#include "havocbot.qh"
+#include "roles.qh"
+
#include <server/defs.qh>
#include <server/miscfunctions.qh>
#include "../cvars.qh"
#include <common/items/_mod.qh>
#include <common/wepent.qh>
-#include <common/triggers/teleporters.qh>
-#include <common/triggers/trigger/jumppads.qh>
+#include <common/mapobjects/func/ladder.qh>
+#include <common/mapobjects/teleporters.qh>
+#include <common/mapobjects/trigger/jumppads.qh>
#include <lib/warpzone/common.qh>
-.float speed;
-
void havocbot_ai(entity this)
{
if(this.draggedby)
return;
+ this.bot_aimdir_executed = false;
+ // lock aim if teleported or passing through a warpzone
+ if (this.lastteleporttime && !this.jumppadcount)
+ this.bot_aimdir_executed = true;
+
if(bot_execute_commands(this))
return;
- if (bot_strategytoken == this)
- if (!bot_strategytoken_taken)
+ if (bot_strategytoken == this && !bot_strategytoken_taken)
{
if(this.havocbot_blockhead)
{
}
if(IS_DEAD(this) || STAT(FROZEN, this))
+ {
+ if (this.goalcurrent)
+ navigation_clearroute(this);
return;
+ }
havocbot_chooseenemy(this);
}
havocbot_aim(this);
lag_update(this);
+
if (this.bot_aimtarg)
{
this.aistatus |= AI_STATUS_ATTACKING;
this.aistatus &= ~AI_STATUS_ROAMING;
- if(this.weapons)
+ if(STAT(WEAPONS, this))
{
if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(this))
{
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);
+ bot_aimdir(this, this.bot_aimtarg.origin + this.bot_aimtarg.view_ofs - this.origin - this.view_ofs, 0);
}
}
else if (this.goalcurrent)
{
this.aistatus |= AI_STATUS_ROAMING;
this.aistatus &= ~AI_STATUS_ATTACKING;
-
- vector v, now, next;
- float aimdistance,skillblend,distanceblend,blend;
-
- SET_DESTCOORDS(this.goalcurrent, this.origin, v);
- if(this.goalcurrent.wpisbox)
- {
- // avoid a glitch when bot is teleported but teleport waypoint isn't removed yet
- if(this.goalstack02 && this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT
- && this.lastteleporttime > 0 && time - this.lastteleporttime < 0.15)
- v = (this.goalstack02.absmin + this.goalstack02.absmax) * 0.5;
- // aim to teleport origin if bot is inside teleport waypoint but hasn't touched the real teleport yet
- else if(boxesoverlap(this.goalcurrent.absmin, this.goalcurrent.absmax, this.origin, this.origin))
- v = this.goalcurrent.origin;
- }
- next = now = v - (this.origin + this.view_ofs);
- aimdistance = vlen(now);
-
- //dprint(this.goalstack01.classname,etos(this.goalstack01),"\n");
- if(
- this.goalstack01 != this && this.goalstack01 && !wasfreed(this.goalstack01) && ((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 (!this.bot_aimdir_executed && this.goalcurrent)
+ {
+ // Heading
+ vector dir = get_closer_dest(this.goalcurrent, this.origin);
+ dir -= this.origin + this.view_ofs;
+ dir.z = 0;
+ bot_aimdir(this, dir, 0);
+ }
// if the bot is not attacking, consider reloading weapons
if (!(this.aistatus & AI_STATUS_ATTACKING))
if(this.(weaponentity).clip_load >= 0) // only if we're not reloading a weapon already
{
FOREACH(Weapons, it != WEP_Null, {
- if((this.weapons & (it.m_wepset)) && (it.spawnflags & WEP_FLAG_RELOADABLE) && (this.(weaponentity).weapon_load[it.m_id] < it.reloading_ammo))
+ if((STAT(WEAPONS, this) & (it.m_wepset)) && (it.spawnflags & WEP_FLAG_RELOADABLE) && (this.(weaponentity).weapon_load[it.m_id] < it.reloading_ammo))
{
this.(weaponentity).m_switchweapon = it;
break;
void havocbot_keyboard_movement(entity this, vector destorg)
{
- vector keyboard;
+ if(time <= this.havocbot_keyboardtime)
+ return;
- if (time > this.havocbot_keyboardtime)
+ float sk = skill + this.bot_moveskill;
+ 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);
+ vector keyboard = CS(this).movement / autocvar_sv_maxspeed;
+
+ float trigger = autocvar_bot_ai_keyboard_threshold;
+
+ // 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)
{
- float sk = skill + this.bot_moveskill;
- 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 = CS(this).movement / autocvar_sv_maxspeed;
-
- float trigger = autocvar_bot_ai_keyboard_threshold;
- float trigger1 = -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;
- }
+ keyboard.x = 1;
+ if (sk < 2.5)
+ keyboard.y = 0;
+ }
+ else if (keyboard.x < -trigger && sk > 1.5)
+ {
+ keyboard.x = -1;
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;
+ }
+ else
+ {
+ keyboard.x = 0;
+ if (sk < 1.5)
+ keyboard.y = 0;
+ }
+ if (sk < 4.5)
+ keyboard.z = 0;
- if (keyboard.z > trigger)
- keyboard.z = 1;
- else if (keyboard.z < trigger1)
- keyboard.z = -1;
- else
- keyboard.z = 0;
+ if (keyboard.y > trigger)
+ keyboard.y = 1;
+ else if (keyboard.y < -trigger)
+ keyboard.y = -1;
+ else
+ keyboard.y = 0;
- this.havocbot_keyboard = keyboard * autocvar_sv_maxspeed;
- if (this.havocbot_ducktime > time)
- PHYS_INPUT_BUTTON_CROUCH(this) = true;
- }
+ if (keyboard.z > trigger)
+ keyboard.z = 1;
+ else if (keyboard.z < -trigger)
+ keyboard.z = -1;
+ else
+ keyboard.z = 0;
+
+ // make sure bots don't get stuck if havocbot_keyboardtime is very high
+ if (keyboard == '0 0 0')
+ this.havocbot_keyboardtime = min(this.havocbot_keyboardtime, time + 0.2);
+
+ this.havocbot_keyboard = keyboard * autocvar_sv_maxspeed;
+ if (this.havocbot_ducktime > time)
+ PHYS_INPUT_BUTTON_CROUCH(this) = true;
keyboard = this.havocbot_keyboard;
float blend = bound(0, vlen(destorg - this.origin) / autocvar_bot_ai_keyboard_distance, 1); // When getting close move with 360 degree
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_RUNNING && vdist(this.velocity, <, autocvar_sv_maxspeed * 0.75)
- || this.aistatus & AI_STATUS_DANGER_AHEAD)
+ if((this.aistatus & AI_STATUS_RUNNING) && vdist(this.velocity, <, autocvar_sv_maxspeed * 0.75)
+ || (this.aistatus & AI_STATUS_DANGER_AHEAD))
{
this.aistatus &= ~AI_STATUS_RUNNING;
PHYS_INPUT_BUTTON_JUMP(this) = false;
return;
}
- if(this.waterlevel > WATERLEVEL_WETFEET)
+ if(this.waterlevel > WATERLEVEL_WETFEET || IS_DUCKED(this))
{
this.aistatus &= ~AI_STATUS_RUNNING;
return;
this.bot_timelastseengoal = 0;
}
- SET_DESTCOORDS(this.goalcurrent, this.origin, gco);
- bunnyhopdistance = vlen(this.origin - gco);
+ vector gco = get_closer_dest(this.goalcurrent, this.origin);
// Run only to visible goals
if(IS_ONGROUND(this))
- if(vdist(vec2(this.velocity), >=, autocvar_sv_maxspeed)) // if -really- running
+ if(vdist(vec2(this.velocity), >=, autocvar_sv_maxspeed))
if(checkpvs(this.origin + this.view_ofs, this.goalcurrent))
{
- this.bot_lastseengoal = this.goalcurrent;
+ this.bot_lastseengoal = this.goalcurrent;
- // seen it before
- if(this.bot_timelastseengoal)
+ // seen it before
+ if(this.bot_timelastseengoal)
+ {
+ // for a period of time
+ if(time - this.bot_timelastseengoal > autocvar_bot_ai_bunnyhop_firstjumpdelay)
{
- // for a period of time
- if(time - this.bot_timelastseengoal > autocvar_bot_ai_bunnyhop_firstjumpdelay)
- {
- float checkdistance;
- checkdistance = true;
+ bool 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;
- }
+ // don't run if it is too close
+ if(this.bot_canruntogoal==0)
+ {
+ if(vdist(this.origin - gco, >, autocvar_bot_ai_bunnyhop_startdistance))
+ this.bot_canruntogoal = 1;
+ else
+ this.bot_canruntogoal = -1;
+ }
- if(this.bot_canruntogoal != 1)
- return;
+ 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 && !wasfreed(this.goalstack01))
+ 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 && !wasfreed(this.goalstack01))
+ if (!(this.goalstack01.wpflags & WAYPOINTFLAG_JUMP))
+ {
+ vector gno = (this.goalstack01.absmin + this.goalstack01.absmax) * 0.5;
+ vector 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(vlen2(this.origin - gco) < vlen2(this.origin - gno))
+ if(fabs(gno.z - gco.z) < this.maxs.z - this.mins.z)
{
- 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))
{
- if(vdist(gco - gno, >, autocvar_bot_ai_bunnyhop_startdistance))
- if(checkpvs(this.origin + this.view_ofs, this.goalstack01))
- {
- checkdistance = false;
- }
+ checkdistance = false;
}
}
+ }
- if(checkdistance)
- {
- this.aistatus &= ~AI_STATUS_RUNNING;
- // increase stop distance in case the goal is on a slope or a lower platform
- if(bunnyhopdistance > autocvar_bot_ai_bunnyhop_stopdistance + (this.origin.z - gco.z))
- PHYS_INPUT_BUTTON_JUMP(this) = true;
- }
- else
- {
- this.aistatus |= AI_STATUS_RUNNING;
+ if(checkdistance)
+ {
+ this.aistatus &= ~AI_STATUS_RUNNING;
+ // increase stop distance in case the goal is on a slope or a lower platform
+ if(vdist(this.origin - gco, >, autocvar_bot_ai_bunnyhop_stopdistance + (this.origin.z - gco.z)))
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 = 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)
- PHYS_INPUT_BUTTON_JUMP(this) = false;
-
- // Strafe
- if(this.aistatus & AI_STATUS_RUNNING)
- if(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)
- CS(this).movement_x = 0;
-
- if(deviation.y>10)
- CS(this).movement_y = maxspeed * -1;
- else if(deviation.y<10)
- CS(this).movement_y = maxspeed;
-
- }
- }
-#endif
}
// return true when bot isn't getting closer to the current goal
bool havocbot_checkgoaldistance(entity this, vector gco)
{
- float curr_dist = vlen(this.origin - gco);
- if(curr_dist > this.goalcurrent_distance)
+ if (this.bot_stop_moving_timeout > time)
+ return false;
+ float curr_dist_z = max(20, fabs(this.origin.z - gco.z));
+ float curr_dist_2d = max(20, vlen(vec2(this.origin - gco)));
+ float distance_time = this.goalcurrent_distance_time;
+ if(distance_time < 0)
+ distance_time = -distance_time;
+ if(curr_dist_z >= this.goalcurrent_distance_z && curr_dist_2d >= this.goalcurrent_distance_2d)
{
- if(!this.goalcurrent_distance_time)
+ if(!distance_time)
this.goalcurrent_distance_time = time;
- else if (time - this.goalcurrent_distance_time > 0.5)
+ else if (time - distance_time > 0.5)
return true;
}
else
{
// reduce it a little bit so it works even with very small approaches to the goal
- this.goalcurrent_distance = max(20, curr_dist - 15);
+ this.goalcurrent_distance_z = max(20, curr_dist_z - 10);
+ this.goalcurrent_distance_2d = max(20, curr_dist_2d - 10);
this.goalcurrent_distance_time = 0;
}
return false;
}
+entity havocbot_select_an_item_of_group(entity this, int gr)
+{
+ entity selected = NULL;
+ float selected_dist2 = 0;
+ // select farthest item of this group from bot's position
+ IL_EACH(g_items, it.item_group == gr && it.solid,
+ {
+ float dist2 = vlen2(this.origin - it.origin);
+ if (dist2 < 600 ** 2 && dist2 > selected_dist2)
+ {
+ selected = it;
+ selected_dist2 = vlen2(this.origin - selected.origin);
+ }
+ });
+
+ if (!selected)
+ return NULL;
+
+ set_tracewalk_dest(selected, this.origin, false);
+ if (!tracewalk(this, this.origin, STAT(PL_MIN, this), STAT(PL_MAX, this),
+ tracewalk_dest, tracewalk_dest_height, bot_navigation_movemode))
+ {
+ return NULL;
+ }
+
+ return selected;
+}
+
void havocbot_movetogoal(entity this)
{
- vector destorg;
vector diff;
vector dir;
vector flatdir;
vector evadeobstacle;
vector evadelava;
+ float dodge_enemy_factor = 1;
float maxspeed;
- vector gco;
//float dist;
vector dodge;
//if (this.goalentity)
CS(this).movement = '0 0 0';
maxspeed = autocvar_sv_maxspeed;
+ if (this.goalcurrent.wpflags & WAYPOINTFLAG_CROUCH)
+ PHYS_INPUT_BUTTON_CROUCH(this) = true;
+ else
+ PHYS_INPUT_BUTTON_CROUCH(this) = false;
+
+ PHYS_INPUT_BUTTON_JETPACK(this) = false;
// Jetpack navigation
- if(this.goalcurrent)
if(this.navigation_jetpack_goal)
if(this.goalcurrent==this.navigation_jetpack_goal)
- if(this.ammo_fuel)
+ if(GetResource(this, RES_FUEL))
{
if(autocvar_bot_debug_goalstack)
{
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 = ((v ** 2) / (autocvar_g_jetpack_acceleration_side * 2)) + 100;
- // dprint("distance ", ftos(ceil(d)), " velocity ", ftos(ceil(v)), " brake at ", ftos(ceil(db)), "\n");
+ float d = vlen(vec2(this.origin - (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5));
+ float vel2 = vlen2(vec2(this.velocity));
+ float db = (vel2 / (autocvar_g_jetpack_acceleration_side * 2)) + 100;
+ //LOG_INFOF("distance %d, velocity %d, brake at %d ", ceil(d), ceil(v), ceil(db));
if(d < db || d < 500)
{
// Brake
- if(fabs(this.velocity.x)>maxspeed*0.3)
+ if (vel2 > (maxspeed * 0.3) ** 2)
{
CS(this).movement_x = dir * v_forward * -maxspeed;
return;
}
// Flying
- PHYS_INPUT_BUTTON_HOOK(this) = true;
+ PHYS_INPUT_BUTTON_JETPACK(this) = true;
if(this.navigation_jetpack_point.z - STAT(PL_MAX, this).z + STAT(PL_MIN, this).z < this.origin.z)
{
CS(this).movement_x = dir * v_forward * maxspeed;
if(this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
{
this.aistatus |= AI_STATUS_OUT_JUMPPAD;
- navigation_poptouchedgoals(this);
- return;
+ if(navigation_poptouchedgoals(this))
+ return;
}
else if(this.aistatus & AI_STATUS_OUT_JUMPPAD)
{
this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
}
}
- else
+ else //if (this.goalcurrent)
{
- gco = (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5;
+ if (this.goalcurrent.bot_pickup)
+ {
+ entity jumppad_wp = this.goalcurrent_prev;
+ navigation_poptouchedgoals(this);
+ if(!this.goalcurrent && jumppad_wp.wp00)
+ {
+ // head to the jumppad destination once bot reaches the goal item
+ navigation_pushroute(this, jumppad_wp.wp00);
+ }
+ }
+ vector gco = (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5;
if (this.origin.z > gco.z && vdist(vec2(this.velocity), <, autocvar_sv_maxspeed))
- this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
+ {
+ if (this.velocity.z < 0)
+ this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
+ }
else if(havocbot_checkgoaldistance(this, gco))
{
navigation_clearroute(this);
- this.bot_strategytime = 0;
+ navigation_goalrating_timeout_force(this);
}
else
return;
}
}
- else
+ else //if (!(this.aistatus & AI_STATUS_OUT_JUMPPAD))
{
- if(time - this.lastteleporttime > 0.2 && this.velocity.z > 0)
+ if(this.velocity.z > 0 && this.origin.z - this.lastteleport_origin.z > (this.maxs.z - this.mins.z) * 0.5)
{
vector velxy = this.velocity; velxy_z = 0;
if(vdist(velxy, <, autocvar_sv_maxspeed * 0.2))
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)))
+ if (skill > 6 && !(IS_ONGROUND(this)))
{
+ #define ROCKETJUMP_DAMAGE() WEP_CVAR(devastator, damage) * 0.8 \
+ * ((this.strength_finished > time) ? autocvar_g_balance_powerup_strength_selfdamage : 1) \
+ * ((this.invincible_finished > time) ? autocvar_g_balance_powerup_invincible_takedamage : 1)
+
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)
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;
- }
+ PHYS_INPUT_BUTTON_JETPACK(this) = true;
}
else
- PHYS_INPUT_BUTTON_HOOK(this) = true;
+ PHYS_INPUT_BUTTON_JETPACK(this) = true;
// If there is no goal try to move forward
return;
}
- else if(this.health > WEP_CVAR(devastator, damage) * 0.5 * ((this.strength_finished < time) ? autocvar_g_balance_powerup_strength_selfdamage : 1))
+ else if(!this.jumppadcount && !waypoint_is_hardwiredlink(this.goalcurrent_prev, this.goalcurrent)
+ && !(this.goalcurrent_prev && this.goalcurrent_prev.wpflags & WAYPOINTFLAG_JUMP)
+ && GetResource(this, RES_HEALTH) + GetResource(this, RES_ARMOR) > ROCKETJUMP_DAMAGE())
{
if(this.velocity.z < 0)
{
}
// If we are under water with no goals, swim up
- if(this.waterlevel)
- if(this.goalcurrent==NULL)
+ if(this.waterlevel && !this.goalcurrent)
{
dir = '0 0 0';
if(this.waterlevel>WATERLEVEL_SWIMMING)
else
PHYS_INPUT_BUTTON_JUMP(this) = false;
makevectors(this.v_angle.y * '0 1 0');
- CS(this).movement_x = dir * v_forward * maxspeed;
- CS(this).movement_y = dir * v_right * maxspeed;
- CS(this).movement_z = dir * v_up * maxspeed;
+ vector v = dir * maxspeed;
+ CS(this).movement.x = v * v_forward;
+ CS(this).movement.y = v * v_right;
+ CS(this).movement.z = v * v_up;
}
// if there is nowhere to go, exit
bool locked_goal = false;
- if(this.goalentity && wasfreed(this.goalentity))
+ if((this.goalentity && wasfreed(this.goalentity))
+ || (this.goalcurrent == this.goalentity && this.goalentity.tag_entity))
{
navigation_clearroute(this);
- this.bot_strategytime = 0;
+ navigation_goalrating_timeout_force(this);
return;
}
+ else if(this.goalentity.tag_entity)
+ {
+ navigation_goalrating_timeout_expire(this, 2);
+ }
else if(this.goalentity.bot_pickup)
{
if(this.goalentity.bot_pickup_respawning)
this.goalentity.bot_pickup_respawning = false;
else if(time < this.goalentity.scheduledrespawntime - 10) // item already taken (by someone else)
{
- this.goalentity.bot_pickup_respawning = false;
- navigation_clearroute(this);
- this.bot_strategytime = 0;
- return;
+ if(checkpvs(this.origin, this.goalentity))
+ {
+ this.goalentity.bot_pickup_respawning = false;
+ navigation_goalrating_timeout_expire(this, random());
+ }
+ locked_goal = true; // wait for item to respawn
}
else if(this.goalentity == this.goalcurrent)
locked_goal = true; // wait for item to respawn
}
- else if(!this.goalentity.solid)
+ else if(!this.goalentity.solid && !boxesoverlap(this.goalentity.absmin, this.goalentity.absmax, this.absmin, this.absmax))
{
- navigation_clearroute(this);
- this.bot_strategytime = 0;
- return;
+ if(checkpvs(this.origin, this.goalentity))
+ {
+ navigation_goalrating_timeout_expire(this, random());
+ }
+ }
+ }
+ if (this.goalcurrent == this.goalentity && this.goalentity_lock_timeout > time)
+ locked_goal = true;
+
+ if (navigation_shortenpath(this))
+ {
+ if (vdist(this.origin - this.goalcurrent_prev.origin, <, 50)
+ && navigation_goalrating_timeout_can_be_anticipated(this))
+ {
+ navigation_goalrating_timeout_force(this);
+ }
+ }
+
+ bool goalcurrent_can_be_removed = false;
+ if (IS_PLAYER(this.goalcurrent) || IS_MONSTER(this.goalcurrent))
+ {
+ bool freeze_state_changed = (boolean(STAT(FROZEN, this.goalentity)) != this.goalentity_shouldbefrozen);
+ if (IS_DEAD(this.goalcurrent) || (this.goalentity == this.goalcurrent && freeze_state_changed))
+ {
+ goalcurrent_can_be_removed = true;
+ // don't remove if not visible
+ if (checkpvs(this.origin + this.view_ofs, this.goalcurrent))
+ {
+ if (IS_DEAD(this.goalcurrent))
+ {
+ IL_EACH(g_items, it.enemy == this.goalcurrent && Item_IsLoot(it),
+ {
+ if (vdist(it.origin - this.goalcurrent.death_origin, <, 50))
+ {
+ navigation_clearroute(this);
+ navigation_pushroute(this, it);
+ // loot can't be immediately rated since it isn't on ground yet
+ // it will be rated after a second when on ground, meanwhile head to it
+ navigation_goalrating_timeout_expire(this, 1);
+ return;
+ }
+ });
+ }
+ if (!Item_IsLoot(this.goalcurrent))
+ {
+ navigation_goalrating_timeout_force(this);
+ return;
+ }
+ }
+ }
+ else if (!(STAT(FROZEN, this.goalentity)) && this.bot_tracewalk_time < time)
+ {
+ set_tracewalk_dest(this.goalcurrent, this.origin, true);
+ if (!(trace_ent == this || tracewalk(this, this.origin, this.mins, this.maxs,
+ tracewalk_dest, tracewalk_dest_height, bot_navigation_movemode)))
+ {
+ navigation_goalrating_timeout_force(this);
+ return;
+ }
+ this.bot_tracewalk_time = max(time, this.bot_tracewalk_time) + 0.25;
}
}
+
if(!locked_goal)
- navigation_poptouchedgoals(this);
+ {
+ // optimize path finding by anticipating goalrating when bot is near a waypoint;
+ // in this case path finding can start directly from a waypoint instead of
+ // looking for all the reachable waypoints up to a certain distance
+ if (navigation_poptouchedgoals(this))
+ {
+ if (this.goalcurrent)
+ {
+ if (goalcurrent_can_be_removed)
+ {
+ // remove even if not visible
+ navigation_goalrating_timeout_force(this);
+ return;
+ }
+ else if (navigation_goalrating_timeout_can_be_anticipated(this))
+ navigation_goalrating_timeout_force(this);
+ }
+ else
+ {
+ entity old_goal = this.goalcurrent_prev;
+ if (old_goal.item_group && this.item_group != old_goal.item_group)
+ {
+ // Avoid multiple costly calls of path finding code that selects one of the closest
+ // item of the group by telling the bot to head directly to the farthest item.
+ // Next time we let the bot select a goal as usual which can be another item
+ // of this group (the closest one) and so on
+ this.item_group = old_goal.item_group;
+ entity new_goal = havocbot_select_an_item_of_group(this, old_goal.item_group);
+ if (new_goal)
+ navigation_pushroute(this, new_goal);
+ }
+ }
+ }
+ }
// 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;
+ navigation_goalrating_timeout_force(this);
return;
}
if(autocvar_bot_debug_goalstack)
debuggoalstack(this);
- bool bunnyhop_forbidden = false;;
- SET_DESTCOORDS(this.goalcurrent, this.origin, destorg);
-
- // in case bot ends up inside the teleport waypoint without touching
- // the teleport itself, head to the teleport origin
- if(this.goalcurrent.wpisbox && boxesoverlap(this.goalcurrent.absmin, this.goalcurrent.absmax, this.origin + eZ * this.mins.z, this.origin + eZ * this.maxs.z))
+ bool bunnyhop_forbidden = false;
+ vector destorg = get_closer_dest(this.goalcurrent, this.origin);
+ if (this.jumppadcount && this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
{
- bunnyhop_forbidden = true;
+ // if bot used the jumppad, push towards jumppad origin until jumppad waypoint gets removed
destorg = this.goalcurrent.origin;
- if(destorg.z > this.origin.z)
- PHYS_INPUT_BUTTON_JUMP(this) = true;
+ }
+ else if (this.goalcurrent.wpisbox)
+ {
+ // if bot is inside the teleport waypoint, head to teleport origin until teleport gets used
+ // do it even if bot is on a ledge above a teleport/jumppad so it doesn't get stuck
+ if (boxesoverlap(this.goalcurrent.absmin, this.goalcurrent.absmax, this.origin + eZ * this.mins.z, this.origin + eZ * this.maxs.z)
+ || (this.absmin.z > destorg.z && destorg.x == this.origin.x && destorg.y == this.origin.y))
+ {
+ bunnyhop_forbidden = true;
+ destorg = this.goalcurrent.origin;
+ if(destorg.z > this.origin.z)
+ PHYS_INPUT_BUTTON_JUMP(this) = true;
+ }
}
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 (time < this.bot_stop_moving_timeout
+ || (this.goalcurrent == this.goalentity && time < this.goalentity_lock_timeout && vdist(diff, <, 10)))
+ {
+ // stop if the locked goal has been reached
+ destorg = this.origin;
+ diff = dir = '0 0 0';
+ }
+ else if (IS_PLAYER(this.goalcurrent) || IS_MONSTER(this.goalcurrent))
+ {
+ if (vdist(diff, <, 80))
+ {
+ // stop if too close to target player (even if frozen)
+ destorg = this.origin;
+ diff = dir = '0 0 0';
+ }
+ else
+ {
+ // move destorg out of target players, otherwise bot will consider them
+ // an obstacle that needs to be jumped (especially if frozen)
+ dir = normalize(diff);
+ destorg -= dir * PL_MAX_CONST.x * M_SQRT2;
+ diff = destorg - this.origin;
+ }
+ }
+ else
+ dir = normalize(diff);
+ flatdir = (diff.z == 0) ? dir : normalize(vec2(diff));
//if (this.bot_dodgevector_time < time)
{
this.aistatus &= ~AI_STATUS_DANGER_AHEAD;
makevectors(this.v_angle.y * '0 1 0');
- if (this.waterlevel)
+ if (this.waterlevel > WATERLEVEL_WETFEET)
{
- if(this.waterlevel>WATERLEVEL_SWIMMING)
+ if (this.waterlevel > WATERLEVEL_SWIMMING)
{
if(!this.goalcurrent)
this.aistatus |= AI_STATUS_OUT_WATER;
- else if(gco.z > this.origin.z)
+ else if(destorg.z > this.origin.z)
PHYS_INPUT_BUTTON_JUMP(this) = true;
}
else
{
- dir = flatdir;
- 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))
+ if(this.velocity.z >= 0 && !(this.watertype == CONTENT_WATER && destorg.z < this.origin.z) &&
+ (this.aistatus & AI_STATUS_OUT_WATER))
+ {
PHYS_INPUT_BUTTON_JUMP(this) = true;
+ dir = flatdir;
+ }
else
+ {
PHYS_INPUT_BUTTON_JUMP(this) = false;
+ if (destorg.z > this.origin.z)
+ dir = flatdir;
+ }
}
}
else
// jump if going toward an obstacle that doesn't look like stairs we
// can walk up directly
- offset = (vdist(this.velocity, >, 32) ? this.velocity * 0.2 : v_forward * 32);
- tracebox(this.origin, this.mins, this.maxs, this.origin + offset, false, this);
- if (trace_fraction < 1)
- if (trace_plane_normal.z < 0.7)
+ vector deviation = '0 0 0';
+ float current_speed = vlen(vec2(this.velocity));
+ if (current_speed < maxspeed * 0.2)
+ current_speed = maxspeed * 0.2;
+ else
+ {
+ deviation = vectoangles(diff) - vectoangles(this.velocity);
+ while (deviation.y < -180) deviation.y += 360;
+ while (deviation.y > 180) deviation.y -= 360;
+ }
+ float turning = false;
+ vector flat_diff = vec2(diff);
+ offset = max(32, current_speed * cos(deviation.y * DEG2RAD) * 0.3) * flatdir;
+ vector actual_destorg = this.origin + offset;
+ if (this.goalcurrent_prev && (this.goalcurrent_prev.wpflags & WAYPOINTFLAG_JUMP))
{
- s = trace_fraction;
- tracebox(this.origin + stepheightvec, this.mins, this.maxs, this.origin + offset + stepheightvec, false, this);
- if (trace_fraction < s + 0.01)
- if (trace_plane_normal.z < 0.7)
+ if (time > this.bot_stop_moving_timeout
+ && fabs(deviation.y) > 20 && current_speed > maxspeed * 0.4
+ && vdist(vec2(this.origin - this.goalcurrent_prev.origin), <, 50))
{
- s = trace_fraction;
- tracebox(this.origin + jumpstepheightvec, this.mins, this.maxs, this.origin + offset + jumpstepheightvec, false, this);
- if (trace_fraction > s)
+ this.bot_stop_moving_timeout = time + 0.1;
+ }
+ if (current_speed > autocvar_sv_maxspeed * 0.9
+ && vlen2(flat_diff) < vlen2(vec2(this.goalcurrent_prev.origin - destorg))
+ && vdist(vec2(this.origin - this.goalcurrent_prev.origin), >, 50)
+ && vdist(vec2(this.origin - this.goalcurrent_prev.origin), <, 150)
+ )
+ {
+ PHYS_INPUT_BUTTON_JUMP(this) = true;
+ // avoid changing route while bot is jumping a gap
+ navigation_goalrating_timeout_extend_if_needed(this, 1.5);
+ }
+ }
+ else if (!this.goalstack01 || (this.goalcurrent.wpflags & (WAYPOINTFLAG_TELEPORT | WAYPOINTFLAG_LADDER)))
+ {
+ if (vlen2(flat_diff) < vlen2(offset))
+ {
+ if (this.goalcurrent.wpflags & WAYPOINTFLAG_JUMP && this.goalstack01)
+ {
+ // oblique warpzones need a jump otherwise bots gets stuck
PHYS_INPUT_BUTTON_JUMP(this) = true;
+ }
+ else
+ {
+ actual_destorg.x = destorg.x;
+ actual_destorg.y = destorg.y;
+ }
+ }
+ }
+ else if (vdist(flat_diff, <, 32) && diff.z < -16) // destination is under the bot
+ {
+ actual_destorg.x = destorg.x;
+ actual_destorg.y = destorg.y;
+ }
+ else if (vlen2(flat_diff) < vlen2(offset))
+ {
+ vector next_goal_org = (this.goalstack01.absmin + this.goalstack01.absmax) * 0.5;
+ vector next_dir = normalize(vec2(next_goal_org - destorg));
+ float dist = vlen(vec2(this.origin + offset - destorg));
+ // if current and next goal are close to each other make sure
+ // actual_destorg isn't set beyond next_goal_org
+ if (dist ** 2 > vlen2(vec2(next_goal_org - destorg)))
+ actual_destorg = next_goal_org;
+ else
+ actual_destorg = vec2(destorg) + dist * next_dir;
+ actual_destorg.z = this.origin.z;
+ turning = true;
+ }
+
+ LABEL(jumpobstacle_check);
+ dir = flatdir = normalize(actual_destorg - this.origin);
+
+ bool jump_forbidden = false;
+ if (!turning && fabs(deviation.y) > 50)
+ jump_forbidden = true;
+ else if (IS_DUCKED(this))
+ {
+ tracebox(this.origin, PL_MIN_CONST, PL_MAX_CONST, this.origin, false, this);
+ if (trace_startsolid)
+ jump_forbidden = true;
+ }
+
+ if (!jump_forbidden)
+ {
+ tracebox(this.origin, this.mins, this.maxs, actual_destorg, false, this);
+ if (trace_fraction < 1 && trace_plane_normal.z < 0.7)
+ {
+ s = trace_fraction;
+ tracebox(this.origin + stepheightvec, this.mins, this.maxs, actual_destorg + stepheightvec, false, this);
+ if (trace_fraction < s + 0.01 && trace_plane_normal.z < 0.7)
+ {
+ // found an obstacle
+ if (turning && fabs(deviation.y) > 5)
+ {
+ // check if the obstacle is still there without turning
+ actual_destorg = destorg;
+ turning = false;
+ this.bot_tracewalk_time = time + 0.25;
+ goto jumpobstacle_check;
+ }
+ s = trace_fraction;
+ // don't artificially reduce max jump height in real-time
+ // (jumpstepheightvec is reduced a bit to make the jumps easy in tracewalk)
+ vector jump_height = (IS_ONGROUND(this)) ? stepheightvec + jumpheight_vec : jumpstepheightvec;
+ tracebox(this.origin + jump_height, this.mins, this.maxs, actual_destorg + jump_height, false, this);
+ if (trace_fraction > s)
+ PHYS_INPUT_BUTTON_JUMP(this) = true;
+ else
+ {
+ jump_height = stepheightvec + jumpheight_vec / 2;
+ tracebox(this.origin + jump_height, this.mins, this.maxs, actual_destorg + jump_height, false, this);
+ if (trace_fraction > s)
+ PHYS_INPUT_BUTTON_JUMP(this) = true;
+ }
+ }
}
}
// if bot for some reason doesn't get close to the current goal find another one
- if(!this.jumppadcount && !IS_PLAYER(this.goalcurrent) && !(this.goalcurrent.bot_pickup_respawning && this.goalcurrent_distance < 50))
- if(havocbot_checkgoaldistance(this, gco))
+ if(!this.jumppadcount && !IS_PLAYER(this.goalcurrent))
+ if(!(locked_goal && this.goalcurrent_distance_z < 50 && this.goalcurrent_distance_2d < 50))
+ if(havocbot_checkgoaldistance(this, destorg))
{
- navigation_clearroute(this);
- this.bot_strategytime = 0;
- return;
+ if(this.goalcurrent_distance_time < 0) // can't get close for the second time
+ {
+ navigation_clearroute(this);
+ navigation_goalrating_timeout_force(this);
+ return;
+ }
+
+ set_tracewalk_dest(this.goalcurrent, this.origin, false);
+ if (!tracewalk(this, this.origin, this.mins, this.maxs,
+ tracewalk_dest, tracewalk_dest_height, bot_navigation_movemode))
+ {
+ navigation_clearroute(this);
+ navigation_goalrating_timeout_force(this);
+ return;
+ }
+
+ // give bot only another chance to prevent bot getting stuck
+ // in case it thinks it can walk but actually can't
+ this.goalcurrent_distance_z = FLOAT_MAX;
+ this.goalcurrent_distance_2d = FLOAT_MAX;
+ this.goalcurrent_distance_time = -time; // mark second try
}
// Check for water/slime/lava and dangerous edges
// (only when the bot is on the ground or jumping intentionally)
+ if (skill + this.bot_moveskill <= 3 && time > this.bot_stop_moving_timeout
+ && current_speed > maxspeed * 0.9 && fabs(deviation.y) > 70)
+ {
+ this.bot_stop_moving_timeout = time + 0.4 + random() * 0.2;
+ }
+
+ offset = (vdist(this.velocity, >, 32) ? this.velocity * 0.2 : flatdir * 32);
vector dst_ahead = this.origin + this.view_ofs + offset;
vector dst_down = dst_ahead - '0 0 3000';
traceline(this.origin + this.view_ofs, dst_ahead, true, NULL);
bool unreachable = false;
s = CONTENT_SOLID;
- if(trace_fraction == 1 && this.jumppadcount == 0 && !this.goalcurrent.wphardwired )
+ if (trace_fraction == 1 && !this.jumppadcount
+ && !waypoint_is_hardwiredlink(this.goalcurrent_prev, this.goalcurrent)
+ && !(this.goalcurrent_prev && (this.goalcurrent_prev.wpflags & WAYPOINTFLAG_JUMP)))
if((IS_ONGROUND(this)) || (this.aistatus & AI_STATUS_RUNNING) || (this.aistatus & AI_STATUS_ROAMING) || PHYS_INPUT_BUTTON_JUMP(this))
{
// Look downwards
traceline(dst_ahead , dst_down, true, NULL);
//te_lightning2(NULL, this.origin + this.view_ofs, dst_ahead); // Draw "ahead" look
- //te_lightning2(NULL, dst_ahead, dst_down); // Draw "downwards" look
+ //te_lightning2(NULL, dst_ahead, trace_endpos); // Draw "downwards" look
if(trace_endpos.z < this.origin.z + this.mins.z)
{
s = pointcontents(trace_endpos + '0 0 1');
tracebox(dst_ahead, this.mins, this.maxs, dst_down, true, this);
if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos))
{
- if (gco.z > this.origin.z + jumpstepheightvec.z)
+ if (destorg.z > this.origin.z + jumpstepheightvec.z)
{
// the goal is probably on an upper platform, assume bot can't get there
unreachable = true;
if(IS_PLAYER(this.goalcurrent))
unreachable = true;
}
+
+ // slow down if bot is in the air and goal is under it
+ if (!waypoint_is_hardwiredlink(this.goalcurrent_prev, this.goalcurrent)
+ && vdist(flat_diff, <, 250) && this.origin.z - destorg.z > 120
+ && (!IS_ONGROUND(this) || vdist(vec2(this.velocity), >, maxspeed * 0.3)))
+ {
+ // tracebox wouldn't work when bot is still on the ledge
+ traceline(this.origin, this.origin - '0 0 200', true, this);
+ if (this.origin.z - trace_endpos.z > 120)
+ evadeobstacle = normalize(this.velocity) * -1;
+ }
+
if(unreachable)
{
navigation_clearroute(this);
- this.bot_strategytime = 0;
+ navigation_goalrating_timeout_force(this);
+ this.ignoregoal = this.goalcurrent;
+ this.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
}
}
dodge = havocbot_dodge(this);
- dodge = dodge * bound(0,0.5+(skill+this.bot_dodgeskill)*0.1,1);
+ if (dodge)
+ dodge *= bound(0, 0.5 + (skill + this.bot_dodgeskill) * 0.1, 1);
+ dodge += evadeobstacle + evadelava;
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);
+ if (this.enemy)
+ {
+ traceline(this.origin, (this.enemy.absmin + this.enemy.absmax) * 0.5, true, NULL);
+ if (IS_PLAYER(trace_ent))
+ dodge_enemy_factor = bound(0, (skill + this.bot_dodgeskill) / 7, 1);
+ }
// this.bot_dodgevector = dir;
// this.bot_dodgevector_jumpbutton = PHYS_INPUT_BUTTON_JUMP(this);
}
+ float ladder_zdir = 0;
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;
+ ladder_zdir = 1;
}
else
{
if(this.origin.z + this.mins.z > this.ladder_entity.origin.z + this.ladder_entity.mins.z)
- dir.z = -1;
+ ladder_zdir = -1;
+ }
+ if (ladder_zdir)
+ {
+ if (vdist(vec2(diff), <, 40))
+ dir.z = ladder_zdir * 4;
+ else
+ dir.z = ladder_zdir * 2;
+ dir = normalize(dir);
}
}
+ if (this.goalcurrent.wpisbox
+ && boxesoverlap(this.goalcurrent.absmin, this.goalcurrent.absmax, this.origin, this.origin))
+ {
+ // bot is inside teleport waypoint but hasn't touched the real teleport yet
+ // head to teleport origin
+ dir = (this.goalcurrent.origin - this.origin);
+ dir.z = 0;
+ dir = normalize(dir);
+ }
+
+ // already executed when bot targets an enemy
+ if (!this.bot_aimdir_executed)
+ {
+ if (time < this.bot_stop_moving_timeout)
+ bot_aimdir(this, normalize(this.goalcurrent.origin - this.origin), 0);
+ else
+ bot_aimdir(this, dir, 0);
+ }
+
+ if (!ladder_zdir)
+ {
+ dir *= dodge_enemy_factor;
+ dir = normalize(dir + dodge);
+ }
+
+ makevectors(this.v_angle);
//dir = this.bot_dodgevector;
//if (this.bot_dodgevector_jumpbutton)
// PHYS_INPUT_BUTTON_JUMP(this) = true;
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);
+ if (dir * v_up >= autocvar_sv_jumpvelocity * 0.5 && IS_ONGROUND(this))
+ PHYS_INPUT_BUTTON_JUMP(this) = true;
+ if (dodge)
+ {
+ 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)
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)
+ if (GetResource(this, RES_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;
// 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
+ if(best || STAT(WEAPONS, this)) // || this.weapon == WEP_RIFLE.m_id
break;
if(scan_transparent)
break;
// Should it do a weapon combo?
float af, ct, combo_time, combo;
- af = ATTACK_FINISHED(this, 0);
+ af = ATTACK_FINISHED(this, weaponentity);
ct = autocvar_bot_ai_weapon_combo_threshold;
// Bots with no skill will be 4 times more slower than "godlike" bots when doing weapon combos
if(autocvar_bot_debug_goalstack)
debuggoalstack(this);
- // Heading
- vector dir;
- SET_DESTCOORDS(this.goalcurrent, this.origin, dir);
- dir = dir - (this.origin + this.view_ofs);
- dir.z = 0;
- bot_aimdir(this, dir, -1);
// Go!
havocbot_movetogoal(this);
+ if (!this.bot_aimdir_executed && this.goalcurrent)
+ {
+ // Heading
+ vector dir = get_closer_dest(this.goalcurrent, this.origin);
+ dir -= this.origin + this.view_ofs;
+ dir.z = 0;
+ bot_aimdir(this, dir, 0);
+ }
+
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);
+ waypoint_remove(this.havocbot_personal_waypoint);
this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_REACHED;
return CMD_STATUS_FINISHED;
}
this.cmd_moveto = havocbot_moveto;
this.cmd_resetgoal = havocbot_resetgoal;
+ // NOTE: bot is not player yet
havocbot_chooserole(this);
}