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Fix compilation units and update hash
[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         if(bot_execute_commands(this))
35                 return;
36
37         if (bot_strategytoken == this && !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         {
89                 if (this.goalcurrent)
90                         navigation_clearroute(this);
91                 return;
92         }
93
94         havocbot_chooseenemy(this);
95
96         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
97         {
98                 .entity weaponentity = weaponentities[slot];
99                 if(this.(weaponentity).m_weapon != WEP_Null || slot == 0)
100                 if(this.(weaponentity).bot_chooseweapontime < time)
101                 {
102                         this.(weaponentity).bot_chooseweapontime = time + autocvar_bot_ai_chooseweaponinterval;
103                         havocbot_chooseweapon(this, weaponentity);
104                 }
105         }
106         havocbot_aim(this);
107         lag_update(this);
108
109         this.bot_aimdir_executed = false;
110
111         if (this.bot_aimtarg)
112         {
113                 this.aistatus |= AI_STATUS_ATTACKING;
114                 this.aistatus &= ~AI_STATUS_ROAMING;
115
116                 if(STAT(WEAPONS, this))
117                 {
118                         if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(this))
119                         {
120                                 PHYS_INPUT_BUTTON_ATCK(this) = false;
121                                 PHYS_INPUT_BUTTON_ATCK2(this) = false;
122                         }
123                         else
124                         {
125                                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
126                                 {
127                                         .entity weaponentity = weaponentities[slot];
128                                         Weapon w = this.(weaponentity).m_weapon;
129                                         if(w == WEP_Null && slot != 0)
130                                                 continue;
131                                         w.wr_aim(w, this, weaponentity);
132                                         if(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this)) // TODO: what if we didn't fire this weapon, but the previous?
133                                                 this.(weaponentity).lastfiredweapon = this.(weaponentity).m_weapon.m_id;
134                                 }
135                         }
136                 }
137                 else
138                 {
139                         if(IS_PLAYER(this.bot_aimtarg))
140                                 bot_aimdir(this, this.bot_aimtarg.origin + this.bot_aimtarg.view_ofs - this.origin - this.view_ofs , -1);
141                 }
142         }
143         else if (this.goalcurrent)
144         {
145                 this.aistatus |= AI_STATUS_ROAMING;
146                 this.aistatus &= ~AI_STATUS_ATTACKING;
147         }
148
149         havocbot_movetogoal(this);
150         if (!this.bot_aimdir_executed && this.goalcurrent)
151         {
152                 // Heading
153                 vector dir = get_closer_dest(this.goalcurrent, this.origin);
154                 dir -= this.origin + this.view_ofs;
155                 dir.z = 0;
156                 bot_aimdir(this, dir, -1);
157         }
158
159         // if the bot is not attacking, consider reloading weapons
160         if (!(this.aistatus & AI_STATUS_ATTACKING))
161         {
162                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
163                 {
164                         .entity weaponentity = weaponentities[slot];
165
166                         if(this.(weaponentity).m_weapon == WEP_Null && slot != 0)
167                                 continue;
168
169                         // we are currently holding a weapon that's not fully loaded, reload it
170                         if(skill >= 2) // bots can only reload the held weapon on purpose past this skill
171                         if(this.(weaponentity).clip_load < this.(weaponentity).clip_size)
172                                 CS(this).impulse = IMP_weapon_reload.impulse; // not sure if this is done right
173
174                         // if we're not reloading a weapon, switch to any weapon in our invnetory that's not fully loaded to reload it next
175                         // the code above executes next frame, starting the reloading then
176                         if(skill >= 5) // bots can only look for unloaded weapons past this skill
177                         if(this.(weaponentity).clip_load >= 0) // only if we're not reloading a weapon already
178                         {
179                                 FOREACH(Weapons, it != WEP_Null, {
180                                         if((STAT(WEAPONS, this) & (it.m_wepset)) && (it.spawnflags & WEP_FLAG_RELOADABLE) && (this.(weaponentity).weapon_load[it.m_id] < it.reloading_ammo))
181                                         {
182                                                 this.(weaponentity).m_switchweapon = it;
183                                                 break;
184                                         }
185                                 });
186                         }
187                 }
188         }
189 }
190
191 void havocbot_keyboard_movement(entity this, vector destorg)
192 {
193         vector keyboard;
194
195         if (time > this.havocbot_keyboardtime)
196         {
197                 float sk = skill + this.bot_moveskill;
198                 this.havocbot_keyboardtime =
199                         max(
200                                 this.havocbot_keyboardtime
201                                         + 0.05 / max(1, sk + this.havocbot_keyboardskill)
202                                         + random() * 0.025 / max(0.00025, skill + this.havocbot_keyboardskill)
203                         , time);
204                 keyboard = CS(this).movement / autocvar_sv_maxspeed;
205
206                 float trigger = autocvar_bot_ai_keyboard_threshold;
207                 float trigger1 = -trigger;
208
209                 // categorize forward movement
210                 // at skill < 1.5 only forward
211                 // at skill < 2.5 only individual directions
212                 // at skill < 4.5 only individual directions, and forward diagonals
213                 // at skill >= 4.5, all cases allowed
214                 if (keyboard.x > trigger)
215                 {
216                         keyboard.x = 1;
217                         if (sk < 2.5)
218                                 keyboard.y = 0;
219                 }
220                 else if (keyboard.x < trigger1 && sk > 1.5)
221                 {
222                         keyboard.x = -1;
223                         if (sk < 4.5)
224                                 keyboard.y = 0;
225                 }
226                 else
227                 {
228                         keyboard.x = 0;
229                         if (sk < 1.5)
230                                 keyboard.y = 0;
231                 }
232                 if (sk < 4.5)
233                         keyboard.z = 0;
234
235                 if (keyboard.y > trigger)
236                         keyboard.y = 1;
237                 else if (keyboard.y < trigger1)
238                         keyboard.y = -1;
239                 else
240                         keyboard.y = 0;
241
242                 if (keyboard.z > trigger)
243                         keyboard.z = 1;
244                 else if (keyboard.z < trigger1)
245                         keyboard.z = -1;
246                 else
247                         keyboard.z = 0;
248
249                 this.havocbot_keyboard = keyboard * autocvar_sv_maxspeed;
250                 if (this.havocbot_ducktime > time)
251                         PHYS_INPUT_BUTTON_CROUCH(this) = true;
252         }
253
254         keyboard = this.havocbot_keyboard;
255         float blend = bound(0, vlen(destorg - this.origin) / autocvar_bot_ai_keyboard_distance, 1); // When getting close move with 360 degree
256         //dprint("movement ", vtos(CS(this).movement), " keyboard ", vtos(keyboard), " blend ", ftos(blend), "\n");
257         CS(this).movement = CS(this).movement + (keyboard - CS(this).movement) * blend;
258 }
259
260 void havocbot_bunnyhop(entity this, vector dir)
261 {
262         float bunnyhopdistance;
263         vector deviation;
264         float maxspeed;
265
266         // Don't jump when attacking
267         if(this.aistatus & AI_STATUS_ATTACKING)
268                 return;
269
270         if(IS_PLAYER(this.goalcurrent))
271                 return;
272
273         maxspeed = autocvar_sv_maxspeed;
274
275         if(this.aistatus & AI_STATUS_RUNNING && vdist(this.velocity, <, autocvar_sv_maxspeed * 0.75)
276                 || this.aistatus & AI_STATUS_DANGER_AHEAD)
277         {
278                 this.aistatus &= ~AI_STATUS_RUNNING;
279                 PHYS_INPUT_BUTTON_JUMP(this) = false;
280                 this.bot_canruntogoal = 0;
281                 this.bot_timelastseengoal = 0;
282                 return;
283         }
284
285         if(this.waterlevel > WATERLEVEL_WETFEET)
286         {
287                 this.aistatus &= ~AI_STATUS_RUNNING;
288                 return;
289         }
290
291         if(this.bot_lastseengoal != this.goalcurrent && !(this.aistatus & AI_STATUS_RUNNING))
292         {
293                 this.bot_canruntogoal = 0;
294                 this.bot_timelastseengoal = 0;
295         }
296
297         vector gco = get_closer_dest(this.goalcurrent, this.origin);
298         bunnyhopdistance = vlen(this.origin - gco);
299
300         // Run only to visible goals
301         if(IS_ONGROUND(this))
302         if(vdist(vec2(this.velocity), >=, autocvar_sv_maxspeed)) // if -really- running
303         if(checkpvs(this.origin + this.view_ofs, this.goalcurrent))
304         {
305                         this.bot_lastseengoal = this.goalcurrent;
306
307                         // seen it before
308                         if(this.bot_timelastseengoal)
309                         {
310                                 // for a period of time
311                                 if(time - this.bot_timelastseengoal > autocvar_bot_ai_bunnyhop_firstjumpdelay)
312                                 {
313                                         float checkdistance;
314                                         checkdistance = true;
315
316                                         // don't run if it is too close
317                                         if(this.bot_canruntogoal==0)
318                                         {
319                                                 if(bunnyhopdistance > autocvar_bot_ai_bunnyhop_startdistance)
320                                                         this.bot_canruntogoal = 1;
321                                                 else
322                                                         this.bot_canruntogoal = -1;
323                                         }
324
325                                         if(this.bot_canruntogoal != 1)
326                                                 return;
327
328                                         if(this.aistatus & AI_STATUS_ROAMING)
329                                         if(this.goalcurrent.classname=="waypoint")
330                                         if (!(this.goalcurrent.wpflags & WAYPOINTFLAG_PERSONAL))
331                                         if(fabs(gco.z - this.origin.z) < this.maxs.z - this.mins.z)
332                                         if(this.goalstack01 && !wasfreed(this.goalstack01))
333                                         {
334                                                 vector gno = (this.goalstack01.absmin + this.goalstack01.absmax) * 0.5;
335                                                 deviation = vectoangles(gno - this.origin) - vectoangles(gco - this.origin);
336                                                 while (deviation.y < -180) deviation.y = deviation.y + 360;
337                                                 while (deviation.y > 180) deviation.y = deviation.y - 360;
338
339                                                 if(fabs(deviation.y) < 20)
340                                                 if(bunnyhopdistance < vlen(this.origin - gno))
341                                                 if(fabs(gno.z - gco.z) < this.maxs.z - this.mins.z)
342                                                 {
343                                                         if(vdist(gco - gno, >, autocvar_bot_ai_bunnyhop_startdistance))
344                                                         if(checkpvs(this.origin + this.view_ofs, this.goalstack01))
345                                                         {
346                                                                 checkdistance = false;
347                                                         }
348                                                 }
349                                         }
350
351                                         if(checkdistance)
352                                         {
353                                                 this.aistatus &= ~AI_STATUS_RUNNING;
354                                                 // increase stop distance in case the goal is on a slope or a lower platform
355                                                 if(bunnyhopdistance > autocvar_bot_ai_bunnyhop_stopdistance + (this.origin.z - gco.z))
356                                                         PHYS_INPUT_BUTTON_JUMP(this) = true;
357                                         }
358                                         else
359                                         {
360                                                 this.aistatus |= AI_STATUS_RUNNING;
361                                                 PHYS_INPUT_BUTTON_JUMP(this) = true;
362                                         }
363                                 }
364                         }
365                         else
366                         {
367                                 this.bot_timelastseengoal = time;
368                         }
369         }
370         else
371         {
372                 this.bot_timelastseengoal = 0;
373         }
374
375 #if 0
376         // Release jump button
377         if(!cvar("sv_pogostick"))
378         if((IS_ONGROUND(this)) == 0)
379         {
380                 if(this.velocity.z < 0 || vlen(this.velocity)<maxspeed)
381                         PHYS_INPUT_BUTTON_JUMP(this) = false;
382
383                 // Strafe
384                 if(this.aistatus & AI_STATUS_RUNNING)
385                 if(vlen(this.velocity)>maxspeed)
386                 {
387                         deviation = vectoangles(dir) - vectoangles(this.velocity);
388                         while (deviation.y < -180) deviation.y = deviation.y + 360;
389                         while (deviation.y > 180) deviation.y = deviation.y - 360;
390
391                         if(fabs(deviation.y)>10)
392                                 CS(this).movement_x = 0;
393
394                         if(deviation.y>10)
395                                 CS(this).movement_y = maxspeed * -1;
396                         else if(deviation.y<10)
397                                 CS(this).movement_y = maxspeed;
398
399                 }
400         }
401 #endif
402 }
403
404 // return true when bot isn't getting closer to the current goal
405 bool havocbot_checkgoaldistance(entity this, vector gco)
406 {
407         float curr_dist_z = max(20, fabs(this.origin.z - gco.z));
408         float curr_dist_2d = max(20, vlen(vec2(this.origin - gco)));
409         float distance_time = this.goalcurrent_distance_time;
410         if(distance_time < 0)
411                 distance_time = -distance_time;
412         if(curr_dist_z >= this.goalcurrent_distance_z && curr_dist_2d >= this.goalcurrent_distance_2d)
413         {
414                 if(!distance_time)
415                         this.goalcurrent_distance_time = time;
416                 else if (time - distance_time > 0.5)
417                         return true;
418         }
419         else
420         {
421                 // reduce it a little bit so it works even with very small approaches to the goal
422                 this.goalcurrent_distance_z = max(20, curr_dist_z - 10);
423                 this.goalcurrent_distance_2d = max(20, curr_dist_2d - 10);
424                 this.goalcurrent_distance_time = 0;
425         }
426         return false;
427 }
428
429 entity havocbot_select_an_item_of_group(entity this, int gr)
430 {
431         entity selected = NULL;
432         float selected_dist2 = 0;
433         // select farthest item of this group from bot's position
434         IL_EACH(g_items, it.item_group == gr && it.solid,
435         {
436                 float dist2 = vlen2(this.origin - it.origin);
437                 if (dist2 < 600 ** 2 && dist2 > selected_dist2)
438                 {
439                         selected = it;
440                         selected_dist2 = vlen2(this.origin - selected.origin);
441                 }
442         });
443
444         if (!selected)
445                 return NULL;
446
447         set_tracewalk_dest(selected, this.origin, false);
448         if (!tracewalk(this, this.origin, STAT(PL_MIN, this), STAT(PL_MAX, this),
449                 tracewalk_dest, tracewalk_dest_height, bot_navigation_movemode))
450         {
451                 return NULL;
452         }
453
454         return selected;
455 }
456
457 void havocbot_movetogoal(entity this)
458 {
459         vector diff;
460         vector dir;
461         vector flatdir;
462         vector evadeobstacle;
463         vector evadelava;
464         float dodge_enemy_factor = 1;
465         float maxspeed;
466         //float dist;
467         vector dodge;
468         //if (this.goalentity)
469         //      te_lightning2(this, this.origin, (this.goalentity.absmin + this.goalentity.absmax) * 0.5);
470         CS(this).movement = '0 0 0';
471         maxspeed = autocvar_sv_maxspeed;
472
473         PHYS_INPUT_BUTTON_JETPACK(this) = false;
474         // Jetpack navigation
475         if(this.navigation_jetpack_goal)
476         if(this.goalcurrent==this.navigation_jetpack_goal)
477         if(GetResourceAmount(this, RESOURCE_FUEL))
478         {
479                 if(autocvar_bot_debug_goalstack)
480                 {
481                         debuggoalstack(this);
482                         te_wizspike(this.navigation_jetpack_point);
483                 }
484
485                 // Take off
486                 if (!(this.aistatus & AI_STATUS_JETPACK_FLYING))
487                 {
488                         // Brake almost completely so it can get a good direction
489                         if(vdist(this.velocity, >, 10))
490                                 return;
491                         this.aistatus |= AI_STATUS_JETPACK_FLYING;
492                 }
493
494                 makevectors(this.v_angle.y * '0 1 0');
495                 dir = normalize(this.navigation_jetpack_point - this.origin);
496
497                 // Landing
498                 if(this.aistatus & AI_STATUS_JETPACK_LANDING)
499                 {
500                         // Calculate brake distance in xy
501                         float d = vlen(vec2(this.origin - (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5));
502                         float vel2 = vlen2(vec2(this.velocity));
503                         float db = (vel2 / (autocvar_g_jetpack_acceleration_side * 2)) + 100;
504                         //LOG_INFOF("distance %d, velocity %d, brake at %d ", ceil(d), ceil(v), ceil(db));
505                         if(d < db || d < 500)
506                         {
507                                 // Brake
508                                 if (vel2 > (maxspeed * 0.3) ** 2)
509                                 {
510                                         CS(this).movement_x = dir * v_forward * -maxspeed;
511                                         return;
512                                 }
513                                 // Switch to normal mode
514                                 this.navigation_jetpack_goal = NULL;
515                                 this.aistatus &= ~AI_STATUS_JETPACK_LANDING;
516                                 this.aistatus &= ~AI_STATUS_JETPACK_FLYING;
517                                 return;
518                         }
519                 }
520                 else if(checkpvs(this.origin,this.goalcurrent))
521                 {
522                         // If I can see the goal switch to landing code
523                         this.aistatus &= ~AI_STATUS_JETPACK_FLYING;
524                         this.aistatus |= AI_STATUS_JETPACK_LANDING;
525                         return;
526                 }
527
528                 // Flying
529                 PHYS_INPUT_BUTTON_JETPACK(this) = true;
530                 if(this.navigation_jetpack_point.z - STAT(PL_MAX, this).z + STAT(PL_MIN, this).z < this.origin.z)
531                 {
532                         CS(this).movement_x = dir * v_forward * maxspeed;
533                         CS(this).movement_y = dir * v_right * maxspeed;
534                 }
535                 return;
536         }
537
538         // Handling of jump pads
539         if(this.jumppadcount)
540         {
541                 if(this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
542                 {
543                         this.aistatus |= AI_STATUS_OUT_JUMPPAD;
544                         if(navigation_poptouchedgoals(this))
545                                 return;
546                 }
547                 else if(this.aistatus & AI_STATUS_OUT_JUMPPAD)
548                 {
549                         // If got stuck on the jump pad try to reach the farthest visible waypoint
550                         // but with some randomness so it can try out different paths
551                         if(!this.goalcurrent)
552                         {
553                                 entity newgoal = NULL;
554                                 IL_EACH(g_waypoints, vdist(it.origin - this.origin, <=, 1000),
555                                 {
556                                         if(it.wpflags & WAYPOINTFLAG_TELEPORT)
557                                         if(it.origin.z < this.origin.z - 100 && vdist(vec2(it.origin - this.origin), <, 100))
558                                                 continue;
559
560                                         traceline(this.origin + this.view_ofs, ((it.absmin + it.absmax) * 0.5), true, this);
561
562                                         if(trace_fraction < 1)
563                                                 continue;
564
565                                         if(!newgoal || ((random() < 0.8) && vlen2(it.origin - this.origin) > vlen2(newgoal.origin - this.origin)))
566                                                 newgoal = it;
567                                 });
568
569                                 if(newgoal)
570                                 {
571                                         this.ignoregoal = this.goalcurrent;
572                                         this.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
573                                         navigation_clearroute(this);
574                                         navigation_routetogoal(this, newgoal, this.origin);
575                                         if(autocvar_bot_debug_goalstack)
576                                                 debuggoalstack(this);
577                                         this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
578                                 }
579                         }
580                         else
581                         {
582                                 if (this.goalcurrent.bot_pickup)
583                                 {
584                                         entity jumppad_wp = this.goalcurrent_prev;
585                                         navigation_poptouchedgoals(this);
586                                         if(!this.goalcurrent && jumppad_wp.wp00)
587                                         {
588                                                 // head to the jumppad destination once bot reaches the goal item
589                                                 navigation_pushroute(this, jumppad_wp.wp00);
590                                         }
591                                 }
592                                 vector gco = (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5;
593                                 if (this.origin.z > gco.z && vdist(vec2(this.velocity), <, autocvar_sv_maxspeed))
594                                         this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
595                                 else if(havocbot_checkgoaldistance(this, gco))
596                                 {
597                                         navigation_clearroute(this);
598                                         navigation_goalrating_timeout_force(this);
599                                 }
600                                 else
601                                         return;
602                         }
603                 }
604                 else
605                 {
606                         if(time - this.lastteleporttime > 0.2 && this.velocity.z > 0)
607                         {
608                                 vector velxy = this.velocity; velxy_z = 0;
609                                 if(vdist(velxy, <, autocvar_sv_maxspeed * 0.2))
610                                 {
611                                         LOG_TRACE("Warning: ", this.netname, " got stuck on a jumppad (velocity in xy is ", vtos(velxy), "), trying to get out of it now");
612                                         this.aistatus |= AI_STATUS_OUT_JUMPPAD;
613                                 }
614                                 return;
615                         }
616
617                         // Don't chase players while using a jump pad
618                         if(IS_PLAYER(this.goalcurrent) || IS_PLAYER(this.goalstack01))
619                                 return;
620                 }
621         }
622         else if(this.aistatus & AI_STATUS_OUT_JUMPPAD)
623                 this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
624
625         // If there is a trigger_hurt right below try to use the jetpack or make a rocketjump
626         if (skill > 6 && !(IS_ONGROUND(this)))
627         {
628                 #define ROCKETJUMP_DAMAGE() WEP_CVAR(devastator, damage) * 0.8 \
629                         * ((this.strength_finished > time) ? autocvar_g_balance_powerup_strength_selfdamage : 1) \
630                         * ((this.invincible_finished > time) ? autocvar_g_balance_powerup_invincible_takedamage : 1)
631
632                 tracebox(this.origin, this.mins, this.maxs, this.origin + '0 0 -65536', MOVE_NOMONSTERS, this);
633                 if(tracebox_hits_trigger_hurt(this.origin, this.mins, this.maxs, trace_endpos ))
634                 if(this.items & IT_JETPACK)
635                 {
636                         tracebox(this.origin, this.mins, this.maxs, this.origin + '0 0 65536', MOVE_NOMONSTERS, this);
637                         if(tracebox_hits_trigger_hurt(this.origin, this.mins, this.maxs, trace_endpos + '0 0 1' ))
638                         {
639                                 if(this.velocity.z<0)
640                                         PHYS_INPUT_BUTTON_JETPACK(this) = true;
641                         }
642                         else
643                                 PHYS_INPUT_BUTTON_JETPACK(this) = true;
644
645                         // If there is no goal try to move forward
646
647                         if(this.goalcurrent==NULL)
648                                 dir = v_forward;
649                         else
650                                 dir = normalize(( ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5 ) - this.origin);
651
652                         vector xyvelocity = this.velocity; xyvelocity_z = 0;
653                         float xyspeed = xyvelocity * dir;
654
655                         if(xyspeed < (maxspeed / 2))
656                         {
657                                 makevectors(this.v_angle.y * '0 1 0');
658                                 tracebox(this.origin, this.mins, this.maxs, this.origin + (dir * maxspeed * 3), MOVE_NOMONSTERS, this);
659                                 if(trace_fraction==1)
660                                 {
661                                         CS(this).movement_x = dir * v_forward * maxspeed;
662                                         CS(this).movement_y = dir * v_right * maxspeed;
663                                         if (skill < 10)
664                                                 havocbot_keyboard_movement(this, this.origin + dir * 100);
665                                 }
666                         }
667
668                         this.havocbot_blockhead = true;
669
670                         return;
671                 }
672                 else if(GetResourceAmount(this, RESOURCE_HEALTH) + GetResourceAmount(this, RESOURCE_ARMOR) > ROCKETJUMP_DAMAGE())
673                 {
674                         if(this.velocity.z < 0)
675                         {
676                                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
677                                 {
678                                         .entity weaponentity = weaponentities[slot];
679
680                                         if(this.(weaponentity).m_weapon == WEP_Null && slot != 0)
681                                                 continue;
682
683                                         if(client_hasweapon(this, WEP_DEVASTATOR, weaponentity, true, false))
684                                         {
685                                                 CS(this).movement_x = maxspeed;
686
687                                                 if(this.rocketjumptime)
688                                                 {
689                                                         if(time > this.rocketjumptime)
690                                                         {
691                                                                 PHYS_INPUT_BUTTON_ATCK2(this) = true;
692                                                                 this.rocketjumptime = 0;
693                                                         }
694                                                         return;
695                                                 }
696
697                                                 this.(weaponentity).m_switchweapon = WEP_DEVASTATOR;
698                                                 this.v_angle_x = 90;
699                                                 PHYS_INPUT_BUTTON_ATCK(this) = true;
700                                                 this.rocketjumptime = time + WEP_CVAR(devastator, detonatedelay);
701                                                 return;
702                                         }
703                                 }
704                         }
705                 }
706                 else
707                 {
708                         // If there is no goal try to move forward
709                         if(this.goalcurrent==NULL)
710                                 CS(this).movement_x = maxspeed;
711                 }
712         }
713
714         // If we are under water with no goals, swim up
715         if(this.waterlevel && !this.goalcurrent)
716         {
717                 dir = '0 0 0';
718                 if(this.waterlevel>WATERLEVEL_SWIMMING)
719                         dir.z = 1;
720                 else if(this.velocity.z >= 0 && !(this.waterlevel == WATERLEVEL_WETFEET && this.watertype == CONTENT_WATER))
721                         PHYS_INPUT_BUTTON_JUMP(this) = true;
722                 else
723                         PHYS_INPUT_BUTTON_JUMP(this) = false;
724                 makevectors(this.v_angle.y * '0 1 0');
725                 vector v = dir * maxspeed;
726                 CS(this).movement.x = v * v_forward;
727                 CS(this).movement.y = v * v_right;
728                 CS(this).movement.z = v * v_up;
729         }
730
731         // if there is nowhere to go, exit
732         if (this.goalcurrent == NULL)
733                 return;
734
735
736         bool locked_goal = false;
737         if((this.goalentity && wasfreed(this.goalentity))
738                 || (this.goalcurrent == this.goalentity && this.goalentity.tag_entity))
739         {
740                 navigation_clearroute(this);
741                 navigation_goalrating_timeout_force(this);
742                 return;
743         }
744         else if(this.goalentity.tag_entity)
745         {
746                 navigation_goalrating_timeout_expire(this, 2);
747         }
748         else if(this.goalentity.bot_pickup)
749         {
750                 if(this.goalentity.bot_pickup_respawning)
751                 {
752                         if(this.goalentity.solid) // item respawned
753                                 this.goalentity.bot_pickup_respawning = false;
754                         else if(time < this.goalentity.scheduledrespawntime - 10) // item already taken (by someone else)
755                         {
756                                 if(checkpvs(this.origin, this.goalentity))
757                                 {
758                                         this.goalentity.bot_pickup_respawning = false;
759                                         navigation_goalrating_timeout_expire(this, random());
760                                 }
761                                 locked_goal = true; // wait for item to respawn
762                         }
763                         else if(this.goalentity == this.goalcurrent)
764                                 locked_goal = true; // wait for item to respawn
765                 }
766                 else if(!this.goalentity.solid && !boxesoverlap(this.goalentity.absmin, this.goalentity.absmax, this.absmin, this.absmax))
767                 {
768                         if(checkpvs(this.origin, this.goalentity))
769                         {
770                                 navigation_goalrating_timeout_expire(this, random());
771                         }
772                 }
773         }
774         if (this.goalcurrent == this.goalentity && this.goalentity_lock_timeout > time)
775                 locked_goal = true;
776
777         if (navigation_shortenpath(this))
778         {
779                 if (vdist(this.origin - this.goalcurrent_prev.origin, <, 50)
780                         && navigation_goalrating_timeout_can_be_anticipated(this))
781                         navigation_goalrating_timeout_force(this);
782         }
783
784         bool goalcurrent_can_be_removed = false;
785         if (IS_PLAYER(this.goalcurrent) || IS_MONSTER(this.goalcurrent))
786         {
787                 bool freeze_state_changed = (boolean(STAT(FROZEN, this.goalentity)) != this.goalentity_shouldbefrozen);
788                 if (IS_DEAD(this.goalcurrent) || (this.goalentity == this.goalcurrent && freeze_state_changed))
789                 {
790                         goalcurrent_can_be_removed = true;
791                         // don't remove if not visible
792                         if (checkpvs(this.origin + this.view_ofs, this.goalcurrent))
793                         {
794                                 navigation_goalrating_timeout_force(this);
795                                 return;
796                         }
797                 }
798                 else if (!(STAT(FROZEN, this.goalentity)) && this.bot_tracewalk_time < time)
799                 {
800                         set_tracewalk_dest(this.goalcurrent, this.origin, true);
801                         if (!(trace_ent == this || tracewalk(this, this.origin, this.mins, this.maxs,
802                                 tracewalk_dest, tracewalk_dest_height, bot_navigation_movemode)))
803                         {
804                                 navigation_goalrating_timeout_force(this);
805                                 return;
806                         }
807                         this.bot_tracewalk_time = max(time, this.bot_tracewalk_time) + 0.25;
808                 }
809         }
810
811         if(!locked_goal)
812         {
813                 // optimize path finding by anticipating goalrating when bot is near a waypoint;
814                 // in this case path finding can start directly from a waypoint instead of
815                 // looking for all the reachable waypoints up to a certain distance
816                 if (navigation_poptouchedgoals(this))
817                 {
818                         if (this.goalcurrent)
819                         {
820                                 if (goalcurrent_can_be_removed)
821                                 {
822                                         // remove even if not visible
823                                         navigation_goalrating_timeout_force(this);
824                                         return;
825                                 }
826                                 else if (navigation_goalrating_timeout_can_be_anticipated(this))
827                                         navigation_goalrating_timeout_force(this);
828                         }
829                         else
830                         {
831                                 entity old_goal = this.goalcurrent_prev;
832                                 if (old_goal.item_group && this.item_group != old_goal.item_group)
833                                 {
834                                         // Avoid multiple costly calls of path finding code that selects one of the closest
835                                         // item of the group by telling the bot to head directly to the farthest item.
836                                         // Next time we let the bot select a goal as usual which can be another item
837                                         // of this group (the closest one) and so on
838                                         this.item_group = old_goal.item_group;
839                                         entity new_goal = havocbot_select_an_item_of_group(this, old_goal.item_group);
840                                         if (new_goal)
841                                                 navigation_pushroute(this, new_goal);
842                                 }
843                         }
844                 }
845         }
846
847         // if ran out of goals try to use an alternative goal or get a new strategy asap
848         if(this.goalcurrent == NULL)
849         {
850                 navigation_goalrating_timeout_force(this);
851                 return;
852         }
853
854
855         if(autocvar_bot_debug_goalstack)
856                 debuggoalstack(this);
857
858         bool bunnyhop_forbidden = false;
859         vector destorg = get_closer_dest(this.goalcurrent, this.origin);
860         if (this.jumppadcount && this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
861         {
862                 // if bot used the jumppad, push towards jumppad origin until jumppad waypoint gets removed
863                 destorg = this.goalcurrent.origin;
864         }
865         else if (this.goalcurrent.wpisbox)
866         {
867                 // if bot is inside the teleport waypoint, head to teleport origin until teleport gets used
868                 // do it even if bot is on a ledge above a teleport/jumppad so it doesn't get stuck
869                 if (boxesoverlap(this.goalcurrent.absmin, this.goalcurrent.absmax, this.origin + eZ * this.mins.z, this.origin + eZ * this.maxs.z)
870                         || (this.absmin.z > destorg.z && destorg.x == this.origin.x && destorg.y == this.origin.y))
871                 {
872                         bunnyhop_forbidden = true;
873                         destorg = this.goalcurrent.origin;
874                         if(destorg.z > this.origin.z)
875                                 PHYS_INPUT_BUTTON_JUMP(this) = true;
876                 }
877         }
878
879         diff = destorg - this.origin;
880
881         if (this.goalcurrent == this.goalentity && time < this.goalentity_lock_timeout && vdist(diff, <, 10))
882         {
883                 // stop if the locked goal has been reached
884                 destorg = this.origin;
885                 diff = dir = '0 0 0';
886         }
887         else if (IS_PLAYER(this.goalcurrent) || IS_MONSTER(this.goalcurrent))
888         {
889                 if (vdist(diff, <, 80))
890                 {
891                         // stop if too close to target player (even if frozen)
892                         destorg = this.origin;
893                         diff = dir = '0 0 0';
894                 }
895                 else
896                 {
897                         // move destorg out of target players, otherwise bot will consider them
898                         // an obstacle that needs to be jumped (especially if frozen)
899                         dir = normalize(diff);
900                         destorg -= dir * PL_MAX_CONST.x * M_SQRT2;
901                         diff = destorg - this.origin;
902                 }
903         }
904         else
905                 dir = normalize(diff);
906         flatdir = (diff.z == 0) ? dir : normalize(vec2(diff));
907
908         //if (this.bot_dodgevector_time < time)
909         {
910                 //this.bot_dodgevector_time = time + cvar("bot_ai_dodgeupdateinterval");
911                 //this.bot_dodgevector_jumpbutton = 1;
912                 evadeobstacle = '0 0 0';
913                 evadelava = '0 0 0';
914
915                 this.aistatus &= ~AI_STATUS_DANGER_AHEAD;
916                 makevectors(this.v_angle.y * '0 1 0');
917                 if (this.waterlevel > WATERLEVEL_WETFEET)
918                 {
919                         if (this.waterlevel > WATERLEVEL_SWIMMING)
920                         {
921                                 if(!this.goalcurrent)
922                                         this.aistatus |= AI_STATUS_OUT_WATER;
923                                 else if(destorg.z > this.origin.z)
924                                         PHYS_INPUT_BUTTON_JUMP(this) = true;
925                         }
926                         else
927                         {
928                                 dir = flatdir;
929                                 if(this.velocity.z >= 0 && !(this.watertype == CONTENT_WATER && destorg.z < this.origin.z) &&
930                                         (this.aistatus & AI_STATUS_OUT_WATER))
931                                         PHYS_INPUT_BUTTON_JUMP(this) = true;
932                                 else
933                                         PHYS_INPUT_BUTTON_JUMP(this) = false;
934                         }
935                 }
936                 else
937                 {
938                         float s;
939                         vector offset;
940                         if(this.aistatus & AI_STATUS_OUT_WATER)
941                                 this.aistatus &= ~AI_STATUS_OUT_WATER;
942
943                         // jump if going toward an obstacle that doesn't look like stairs we
944                         // can walk up directly
945                         vector deviation = '0 0 0';
946                         float current_speed = vlen(vec2(this.velocity));
947                         if (current_speed < maxspeed * 0.2)
948                                 current_speed = maxspeed * 0.2;
949                         else
950                         {
951                                 deviation = vectoangles(diff) - vectoangles(this.velocity);
952                                 while (deviation.y < -180) deviation.y += 360;
953                                 while (deviation.y > 180) deviation.y -= 360;
954                         }
955                         float turning = false;
956                         vector flat_diff = vec2(diff);
957                         offset = max(32, current_speed * cos(deviation.y * DEG2RAD) * 0.3) * flatdir;
958                         vector actual_destorg = this.origin + offset;
959                         if (!this.goalstack01 || this.goalcurrent.wpflags & (WAYPOINTFLAG_TELEPORT | WAYPOINTFLAG_LADDER))
960                         {
961                                 if (vlen2(flat_diff) < vlen2(offset))
962                                 {
963                                         actual_destorg.x = destorg.x;
964                                         actual_destorg.y = destorg.y;
965                                 }
966                         }
967                         else if (vdist(flat_diff, <, 32) && diff.z < -16) // destination is under the bot
968                         {
969                                 actual_destorg.x = destorg.x;
970                                 actual_destorg.y = destorg.y;
971                         }
972                         else if (vlen2(flat_diff) < vlen2(offset))
973                         {
974                                 vector next_goal_org = (this.goalstack01.absmin + this.goalstack01.absmax) * 0.5;
975                                 vector next_dir = normalize(vec2(next_goal_org - destorg));
976                                 float dist = vlen(vec2(this.origin + offset - destorg));
977                                 // if current and next goal are close to each other make sure
978                                 // actual_destorg isn't set beyond next_goal_org
979                                 if (dist ** 2 > vlen2(vec2(next_goal_org - destorg)))
980                                         actual_destorg = next_goal_org;
981                                 else
982                                         actual_destorg = vec2(destorg) + dist * next_dir;
983                                 actual_destorg.z = this.origin.z;
984                                 turning = true;
985                         }
986
987                         LABEL(jump_check);
988                         dir = flatdir = normalize(actual_destorg - this.origin);
989
990                         if (turning || fabs(deviation.y) < 50) // don't even try to jump if deviation is too high
991                         {
992                                 tracebox(this.origin, this.mins, this.maxs, actual_destorg, false, this);
993                                 if (trace_fraction < 1 && trace_plane_normal.z < 0.7)
994                                 {
995                                         s = trace_fraction;
996                                         tracebox(this.origin + stepheightvec, this.mins, this.maxs, actual_destorg + stepheightvec, false, this);
997                                         if (trace_fraction < s + 0.01 && trace_plane_normal.z < 0.7)
998                                         {
999                                                 // found an obstacle
1000                                                 if (turning && fabs(deviation.y) > 5)
1001                                                 {
1002                                                         // check if the obstacle is still there without turning
1003                                                         actual_destorg = destorg;
1004                                                         turning = false;
1005                                                         this.bot_tracewalk_time = time + 0.25;
1006                                                         goto jump_check;
1007                                                 }
1008                                                 s = trace_fraction;
1009                                                 // don't artificially reduce max jump height in real-time
1010                                                 // (jumpstepheightvec is reduced a bit to make the jumps easy in tracewalk)
1011                                                 vector jump_height = (IS_ONGROUND(this)) ? stepheightvec + jumpheight_vec : jumpstepheightvec;
1012                                                 tracebox(this.origin + jump_height, this.mins, this.maxs, actual_destorg + jump_height, false, this);
1013                                                 if (trace_fraction > s)
1014                                                         PHYS_INPUT_BUTTON_JUMP(this) = true;
1015                                                 else
1016                                                 {
1017                                                         jump_height = stepheightvec + jumpheight_vec / 2;
1018                                                         tracebox(this.origin + jump_height, this.mins, this.maxs, actual_destorg + jump_height, false, this);
1019                                                         if (trace_fraction > s)
1020                                                                 PHYS_INPUT_BUTTON_JUMP(this) = true;
1021                                                 }
1022                                         }
1023                                 }
1024                         }
1025
1026                         // if bot for some reason doesn't get close to the current goal find another one
1027                         if(!this.jumppadcount && !IS_PLAYER(this.goalcurrent))
1028                         if(!(locked_goal && this.goalcurrent_distance_z < 50 && this.goalcurrent_distance_2d < 50))
1029                         if(havocbot_checkgoaldistance(this, destorg))
1030                         {
1031                                 if(this.goalcurrent_distance_time < 0) // can't get close for the second time
1032                                 {
1033                                         navigation_clearroute(this);
1034                                         navigation_goalrating_timeout_force(this);
1035                                         return;
1036                                 }
1037
1038                                 set_tracewalk_dest(this.goalcurrent, this.origin, false);
1039                                 if (!tracewalk(this, this.origin, this.mins, this.maxs,
1040                                         tracewalk_dest, tracewalk_dest_height, bot_navigation_movemode))
1041                                 {
1042                                         navigation_clearroute(this);
1043                                         navigation_goalrating_timeout_force(this);
1044                                         return;
1045                                 }
1046
1047                                 // give bot only another chance to prevent bot getting stuck
1048                                 // in case it thinks it can walk but actually can't
1049                                 this.goalcurrent_distance_z = FLOAT_MAX;
1050                                 this.goalcurrent_distance_2d = FLOAT_MAX;
1051                                 this.goalcurrent_distance_time = -time; // mark second try
1052                         }
1053
1054                         // Check for water/slime/lava and dangerous edges
1055                         // (only when the bot is on the ground or jumping intentionally)
1056
1057                         offset = (vdist(this.velocity, >, 32) ? this.velocity * 0.2 : v_forward * 32);
1058                         vector dst_ahead = this.origin + this.view_ofs + offset;
1059                         vector dst_down = dst_ahead - '0 0 3000';
1060                         traceline(this.origin + this.view_ofs, dst_ahead, true, NULL);
1061
1062                         bool unreachable = false;
1063                         s = CONTENT_SOLID;
1064                         if(trace_fraction == 1 && this.jumppadcount == 0 && !this.goalcurrent.wphardwired )
1065                         if((IS_ONGROUND(this)) || (this.aistatus & AI_STATUS_RUNNING) || (this.aistatus & AI_STATUS_ROAMING) || PHYS_INPUT_BUTTON_JUMP(this))
1066                         {
1067                                 // Look downwards
1068                                 traceline(dst_ahead , dst_down, true, NULL);
1069                                 //te_lightning2(NULL, this.origin + this.view_ofs, dst_ahead); // Draw "ahead" look
1070                                 //te_lightning2(NULL, dst_ahead, dst_down); // Draw "downwards" look
1071                                 if(trace_endpos.z < this.origin.z + this.mins.z)
1072                                 {
1073                                         s = pointcontents(trace_endpos + '0 0 1');
1074                                         if (s != CONTENT_SOLID)
1075                                         if (s == CONTENT_LAVA || s == CONTENT_SLIME)
1076                                                 evadelava = normalize(this.velocity) * -1;
1077                                         else if (s == CONTENT_SKY)
1078                                                 evadeobstacle = normalize(this.velocity) * -1;
1079                                         else if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos))
1080                                         {
1081                                                 // the traceline check isn't enough but is good as optimization,
1082                                                 // when not true (most of the time) this tracebox call is avoided
1083                                                 tracebox(dst_ahead, this.mins, this.maxs, dst_down, true, this);
1084                                                 if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos))
1085                                                 {
1086                                                         if (destorg.z > this.origin.z + jumpstepheightvec.z)
1087                                                         {
1088                                                                 // the goal is probably on an upper platform, assume bot can't get there
1089                                                                 unreachable = true;
1090                                                         }
1091                                                         else
1092                                                                 evadelava = normalize(this.velocity) * -1;
1093                                                 }
1094                                         }
1095                                 }
1096                         }
1097
1098                         dir = flatdir;
1099                         evadeobstacle.z = 0;
1100                         evadelava.z = 0;
1101                         makevectors(this.v_angle.y * '0 1 0');
1102
1103                         if(evadeobstacle || evadelava || (s == CONTENT_WATER))
1104                         {
1105                                 this.aistatus |= AI_STATUS_DANGER_AHEAD;
1106                                 if(IS_PLAYER(this.goalcurrent))
1107                                         unreachable = true;
1108                         }
1109
1110                         // slow down if bot is in the air and goal is under it
1111                         if (!this.goalcurrent.wphardwired
1112                                 && vdist(flat_diff, <, 250) && this.origin.z - destorg.z > 120
1113                                 && (!IS_ONGROUND(this) || vdist(vec2(this.velocity), >, maxspeed * 0.3)))
1114                         {
1115                                 // tracebox wouldn't work when bot is still on the ledge
1116                                 traceline(this.origin, this.origin - '0 0 200', true, this);
1117                                 if (this.origin.z - trace_endpos.z > 120)
1118                                         evadeobstacle = normalize(this.velocity) * -1;
1119                         }
1120
1121                         if(unreachable)
1122                         {
1123                                 navigation_clearroute(this);
1124                                 navigation_goalrating_timeout_force(this);
1125                                 this.ignoregoal = this.goalcurrent;
1126                                 this.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
1127                         }
1128                 }
1129
1130                 dodge = havocbot_dodge(this);
1131                 if (dodge)
1132                         dodge *= bound(0, 0.5 + (skill + this.bot_dodgeskill) * 0.1, 1);
1133                 dodge += evadeobstacle + evadelava;
1134                 evadelava = evadelava * bound(1,3-(skill+this.bot_dodgeskill),3); //Noobs fear lava a lot and take more distance from it
1135                 if (this.enemy)
1136                 {
1137                         traceline(this.origin, (this.enemy.absmin + this.enemy.absmax) * 0.5, true, NULL);
1138                         if (IS_PLAYER(trace_ent))
1139                                 dodge_enemy_factor = bound(0, (skill + this.bot_dodgeskill) / 7, 1);
1140                 }
1141         //      this.bot_dodgevector = dir;
1142         //      this.bot_dodgevector_jumpbutton = PHYS_INPUT_BUTTON_JUMP(this);
1143         }
1144
1145         float ladder_zdir = 0;
1146         if(time < this.ladder_time)
1147         {
1148                 if(this.goalcurrent.origin.z + this.goalcurrent.mins.z > this.origin.z + this.mins.z)
1149                 {
1150                         if(this.origin.z + this.mins.z  < this.ladder_entity.origin.z + this.ladder_entity.maxs.z)
1151                                 ladder_zdir = 1;
1152                 }
1153                 else
1154                 {
1155                         if(this.origin.z + this.mins.z  > this.ladder_entity.origin.z + this.ladder_entity.mins.z)
1156                                 ladder_zdir = -1;
1157                 }
1158                 if (ladder_zdir)
1159                 {
1160                         if (vdist(flatdir, <, 15))
1161                                 dir = ladder_zdir * '0 0 1';
1162                         else
1163                         {
1164                                 dir.z = ladder_zdir * 1.3;
1165                                 dir = normalize(dir);
1166                         }
1167                 }
1168         }
1169
1170         if (this.goalcurrent.wpisbox
1171                 && boxesoverlap(this.goalcurrent.absmin, this.goalcurrent.absmax, this.origin, this.origin))
1172         {
1173                 // bot is inside teleport waypoint but hasn't touched the real teleport yet
1174                 // head to teleport origin
1175                 dir = (this.goalcurrent.origin - this.origin);
1176                 dir.z = 0;
1177                 dir = normalize(dir);
1178         }
1179
1180         if (!this.bot_aimdir_executed)
1181                 bot_aimdir(this, dir, -1);
1182
1183         if (!ladder_zdir)
1184         {
1185                 dir *= dodge_enemy_factor;
1186                 dir = normalize(dir + dodge);
1187         }
1188
1189         //dir = this.bot_dodgevector;
1190         //if (this.bot_dodgevector_jumpbutton)
1191         //      PHYS_INPUT_BUTTON_JUMP(this) = true;
1192         CS(this).movement_x = dir * v_forward * maxspeed;
1193         CS(this).movement_y = dir * v_right * maxspeed;
1194         CS(this).movement_z = dir * v_up * maxspeed;
1195
1196         // Emulate keyboard interface
1197         if (skill < 10)
1198                 havocbot_keyboard_movement(this, destorg);
1199
1200         // Bunnyhop!
1201         //if(this.aistatus & AI_STATUS_ROAMING)
1202         if(!bunnyhop_forbidden && this.goalcurrent)
1203         if(skill+this.bot_moveskill >= autocvar_bot_ai_bunnyhop_skilloffset)
1204                 havocbot_bunnyhop(this, dir);
1205
1206         if ((dir * v_up) >= autocvar_sv_jumpvelocity*0.5 && (IS_ONGROUND(this))) PHYS_INPUT_BUTTON_JUMP(this) = true;
1207         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;
1208         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);
1209 }
1210
1211 entity havocbot_gettarget(entity this, bool secondary)
1212 {
1213         entity best = NULL;
1214         vector eye = CENTER_OR_VIEWOFS(this);
1215         IL_EACH(g_bot_targets, boolean((secondary) ? it.classname == "misc_breakablemodel" : it.classname != "misc_breakablemodel"),
1216         {
1217                 vector v = CENTER_OR_VIEWOFS(it);
1218                 if(vdist(v - eye, <, autocvar_bot_ai_enemydetectionradius))
1219                 if(!best || vlen2(CENTER_OR_VIEWOFS(best) - eye) > vlen2(v - eye))
1220                 if(bot_shouldattack(this, it))
1221                 {
1222                         traceline(eye, v, true, this);
1223                         if (trace_ent == it || trace_fraction >= 1)
1224                                 best = it;
1225                 }
1226         });
1227
1228         return best;
1229 }
1230
1231 void havocbot_chooseenemy(entity this)
1232 {
1233         if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(this))
1234         {
1235                 this.enemy = NULL;
1236                 return;
1237         }
1238         if (this.enemy)
1239         {
1240                 if (!bot_shouldattack(this, this.enemy))
1241                 {
1242                         // enemy died or something, find a new target
1243                         this.enemy = NULL;
1244                         this.havocbot_chooseenemy_finished = time;
1245                 }
1246                 else if (this.havocbot_stickenemy)
1247                 {
1248                         // tracking last chosen enemy
1249                         // if enemy is visible
1250                         // and not really really far away
1251                         // and we're not severely injured
1252                         // then keep tracking for a half second into the future
1253                         traceline(this.origin+this.view_ofs, ( this.enemy.absmin + this.enemy.absmax ) * 0.5,false,NULL);
1254                         if (trace_ent == this.enemy || trace_fraction == 1)
1255                         if (vdist(((this.enemy.absmin + this.enemy.absmax) * 0.5) - this.origin, <, 1000))
1256                         if (GetResourceAmount(this, RESOURCE_HEALTH) > 30)
1257                         {
1258                                 // remain tracking him for a shot while (case he went after a small corner or pilar
1259                                 this.havocbot_chooseenemy_finished = time + 0.5;
1260                                 return;
1261                         }
1262                         // enemy isn't visible, or is far away, or we're injured severely
1263                         // so stop preferring this enemy
1264                         // (it will still take a half second until a new one is chosen)
1265                         this.havocbot_stickenemy = 0;
1266                 }
1267         }
1268         if (time < this.havocbot_chooseenemy_finished)
1269                 return;
1270         this.havocbot_chooseenemy_finished = time + autocvar_bot_ai_enemydetectioninterval;
1271         vector eye = this.origin + this.view_ofs;
1272         entity best = NULL;
1273         float bestrating = 100000000;
1274
1275         // Backup hit flags
1276         int hf = this.dphitcontentsmask;
1277
1278         // Search for enemies, if no enemy can be seen directly try to look through transparent objects
1279
1280         this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
1281
1282         bool scan_transparent = false;
1283         bool scan_secondary_targets = false;
1284         bool have_secondary_targets = false;
1285         while(true)
1286         {
1287                 scan_secondary_targets = false;
1288 LABEL(scan_targets)
1289                 IL_EACH(g_bot_targets, it.bot_attack,
1290                 {
1291                         if(!scan_secondary_targets)
1292                         {
1293                                 if(it.classname == "misc_breakablemodel")
1294                                 {
1295                                         have_secondary_targets = true;
1296                                         continue;
1297                                 }
1298                         }
1299                         else if(it.classname != "misc_breakablemodel")
1300                                 continue;
1301
1302                         vector v = (it.absmin + it.absmax) * 0.5;
1303                         float rating = vlen2(v - eye);
1304                         if (vdist(v - eye, <, autocvar_bot_ai_enemydetectionradius))
1305                         if (bestrating > rating)
1306                         if (bot_shouldattack(this, it))
1307                         {
1308                                 traceline(eye, v, true, this);
1309                                 if (trace_ent == it || trace_fraction >= 1)
1310                                 {
1311                                         best = it;
1312                                         bestrating = rating;
1313                                 }
1314                         }
1315                 });
1316
1317                 if(!best && have_secondary_targets && !scan_secondary_targets)
1318                 {
1319                         scan_secondary_targets = true;
1320                         // restart the loop
1321                         bestrating = 100000000;
1322                         goto scan_targets;
1323                 }
1324
1325                 // I want to do a second scan if no enemy was found or I don't have weapons
1326                 // TODO: Perform the scan when using the rifle (requires changes on the rifle code)
1327                 if(best || STAT(WEAPONS, this)) // || this.weapon == WEP_RIFLE.m_id
1328                         break;
1329                 if(scan_transparent)
1330                         break;
1331
1332                 // Set flags to see through transparent objects
1333                 this.dphitcontentsmask |= DPCONTENTS_OPAQUE;
1334
1335                 scan_transparent = true;
1336         }
1337
1338         // Restore hit flags
1339         this.dphitcontentsmask = hf;
1340
1341         this.enemy = best;
1342         this.havocbot_stickenemy = true;
1343         if(best && best.classname == "misc_breakablemodel")
1344                 this.havocbot_stickenemy = false;
1345 }
1346
1347 float havocbot_chooseweapon_checkreload(entity this, .entity weaponentity, int new_weapon)
1348 {
1349         // bots under this skill cannot find unloaded weapons to reload idly when not in combat,
1350         // so skip this for them, or they'll never get to reload their weapons at all.
1351         // this also allows bots under this skill to be more stupid, and reload more often during combat :)
1352         if(skill < 5)
1353                 return false;
1354
1355         // if this weapon is scheduled for reloading, don't switch to it during combat
1356         if (this.(weaponentity).weapon_load[new_weapon] < 0)
1357         {
1358                 FOREACH(Weapons, it != WEP_Null, {
1359                         if(it.wr_checkammo1(it, this, weaponentity) + it.wr_checkammo2(it, this, weaponentity))
1360                                 return true; // other weapon available
1361                 });
1362         }
1363
1364         return false;
1365 }
1366
1367 void havocbot_chooseweapon(entity this, .entity weaponentity)
1368 {
1369         int i;
1370
1371         // ;)
1372         if(g_weaponarena_weapons == WEPSET(TUBA))
1373         {
1374                 this.(weaponentity).m_switchweapon = WEP_TUBA;
1375                 return;
1376         }
1377
1378         // TODO: clean this up by moving it to weapon code
1379         if(this.enemy==NULL)
1380         {
1381                 // If no weapon was chosen get the first available weapon
1382                 if(this.(weaponentity).m_weapon==WEP_Null)
1383                 FOREACH(Weapons, it != WEP_Null, {
1384                         if(client_hasweapon(this, it, weaponentity, true, false))
1385                         {
1386                                 this.(weaponentity).m_switchweapon = it;
1387                                 return;
1388                         }
1389                 });
1390                 return;
1391         }
1392
1393         // Do not change weapon during the next second after a combo
1394         float f = time - this.lastcombotime;
1395         if(f < 1)
1396                 return;
1397
1398         float w;
1399         float distance; distance=bound(10,vlen(this.origin-this.enemy.origin)-200,10000);
1400
1401         // Should it do a weapon combo?
1402         float af, ct, combo_time, combo;
1403
1404         af = ATTACK_FINISHED(this, 0);
1405         ct = autocvar_bot_ai_weapon_combo_threshold;
1406
1407         // Bots with no skill will be 4 times more slower than "godlike" bots when doing weapon combos
1408         // Ideally this 4 should be calculated as longest_weapon_refire / bot_ai_weapon_combo_threshold
1409         combo_time = time + ct + (ct * ((-0.3*(skill+this.bot_weaponskill))+3));
1410
1411         combo = false;
1412
1413         if(autocvar_bot_ai_weapon_combo)
1414         if(this.(weaponentity).m_weapon.m_id == this.(weaponentity).lastfiredweapon)
1415         if(af > combo_time)
1416         {
1417                 combo = true;
1418                 this.lastcombotime = time;
1419         }
1420
1421         distance *= (2 ** this.bot_rangepreference);
1422
1423         // Custom weapon list based on distance to the enemy
1424         if(bot_custom_weapon){
1425
1426                 // Choose weapons for far distance
1427                 if ( distance > bot_distance_far ) {
1428                         for(i=0; i < Weapons_COUNT && bot_weapons_far[i] != -1 ; ++i){
1429                                 w = bot_weapons_far[i];
1430                                 if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
1431                                 {
1432                                         if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1433                                                 continue;
1434                                         this.(weaponentity).m_switchweapon = Weapons_from(w);
1435                                         return;
1436                                 }
1437                         }
1438                 }
1439
1440                 // Choose weapons for mid distance
1441                 if ( distance > bot_distance_close) {
1442                         for(i=0; i < Weapons_COUNT && bot_weapons_mid[i] != -1 ; ++i){
1443                                 w = bot_weapons_mid[i];
1444                                 if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
1445                                 {
1446                                         if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1447                                                 continue;
1448                                         this.(weaponentity).m_switchweapon = Weapons_from(w);
1449                                         return;
1450                                 }
1451                         }
1452                 }
1453
1454                 // Choose weapons for close distance
1455                 for(i=0; i < Weapons_COUNT && bot_weapons_close[i] != -1 ; ++i){
1456                         w = bot_weapons_close[i];
1457                         if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
1458                         {
1459                                 if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1460                                         continue;
1461                                 this.(weaponentity).m_switchweapon = Weapons_from(w);
1462                                 return;
1463                         }
1464                 }
1465         }
1466 }
1467
1468 void havocbot_aim(entity this)
1469 {
1470         if (time < this.nextaim)
1471                 return;
1472         this.nextaim = time + 0.1;
1473         vector myvel = this.velocity;
1474         if (!this.waterlevel)
1475                 myvel.z = 0;
1476         if(MUTATOR_CALLHOOK(HavocBot_Aim, this)) { /* do nothing */ }
1477         else if (this.enemy)
1478         {
1479                 vector enemyvel = this.enemy.velocity;
1480                 if (!this.enemy.waterlevel)
1481                         enemyvel.z = 0;
1482                 lag_additem(this, time + CS(this).ping, 0, 0, this.enemy, this.origin, myvel, (this.enemy.absmin + this.enemy.absmax) * 0.5, enemyvel);
1483         }
1484         else
1485                 lag_additem(this, time + CS(this).ping, 0, 0, NULL, this.origin, myvel, ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5, '0 0 0');
1486 }
1487
1488 bool havocbot_moveto_refresh_route(entity this)
1489 {
1490         // Refresh path to goal if necessary
1491         entity wp;
1492         wp = this.havocbot_personal_waypoint;
1493         navigation_goalrating_start(this);
1494         navigation_routerating(this, wp, 10000, 10000);
1495         navigation_goalrating_end(this);
1496         return (this.goalentity != NULL);
1497 }
1498
1499 float havocbot_moveto(entity this, vector pos)
1500 {
1501         entity wp;
1502
1503         if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_GOING)
1504         {
1505                 // Step 4: Move to waypoint
1506                 if(this.havocbot_personal_waypoint==NULL)
1507                 {
1508                         LOG_TRACE("Error: ", this.netname, " trying to walk to a non existent personal waypoint");
1509                         this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_GOING;
1510                         return CMD_STATUS_ERROR;
1511                 }
1512
1513                 if (!bot_strategytoken_taken)
1514                 if(this.havocbot_personal_waypoint_searchtime<time)
1515                 {
1516                         bot_strategytoken_taken = true;
1517                         if(havocbot_moveto_refresh_route(this))
1518                         {
1519                                 LOG_TRACE(this.netname, " walking to its personal waypoint (after ", ftos(this.havocbot_personal_waypoint_failcounter), " failed attempts)");
1520                                 this.havocbot_personal_waypoint_searchtime = time + 10;
1521                                 this.havocbot_personal_waypoint_failcounter = 0;
1522                         }
1523                         else
1524                         {
1525                                 this.havocbot_personal_waypoint_failcounter += 1;
1526                                 this.havocbot_personal_waypoint_searchtime = time + 2;
1527                                 if(this.havocbot_personal_waypoint_failcounter >= 30)
1528                                 {
1529                                         LOG_TRACE("Warning: can't walk to the personal waypoint located at ", vtos(this.havocbot_personal_waypoint.origin));
1530                                         this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1531                                         delete(this.havocbot_personal_waypoint);
1532                                         return CMD_STATUS_ERROR;
1533                                 }
1534                                 else
1535                                         LOG_TRACE(this.netname, " can't walk to its personal waypoint (after ", ftos(this.havocbot_personal_waypoint_failcounter), " failed attempts), trying later");
1536                         }
1537                 }
1538
1539                 if(autocvar_bot_debug_goalstack)
1540                         debuggoalstack(this);
1541
1542
1543                 // Go!
1544                 havocbot_movetogoal(this);
1545
1546                 if (!this.bot_aimdir_executed && this.goalcurrent)
1547                 {
1548                         // Heading
1549                         vector dir = get_closer_dest(this.goalcurrent, this.origin);
1550                         dir -= this.origin + this.view_ofs;
1551                         dir.z = 0;
1552                         bot_aimdir(this, dir, -1);
1553                 }
1554
1555                 if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_REACHED)
1556                 {
1557                         // Step 5: Waypoint reached
1558                         LOG_TRACE(this.netname, "'s personal waypoint reached");
1559                         delete(this.havocbot_personal_waypoint);
1560                         this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_REACHED;
1561                         return CMD_STATUS_FINISHED;
1562                 }
1563
1564                 return CMD_STATUS_EXECUTING;
1565         }
1566
1567         // Step 2: Linking waypoint
1568         if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_LINKING)
1569         {
1570                 // Wait until it is linked
1571                 if(!this.havocbot_personal_waypoint.wplinked)
1572                 {
1573                         LOG_TRACE(this.netname, " waiting for personal waypoint to be linked");
1574                         return CMD_STATUS_EXECUTING;
1575                 }
1576
1577                 this.havocbot_personal_waypoint_searchtime = time; // so we set the route next frame
1578                 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1579                 this.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_GOING;
1580
1581                 // Step 3: Route to waypoint
1582                 LOG_TRACE(this.netname, " walking to its personal waypoint");
1583
1584                 return CMD_STATUS_EXECUTING;
1585         }
1586
1587         // Step 1: Spawning waypoint
1588         wp = waypoint_spawnpersonal(this, pos);
1589         if(wp==NULL)
1590         {
1591                 LOG_TRACE("Error: Can't spawn personal waypoint at ",vtos(pos));
1592                 return CMD_STATUS_ERROR;
1593         }
1594
1595         this.havocbot_personal_waypoint = wp;
1596         this.havocbot_personal_waypoint_failcounter = 0;
1597         this.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1598
1599         // if pos is inside a teleport, then let's mark it as teleport waypoint
1600         IL_EACH(g_teleporters, WarpZoneLib_BoxTouchesBrush(pos, pos, it, NULL),
1601         {
1602                 wp.wpflags |= WAYPOINTFLAG_TELEPORT;
1603                 this.lastteleporttime = 0;
1604         });
1605
1606 /*
1607         if(wp.wpflags & WAYPOINTFLAG_TELEPORT)
1608                 print("routing to a teleporter\n");
1609         else
1610                 print("routing to a non-teleporter\n");
1611 */
1612
1613         return CMD_STATUS_EXECUTING;
1614 }
1615
1616 float havocbot_resetgoal(entity this)
1617 {
1618         navigation_clearroute(this);
1619         return CMD_STATUS_FINISHED;
1620 }
1621
1622 void havocbot_setupbot(entity this)
1623 {
1624         this.bot_ai = havocbot_ai;
1625         this.cmd_moveto = havocbot_moveto;
1626         this.cmd_resetgoal = havocbot_resetgoal;
1627
1628         // NOTE: bot is not player yet
1629         havocbot_chooserole(this);
1630 }
1631
1632 vector havocbot_dodge(entity this)
1633 {
1634         // LordHavoc: disabled because this is too expensive
1635         return '0 0 0';
1636 #if 0
1637         entity head;
1638         vector dodge, v, n;
1639         float danger, bestdanger, vl, d;
1640         dodge = '0 0 0';
1641         bestdanger = -20;
1642         // check for dangerous objects near bot or approaching bot
1643         head = findchainfloat(bot_dodge, true);
1644         while(head)
1645         {
1646                 if (head.owner != this)
1647                 {
1648                         vl = vlen(head.velocity);
1649                         if (vl > autocvar_sv_maxspeed * 0.3)
1650                         {
1651                                 n = normalize(head.velocity);
1652                                 v = this.origin - head.origin;
1653                                 d = v * n;
1654                                 if (d > (0 - head.bot_dodgerating))
1655                                 if (d < (vl * 0.2 + head.bot_dodgerating))
1656                                 {
1657                                         // calculate direction and distance from the flight path, by removing the forward axis
1658                                         v = v - (n * (v * n));
1659                                         danger = head.bot_dodgerating - vlen(v);
1660                                         if (bestdanger < danger)
1661                                         {
1662                                                 bestdanger = danger;
1663                                                 // dodge to the side of the object
1664                                                 dodge = normalize(v);
1665                                         }
1666                                 }
1667                         }
1668                         else
1669                         {
1670                                 danger = head.bot_dodgerating - vlen(head.origin - this.origin);
1671                                 if (bestdanger < danger)
1672                                 {
1673                                         bestdanger = danger;
1674                                         dodge = normalize(this.origin - head.origin);
1675                                 }
1676                         }
1677                 }
1678                 head = head.chain;
1679         }
1680         return dodge;
1681 #endif
1682 }