3 #include "role_onslaught.qc"
4 #include "role_keyhunt.qc"
5 #include "role_keepaway.qc"
13 if(bot_execute_commands())
16 if (bot_strategytoken == self)
17 if (!bot_strategytoken_taken)
19 if(self.havocbot_blockhead)
21 self.havocbot_blockhead = FALSE;
25 if not(self.jumppadcount)
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)
35 // Look for the closest waypoint out of water
36 local entity newgoal, head;
37 local float bestdistance, distance;
41 for (head = findchain(classname, "waypoint"); head; head = head.chain)
43 distance = vlen(head.origin - self.origin);
47 if(head.origin_z < self.origin_z)
50 if(head.origin_z - self.origin_z - self.view_ofs_z > 100)
53 if (pointcontents(head.origin + head.maxs + '0 0 1') != CONTENT_EMPTY)
56 traceline(self.origin + self.view_ofs , head.origin, TRUE, head);
61 if(distance<bestdistance)
64 bestdistance = distance;
70 // te_wizspike(newgoal.origin);
71 navigation_pushroute(newgoal);
75 // token has been used this frame
76 bot_strategytoken_taken = TRUE;
79 if(self.deadflag != DEAD_NO)
82 havocbot_chooseenemy();
83 if (self.bot_chooseweapontime < time )
85 self.bot_chooseweapontime = time + autocvar_bot_ai_chooseweaponinterval;
86 havocbot_chooseweapon();
92 self.aistatus |= AI_STATUS_ATTACKING;
93 self.aistatus &~= AI_STATUS_ROAMING;
97 weapon_action(self.weapon, WR_AIM);
98 if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(self))
100 self.BUTTON_ATCK = FALSE;
101 self.BUTTON_ATCK2 = FALSE;
105 if(self.BUTTON_ATCK||self.BUTTON_ATCK2)
106 self.lastfiredweapon = self.weapon;
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);
115 else if (self.goalcurrent)
117 self.aistatus |= AI_STATUS_ROAMING;
118 self.aistatus &~= AI_STATUS_ATTACKING;
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");
127 self.goalstack01 != self && self.goalstack01 != world && self.aistatus & AI_STATUS_RUNNING == 0 &&
128 !(self.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
130 next = self.goalstack01.origin - (self.origin + self.view_ofs);
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)
144 //dprint("walk at:", vtos(v), "\n");
145 //te_lightning2(world, self.origin, self.goalcurrent.origin);
148 havocbot_movetogoal();
150 // if the bot is not attacking, consider reloading weapons
151 if not(self.aistatus & AI_STATUS_ATTACKING)
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
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
166 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
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;
176 void havocbot_keyboard_movement(vector destorg)
178 local vector keyboard;
179 local float blend, maxspeed;
182 sk = skill + self.bot_moveskill;
184 maxspeed = autocvar_sv_maxspeed;
186 if (time < self.havocbot_keyboardtime)
189 self.havocbot_keyboardtime =
191 self.havocbot_keyboardtime
192 + 0.05/max(1, sk+self.havocbot_keyboardskill)
193 + random()*0.025/max(0.00025, skill+self.havocbot_keyboardskill)
195 keyboard = self.movement * (1.0 / maxspeed);
197 local float trigger, trigger1;
198 blend = bound(0,sk*0.1,1);
199 trigger = autocvar_bot_ai_keyboard_threshold;
200 trigger1 = 0 - trigger;
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)
213 else if (keyboard_x < trigger1 && sk > 1.5)
228 if (keyboard_y > trigger)
230 else if (keyboard_y < trigger1)
235 if (keyboard_z > trigger)
237 else if (keyboard_z < trigger1)
242 self.havocbot_keyboard = keyboard * maxspeed;
243 if (self.havocbot_ducktime>time) self.BUTTON_CROUCH=TRUE;
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;
251 void havocbot_bunnyhop(vector dir)
253 local float bunnyhopdistance;
254 local vector deviation;
255 local float maxspeed;
257 if(autocvar_g_midair)
260 // Don't jump when using some weapons
262 if(self.aistatus & AI_STATUS_ATTACKING)
263 if(self.weapon == WEP_RIFLE)
266 if(self.goalcurrent.classname == "player")
270 maxspeed = autocvar_sv_maxspeed;
272 if(self.aistatus & AI_STATUS_DANGER_AHEAD)
274 self.aistatus &~= AI_STATUS_RUNNING;
275 self.BUTTON_JUMP = FALSE;
276 self.bot_canruntogoal = 0;
277 self.bot_timelastseengoal = 0;
281 if(self.waterlevel > WATERLEVEL_WETFEET)
283 self.aistatus &~= AI_STATUS_RUNNING;
287 if(self.bot_lastseengoal != self.goalcurrent && !(self.aistatus & AI_STATUS_RUNNING))
289 self.bot_canruntogoal = 0;
290 self.bot_timelastseengoal = 0;
293 bunnyhopdistance = vlen(self.origin - self.goalcurrent.origin);
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))
300 self.bot_lastseengoal = self.goalcurrent;
303 if(self.bot_timelastseengoal)
305 // for a period of time
306 if(time - self.bot_timelastseengoal > autocvar_bot_ai_bunnyhop_firstjumpdelay)
308 local float checkdistance;
309 checkdistance = TRUE;
311 // don't run if it is too close
312 if(self.bot_canruntogoal==0)
314 if(bunnyhopdistance > autocvar_bot_ai_bunnyhop_startdistance)
315 self.bot_canruntogoal = 1;
317 self.bot_canruntogoal = -1;
320 if(self.bot_canruntogoal != 1)
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)
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;
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)
337 if(vlen(self.goalcurrent.origin - self.goalstack01.origin) > autocvar_bot_ai_bunnyhop_startdistance)
338 if(checkpvs(self.origin + self.view_ofs, self.goalstack01))
340 checkdistance = FALSE;
347 self.aistatus &~= AI_STATUS_RUNNING;
348 if(bunnyhopdistance > autocvar_bot_ai_bunnyhop_stopdistance)
349 self.BUTTON_JUMP = TRUE;
353 self.aistatus |= AI_STATUS_RUNNING;
354 self.BUTTON_JUMP = TRUE;
360 self.bot_timelastseengoal = time;
365 self.bot_timelastseengoal = 0;
368 // Release jump button
369 if(!cvar("sv_pogostick"))
370 if(self.flags & FL_ONGROUND == 0)
372 if(self.velocity_z < 0 || vlen(self.velocity)<maxspeed)
373 self.BUTTON_JUMP = FALSE;
376 if(self.aistatus & AI_STATUS_RUNNING)
377 if(vlen(self.velocity)>maxspeed)
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;
383 if(fabs(deviation_y)>10)
387 self.movement_y = maxspeed * -1;
388 else if(deviation_y<10)
389 self.movement_y = maxspeed;
395 void havocbot_movetogoal()
397 local vector destorg;
400 local vector flatdir;
403 local vector evadeobstacle;
404 local vector evadelava;
406 local float maxspeed;
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;
414 // Jetpack navigation
416 if(self.navigation_jetpack_goal)
417 if(self.goalcurrent==self.navigation_jetpack_goal)
420 if(autocvar_bot_debug_goalstack)
423 te_wizspike(self.navigation_jetpack_point);
427 if not(self.aistatus & AI_STATUS_JETPACK_FLYING)
429 // Brake almost completely so it can get a good direction
430 if(vlen(self.velocity)>10)
432 self.aistatus |= AI_STATUS_JETPACK_FLYING;
435 makevectors(self.v_angle_y * '0 1 0');
436 dir = normalize(self.navigation_jetpack_point - self.origin);
439 if(self.aistatus & AI_STATUS_JETPACK_LANDING)
441 // Calculate brake distance in xy
445 dxy = self.origin - self.goalcurrent.origin; dxy_z = 0;
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)
453 if(fabs(self.velocity_x)>maxspeed*0.3)
455 self.movement_x = dir * v_forward * -maxspeed;
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;
465 else if(checkpvs(self.origin,self.goalcurrent))
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;
474 self.BUTTON_HOOK = TRUE;
475 if(self.navigation_jetpack_point_z - PL_MAX_z + PL_MIN_z < self.origin_z)
477 self.movement_x = dir * v_forward * maxspeed;
478 self.movement_y = dir * v_right * maxspeed;
483 // Handling of jump pads
484 if(self.jumppadcount)
486 // If got stuck on the jump pad try to reach the farthest visible item
487 if(self.aistatus & AI_STATUS_OUT_JUMPPAD)
489 if(fabs(self.velocity_z)<50)
491 local entity head, newgoal;
492 local float distance, bestdistance;
494 for (head = findchainfloat(bot_pickup, TRUE); head; head = head.chain)
496 if(head.classname=="worldspawn")
499 distance = vlen(head.origin - self.origin);
503 traceline(self.origin + self.view_ofs , head.origin, TRUE, world);
508 if(distance>bestdistance)
511 bestdistance = distance;
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;
529 if(self.velocity_z>0)
531 local float threshold;
532 threshold = maxspeed * 0.2;
533 if(fabs(self.velocity_x) < threshold && fabs(self.velocity_y) < threshold)
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;
541 // Don't chase players while using a jump pad
542 if(self.goalcurrent.classname=="player" || self.goalstack01.classname=="player")
546 else if(self.aistatus & AI_STATUS_OUT_JUMPPAD)
547 self.aistatus &~= AI_STATUS_OUT_JUMPPAD;
549 // If there is a trigger_hurt right below try to use the jetpack or make a rocketjump
551 if not(self.flags & FL_ONGROUND)
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)
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' ))
560 if(self.velocity_z<0)
562 self.BUTTON_HOOK = TRUE;
566 self.BUTTON_HOOK = TRUE;
568 // If there is no goal try to move forward
570 if(self.goalcurrent==world)
573 dir = normalize(self.goalcurrent.origin - self.origin);
575 local vector xyvelocity = self.velocity; xyvelocity_z = 0;
576 local float xyspeed = xyvelocity * dir;
578 if(xyspeed < (maxspeed / 2))
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)
584 self.movement_x = dir * v_forward * maxspeed;
585 self.movement_y = dir * v_right * maxspeed;
587 havocbot_keyboard_movement(self.origin + dir * 100);
591 self.havocbot_blockhead = TRUE;
595 else if(self.health>autocvar_g_balance_rocketlauncher_damage*0.5)
597 if(self.velocity_z < 0)
598 if(client_hasweapon(self, WEP_ROCKET_LAUNCHER, TRUE, FALSE))
600 self.movement_x = maxspeed;
602 if(self.rocketjumptime)
604 if(time > self.rocketjumptime)
606 self.BUTTON_ATCK2 = TRUE;
607 self.rocketjumptime = 0;
612 self.switchweapon = WEP_ROCKET_LAUNCHER;
614 self.BUTTON_ATCK = TRUE;
615 self.rocketjumptime = time + autocvar_g_balance_rocketlauncher_detonatedelay;
621 // If there is no goal try to move forward
622 if(self.goalcurrent==world)
623 self.movement_x = maxspeed;
627 // If we are under water with no goals, swim up
629 if(self.goalcurrent==world)
632 if(self.waterlevel>WATERLEVEL_SWIMMING)
634 else if(self.velocity_z >= 0 && !(self.waterlevel == WATERLEVEL_WETFEET && self.watertype == CONTENT_WATER))
635 self.BUTTON_JUMP = TRUE;
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;
644 // if there is nowhere to go, exit
645 if (self.goalcurrent == world)
648 if (self.goalcurrent)
649 navigation_poptouchedgoals();
651 // if ran out of goals try to use an alternative goal or get a new strategy asap
652 if(self.goalcurrent == world)
654 self.bot_strategytime = 0;
658 if(autocvar_bot_debug_goalstack)
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;
669 dir = normalize(diff);
670 flatdir = diff;flatdir_z = 0;
671 flatdir = normalize(flatdir);
673 //if (self.bot_dodgevector_time < time)
675 // self.bot_dodgevector_time = time + cvar("bot_ai_dodgeupdateinterval");
676 // self.bot_dodgevector_jumpbutton = 1;
677 evadeobstacle = '0 0 0';
682 if(self.waterlevel>WATERLEVEL_SWIMMING)
685 self.aistatus |= AI_STATUS_OUT_WATER;
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;
693 self.BUTTON_JUMP = FALSE;
695 dir = normalize(flatdir);
696 makevectors(self.v_angle_y * '0 1 0');
700 if(self.aistatus & AI_STATUS_OUT_WATER)
701 self.aistatus &~= AI_STATUS_OUT_WATER;
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)
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)
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;
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';
728 traceline(self.origin + self.view_ofs , dst_ahead, TRUE, world);
730 // Check head-banging against walls
731 if(vlen(self.origin + self.view_ofs - trace_endpos) < 25 && !(self.aistatus & AI_STATUS_OUT_WATER))
733 self.BUTTON_JUMP = TRUE;
734 if(self.facingwalltime && time > self.facingwalltime)
736 self.ignoregoal = self.goalcurrent;
737 self.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
738 self.bot_strategytime = 0;
743 self.facingwalltime = time + 0.05;
748 self.facingwalltime = 0;
750 if(self.ignoregoal != world && time > self.ignoregoaltime)
752 self.ignoregoal = world;
753 self.ignoregoaltime = 0;
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;
761 if(trace_fraction == 1 && self.jumppadcount == 0)
762 if(self.flags & FL_ONGROUND || self.aistatus & AI_STATUS_RUNNING || self.BUTTON_JUMP == TRUE)
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)
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))
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))
783 // Remove dangerous dynamic goals from stack
784 if (self.goalcurrent.classname == "player" || self.goalcurrent.classname == "droppedweapon")
785 navigation_poproute();
788 evadeobstacle = normalize(self.velocity) * -1;
797 makevectors(self.v_angle_y * '0 1 0');
799 if(evadeobstacle!='0 0 0'||evadelava!='0 0 0')
800 self.aistatus |= AI_STATUS_DANGER_AHEAD;
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);
810 dir = normalize(dir + dodge + evadeobstacle + evadelava);
811 // self.bot_dodgevector = dir;
812 // self.bot_dodgevector_jumpbutton = self.BUTTON_JUMP;
815 if(time < self.ladder_time)
817 if(self.goalcurrent.origin_z + self.goalcurrent.mins_z > self.origin_z + self.mins_z)
819 if(self.origin_z + self.mins_z < self.ladder_entity.origin_z + self.ladder_entity.maxs_z)
824 if(self.origin_z + self.mins_z > self.ladder_entity.origin_z + self.ladder_entity.mins_z)
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;
836 // Emulate keyboard interface
838 havocbot_keyboard_movement(destorg);
841 // if(self.aistatus & AI_STATUS_ROAMING)
843 if(skill+self.bot_moveskill >= autocvar_bot_ai_bunnyhop_skilloffset)
844 havocbot_bunnyhop(dir);
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);
851 void havocbot_chooseenemy()
853 local entity head, best, head2;
854 local float rating, bestrating, i, f;
856 if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(self))
863 if (!bot_shouldattack(self.enemy))
865 // enemy died or something, find a new target
867 self.havocbot_chooseenemy_finished = time;
869 else if (self.havocbot_stickenemy)
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)
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;
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;
891 if (time < self.havocbot_chooseenemy_finished)
893 self.havocbot_chooseenemy_finished = time + autocvar_bot_ai_enemydetectioninterval;
894 eye = self.origin + self.view_ofs;
896 bestrating = 100000000;
897 head = head2 = findchainfloat(bot_attack, TRUE);
899 // Search for enemies, if no enemy can be seen directly try to look through transparent objects
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))
910 traceline(eye, v, TRUE, self);
911 if (trace_ent == head || trace_fraction >= 1)
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
927 // Set flags to see through transparent objects
928 f = self.dphitcontentsmask;
929 self.dphitcontentsmask = DPCONTENTS_OPAQUE;
935 // Restore hit flags if needed
937 self.dphitcontentsmask = f;
940 self.havocbot_stickenemy = TRUE;
943 float havocbot_chooseweapon_checkreload(float new_weapon)
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 :)
951 // if this weapon is scheduled for reloading, don't switch to it during combat
952 if (self.weapon_load[new_weapon] < 0)
954 local float i, other_weapon_available;
955 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
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;
961 if(other_weapon_available)
968 void havocbot_chooseweapon()
973 if(g_weaponarena == WEPBIT_TUBA)
975 self.switchweapon = WEP_TUBA;
979 // TODO: clean this up by moving it to weapon code
980 if(self.enemy==world)
982 // If no weapon was chosen get the first available weapon
984 for(i=WEP_LASER + 1; i < WEP_COUNT ; ++i)
986 if(client_hasweapon(self, i, TRUE, FALSE))
988 self.switchweapon = i;
995 // Do not change weapon during the next second after a combo
996 i = time - self.lastcombotime;
1001 local float distance; distance=bound(10,vlen(self.origin-self.enemy.origin)-200,10000);
1003 // Should it do a weapon combo?
1004 local float af, ct, combo_time, combo;
1006 af = ATTACK_FINISHED(self);
1007 ct = autocvar_bot_ai_weapon_combo_threshold;
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));
1015 if(autocvar_bot_ai_weapon_combo)
1016 if(self.weapon == self.lastfiredweapon)
1020 self.lastcombotime = time;
1023 distance *= pow(2, self.bot_rangepreference);
1025 // Custom weapon list based on distance to the enemy
1026 if(bot_custom_weapon){
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) )
1034 if ((self.weapon == w && combo) || havocbot_chooseweapon_checkreload(w))
1036 self.switchweapon = w;
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) )
1048 if ((self.weapon == w && combo) || havocbot_chooseweapon_checkreload(w))
1050 self.switchweapon = w;
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) )
1061 if ((self.weapon == w && combo) || havocbot_chooseweapon_checkreload(w))
1063 self.switchweapon = w;
1072 local vector selfvel, enemyvel;
1073 // if(self.flags & FL_INWATER)
1075 if (time < self.nextaim)
1077 self.nextaim = time + 0.1;
1078 selfvel = self.velocity;
1079 if (!self.waterlevel)
1083 enemyvel = self.enemy.velocity;
1084 if (!self.enemy.waterlevel)
1086 lag_additem(time + self.ping, 0, 0, self.enemy, self.origin, selfvel, self.enemy.origin, enemyvel);
1089 lag_additem(time + self.ping, 0, 0, world, self.origin, selfvel, self.goalcurrent.origin, '0 0 0');
1092 float havocbot_moveto_refresh_route()
1094 // Refresh path to goal if necessary
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;
1103 float havocbot_moveto(vector pos)
1107 if(self.aistatus & AI_STATUS_WAYPOINT_PERSONAL_GOING)
1109 // Step 4: Move to waypoint
1110 if(self.havocbot_personal_waypoint==world)
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;
1117 if (!bot_strategytoken_taken)
1118 if(self.havocbot_personal_waypoint_searchtime<time)
1120 bot_strategytoken_taken = TRUE;
1121 if(havocbot_moveto_refresh_route())
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;
1129 self.havocbot_personal_waypoint_failcounter += 1;
1130 self.havocbot_personal_waypoint_searchtime = time + 2;
1131 if(self.havocbot_personal_waypoint_failcounter >= 30)
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;
1139 dprint(self.netname, " can't walk to its personal waypoint (after ", ftos(self.havocbot_personal_waypoint_failcounter), " failed attempts), trying later\n");
1143 if(autocvar_bot_debug_goalstack)
1147 local vector dir = self.goalcurrent.origin - (self.origin + self.view_ofs);
1149 bot_aimdir(dir, -1);
1152 havocbot_movetogoal();
1154 if(self.aistatus & AI_STATUS_WAYPOINT_PERSONAL_REACHED)
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;
1163 return CMD_STATUS_EXECUTING;
1166 // Step 2: Linking waypoint
1167 if(self.aistatus & AI_STATUS_WAYPOINT_PERSONAL_LINKING)
1169 // Wait until it is linked
1170 if(!self.havocbot_personal_waypoint.wplinked)
1172 dprint(self.netname, " waiting for personal waypoint to be linked\n");
1173 return CMD_STATUS_EXECUTING;
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;
1180 // Step 3: Route to waypoint
1181 dprint(self.netname, " walking to its personal waypoint\n");
1183 return CMD_STATUS_EXECUTING;
1186 // Step 1: Spawning waypoint
1187 wp = waypoint_spawnpersonal(pos);
1190 dprint("Error: Can't spawn personal waypoint at ",vtos(pos),"\n");
1191 return CMD_STATUS_ERROR;
1194 self.havocbot_personal_waypoint = wp;
1195 self.havocbot_personal_waypoint_failcounter = 0;
1196 self.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1198 // if pos is inside a teleport, then let's mark it as teleport waypoint
1200 for(head = world; (head = find(head, classname, "trigger_teleport")); )
1202 if(WarpZoneLib_BoxTouchesBrush(pos, pos, head, world))
1204 wp.wpflags |= WAYPOINTFLAG_TELEPORT;
1205 self.lastteleporttime = 0;
1210 if(wp.wpflags & WAYPOINTFLAG_TELEPORT)
1211 print("routing to a teleporter\n");
1213 print("routing to a non-teleporter\n");
1216 return CMD_STATUS_EXECUTING;
1219 float havocbot_resetgoal()
1221 navigation_clearroute();
1222 return CMD_STATUS_FINISHED;
1225 void havocbot_setupbot()
1227 self.bot_ai = havocbot_ai;
1228 self.cmd_moveto = havocbot_moveto;
1229 self.cmd_resetgoal = havocbot_resetgoal;
1231 havocbot_chooserole();
1234 vector havocbot_dodge()
1236 // LordHavoc: disabled because this is too expensive
1240 local vector dodge, v, n;
1241 local float danger, bestdanger, vl, d;
1244 // check for dangerous objects near bot or approaching bot
1245 head = findchainfloat(bot_dodge, TRUE);
1248 if (head.owner != self)
1250 vl = vlen(head.velocity);
1251 if (vl > autocvar_sv_maxspeed * 0.3)
1253 n = normalize(head.velocity);
1254 v = self.origin - head.origin;
1256 if (d > (0 - head.bot_dodgerating))
1257 if (d < (vl * 0.2 + head.bot_dodgerating))
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)
1264 bestdanger = danger;
1265 // dodge to the side of the object
1266 dodge = normalize(v);
1272 danger = head.bot_dodgerating - vlen(head.origin - self.origin);
1273 if (bestdanger < danger)
1275 bestdanger = danger;
1276 dodge = normalize(self.origin - head.origin);