#include "roles.qh"
+#include <server/defs.qh>
+#include <server/miscfunctions.qh>
+#include <server/items.qh>
#include "havocbot.qh"
#include "../cvars.qh"
#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_items(entity this, float ratingscale, vector org, float sradius)
+void havocbot_goalrating_waypoints(entity this, float ratingscale, vector org, float sradius)
{
- float rating, d, discard, friend_distance, enemy_distance;
- vector o;
- ratingscale = ratingscale * 0.0001; // items are rated around 10000 already
+ // rate waypoints only if there's no alternative goal
+ if(navigation_bestgoal)
+ return;
- IL_EACH(g_items, it.bot_pickup,
+ float f;
+ float range = 500;
+ sradius = max(range, (0.5 + random() * 0.5) * sradius);
+ while(sradius > 100)
{
- o = (it.absmin + it.absmax) * 0.5;
- friend_distance = 10000; enemy_distance = 10000;
- rating = 0;
+ 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;
+ }
+};
- if(!it.solid || vdist(o - org, >, sradius) || (it == this.ignoregoal && time < this.ignoregoaltime) )
- continue;
+bool havocbot_goalrating_item_can_be_left_to_teammate(entity this, entity player, entity item)
+{
+ if (item.health && player.health <= this.health) {return true;}
+ if (item.armorvalue && player.armorvalue <= this.armorvalue) {return true;}
+ if (item.weapons && !(player.weapons & item.weapons)) {return true;}
+ if (item.ammo_shells && player.ammo_shells <= this.ammo_shells) {return true;}
+ if (item.ammo_nails && player.ammo_nails <= this.ammo_nails) {return true;}
+ if (item.ammo_rockets && player.ammo_rockets <= this.ammo_rockets) {return true;}
+ if (item.ammo_cells && player.ammo_cells <= this.ammo_cells) {return true;}
+ if (item.ammo_plasma && player.ammo_plasma <= this.ammo_plasma) {return true;}
+ if (item.itemdef.instanceOfPowerup) {return true;}
+
+ return false;
+};
+
+bool havocbot_goalrating_item_pickable_check_players(entity this, vector org, entity item, vector item_org)
+{
+ if(!teamplay)
+ return true;
- // Check if the item can be picked up safely
- if(it.classname == "droppedweapon")
+ // actually these variables hold the squared distances in order to optimize code
+ float friend_distance = FLOAT_MAX;
+ float enemy_distance = FLOAT_MAX;
+ float dist;
+
+ FOREACH_CLIENT(IS_PLAYER(it) && it != this && !IS_DEAD(it),
+ {
+ if (it.team == this.team)
{
- traceline(o, o + '0 0 -1500', true, NULL);
+ if (!IS_REAL_CLIENT(it))
+ continue;
- d = pointcontents(trace_endpos + '0 0 1');
- if(d == CONTENT_WATER || d == CONTENT_SLIME || d == CONTENT_LAVA)
+ dist = vlen2(it.origin - item_org);
+ if(dist > friend_distance)
continue;
- if(tracebox_hits_trigger_hurt(it.origin, it.mins, it.maxs, trace_endpos))
+
+ if(havocbot_goalrating_item_can_be_left_to_teammate(this, it, item))
+ {
+ friend_distance = dist;
continue;
+ }
}
else
{
- // Ignore items under water
- traceline(it.origin + it.maxs, it.origin + it.maxs, MOVE_NORMAL, it);
- if(trace_dpstartcontents & DPCONTENTS_LIQUIDSMASK)
- continue;
+ // If enemy only track distances
+ // TODO: track only if visible ?
+ dist = vlen2(it.origin - item_org);
+ if(dist < enemy_distance)
+ enemy_distance = dist;
}
+ });
- if(teamplay)
- {
- discard = false;
-
- 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)
- continue;
-
- friend_distance = d;
-
- discard = true;
-
- if( picker.health && it.health > this.health )
- continue;
-
- if( picker.armorvalue && it.armorvalue > this.armorvalue)
- continue;
+ // Rate the item only if no one needs it, or if an enemy is closer to it
+ dist = vlen2(item_org - org);
+ if ((enemy_distance < friend_distance && dist < enemy_distance) ||
+ (friend_distance > autocvar_bot_ai_friends_aware_pickup_radius ** 2) ||
+ (dist < friend_distance && dist < 200 ** 2))
+ return true;
+ return false;
+};
- if( picker.weapons )
- if( picker.weapons & ~it.weapons )
- continue;
+void havocbot_goalrating_items(entity this, float ratingscale, vector org, float sradius)
+{
+ float rating;
+ vector o;
+ ratingscale = ratingscale * 0.0001; // items are rated around 10000 already
- if (picker.ammo_shells && it.ammo_shells > this.ammo_shells)
- continue;
+ IL_EACH(g_items, it.bot_pickup,
+ {
+ // ignore if bot already rated this item with a higher ratingscale
+ // NOTE: this code assumes each bot rates items in a different frame
+ if(it.bot_ratingscale_time == time && ratingscale < it.bot_ratingscale)
+ continue;
+ it.bot_ratingscale_time = time;
+ it.bot_ratingscale = ratingscale;
- if (picker.ammo_nails && it.ammo_nails > this.ammo_nails)
- continue;
+ if(!it.solid)
+ {
+ if(!autocvar_bot_ai_timeitems)
+ continue;
+ if(!it.scheduledrespawntime)
+ continue;
+ if(it.respawntime < max(11, autocvar_bot_ai_timeitems_minrespawndelay))
+ continue;
+ if(it.respawntimejitter && !it.itemdef.instanceOfPowerup)
+ continue;
- if (picker.ammo_rockets && it.ammo_rockets > this.ammo_rockets)
- continue;
+ float t = 0;
+ if(it.itemdef.instanceOfPowerup)
+ t = bound(0, skill / 10, 1) * 6;
+ else if(skill >= 9)
+ t = 4;
- if (picker.ammo_cells && it.ammo_cells > this.ammo_cells)
- continue;
+ if(time < it.scheduledrespawntime - t)
+ continue;
- if (picker.ammo_plasma && it.ammo_plasma > this.ammo_plasma)
- continue;
+ it.bot_pickup_respawning = true;
+ }
+ o = (it.absmin + it.absmax) * 0.5;
+ if(vdist(o - org, >, sradius) || (it == this.ignoregoal && time < this.ignoregoaltime) )
+ continue;
- discard = false;
- }
- else
- {
- // If enemy only track distances
- // TODO: track only if visible ?
- if( d < enemy_distance )
- enemy_distance = d;
- }
- });
+ // Check if the item can be picked up safely
+ if(Item_IsLoot(it))
+ {
+ if(!IS_ONGROUND(it))
+ continue;
+ traceline(o, o + '0 0 -1500', true, NULL);
- // Rate the item only if no one needs it, or if an enemy is closer to it
- if ( (enemy_distance < friend_distance && vdist(o - org, <, enemy_distance)) ||
- (friend_distance > autocvar_bot_ai_friends_aware_pickup_radius ) || !discard )
- rating = it.bot_pickupevalfunc(this, it);
+ if(IN_LAVA(trace_endpos + '0 0 1'))
+ continue;
+ // this tracebox_hits_trigger_hurt call isn't needed:
+ // dropped weapons are removed as soon as they fall on a trigger_hurt
+ // and can't be rated while they are in the air
+ //if(tracebox_hits_trigger_hurt(it.origin, it.mins, it.maxs, trace_endpos))
+ // continue;
}
else
- rating = it.bot_pickupevalfunc(this, it);
+ {
+ if(IN_LAVA(it.origin + (it.mins + it.maxs) * 0.5))
+ continue;
+ }
+
+ if(!havocbot_goalrating_item_pickable_check_players(this, org, it, o))
+ continue;
+ 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)
if(this.waterlevel>WATERLEVEL_WETFEET)
return;
- int t;
+ ratingscale = ratingscale * 0.00005; // enemies are rated around 20000 already
- 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;
+ if(vdist(vec2(it.velocity), >, autocvar_sv_maxspeed * 2))
+ continue;
// rate only visible enemies
/*
continue;
*/
- if((it.flags & FL_INWATER) || (it.flags & FL_PARTIALGROUND))
- continue;
-
- // not falling
- if(!IS_ONGROUND(it))
+ t = ((this.health + this.armorvalue) - (it.health + it.armorvalue)) / 150;
+ t = bound(0, 1 + t, 3);
+ if (skill > 3)
{
- 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;
+ if (time < this.strength_finished - 1) t += 0.5;
+ if (time < it.strength_finished - 1) t -= 0.5;
+ if (time < this.invincible_finished - 1) t += 0.2;
+ if (time < it.invincible_finished - 1) t -= 0.4;
}
-
- // 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 );
- navigation_routerating(this, it, t * ratingscale, 2000);
- ));
+ t += max(0, 8 - skill) * 0.05; // less skilled bots attack more mindlessly
+ ratingscale *= t;
+ if (ratingscale > 0)
+ navigation_routerating(this, it, ratingscale * BOT_RATING_ENEMY, 2000);
+ });
}
// legacy bot role for standard gamemodes
if(IS_DEAD(this))
return;
- if (this.bot_strategytime < time)
+ if (navigation_goalrating_timeout(this))
{
- this.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
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);
+
+ navigation_goalrating_timeout_set(this);
}
}
void havocbot_chooserole(entity this)
{
LOG_TRACE("choosing a role...");
- this.bot_strategytime = 0;
+ navigation_goalrating_timeout_force(this);
if(!MUTATOR_CALLHOOK(HavocBot_ChooseRole, this))
havocbot_chooserole_generic(this);
}