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Merge branch 'master' into nifrek/longjumpanim
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / bot / havocbot / havocbot.qc
1 #include "havocbot.qh"
2 #include "role_ctf.qc"
3 #include "role_onslaught.qc"
4 #include "role_keyhunt.qc"
5 #include "role_keepaway.qc"
6 #include "roles.qc"
7
8 void havocbot_ai()
9 {
10         if(self.draggedby)
11                 return;
12
13         if(bot_execute_commands())
14                 return;
15
16         if (bot_strategytoken == self)
17         if (!bot_strategytoken_taken)
18         {
19                 if(self.havocbot_blockhead)
20                 {
21                         self.havocbot_blockhead = FALSE;
22                 }
23                 else
24                 {
25                         if not(self.jumppadcount)
26                                 self.havocbot_role();
27                 }
28
29                 // TODO: tracewalk() should take care of this job (better path finding under water)
30                 // if we don't have a goal and we're under water look for a waypoint near the "shore" and push it
31                 if(self.deadflag != DEAD_NO)
32                 if(self.goalcurrent==world)
33                 if(self.waterlevel==WATERLEVEL_SWIMMING || self.aistatus & AI_STATUS_OUT_WATER)
34                 {
35                         // Look for the closest waypoint out of water
36                         local entity newgoal, head;
37                         local float bestdistance, distance;
38
39                         newgoal = world;
40                         bestdistance = 10000;
41                         for (head = findchain(classname, "waypoint"); head; head = head.chain)
42                         {
43                                 distance = vlen(head.origin - self.origin);
44                                 if(distance>10000)
45                                         continue;
46
47                                 if(head.origin_z < self.origin_z)
48                                         continue;
49
50                                 if(head.origin_z - self.origin_z - self.view_ofs_z > 100)
51                                         continue;
52
53                                 if (pointcontents(head.origin + head.maxs + '0 0 1') != CONTENT_EMPTY)
54                                         continue;
55
56                                 traceline(self.origin + self.view_ofs , head.origin, TRUE, head);
57
58                                 if(trace_fraction<1)
59                                         continue;
60
61                                 if(distance<bestdistance)
62                                 {
63                                         newgoal = head;
64                                         bestdistance = distance;
65                                 }
66                         }
67
68                         if(newgoal)
69                         {
70                         //      te_wizspike(newgoal.origin);
71                                 navigation_pushroute(newgoal);
72                         }
73                 }
74
75                 // token has been used this frame
76                 bot_strategytoken_taken = TRUE;
77         }
78
79         if(self.deadflag != DEAD_NO)
80                 return;
81
82         havocbot_chooseenemy();
83         if (self.bot_chooseweapontime < time )
84         {
85                 self.bot_chooseweapontime = time + autocvar_bot_ai_chooseweaponinterval;
86                 havocbot_chooseweapon();
87         }
88         havocbot_aim();
89         lag_update();
90         if (self.bot_aimtarg)
91         {
92                 self.aistatus |= AI_STATUS_ATTACKING;
93                 self.aistatus &~= AI_STATUS_ROAMING;
94
95                 if(self.weapons)
96                 {
97                         weapon_action(self.weapon, WR_AIM);
98                         if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(self))
99                         {
100                                 self.BUTTON_ATCK = FALSE;
101                                 self.BUTTON_ATCK2 = FALSE;
102                         }
103                         else
104                         {
105                                 if(self.BUTTON_ATCK||self.BUTTON_ATCK2)
106                                         self.lastfiredweapon = self.weapon;
107                         }
108                 }
109                 else
110                 {
111                         if(self.bot_aimtarg.classname=="player")
112                                 bot_aimdir(self.bot_aimtarg.origin + self.bot_aimtarg.view_ofs - self.origin - self.view_ofs , -1);
113                 }
114         }
115         else if (self.goalcurrent)
116         {
117                 self.aistatus |= AI_STATUS_ROAMING;
118                 self.aistatus &~= AI_STATUS_ATTACKING;
119
120                 local vector now,v,next;//,heading;
121                 local float aimdistance,skillblend,distanceblend,blend;
122                 next = now = self.goalcurrent.origin - (self.origin + self.view_ofs);
123                 aimdistance = vlen(now);
124                 //heading = self.velocity;
125                 //dprint(self.goalstack01.classname,etos(self.goalstack01),"\n");
126                 if(
127                         self.goalstack01 != self && self.goalstack01 != world && self.aistatus & AI_STATUS_RUNNING == 0 &&
128                         !(self.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
129                 )
130                         next = self.goalstack01.origin - (self.origin + self.view_ofs);
131
132                 skillblend=bound(0,(skill+self.bot_moveskill-2.5)*0.5,1); //lower skill player can't preturn
133                 distanceblend=bound(0,aimdistance/autocvar_bot_ai_keyboard_distance,1);
134                 blend = skillblend * (1-distanceblend);
135                 //v = (now * (distanceblend) + next * (1-distanceblend)) * (skillblend) + now * (1-skillblend);
136                 //v = now * (distanceblend) * (skillblend) + next * (1-distanceblend) * (skillblend) + now * (1-skillblend);
137                 //v = now * ((1-skillblend) + (distanceblend) * (skillblend)) + next * (1-distanceblend) * (skillblend);
138                 v = now + blend * (next - now);
139                 //dprint(etos(self), " ");
140                 //dprint(vtos(now), ":", vtos(next), "=", vtos(v), " (blend ", ftos(blend), ")\n");
141                 //v = now * (distanceblend) + next * (1-distanceblend);
142                 if (self.waterlevel < WATERLEVEL_SWIMMING)
143                         v_z = 0;
144                 //dprint("walk at:", vtos(v), "\n");
145                 //te_lightning2(world, self.origin, self.goalcurrent.origin);
146                 bot_aimdir(v, -1);
147         }
148         havocbot_movetogoal();
149
150         // if the bot is not attacking, consider reloading weapons
151         if not(self.aistatus & AI_STATUS_ATTACKING)
152         {
153                 float i;
154                 entity e;
155
156                 // we are currently holding a weapon that's not fully loaded, reload it
157                 if(skill >= 2) // bots can only reload the held weapon on purpose past this skill
158                 if(self.clip_load < self.clip_size)
159                         self.impulse = 20; // "press" the reload button, not sure if this is done right
160
161                 // if we're not reloading a weapon, switch to any weapon in our invnetory that's not fully loaded to reload it next
162                 // the code above executes next frame, starting the reloading then
163                 if(skill >= 5) // bots can only look for unloaded weapons past this skill
164                 if(self.clip_load >= 0) // only if we're not reloading a weapon already
165                 {
166                         for(i = WEP_FIRST; i <= WEP_LAST; ++i)
167                         {
168                                 e = get_weaponinfo(i);
169                                 if ((e.spawnflags & WEP_FLAG_RELOADABLE) && (self.weapon_load[i] < cvar(strcat("g_balance_", e.netname, "_reload_ammo"))))
170                                         self.switchweapon = i;
171                         }
172                 }
173         }
174 };
175
176 void havocbot_keyboard_movement(vector destorg)
177 {
178         local vector keyboard;
179         local float blend, maxspeed;
180         float sk;
181
182         sk = skill + self.bot_moveskill;
183
184         maxspeed = autocvar_sv_maxspeed;
185
186         if (time < self.havocbot_keyboardtime)
187                 return;
188
189         self.havocbot_keyboardtime =
190                 max(
191                         self.havocbot_keyboardtime
192                                 + 0.05/max(1, sk+self.havocbot_keyboardskill)
193                                 + random()*0.025/max(0.00025, skill+self.havocbot_keyboardskill)
194                 , time);
195         keyboard = self.movement * (1.0 / maxspeed);
196
197         local float trigger, trigger1;
198         blend = bound(0,sk*0.1,1);
199         trigger = autocvar_bot_ai_keyboard_threshold;
200         trigger1 = 0 - trigger;
201
202         // categorize forward movement
203         // at skill < 1.5 only forward
204         // at skill < 2.5 only individual directions
205         // at skill < 4.5 only individual directions, and forward diagonals
206         // at skill >= 4.5, all cases allowed
207         if (keyboard_x > trigger)
208         {
209                 keyboard_x = 1;
210                 if (sk < 2.5)
211                         keyboard_y = 0;
212         }
213         else if (keyboard_x < trigger1 && sk > 1.5)
214         {
215                 keyboard_x = -1;
216                 if (sk < 4.5)
217                         keyboard_y = 0;
218         }
219         else
220         {
221                 keyboard_x = 0;
222                 if (sk < 1.5)
223                         keyboard_y = 0;
224         }
225         if (sk < 4.5)
226                 keyboard_z = 0;
227
228         if (keyboard_y > trigger)
229                 keyboard_y = 1;
230         else if (keyboard_y < trigger1)
231                 keyboard_y = -1;
232         else
233                 keyboard_y = 0;
234
235         if (keyboard_z > trigger)
236                 keyboard_z = 1;
237         else if (keyboard_z < trigger1)
238                 keyboard_z = -1;
239         else
240                 keyboard_z = 0;
241
242         self.havocbot_keyboard = keyboard * maxspeed;
243         if (self.havocbot_ducktime>time) self.BUTTON_CROUCH=TRUE;
244
245         keyboard = self.havocbot_keyboard;
246         blend = bound(0,vlen(destorg-self.origin)/autocvar_bot_ai_keyboard_distance,1); // When getting close move with 360 degree
247         //dprint("movement ", vtos(self.movement), " keyboard ", vtos(keyboard), " blend ", ftos(blend), "\n");
248         self.movement = self.movement + (keyboard - self.movement) * blend;
249 };
250
251 void havocbot_bunnyhop(vector dir)
252 {
253         local float bunnyhopdistance;
254         local vector deviation;
255         local float maxspeed;
256
257         if(autocvar_g_midair)
258                 return;
259
260         // Don't jump when using some weapons
261         /*
262         if(self.aistatus & AI_STATUS_ATTACKING)
263         if(self.weapon == WEP_RIFLE)
264                 return;
265
266         if(self.goalcurrent.classname == "player")
267                 return;
268         */
269
270         maxspeed = autocvar_sv_maxspeed;
271
272         if(self.aistatus & AI_STATUS_DANGER_AHEAD)
273         {
274                 self.aistatus &~= AI_STATUS_RUNNING;
275                 self.BUTTON_JUMP = FALSE;
276                 self.bot_canruntogoal = 0;
277                 self.bot_timelastseengoal = 0;
278                 return;
279         }
280
281         if(self.waterlevel > WATERLEVEL_WETFEET)
282         {
283                 self.aistatus &~= AI_STATUS_RUNNING;
284                 return;
285         }
286
287         if(self.bot_lastseengoal != self.goalcurrent && !(self.aistatus & AI_STATUS_RUNNING))
288         {
289                 self.bot_canruntogoal = 0;
290                 self.bot_timelastseengoal = 0;
291         }
292
293         bunnyhopdistance = vlen(self.origin - self.goalcurrent.origin);
294
295         // Run only to visible goals
296         if(self.flags & FL_ONGROUND)
297         if(self.speed==maxspeed)
298         if(checkpvs(self.origin + self.view_ofs, self.goalcurrent))
299         {
300                         self.bot_lastseengoal = self.goalcurrent;
301
302                         // seen it before
303                         if(self.bot_timelastseengoal)
304                         {
305                                 // for a period of time
306                                 if(time - self.bot_timelastseengoal > autocvar_bot_ai_bunnyhop_firstjumpdelay)
307                                 {
308                                         local float checkdistance;
309                                         checkdistance = TRUE;
310
311                                         // don't run if it is too close
312                                         if(self.bot_canruntogoal==0)
313                                         {
314                                                 if(bunnyhopdistance > autocvar_bot_ai_bunnyhop_startdistance)
315                                                         self.bot_canruntogoal = 1;
316                                                 else
317                                                         self.bot_canruntogoal = -1;
318                                         }
319
320                                         if(self.bot_canruntogoal != 1)
321                                                 return;
322
323                                         if(self.aistatus & AI_STATUS_ROAMING)
324                                         if(self.goalcurrent.classname=="waypoint")
325                                         if not(self.goalcurrent.wpflags & WAYPOINTFLAG_PERSONAL)
326                                         if(fabs(self.goalcurrent.origin_z - self.origin_z) < self.maxs_z - self.mins_z)
327                                         if(self.goalstack01!=world)
328                                         {
329                                                 deviation = vectoangles(self.goalstack01.origin - self.origin) - vectoangles(self.goalcurrent.origin - self.origin);
330                                                 while (deviation_y < -180) deviation_y = deviation_y + 360;
331                                                 while (deviation_y > 180) deviation_y = deviation_y - 360;
332
333                                                 if(fabs(deviation_y) < 20)
334                                                 if(bunnyhopdistance < vlen(self.origin - self.goalstack01.origin))
335                                                 if(fabs(self.goalstack01.origin_z - self.goalcurrent.origin_z) < self.maxs_z - self.mins_z)
336                                                 {
337                                                         if(vlen(self.goalcurrent.origin - self.goalstack01.origin) > autocvar_bot_ai_bunnyhop_startdistance)
338                                                         if(checkpvs(self.origin + self.view_ofs, self.goalstack01))
339                                                         {
340                                                                 checkdistance = FALSE;
341                                                         }
342                                                 }
343                                         }
344
345                                         if(checkdistance)
346                                         {
347                                                 self.aistatus &~= AI_STATUS_RUNNING;
348                                                 if(bunnyhopdistance > autocvar_bot_ai_bunnyhop_stopdistance)
349                                                         self.BUTTON_JUMP = TRUE;
350                                         }
351                                         else
352                                         {
353                                                 self.aistatus |= AI_STATUS_RUNNING;
354                                                 self.BUTTON_JUMP = TRUE;
355                                         }
356                                 }
357                         }
358                         else
359                         {
360                                 self.bot_timelastseengoal = time;
361                         }
362         }
363         else
364         {
365                 self.bot_timelastseengoal = 0;
366         }
367
368         // Release jump button
369         if(!cvar("sv_pogostick"))
370         if(self.flags & FL_ONGROUND == 0)
371         {
372                 if(self.velocity_z < 0 || vlen(self.velocity)<maxspeed)
373                         self.BUTTON_JUMP = FALSE;
374
375                 // Strafe
376                 if(self.aistatus & AI_STATUS_RUNNING)
377                 if(vlen(self.velocity)>maxspeed)
378                 {
379                         deviation = vectoangles(dir) - vectoangles(self.velocity);
380                         while (deviation_y < -180) deviation_y = deviation_y + 360;
381                         while (deviation_y > 180) deviation_y = deviation_y - 360;
382
383                         if(fabs(deviation_y)>10)
384                                 self.movement_x = 0;
385
386                         if(deviation_y>10)
387                                 self.movement_y = maxspeed * -1;
388                         else if(deviation_y<10)
389                                 self.movement_y = maxspeed;
390
391                 }
392         }
393 };
394
395 void havocbot_movetogoal()
396 {
397         local vector destorg;
398         local vector diff;
399         local vector dir;
400         local vector flatdir;
401         local vector m1;
402         local vector m2;
403         local vector evadeobstacle;
404         local vector evadelava;
405         local float s;
406         local float maxspeed;
407         //local float dist;
408         local vector dodge;
409         //if (self.goalentity)
410         //      te_lightning2(self, self.origin, (self.goalentity.absmin + self.goalentity.absmax) * 0.5);
411         self.movement = '0 0 0';
412         maxspeed = autocvar_sv_maxspeed;
413
414         // Jetpack navigation
415         if(self.goalcurrent)
416         if(self.navigation_jetpack_goal)
417         if(self.goalcurrent==self.navigation_jetpack_goal)
418         if(self.ammo_fuel)
419         {
420                 if(autocvar_bot_debug_goalstack)
421                 {
422                         debuggoalstack();
423                         te_wizspike(self.navigation_jetpack_point);
424                 }
425
426                 // Take off
427                 if not(self.aistatus & AI_STATUS_JETPACK_FLYING)
428                 {
429                         // Brake almost completely so it can get a good direction
430                         if(vlen(self.velocity)>10)
431                                 return;
432                         self.aistatus |= AI_STATUS_JETPACK_FLYING;
433                 }
434
435                 makevectors(self.v_angle_y * '0 1 0');
436                 dir = normalize(self.navigation_jetpack_point - self.origin);
437
438                 // Landing
439                 if(self.aistatus & AI_STATUS_JETPACK_LANDING)
440                 {
441                         // Calculate brake distance in xy
442                         float db, v, d;
443                         vector dxy;
444
445                         dxy = self.origin - self.goalcurrent.origin; dxy_z = 0;
446                         d = vlen(dxy);
447                         v = vlen(self.velocity -  self.velocity_z * '0 0 1');
448                         db = (pow(v,2) / (autocvar_g_jetpack_acceleration_side * 2)) + 100;
449                 //      dprint("distance ", ftos(ceil(d)), " velocity ", ftos(ceil(v)), " brake at ", ftos(ceil(db)), "\n");
450                         if(d < db || d < 500)
451                         {
452                                 // Brake
453                                 if(fabs(self.velocity_x)>maxspeed*0.3)
454                                 {
455                                         self.movement_x = dir * v_forward * -maxspeed;
456                                         return;
457                                 }
458                                 // Switch to normal mode
459                                 self.navigation_jetpack_goal = world;
460                                 self.aistatus &~= AI_STATUS_JETPACK_LANDING;
461                                 self.aistatus &~= AI_STATUS_JETPACK_FLYING;
462                                 return;
463                         }
464                 }
465                 else if(checkpvs(self.origin,self.goalcurrent))
466                 {
467                         // If I can see the goal switch to landing code
468                         self.aistatus &~= AI_STATUS_JETPACK_FLYING;
469                         self.aistatus |= AI_STATUS_JETPACK_LANDING;
470                         return;
471                 }
472
473                 // Flying
474                 self.BUTTON_HOOK = TRUE;
475                 if(self.navigation_jetpack_point_z - PL_MAX_z + PL_MIN_z < self.origin_z)
476                 {
477                         self.movement_x = dir * v_forward * maxspeed;
478                         self.movement_y = dir * v_right * maxspeed;
479                 }
480                 return;
481         }
482
483         // Handling of jump pads
484         if(self.jumppadcount)
485         {
486                 // If got stuck on the jump pad try to reach the farthest visible item
487                 if(self.aistatus & AI_STATUS_OUT_JUMPPAD)
488                 {
489                         if(fabs(self.velocity_z)<50)
490                         {
491                                 local entity head, newgoal;
492                                 local float distance, bestdistance;
493
494                                 for (head = findchainfloat(bot_pickup, TRUE); head; head = head.chain)
495                                 {
496                                         if(head.classname=="worldspawn")
497                                                 continue;
498
499                                         distance = vlen(head.origin - self.origin);
500                                         if(distance>1000)
501                                                 continue;
502
503                                         traceline(self.origin + self.view_ofs , head.origin, TRUE, world);
504
505                                         if(trace_fraction<1)
506                                                 continue;
507
508                                         if(distance>bestdistance)
509                                         {
510                                                 newgoal = head;
511                                                 bestdistance = distance;
512                                         }
513                                 }
514
515                                 if(newgoal)
516                                 {
517                                         self.ignoregoal = self.goalcurrent;
518                                         self.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
519                                         navigation_clearroute();
520                                         navigation_routetogoal(newgoal, self.origin);
521                                         self.aistatus &~= AI_STATUS_OUT_JUMPPAD;
522                                 }
523                         }
524                         else
525                                 return;
526                 }
527                 else
528                 {
529                         if(self.velocity_z>0)
530                         {
531                                 local float threshold;
532                                 threshold = maxspeed * 0.2;
533                                 if(fabs(self.velocity_x) < threshold  &&  fabs(self.velocity_y) < threshold)
534                                 {
535                                         dprint("Warning: ", self.netname, " got stuck on a jumppad, trying to get out of it now\n");
536                                         self.aistatus |= AI_STATUS_OUT_JUMPPAD;
537                                 }
538                                 return;
539                         }
540
541                         // Don't chase players while using a jump pad
542                         if(self.goalcurrent.classname=="player" || self.goalstack01.classname=="player")
543                                 return;
544                 }
545         }
546         else if(self.aistatus & AI_STATUS_OUT_JUMPPAD)
547                 self.aistatus &~= AI_STATUS_OUT_JUMPPAD;
548
549         // If there is a trigger_hurt right below try to use the jetpack or make a rocketjump
550         if(skill>6)
551         if not(self.flags & FL_ONGROUND)
552         {
553                 tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 -65536', MOVE_NOMONSTERS, self);
554                 if(tracebox_hits_trigger_hurt(self.origin, self.mins, self.maxs, trace_endpos ))
555                 if(self.items & IT_JETPACK)
556                 {
557                         tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 65536', MOVE_NOMONSTERS, self);
558                         if(tracebox_hits_trigger_hurt(self.origin, self.mins, self.maxs, trace_endpos + '0 0 1' ))
559                         {
560                                 if(self.velocity_z<0)
561                                 {
562                                         self.BUTTON_HOOK = TRUE;
563                                 }
564                         }
565                         else
566                                 self.BUTTON_HOOK = TRUE;
567
568                         // If there is no goal try to move forward
569
570                         if(self.goalcurrent==world)
571                                 dir = v_forward;
572                         else
573                                 dir = normalize(self.goalcurrent.origin - self.origin);
574
575                         local vector xyvelocity = self.velocity; xyvelocity_z = 0;
576                         local float xyspeed = xyvelocity * dir;
577
578                         if(xyspeed < (maxspeed / 2))
579                         {
580                                 makevectors(self.v_angle_y * '0 1 0');
581                                 tracebox(self.origin, self.mins, self.maxs, self.origin + (dir * maxspeed * 3), MOVE_NOMONSTERS, self);
582                                 if(trace_fraction==1)
583                                 {
584                                         self.movement_x = dir * v_forward * maxspeed;
585                                         self.movement_y = dir * v_right * maxspeed;
586                                         if (skill < 10)
587                                                 havocbot_keyboard_movement(self.origin + dir * 100);
588                                 }
589                         }
590
591                         self.havocbot_blockhead = TRUE;
592
593                         return;
594                 }
595                 else if(self.health>autocvar_g_balance_rocketlauncher_damage*0.5)
596                 {
597                         if(self.velocity_z < 0)
598                         if(client_hasweapon(self, WEP_ROCKET_LAUNCHER, TRUE, FALSE))
599                         {
600                                 self.movement_x = maxspeed;
601
602                                 if(self.rocketjumptime)
603                                 {
604                                         if(time > self.rocketjumptime)
605                                         {
606                                                 self.BUTTON_ATCK2 = TRUE;
607                                                 self.rocketjumptime = 0;
608                                         }
609                                         return;
610                                 }
611
612                                 self.switchweapon = WEP_ROCKET_LAUNCHER;
613                                 self.v_angle_x = 90;
614                                 self.BUTTON_ATCK = TRUE;
615                                 self.rocketjumptime = time + autocvar_g_balance_rocketlauncher_detonatedelay;
616                                 return;
617                         }
618                 }
619                 else
620                 {
621                         // If there is no goal try to move forward
622                         if(self.goalcurrent==world)
623                                 self.movement_x = maxspeed;
624                 }
625         }
626
627         // If we are under water with no goals, swim up
628         if(self.waterlevel)
629         if(self.goalcurrent==world)
630         {
631                 dir = '0 0 0';
632                 if(self.waterlevel>WATERLEVEL_SWIMMING)
633                         dir_z = 1;
634                 else if(self.velocity_z >= 0 && !(self.waterlevel == WATERLEVEL_WETFEET && self.watertype == CONTENT_WATER))
635                         self.BUTTON_JUMP = TRUE;
636                 else
637                         self.BUTTON_JUMP = FALSE;
638                 makevectors(self.v_angle_y * '0 1 0');
639                 self.movement_x = dir * v_forward * maxspeed;
640                 self.movement_y = dir * v_right * maxspeed;
641                 self.movement_z = dir * v_up * maxspeed;
642         }
643
644         // if there is nowhere to go, exit
645         if (self.goalcurrent == world)
646                 return;
647
648         if (self.goalcurrent)
649                 navigation_poptouchedgoals();
650
651         // if ran out of goals try to use an alternative goal or get a new strategy asap
652         if(self.goalcurrent == world)
653         {
654                 self.bot_strategytime = 0;
655                 return;
656         }
657
658         if(autocvar_bot_debug_goalstack)
659                 debuggoalstack();
660
661         m1 = self.goalcurrent.origin + self.goalcurrent.mins;
662         m2 = self.goalcurrent.origin + self.goalcurrent.maxs;
663         destorg = self.origin;
664         destorg_x = bound(m1_x, destorg_x, m2_x);
665         destorg_y = bound(m1_y, destorg_y, m2_y);
666         destorg_z = bound(m1_z, destorg_z, m2_z);
667         diff = destorg - self.origin;
668         //dist = vlen(diff);
669         dir = normalize(diff);
670         flatdir = diff;flatdir_z = 0;
671         flatdir = normalize(flatdir);
672
673         //if (self.bot_dodgevector_time < time)
674         {
675         //      self.bot_dodgevector_time = time + cvar("bot_ai_dodgeupdateinterval");
676         //      self.bot_dodgevector_jumpbutton = 1;
677                 evadeobstacle = '0 0 0';
678                 evadelava = '0 0 0';
679
680                 if (self.waterlevel)
681                 {
682                         if(self.waterlevel>WATERLEVEL_SWIMMING)
683                         {
684                         //      flatdir_z = 1;
685                                 self.aistatus |= AI_STATUS_OUT_WATER;
686                         }
687                         else
688                         {
689                                 if(self.velocity_z >= 0 && !(self.watertype == CONTENT_WATER && self.goalcurrent.origin_z < self.origin_z) &&
690                                         ( !(self.waterlevel == WATERLEVEL_WETFEET && self.watertype == CONTENT_WATER) || self.aistatus & AI_STATUS_OUT_WATER))
691                                         self.BUTTON_JUMP = TRUE;
692                                 else
693                                         self.BUTTON_JUMP = FALSE;
694                         }
695                         dir = normalize(flatdir);
696                         makevectors(self.v_angle_y * '0 1 0');
697                 }
698                 else
699                 {
700                         if(self.aistatus & AI_STATUS_OUT_WATER)
701                                 self.aistatus &~= AI_STATUS_OUT_WATER;
702
703                         // jump if going toward an obstacle that doesn't look like stairs we
704                         // can walk up directly
705                         tracebox(self.origin, self.mins, self.maxs, self.origin + self.velocity * 0.2, FALSE, self);
706                         if (trace_fraction < 1)
707                         if (trace_plane_normal_z < 0.7)
708                         {
709                                 s = trace_fraction;
710                                 tracebox(self.origin + '0 0 16', self.mins, self.maxs, self.origin + self.velocity * 0.2 + '0 0 16', FALSE, self);
711                                 if (trace_fraction < s + 0.01)
712                                 if (trace_plane_normal_z < 0.7)
713                                 {
714                                         s = trace_fraction;
715                                         tracebox(self.origin + '0 0 48', self.mins, self.maxs, self.origin + self.velocity * 0.2 + '0 0 48', FALSE, self);
716                                         if (trace_fraction > s)
717                                                 self.BUTTON_JUMP = 1;
718                                 }
719                         }
720
721                         // avoiding dangers and obstacles
722                         local vector dst_ahead, dst_down;
723                         makevectors(self.v_angle_y * '0 1 0');
724                         dst_ahead = self.origin + self.view_ofs + (self.velocity * 0.4) + (v_forward * 32 * 3);
725                         dst_down = dst_ahead + '0 0 -1500';
726
727                         // Look ahead
728                         traceline(self.origin + self.view_ofs , dst_ahead, TRUE, world);
729
730                         // Check head-banging against walls
731                         if(vlen(self.origin + self.view_ofs - trace_endpos) < 25 && !(self.aistatus & AI_STATUS_OUT_WATER))
732                         {
733                                 self.BUTTON_JUMP = TRUE;
734                                 if(self.facingwalltime && time > self.facingwalltime)
735                                 {
736                                         self.ignoregoal = self.goalcurrent;
737                                         self.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
738                                         self.bot_strategytime = 0;
739                                         return;
740                                 }
741                                 else
742                                 {
743                                         self.facingwalltime = time + 0.05;
744                                 }
745                         }
746                         else
747                         {
748                                 self.facingwalltime = 0;
749
750                                 if(self.ignoregoal != world && time > self.ignoregoaltime)
751                                 {
752                                         self.ignoregoal = world;
753                                         self.ignoregoaltime = 0;
754                                 }
755                         }
756
757                         // Check for water/slime/lava and dangerous edges
758                         // (only when the bot is on the ground or jumping intentionally)
759                         self.aistatus &~= AI_STATUS_DANGER_AHEAD;
760
761                         if(trace_fraction == 1 && self.jumppadcount == 0)
762                         if(self.flags & FL_ONGROUND || self.aistatus & AI_STATUS_RUNNING || self.BUTTON_JUMP == TRUE)
763                         {
764                                 // Look downwards
765                                 traceline(dst_ahead , dst_down, TRUE, world);
766                         //      te_lightning2(world, self.origin, dst_ahead);   // Draw "ahead" look
767                         //      te_lightning2(world, dst_ahead, dst_down);              // Draw "downwards" look
768                                 if(trace_endpos_z < self.origin_z + self.mins_z)
769                                 {
770                                         s = pointcontents(trace_endpos + '0 0 1');
771                                         if (s != CONTENT_SOLID)
772                                         if (s == CONTENT_LAVA || s == CONTENT_SLIME)
773                                                 evadelava = normalize(self.velocity) * -1;
774                                         else if (s == CONTENT_SKY)
775                                                 evadeobstacle = normalize(self.velocity) * -1;
776                                         else if (!boxesoverlap(dst_ahead - self.view_ofs + self.mins, dst_ahead - self.view_ofs + self.maxs,
777                                                                 self.goalcurrent.absmin, self.goalcurrent.absmax))
778                                         {
779                                                 // if ain't a safe goal with "holes" (like the jumpad on soylent)
780                                                 // and there is a trigger_hurt below
781                                                 if(tracebox_hits_trigger_hurt(dst_ahead, self.mins, self.maxs, trace_endpos))
782                                                 {
783                                                         // Remove dangerous dynamic goals from stack
784                                                         if (self.goalcurrent.classname == "player" || self.goalcurrent.classname == "droppedweapon")
785                                                                 navigation_poproute();
786                                                         // try to stop
787                                                         flatdir = '0 0 0';
788                                                         evadeobstacle = normalize(self.velocity) * -1;
789                                                 }
790                                         }
791                                 }
792                         }
793
794                         dir = flatdir;
795                         evadeobstacle_z = 0;
796                         evadelava_z = 0;
797                         makevectors(self.v_angle_y * '0 1 0');
798
799                         if(evadeobstacle!='0 0 0'||evadelava!='0 0 0')
800                                 self.aistatus |= AI_STATUS_DANGER_AHEAD;
801                 }
802
803                 dodge = havocbot_dodge();
804                 dodge = dodge * bound(0,0.5+(skill+self.bot_dodgeskill)*0.1,1);
805                 evadelava = evadelava * bound(1,3-(skill+self.bot_dodgeskill),3); //Noobs fear lava a lot and take more distance from it
806                 traceline(self.origin, self.enemy.origin, TRUE, world);
807                 if(trace_ent.classname == "player")
808                         dir = dir * bound(0,(skill+self.bot_dodgeskill)/7,1);
809
810                 dir = normalize(dir + dodge + evadeobstacle + evadelava);
811         //      self.bot_dodgevector = dir;
812         //      self.bot_dodgevector_jumpbutton = self.BUTTON_JUMP;
813         }
814
815         if(time < self.ladder_time)
816         {
817                 if(self.goalcurrent.origin_z + self.goalcurrent.mins_z > self.origin_z + self.mins_z)
818                 {
819                         if(self.origin_z + self.mins_z  < self.ladder_entity.origin_z + self.ladder_entity.maxs_z)
820                                 dir_z = 1;
821                 }
822                 else
823                 {
824                         if(self.origin_z + self.mins_z  > self.ladder_entity.origin_z + self.ladder_entity.mins_z)
825                                 dir_z = -1;
826                 }
827         }
828
829         //dir = self.bot_dodgevector;
830         //if (self.bot_dodgevector_jumpbutton)
831         //      self.BUTTON_JUMP = 1;
832         self.movement_x = dir * v_forward * maxspeed;
833         self.movement_y = dir * v_right * maxspeed;
834         self.movement_z = dir * v_up * maxspeed;
835
836         // Emulate keyboard interface
837         if (skill < 10)
838                 havocbot_keyboard_movement(destorg);
839
840         // Bunnyhop!
841 //      if(self.aistatus & AI_STATUS_ROAMING)
842         if(self.goalcurrent)
843         if(skill+self.bot_moveskill >= autocvar_bot_ai_bunnyhop_skilloffset)
844                 havocbot_bunnyhop(dir);
845
846         if ((dir * v_up) >= autocvar_sv_jumpvelocity*0.5 && (self.flags & FL_ONGROUND)) self.BUTTON_JUMP=1;
847         if (((dodge * v_up) > 0) && random()*frametime >= 0.2*bound(0,(10-skill-self.bot_dodgeskill)*0.1,1)) self.BUTTON_JUMP=TRUE;
848         if (((dodge * v_up) < 0) && random()*frametime >= 0.5*bound(0,(10-skill-self.bot_dodgeskill)*0.1,1)) self.havocbot_ducktime=time+0.3/bound(0.1,skill+self.bot_dodgeskill,10);
849 };
850
851 void havocbot_chooseenemy()
852 {
853         local entity head, best, head2;
854         local float rating, bestrating, i, f;
855         local vector eye, v;
856         if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(self))
857         {
858                 self.enemy = world;
859                 return;
860         }
861         if (self.enemy)
862         {
863                 if (!bot_shouldattack(self.enemy))
864                 {
865                         // enemy died or something, find a new target
866                         self.enemy = world;
867                         self.havocbot_chooseenemy_finished = time;
868                 }
869                 else if (self.havocbot_stickenemy)
870                 {
871                         // tracking last chosen enemy
872                         // if enemy is visible
873                         // and not really really far away
874                         // and we're not severely injured
875                         // then keep tracking for a half second into the future
876                         traceline(self.origin+self.view_ofs, self.enemy.origin+self.enemy.view_ofs*0.5,FALSE,world);
877                         if (trace_ent == self.enemy || trace_fraction == 1)
878                         if (vlen(self.enemy.origin - self.origin) < 1000)
879                         if (self.health > 30)
880                         {
881                                 // remain tracking him for a shot while (case he went after a small corner or pilar
882                                 self.havocbot_chooseenemy_finished = time + autocvar_bot_ai_enemydetectioninterval;
883                                 return;
884                         }
885                         // enemy isn't visible, or is far away, or we're injured severely
886                         // so stop preferring this enemy
887                         // (it will still take a half second until a new one is chosen)
888                         self.havocbot_stickenemy = 0;
889                 }
890         }
891         if (time < self.havocbot_chooseenemy_finished)
892                 return;
893         self.havocbot_chooseenemy_finished = time + autocvar_bot_ai_enemydetectioninterval;
894         eye = self.origin + self.view_ofs;
895         best = world;
896         bestrating = 100000000;
897         head = head2 = findchainfloat(bot_attack, TRUE);
898
899         // Search for enemies, if no enemy can be seen directly try to look through transparent objects
900         for(;;)
901         {
902                 while (head)
903                 {
904                         v = (head.absmin + head.absmax) * 0.5;
905                         rating = vlen(v - eye);
906                         if (rating<autocvar_bot_ai_enemydetectionradius)
907                         if (bestrating > rating)
908                         if (bot_shouldattack(head))
909                         {
910                                 traceline(eye, v, TRUE, self);
911                                 if (trace_ent == head || trace_fraction >= 1)
912                                 {
913                                         best = head;
914                                         bestrating = rating;
915                                 }
916                         }
917                         head = head.chain;
918                 }
919
920                 // I want to do a second scan if no enemy was found or I don't have weapons
921                 // TODO: Perform the scan when using the rifle (requires changes on the rifle code)
922                 if(best || self.weapons) // || self.weapon == WEP_RIFLE
923                         break;
924                 if(i)
925                         break;
926
927                 // Set flags to see through transparent objects
928                 f = self.dphitcontentsmask;
929                 self.dphitcontentsmask = DPCONTENTS_OPAQUE;
930
931                 head = head2;
932                 ++i;
933         }
934
935         // Restore hit flags if needed
936         if(i)
937                 self.dphitcontentsmask = f;
938
939         self.enemy = best;
940         self.havocbot_stickenemy = TRUE;
941 };
942
943 float havocbot_chooseweapon_checkreload(float new_weapon)
944 {
945         // bots under this skill cannot find unloaded weapons to reload idly when not in combat,
946         // so skip this for them, or they'll never get to reload their weapons at all.
947         // this also allows bots under this skill to be more stupid, and reload more often during combat :)
948         if(skill < 5)
949                 return FALSE;
950
951         // if this weapon is scheduled for reloading, don't switch to it during combat
952         if (self.weapon_load[new_weapon] < 0)
953         {
954                 local float i, other_weapon_available;
955                 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
956                 {
957                         // if we are out of ammo for all other weapons, it's an emergency to switch to anything else
958                         if (weapon_action(i, WR_CHECKAMMO1) + weapon_action(i, WR_CHECKAMMO2))
959                                 other_weapon_available = TRUE;
960                 }
961                 if(other_weapon_available)
962                         return TRUE;
963         }
964
965         return FALSE;
966 }
967
968 void havocbot_chooseweapon()
969 {
970         local float i;
971
972         // ;)
973         if(g_weaponarena == WEPBIT_TUBA)
974         {
975                 self.switchweapon = WEP_TUBA;
976                 return;
977         }
978
979         // TODO: clean this up by moving it to weapon code
980         if(self.enemy==world)
981         {
982                 // If no weapon was chosen get the first available weapon
983                 if(self.weapon==0)
984                 for(i=WEP_LASER + 1; i < WEP_COUNT ; ++i)
985                 {
986                         if(client_hasweapon(self, i, TRUE, FALSE))
987                         {
988                                 self.switchweapon = i;
989                                 return;
990                         }
991                 }
992                 return;
993         }
994
995         // Do not change weapon during the next second after a combo
996         i = time - self.lastcombotime;
997         if(i < 1)
998                 return;
999
1000         local float w;
1001         local float distance; distance=bound(10,vlen(self.origin-self.enemy.origin)-200,10000);
1002
1003         // Should it do a weapon combo?
1004         local float af, ct, combo_time, combo;
1005
1006         af = ATTACK_FINISHED(self);
1007         ct = autocvar_bot_ai_weapon_combo_threshold;
1008
1009         // Bots with no skill will be 4 times more slower than "godlike" bots when doing weapon combos
1010         // Ideally this 4 should be calculated as longest_weapon_refire / bot_ai_weapon_combo_threshold
1011         combo_time = time + ct + (ct * ((-0.3*(skill+self.bot_weaponskill))+3));
1012
1013         combo = FALSE;
1014
1015         if(autocvar_bot_ai_weapon_combo)
1016         if(self.weapon == self.lastfiredweapon)
1017         if(af > combo_time)
1018         {
1019                 combo = TRUE;
1020                 self.lastcombotime = time;
1021         }
1022
1023         distance *= pow(2, self.bot_rangepreference);
1024
1025         // Custom weapon list based on distance to the enemy
1026         if(bot_custom_weapon){
1027
1028                 // Choose weapons for far distance
1029                 if ( distance > bot_distance_far ) {
1030                         for(i=0; i < WEP_COUNT && bot_weapons_far[i] != -1 ; ++i){
1031                                 w = bot_weapons_far[i];
1032                                 if ( client_hasweapon(self, w, TRUE, FALSE) )
1033                                 {
1034                                         if ((self.weapon == w && combo) || havocbot_chooseweapon_checkreload(w))
1035                                                 continue;
1036                                         self.switchweapon = w;
1037                                         return;
1038                                 }
1039                         }
1040                 }
1041
1042                 // Choose weapons for mid distance
1043                 if ( distance > bot_distance_close) {
1044                         for(i=0; i < WEP_COUNT && bot_weapons_mid[i] != -1 ; ++i){
1045                                 w = bot_weapons_mid[i];
1046                                 if ( client_hasweapon(self, w, TRUE, FALSE) )
1047                                 {
1048                                         if ((self.weapon == w && combo) || havocbot_chooseweapon_checkreload(w))
1049                                                 continue;
1050                                         self.switchweapon = w;
1051                                         return;
1052                                 }
1053                         }
1054                 }
1055
1056                 // Choose weapons for close distance
1057                 for(i=0; i < WEP_COUNT && bot_weapons_close[i] != -1 ; ++i){
1058                         w = bot_weapons_close[i];
1059                         if ( client_hasweapon(self, w, TRUE, FALSE) )
1060                         {
1061                                 if ((self.weapon == w && combo) || havocbot_chooseweapon_checkreload(w))
1062                                         continue;
1063                                 self.switchweapon = w;
1064                                 return;
1065                         }
1066                 }
1067         }
1068 };
1069
1070 void havocbot_aim()
1071 {
1072         local vector selfvel, enemyvel;
1073 //      if(self.flags & FL_INWATER)
1074 //              return;
1075         if (time < self.nextaim)
1076                 return;
1077         self.nextaim = time + 0.1;
1078         selfvel = self.velocity;
1079         if (!self.waterlevel)
1080                 selfvel_z = 0;
1081         if (self.enemy)
1082         {
1083                 enemyvel = self.enemy.velocity;
1084                 if (!self.enemy.waterlevel)
1085                         enemyvel_z = 0;
1086                 lag_additem(time + self.ping, 0, 0, self.enemy, self.origin, selfvel, self.enemy.origin, enemyvel);
1087         }
1088         else
1089                 lag_additem(time + self.ping, 0, 0, world, self.origin, selfvel, self.goalcurrent.origin, '0 0 0');
1090 };
1091
1092 float havocbot_moveto_refresh_route()
1093 {
1094         // Refresh path to goal if necessary
1095         entity wp;
1096         wp = self.havocbot_personal_waypoint;
1097         navigation_goalrating_start();
1098         navigation_routerating(wp, 10000, 10000);
1099         navigation_goalrating_end();
1100         return self.navigation_hasgoals;
1101 }
1102
1103 float havocbot_moveto(vector pos)
1104 {
1105         local entity wp;
1106
1107         if(self.aistatus & AI_STATUS_WAYPOINT_PERSONAL_GOING)
1108         {
1109                 // Step 4: Move to waypoint
1110                 if(self.havocbot_personal_waypoint==world)
1111                 {
1112                         dprint("Error: ", self.netname, " trying to walk to a non existent personal waypoint\n");
1113                         self.aistatus &~= AI_STATUS_WAYPOINT_PERSONAL_GOING;
1114                         return CMD_STATUS_ERROR;
1115                 }
1116
1117                 if (!bot_strategytoken_taken)
1118                 if(self.havocbot_personal_waypoint_searchtime<time)
1119                 {
1120                         bot_strategytoken_taken = TRUE;
1121                         if(havocbot_moveto_refresh_route())
1122                         {
1123                                 dprint(self.netname, " walking to its personal waypoint (after ", ftos(self.havocbot_personal_waypoint_failcounter), " failed attempts)\n");
1124                                 self.havocbot_personal_waypoint_searchtime = time + 10;
1125                                 self.havocbot_personal_waypoint_failcounter = 0;
1126                         }
1127                         else
1128                         {
1129                                 self.havocbot_personal_waypoint_failcounter += 1;
1130                                 self.havocbot_personal_waypoint_searchtime = time + 2;
1131                                 if(self.havocbot_personal_waypoint_failcounter >= 30)
1132                                 {
1133                                         dprint("Warning: can't walk to the personal waypoint located at ", vtos(self.havocbot_personal_waypoint.origin),"\n");
1134                                         self.aistatus &~= AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1135                                         remove(self.havocbot_personal_waypoint);
1136                                         return CMD_STATUS_ERROR;
1137                                 }
1138                                 else
1139                                         dprint(self.netname, " can't walk to its personal waypoint (after ", ftos(self.havocbot_personal_waypoint_failcounter), " failed attempts), trying later\n");
1140                         }
1141                 }
1142
1143                 if(autocvar_bot_debug_goalstack)
1144                         debuggoalstack();
1145
1146                 // Heading
1147                 local vector dir = self.goalcurrent.origin - (self.origin + self.view_ofs);
1148                 dir_z = 0;
1149                 bot_aimdir(dir, -1);
1150
1151                 // Go!
1152                 havocbot_movetogoal();
1153
1154                 if(self.aistatus & AI_STATUS_WAYPOINT_PERSONAL_REACHED)
1155                 {
1156                         // Step 5: Waypoint reached
1157                         dprint(self.netname, "'s personal waypoint reached\n");
1158                         remove(self.havocbot_personal_waypoint);
1159                         self.aistatus &~= AI_STATUS_WAYPOINT_PERSONAL_REACHED;
1160                         return CMD_STATUS_FINISHED;
1161                 }
1162
1163                 return CMD_STATUS_EXECUTING;
1164         }
1165
1166         // Step 2: Linking waypoint
1167         if(self.aistatus & AI_STATUS_WAYPOINT_PERSONAL_LINKING)
1168         {
1169                 // Wait until it is linked
1170                 if(!self.havocbot_personal_waypoint.wplinked)
1171                 {
1172                         dprint(self.netname, " waiting for personal waypoint to be linked\n");
1173                         return CMD_STATUS_EXECUTING;
1174                 }
1175
1176                 self.havocbot_personal_waypoint_searchtime = time; // so we set the route next frame
1177                 self.aistatus &~= AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1178                 self.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_GOING;
1179
1180                 // Step 3: Route to waypoint
1181                 dprint(self.netname, " walking to its personal waypoint\n");
1182
1183                 return CMD_STATUS_EXECUTING;
1184         }
1185
1186         // Step 1: Spawning waypoint
1187         wp = waypoint_spawnpersonal(pos);
1188         if(wp==world)
1189         {
1190                 dprint("Error: Can't spawn personal waypoint at ",vtos(pos),"\n");
1191                 return CMD_STATUS_ERROR;
1192         }
1193
1194         self.havocbot_personal_waypoint = wp;
1195         self.havocbot_personal_waypoint_failcounter = 0;
1196         self.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1197
1198         // if pos is inside a teleport, then let's mark it as teleport waypoint
1199         entity head;
1200         for(head = world; (head = find(head, classname, "trigger_teleport")); )
1201         {
1202                 if(WarpZoneLib_BoxTouchesBrush(pos, pos, head, world))
1203                 {
1204                         wp.wpflags |= WAYPOINTFLAG_TELEPORT;
1205                         self.lastteleporttime = 0;
1206                 }
1207         }
1208
1209 /*
1210         if(wp.wpflags & WAYPOINTFLAG_TELEPORT)
1211                 print("routing to a teleporter\n");
1212         else
1213                 print("routing to a non-teleporter\n");
1214 */
1215
1216         return CMD_STATUS_EXECUTING;
1217 }
1218
1219 float havocbot_resetgoal()
1220 {
1221         navigation_clearroute();
1222         return CMD_STATUS_FINISHED;
1223 }
1224
1225 void havocbot_setupbot()
1226 {
1227         self.bot_ai = havocbot_ai;
1228         self.cmd_moveto = havocbot_moveto;
1229         self.cmd_resetgoal = havocbot_resetgoal;
1230
1231         havocbot_chooserole();
1232 }
1233
1234 vector havocbot_dodge()
1235 {
1236         // LordHavoc: disabled because this is too expensive
1237         return '0 0 0';
1238 #if 0
1239         local entity head;
1240         local vector dodge, v, n;
1241         local float danger, bestdanger, vl, d;
1242         dodge = '0 0 0';
1243         bestdanger = -20;
1244         // check for dangerous objects near bot or approaching bot
1245         head = findchainfloat(bot_dodge, TRUE);
1246         while(head)
1247         {
1248                 if (head.owner != self)
1249                 {
1250                         vl = vlen(head.velocity);
1251                         if (vl > autocvar_sv_maxspeed * 0.3)
1252                         {
1253                                 n = normalize(head.velocity);
1254                                 v = self.origin - head.origin;
1255                                 d = v * n;
1256                                 if (d > (0 - head.bot_dodgerating))
1257                                 if (d < (vl * 0.2 + head.bot_dodgerating))
1258                                 {
1259                                         // calculate direction and distance from the flight path, by removing the forward axis
1260                                         v = v - (n * (v * n));
1261                                         danger = head.bot_dodgerating - vlen(v);
1262                                         if (bestdanger < danger)
1263                                         {
1264                                                 bestdanger = danger;
1265                                                 // dodge to the side of the object
1266                                                 dodge = normalize(v);
1267                                         }
1268                                 }
1269                         }
1270                         else
1271                         {
1272                                 danger = head.bot_dodgerating - vlen(head.origin - self.origin);
1273                                 if (bestdanger < danger)
1274                                 {
1275                                         bestdanger = danger;
1276                                         dodge = normalize(self.origin - head.origin);
1277                                 }
1278                         }
1279                 }
1280                 head = head.chain;
1281         }
1282         return dodge;
1283 #endif
1284 };