#include <common/t_items.qh>
-#include <common/items/all.qh>
+#include <common/items/_mod.qh>
#include <common/constants.qh>
+#include <common/net_linked.qh>
#include <common/triggers/trigger/jumppads.qh>
.float speed;
{
if (walkfromwp)
{
- if (tracewalk(ent, v, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), org, bot_navigation_movemode))
+ if (tracewalk(ent, v, STAT(PL_MIN, ent), STAT(PL_MAX, ent), org, bot_navigation_movemode))
return true;
}
else
{
- if (tracewalk(ent, org, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), v, bot_navigation_movemode))
+ if (tracewalk(ent, org, STAT(PL_MIN, ent), STAT(PL_MAX, ent), v, bot_navigation_movemode))
return true;
}
}
});
vector org = ent.origin + 0.5 * (ent.mins + ent.maxs);
- org.z = ent.origin.z + ent.mins.z - STAT(PL_MIN, NULL).z; // player height
+ org.z = ent.origin.z + ent.mins.z - STAT(PL_MIN, ent).z; // player height
// TODO possibly make other code have the same support for bboxes
if(ent.tag_entity)
org = org + ent.tag_entity.origin;
{
vector pointa, pointb;
- LOG_DEBUG("jetpack ai: evaluating path for ", e.classname, "\n");
+ LOG_DEBUG("jetpack ai: evaluating path for ", e.classname);
// Point A
traceline(this.origin, this.origin + '0 0 65535', MOVE_NORMAL, this);
if(trace_fraction==1)
{
- LOG_DEBUG("jetpack ai: can bridge these two points\n");
+ LOG_DEBUG("jetpack ai: can bridge these two points");
// Lower the altitude of these points as much as possible
float zdistance, xydistance, cost, t, fuel;
vector down, npa, npb;
- down = '0 0 -1' * (STAT(PL_MAX, NULL).z - STAT(PL_MIN, NULL).z) * 10;
+ down = '0 0 -1' * (STAT(PL_MAX, this).z - STAT(PL_MIN, this).z) * 10;
do{
npa = pointa + down;
t += xydistance / autocvar_g_jetpack_maxspeed_side;
fuel = t * autocvar_g_jetpack_fuel * 0.8;
- LOG_DEBUG(strcat("jetpack ai: required fuel ", ftos(fuel), " this.ammo_fuel ", ftos(this.ammo_fuel), "\n"));
+ LOG_DEBUG("jetpack ai: required fuel ", ftos(fuel), " this.ammo_fuel ", ftos(this.ammo_fuel));
// enough fuel ?
if(this.ammo_fuel>fuel)
if (navigation_bestrating < f)
{
- LOG_DEBUG(strcat("jetpack path: added goal ", e.classname, " (with rating ", ftos(f), ")\n"));
+ LOG_DEBUG("jetpack path: added goal ", e.classname, " (with rating ", ftos(f), ")");
navigation_bestrating = f;
navigation_bestgoal = e;
this.navigation_jetpack_goal = e;
e.nearestwaypoint = nwp;
else
{
- LOG_DEBUG(strcat("FAILED to find a nearest waypoint to '", e.classname, "' #", etos(e), "\n"));
+ LOG_DEBUG("FAILED to find a nearest waypoint to '", e.classname, "' #", etos(e));
if(e.flags & FL_ITEM)
e.blacklisted = true;
if(e.blacklisted)
{
- LOG_DEBUG(strcat("The entity '", e.classname, "' is going to be excluded from path finding during this match\n"));
+ LOG_DEBUG("The entity '", e.classname, "' is going to be excluded from path finding during this match");
return;
}
}
nwp = e.nearestwaypoint;
}
- LOG_DEBUG(strcat("-- checking ", e.classname, " (with cost ", ftos(nwp.wpcost), ")\n"));
+ LOG_DEBUG("-- checking ", e.classname, " (with cost ", ftos(nwp.wpcost), ")");
if (nwp)
if (nwp.wpcost < 10000000)
{
//te_wizspike(nwp.wpnearestpoint);
- LOG_DEBUG(strcat(e.classname, " ", ftos(f), "/(1+", ftos((nwp.wpcost + vlen(e.origin - nwp.wpnearestpoint))), "/", ftos(rangebias), ") = "));
+ LOG_DEBUG(e.classname, " ", ftos(f), "/(1+", ftos((nwp.wpcost + vlen(e.origin - nwp.wpnearestpoint))), "/", ftos(rangebias), ") = ");
f = f * rangebias / (rangebias + (nwp.wpcost + vlen(o - nwp.wpnearestpoint)));
- LOG_DEBUG(strcat("considering ", e.classname, " (with rating ", ftos(f), ")\n"));
+ LOG_DEBUG("considering ", e.classname, " (with rating ", ftos(f), ")");
if (navigation_bestrating < f)
{
- LOG_DEBUG(strcat("ground path: added goal ", e.classname, " (with rating ", ftos(f), ")\n"));
+ LOG_DEBUG("ground path: added goal ", e.classname, " (with rating ", ftos(f), ")");
navigation_bestrating = f;
navigation_bestgoal = e;
}
return true;
// if it can reach the goal there is nothing more to do
- if (tracewalk(this, startposition, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), (e.absmin + e.absmax) * 0.5, bot_navigation_movemode))
+ if (tracewalk(this, startposition, STAT(PL_MIN, this), STAT(PL_MAX, this), (e.absmin + e.absmax) * 0.5, bot_navigation_movemode))
return true;
// see if there are waypoints describing a path to the item
}
// If for some reason the bot is closer to the next goal, pop the current one
- if(this.goalstack01)
+ if(this.goalstack01 && !wasfreed(this.goalstack01))
if(vlen2(this.goalcurrent.origin - this.origin) > vlen2(this.goalstack01.origin - this.origin))
if(checkpvs(this.origin + this.view_ofs, this.goalstack01))
if(tracewalk(this, this.origin, this.mins, this.maxs, (this.goalstack01.absmin + this.goalstack01.absmax) * 0.5, bot_navigation_movemode))
{
- LOG_DEBUG(strcat("path optimized for ", this.netname, ", removed a goal from the queue\n"));
+ LOG_DEBUG("path optimized for ", this.netname, ", removed a goal from the queue");
navigation_poproute(this);
// TODO this may also be a nice idea to do "early" (e.g. by
// manipulating the vlen() comparisons) to shorten paths in
}
// HACK: remove players/bots as goals, they can lead a bot to unexpected places (cliffs, lava, etc)
- // TODO: rate waypoints near the targetted player at that moment, instead of the player itthis
+ // TODO: rate waypoints near the targetted player at that moment, instead of the player itself
if(IS_PLAYER(this.goalcurrent))
navigation_poproute(this);
return;
navigation_routetogoal(this, navigation_bestgoal, this.origin);
- LOG_DEBUG(strcat("best goal ", this.goalcurrent.classname , "\n"));
+ LOG_DEBUG("best goal ", this.goalcurrent.classname);
// If the bot got stuck then try to reach the farthest waypoint
if (!this.navigation_hasgoals)
{
if (!(this.aistatus & AI_STATUS_STUCK))
{
- LOG_DEBUG(strcat(this.netname, " cannot walk to any goal\n"));
+ LOG_DEBUG(this.netname, " cannot walk to any goal");
this.aistatus |= AI_STATUS_STUCK;
}
danger = 0;
m1 = it.mins;
m2 = it.maxs;
- FOREACH_ENTITY_FLOAT(bot_dodge, true,
+ IL_EACH(g_bot_dodge, it.bot_dodge,
{
v = it.origin;
v.x = bound(m1_x, v.x, m2_x);
if (!bot_waypoint_queue_owner)
{
- LOG_DEBUG(strcat(this.netname, " sutck, taking over the waypoints queue\n"));
+ LOG_DEBUG(this.netname, " stuck, taking over the waypoints queue");
bot_waypoint_queue_owner = this;
bot_waypoint_queue_bestgoal = NULL;
bot_waypoint_queue_bestgoalrating = 0;
if (bot_waypoint_queue_goal)
{
// evaluate the next goal on the queue
- float d = vlen(this.origin - bot_waypoint_queue_goal.origin);
- LOG_DEBUG(strcat(this.netname, " evaluating ", bot_waypoint_queue_goal.classname, " with distance ", ftos(d), "\n"));
- if(tracewalk(bot_waypoint_queue_goal, this.origin, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), bot_waypoint_queue_goal.origin, bot_navigation_movemode))
+ float d = vlen2(this.origin - bot_waypoint_queue_goal.origin);
+ LOG_DEBUG(this.netname, " evaluating ", bot_waypoint_queue_goal.classname, " with distance ", ftos(d));
+ if(tracewalk(bot_waypoint_queue_goal, this.origin, STAT(PL_MIN, this), STAT(PL_MAX, this), bot_waypoint_queue_goal.origin, bot_navigation_movemode))
{
if( d > bot_waypoint_queue_bestgoalrating)
{
{
if (bot_waypoint_queue_bestgoal)
{
- LOG_DEBUG(strcat(this.netname, " stuck, reachable waypoint found, heading to it\n"));
+ LOG_DEBUG(this.netname, " stuck, reachable waypoint found, heading to it");
navigation_routetogoal(this, bot_waypoint_queue_bestgoal, this.origin);
this.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
this.aistatus &= ~AI_STATUS_STUCK;
}
else
{
- LOG_DEBUG(strcat(this.netname, " stuck, cannot walk to any waypoint at all\n"));
+ LOG_DEBUG(this.netname, " stuck, cannot walk to any waypoint at all");
}
bot_waypoint_queue_owner = NULL;
return;
// build a new queue
- LOG_DEBUG(strcat(this.netname, " stuck, scanning reachable waypoints within ", ftos(search_radius)," qu\n"));
+ LOG_DEBUG(this.netname, " stuck, scanning reachable waypoints within ", ftos(search_radius)," qu");
entity first = NULL;
bot_waypoint_queue_goal = first;
else
{
- LOG_DEBUG(strcat(this.netname, " stuck, cannot walk to any waypoint at all\n"));
+ LOG_DEBUG(this.netname, " stuck, cannot walk to any waypoint at all");
bot_waypoint_queue_owner = NULL;
}
}