#include <lib/warpzone/common.qh>
#include <lib/warpzone/util_server.qh>
+STATIC_INIT(bot) { bot_calculate_stepheightvec(); }
+
// TODO: remove this function! its only purpose is to update these fields since bot_setnameandstuff is called before ClientState
void bot_setclientfields(entity this)
{
// if dead, just wait until we can respawn
if (IS_DEAD(this))
{
+ if (bot_waypoint_queue_owner == this)
+ bot_waypoint_queue_owner = NULL;
+ this.aistatus = 0;
CS(this).movement = '0 0 0';
if (this.deadflag == DEAD_DEAD)
{
}
else
{
+ entity balance = TeamBalance_CheckAllowedTeams(NULL);
+ TeamBalance_GetTeamCounts(balance, NULL);
+ int smallest_team = -1;
+ int smallest_count = -1;
+ if (teamplay)
+ {
+ for (int i = 1; i <= AvailableTeams(); ++i)
+ {
+ // NOTE if (autocvar_g_campaign && autocvar_g_campaign_forceteam == i)
+ // TeamBalance_GetNumberOfPlayers(balance, i); returns the number of players + 1
+ // since it keeps a spot for the real player in the desired team
+ int count = TeamBalance_GetNumberOfPlayers(balance, i);
+ if (smallest_count < 0 || count < smallest_count)
+ {
+ smallest_team = i;
+ smallest_count = count;
+ }
+ }
+ }
+ TeamBalance_Destroy(balance);
RandomSelection_Init();
while((readfile = fgets(file)))
{
continue;
if(substring(readfile, 0, 1) == "#")
continue;
+ // NOTE if the line is empty tokenizebyseparator(readfile, "\t")
+ // will create 1 empty token because there's no separator (bug?)
+ if (readfile == "")
+ continue;
tokens = tokenizebyseparator(readfile, "\t");
if(tokens == 0)
continue;
s = argv(0);
- prio = 1;
+ prio = 0;
+ bool conflict = false;
FOREACH_CLIENT(IS_BOT_CLIENT(it), {
- if(s == it.cleanname)
+ if (s == it.cleanname)
{
- prio = 0;
+ conflict = true;
break;
}
});
+ if (!conflict)
+ prio += 1;
+ if (teamplay && !(autocvar_bot_vs_human && AvailableTeams() == 2))
+ {
+ int forced_team = stof(argv(5));
+ if (!Team_IsValidIndex(forced_team))
+ forced_team = 0;
+ if (!forced_team || forced_team == smallest_team)
+ prio += 2;
+ }
RandomSelection_AddString(readfile, 1, prio);
}
readfile = RandomSelection_chosen_string;
if(argv(4) != "" && stof(argv(4)) >= 0) bot_pants = argv(4);
else bot_pants = ftos(floor(random() * 15));
- this.bot_forced_team = stof(argv(5));
+ if (teamplay && !(autocvar_bot_vs_human && AvailableTeams() == 2))
+ this.bot_forced_team = stof(argv(5));
+ else
+ this.bot_forced_team = 0;
prio = 6;
- #define READSKILL(f, w, r) MACRO_BEGIN { \
+ #define READSKILL(f, w, r) MACRO_BEGIN \
if(argv(prio) != "") \
this.f = stof(argv(prio)) * w; \
else \
this.f = (!autocvar_g_campaign) * (2 * random() - 1) * r * w; \
prio++; \
- } MACRO_END
+ MACRO_END
//print(bot_name, ": ping=", argv(9), "\n");
READSKILL(havocbot_keyboardskill, 0.5, 0.5); // keyboard skill
READSKILL(bot_thinkskill, 1, 0.5); // think skill
READSKILL(bot_aiskill, 2, 0); // "ai" skill
+ if (file >= 0 && argv(prio) != "")
+ LOG_INFOF("^1Warning^7: too many parameters for bot %s, please check format of %s", bot_name, autocvar_bot_config_file);
+
this.bot_config_loaded = true;
// this is really only a default, TeamBalance_JoinBestTeam is called later
tokens = tokenizebyseparator(W_NumberWeaponOrder(autocvar_bot_ai_custom_weapon_priority_close)," ");
c = 0;
- for(i=0; i < tokens && i < Weapons_COUNT; ++i){
+ for(i=0; i < tokens && c < Weapons_COUNT; ++i){
w = stof(argv(i));
if ( w >= WEP_FIRST && w <= WEP_LAST) {
bot_weapons_close[c] = w;
bot_setclientfields(this);
}
- if(this.bot_forced_team==1)
- this.team = NUM_TEAM_1;
- else if(this.bot_forced_team==2)
- this.team = NUM_TEAM_2;
- else if(this.bot_forced_team==3)
- this.team = NUM_TEAM_3;
- else if(this.bot_forced_team==4)
- this.team = NUM_TEAM_4;
+ if (teamplay && Team_IsValidIndex(this.bot_forced_team))
+ {
+ SetPlayerTeam(this, this.bot_forced_team, TEAM_CHANGE_MANUAL);
+ }
else
+ {
+ this.bot_forced_team = 0;
TeamBalance_JoinBestTeam(this);
+ }
havocbot_setupbot(this);
}
stepheightvec = autocvar_sv_stepheight * '0 0 1';
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
+ jumpheight_time = autocvar_sv_jumpvelocity / autocvar_sv_gravity;
}
-float bot_fixcount()
+bool bot_fixcount()
{
int activerealplayers = 0;
int realplayers = 0;
}
int bots;
- // 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
// usually haven't rejoined yet
bots_would_leave = false;
bots = min(ceil(fabs(autocvar_bot_vs_human) * activerealplayers), maxclients - realplayers);
else if ((realplayers || autocvar_bot_join_empty || (currentbots > 0 && time < 5)))
{
- float realminplayers, minplayers;
- realminplayers = autocvar_minplayers;
- minplayers = max(0, floor(realminplayers));
+ int minplayers = max(0, floor(autocvar_minplayers));
+ if (teamplay)
+ minplayers = max(0, floor(autocvar_minplayers_per_team) * AvailableTeams());
+ int minbots = max(0, floor(autocvar_bot_number));
- float realminbots, minbots;
- realminbots = autocvar_bot_number;
- minbots = max(0, floor(realminbots));
+ // add bots to reach minplayers if needed
+ bots = max(minbots, minplayers - activerealplayers);
+ // cap bots to the max players allowed by the server
+ int player_limit = GetPlayerLimit();
+ if(player_limit)
+ bots = min(bots, max(player_limit - activerealplayers, 0));
+ bots = min(bots, maxclients - realplayers);
- bots = min(max(minbots, minplayers - activerealplayers), maxclients - realplayers);
if(bots > minbots)
bots_would_leave = true;
}
return false;
}
}
- while (currentbots > bots)
+ while (currentbots > bots && bots >= 0)
bot_removenewest();
}
if(botframe_cachedwaypointlinks)
{
if(!botframe_loadedforcedlinks)
- waypoint_load_links_hardwired();
+ waypoint_load_hardwiredlinks();
}
else
{