Fix jetpack sound continuing when entering vehicle
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / bot / default / havocbot / roles.qc
1 #include "roles.qh"
2
3 #include "havocbot.qh"
4
5 #include "../cvars.qh"
6
7 #include "../bot.qh"
8 #include "../navigation.qh"
9
10 .float max_armorvalue;
11 .float havocbot_role_timeout;
12
13 .void(entity this) havocbot_previous_role;
14 .void(entity this) havocbot_role;
15
16 void havocbot_goalrating_items(entity this, float ratingscale, vector org, float sradius)
17 {
18         float rating, d, discard, friend_distance, enemy_distance;
19         vector o;
20         ratingscale = ratingscale * 0.0001; // items are rated around 10000 already
21
22         IL_EACH(g_items, it.bot_pickup,
23         {
24                 rating = 0;
25
26                 o = (it.absmin + it.absmax) * 0.5;
27                 if(!it.solid || vdist(o - org, >, sradius) || (it == this.ignoregoal && time < this.ignoregoaltime) )
28                         continue;
29
30                 // Check if the item can be picked up safely
31                 if(it.classname == "droppedweapon")
32                 {
33                         traceline(o, o + '0 0 -1500', true, NULL);
34
35                         d = pointcontents(trace_endpos + '0 0 1');
36                         if(d == CONTENT_WATER || d == CONTENT_SLIME || d == CONTENT_LAVA)
37                                 continue;
38                         // this tracebox_hits_trigger_hurt call isn't needed:
39                         // dropped weapons are removed as soon as they fall on a trigger_hurt
40                         // and can't be rated while they are in the air
41                         //if(tracebox_hits_trigger_hurt(it.origin, it.mins, it.maxs, trace_endpos))
42                         //      continue;
43                 }
44                 else
45                 {
46                         // Ignore items under water
47                         traceline(it.origin + it.maxs, it.origin + it.maxs, MOVE_NORMAL, it);
48                         if(trace_dpstartcontents & DPCONTENTS_LIQUIDSMASK)
49                                 continue;
50                 }
51
52                 if(teamplay)
53                 {
54                         friend_distance = 10000; enemy_distance = 10000;
55                         discard = false;
56
57                         entity picker = it;
58                         FOREACH_CLIENT(IS_PLAYER(it) && it != this && !IS_DEAD(it),
59                         {
60                                 d = vlen(it.origin - o); // distance between player and item
61
62                                 if ( it.team == this.team )
63                                 {
64                                         if ( !IS_REAL_CLIENT(it) || discard )
65                                                 continue;
66
67                                         if( d > friend_distance)
68                                                 continue;
69
70                                         friend_distance = d;
71                                         discard = true;
72
73                                         if (picker.health && it.health > this.health) continue;
74                                         if (picker.armorvalue && it.armorvalue > this.armorvalue) continue;
75
76                                         if (picker.weapons && (picker.weapons & ~it.weapons)) continue;
77
78                                         if (picker.ammo_shells && it.ammo_shells > this.ammo_shells) continue;
79                                         if (picker.ammo_nails && it.ammo_nails > this.ammo_nails) continue;
80                                         if (picker.ammo_rockets && it.ammo_rockets > this.ammo_rockets) continue;
81                                         if (picker.ammo_cells && it.ammo_cells > this.ammo_cells) continue;
82                                         if (picker.ammo_plasma && it.ammo_plasma > this.ammo_plasma) continue;
83
84                                         discard = false;
85                                 }
86                                 else
87                                 {
88                                         // If enemy only track distances
89                                         // TODO: track only if visible ?
90                                         if( d < enemy_distance )
91                                                 enemy_distance = d;
92                                 }
93                         });
94
95                         // Rate the item only if no one needs it, or if an enemy is closer to it
96                         if ( (enemy_distance < friend_distance && vdist(o - org, <, enemy_distance)) ||
97                                 (friend_distance > autocvar_bot_ai_friends_aware_pickup_radius ) || !discard )
98                                 rating = it.bot_pickupevalfunc(this, it);
99                 }
100                 else
101                         rating = it.bot_pickupevalfunc(this, it);
102
103                 if(rating > 0)
104                         navigation_routerating(this, it, rating * ratingscale, 2000);
105         });
106 }
107
108 void havocbot_goalrating_enemyplayers(entity this, float ratingscale, vector org, float sradius)
109 {
110         if (autocvar_bot_nofire)
111                 return;
112
113         // don't chase players if we're under water
114         if(this.waterlevel>WATERLEVEL_WETFEET)
115                 return;
116
117         int t;
118
119         FOREACH_CLIENT(IS_PLAYER(it) && bot_shouldattack(this, it), LAMBDA(
120                 // TODO: Merge this logic with the bot_shouldattack function
121                 if(vdist(it.origin - org, <, 100) || vdist(it.origin - org, >, sradius))
122                         continue;
123
124                 // rate only visible enemies
125                 /*
126                 traceline(this.origin + this.view_ofs, it.origin, MOVE_NOMONSTERS, this);
127                 if (trace_fraction < 1 || trace_ent != it)
128                         continue;
129                 */
130
131                 if((it.flags & FL_INWATER) || (it.flags & FL_PARTIALGROUND))
132                         continue;
133
134                 // not falling
135                 if(!IS_ONGROUND(it))
136                 {
137                         traceline(it.origin, it.origin + '0 0 -1500', true, NULL);
138                         t = pointcontents(trace_endpos + '0 0 1');
139                         if(t != CONTENT_SOLID )
140                         if(t == CONTENT_WATER || t == CONTENT_SLIME || t == CONTENT_LAVA)
141                                 continue;
142                         if(tracebox_hits_trigger_hurt(it.origin, it.mins, it.maxs, trace_endpos))
143                                 continue;
144                 }
145
146                 // TODO: rate waypoints near the targeted player at that moment, instead of the player itself
147                 //               adding a player as a goal seems to be quite dangerous, especially on space maps
148                 //               remove hack in navigation_poptouchedgoals() after performing this change
149
150                 t = (this.health + this.armorvalue ) / (it.health + it.armorvalue );
151                 navigation_routerating(this, it, t * ratingscale, 2000);
152         ));
153 }
154
155 // legacy bot role for standard gamemodes
156 // go to best items
157 void havocbot_role_generic(entity this)
158 {
159         if(IS_DEAD(this))
160                 return;
161
162         if (this.bot_strategytime < time)
163         {
164                 this.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
165                 navigation_goalrating_start(this);
166                 havocbot_goalrating_items(this, 10000, this.origin, 10000);
167                 havocbot_goalrating_enemyplayers(this, 20000, this.origin, 10000);
168                 //havocbot_goalrating_waypoints(1, this.origin, 1000);
169                 navigation_goalrating_end(this);
170         }
171 }
172
173 void havocbot_chooserole_generic(entity this)
174 {
175         this.havocbot_role = havocbot_role_generic;
176 }
177
178 void havocbot_chooserole(entity this)
179 {
180         LOG_TRACE("choosing a role...");
181         this.bot_strategytime = 0;
182         if(!MUTATOR_CALLHOOK(HavocBot_ChooseRole, this))
183                 havocbot_chooserole_generic(this);
184 }