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Bot AI: properly update goal when the item bot is moving to gets attached to a player...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / bot / default / havocbot / havocbot.qc
1 #include "havocbot.qh"
2
3 #include <server/defs.qh>
4 #include <server/miscfunctions.qh>
5 #include "../cvars.qh"
6
7 #include "../aim.qh"
8 #include "../bot.qh"
9 #include "../navigation.qh"
10 #include "../scripting.qh"
11 #include "../waypoints.qh"
12
13 #include <common/constants.qh>
14 #include <common/impulses/all.qh>
15 #include <common/net_linked.qh>
16 #include <common/physics/player.qh>
17 #include <common/state.qh>
18 #include <common/items/_mod.qh>
19 #include <common/wepent.qh>
20
21 #include <common/triggers/teleporters.qh>
22 #include <common/triggers/trigger/jumppads.qh>
23
24 #include <lib/warpzone/common.qh>
25
26 .float speed;
27
28 void havocbot_ai(entity this)
29 {
30         if(this.draggedby)
31                 return;
32
33         if(bot_execute_commands(this))
34                 return;
35
36         if (bot_strategytoken == this && !bot_strategytoken_taken)
37         {
38                 if(this.havocbot_blockhead)
39                 {
40                         this.havocbot_blockhead = false;
41                 }
42                 else
43                 {
44                         if (!this.jumppadcount && !STAT(FROZEN, this))
45                                 this.havocbot_role(this); // little too far down the rabbit hole
46                 }
47
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)))
50                 if(!this.goalcurrent)
51                 if(this.waterlevel == WATERLEVEL_SWIMMING || (this.aistatus & AI_STATUS_OUT_WATER))
52                 {
53                         // Look for the closest waypoint out of water
54                         entity newgoal = NULL;
55                         IL_EACH(g_waypoints, vdist(it.origin - this.origin, <=, 10000),
56                         {
57                                 if(it.origin.z < this.origin.z)
58                                         continue;
59
60                                 if(it.origin.z - this.origin.z - this.view_ofs.z > 100)
61                                         continue;
62
63                                 if (pointcontents(it.origin + it.maxs + '0 0 1') != CONTENT_EMPTY)
64                                         continue;
65
66                                 traceline(this.origin + this.view_ofs, ((it.absmin + it.absmax) * 0.5), true, this);
67
68                                 if(trace_fraction < 1)
69                                         continue;
70
71                                 if(!newgoal || vlen2(it.origin - this.origin) < vlen2(newgoal.origin - this.origin))
72                                         newgoal = it;
73                         });
74
75                         if(newgoal)
76                         {
77                         //      te_wizspike(newgoal.origin);
78                                 navigation_pushroute(this, newgoal);
79                         }
80                 }
81
82                 // token has been used this frame
83                 bot_strategytoken_taken = true;
84         }
85
86         if(IS_DEAD(this) || STAT(FROZEN, this))
87         {
88                 if (this.goalcurrent)
89                         navigation_clearroute(this);
90                 return;
91         }
92
93         havocbot_chooseenemy(this);
94
95         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
96         {
97                 .entity weaponentity = weaponentities[slot];
98                 if(this.(weaponentity).m_weapon != WEP_Null || slot == 0)
99                 if(this.(weaponentity).bot_chooseweapontime < time)
100                 {
101                         this.(weaponentity).bot_chooseweapontime = time + autocvar_bot_ai_chooseweaponinterval;
102                         havocbot_chooseweapon(this, weaponentity);
103                 }
104         }
105         havocbot_aim(this);
106         lag_update(this);
107         if (this.bot_aimtarg)
108         {
109                 this.aistatus |= AI_STATUS_ATTACKING;
110                 this.aistatus &= ~AI_STATUS_ROAMING;
111
112                 if(this.weapons)
113                 {
114                         if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(this))
115                         {
116                                 PHYS_INPUT_BUTTON_ATCK(this) = false;
117                                 PHYS_INPUT_BUTTON_ATCK2(this) = false;
118                         }
119                         else
120                         {
121                                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
122                                 {
123                                         .entity weaponentity = weaponentities[slot];
124                                         Weapon w = this.(weaponentity).m_weapon;
125                                         if(w == WEP_Null && slot != 0)
126                                                 continue;
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;
130                                 }
131                         }
132                 }
133                 else
134                 {
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);
137                 }
138         }
139         else if (this.goalcurrent)
140         {
141                 this.aistatus |= AI_STATUS_ROAMING;
142                 this.aistatus &= ~AI_STATUS_ATTACKING;
143
144                 vector now, next;
145                 float aimdistance,skillblend,distanceblend,blend;
146
147                 vector v = get_closer_dest(this.goalcurrent, this.origin);
148                 if(this.goalcurrent.wpisbox)
149                 {
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;
157                 }
158                 next = now = v - (this.origin + this.view_ofs);
159                 aimdistance = vlen(now);
160
161                 //dprint(this.goalstack01.classname,etos(this.goalstack01),"\n");
162                 if(
163                         this.goalstack01 != this && this.goalstack01 && !wasfreed(this.goalstack01) && ((this.aistatus & AI_STATUS_RUNNING) == 0) &&
164                         !(this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
165                 )
166                         next = ((this.goalstack01.absmin + this.goalstack01.absmax) * 0.5) - (this.origin + this.view_ofs);
167
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)
179                         v.z = 0;
180                 //dprint("walk at:", vtos(v), "\n");
181                 //te_lightning2(NULL, this.origin, this.goalcurrent.origin);
182                 bot_aimdir(this, v, -1);
183         }
184         havocbot_movetogoal(this);
185
186         // if the bot is not attacking, consider reloading weapons
187         if (!(this.aistatus & AI_STATUS_ATTACKING))
188         {
189                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
190                 {
191                         .entity weaponentity = weaponentities[slot];
192
193                         if(this.(weaponentity).m_weapon == WEP_Null && slot != 0)
194                                 continue;
195
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
200
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
205                         {
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))
208                                         {
209                                                 this.(weaponentity).m_switchweapon = it;
210                                                 break;
211                                         }
212                                 });
213                         }
214                 }
215         }
216 }
217
218 void havocbot_keyboard_movement(entity this, vector destorg)
219 {
220         vector keyboard;
221
222         if (time > this.havocbot_keyboardtime)
223         {
224                 float sk = skill + this.bot_moveskill;
225                 this.havocbot_keyboardtime =
226                         max(
227                                 this.havocbot_keyboardtime
228                                         + 0.05 / max(1, sk + this.havocbot_keyboardskill)
229                                         + random() * 0.025 / max(0.00025, skill + this.havocbot_keyboardskill)
230                         , time);
231                 keyboard = CS(this).movement / autocvar_sv_maxspeed;
232
233                 float trigger = autocvar_bot_ai_keyboard_threshold;
234                 float trigger1 = -trigger;
235
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)
242                 {
243                         keyboard.x = 1;
244                         if (sk < 2.5)
245                                 keyboard.y = 0;
246                 }
247                 else if (keyboard.x < trigger1 && sk > 1.5)
248                 {
249                         keyboard.x = -1;
250                         if (sk < 4.5)
251                                 keyboard.y = 0;
252                 }
253                 else
254                 {
255                         keyboard.x = 0;
256                         if (sk < 1.5)
257                                 keyboard.y = 0;
258                 }
259                 if (sk < 4.5)
260                         keyboard.z = 0;
261
262                 if (keyboard.y > trigger)
263                         keyboard.y = 1;
264                 else if (keyboard.y < trigger1)
265                         keyboard.y = -1;
266                 else
267                         keyboard.y = 0;
268
269                 if (keyboard.z > trigger)
270                         keyboard.z = 1;
271                 else if (keyboard.z < trigger1)
272                         keyboard.z = -1;
273                 else
274                         keyboard.z = 0;
275
276                 this.havocbot_keyboard = keyboard * autocvar_sv_maxspeed;
277                 if (this.havocbot_ducktime > time)
278                         PHYS_INPUT_BUTTON_CROUCH(this) = true;
279         }
280
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;
285 }
286
287 void havocbot_bunnyhop(entity this, vector dir)
288 {
289         float bunnyhopdistance;
290         vector deviation;
291         float maxspeed;
292
293         // Don't jump when attacking
294         if(this.aistatus & AI_STATUS_ATTACKING)
295                 return;
296
297         if(IS_PLAYER(this.goalcurrent))
298                 return;
299
300         maxspeed = autocvar_sv_maxspeed;
301
302         if(this.aistatus & AI_STATUS_RUNNING && vdist(this.velocity, <, autocvar_sv_maxspeed * 0.75)
303                 || this.aistatus & AI_STATUS_DANGER_AHEAD)
304         {
305                 this.aistatus &= ~AI_STATUS_RUNNING;
306                 PHYS_INPUT_BUTTON_JUMP(this) = false;
307                 this.bot_canruntogoal = 0;
308                 this.bot_timelastseengoal = 0;
309                 return;
310         }
311
312         if(this.waterlevel > WATERLEVEL_WETFEET)
313         {
314                 this.aistatus &= ~AI_STATUS_RUNNING;
315                 return;
316         }
317
318         if(this.bot_lastseengoal != this.goalcurrent && !(this.aistatus & AI_STATUS_RUNNING))
319         {
320                 this.bot_canruntogoal = 0;
321                 this.bot_timelastseengoal = 0;
322         }
323
324         vector gco = get_closer_dest(this.goalcurrent, this.origin);
325         bunnyhopdistance = vlen(this.origin - gco);
326
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))
331         {
332                         this.bot_lastseengoal = this.goalcurrent;
333
334                         // seen it before
335                         if(this.bot_timelastseengoal)
336                         {
337                                 // for a period of time
338                                 if(time - this.bot_timelastseengoal > autocvar_bot_ai_bunnyhop_firstjumpdelay)
339                                 {
340                                         float checkdistance;
341                                         checkdistance = true;
342
343                                         // don't run if it is too close
344                                         if(this.bot_canruntogoal==0)
345                                         {
346                                                 if(bunnyhopdistance > autocvar_bot_ai_bunnyhop_startdistance)
347                                                         this.bot_canruntogoal = 1;
348                                                 else
349                                                         this.bot_canruntogoal = -1;
350                                         }
351
352                                         if(this.bot_canruntogoal != 1)
353                                                 return;
354
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))
360                                         {
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;
365
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)
369                                                 {
370                                                         if(vdist(gco - gno, >, autocvar_bot_ai_bunnyhop_startdistance))
371                                                         if(checkpvs(this.origin + this.view_ofs, this.goalstack01))
372                                                         {
373                                                                 checkdistance = false;
374                                                         }
375                                                 }
376                                         }
377
378                                         if(checkdistance)
379                                         {
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;
384                                         }
385                                         else
386                                         {
387                                                 this.aistatus |= AI_STATUS_RUNNING;
388                                                 PHYS_INPUT_BUTTON_JUMP(this) = true;
389                                         }
390                                 }
391                         }
392                         else
393                         {
394                                 this.bot_timelastseengoal = time;
395                         }
396         }
397         else
398         {
399                 this.bot_timelastseengoal = 0;
400         }
401
402 #if 0
403         // Release jump button
404         if(!cvar("sv_pogostick"))
405         if((IS_ONGROUND(this)) == 0)
406         {
407                 if(this.velocity.z < 0 || vlen(this.velocity)<maxspeed)
408                         PHYS_INPUT_BUTTON_JUMP(this) = false;
409
410                 // Strafe
411                 if(this.aistatus & AI_STATUS_RUNNING)
412                 if(vlen(this.velocity)>maxspeed)
413                 {
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;
417
418                         if(fabs(deviation.y)>10)
419                                 CS(this).movement_x = 0;
420
421                         if(deviation.y>10)
422                                 CS(this).movement_y = maxspeed * -1;
423                         else if(deviation.y<10)
424                                 CS(this).movement_y = maxspeed;
425
426                 }
427         }
428 #endif
429 }
430
431 // return true when bot isn't getting closer to the current goal
432 bool havocbot_checkgoaldistance(entity this, vector gco)
433 {
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)
440         {
441                 if(!distance_time)
442                         this.goalcurrent_distance_time = time;
443                 else if (time - distance_time > 0.5)
444                         return true;
445         }
446         else
447         {
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;
452         }
453         return false;
454 }
455
456 void havocbot_movetogoal(entity this)
457 {
458         vector diff;
459         vector dir;
460         vector flatdir;
461         vector evadeobstacle;
462         vector evadelava;
463         float maxspeed;
464         vector gco;
465         //float dist;
466         vector dodge;
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;
471
472         PHYS_INPUT_BUTTON_JETPACK(this) = false;
473         // Jetpack navigation
474         if(this.navigation_jetpack_goal)
475         if(this.goalcurrent==this.navigation_jetpack_goal)
476         if(this.ammo_fuel)
477         {
478                 if(autocvar_bot_debug_goalstack)
479                 {
480                         debuggoalstack(this);
481                         te_wizspike(this.navigation_jetpack_point);
482                 }
483
484                 // Take off
485                 if (!(this.aistatus & AI_STATUS_JETPACK_FLYING))
486                 {
487                         // Brake almost completely so it can get a good direction
488                         if(vdist(this.velocity, >, 10))
489                                 return;
490                         this.aistatus |= AI_STATUS_JETPACK_FLYING;
491                 }
492
493                 makevectors(this.v_angle.y * '0 1 0');
494                 dir = normalize(this.navigation_jetpack_point - this.origin);
495
496                 // Landing
497                 if(this.aistatus & AI_STATUS_JETPACK_LANDING)
498                 {
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)
505                         {
506                                 // Brake
507                                 if(v > maxspeed * 0.3)
508                                 {
509                                         CS(this).movement_x = dir * v_forward * -maxspeed;
510                                         return;
511                                 }
512                                 // Switch to normal mode
513                                 this.navigation_jetpack_goal = NULL;
514                                 this.aistatus &= ~AI_STATUS_JETPACK_LANDING;
515                                 this.aistatus &= ~AI_STATUS_JETPACK_FLYING;
516                                 return;
517                         }
518                 }
519                 else if(checkpvs(this.origin,this.goalcurrent))
520                 {
521                         // If I can see the goal switch to landing code
522                         this.aistatus &= ~AI_STATUS_JETPACK_FLYING;
523                         this.aistatus |= AI_STATUS_JETPACK_LANDING;
524                         return;
525                 }
526
527                 // Flying
528                 PHYS_INPUT_BUTTON_JETPACK(this) = true;
529                 if(this.navigation_jetpack_point.z - STAT(PL_MAX, this).z + STAT(PL_MIN, this).z < this.origin.z)
530                 {
531                         CS(this).movement_x = dir * v_forward * maxspeed;
532                         CS(this).movement_y = dir * v_right * maxspeed;
533                 }
534                 return;
535         }
536
537         // Handling of jump pads
538         if(this.jumppadcount)
539         {
540                 if(this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
541                 {
542                         this.aistatus |= AI_STATUS_OUT_JUMPPAD;
543                         navigation_poptouchedgoals(this);
544                         return;
545                 }
546                 else if(this.aistatus & AI_STATUS_OUT_JUMPPAD)
547                 {
548                         // If got stuck on the jump pad try to reach the farthest visible waypoint
549                         // but with some randomness so it can try out different paths
550                         if(!this.goalcurrent)
551                         {
552                                 entity newgoal = NULL;
553                                 IL_EACH(g_waypoints, vdist(it.origin - this.origin, <=, 1000),
554                                 {
555                                         if(it.wpflags & WAYPOINTFLAG_TELEPORT)
556                                         if(it.origin.z < this.origin.z - 100 && vdist(vec2(it.origin - this.origin), <, 100))
557                                                 continue;
558
559                                         traceline(this.origin + this.view_ofs, ((it.absmin + it.absmax) * 0.5), true, this);
560
561                                         if(trace_fraction < 1)
562                                                 continue;
563
564                                         if(!newgoal || ((random() < 0.8) && vlen2(it.origin - this.origin) > vlen2(newgoal.origin - this.origin)))
565                                                 newgoal = it;
566                                 });
567
568                                 if(newgoal)
569                                 {
570                                         this.ignoregoal = this.goalcurrent;
571                                         this.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
572                                         navigation_clearroute(this);
573                                         navigation_routetogoal(this, newgoal, this.origin);
574                                         if(autocvar_bot_debug_goalstack)
575                                                 debuggoalstack(this);
576                                         this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
577                                 }
578                         }
579                         else
580                         {
581                                 if (this.goalcurrent.bot_pickup)
582                                 {
583                                         entity jumppad_wp = this.goalcurrent_prev;
584                                         navigation_poptouchedgoals(this);
585                                         if(!this.goalcurrent && jumppad_wp.wp00)
586                                         {
587                                                 // head to the jumppad destination once bot reaches the goal item
588                                                 navigation_pushroute(this, jumppad_wp.wp00);
589                                         }
590                                 }
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))
595                                 {
596                                         navigation_clearroute(this);
597                                         navigation_goalrating_timeout_force(this);
598                                 }
599                                 else
600                                         return;
601                         }
602                 }
603                 else
604                 {
605                         if(time - this.lastteleporttime > 0.2 && this.velocity.z > 0)
606                         {
607                                 vector velxy = this.velocity; velxy_z = 0;
608                                 if(vdist(velxy, <, autocvar_sv_maxspeed * 0.2))
609                                 {
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;
612                                 }
613                                 return;
614                         }
615
616                         // Don't chase players while using a jump pad
617                         if(IS_PLAYER(this.goalcurrent) || IS_PLAYER(this.goalstack01))
618                                 return;
619                 }
620         }
621         else if(this.aistatus & AI_STATUS_OUT_JUMPPAD)
622                 this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
623
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)))
626         {
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)
630
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)
634                 {
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' ))
637                         {
638                                 if(this.velocity.z<0)
639                                         PHYS_INPUT_BUTTON_JETPACK(this) = true;
640                         }
641                         else
642                                 PHYS_INPUT_BUTTON_JETPACK(this) = true;
643
644                         // If there is no goal try to move forward
645
646                         if(this.goalcurrent==NULL)
647                                 dir = v_forward;
648                         else
649                                 dir = normalize(( ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5 ) - this.origin);
650
651                         vector xyvelocity = this.velocity; xyvelocity_z = 0;
652                         float xyspeed = xyvelocity * dir;
653
654                         if(xyspeed < (maxspeed / 2))
655                         {
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)
659                                 {
660                                         CS(this).movement_x = dir * v_forward * maxspeed;
661                                         CS(this).movement_y = dir * v_right * maxspeed;
662                                         if (skill < 10)
663                                                 havocbot_keyboard_movement(this, this.origin + dir * 100);
664                                 }
665                         }
666
667                         this.havocbot_blockhead = true;
668
669                         return;
670                 }
671                 else if(this.health + this.armorvalue > ROCKETJUMP_DAMAGE())
672                 {
673                         if(this.velocity.z < 0)
674                         {
675                                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
676                                 {
677                                         .entity weaponentity = weaponentities[slot];
678
679                                         if(this.(weaponentity).m_weapon == WEP_Null && slot != 0)
680                                                 continue;
681
682                                         if(client_hasweapon(this, WEP_DEVASTATOR, weaponentity, true, false))
683                                         {
684                                                 CS(this).movement_x = maxspeed;
685
686                                                 if(this.rocketjumptime)
687                                                 {
688                                                         if(time > this.rocketjumptime)
689                                                         {
690                                                                 PHYS_INPUT_BUTTON_ATCK2(this) = true;
691                                                                 this.rocketjumptime = 0;
692                                                         }
693                                                         return;
694                                                 }
695
696                                                 this.(weaponentity).m_switchweapon = WEP_DEVASTATOR;
697                                                 this.v_angle_x = 90;
698                                                 PHYS_INPUT_BUTTON_ATCK(this) = true;
699                                                 this.rocketjumptime = time + WEP_CVAR(devastator, detonatedelay);
700                                                 return;
701                                         }
702                                 }
703                         }
704                 }
705                 else
706                 {
707                         // If there is no goal try to move forward
708                         if(this.goalcurrent==NULL)
709                                 CS(this).movement_x = maxspeed;
710                 }
711         }
712
713         // If we are under water with no goals, swim up
714         if(this.waterlevel && !this.goalcurrent)
715         {
716                 dir = '0 0 0';
717                 if(this.waterlevel>WATERLEVEL_SWIMMING)
718                         dir.z = 1;
719                 else if(this.velocity.z >= 0 && !(this.waterlevel == WATERLEVEL_WETFEET && this.watertype == CONTENT_WATER))
720                         PHYS_INPUT_BUTTON_JUMP(this) = true;
721                 else
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;
727         }
728
729         // if there is nowhere to go, exit
730         if (this.goalcurrent == NULL)
731                 return;
732
733
734         bool locked_goal = false;
735         if((this.goalentity && wasfreed(this.goalentity))
736                 || (this.goalcurrent == this.goalentity && this.goalentity.tag_entity))
737         {
738                 navigation_clearroute(this);
739                 navigation_goalrating_timeout_force(this);
740                 return;
741         }
742         else if(this.goalentity.tag_entity)
743         {
744                 navigation_goalrating_timeout_expire(this, 2);
745         }
746         else if(this.goalentity.bot_pickup)
747         {
748                 if(this.goalentity.bot_pickup_respawning)
749                 {
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)
753                         {
754                                 if(checkpvs(this.origin, this.goalentity))
755                                 {
756                                         this.goalentity.bot_pickup_respawning = false;
757                                         navigation_goalrating_timeout_expire(this, random());
758                                 }
759                                 locked_goal = true; // wait for item to respawn
760                         }
761                         else if(this.goalentity == this.goalcurrent)
762                                 locked_goal = true; // wait for item to respawn
763                 }
764                 else if(!this.goalentity.solid && !boxesoverlap(this.goalentity.absmin, this.goalentity.absmax, this.absmin, this.absmax))
765                 {
766                         if(checkpvs(this.origin, this.goalentity))
767                         {
768                                 navigation_goalrating_timeout_expire(this, random());
769                         }
770                 }
771         }
772         if (this.goalcurrent == this.goalentity && this.goalentity_lock_timeout > time)
773                 locked_goal = true;
774
775         navigation_shortenpath(this);
776
777         if (IS_MOVABLE(this.goalcurrent))
778         {
779                 if (IS_DEAD(this.goalcurrent))
780                 {
781                         if (checkpvs(this.origin + this.view_ofs, this.goalcurrent))
782                         {
783                                 navigation_goalrating_timeout_force(this);
784                                 return;
785                         }
786                 }
787                 else if (this.bot_tracewalk_time < time)
788                 {
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)))
792                         {
793                                 navigation_goalrating_timeout_force(this);
794                                 return;
795                         }
796                         this.bot_tracewalk_time = max(time, this.bot_tracewalk_time) + 0.25;
797                 }
798         }
799         if(!locked_goal)
800         {
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)
805                 {
806                         if (IS_MOVABLE(this.goalcurrent) && IS_DEAD(this.goalcurrent))
807                         {
808                                 // remove even if not visible
809                                 navigation_goalrating_timeout_force(this);
810                                 return;
811                         }
812                         else if (navigation_goalrating_timeout_can_be_anticipated(this))
813                                 navigation_goalrating_timeout_force(this);
814                 }
815         }
816
817         // if ran out of goals try to use an alternative goal or get a new strategy asap
818         if(this.goalcurrent == NULL)
819         {
820                 navigation_goalrating_timeout_force(this);
821                 return;
822         }
823
824
825         if(autocvar_bot_debug_goalstack)
826                 debuggoalstack(this);
827
828         bool bunnyhop_forbidden = false;
829         vector destorg = get_closer_dest(this.goalcurrent, this.origin);
830
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))
834         {
835                 bunnyhop_forbidden = true;
836                 destorg = this.goalcurrent.origin;
837                 if(destorg.z > this.origin.z)
838                         PHYS_INPUT_BUTTON_JUMP(this) = true;
839         }
840
841         diff = destorg - this.origin;
842
843         if (fabs(diff.x) < 10 && fabs(diff.y) < 10
844                 && this.goalcurrent == this.goalentity && time < this.goalentity_lock_timeout)
845         {
846                 destorg = this.origin;
847                 diff.x = 0;
848                 diff.y = 0;
849         }
850
851         dir = normalize(diff);
852         flatdir = diff;flatdir.z = 0;
853         flatdir = normalize(flatdir);
854         gco = (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5;
855
856         //if (this.bot_dodgevector_time < time)
857         {
858                 //this.bot_dodgevector_time = time + cvar("bot_ai_dodgeupdateinterval");
859                 //this.bot_dodgevector_jumpbutton = 1;
860                 evadeobstacle = '0 0 0';
861                 evadelava = '0 0 0';
862
863                 this.aistatus &= ~AI_STATUS_DANGER_AHEAD;
864                 makevectors(this.v_angle.y * '0 1 0');
865                 if (this.waterlevel)
866                 {
867                         if(this.waterlevel>WATERLEVEL_SWIMMING)
868                         {
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;
873                         }
874                         else
875                         {
876                                 dir = flatdir;
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;
880                                 else
881                                         PHYS_INPUT_BUTTON_JUMP(this) = false;
882                         }
883                 }
884                 else
885                 {
886                         float s;
887                         vector offset;
888                         if(this.aistatus & AI_STATUS_OUT_WATER)
889                                 this.aistatus &= ~AI_STATUS_OUT_WATER;
890
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';
894                         if (this.velocity)
895                         {
896                                 deviation = vectoangles(diff) - vectoangles(this.velocity);
897                                 while (deviation.y < -180) deviation.y += 360;
898                                 while (deviation.y > 180) deviation.y -= 360;
899                         }
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)
904                         {
905                                 if (vlen2(flat_diff) < vlen2(offset))
906                                 {
907                                         actual_destorg.x = destorg.x;
908                                         actual_destorg.y = destorg.y;
909                                 }
910                         }
911                         else if (vdist(flat_diff, <, 32) && diff.z < -16) // destination is under the bot
912                         {
913                                 actual_destorg.x = destorg.x;
914                                 actual_destorg.y = destorg.y;
915                         }
916                         else if (vlen2(flat_diff) < vlen2(offset))
917                         {
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;
923                         }
924
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)
928                         {
929                                 s = trace_fraction;
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)
933                                 {
934                                         s = trace_fraction;
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;
938                                 }
939                         }
940
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))
945                         {
946                                 if(this.goalcurrent_distance_time < 0) // can't get close for the second time
947                                 {
948                                         navigation_clearroute(this);
949                                         navigation_goalrating_timeout_force(this);
950                                         return;
951                                 }
952
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))
956                                 {
957                                         navigation_clearroute(this);
958                                         navigation_goalrating_timeout_force(this);
959                                         return;
960                                 }
961
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
967                         }
968
969                         // Check for water/slime/lava and dangerous edges
970                         // (only when the bot is on the ground or jumping intentionally)
971
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);
976
977                         bool unreachable = false;
978                         s = CONTENT_SOLID;
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))
981                         {
982                                 // Look downwards
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)
987                                 {
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))
995                                         {
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))
1000                                                 {
1001                                                         if (gco.z > this.origin.z + jumpstepheightvec.z)
1002                                                         {
1003                                                                 // the goal is probably on an upper platform, assume bot can't get there
1004                                                                 unreachable = true;
1005                                                         }
1006                                                         else
1007                                                                 evadelava = normalize(this.velocity) * -1;
1008                                                 }
1009                                         }
1010                                 }
1011                         }
1012
1013                         dir = flatdir;
1014                         evadeobstacle.z = 0;
1015                         evadelava.z = 0;
1016                         makevectors(this.v_angle.y * '0 1 0');
1017
1018                         if(evadeobstacle || evadelava || (s == CONTENT_WATER))
1019                         {
1020                                 this.aistatus |= AI_STATUS_DANGER_AHEAD;
1021                                 if(IS_PLAYER(this.goalcurrent))
1022                                         unreachable = true;
1023                         }
1024                         if(unreachable)
1025                         {
1026                                 navigation_clearroute(this);
1027                                 navigation_goalrating_timeout_force(this);
1028                                 this.ignoregoal = this.goalcurrent;
1029                                 this.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
1030                         }
1031                 }
1032
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);
1039
1040                 dir = normalize(dir + dodge + evadeobstacle + evadelava);
1041         //      this.bot_dodgevector = dir;
1042         //      this.bot_dodgevector_jumpbutton = PHYS_INPUT_BUTTON_JUMP(this);
1043         }
1044
1045         if(time < this.ladder_time)
1046         {
1047                 if(this.goalcurrent.origin.z + this.goalcurrent.mins.z > this.origin.z + this.mins.z)
1048                 {
1049                         if(this.origin.z + this.mins.z  < this.ladder_entity.origin.z + this.ladder_entity.maxs.z)
1050                                 dir.z = 1;
1051                 }
1052                 else
1053                 {
1054                         if(this.origin.z + this.mins.z  > this.ladder_entity.origin.z + this.ladder_entity.mins.z)
1055                                 dir.z = -1;
1056                 }
1057         }
1058
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;
1065
1066         // Emulate keyboard interface
1067         if (skill < 10)
1068                 havocbot_keyboard_movement(this, destorg);
1069
1070         // Bunnyhop!
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);
1075
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);
1079 }
1080
1081 entity havocbot_gettarget(entity this, bool secondary)
1082 {
1083         entity best = NULL;
1084         vector eye = CENTER_OR_VIEWOFS(this);
1085         IL_EACH(g_bot_targets, boolean((secondary) ? it.classname == "misc_breakablemodel" : it.classname != "misc_breakablemodel"),
1086         {
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))
1091                 {
1092                         traceline(eye, v, true, this);
1093                         if (trace_ent == it || trace_fraction >= 1)
1094                                 best = it;
1095                 }
1096         });
1097
1098         return best;
1099 }
1100
1101 void havocbot_chooseenemy(entity this)
1102 {
1103         if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(this))
1104         {
1105                 this.enemy = NULL;
1106                 return;
1107         }
1108         if (this.enemy)
1109         {
1110                 if (!bot_shouldattack(this, this.enemy))
1111                 {
1112                         // enemy died or something, find a new target
1113                         this.enemy = NULL;
1114                         this.havocbot_chooseenemy_finished = time;
1115                 }
1116                 else if (this.havocbot_stickenemy)
1117                 {
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)
1127                         {
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;
1130                                 return;
1131                         }
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;
1136                 }
1137         }
1138         if (time < this.havocbot_chooseenemy_finished)
1139                 return;
1140         this.havocbot_chooseenemy_finished = time + autocvar_bot_ai_enemydetectioninterval;
1141         vector eye = this.origin + this.view_ofs;
1142         entity best = NULL;
1143         float bestrating = 100000000;
1144
1145         // Backup hit flags
1146         int hf = this.dphitcontentsmask;
1147
1148         // Search for enemies, if no enemy can be seen directly try to look through transparent objects
1149
1150         this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
1151
1152         bool scan_transparent = false;
1153         bool scan_secondary_targets = false;
1154         bool have_secondary_targets = false;
1155         while(true)
1156         {
1157                 scan_secondary_targets = false;
1158 LABEL(scan_targets)
1159                 IL_EACH(g_bot_targets, it.bot_attack,
1160                 {
1161                         if(!scan_secondary_targets)
1162                         {
1163                                 if(it.classname == "misc_breakablemodel")
1164                                 {
1165                                         have_secondary_targets = true;
1166                                         continue;
1167                                 }
1168                         }
1169                         else if(it.classname != "misc_breakablemodel")
1170                                 continue;
1171
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))
1177                         {
1178                                 traceline(eye, v, true, this);
1179                                 if (trace_ent == it || trace_fraction >= 1)
1180                                 {
1181                                         best = it;
1182                                         bestrating = rating;
1183                                 }
1184                         }
1185                 });
1186
1187                 if(!best && have_secondary_targets && !scan_secondary_targets)
1188                 {
1189                         scan_secondary_targets = true;
1190                         // restart the loop
1191                         bestrating = 100000000;
1192                         goto scan_targets;
1193                 }
1194
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
1198                         break;
1199                 if(scan_transparent)
1200                         break;
1201
1202                 // Set flags to see through transparent objects
1203                 this.dphitcontentsmask |= DPCONTENTS_OPAQUE;
1204
1205                 scan_transparent = true;
1206         }
1207
1208         // Restore hit flags
1209         this.dphitcontentsmask = hf;
1210
1211         this.enemy = best;
1212         this.havocbot_stickenemy = true;
1213         if(best && best.classname == "misc_breakablemodel")
1214                 this.havocbot_stickenemy = false;
1215 }
1216
1217 float havocbot_chooseweapon_checkreload(entity this, .entity weaponentity, int new_weapon)
1218 {
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 :)
1222         if(skill < 5)
1223                 return false;
1224
1225         // if this weapon is scheduled for reloading, don't switch to it during combat
1226         if (this.(weaponentity).weapon_load[new_weapon] < 0)
1227         {
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
1231                 });
1232         }
1233
1234         return false;
1235 }
1236
1237 void havocbot_chooseweapon(entity this, .entity weaponentity)
1238 {
1239         int i;
1240
1241         // ;)
1242         if(g_weaponarena_weapons == WEPSET(TUBA))
1243         {
1244                 this.(weaponentity).m_switchweapon = WEP_TUBA;
1245                 return;
1246         }
1247
1248         // TODO: clean this up by moving it to weapon code
1249         if(this.enemy==NULL)
1250         {
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))
1255                         {
1256                                 this.(weaponentity).m_switchweapon = it;
1257                                 return;
1258                         }
1259                 });
1260                 return;
1261         }
1262
1263         // Do not change weapon during the next second after a combo
1264         float f = time - this.lastcombotime;
1265         if(f < 1)
1266                 return;
1267
1268         float w;
1269         float distance; distance=bound(10,vlen(this.origin-this.enemy.origin)-200,10000);
1270
1271         // Should it do a weapon combo?
1272         float af, ct, combo_time, combo;
1273
1274         af = ATTACK_FINISHED(this, 0);
1275         ct = autocvar_bot_ai_weapon_combo_threshold;
1276
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));
1280
1281         combo = false;
1282
1283         if(autocvar_bot_ai_weapon_combo)
1284         if(this.(weaponentity).m_weapon.m_id == this.(weaponentity).lastfiredweapon)
1285         if(af > combo_time)
1286         {
1287                 combo = true;
1288                 this.lastcombotime = time;
1289         }
1290
1291         distance *= (2 ** this.bot_rangepreference);
1292
1293         // Custom weapon list based on distance to the enemy
1294         if(bot_custom_weapon){
1295
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) )
1301                                 {
1302                                         if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1303                                                 continue;
1304                                         this.(weaponentity).m_switchweapon = Weapons_from(w);
1305                                         return;
1306                                 }
1307                         }
1308                 }
1309
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) )
1315                                 {
1316                                         if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1317                                                 continue;
1318                                         this.(weaponentity).m_switchweapon = Weapons_from(w);
1319                                         return;
1320                                 }
1321                         }
1322                 }
1323
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) )
1328                         {
1329                                 if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1330                                         continue;
1331                                 this.(weaponentity).m_switchweapon = Weapons_from(w);
1332                                 return;
1333                         }
1334                 }
1335         }
1336 }
1337
1338 void havocbot_aim(entity this)
1339 {
1340         if (time < this.nextaim)
1341                 return;
1342         this.nextaim = time + 0.1;
1343         vector myvel = this.velocity;
1344         if (!this.waterlevel)
1345                 myvel.z = 0;
1346         if(MUTATOR_CALLHOOK(HavocBot_Aim, this)) { /* do nothing */ }
1347         else if (this.enemy)
1348         {
1349                 vector enemyvel = this.enemy.velocity;
1350                 if (!this.enemy.waterlevel)
1351                         enemyvel.z = 0;
1352                 lag_additem(this, time + CS(this).ping, 0, 0, this.enemy, this.origin, myvel, (this.enemy.absmin + this.enemy.absmax) * 0.5, enemyvel);
1353         }
1354         else
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');
1356 }
1357
1358 bool havocbot_moveto_refresh_route(entity this)
1359 {
1360         // Refresh path to goal if necessary
1361         entity wp;
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);
1367 }
1368
1369 float havocbot_moveto(entity this, vector pos)
1370 {
1371         entity wp;
1372
1373         if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_GOING)
1374         {
1375                 // Step 4: Move to waypoint
1376                 if(this.havocbot_personal_waypoint==NULL)
1377                 {
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;
1381                 }
1382
1383                 if (!bot_strategytoken_taken)
1384                 if(this.havocbot_personal_waypoint_searchtime<time)
1385                 {
1386                         bot_strategytoken_taken = true;
1387                         if(havocbot_moveto_refresh_route(this))
1388                         {
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;
1392                         }
1393                         else
1394                         {
1395                                 this.havocbot_personal_waypoint_failcounter += 1;
1396                                 this.havocbot_personal_waypoint_searchtime = time + 2;
1397                                 if(this.havocbot_personal_waypoint_failcounter >= 30)
1398                                 {
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;
1403                                 }
1404                                 else
1405                                         LOG_TRACE(this.netname, " can't walk to its personal waypoint (after ", ftos(this.havocbot_personal_waypoint_failcounter), " failed attempts), trying later");
1406                         }
1407                 }
1408
1409                 if(autocvar_bot_debug_goalstack)
1410                         debuggoalstack(this);
1411
1412                 // Heading
1413                 vector dir = get_closer_dest(this.goalcurrent, this.origin);
1414                 dir = dir - (this.origin + this.view_ofs);
1415                 dir.z = 0;
1416                 bot_aimdir(this, dir, -1);
1417
1418                 // Go!
1419                 havocbot_movetogoal(this);
1420
1421                 if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_REACHED)
1422                 {
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;
1428                 }
1429
1430                 return CMD_STATUS_EXECUTING;
1431         }
1432
1433         // Step 2: Linking waypoint
1434         if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_LINKING)
1435         {
1436                 // Wait until it is linked
1437                 if(!this.havocbot_personal_waypoint.wplinked)
1438                 {
1439                         LOG_TRACE(this.netname, " waiting for personal waypoint to be linked");
1440                         return CMD_STATUS_EXECUTING;
1441                 }
1442
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;
1446
1447                 // Step 3: Route to waypoint
1448                 LOG_TRACE(this.netname, " walking to its personal waypoint");
1449
1450                 return CMD_STATUS_EXECUTING;
1451         }
1452
1453         // Step 1: Spawning waypoint
1454         wp = waypoint_spawnpersonal(this, pos);
1455         if(wp==NULL)
1456         {
1457                 LOG_TRACE("Error: Can't spawn personal waypoint at ",vtos(pos));
1458                 return CMD_STATUS_ERROR;
1459         }
1460
1461         this.havocbot_personal_waypoint = wp;
1462         this.havocbot_personal_waypoint_failcounter = 0;
1463         this.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1464
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),
1467         {
1468                 wp.wpflags |= WAYPOINTFLAG_TELEPORT;
1469                 this.lastteleporttime = 0;
1470         });
1471
1472 /*
1473         if(wp.wpflags & WAYPOINTFLAG_TELEPORT)
1474                 print("routing to a teleporter\n");
1475         else
1476                 print("routing to a non-teleporter\n");
1477 */
1478
1479         return CMD_STATUS_EXECUTING;
1480 }
1481
1482 float havocbot_resetgoal(entity this)
1483 {
1484         navigation_clearroute(this);
1485         return CMD_STATUS_FINISHED;
1486 }
1487
1488 void havocbot_setupbot(entity this)
1489 {
1490         this.bot_ai = havocbot_ai;
1491         this.cmd_moveto = havocbot_moveto;
1492         this.cmd_resetgoal = havocbot_resetgoal;
1493
1494         havocbot_chooserole(this);
1495 }
1496
1497 vector havocbot_dodge(entity this)
1498 {
1499         // LordHavoc: disabled because this is too expensive
1500         return '0 0 0';
1501 #if 0
1502         entity head;
1503         vector dodge, v, n;
1504         float danger, bestdanger, vl, d;
1505         dodge = '0 0 0';
1506         bestdanger = -20;
1507         // check for dangerous objects near bot or approaching bot
1508         head = findchainfloat(bot_dodge, true);
1509         while(head)
1510         {
1511                 if (head.owner != this)
1512                 {
1513                         vl = vlen(head.velocity);
1514                         if (vl > autocvar_sv_maxspeed * 0.3)
1515                         {
1516                                 n = normalize(head.velocity);
1517                                 v = this.origin - head.origin;
1518                                 d = v * n;
1519                                 if (d > (0 - head.bot_dodgerating))
1520                                 if (d < (vl * 0.2 + head.bot_dodgerating))
1521                                 {
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)
1526                                         {
1527                                                 bestdanger = danger;
1528                                                 // dodge to the side of the object
1529                                                 dodge = normalize(v);
1530                                         }
1531                                 }
1532                         }
1533                         else
1534                         {
1535                                 danger = head.bot_dodgerating - vlen(head.origin - this.origin);
1536                                 if (bestdanger < danger)
1537                                 {
1538                                         bestdanger = danger;
1539                                         dodge = normalize(this.origin - head.origin);
1540                                 }
1541                         }
1542                 }
1543                 head = head.chain;
1544         }
1545         return dodge;
1546 #endif
1547 }