#include "../bot.qh"
#include "../navigation.qh"
-.float bot_ratingscale;
-.float bot_ratingscale_time;
-.float max_armorvalue;
-.float havocbot_role_timeout;
-
-.void(entity this) havocbot_previous_role;
-.void(entity this) havocbot_role;
-
void havocbot_goalrating_waypoints(entity this, float ratingscale, vector org, float sradius)
{
// rate waypoints only if there's no alternative goal
void havocbot_goalrating_items(entity this, float ratingscale, vector org, float sradius)
{
- float rating;
- vector o;
ratingscale = ratingscale * 0.0001;
IL_EACH(g_items, it.bot_pickup,
it.bot_pickup_respawning = true;
}
- o = (it.absmin + it.absmax) * 0.5;
+ vector o = (it.absmin + it.absmax) * 0.5;
if(vdist(o - org, >, sradius) || (it == this.ignoregoal && time < this.ignoregoaltime) )
continue;
it.bot_ratingscale_time = time;
it.bot_ratingscale = ratingscale;
- rating = it.bot_pickupevalfunc(this, it);
+ float rating = it.bot_pickupevalfunc(this, it);
if(rating > 0)
navigation_routerating(this, it, rating * ratingscale, 2000);
});
}
-#define BOT_RATING_ENEMY 2500
void havocbot_goalrating_enemyplayers(entity this, float ratingscale, vector org, float sradius)
{
if (autocvar_bot_nofire)
return;
// don't chase players if we're under water
- if(this.waterlevel>WATERLEVEL_WETFEET)
+ if(this.waterlevel > WATERLEVEL_WETFEET)
return;
ratingscale = ratingscale * 0.0001;
- float t;
FOREACH_CLIENT(IS_PLAYER(it) && bot_shouldattack(this, it), {
// TODO: Merge this logic with the bot_shouldattack function
if(vdist(it.origin - org, <, 100) || vdist(it.origin - org, >, sradius))
continue;
*/
- t = ((GetResource(this, RES_HEALTH) + GetResource(this, RES_ARMOR)) - (GetResource(it, RES_HEALTH) + GetResource(it, RES_ARMOR))) / 150;
+ float t = ((GetResource(this, RES_HEALTH) + GetResource(this, RES_ARMOR)) - (GetResource(it, RES_HEALTH) + GetResource(it, RES_ARMOR))) / 150;
t = bound(0, 1 + t, 3);
if (skill > 3)
{