]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/bot/default/havocbot/havocbot.qc
Bot AI: fix bots standing still for a few seconds after taking a dropped weapon
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / bot / default / havocbot / havocbot.qc
index 357b37da00337b99e929787cafda0741674ce1e3..477d1ec464c9c4af95f10f6dd3d2b260bd5bc6e3 100644 (file)
@@ -1,5 +1,7 @@
 #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/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;
 
@@ -83,6 +89,13 @@ void havocbot_ai(entity this)
                bot_strategytoken_taken = true;
        }
 
+       if (this.goalcurrent && wasfreed(this.goalcurrent))
+       {
+               navigation_clearroute(this);
+               navigation_goalrating_timeout_force(this);
+               return;
+       }
+
        if(IS_DEAD(this) || STAT(FROZEN, this))
        {
                if (this.goalcurrent)
@@ -104,6 +117,7 @@ void havocbot_ai(entity this)
        }
        havocbot_aim(this);
        lag_update(this);
+
        if (this.bot_aimtarg)
        {
                this.aistatus |= AI_STATUS_ATTACKING;
@@ -133,55 +147,24 @@ void havocbot_ai(entity 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 now, next;
-               float aimdistance,skillblend,distanceblend,blend;
-
-               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);
-
-               //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))
@@ -217,66 +200,67 @@ void havocbot_ai(entity this)
 
 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
@@ -286,21 +270,15 @@ void havocbot_keyboard_movement(entity this, vector destorg)
 
 void havocbot_bunnyhop(entity this, vector dir)
 {
-       float bunnyhopdistance;
-       vector deviation;
-       float maxspeed;
-
        // Don't jump when attacking
        if(this.aistatus & AI_STATUS_ATTACKING)
                return;
 
-       if(IS_PLAYER(this.goalcurrent))
+       if (!this.goalcurrent || 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;
@@ -309,7 +287,7 @@ void havocbot_bunnyhop(entity this, vector dir)
                return;
        }
 
-       if(this.waterlevel > WATERLEVEL_WETFEET)
+       if(this.waterlevel > WATERLEVEL_WETFEET || IS_DUCKED(this))
        {
                this.aistatus &= ~AI_STATUS_RUNNING;
                return;
@@ -321,116 +299,88 @@ void havocbot_bunnyhop(entity this, vector dir)
                this.bot_timelastseengoal = 0;
        }
 
-       vector gco = get_closer_dest(this.goalcurrent, this.origin);
-       bunnyhopdistance = vlen(this.origin - gco);
-
        // 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)
+               {
+                       vector gco = get_closer_dest(this.goalcurrent, this.origin);
+                       // 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)
                                        {
-                                               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;
-
-                                               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)
 {
+       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;
@@ -488,6 +438,7 @@ void havocbot_movetogoal(entity this)
        vector flatdir;
        vector evadeobstacle;
        vector evadelava;
+       float dodge_enemy_factor = 1;
        float maxspeed;
        //float dist;
        vector dodge;
@@ -496,11 +447,13 @@ void havocbot_movetogoal(entity this)
        CS(this).movement = '0 0 0';
        maxspeed = autocvar_sv_maxspeed;
 
+       PHYS_INPUT_BUTTON_CROUCH(this) = boolean(this.goalcurrent.wpflags & WAYPOINTFLAG_CROUCH);
+
        PHYS_INPUT_BUTTON_JETPACK(this) = false;
        // Jetpack navigation
        if(this.navigation_jetpack_goal)
        if(this.goalcurrent==this.navigation_jetpack_goal)
-       if(GetResourceAmount(this, RESOURCE_FUEL))
+       if(GetResource(this, RES_FUEL))
        {
                if(autocvar_bot_debug_goalstack)
                {
@@ -567,8 +520,8 @@ void havocbot_movetogoal(entity this)
                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)
                {
@@ -603,7 +556,7 @@ void havocbot_movetogoal(entity this)
                                        this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
                                }
                        }
-                       else
+                       else //if (this.goalcurrent)
                        {
                                if (this.goalcurrent.bot_pickup)
                                {
@@ -617,7 +570,10 @@ void havocbot_movetogoal(entity this)
                                }
                                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);
@@ -627,9 +583,9 @@ void havocbot_movetogoal(entity this)
                                        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))
@@ -695,7 +651,9 @@ void havocbot_movetogoal(entity this)
 
                        return;
                }
-               else if(GetResourceAmount(this, RESOURCE_HEALTH) + GetResourceAmount(this, RESOURCE_ARMOR) > ROCKETJUMP_DAMAGE())
+               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)
                        {
@@ -800,19 +758,48 @@ void havocbot_movetogoal(entity this)
        if (this.goalcurrent == this.goalentity && this.goalentity_lock_timeout > time)
                locked_goal = true;
 
-       navigation_shortenpath(this);
+       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);
+               }
+       }
 
-       if (IS_MOVABLE(this.goalcurrent))
+       bool goalcurrent_can_be_removed = false;
+       if (IS_PLAYER(this.goalcurrent) || IS_MONSTER(this.goalcurrent))
        {
-               if (IS_DEAD(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))
                        {
-                               navigation_goalrating_timeout_force(this);
-                               return;
+                               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 (this.bot_tracewalk_time < time)
+               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,
@@ -824,6 +811,7 @@ void havocbot_movetogoal(entity this)
                        this.bot_tracewalk_time = max(time, this.bot_tracewalk_time) + 0.25;
                }
        }
+
        if(!locked_goal)
        {
                // optimize path finding by anticipating goalrating when bot is near a waypoint;
@@ -833,7 +821,7 @@ void havocbot_movetogoal(entity this)
                {
                        if (this.goalcurrent)
                        {
-                               if (IS_MOVABLE(this.goalcurrent) && IS_DEAD(this.goalcurrent))
+                               if (goalcurrent_can_be_removed)
                                {
                                        // remove even if not visible
                                        navigation_goalrating_timeout_force(this);
@@ -873,29 +861,53 @@ void havocbot_movetogoal(entity this)
 
        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))
+       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;
 
-       // 1. stop if too close to target player (even if frozen)
-       // 2. stop if the locked goal has been reached
-       if ((IS_PLAYER(this.goalcurrent) && vdist(diff, <, 80))
+       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 = '0 0 0';
+               diff = dir = '0 0 0';
        }
-
-       dir = normalize(diff);
+       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)
@@ -907,9 +919,9 @@ void havocbot_movetogoal(entity this)
 
                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;
@@ -918,12 +930,18 @@ void havocbot_movetogoal(entity this)
                        }
                        else
                        {
-                               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))
+                                       (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
@@ -936,21 +954,52 @@ void havocbot_movetogoal(entity this)
                        // jump if going toward an obstacle that doesn't look like stairs we
                        // can walk up directly
                        vector deviation = '0 0 0';
-                       if (this.velocity)
+                       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, vlen(vec2(this.velocity)) * cos(deviation.y * DEG2RAD) * 0.2) * flatdir;
+                       offset = max(32, current_speed * cos(deviation.y * DEG2RAD) * 0.3) * flatdir;
                        vector actual_destorg = this.origin + offset;
-                       if (!this.goalstack01 || this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
+                       if (this.goalcurrent_prev && (this.goalcurrent_prev.wpflags & WAYPOINTFLAG_JUMP))
+                       {
+                               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))
+                               {
+                                       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))
                                {
-                                       actual_destorg.x = destorg.x;
-                                       actual_destorg.y = destorg.y;
+                                       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
@@ -962,24 +1011,63 @@ void havocbot_movetogoal(entity this)
                        {
                                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;
+                               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;
                        }
 
-                       tracebox(this.origin, this.mins, this.maxs, actual_destorg, false, this);
-                       if (trace_fraction < 1)
-                       if (trace_plane_normal.z < 0.7)
+                       if (!jump_forbidden)
                        {
-                               s = trace_fraction;
-                               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)
+                               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 + jumpstepheightvec, this.mins, this.maxs, actual_destorg + jumpstepheightvec, false, this);
-                                       if (trace_fraction > s)
-                                               PHYS_INPUT_BUTTON_JUMP(this) = true;
+                                       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;
+                                               }
+                                       }
                                }
                        }
 
@@ -1014,20 +1102,28 @@ void havocbot_movetogoal(entity this)
                        // 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);
+                       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');
@@ -1066,6 +1162,18 @@ void havocbot_movetogoal(entity this)
                                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);
@@ -1076,31 +1184,69 @@ void havocbot_movetogoal(entity this)
                }
 
                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;
@@ -1113,14 +1259,18 @@ void havocbot_movetogoal(entity this)
                havocbot_keyboard_movement(this, destorg);
 
        // Bunnyhop!
-       //if(this.aistatus & AI_STATUS_ROAMING)
-       if(!bunnyhop_forbidden && this.goalcurrent)
-       if(skill+this.bot_moveskill >= autocvar_bot_ai_bunnyhop_skilloffset)
+       if (!bunnyhop_forbidden && 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)
@@ -1168,7 +1318,7 @@ void havocbot_chooseenemy(entity this)
                        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 (GetResourceAmount(this, RESOURCE_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;
@@ -1316,7 +1466,7 @@ void havocbot_chooseweapon(entity this, .entity weaponentity)
        // 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
@@ -1454,20 +1604,24 @@ float havocbot_moveto(entity this, vector pos)
                if(autocvar_bot_debug_goalstack)
                        debuggoalstack(this);
 
-               // Heading
-               vector dir = get_closer_dest(this.goalcurrent, this.origin);
-               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;
                }
@@ -1536,6 +1690,7 @@ void havocbot_setupbot(entity this)
        this.cmd_moveto = havocbot_moveto;
        this.cmd_resetgoal = havocbot_resetgoal;
 
+       // NOTE: bot is not player yet
        havocbot_chooserole(this);
 }