]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/bot/default/havocbot/havocbot.qc
Merge branch 'master' into Mario/strength_stat_field
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / bot / default / havocbot / havocbot.qc
index 4e32ce99a0c415927749afa9f89b672f6e2a6c49..db56478f87eadd33a7c63ba318d575b8e5d80215 100644 (file)
@@ -47,8 +47,12 @@ void havocbot_ai(entity this)
                }
                else
                {
-                       if (!this.jumppadcount && !STAT(FROZEN, this))
+                       if (!this.jumppadcount && !STAT(FROZEN, this)
+                               && !(this.goalcurrent_prev && (this.goalcurrent_prev.wpflags & WAYPOINTFLAG_JUMP)))
+                       {
+                               // find a new goal
                                this.havocbot_role(this); // little too far down the rabbit hole
+                       }
                }
 
                // if we don't have a goal and we're under water look for a waypoint near the "shore" and push it
@@ -90,12 +94,18 @@ void havocbot_ai(entity this)
        }
 
        if (this.goalcurrent && wasfreed(this.goalcurrent))
+       {
                navigation_clearroute(this);
+               navigation_goalrating_timeout_force(this);
+               return;
+       }
 
        if(IS_DEAD(this) || STAT(FROZEN, this))
        {
                if (this.goalcurrent)
                        navigation_clearroute(this);
+               this.enemy = NULL;
+               this.bot_aimtarg = NULL;
                return;
        }
 
@@ -194,6 +204,63 @@ void havocbot_ai(entity this)
        }
 }
 
+void havocbot_bunnyhop(entity this, vector dir)
+{
+       bool can_run = false;
+       if (!(this.aistatus & AI_STATUS_ATTACKING) && this.goalcurrent && !IS_PLAYER(this.goalcurrent)
+               && vdist(vec2(this.velocity), >=, autocvar_sv_maxspeed) && !(this.aistatus & AI_STATUS_DANGER_AHEAD)
+               && this.waterlevel <= WATERLEVEL_WETFEET && !IS_DUCKED(this)
+               && IS_ONGROUND(this) && !(this.goalcurrent_prev && (this.goalcurrent_prev.wpflags & WAYPOINTFLAG_JUMP)))
+       {
+               vector vel_angles = vectoangles(this.velocity);
+               vector deviation = vel_angles - vectoangles(dir);
+               while (deviation.y < -180) deviation.y = deviation.y + 360;
+               while (deviation.y > 180) deviation.y = deviation.y - 360;
+               if (fabs(deviation.y) < autocvar_bot_ai_bunnyhop_dir_deviation_max)
+               {
+                       vector gco = get_closer_dest(this.goalcurrent, this.origin);
+                       float vel = vlen(vec2(this.velocity));
+
+                       // with the current physics, jump distance grows linearly with the speed
+                       float jump_distance = 52.661 + 0.606 * vel;
+                       jump_distance += this.origin.z - gco.z; // roughly take into account vertical distance too
+                       if (vdist(vec2(gco - this.origin), >, max(0, jump_distance)))
+                               can_run = true;
+                       else if (!(this.goalcurrent.wpflags & WAYPOINTFLAG_JUMP)
+                               && !(this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
+                               && this.goalstack01 && !wasfreed(this.goalstack01) && !(this.goalstack01.wpflags & WAYPOINTFLAG_JUMP)
+                               && vdist(vec2(gco - this.goalstack01.origin), >, 70))
+                       {
+                               vector gno = (this.goalstack01.absmin + this.goalstack01.absmax) * 0.5;
+                               vector ang = vectoangles(gco - this.origin);
+                               deviation = vectoangles(gno - gco) - vel_angles;
+                               while (deviation.y < -180) deviation.y = deviation.y + 360;
+                               while (deviation.y > 180) deviation.y = deviation.y - 360;
+
+                               float max_turn_angle = autocvar_bot_ai_bunnyhop_turn_angle_max;
+                               max_turn_angle -= autocvar_bot_ai_bunnyhop_turn_angle_reduction * ((vel - autocvar_sv_maxspeed) / autocvar_sv_maxspeed);
+                               if ((ang.x < 90 || ang.x > 360 - autocvar_bot_ai_bunnyhop_downward_pitch_max)
+                                       && fabs(deviation.y) < max(autocvar_bot_ai_bunnyhop_turn_angle_min, max_turn_angle))
+                               {
+                                       can_run = true;
+                               }
+                       }
+               }
+       }
+
+       if (can_run)
+       {
+               PHYS_INPUT_BUTTON_JUMP(this) = true;
+               this.bot_jump_time = time;
+               this.aistatus |= AI_STATUS_RUNNING;
+       }
+       else
+       {
+               if (IS_ONGROUND(this) || this.waterlevel > WATERLEVEL_WETFEET)
+                       this.aistatus &= ~AI_STATUS_RUNNING;
+       }
+}
+
 void havocbot_keyboard_movement(entity this, vector destorg)
 {
        if(time <= this.havocbot_keyboardtime)
@@ -264,114 +331,6 @@ void havocbot_keyboard_movement(entity this, vector destorg)
        CS(this).movement = CS(this).movement + (keyboard - CS(this).movement) * blend;
 }
 
-void havocbot_bunnyhop(entity this, vector dir)
-{
-       // Don't jump when attacking
-       if(this.aistatus & AI_STATUS_ATTACKING)
-               return;
-
-       if (!this.goalcurrent || IS_PLAYER(this.goalcurrent))
-               return;
-
-       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;
-               this.bot_canruntogoal = 0;
-               this.bot_timelastseengoal = 0;
-               return;
-       }
-
-       if(this.waterlevel > WATERLEVEL_WETFEET || IS_DUCKED(this))
-       {
-               this.aistatus &= ~AI_STATUS_RUNNING;
-               return;
-       }
-
-       if(this.bot_lastseengoal != this.goalcurrent && !(this.aistatus & AI_STATUS_RUNNING))
-       {
-               this.bot_canruntogoal = 0;
-               this.bot_timelastseengoal = 0;
-       }
-
-       // Run only to visible goals
-       if(IS_ONGROUND(this))
-       if(vdist(vec2(this.velocity), >=, autocvar_sv_maxspeed))
-       if(checkpvs(this.origin + this.view_ofs, this.goalcurrent))
-       {
-               this.bot_lastseengoal = this.goalcurrent;
-
-               // seen it before
-               if(this.bot_timelastseengoal)
-               {
-                       vector gco = get_closer_dest(this.goalcurrent, this.origin);
-                       // for a period of time
-                       if(time - this.bot_timelastseengoal > autocvar_bot_ai_bunnyhop_firstjumpdelay)
-                       {
-                               bool checkdistance = true;
-
-                               // don't run if it is too close
-                               if(this.bot_canruntogoal==0)
-                               {
-                                       if(vdist(this.origin - gco, >, autocvar_bot_ai_bunnyhop_startdistance))
-                                               this.bot_canruntogoal = 1;
-                                       else
-                                               this.bot_canruntogoal = -1;
-                               }
-
-                               if(this.bot_canruntogoal != 1)
-                                       return;
-
-                               if(this.aistatus & AI_STATUS_ROAMING)
-                               if(this.goalcurrent.classname == "waypoint")
-                               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))
-                               {
-                                       vector gno = (this.goalstack01.absmin + this.goalstack01.absmax) * 0.5;
-                                       vector 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(fabs(deviation.y) < 20)
-                                       if(vlen2(this.origin - gco) < vlen2(this.origin - gno))
-                                       if(fabs(gno.z - gco.z) < this.maxs.z - this.mins.z)
-                                       {
-                                               if(vdist(gco - gno, >, autocvar_bot_ai_bunnyhop_startdistance))
-                                               if(checkpvs(this.origin + this.view_ofs, this.goalstack01))
-                                               {
-                                                       checkdistance = false;
-                                               }
-                                       }
-                               }
-
-                               if(checkdistance)
-                               {
-                                       this.aistatus &= ~AI_STATUS_RUNNING;
-                                       // increase stop distance in case the goal is on a slope or a lower platform
-                                       if(vdist(this.origin - gco, >, autocvar_bot_ai_bunnyhop_stopdistance + (this.origin.z - gco.z)))
-                                               PHYS_INPUT_BUTTON_JUMP(this) = true;
-                               }
-                               else
-                               {
-                                       this.aistatus |= AI_STATUS_RUNNING;
-                                       PHYS_INPUT_BUTTON_JUMP(this) = true;
-                               }
-                       }
-               }
-               else
-               {
-                       this.bot_timelastseengoal = time;
-               }
-       }
-       else
-       {
-               this.bot_timelastseengoal = 0;
-       }
-}
-
 // return true when bot isn't getting closer to the current goal
 bool havocbot_checkgoaldistance(entity this, vector gco)
 {
@@ -432,8 +391,6 @@ void havocbot_movetogoal(entity this)
        vector diff;
        vector dir;
        vector flatdir;
-       vector evadeobstacle;
-       vector evadelava;
        float dodge_enemy_factor = 1;
        float maxspeed;
        //float dist;
@@ -604,12 +561,31 @@ void havocbot_movetogoal(entity 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) \
+                       * ((STAT(STRENGTH_FINISHED, this) > 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)
+               // save some CPU cycles by checking trigger_hurt after checking
+               // that something can be done to evade it (cheaper checks)
+               int action_for_trigger_hurt = 0;
+               if (this.items & IT_JETPACK)
+                       action_for_trigger_hurt = 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())
+               {
+                       action_for_trigger_hurt = 2;
+               }
+               else if (!this.goalcurrent)
+                       action_for_trigger_hurt = 3;
+
+               if (action_for_trigger_hurt)
+               {
+                       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))
+                               action_for_trigger_hurt = 0;
+               }
+
+               if(action_for_trigger_hurt == 1) // jetpack
                {
                        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 + '0 0 1' ))
@@ -647,9 +623,7 @@ void havocbot_movetogoal(entity this)
 
                        return;
                }
-               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())
+               else if(action_for_trigger_hurt == 2) // rocketjump
                {
                        if(this.velocity.z < 0)
                        {
@@ -683,11 +657,10 @@ void havocbot_movetogoal(entity this)
                                }
                        }
                }
-               else
+               else if(action_for_trigger_hurt == 3) // no goal
                {
                        // If there is no goal try to move forward
-                       if(this.goalcurrent==NULL)
-                               CS(this).movement_x = maxspeed;
+                       CS(this).movement_x = maxspeed;
                }
        }
 
@@ -699,8 +672,6 @@ void havocbot_movetogoal(entity this)
                        dir.z = 1;
                else if(this.velocity.z >= 0 && !(this.waterlevel == WATERLEVEL_WETFEET && this.watertype == CONTENT_WATER))
                        PHYS_INPUT_BUTTON_JUMP(this) = true;
-               else
-                       PHYS_INPUT_BUTTON_JUMP(this) = false;
                makevectors(this.v_angle.y * '0 1 0');
                vector v = dir * maxspeed;
                CS(this).movement.x = v * v_forward;
@@ -906,12 +877,13 @@ void havocbot_movetogoal(entity this)
                dir = normalize(diff);
        flatdir = (diff.z == 0) ? dir : normalize(vec2(diff));
 
+       bool danger_detected = false;
+       vector do_break = '0 0 0';
+
        //if (this.bot_dodgevector_time < time)
        {
                //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');
@@ -934,7 +906,6 @@ void havocbot_movetogoal(entity this)
                                }
                                else
                                {
-                                       PHYS_INPUT_BUTTON_JUMP(this) = false;
                                        if (destorg.z > this.origin.z)
                                                dir = flatdir;
                                }
@@ -978,8 +949,7 @@ void havocbot_movetogoal(entity this)
                                )
                                {
                                        PHYS_INPUT_BUTTON_JUMP(this) = true;
-                                       // avoid changing route while bot is jumping a gap
-                                       navigation_goalrating_timeout_extend_if_needed(this, 1.5);
+                                       this.bot_jump_time = time;
                                }
                        }
                        else if (!this.goalstack01 || (this.goalcurrent.wpflags & (WAYPOINTFLAG_TELEPORT | WAYPOINTFLAG_LADDER)))
@@ -1055,13 +1025,19 @@ void havocbot_movetogoal(entity this)
                                                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;
+                                                       this.bot_jump_time = time;
+                                               }
                                                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;
+                                                               this.bot_jump_time = time;
+                                                       }
                                                }
                                        }
                                }
@@ -1095,15 +1071,15 @@ void havocbot_movetogoal(entity this)
                                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;
                        }
 
+                       // 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 : flatdir * 32);
                        vector dst_ahead = this.origin + this.view_ofs + offset;
                        vector dst_down = dst_ahead - '0 0 3000';
@@ -1122,37 +1098,42 @@ void havocbot_movetogoal(entity this)
                                //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;
-                                       else if (s == CONTENT_SKY)
-                                               evadeobstacle = normalize(this.velocity) * -1;
-                                       else if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos))
+                                       if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY)
+                                               danger_detected = true;
+                                       else if (trace_endpos.z < min(this.origin.z + this.mins.z, this.goalcurrent.origin.z) - 100)
+                                               danger_detected = true;
+                                       else
                                        {
-                                               // the traceline check isn't enough but is good as optimization,
-                                               // when not true (most of the time) this tracebox call is avoided
-                                               tracebox(dst_ahead, this.mins, this.maxs, dst_down, true, this);
-                                               if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos))
+                                               s = pointcontents(trace_endpos + '0 0 1');
+                                               if (s != CONTENT_SOLID)
                                                {
-                                                       if (destorg.z > this.origin.z + jumpstepheightvec.z)
+                                                       if (s == CONTENT_LAVA || s == CONTENT_SLIME)
+                                                               danger_detected = true;
+                                                       else if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos))
                                                        {
-                                                               // the goal is probably on an upper platform, assume bot can't get there
-                                                               unreachable = true;
+                                                               // the traceline check isn't enough but is good as optimization,
+                                                               // when not true (most of the time) this tracebox call is avoided
+                                                               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 (destorg.z > this.origin.z + jumpstepheightvec.z)
+                                                                       {
+                                                                               // the goal is probably on an upper platform, assume bot can't get there
+                                                                               unreachable = true;
+                                                                       }
+                                                                       else
+                                                                               danger_detected = true;
+                                                               }
                                                        }
-                                                       else
-                                                               evadelava = normalize(this.velocity) * -1;
                                                }
                                        }
                                }
                        }
 
                        dir = flatdir;
-                       evadeobstacle.z = 0;
-                       evadelava.z = 0;
                        makevectors(this.v_angle.y * '0 1 0');
 
-                       if(evadeobstacle || evadelava || (s == CONTENT_WATER))
+                       if (danger_detected || (s == CONTENT_WATER))
                        {
                                this.aistatus |= AI_STATUS_DANGER_AHEAD;
                                if(IS_PLAYER(this.goalcurrent))
@@ -1167,7 +1148,7 @@ void havocbot_movetogoal(entity this)
                                // 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;
+                                       do_break = normalize(this.velocity) * -1;
                        }
 
                        if(unreachable)
@@ -1182,8 +1163,6 @@ void havocbot_movetogoal(entity this)
                dodge = havocbot_dodge(this);
                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
                if (this.enemy)
                {
                        traceline(this.origin, (this.enemy.absmin + this.enemy.absmax) * 0.5, true, NULL);
@@ -1236,10 +1215,27 @@ void havocbot_movetogoal(entity this)
                        bot_aimdir(this, dir, 0);
        }
 
+       vector evadedanger = '0 0 0';
        if (!ladder_zdir)
        {
                dir *= dodge_enemy_factor;
-               dir = normalize(dir + dodge);
+               if (danger_detected && vdist(this.velocity, >, maxspeed * 0.8) && this.goalcurrent_prev
+                       && this.goalcurrent.classname == "waypoint")
+               {
+                       vector p = this.origin + this.velocity * 0.2;
+                       vector evadedanger = point_line_vec(p, vec2(this.goalcurrent_prev.origin) + eZ * p.z,
+                               vec2(destorg - this.goalcurrent_prev.origin));
+                       if (vdist(evadedanger, >, 20))
+                       {
+                               if (vdist(evadedanger, >, 40))
+                                       do_break = normalize(this.velocity) * -1;
+                               evadedanger = normalize(evadedanger);
+                               evadedanger *= bound(1, 3 - (skill + this.bot_dodgeskill), 3); // Noobs fear dangers a lot and take more distance from them
+                       }
+                       else
+                               evadedanger = '0 0 0';
+               }
+               dir = normalize(dir + dodge + do_break + evadedanger);
        }
 
        makevectors(this.v_angle);
@@ -1255,7 +1251,7 @@ void havocbot_movetogoal(entity this)
                havocbot_keyboard_movement(this, destorg);
 
        // Bunnyhop!
-       if (!bunnyhop_forbidden && skill + this.bot_moveskill >= autocvar_bot_ai_bunnyhop_skilloffset)
+       if (!bunnyhop_forbidden && !evadedanger && !do_break && 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))
@@ -1296,6 +1292,7 @@ void havocbot_chooseenemy(entity this)
                this.enemy = NULL;
                return;
        }
+
        if (this.enemy)
        {
                if (!bot_shouldattack(this, this.enemy))
@@ -1304,26 +1301,21 @@ void havocbot_chooseenemy(entity this)
                        this.enemy = NULL;
                        this.havocbot_chooseenemy_finished = time;
                }
-               else if (this.havocbot_stickenemy)
+               else if (this.havocbot_stickenemy_time && time < this.havocbot_stickenemy_time)
                {
                        // tracking last chosen enemy
-                       // if enemy is visible
-                       // and not really really far away
-                       // and we're not severely injured
-                       // then keep tracking for a half second into the future
-                       traceline(this.origin+this.view_ofs, ( this.enemy.absmin + this.enemy.absmax ) * 0.5,false,NULL);
+                       vector targ_pos = (this.enemy.absmin + this.enemy.absmax) * 0.5;
+                       traceline(this.origin + this.view_ofs, targ_pos, false, NULL);
                        if (trace_ent == this.enemy || trace_fraction == 1)
-                       if (vdist(((this.enemy.absmin + this.enemy.absmax) * 0.5) - this.origin, <, 1000))
-                       if (GetResource(this, RES_HEALTH) > 30)
+                       if (vdist(targ_pos - this.origin, <, 1000))
                        {
                                // remain tracking him for a shot while (case he went after a small corner or pilar
                                this.havocbot_chooseenemy_finished = time + 0.5;
                                return;
                        }
-                       // enemy isn't visible, or is far away, or we're injured severely
-                       // so stop preferring this enemy
-                       // (it will still take a half second until a new one is chosen)
-                       this.havocbot_stickenemy = 0;
+
+                       // stop preferring this enemy
+                       this.havocbot_stickenemy_time = 0;
                }
        }
        if (time < this.havocbot_chooseenemy_finished)
@@ -1331,7 +1323,7 @@ void havocbot_chooseenemy(entity this)
        this.havocbot_chooseenemy_finished = time + autocvar_bot_ai_enemydetectioninterval;
        vector eye = this.origin + this.view_ofs;
        entity best = NULL;
-       float bestrating = 100000000;
+       float bestrating = autocvar_bot_ai_enemydetectionradius ** 2;
 
        // Backup hit flags
        int hf = this.dphitcontentsmask;
@@ -1362,9 +1354,7 @@ LABEL(scan_targets)
 
                        vector v = (it.absmin + it.absmax) * 0.5;
                        float rating = vlen2(v - eye);
-                       if (vdist(v - eye, <, autocvar_bot_ai_enemydetectionradius))
-                       if (bestrating > rating)
-                       if (bot_shouldattack(this, it))
+                       if (rating < bestrating && bot_shouldattack(this, it))
                        {
                                traceline(eye, v, true, this);
                                if (trace_ent == it || trace_fraction >= 1)
@@ -1379,7 +1369,7 @@ LABEL(scan_targets)
                {
                        scan_secondary_targets = true;
                        // restart the loop
-                       bestrating = 100000000;
+                       bestrating = autocvar_bot_ai_enemydetectionradius ** 2;
                        goto scan_targets;
                }
 
@@ -1400,9 +1390,9 @@ LABEL(scan_targets)
        this.dphitcontentsmask = hf;
 
        this.enemy = best;
-       this.havocbot_stickenemy = true;
+       this.havocbot_stickenemy_time = time + autocvar_bot_ai_enemydetectioninterval_stickingtoenemy;
        if(best && best.classname == "misc_breakablemodel")
-               this.havocbot_stickenemy = false;
+               this.havocbot_stickenemy_time = 0;
 }
 
 float havocbot_chooseweapon_checkreload(entity this, .entity weaponentity, int new_weapon)