]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/bot/default/havocbot/havocbot.qc
Merge branch 'master' into terencehill/bot_waypoints
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / bot / default / havocbot / havocbot.qc
index 46acf8828774324f3790596ce465576f6c6c7b77..9f6da64eb26abe234e4142e221f24ecd8d47a98c 100644 (file)
@@ -18,8 +18,9 @@
 #include <common/items/_mod.qh>
 #include <common/wepent.qh>
 
-#include <common/triggers/teleporters.qh>
-#include <common/triggers/trigger/jumppads.qh>
+#include <common/mapobjects/func/ladder.qh>
+#include <common/mapobjects/teleporters.qh>
+#include <common/mapobjects/trigger/jumppads.qh>
 
 #include <lib/warpzone/common.qh>
 
@@ -30,11 +31,15 @@ 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;
 
-       if (bot_strategytoken == this)
-       if (!bot_strategytoken_taken)
+       if (bot_strategytoken == this && !bot_strategytoken_taken)
        {
                if(this.havocbot_blockhead)
                {
@@ -46,7 +51,6 @@ void havocbot_ai(entity this)
                                this.havocbot_role(this); // little too far down the rabbit hole
                }
 
-               // TODO: tracewalk() should take care of this job (better path finding under water)
                // if we don't have a goal and we're under water look for a waypoint near the "shore" and push it
                if(!(IS_DEAD(this) || STAT(FROZEN, this)))
                if(!this.goalcurrent)
@@ -86,7 +90,11 @@ void havocbot_ai(entity this)
        }
 
        if(IS_DEAD(this) || STAT(FROZEN, this))
+       {
+               if (this.goalcurrent)
+                       navigation_clearroute(this);
                return;
+       }
 
        havocbot_chooseenemy(this);
 
@@ -102,12 +110,13 @@ void havocbot_ai(entity this)
        }
        havocbot_aim(this);
        lag_update(this);
+
        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))
                        {
@@ -131,43 +140,24 @@ 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,v,next;//,heading;
-               float aimdistance,skillblend,distanceblend,blend;
-               next = now = ( (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5) - (this.origin + this.view_ofs);
-               aimdistance = vlen(now);
-               //heading = this.velocity;
-               //dprint(this.goalstack01.classname,etos(this.goalstack01),"\n");
-               if(
-                       this.goalstack01 != this && this.goalstack01 && !wasfreed(this.goalstack01) && ((this.aistatus & AI_STATUS_RUNNING) == 0) &&
-                       !(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))
@@ -190,7 +180,7 @@ void havocbot_ai(entity this)
                        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;
@@ -217,7 +207,6 @@ void havocbot_keyboard_movement(entity this, vector destorg)
                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
@@ -230,7 +219,7 @@ void havocbot_keyboard_movement(entity this, vector destorg)
                        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)
@@ -247,27 +236,31 @@ void havocbot_keyboard_movement(entity this, vector destorg)
 
                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)
@@ -275,7 +268,6 @@ void havocbot_bunnyhop(entity this, vector dir)
        float bunnyhopdistance;
        vector deviation;
        float maxspeed;
-       vector gco, gno;
 
        // Don't jump when attacking
        if(this.aistatus & AI_STATUS_ATTACKING)
@@ -296,7 +288,7 @@ 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;
@@ -308,12 +300,12 @@ void havocbot_bunnyhop(entity this, vector dir)
                this.bot_timelastseengoal = 0;
        }
 
-       gco = (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5;
+       vector gco = get_closer_dest(this.goalcurrent, this.origin);
        bunnyhopdistance = vlen(this.origin - gco);
 
        // Run only to visible goals
        if(IS_ONGROUND(this))
-       if(vlen(this.velocity - eZ * this.velocity.z) >= autocvar_sv_maxspeed) // if -really- running
+       if(vdist(vec2(this.velocity), >=, autocvar_sv_maxspeed)) // if -really- running
        if(checkpvs(this.origin + this.view_ofs, this.goalcurrent))
        {
                        this.bot_lastseengoal = this.goalcurrent;
@@ -344,8 +336,9 @@ void havocbot_bunnyhop(entity this, vector dir)
                                        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))
                                        {
-                                               gno = (this.goalstack01.absmin + this.goalstack01.absmax) * 0.5;
+                                               vector gno = (this.goalstack01.absmin + this.goalstack01.absmax) * 0.5;
                                                deviation = vectoangles(gno - this.origin) - vectoangles(gco - this.origin);
                                                while (deviation.y < -180) deviation.y = deviation.y + 360;
                                                while (deviation.y > 180) deviation.y = deviation.y - 360;
@@ -415,21 +408,70 @@ void havocbot_bunnyhop(entity this, vector dir)
 #endif
 }
 
-.entity goalcurrent_prev;
-.float goalcurrent_distance;
-.float goalcurrent_distance_time;
+// return true when bot isn't getting closer to the current goal
+bool havocbot_checkgoaldistance(entity this, vector gco)
+{
+       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;
+       if(distance_time < 0)
+               distance_time = -distance_time;
+       if(curr_dist_z >= this.goalcurrent_distance_z && curr_dist_2d >= this.goalcurrent_distance_2d)
+       {
+               if(!distance_time)
+                       this.goalcurrent_distance_time = time;
+               else if (time - distance_time > 0.5)
+                       return true;
+       }
+       else
+       {
+               // reduce it a little bit so it works even with very small approaches to the goal
+               this.goalcurrent_distance_z = max(20, curr_dist_z - 10);
+               this.goalcurrent_distance_2d = max(20, curr_dist_2d - 10);
+               this.goalcurrent_distance_time = 0;
+       }
+       return false;
+}
+
+entity havocbot_select_an_item_of_group(entity this, int gr)
+{
+       entity selected = NULL;
+       float selected_dist2 = 0;
+       // select farthest item of this group from bot's position
+       IL_EACH(g_items, it.item_group == gr && it.solid,
+       {
+               float dist2 = vlen2(this.origin - it.origin);
+               if (dist2 < 600 ** 2 && dist2 > selected_dist2)
+               {
+                       selected = it;
+                       selected_dist2 = vlen2(this.origin - selected.origin);
+               }
+       });
+
+       if (!selected)
+               return NULL;
+
+       set_tracewalk_dest(selected, this.origin, false);
+       if (!tracewalk(this, this.origin, STAT(PL_MIN, this), STAT(PL_MAX, this),
+               tracewalk_dest, tracewalk_dest_height, bot_navigation_movemode))
+       {
+               return NULL;
+       }
+
+       return selected;
+}
+
 void havocbot_movetogoal(entity this)
 {
-       vector destorg;
        vector diff;
        vector dir;
        vector flatdir;
-       vector m1;
-       vector m2;
        vector evadeobstacle;
        vector evadelava;
+       float dodge_enemy_factor = 1;
        float maxspeed;
-       vector gco;
        //float dist;
        vector dodge;
        //if (this.goalentity)
@@ -437,11 +479,16 @@ void havocbot_movetogoal(entity this)
        CS(this).movement = '0 0 0';
        maxspeed = autocvar_sv_maxspeed;
 
+       if (this.goalcurrent.wpflags & WAYPOINTFLAG_CROUCH)
+               PHYS_INPUT_BUTTON_CROUCH(this) = true;
+       else
+               PHYS_INPUT_BUTTON_CROUCH(this) = false;
+
+       PHYS_INPUT_BUTTON_JETPACK(this) = false;
        // Jetpack navigation
-       if(this.goalcurrent)
        if(this.navigation_jetpack_goal)
        if(this.goalcurrent==this.navigation_jetpack_goal)
-       if(this.ammo_fuel)
+       if(GetResource(this, RES_FUEL))
        {
                if(autocvar_bot_debug_goalstack)
                {
@@ -465,18 +512,14 @@ void havocbot_movetogoal(entity this)
                if(this.aistatus & AI_STATUS_JETPACK_LANDING)
                {
                        // Calculate brake distance in xy
-                       float db, v, d;
-                       vector dxy;
-
-                       dxy = this.origin - ( ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5 ); dxy.z = 0;
-                       d = vlen(dxy);
-                       v = vlen(this.velocity -  this.velocity.z * '0 0 1');
-                       db = ((v ** 2) / (autocvar_g_jetpack_acceleration_side * 2)) + 100;
-               //      dprint("distance ", ftos(ceil(d)), " velocity ", ftos(ceil(v)), " brake at ", ftos(ceil(db)), "\n");
+                       float d = vlen(vec2(this.origin - (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5));
+                       float vel2 = vlen2(vec2(this.velocity));
+                       float db = (vel2 / (autocvar_g_jetpack_acceleration_side * 2)) + 100;
+                       //LOG_INFOF("distance %d, velocity %d, brake at %d ", ceil(d), ceil(v), ceil(db));
                        if(d < db || d < 500)
                        {
                                // Brake
-                               if(fabs(this.velocity.x)>maxspeed*0.3)
+                               if (vel2 > (maxspeed * 0.3) ** 2)
                                {
                                        CS(this).movement_x = dir * v_forward * -maxspeed;
                                        return;
@@ -497,7 +540,7 @@ void havocbot_movetogoal(entity this)
                }
 
                // Flying
-               PHYS_INPUT_BUTTON_HOOK(this) = true;
+               PHYS_INPUT_BUTTON_JETPACK(this) = true;
                if(this.navigation_jetpack_point.z - STAT(PL_MAX, this).z + STAT(PL_MIN, this).z < this.origin.z)
                {
                        CS(this).movement_x = dir * v_forward * maxspeed;
@@ -509,17 +552,25 @@ void havocbot_movetogoal(entity this)
        // Handling of jump pads
        if(this.jumppadcount)
        {
-               // If got stuck on the jump pad try to reach the farthest visible waypoint
-               // but with some randomness so it can try out different paths
-               if(this.aistatus & AI_STATUS_OUT_JUMPPAD)
+               if(this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
                {
-                       if(fabs(this.velocity.z)<50)
+                       this.aistatus |= AI_STATUS_OUT_JUMPPAD;
+                       if(navigation_poptouchedgoals(this))
+                               return;
+               }
+               else if(this.aistatus & AI_STATUS_OUT_JUMPPAD)
+               {
+                       // If got stuck on the jump pad try to reach the farthest visible waypoint
+                       // but with some randomness so it can try out different paths
+                       if(!this.goalcurrent)
                        {
                                entity newgoal = NULL;
-                               if (vdist(this.origin - this.goalcurrent.origin, <, 150))
-                                       this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
-                               else IL_EACH(g_waypoints, vdist(it.origin - this.origin, <=, 1000),
+                               IL_EACH(g_waypoints, vdist(it.origin - this.origin, <=, 1000),
                                {
+                                       if(it.wpflags & WAYPOINTFLAG_TELEPORT)
+                                       if(it.origin.z < this.origin.z - 100 && vdist(vec2(it.origin - this.origin), <, 100))
+                                               continue;
+
                                        traceline(this.origin + this.view_ofs, ((it.absmin + it.absmax) * 0.5), true, this);
 
                                        if(trace_fraction < 1)
@@ -540,12 +591,36 @@ void havocbot_movetogoal(entity this)
                                        this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
                                }
                        }
-                       else
-                               return;
+                       else //if (this.goalcurrent)
+                       {
+                               if (this.goalcurrent.bot_pickup)
+                               {
+                                       entity jumppad_wp = this.goalcurrent_prev;
+                                       navigation_poptouchedgoals(this);
+                                       if(!this.goalcurrent && jumppad_wp.wp00)
+                                       {
+                                               // head to the jumppad destination once bot reaches the goal item
+                                               navigation_pushroute(this, jumppad_wp.wp00);
+                                       }
+                               }
+                               vector gco = (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5;
+                               if (this.origin.z > gco.z && vdist(vec2(this.velocity), <, autocvar_sv_maxspeed))
+                               {
+                                       if (this.velocity.z < 0)
+                                               this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
+                               }
+                               else if(havocbot_checkgoaldistance(this, gco))
+                               {
+                                       navigation_clearroute(this);
+                                       navigation_goalrating_timeout_force(this);
+                               }
+                               else
+                                       return;
+                       }
                }
-               else
+               else //if (!(this.aistatus & AI_STATUS_OUT_JUMPPAD))
                {
-                       if(time - this.lastteleporttime > 0.3 && 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))
@@ -565,9 +640,12 @@ void havocbot_movetogoal(entity this)
                this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
 
        // If there is a trigger_hurt right below try to use the jetpack or make a rocketjump
-       if(skill>6)
-       if (!(IS_ONGROUND(this)))
+       if (skill > 6 && !(IS_ONGROUND(this)))
        {
+               #define ROCKETJUMP_DAMAGE() WEP_CVAR(devastator, damage) * 0.8 \
+                       * ((this.strength_finished > time) ? autocvar_g_balance_powerup_strength_selfdamage : 1) \
+                       * ((this.invincible_finished > time) ? autocvar_g_balance_powerup_invincible_takedamage : 1)
+
                tracebox(this.origin, this.mins, this.maxs, this.origin + '0 0 -65536', MOVE_NOMONSTERS, this);
                if(tracebox_hits_trigger_hurt(this.origin, this.mins, this.maxs, trace_endpos ))
                if(this.items & IT_JETPACK)
@@ -576,12 +654,10 @@ void havocbot_movetogoal(entity this)
                        if(tracebox_hits_trigger_hurt(this.origin, this.mins, this.maxs, trace_endpos + '0 0 1' ))
                        {
                                if(this.velocity.z<0)
-                               {
-                                       PHYS_INPUT_BUTTON_HOOK(this) = true;
-                               }
+                                       PHYS_INPUT_BUTTON_JETPACK(this) = true;
                        }
                        else
-                               PHYS_INPUT_BUTTON_HOOK(this) = true;
+                               PHYS_INPUT_BUTTON_JETPACK(this) = true;
 
                        // If there is no goal try to move forward
 
@@ -610,7 +686,9 @@ void havocbot_movetogoal(entity this)
 
                        return;
                }
-               else if(this.health > WEP_CVAR(devastator, damage) * 0.5 * ((this.strength_finished < time) ? autocvar_g_balance_powerup_strength_selfdamage : 1))
+               else if(!this.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)
                        {
@@ -653,8 +731,7 @@ void havocbot_movetogoal(entity this)
        }
 
        // If we are under water with no goals, swim up
-       if(this.waterlevel)
-       if(this.goalcurrent==NULL)
+       if(this.waterlevel && !this.goalcurrent)
        {
                dir = '0 0 0';
                if(this.waterlevel>WATERLEVEL_SWIMMING)
@@ -664,9 +741,10 @@ void havocbot_movetogoal(entity this)
                else
                        PHYS_INPUT_BUTTON_JUMP(this) = false;
                makevectors(this.v_angle.y * '0 1 0');
-               CS(this).movement_x = dir * v_forward * maxspeed;
-               CS(this).movement_y = dir * v_right * maxspeed;
-               CS(this).movement_z = dir * v_up * maxspeed;
+               vector v = dir * maxspeed;
+               CS(this).movement.x = v * v_forward;
+               CS(this).movement.y = v * v_right;
+               CS(this).movement.z = v * v_up;
        }
 
        // if there is nowhere to go, exit
@@ -675,12 +753,17 @@ void havocbot_movetogoal(entity this)
 
 
        bool locked_goal = false;
-       if(this.goalentity && wasfreed(this.goalentity))
+       if((this.goalentity && wasfreed(this.goalentity))
+               || (this.goalcurrent == this.goalentity && this.goalentity.tag_entity))
        {
                navigation_clearroute(this);
-               this.bot_strategytime = 0;
+               navigation_goalrating_timeout_force(this);
                return;
        }
+       else if(this.goalentity.tag_entity)
+       {
+               navigation_goalrating_timeout_expire(this, 2);
+       }
        else if(this.goalentity.bot_pickup)
        {
                if(this.goalentity.bot_pickup_respawning)
@@ -689,28 +772,121 @@ void havocbot_movetogoal(entity this)
                                this.goalentity.bot_pickup_respawning = false;
                        else if(time < this.goalentity.scheduledrespawntime - 10) // item already taken (by someone else)
                        {
-                               this.goalentity.bot_pickup_respawning = false;
-                               navigation_clearroute(this);
-                               this.bot_strategytime = 0;
-                               return;
+                               if(checkpvs(this.origin, this.goalentity))
+                               {
+                                       this.goalentity.bot_pickup_respawning = false;
+                                       navigation_goalrating_timeout_expire(this, random());
+                               }
+                               locked_goal = true; // wait for item to respawn
                        }
                        else if(this.goalentity == this.goalcurrent)
                                locked_goal = true; // wait for item to respawn
                }
-               else if(!this.goalentity.solid)
+               else if(!this.goalentity.solid && !boxesoverlap(this.goalentity.absmin, this.goalentity.absmax, this.absmin, this.absmax))
                {
-                       navigation_clearroute(this);
-                       this.bot_strategytime = 0;
-                       return;
+                       if(checkpvs(this.origin, this.goalentity))
+                       {
+                               navigation_goalrating_timeout_expire(this, random());
+                       }
+               }
+       }
+       if (this.goalcurrent == this.goalentity && this.goalentity_lock_timeout > time)
+               locked_goal = true;
+
+       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_PLAYER(this.goalcurrent) || IS_MONSTER(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))
+                       {
+                               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)
+               {
+                       set_tracewalk_dest(this.goalcurrent, this.origin, true);
+                       if (!(trace_ent == this || tracewalk(this, this.origin, this.mins, this.maxs,
+                               tracewalk_dest, tracewalk_dest_height, bot_navigation_movemode)))
+                       {
+                               navigation_goalrating_timeout_force(this);
+                               return;
+                       }
+                       this.bot_tracewalk_time = max(time, this.bot_tracewalk_time) + 0.25;
                }
        }
+
        if(!locked_goal)
-               navigation_poptouchedgoals(this);
+       {
+               // optimize path finding by anticipating goalrating when bot is near a waypoint;
+               // in this case path finding can start directly from a waypoint instead of
+               // looking for all the reachable waypoints up to a certain distance
+               if (navigation_poptouchedgoals(this))
+               {
+                       if (this.goalcurrent)
+                       {
+                               if (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);
+                               }
+                       }
+               }
+       }
 
        // if ran out of goals try to use an alternative goal or get a new strategy asap
        if(this.goalcurrent == NULL)
        {
-               this.bot_strategytime = 0;
+               navigation_goalrating_timeout_force(this);
                return;
        }
 
@@ -718,44 +894,90 @@ void havocbot_movetogoal(entity this)
        if(autocvar_bot_debug_goalstack)
                debuggoalstack(this);
 
-       m1 = this.goalcurrent.origin + this.goalcurrent.mins;
-       m2 = this.goalcurrent.origin + this.goalcurrent.maxs;
-       destorg = this.origin;
-       destorg.x = bound(m1_x, destorg.x, m2_x);
-       destorg.y = bound(m1_y, destorg.y, m2_y);
-       destorg.z = bound(m1_z, destorg.z, m2_z);
+       bool bunnyhop_forbidden = false;
+       vector destorg = get_closer_dest(this.goalcurrent, this.origin);
+       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)
+       {
+               // 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;
-       //dist = vlen(diff);
-       dir = normalize(diff);
-       flatdir = diff;flatdir.z = 0;
-       flatdir = normalize(flatdir);
-       gco = (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5;
+
+       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 = dir = '0 0 0';
+       }
+       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)
        {
-       //      this.bot_dodgevector_time = time + cvar("bot_ai_dodgeupdateinterval");
-       //      this.bot_dodgevector_jumpbutton = 1;
+               //this.bot_dodgevector_time = time + cvar("bot_ai_dodgeupdateinterval");
+               //this.bot_dodgevector_jumpbutton = 1;
                evadeobstacle = '0 0 0';
                evadelava = '0 0 0';
 
                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)
                        {
-                       //      flatdir_z = 1;
-                               this.aistatus |= AI_STATUS_OUT_WATER;
+                               if(!this.goalcurrent)
+                                       this.aistatus |= AI_STATUS_OUT_WATER;
+                               else if(destorg.z > this.origin.z)
+                                       PHYS_INPUT_BUTTON_JUMP(this) = true;
                        }
                        else
                        {
-                               if(this.velocity.z >= 0 && !(this.watertype == CONTENT_WATER && gco.z < this.origin.z) &&
-                                       ( !(this.waterlevel == WATERLEVEL_WETFEET && this.watertype == CONTENT_WATER) || this.aistatus & AI_STATUS_OUT_WATER))
+                               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;
+                               }
                        }
-                       dir = normalize(flatdir);
                }
                else
                {
@@ -766,85 +988,183 @@ void havocbot_movetogoal(entity this)
 
                        // jump if going toward an obstacle that doesn't look like stairs we
                        // can walk up directly
-                       offset = (vdist(this.velocity, >, 32) ? this.velocity * 0.2 : v_forward * 32);
-                       tracebox(this.origin, this.mins, this.maxs, this.origin + offset, false, this);
-                       if (trace_fraction < 1)
-                       if (trace_plane_normal.z < 0.7)
+                       vector deviation = '0 0 0';
+                       float current_speed = vlen(vec2(this.velocity));
+                       if (current_speed < maxspeed * 0.2)
+                               current_speed = maxspeed * 0.2;
+                       else
                        {
-                               s = trace_fraction;
-                               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)
+                               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, current_speed * cos(deviation.y * DEG2RAD) * 0.3) * flatdir;
+                       vector actual_destorg = this.origin + offset;
+                       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))
                                {
-                                       s = trace_fraction;
-                                       tracebox(this.origin + jumpstepheightvec, this.mins, this.maxs, this.origin + offset + jumpstepheightvec, false, this);
-                                       if (trace_fraction > s)
-                                               PHYS_INPUT_BUTTON_JUMP(this) = true;
+                                       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);
                                }
                        }
-
-                       // if bot for some reason doesn't get close to the current goal find another one
-                       if(!IS_PLAYER(this.goalcurrent) && !(this.goalcurrent.bot_pickup_respawning && this.goalcurrent_distance < 50))
+                       else if (!this.goalstack01 || this.goalcurrent.wpflags & (WAYPOINTFLAG_TELEPORT | WAYPOINTFLAG_LADDER))
                        {
-                               float curr_dist = vlen(this.origin - this.goalcurrent.origin);
-                               if(this.goalcurrent != this.goalcurrent_prev)
+                               if (vlen2(flat_diff) < vlen2(offset))
                                {
-                                       this.goalcurrent_prev = this.goalcurrent;
-                                       this.goalcurrent_distance = curr_dist;
-                                       this.goalcurrent_distance_time = 0;
+                                       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(curr_dist > this.goalcurrent_distance)
+                       }
+                       else if (vdist(flat_diff, <, 32) && diff.z < -16) // destination is under the bot
+                       {
+                               actual_destorg.x = destorg.x;
+                               actual_destorg.y = destorg.y;
+                       }
+                       else if (vlen2(flat_diff) < vlen2(offset))
+                       {
+                               vector next_goal_org = (this.goalstack01.absmin + this.goalstack01.absmax) * 0.5;
+                               vector next_dir = normalize(vec2(next_goal_org - destorg));
+                               float 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;
+                       }
+
+                       if (!jump_forbidden)
+                       {
+                               tracebox(this.origin, this.mins, this.maxs, actual_destorg, false, this);
+                               if (trace_fraction < 1 && trace_plane_normal.z < 0.7)
                                {
-                                       if(!this.goalcurrent_distance_time)
-                                               this.goalcurrent_distance_time = time;
-                                       else if (time - this.goalcurrent_distance_time > 0.5)
+                                       s = trace_fraction;
+                                       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)
                                        {
-                                               this.goalcurrent_prev = NULL;
-                                               navigation_clearroute(this);
-                                               this.bot_strategytime = 0;
-                                               return;
+                                               // 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;
+                                               }
                                        }
                                }
-                               else
+                       }
+
+                       // 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, destorg))
+                       {
+                               if(this.goalcurrent_distance_time < 0) // can't get close for the second time
+                               {
+                                       navigation_clearroute(this);
+                                       navigation_goalrating_timeout_force(this);
+                                       return;
+                               }
+
+                               set_tracewalk_dest(this.goalcurrent, this.origin, false);
+                               if (!tracewalk(this, this.origin, this.mins, this.maxs,
+                                       tracewalk_dest, tracewalk_dest_height, bot_navigation_movemode))
                                {
-                                       // reduce it a little bit so it works even with very small approaches to the goal
-                                       this.goalcurrent_distance = max(20, curr_dist - 15);
-                                       this.goalcurrent_distance_time = 0;
+                                       navigation_clearroute(this);
+                                       navigation_goalrating_timeout_force(this);
+                                       return;
                                }
+
+                               // give bot only another chance to prevent bot getting stuck
+                               // in case it thinks it can walk but actually can't
+                               this.goalcurrent_distance_z = FLOAT_MAX;
+                               this.goalcurrent_distance_2d = FLOAT_MAX;
+                               this.goalcurrent_distance_time = -time; // mark second try
                        }
 
                        // Check for water/slime/lava and dangerous edges
                        // (only when the bot is on the ground or jumping intentionally)
 
+                       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;
-                       bool ignorehazards = 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');
                                        if (s != CONTENT_SOLID)
                                        if (s == CONTENT_LAVA || s == CONTENT_SLIME)
-                                       {
                                                evadelava = normalize(this.velocity) * -1;
-                                               if(this.waterlevel >= WATERLEVEL_WETFEET && (this.watertype == CONTENT_LAVA || this.watertype == CONTENT_SLIME))
-                                                       ignorehazards = true;
-                                       }
-                                       else if (s == CONTENT_WATER)
-                                       {
-                                               if(this.waterlevel >= WATERLEVEL_WETFEET && this.watertype == CONTENT_WATER)
-                                                       ignorehazards = true;
-                                       }
                                        else if (s == CONTENT_SKY)
                                                evadeobstacle = normalize(this.velocity) * -1;
                                        else if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos))
@@ -854,7 +1174,7 @@ void havocbot_movetogoal(entity this)
                                                tracebox(dst_ahead, this.mins, this.maxs, dst_down, true, this);
                                                if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos))
                                                {
-                                                       if (gco.z > this.origin.z + jumpstepheightvec.z)
+                                                       if (destorg.z > this.origin.z + jumpstepheightvec.z)
                                                        {
                                                                // the goal is probably on an upper platform, assume bot can't get there
                                                                unreachable = true;
@@ -873,44 +1193,95 @@ void havocbot_movetogoal(entity this)
 
                        if(evadeobstacle || evadelava || (s == CONTENT_WATER))
                        {
-                               if(!ignorehazards)
-                                       this.aistatus |= AI_STATUS_DANGER_AHEAD;
+                               this.aistatus |= AI_STATUS_DANGER_AHEAD;
                                if(IS_PLAYER(this.goalcurrent))
                                        unreachable = true;
                        }
+
+                       // 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);
-                               this.bot_strategytime = 0;
+                               navigation_goalrating_timeout_force(this);
+                               this.ignoregoal = this.goalcurrent;
+                               this.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
                        }
                }
 
                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;
@@ -923,14 +1294,20 @@ void havocbot_movetogoal(entity this)
                havocbot_keyboard_movement(this, destorg);
 
        // Bunnyhop!
-//     if(this.aistatus & AI_STATUS_ROAMING)
-       if(this.goalcurrent)
+       //if(this.aistatus & AI_STATUS_ROAMING)
+       if(!bunnyhop_forbidden && this.goalcurrent)
        if(skill+this.bot_moveskill >= autocvar_bot_ai_bunnyhop_skilloffset)
                havocbot_bunnyhop(this, dir);
 
-       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)
@@ -978,7 +1355,7 @@ 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 (this.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;
@@ -1049,7 +1426,7 @@ LABEL(scan_targets)
 
                // 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;
@@ -1126,7 +1503,7 @@ 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
@@ -1264,19 +1641,24 @@ float havocbot_moveto(entity this, vector pos)
                if(autocvar_bot_debug_goalstack)
                        debuggoalstack(this);
 
-               // Heading
-               vector dir = ( ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5 ) - (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;
                }
@@ -1345,6 +1727,7 @@ void havocbot_setupbot(entity this)
        this.cmd_moveto = havocbot_moveto;
        this.cmd_resetgoal = havocbot_resetgoal;
 
+       // NOTE: bot is not player yet
        havocbot_chooserole(this);
 }