8 #include "../navigation.qh"
10 .float max_armorvalue;
11 .float havocbot_role_timeout;
13 .void(entity this) havocbot_previous_role;
14 .void(entity this) havocbot_role;
16 void havocbot_goalrating_waypoints(entity this, float ratingscale, vector org, float sradius)
18 // rate waypoints only if there's no alternative goal
19 if(navigation_bestgoal)
24 sradius = max(range, (0.5 + random() * 0.5) * sradius);
27 IL_EACH(g_waypoints, vdist(it.origin - org, <, sradius)
28 && vdist(it.origin - org, >, max(100, sradius - range))
29 && !(it.wpflags & WAYPOINTFLAG_TELEPORT),
31 if(vdist(it.origin - this.wp_goal_prev0.origin, <, range * 1.5))
33 else if(vdist(it.origin - this.wp_goal_prev1.origin, <, range * 1.5))
36 f = 0.5 + random() * 0.5;
37 navigation_routerating(this, it, ratingscale * f, 2000);
39 if(navigation_bestgoal)
45 void havocbot_goalrating_items(entity this, float ratingscale, vector org, float sradius)
47 float rating, d, discard, friend_distance, enemy_distance;
49 ratingscale = ratingscale * 0.0001; // items are rated around 10000 already
51 IL_EACH(g_items, it.bot_pickup,
57 if(!autocvar_bot_ai_timeitems)
59 if(!it.scheduledrespawntime)
61 if(it.respawntime < max(11, autocvar_bot_ai_timeitems_minrespawndelay))
63 if(it.respawntimejitter && !it.itemdef.instanceOfPowerup)
67 if(it.itemdef.instanceOfPowerup)
68 t = bound(0, skill / 10, 1) * 6;
72 if(time < it.scheduledrespawntime - t)
75 it.bot_pickup_respawning = true;
77 o = (it.absmin + it.absmax) * 0.5;
78 if(vdist(o - org, >, sradius) || (it == this.ignoregoal && time < this.ignoregoaltime) )
81 // Check if the item can be picked up safely
82 if(it.classname == "droppedweapon")
86 traceline(o, o + '0 0 -1500', true, NULL);
88 d = pointcontents(trace_endpos + '0 0 1');
89 if(d == CONTENT_WATER || d == CONTENT_SLIME || d == CONTENT_LAVA)
91 // this tracebox_hits_trigger_hurt call isn't needed:
92 // dropped weapons are removed as soon as they fall on a trigger_hurt
93 // and can't be rated while they are in the air
94 //if(tracebox_hits_trigger_hurt(it.origin, it.mins, it.maxs, trace_endpos))
99 // Ignore items under water
100 // TODO: can't .waterlevel be used here?
101 if(Mod_Q1BSP_SuperContentsFromNativeContents(pointcontents(it.origin + ((it.mins + it.maxs) * 0.5))) & DPCONTENTS_LIQUIDSMASK)
107 friend_distance = 10000; enemy_distance = 10000;
111 FOREACH_CLIENT(IS_PLAYER(it) && it != this && !IS_DEAD(it),
113 d = vlen(it.origin - o); // distance between player and item
115 if ( it.team == this.team )
117 if ( !IS_REAL_CLIENT(it) || discard )
120 if( d > friend_distance)
126 if (picker.health && it.health > this.health) continue;
127 if (picker.armorvalue && it.armorvalue > this.armorvalue) continue;
129 if (picker.weapons && (picker.weapons & ~it.weapons)) continue;
131 if (picker.ammo_shells && it.ammo_shells > this.ammo_shells) continue;
132 if (picker.ammo_nails && it.ammo_nails > this.ammo_nails) continue;
133 if (picker.ammo_rockets && it.ammo_rockets > this.ammo_rockets) continue;
134 if (picker.ammo_cells && it.ammo_cells > this.ammo_cells) continue;
135 if (picker.ammo_plasma && it.ammo_plasma > this.ammo_plasma) continue;
141 // If enemy only track distances
142 // TODO: track only if visible ?
143 if( d < enemy_distance )
148 // Rate the item only if no one needs it, or if an enemy is closer to it
149 if ( (enemy_distance < friend_distance && vdist(o - org, <, enemy_distance)) ||
150 (friend_distance > autocvar_bot_ai_friends_aware_pickup_radius ) || !discard )
151 rating = it.bot_pickupevalfunc(this, it);
154 rating = it.bot_pickupevalfunc(this, it);
157 navigation_routerating(this, it, rating * ratingscale, 2000);
161 #define BOT_RATING_ENEMY 2500
162 void havocbot_goalrating_enemyplayers(entity this, float ratingscale, vector org, float sradius)
164 if (autocvar_bot_nofire)
167 // don't chase players if we're under water
168 if(this.waterlevel>WATERLEVEL_WETFEET)
171 ratingscale = ratingscale * 0.00005; // enemies are rated around 20000 already
174 FOREACH_CLIENT(IS_PLAYER(it) && bot_shouldattack(this, it), LAMBDA(
175 // TODO: Merge this logic with the bot_shouldattack function
176 if(vdist(it.origin - org, <, 100) || vdist(it.origin - org, >, sradius))
179 // rate only visible enemies
181 traceline(this.origin + this.view_ofs, it.origin, MOVE_NOMONSTERS, this);
182 if (trace_fraction < 1 || trace_ent != it)
186 t = ((this.health + this.armorvalue) - (it.health + it.armorvalue)) / 150;
187 t = bound(0, 1 + t, 3);
190 if (time < this.strength_finished - 1) t += 0.5;
191 if (time < it.strength_finished - 1) t -= 0.5;
193 t += max(0, 8 - skill) * 0.05; // less skilled bots attack more mindlessly
196 navigation_routerating(this, it, ratingscale * BOT_RATING_ENEMY, 2000);
200 // legacy bot role for standard gamemodes
202 void havocbot_role_generic(entity this)
207 if (this.bot_strategytime < time)
209 this.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
210 navigation_goalrating_start(this);
211 havocbot_goalrating_items(this, 10000, this.origin, 10000);
212 havocbot_goalrating_enemyplayers(this, 20000, this.origin, 10000);
213 havocbot_goalrating_waypoints(this, 1, this.origin, 3000);
214 navigation_goalrating_end(this);
216 if(IS_PLAYER(this.goalentity))
217 this.bot_strategytime = time + min(2, autocvar_bot_ai_strategyinterval);
221 void havocbot_chooserole_generic(entity this)
223 this.havocbot_role = havocbot_role_generic;
226 void havocbot_chooserole(entity this)
228 LOG_TRACE("choosing a role...");
229 this.bot_strategytime = 0;
230 if(!MUTATOR_CALLHOOK(HavocBot_ChooseRole, this))
231 havocbot_chooserole_generic(this);