3 #include <server/defs.qh>
4 #include <server/miscfunctions.qh>
9 #include "../navigation.qh"
10 #include "../scripting.qh"
11 #include "../waypoints.qh"
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>
21 #include <common/triggers/teleporters.qh>
22 #include <common/triggers/trigger/jumppads.qh>
24 #include <lib/warpzone/common.qh>
28 void havocbot_ai(entity this)
33 if(bot_execute_commands(this))
36 if (bot_strategytoken == this && !bot_strategytoken_taken)
38 if(this.havocbot_blockhead)
40 this.havocbot_blockhead = false;
44 if (!this.jumppadcount && !STAT(FROZEN, this))
45 this.havocbot_role(this); // little too far down the rabbit hole
48 // if we don't have a goal and we're under water look for a waypoint near the "shore" and push it
49 if(!(IS_DEAD(this) || STAT(FROZEN, this)))
51 if(this.waterlevel == WATERLEVEL_SWIMMING || (this.aistatus & AI_STATUS_OUT_WATER))
53 // Look for the closest waypoint out of water
54 entity newgoal = NULL;
55 IL_EACH(g_waypoints, vdist(it.origin - this.origin, <=, 10000),
57 if(it.origin.z < this.origin.z)
60 if(it.origin.z - this.origin.z - this.view_ofs.z > 100)
63 if (pointcontents(it.origin + it.maxs + '0 0 1') != CONTENT_EMPTY)
66 traceline(this.origin + this.view_ofs, ((it.absmin + it.absmax) * 0.5), true, this);
68 if(trace_fraction < 1)
71 if(!newgoal || vlen2(it.origin - this.origin) < vlen2(newgoal.origin - this.origin))
77 // te_wizspike(newgoal.origin);
78 navigation_pushroute(this, newgoal);
82 // token has been used this frame
83 bot_strategytoken_taken = true;
86 if(IS_DEAD(this) || STAT(FROZEN, this))
89 navigation_clearroute(this);
93 havocbot_chooseenemy(this);
95 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
97 .entity weaponentity = weaponentities[slot];
98 if(this.(weaponentity).m_weapon != WEP_Null || slot == 0)
99 if(this.(weaponentity).bot_chooseweapontime < time)
101 this.(weaponentity).bot_chooseweapontime = time + autocvar_bot_ai_chooseweaponinterval;
102 havocbot_chooseweapon(this, weaponentity);
107 if (this.bot_aimtarg)
109 this.aistatus |= AI_STATUS_ATTACKING;
110 this.aistatus &= ~AI_STATUS_ROAMING;
114 if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(this))
116 PHYS_INPUT_BUTTON_ATCK(this) = false;
117 PHYS_INPUT_BUTTON_ATCK2(this) = false;
121 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
123 .entity weaponentity = weaponentities[slot];
124 Weapon w = this.(weaponentity).m_weapon;
125 if(w == WEP_Null && slot != 0)
127 w.wr_aim(w, this, weaponentity);
128 if(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this)) // TODO: what if we didn't fire this weapon, but the previous?
129 this.(weaponentity).lastfiredweapon = this.(weaponentity).m_weapon.m_id;
135 if(IS_PLAYER(this.bot_aimtarg))
136 bot_aimdir(this, this.bot_aimtarg.origin + this.bot_aimtarg.view_ofs - this.origin - this.view_ofs , -1);
139 else if (this.goalcurrent)
141 this.aistatus |= AI_STATUS_ROAMING;
142 this.aistatus &= ~AI_STATUS_ATTACKING;
145 float aimdistance,skillblend,distanceblend,blend;
147 vector v = get_closer_dest(this.goalcurrent, this.origin);
148 if(this.goalcurrent.wpisbox)
150 // avoid a glitch when bot is teleported but teleport waypoint isn't removed yet
151 if(this.goalstack02 && this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT
152 && this.lastteleporttime > 0 && time - this.lastteleporttime < 0.15)
153 v = (this.goalstack02.absmin + this.goalstack02.absmax) * 0.5;
154 // aim to teleport origin if bot is inside teleport waypoint but hasn't touched the real teleport yet
155 else if(boxesoverlap(this.goalcurrent.absmin, this.goalcurrent.absmax, this.origin, this.origin))
156 v = this.goalcurrent.origin;
158 next = now = v - (this.origin + this.view_ofs);
159 aimdistance = vlen(now);
161 //dprint(this.goalstack01.classname,etos(this.goalstack01),"\n");
163 this.goalstack01 != this && this.goalstack01 && !wasfreed(this.goalstack01) && ((this.aistatus & AI_STATUS_RUNNING) == 0) &&
164 !(this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
166 next = ((this.goalstack01.absmin + this.goalstack01.absmax) * 0.5) - (this.origin + this.view_ofs);
168 skillblend=bound(0,(skill+this.bot_moveskill-2.5)*0.5,1); //lower skill player can't preturn
169 distanceblend=bound(0,aimdistance/autocvar_bot_ai_keyboard_distance,1);
170 blend = skillblend * (1-distanceblend);
171 //v = (now * (distanceblend) + next * (1-distanceblend)) * (skillblend) + now * (1-skillblend);
172 //v = now * (distanceblend) * (skillblend) + next * (1-distanceblend) * (skillblend) + now * (1-skillblend);
173 //v = now * ((1-skillblend) + (distanceblend) * (skillblend)) + next * (1-distanceblend) * (skillblend);
174 v = now + blend * (next - now);
175 //dprint(etos(this), " ");
176 //dprint(vtos(now), ":", vtos(next), "=", vtos(v), " (blend ", ftos(blend), ")\n");
177 //v = now * (distanceblend) + next * (1-distanceblend);
178 if (this.waterlevel < WATERLEVEL_SWIMMING)
180 //dprint("walk at:", vtos(v), "\n");
181 //te_lightning2(NULL, this.origin, this.goalcurrent.origin);
182 bot_aimdir(this, v, -1);
184 havocbot_movetogoal(this);
186 // if the bot is not attacking, consider reloading weapons
187 if (!(this.aistatus & AI_STATUS_ATTACKING))
189 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
191 .entity weaponentity = weaponentities[slot];
193 if(this.(weaponentity).m_weapon == WEP_Null && slot != 0)
196 // we are currently holding a weapon that's not fully loaded, reload it
197 if(skill >= 2) // bots can only reload the held weapon on purpose past this skill
198 if(this.(weaponentity).clip_load < this.(weaponentity).clip_size)
199 CS(this).impulse = IMP_weapon_reload.impulse; // not sure if this is done right
201 // if we're not reloading a weapon, switch to any weapon in our invnetory that's not fully loaded to reload it next
202 // the code above executes next frame, starting the reloading then
203 if(skill >= 5) // bots can only look for unloaded weapons past this skill
204 if(this.(weaponentity).clip_load >= 0) // only if we're not reloading a weapon already
206 FOREACH(Weapons, it != WEP_Null, {
207 if((this.weapons & (it.m_wepset)) && (it.spawnflags & WEP_FLAG_RELOADABLE) && (this.(weaponentity).weapon_load[it.m_id] < it.reloading_ammo))
209 this.(weaponentity).m_switchweapon = it;
218 void havocbot_keyboard_movement(entity this, vector destorg)
222 if (time > this.havocbot_keyboardtime)
224 float sk = skill + this.bot_moveskill;
225 this.havocbot_keyboardtime =
227 this.havocbot_keyboardtime
228 + 0.05 / max(1, sk + this.havocbot_keyboardskill)
229 + random() * 0.025 / max(0.00025, skill + this.havocbot_keyboardskill)
231 keyboard = CS(this).movement / autocvar_sv_maxspeed;
233 float trigger = autocvar_bot_ai_keyboard_threshold;
234 float trigger1 = -trigger;
236 // categorize forward movement
237 // at skill < 1.5 only forward
238 // at skill < 2.5 only individual directions
239 // at skill < 4.5 only individual directions, and forward diagonals
240 // at skill >= 4.5, all cases allowed
241 if (keyboard.x > trigger)
247 else if (keyboard.x < trigger1 && sk > 1.5)
262 if (keyboard.y > trigger)
264 else if (keyboard.y < trigger1)
269 if (keyboard.z > trigger)
271 else if (keyboard.z < trigger1)
276 this.havocbot_keyboard = keyboard * autocvar_sv_maxspeed;
277 if (this.havocbot_ducktime > time)
278 PHYS_INPUT_BUTTON_CROUCH(this) = true;
281 keyboard = this.havocbot_keyboard;
282 float blend = bound(0, vlen(destorg - this.origin) / autocvar_bot_ai_keyboard_distance, 1); // When getting close move with 360 degree
283 //dprint("movement ", vtos(CS(this).movement), " keyboard ", vtos(keyboard), " blend ", ftos(blend), "\n");
284 CS(this).movement = CS(this).movement + (keyboard - CS(this).movement) * blend;
287 void havocbot_bunnyhop(entity this, vector dir)
289 float bunnyhopdistance;
293 // Don't jump when attacking
294 if(this.aistatus & AI_STATUS_ATTACKING)
297 if(IS_PLAYER(this.goalcurrent))
300 maxspeed = autocvar_sv_maxspeed;
302 if(this.aistatus & AI_STATUS_RUNNING && vdist(this.velocity, <, autocvar_sv_maxspeed * 0.75)
303 || this.aistatus & AI_STATUS_DANGER_AHEAD)
305 this.aistatus &= ~AI_STATUS_RUNNING;
306 PHYS_INPUT_BUTTON_JUMP(this) = false;
307 this.bot_canruntogoal = 0;
308 this.bot_timelastseengoal = 0;
312 if(this.waterlevel > WATERLEVEL_WETFEET)
314 this.aistatus &= ~AI_STATUS_RUNNING;
318 if(this.bot_lastseengoal != this.goalcurrent && !(this.aistatus & AI_STATUS_RUNNING))
320 this.bot_canruntogoal = 0;
321 this.bot_timelastseengoal = 0;
324 vector gco = get_closer_dest(this.goalcurrent, this.origin);
325 bunnyhopdistance = vlen(this.origin - gco);
327 // Run only to visible goals
328 if(IS_ONGROUND(this))
329 if(vdist(vec2(this.velocity), >=, autocvar_sv_maxspeed)) // if -really- running
330 if(checkpvs(this.origin + this.view_ofs, this.goalcurrent))
332 this.bot_lastseengoal = this.goalcurrent;
335 if(this.bot_timelastseengoal)
337 // for a period of time
338 if(time - this.bot_timelastseengoal > autocvar_bot_ai_bunnyhop_firstjumpdelay)
341 checkdistance = true;
343 // don't run if it is too close
344 if(this.bot_canruntogoal==0)
346 if(bunnyhopdistance > autocvar_bot_ai_bunnyhop_startdistance)
347 this.bot_canruntogoal = 1;
349 this.bot_canruntogoal = -1;
352 if(this.bot_canruntogoal != 1)
355 if(this.aistatus & AI_STATUS_ROAMING)
356 if(this.goalcurrent.classname=="waypoint")
357 if (!(this.goalcurrent.wpflags & WAYPOINTFLAG_PERSONAL))
358 if(fabs(gco.z - this.origin.z) < this.maxs.z - this.mins.z)
359 if(this.goalstack01 && !wasfreed(this.goalstack01))
361 vector gno = (this.goalstack01.absmin + this.goalstack01.absmax) * 0.5;
362 deviation = vectoangles(gno - this.origin) - vectoangles(gco - this.origin);
363 while (deviation.y < -180) deviation.y = deviation.y + 360;
364 while (deviation.y > 180) deviation.y = deviation.y - 360;
366 if(fabs(deviation.y) < 20)
367 if(bunnyhopdistance < vlen(this.origin - gno))
368 if(fabs(gno.z - gco.z) < this.maxs.z - this.mins.z)
370 if(vdist(gco - gno, >, autocvar_bot_ai_bunnyhop_startdistance))
371 if(checkpvs(this.origin + this.view_ofs, this.goalstack01))
373 checkdistance = false;
380 this.aistatus &= ~AI_STATUS_RUNNING;
381 // increase stop distance in case the goal is on a slope or a lower platform
382 if(bunnyhopdistance > autocvar_bot_ai_bunnyhop_stopdistance + (this.origin.z - gco.z))
383 PHYS_INPUT_BUTTON_JUMP(this) = true;
387 this.aistatus |= AI_STATUS_RUNNING;
388 PHYS_INPUT_BUTTON_JUMP(this) = true;
394 this.bot_timelastseengoal = time;
399 this.bot_timelastseengoal = 0;
403 // Release jump button
404 if(!cvar("sv_pogostick"))
405 if((IS_ONGROUND(this)) == 0)
407 if(this.velocity.z < 0 || vlen(this.velocity)<maxspeed)
408 PHYS_INPUT_BUTTON_JUMP(this) = false;
411 if(this.aistatus & AI_STATUS_RUNNING)
412 if(vlen(this.velocity)>maxspeed)
414 deviation = vectoangles(dir) - vectoangles(this.velocity);
415 while (deviation.y < -180) deviation.y = deviation.y + 360;
416 while (deviation.y > 180) deviation.y = deviation.y - 360;
418 if(fabs(deviation.y)>10)
419 CS(this).movement_x = 0;
422 CS(this).movement_y = maxspeed * -1;
423 else if(deviation.y<10)
424 CS(this).movement_y = maxspeed;
431 // return true when bot isn't getting closer to the current goal
432 bool havocbot_checkgoaldistance(entity this, vector gco)
434 float curr_dist_z = max(20, fabs(this.origin.z - gco.z));
435 float curr_dist_2d = max(20, vlen(vec2(this.origin - gco)));
436 float distance_time = this.goalcurrent_distance_time;
437 if(distance_time < 0)
438 distance_time = -distance_time;
439 if(curr_dist_z >= this.goalcurrent_distance_z && curr_dist_2d >= this.goalcurrent_distance_2d)
442 this.goalcurrent_distance_time = time;
443 else if (time - distance_time > 0.5)
448 // reduce it a little bit so it works even with very small approaches to the goal
449 this.goalcurrent_distance_z = max(20, curr_dist_z - 10);
450 this.goalcurrent_distance_2d = max(20, curr_dist_2d - 10);
451 this.goalcurrent_distance_time = 0;
456 void havocbot_movetogoal(entity this)
461 vector evadeobstacle;
467 //if (this.goalentity)
468 // te_lightning2(this, this.origin, (this.goalentity.absmin + this.goalentity.absmax) * 0.5);
469 CS(this).movement = '0 0 0';
470 maxspeed = autocvar_sv_maxspeed;
472 PHYS_INPUT_BUTTON_JETPACK(this) = false;
473 // Jetpack navigation
474 if(this.navigation_jetpack_goal)
475 if(this.goalcurrent==this.navigation_jetpack_goal)
478 if(autocvar_bot_debug_goalstack)
480 debuggoalstack(this);
481 te_wizspike(this.navigation_jetpack_point);
485 if (!(this.aistatus & AI_STATUS_JETPACK_FLYING))
487 // Brake almost completely so it can get a good direction
488 if(vdist(this.velocity, >, 10))
490 this.aistatus |= AI_STATUS_JETPACK_FLYING;
493 makevectors(this.v_angle.y * '0 1 0');
494 dir = normalize(this.navigation_jetpack_point - this.origin);
497 if(this.aistatus & AI_STATUS_JETPACK_LANDING)
499 // Calculate brake distance in xy
500 float d = vlen(vec2(this.origin - (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5));
501 float v = vlen(vec2(this.velocity));
502 float db = ((v ** 2) / (autocvar_g_jetpack_acceleration_side * 2)) + 100;
503 //LOG_INFOF("distance %d, velocity %d, brake at %d ", ceil(d), ceil(v), ceil(db));
504 if(d < db || d < 500)
507 if(v > maxspeed * 0.3)
509 CS(this).movement_x = dir * v_forward * -maxspeed;
512 // Switch to normal mode
513 this.navigation_jetpack_goal = NULL;
514 this.aistatus &= ~AI_STATUS_JETPACK_LANDING;
515 this.aistatus &= ~AI_STATUS_JETPACK_FLYING;
519 else if(checkpvs(this.origin,this.goalcurrent))
521 // If I can see the goal switch to landing code
522 this.aistatus &= ~AI_STATUS_JETPACK_FLYING;
523 this.aistatus |= AI_STATUS_JETPACK_LANDING;
528 PHYS_INPUT_BUTTON_JETPACK(this) = true;
529 if(this.navigation_jetpack_point.z - STAT(PL_MAX, this).z + STAT(PL_MIN, this).z < this.origin.z)
531 CS(this).movement_x = dir * v_forward * maxspeed;
532 CS(this).movement_y = dir * v_right * maxspeed;
537 // Handling of jump pads
538 if(this.jumppadcount)
540 if(this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
542 this.aistatus |= AI_STATUS_OUT_JUMPPAD;
543 navigation_poptouchedgoals(this);
546 else if(this.aistatus & AI_STATUS_OUT_JUMPPAD)
548 // If got stuck on the jump pad try to reach the farthest visible waypoint
549 // but with some randomness so it can try out different paths
550 if(!this.goalcurrent)
552 entity newgoal = NULL;
553 IL_EACH(g_waypoints, vdist(it.origin - this.origin, <=, 1000),
555 if(it.wpflags & WAYPOINTFLAG_TELEPORT)
556 if(it.origin.z < this.origin.z - 100 && vdist(vec2(it.origin - this.origin), <, 100))
559 traceline(this.origin + this.view_ofs, ((it.absmin + it.absmax) * 0.5), true, this);
561 if(trace_fraction < 1)
564 if(!newgoal || ((random() < 0.8) && vlen2(it.origin - this.origin) > vlen2(newgoal.origin - this.origin)))
570 this.ignoregoal = this.goalcurrent;
571 this.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
572 navigation_clearroute(this);
573 navigation_routetogoal(this, newgoal, this.origin);
574 if(autocvar_bot_debug_goalstack)
575 debuggoalstack(this);
576 this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
581 if (this.goalcurrent.bot_pickup)
583 entity jumppad_wp = this.goalcurrent_prev;
584 navigation_poptouchedgoals(this);
585 if(!this.goalcurrent && jumppad_wp.wp00)
587 // head to the jumppad destination once bot reaches the goal item
588 navigation_pushroute(this, jumppad_wp.wp00);
591 gco = (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5;
592 if (this.origin.z > gco.z && vdist(vec2(this.velocity), <, autocvar_sv_maxspeed))
593 this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
594 else if(havocbot_checkgoaldistance(this, gco))
596 navigation_clearroute(this);
597 navigation_goalrating_timeout_force(this);
605 if(time - this.lastteleporttime > 0.2 && this.velocity.z > 0)
607 vector velxy = this.velocity; velxy_z = 0;
608 if(vdist(velxy, <, autocvar_sv_maxspeed * 0.2))
610 LOG_TRACE("Warning: ", this.netname, " got stuck on a jumppad (velocity in xy is ", vtos(velxy), "), trying to get out of it now");
611 this.aistatus |= AI_STATUS_OUT_JUMPPAD;
616 // Don't chase players while using a jump pad
617 if(IS_PLAYER(this.goalcurrent) || IS_PLAYER(this.goalstack01))
621 else if(this.aistatus & AI_STATUS_OUT_JUMPPAD)
622 this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
624 // If there is a trigger_hurt right below try to use the jetpack or make a rocketjump
625 if (skill > 6 && !(IS_ONGROUND(this)))
627 #define ROCKETJUMP_DAMAGE() WEP_CVAR(devastator, damage) * 0.8 \
628 * ((this.strength_finished > time) ? autocvar_g_balance_powerup_strength_selfdamage : 1) \
629 * ((this.invincible_finished > time) ? autocvar_g_balance_powerup_invincible_takedamage : 1)
631 tracebox(this.origin, this.mins, this.maxs, this.origin + '0 0 -65536', MOVE_NOMONSTERS, this);
632 if(tracebox_hits_trigger_hurt(this.origin, this.mins, this.maxs, trace_endpos ))
633 if(this.items & IT_JETPACK)
635 tracebox(this.origin, this.mins, this.maxs, this.origin + '0 0 65536', MOVE_NOMONSTERS, this);
636 if(tracebox_hits_trigger_hurt(this.origin, this.mins, this.maxs, trace_endpos + '0 0 1' ))
638 if(this.velocity.z<0)
639 PHYS_INPUT_BUTTON_JETPACK(this) = true;
642 PHYS_INPUT_BUTTON_JETPACK(this) = true;
644 // If there is no goal try to move forward
646 if(this.goalcurrent==NULL)
649 dir = normalize(( ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5 ) - this.origin);
651 vector xyvelocity = this.velocity; xyvelocity_z = 0;
652 float xyspeed = xyvelocity * dir;
654 if(xyspeed < (maxspeed / 2))
656 makevectors(this.v_angle.y * '0 1 0');
657 tracebox(this.origin, this.mins, this.maxs, this.origin + (dir * maxspeed * 3), MOVE_NOMONSTERS, this);
658 if(trace_fraction==1)
660 CS(this).movement_x = dir * v_forward * maxspeed;
661 CS(this).movement_y = dir * v_right * maxspeed;
663 havocbot_keyboard_movement(this, this.origin + dir * 100);
667 this.havocbot_blockhead = true;
671 else if(this.health + this.armorvalue > ROCKETJUMP_DAMAGE())
673 if(this.velocity.z < 0)
675 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
677 .entity weaponentity = weaponentities[slot];
679 if(this.(weaponentity).m_weapon == WEP_Null && slot != 0)
682 if(client_hasweapon(this, WEP_DEVASTATOR, weaponentity, true, false))
684 CS(this).movement_x = maxspeed;
686 if(this.rocketjumptime)
688 if(time > this.rocketjumptime)
690 PHYS_INPUT_BUTTON_ATCK2(this) = true;
691 this.rocketjumptime = 0;
696 this.(weaponentity).m_switchweapon = WEP_DEVASTATOR;
698 PHYS_INPUT_BUTTON_ATCK(this) = true;
699 this.rocketjumptime = time + WEP_CVAR(devastator, detonatedelay);
707 // If there is no goal try to move forward
708 if(this.goalcurrent==NULL)
709 CS(this).movement_x = maxspeed;
713 // If we are under water with no goals, swim up
714 if(this.waterlevel && !this.goalcurrent)
717 if(this.waterlevel>WATERLEVEL_SWIMMING)
719 else if(this.velocity.z >= 0 && !(this.waterlevel == WATERLEVEL_WETFEET && this.watertype == CONTENT_WATER))
720 PHYS_INPUT_BUTTON_JUMP(this) = true;
722 PHYS_INPUT_BUTTON_JUMP(this) = false;
723 makevectors(this.v_angle.y * '0 1 0');
724 CS(this).movement_x = dir * v_forward * maxspeed;
725 CS(this).movement_y = dir * v_right * maxspeed;
726 CS(this).movement_z = dir * v_up * maxspeed;
729 // if there is nowhere to go, exit
730 if (this.goalcurrent == NULL)
734 bool locked_goal = false;
735 if((this.goalentity && wasfreed(this.goalentity))
736 || (this.goalcurrent == this.goalentity && this.goalentity.tag_entity))
738 navigation_clearroute(this);
739 navigation_goalrating_timeout_force(this);
742 else if(this.goalentity.tag_entity)
744 navigation_goalrating_timeout_expire(this, 2);
746 else if(this.goalentity.bot_pickup)
748 if(this.goalentity.bot_pickup_respawning)
750 if(this.goalentity.solid) // item respawned
751 this.goalentity.bot_pickup_respawning = false;
752 else if(time < this.goalentity.scheduledrespawntime - 10) // item already taken (by someone else)
754 if(checkpvs(this.origin, this.goalentity))
756 this.goalentity.bot_pickup_respawning = false;
757 navigation_goalrating_timeout_expire(this, random());
759 locked_goal = true; // wait for item to respawn
761 else if(this.goalentity == this.goalcurrent)
762 locked_goal = true; // wait for item to respawn
764 else if(!this.goalentity.solid && !boxesoverlap(this.goalentity.absmin, this.goalentity.absmax, this.absmin, this.absmax))
766 if(checkpvs(this.origin, this.goalentity))
768 navigation_goalrating_timeout_expire(this, random());
772 if (this.goalcurrent == this.goalentity && this.goalentity_lock_timeout > time)
775 navigation_shortenpath(this);
777 if (IS_MOVABLE(this.goalcurrent))
779 if (IS_DEAD(this.goalcurrent))
781 if (checkpvs(this.origin + this.view_ofs, this.goalcurrent))
783 navigation_goalrating_timeout_force(this);
787 else if (this.bot_tracewalk_time < time)
789 set_tracewalk_dest(this.goalcurrent, this.origin, true);
790 if (!(trace_ent == this || tracewalk(this, this.origin, this.mins, this.maxs,
791 tracewalk_dest, tracewalk_dest_height, bot_navigation_movemode)))
793 navigation_goalrating_timeout_force(this);
796 this.bot_tracewalk_time = max(time, this.bot_tracewalk_time) + 0.25;
801 // optimize path finding by anticipating goalrating when bot is near a waypoint;
802 // in this case path finding can start directly from a waypoint instead of
803 // looking for all the reachable waypoints up to a certain distance
804 if (navigation_poptouchedgoals(this) && this.goalcurrent)
806 if (IS_MOVABLE(this.goalcurrent) && IS_DEAD(this.goalcurrent))
808 // remove even if not visible
809 navigation_goalrating_timeout_force(this);
812 else if (navigation_goalrating_timeout_can_be_anticipated(this))
813 navigation_goalrating_timeout_force(this);
817 // if ran out of goals try to use an alternative goal or get a new strategy asap
818 if(this.goalcurrent == NULL)
820 navigation_goalrating_timeout_force(this);
825 if(autocvar_bot_debug_goalstack)
826 debuggoalstack(this);
828 bool bunnyhop_forbidden = false;
829 vector destorg = get_closer_dest(this.goalcurrent, this.origin);
831 // in case bot ends up inside the teleport waypoint without touching
832 // the teleport itself, head to the teleport origin
833 if(this.goalcurrent.wpisbox && boxesoverlap(this.goalcurrent.absmin, this.goalcurrent.absmax, this.origin + eZ * this.mins.z, this.origin + eZ * this.maxs.z))
835 bunnyhop_forbidden = true;
836 destorg = this.goalcurrent.origin;
837 if(destorg.z > this.origin.z)
838 PHYS_INPUT_BUTTON_JUMP(this) = true;
841 diff = destorg - this.origin;
843 if (fabs(diff.x) < 10 && fabs(diff.y) < 10
844 && this.goalcurrent == this.goalentity && time < this.goalentity_lock_timeout)
846 destorg = this.origin;
851 dir = normalize(diff);
852 flatdir = diff;flatdir.z = 0;
853 flatdir = normalize(flatdir);
854 gco = (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5;
856 //if (this.bot_dodgevector_time < time)
858 //this.bot_dodgevector_time = time + cvar("bot_ai_dodgeupdateinterval");
859 //this.bot_dodgevector_jumpbutton = 1;
860 evadeobstacle = '0 0 0';
863 this.aistatus &= ~AI_STATUS_DANGER_AHEAD;
864 makevectors(this.v_angle.y * '0 1 0');
867 if(this.waterlevel>WATERLEVEL_SWIMMING)
869 if(!this.goalcurrent)
870 this.aistatus |= AI_STATUS_OUT_WATER;
871 else if(gco.z > this.origin.z)
872 PHYS_INPUT_BUTTON_JUMP(this) = true;
877 if(this.velocity.z >= 0 && !(this.watertype == CONTENT_WATER && gco.z < this.origin.z) &&
878 ( !(this.waterlevel == WATERLEVEL_WETFEET && this.watertype == CONTENT_WATER) || this.aistatus & AI_STATUS_OUT_WATER))
879 PHYS_INPUT_BUTTON_JUMP(this) = true;
881 PHYS_INPUT_BUTTON_JUMP(this) = false;
888 if(this.aistatus & AI_STATUS_OUT_WATER)
889 this.aistatus &= ~AI_STATUS_OUT_WATER;
891 // jump if going toward an obstacle that doesn't look like stairs we
892 // can walk up directly
893 vector deviation = '0 0 0';
896 deviation = vectoangles(diff) - vectoangles(this.velocity);
897 while (deviation.y < -180) deviation.y += 360;
898 while (deviation.y > 180) deviation.y -= 360;
900 vector flat_diff = vec2(diff);
901 offset = max(32, vlen(vec2(this.velocity)) * cos(deviation.y * DEG2RAD) * 0.2) * flatdir;
902 vector actual_destorg = this.origin + offset;
903 if (!this.goalstack01 || this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
905 if (vlen2(flat_diff) < vlen2(offset))
907 actual_destorg.x = destorg.x;
908 actual_destorg.y = destorg.y;
911 else if (vdist(flat_diff, <, 32) && diff.z < -16) // destination is under the bot
913 actual_destorg.x = destorg.x;
914 actual_destorg.y = destorg.y;
916 else if (vlen2(flat_diff) < vlen2(offset))
918 vector next_goal_org = (this.goalstack01.absmin + this.goalstack01.absmax) * 0.5;
919 vector next_dir = normalize(vec2(next_goal_org - destorg));
920 float next_dist = vlen(vec2(this.origin + offset - destorg));
921 actual_destorg = vec2(destorg) + next_dist * next_dir;
922 actual_destorg.z = this.origin.z;
925 tracebox(this.origin, this.mins, this.maxs, actual_destorg, false, this);
926 if (trace_fraction < 1)
927 if (trace_plane_normal.z < 0.7)
930 tracebox(this.origin + stepheightvec, this.mins, this.maxs, actual_destorg + stepheightvec, false, this);
931 if (trace_fraction < s + 0.01)
932 if (trace_plane_normal.z < 0.7)
935 tracebox(this.origin + jumpstepheightvec, this.mins, this.maxs, actual_destorg + jumpstepheightvec, false, this);
936 if (trace_fraction > s)
937 PHYS_INPUT_BUTTON_JUMP(this) = true;
941 // if bot for some reason doesn't get close to the current goal find another one
942 if(!this.jumppadcount && !IS_PLAYER(this.goalcurrent))
943 if(!(locked_goal && this.goalcurrent_distance_z < 50 && this.goalcurrent_distance_2d < 50))
944 if(havocbot_checkgoaldistance(this, gco))
946 if(this.goalcurrent_distance_time < 0) // can't get close for the second time
948 navigation_clearroute(this);
949 navigation_goalrating_timeout_force(this);
953 set_tracewalk_dest(this.goalcurrent, this.origin, false);
954 if (!tracewalk(this, this.origin, this.mins, this.maxs,
955 tracewalk_dest, tracewalk_dest_height, bot_navigation_movemode))
957 navigation_clearroute(this);
958 navigation_goalrating_timeout_force(this);
962 // give bot only another chance to prevent bot getting stuck
963 // in case it thinks it can walk but actually can't
964 this.goalcurrent_distance_z = FLOAT_MAX;
965 this.goalcurrent_distance_2d = FLOAT_MAX;
966 this.goalcurrent_distance_time = -time; // mark second try
969 // Check for water/slime/lava and dangerous edges
970 // (only when the bot is on the ground or jumping intentionally)
972 offset = (vdist(this.velocity, >, 32) ? this.velocity * 0.2 : v_forward * 32);
973 vector dst_ahead = this.origin + this.view_ofs + offset;
974 vector dst_down = dst_ahead - '0 0 3000';
975 traceline(this.origin + this.view_ofs, dst_ahead, true, NULL);
977 bool unreachable = false;
979 if(trace_fraction == 1 && this.jumppadcount == 0 && !this.goalcurrent.wphardwired )
980 if((IS_ONGROUND(this)) || (this.aistatus & AI_STATUS_RUNNING) || (this.aistatus & AI_STATUS_ROAMING) || PHYS_INPUT_BUTTON_JUMP(this))
983 traceline(dst_ahead , dst_down, true, NULL);
984 //te_lightning2(NULL, this.origin + this.view_ofs, dst_ahead); // Draw "ahead" look
985 //te_lightning2(NULL, dst_ahead, dst_down); // Draw "downwards" look
986 if(trace_endpos.z < this.origin.z + this.mins.z)
988 s = pointcontents(trace_endpos + '0 0 1');
989 if (s != CONTENT_SOLID)
990 if (s == CONTENT_LAVA || s == CONTENT_SLIME)
991 evadelava = normalize(this.velocity) * -1;
992 else if (s == CONTENT_SKY)
993 evadeobstacle = normalize(this.velocity) * -1;
994 else if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos))
996 // the traceline check isn't enough but is good as optimization,
997 // when not true (most of the time) this tracebox call is avoided
998 tracebox(dst_ahead, this.mins, this.maxs, dst_down, true, this);
999 if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos))
1001 if (gco.z > this.origin.z + jumpstepheightvec.z)
1003 // the goal is probably on an upper platform, assume bot can't get there
1007 evadelava = normalize(this.velocity) * -1;
1014 evadeobstacle.z = 0;
1016 makevectors(this.v_angle.y * '0 1 0');
1018 if(evadeobstacle || evadelava || (s == CONTENT_WATER))
1020 this.aistatus |= AI_STATUS_DANGER_AHEAD;
1021 if(IS_PLAYER(this.goalcurrent))
1026 navigation_clearroute(this);
1027 navigation_goalrating_timeout_force(this);
1028 this.ignoregoal = this.goalcurrent;
1029 this.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
1033 dodge = havocbot_dodge(this);
1034 dodge = dodge * bound(0,0.5+(skill+this.bot_dodgeskill)*0.1,1);
1035 evadelava = evadelava * bound(1,3-(skill+this.bot_dodgeskill),3); //Noobs fear lava a lot and take more distance from it
1036 traceline(this.origin, ( ( this.enemy.absmin + this.enemy.absmax ) * 0.5 ), true, NULL);
1037 if(IS_PLAYER(trace_ent))
1038 dir = dir * bound(0,(skill+this.bot_dodgeskill)/7,1);
1040 dir = normalize(dir + dodge + evadeobstacle + evadelava);
1041 // this.bot_dodgevector = dir;
1042 // this.bot_dodgevector_jumpbutton = PHYS_INPUT_BUTTON_JUMP(this);
1045 if(time < this.ladder_time)
1047 if(this.goalcurrent.origin.z + this.goalcurrent.mins.z > this.origin.z + this.mins.z)
1049 if(this.origin.z + this.mins.z < this.ladder_entity.origin.z + this.ladder_entity.maxs.z)
1054 if(this.origin.z + this.mins.z > this.ladder_entity.origin.z + this.ladder_entity.mins.z)
1059 //dir = this.bot_dodgevector;
1060 //if (this.bot_dodgevector_jumpbutton)
1061 // PHYS_INPUT_BUTTON_JUMP(this) = true;
1062 CS(this).movement_x = dir * v_forward * maxspeed;
1063 CS(this).movement_y = dir * v_right * maxspeed;
1064 CS(this).movement_z = dir * v_up * maxspeed;
1066 // Emulate keyboard interface
1068 havocbot_keyboard_movement(this, destorg);
1071 //if(this.aistatus & AI_STATUS_ROAMING)
1072 if(!bunnyhop_forbidden && this.goalcurrent)
1073 if(skill+this.bot_moveskill >= autocvar_bot_ai_bunnyhop_skilloffset)
1074 havocbot_bunnyhop(this, dir);
1076 if ((dir * v_up) >= autocvar_sv_jumpvelocity*0.5 && (IS_ONGROUND(this))) PHYS_INPUT_BUTTON_JUMP(this) = true;
1077 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;
1078 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);
1081 entity havocbot_gettarget(entity this, bool secondary)
1084 vector eye = CENTER_OR_VIEWOFS(this);
1085 IL_EACH(g_bot_targets, boolean((secondary) ? it.classname == "misc_breakablemodel" : it.classname != "misc_breakablemodel"),
1087 vector v = CENTER_OR_VIEWOFS(it);
1088 if(vdist(v - eye, <, autocvar_bot_ai_enemydetectionradius))
1089 if(!best || vlen2(CENTER_OR_VIEWOFS(best) - eye) > vlen2(v - eye))
1090 if(bot_shouldattack(this, it))
1092 traceline(eye, v, true, this);
1093 if (trace_ent == it || trace_fraction >= 1)
1101 void havocbot_chooseenemy(entity this)
1103 if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(this))
1110 if (!bot_shouldattack(this, this.enemy))
1112 // enemy died or something, find a new target
1114 this.havocbot_chooseenemy_finished = time;
1116 else if (this.havocbot_stickenemy)
1118 // tracking last chosen enemy
1119 // if enemy is visible
1120 // and not really really far away
1121 // and we're not severely injured
1122 // then keep tracking for a half second into the future
1123 traceline(this.origin+this.view_ofs, ( this.enemy.absmin + this.enemy.absmax ) * 0.5,false,NULL);
1124 if (trace_ent == this.enemy || trace_fraction == 1)
1125 if (vdist(((this.enemy.absmin + this.enemy.absmax) * 0.5) - this.origin, <, 1000))
1126 if (this.health > 30)
1128 // remain tracking him for a shot while (case he went after a small corner or pilar
1129 this.havocbot_chooseenemy_finished = time + 0.5;
1132 // enemy isn't visible, or is far away, or we're injured severely
1133 // so stop preferring this enemy
1134 // (it will still take a half second until a new one is chosen)
1135 this.havocbot_stickenemy = 0;
1138 if (time < this.havocbot_chooseenemy_finished)
1140 this.havocbot_chooseenemy_finished = time + autocvar_bot_ai_enemydetectioninterval;
1141 vector eye = this.origin + this.view_ofs;
1143 float bestrating = 100000000;
1146 int hf = this.dphitcontentsmask;
1148 // Search for enemies, if no enemy can be seen directly try to look through transparent objects
1150 this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
1152 bool scan_transparent = false;
1153 bool scan_secondary_targets = false;
1154 bool have_secondary_targets = false;
1157 scan_secondary_targets = false;
1159 IL_EACH(g_bot_targets, it.bot_attack,
1161 if(!scan_secondary_targets)
1163 if(it.classname == "misc_breakablemodel")
1165 have_secondary_targets = true;
1169 else if(it.classname != "misc_breakablemodel")
1172 vector v = (it.absmin + it.absmax) * 0.5;
1173 float rating = vlen2(v - eye);
1174 if (vdist(v - eye, <, autocvar_bot_ai_enemydetectionradius))
1175 if (bestrating > rating)
1176 if (bot_shouldattack(this, it))
1178 traceline(eye, v, true, this);
1179 if (trace_ent == it || trace_fraction >= 1)
1182 bestrating = rating;
1187 if(!best && have_secondary_targets && !scan_secondary_targets)
1189 scan_secondary_targets = true;
1191 bestrating = 100000000;
1195 // I want to do a second scan if no enemy was found or I don't have weapons
1196 // TODO: Perform the scan when using the rifle (requires changes on the rifle code)
1197 if(best || this.weapons) // || this.weapon == WEP_RIFLE.m_id
1199 if(scan_transparent)
1202 // Set flags to see through transparent objects
1203 this.dphitcontentsmask |= DPCONTENTS_OPAQUE;
1205 scan_transparent = true;
1208 // Restore hit flags
1209 this.dphitcontentsmask = hf;
1212 this.havocbot_stickenemy = true;
1213 if(best && best.classname == "misc_breakablemodel")
1214 this.havocbot_stickenemy = false;
1217 float havocbot_chooseweapon_checkreload(entity this, .entity weaponentity, int new_weapon)
1219 // bots under this skill cannot find unloaded weapons to reload idly when not in combat,
1220 // so skip this for them, or they'll never get to reload their weapons at all.
1221 // this also allows bots under this skill to be more stupid, and reload more often during combat :)
1225 // if this weapon is scheduled for reloading, don't switch to it during combat
1226 if (this.(weaponentity).weapon_load[new_weapon] < 0)
1228 FOREACH(Weapons, it != WEP_Null, {
1229 if(it.wr_checkammo1(it, this, weaponentity) + it.wr_checkammo2(it, this, weaponentity))
1230 return true; // other weapon available
1237 void havocbot_chooseweapon(entity this, .entity weaponentity)
1242 if(g_weaponarena_weapons == WEPSET(TUBA))
1244 this.(weaponentity).m_switchweapon = WEP_TUBA;
1248 // TODO: clean this up by moving it to weapon code
1249 if(this.enemy==NULL)
1251 // If no weapon was chosen get the first available weapon
1252 if(this.(weaponentity).m_weapon==WEP_Null)
1253 FOREACH(Weapons, it != WEP_Null, {
1254 if(client_hasweapon(this, it, weaponentity, true, false))
1256 this.(weaponentity).m_switchweapon = it;
1263 // Do not change weapon during the next second after a combo
1264 float f = time - this.lastcombotime;
1269 float distance; distance=bound(10,vlen(this.origin-this.enemy.origin)-200,10000);
1271 // Should it do a weapon combo?
1272 float af, ct, combo_time, combo;
1274 af = ATTACK_FINISHED(this, 0);
1275 ct = autocvar_bot_ai_weapon_combo_threshold;
1277 // Bots with no skill will be 4 times more slower than "godlike" bots when doing weapon combos
1278 // Ideally this 4 should be calculated as longest_weapon_refire / bot_ai_weapon_combo_threshold
1279 combo_time = time + ct + (ct * ((-0.3*(skill+this.bot_weaponskill))+3));
1283 if(autocvar_bot_ai_weapon_combo)
1284 if(this.(weaponentity).m_weapon.m_id == this.(weaponentity).lastfiredweapon)
1288 this.lastcombotime = time;
1291 distance *= (2 ** this.bot_rangepreference);
1293 // Custom weapon list based on distance to the enemy
1294 if(bot_custom_weapon){
1296 // Choose weapons for far distance
1297 if ( distance > bot_distance_far ) {
1298 for(i=0; i < Weapons_COUNT && bot_weapons_far[i] != -1 ; ++i){
1299 w = bot_weapons_far[i];
1300 if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
1302 if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1304 this.(weaponentity).m_switchweapon = Weapons_from(w);
1310 // Choose weapons for mid distance
1311 if ( distance > bot_distance_close) {
1312 for(i=0; i < Weapons_COUNT && bot_weapons_mid[i] != -1 ; ++i){
1313 w = bot_weapons_mid[i];
1314 if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
1316 if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1318 this.(weaponentity).m_switchweapon = Weapons_from(w);
1324 // Choose weapons for close distance
1325 for(i=0; i < Weapons_COUNT && bot_weapons_close[i] != -1 ; ++i){
1326 w = bot_weapons_close[i];
1327 if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
1329 if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1331 this.(weaponentity).m_switchweapon = Weapons_from(w);
1338 void havocbot_aim(entity this)
1340 if (time < this.nextaim)
1342 this.nextaim = time + 0.1;
1343 vector myvel = this.velocity;
1344 if (!this.waterlevel)
1346 if(MUTATOR_CALLHOOK(HavocBot_Aim, this)) { /* do nothing */ }
1347 else if (this.enemy)
1349 vector enemyvel = this.enemy.velocity;
1350 if (!this.enemy.waterlevel)
1352 lag_additem(this, time + CS(this).ping, 0, 0, this.enemy, this.origin, myvel, (this.enemy.absmin + this.enemy.absmax) * 0.5, enemyvel);
1355 lag_additem(this, time + CS(this).ping, 0, 0, NULL, this.origin, myvel, ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5, '0 0 0');
1358 bool havocbot_moveto_refresh_route(entity this)
1360 // Refresh path to goal if necessary
1362 wp = this.havocbot_personal_waypoint;
1363 navigation_goalrating_start(this);
1364 navigation_routerating(this, wp, 10000, 10000);
1365 navigation_goalrating_end(this);
1366 return (this.goalentity != NULL);
1369 float havocbot_moveto(entity this, vector pos)
1373 if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_GOING)
1375 // Step 4: Move to waypoint
1376 if(this.havocbot_personal_waypoint==NULL)
1378 LOG_TRACE("Error: ", this.netname, " trying to walk to a non existent personal waypoint");
1379 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_GOING;
1380 return CMD_STATUS_ERROR;
1383 if (!bot_strategytoken_taken)
1384 if(this.havocbot_personal_waypoint_searchtime<time)
1386 bot_strategytoken_taken = true;
1387 if(havocbot_moveto_refresh_route(this))
1389 LOG_TRACE(this.netname, " walking to its personal waypoint (after ", ftos(this.havocbot_personal_waypoint_failcounter), " failed attempts)");
1390 this.havocbot_personal_waypoint_searchtime = time + 10;
1391 this.havocbot_personal_waypoint_failcounter = 0;
1395 this.havocbot_personal_waypoint_failcounter += 1;
1396 this.havocbot_personal_waypoint_searchtime = time + 2;
1397 if(this.havocbot_personal_waypoint_failcounter >= 30)
1399 LOG_TRACE("Warning: can't walk to the personal waypoint located at ", vtos(this.havocbot_personal_waypoint.origin));
1400 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1401 delete(this.havocbot_personal_waypoint);
1402 return CMD_STATUS_ERROR;
1405 LOG_TRACE(this.netname, " can't walk to its personal waypoint (after ", ftos(this.havocbot_personal_waypoint_failcounter), " failed attempts), trying later");
1409 if(autocvar_bot_debug_goalstack)
1410 debuggoalstack(this);
1413 vector dir = get_closer_dest(this.goalcurrent, this.origin);
1414 dir = dir - (this.origin + this.view_ofs);
1416 bot_aimdir(this, dir, -1);
1419 havocbot_movetogoal(this);
1421 if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_REACHED)
1423 // Step 5: Waypoint reached
1424 LOG_TRACE(this.netname, "'s personal waypoint reached");
1425 delete(this.havocbot_personal_waypoint);
1426 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_REACHED;
1427 return CMD_STATUS_FINISHED;
1430 return CMD_STATUS_EXECUTING;
1433 // Step 2: Linking waypoint
1434 if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_LINKING)
1436 // Wait until it is linked
1437 if(!this.havocbot_personal_waypoint.wplinked)
1439 LOG_TRACE(this.netname, " waiting for personal waypoint to be linked");
1440 return CMD_STATUS_EXECUTING;
1443 this.havocbot_personal_waypoint_searchtime = time; // so we set the route next frame
1444 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1445 this.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_GOING;
1447 // Step 3: Route to waypoint
1448 LOG_TRACE(this.netname, " walking to its personal waypoint");
1450 return CMD_STATUS_EXECUTING;
1453 // Step 1: Spawning waypoint
1454 wp = waypoint_spawnpersonal(this, pos);
1457 LOG_TRACE("Error: Can't spawn personal waypoint at ",vtos(pos));
1458 return CMD_STATUS_ERROR;
1461 this.havocbot_personal_waypoint = wp;
1462 this.havocbot_personal_waypoint_failcounter = 0;
1463 this.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1465 // if pos is inside a teleport, then let's mark it as teleport waypoint
1466 IL_EACH(g_teleporters, WarpZoneLib_BoxTouchesBrush(pos, pos, it, NULL),
1468 wp.wpflags |= WAYPOINTFLAG_TELEPORT;
1469 this.lastteleporttime = 0;
1473 if(wp.wpflags & WAYPOINTFLAG_TELEPORT)
1474 print("routing to a teleporter\n");
1476 print("routing to a non-teleporter\n");
1479 return CMD_STATUS_EXECUTING;
1482 float havocbot_resetgoal(entity this)
1484 navigation_clearroute(this);
1485 return CMD_STATUS_FINISHED;
1488 void havocbot_setupbot(entity this)
1490 this.bot_ai = havocbot_ai;
1491 this.cmd_moveto = havocbot_moveto;
1492 this.cmd_resetgoal = havocbot_resetgoal;
1494 havocbot_chooserole(this);
1497 vector havocbot_dodge(entity this)
1499 // LordHavoc: disabled because this is too expensive
1504 float danger, bestdanger, vl, d;
1507 // check for dangerous objects near bot or approaching bot
1508 head = findchainfloat(bot_dodge, true);
1511 if (head.owner != this)
1513 vl = vlen(head.velocity);
1514 if (vl > autocvar_sv_maxspeed * 0.3)
1516 n = normalize(head.velocity);
1517 v = this.origin - head.origin;
1519 if (d > (0 - head.bot_dodgerating))
1520 if (d < (vl * 0.2 + head.bot_dodgerating))
1522 // calculate direction and distance from the flight path, by removing the forward axis
1523 v = v - (n * (v * n));
1524 danger = head.bot_dodgerating - vlen(v);
1525 if (bestdanger < danger)
1527 bestdanger = danger;
1528 // dodge to the side of the object
1529 dodge = normalize(v);
1535 danger = head.bot_dodgerating - vlen(head.origin - this.origin);
1536 if (bestdanger < danger)
1538 bestdanger = danger;
1539 dodge = normalize(this.origin - head.origin);