X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fserver%2Fbot%2Fdefault%2Fhavocbot%2Fhavocbot.qc;h=788ee1bc6e17917dee0478cdc85bb1bfdc07d2c3;hp=0c47f608b04a4258414df82b419ab2c0dba09854;hb=5aab6120acfc624751d20a695d1b911b3e919831;hpb=8809a99a023e7db7d18c10b20269eb1e2af098bf diff --git a/qcsrc/server/bot/default/havocbot/havocbot.qc b/qcsrc/server/bot/default/havocbot/havocbot.qc index 0c47f608b0..788ee1bc6e 100644 --- a/qcsrc/server/bot/default/havocbot/havocbot.qc +++ b/qcsrc/server/bot/default/havocbot/havocbot.qc @@ -18,8 +18,8 @@ #include #include -#include -#include +#include +#include #include @@ -33,8 +33,7 @@ void havocbot_ai(entity this) if(bot_execute_commands(this)) return; - if (bot_strategytoken == this) - if (!bot_strategytoken_taken) + if (bot_strategytoken == this && !bot_strategytoken_taken) { if(this.havocbot_blockhead) { @@ -85,7 +84,11 @@ void havocbot_ai(entity this) } if(IS_DEAD(this) || STAT(FROZEN, this)) + { + if (this.goalcurrent) + navigation_clearroute(this); return; + } havocbot_chooseenemy(this); @@ -101,12 +104,15 @@ void havocbot_ai(entity this) } havocbot_aim(this); lag_update(this); + + this.bot_aimdir_executed = false; + if (this.bot_aimtarg) { this.aistatus |= AI_STATUS_ATTACKING; this.aistatus &= ~AI_STATUS_ROAMING; - if(this.weapons) + if(STAT(WEAPONS, this)) { if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(this)) { @@ -137,48 +143,17 @@ void havocbot_ai(entity this) { this.aistatus |= AI_STATUS_ROAMING; this.aistatus &= ~AI_STATUS_ATTACKING; - - vector v = '0 0 0', now, next; - float aimdistance,skillblend,distanceblend,blend; - - SET_DESTCOORDS(this.goalcurrent, this.origin, v); - if(this.goalcurrent.wpisbox) - { - // avoid a glitch when bot is teleported but teleport waypoint isn't removed yet - if(this.goalstack02 && this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT - && this.lastteleporttime > 0 && time - this.lastteleporttime < 0.15) - v = (this.goalstack02.absmin + this.goalstack02.absmax) * 0.5; - // aim to teleport origin if bot is inside teleport waypoint but hasn't touched the real teleport yet - else if(boxesoverlap(this.goalcurrent.absmin, this.goalcurrent.absmax, this.origin, this.origin)) - v = this.goalcurrent.origin; - } - next = now = v - (this.origin + this.view_ofs); - aimdistance = vlen(now); - - //dprint(this.goalstack01.classname,etos(this.goalstack01),"\n"); - if( - this.goalstack01 != this && this.goalstack01 && !wasfreed(this.goalstack01) && ((this.aistatus & AI_STATUS_RUNNING) == 0) && - !(this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT) - ) - next = ((this.goalstack01.absmin + this.goalstack01.absmax) * 0.5) - (this.origin + this.view_ofs); - - skillblend=bound(0,(skill+this.bot_moveskill-2.5)*0.5,1); //lower skill player can't preturn - distanceblend=bound(0,aimdistance/autocvar_bot_ai_keyboard_distance,1); - blend = skillblend * (1-distanceblend); - //v = (now * (distanceblend) + next * (1-distanceblend)) * (skillblend) + now * (1-skillblend); - //v = now * (distanceblend) * (skillblend) + next * (1-distanceblend) * (skillblend) + now * (1-skillblend); - //v = now * ((1-skillblend) + (distanceblend) * (skillblend)) + next * (1-distanceblend) * (skillblend); - v = now + blend * (next - now); - //dprint(etos(this), " "); - //dprint(vtos(now), ":", vtos(next), "=", vtos(v), " (blend ", ftos(blend), ")\n"); - //v = now * (distanceblend) + next * (1-distanceblend); - if (this.waterlevel < WATERLEVEL_SWIMMING) - v.z = 0; - //dprint("walk at:", vtos(v), "\n"); - //te_lightning2(NULL, this.origin, this.goalcurrent.origin); - bot_aimdir(this, v, -1); } + havocbot_movetogoal(this); + if (!this.bot_aimdir_executed && this.goalcurrent) + { + // Heading + vector dir = get_closer_dest(this.goalcurrent, this.origin); + dir -= this.origin + this.view_ofs; + dir.z = 0; + bot_aimdir(this, dir, -1); + } // if the bot is not attacking, consider reloading weapons if (!(this.aistatus & AI_STATUS_ATTACKING)) @@ -201,7 +176,7 @@ void havocbot_ai(entity this) if(this.(weaponentity).clip_load >= 0) // only if we're not reloading a weapon already { FOREACH(Weapons, it != WEP_Null, { - if((this.weapons & (it.m_wepset)) && (it.spawnflags & WEP_FLAG_RELOADABLE) && (this.(weaponentity).weapon_load[it.m_id] < it.reloading_ammo)) + if((STAT(WEAPONS, this) & (it.m_wepset)) && (it.spawnflags & WEP_FLAG_RELOADABLE) && (this.(weaponentity).weapon_load[it.m_id] < it.reloading_ammo)) { this.(weaponentity).m_switchweapon = it; break; @@ -286,7 +261,6 @@ void havocbot_bunnyhop(entity this, vector dir) float bunnyhopdistance; vector deviation; float maxspeed; - vector gco = '0 0 0', gno; // Don't jump when attacking if(this.aistatus & AI_STATUS_ATTACKING) @@ -319,7 +293,7 @@ void havocbot_bunnyhop(entity this, vector dir) this.bot_timelastseengoal = 0; } - SET_DESTCOORDS(this.goalcurrent, this.origin, gco); + vector gco = get_closer_dest(this.goalcurrent, this.origin); bunnyhopdistance = vlen(this.origin - gco); // Run only to visible goals @@ -356,7 +330,7 @@ void havocbot_bunnyhop(entity this, vector dir) if(fabs(gco.z - this.origin.z) < this.maxs.z - this.mins.z) if(this.goalstack01 && !wasfreed(this.goalstack01)) { - gno = (this.goalstack01.absmin + this.goalstack01.absmax) * 0.5; + vector gno = (this.goalstack01.absmin + this.goalstack01.absmax) * 0.5; deviation = vectoangles(gno - this.origin) - vectoangles(gco - this.origin); while (deviation.y < -180) deviation.y = deviation.y + 360; while (deviation.y > 180) deviation.y = deviation.y - 360; @@ -429,35 +403,65 @@ void havocbot_bunnyhop(entity this, vector dir) // return true when bot isn't getting closer to the current goal bool havocbot_checkgoaldistance(entity this, vector gco) { - float curr_dist = vlen(this.origin - gco); - float curr_dist_2d = vlen(vec2(this.origin - gco)); - if(curr_dist > this.goalcurrent_distance && curr_dist_2d > this.goalcurrent_distance_2d) + float curr_dist_z = max(20, fabs(this.origin.z - gco.z)); + float curr_dist_2d = max(20, vlen(vec2(this.origin - gco))); + float distance_time = this.goalcurrent_distance_time; + if(distance_time < 0) + distance_time = -distance_time; + if(curr_dist_z >= this.goalcurrent_distance_z && curr_dist_2d >= this.goalcurrent_distance_2d) { - if(!this.goalcurrent_distance_time) + if(!distance_time) this.goalcurrent_distance_time = time; - else if (time - this.goalcurrent_distance_time > 0.5) + else if (time - distance_time > 0.5) return true; } else { // reduce it a little bit so it works even with very small approaches to the goal - this.goalcurrent_distance = max(20, curr_dist - 10); + this.goalcurrent_distance_z = max(20, curr_dist_z - 10); this.goalcurrent_distance_2d = max(20, curr_dist_2d - 10); this.goalcurrent_distance_time = 0; } return false; } +entity havocbot_select_an_item_of_group(entity this, int gr) +{ + entity selected = NULL; + float selected_dist2 = 0; + // select farthest item of this group from bot's position + IL_EACH(g_items, it.item_group == gr && it.solid, + { + float dist2 = vlen2(this.origin - it.origin); + if (dist2 < 600 ** 2 && dist2 > selected_dist2) + { + selected = it; + selected_dist2 = vlen2(this.origin - selected.origin); + } + }); + + if (!selected) + return NULL; + + set_tracewalk_dest(selected, this.origin, false); + if (!tracewalk(this, this.origin, STAT(PL_MIN, this), STAT(PL_MAX, this), + tracewalk_dest, tracewalk_dest_height, bot_navigation_movemode)) + { + return NULL; + } + + return selected; +} + void havocbot_movetogoal(entity this) { - vector destorg = '0 0 0'; vector diff; vector dir; vector flatdir; vector evadeobstacle; vector evadelava; + float dodge_enemy_factor = 1; float maxspeed; - vector gco; //float dist; vector dodge; //if (this.goalentity) @@ -465,8 +469,8 @@ void havocbot_movetogoal(entity this) CS(this).movement = '0 0 0'; maxspeed = autocvar_sv_maxspeed; + PHYS_INPUT_BUTTON_JETPACK(this) = false; // Jetpack navigation - if(this.goalcurrent) if(this.navigation_jetpack_goal) if(this.goalcurrent==this.navigation_jetpack_goal) if(this.ammo_fuel) @@ -493,18 +497,14 @@ void havocbot_movetogoal(entity this) if(this.aistatus & AI_STATUS_JETPACK_LANDING) { // Calculate brake distance in xy - float db, v, d; - vector dxy; - - dxy = this.origin - ( ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5 ); dxy.z = 0; - d = vlen(dxy); - v = vlen(this.velocity - this.velocity.z * '0 0 1'); - db = ((v ** 2) / (autocvar_g_jetpack_acceleration_side * 2)) + 100; - // dprint("distance ", ftos(ceil(d)), " velocity ", ftos(ceil(v)), " brake at ", ftos(ceil(db)), "\n"); + float d = vlen(vec2(this.origin - (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5)); + float v = vlen(vec2(this.velocity)); + float db = ((v ** 2) / (autocvar_g_jetpack_acceleration_side * 2)) + 100; + //LOG_INFOF("distance %d, velocity %d, brake at %d ", ceil(d), ceil(v), ceil(db)); if(d < db || d < 500) { // Brake - if(fabs(this.velocity.x)>maxspeed*0.3) + if(v > maxspeed * 0.3) { CS(this).movement_x = dir * v_forward * -maxspeed; return; @@ -525,7 +525,7 @@ void havocbot_movetogoal(entity this) } // Flying - PHYS_INPUT_BUTTON_HOOK(this) = true; + PHYS_INPUT_BUTTON_JETPACK(this) = true; if(this.navigation_jetpack_point.z - STAT(PL_MAX, this).z + STAT(PL_MIN, this).z < this.origin.z) { CS(this).movement_x = dir * v_forward * maxspeed; @@ -540,8 +540,8 @@ void havocbot_movetogoal(entity this) if(this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT) { this.aistatus |= AI_STATUS_OUT_JUMPPAD; - navigation_poptouchedgoals(this); - return; + if(navigation_poptouchedgoals(this)) + return; } else if(this.aistatus & AI_STATUS_OUT_JUMPPAD) { @@ -578,13 +578,23 @@ void havocbot_movetogoal(entity this) } else { - gco = (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5; + if (this.goalcurrent.bot_pickup) + { + entity jumppad_wp = this.goalcurrent_prev; + navigation_poptouchedgoals(this); + if(!this.goalcurrent && jumppad_wp.wp00) + { + // head to the jumppad destination once bot reaches the goal item + navigation_pushroute(this, jumppad_wp.wp00); + } + } + vector gco = (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5; if (this.origin.z > gco.z && vdist(vec2(this.velocity), <, autocvar_sv_maxspeed)) this.aistatus &= ~AI_STATUS_OUT_JUMPPAD; else if(havocbot_checkgoaldistance(this, gco)) { navigation_clearroute(this); - this.bot_strategytime = 0; + navigation_goalrating_timeout_force(this); } else return; @@ -612,9 +622,12 @@ void havocbot_movetogoal(entity this) this.aistatus &= ~AI_STATUS_OUT_JUMPPAD; // If there is a trigger_hurt right below try to use the jetpack or make a rocketjump - if(skill>6) - if (!(IS_ONGROUND(this))) + if (skill > 6 && !(IS_ONGROUND(this))) { + #define ROCKETJUMP_DAMAGE() WEP_CVAR(devastator, damage) * 0.8 \ + * ((this.strength_finished > time) ? autocvar_g_balance_powerup_strength_selfdamage : 1) \ + * ((this.invincible_finished > time) ? autocvar_g_balance_powerup_invincible_takedamage : 1) + tracebox(this.origin, this.mins, this.maxs, this.origin + '0 0 -65536', MOVE_NOMONSTERS, this); if(tracebox_hits_trigger_hurt(this.origin, this.mins, this.maxs, trace_endpos )) if(this.items & IT_JETPACK) @@ -623,12 +636,10 @@ void havocbot_movetogoal(entity this) if(tracebox_hits_trigger_hurt(this.origin, this.mins, this.maxs, trace_endpos + '0 0 1' )) { if(this.velocity.z<0) - { - PHYS_INPUT_BUTTON_HOOK(this) = true; - } + PHYS_INPUT_BUTTON_JETPACK(this) = true; } else - PHYS_INPUT_BUTTON_HOOK(this) = true; + PHYS_INPUT_BUTTON_JETPACK(this) = true; // If there is no goal try to move forward @@ -657,7 +668,7 @@ void havocbot_movetogoal(entity this) return; } - else if(this.health > WEP_CVAR(devastator, damage) * 0.5 * ((this.strength_finished < time) ? autocvar_g_balance_powerup_strength_selfdamage : 1)) + else if(this.health + this.armorvalue > ROCKETJUMP_DAMAGE()) { if(this.velocity.z < 0) { @@ -700,8 +711,7 @@ void havocbot_movetogoal(entity this) } // If we are under water with no goals, swim up - if(this.waterlevel) - if(this.goalcurrent==NULL) + if(this.waterlevel && !this.goalcurrent) { dir = '0 0 0'; if(this.waterlevel>WATERLEVEL_SWIMMING) @@ -722,12 +732,17 @@ void havocbot_movetogoal(entity this) bool locked_goal = false; - if(this.goalentity && wasfreed(this.goalentity)) + if((this.goalentity && wasfreed(this.goalentity)) + || (this.goalcurrent == this.goalentity && this.goalentity.tag_entity)) { navigation_clearroute(this); - this.bot_strategytime = 0; + navigation_goalrating_timeout_force(this); return; } + else if(this.goalentity.tag_entity) + { + navigation_goalrating_timeout_expire(this, 2); + } else if(this.goalentity.bot_pickup) { if(this.goalentity.bot_pickup_respawning) @@ -739,31 +754,97 @@ void havocbot_movetogoal(entity this) if(checkpvs(this.origin, this.goalentity)) { this.goalentity.bot_pickup_respawning = false; - navigation_clearroute(this); - this.bot_strategytime = 0; - return; + navigation_goalrating_timeout_expire(this, random()); } + locked_goal = true; // wait for item to respawn } else if(this.goalentity == this.goalcurrent) locked_goal = true; // wait for item to respawn } - else if(!this.goalentity.solid) + else if(!this.goalentity.solid && !boxesoverlap(this.goalentity.absmin, this.goalentity.absmax, this.absmin, this.absmax)) { if(checkpvs(this.origin, this.goalentity)) { - navigation_clearroute(this); - this.bot_strategytime = 0; + navigation_goalrating_timeout_expire(this, random()); + } + } + } + if (this.goalcurrent == this.goalentity && this.goalentity_lock_timeout > time) + locked_goal = true; + + if (navigation_shortenpath(this)) + { + if (vdist(this.origin - this.goalcurrent_prev.origin, <, 50) + && navigation_goalrating_timeout_can_be_anticipated(this)) + navigation_goalrating_timeout_force(this); + } + + bool goalcurrent_can_be_removed = false; + if (IS_MOVABLE(this.goalcurrent)) + { + // if is movable => not frozen + if (IS_DEAD(this.goalcurrent) || (this.goalentity_shouldbefrozen && this.goalentity == this.goalcurrent)) + { + goalcurrent_can_be_removed = true; + // don't remove if not visible + if (checkpvs(this.origin + this.view_ofs, this.goalcurrent)) + { + navigation_goalrating_timeout_force(this); return; } } + else if (this.bot_tracewalk_time < time) + { + set_tracewalk_dest(this.goalcurrent, this.origin, true); + if (!(trace_ent == this || tracewalk(this, this.origin, this.mins, this.maxs, + tracewalk_dest, tracewalk_dest_height, bot_navigation_movemode))) + { + navigation_goalrating_timeout_force(this); + return; + } + this.bot_tracewalk_time = max(time, this.bot_tracewalk_time) + 0.25; + } } if(!locked_goal) - navigation_poptouchedgoals(this); + { + // optimize path finding by anticipating goalrating when bot is near a waypoint; + // in this case path finding can start directly from a waypoint instead of + // looking for all the reachable waypoints up to a certain distance + if (navigation_poptouchedgoals(this)) + { + if (this.goalcurrent) + { + if (goalcurrent_can_be_removed) + { + // remove even if not visible + navigation_goalrating_timeout_force(this); + return; + } + else if (navigation_goalrating_timeout_can_be_anticipated(this)) + navigation_goalrating_timeout_force(this); + } + else + { + entity old_goal = this.goalcurrent_prev; + if (old_goal.item_group && this.item_group != old_goal.item_group) + { + // Avoid multiple costly calls of path finding code that selects one of the closest + // item of the group by telling the bot to head directly to the farthest item. + // Next time we let the bot select a goal as usual which can be another item + // of this group (the closest one) and so on + this.item_group = old_goal.item_group; + entity new_goal = havocbot_select_an_item_of_group(this, old_goal.item_group); + if (new_goal) + navigation_pushroute(this, new_goal); + } + } + } + } // if ran out of goals try to use an alternative goal or get a new strategy asap if(this.goalcurrent == NULL) { - this.bot_strategytime = 0; + navigation_goalrating_timeout_force(this); return; } @@ -771,13 +852,16 @@ void havocbot_movetogoal(entity this) if(autocvar_bot_debug_goalstack) debuggoalstack(this); - bool bunnyhop_forbidden = false;; - SET_DESTCOORDS(this.goalcurrent, this.origin, destorg); - - // in case bot ends up inside the teleport waypoint without touching - // the teleport itself, head to the teleport origin - if(this.goalcurrent.wpisbox && boxesoverlap(this.goalcurrent.absmin, this.goalcurrent.absmax, this.origin + eZ * this.mins.z, this.origin + eZ * this.maxs.z)) + bool bunnyhop_forbidden = false; + vector destorg = get_closer_dest(this.goalcurrent, this.origin); + if (this.jumppadcount && this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT) { + // if bot used the jumppad, push towards jumppad origin until jumppad waypoint gets removed + destorg = this.goalcurrent.origin; + } + else if (this.goalcurrent.wpisbox && boxesoverlap(this.goalcurrent.absmin, this.goalcurrent.absmax, this.origin + eZ * this.mins.z, this.origin + eZ * this.maxs.z)) + { + // if bot is inside the teleport waypoint, head to teleport origin until teleport gets used bunnyhop_forbidden = true; destorg = this.goalcurrent.origin; if(destorg.z > this.origin.z) @@ -785,11 +869,18 @@ void havocbot_movetogoal(entity this) } diff = destorg - this.origin; - //dist = vlen(diff); + + // 1. stop if too close to target player (even if frozen) + // 2. stop if the locked goal has been reached + if ((IS_PLAYER(this.goalcurrent) && vdist(diff, <, 80)) + || (this.goalcurrent == this.goalentity && time < this.goalentity_lock_timeout && vdist(diff, <, 10))) + { + destorg = this.origin; + diff = '0 0 0'; + } + dir = normalize(diff); - flatdir = diff;flatdir.z = 0; - flatdir = normalize(flatdir); - gco = (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5; + flatdir = (diff.z == 0) ? dir : normalize(vec2(diff)); //if (this.bot_dodgevector_time < time) { @@ -806,13 +897,13 @@ void havocbot_movetogoal(entity this) { if(!this.goalcurrent) this.aistatus |= AI_STATUS_OUT_WATER; - else if(gco.z > this.origin.z) + else if(destorg.z > this.origin.z) PHYS_INPUT_BUTTON_JUMP(this) = true; } else { dir = flatdir; - if(this.velocity.z >= 0 && !(this.watertype == CONTENT_WATER && gco.z < this.origin.z) && + if(this.velocity.z >= 0 && !(this.watertype == CONTENT_WATER && destorg.z < this.origin.z) && ( !(this.waterlevel == WATERLEVEL_WETFEET && this.watertype == CONTENT_WATER) || this.aistatus & AI_STATUS_OUT_WATER)) PHYS_INPUT_BUTTON_JUMP(this) = true; else @@ -828,35 +919,119 @@ void havocbot_movetogoal(entity this) // jump if going toward an obstacle that doesn't look like stairs we // can walk up directly - offset = (vdist(this.velocity, >, 32) ? this.velocity * 0.2 : v_forward * 32); - tracebox(this.origin, this.mins, this.maxs, this.origin + offset, false, this); - if (trace_fraction < 1) - if (trace_plane_normal.z < 0.7) + vector deviation = '0 0 0'; + float current_speed = vlen(vec2(this.velocity)); + if (current_speed < maxspeed * 0.2) + current_speed = maxspeed * 0.2; + else + { + deviation = vectoangles(diff) - vectoangles(this.velocity); + while (deviation.y < -180) deviation.y += 360; + while (deviation.y > 180) deviation.y -= 360; + } + float turning = false; + vector flat_diff = vec2(diff); + offset = max(32, current_speed * cos(deviation.y * DEG2RAD) * 0.3) * flatdir; + vector actual_destorg = this.origin + offset; + if (!this.goalstack01 || this.goalcurrent.wpflags & (WAYPOINTFLAG_TELEPORT | WAYPOINTFLAG_LADDER)) { - s = trace_fraction; - tracebox(this.origin + stepheightvec, this.mins, this.maxs, this.origin + offset + stepheightvec, false, this); - if (trace_fraction < s + 0.01) - if (trace_plane_normal.z < 0.7) + if (vlen2(flat_diff) < vlen2(offset)) + { + actual_destorg.x = destorg.x; + actual_destorg.y = destorg.y; + } + } + else if (vdist(flat_diff, <, 32) && diff.z < -16) // destination is under the bot + { + actual_destorg.x = destorg.x; + actual_destorg.y = destorg.y; + } + else if (vlen2(flat_diff) < vlen2(offset)) + { + vector next_goal_org = (this.goalstack01.absmin + this.goalstack01.absmax) * 0.5; + vector next_dir = normalize(vec2(next_goal_org - destorg)); + float dist = vlen(vec2(this.origin + offset - destorg)); + // if current and next goal are close to each other make sure + // actual_destorg isn't set beyond next_goal_org + if (dist ** 2 > vlen2(vec2(next_goal_org - destorg))) + actual_destorg = next_goal_org; + else + actual_destorg = vec2(destorg) + dist * next_dir; + actual_destorg.z = this.origin.z; + turning = true; + } + + LABEL(jump_check); + dir = flatdir = normalize(actual_destorg - this.origin); + + if (turning || fabs(deviation.y) < 50) // don't even try to jump if deviation is too high + { + tracebox(this.origin, this.mins, this.maxs, actual_destorg, false, this); + if (trace_fraction < 1 && trace_plane_normal.z < 0.7) { s = trace_fraction; - tracebox(this.origin + jumpstepheightvec, this.mins, this.maxs, this.origin + offset + jumpstepheightvec, false, this); - if (trace_fraction > s) - PHYS_INPUT_BUTTON_JUMP(this) = true; + tracebox(this.origin + stepheightvec, this.mins, this.maxs, actual_destorg + stepheightvec, false, this); + if (trace_fraction < s + 0.01 && trace_plane_normal.z < 0.7) + { + // found an obstacle + if (turning && fabs(deviation.y) > 5) + { + // check if the obstacle is still there without turning + actual_destorg = destorg; + turning = false; + this.bot_tracewalk_time = time + 0.25; + goto jump_check; + } + s = trace_fraction; + // don't artificially reduce max jump height in real-time + // (jumpstepheightvec is reduced a bit to make the jumps easy in tracewalk) + vector jump_height = (IS_ONGROUND(this)) ? stepheightvec + jumpheight_vec : jumpstepheightvec; + tracebox(this.origin + jump_height, this.mins, this.maxs, actual_destorg + jump_height, false, this); + if (trace_fraction > s) + PHYS_INPUT_BUTTON_JUMP(this) = true; + else + { + jump_height = stepheightvec + jumpheight_vec / 2; + tracebox(this.origin + jump_height, this.mins, this.maxs, actual_destorg + jump_height, false, this); + if (trace_fraction > s) + PHYS_INPUT_BUTTON_JUMP(this) = true; + } + } } } // if bot for some reason doesn't get close to the current goal find another one - if(!this.jumppadcount && !IS_PLAYER(this.goalcurrent) && !(this.goalcurrent.bot_pickup_respawning && this.goalcurrent_distance < 50)) - if(havocbot_checkgoaldistance(this, gco)) + if(!this.jumppadcount && !IS_PLAYER(this.goalcurrent)) + if(!(locked_goal && this.goalcurrent_distance_z < 50 && this.goalcurrent_distance_2d < 50)) + if(havocbot_checkgoaldistance(this, destorg)) { - navigation_clearroute(this); - this.bot_strategytime = 0; - return; + if(this.goalcurrent_distance_time < 0) // can't get close for the second time + { + navigation_clearroute(this); + navigation_goalrating_timeout_force(this); + return; + } + + set_tracewalk_dest(this.goalcurrent, this.origin, false); + if (!tracewalk(this, this.origin, this.mins, this.maxs, + tracewalk_dest, tracewalk_dest_height, bot_navigation_movemode)) + { + navigation_clearroute(this); + navigation_goalrating_timeout_force(this); + return; + } + + // give bot only another chance to prevent bot getting stuck + // in case it thinks it can walk but actually can't + this.goalcurrent_distance_z = FLOAT_MAX; + this.goalcurrent_distance_2d = FLOAT_MAX; + this.goalcurrent_distance_time = -time; // mark second try } // Check for water/slime/lava and dangerous edges // (only when the bot is on the ground or jumping intentionally) + offset = (vdist(this.velocity, >, 32) ? this.velocity * 0.2 : v_forward * 32); vector dst_ahead = this.origin + this.view_ofs + offset; vector dst_down = dst_ahead - '0 0 3000'; traceline(this.origin + this.view_ofs, dst_ahead, true, NULL); @@ -885,7 +1060,7 @@ void havocbot_movetogoal(entity this) tracebox(dst_ahead, this.mins, this.maxs, dst_down, true, this); if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos)) { - if (gco.z > this.origin.z + jumpstepheightvec.z) + if (destorg.z > this.origin.z + jumpstepheightvec.z) { // the goal is probably on an upper platform, assume bot can't get there unreachable = true; @@ -908,39 +1083,81 @@ void havocbot_movetogoal(entity this) if(IS_PLAYER(this.goalcurrent)) unreachable = true; } + + // slow down if bot is in the air and goal is under it + if (!this.goalcurrent.wphardwired + && vdist(flat_diff, <, 250) && this.origin.z - destorg.z > 120 + && (!IS_ONGROUND(this) || vdist(vec2(this.velocity), >, maxspeed * 0.3))) + { + // tracebox wouldn't work when bot is still on the ledge + traceline(this.origin, this.origin - '0 0 200', true, this); + if (this.origin.z - trace_endpos.z > 120) + evadeobstacle = normalize(this.velocity) * -1; + } + if(unreachable) { navigation_clearroute(this); - this.bot_strategytime = 0; + navigation_goalrating_timeout_force(this); + this.ignoregoal = this.goalcurrent; + this.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout; } } dodge = havocbot_dodge(this); - dodge = dodge * bound(0,0.5+(skill+this.bot_dodgeskill)*0.1,1); + if (dodge) + dodge *= bound(0, 0.5 + (skill + this.bot_dodgeskill) * 0.1, 1); + dodge += evadeobstacle + evadelava; evadelava = evadelava * bound(1,3-(skill+this.bot_dodgeskill),3); //Noobs fear lava a lot and take more distance from it - traceline(this.origin, ( ( this.enemy.absmin + this.enemy.absmax ) * 0.5 ), true, NULL); - if(IS_PLAYER(trace_ent)) - dir = dir * bound(0,(skill+this.bot_dodgeskill)/7,1); - - dir = normalize(dir + dodge + evadeobstacle + evadelava); + if (this.enemy) + { + traceline(this.origin, (this.enemy.absmin + this.enemy.absmax) * 0.5, true, NULL); + if (IS_PLAYER(trace_ent)) + dodge_enemy_factor = bound(0, (skill + this.bot_dodgeskill) / 7, 1); + } // this.bot_dodgevector = dir; // this.bot_dodgevector_jumpbutton = PHYS_INPUT_BUTTON_JUMP(this); } + float ladder_zdir = 0; if(time < this.ladder_time) { if(this.goalcurrent.origin.z + this.goalcurrent.mins.z > this.origin.z + this.mins.z) { if(this.origin.z + this.mins.z < this.ladder_entity.origin.z + this.ladder_entity.maxs.z) - dir.z = 1; + ladder_zdir = 1; } else { if(this.origin.z + this.mins.z > this.ladder_entity.origin.z + this.ladder_entity.mins.z) - dir.z = -1; + ladder_zdir = -1; + } + if (ladder_zdir) + { + dir.z = ladder_zdir * 1.3; + dir = normalize(dir); } } + if (this.goalcurrent.wpisbox + && boxesoverlap(this.goalcurrent.absmin, this.goalcurrent.absmax, this.origin, this.origin)) + { + // bot is inside teleport waypoint but hasn't touched the real teleport yet + // head to teleport origin + dir = (this.goalcurrent.origin - this.origin); + dir.z = 0; + dir = normalize(dir); + } + + if (!this.bot_aimdir_executed) + bot_aimdir(this, dir, -1); + + if (!ladder_zdir) + { + dir *= dodge_enemy_factor; + dir = normalize(dir + dodge); + } + //dir = this.bot_dodgevector; //if (this.bot_dodgevector_jumpbutton) // PHYS_INPUT_BUTTON_JUMP(this) = true; @@ -1079,7 +1296,7 @@ LABEL(scan_targets) // I want to do a second scan if no enemy was found or I don't have weapons // TODO: Perform the scan when using the rifle (requires changes on the rifle code) - if(best || this.weapons) // || this.weapon == WEP_RIFLE.m_id + if(best || STAT(WEAPONS, this)) // || this.weapon == WEP_RIFLE.m_id break; if(scan_transparent) break; @@ -1294,16 +1511,19 @@ float havocbot_moveto(entity this, vector pos) if(autocvar_bot_debug_goalstack) debuggoalstack(this); - // Heading - vector dir = '0 0 0'; - SET_DESTCOORDS(this.goalcurrent, this.origin, dir); - dir = dir - (this.origin + this.view_ofs); - dir.z = 0; - bot_aimdir(this, dir, -1); // Go! havocbot_movetogoal(this); + if (!this.bot_aimdir_executed && this.goalcurrent) + { + // Heading + vector dir = get_closer_dest(this.goalcurrent, this.origin); + dir -= this.origin + this.view_ofs; + dir.z = 0; + bot_aimdir(this, dir, -1); + } + if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_REACHED) { // Step 5: Waypoint reached