#include <common/items/_mod.qh>
#include <common/wepent.qh>
-#include <common/triggers/teleporters.qh>
-#include <common/triggers/trigger/jumppads.qh>
+#include <common/mapobjects/teleporters.qh>
+#include <common/mapobjects/trigger/jumppads.qh>
#include <lib/warpzone/common.qh>
}
havocbot_aim(this);
lag_update(this);
+
+ this.bot_aimdir_executed = false;
+
if (this.bot_aimtarg)
{
this.aistatus |= AI_STATUS_ATTACKING;
this.aistatus &= ~AI_STATUS_ROAMING;
- if(this.weapons)
+ if(STAT(WEAPONS, this))
{
if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(this))
{
{
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, -1);
+ }
// if the bot is not attacking, consider reloading weapons
if (!(this.aistatus & AI_STATUS_ATTACKING))
if(this.(weaponentity).clip_load >= 0) // only if we're not reloading a weapon already
{
FOREACH(Weapons, it != WEP_Null, {
- if((this.weapons & (it.m_wepset)) && (it.spawnflags & WEP_FLAG_RELOADABLE) && (this.(weaponentity).weapon_load[it.m_id] < it.reloading_ammo))
+ if((STAT(WEAPONS, this) & (it.m_wepset)) && (it.spawnflags & WEP_FLAG_RELOADABLE) && (this.(weaponentity).weapon_load[it.m_id] < it.reloading_ammo))
{
this.(weaponentity).m_switchweapon = it;
break;
return false;
}
+entity havocbot_select_an_item_of_group(entity this, int gr)
+{
+ entity selected = NULL;
+ float selected_dist2 = 0;
+ // select farthest item of this group from bot's position
+ IL_EACH(g_items, it.item_group == gr && it.solid,
+ {
+ float dist2 = vlen2(this.origin - it.origin);
+ if (dist2 < 600 ** 2 && dist2 > selected_dist2)
+ {
+ selected = it;
+ selected_dist2 = vlen2(this.origin - selected.origin);
+ }
+ });
+
+ if (!selected)
+ return NULL;
+
+ set_tracewalk_dest(selected, this.origin, false);
+ if (!tracewalk(this, this.origin, STAT(PL_MIN, this), STAT(PL_MAX, this),
+ tracewalk_dest, tracewalk_dest_height, bot_navigation_movemode))
+ {
+ return NULL;
+ }
+
+ return selected;
+}
+
void havocbot_movetogoal(entity this)
{
vector diff;
vector flatdir;
vector evadeobstacle;
vector evadelava;
+ float dodge_enemy_factor = 1;
float maxspeed;
- vector gco;
//float dist;
vector dodge;
//if (this.goalentity)
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)
{
navigation_pushroute(this, jumppad_wp.wp00);
}
}
- gco = (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5;
+ vector gco = (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5;
if (this.origin.z > gco.z && vdist(vec2(this.velocity), <, autocvar_sv_maxspeed))
this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
else if(havocbot_checkgoaldistance(this, gco))
bool locked_goal = false;
- if(this.goalentity && wasfreed(this.goalentity))
+ if((this.goalentity && wasfreed(this.goalentity))
+ || (this.goalcurrent == this.goalentity && this.goalentity.tag_entity))
{
navigation_clearroute(this);
navigation_goalrating_timeout_force(this);
return;
}
+ else if(this.goalentity.tag_entity)
+ {
+ navigation_goalrating_timeout_expire(this, 2);
+ }
else if(this.goalentity.bot_pickup)
{
if(this.goalentity.bot_pickup_respawning)
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);
+ }
+ bool goalcurrent_can_be_removed = false;
if (IS_MOVABLE(this.goalcurrent))
{
- if (IS_DEAD(this.goalcurrent))
+ // if is movable => not frozen
+ if (IS_DEAD(this.goalcurrent) || (this.goalentity_shouldbefrozen && this.goalentity == this.goalcurrent))
{
+ 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);
// optimize path finding by anticipating goalrating when bot is near a waypoint;
// in this case path finding can start directly from a waypoint instead of
// looking for all the reachable waypoints up to a certain distance
- if (navigation_poptouchedgoals(this) && this.goalcurrent)
+ if (navigation_poptouchedgoals(this))
{
- if (IS_MOVABLE(this.goalcurrent) && IS_DEAD(this.goalcurrent))
+ if (this.goalcurrent)
{
- // remove even if not visible
- navigation_goalrating_timeout_force(this);
- return;
+ if (goalcurrent_can_be_removed)
+ {
+ // remove even if not visible
+ navigation_goalrating_timeout_force(this);
+ return;
+ }
+ else if (navigation_goalrating_timeout_can_be_anticipated(this))
+ navigation_goalrating_timeout_force(this);
+ }
+ else
+ {
+ entity old_goal = this.goalcurrent_prev;
+ if (old_goal.item_group && this.item_group != old_goal.item_group)
+ {
+ // Avoid multiple costly calls of path finding code that selects one of the closest
+ // item of the group by telling the bot to head directly to the farthest item.
+ // Next time we let the bot select a goal as usual which can be another item
+ // of this group (the closest one) and so on
+ this.item_group = old_goal.item_group;
+ entity new_goal = havocbot_select_an_item_of_group(this, old_goal.item_group);
+ if (new_goal)
+ navigation_pushroute(this, new_goal);
+ }
}
- else if (navigation_goalrating_timeout_can_be_anticipated(this))
- navigation_goalrating_timeout_force(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)
+ {
+ // if bot used the jumppad, push towards jumppad origin until jumppad waypoint gets removed
+ destorg = this.goalcurrent.origin;
+ }
+ else if (this.goalcurrent.wpisbox && boxesoverlap(this.goalcurrent.absmin, this.goalcurrent.absmax, this.origin + eZ * this.mins.z, this.origin + eZ * this.maxs.z))
{
+ // if bot is inside the teleport waypoint, head to teleport origin until teleport gets used
bunnyhop_forbidden = true;
destorg = this.goalcurrent.origin;
if(destorg.z > this.origin.z)
diff = destorg - this.origin;
- if (fabs(diff.x) < 10 && fabs(diff.y) < 10
- && this.goalcurrent == this.goalentity && time < this.goalentity_lock_timeout)
+ // 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))
+ || (this.goalcurrent == this.goalentity && time < this.goalentity_lock_timeout && vdist(diff, <, 10)))
{
destorg = this.origin;
- diff.x = 0;
- diff.y = 0;
+ diff = '0 0 0';
}
dir = normalize(diff);
- flatdir = diff;flatdir.z = 0;
- flatdir = normalize(flatdir);
- gco = (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5;
+ flatdir = (diff.z == 0) ? dir : normalize(vec2(diff));
//if (this.bot_dodgevector_time < time)
{
{
if(!this.goalcurrent)
this.aistatus |= AI_STATUS_OUT_WATER;
- else if(gco.z > this.origin.z)
+ else if(destorg.z > this.origin.z)
PHYS_INPUT_BUTTON_JUMP(this) = true;
}
else
{
dir = flatdir;
- if(this.velocity.z >= 0 && !(this.watertype == CONTENT_WATER && gco.z < this.origin.z) &&
+ if(this.velocity.z >= 0 && !(this.watertype == CONTENT_WATER && destorg.z < this.origin.z) &&
( !(this.waterlevel == WATERLEVEL_WETFEET && this.watertype == CONTENT_WATER) || this.aistatus & AI_STATUS_OUT_WATER))
PHYS_INPUT_BUTTON_JUMP(this) = true;
else
// 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.goalstack01 || this.goalcurrent.wpflags & (WAYPOINTFLAG_TELEPORT | WAYPOINTFLAG_LADDER))
{
if (vlen2(flat_diff) < vlen2(offset))
{
{
vector next_goal_org = (this.goalstack01.absmin + this.goalstack01.absmax) * 0.5;
vector next_dir = normalize(vec2(next_goal_org - destorg));
- float next_dist = vlen(vec2(this.origin + offset - destorg));
- actual_destorg = vec2(destorg) + next_dist * next_dir;
+ 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;
}
- tracebox(this.origin, this.mins, this.maxs, actual_destorg, false, this);
- if (trace_fraction < 1)
- if (trace_plane_normal.z < 0.7)
+ LABEL(jump_check);
+ dir = flatdir = normalize(actual_destorg - this.origin);
+
+ if (turning || fabs(deviation.y) < 50) // don't even try to jump if deviation is too high
{
- 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 jump_check;
+ }
+ s = trace_fraction;
+ // don't artificially reduce max jump height in real-time
+ // (jumpstepheightvec is reduced a bit to make the jumps easy in tracewalk)
+ vector jump_height = (IS_ONGROUND(this)) ? stepheightvec + jumpheight_vec : jumpstepheightvec;
+ tracebox(this.origin + jump_height, this.mins, this.maxs, actual_destorg + jump_height, false, this);
+ if (trace_fraction > s)
+ PHYS_INPUT_BUTTON_JUMP(this) = true;
+ else
+ {
+ jump_height = stepheightvec + jumpheight_vec / 2;
+ tracebox(this.origin + jump_height, this.mins, this.maxs, actual_destorg + jump_height, false, this);
+ if (trace_fraction > s)
+ PHYS_INPUT_BUTTON_JUMP(this) = true;
+ }
+ }
}
}
// if bot for some reason doesn't get close to the current goal find another one
if(!this.jumppadcount && !IS_PLAYER(this.goalcurrent))
if(!(locked_goal && this.goalcurrent_distance_z < 50 && this.goalcurrent_distance_2d < 50))
- if(havocbot_checkgoaldistance(this, gco))
+ if(havocbot_checkgoaldistance(this, destorg))
{
if(this.goalcurrent_distance_time < 0) // can't get close for the second time
{
tracebox(dst_ahead, this.mins, this.maxs, dst_down, true, this);
if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos))
{
- if (gco.z > this.origin.z + jumpstepheightvec.z)
+ if (destorg.z > this.origin.z + jumpstepheightvec.z)
{
// the goal is probably on an upper platform, assume bot can't get there
unreachable = true;
if(IS_PLAYER(this.goalcurrent))
unreachable = true;
}
+
+ // slow down if bot is in the air and goal is under it
+ if (!this.goalcurrent.wphardwired
+ && 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);
}
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)
+ {
+ dir.z = ladder_zdir * 1.3;
+ 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);
+ }
+
+ if (!this.bot_aimdir_executed)
+ bot_aimdir(this, dir, -1);
+
+ if (!ladder_zdir)
+ {
+ dir *= dodge_enemy_factor;
+ dir = normalize(dir + dodge);
+ }
+
//dir = this.bot_dodgevector;
//if (this.bot_dodgevector_jumpbutton)
// PHYS_INPUT_BUTTON_JUMP(this) = true;
// I want to do a second scan if no enemy was found or I don't have weapons
// TODO: Perform the scan when using the rifle (requires changes on the rifle code)
- if(best || this.weapons) // || this.weapon == WEP_RIFLE.m_id
+ if(best || STAT(WEAPONS, this)) // || this.weapon == WEP_RIFLE.m_id
break;
if(scan_transparent)
break;
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, -1);
+ }
+
if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_REACHED)
{
// Step 5: Waypoint reached