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[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / bot / havocbot / havocbot.qc
1 #include "havocbot.qh"
2 #include "../../_all.qh"
3
4 #include "../aim.qh"
5 #include "../bot.qh"
6 #include "../navigation.qh"
7 #include "../scripting.qh"
8 #include "../waypoints.qh"
9
10 #include "../../../common/constants.qh"
11
12 #include "../../../warpzonelib/common.qh"
13
14 void havocbot_ai()
15 {
16         if(self.draggedby)
17                 return;
18
19         if(bot_execute_commands())
20                 return;
21
22         if (bot_strategytoken == self)
23         if (!bot_strategytoken_taken)
24         {
25                 if(self.havocbot_blockhead)
26                 {
27                         self.havocbot_blockhead = false;
28                 }
29                 else
30                 {
31                         if (!self.jumppadcount)
32                                 self.havocbot_role();
33                 }
34
35                 // TODO: tracewalk() should take care of this job (better path finding under water)
36                 // if we don't have a goal and we're under water look for a waypoint near the "shore" and push it
37                 if(self.deadflag != DEAD_NO)
38                 if(self.goalcurrent==world)
39                 if(self.waterlevel==WATERLEVEL_SWIMMING || (self.aistatus & AI_STATUS_OUT_WATER))
40                 {
41                         // Look for the closest waypoint out of water
42                         entity newgoal, head;
43                         float bestdistance, distance;
44
45                         newgoal = world;
46                         bestdistance = 10000;
47                         for (head = findchain(classname, "waypoint"); head; head = head.chain)
48                         {
49                                 distance = vlen(head.origin - self.origin);
50                                 if(distance>10000)
51                                         continue;
52
53                                 if(head.origin.z < self.origin.z)
54                                         continue;
55
56                                 if(head.origin.z - self.origin.z - self.view_ofs.z > 100)
57                                         continue;
58
59                                 if (pointcontents(head.origin + head.maxs + '0 0 1') != CONTENT_EMPTY)
60                                         continue;
61
62                                 traceline(self.origin + self.view_ofs , head.origin, true, head);
63
64                                 if(trace_fraction<1)
65                                         continue;
66
67                                 if(distance<bestdistance)
68                                 {
69                                         newgoal = head;
70                                         bestdistance = distance;
71                                 }
72                         }
73
74                         if(newgoal)
75                         {
76                         //      te_wizspike(newgoal.origin);
77                                 navigation_pushroute(newgoal);
78                         }
79                 }
80
81                 // token has been used this frame
82                 bot_strategytoken_taken = true;
83         }
84
85         if(self.deadflag != DEAD_NO)
86                 return;
87
88         havocbot_chooseenemy();
89         if (self.bot_chooseweapontime < time )
90         {
91                 self.bot_chooseweapontime = time + autocvar_bot_ai_chooseweaponinterval;
92                 havocbot_chooseweapon();
93         }
94         havocbot_aim();
95         lag_update();
96         if (self.bot_aimtarg)
97         {
98                 self.aistatus |= AI_STATUS_ATTACKING;
99                 self.aistatus &= ~AI_STATUS_ROAMING;
100
101                 if(self.weapons)
102                 {
103                         WEP_ACTION(self.weapon, WR_AIM);
104                         if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(self))
105                         {
106                                 self.BUTTON_ATCK = false;
107                                 self.BUTTON_ATCK2 = false;
108                         }
109                         else
110                         {
111                                 if(self.BUTTON_ATCK||self.BUTTON_ATCK2)
112                                         self.lastfiredweapon = self.weapon;
113                         }
114                 }
115                 else
116                 {
117                         if(IS_PLAYER(self.bot_aimtarg))
118                                 bot_aimdir(self.bot_aimtarg.origin + self.bot_aimtarg.view_ofs - self.origin - self.view_ofs , -1);
119                 }
120         }
121         else if (self.goalcurrent)
122         {
123                 self.aistatus |= AI_STATUS_ROAMING;
124                 self.aistatus &= ~AI_STATUS_ATTACKING;
125
126                 vector now,v,next;//,heading;
127                 float aimdistance,skillblend,distanceblend,blend;
128                 next = now = ( (self.goalcurrent.absmin + self.goalcurrent.absmax) * 0.5) - (self.origin + self.view_ofs);
129                 aimdistance = vlen(now);
130                 //heading = self.velocity;
131                 //dprint(self.goalstack01.classname,etos(self.goalstack01),"\n");
132                 if(
133                         self.goalstack01 != self && self.goalstack01 != world && ((self.aistatus & AI_STATUS_RUNNING) == 0) &&
134                         !(self.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
135                 )
136                         next = ((self.goalstack01.absmin + self.goalstack01.absmax) * 0.5) - (self.origin + self.view_ofs);
137
138                 skillblend=bound(0,(skill+self.bot_moveskill-2.5)*0.5,1); //lower skill player can't preturn
139                 distanceblend=bound(0,aimdistance/autocvar_bot_ai_keyboard_distance,1);
140                 blend = skillblend * (1-distanceblend);
141                 //v = (now * (distanceblend) + next * (1-distanceblend)) * (skillblend) + now * (1-skillblend);
142                 //v = now * (distanceblend) * (skillblend) + next * (1-distanceblend) * (skillblend) + now * (1-skillblend);
143                 //v = now * ((1-skillblend) + (distanceblend) * (skillblend)) + next * (1-distanceblend) * (skillblend);
144                 v = now + blend * (next - now);
145                 //dprint(etos(self), " ");
146                 //dprint(vtos(now), ":", vtos(next), "=", vtos(v), " (blend ", ftos(blend), ")\n");
147                 //v = now * (distanceblend) + next * (1-distanceblend);
148                 if (self.waterlevel < WATERLEVEL_SWIMMING)
149                         v.z = 0;
150                 //dprint("walk at:", vtos(v), "\n");
151                 //te_lightning2(world, self.origin, self.goalcurrent.origin);
152                 bot_aimdir(v, -1);
153         }
154         havocbot_movetogoal();
155
156         // if the bot is not attacking, consider reloading weapons
157         if (!(self.aistatus & AI_STATUS_ATTACKING))
158         {
159                 // we are currently holding a weapon that's not fully loaded, reload it
160                 if(skill >= 2) // bots can only reload the held weapon on purpose past this skill
161                 if(self.clip_load < self.clip_size)
162                         self.impulse = 20; // "press" the reload button, not sure if this is done right
163
164                 // if we're not reloading a weapon, switch to any weapon in our invnetory that's not fully loaded to reload it next
165                 // the code above executes next frame, starting the reloading then
166                 if(skill >= 5) // bots can only look for unloaded weapons past this skill
167                 if(self.clip_load >= 0) // only if we're not reloading a weapon already
168                 {
169                         for (int i = WEP_FIRST; i <= WEP_LAST; ++i)
170                         {
171                                 entity e = get_weaponinfo(i);
172                                 if ((self.weapons & WepSet_FromWeapon(i)) && (e.spawnflags & WEP_FLAG_RELOADABLE) && (self.weapon_load[i] < e.reloading_ammo))
173                                         self.switchweapon = i;
174                         }
175                 }
176         }
177 }
178
179 void havocbot_keyboard_movement(vector destorg)
180 {
181         vector keyboard;
182         float blend, maxspeed;
183         float sk;
184
185         sk = skill + self.bot_moveskill;
186
187         maxspeed = autocvar_sv_maxspeed;
188
189         if (time < self.havocbot_keyboardtime)
190                 return;
191
192         self.havocbot_keyboardtime =
193                 max(
194                         self.havocbot_keyboardtime
195                                 + 0.05/max(1, sk+self.havocbot_keyboardskill)
196                                 + random()*0.025/max(0.00025, skill+self.havocbot_keyboardskill)
197                 , time);
198         keyboard = self.movement * (1.0 / maxspeed);
199
200         float trigger, trigger1;
201         blend = bound(0,sk*0.1,1);
202         trigger = autocvar_bot_ai_keyboard_threshold;
203         trigger1 = 0 - trigger;
204
205         // categorize forward movement
206         // at skill < 1.5 only forward
207         // at skill < 2.5 only individual directions
208         // at skill < 4.5 only individual directions, and forward diagonals
209         // at skill >= 4.5, all cases allowed
210         if (keyboard.x > trigger)
211         {
212                 keyboard.x = 1;
213                 if (sk < 2.5)
214                         keyboard.y = 0;
215         }
216         else if (keyboard.x < trigger1 && sk > 1.5)
217         {
218                 keyboard.x = -1;
219                 if (sk < 4.5)
220                         keyboard.y = 0;
221         }
222         else
223         {
224                 keyboard.x = 0;
225                 if (sk < 1.5)
226                         keyboard.y = 0;
227         }
228         if (sk < 4.5)
229                 keyboard.z = 0;
230
231         if (keyboard.y > trigger)
232                 keyboard.y = 1;
233         else if (keyboard.y < trigger1)
234                 keyboard.y = -1;
235         else
236                 keyboard.y = 0;
237
238         if (keyboard.z > trigger)
239                 keyboard.z = 1;
240         else if (keyboard.z < trigger1)
241                 keyboard.z = -1;
242         else
243                 keyboard.z = 0;
244
245         self.havocbot_keyboard = keyboard * maxspeed;
246         if (self.havocbot_ducktime>time) self.BUTTON_CROUCH=true;
247
248         keyboard = self.havocbot_keyboard;
249         blend = bound(0,vlen(destorg-self.origin)/autocvar_bot_ai_keyboard_distance,1); // When getting close move with 360 degree
250         //dprint("movement ", vtos(self.movement), " keyboard ", vtos(keyboard), " blend ", ftos(blend), "\n");
251         self.movement = self.movement + (keyboard - self.movement) * blend;
252 }
253
254 void havocbot_bunnyhop(vector dir)
255 {
256         float bunnyhopdistance;
257         vector deviation;
258         float maxspeed;
259         vector gco, gno;
260
261         // Don't jump when attacking
262         if(self.aistatus & AI_STATUS_ATTACKING)
263                 return;
264
265         if(IS_PLAYER(self.goalcurrent))
266                 return;
267
268         maxspeed = autocvar_sv_maxspeed;
269
270         if(self.aistatus & AI_STATUS_DANGER_AHEAD)
271         {
272                 self.aistatus &= ~AI_STATUS_RUNNING;
273                 self.BUTTON_JUMP = false;
274                 self.bot_canruntogoal = 0;
275                 self.bot_timelastseengoal = 0;
276                 return;
277         }
278
279         if(self.waterlevel > WATERLEVEL_WETFEET)
280         {
281                 self.aistatus &= ~AI_STATUS_RUNNING;
282                 return;
283         }
284
285         if(self.bot_lastseengoal != self.goalcurrent && !(self.aistatus & AI_STATUS_RUNNING))
286         {
287                 self.bot_canruntogoal = 0;
288                 self.bot_timelastseengoal = 0;
289         }
290
291         gco = (self.goalcurrent.absmin + self.goalcurrent.absmax) * 0.5;
292         bunnyhopdistance = vlen(self.origin - gco);
293
294         // Run only to visible goals
295         if(self.flags & FL_ONGROUND)
296         if(self.speed==maxspeed)
297         if(checkpvs(self.origin + self.view_ofs, self.goalcurrent))
298         {
299                         self.bot_lastseengoal = self.goalcurrent;
300
301                         // seen it before
302                         if(self.bot_timelastseengoal)
303                         {
304                                 // for a period of time
305                                 if(time - self.bot_timelastseengoal > autocvar_bot_ai_bunnyhop_firstjumpdelay)
306                                 {
307                                         float checkdistance;
308                                         checkdistance = true;
309
310                                         // don't run if it is too close
311                                         if(self.bot_canruntogoal==0)
312                                         {
313                                                 if(bunnyhopdistance > autocvar_bot_ai_bunnyhop_startdistance)
314                                                         self.bot_canruntogoal = 1;
315                                                 else
316                                                         self.bot_canruntogoal = -1;
317                                         }
318
319                                         if(self.bot_canruntogoal != 1)
320                                                 return;
321
322                                         if(self.aistatus & AI_STATUS_ROAMING)
323                                         if(self.goalcurrent.classname=="waypoint")
324                                         if (!(self.goalcurrent.wpflags & WAYPOINTFLAG_PERSONAL))
325                                         if(fabs(gco.z - self.origin.z) < self.maxs.z - self.mins.z)
326                                         if(self.goalstack01!=world)
327                                         {
328                                                 gno = (self.goalstack01.absmin + self.goalstack01.absmax) * 0.5;
329                                                 deviation = vectoangles(gno - self.origin) - vectoangles(gco - 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 - gno))
335                                                 if(fabs(gno.z - gco.z) < self.maxs.z - self.mins.z)
336                                                 {
337                                                         if(vlen(gco - gno) > 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 #if 0
369         // Release jump button
370         if(!cvar("sv_pogostick"))
371         if((self.flags & FL_ONGROUND) == 0)
372         {
373                 if(self.velocity.z < 0 || vlen(self.velocity)<maxspeed)
374                         self.BUTTON_JUMP = false;
375
376                 // Strafe
377                 if(self.aistatus & AI_STATUS_RUNNING)
378                 if(vlen(self.velocity)>maxspeed)
379                 {
380                         deviation = vectoangles(dir) - vectoangles(self.velocity);
381                         while (deviation.y < -180) deviation.y = deviation.y + 360;
382                         while (deviation.y > 180) deviation.y = deviation.y - 360;
383
384                         if(fabs(deviation.y)>10)
385                                 self.movement_x = 0;
386
387                         if(deviation.y>10)
388                                 self.movement_y = maxspeed * -1;
389                         else if(deviation.y<10)
390                                 self.movement_y = maxspeed;
391
392                 }
393         }
394 #endif
395 }
396
397 void havocbot_movetogoal()
398 {
399         vector destorg;
400         vector diff;
401         vector dir;
402         vector flatdir;
403         vector m1;
404         vector m2;
405         vector evadeobstacle;
406         vector evadelava;
407         float s;
408         float maxspeed;
409         vector gco;
410         //float dist;
411         vector dodge;
412         //if (self.goalentity)
413         //      te_lightning2(self, self.origin, (self.goalentity.absmin + self.goalentity.absmax) * 0.5);
414         self.movement = '0 0 0';
415         maxspeed = autocvar_sv_maxspeed;
416
417         // Jetpack navigation
418         if(self.goalcurrent)
419         if(self.navigation_jetpack_goal)
420         if(self.goalcurrent==self.navigation_jetpack_goal)
421         if(self.ammo_fuel)
422         {
423                 if(autocvar_bot_debug_goalstack)
424                 {
425                         debuggoalstack();
426                         te_wizspike(self.navigation_jetpack_point);
427                 }
428
429                 // Take off
430                 if (!(self.aistatus & AI_STATUS_JETPACK_FLYING))
431                 {
432                         // Brake almost completely so it can get a good direction
433                         if(vlen(self.velocity)>10)
434                                 return;
435                         self.aistatus |= AI_STATUS_JETPACK_FLYING;
436                 }
437
438                 makevectors(self.v_angle.y * '0 1 0');
439                 dir = normalize(self.navigation_jetpack_point - self.origin);
440
441                 // Landing
442                 if(self.aistatus & AI_STATUS_JETPACK_LANDING)
443                 {
444                         // Calculate brake distance in xy
445                         float db, v, d;
446                         vector dxy;
447
448                         dxy = self.origin - ( ( self.goalcurrent.absmin + self.goalcurrent.absmax ) * 0.5 ); dxy.z = 0;
449                         d = vlen(dxy);
450                         v = vlen(self.velocity -  self.velocity.z * '0 0 1');
451                         db = (pow(v,2) / (autocvar_g_jetpack_acceleration_side * 2)) + 100;
452                 //      dprint("distance ", ftos(ceil(d)), " velocity ", ftos(ceil(v)), " brake at ", ftos(ceil(db)), "\n");
453                         if(d < db || d < 500)
454                         {
455                                 // Brake
456                                 if(fabs(self.velocity.x)>maxspeed*0.3)
457                                 {
458                                         self.movement_x = dir * v_forward * -maxspeed;
459                                         return;
460                                 }
461                                 // Switch to normal mode
462                                 self.navigation_jetpack_goal = world;
463                                 self.aistatus &= ~AI_STATUS_JETPACK_LANDING;
464                                 self.aistatus &= ~AI_STATUS_JETPACK_FLYING;
465                                 return;
466                         }
467                 }
468                 else if(checkpvs(self.origin,self.goalcurrent))
469                 {
470                         // If I can see the goal switch to landing code
471                         self.aistatus &= ~AI_STATUS_JETPACK_FLYING;
472                         self.aistatus |= AI_STATUS_JETPACK_LANDING;
473                         return;
474                 }
475
476                 // Flying
477                 self.BUTTON_HOOK = true;
478                 if(self.navigation_jetpack_point.z - PL_MAX_z + PL_MIN_z < self.origin.z)
479                 {
480                         self.movement_x = dir * v_forward * maxspeed;
481                         self.movement_y = dir * v_right * maxspeed;
482                 }
483                 return;
484         }
485
486         // Handling of jump pads
487         if(self.jumppadcount)
488         {
489                 // If got stuck on the jump pad try to reach the farthest visible waypoint
490                 if(self.aistatus & AI_STATUS_OUT_JUMPPAD)
491                 {
492                         if(fabs(self.velocity.z)<50)
493                         {
494                                 entity head, newgoal = world;
495                                 float distance, bestdistance = 0;
496
497                                 for (head = findchain(classname, "waypoint"); head; head = head.chain)
498                                 {
499
500                                         distance = vlen(head.origin - self.origin);
501                                         if(distance>1000)
502                                                 continue;
503
504                                         traceline(self.origin + self.view_ofs , ( ( head.absmin + head.absmax ) * 0.5 ), true, world);
505
506                                         if(trace_fraction<1)
507                                                 continue;
508
509                                         if(distance>bestdistance)
510                                         {
511                                                 newgoal = head;
512                                                 bestdistance = distance;
513                                         }
514                                 }
515
516                                 if(newgoal)
517                                 {
518                                         self.ignoregoal = self.goalcurrent;
519                                         self.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
520                                         navigation_clearroute();
521                                         navigation_routetogoal(newgoal, self.origin);
522                                         self.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
523                                 }
524                         }
525                         else
526                                 return;
527                 }
528                 else
529                 {
530                         if(self.velocity.z>0)
531                         {
532                                 float threshold, sxy;
533                                 vector velxy = self.velocity; velxy_z = 0;
534                                 sxy = vlen(velxy);
535                                 threshold = maxspeed * 0.2;
536                                 if(sxy < threshold)
537                                 {
538                                         dprint("Warning: ", self.netname, " got stuck on a jumppad (velocity in xy is ", ftos(sxy), "), trying to get out of it now\n");
539                                         self.aistatus |= AI_STATUS_OUT_JUMPPAD;
540                                 }
541                                 return;
542                         }
543
544                         // Don't chase players while using a jump pad
545                         if(IS_PLAYER(self.goalcurrent) || IS_PLAYER(self.goalstack01))
546                                 return;
547                 }
548         }
549         else if(self.aistatus & AI_STATUS_OUT_JUMPPAD)
550                 self.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
551
552         // If there is a trigger_hurt right below try to use the jetpack or make a rocketjump
553         if(skill>6)
554         if (!(self.flags & FL_ONGROUND))
555         {
556                 tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 -65536', MOVE_NOMONSTERS, self);
557                 if(tracebox_hits_trigger_hurt(self.origin, self.mins, self.maxs, trace_endpos ))
558                 if(self.items & IT_JETPACK)
559                 {
560                         tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 65536', MOVE_NOMONSTERS, self);
561                         if(tracebox_hits_trigger_hurt(self.origin, self.mins, self.maxs, trace_endpos + '0 0 1' ))
562                         {
563                                 if(self.velocity.z<0)
564                                 {
565                                         self.BUTTON_HOOK = true;
566                                 }
567                         }
568                         else
569                                 self.BUTTON_HOOK = true;
570
571                         // If there is no goal try to move forward
572
573                         if(self.goalcurrent==world)
574                                 dir = v_forward;
575                         else
576                                 dir = normalize(( ( self.goalcurrent.absmin + self.goalcurrent.absmax ) * 0.5 ) - self.origin);
577
578                         vector xyvelocity = self.velocity; xyvelocity_z = 0;
579                         float xyspeed = xyvelocity * dir;
580
581                         if(xyspeed < (maxspeed / 2))
582                         {
583                                 makevectors(self.v_angle.y * '0 1 0');
584                                 tracebox(self.origin, self.mins, self.maxs, self.origin + (dir * maxspeed * 3), MOVE_NOMONSTERS, self);
585                                 if(trace_fraction==1)
586                                 {
587                                         self.movement_x = dir * v_forward * maxspeed;
588                                         self.movement_y = dir * v_right * maxspeed;
589                                         if (skill < 10)
590                                                 havocbot_keyboard_movement(self.origin + dir * 100);
591                                 }
592                         }
593
594                         self.havocbot_blockhead = true;
595
596                         return;
597                 }
598                 else if(self.health>WEP_CVAR(devastator, damage)*0.5)
599                 {
600                         if(self.velocity.z < 0)
601                         if(client_hasweapon(self, WEP_DEVASTATOR, true, false))
602                         {
603                                 self.movement_x = maxspeed;
604
605                                 if(self.rocketjumptime)
606                                 {
607                                         if(time > self.rocketjumptime)
608                                         {
609                                                 self.BUTTON_ATCK2 = true;
610                                                 self.rocketjumptime = 0;
611                                         }
612                                         return;
613                                 }
614
615                                 self.switchweapon = WEP_DEVASTATOR;
616                                 self.v_angle_x = 90;
617                                 self.BUTTON_ATCK = true;
618                                 self.rocketjumptime = time + WEP_CVAR(devastator, detonatedelay);
619                                 return;
620                         }
621                 }
622                 else
623                 {
624                         // If there is no goal try to move forward
625                         if(self.goalcurrent==world)
626                                 self.movement_x = maxspeed;
627                 }
628         }
629
630         // If we are under water with no goals, swim up
631         if(self.waterlevel)
632         if(self.goalcurrent==world)
633         {
634                 dir = '0 0 0';
635                 if(self.waterlevel>WATERLEVEL_SWIMMING)
636                         dir.z = 1;
637                 else if(self.velocity.z >= 0 && !(self.waterlevel == WATERLEVEL_WETFEET && self.watertype == CONTENT_WATER))
638                         self.BUTTON_JUMP = true;
639                 else
640                         self.BUTTON_JUMP = false;
641                 makevectors(self.v_angle.y * '0 1 0');
642                 self.movement_x = dir * v_forward * maxspeed;
643                 self.movement_y = dir * v_right * maxspeed;
644                 self.movement_z = dir * v_up * maxspeed;
645         }
646
647         // if there is nowhere to go, exit
648         if (self.goalcurrent == world)
649                 return;
650
651         if (self.goalcurrent)
652                 navigation_poptouchedgoals();
653
654         // if ran out of goals try to use an alternative goal or get a new strategy asap
655         if(self.goalcurrent == world)
656         {
657                 self.bot_strategytime = 0;
658                 return;
659         }
660
661
662         if(autocvar_bot_debug_goalstack)
663                 debuggoalstack();
664
665         m1 = self.goalcurrent.origin + self.goalcurrent.mins;
666         m2 = self.goalcurrent.origin + self.goalcurrent.maxs;
667         destorg = self.origin;
668         destorg.x = bound(m1_x, destorg.x, m2_x);
669         destorg.y = bound(m1_y, destorg.y, m2_y);
670         destorg.z = bound(m1_z, destorg.z, m2_z);
671         diff = destorg - self.origin;
672         //dist = vlen(diff);
673         dir = normalize(diff);
674         flatdir = diff;flatdir.z = 0;
675         flatdir = normalize(flatdir);
676         gco = (self.goalcurrent.absmin + self.goalcurrent.absmax) * 0.5;
677
678         //if (self.bot_dodgevector_time < time)
679         {
680         //      self.bot_dodgevector_time = time + cvar("bot_ai_dodgeupdateinterval");
681         //      self.bot_dodgevector_jumpbutton = 1;
682                 evadeobstacle = '0 0 0';
683                 evadelava = '0 0 0';
684
685                 if (self.waterlevel)
686                 {
687                         if(self.waterlevel>WATERLEVEL_SWIMMING)
688                         {
689                         //      flatdir_z = 1;
690                                 self.aistatus |= AI_STATUS_OUT_WATER;
691                         }
692                         else
693                         {
694                                 if(self.velocity.z >= 0 && !(self.watertype == CONTENT_WATER && gco.z < self.origin.z) &&
695                                         ( !(self.waterlevel == WATERLEVEL_WETFEET && self.watertype == CONTENT_WATER) || self.aistatus & AI_STATUS_OUT_WATER))
696                                         self.BUTTON_JUMP = true;
697                                 else
698                                         self.BUTTON_JUMP = false;
699                         }
700                         dir = normalize(flatdir);
701                         makevectors(self.v_angle.y * '0 1 0');
702                 }
703                 else
704                 {
705                         if(self.aistatus & AI_STATUS_OUT_WATER)
706                                 self.aistatus &= ~AI_STATUS_OUT_WATER;
707
708                         // jump if going toward an obstacle that doesn't look like stairs we
709                         // can walk up directly
710                         tracebox(self.origin, self.mins, self.maxs, self.origin + self.velocity * 0.2, false, self);
711                         if (trace_fraction < 1)
712                         if (trace_plane_normal.z < 0.7)
713                         {
714                                 s = trace_fraction;
715                                 tracebox(self.origin + stepheightvec, self.mins, self.maxs, self.origin + self.velocity * 0.2 + stepheightvec, false, self);
716                                 if (trace_fraction < s + 0.01)
717                                 if (trace_plane_normal.z < 0.7)
718                                 {
719                                         s = trace_fraction;
720                                         tracebox(self.origin + jumpstepheightvec, self.mins, self.maxs, self.origin + self.velocity * 0.2 + jumpstepheightvec, false, self);
721                                         if (trace_fraction > s)
722                                                 self.BUTTON_JUMP = 1;
723                                 }
724                         }
725
726                         // avoiding dangers and obstacles
727                         vector dst_ahead, dst_down;
728                         makevectors(self.v_angle.y * '0 1 0');
729                         dst_ahead = self.origin + self.view_ofs + (self.velocity * 0.4) + (v_forward * 32 * 3);
730                         dst_down = dst_ahead - '0 0 1500';
731
732                         // Look ahead
733                         traceline(self.origin + self.view_ofs, dst_ahead, true, world);
734
735                         // Check head-banging against walls
736                         if(vlen(self.origin + self.view_ofs - trace_endpos) < 25 && !(self.aistatus & AI_STATUS_OUT_WATER))
737                         {
738                                 self.BUTTON_JUMP = true;
739                                 if(self.facingwalltime && time > self.facingwalltime)
740                                 {
741                                         self.ignoregoal = self.goalcurrent;
742                                         self.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
743                                         self.bot_strategytime = 0;
744                                         return;
745                                 }
746                                 else
747                                 {
748                                         self.facingwalltime = time + 0.05;
749                                 }
750                         }
751                         else
752                         {
753                                 self.facingwalltime = 0;
754
755                                 if(self.ignoregoal != world && time > self.ignoregoaltime)
756                                 {
757                                         self.ignoregoal = world;
758                                         self.ignoregoaltime = 0;
759                                 }
760                         }
761
762                         // Check for water/slime/lava and dangerous edges
763                         // (only when the bot is on the ground or jumping intentionally)
764                         self.aistatus &= ~AI_STATUS_DANGER_AHEAD;
765
766                         if(trace_fraction == 1 && self.jumppadcount == 0 && !self.goalcurrent.wphardwired )
767                         if((self.flags & FL_ONGROUND) || (self.aistatus & AI_STATUS_RUNNING) || self.BUTTON_JUMP == true)
768                         {
769                                 // Look downwards
770                                 traceline(dst_ahead , dst_down, true, world);
771                         //      te_lightning2(world, self.origin, dst_ahead);   // Draw "ahead" look
772                         //      te_lightning2(world, dst_ahead, dst_down);              // Draw "downwards" look
773                                 if(trace_endpos.z < self.origin.z + self.mins.z)
774                                 {
775                                         s = pointcontents(trace_endpos + '0 0 1');
776                                         if (s != CONTENT_SOLID)
777                                         if (s == CONTENT_LAVA || s == CONTENT_SLIME)
778                                                 evadelava = normalize(self.velocity) * -1;
779                                         else if (s == CONTENT_SKY)
780                                                 evadeobstacle = normalize(self.velocity) * -1;
781                                         else if (!boxesoverlap(dst_ahead - self.view_ofs + self.mins, dst_ahead - self.view_ofs + self.maxs,
782                                                                 self.goalcurrent.absmin, self.goalcurrent.absmax))
783                                         {
784                                                 // if ain't a safe goal with "holes" (like the jumpad on soylent)
785                                                 // and there is a trigger_hurt below
786                                                 if(tracebox_hits_trigger_hurt(dst_ahead, self.mins, self.maxs, trace_endpos))
787                                                 {
788                                                         // Remove dangerous dynamic goals from stack
789                                                         dprint("bot ", self.netname, " avoided the goal ", self.goalcurrent.classname, " ", etos(self.goalcurrent), " because it led to a dangerous path; goal stack cleared\n");
790                                                         navigation_clearroute();
791                                                         return;
792                                                 }
793                                         }
794                                 }
795                         }
796
797                         dir = flatdir;
798                         evadeobstacle.z = 0;
799                         evadelava.z = 0;
800                         makevectors(self.v_angle.y * '0 1 0');
801
802                         if(evadeobstacle!='0 0 0'||evadelava!='0 0 0')
803                                 self.aistatus |= AI_STATUS_DANGER_AHEAD;
804                 }
805
806                 dodge = havocbot_dodge();
807                 dodge = dodge * bound(0,0.5+(skill+self.bot_dodgeskill)*0.1,1);
808                 evadelava = evadelava * bound(1,3-(skill+self.bot_dodgeskill),3); //Noobs fear lava a lot and take more distance from it
809                 traceline(self.origin, ( ( self.enemy.absmin + self.enemy.absmax ) * 0.5 ), true, world);
810                 if(IS_PLAYER(trace_ent))
811                         dir = dir * bound(0,(skill+self.bot_dodgeskill)/7,1);
812
813                 dir = normalize(dir + dodge + evadeobstacle + evadelava);
814         //      self.bot_dodgevector = dir;
815         //      self.bot_dodgevector_jumpbutton = self.BUTTON_JUMP;
816         }
817
818         if(time < self.ladder_time)
819         {
820                 if(self.goalcurrent.origin.z + self.goalcurrent.mins.z > self.origin.z + self.mins.z)
821                 {
822                         if(self.origin.z + self.mins.z  < self.ladder_entity.origin.z + self.ladder_entity.maxs.z)
823                                 dir.z = 1;
824                 }
825                 else
826                 {
827                         if(self.origin.z + self.mins.z  > self.ladder_entity.origin.z + self.ladder_entity.mins.z)
828                                 dir.z = -1;
829                 }
830         }
831
832         //dir = self.bot_dodgevector;
833         //if (self.bot_dodgevector_jumpbutton)
834         //      self.BUTTON_JUMP = 1;
835         self.movement_x = dir * v_forward * maxspeed;
836         self.movement_y = dir * v_right * maxspeed;
837         self.movement_z = dir * v_up * maxspeed;
838
839         // Emulate keyboard interface
840         if (skill < 10)
841                 havocbot_keyboard_movement(destorg);
842
843         // Bunnyhop!
844 //      if(self.aistatus & AI_STATUS_ROAMING)
845         if(self.goalcurrent)
846         if(skill+self.bot_moveskill >= autocvar_bot_ai_bunnyhop_skilloffset)
847                 havocbot_bunnyhop(dir);
848
849         if ((dir * v_up) >= autocvar_sv_jumpvelocity*0.5 && (self.flags & FL_ONGROUND)) self.BUTTON_JUMP=1;
850         if (((dodge * v_up) > 0) && random()*frametime >= 0.2*bound(0,(10-skill-self.bot_dodgeskill)*0.1,1)) self.BUTTON_JUMP=true;
851         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);
852 }
853
854 void havocbot_chooseenemy()
855 {
856         entity head, best, head2;
857         float rating, bestrating, i, hf;
858         vector eye, v;
859         if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(self))
860         {
861                 self.enemy = world;
862                 return;
863         }
864         if (self.enemy)
865         {
866                 if (!bot_shouldattack(self.enemy))
867                 {
868                         // enemy died or something, find a new target
869                         self.enemy = world;
870                         self.havocbot_chooseenemy_finished = time;
871                 }
872                 else if (self.havocbot_stickenemy)
873                 {
874                         // tracking last chosen enemy
875                         // if enemy is visible
876                         // and not really really far away
877                         // and we're not severely injured
878                         // then keep tracking for a half second into the future
879                         traceline(self.origin+self.view_ofs, ( self.enemy.absmin + self.enemy.absmax ) * 0.5,false,world);
880                         if (trace_ent == self.enemy || trace_fraction == 1)
881                         if (vlen((( self.enemy.absmin + self.enemy.absmax ) * 0.5) - self.origin) < 1000)
882                         if (self.health > 30)
883                         {
884                                 // remain tracking him for a shot while (case he went after a small corner or pilar
885                                 self.havocbot_chooseenemy_finished = time + 0.5;
886                                 return;
887                         }
888                         // enemy isn't visible, or is far away, or we're injured severely
889                         // so stop preferring this enemy
890                         // (it will still take a half second until a new one is chosen)
891                         self.havocbot_stickenemy = 0;
892                 }
893         }
894         if (time < self.havocbot_chooseenemy_finished)
895                 return;
896         self.havocbot_chooseenemy_finished = time + autocvar_bot_ai_enemydetectioninterval;
897         eye = self.origin + self.view_ofs;
898         best = world;
899         bestrating = 100000000;
900         head = head2 = findchainfloat(bot_attack, true);
901
902         // Backup hit flags
903         hf = self.dphitcontentsmask;
904
905         // Search for enemies, if no enemy can be seen directly try to look through transparent objects
906
907         self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
908
909         for(i = 0; ; ++i)
910         {
911                 while (head)
912                 {
913                         v = (head.absmin + head.absmax) * 0.5;
914                         rating = vlen(v - eye);
915                         if (rating<autocvar_bot_ai_enemydetectionradius)
916                         if (bestrating > rating)
917                         if (bot_shouldattack(head))
918                         {
919                                 traceline(eye, v, true, self);
920                                 if (trace_ent == head || trace_fraction >= 1)
921                                 {
922                                         best = head;
923                                         bestrating = rating;
924                                 }
925                         }
926                         head = head.chain;
927                 }
928
929                 // I want to do a second scan if no enemy was found or I don't have weapons
930                 // TODO: Perform the scan when using the rifle (requires changes on the rifle code)
931                 if(best || self.weapons) // || self.weapon == WEP_RIFLE
932                         break;
933                 if(i)
934                         break;
935
936                 // Set flags to see through transparent objects
937                 self.dphitcontentsmask |= DPCONTENTS_OPAQUE;
938
939                 head = head2;
940         }
941
942         // Restore hit flags
943         self.dphitcontentsmask = hf;
944
945         self.enemy = best;
946         self.havocbot_stickenemy = true;
947 }
948
949 float havocbot_chooseweapon_checkreload(int new_weapon)
950 {
951         // bots under this skill cannot find unloaded weapons to reload idly when not in combat,
952         // so skip this for them, or they'll never get to reload their weapons at all.
953         // this also allows bots under this skill to be more stupid, and reload more often during combat :)
954         if(skill < 5)
955                 return false;
956
957         // if this weapon is scheduled for reloading, don't switch to it during combat
958         if (self.weapon_load[new_weapon] < 0)
959         {
960                 float i, other_weapon_available = false;
961                 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
962                 {
963                         // if we are out of ammo for all other weapons, it's an emergency to switch to anything else
964                         if (WEP_ACTION(i, WR_CHECKAMMO1) + WEP_ACTION(i, WR_CHECKAMMO2))
965                                 other_weapon_available = true;
966                 }
967                 if(other_weapon_available)
968                         return true;
969         }
970
971         return false;
972 }
973
974 void havocbot_chooseweapon()
975 {
976         int i;
977
978         // ;)
979         if(g_weaponarena_weapons == WEPSET_TUBA)
980         {
981                 self.switchweapon = WEP_TUBA;
982                 return;
983         }
984
985         // TODO: clean this up by moving it to weapon code
986         if(self.enemy==world)
987         {
988                 // If no weapon was chosen get the first available weapon
989                 if(self.weapon==0)
990                 for(i = WEP_FIRST; i <= WEP_LAST; ++i) if(i != WEP_BLASTER)
991                 {
992                         if(client_hasweapon(self, i, true, false))
993                         {
994                                 self.switchweapon = i;
995                                 return;
996                         }
997                 }
998                 return;
999         }
1000
1001         // Do not change weapon during the next second after a combo
1002         float f = time - self.lastcombotime;
1003         if(f < 1)
1004                 return;
1005
1006         float w;
1007         float distance; distance=bound(10,vlen(self.origin-self.enemy.origin)-200,10000);
1008
1009         // Should it do a weapon combo?
1010         float af, ct, combo_time, combo;
1011
1012         af = ATTACK_FINISHED(self);
1013         ct = autocvar_bot_ai_weapon_combo_threshold;
1014
1015         // Bots with no skill will be 4 times more slower than "godlike" bots when doing weapon combos
1016         // Ideally this 4 should be calculated as longest_weapon_refire / bot_ai_weapon_combo_threshold
1017         combo_time = time + ct + (ct * ((-0.3*(skill+self.bot_weaponskill))+3));
1018
1019         combo = false;
1020
1021         if(autocvar_bot_ai_weapon_combo)
1022         if(self.weapon == self.lastfiredweapon)
1023         if(af > combo_time)
1024         {
1025                 combo = true;
1026                 self.lastcombotime = time;
1027         }
1028
1029         distance *= pow(2, self.bot_rangepreference);
1030
1031         // Custom weapon list based on distance to the enemy
1032         if(bot_custom_weapon){
1033
1034                 // Choose weapons for far distance
1035                 if ( distance > bot_distance_far ) {
1036                         for(i=0; i < WEP_COUNT && bot_weapons_far[i] != -1 ; ++i){
1037                                 w = bot_weapons_far[i];
1038                                 if ( client_hasweapon(self, w, true, false) )
1039                                 {
1040                                         if ((self.weapon == w && combo) || havocbot_chooseweapon_checkreload(w))
1041                                                 continue;
1042                                         self.switchweapon = w;
1043                                         return;
1044                                 }
1045                         }
1046                 }
1047
1048                 // Choose weapons for mid distance
1049                 if ( distance > bot_distance_close) {
1050                         for(i=0; i < WEP_COUNT && bot_weapons_mid[i] != -1 ; ++i){
1051                                 w = bot_weapons_mid[i];
1052                                 if ( client_hasweapon(self, w, true, false) )
1053                                 {
1054                                         if ((self.weapon == w && combo) || havocbot_chooseweapon_checkreload(w))
1055                                                 continue;
1056                                         self.switchweapon = w;
1057                                         return;
1058                                 }
1059                         }
1060                 }
1061
1062                 // Choose weapons for close distance
1063                 for(i=0; i < WEP_COUNT && bot_weapons_close[i] != -1 ; ++i){
1064                         w = bot_weapons_close[i];
1065                         if ( client_hasweapon(self, w, true, false) )
1066                         {
1067                                 if ((self.weapon == w && combo) || havocbot_chooseweapon_checkreload(w))
1068                                         continue;
1069                                 self.switchweapon = w;
1070                                 return;
1071                         }
1072                 }
1073         }
1074 }
1075
1076 void havocbot_aim()
1077 {
1078         vector selfvel, enemyvel;
1079 //      if(self.flags & FL_INWATER)
1080 //              return;
1081         if (time < self.nextaim)
1082                 return;
1083         self.nextaim = time + 0.1;
1084         selfvel = self.velocity;
1085         if (!self.waterlevel)
1086                 selfvel.z = 0;
1087         if (self.enemy)
1088         {
1089                 enemyvel = self.enemy.velocity;
1090                 if (!self.enemy.waterlevel)
1091                         enemyvel.z = 0;
1092                 lag_additem(time + self.ping, 0, 0, self.enemy, self.origin, selfvel, (self.enemy.absmin + self.enemy.absmax) * 0.5, enemyvel);
1093         }
1094         else
1095                 lag_additem(time + self.ping, 0, 0, world, self.origin, selfvel, ( self.goalcurrent.absmin + self.goalcurrent.absmax ) * 0.5, '0 0 0');
1096 }
1097
1098 float havocbot_moveto_refresh_route()
1099 {
1100         // Refresh path to goal if necessary
1101         entity wp;
1102         wp = self.havocbot_personal_waypoint;
1103         navigation_goalrating_start();
1104         navigation_routerating(wp, 10000, 10000);
1105         navigation_goalrating_end();
1106         return self.navigation_hasgoals;
1107 }
1108
1109 float havocbot_moveto(vector pos)
1110 {
1111         entity wp;
1112
1113         if(self.aistatus & AI_STATUS_WAYPOINT_PERSONAL_GOING)
1114         {
1115                 // Step 4: Move to waypoint
1116                 if(self.havocbot_personal_waypoint==world)
1117                 {
1118                         dprint("Error: ", self.netname, " trying to walk to a non existent personal waypoint\n");
1119                         self.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_GOING;
1120                         return CMD_STATUS_ERROR;
1121                 }
1122
1123                 if (!bot_strategytoken_taken)
1124                 if(self.havocbot_personal_waypoint_searchtime<time)
1125                 {
1126                         bot_strategytoken_taken = true;
1127                         if(havocbot_moveto_refresh_route())
1128                         {
1129                                 dprint(self.netname, " walking to its personal waypoint (after ", ftos(self.havocbot_personal_waypoint_failcounter), " failed attempts)\n");
1130                                 self.havocbot_personal_waypoint_searchtime = time + 10;
1131                                 self.havocbot_personal_waypoint_failcounter = 0;
1132                         }
1133                         else
1134                         {
1135                                 self.havocbot_personal_waypoint_failcounter += 1;
1136                                 self.havocbot_personal_waypoint_searchtime = time + 2;
1137                                 if(self.havocbot_personal_waypoint_failcounter >= 30)
1138                                 {
1139                                         dprint("Warning: can't walk to the personal waypoint located at ", vtos(self.havocbot_personal_waypoint.origin),"\n");
1140                                         self.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1141                                         remove(self.havocbot_personal_waypoint);
1142                                         return CMD_STATUS_ERROR;
1143                                 }
1144                                 else
1145                                         dprint(self.netname, " can't walk to its personal waypoint (after ", ftos(self.havocbot_personal_waypoint_failcounter), " failed attempts), trying later\n");
1146                         }
1147                 }
1148
1149                 if(autocvar_bot_debug_goalstack)
1150                         debuggoalstack();
1151
1152                 // Heading
1153                 vector dir = ( ( self.goalcurrent.absmin + self.goalcurrent.absmax ) * 0.5 ) - (self.origin + self.view_ofs);
1154                 dir.z = 0;
1155                 bot_aimdir(dir, -1);
1156
1157                 // Go!
1158                 havocbot_movetogoal();
1159
1160                 if(self.aistatus & AI_STATUS_WAYPOINT_PERSONAL_REACHED)
1161                 {
1162                         // Step 5: Waypoint reached
1163                         dprint(self.netname, "'s personal waypoint reached\n");
1164                         remove(self.havocbot_personal_waypoint);
1165                         self.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_REACHED;
1166                         return CMD_STATUS_FINISHED;
1167                 }
1168
1169                 return CMD_STATUS_EXECUTING;
1170         }
1171
1172         // Step 2: Linking waypoint
1173         if(self.aistatus & AI_STATUS_WAYPOINT_PERSONAL_LINKING)
1174         {
1175                 // Wait until it is linked
1176                 if(!self.havocbot_personal_waypoint.wplinked)
1177                 {
1178                         dprint(self.netname, " waiting for personal waypoint to be linked\n");
1179                         return CMD_STATUS_EXECUTING;
1180                 }
1181
1182                 self.havocbot_personal_waypoint_searchtime = time; // so we set the route next frame
1183                 self.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1184                 self.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_GOING;
1185
1186                 // Step 3: Route to waypoint
1187                 dprint(self.netname, " walking to its personal waypoint\n");
1188
1189                 return CMD_STATUS_EXECUTING;
1190         }
1191
1192         // Step 1: Spawning waypoint
1193         wp = waypoint_spawnpersonal(pos);
1194         if(wp==world)
1195         {
1196                 dprint("Error: Can't spawn personal waypoint at ",vtos(pos),"\n");
1197                 return CMD_STATUS_ERROR;
1198         }
1199
1200         self.havocbot_personal_waypoint = wp;
1201         self.havocbot_personal_waypoint_failcounter = 0;
1202         self.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1203
1204         // if pos is inside a teleport, then let's mark it as teleport waypoint
1205         entity head;
1206         for(head = world; (head = find(head, classname, "trigger_teleport")); )
1207         {
1208                 if(WarpZoneLib_BoxTouchesBrush(pos, pos, head, world))
1209                 {
1210                         wp.wpflags |= WAYPOINTFLAG_TELEPORT;
1211                         self.lastteleporttime = 0;
1212                 }
1213         }
1214
1215 /*
1216         if(wp.wpflags & WAYPOINTFLAG_TELEPORT)
1217                 print("routing to a teleporter\n");
1218         else
1219                 print("routing to a non-teleporter\n");
1220 */
1221
1222         return CMD_STATUS_EXECUTING;
1223 }
1224
1225 float havocbot_resetgoal()
1226 {
1227         navigation_clearroute();
1228         return CMD_STATUS_FINISHED;
1229 }
1230
1231 void havocbot_setupbot()
1232 {
1233         self.bot_ai = havocbot_ai;
1234         self.cmd_moveto = havocbot_moveto;
1235         self.cmd_resetgoal = havocbot_resetgoal;
1236
1237         havocbot_chooserole();
1238 }
1239
1240 vector havocbot_dodge()
1241 {
1242         // LordHavoc: disabled because this is too expensive
1243         return '0 0 0';
1244 #if 0
1245         entity head;
1246         vector dodge, v, n;
1247         float danger, bestdanger, vl, d;
1248         dodge = '0 0 0';
1249         bestdanger = -20;
1250         // check for dangerous objects near bot or approaching bot
1251         head = findchainfloat(bot_dodge, true);
1252         while(head)
1253         {
1254                 if (head.owner != self)
1255                 {
1256                         vl = vlen(head.velocity);
1257                         if (vl > autocvar_sv_maxspeed * 0.3)
1258                         {
1259                                 n = normalize(head.velocity);
1260                                 v = self.origin - head.origin;
1261                                 d = v * n;
1262                                 if (d > (0 - head.bot_dodgerating))
1263                                 if (d < (vl * 0.2 + head.bot_dodgerating))
1264                                 {
1265                                         // calculate direction and distance from the flight path, by removing the forward axis
1266                                         v = v - (n * (v * n));
1267                                         danger = head.bot_dodgerating - vlen(v);
1268                                         if (bestdanger < danger)
1269                                         {
1270                                                 bestdanger = danger;
1271                                                 // dodge to the side of the object
1272                                                 dodge = normalize(v);
1273                                         }
1274                                 }
1275                         }
1276                         else
1277                         {
1278                                 danger = head.bot_dodgerating - vlen(head.origin - self.origin);
1279                                 if (bestdanger < danger)
1280                                 {
1281                                         bestdanger = danger;
1282                                         dodge = normalize(self.origin - head.origin);
1283                                 }
1284                         }
1285                 }
1286                 head = head.chain;
1287         }
1288         return dodge;
1289 #endif
1290 }