]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/bot/default/havocbot/havocbot.qc
Merge branch 't0uYK8Ne/target_init' into 'master'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / bot / default / havocbot / havocbot.qc
index 712157f558b0f3617848eb2ec94b87edbf83691e..2a0d0c8503f005c17d2156fd2871ebf216ac932d 100644 (file)
@@ -1,5 +1,7 @@
 #include "havocbot.qh"
 
+#include <server/defs.qh>
+#include <server/miscfunctions.qh>
 #include "../cvars.qh"
 
 #include "../aim.qh"
@@ -31,8 +33,7 @@ void havocbot_ai(entity this)
        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)
                {
@@ -44,7 +45,6 @@ void havocbot_ai(entity this)
                                this.havocbot_role(this); // little too far down the rabbit hole
                }
 
-               // TODO: tracewalk() should take care of this job (better path finding under water)
                // if we don't have a goal and we're under water look for a waypoint near the "shore" and push it
                if(!(IS_DEAD(this) || STAT(FROZEN, this)))
                if(!this.goalcurrent)
@@ -84,7 +84,11 @@ void havocbot_ai(entity this)
        }
 
        if(IS_DEAD(this) || STAT(FROZEN, this))
+       {
+               if (this.goalcurrent)
+                       navigation_clearroute(this);
                return;
+       }
 
        havocbot_chooseenemy(this);
 
@@ -137,11 +141,23 @@ void havocbot_ai(entity this)
                this.aistatus |= AI_STATUS_ROAMING;
                this.aistatus &= ~AI_STATUS_ATTACKING;
 
-               vector now,v,next;//,heading;
+               vector now, next;
                float aimdistance,skillblend,distanceblend,blend;
-               next = now = ( (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5) - (this.origin + this.view_ofs);
+
+               vector v = get_closer_dest(this.goalcurrent, this.origin);
+               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);
-               //heading = this.velocity;
+
                //dprint(this.goalstack01.classname,etos(this.goalstack01),"\n");
                if(
                        this.goalstack01 != this && this.goalstack01 && !wasfreed(this.goalstack01) && ((this.aistatus & AI_STATUS_RUNNING) == 0) &&
@@ -187,13 +203,13 @@ void havocbot_ai(entity this)
                        if(skill >= 5) // bots can only look for unloaded weapons past this skill
                        if(this.(weaponentity).clip_load >= 0) // only if we're not reloading a weapon already
                        {
-                               FOREACH(Weapons, it != WEP_Null, LAMBDA(
+                               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))
                                        {
                                                this.(weaponentity).m_switchweapon = it;
                                                break;
                                        }
-                               ));
+                               });
                        }
                }
        }
@@ -212,7 +228,7 @@ void havocbot_keyboard_movement(entity this, vector destorg)
                                        + 0.05 / max(1, sk + this.havocbot_keyboardskill)
                                        + random() * 0.025 / max(0.00025, skill + this.havocbot_keyboardskill)
                        , time);
-               keyboard = this.movement / autocvar_sv_maxspeed;
+               keyboard = CS(this).movement / autocvar_sv_maxspeed;
 
                float trigger = autocvar_bot_ai_keyboard_threshold;
                float trigger1 = -trigger;
@@ -264,8 +280,8 @@ void havocbot_keyboard_movement(entity this, vector destorg)
 
        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
-       //dprint("movement ", vtos(this.movement), " keyboard ", vtos(keyboard), " blend ", ftos(blend), "\n");
-       this.movement = this.movement + (keyboard - this.movement) * blend;
+       //dprint("movement ", vtos(CS(this).movement), " keyboard ", vtos(keyboard), " blend ", ftos(blend), "\n");
+       CS(this).movement = CS(this).movement + (keyboard - CS(this).movement) * blend;
 }
 
 void havocbot_bunnyhop(entity this, vector dir)
@@ -273,7 +289,6 @@ 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)
@@ -306,12 +321,12 @@ void havocbot_bunnyhop(entity this, vector dir)
                this.bot_timelastseengoal = 0;
        }
 
-       gco = (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5;
+       vector gco = get_closer_dest(this.goalcurrent, this.origin);
        bunnyhopdistance = vlen(this.origin - gco);
 
        // Run only to visible goals
        if(IS_ONGROUND(this))
-       if(vlen(this.velocity - eZ * this.velocity.z) >= autocvar_sv_maxspeed) // if -really- running
+       if(vdist(vec2(this.velocity), >=, autocvar_sv_maxspeed)) // if -really- running
        if(checkpvs(this.origin + this.view_ofs, this.goalcurrent))
        {
                        this.bot_lastseengoal = this.goalcurrent;
@@ -343,7 +358,7 @@ void havocbot_bunnyhop(entity this, vector dir)
                                        if(fabs(gco.z - this.origin.z) < this.maxs.z - this.mins.z)
                                        if(this.goalstack01 && !wasfreed(this.goalstack01))
                                        {
-                                               gno = (this.goalstack01.absmin + this.goalstack01.absmax) * 0.5;
+                                               vector 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;
@@ -363,7 +378,7 @@ void havocbot_bunnyhop(entity this, vector dir)
                                        if(checkdistance)
                                        {
                                                this.aistatus &= ~AI_STATUS_RUNNING;
-                                               // increase stop distance in case the goal is on a slope or a lower platform 
+                                               // 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;
                                        }
@@ -401,42 +416,88 @@ void havocbot_bunnyhop(entity this, vector dir)
                        while (deviation.y > 180) deviation.y = deviation.y - 360;
 
                        if(fabs(deviation.y)>10)
-                               this.movement_x = 0;
+                               CS(this).movement_x = 0;
 
                        if(deviation.y>10)
-                               this.movement_y = maxspeed * -1;
+                               CS(this).movement_y = maxspeed * -1;
                        else if(deviation.y<10)
-                               this.movement_y = maxspeed;
+                               CS(this).movement_y = maxspeed;
 
                }
        }
 #endif
 }
 
-.entity goalcurrent_prev;
-.float goalcurrent_distance;
-.float goalcurrent_distance_time;
+// return true when bot isn't getting closer to the current goal
+bool havocbot_checkgoaldistance(entity this, vector gco)
+{
+       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(!distance_time)
+                       this.goalcurrent_distance_time = time;
+               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_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 m1;
-       vector m2;
        vector evadeobstacle;
        vector evadelava;
        float maxspeed;
-       vector gco;
        //float dist;
        vector dodge;
        //if (this.goalentity)
        //      te_lightning2(this, this.origin, (this.goalentity.absmin + this.goalentity.absmax) * 0.5);
-       this.movement = '0 0 0';
+       CS(this).movement = '0 0 0';
        maxspeed = autocvar_sv_maxspeed;
 
+       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)
@@ -463,20 +524,16 @@ void havocbot_movetogoal(entity this)
                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 v = vlen(vec2(this.velocity));
+                       float db = ((v ** 2) / (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(v > maxspeed * 0.3)
                                {
-                                       this.movement_x = dir * v_forward * -maxspeed;
+                                       CS(this).movement_x = dir * v_forward * -maxspeed;
                                        return;
                                }
                                // Switch to normal mode
@@ -495,11 +552,11 @@ void havocbot_movetogoal(entity this)
                }
 
                // 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)
                {
-                       this.movement_x = dir * v_forward * maxspeed;
-                       this.movement_y = dir * v_right * maxspeed;
+                       CS(this).movement_x = dir * v_forward * maxspeed;
+                       CS(this).movement_y = dir * v_right * maxspeed;
                }
                return;
        }
@@ -507,17 +564,25 @@ void havocbot_movetogoal(entity this)
        // Handling of jump pads
        if(this.jumppadcount)
        {
-               // If got stuck on the jump pad try to reach the farthest visible waypoint
-               // but with some randomness so it can try out different paths
-               if(this.aistatus & AI_STATUS_OUT_JUMPPAD)
+               if(this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
                {
-                       if(fabs(this.velocity.z)<50)
+                       this.aistatus |= AI_STATUS_OUT_JUMPPAD;
+                       navigation_poptouchedgoals(this);
+                       return;
+               }
+               else if(this.aistatus & AI_STATUS_OUT_JUMPPAD)
+               {
+                       // If got stuck on the jump pad try to reach the farthest visible waypoint
+                       // but with some randomness so it can try out different paths
+                       if(!this.goalcurrent)
                        {
                                entity newgoal = NULL;
-                               if (vdist(this.origin - this.goalcurrent.origin, <, 150))
-                                       this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
-                               else IL_EACH(g_waypoints, vdist(it.origin - this.origin, <=, 1000),
+                               IL_EACH(g_waypoints, vdist(it.origin - this.origin, <=, 1000),
                                {
+                                       if(it.wpflags & WAYPOINTFLAG_TELEPORT)
+                                       if(it.origin.z < this.origin.z - 100 && vdist(vec2(it.origin - this.origin), <, 100))
+                                               continue;
+
                                        traceline(this.origin + this.view_ofs, ((it.absmin + it.absmax) * 0.5), true, this);
 
                                        if(trace_fraction < 1)
@@ -539,11 +604,32 @@ void havocbot_movetogoal(entity this)
                                }
                        }
                        else
-                               return;
+                       {
+                               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;
+                               else if(havocbot_checkgoaldistance(this, gco))
+                               {
+                                       navigation_clearroute(this);
+                                       navigation_goalrating_timeout_force(this);
+                               }
+                               else
+                                       return;
+                       }
                }
                else
                {
-                       if(time - this.lastteleporttime > 0.3 && this.velocity.z > 0)
+                       if(time - this.lastteleporttime > 0.2 && this.velocity.z > 0)
                        {
                                vector velxy = this.velocity; velxy_z = 0;
                                if(vdist(velxy, <, autocvar_sv_maxspeed * 0.2))
@@ -563,9 +649,12 @@ void havocbot_movetogoal(entity this)
                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)
@@ -574,12 +663,10 @@ void havocbot_movetogoal(entity this)
                        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
 
@@ -597,8 +684,8 @@ void havocbot_movetogoal(entity this)
                                tracebox(this.origin, this.mins, this.maxs, this.origin + (dir * maxspeed * 3), MOVE_NOMONSTERS, this);
                                if(trace_fraction==1)
                                {
-                                       this.movement_x = dir * v_forward * maxspeed;
-                                       this.movement_y = dir * v_right * maxspeed;
+                                       CS(this).movement_x = dir * v_forward * maxspeed;
+                                       CS(this).movement_y = dir * v_right * maxspeed;
                                        if (skill < 10)
                                                havocbot_keyboard_movement(this, this.origin + dir * 100);
                                }
@@ -608,7 +695,7 @@ void havocbot_movetogoal(entity this)
 
                        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.health + this.armorvalue > ROCKETJUMP_DAMAGE())
                {
                        if(this.velocity.z < 0)
                        {
@@ -621,7 +708,7 @@ void havocbot_movetogoal(entity this)
 
                                        if(client_hasweapon(this, WEP_DEVASTATOR, weaponentity, true, false))
                                        {
-                                               this.movement_x = maxspeed;
+                                               CS(this).movement_x = maxspeed;
 
                                                if(this.rocketjumptime)
                                                {
@@ -646,13 +733,12 @@ void havocbot_movetogoal(entity this)
                {
                        // If there is no goal try to move forward
                        if(this.goalcurrent==NULL)
-                               this.movement_x = maxspeed;
+                               CS(this).movement_x = maxspeed;
                }
        }
 
        // 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)
@@ -662,9 +748,9 @@ void havocbot_movetogoal(entity this)
                else
                        PHYS_INPUT_BUTTON_JUMP(this) = false;
                makevectors(this.v_angle.y * '0 1 0');
-               this.movement_x = dir * v_forward * maxspeed;
-               this.movement_y = dir * v_right * maxspeed;
-               this.movement_z = dir * v_up * maxspeed;
+               CS(this).movement_x = dir * v_forward * maxspeed;
+               CS(this).movement_y = dir * v_right * maxspeed;
+               CS(this).movement_z = dir * v_up * maxspeed;
        }
 
        // if there is nowhere to go, exit
@@ -673,12 +759,17 @@ void havocbot_movetogoal(entity this)
 
 
        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)
@@ -687,28 +778,91 @@ void havocbot_movetogoal(entity this)
                                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;
+
+       navigation_shortenpath(this);
+
+       if (IS_MOVABLE(this.goalcurrent))
+       {
+               if (IS_DEAD(this.goalcurrent))
+               {
+                       if (checkpvs(this.origin + this.view_ofs, this.goalcurrent))
+                       {
+                               navigation_goalrating_timeout_force(this);
+                               return;
+                       }
+               }
+               else if (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 (IS_MOVABLE(this.goalcurrent) && IS_DEAD(this.goalcurrent))
+                               {
+                                       // 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;
        }
 
@@ -716,23 +870,37 @@ void havocbot_movetogoal(entity this)
        if(autocvar_bot_debug_goalstack)
                debuggoalstack(this);
 
-       m1 = this.goalcurrent.origin + this.goalcurrent.mins;
-       m2 = this.goalcurrent.origin + this.goalcurrent.maxs;
-       destorg = this.origin;
-       destorg.x = bound(m1_x, destorg.x, m2_x);
-       destorg.y = bound(m1_y, destorg.y, m2_y);
-       destorg.z = bound(m1_z, destorg.z, m2_z);
+       bool bunnyhop_forbidden = false;
+       vector destorg = get_closer_dest(this.goalcurrent, this.origin);
+
+       // 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))
+       {
+               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);
+
+       if (fabs(diff.x) < 10 && fabs(diff.y) < 10
+               && this.goalcurrent == this.goalentity && time < this.goalentity_lock_timeout)
+       {
+               destorg = this.origin;
+               diff.x = 0;
+               diff.y = 0;
+       }
+
        dir = normalize(diff);
        flatdir = diff;flatdir.z = 0;
        flatdir = normalize(flatdir);
-       gco = (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5;
 
        //if (this.bot_dodgevector_time < time)
        {
-       //      this.bot_dodgevector_time = time + cvar("bot_ai_dodgeupdateinterval");
-       //      this.bot_dodgevector_jumpbutton = 1;
+               //this.bot_dodgevector_time = time + cvar("bot_ai_dodgeupdateinterval");
+               //this.bot_dodgevector_jumpbutton = 1;
                evadeobstacle = '0 0 0';
                evadelava = '0 0 0';
 
@@ -742,18 +910,20 @@ void havocbot_movetogoal(entity this)
                {
                        if(this.waterlevel>WATERLEVEL_SWIMMING)
                        {
-                       //      flatdir_z = 1;
-                               this.aistatus |= AI_STATUS_OUT_WATER;
+                               if(!this.goalcurrent)
+                                       this.aistatus |= AI_STATUS_OUT_WATER;
+                               else if(destorg.z > this.origin.z)
+                                       PHYS_INPUT_BUTTON_JUMP(this) = true;
                        }
                        else
                        {
-                               if(this.velocity.z >= 0 && !(this.watertype == CONTENT_WATER && gco.z < this.origin.z) &&
+                               dir = flatdir;
+                               if(this.velocity.z >= 0 && !(this.watertype == CONTENT_WATER && destorg.z < this.origin.z) &&
                                        ( !(this.waterlevel == WATERLEVEL_WETFEET && this.watertype == CONTENT_WATER) || this.aistatus & AI_STATUS_OUT_WATER))
                                        PHYS_INPUT_BUTTON_JUMP(this) = true;
                                else
                                        PHYS_INPUT_BUTTON_JUMP(this) = false;
                        }
-                       dir = normalize(flatdir);
                }
                else
                {
@@ -764,62 +934,91 @@ void havocbot_movetogoal(entity this)
 
                        // 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);
+                       vector deviation = '0 0 0';
+                       if (this.velocity)
+                       {
+                               deviation = vectoangles(diff) - vectoangles(this.velocity);
+                               while (deviation.y < -180) deviation.y += 360;
+                               while (deviation.y > 180) deviation.y -= 360;
+                       }
+                       vector flat_diff = vec2(diff);
+                       offset = max(32, vlen(vec2(this.velocity)) * cos(deviation.y * DEG2RAD) * 0.2) * flatdir;
+                       vector actual_destorg = this.origin + offset;
+                       if (!this.goalstack01 || this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
+                       {
+                               if (vlen2(flat_diff) < vlen2(offset))
+                               {
+                                       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 next_dist = vlen(vec2(this.origin + offset - destorg));
+                               actual_destorg = vec2(destorg) + next_dist * next_dir;
+                               actual_destorg.z = this.origin.z;
+                       }
+
+                       tracebox(this.origin, this.mins, this.maxs, actual_destorg, false, this);
                        if (trace_fraction < 1)
                        if (trace_plane_normal.z < 0.7)
                        {
                                s = trace_fraction;
-                               tracebox(this.origin + stepheightvec, this.mins, this.maxs, this.origin + offset + stepheightvec, false, this);
+                               tracebox(this.origin + stepheightvec, this.mins, this.maxs, actual_destorg + stepheightvec, false, this);
                                if (trace_fraction < s + 0.01)
                                if (trace_plane_normal.z < 0.7)
                                {
                                        s = trace_fraction;
-                                       tracebox(this.origin + jumpstepheightvec, this.mins, this.maxs, this.origin + offset + jumpstepheightvec, false, this);
+                                       tracebox(this.origin + jumpstepheightvec, this.mins, this.maxs, actual_destorg + jumpstepheightvec, 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(!IS_PLAYER(this.goalcurrent) && !(this.goalcurrent.bot_pickup_respawning && this.goalcurrent_distance < 50))
+                       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))
                        {
-                               float curr_dist = vlen(this.origin - this.goalcurrent.origin);
-                               if(this.goalcurrent != this.goalcurrent_prev)
-                               {
-                                       this.goalcurrent_prev = this.goalcurrent;
-                                       this.goalcurrent_distance = curr_dist;
-                                       this.goalcurrent_distance_time = 0;
-                               }
-                               else if(curr_dist > this.goalcurrent_distance)
+                               if(this.goalcurrent_distance_time < 0) // can't get close for the second time
                                {
-                                       if(!this.goalcurrent_distance_time)
-                                               this.goalcurrent_distance_time = time;
-                                       else if (time - this.goalcurrent_distance_time > 0.5)
-                                       {
-                                               this.goalcurrent_prev = NULL;
-                                               navigation_clearroute(this);
-                                               this.bot_strategytime = 0;
-                                               return;
-                                       }
+                                       navigation_clearroute(this);
+                                       navigation_goalrating_timeout_force(this);
+                                       return;
                                }
-                               else
+
+                               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))
                                {
-                                       // 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_time = 0;
+                                       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)
 
+                       offset = (vdist(this.velocity, >, 32) ? this.velocity * 0.2 : v_forward * 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;
-                       bool ignorehazards = false;
                        s = CONTENT_SOLID;
                        if(trace_fraction == 1 && this.jumppadcount == 0 && !this.goalcurrent.wphardwired )
                        if((IS_ONGROUND(this)) || (this.aistatus & AI_STATUS_RUNNING) || (this.aistatus & AI_STATUS_ROAMING) || PHYS_INPUT_BUTTON_JUMP(this))
@@ -833,16 +1032,7 @@ void havocbot_movetogoal(entity this)
                                        s = pointcontents(trace_endpos + '0 0 1');
                                        if (s != CONTENT_SOLID)
                                        if (s == CONTENT_LAVA || s == CONTENT_SLIME)
-                                       {
                                                evadelava = normalize(this.velocity) * -1;
-                                               if(this.waterlevel >= WATERLEVEL_WETFEET && (this.watertype == CONTENT_LAVA || this.watertype == CONTENT_SLIME))
-                                                       ignorehazards = true;
-                                       }
-                                       else if (s == CONTENT_WATER)
-                                       {
-                                               if(this.waterlevel >= WATERLEVEL_WETFEET && this.watertype == CONTENT_WATER)
-                                                       ignorehazards = true;
-                                       }
                                        else if (s == CONTENT_SKY)
                                                evadeobstacle = normalize(this.velocity) * -1;
                                        else if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos))
@@ -852,7 +1042,7 @@ void havocbot_movetogoal(entity this)
                                                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;
@@ -871,15 +1061,16 @@ void havocbot_movetogoal(entity this)
 
                        if(evadeobstacle || evadelava || (s == CONTENT_WATER))
                        {
-                               if(!ignorehazards)
-                                       this.aistatus |= AI_STATUS_DANGER_AHEAD;
+                               this.aistatus |= AI_STATUS_DANGER_AHEAD;
                                if(IS_PLAYER(this.goalcurrent))
                                        unreachable = true;
                        }
                        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;
                        }
                }
 
@@ -912,17 +1103,17 @@ void havocbot_movetogoal(entity this)
        //dir = this.bot_dodgevector;
        //if (this.bot_dodgevector_jumpbutton)
        //      PHYS_INPUT_BUTTON_JUMP(this) = true;
-       this.movement_x = dir * v_forward * maxspeed;
-       this.movement_y = dir * v_right * maxspeed;
-       this.movement_z = dir * v_up * maxspeed;
+       CS(this).movement_x = dir * v_forward * maxspeed;
+       CS(this).movement_y = dir * v_right * maxspeed;
+       CS(this).movement_z = dir * v_up * maxspeed;
 
        // Emulate keyboard interface
        if (skill < 10)
                havocbot_keyboard_movement(this, destorg);
 
        // Bunnyhop!
-//     if(this.aistatus & AI_STATUS_ROAMING)
-       if(this.goalcurrent)
+       //if(this.aistatus & AI_STATUS_ROAMING)
+       if(!bunnyhop_forbidden && this.goalcurrent)
        if(skill+this.bot_moveskill >= autocvar_bot_ai_bunnyhop_skilloffset)
                havocbot_bunnyhop(this, dir);
 
@@ -1078,10 +1269,10 @@ float havocbot_chooseweapon_checkreload(entity this, .entity weaponentity, int n
        // if this weapon is scheduled for reloading, don't switch to it during combat
        if (this.(weaponentity).weapon_load[new_weapon] < 0)
        {
-               FOREACH(Weapons, it != WEP_Null, LAMBDA(
+               FOREACH(Weapons, it != WEP_Null, {
                        if(it.wr_checkammo1(it, this, weaponentity) + it.wr_checkammo2(it, this, weaponentity))
                                return true; // other weapon available
-               ));
+               });
        }
 
        return false;
@@ -1103,13 +1294,13 @@ void havocbot_chooseweapon(entity this, .entity weaponentity)
        {
                // If no weapon was chosen get the first available weapon
                if(this.(weaponentity).m_weapon==WEP_Null)
-               FOREACH(Weapons, it != WEP_Null, LAMBDA(
+               FOREACH(Weapons, it != WEP_Null, {
                        if(client_hasweapon(this, it, weaponentity, true, false))
                        {
                                this.(weaponentity).m_switchweapon = it;
                                return;
                        }
-               ));
+               });
                return;
        }
 
@@ -1202,10 +1393,10 @@ void havocbot_aim(entity this)
                vector enemyvel = this.enemy.velocity;
                if (!this.enemy.waterlevel)
                        enemyvel.z = 0;
-               lag_additem(this, time + this.ping, 0, 0, this.enemy, this.origin, myvel, (this.enemy.absmin + this.enemy.absmax) * 0.5, enemyvel);
+               lag_additem(this, time + CS(this).ping, 0, 0, this.enemy, this.origin, myvel, (this.enemy.absmin + this.enemy.absmax) * 0.5, enemyvel);
        }
        else
-               lag_additem(this, time + this.ping, 0, 0, NULL, this.origin, myvel, ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5, '0 0 0');
+               lag_additem(this, time + CS(this).ping, 0, 0, NULL, this.origin, myvel, ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5, '0 0 0');
 }
 
 bool havocbot_moveto_refresh_route(entity this)
@@ -1263,7 +1454,8 @@ float havocbot_moveto(entity this, vector pos)
                        debuggoalstack(this);
 
                // Heading
-               vector dir = ( ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5 ) - (this.origin + this.view_ofs);
+               vector dir = get_closer_dest(this.goalcurrent, this.origin);
+               dir = dir - (this.origin + this.view_ofs);
                dir.z = 0;
                bot_aimdir(this, dir, -1);