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;
havocbot_aim(this);
lag_update(this);
- this.bot_aimdir_executed = false;
-
if (this.bot_aimtarg)
{
this.aistatus |= AI_STATUS_ATTACKING;
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)
vector dir = get_closer_dest(this.goalcurrent, this.origin);
dir -= this.origin + this.view_ofs;
dir.z = 0;
- bot_aimdir(this, dir, -1);
+ bot_aimdir(this, dir, 0);
}
// if the bot is not attacking, consider reloading weapons
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
if (sk < 2.5)
keyboard.y = 0;
}
- else if (keyboard.x < trigger1 && sk > 1.5)
+ else if (keyboard.x < -trigger && sk > 1.5)
{
keyboard.x = -1;
if (sk < 4.5)
if (keyboard.y > trigger)
keyboard.y = 1;
- else if (keyboard.y < trigger1)
+ else if (keyboard.y < -trigger)
keyboard.y = -1;
else
keyboard.y = 0;
if (keyboard.z > trigger)
keyboard.z = 1;
- else if (keyboard.z < trigger1)
+ 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
- //dprint("movement ", vtos(CS(this).movement), " keyboard ", vtos(keyboard), " blend ", ftos(blend), "\n");
- CS(this).movement = CS(this).movement + (keyboard - CS(this).movement) * blend;
+ 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(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)
// 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)
{
this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
}
}
- else
+ else //if (this.goalcurrent)
{
if (this.goalcurrent.bot_pickup)
{
}
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);
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))
return;
}
else if(!this.jumppadcount && !this.goalcurrent.wphardwired
- && GetResourceAmount(this, RESOURCE_HEALTH) + GetResourceAmount(this, RESOURCE_ARMOR) > ROCKETJUMP_DAMAGE())
+ && GetResource(this, RES_HEALTH) + GetResource(this, RES_ARMOR) > ROCKETJUMP_DAMAGE())
{
if(this.velocity.z < 0)
{
// 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 (!(STAT(FROZEN, this.goalentity)) && this.bot_tracewalk_time < time)
diff = destorg - this.origin;
- if (this.goalcurrent == this.goalentity && time < this.goalentity_lock_timeout && vdist(diff, <, 10))
+ 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;
}
else
{
- dir = flatdir;
if(this.velocity.z >= 0 && !(this.watertype == CONTENT_WATER && destorg.z < this.origin.z) &&
(this.aistatus & AI_STATUS_OUT_WATER))
+ {
PHYS_INPUT_BUTTON_JUMP(this) = true;
+ dir = flatdir;
+ }
else
+ {
PHYS_INPUT_BUTTON_JUMP(this) = false;
+ if (destorg.z > this.origin.z)
+ dir = flatdir;
+ }
}
}
else
// 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);
// 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');
}
if (ladder_zdir)
{
- if (vdist(flatdir, <, 15))
- dir = ladder_zdir * '0 0 1';
+ if (vdist(vec2(diff), <, 40))
+ dir.z = ladder_zdir * 4;
else
- {
- dir.z = ladder_zdir * 1.3;
- dir = normalize(dir);
- }
+ dir.z = ladder_zdir * 2;
+ dir = normalize(dir);
}
}
dir = normalize(dir);
}
+ // already executed when bot targets an enemy
if (!this.bot_aimdir_executed)
- bot_aimdir(this, dir, -1);
+ {
+ 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)
{
if(skill+this.bot_moveskill >= autocvar_bot_ai_bunnyhop_skilloffset)
havocbot_bunnyhop(this, dir);
- if ((dir * v_up) >= autocvar_sv_jumpvelocity*0.5 && (IS_ONGROUND(this))) PHYS_INPUT_BUTTON_JUMP(this) = true;
- if (((dodge * v_up) > 0) && random()*frametime >= 0.2*bound(0,(10-skill-this.bot_dodgeskill)*0.1,1)) PHYS_INPUT_BUTTON_JUMP(this) = true;
- if (((dodge * v_up) < 0) && random()*frametime >= 0.5*bound(0,(10-skill-this.bot_dodgeskill)*0.1,1)) this.havocbot_ducktime=time+0.3/bound(0.1,skill+this.bot_dodgeskill,10);
+ if (dir * v_up >= autocvar_sv_jumpvelocity * 0.5 && IS_ONGROUND(this))
+ PHYS_INPUT_BUTTON_JUMP(this) = true;
+ if (dodge)
+ {
+ if (dodge * v_up > 0 && random() * frametime >= 0.2 * bound(0, (10 - skill - this.bot_dodgeskill) * 0.1, 1))
+ PHYS_INPUT_BUTTON_JUMP(this) = true;
+ if (dodge * v_up < 0 && random() * frametime >= 0.5 * bound(0, (10 - skill - this.bot_dodgeskill) * 0.1, 1))
+ this.havocbot_ducktime = time + 0.3 / bound(0.1, skill + this.bot_dodgeskill, 10);
+ }
}
entity havocbot_gettarget(entity this, bool secondary)
traceline(this.origin+this.view_ofs, ( this.enemy.absmin + this.enemy.absmax ) * 0.5,false,NULL);
if (trace_ent == this.enemy || trace_fraction == 1)
if (vdist(((this.enemy.absmin + this.enemy.absmax) * 0.5) - this.origin, <, 1000))
- if (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;
vector dir = get_closer_dest(this.goalcurrent, this.origin);
dir -= this.origin + this.view_ofs;
dir.z = 0;
- bot_aimdir(this, dir, -1);
+ 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;
}