void havocbot_goalrating_items(float ratingscale, vector org, float sradius)
{
- local entity head;
- local entity player;
- local float rating, d, discard, distance, friend_distance, enemy_distance;
+ entity head;
+ entity player;
+ float rating, d, discard, distance, friend_distance, enemy_distance;
vector o;
ratingscale = ratingscale * 0.0001; // items are rated around 10000 already
head = findchainfloat(bot_pickup, TRUE);
if( head.armorvalue && player.armorvalue > self.armorvalue)
continue;
- if( head.weapons )
- if( (player.weapons & head.weapons) != head.weapons)
+ if( !WEPSET_EMPTY_E(head) )
+ if( !WEPSET_CONTAINS_ALL_EE(player, head) )
continue;
if (head.ammo_shells && player.ammo_shells > self.ammo_shells)
navigation_routerating(head, rating * ratingscale, 2000);
head = head.chain;
}
-};
+}
void havocbot_goalrating_controlpoints(float ratingscale, vector org, float sradius)
{
- local entity head;
+ entity head;
head = findchain(classname, "dom_controlpoint");
while (head)
{
}
head = head.chain;
}
-};
+}
void havocbot_goalrating_enemyplayers(float ratingscale, vector org, float sradius)
{
- local entity head;
- local float t, noteam, distance;
+ entity head;
+ float t, noteam, distance;
noteam = ((self.team == 0) || !teamplay); // fteqcc sucks
if (autocvar_bot_nofire)
FOR_EACH_PLAYER(head)
{
// TODO: Merge this logic with the bot_shouldattack function
- if (self != head)
- if (head.health > 0)
- if ((noteam && (!bot_ignore_bots || clienttype(head) == CLIENTTYPE_REAL)) || head.team != self.team)
+ if(bot_shouldattack(head))
{
distance = vlen(head.origin - org);
if (distance < 100 || distance > sradius)
continue;
- if (head.freezetag_frozen)
- continue;
-
- if(g_minstagib)
- if(head.items & IT_STRENGTH)
- continue;
-
// rate only visible enemies
/*
traceline(self.origin + self.view_ofs, head.origin, MOVE_NOMONSTERS, self);
navigation_routerating(head, t * ratingscale, 2000);
}
}
-};
+}
// choose a role according to the situation
-void() havocbot_role_dm;
-
-//DOM:
-//go to best items, or control points you don't own
-void havocbot_role_dom()
-{
- if(self.deadflag != DEAD_NO)
- return;
-
- if (self.bot_strategytime < time)
- {
- self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
- navigation_goalrating_start();
- havocbot_goalrating_controlpoints(10000, self.origin, 15000);
- havocbot_goalrating_items(8000, self.origin, 8000);
- //havocbot_goalrating_enemyplayers(3000, self.origin, 2000);
- //havocbot_goalrating_waypoints(1, self.origin, 1000);
- navigation_goalrating_end();
- }
-};
+void havocbot_role_dm();
//DM:
//go to best items
//havocbot_goalrating_waypoints(1, self.origin, 1000);
navigation_goalrating_end();
}
-};
+}
//Race:
//go to next checkpoint, and annoy enemies
navigation_goalrating_end();
}
-};
+}
void havocbot_chooserole_dm()
{
self.havocbot_role = havocbot_role_dm;
-};
+}
void havocbot_chooserole_race()
{
self.havocbot_role = havocbot_role_race;
-};
-
-void havocbot_chooserole_dom()
-{
- self.havocbot_role = havocbot_role_dom;
-};
+}
void havocbot_chooserole()
{
dprint("choosing a role...\n");
self.bot_strategytime = 0;
- if (g_ctf)
- havocbot_chooserole_ctf();
- else if (g_domination)
- havocbot_chooserole_dom();
+ if (MUTATOR_CALLHOOK(HavocBot_ChooseRule))
+ return;
else if (g_keyhunt)
havocbot_chooserole_kh();
else if (g_race || g_cts)
havocbot_chooserole_race();
else if (g_onslaught)
havocbot_chooserole_ons();
- else if (g_keepaway)
- havocbot_chooserole_ka();
- else if (g_freezetag)
- havocbot_chooserole_ft();
- else if (g_assault)
- havocbot_chooserole_ast();
else // assume anything else is deathmatch
havocbot_chooserole_dm();
-};
+}