#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>
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))
{
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 evadeobstacle;
vector evadelava;
float maxspeed;
- vector gco;
//float dist;
vector dodge;
//if (this.goalentity)
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))
}
// 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)
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 (IS_MOVABLE(this.goalcurrent))
{
if (IS_DEAD(this.goalcurrent))
// 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 (IS_MOVABLE(this.goalcurrent) && IS_DEAD(this.goalcurrent))
+ {
+ // 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);
}
}
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
- offset = (vdist(this.velocity, >, 32) ? this.velocity * 0.2 : v_forward * 32);
- tracebox(this.origin, this.mins, this.maxs, this.origin + offset, false, this);
+ vector deviation = '0 0 0';
+ if (this.velocity)
+ {
+ deviation = vectoangles(diff) - vectoangles(this.velocity);
+ while (deviation.y < -180) deviation.y += 360;
+ while (deviation.y > 180) deviation.y -= 360;
+ }
+ vector flat_diff = vec2(diff);
+ offset = max(32, vlen(vec2(this.velocity)) * cos(deviation.y * DEG2RAD) * 0.2) * flatdir;
+ vector actual_destorg = this.origin + offset;
+ if (!this.goalstack01 || this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
+ {
+ if (vlen2(flat_diff) < vlen2(offset))
+ {
+ actual_destorg.x = destorg.x;
+ actual_destorg.y = destorg.y;
+ }
+ }
+ 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 next_dist = vlen(vec2(this.origin + offset - destorg));
+ actual_destorg = vec2(destorg) + next_dist * next_dir;
+ actual_destorg.z = this.origin.z;
+ }
+
+ tracebox(this.origin, this.mins, this.maxs, actual_destorg, false, this);
if (trace_fraction < 1)
if (trace_plane_normal.z < 0.7)
{
s = trace_fraction;
- tracebox(this.origin + stepheightvec, this.mins, this.maxs, this.origin + offset + stepheightvec, false, this);
+ 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)
{
s = trace_fraction;
- tracebox(this.origin + jumpstepheightvec, this.mins, this.maxs, this.origin + offset + jumpstepheightvec, false, this);
+ tracebox(this.origin + jumpstepheightvec, this.mins, this.maxs, actual_destorg + jumpstepheightvec, 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
{
// 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);
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);
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;
{
navigation_clearroute(this);
navigation_goalrating_timeout_force(this);
+ this.ignoregoal = this.goalcurrent;
+ this.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
}
}
// 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;