#include "havocbot.qh" #include "../cvars.qh" #include "../aim.qh" #include "../bot.qh" #include "../navigation.qh" #include "../scripting.qh" #include "../waypoints.qh" #include #include #include #include #include #include #include #include #include .float speed; void havocbot_ai(entity this) { if(this.draggedby) return; if(bot_execute_commands(this)) return; if(this.goalcurrent) if(wasfreed(this.goalcurrent)) navigation_poproute(this); if (bot_strategytoken == this) if (!bot_strategytoken_taken) { if(this.havocbot_blockhead) { this.havocbot_blockhead = false; } else { if (!this.jumppadcount) this.havocbot_role(this); // little too far down the rabbit hole } // TODO: tracewalk() should take care of this job (better path finding under water) // if we don't have a goal and we're under water look for a waypoint near the "shore" and push it if(IS_DEAD(this)) if(!this.goalcurrent) if(this.waterlevel == WATERLEVEL_SWIMMING || (this.aistatus & AI_STATUS_OUT_WATER)) { // Look for the closest waypoint out of water entity newgoal = NULL; IL_EACH(g_waypoints, vdist(it.origin - this.origin, <=, 10000), { if(it.origin.z < this.origin.z) continue; if(it.origin.z - this.origin.z - this.view_ofs.z > 100) continue; if (pointcontents(it.origin + it.maxs + '0 0 1') != CONTENT_EMPTY) continue; traceline(this.origin + this.view_ofs, ((it.absmin + it.absmax) * 0.5), true, this); if(trace_fraction < 1) continue; if(!newgoal || vlen2(it.origin - this.origin) < vlen2(newgoal.origin - this.origin)) newgoal = it; }); if(newgoal) { // te_wizspike(newgoal.origin); navigation_pushroute(this, newgoal); } } // token has been used this frame bot_strategytoken_taken = true; } if(IS_DEAD(this)) return; havocbot_chooseenemy(this); for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) { .entity weaponentity = weaponentities[slot]; if(this.(weaponentity).m_weapon != WEP_Null || slot == 0) if(this.(weaponentity).bot_chooseweapontime < time) { this.(weaponentity).bot_chooseweapontime = time + autocvar_bot_ai_chooseweaponinterval; havocbot_chooseweapon(this, weaponentity); } } havocbot_aim(this); lag_update(this); if (this.bot_aimtarg) { this.aistatus |= AI_STATUS_ATTACKING; this.aistatus &= ~AI_STATUS_ROAMING; if(this.weapons) { if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(this)) { PHYS_INPUT_BUTTON_ATCK(this) = false; PHYS_INPUT_BUTTON_ATCK2(this) = false; } else { for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) { .entity weaponentity = weaponentities[slot]; Weapon w = this.(weaponentity).m_weapon; if(w == WEP_Null && slot != 0) continue; w.wr_aim(w, this, weaponentity); if(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this)) // TODO: what if we didn't fire this weapon, but the previous? this.(weaponentity).lastfiredweapon = this.(weaponentity).m_weapon.m_id; } } } else { if(IS_PLAYER(this.bot_aimtarg)) bot_aimdir(this, this.bot_aimtarg.origin + this.bot_aimtarg.view_ofs - this.origin - this.view_ofs , -1); } } else if (this.goalcurrent) { this.aistatus |= AI_STATUS_ROAMING; this.aistatus &= ~AI_STATUS_ATTACKING; vector now,v,next;//,heading; float aimdistance,skillblend,distanceblend,blend; next = now = ( (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5) - (this.origin + this.view_ofs); aimdistance = vlen(now); //heading = this.velocity; //dprint(this.goalstack01.classname,etos(this.goalstack01),"\n"); if( this.goalstack01 != this && this.goalstack01 != NULL && ((this.aistatus & AI_STATUS_RUNNING) == 0) && !(this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT) ) next = ((this.goalstack01.absmin + this.goalstack01.absmax) * 0.5) - (this.origin + this.view_ofs); skillblend=bound(0,(skill+this.bot_moveskill-2.5)*0.5,1); //lower skill player can't preturn distanceblend=bound(0,aimdistance/autocvar_bot_ai_keyboard_distance,1); blend = skillblend * (1-distanceblend); //v = (now * (distanceblend) + next * (1-distanceblend)) * (skillblend) + now * (1-skillblend); //v = now * (distanceblend) * (skillblend) + next * (1-distanceblend) * (skillblend) + now * (1-skillblend); //v = now * ((1-skillblend) + (distanceblend) * (skillblend)) + next * (1-distanceblend) * (skillblend); v = now + blend * (next - now); //dprint(etos(this), " "); //dprint(vtos(now), ":", vtos(next), "=", vtos(v), " (blend ", ftos(blend), ")\n"); //v = now * (distanceblend) + next * (1-distanceblend); if (this.waterlevel < WATERLEVEL_SWIMMING) v.z = 0; //dprint("walk at:", vtos(v), "\n"); //te_lightning2(NULL, this.origin, this.goalcurrent.origin); bot_aimdir(this, v, -1); } havocbot_movetogoal(this); // if the bot is not attacking, consider reloading weapons if (!(this.aistatus & AI_STATUS_ATTACKING)) { for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) { .entity weaponentity = weaponentities[slot]; if(this.(weaponentity).m_weapon == WEP_Null && slot != 0) continue; // we are currently holding a weapon that's not fully loaded, reload it if(skill >= 2) // bots can only reload the held weapon on purpose past this skill if(this.(weaponentity).clip_load < this.(weaponentity).clip_size) this.impulse = 20; // "press" the reload button, not sure if this is done right // if we're not reloading a weapon, switch to any weapon in our invnetory that's not fully loaded to reload it next // the code above executes next frame, starting the reloading then if(skill >= 5) // bots can only look for unloaded weapons past this skill if(this.(weaponentity).clip_load >= 0) // only if we're not reloading a weapon already { FOREACH(Weapons, it != WEP_Null, LAMBDA( if((this.weapons & (it.m_wepset)) && (it.spawnflags & WEP_FLAG_RELOADABLE) && (this.(weaponentity).weapon_load[it.m_id] < it.reloading_ammo)) this.(weaponentity).m_switchweapon = it; )); } } } } void havocbot_keyboard_movement(entity this, vector destorg) { vector keyboard; float blend, maxspeed; float sk; sk = skill + this.bot_moveskill; maxspeed = autocvar_sv_maxspeed; if (time < this.havocbot_keyboardtime) return; this.havocbot_keyboardtime = max( this.havocbot_keyboardtime + 0.05/max(1, sk+this.havocbot_keyboardskill) + random()*0.025/max(0.00025, skill+this.havocbot_keyboardskill) , time); keyboard = this.movement * (1.0 / maxspeed); float trigger, trigger1; blend = bound(0,sk*0.1,1); trigger = autocvar_bot_ai_keyboard_threshold; trigger1 = 0 - trigger; // categorize forward movement // at skill < 1.5 only forward // at skill < 2.5 only individual directions // at skill < 4.5 only individual directions, and forward diagonals // at skill >= 4.5, all cases allowed if (keyboard.x > trigger) { keyboard.x = 1; if (sk < 2.5) keyboard.y = 0; } else if (keyboard.x < trigger1 && sk > 1.5) { keyboard.x = -1; if (sk < 4.5) keyboard.y = 0; } else { keyboard.x = 0; if (sk < 1.5) keyboard.y = 0; } if (sk < 4.5) keyboard.z = 0; if (keyboard.y > trigger) keyboard.y = 1; else if (keyboard.y < trigger1) keyboard.y = -1; else keyboard.y = 0; if (keyboard.z > trigger) keyboard.z = 1; else if (keyboard.z < trigger1) keyboard.z = -1; else keyboard.z = 0; this.havocbot_keyboard = keyboard * maxspeed; if (this.havocbot_ducktime>time) PHYS_INPUT_BUTTON_CROUCH(this) = true; keyboard = this.havocbot_keyboard; blend = bound(0,vlen(destorg-this.origin)/autocvar_bot_ai_keyboard_distance,1); // When getting close move with 360 degree //dprint("movement ", vtos(this.movement), " keyboard ", vtos(keyboard), " blend ", ftos(blend), "\n"); this.movement = this.movement + (keyboard - this.movement) * blend; } void havocbot_bunnyhop(entity this, vector dir) { float bunnyhopdistance; vector deviation; float maxspeed; vector gco, gno; // Don't jump when attacking if(this.aistatus & AI_STATUS_ATTACKING) return; if(IS_PLAYER(this.goalcurrent)) return; maxspeed = autocvar_sv_maxspeed; if(this.aistatus & AI_STATUS_DANGER_AHEAD) { this.aistatus &= ~AI_STATUS_RUNNING; PHYS_INPUT_BUTTON_JUMP(this) = false; this.bot_canruntogoal = 0; this.bot_timelastseengoal = 0; return; } if(this.waterlevel > WATERLEVEL_WETFEET) { this.aistatus &= ~AI_STATUS_RUNNING; return; } if(this.bot_lastseengoal != this.goalcurrent && !(this.aistatus & AI_STATUS_RUNNING)) { this.bot_canruntogoal = 0; this.bot_timelastseengoal = 0; } gco = (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5; bunnyhopdistance = vlen(this.origin - gco); // Run only to visible goals if(IS_ONGROUND(this)) if(this.speed==maxspeed) if(checkpvs(this.origin + this.view_ofs, this.goalcurrent)) { this.bot_lastseengoal = this.goalcurrent; // seen it before if(this.bot_timelastseengoal) { // for a period of time if(time - this.bot_timelastseengoal > autocvar_bot_ai_bunnyhop_firstjumpdelay) { float checkdistance; checkdistance = true; // don't run if it is too close if(this.bot_canruntogoal==0) { if(bunnyhopdistance > autocvar_bot_ai_bunnyhop_startdistance) this.bot_canruntogoal = 1; else this.bot_canruntogoal = -1; } if(this.bot_canruntogoal != 1) return; if(this.aistatus & AI_STATUS_ROAMING) if(this.goalcurrent.classname=="waypoint") if (!(this.goalcurrent.wpflags & WAYPOINTFLAG_PERSONAL)) if(fabs(gco.z - this.origin.z) < this.maxs.z - this.mins.z) if(this.goalstack01!=NULL) { gno = (this.goalstack01.absmin + this.goalstack01.absmax) * 0.5; deviation = vectoangles(gno - this.origin) - vectoangles(gco - this.origin); while (deviation.y < -180) deviation.y = deviation.y + 360; while (deviation.y > 180) deviation.y = deviation.y - 360; if(fabs(deviation.y) < 20) if(bunnyhopdistance < vlen(this.origin - gno)) if(fabs(gno.z - gco.z) < this.maxs.z - this.mins.z) { if(vdist(gco - gno, >, autocvar_bot_ai_bunnyhop_startdistance)) if(checkpvs(this.origin + this.view_ofs, this.goalstack01)) { checkdistance = false; } } } if(checkdistance) { this.aistatus &= ~AI_STATUS_RUNNING; if(bunnyhopdistance > autocvar_bot_ai_bunnyhop_stopdistance) PHYS_INPUT_BUTTON_JUMP(this) = true; } else { this.aistatus |= AI_STATUS_RUNNING; PHYS_INPUT_BUTTON_JUMP(this) = true; } } } else { this.bot_timelastseengoal = time; } } else { this.bot_timelastseengoal = 0; } #if 0 // Release jump button if(!cvar("sv_pogostick")) if((IS_ONGROUND(this)) == 0) { if(this.velocity.z < 0 || vlen(this.velocity)maxspeed) { deviation = vectoangles(dir) - vectoangles(this.velocity); while (deviation.y < -180) deviation.y = deviation.y + 360; while (deviation.y > 180) deviation.y = deviation.y - 360; if(fabs(deviation.y)>10) this.movement_x = 0; if(deviation.y>10) this.movement_y = maxspeed * -1; else if(deviation.y<10) this.movement_y = maxspeed; } } #endif } void havocbot_movetogoal(entity this) { vector destorg; vector diff; vector dir; vector flatdir; vector m1; vector m2; vector evadeobstacle; vector evadelava; float s; float maxspeed; vector gco; //float dist; vector dodge; //if (this.goalentity) // te_lightning2(this, this.origin, (this.goalentity.absmin + this.goalentity.absmax) * 0.5); this.movement = '0 0 0'; maxspeed = autocvar_sv_maxspeed; // Jetpack navigation if(this.goalcurrent) if(this.navigation_jetpack_goal) if(this.goalcurrent==this.navigation_jetpack_goal) if(this.ammo_fuel) { if(autocvar_bot_debug_goalstack) { debuggoalstack(this); te_wizspike(this.navigation_jetpack_point); } // Take off if (!(this.aistatus & AI_STATUS_JETPACK_FLYING)) { // Brake almost completely so it can get a good direction if(vdist(this.velocity, >, 10)) return; this.aistatus |= AI_STATUS_JETPACK_FLYING; } makevectors(this.v_angle.y * '0 1 0'); dir = normalize(this.navigation_jetpack_point - this.origin); // Landing if(this.aistatus & AI_STATUS_JETPACK_LANDING) { // Calculate brake distance in xy float db, v, d; vector dxy; dxy = this.origin - ( ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5 ); dxy.z = 0; d = vlen(dxy); v = vlen(this.velocity - this.velocity.z * '0 0 1'); db = (pow(v,2) / (autocvar_g_jetpack_acceleration_side * 2)) + 100; // dprint("distance ", ftos(ceil(d)), " velocity ", ftos(ceil(v)), " brake at ", ftos(ceil(db)), "\n"); if(d < db || d < 500) { // Brake if(fabs(this.velocity.x)>maxspeed*0.3) { this.movement_x = dir * v_forward * -maxspeed; return; } // Switch to normal mode this.navigation_jetpack_goal = NULL; this.aistatus &= ~AI_STATUS_JETPACK_LANDING; this.aistatus &= ~AI_STATUS_JETPACK_FLYING; return; } } else if(checkpvs(this.origin,this.goalcurrent)) { // If I can see the goal switch to landing code this.aistatus &= ~AI_STATUS_JETPACK_FLYING; this.aistatus |= AI_STATUS_JETPACK_LANDING; return; } // Flying PHYS_INPUT_BUTTON_HOOK(this) = true; if(this.navigation_jetpack_point.z - STAT(PL_MAX, NULL).z + STAT(PL_MIN, NULL).z < this.origin.z) { this.movement_x = dir * v_forward * maxspeed; this.movement_y = dir * v_right * maxspeed; } return; } // Handling of jump pads if(this.jumppadcount) { // If got stuck on the jump pad try to reach the farthest visible waypoint if(this.aistatus & AI_STATUS_OUT_JUMPPAD) { if(fabs(this.velocity.z)<50) { entity newgoal = NULL; IL_EACH(g_waypoints, vdist(it.origin - this.origin, <=, 1000), { traceline(this.origin + this.view_ofs, ((it.absmin + it.absmax) * 0.5), true, this); if(trace_fraction < 1) continue; if(!newgoal || vlen2(it.origin - this.origin) > vlen2(newgoal.origin - this.origin)) newgoal = it; }); if(newgoal) { this.ignoregoal = this.goalcurrent; this.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout; navigation_clearroute(this); navigation_routetogoal(this, newgoal, this.origin); this.aistatus &= ~AI_STATUS_OUT_JUMPPAD; } } else return; } else { if(this.velocity.z>0) { float threshold; vector velxy = this.velocity; velxy_z = 0; threshold = maxspeed * 0.2; if(vdist(velxy, <, threshold)) { LOG_TRACE("Warning: ", this.netname, " got stuck on a jumppad (velocity in xy is ", vtos(velxy), "), trying to get out of it now"); this.aistatus |= AI_STATUS_OUT_JUMPPAD; } return; } // Don't chase players while using a jump pad if(IS_PLAYER(this.goalcurrent) || IS_PLAYER(this.goalstack01)) return; } } else if(this.aistatus & AI_STATUS_OUT_JUMPPAD) this.aistatus &= ~AI_STATUS_OUT_JUMPPAD; // If there is a trigger_hurt right below try to use the jetpack or make a rocketjump if(skill>6) if (!(IS_ONGROUND(this))) { tracebox(this.origin, this.mins, this.maxs, this.origin + '0 0 -65536', MOVE_NOMONSTERS, this); if(tracebox_hits_trigger_hurt(this.origin, this.mins, this.maxs, trace_endpos )) if(this.items & IT_JETPACK) { tracebox(this.origin, this.mins, this.maxs, this.origin + '0 0 65536', MOVE_NOMONSTERS, this); if(tracebox_hits_trigger_hurt(this.origin, this.mins, this.maxs, trace_endpos + '0 0 1' )) { if(this.velocity.z<0) { PHYS_INPUT_BUTTON_HOOK(this) = true; } } else PHYS_INPUT_BUTTON_HOOK(this) = true; // If there is no goal try to move forward if(this.goalcurrent==NULL) dir = v_forward; else dir = normalize(( ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5 ) - this.origin); vector xyvelocity = this.velocity; xyvelocity_z = 0; float xyspeed = xyvelocity * dir; if(xyspeed < (maxspeed / 2)) { makevectors(this.v_angle.y * '0 1 0'); tracebox(this.origin, this.mins, this.maxs, this.origin + (dir * maxspeed * 3), MOVE_NOMONSTERS, this); if(trace_fraction==1) { this.movement_x = dir * v_forward * maxspeed; this.movement_y = dir * v_right * maxspeed; if (skill < 10) havocbot_keyboard_movement(this, this.origin + dir * 100); } } this.havocbot_blockhead = true; return; } else if(this.health>WEP_CVAR(devastator, damage)*0.5) { if(this.velocity.z < 0) { for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) { .entity weaponentity = weaponentities[slot]; if(this.(weaponentity).m_weapon == WEP_Null && slot != 0) continue; if(client_hasweapon(this, WEP_DEVASTATOR, weaponentity, true, false)) { this.movement_x = maxspeed; if(this.rocketjumptime) { if(time > this.rocketjumptime) { PHYS_INPUT_BUTTON_ATCK2(this) = true; this.rocketjumptime = 0; } return; } this.(weaponentity).m_switchweapon = WEP_DEVASTATOR; this.v_angle_x = 90; PHYS_INPUT_BUTTON_ATCK(this) = true; this.rocketjumptime = time + WEP_CVAR(devastator, detonatedelay); return; } } } } else { // If there is no goal try to move forward if(this.goalcurrent==NULL) this.movement_x = maxspeed; } } // If we are under water with no goals, swim up if(this.waterlevel) if(this.goalcurrent==NULL) { dir = '0 0 0'; if(this.waterlevel>WATERLEVEL_SWIMMING) dir.z = 1; else if(this.velocity.z >= 0 && !(this.waterlevel == WATERLEVEL_WETFEET && this.watertype == CONTENT_WATER)) PHYS_INPUT_BUTTON_JUMP(this) = true; else PHYS_INPUT_BUTTON_JUMP(this) = false; makevectors(this.v_angle.y * '0 1 0'); this.movement_x = dir * v_forward * maxspeed; this.movement_y = dir * v_right * maxspeed; this.movement_z = dir * v_up * maxspeed; } // if there is nowhere to go, exit if (this.goalcurrent == NULL) return; if (this.goalcurrent) navigation_poptouchedgoals(this); // if ran out of goals try to use an alternative goal or get a new strategy asap if(this.goalcurrent == NULL) { this.bot_strategytime = 0; return; } if(autocvar_bot_debug_goalstack) debuggoalstack(this); m1 = this.goalcurrent.origin + this.goalcurrent.mins; m2 = this.goalcurrent.origin + this.goalcurrent.maxs; destorg = this.origin; destorg.x = bound(m1_x, destorg.x, m2_x); destorg.y = bound(m1_y, destorg.y, m2_y); destorg.z = bound(m1_z, destorg.z, m2_z); diff = destorg - this.origin; //dist = vlen(diff); dir = normalize(diff); flatdir = diff;flatdir.z = 0; flatdir = normalize(flatdir); gco = (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5; //if (this.bot_dodgevector_time < time) { // this.bot_dodgevector_time = time + cvar("bot_ai_dodgeupdateinterval"); // this.bot_dodgevector_jumpbutton = 1; evadeobstacle = '0 0 0'; evadelava = '0 0 0'; if (this.waterlevel) { if(this.waterlevel>WATERLEVEL_SWIMMING) { // flatdir_z = 1; this.aistatus |= AI_STATUS_OUT_WATER; } else { if(this.velocity.z >= 0 && !(this.watertype == CONTENT_WATER && gco.z < this.origin.z) && ( !(this.waterlevel == WATERLEVEL_WETFEET && this.watertype == CONTENT_WATER) || this.aistatus & AI_STATUS_OUT_WATER)) PHYS_INPUT_BUTTON_JUMP(this) = true; else PHYS_INPUT_BUTTON_JUMP(this) = false; } dir = normalize(flatdir); makevectors(this.v_angle.y * '0 1 0'); } else { if(this.aistatus & AI_STATUS_OUT_WATER) this.aistatus &= ~AI_STATUS_OUT_WATER; // jump if going toward an obstacle that doesn't look like stairs we // can walk up directly tracebox(this.origin, this.mins, this.maxs, this.origin + this.velocity * 0.2, false, this); if (trace_fraction < 1) if (trace_plane_normal.z < 0.7) { s = trace_fraction; tracebox(this.origin + stepheightvec, this.mins, this.maxs, this.origin + this.velocity * 0.2 + stepheightvec, false, this); if (trace_fraction < s + 0.01) if (trace_plane_normal.z < 0.7) { s = trace_fraction; tracebox(this.origin + jumpstepheightvec, this.mins, this.maxs, this.origin + this.velocity * 0.2 + jumpstepheightvec, false, this); if (trace_fraction > s) PHYS_INPUT_BUTTON_JUMP(this) = true; } } // avoiding dangers and obstacles vector dst_ahead, dst_down; makevectors(this.v_angle.y * '0 1 0'); dst_ahead = this.origin + this.view_ofs + (this.velocity * 0.4) + (v_forward * 32 * 3); dst_down = dst_ahead - '0 0 1500'; // Look ahead traceline(this.origin + this.view_ofs, dst_ahead, true, NULL); // Check head-banging against walls if(vdist(this.origin + this.view_ofs - trace_endpos, <, 25) && !(this.aistatus & AI_STATUS_OUT_WATER)) { PHYS_INPUT_BUTTON_JUMP(this) = true; if(this.facingwalltime && time > this.facingwalltime) { this.ignoregoal = this.goalcurrent; this.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout; this.bot_strategytime = 0; return; } else { this.facingwalltime = time + 0.05; } } else { this.facingwalltime = 0; if(this.ignoregoal != NULL && time > this.ignoregoaltime) { this.ignoregoal = NULL; this.ignoregoaltime = 0; } } // Check for water/slime/lava and dangerous edges // (only when the bot is on the ground or jumping intentionally) this.aistatus &= ~AI_STATUS_DANGER_AHEAD; if(trace_fraction == 1 && this.jumppadcount == 0 && !this.goalcurrent.wphardwired ) if((IS_ONGROUND(this)) || (this.aistatus & AI_STATUS_RUNNING) || PHYS_INPUT_BUTTON_JUMP(this)) { // Look downwards traceline(dst_ahead , dst_down, true, NULL); // te_lightning2(NULL, this.origin, dst_ahead); // Draw "ahead" look // te_lightning2(NULL, dst_ahead, dst_down); // Draw "downwards" look if(trace_endpos.z < this.origin.z + this.mins.z) { s = pointcontents(trace_endpos + '0 0 1'); if (s != CONTENT_SOLID) if (s == CONTENT_LAVA || s == CONTENT_SLIME) evadelava = normalize(this.velocity) * -1; else if (s == CONTENT_SKY) evadeobstacle = normalize(this.velocity) * -1; else if (!boxesoverlap(dst_ahead - this.view_ofs + this.mins, dst_ahead - this.view_ofs + this.maxs, this.goalcurrent.absmin, this.goalcurrent.absmax)) { // if ain't a safe goal with "holes" (like the jumpad on soylent) // and there is a trigger_hurt below if(tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos)) { // Remove dangerous dynamic goals from stack LOG_TRACE("bot ", this.netname, " avoided the goal ", this.goalcurrent.classname, " ", etos(this.goalcurrent), " because it led to a dangerous path; goal stack cleared"); navigation_clearroute(this); return; } } } } dir = flatdir; evadeobstacle.z = 0; evadelava.z = 0; makevectors(this.v_angle.y * '0 1 0'); if(evadeobstacle!='0 0 0'||evadelava!='0 0 0') this.aistatus |= AI_STATUS_DANGER_AHEAD; } dodge = havocbot_dodge(this); dodge = dodge * bound(0,0.5+(skill+this.bot_dodgeskill)*0.1,1); evadelava = evadelava * bound(1,3-(skill+this.bot_dodgeskill),3); //Noobs fear lava a lot and take more distance from it traceline(this.origin, ( ( this.enemy.absmin + this.enemy.absmax ) * 0.5 ), true, NULL); if(IS_PLAYER(trace_ent)) dir = dir * bound(0,(skill+this.bot_dodgeskill)/7,1); dir = normalize(dir + dodge + evadeobstacle + evadelava); // this.bot_dodgevector = dir; // this.bot_dodgevector_jumpbutton = PHYS_INPUT_BUTTON_JUMP(this); } if(time < this.ladder_time) { if(this.goalcurrent.origin.z + this.goalcurrent.mins.z > this.origin.z + this.mins.z) { if(this.origin.z + this.mins.z < this.ladder_entity.origin.z + this.ladder_entity.maxs.z) dir.z = 1; } else { if(this.origin.z + this.mins.z > this.ladder_entity.origin.z + this.ladder_entity.mins.z) dir.z = -1; } } //dir = this.bot_dodgevector; //if (this.bot_dodgevector_jumpbutton) // PHYS_INPUT_BUTTON_JUMP(this) = true; this.movement_x = dir * v_forward * maxspeed; this.movement_y = dir * v_right * maxspeed; this.movement_z = dir * v_up * maxspeed; // Emulate keyboard interface if (skill < 10) havocbot_keyboard_movement(this, destorg); // Bunnyhop! // if(this.aistatus & AI_STATUS_ROAMING) if(this.goalcurrent) if(skill+this.bot_moveskill >= autocvar_bot_ai_bunnyhop_skilloffset) havocbot_bunnyhop(this, dir); if ((dir * v_up) >= autocvar_sv_jumpvelocity*0.5 && (IS_ONGROUND(this))) PHYS_INPUT_BUTTON_JUMP(this) = true; if (((dodge * v_up) > 0) && random()*frametime >= 0.2*bound(0,(10-skill-this.bot_dodgeskill)*0.1,1)) PHYS_INPUT_BUTTON_JUMP(this) = true; if (((dodge * v_up) < 0) && random()*frametime >= 0.5*bound(0,(10-skill-this.bot_dodgeskill)*0.1,1)) this.havocbot_ducktime=time+0.3/bound(0.1,skill+this.bot_dodgeskill,10); } entity havocbot_gettarget(entity this, bool secondary) { entity best = NULL; vector eye = CENTER_OR_VIEWOFS(this); IL_EACH(g_bot_targets, boolean((secondary) ? it.classname == "misc_breakablemodel" : it.classname != "misc_breakablemodel"), { vector v = CENTER_OR_VIEWOFS(it); if(vdist(v - eye, <, autocvar_bot_ai_enemydetectionradius)) if(!best || vlen2(CENTER_OR_VIEWOFS(best) - eye) > vlen2(v - eye)) if(bot_shouldattack(this, it)) { traceline(eye, v, true, this); if (trace_ent == it || trace_fraction >= 1) best = it; } }); return best; } void havocbot_chooseenemy(entity this) { if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(this)) { this.enemy = NULL; return; } if (this.enemy) { if (!bot_shouldattack(this, this.enemy)) { // enemy died or something, find a new target this.enemy = NULL; this.havocbot_chooseenemy_finished = time; } else if (this.havocbot_stickenemy) { // tracking last chosen enemy // if enemy is visible // and not really really far away // and we're not severely injured // then keep tracking for a half second into the future traceline(this.origin+this.view_ofs, ( this.enemy.absmin + this.enemy.absmax ) * 0.5,false,NULL); if (trace_ent == this.enemy || trace_fraction == 1) if (vdist(((this.enemy.absmin + this.enemy.absmax) * 0.5) - this.origin, <, 1000)) if (this.health > 30) { // remain tracking him for a shot while (case he went after a small corner or pilar this.havocbot_chooseenemy_finished = time + 0.5; return; } // enemy isn't visible, or is far away, or we're injured severely // so stop preferring this enemy // (it will still take a half second until a new one is chosen) this.havocbot_stickenemy = 0; } } if (time < this.havocbot_chooseenemy_finished) return; this.havocbot_chooseenemy_finished = time + autocvar_bot_ai_enemydetectioninterval; vector eye = this.origin + this.view_ofs; entity best = NULL; float bestrating = 100000000; // Backup hit flags int hf = this.dphitcontentsmask; // Search for enemies, if no enemy can be seen directly try to look through transparent objects this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE; bool scan_transparent = false; bool scan_secondary_targets = false; bool have_secondary_targets = false; while(true) { scan_secondary_targets = false; LABEL(scan_targets) IL_EACH(g_bot_targets, it.bot_attack, { if(!scan_secondary_targets) { if(it.classname == "misc_breakablemodel") { have_secondary_targets = true; continue; } } else if(it.classname != "misc_breakablemodel") continue; vector v = (it.absmin + it.absmax) * 0.5; float rating = vlen2(v - eye); if (vdist(v - eye, <, autocvar_bot_ai_enemydetectionradius)) if (bestrating > rating) if (bot_shouldattack(this, it)) { traceline(eye, v, true, this); if (trace_ent == it || trace_fraction >= 1) { best = it; bestrating = rating; } } }); if(!best && have_secondary_targets && !scan_secondary_targets) { scan_secondary_targets = true; // restart the loop bestrating = 100000000; goto scan_targets; } // I want to do a second scan if no enemy was found or I don't have weapons // TODO: Perform the scan when using the rifle (requires changes on the rifle code) if(best || this.weapons) // || this.weapon == WEP_RIFLE.m_id break; if(scan_transparent) break; // Set flags to see through transparent objects this.dphitcontentsmask |= DPCONTENTS_OPAQUE; scan_transparent = true; } // Restore hit flags this.dphitcontentsmask = hf; this.enemy = best; this.havocbot_stickenemy = true; if(best && best.classname == "misc_breakablemodel") this.havocbot_stickenemy = false; } float havocbot_chooseweapon_checkreload(entity this, .entity weaponentity, int new_weapon) { // bots under this skill cannot find unloaded weapons to reload idly when not in combat, // so skip this for them, or they'll never get to reload their weapons at all. // this also allows bots under this skill to be more stupid, and reload more often during combat :) if(skill < 5) return false; // if this weapon is scheduled for reloading, don't switch to it during combat if (this.(weaponentity).weapon_load[new_weapon] < 0) { bool other_weapon_available = false; FOREACH(Weapons, it != WEP_Null, LAMBDA( if(it.wr_checkammo1(it, this, weaponentity) + it.wr_checkammo2(it, this, weaponentity)) other_weapon_available = true; )); if(other_weapon_available) return true; } return false; } void havocbot_chooseweapon(entity this, .entity weaponentity) { int i; // ;) if(g_weaponarena_weapons == WEPSET(TUBA)) { this.(weaponentity).m_switchweapon = WEP_TUBA; return; } // TODO: clean this up by moving it to weapon code if(this.enemy==NULL) { // If no weapon was chosen get the first available weapon if(this.(weaponentity).m_weapon==WEP_Null) FOREACH(Weapons, it != WEP_Null, LAMBDA( if(client_hasweapon(this, it, weaponentity, true, false)) { this.(weaponentity).m_switchweapon = it; return; } )); return; } // Do not change weapon during the next second after a combo float f = time - this.lastcombotime; if(f < 1) return; float w; float distance; distance=bound(10,vlen(this.origin-this.enemy.origin)-200,10000); // Should it do a weapon combo? float af, ct, combo_time, combo; af = ATTACK_FINISHED(this, 0); ct = autocvar_bot_ai_weapon_combo_threshold; // Bots with no skill will be 4 times more slower than "godlike" bots when doing weapon combos // Ideally this 4 should be calculated as longest_weapon_refire / bot_ai_weapon_combo_threshold combo_time = time + ct + (ct * ((-0.3*(skill+this.bot_weaponskill))+3)); combo = false; if(autocvar_bot_ai_weapon_combo) if(this.(weaponentity).m_weapon.m_id == this.(weaponentity).lastfiredweapon) if(af > combo_time) { combo = true; this.lastcombotime = time; } distance *= pow(2, this.bot_rangepreference); // Custom weapon list based on distance to the enemy if(bot_custom_weapon){ // Choose weapons for far distance if ( distance > bot_distance_far ) { for(i=0; i < Weapons_COUNT && bot_weapons_far[i] != -1 ; ++i){ w = bot_weapons_far[i]; if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) ) { if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w)) continue; this.(weaponentity).m_switchweapon = Weapons_from(w); return; } } } // Choose weapons for mid distance if ( distance > bot_distance_close) { for(i=0; i < Weapons_COUNT && bot_weapons_mid[i] != -1 ; ++i){ w = bot_weapons_mid[i]; if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) ) { if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w)) continue; this.(weaponentity).m_switchweapon = Weapons_from(w); return; } } } // Choose weapons for close distance for(i=0; i < Weapons_COUNT && bot_weapons_close[i] != -1 ; ++i){ w = bot_weapons_close[i]; if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) ) { if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w)) continue; this.(weaponentity).m_switchweapon = Weapons_from(w); return; } } } } void havocbot_aim(entity this) { vector myvel, enemyvel; // if(this.flags & FL_INWATER) // return; if (time < this.nextaim) return; this.nextaim = time + 0.1; myvel = this.velocity; if (!this.waterlevel) myvel.z = 0; if (this.enemy) { enemyvel = this.enemy.velocity; if (!this.enemy.waterlevel) enemyvel.z = 0; lag_additem(this, time + this.ping, 0, 0, this.enemy, this.origin, myvel, (this.enemy.absmin + this.enemy.absmax) * 0.5, enemyvel); } else lag_additem(this, time + this.ping, 0, 0, NULL, this.origin, myvel, ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5, '0 0 0'); } bool havocbot_moveto_refresh_route(entity this) { // Refresh path to goal if necessary entity wp; wp = this.havocbot_personal_waypoint; navigation_goalrating_start(this); navigation_routerating(this, wp, 10000, 10000); navigation_goalrating_end(this); return this.navigation_hasgoals; } float havocbot_moveto(entity this, vector pos) { entity wp; if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_GOING) { // Step 4: Move to waypoint if(this.havocbot_personal_waypoint==NULL) { LOG_TRACE("Error: ", this.netname, " trying to walk to a non existent personal waypoint"); this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_GOING; return CMD_STATUS_ERROR; } if (!bot_strategytoken_taken) if(this.havocbot_personal_waypoint_searchtime= 30) { LOG_TRACE("Warning: can't walk to the personal waypoint located at ", vtos(this.havocbot_personal_waypoint.origin)); this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_LINKING; delete(this.havocbot_personal_waypoint); return CMD_STATUS_ERROR; } else LOG_TRACE(this.netname, " can't walk to its personal waypoint (after ", ftos(this.havocbot_personal_waypoint_failcounter), " failed attempts), trying later"); } } if(autocvar_bot_debug_goalstack) debuggoalstack(this); // Heading vector dir = ( ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5 ) - (this.origin + this.view_ofs); dir.z = 0; bot_aimdir(this, dir, -1); // Go! havocbot_movetogoal(this); if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_REACHED) { // Step 5: Waypoint reached LOG_TRACE(this.netname, "'s personal waypoint reached"); delete(this.havocbot_personal_waypoint); this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_REACHED; return CMD_STATUS_FINISHED; } return CMD_STATUS_EXECUTING; } // Step 2: Linking waypoint if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_LINKING) { // Wait until it is linked if(!this.havocbot_personal_waypoint.wplinked) { LOG_TRACE(this.netname, " waiting for personal waypoint to be linked"); return CMD_STATUS_EXECUTING; } this.havocbot_personal_waypoint_searchtime = time; // so we set the route next frame this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_LINKING; this.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_GOING; // Step 3: Route to waypoint LOG_TRACE(this.netname, " walking to its personal waypoint"); return CMD_STATUS_EXECUTING; } // Step 1: Spawning waypoint wp = waypoint_spawnpersonal(this, pos); if(wp==NULL) { LOG_TRACE("Error: Can't spawn personal waypoint at ",vtos(pos)); return CMD_STATUS_ERROR; } this.havocbot_personal_waypoint = wp; this.havocbot_personal_waypoint_failcounter = 0; this.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_LINKING; // if pos is inside a teleport, then let's mark it as teleport waypoint IL_EACH(g_teleporters, WarpZoneLib_BoxTouchesBrush(pos, pos, it, NULL), { wp.wpflags |= WAYPOINTFLAG_TELEPORT; this.lastteleporttime = 0; }); /* if(wp.wpflags & WAYPOINTFLAG_TELEPORT) print("routing to a teleporter\n"); else print("routing to a non-teleporter\n"); */ return CMD_STATUS_EXECUTING; } float havocbot_resetgoal(entity this) { navigation_clearroute(this); return CMD_STATUS_FINISHED; } void havocbot_setupbot(entity this) { this.bot_ai = havocbot_ai; this.cmd_moveto = havocbot_moveto; this.cmd_resetgoal = havocbot_resetgoal; havocbot_chooserole(this); } vector havocbot_dodge(entity this) { // LordHavoc: disabled because this is too expensive return '0 0 0'; #if 0 entity head; vector dodge, v, n; float danger, bestdanger, vl, d; dodge = '0 0 0'; bestdanger = -20; // check for dangerous objects near bot or approaching bot head = findchainfloat(bot_dodge, true); while(head) { if (head.owner != this) { vl = vlen(head.velocity); if (vl > autocvar_sv_maxspeed * 0.3) { n = normalize(head.velocity); v = this.origin - head.origin; d = v * n; if (d > (0 - head.bot_dodgerating)) if (d < (vl * 0.2 + head.bot_dodgerating)) { // calculate direction and distance from the flight path, by removing the forward axis v = v - (n * (v * n)); danger = head.bot_dodgerating - vlen(v); if (bestdanger < danger) { bestdanger = danger; // dodge to the side of the object dodge = normalize(v); } } } else { danger = head.bot_dodgerating - vlen(head.origin - this.origin); if (bestdanger < danger) { bestdanger = danger; dodge = normalize(this.origin - head.origin); } } } head = head.chain; } return dodge; #endif }