#include "bot.qh"
+
#include "aim.qh"
#include "navigation.qh"
+#include "scripting.qh"
#include "waypoints.qh"
-#include "aim.qc"
-#include "navigation.qc"
-#include "waypoints.qc"
-#include "scripting.qc"
+#include "havocbot/havocbot.qh"
+#include "havocbot/scripting.qh"
+
+#include "../teamplay.qh"
+
+#include "../antilag.qh"
+#include "../autocvars.qh"
+#include "../campaign.qh"
+#include "../cl_client.qh"
+#include "../constants.qh"
+#include "../defs.qh"
+#include "../race.qh"
+#include "../t_items.qh"
+
+#include "../mutators/all.qh"
+
+#include "../weapons/accuracy.qh"
-#include "havocbot/havocbot.qc"
+#include "../../common/constants.qh"
+#include "../../common/mapinfo.qh"
+#include "../../common/teams.qh"
+#include "../../common/util.qh"
+
+#include "../../common/weapons/all.qh"
+
+#include "../../lib/csqcmodel/sv_model.qh"
+
+#include "../../lib/warpzone/common.qh"
+#include "../../lib/warpzone/util_server.qh"
entity bot_spawn()
-{
- entity oldself, bot;
- bot = spawnclient();
+{SELFPARAM();
+ entity bot = spawnclient();
if (bot)
{
currentbots = currentbots + 1;
- oldself = self;
- self = bot;
+ setself(bot);
bot_setnameandstuff();
ClientConnect();
PutClientInServer();
- self = oldself;
+ setself(this);
}
return bot;
}
void bot_think()
-{
+{SELFPARAM();
if (self.bot_nextthink > time)
return;
}
void bot_setnameandstuff()
-{
+{SELFPARAM();
string readfile, s;
float file, tokens, prio;
entity p;
if(file < 0)
{
- print(strcat("Error: Can not open the bot configuration file '",autocvar_bot_config_file,"'\n"));
+ LOG_INFO(strcat("Error: Can not open the bot configuration file '",autocvar_bot_config_file,"'\n"));
readfile = "";
}
else
void bot_custom_weapon_priority_setup()
{
- float tokens, i, c, w;
+ float tokens, i, w;
bot_custom_weapon = false;
// Parse far distance weapon priorities
tokens = tokenizebyseparator(W_NumberWeaponOrder(autocvar_bot_ai_custom_weapon_priority_far)," ");
- c = 0;
- for(i=0; i < tokens && c < WEP_COUNT; ++i){
+ int c = 0;
+ for(i=0; i < tokens && c < Weapons_COUNT; ++i){
w = stof(argv(i));
if ( w >= WEP_FIRST && w <= WEP_LAST) {
bot_weapons_far[c] = w;
++c;
}
}
- if(c < WEP_COUNT)
+ if(c < Weapons_COUNT)
bot_weapons_far[c] = -1;
// Parse mid distance weapon priorities
tokens = tokenizebyseparator(W_NumberWeaponOrder(autocvar_bot_ai_custom_weapon_priority_mid)," ");
c = 0;
- for(i=0; i < tokens && c < WEP_COUNT; ++i){
+ for(i=0; i < tokens && c < Weapons_COUNT; ++i){
w = stof(argv(i));
if ( w >= WEP_FIRST && w <= WEP_LAST) {
bot_weapons_mid[c] = w;
++c;
}
}
- if(c < WEP_COUNT)
+ if(c < Weapons_COUNT)
bot_weapons_mid[c] = -1;
// Parse close distance weapon priorities
tokens = tokenizebyseparator(W_NumberWeaponOrder(autocvar_bot_ai_custom_weapon_priority_close)," ");
c = 0;
- for(i=0; i < tokens && i < WEP_COUNT; ++i){
+ for(i=0; i < tokens && i < Weapons_COUNT; ++i){
w = stof(argv(i));
if ( w >= WEP_FIRST && w <= WEP_LAST) {
bot_weapons_close[c] = w;
++c;
}
}
- if(c < WEP_COUNT)
+ if(c < Weapons_COUNT)
bot_weapons_close[c] = -1;
bot_custom_weapon = true;
}
e = e.chain;
}
- dprint(strcat("relink: ", ftos(currentbots), " bots seen.\n"));
+ LOG_TRACE(strcat("relink: ", ftos(currentbots), " bots seen.\n"));
bot_strategytoken = bot_list;
bot_strategytoken_taken = true;
}
void bot_clientdisconnect()
-{
+{SELFPARAM();
if (!IS_BOT_CLIENT(self))
return;
bot_clearqueue(self);
}
void bot_clientconnect()
-{
+{SELFPARAM();
if (!IS_BOT_CLIENT(self))
return;
self.bot_preferredcolors = self.clientcolors;
bestbot = max(bestbot, head.totalfrags - head.totalfrags_lastcheck);
}
- dprint("autoskill: best player got ", ftos(bestplayer), ", ");
- dprint("best bot got ", ftos(bestbot), "; ");
+ LOG_TRACE("autoskill: best player got ", ftos(bestplayer), ", ");
+ LOG_TRACE("best bot got ", ftos(bestbot), "; ");
if(bestbot < 0 || bestplayer < 0)
{
- dprint("not doing anything\n");
+ LOG_TRACE("not doing anything\n");
// don't return, let it reset all counters below
}
else if(bestbot <= bestplayer * factor - 2)
{
if(autocvar_skill < 17)
{
- dprint("2 frags difference, increasing skill\n");
+ LOG_TRACE("2 frags difference, increasing skill\n");
cvar_set("skill", ftos(autocvar_skill + 1));
bprint("^2SKILL UP!^7 Now at level ", ftos(autocvar_skill), "\n");
}
{
if(autocvar_skill > 0)
{
- dprint("2 frags difference, decreasing skill\n");
+ LOG_TRACE("2 frags difference, decreasing skill\n");
cvar_set("skill", ftos(autocvar_skill - 1));
bprint("^1SKILL DOWN!^7 Now at level ", ftos(autocvar_skill), "\n");
}
}
else
{
- dprint("not doing anything\n");
+ LOG_TRACE("not doing anything\n");
return;
// don't reset counters, wait for them to accumulate
}
activerealplayers = 0;
realplayers = 0;
- FOR_EACH_REALCLIENT(head)
+ if(!MUTATOR_CALLHOOK(Bot_FixCount, activerealplayers, realplayers))
{
- if(IS_PLAYER(head) || g_lms || head.caplayer == 1)
- ++activerealplayers;
- ++realplayers;
+ FOR_EACH_REALCLIENT(head)
+ {
+ if(IS_PLAYER(head))
+ ++activerealplayers;
+ ++realplayers;
+ }
}
+ activerealplayers = bot_activerealplayers;
+ realplayers = bot_realplayers;
+
// add/remove bots if needed to make sure there are at least
// minplayers+bot_number, or remove all bots if no one is playing
// But don't remove bots immediately on level change, as the real players