(weaponentity).m_weapon.m_id == this.(weaponentity).lastfiredweapon)
1170         if(af > combo_time)
1171         {
1172                 combo = true;
1173                 this.lastcombotime = time;
1174         }
1175
1176         distance *= (2 ** this.bot_rangepreference);
1177
1178         // Custom weapon list based on distance to the enemy
1179         if(bot_custom_weapon){
1180
1181                 // Choose weapons for far distance
1182                 if ( distance > bot_distance_far ) {
1183                         for(i=0; i < Weapons_COUNT && bot_weapons_far[i] != -1 ; ++i){
1184                                 w = bot_weapons_far[i];
1185                                 if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
1186                                 {
1187                                         if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1188                                                 continue;
1189                                         this.(weaponentity).m_switchweapon = Weapons_from(w);
1190                                         return;
1191                                 }
1192                         }
1193                 }
1194
1195                 // Choose weapons for mid distance
1196                 if ( distance > bot_distance_close) {
1197                         for(i=0; i < Weapons_COUNT && bot_weapons_mid[i] != -1 ; ++i){
1198                                 w = bot_weapons_mid[i];
1199                                 if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
1200                                 {
1201                                         if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1202                                                 continue;
1203                                         this.(weaponentity).m_switchweapon = Weapons_from(w);
1204                                         return;
1205                                 }
1206                         }
1207                 }
1208
1209                 // Choose weapons for close distance
1210                 for(i=0; i < Weapons_COUNT && bot_weapons_close[i] != -1 ; ++i){
1211                         w = bot_weapons_close[i];
1212                         if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
1213                         {
1214                                 if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1215                                         continue;
1216                                 this.(weaponentity).m_switchweapon = Weapons_from(w);
1217                                 return;
1218                         }
1219                 }
1220         }
1221 }
1222
1223 void havocbot_aim(entity this)
1224 {
1225         if (time < this.nextaim)
1226                 return;
1227         this.nextaim = time + 0.1;
1228         vector myvel = this.velocity;
1229         if (!this.waterlevel)
1230                 myvel.z = 0;
1231         if(MUTATOR_CALLHOOK(HavocBot_Aim, this)) { /* do nothing */ }
1232         else if (this.enemy)
1233         {
1234                 vector enemyvel = this.enemy.velocity;
1235                 if (!this.enemy.waterlevel)
1236                         enemyvel.z = 0;
1237                 lag_additem(this, time + CS(this).ping, 0, 0, this.enemy, this.origin, myvel, (this.enemy.absmin + this.enemy.absmax) * 0.5, enemyvel);
1238         }
1239         else
1240                 lag_additem(this, time + CS(this).ping, 0, 0, NULL, this.origin, myvel, ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5, '0 0 0');
1241 }
1242
1243 bool havocbot_moveto_refresh_route(entity this)
1244 {
1245         // Refresh path to goal if necessary
1246         entity wp;
1247         wp = this.havocbot_personal_waypoint;
1248         navigation_goalrating_start(this);
1249         navigation_routerating(this, wp, 10000, 10000);
1250         navigation_goalrating_end(this);
1251         return (this.goalentity != NULL);
1252 }
1253
1254 float havocbot_moveto(entity this, vector pos)
1255 {
1256         entity wp;
1257
1258         if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_GOING)
1259         {
1260                 // Step 4: Move to waypoint
1261                 if(this.havocbot_personal_waypoint==NULL)
1262                 {
1263                         LOG_TRACE("Error: ", this.netname, " trying to walk to a non existent personal waypoint");
1264                         this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_GOING;
1265                         return CMD_STATUS_ERROR;
1266                 }
1267
1268                 if (!bot_strategytoken_taken)
1269                 if(this.havocbot_personal_waypoint_searchtime<time)
1270                 {
1271                         bot_strategytoken_taken = true;
1272                         if(havocbot_moveto_refresh_route(this))
1273                         {
1274                                 LOG_TRACE(this.netname, " walking to its personal waypoint (after ", ftos(this.havocbot_personal_waypoint_failcounter), " failed attempts)");
1275                                 this.havocbot_personal_waypoint_searchtime = time + 10;
1276                                 this.havocbot_personal_waypoint_failcounter = 0;
1277                         }
1278                         else
1279                         {
1280                                 this.havocbot_personal_waypoint_failcounter += 1;
1281                                 this.havocbot_personal_waypoint_searchtime = time + 2;
1282                                 if(this.havocbot_personal_waypoint_failcounter >= 30)
1283                                 {
1284                                         LOG_TRACE("Warning: can't walk to the personal waypoint located at ", vtos(this.havocbot_personal_waypoint.origin));
1285                                         this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1286                                         delete(this.havocbot_personal_waypoint);
1287                                         return CMD_STATUS_ERROR;
1288                                 }
1289                                 else
1290                                         LOG_TRACE(this.netname, " can't walk to its personal waypoint (after ", ftos(this.havocbot_personal_waypoint_failcounter), " failed attempts), trying later");
1291                         }
1292                 }
1293
1294                 if(autocvar_bot_debug_goalstack)
1295                         debuggoalstack(this);
1296
1297                 // Heading
1298                 vector dir = '0 0 0';
1299                 SET_DESTCOORDS(this.goalcurrent, this.origin, dir);
1300                 dir = dir - (this.origin + this.view_ofs);
1301                 dir.z = 0;
1302                 bot_aimdir(this, dir, -1);
1303
1304                 // Go!
1305                 havocbot_movetogoal(this);
1306
1307                 if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_REACHED)
1308                 {
1309                         // Step 5: Waypoint reached
1310                         LOG_TRACE(this.netname, "'s personal waypoint reached");
1311                         delete(this.havocbot_personal_waypoint);
1312                         this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_REACHED;
1313                         return CMD_STATUS_FINISHED;
1314                 }
1315
1316                 return CMD_STATUS_EXECUTING;
1317         }
1318
1319         // Step 2: Linking waypoint
1320         if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_LINKING)
1321         {
1322                 // Wait until it is linked
1323                 if(!this.havocbot_personal_waypoint.wplinked)
1324                 {
1325                         LOG_TRACE(this.netname, " waiting for personal waypoint to be linked");
1326                         return CMD_STATUS_EXECUTING;
1327                 }
1328
1329                 this.havocbot_personal_waypoint_searchtime = time; // so we set the route next frame
1330                 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1331                 this.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_GOING;
1332
1333                 // Step 3: Route to waypoint
1334                 LOG_TRACE(this.netname, " walking to its personal waypoint");
1335
1336                 return CMD_STATUS_EXECUTING;
1337         }
1338
1339         // Step 1: Spawning waypoint
1340         wp = waypoint_spawnpersonal(this, pos);
1341         if(wp==NULL)
1342         {
1343                 LOG_TRACE("Error: Can't spawn personal waypoint at ",vtos(pos));
1344                 return CMD_STATUS_ERROR;
1345         }
1346
1347         this.havocbot_personal_waypoint = wp;
1348         this.havocbot_personal_waypoint_failcounter = 0;
1349         this.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1350
1351         // if pos is inside a teleport, then let's mark it as teleport waypoint
1352         IL_EACH(g_teleporters, WarpZoneLib_BoxTouchesBrush(pos, pos, it, NULL),
1353         {
1354                 wp.wpflags |= WAYPOINTFLAG_TELEPORT;
1355                 this.lastteleporttime = 0;
1356         });
1357
1358 /*
1359         if(wp.wpflags & WAYPOINTFLAG_TELEPORT)
1360                 print("routing to a teleporter\n");
1361         else
1362                 print("routing to a non-teleporter\n");
1363 */
1364
1365         return CMD_STATUS_EXECUTING;
1366 }
1367
1368 float havocbot_resetgoal(entity this)
1369 {
1370         navigation_clearroute(this);
1371         return CMD_STATUS_FINISHED;
1372 }
1373
1374 void havocbot_setupbot(entity this)
1375 {
1376         this.bot_ai = havocbot_ai;
1377         this.cmd_moveto = havocbot_moveto;
1378         this.cmd_resetgoal = havocbot_resetgoal;
1379
1380         havocbot_chooserole(this);
1381 }
1382
1383 vector havocbot_dodge(entity this)
1384 {
1385         // LordHavoc: disabled because this is too expensive
1386         return '0 0 0';
1387 #if 0
1388         entity head;
1389         vector dodge, v, n;
1390         float danger, bestdanger, vl, d;
1391         dodge = '0 0 0';
1392         bestdanger = -20;
1393         // check for dangerous objects near bot or approaching bot
1394         head = findchainfloat(bot_dodge, true);
1395         while(head)
1396         {
1397                 if (head.owner != this)
1398                 {
1399                         vl = vlen(head.velocity);
1400                         if (vl > autocvar_sv_maxspeed * 0.3)
1401                         {
1402                                 n = normalize(head.velocity);
1403                                 v = this.origin - head.origin;
1404                                 d = v * n;
1405                                 if (d > (0 - head.bot_dodgerating))
1406                                 if (d < (vl * 0.2 + head.bot_dodgerating))
1407                                 {
1408                                         // calculate direction and distance from the flight path, by removing the forward axis
1409                                         v = v - (n * (v * n));
1410                                         danger = head.bot_dodgerating - vlen(v);
1411                                         if (bestdanger < danger)
1412                                         {
1413                                                 bestdanger = danger;
1414                                                 // dodge to the side of the object
1415                                                 dodge = normalize(v);
1416                                         }
1417                                 }
1418                         }
1419                         else
1420                         {
1421                                 danger = head.bot_dodgerating - vlen(head.origin - this.origin);
1422                                 if (bestdanger < danger)
1423                                 {
1424                                         bestdanger = danger;
1425                                         dodge = normalize(this.origin - head.origin);
1426                                 }
1427                         }
1428                 }
1429                 head = head.chain;
1430         }
1431         return dodge;
1432 #endif
1433 }