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Merge branch 'master' into Mario/wepent_experimental
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / bot / default / havocbot / havocbot.qc
1 #include "havocbot.qh"
2
3 #include "../cvars.qh"
4
5 #include "../aim.qh"
6 #include "../bot.qh"
7 #include "../navigation.qh"
8 #include "../scripting.qh"
9 #include "../waypoints.qh"
10
11 #include <common/constants.qh>
12 #include <common/net_linked.qh>
13 #include <common/physics/player.qh>
14 #include <common/state.qh>
15 #include <common/items/_mod.qh>
16 #include <common/wepent.qh>
17
18 #include <common/triggers/teleporters.qh>
19 #include <common/triggers/trigger/jumppads.qh>
20
21 #include <lib/warpzone/common.qh>
22
23 .float speed;
24
25 void havocbot_ai(entity this)
26 {
27         if(this.draggedby)
28                 return;
29
30         if(bot_execute_commands(this))
31                 return;
32
33         while(this.goalcurrent && wasfreed(this.goalcurrent))
34         {
35                 navigation_poproute(this);
36                 if(!this.goalcurrent)
37                         this.bot_strategytime = 0;
38         }
39
40         if (bot_strategytoken == this)
41         if (!bot_strategytoken_taken)
42         {
43                 if(this.havocbot_blockhead)
44                 {
45                         this.havocbot_blockhead = false;
46                 }
47                 else
48                 {
49                         if (!this.jumppadcount)
50                                 this.havocbot_role(this); // little too far down the rabbit hole
51                 }
52
53                 // TODO: tracewalk() should take care of this job (better path finding under water)
54                 // if we don't have a goal and we're under water look for a waypoint near the "shore" and push it
55                 if(!(IS_DEAD(this)))
56                 if(!this.goalcurrent)
57                 if(this.waterlevel == WATERLEVEL_SWIMMING || (this.aistatus & AI_STATUS_OUT_WATER))
58                 {
59                         // Look for the closest waypoint out of water
60                         entity newgoal = NULL;
61                         IL_EACH(g_waypoints, vdist(it.origin - this.origin, <=, 10000),
62                         {
63                                 if(it.origin.z < this.origin.z)
64                                         continue;
65
66                                 if(it.origin.z - this.origin.z - this.view_ofs.z > 100)
67                                         continue;
68
69                                 if (pointcontents(it.origin + it.maxs + '0 0 1') != CONTENT_EMPTY)
70                                         continue;
71
72                                 traceline(this.origin + this.view_ofs, ((it.absmin + it.absmax) * 0.5), true, this);
73
74                                 if(trace_fraction < 1)
75                                         continue;
76
77                                 if(!newgoal || vlen2(it.origin - this.origin) < vlen2(newgoal.origin - this.origin))
78                                         newgoal = it;
79                         });
80
81                         if(newgoal)
82                         {
83                         //      te_wizspike(newgoal.origin);
84                                 navigation_pushroute(this, newgoal);
85                         }
86                 }
87
88                 // token has been used this frame
89                 bot_strategytoken_taken = true;
90         }
91
92         if(IS_DEAD(this))
93                 return;
94
95         havocbot_chooseenemy(this);
96
97         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
98         {
99                 .entity weaponentity = weaponentities[slot];
100                 if(this.(weaponentity).m_weapon != WEP_Null || slot == 0)
101                 if(this.(weaponentity).bot_chooseweapontime < time)
102                 {
103                         this.(weaponentity).bot_chooseweapontime = time + autocvar_bot_ai_chooseweaponinterval;
104                         havocbot_chooseweapon(this, weaponentity);
105                 }
106         }
107         havocbot_aim(this);
108         lag_update(this);
109         if (this.bot_aimtarg)
110         {
111                 this.aistatus |= AI_STATUS_ATTACKING;
112                 this.aistatus &= ~AI_STATUS_ROAMING;
113
114                 if(this.weapons)
115                 {
116                         if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(this))
117                         {
118                                 PHYS_INPUT_BUTTON_ATCK(this) = false;
119                                 PHYS_INPUT_BUTTON_ATCK2(this) = false;
120                         }
121                         else
122                         {
123                                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
124                                 {
125                                         .entity weaponentity = weaponentities[slot];
126                                         Weapon w = this.(weaponentity).m_weapon;
127                                         if(w == WEP_Null && slot != 0)
128                                                 continue;
129                                         w.wr_aim(w, this, weaponentity);
130                                         if(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this)) // TODO: what if we didn't fire this weapon, but the previous?
131                                                 this.(weaponentity).lastfiredweapon = this.(weaponentity).m_weapon.m_id;
132                                 }
133                         }
134                 }
135                 else
136                 {
137                         if(IS_PLAYER(this.bot_aimtarg))
138                                 bot_aimdir(this, this.bot_aimtarg.origin + this.bot_aimtarg.view_ofs - this.origin - this.view_ofs , -1);
139                 }
140         }
141         else if (this.goalcurrent)
142         {
143                 this.aistatus |= AI_STATUS_ROAMING;
144                 this.aistatus &= ~AI_STATUS_ATTACKING;
145
146                 vector now,v,next;//,heading;
147                 float aimdistance,skillblend,distanceblend,blend;
148                 next = now = ( (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5) - (this.origin + this.view_ofs);
149                 aimdistance = vlen(now);
150                 //heading = this.velocity;
151                 //dprint(this.goalstack01.classname,etos(this.goalstack01),"\n");
152                 if(
153                         this.goalstack01 != this && this.goalstack01 && !wasfreed(this.goalstack01) && ((this.aistatus & AI_STATUS_RUNNING) == 0) &&
154                         !(this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
155                 )
156                         next = ((this.goalstack01.absmin + this.goalstack01.absmax) * 0.5) - (this.origin + this.view_ofs);
157
158                 skillblend=bound(0,(skill+this.bot_moveskill-2.5)*0.5,1); //lower skill player can't preturn
159                 distanceblend=bound(0,aimdistance/autocvar_bot_ai_keyboard_distance,1);
160                 blend = skillblend * (1-distanceblend);
161                 //v = (now * (distanceblend) + next * (1-distanceblend)) * (skillblend) + now * (1-skillblend);
162                 //v = now * (distanceblend) * (skillblend) + next * (1-distanceblend) * (skillblend) + now * (1-skillblend);
163                 //v = now * ((1-skillblend) + (distanceblend) * (skillblend)) + next * (1-distanceblend) * (skillblend);
164                 v = now + blend * (next - now);
165                 //dprint(etos(this), " ");
166                 //dprint(vtos(now), ":", vtos(next), "=", vtos(v), " (blend ", ftos(blend), ")\n");
167                 //v = now * (distanceblend) + next * (1-distanceblend);
168                 if (this.waterlevel < WATERLEVEL_SWIMMING)
169                         v.z = 0;
170                 //dprint("walk at:", vtos(v), "\n");
171                 //te_lightning2(NULL, this.origin, this.goalcurrent.origin);
172                 bot_aimdir(this, v, -1);
173         }
174         havocbot_movetogoal(this);
175
176         // if the bot is not attacking, consider reloading weapons
177         if (!(this.aistatus & AI_STATUS_ATTACKING))
178         {
179                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
180                 {
181                         .entity weaponentity = weaponentities[slot];
182
183                         if(this.(weaponentity).m_weapon == WEP_Null && slot != 0)
184                                 continue;
185
186                         // we are currently holding a weapon that's not fully loaded, reload it
187                         if(skill >= 2) // bots can only reload the held weapon on purpose past this skill
188                         if(this.(weaponentity).clip_load < this.(weaponentity).clip_size)
189                                 this.impulse = 20; // "press" the reload button, not sure if this is done right
190
191                         // if we're not reloading a weapon, switch to any weapon in our invnetory that's not fully loaded to reload it next
192                         // the code above executes next frame, starting the reloading then
193                         if(skill >= 5) // bots can only look for unloaded weapons past this skill
194                         if(this.(weaponentity).clip_load >= 0) // only if we're not reloading a weapon already
195                         {
196                                 FOREACH(Weapons, it != WEP_Null, LAMBDA(
197                                         if((this.weapons & (it.m_wepset)) && (it.spawnflags & WEP_FLAG_RELOADABLE) && (this.(weaponentity).weapon_load[it.m_id] < it.reloading_ammo))
198                                                 this.(weaponentity).m_switchweapon = it;
199                                 ));
200                         }
201                 }
202         }
203 }
204
205 void havocbot_keyboard_movement(entity this, vector destorg)
206 {
207         vector keyboard;
208         float blend, maxspeed;
209         float sk;
210
211         sk = skill + this.bot_moveskill;
212
213         maxspeed = autocvar_sv_maxspeed;
214
215         if (time < this.havocbot_keyboardtime)
216                 return;
217
218         this.havocbot_keyboardtime =
219                 max(
220                         this.havocbot_keyboardtime
221                                 + 0.05/max(1, sk+this.havocbot_keyboardskill)
222                                 + random()*0.025/max(0.00025, skill+this.havocbot_keyboardskill)
223                 , time);
224         keyboard = this.movement * (1.0 / maxspeed);
225
226         float trigger, trigger1;
227         blend = bound(0,sk*0.1,1);
228         trigger = autocvar_bot_ai_keyboard_threshold;
229         trigger1 = 0 - trigger;
230
231         // categorize forward movement
232         // at skill < 1.5 only forward
233         // at skill < 2.5 only individual directions
234         // at skill < 4.5 only individual directions, and forward diagonals
235         // at skill >= 4.5, all cases allowed
236         if (keyboard.x > trigger)
237         {
238                 keyboard.x = 1;
239                 if (sk < 2.5)
240                         keyboard.y = 0;
241         }
242         else if (keyboard.x < trigger1 && sk > 1.5)
243         {
244                 keyboard.x = -1;
245                 if (sk < 4.5)
246                         keyboard.y = 0;
247         }
248         else
249         {
250                 keyboard.x = 0;
251                 if (sk < 1.5)
252                         keyboard.y = 0;
253         }
254         if (sk < 4.5)
255                 keyboard.z = 0;
256
257         if (keyboard.y > trigger)
258                 keyboard.y = 1;
259         else if (keyboard.y < trigger1)
260                 keyboard.y = -1;
261         else
262                 keyboard.y = 0;
263
264         if (keyboard.z > trigger)
265                 keyboard.z = 1;
266         else if (keyboard.z < trigger1)
267                 keyboard.z = -1;
268         else
269                 keyboard.z = 0;
270
271         this.havocbot_keyboard = keyboard * maxspeed;
272         if (this.havocbot_ducktime>time) PHYS_INPUT_BUTTON_CROUCH(this) = true;
273
274         keyboard = this.havocbot_keyboard;
275         blend = bound(0,vlen(destorg-this.origin)/autocvar_bot_ai_keyboard_distance,1); // When getting close move with 360 degree
276         //dprint("movement ", vtos(this.movement), " keyboard ", vtos(keyboard), " blend ", ftos(blend), "\n");
277         this.movement = this.movement + (keyboard - this.movement) * blend;
278 }
279
280 void havocbot_bunnyhop(entity this, vector dir)
281 {
282         float bunnyhopdistance;
283         vector deviation;
284         float maxspeed;
285         vector gco, gno;
286
287         // Don't jump when attacking
288         if(this.aistatus & AI_STATUS_ATTACKING)
289                 return;
290
291         if(IS_PLAYER(this.goalcurrent))
292                 return;
293
294         maxspeed = autocvar_sv_maxspeed;
295
296         if(this.aistatus & AI_STATUS_DANGER_AHEAD)
297         {
298                 this.aistatus &= ~AI_STATUS_RUNNING;
299                 PHYS_INPUT_BUTTON_JUMP(this) = false;
300                 this.bot_canruntogoal = 0;
301                 this.bot_timelastseengoal = 0;
302                 return;
303         }
304
305         if(this.waterlevel > WATERLEVEL_WETFEET)
306         {
307                 this.aistatus &= ~AI_STATUS_RUNNING;
308                 return;
309         }
310
311         if(this.bot_lastseengoal != this.goalcurrent && !(this.aistatus & AI_STATUS_RUNNING))
312         {
313                 this.bot_canruntogoal = 0;
314                 this.bot_timelastseengoal = 0;
315         }
316
317         gco = (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5;
318         bunnyhopdistance = vlen(this.origin - gco);
319
320         // Run only to visible goals
321         if(IS_ONGROUND(this))
322         if(this.speed==maxspeed)
323         if(checkpvs(this.origin + this.view_ofs, this.goalcurrent))
324         {
325                         this.bot_lastseengoal = this.goalcurrent;
326
327                         // seen it before
328                         if(this.bot_timelastseengoal)
329                         {
330                                 // for a period of time
331                                 if(time - this.bot_timelastseengoal > autocvar_bot_ai_bunnyhop_firstjumpdelay)
332                                 {
333                                         float checkdistance;
334                                         checkdistance = true;
335
336                                         // don't run if it is too close
337                                         if(this.bot_canruntogoal==0)
338                                         {
339                                                 if(bunnyhopdistance > autocvar_bot_ai_bunnyhop_startdistance)
340                                                         this.bot_canruntogoal = 1;
341                                                 else
342                                                         this.bot_canruntogoal = -1;
343                                         }
344
345                                         if(this.bot_canruntogoal != 1)
346                                                 return;
347
348                                         if(this.aistatus & AI_STATUS_ROAMING)
349                                         if(this.goalcurrent.classname=="waypoint")
350                                         if (!(this.goalcurrent.wpflags & WAYPOINTFLAG_PERSONAL))
351                                         if(fabs(gco.z - this.origin.z) < this.maxs.z - this.mins.z)
352                                         if(this.goalstack01 && !wasfreed(this.goalstack01))
353                                         {
354                                                 gno = (this.goalstack01.absmin + this.goalstack01.absmax) * 0.5;
355                                                 deviation = vectoangles(gno - this.origin) - vectoangles(gco - this.origin);
356                                                 while (deviation.y < -180) deviation.y = deviation.y + 360;
357                                                 while (deviation.y > 180) deviation.y = deviation.y - 360;
358
359                                                 if(fabs(deviation.y) < 20)
360                                                 if(bunnyhopdistance < vlen(this.origin - gno))
361                                                 if(fabs(gno.z - gco.z) < this.maxs.z - this.mins.z)
362                                                 {
363                                                         if(vdist(gco - gno, >, autocvar_bot_ai_bunnyhop_startdistance))
364                                                         if(checkpvs(this.origin + this.view_ofs, this.goalstack01))
365                                                         {
366                                                                 checkdistance = false;
367                                                         }
368                                                 }
369                                         }
370
371                                         if(checkdistance)
372                                         {
373                                                 this.aistatus &= ~AI_STATUS_RUNNING;
374                                                 if(bunnyhopdistance > autocvar_bot_ai_bunnyhop_stopdistance)
375                                                         PHYS_INPUT_BUTTON_JUMP(this) = true;
376                                         }
377                                         else
378                                         {
379                                                 this.aistatus |= AI_STATUS_RUNNING;
380                                                 PHYS_INPUT_BUTTON_JUMP(this) = true;
381                                         }
382                                 }
383                         }
384                         else
385                         {
386                                 this.bot_timelastseengoal = time;
387                         }
388         }
389         else
390         {
391                 this.bot_timelastseengoal = 0;
392         }
393
394 #if 0
395         // Release jump button
396         if(!cvar("sv_pogostick"))
397         if((IS_ONGROUND(this)) == 0)
398         {
399                 if(this.velocity.z < 0 || vlen(this.velocity)<maxspeed)
400                         PHYS_INPUT_BUTTON_JUMP(this) = false;
401
402                 // Strafe
403                 if(this.aistatus & AI_STATUS_RUNNING)
404                 if(vlen(this.velocity)>maxspeed)
405                 {
406                         deviation = vectoangles(dir) - vectoangles(this.velocity);
407                         while (deviation.y < -180) deviation.y = deviation.y + 360;
408                         while (deviation.y > 180) deviation.y = deviation.y - 360;
409
410                         if(fabs(deviation.y)>10)
411                                 this.movement_x = 0;
412
413                         if(deviation.y>10)
414                                 this.movement_y = maxspeed * -1;
415                         else if(deviation.y<10)
416                                 this.movement_y = maxspeed;
417
418                 }
419         }
420 #endif
421 }
422
423 void havocbot_movetogoal(entity this)
424 {
425         vector destorg;
426         vector diff;
427         vector dir;
428         vector flatdir;
429         vector m1;
430         vector m2;
431         vector evadeobstacle;
432         vector evadelava;
433         float s;
434         float maxspeed;
435         vector gco;
436         //float dist;
437         vector dodge;
438         //if (this.goalentity)
439         //      te_lightning2(this, this.origin, (this.goalentity.absmin + this.goalentity.absmax) * 0.5);
440         this.movement = '0 0 0';
441         maxspeed = autocvar_sv_maxspeed;
442
443         // Jetpack navigation
444         if(this.goalcurrent)
445         if(this.navigation_jetpack_goal)
446         if(this.goalcurrent==this.navigation_jetpack_goal)
447         if(this.ammo_fuel)
448         {
449                 if(autocvar_bot_debug_goalstack)
450                 {
451                         debuggoalstack(this);
452                         te_wizspike(this.navigation_jetpack_point);
453                 }
454
455                 // Take off
456                 if (!(this.aistatus & AI_STATUS_JETPACK_FLYING))
457                 {
458                         // Brake almost completely so it can get a good direction
459                         if(vdist(this.velocity, >, 10))
460                                 return;
461                         this.aistatus |= AI_STATUS_JETPACK_FLYING;
462                 }
463
464                 makevectors(this.v_angle.y * '0 1 0');
465                 dir = normalize(this.navigation_jetpack_point - this.origin);
466
467                 // Landing
468                 if(this.aistatus & AI_STATUS_JETPACK_LANDING)
469                 {
470                         // Calculate brake distance in xy
471                         float db, v, d;
472                         vector dxy;
473
474                         dxy = this.origin - ( ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5 ); dxy.z = 0;
475                         d = vlen(dxy);
476                         v = vlen(this.velocity -  this.velocity.z * '0 0 1');
477                         db = (pow(v,2) / (autocvar_g_jetpack_acceleration_side * 2)) + 100;
478                 //      dprint("distance ", ftos(ceil(d)), " velocity ", ftos(ceil(v)), " brake at ", ftos(ceil(db)), "\n");
479                         if(d < db || d < 500)
480                         {
481                                 // Brake
482                                 if(fabs(this.velocity.x)>maxspeed*0.3)
483                                 {
484                                         this.movement_x = dir * v_forward * -maxspeed;
485                                         return;
486                                 }
487                                 // Switch to normal mode
488                                 this.navigation_jetpack_goal = NULL;
489                                 this.aistatus &= ~AI_STATUS_JETPACK_LANDING;
490                                 this.aistatus &= ~AI_STATUS_JETPACK_FLYING;
491                                 return;
492                         }
493                 }
494                 else if(checkpvs(this.origin,this.goalcurrent))
495                 {
496                         // If I can see the goal switch to landing code
497                         this.aistatus &= ~AI_STATUS_JETPACK_FLYING;
498                         this.aistatus |= AI_STATUS_JETPACK_LANDING;
499                         return;
500                 }
501
502                 // Flying
503                 PHYS_INPUT_BUTTON_HOOK(this) = true;
504                 if(this.navigation_jetpack_point.z - STAT(PL_MAX, this).z + STAT(PL_MIN, this).z < this.origin.z)
505                 {
506                         this.movement_x = dir * v_forward * maxspeed;
507                         this.movement_y = dir * v_right * maxspeed;
508                 }
509                 return;
510         }
511
512         // Handling of jump pads
513         if(this.jumppadcount)
514         {
515                 // If got stuck on the jump pad try to reach the farthest visible waypoint
516                 if(this.aistatus & AI_STATUS_OUT_JUMPPAD)
517                 {
518                         if(fabs(this.velocity.z)<50)
519                         {
520                                 entity newgoal = NULL;
521                                 IL_EACH(g_waypoints, vdist(it.origin - this.origin, <=, 1000),
522                                 {
523                                         traceline(this.origin + this.view_ofs, ((it.absmin + it.absmax) * 0.5), true, this);
524
525                                         if(trace_fraction < 1)
526                                                 continue;
527
528                                         if(!newgoal || vlen2(it.origin - this.origin) > vlen2(newgoal.origin - this.origin))
529                                                 newgoal = it;
530                                 });
531
532                                 if(newgoal)
533                                 {
534                                         this.ignoregoal = this.goalcurrent;
535                                         this.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
536                                         navigation_clearroute(this);
537                                         navigation_routetogoal(this, newgoal, this.origin);
538                                         this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
539                                 }
540                         }
541                         else
542                                 return;
543                 }
544                 else
545                 {
546                         if(this.velocity.z>0)
547                         {
548                                 float threshold;
549                                 vector velxy = this.velocity; velxy_z = 0;
550                                 threshold = maxspeed * 0.2;
551                                 if(vdist(velxy, <, threshold))
552                                 {
553                                         LOG_TRACE("Warning: ", this.netname, " got stuck on a jumppad (velocity in xy is ", vtos(velxy), "), trying to get out of it now");
554                                         this.aistatus |= AI_STATUS_OUT_JUMPPAD;
555                                 }
556                                 return;
557                         }
558
559                         // Don't chase players while using a jump pad
560                         if(IS_PLAYER(this.goalcurrent) || IS_PLAYER(this.goalstack01))
561                                 return;
562                 }
563         }
564         else if(this.aistatus & AI_STATUS_OUT_JUMPPAD)
565                 this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
566
567         // If there is a trigger_hurt right below try to use the jetpack or make a rocketjump
568         if(skill>6)
569         if (!(IS_ONGROUND(this)))
570         {
571                 tracebox(this.origin, this.mins, this.maxs, this.origin + '0 0 -65536', MOVE_NOMONSTERS, this);
572                 if(tracebox_hits_trigger_hurt(this.origin, this.mins, this.maxs, trace_endpos ))
573                 if(this.items & IT_JETPACK)
574                 {
575                         tracebox(this.origin, this.mins, this.maxs, this.origin + '0 0 65536', MOVE_NOMONSTERS, this);
576                         if(tracebox_hits_trigger_hurt(this.origin, this.mins, this.maxs, trace_endpos + '0 0 1' ))
577                         {
578                                 if(this.velocity.z<0)
579                                 {
580                                         PHYS_INPUT_BUTTON_HOOK(this) = true;
581                                 }
582                         }
583                         else
584                                 PHYS_INPUT_BUTTON_HOOK(this) = true;
585
586                         // If there is no goal try to move forward
587
588                         if(this.goalcurrent==NULL)
589                                 dir = v_forward;
590                         else
591                                 dir = normalize(( ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5 ) - this.origin);
592
593                         vector xyvelocity = this.velocity; xyvelocity_z = 0;
594                         float xyspeed = xyvelocity * dir;
595
596                         if(xyspeed < (maxspeed / 2))
597                         {
598                                 makevectors(this.v_angle.y * '0 1 0');
599                                 tracebox(this.origin, this.mins, this.maxs, this.origin + (dir * maxspeed * 3), MOVE_NOMONSTERS, this);
600                                 if(trace_fraction==1)
601                                 {
602                                         this.movement_x = dir * v_forward * maxspeed;
603                                         this.movement_y = dir * v_right * maxspeed;
604                                         if (skill < 10)
605                                                 havocbot_keyboard_movement(this, this.origin + dir * 100);
606                                 }
607                         }
608
609                         this.havocbot_blockhead = true;
610
611                         return;
612                 }
613                 else if(this.health>WEP_CVAR(devastator, damage)*0.5)
614                 {
615                         if(this.velocity.z < 0)
616                         {
617                                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
618                                 {
619                                         .entity weaponentity = weaponentities[slot];
620
621                                         if(this.(weaponentity).m_weapon == WEP_Null && slot != 0)
622                                                 continue;
623
624                                         if(client_hasweapon(this, WEP_DEVASTATOR, weaponentity, true, false))
625                                         {
626                                                 this.movement_x = maxspeed;
627
628                                                 if(this.rocketjumptime)
629                                                 {
630                                                         if(time > this.rocketjumptime)
631                                                         {
632                                                                 PHYS_INPUT_BUTTON_ATCK2(this) = true;
633                                                                 this.rocketjumptime = 0;
634                                                         }
635                                                         return;
636                                                 }
637
638                                                 this.(weaponentity).m_switchweapon = WEP_DEVASTATOR;
639                                                 this.v_angle_x = 90;
640                                                 PHYS_INPUT_BUTTON_ATCK(this) = true;
641                                                 this.rocketjumptime = time + WEP_CVAR(devastator, detonatedelay);
642                                                 return;
643                                         }
644                                 }
645                         }
646                 }
647                 else
648                 {
649                         // If there is no goal try to move forward
650                         if(this.goalcurrent==NULL)
651                                 this.movement_x = maxspeed;
652                 }
653         }
654
655         // If we are under water with no goals, swim up
656         if(this.waterlevel)
657         if(this.goalcurrent==NULL)
658         {
659                 dir = '0 0 0';
660                 if(this.waterlevel>WATERLEVEL_SWIMMING)
661                         dir.z = 1;
662                 else if(this.velocity.z >= 0 && !(this.waterlevel == WATERLEVEL_WETFEET && this.watertype == CONTENT_WATER))
663                         PHYS_INPUT_BUTTON_JUMP(this) = true;
664                 else
665                         PHYS_INPUT_BUTTON_JUMP(this) = false;
666                 makevectors(this.v_angle.y * '0 1 0');
667                 this.movement_x = dir * v_forward * maxspeed;
668                 this.movement_y = dir * v_right * maxspeed;
669                 this.movement_z = dir * v_up * maxspeed;
670         }
671
672         // if there is nowhere to go, exit
673         if (this.goalcurrent == NULL)
674                 return;
675
676         if (this.goalcurrent)
677                 navigation_poptouchedgoals(this);
678
679         // if ran out of goals try to use an alternative goal or get a new strategy asap
680         if(this.goalcurrent == NULL)
681         {
682                 this.bot_strategytime = 0;
683                 return;
684         }
685
686
687         if(autocvar_bot_debug_goalstack)
688                 debuggoalstack(this);
689
690         m1 = this.goalcurrent.origin + this.goalcurrent.mins;
691         m2 = this.goalcurrent.origin + this.goalcurrent.maxs;
692         destorg = this.origin;
693         destorg.x = bound(m1_x, destorg.x, m2_x);
694         destorg.y = bound(m1_y, destorg.y, m2_y);
695         destorg.z = bound(m1_z, destorg.z, m2_z);
696         diff = destorg - this.origin;
697         //dist = vlen(diff);
698         dir = normalize(diff);
699         flatdir = diff;flatdir.z = 0;
700         flatdir = normalize(flatdir);
701         gco = (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5;
702
703         //if (this.bot_dodgevector_time < time)
704         {
705         //      this.bot_dodgevector_time = time + cvar("bot_ai_dodgeupdateinterval");
706         //      this.bot_dodgevector_jumpbutton = 1;
707                 evadeobstacle = '0 0 0';
708                 evadelava = '0 0 0';
709
710                 if (this.waterlevel)
711                 {
712                         if(this.waterlevel>WATERLEVEL_SWIMMING)
713                         {
714                         //      flatdir_z = 1;
715                                 this.aistatus |= AI_STATUS_OUT_WATER;
716                         }
717                         else
718                         {
719                                 if(this.velocity.z >= 0 && !(this.watertype == CONTENT_WATER && gco.z < this.origin.z) &&
720                                         ( !(this.waterlevel == WATERLEVEL_WETFEET && this.watertype == CONTENT_WATER) || this.aistatus & AI_STATUS_OUT_WATER))
721                                         PHYS_INPUT_BUTTON_JUMP(this) = true;
722                                 else
723                                         PHYS_INPUT_BUTTON_JUMP(this) = false;
724                         }
725                         dir = normalize(flatdir);
726                         makevectors(this.v_angle.y * '0 1 0');
727                 }
728                 else
729                 {
730                         if(this.aistatus & AI_STATUS_OUT_WATER)
731                                 this.aistatus &= ~AI_STATUS_OUT_WATER;
732
733                         // jump if going toward an obstacle that doesn't look like stairs we
734                         // can walk up directly
735                         tracebox(this.origin, this.mins, this.maxs, this.origin + this.velocity * 0.2, false, this);
736                         if (trace_fraction < 1)
737                         if (trace_plane_normal.z < 0.7)
738                         {
739                                 s = trace_fraction;
740                                 tracebox(this.origin + stepheightvec, this.mins, this.maxs, this.origin + this.velocity * 0.2 + stepheightvec, false, this);
741                                 if (trace_fraction < s + 0.01)
742                                 if (trace_plane_normal.z < 0.7)
743                                 {
744                                         s = trace_fraction;
745                                         tracebox(this.origin + jumpstepheightvec, this.mins, this.maxs, this.origin + this.velocity * 0.2 + jumpstepheightvec, false, this);
746                                         if (trace_fraction > s)
747                                                 PHYS_INPUT_BUTTON_JUMP(this) = true;
748                                 }
749                         }
750
751                         // avoiding dangers and obstacles
752                         vector dst_ahead, dst_down;
753                         makevectors(this.v_angle.y * '0 1 0');
754                         dst_ahead = this.origin + this.view_ofs + (this.velocity * 0.4) + (v_forward * 32 * 3);
755                         dst_down = dst_ahead - '0 0 1500';
756
757                         // Look ahead
758                         traceline(this.origin + this.view_ofs, dst_ahead, true, NULL);
759
760                         // Check head-banging against walls
761                         if(vdist(this.origin + this.view_ofs - trace_endpos, <, 25) && !(this.aistatus & AI_STATUS_OUT_WATER))
762                         {
763                                 PHYS_INPUT_BUTTON_JUMP(this) = true;
764                                 if(this.facingwalltime && time > this.facingwalltime)
765                                 {
766                                         this.ignoregoal = this.goalcurrent;
767                                         this.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
768                                         this.bot_strategytime = 0;
769                                         return;
770                                 }
771                                 else
772                                 {
773                                         this.facingwalltime = time + 0.05;
774                                 }
775                         }
776                         else
777                         {
778                                 this.facingwalltime = 0;
779
780                                 if(this.ignoregoal != NULL && time > this.ignoregoaltime)
781                                 {
782                                         this.ignoregoal = NULL;
783                                         this.ignoregoaltime = 0;
784                                 }
785                         }
786
787                         // Check for water/slime/lava and dangerous edges
788                         // (only when the bot is on the ground or jumping intentionally)
789                         this.aistatus &= ~AI_STATUS_DANGER_AHEAD;
790
791                         if(trace_fraction == 1 && this.jumppadcount == 0 && !this.goalcurrent.wphardwired )
792                         if((IS_ONGROUND(this)) || (this.aistatus & AI_STATUS_RUNNING) || PHYS_INPUT_BUTTON_JUMP(this))
793                         {
794                                 // Look downwards
795                                 traceline(dst_ahead , dst_down, true, NULL);
796                         //      te_lightning2(NULL, this.origin, dst_ahead);    // Draw "ahead" look
797                         //      te_lightning2(NULL, dst_ahead, dst_down);               // Draw "downwards" look
798                                 if(trace_endpos.z < this.origin.z + this.mins.z)
799                                 {
800                                         s = pointcontents(trace_endpos + '0 0 1');
801                                         if (s != CONTENT_SOLID)
802                                         if (s == CONTENT_LAVA || s == CONTENT_SLIME)
803                                                 evadelava = normalize(this.velocity) * -1;
804                                         else if (s == CONTENT_SKY)
805                                                 evadeobstacle = normalize(this.velocity) * -1;
806                                         else if (!boxesoverlap(dst_ahead - this.view_ofs + this.mins, dst_ahead - this.view_ofs + this.maxs,
807                                                                 this.goalcurrent.absmin, this.goalcurrent.absmax))
808                                         {
809                                                 // if ain't a safe goal with "holes" (like the jumpad on soylent)
810                                                 // and there is a trigger_hurt below
811                                                 if(tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos))
812                                                 {
813                                                         // Remove dangerous dynamic goals from stack
814                                                         LOG_TRACE("bot ", this.netname, " avoided the goal ", this.goalcurrent.classname, " ", etos(this.goalcurrent), " because it led to a dangerous path; goal stack cleared");
815                                                         navigation_clearroute(this);
816                                                         return;
817                                                 }
818                                         }
819                                 }
820                         }
821
822                         dir = flatdir;
823                         evadeobstacle.z = 0;
824                         evadelava.z = 0;
825                         makevectors(this.v_angle.y * '0 1 0');
826
827                         if(evadeobstacle!='0 0 0'||evadelava!='0 0 0')
828                                 this.aistatus |= AI_STATUS_DANGER_AHEAD;
829                 }
830
831                 dodge = havocbot_dodge(this);
832                 dodge = dodge * bound(0,0.5+(skill+this.bot_dodgeskill)*0.1,1);
833                 evadelava = evadelava * bound(1,3-(skill+this.bot_dodgeskill),3); //Noobs fear lava a lot and take more distance from it
834                 traceline(this.origin, ( ( this.enemy.absmin + this.enemy.absmax ) * 0.5 ), true, NULL);
835                 if(IS_PLAYER(trace_ent))
836                         dir = dir * bound(0,(skill+this.bot_dodgeskill)/7,1);
837
838                 dir = normalize(dir + dodge + evadeobstacle + evadelava);
839         //      this.bot_dodgevector = dir;
840         //      this.bot_dodgevector_jumpbutton = PHYS_INPUT_BUTTON_JUMP(this);
841         }
842
843         if(time < this.ladder_time)
844         {
845                 if(this.goalcurrent.origin.z + this.goalcurrent.mins.z > this.origin.z + this.mins.z)
846                 {
847                         if(this.origin.z + this.mins.z  < this.ladder_entity.origin.z + this.ladder_entity.maxs.z)
848                                 dir.z = 1;
849                 }
850                 else
851                 {
852                         if(this.origin.z + this.mins.z  > this.ladder_entity.origin.z + this.ladder_entity.mins.z)
853                                 dir.z = -1;
854                 }
855         }
856
857         //dir = this.bot_dodgevector;
858         //if (this.bot_dodgevector_jumpbutton)
859         //      PHYS_INPUT_BUTTON_JUMP(this) = true;
860         this.movement_x = dir * v_forward * maxspeed;
861         this.movement_y = dir * v_right * maxspeed;
862         this.movement_z = dir * v_up * maxspeed;
863
864         // Emulate keyboard interface
865         if (skill < 10)
866                 havocbot_keyboard_movement(this, destorg);
867
868         // Bunnyhop!
869 //      if(this.aistatus & AI_STATUS_ROAMING)
870         if(this.goalcurrent)
871         if(skill+this.bot_moveskill >= autocvar_bot_ai_bunnyhop_skilloffset)
872                 havocbot_bunnyhop(this, dir);
873
874         if ((dir * v_up) >= autocvar_sv_jumpvelocity*0.5 && (IS_ONGROUND(this))) PHYS_INPUT_BUTTON_JUMP(this) = true;
875         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;
876         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);
877 }
878
879 entity havocbot_gettarget(entity this, bool secondary)
880 {
881         entity best = NULL;
882         vector eye = CENTER_OR_VIEWOFS(this);
883         IL_EACH(g_bot_targets, boolean((secondary) ? it.classname == "misc_breakablemodel" : it.classname != "misc_breakablemodel"),
884         {
885                 vector v = CENTER_OR_VIEWOFS(it);
886                 if(vdist(v - eye, <, autocvar_bot_ai_enemydetectionradius))
887                 if(!best || vlen2(CENTER_OR_VIEWOFS(best) - eye) > vlen2(v - eye))
888                 if(bot_shouldattack(this, it))
889                 {
890                         traceline(eye, v, true, this);
891                         if (trace_ent == it || trace_fraction >= 1)
892                                 best = it;
893                 }
894         });
895
896         return best;
897 }
898
899 void havocbot_chooseenemy(entity this)
900 {
901         if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(this))
902         {
903                 this.enemy = NULL;
904                 return;
905         }
906         if (this.enemy)
907         {
908                 if (!bot_shouldattack(this, this.enemy))
909                 {
910                         // enemy died or something, find a new target
911                         this.enemy = NULL;
912                         this.havocbot_chooseenemy_finished = time;
913                 }
914                 else if (this.havocbot_stickenemy)
915                 {
916                         // tracking last chosen enemy
917                         // if enemy is visible
918                         // and not really really far away
919                         // and we're not severely injured
920                         // then keep tracking for a half second into the future
921                         traceline(this.origin+this.view_ofs, ( this.enemy.absmin + this.enemy.absmax ) * 0.5,false,NULL);
922                         if (trace_ent == this.enemy || trace_fraction == 1)
923                         if (vdist(((this.enemy.absmin + this.enemy.absmax) * 0.5) - this.origin, <, 1000))
924                         if (this.health > 30)
925                         {
926                                 // remain tracking him for a shot while (case he went after a small corner or pilar
927                                 this.havocbot_chooseenemy_finished = time + 0.5;
928                                 return;
929                         }
930                         // enemy isn't visible, or is far away, or we're injured severely
931                         // so stop preferring this enemy
932                         // (it will still take a half second until a new one is chosen)
933                         this.havocbot_stickenemy = 0;
934                 }
935         }
936         if (time < this.havocbot_chooseenemy_finished)
937                 return;
938         this.havocbot_chooseenemy_finished = time + autocvar_bot_ai_enemydetectioninterval;
939         vector eye = this.origin + this.view_ofs;
940         entity best = NULL;
941         float bestrating = 100000000;
942
943         // Backup hit flags
944         int hf = this.dphitcontentsmask;
945
946         // Search for enemies, if no enemy can be seen directly try to look through transparent objects
947
948         this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
949
950         bool scan_transparent = false;
951         bool scan_secondary_targets = false;
952         bool have_secondary_targets = false;
953         while(true)
954         {
955                 scan_secondary_targets = false;
956 LABEL(scan_targets)
957                 IL_EACH(g_bot_targets, it.bot_attack,
958                 {
959                         if(!scan_secondary_targets)
960                         {
961                                 if(it.classname == "misc_breakablemodel")
962                                 {
963                                         have_secondary_targets = true;
964                                         continue;
965                                 }
966                         }
967                         else if(it.classname != "misc_breakablemodel")
968                                 continue;
969
970                         vector v = (it.absmin + it.absmax) * 0.5;
971                         float rating = vlen2(v - eye);
972                         if (vdist(v - eye, <, autocvar_bot_ai_enemydetectionradius))
973                         if (bestrating > rating)
974                         if (bot_shouldattack(this, it))
975                         {
976                                 traceline(eye, v, true, this);
977                                 if (trace_ent == it || trace_fraction >= 1)
978                                 {
979                                         best = it;
980                                         bestrating = rating;
981                                 }
982                         }
983                 });
984
985                 if(!best && have_secondary_targets && !scan_secondary_targets)
986                 {
987                         scan_secondary_targets = true;
988                         // restart the loop
989                         bestrating = 100000000;
990                         goto scan_targets;
991                 }
992
993                 // I want to do a second scan if no enemy was found or I don't have weapons
994                 // TODO: Perform the scan when using the rifle (requires changes on the rifle code)
995                 if(best || this.weapons) // || this.weapon == WEP_RIFLE.m_id
996                         break;
997                 if(scan_transparent)
998                         break;
999
1000                 // Set flags to see through transparent objects
1001                 this.dphitcontentsmask |= DPCONTENTS_OPAQUE;
1002
1003                 scan_transparent = true;
1004         }
1005
1006         // Restore hit flags
1007         this.dphitcontentsmask = hf;
1008
1009         this.enemy = best;
1010         this.havocbot_stickenemy = true;
1011         if(best && best.classname == "misc_breakablemodel")
1012                 this.havocbot_stickenemy = false;
1013 }
1014
1015 float havocbot_chooseweapon_checkreload(entity this, .entity weaponentity, int new_weapon)
1016 {
1017         // bots under this skill cannot find unloaded weapons to reload idly when not in combat,
1018         // so skip this for them, or they'll never get to reload their weapons at all.
1019         // this also allows bots under this skill to be more stupid, and reload more often during combat :)
1020         if(skill < 5)
1021                 return false;
1022
1023         // if this weapon is scheduled for reloading, don't switch to it during combat
1024         if (this.(weaponentity).weapon_load[new_weapon] < 0)
1025         {
1026                 bool other_weapon_available = false;
1027                 FOREACH(Weapons, it != WEP_Null, LAMBDA(
1028                         if(it.wr_checkammo1(it, this, weaponentity) + it.wr_checkammo2(it, this, weaponentity))
1029                                 other_weapon_available = true;
1030                 ));
1031                 if(other_weapon_available)
1032                         return true;
1033         }
1034
1035         return false;
1036 }
1037
1038 void havocbot_chooseweapon(entity this, .entity weaponentity)
1039 {
1040         int i;
1041
1042         // ;)
1043         if(g_weaponarena_weapons == WEPSET(TUBA))
1044         {
1045                 this.(weaponentity).m_switchweapon = WEP_TUBA;
1046                 return;
1047         }
1048
1049         // TODO: clean this up by moving it to weapon code
1050         if(this.enemy==NULL)
1051         {
1052                 // If no weapon was chosen get the first available weapon
1053                 if(this.(weaponentity).m_weapon==WEP_Null)
1054                 FOREACH(Weapons, it != WEP_Null, LAMBDA(
1055                         if(client_hasweapon(this, it, weaponentity, true, false))
1056                         {
1057                                 this.(weaponentity).m_switchweapon = it;
1058                                 return;
1059                         }
1060                 ));
1061                 return;
1062         }
1063
1064         // Do not change weapon during the next second after a combo
1065         float f = time - this.lastcombotime;
1066         if(f < 1)
1067                 return;
1068
1069         float w;
1070         float distance; distance=bound(10,vlen(this.origin-this.enemy.origin)-200,10000);
1071
1072         // Should it do a weapon combo?
1073         float af, ct, combo_time, combo;
1074
1075         af = ATTACK_FINISHED(this, 0);
1076         ct = autocvar_bot_ai_weapon_combo_threshold;
1077
1078         // Bots with no skill will be 4 times more slower than "godlike" bots when doing weapon combos
1079         // Ideally this 4 should be calculated as longest_weapon_refire / bot_ai_weapon_combo_threshold
1080         combo_time = time + ct + (ct * ((-0.3*(skill+this.bot_weaponskill))+3));
1081
1082         combo = false;
1083
1084         if(autocvar_bot_ai_weapon_combo)
1085         if(this.(weaponentity).m_weapon.m_id == this.(weaponentity).lastfiredweapon)
1086         if(af > combo_time)
1087         {
1088                 combo = true;
1089                 this.lastcombotime = time;
1090         }
1091
1092         distance *= pow(2, this.bot_rangepreference);
1093
1094         // Custom weapon list based on distance to the enemy
1095         if(bot_custom_weapon){
1096
1097                 // Choose weapons for far distance
1098                 if ( distance > bot_distance_far ) {
1099                         for(i=0; i < Weapons_COUNT && bot_weapons_far[i] != -1 ; ++i){
1100                                 w = bot_weapons_far[i];
1101                                 if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
1102                                 {
1103                                         if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1104                                                 continue;
1105                                         this.(weaponentity).m_switchweapon = Weapons_from(w);
1106                                         return;
1107                                 }
1108                         }
1109                 }
1110
1111                 // Choose weapons for mid distance
1112                 if ( distance > bot_distance_close) {
1113                         for(i=0; i < Weapons_COUNT && bot_weapons_mid[i] != -1 ; ++i){
1114                                 w = bot_weapons_mid[i];
1115                                 if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
1116                                 {
1117                                         if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1118                                                 continue;
1119                                         this.(weaponentity).m_switchweapon = Weapons_from(w);
1120                                         return;
1121                                 }
1122                         }
1123                 }
1124
1125                 // Choose weapons for close distance
1126                 for(i=0; i < Weapons_COUNT && bot_weapons_close[i] != -1 ; ++i){
1127                         w = bot_weapons_close[i];
1128                         if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
1129                         {
1130                                 if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1131                                         continue;
1132                                 this.(weaponentity).m_switchweapon = Weapons_from(w);
1133                                 return;
1134                         }
1135                 }
1136         }
1137 }
1138
1139 void havocbot_aim(entity this)
1140 {
1141         vector myvel, enemyvel;
1142 //      if(this.flags & FL_INWATER)
1143 //              return;
1144         if (time < this.nextaim)
1145                 return;
1146         this.nextaim = time + 0.1;
1147         myvel = this.velocity;
1148         if (!this.waterlevel)
1149                 myvel.z = 0;
1150         if (this.enemy)
1151         {
1152                 enemyvel = this.enemy.velocity;
1153                 if (!this.enemy.waterlevel)
1154                         enemyvel.z = 0;
1155                 lag_additem(this, time + this.ping, 0, 0, this.enemy, this.origin, myvel, (this.enemy.absmin + this.enemy.absmax) * 0.5, enemyvel);
1156         }
1157         else
1158                 lag_additem(this, time + this.ping, 0, 0, NULL, this.origin, myvel, ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5, '0 0 0');
1159 }
1160
1161 bool havocbot_moveto_refresh_route(entity this)
1162 {
1163         // Refresh path to goal if necessary
1164         entity wp;
1165         wp = this.havocbot_personal_waypoint;
1166         navigation_goalrating_start(this);
1167         navigation_routerating(this, wp, 10000, 10000);
1168         navigation_goalrating_end(this);
1169         return this.navigation_hasgoals;
1170 }
1171
1172 float havocbot_moveto(entity this, vector pos)
1173 {
1174         entity wp;
1175
1176         if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_GOING)
1177         {
1178                 // Step 4: Move to waypoint
1179                 if(this.havocbot_personal_waypoint==NULL)
1180                 {
1181                         LOG_TRACE("Error: ", this.netname, " trying to walk to a non existent personal waypoint");
1182                         this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_GOING;
1183                         return CMD_STATUS_ERROR;
1184                 }
1185
1186                 if (!bot_strategytoken_taken)
1187                 if(this.havocbot_personal_waypoint_searchtime<time)
1188                 {
1189                         bot_strategytoken_taken = true;
1190                         if(havocbot_moveto_refresh_route(this))
1191                         {
1192                                 LOG_TRACE(this.netname, " walking to its personal waypoint (after ", ftos(this.havocbot_personal_waypoint_failcounter), " failed attempts)");
1193                                 this.havocbot_personal_waypoint_searchtime = time + 10;
1194                                 this.havocbot_personal_waypoint_failcounter = 0;
1195                         }
1196                         else
1197                         {
1198                                 this.havocbot_personal_waypoint_failcounter += 1;
1199                                 this.havocbot_personal_waypoint_searchtime = time + 2;
1200                                 if(this.havocbot_personal_waypoint_failcounter >= 30)
1201                                 {
1202                                         LOG_TRACE("Warning: can't walk to the personal waypoint located at ", vtos(this.havocbot_personal_waypoint.origin));
1203                                         this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1204                                         delete(this.havocbot_personal_waypoint);
1205                                         return CMD_STATUS_ERROR;
1206                                 }
1207                                 else
1208                                         LOG_TRACE(this.netname, " can't walk to its personal waypoint (after ", ftos(this.havocbot_personal_waypoint_failcounter), " failed attempts), trying later");
1209                         }
1210                 }
1211
1212                 if(autocvar_bot_debug_goalstack)
1213                         debuggoalstack(this);
1214
1215                 // Heading
1216                 vector dir = ( ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5 ) - (this.origin + this.view_ofs);
1217                 dir.z = 0;
1218                 bot_aimdir(this, dir, -1);
1219
1220                 // Go!
1221                 havocbot_movetogoal(this);
1222
1223                 if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_REACHED)
1224                 {
1225                         // Step 5: Waypoint reached
1226                         LOG_TRACE(this.netname, "'s personal waypoint reached");
1227                         delete(this.havocbot_personal_waypoint);
1228                         this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_REACHED;
1229                         return CMD_STATUS_FINISHED;
1230                 }
1231
1232                 return CMD_STATUS_EXECUTING;
1233         }
1234
1235         // Step 2: Linking waypoint
1236         if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_LINKING)
1237         {
1238                 // Wait until it is linked
1239                 if(!this.havocbot_personal_waypoint.wplinked)
1240                 {
1241                         LOG_TRACE(this.netname, " waiting for personal waypoint to be linked");
1242                         return CMD_STATUS_EXECUTING;
1243                 }
1244
1245                 this.havocbot_personal_waypoint_searchtime = time; // so we set the route next frame
1246                 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1247                 this.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_GOING;
1248
1249                 // Step 3: Route to waypoint
1250                 LOG_TRACE(this.netname, " walking to its personal waypoint");
1251
1252                 return CMD_STATUS_EXECUTING;
1253         }
1254
1255         // Step 1: Spawning waypoint
1256         wp = waypoint_spawnpersonal(this, pos);
1257         if(wp==NULL)
1258         {
1259                 LOG_TRACE("Error: Can't spawn personal waypoint at ",vtos(pos));
1260                 return CMD_STATUS_ERROR;
1261         }
1262
1263         this.havocbot_personal_waypoint = wp;
1264         this.havocbot_personal_waypoint_failcounter = 0;
1265         this.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1266
1267         // if pos is inside a teleport, then let's mark it as teleport waypoint
1268         IL_EACH(g_teleporters, WarpZoneLib_BoxTouchesBrush(pos, pos, it, NULL),
1269         {
1270                 wp.wpflags |= WAYPOINTFLAG_TELEPORT;
1271                 this.lastteleporttime = 0;
1272         });
1273
1274 /*
1275         if(wp.wpflags & WAYPOINTFLAG_TELEPORT)
1276                 print("routing to a teleporter\n");
1277         else
1278                 print("routing to a non-teleporter\n");
1279 */
1280
1281         return CMD_STATUS_EXECUTING;
1282 }
1283
1284 float havocbot_resetgoal(entity this)
1285 {
1286         navigation_clearroute(this);
1287         return CMD_STATUS_FINISHED;
1288 }
1289
1290 void havocbot_setupbot(entity this)
1291 {
1292         this.bot_ai = havocbot_ai;
1293         this.cmd_moveto = havocbot_moveto;
1294         this.cmd_resetgoal = havocbot_resetgoal;
1295
1296         havocbot_chooserole(this);
1297 }
1298
1299 vector havocbot_dodge(entity this)
1300 {
1301         // LordHavoc: disabled because this is too expensive
1302         return '0 0 0';
1303 #if 0
1304         entity head;
1305         vector dodge, v, n;
1306         float danger, bestdanger, vl, d;
1307         dodge = '0 0 0';
1308         bestdanger = -20;
1309         // check for dangerous objects near bot or approaching bot
1310         head = findchainfloat(bot_dodge, true);
1311         while(head)
1312         {
1313                 if (head.owner != this)
1314                 {
1315                         vl = vlen(head.velocity);
1316                         if (vl > autocvar_sv_maxspeed * 0.3)
1317                         {
1318                                 n = normalize(head.velocity);
1319                                 v = this.origin - head.origin;
1320                                 d = v * n;
1321                                 if (d > (0 - head.bot_dodgerating))
1322                                 if (d < (vl * 0.2 + head.bot_dodgerating))
1323                                 {
1324                                         // calculate direction and distance from the flight path, by removing the forward axis
1325                                         v = v - (n * (v * n));
1326                                         danger = head.bot_dodgerating - vlen(v);
1327                                         if (bestdanger < danger)
1328                                         {
1329                                                 bestdanger = danger;
1330                                                 // dodge to the side of the object
1331                                                 dodge = normalize(v);
1332                                         }
1333                                 }
1334                         }
1335                         else
1336                         {
1337                                 danger = head.bot_dodgerating - vlen(head.origin - this.origin);
1338                                 if (bestdanger < danger)
1339                                 {
1340                                         bestdanger = danger;
1341                                         dodge = normalize(this.origin - head.origin);
1342                                 }
1343                         }
1344                 }
1345                 head = head.chain;
1346         }
1347         return dodge;
1348 #endif
1349 }