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Merge branch 'samual/weapons' into Mario/weapons
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / bot / havocbot / roles.qc
1
2 .float max_armorvalue;
3 .float havocbot_role_timeout;
4
5 .void() havocbot_previous_role;
6 .void() havocbot_role;
7
8 void havocbot_goalrating_items(float ratingscale, vector org, float sradius)
9 {
10         entity head;
11         entity player;
12         float rating, d, discard, distance, friend_distance, enemy_distance;
13         vector o;
14         ratingscale = ratingscale * 0.0001; // items are rated around 10000 already
15         head = findchainfloat(bot_pickup, TRUE);
16
17         while (head)
18         {
19                 o = (head.absmin + head.absmax) * 0.5;
20                 distance = vlen(o - org);
21                 friend_distance = 10000; enemy_distance = 10000;
22                 rating = 0;
23
24                 if(!head.solid || distance > sradius || (head == self.ignoregoal && time < self.ignoregoaltime) )
25                 {
26                         head = head.chain;
27                         continue;
28                 }
29
30                 // Check if the item can be picked up safely
31                 if(head.classname == "droppedweapon")
32                 {
33                         traceline(o, o + '0 0 -1500', TRUE, world);
34
35                         d = pointcontents(trace_endpos + '0 0 1');
36                         if(d & CONTENT_WATER || d & CONTENT_SLIME || d & CONTENT_LAVA)
37                         {
38                                 head = head.chain;
39                                 continue;
40                         }
41                         if(tracebox_hits_trigger_hurt(head.origin, head.mins, head.maxs, trace_endpos))
42                         {
43                                 head = head.chain;
44                                 continue;
45                         }
46                 }
47                 else
48                 {
49                         // Ignore items under water
50                         traceline(head.origin + head.maxs, head.origin + head.maxs, MOVE_NORMAL, head);
51                         if(trace_dpstartcontents & DPCONTENTS_LIQUIDSMASK)
52                         {
53                                 head = head.chain;
54                                 continue;
55                         }
56                 }
57
58                 if(teamplay)
59                 {
60                         discard = FALSE;
61
62                         FOR_EACH_PLAYER(player)
63                         {
64
65                                 if ( self == player || player.deadflag )
66                                         continue;
67
68                                 d = vlen(player.origin - o); // distance between player and item
69
70                                 if ( player.team == self.team )
71                                 {
72                                         if ( !IS_REAL_CLIENT(player) || discard )
73                                                 continue;
74
75                                         if( d > friend_distance)
76                                                 continue;
77
78                                         friend_distance = d;
79
80                                         discard = TRUE;
81
82                                         if( head.health && player.health > self.health )
83                                                 continue;
84
85                                         if( head.armorvalue && player.armorvalue > self.armorvalue)
86                                                 continue;
87
88                                         if( head.weapons )
89                                         if( head.weapons & ~player.weapons )
90                                                 continue;
91
92                                         if (head.ammo_shells && player.ammo_shells > self.ammo_shells)
93                                                 continue;
94
95                                         if (head.ammo_nails && player.ammo_nails > self.ammo_nails)
96                                                 continue;
97
98                                         if (head.ammo_rockets && player.ammo_rockets > self.ammo_rockets)
99                                                 continue;
100
101                                         if (head.ammo_cells && player.ammo_cells > self.ammo_cells)
102                                                 continue;
103
104                                         if (head.ammo_plasma && player.ammo_plasma > self.ammo_plasma)
105                                                 continue;
106
107                                         discard = FALSE;
108                                 }
109                                 else
110                                 {
111                                         // If enemy only track distances
112                                         // TODO: track only if visible ?
113                                         if( d < enemy_distance )
114                                                 enemy_distance = d;
115                                 }
116                         }
117
118                         // Rate the item only if no one needs it, or if an enemy is closer to it
119                         if ( (enemy_distance < friend_distance && distance < enemy_distance) ||
120                                 (friend_distance > autocvar_bot_ai_friends_aware_pickup_radius ) || !discard )
121                                 rating = head.bot_pickupevalfunc(self, head);
122
123                 }
124                 else
125                         rating = head.bot_pickupevalfunc(self, head);
126
127                 if(rating > 0)
128                         navigation_routerating(head, rating * ratingscale, 2000);
129                 head = head.chain;
130         }
131 }
132
133 void havocbot_goalrating_controlpoints(float ratingscale, vector org, float sradius)
134 {
135         entity head;
136         head = findchain(classname, "dom_controlpoint");
137         while (head)
138         {
139                 if (vlen(( ( head.absmin + head.absmax ) * 0.5 ) - org) < sradius)
140                 {
141                         if(head.cnt > -1) // this is just being fought for
142                                 navigation_routerating(head, ratingscale, 5000);
143                         else if(head.goalentity.cnt == 0) // unclaimed point
144                                 navigation_routerating(head, ratingscale * 0.5, 5000);
145                         else if(head.goalentity.team != self.team) // other team's point
146                                 navigation_routerating(head, ratingscale * 0.2, 5000);
147                 }
148                 head = head.chain;
149         }
150 }
151
152 void havocbot_goalrating_enemyplayers(float ratingscale, vector org, float sradius)
153 {
154         entity head;
155         float t, noteam, distance;
156         noteam = ((self.team == 0) || !teamplay); // fteqcc sucks
157
158         if (autocvar_bot_nofire)
159                 return;
160
161         // don't chase players if we're under water
162         if(self.waterlevel>WATERLEVEL_WETFEET)
163                 return;
164
165         FOR_EACH_PLAYER(head)
166         {
167                 // TODO: Merge this logic with the bot_shouldattack function
168                 if(bot_shouldattack(head))
169                 {
170                         distance = vlen(head.origin - org);
171                         if (distance < 100 || distance > sradius)
172                                 continue;
173
174                         // rate only visible enemies
175                         /*
176                         traceline(self.origin + self.view_ofs, head.origin, MOVE_NOMONSTERS, self);
177                         if (trace_fraction < 1 || trace_ent != head)
178                                 continue;
179                         */
180
181                         if((head.flags & FL_INWATER) || (head.flags & FL_PARTIALGROUND))
182                                 continue;
183
184                         // not falling
185                         if((head.flags & FL_ONGROUND) == 0)
186                         {
187                                 traceline(head.origin, head.origin + '0 0 -1500', TRUE, world);
188                                 t = pointcontents(trace_endpos + '0 0 1');
189                                 if( t != CONTENT_SOLID )
190                                 if(t & CONTENT_WATER || t & CONTENT_SLIME || t & CONTENT_LAVA)
191                                         continue;
192                                 if(tracebox_hits_trigger_hurt(head.origin, head.mins, head.maxs, trace_endpos))
193                                         continue;
194                         }
195
196                         // TODO: rate waypoints near the targetted player at that moment, instead of the player itself
197                         //               adding a player as a goal seems to be quite dangerous, especially on space maps
198                         //               remove hack in navigation_poptouchedgoals() after performing this change
199
200                         t = (self.health + self.armorvalue ) / (head.health + head.armorvalue );
201                         navigation_routerating(head, t * ratingscale, 2000);
202                 }
203         }
204 }
205
206 // choose a role according to the situation
207 void havocbot_role_dm();
208
209 //DM:
210 //go to best items
211 void havocbot_role_dm()
212 {
213         if(self.deadflag != DEAD_NO)
214                 return;
215
216         if (self.bot_strategytime < time)
217         {
218                 self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
219                 navigation_goalrating_start();
220                 havocbot_goalrating_items(10000, self.origin, 10000);
221                 havocbot_goalrating_enemyplayers(20000, self.origin, 10000);
222                 //havocbot_goalrating_waypoints(1, self.origin, 1000);
223                 navigation_goalrating_end();
224         }
225 }
226
227 //Race:
228 //go to next checkpoint, and annoy enemies
229 .float race_checkpoint;
230 void havocbot_role_race()
231 {
232         if(self.deadflag != DEAD_NO)
233                 return;
234
235         entity e;
236         if (self.bot_strategytime < time)
237         {
238                 self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
239                 navigation_goalrating_start();
240                 /*
241                 havocbot_goalrating_items(100, self.origin, 10000);
242                 havocbot_goalrating_enemyplayers(500, self.origin, 20000);
243                 */
244
245                 for(e = world; (e = find(e, classname, "trigger_race_checkpoint")) != world; )
246                 {
247                         if(e.cnt == self.race_checkpoint)
248                         {
249                                 navigation_routerating(e, 1000000, 5000);
250                         }
251                         else if(self.race_checkpoint == -1)
252                         {
253                                 navigation_routerating(e, 1000000, 5000);
254                         }
255                 }
256
257                 navigation_goalrating_end();
258         }
259 }
260
261 void havocbot_chooserole_dm()
262 {
263         self.havocbot_role = havocbot_role_dm;
264 }
265
266 void havocbot_chooserole_race()
267 {
268         self.havocbot_role = havocbot_role_race;
269 }
270
271 void havocbot_chooserole()
272 {
273         dprint("choosing a role...\n");
274         self.bot_strategytime = 0;
275         if (MUTATOR_CALLHOOK(HavocBot_ChooseRole))
276                 return;
277         else if (g_keyhunt)
278                 havocbot_chooserole_kh();
279         else if (g_race || g_cts)
280                 havocbot_chooserole_race();
281         else if (g_onslaught)
282                 havocbot_chooserole_ons();
283         else // assume anything else is deathmatch
284                 havocbot_chooserole_dm();
285 }