]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/bot/default/havocbot/havocbot.qc
Bot AI: slightly increase timeout for finding a new goal when bot is chasing a player...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / bot / default / havocbot / havocbot.qc
index bda5d284a69c8f567bc4cf82bd67e2710b0beee6..a03470e57c1307e024f1d1682dfb45cd50c39aeb 100644 (file)
@@ -1,5 +1,7 @@
 #include "havocbot.qh"
 
+#include <server/defs.qh>
+#include <server/miscfunctions.qh>
 #include "../cvars.qh"
 
 #include "../aim.qh"
@@ -9,6 +11,7 @@
 #include "../waypoints.qh"
 
 #include <common/constants.qh>
+#include <common/impulses/all.qh>
 #include <common/net_linked.qh>
 #include <common/physics/player.qh>
 #include <common/state.qh>
@@ -39,13 +42,12 @@ void havocbot_ai(entity this)
                }
                else
                {
-                       if (!this.jumppadcount)
+                       if (!this.jumppadcount && !STAT(FROZEN, 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)))
+               if(!(IS_DEAD(this) || STAT(FROZEN, this)))
                if(!this.goalcurrent)
                if(this.waterlevel == WATERLEVEL_SWIMMING || (this.aistatus & AI_STATUS_OUT_WATER))
                {
@@ -82,7 +84,7 @@ void havocbot_ai(entity this)
                bot_strategytoken_taken = true;
        }
 
-       if(IS_DEAD(this))
+       if(IS_DEAD(this) || STAT(FROZEN, this))
                return;
 
        havocbot_chooseenemy(this);
@@ -136,11 +138,23 @@ void havocbot_ai(entity this)
                this.aistatus |= AI_STATUS_ROAMING;
                this.aistatus &= ~AI_STATUS_ATTACKING;
 
-               vector now,v,next;//,heading;
+               vector v = '0 0 0', now, next;
                float aimdistance,skillblend,distanceblend,blend;
-               next = now = ( (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5) - (this.origin + this.view_ofs);
+
+               SET_DESTCOORDS(this.goalcurrent, this.origin, v);
+               if(this.goalcurrent.wpisbox)
+               {
+                       // avoid a glitch when bot is teleported but teleport waypoint isn't removed yet
+                       if(this.goalstack02 && this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT
+                       && this.lastteleporttime > 0 && time - this.lastteleporttime < 0.15)
+                               v = (this.goalstack02.absmin + this.goalstack02.absmax) * 0.5;
+                       // aim to teleport origin if bot is inside teleport waypoint but hasn't touched the real teleport yet
+                       else if(boxesoverlap(this.goalcurrent.absmin, this.goalcurrent.absmax, this.origin, this.origin))
+                               v = this.goalcurrent.origin;
+               }
+               next = now = v - (this.origin + this.view_ofs);
                aimdistance = vlen(now);
-               //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) &&
@@ -179,20 +193,20 @@ void havocbot_ai(entity this)
                        // we are currently holding a weapon that's not fully loaded, reload it
                        if(skill >= 2) // bots can only reload the held weapon on purpose past this skill
                        if(this.(weaponentity).clip_load < this.(weaponentity).clip_size)
-                               this.impulse = IMP_weapon_reload.impulse; // not sure if this is done right
+                               CS(this).impulse = IMP_weapon_reload.impulse; // not sure if this is done right
 
                        // if we're not reloading a weapon, switch to any weapon in our invnetory that's not fully loaded to reload it next
                        // the code above executes next frame, starting the reloading then
                        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(
+                               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))
                                        {
                                                this.(weaponentity).m_switchweapon = it;
                                                break;
                                        }
-                               ));
+                               });
                        }
                }
        }
@@ -201,76 +215,70 @@ void havocbot_ai(entity this)
 void havocbot_keyboard_movement(entity this, vector destorg)
 {
        vector keyboard;
-       float blend, maxspeed;
-       float sk;
-
-       sk = skill + this.bot_moveskill;
-
-       maxspeed = autocvar_sv_maxspeed;
 
-       if (time < this.havocbot_keyboardtime)
-               return;
-
-       this.havocbot_keyboardtime =
-               max(
-                       this.havocbot_keyboardtime
-                               + 0.05/max(1, sk+this.havocbot_keyboardskill)
-                               + random()*0.025/max(0.00025, skill+this.havocbot_keyboardskill)
-               , time);
-       keyboard = this.movement * (1.0 / maxspeed);
-
-       float trigger, trigger1;
-       blend = bound(0,sk*0.1,1);
-       trigger = autocvar_bot_ai_keyboard_threshold;
-       trigger1 = 0 - trigger;
-
-       // categorize forward movement
-       // at skill < 1.5 only forward
-       // at skill < 2.5 only individual directions
-       // at skill < 4.5 only individual directions, and forward diagonals
-       // at skill >= 4.5, all cases allowed
-       if (keyboard.x > trigger)
+       if (time > this.havocbot_keyboardtime)
        {
-               keyboard.x = 1;
-               if (sk < 2.5)
-                       keyboard.y = 0;
-       }
-       else if (keyboard.x < trigger1 && sk > 1.5)
-       {
-               keyboard.x = -1;
+               float sk = skill + this.bot_moveskill;
+               this.havocbot_keyboardtime =
+                       max(
+                               this.havocbot_keyboardtime
+                                       + 0.05 / max(1, sk + this.havocbot_keyboardskill)
+                                       + random() * 0.025 / max(0.00025, skill + this.havocbot_keyboardskill)
+                       , time);
+               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
+               // at skill < 2.5 only individual directions
+               // at skill < 4.5 only individual directions, and forward diagonals
+               // at skill >= 4.5, all cases allowed
+               if (keyboard.x > trigger)
+               {
+                       keyboard.x = 1;
+                       if (sk < 2.5)
+                               keyboard.y = 0;
+               }
+               else if (keyboard.x < trigger1 && sk > 1.5)
+               {
+                       keyboard.x = -1;
+                       if (sk < 4.5)
+                               keyboard.y = 0;
+               }
+               else
+               {
+                       keyboard.x = 0;
+                       if (sk < 1.5)
+                               keyboard.y = 0;
+               }
                if (sk < 4.5)
-                       keyboard.y = 0;
-       }
-       else
-       {
-               keyboard.x = 0;
-               if (sk < 1.5)
-                       keyboard.y = 0;
-       }
-       if (sk < 4.5)
-               keyboard.z = 0;
+                       keyboard.z = 0;
 
-       if (keyboard.y > trigger)
-               keyboard.y = 1;
-       else if (keyboard.y < trigger1)
-               keyboard.y = -1;
-       else
-               keyboard.y = 0;
+               if (keyboard.y > trigger)
+                       keyboard.y = 1;
+               else if (keyboard.y < trigger1)
+                       keyboard.y = -1;
+               else
+                       keyboard.y = 0;
 
-       if (keyboard.z > trigger)
-               keyboard.z = 1;
-       else if (keyboard.z < trigger1)
-               keyboard.z = -1;
-       else
-               keyboard.z = 0;
+               if (keyboard.z > trigger)
+                       keyboard.z = 1;
+               else if (keyboard.z < trigger1)
+                       keyboard.z = -1;
+               else
+                       keyboard.z = 0;
 
-       this.havocbot_keyboard = keyboard * maxspeed;
-       if (this.havocbot_ducktime>time) PHYS_INPUT_BUTTON_CROUCH(this) = true;
+               this.havocbot_keyboard = keyboard * autocvar_sv_maxspeed;
+               if (this.havocbot_ducktime > time)
+                       PHYS_INPUT_BUTTON_CROUCH(this) = true;
+       }
 
        keyboard = this.havocbot_keyboard;
-       blend = bound(0,vlen(destorg-this.origin)/autocvar_bot_ai_keyboard_distance,1); // When getting close move with 360 degree
-       //dprint("movement ", vtos(this.movement), " keyboard ", vtos(keyboard), " blend ", ftos(blend), "\n");
-       this.movement = this.movement + (keyboard - this.movement) * blend;
+       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)
@@ -278,7 +286,7 @@ void havocbot_bunnyhop(entity this, vector dir)
        float bunnyhopdistance;
        vector deviation;
        float maxspeed;
-       vector gco, gno;
+       vector gco = '0 0 0', gno;
 
        // Don't jump when attacking
        if(this.aistatus & AI_STATUS_ATTACKING)
@@ -289,7 +297,8 @@ void havocbot_bunnyhop(entity this, vector dir)
 
        maxspeed = autocvar_sv_maxspeed;
 
-       if(this.aistatus & AI_STATUS_DANGER_AHEAD)
+       if(this.aistatus & AI_STATUS_RUNNING && vdist(this.velocity, <, autocvar_sv_maxspeed * 0.75)
+               || this.aistatus & AI_STATUS_DANGER_AHEAD)
        {
                this.aistatus &= ~AI_STATUS_RUNNING;
                PHYS_INPUT_BUTTON_JUMP(this) = false;
@@ -310,12 +319,12 @@ void havocbot_bunnyhop(entity this, vector dir)
                this.bot_timelastseengoal = 0;
        }
 
-       gco = (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5;
+       SET_DESTCOORDS(this.goalcurrent, this.origin, gco);
        bunnyhopdistance = vlen(this.origin - gco);
 
        // Run only to visible goals
        if(IS_ONGROUND(this))
-       if(this.speed==maxspeed)
+       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;
@@ -367,7 +376,7 @@ void havocbot_bunnyhop(entity this, vector dir)
                                        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;
                                        }
@@ -405,36 +414,55 @@ void havocbot_bunnyhop(entity this, vector dir)
                        while (deviation.y > 180) deviation.y = deviation.y - 360;
 
                        if(fabs(deviation.y)>10)
-                               this.movement_x = 0;
+                               CS(this).movement_x = 0;
 
                        if(deviation.y>10)
-                               this.movement_y = maxspeed * -1;
+                               CS(this).movement_y = maxspeed * -1;
                        else if(deviation.y<10)
-                               this.movement_y = maxspeed;
+                               CS(this).movement_y = maxspeed;
 
                }
        }
 #endif
 }
 
+// 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);
+       float curr_dist_2d = vlen(vec2(this.origin - gco));
+       if(curr_dist > this.goalcurrent_distance && curr_dist_2d > this.goalcurrent_distance_2d)
+       {
+               if(!this.goalcurrent_distance_time)
+                       this.goalcurrent_distance_time = time;
+               else if (time - this.goalcurrent_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 - 10);
+               this.goalcurrent_distance_2d = max(20, curr_dist_2d - 10);
+               this.goalcurrent_distance_time = 0;
+       }
+       return false;
+}
+
 void havocbot_movetogoal(entity this)
 {
-       vector destorg;
+       vector destorg = '0 0 0';
        vector diff;
        vector dir;
        vector flatdir;
-       vector m1;
-       vector m2;
        vector evadeobstacle;
        vector evadelava;
-       float s;
        float maxspeed;
        vector gco;
        //float dist;
        vector dodge;
        //if (this.goalentity)
        //      te_lightning2(this, this.origin, (this.goalentity.absmin + this.goalentity.absmax) * 0.5);
-       this.movement = '0 0 0';
+       CS(this).movement = '0 0 0';
        maxspeed = autocvar_sv_maxspeed;
 
        // Jetpack navigation
@@ -471,14 +499,14 @@ void havocbot_movetogoal(entity this)
                        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 = (pow(v,2) / (autocvar_g_jetpack_acceleration_side * 2)) + 100;
+                       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");
                        if(d < db || d < 500)
                        {
                                // Brake
                                if(fabs(this.velocity.x)>maxspeed*0.3)
                                {
-                                       this.movement_x = dir * v_forward * -maxspeed;
+                                       CS(this).movement_x = dir * v_forward * -maxspeed;
                                        return;
                                }
                                // Switch to normal mode
@@ -500,8 +528,8 @@ void havocbot_movetogoal(entity this)
                PHYS_INPUT_BUTTON_HOOK(this) = true;
                if(this.navigation_jetpack_point.z - STAT(PL_MAX, this).z + STAT(PL_MIN, this).z < this.origin.z)
                {
-                       this.movement_x = dir * v_forward * maxspeed;
-                       this.movement_y = dir * v_right * maxspeed;
+                       CS(this).movement_x = dir * v_forward * maxspeed;
+                       CS(this).movement_y = dir * v_right * maxspeed;
                }
                return;
        }
@@ -509,15 +537,25 @@ 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;
+                       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;
                                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)
@@ -539,16 +577,25 @@ void havocbot_movetogoal(entity this)
                                }
                        }
                        else
-                               return;
+                       {
+                               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);
+                                       navigation_goalrating_timeout_force(this);
+                               }
+                               else
+                                       return;
+                       }
                }
                else
                {
-                       if(this.velocity.z>0)
+                       if(time - this.lastteleporttime > 0.2 && this.velocity.z > 0)
                        {
-                               float threshold;
                                vector velxy = this.velocity; velxy_z = 0;
-                               threshold = maxspeed * 0.2;
-                               if(vdist(velxy, <, threshold))
+                               if(vdist(velxy, <, autocvar_sv_maxspeed * 0.2))
                                {
                                        LOG_TRACE("Warning: ", this.netname, " got stuck on a jumppad (velocity in xy is ", vtos(velxy), "), trying to get out of it now");
                                        this.aistatus |= AI_STATUS_OUT_JUMPPAD;
@@ -599,8 +646,8 @@ void havocbot_movetogoal(entity this)
                                tracebox(this.origin, this.mins, this.maxs, this.origin + (dir * maxspeed * 3), MOVE_NOMONSTERS, this);
                                if(trace_fraction==1)
                                {
-                                       this.movement_x = dir * v_forward * maxspeed;
-                                       this.movement_y = dir * v_right * maxspeed;
+                                       CS(this).movement_x = dir * v_forward * maxspeed;
+                                       CS(this).movement_y = dir * v_right * maxspeed;
                                        if (skill < 10)
                                                havocbot_keyboard_movement(this, this.origin + dir * 100);
                                }
@@ -610,7 +657,7 @@ void havocbot_movetogoal(entity this)
 
                        return;
                }
-               else if(this.health>WEP_CVAR(devastator, damage)*0.5)
+               else if(this.health > WEP_CVAR(devastator, damage) * 0.5 * ((this.strength_finished < time) ? autocvar_g_balance_powerup_strength_selfdamage : 1))
                {
                        if(this.velocity.z < 0)
                        {
@@ -623,7 +670,7 @@ void havocbot_movetogoal(entity this)
 
                                        if(client_hasweapon(this, WEP_DEVASTATOR, weaponentity, true, false))
                                        {
-                                               this.movement_x = maxspeed;
+                                               CS(this).movement_x = maxspeed;
 
                                                if(this.rocketjumptime)
                                                {
@@ -648,7 +695,7 @@ void havocbot_movetogoal(entity this)
                {
                        // If there is no goal try to move forward
                        if(this.goalcurrent==NULL)
-                               this.movement_x = maxspeed;
+                               CS(this).movement_x = maxspeed;
                }
        }
 
@@ -664,21 +711,62 @@ void havocbot_movetogoal(entity this)
                else
                        PHYS_INPUT_BUTTON_JUMP(this) = false;
                makevectors(this.v_angle.y * '0 1 0');
-               this.movement_x = dir * v_forward * maxspeed;
-               this.movement_y = dir * v_right * maxspeed;
-               this.movement_z = dir * v_up * maxspeed;
+               CS(this).movement_x = dir * v_forward * maxspeed;
+               CS(this).movement_y = dir * v_right * maxspeed;
+               CS(this).movement_z = dir * v_up * maxspeed;
        }
 
        // if there is nowhere to go, exit
        if (this.goalcurrent == NULL)
                return;
 
-       navigation_poptouchedgoals(this);
+
+       bool locked_goal = false;
+       if(this.goalentity && wasfreed(this.goalentity))
+       {
+               navigation_clearroute(this);
+               navigation_goalrating_timeout_force(this);
+               return;
+       }
+       else if(this.goalentity.bot_pickup)
+       {
+               if(this.goalentity.bot_pickup_respawning)
+               {
+                       if(this.goalentity.solid) // item respawned
+                               this.goalentity.bot_pickup_respawning = false;
+                       else if(time < this.goalentity.scheduledrespawntime - 10) // item already taken (by someone else)
+                       {
+                               if(checkpvs(this.origin, this.goalentity))
+                               {
+                                       this.goalentity.bot_pickup_respawning = false;
+                                       navigation_clearroute(this);
+                                       navigation_goalrating_timeout_force(this);
+                                       return;
+                               }
+                       }
+                       else if(this.goalentity == this.goalcurrent)
+                               locked_goal = true; // wait for item to respawn
+               }
+               else if(!this.goalentity.solid && !boxesoverlap(this.goalentity.absmin, this.goalentity.absmax, this.absmin, this.absmax))
+               {
+                       if(checkpvs(this.origin, this.goalentity))
+                       {
+                               navigation_clearroute(this);
+                               navigation_goalrating_timeout_force(this);
+                               return;
+                       }
+               }
+       }
+       if(!locked_goal)
+       {
+               if(navigation_poptouchedgoals(this) && this.bot_strategytime < time + 1)
+                       navigation_goalrating_timeout_force(this);
+       }
 
        // 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;
        }
 
@@ -686,12 +774,19 @@ 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;;
+       SET_DESTCOORDS(this.goalcurrent, this.origin, destorg);
+
+       // in case bot ends up inside the teleport waypoint without touching
+       // the teleport itself, head to the teleport origin
+       if(this.goalcurrent.wpisbox && boxesoverlap(this.goalcurrent.absmin, this.goalcurrent.absmax, this.origin + eZ * this.mins.z, this.origin + eZ * this.maxs.z))
+       {
+               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);
@@ -701,90 +796,76 @@ void havocbot_movetogoal(entity this)
 
        //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_SWIMMING)
                        {
-                       //      flatdir_z = 1;
-                               this.aistatus |= AI_STATUS_OUT_WATER;
+                               if(!this.goalcurrent)
+                                       this.aistatus |= AI_STATUS_OUT_WATER;
+                               else if(gco.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) &&
                                        ( !(this.waterlevel == WATERLEVEL_WETFEET && this.watertype == CONTENT_WATER) || this.aistatus & AI_STATUS_OUT_WATER))
                                        PHYS_INPUT_BUTTON_JUMP(this) = true;
                                else
                                        PHYS_INPUT_BUTTON_JUMP(this) = false;
                        }
-                       dir = normalize(flatdir);
-                       makevectors(this.v_angle.y * '0 1 0');
                }
                else
                {
+                       float s;
+                       vector offset;
                        if(this.aistatus & AI_STATUS_OUT_WATER)
                                this.aistatus &= ~AI_STATUS_OUT_WATER;
 
                        // jump if going toward an obstacle that doesn't look like stairs we
                        // can walk up directly
-                       tracebox(this.origin, this.mins, this.maxs, this.origin + this.velocity * 0.2, false, this);
+                       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)
                        {
                                s = trace_fraction;
-                               tracebox(this.origin + stepheightvec, this.mins, this.maxs, this.origin + this.velocity * 0.2 + stepheightvec, false, this);
+                               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)
                                {
                                        s = trace_fraction;
-                                       tracebox(this.origin + jumpstepheightvec, this.mins, this.maxs, this.origin + this.velocity * 0.2 + jumpstepheightvec, false, this);
+                                       tracebox(this.origin + jumpstepheightvec, this.mins, this.maxs, this.origin + offset + jumpstepheightvec, false, this);
                                        if (trace_fraction > s)
                                                PHYS_INPUT_BUTTON_JUMP(this) = true;
                                }
                        }
 
-                       // avoiding dangers and obstacles
-                       vector dst_ahead = this.origin + this.view_ofs + this.velocity * 0.5;
-                       vector dst_down = dst_ahead - '0 0 3000';
-
-                       // Look ahead
-                       traceline(this.origin + this.view_ofs, dst_ahead, true, NULL);
-
-                       // Check head-banging against walls
-                       if(vdist(this.origin + this.view_ofs - trace_endpos, <, 25) && !(this.aistatus & AI_STATUS_OUT_WATER))
+                       // 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))
                        {
-                               PHYS_INPUT_BUTTON_JUMP(this) = true;
-                               if(this.facingwalltime && time > this.facingwalltime)
-                               {
-                                       this.ignoregoal = this.goalcurrent;
-                                       this.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
-                                       this.bot_strategytime = 0;
-                                       return;
-                               }
-                               else
-                               {
-                                       this.facingwalltime = time + 0.05;
-                               }
-                       }
-                       else
-                       {
-                               this.facingwalltime = 0;
-
-                               if(this.ignoregoal != NULL && time > this.ignoregoaltime)
-                               {
-                                       this.ignoregoal = NULL;
-                                       this.ignoregoaltime = 0;
-                               }
+                               navigation_clearroute(this);
+                               navigation_goalrating_timeout_force(this);
+                               return;
                        }
 
                        // Check for water/slime/lava and dangerous edges
                        // (only when the bot is on the ground or jumping intentionally)
-                       this.aistatus &= ~AI_STATUS_DANGER_AHEAD;
 
+                       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;
+                       s = CONTENT_SOLID;
                        if(trace_fraction == 1 && this.jumppadcount == 0 && !this.goalcurrent.wphardwired )
                        if((IS_ONGROUND(this)) || (this.aistatus & AI_STATUS_RUNNING) || (this.aistatus & AI_STATUS_ROAMING) || PHYS_INPUT_BUTTON_JUMP(this))
                        {
@@ -808,11 +889,9 @@ void havocbot_movetogoal(entity this)
                                                if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos))
                                                {
                                                        if (gco.z > this.origin.z + jumpstepheightvec.z)
-                                                       { 
+                                                       {
                                                                // the goal is probably on an upper platform, assume bot can't get there
-                                                               LOG_TRACE("bot ", this.netname, " avoided the goal ", this.goalcurrent.classname, " ", etos(this.goalcurrent), " because it led to a dangerous path; goal stack cleared");
-                                                               navigation_clearroute(this);
-                                                               this.bot_strategytime = 0;
+                                                               unreachable = true;
                                                        }
                                                        else
                                                                evadelava = normalize(this.velocity) * -1;
@@ -826,8 +905,17 @@ void havocbot_movetogoal(entity this)
                        evadelava.z = 0;
                        makevectors(this.v_angle.y * '0 1 0');
 
-                       if(evadeobstacle!='0 0 0'||evadelava!='0 0 0')
+                       if(evadeobstacle || evadelava || (s == CONTENT_WATER))
+                       {
                                this.aistatus |= AI_STATUS_DANGER_AHEAD;
+                               if(IS_PLAYER(this.goalcurrent))
+                                       unreachable = true;
+                       }
+                       if(unreachable)
+                       {
+                               navigation_clearroute(this);
+                               navigation_goalrating_timeout_force(this);
+                       }
                }
 
                dodge = havocbot_dodge(this);
@@ -859,17 +947,17 @@ void havocbot_movetogoal(entity this)
        //dir = this.bot_dodgevector;
        //if (this.bot_dodgevector_jumpbutton)
        //      PHYS_INPUT_BUTTON_JUMP(this) = true;
-       this.movement_x = dir * v_forward * maxspeed;
-       this.movement_y = dir * v_right * maxspeed;
-       this.movement_z = dir * v_up * maxspeed;
+       CS(this).movement_x = dir * v_forward * maxspeed;
+       CS(this).movement_y = dir * v_right * maxspeed;
+       CS(this).movement_z = dir * v_up * maxspeed;
 
        // Emulate keyboard interface
        if (skill < 10)
                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);
 
@@ -1025,10 +1113,10 @@ float havocbot_chooseweapon_checkreload(entity this, .entity weaponentity, int n
        // 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;
@@ -1050,13 +1138,13 @@ void havocbot_chooseweapon(entity this, .entity weaponentity)
        {
                // 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;
        }
 
@@ -1088,7 +1176,7 @@ void havocbot_chooseweapon(entity this, .entity weaponentity)
                this.lastcombotime = time;
        }
 
-       distance *= pow(2, this.bot_rangepreference);
+       distance *= (2 ** this.bot_rangepreference);
 
        // Custom weapon list based on distance to the enemy
        if(bot_custom_weapon){
@@ -1137,24 +1225,22 @@ void havocbot_chooseweapon(entity this, .entity weaponentity)
 
 void havocbot_aim(entity this)
 {
-       vector myvel, enemyvel;
-//     if(this.flags & FL_INWATER)
-//             return;
        if (time < this.nextaim)
                return;
        this.nextaim = time + 0.1;
-       myvel = this.velocity;
+       vector myvel = this.velocity;
        if (!this.waterlevel)
                myvel.z = 0;
-       if (this.enemy)
+       if(MUTATOR_CALLHOOK(HavocBot_Aim, this)) { /* do nothing */ }
+       else if (this.enemy)
        {
-               enemyvel = this.enemy.velocity;
+               vector enemyvel = this.enemy.velocity;
                if (!this.enemy.waterlevel)
                        enemyvel.z = 0;
-               lag_additem(this, time + this.ping, 0, 0, this.enemy, this.origin, myvel, (this.enemy.absmin + this.enemy.absmax) * 0.5, enemyvel);
+               lag_additem(this, time + CS(this).ping, 0, 0, this.enemy, this.origin, myvel, (this.enemy.absmin + this.enemy.absmax) * 0.5, enemyvel);
        }
        else
-               lag_additem(this, time + this.ping, 0, 0, NULL, this.origin, myvel, ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5, '0 0 0');
+               lag_additem(this, time + CS(this).ping, 0, 0, NULL, this.origin, myvel, ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5, '0 0 0');
 }
 
 bool havocbot_moveto_refresh_route(entity this)
@@ -1165,7 +1251,7 @@ bool havocbot_moveto_refresh_route(entity this)
        navigation_goalrating_start(this);
        navigation_routerating(this, wp, 10000, 10000);
        navigation_goalrating_end(this);
-       return this.navigation_hasgoals;
+       return (this.goalentity != NULL);
 }
 
 float havocbot_moveto(entity this, vector pos)
@@ -1212,7 +1298,9 @@ float havocbot_moveto(entity this, vector pos)
                        debuggoalstack(this);
 
                // Heading
-               vector dir = ( ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5 ) - (this.origin + this.view_ofs);
+               vector dir = '0 0 0';
+               SET_DESTCOORDS(this.goalcurrent, this.origin, dir);
+               dir = dir - (this.origin + this.view_ofs);
                dir.z = 0;
                bot_aimdir(this, dir, -1);