]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/bot/default/bot.qc
Merge branch 'terencehill/bot_waypoints' into terencehill/bot_ai
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / bot / default / bot.qc
index 318422153bb3423478e9f8dc980a0fea24daf5e4..af238029abd85042eb7e72e8f2de43f0a0c6dd94 100644 (file)
 #include <lib/warpzone/common.qh>
 #include <lib/warpzone/util_server.qh>
 
+// TODO: remove this function! its only purpose is to update these fields since bot_setnameandstuff is called before ClientState
+void bot_setclientfields(entity this)
+{
+       CS(this).cvar_cl_accuracy_data_share = 1;  // share the bots weapon accuracy data with the world
+       CS(this).cvar_cl_accuracy_data_receive = 0;  // don't receive any weapon accuracy data
+}
+
 entity bot_spawn()
 {
        entity bot = spawnclient();
@@ -50,6 +57,7 @@ entity bot_spawn()
                currentbots = currentbots + 1;
                bot_setnameandstuff(bot);
                ClientConnect(bot);
+               bot_setclientfields(bot);
                PutClientInServer(bot);
        }
        return bot;
@@ -64,7 +72,7 @@ void bot_think(entity this)
        if(autocvar_bot_god)
                this.flags |= FL_GODMODE;
 
-       this.bot_nextthink = max(time, this.bot_nextthink) + max(0.01, autocvar_bot_ai_thinkinterval * pow(0.5, this.bot_aiskill) * min(14 / (skill + 14), 1));
+       this.bot_nextthink = max(time, this.bot_nextthink) + max(0.01, autocvar_bot_ai_thinkinterval * (0.5 ** this.bot_aiskill) * min(14 / (skill + 14), 1));
 
        //if (this.bot_painintensity > 0)
        //      this.bot_painintensity = this.bot_painintensity - (skill + 1) * 40 * frametime;
@@ -74,7 +82,7 @@ void bot_think(entity this)
 
        if (!IS_PLAYER(this) || (autocvar_g_campaign && !campaign_bots_may_start))
        {
-               this.movement = '0 0 0';
+               CS(this).movement = '0 0 0';
                this.bot_nextthink = time + 0.5;
                return;
        }
@@ -94,7 +102,7 @@ void bot_think(entity this)
        // (simulated network latency + naturally delayed reflexes)
        //this.ping = 0.7 - bound(0, 0.05 * skill, 0.5); // moved the reflexes to bot_aimdir (under the name 'think')
        // minimum ping 20+10 random
-       this.ping = bound(0,0.07 - bound(0, (skill + this.bot_pingskill) * 0.005,0.05)+random()*0.01,0.65); // Now holds real lag to server, and higer skill players take a less laggy server
+       CS(this).ping = bound(0,0.07 - bound(0, (skill + this.bot_pingskill) * 0.005,0.05)+random()*0.01,0.65); // Now holds real lag to server, and higer skill players take a less laggy server
        // skill 10 = ping 0.2 (adrenaline)
        // skill 0 = ping 0.7 (slightly drunk)
 
@@ -113,7 +121,7 @@ void bot_think(entity this)
        if (time < game_starttime)
        {
                // block the bot during the countdown to game start
-               this.movement = '0 0 0';
+               CS(this).movement = '0 0 0';
                this.bot_nextthink = game_starttime;
                return;
        }
@@ -121,11 +129,11 @@ void bot_think(entity this)
        // if dead, just wait until we can respawn
        if (IS_DEAD(this))
        {
-               this.movement = '0 0 0';
+               CS(this).movement = '0 0 0';
                if (this.deadflag == DEAD_DEAD)
                {
                        PHYS_INPUT_BUTTON_JUMP(this) = true; // press jump to respawn
-                       this.bot_strategytime = 0;
+                       navigation_goalrating_timeout_force(this);
                }
        }
        else if(this.aistatus & AI_STATUS_STUCK)
@@ -158,7 +166,7 @@ void bot_setnameandstuff(entity this)
 
        if(file < 0)
        {
-               LOG_INFO(strcat("Error: Can not open the bot configuration file '",autocvar_bot_config_file,"'\n"));
+               LOG_INFOF("Error: Can not open the bot configuration file '%s'", autocvar_bot_config_file);
                readfile = "";
        }
        else
@@ -175,13 +183,13 @@ void bot_setnameandstuff(entity this)
                                continue;
                        s = argv(0);
                        prio = 1;
-                       FOREACH_CLIENT(IS_BOT_CLIENT(it), LAMBDA(
+                       FOREACH_CLIENT(IS_BOT_CLIENT(it), {
                                if(s == it.cleanname)
                                {
                                        prio = 0;
                                        break;
                                }
-                       ));
+                       });
                        RandomSelection_AddString(readfile, 1, prio);
                }
                readfile = RandomSelection_chosen_string;
@@ -248,10 +256,10 @@ void bot_setnameandstuff(entity this)
 
        // number bots with identical names
        int j = 0;
-       FOREACH_CLIENT(IS_BOT_CLIENT(it), LAMBDA(
+       FOREACH_CLIENT(IS_BOT_CLIENT(it), {
                if(it.cleanname == name)
                        ++j;
-       ));
+       });
        if (j)
                this.netname = this.netname_freeme = strzone(strcat(prefix, name, "(", ftos(j), ")", suffix));
        else
@@ -264,9 +272,6 @@ void bot_setnameandstuff(entity this)
                bot_model = strcat(bot_model, ".iqm");
        this.playermodel = this.playermodel_freeme = strzone(strcat("models/player/", bot_model));
        this.playerskin = this.playerskin_freeme = strzone(bot_skin);
-
-       this.cvar_cl_accuracy_data_share = 1;  // share the bots weapon accuracy data with the NULL
-       this.cvar_cl_accuracy_data_receive = 0;  // don't receive any weapon accuracy data
 }
 
 void bot_custom_weapon_priority_setup()
@@ -374,14 +379,13 @@ void bot_relinkplayerlist()
                        if(prevbot)
                                prevbot.nextbot = it;
                        else
-                       {
                                bot_list = it;
-                               bot_list.nextbot = NULL;
-                       }
                        prevbot = it;
                        ++currentbots;
                }
        });
+       if(prevbot)
+               prevbot.nextbot = NULL;
        LOG_TRACE("relink: ", ftos(currentbots), " bots seen.");
        bot_strategytoken = bot_list;
        bot_strategytoken_taken = true;
@@ -420,7 +424,10 @@ void bot_clientconnect(entity this)
        this.createdtime = this.bot_nextthink;
 
        if(!this.bot_config_loaded) // This is needed so team overrider doesn't break between matches
+       {
                bot_setnameandstuff(this);
+               bot_setclientfields(this);
+       }
 
        if(this.bot_forced_team==1)
                this.team = NUM_TEAM_1;
@@ -431,7 +438,7 @@ void bot_clientconnect(entity this)
        else if(this.bot_forced_team==4)
                this.team = NUM_TEAM_4;
        else
-               JoinBestTeam(this, false, true);
+               JoinBestTeam(this, true);
 
        havocbot_setupbot(this);
 }
@@ -527,25 +534,25 @@ void autoskill(float factor)
 
        bestbot = -1;
        bestplayer = -1;
-       FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(
+       FOREACH_CLIENT(IS_PLAYER(it), {
                if(IS_REAL_CLIENT(it))
                        bestplayer = max(bestplayer, it.totalfrags - it.totalfrags_lastcheck);
                else
                        bestbot = max(bestbot, it.totalfrags - it.totalfrags_lastcheck);
-       ));
+       });
 
-       LOG_TRACE("autoskill: best player got ", ftos(bestplayer), ", ");
-       LOG_TRACE("best bot got ", ftos(bestbot), "; ");
+       LOG_DEBUG("autoskill: best player got ", ftos(bestplayer), ", ");
+       LOG_DEBUG("best bot got ", ftos(bestbot), "; ");
        if(bestbot < 0 || bestplayer < 0)
        {
-               LOG_TRACE("not doing anything");
+               LOG_DEBUG("not doing anything");
                // don't return, let it reset all counters below
        }
        else if(bestbot <= bestplayer * factor - 2)
        {
                if(autocvar_skill < 17)
                {
-                       LOG_TRACE("2 frags difference, increasing skill");
+                       LOG_DEBUG("2 frags difference, increasing skill");
                        cvar_set("skill", ftos(autocvar_skill + 1));
                        bprint("^2SKILL UP!^7 Now at level ", ftos(autocvar_skill), "\n");
                }
@@ -554,27 +561,26 @@ void autoskill(float factor)
        {
                if(autocvar_skill > 0)
                {
-                       LOG_TRACE("2 frags difference, decreasing skill");
+                       LOG_DEBUG("2 frags difference, decreasing skill");
                        cvar_set("skill", ftos(autocvar_skill - 1));
                        bprint("^1SKILL DOWN!^7 Now at level ", ftos(autocvar_skill), "\n");
                }
        }
        else
        {
-               LOG_TRACE("not doing anything");
+               LOG_DEBUG("not doing anything");
                return;
                // don't reset counters, wait for them to accumulate
        }
 
-       FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(it.totalfrags_lastcheck = it.totalfrags));
+       FOREACH_CLIENT(IS_PLAYER(it), { it.totalfrags_lastcheck = it.totalfrags; });
 }
 
 void bot_calculate_stepheightvec()
 {
        stepheightvec = autocvar_sv_stepheight * '0 0 1';
-       jumpstepheightvec = stepheightvec +
-               ((autocvar_sv_jumpvelocity * autocvar_sv_jumpvelocity) / (2 * autocvar_sv_gravity)) * '0 0 0.85';
-               // 0.75 factor is for safety to make the jumps easy
+       jumpheight_vec = (autocvar_sv_jumpvelocity ** 2) / (2 * autocvar_sv_gravity) * '0 0 1';
+       jumpstepheightvec = stepheightvec + jumpheight_vec * 0.85; // reduce it a bit to make the jumps easy
 }
 
 float bot_fixcount()
@@ -585,11 +591,21 @@ float bot_fixcount()
                activerealplayers = M_ARGV(0, int);
                realplayers = M_ARGV(1, int);
        } else {
-               FOREACH_CLIENT(IS_REAL_CLIENT(it), LAMBDA(
+               FOREACH_CLIENT(IS_REAL_CLIENT(it), {
                        if(IS_PLAYER(it))
                                ++activerealplayers;
                        ++realplayers;
-               ));
+               });
+       }
+       if(currentbots == -1)
+       {
+               currentbots = 0;
+               // human players joining early may cause weird issues (bots appearing on
+               // the scoreboard as spectators) when switching map with the gotomap
+               // command, as it doesn't remove bots of the previous match, and with
+               // minplayers > 1, so ignore human players in the first bot frame
+               // TODO maybe find a cleaner solution
+               activerealplayers = 0;
        }
 
        int bots;
@@ -623,8 +639,7 @@ float bot_fixcount()
        // only add one bot per frame to avoid utter chaos
        if(time > botframe_nextthink)
        {
-               //dprint(ftos(bots), " ? ", ftos(currentbots), "\n");
-               while (currentbots < bots)
+               if (currentbots < bots)
                {
                        if (bot_spawn() == NULL)
                        {
@@ -678,7 +693,23 @@ void bot_serverframe()
                return;
 
        if (time < 2)
+       {
+               currentbots = -1;
                return;
+       }
+
+       if(autocvar_skill != skill)
+       {
+               float wpcost_update = false;
+               if(skill >= autocvar_bot_ai_bunnyhop_skilloffset && autocvar_skill < autocvar_bot_ai_bunnyhop_skilloffset)
+                       wpcost_update = true;
+               if(skill < autocvar_bot_ai_bunnyhop_skilloffset && autocvar_skill >= autocvar_bot_ai_bunnyhop_skilloffset)
+                       wpcost_update = true;
+
+               skill = autocvar_skill;
+               if (wpcost_update)
+                       waypoint_updatecost_foralllinks();
+       }
 
        bot_calculate_stepheightvec();
        bot_navigation_movemode = ((autocvar_bot_navigation_ignoreplayers) ? MOVE_NOMONSTERS : MOVE_NORMAL);
@@ -728,8 +759,7 @@ void bot_serverframe()
        {
                botframe_spawnedwaypoints = true;
                waypoint_loadall();
-               if(!waypoint_load_links())
-                       waypoint_schedulerelinkall();
+               waypoint_load_links();
        }
 
        if (bot_list)
@@ -739,11 +769,26 @@ void bot_serverframe()
                //  frame, which causes choppy framerates)
                if (bot_strategytoken_taken)
                {
+                       // give goal token to the first bot without goals; if all bots don't have
+                       // any goal (or are dead/frozen) simply give it to the next one
                        bot_strategytoken_taken = false;
-                       if (bot_strategytoken)
-                               bot_strategytoken = bot_strategytoken.nextbot;
-                       if (!bot_strategytoken)
-                               bot_strategytoken = bot_list;
+                       entity bot_strategytoken_save = bot_strategytoken;
+                       while (true)
+                       {
+                               if (bot_strategytoken)
+                                       bot_strategytoken = bot_strategytoken.nextbot;
+                               if (!bot_strategytoken)
+                                       bot_strategytoken = bot_list;
+
+                               if (!(IS_DEAD(bot_strategytoken) || STAT(FROZEN, bot_strategytoken))
+                                       && !bot_strategytoken.goalcurrent)
+                                       break;
+
+                               if (!bot_strategytoken_save) // break loop if all the bots are dead or frozen
+                                       break;
+                               if (bot_strategytoken == bot_strategytoken_save)
+                                       bot_strategytoken_save = NULL; // looped through all the bots
+                       }
                }
 
                if (botframe_nextdangertime < time)