]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/bot/default/havocbot/havocbot.qc
havocbot_keyboard_movement is supposed to update .movement even if (time < this.havoc...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / bot / default / havocbot / havocbot.qc
index 0613ab403d9f73e7c9a2ba03aa42580668d740d0..2d7cbb4a7e5208794a03448a4f8be096cd91c370 100644 (file)
@@ -9,6 +9,7 @@
 #include "../waypoints.qh"
 
 #include <common/constants.qh>
+#include <common/impulses/all.qh>
 #include <common/net_linked.qh>
 #include <common/physics/player.qh>
 #include <common/state.qh>
@@ -39,13 +40,13 @@ void havocbot_ai(entity this)
                }
                else
                {
-                       if (!this.jumppadcount)
+                       if (!this.jumppadcount && !STAT(FROZEN, 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))
+               if(!(IS_DEAD(this) || STAT(FROZEN, this)))
                if(!this.goalcurrent)
                if(this.waterlevel == WATERLEVEL_SWIMMING || (this.aistatus & AI_STATUS_OUT_WATER))
                {
@@ -82,7 +83,7 @@ void havocbot_ai(entity this)
                bot_strategytoken_taken = true;
        }
 
-       if(IS_DEAD(this))
+       if(IS_DEAD(this) || STAT(FROZEN, this))
                return;
 
        havocbot_chooseenemy(this);
@@ -143,7 +144,7 @@ void havocbot_ai(entity this)
                //heading = this.velocity;
                //dprint(this.goalstack01.classname,etos(this.goalstack01),"\n");
                if(
-                       this.goalstack01 != this && this.goalstack01 != NULL && ((this.aistatus & AI_STATUS_RUNNING) == 0) &&
+                       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);
@@ -179,7 +180,7 @@ void havocbot_ai(entity this)
                        // we are currently holding a weapon that's not fully loaded, reload it
                        if(skill >= 2) // bots can only reload the held weapon on purpose past this skill
                        if(this.(weaponentity).clip_load < this.(weaponentity).clip_size)
-                               this.impulse = 20; // "press" the reload button, not sure if this is done right
+                               this.impulse = IMP_weapon_reload.impulse; // not sure if this is done right
 
                        // if we're not reloading a weapon, switch to any weapon in our invnetory that's not fully loaded to reload it next
                        // the code above executes next frame, starting the reloading then
@@ -188,7 +189,10 @@ void havocbot_ai(entity this)
                        {
                                FOREACH(Weapons, it != WEP_Null, LAMBDA(
                                        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;
+                                       }
                                ));
                        }
                }
@@ -198,74 +202,68 @@ void havocbot_ai(entity this)
 void havocbot_keyboard_movement(entity this, vector destorg)
 {
        vector keyboard;
-       float blend, maxspeed;
-       float sk;
-
-       sk = skill + this.bot_moveskill;
 
-       maxspeed = autocvar_sv_maxspeed;
-
-       if (time < this.havocbot_keyboardtime)
-               return;
-
-       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 = this.movement * (1.0 / maxspeed);
-
-       float trigger, trigger1;
-       blend = bound(0,sk*0.1,1);
-       trigger = autocvar_bot_ai_keyboard_threshold;
-       trigger1 = 0 - 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)
+       if (time > this.havocbot_keyboardtime)
        {
-               keyboard.x = 1;
-               if (sk < 2.5)
-                       keyboard.y = 0;
-       }
-       else if (keyboard.x < trigger1 && sk > 1.5)
-       {
-               keyboard.x = -1;
+               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 = 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;
+               }
                if (sk < 4.5)
-                       keyboard.y = 0;
-       }
-       else
-       {
-               keyboard.x = 0;
-               if (sk < 1.5)
-                       keyboard.y = 0;
-       }
-       if (sk < 4.5)
-               keyboard.z = 0;
+                       keyboard.z = 0;
 
-       if (keyboard.y > trigger)
-               keyboard.y = 1;
-       else if (keyboard.y < trigger1)
-               keyboard.y = -1;
-       else
-               keyboard.y = 0;
+               if (keyboard.y > trigger)
+                       keyboard.y = 1;
+               else if (keyboard.y < trigger1)
+                       keyboard.y = -1;
+               else
+                       keyboard.y = 0;
 
-       if (keyboard.z > trigger)
-               keyboard.z = 1;
-       else if (keyboard.z < trigger1)
-               keyboard.z = -1;
-       else
-               keyboard.z = 0;
+               if (keyboard.z > trigger)
+                       keyboard.z = 1;
+               else if (keyboard.z < trigger1)
+                       keyboard.z = -1;
+               else
+                       keyboard.z = 0;
 
-       this.havocbot_keyboard = keyboard * maxspeed;
-       if (this.havocbot_ducktime>time) PHYS_INPUT_BUTTON_CROUCH(this) = true;
+               this.havocbot_keyboard = keyboard * autocvar_sv_maxspeed;
+               if (this.havocbot_ducktime > time)
+                       PHYS_INPUT_BUTTON_CROUCH(this) = true;
+       }
 
        keyboard = this.havocbot_keyboard;
-       blend = bound(0,vlen(destorg-this.origin)/autocvar_bot_ai_keyboard_distance,1); // When getting close move with 360 degree
+       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;
 }
@@ -286,7 +284,8 @@ void havocbot_bunnyhop(entity this, vector dir)
 
        maxspeed = autocvar_sv_maxspeed;
 
-       if(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;
@@ -312,7 +311,7 @@ void havocbot_bunnyhop(entity this, vector dir)
 
        // Run only to visible goals
        if(IS_ONGROUND(this))
-       if(this.speed==maxspeed)
+       if(vlen(this.velocity - eZ * this.velocity.z) >= autocvar_sv_maxspeed) // if -really- running
        if(checkpvs(this.origin + this.view_ofs, this.goalcurrent))
        {
                        this.bot_lastseengoal = this.goalcurrent;
@@ -342,7 +341,7 @@ void havocbot_bunnyhop(entity this, vector dir)
                                        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!=NULL)
+                                       if(this.goalstack01 && !wasfreed(this.goalstack01))
                                        {
                                                gno = (this.goalstack01.absmin + this.goalstack01.absmax) * 0.5;
                                                deviation = vectoangles(gno - this.origin) - vectoangles(gco - this.origin);
@@ -364,7 +363,8 @@ void havocbot_bunnyhop(entity this, vector dir)
                                        if(checkdistance)
                                        {
                                                this.aistatus &= ~AI_STATUS_RUNNING;
-                                               if(bunnyhopdistance > autocvar_bot_ai_bunnyhop_stopdistance)
+                                               // 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
@@ -413,6 +413,9 @@ void havocbot_bunnyhop(entity this, vector dir)
 #endif
 }
 
+.entity goalcurrent_prev;
+.float goalcurrent_distance;
+.float goalcurrent_distance_time;
 void havocbot_movetogoal(entity this)
 {
        vector destorg;
@@ -423,7 +426,6 @@ void havocbot_movetogoal(entity this)
        vector m2;
        vector evadeobstacle;
        vector evadelava;
-       float s;
        float maxspeed;
        vector gco;
        //float dist;
@@ -467,7 +469,7 @@ void havocbot_movetogoal(entity this)
                        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 = (pow(v,2) / (autocvar_g_jetpack_acceleration_side * 2)) + 100;
+                       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");
                        if(d < db || d < 500)
                        {
@@ -494,7 +496,7 @@ void havocbot_movetogoal(entity this)
 
                // Flying
                PHYS_INPUT_BUTTON_HOOK(this) = true;
-               if(this.navigation_jetpack_point.z - STAT(PL_MAX, NULL).z + STAT(PL_MIN, NULL).z < this.origin.z)
+               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;
@@ -506,19 +508,22 @@ void havocbot_movetogoal(entity this)
        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(fabs(this.velocity.z)<50)
                        {
                                entity newgoal = NULL;
-                               IL_EACH(g_waypoints, vdist(it.origin - this.origin, <=, 1000),
+                               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),
                                {
                                        traceline(this.origin + this.view_ofs, ((it.absmin + it.absmax) * 0.5), true, this);
 
                                        if(trace_fraction < 1)
                                                continue;
 
-                                       if(!newgoal || vlen2(it.origin - this.origin) > vlen2(newgoal.origin - this.origin))
+                                       if(!newgoal || ((random() < 0.8) && vlen2(it.origin - this.origin) > vlen2(newgoal.origin - this.origin)))
                                                newgoal = it;
                                });
 
@@ -528,6 +533,8 @@ void havocbot_movetogoal(entity this)
                                        this.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
                                        navigation_clearroute(this);
                                        navigation_routetogoal(this, newgoal, this.origin);
+                                       if(autocvar_bot_debug_goalstack)
+                                               debuggoalstack(this);
                                        this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
                                }
                        }
@@ -536,12 +543,10 @@ void havocbot_movetogoal(entity this)
                }
                else
                {
-                       if(this.velocity.z>0)
+                       if(time - this.lastteleporttime > 0.3 && this.velocity.z > 0)
                        {
-                               float threshold;
                                vector velxy = this.velocity; velxy_z = 0;
-                               threshold = maxspeed * 0.2;
-                               if(vdist(velxy, <, threshold))
+                               if(vdist(velxy, <, autocvar_sv_maxspeed * 0.2))
                                {
                                        LOG_TRACE("Warning: ", this.netname, " got stuck on a jumppad (velocity in xy is ", vtos(velxy), "), trying to get out of it now");
                                        this.aistatus |= AI_STATUS_OUT_JUMPPAD;
@@ -666,7 +671,38 @@ void havocbot_movetogoal(entity this)
        if (this.goalcurrent == NULL)
                return;
 
-       if (this.goalcurrent)
+
+       bool locked_goal = false;
+       if(this.goalentity && wasfreed(this.goalentity))
+       {
+               navigation_clearroute(this);
+               this.bot_strategytime = 0;
+               return;
+       }
+       else if(this.goalentity.bot_pickup)
+       {
+               if(this.goalentity.bot_pickup_respawning)
+               {
+                       if(this.goalentity.solid) // item respawned
+                               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;
+                       }
+                       else if(this.goalentity == this.goalcurrent)
+                               locked_goal = true; // wait for item to respawn
+               }
+               else if(!this.goalentity.solid)
+               {
+                       navigation_clearroute(this);
+                       this.bot_strategytime = 0;
+                       return;
+               }
+       }
+       if(!locked_goal)
                navigation_poptouchedgoals(this);
 
        // if ran out of goals try to use an alternative goal or get a new strategy asap
@@ -700,6 +736,7 @@ void havocbot_movetogoal(entity this)
                evadeobstacle = '0 0 0';
                evadelava = '0 0 0';
 
+               makevectors(this.v_angle.y * '0 1 0');
                if (this.waterlevel)
                {
                        if(this.waterlevel>WATERLEVEL_SWIMMING)
@@ -716,64 +753,60 @@ void havocbot_movetogoal(entity this)
                                        PHYS_INPUT_BUTTON_JUMP(this) = false;
                        }
                        dir = normalize(flatdir);
-                       makevectors(this.v_angle.y * '0 1 0');
                }
                else
                {
+                       float s;
+                       vector offset;
                        if(this.aistatus & AI_STATUS_OUT_WATER)
                                this.aistatus &= ~AI_STATUS_OUT_WATER;
 
                        // jump if going toward an obstacle that doesn't look like stairs we
                        // can walk up directly
-                       tracebox(this.origin, this.mins, this.maxs, this.origin + this.velocity * 0.2, false, this);
+                       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)
                        {
                                s = trace_fraction;
-                               tracebox(this.origin + stepheightvec, this.mins, this.maxs, this.origin + this.velocity * 0.2 + stepheightvec, false, this);
+                               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)
                                {
                                        s = trace_fraction;
-                                       tracebox(this.origin + jumpstepheightvec, this.mins, this.maxs, this.origin + this.velocity * 0.2 + jumpstepheightvec, false, this);
+                                       tracebox(this.origin + jumpstepheightvec, this.mins, this.maxs, this.origin + offset + jumpstepheightvec, false, this);
                                        if (trace_fraction > s)
                                                PHYS_INPUT_BUTTON_JUMP(this) = true;
                                }
                        }
 
-                       // avoiding dangers and obstacles
-                       vector dst_ahead, dst_down;
-                       makevectors(this.v_angle.y * '0 1 0');
-                       dst_ahead = this.origin + this.view_ofs + (this.velocity * 0.4) + (v_forward * 32 * 3);
-                       dst_down = dst_ahead - '0 0 1500';
-
-                       // Look ahead
-                       traceline(this.origin + this.view_ofs, dst_ahead, true, NULL);
-
-                       // Check head-banging against walls
-                       if(vdist(this.origin + this.view_ofs - trace_endpos, <, 25) && !(this.aistatus & AI_STATUS_OUT_WATER))
+                       // if bot for some reason doesn't get close to the current goal find another one
+                       float curr_dist = vlen(this.origin - this.goalcurrent.origin);
+                       if(!IS_PLAYER(this.goalcurrent))
                        {
-                               PHYS_INPUT_BUTTON_JUMP(this) = true;
-                               if(this.facingwalltime && time > this.facingwalltime)
+                               if(this.goalcurrent != this.goalcurrent_prev)
                                {
-                                       this.ignoregoal = this.goalcurrent;
-                                       this.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
-                                       this.bot_strategytime = 0;
-                                       return;
+                                       this.goalcurrent_prev = this.goalcurrent;
+                                       this.goalcurrent_distance = curr_dist;
+                                       this.goalcurrent_distance_time = 0;
                                }
-                               else
+                               else if(curr_dist > this.goalcurrent_distance)
                                {
-                                       this.facingwalltime = time + 0.05;
+                                       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;
+                                       }
                                }
-                       }
-                       else
-                       {
-                               this.facingwalltime = 0;
-
-                               if(this.ignoregoal != NULL && time > this.ignoregoaltime)
+                               else
                                {
-                                       this.ignoregoal = NULL;
-                                       this.ignoregoaltime = 0;
+                                       // 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;
                                }
                        }
 
@@ -781,32 +814,51 @@ void havocbot_movetogoal(entity this)
                        // (only when the bot is on the ground or jumping intentionally)
                        this.aistatus &= ~AI_STATUS_DANGER_AHEAD;
 
+                       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) || PHYS_INPUT_BUTTON_JUMP(this))
+                       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, dst_ahead);    // Draw "ahead" look
-                       //      te_lightning2(NULL, dst_ahead, dst_down);               // Draw "downwards" look
+                               //te_lightning2(NULL, this.origin + this.view_ofs, dst_ahead); // Draw "ahead" look
+                               //te_lightning2(NULL, dst_ahead, dst_down); // Draw "downwards" look
                                if(trace_endpos.z < this.origin.z + this.mins.z)
                                {
                                        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 (!boxesoverlap(dst_ahead - this.view_ofs + this.mins, dst_ahead - this.view_ofs + this.maxs,
-                                                               this.goalcurrent.absmin, this.goalcurrent.absmax))
+                                       else if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos))
                                        {
-                                               // if ain't a safe goal with "holes" (like the jumpad on soylent)
-                                               // and there is a trigger_hurt below
-                                               if(tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos))
+                                               // the traceline check isn't enough but is good as optimization,
+                                               // when not true (most of the time) this tracebox call is avoided
+                                               tracebox(dst_ahead, this.mins, this.maxs, dst_down, true, this);
+                                               if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos))
                                                {
-                                                       // Remove dangerous dynamic goals from stack
-                                                       LOG_TRACE("bot ", this.netname, " avoided the goal ", this.goalcurrent.classname, " ", etos(this.goalcurrent), " because it led to a dangerous path; goal stack cleared");
-                                                       navigation_clearroute(this);
-                                                       return;
+                                                       if (gco.z > this.origin.z + jumpstepheightvec.z)
+                                                       {
+                                                               // the goal is probably on an upper platform, assume bot can't get there
+                                                               unreachable = true;
+                                                       }
+                                                       else
+                                                               evadelava = normalize(this.velocity) * -1;
                                                }
                                        }
                                }
@@ -817,8 +869,18 @@ void havocbot_movetogoal(entity this)
                        evadelava.z = 0;
                        makevectors(this.v_angle.y * '0 1 0');
 
-                       if(evadeobstacle!='0 0 0'||evadelava!='0 0 0')
-                               this.aistatus |= AI_STATUS_DANGER_AHEAD;
+                       if(evadeobstacle || evadelava || (s == CONTENT_WATER))
+                       {
+                               if(!ignorehazards)
+                                       this.aistatus |= AI_STATUS_DANGER_AHEAD;
+                               if(IS_PLAYER(this.goalcurrent))
+                                       unreachable = true;
+                       }
+                       if(unreachable)
+                       {
+                               navigation_clearroute(this);
+                               this.bot_strategytime = 0;
+                       }
                }
 
                dodge = havocbot_dodge(this);
@@ -891,9 +953,6 @@ entity havocbot_gettarget(entity this, bool secondary)
 
 void havocbot_chooseenemy(entity this)
 {
-       entity head, best, head2;
-       float rating, bestrating, hf;
-       vector eye, v;
        if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(this))
        {
                this.enemy = NULL;
@@ -932,13 +991,12 @@ void havocbot_chooseenemy(entity this)
        if (time < this.havocbot_chooseenemy_finished)
                return;
        this.havocbot_chooseenemy_finished = time + autocvar_bot_ai_enemydetectioninterval;
-       eye = this.origin + this.view_ofs;
-       best = NULL;
-       bestrating = 100000000;
-       head = head2 = findchainfloat(bot_attack, true);
+       vector eye = this.origin + this.view_ofs;
+       entity best = NULL;
+       float bestrating = 100000000;
 
        // Backup hit flags
-       hf = this.dphitcontentsmask;
+       int hf = this.dphitcontentsmask;
 
        // Search for enemies, if no enemy can be seen directly try to look through transparent objects
 
@@ -951,42 +1009,38 @@ void havocbot_chooseenemy(entity this)
        {
                scan_secondary_targets = false;
 LABEL(scan_targets)
-               for( ; head; head = head.chain)
+               IL_EACH(g_bot_targets, it.bot_attack,
                {
                        if(!scan_secondary_targets)
                        {
-                               if(head.classname == "misc_breakablemodel")
+                               if(it.classname == "misc_breakablemodel")
                                {
                                        have_secondary_targets = true;
                                        continue;
                                }
                        }
-                       else
-                       {
-                               if(head.classname != "misc_breakablemodel")
-                                       continue;
-                       }
+                       else if(it.classname != "misc_breakablemodel")
+                               continue;
 
-                       v = (head.absmin + head.absmax) * 0.5;
-                       rating = vlen(v - eye);
-                       if (rating<autocvar_bot_ai_enemydetectionradius)
+                       vector v = (it.absmin + it.absmax) * 0.5;
+                       float rating = vlen2(v - eye);
+                       if (vdist(v - eye, <, autocvar_bot_ai_enemydetectionradius))
                        if (bestrating > rating)
-                       if (bot_shouldattack(this, head))
+                       if (bot_shouldattack(this, it))
                        {
                                traceline(eye, v, true, this);
-                               if (trace_ent == head || trace_fraction >= 1)
+                               if (trace_ent == it || trace_fraction >= 1)
                                {
-                                       best = head;
+                                       best = it;
                                        bestrating = rating;
                                }
                        }
-               }
+               });
 
                if(!best && have_secondary_targets && !scan_secondary_targets)
                {
                        scan_secondary_targets = true;
                        // restart the loop
-                       head = head2;
                        bestrating = 100000000;
                        goto scan_targets;
                }
@@ -1001,7 +1055,6 @@ LABEL(scan_targets)
                // Set flags to see through transparent objects
                this.dphitcontentsmask |= DPCONTENTS_OPAQUE;
 
-               head = head2;
                scan_transparent = true;
        }
 
@@ -1025,13 +1078,10 @@ 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)
        {
-               bool other_weapon_available = false;
                FOREACH(Weapons, it != WEP_Null, LAMBDA(
                        if(it.wr_checkammo1(it, this, weaponentity) + it.wr_checkammo2(it, this, weaponentity))
-                               other_weapon_available = true;
+                               return true; // other weapon available
                ));
-               if(other_weapon_available)
-                       return true;
        }
 
        return false;
@@ -1091,7 +1141,7 @@ void havocbot_chooseweapon(entity this, .entity weaponentity)
                this.lastcombotime = time;
        }
 
-       distance *= pow(2, this.bot_rangepreference);
+       distance *= (2 ** this.bot_rangepreference);
 
        // Custom weapon list based on distance to the enemy
        if(bot_custom_weapon){