#include "havocbot.qh"
+#include <server/defs.qh>
+#include <server/miscfunctions.qh>
#include "../cvars.qh"
#include "../aim.qh"
#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>
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)
{
}
if(IS_DEAD(this) || STAT(FROZEN, this))
+ {
+ if (this.goalcurrent)
+ navigation_clearroute(this);
return;
+ }
havocbot_chooseenemy(this);
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 v, now, next;
+ vector now, next;
float aimdistance,skillblend,distanceblend,blend;
- SET_DESTCOORDS(this.goalcurrent, this.origin, v);
+ 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(skill >= 5) // bots can only look for unloaded weapons past this skill
if(this.(weaponentity).clip_load >= 0) // only if we're not reloading a weapon already
{
- FOREACH(Weapons, it != WEP_Null, LAMBDA(
- if((this.weapons & (it.m_wepset)) && (it.spawnflags & WEP_FLAG_RELOADABLE) && (this.(weaponentity).weapon_load[it.m_id] < it.reloading_ammo))
+ FOREACH(Weapons, it != WEP_Null, {
+ 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;
}
- ));
+ });
}
}
}
float bunnyhopdistance;
vector deviation;
float maxspeed;
- vector gco, gno;
// Don't jump when attacking
if(this.aistatus & AI_STATUS_ATTACKING)
this.bot_timelastseengoal = 0;
}
- SET_DESTCOORDS(this.goalcurrent, this.origin, gco);
+ vector gco = get_closer_dest(this.goalcurrent, this.origin);
bunnyhopdistance = vlen(this.origin - gco);
// Run only to visible goals
if(fabs(gco.z - this.origin.z) < this.maxs.z - this.mins.z)
if(this.goalstack01 && !wasfreed(this.goalstack01))
{
- 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;
if(checkdistance)
{
this.aistatus &= ~AI_STATUS_RUNNING;
- // increase stop distance in case the goal is on a slope or a lower platform
+ // increase stop distance in case the goal is on a slope or a lower platform
if(bunnyhopdistance > autocvar_bot_ai_bunnyhop_stopdistance + (this.origin.z - gco.z))
PHYS_INPUT_BUTTON_JUMP(this) = true;
}
// return true when bot isn't getting closer to the current goal
bool havocbot_checkgoaldistance(entity this, vector gco)
{
- float curr_dist = vlen(this.origin - gco);
- if(curr_dist > this.goalcurrent_distance)
+ 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(!this.goalcurrent_distance_time)
+ if(!distance_time)
this.goalcurrent_distance_time = time;
- else if (time - this.goalcurrent_distance_time > 0.5)
+ 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 = max(20, curr_dist - 15);
+ 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 evadeobstacle;
vector evadelava;
float maxspeed;
- vector gco;
//float dist;
vector dodge;
//if (this.goalentity)
CS(this).movement = '0 0 0';
maxspeed = autocvar_sv_maxspeed;
+ 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(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 v = vlen(vec2(this.velocity));
+ float db = ((v ** 2) / (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(v > maxspeed * 0.3)
{
CS(this).movement_x = dir * v_forward * -maxspeed;
return;
}
// 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;
}
else
{
- gco = (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5;
+ 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))
this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
else if(havocbot_checkgoaldistance(this, gco))
{
navigation_clearroute(this);
- this.bot_strategytime = 0;
+ navigation_goalrating_timeout_force(this);
}
else
return;
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)
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
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.health + this.armorvalue > ROCKETJUMP_DAMAGE())
{
if(this.velocity.z < 0)
{
}
// 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);
- 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)
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;
+
+ navigation_shortenpath(this);
+
+ if (IS_MOVABLE(this.goalcurrent))
+ {
+ if (IS_DEAD(this.goalcurrent))
+ {
+ if (checkpvs(this.origin + this.view_ofs, this.goalcurrent))
+ {
+ navigation_goalrating_timeout_force(this);
+ return;
+ }
+ }
+ else if (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 (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);
+ }
+ }
+ }
+ }
// 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;
}
if(autocvar_bot_debug_goalstack)
debuggoalstack(this);
- bool bunnyhop_forbidden = false;;
- SET_DESTCOORDS(this.goalcurrent, this.origin, destorg);
+ 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.absmin, this.absmax))
+ if(this.goalcurrent.wpisbox && boxesoverlap(this.goalcurrent.absmin, this.goalcurrent.absmax, this.origin + eZ * this.mins.z, this.origin + eZ * this.maxs.z))
{
bunnyhop_forbidden = true;
destorg = this.goalcurrent.origin;
}
diff = destorg - this.origin;
- //dist = vlen(diff);
+
+ // 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 = '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) && !(this.goalcurrent.bot_pickup_respawning && this.goalcurrent_distance < 50))
- if(havocbot_checkgoaldistance(this, gco))
+ 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))
{
- navigation_clearroute(this);
- this.bot_strategytime = 0;
- return;
+ 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))
+ {
+ 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)
+ 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;
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;
}
}
// 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 this weapon is scheduled for reloading, don't switch to it during combat
if (this.(weaponentity).weapon_load[new_weapon] < 0)
{
- FOREACH(Weapons, it != WEP_Null, LAMBDA(
+ FOREACH(Weapons, it != WEP_Null, {
if(it.wr_checkammo1(it, this, weaponentity) + it.wr_checkammo2(it, this, weaponentity))
return true; // other weapon available
- ));
+ });
}
return false;
{
// If no weapon was chosen get the first available weapon
if(this.(weaponentity).m_weapon==WEP_Null)
- FOREACH(Weapons, it != WEP_Null, LAMBDA(
+ FOREACH(Weapons, it != WEP_Null, {
if(client_hasweapon(this, it, weaponentity, true, false))
{
this.(weaponentity).m_switchweapon = it;
return;
}
- ));
+ });
return;
}
debuggoalstack(this);
// Heading
- vector dir;
- SET_DESTCOORDS(this.goalcurrent, this.origin, dir);
+ vector dir = get_closer_dest(this.goalcurrent, this.origin);
dir = dir - (this.origin + this.view_ofs);
dir.z = 0;
bot_aimdir(this, dir, -1);