#include "roles.qh"
+#include <server/defs.qh>
+#include <server/miscfunctions.qh>
+#include <server/items.qh>
#include "havocbot.qh"
#include "../cvars.qh"
.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
+ if(navigation_bestgoal)
+ return;
+
+ float f;
+ float range = 500;
+ sradius = max(range, (0.5 + random() * 0.5) * sradius);
+ while(sradius > 100)
+ {
+ IL_EACH(g_waypoints, vdist(it.origin - org, <, sradius)
+ && vdist(it.origin - org, >, max(100, sradius - range))
+ && !(it.wpflags & WAYPOINTFLAG_TELEPORT),
+ {
+ if(vdist(it.origin - this.wp_goal_prev0.origin, <, range * 1.5))
+ f = 0.1;
+ else if(vdist(it.origin - this.wp_goal_prev1.origin, <, range * 1.5))
+ f = 0.1;
+ else
+ f = 0.5 + random() * 0.5;
+ navigation_routerating(this, it, ratingscale * f, 2000);
+ });
+ if(navigation_bestgoal)
+ break;
+ sradius -= range;
+ }
+};
+
void havocbot_goalrating_items(entity this, float ratingscale, vector org, float sradius)
{
- float rating, d, discard, friend_distance, enemy_distance;
+ float rating, discard, friend_distance, enemy_distance;
vector o;
ratingscale = ratingscale * 0.0001; // items are rated around 10000 already
if(!it.solid)
{
+ if(!autocvar_bot_ai_timeitems)
+ continue;
if(!it.scheduledrespawntime)
continue;
- if(it.respawntime < 30 || (it.respawntimejitter && !it.itemdef.instanceOfPowerup))
+ if(it.respawntime < max(11, autocvar_bot_ai_timeitems_minrespawndelay))
+ continue;
+ if(it.respawntimejitter && !it.itemdef.instanceOfPowerup)
continue;
float t = 0;
continue;
// Check if the item can be picked up safely
- if(it.classname == "droppedweapon")
+ if(Item_IsLoot(it))
{
+ if(!IS_ONGROUND(it))
+ continue;
traceline(o, o + '0 0 -1500', true, NULL);
- d = pointcontents(trace_endpos + '0 0 1');
- if(d == CONTENT_WATER || d == CONTENT_SLIME || d == CONTENT_LAVA)
+ if(Mod_Q1BSP_SuperContentsFromNativeContents(pointcontents(trace_endpos + '0 0 1')) & DPCONTENTS_LIQUIDSMASK)
continue;
// this tracebox_hits_trigger_hurt call isn't needed:
// dropped weapons are removed as soon as they fall on a trigger_hurt
else
{
// Ignore items under water
- traceline(it.origin + it.maxs, it.origin + it.maxs, MOVE_NORMAL, it);
- if(trace_dpstartcontents & DPCONTENTS_LIQUIDSMASK)
+ // TODO: can't .waterlevel be used here?
+ if(Mod_Q1BSP_SuperContentsFromNativeContents(pointcontents(it.origin + ((it.mins + it.maxs) * 0.5))) & DPCONTENTS_LIQUIDSMASK)
continue;
}
entity picker = it;
FOREACH_CLIENT(IS_PLAYER(it) && it != this && !IS_DEAD(it),
{
- d = vlen(it.origin - o); // distance between player and item
-
if ( it.team == this.team )
{
if ( !IS_REAL_CLIENT(it) || discard )
continue;
- if( d > friend_distance)
+ if( vdist(it.origin - o, >, friend_distance) )
continue;
- friend_distance = d;
+ friend_distance = vlen(it.origin - o); // distance between player and item
discard = true;
if (picker.health && it.health > this.health) continue;
{
// If enemy only track distances
// TODO: track only if visible ?
- if( d < enemy_distance )
- enemy_distance = d;
+ if( vdist(it.origin - o, <, enemy_distance) )
+ enemy_distance = vlen(it.origin - o); // distance between player and item
}
});
ratingscale = ratingscale * 0.00005; // enemies are rated around 20000 already
- int t;
-
- FOREACH_CLIENT(IS_PLAYER(it) && bot_shouldattack(this, it), LAMBDA(
+ 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;
continue;
*/
- if((it.flags & FL_INWATER) || (it.flags & FL_PARTIALGROUND))
- continue;
-
- // not falling
- if(!IS_ONGROUND(it))
- {
- traceline(it.origin, it.origin + '0 0 -1500', true, NULL);
- t = pointcontents(trace_endpos + '0 0 1');
- if(t != CONTENT_SOLID )
- if(t == CONTENT_WATER || t == CONTENT_SLIME || t == CONTENT_LAVA)
- continue;
- if(tracebox_hits_trigger_hurt(it.origin, it.mins, it.maxs, trace_endpos))
- continue;
- }
-
- // TODO: rate waypoints near the targeted player at that moment, instead of the player itself
- // adding a player as a goal seems to be quite dangerous, especially on space maps
- // remove hack in navigation_poptouchedgoals() after performing this change
-
t = ((this.health + this.armorvalue) - (it.health + it.armorvalue)) / 150;
t = bound(0, 1 + t, 3);
if (skill > 3)
ratingscale *= t;
if (ratingscale > 0)
navigation_routerating(this, it, ratingscale * BOT_RATING_ENEMY, 2000);
- ));
+ });
}
// legacy bot role for standard gamemodes
navigation_goalrating_start(this);
havocbot_goalrating_items(this, 10000, this.origin, 10000);
havocbot_goalrating_enemyplayers(this, 20000, this.origin, 10000);
- //havocbot_goalrating_waypoints(1, this.origin, 1000);
+ havocbot_goalrating_waypoints(this, 1, this.origin, 3000);
navigation_goalrating_end(this);
+
+ if(IS_PLAYER(this.goalentity))
+ this.bot_strategytime = time + min(2, autocvar_bot_ai_strategyinterval);
}
}