#include "roles.qh" #include #include #include #include "havocbot.qh" #include "../cvars.qh" #include "../bot.qh" #include "../navigation.qh" .float bot_ratingscale; .float bot_ratingscale_time; .float max_armorvalue; .float havocbot_role_timeout; .void(entity this) havocbot_previous_role; .void(entity this) havocbot_role; void havocbot_goalrating_waypoints(entity this, float ratingscale, vector org, float sradius) { // rate waypoints only if there's no alternative goal if(navigation_bestgoal) return; float f; float range = 500; sradius = max(range, (0.5 + random() * 0.5) * sradius); while(sradius > 100) { IL_EACH(g_waypoints, vdist(it.origin - org, <, sradius) && vdist(it.origin - org, >, max(100, sradius - range)) && !(it.wpflags & WAYPOINTFLAG_TELEPORT), { if(vdist(it.origin - this.wp_goal_prev0.origin, <, range * 1.5)) f = 0.1; else if(vdist(it.origin - this.wp_goal_prev1.origin, <, range * 1.5)) f = 0.1; else f = 0.5 + random() * 0.5; navigation_routerating(this, it, ratingscale * f, 2000); }); if(navigation_bestgoal) break; sradius -= range; } }; bool havocbot_goalrating_item_can_be_left_to_teammate(entity this, entity player, entity item) { if (item.health && player.health <= this.health) {return true;} if (item.armorvalue && player.armorvalue <= this.armorvalue) {return true;} if (item.weapons && !(player.weapons & item.weapons)) {return true;} if (item.ammo_shells && player.ammo_shells <= this.ammo_shells) {return true;} if (item.ammo_nails && player.ammo_nails <= this.ammo_nails) {return true;} if (item.ammo_rockets && player.ammo_rockets <= this.ammo_rockets) {return true;} if (item.ammo_cells && player.ammo_cells <= this.ammo_cells) {return true;} if (item.ammo_plasma && player.ammo_plasma <= this.ammo_plasma) {return true;} if (item.itemdef.instanceOfPowerup) {return true;} return false; }; bool havocbot_goalrating_item_pickable_check_players(entity this, vector org, entity item, vector item_org) { if(!teamplay) return true; // actually these variables hold the squared distances in order to optimize code float friend_distance = FLOAT_MAX; float enemy_distance = FLOAT_MAX; float dist; FOREACH_CLIENT(IS_PLAYER(it) && it != this && !(IS_DEAD(it) || STAT(FROZEN, it)), { if (it.team == this.team) { if (!IS_REAL_CLIENT(it)) continue; dist = vlen2(it.origin - item_org); if(dist > friend_distance) continue; if(havocbot_goalrating_item_can_be_left_to_teammate(this, it, item)) { friend_distance = dist; continue; } } else { // If enemy only track distances // TODO: track only if visible ? dist = vlen2(it.origin - item_org); if(dist < enemy_distance) enemy_distance = dist; } }); // Rate the item only if no one needs it, or if an enemy is closer to it dist = vlen2(item_org - org); if ((enemy_distance < friend_distance && dist < enemy_distance) || (friend_distance > autocvar_bot_ai_friends_aware_pickup_radius ** 2) || (dist < friend_distance && dist < 200 ** 2)) return true; return false; }; void havocbot_goalrating_items(entity this, float ratingscale, vector org, float sradius) { float rating; vector o; ratingscale = ratingscale * 0.0001; IL_EACH(g_items, it.bot_pickup, { // ignore if bot already rated this item with a higher ratingscale // NOTE: this code assumes each bot rates items in a different frame if(it.bot_ratingscale_time == time && ratingscale < it.bot_ratingscale) continue; it.bot_ratingscale_time = time; it.bot_ratingscale = ratingscale; if(!it.solid) { if(!autocvar_bot_ai_timeitems) continue; if(!it.scheduledrespawntime) continue; if(it.respawntime < max(11, autocvar_bot_ai_timeitems_minrespawndelay)) continue; if(it.respawntimejitter && !it.itemdef.instanceOfPowerup) continue; float t = 0; if(it.itemdef.instanceOfPowerup) t = bound(0, skill / 10, 1) * 6; else if(skill >= 9) t = 4; if(time < it.scheduledrespawntime - t) continue; it.bot_pickup_respawning = true; } o = (it.absmin + it.absmax) * 0.5; if(vdist(o - org, >, sradius) || (it == this.ignoregoal && time < this.ignoregoaltime) ) continue; // Check if the item can be picked up safely if(Item_IsLoot(it)) { if(!IS_ONGROUND(it)) continue; traceline(o, o + '0 0 -1500', true, NULL); if(IN_LAVA(trace_endpos + '0 0 1')) continue; // this tracebox_hits_trigger_hurt call isn't needed: // dropped weapons are removed as soon as they fall on a trigger_hurt // and can't be rated while they are in the air //if(tracebox_hits_trigger_hurt(it.origin, it.mins, it.maxs, trace_endpos)) // continue; } else { if(IN_LAVA(it.origin + (it.mins + it.maxs) * 0.5)) continue; } if(!havocbot_goalrating_item_pickable_check_players(this, org, it, o)) continue; rating = it.bot_pickupevalfunc(this, it); if(rating > 0) navigation_routerating(this, it, rating * ratingscale, 2000); }); } #define BOT_RATING_ENEMY 2500 void havocbot_goalrating_enemyplayers(entity this, float ratingscale, vector org, float sradius) { if (autocvar_bot_nofire) return; // don't chase players if we're under water if(this.waterlevel>WATERLEVEL_WETFEET) return; ratingscale = ratingscale * 0.0001; float t; FOREACH_CLIENT(IS_PLAYER(it) && bot_shouldattack(this, it), { // TODO: Merge this logic with the bot_shouldattack function if(vdist(it.origin - org, <, 100) || vdist(it.origin - org, >, sradius)) continue; if(vdist(vec2(it.velocity), >, autocvar_sv_maxspeed * 2)) continue; // rate only visible enemies /* traceline(this.origin + this.view_ofs, it.origin, MOVE_NOMONSTERS, this); if (trace_fraction < 1 || trace_ent != it) continue; */ t = ((this.health + this.armorvalue) - (it.health + it.armorvalue)) / 150; t = bound(0, 1 + t, 3); if (skill > 3) { if (time < this.strength_finished - 1) t += 0.5; if (time < it.strength_finished - 1) t -= 0.5; if (time < this.invincible_finished - 1) t += 0.2; if (time < it.invincible_finished - 1) t -= 0.4; } t += max(0, 8 - skill) * 0.05; // less skilled bots attack more mindlessly ratingscale *= t; if (ratingscale > 0) navigation_routerating(this, it, ratingscale * BOT_RATING_ENEMY, 2000); }); } // legacy bot role for standard gamemodes // go to best items void havocbot_role_generic(entity this) { if(IS_DEAD(this)) return; if (navigation_goalrating_timeout(this)) { navigation_goalrating_start(this); havocbot_goalrating_items(this, 10000, this.origin, 10000); havocbot_goalrating_enemyplayers(this, 10000, this.origin, 10000); havocbot_goalrating_waypoints(this, 1, this.origin, 3000); navigation_goalrating_end(this); navigation_goalrating_timeout_set(this); } } void havocbot_chooserole_generic(entity this) { this.havocbot_role = havocbot_role_generic; } void havocbot_chooserole(entity this) { LOG_TRACE("choosing a role..."); navigation_goalrating_timeout_force(this); if(!MUTATOR_CALLHOOK(HavocBot_ChooseRole, this)) havocbot_chooserole_generic(this); }