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=7ce6efa45fc63af8e3bd50991b1bdac3dcf1336c;hp=46acf8828774324f3790596ce465576f6c6c7b77;hb=772fb683d951a622cc8520827096ec34fdea4763;hpb=6c3362162e191402de680067e86ced4331550117 diff --git a/qcsrc/server/bot/default/havocbot/havocbot.qc b/qcsrc/server/bot/default/havocbot/havocbot.qc index 46acf8828..9f6da64eb 100644 --- a/qcsrc/server/bot/default/havocbot/havocbot.qc +++ b/qcsrc/server/bot/default/havocbot/havocbot.qc @@ -18,8 +18,9 @@ #include #include -#include -#include +#include +#include +#include #include @@ -30,11 +31,15 @@ void havocbot_ai(entity this) if(this.draggedby) return; + this.bot_aimdir_executed = false; + // lock aim if teleported or passing through a warpzone + if (this.lastteleporttime && !this.jumppadcount) + this.bot_aimdir_executed = true; + 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) { @@ -46,7 +51,6 @@ void havocbot_ai(entity this) this.havocbot_role(this); // little too far down the rabbit hole } - // TODO: tracewalk() should take care of this job (better path finding under water) // if we don't have a goal and we're under water look for a waypoint near the "shore" and push it if(!(IS_DEAD(this) || STAT(FROZEN, this))) if(!this.goalcurrent) @@ -86,7 +90,11 @@ void havocbot_ai(entity this) } if(IS_DEAD(this) || STAT(FROZEN, this)) + { + if (this.goalcurrent) + navigation_clearroute(this); return; + } havocbot_chooseenemy(this); @@ -102,12 +110,13 @@ void havocbot_ai(entity this) } havocbot_aim(this); lag_update(this); + 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)) { @@ -131,43 +140,24 @@ void havocbot_ai(entity this) else { if(IS_PLAYER(this.bot_aimtarg)) - bot_aimdir(this, this.bot_aimtarg.origin + this.bot_aimtarg.view_ofs - this.origin - this.view_ofs , -1); + bot_aimdir(this, this.bot_aimtarg.origin + this.bot_aimtarg.view_ofs - this.origin - this.view_ofs, 0); } } else if (this.goalcurrent) { this.aistatus |= AI_STATUS_ROAMING; this.aistatus &= ~AI_STATUS_ATTACKING; - - vector now,v,next;//,heading; - float aimdistance,skillblend,distanceblend,blend; - next = now = ( (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5) - (this.origin + this.view_ofs); - aimdistance = vlen(now); - //heading = this.velocity; - //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, 0); + } // if the bot is not attacking, consider reloading weapons if (!(this.aistatus & AI_STATUS_ATTACKING)) @@ -190,7 +180,7 @@ 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; @@ -217,7 +207,6 @@ void havocbot_keyboard_movement(entity this, vector destorg) keyboard = CS(this).movement / autocvar_sv_maxspeed; float trigger = autocvar_bot_ai_keyboard_threshold; - float trigger1 = -trigger; // categorize forward movement // at skill < 1.5 only forward @@ -230,7 +219,7 @@ void havocbot_keyboard_movement(entity this, vector destorg) if (sk < 2.5) keyboard.y = 0; } - else if (keyboard.x < trigger1 && sk > 1.5) + else if (keyboard.x < -trigger && sk > 1.5) { keyboard.x = -1; if (sk < 4.5) @@ -247,27 +236,31 @@ void havocbot_keyboard_movement(entity this, vector destorg) if (keyboard.y > trigger) keyboard.y = 1; - else if (keyboard.y < trigger1) + else if (keyboard.y < -trigger) keyboard.y = -1; else keyboard.y = 0; if (keyboard.z > trigger) keyboard.z = 1; - else if (keyboard.z < trigger1) + else if (keyboard.z < -trigger) keyboard.z = -1; else keyboard.z = 0; + // make sure bots don't get stuck if havocbot_keyboardtime is very high + if (keyboard == '0 0 0') + this.havocbot_keyboardtime = min(this.havocbot_keyboardtime, time + 0.2); + this.havocbot_keyboard = keyboard * autocvar_sv_maxspeed; if (this.havocbot_ducktime > time) PHYS_INPUT_BUTTON_CROUCH(this) = true; - } - keyboard = this.havocbot_keyboard; - float blend = bound(0, vlen(destorg - this.origin) / autocvar_bot_ai_keyboard_distance, 1); // When getting close move with 360 degree - //dprint("movement ", vtos(CS(this).movement), " keyboard ", vtos(keyboard), " blend ", ftos(blend), "\n"); - CS(this).movement = CS(this).movement + (keyboard - CS(this).movement) * blend; + keyboard = this.havocbot_keyboard; + float blend = bound(0, vlen(destorg - this.origin) / autocvar_bot_ai_keyboard_distance, 1); // When getting close move with 360 degree + //dprint("movement ", vtos(CS(this).movement), " keyboard ", vtos(keyboard), " blend ", ftos(blend), "\n"); + CS(this).movement = CS(this).movement + (keyboard - CS(this).movement) * blend; + } } void havocbot_bunnyhop(entity this, vector dir) @@ -275,7 +268,6 @@ void havocbot_bunnyhop(entity this, vector dir) float bunnyhopdistance; vector deviation; float maxspeed; - vector gco, gno; // Don't jump when attacking if(this.aistatus & AI_STATUS_ATTACKING) @@ -296,7 +288,7 @@ void havocbot_bunnyhop(entity this, vector dir) return; } - if(this.waterlevel > WATERLEVEL_WETFEET) + if(this.waterlevel > WATERLEVEL_WETFEET || IS_DUCKED(this)) { this.aistatus &= ~AI_STATUS_RUNNING; return; @@ -308,12 +300,12 @@ void havocbot_bunnyhop(entity this, vector dir) this.bot_timelastseengoal = 0; } - gco = (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5; + vector gco = get_closer_dest(this.goalcurrent, this.origin); bunnyhopdistance = vlen(this.origin - gco); // Run only to visible goals if(IS_ONGROUND(this)) - if(vlen(this.velocity - eZ * this.velocity.z) >= autocvar_sv_maxspeed) // if -really- running + if(vdist(vec2(this.velocity), >=, autocvar_sv_maxspeed)) // if -really- running if(checkpvs(this.origin + this.view_ofs, this.goalcurrent)) { this.bot_lastseengoal = this.goalcurrent; @@ -344,8 +336,9 @@ void havocbot_bunnyhop(entity this, vector dir) if (!(this.goalcurrent.wpflags & WAYPOINTFLAG_PERSONAL)) if(fabs(gco.z - this.origin.z) < this.maxs.z - this.mins.z) if(this.goalstack01 && !wasfreed(this.goalstack01)) + if (!(this.goalstack01.wpflags & WAYPOINTFLAG_JUMP)) { - 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; @@ -415,21 +408,70 @@ void havocbot_bunnyhop(entity this, vector dir) #endif } -.entity goalcurrent_prev; -.float goalcurrent_distance; -.float goalcurrent_distance_time; +// return true when bot isn't getting closer to the current goal +bool havocbot_checkgoaldistance(entity this, vector gco) +{ + if (this.bot_stop_moving_timeout > time) + return false; + 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(!distance_time) + this.goalcurrent_distance_time = time; + 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_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; vector diff; vector dir; vector flatdir; - vector m1; - vector m2; vector evadeobstacle; vector evadelava; + float dodge_enemy_factor = 1; float maxspeed; - vector gco; //float dist; vector dodge; //if (this.goalentity) @@ -437,11 +479,16 @@ void havocbot_movetogoal(entity this) CS(this).movement = '0 0 0'; maxspeed = autocvar_sv_maxspeed; + if (this.goalcurrent.wpflags & WAYPOINTFLAG_CROUCH) + PHYS_INPUT_BUTTON_CROUCH(this) = true; + else + PHYS_INPUT_BUTTON_CROUCH(this) = false; + + 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) + if(GetResource(this, RES_FUEL)) { if(autocvar_bot_debug_goalstack) { @@ -465,18 +512,14 @@ 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 vel2 = vlen2(vec2(this.velocity)); + float db = (vel2 / (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 (vel2 > (maxspeed * 0.3) ** 2) { CS(this).movement_x = dir * v_forward * -maxspeed; return; @@ -497,7 +540,7 @@ 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; @@ -509,17 +552,25 @@ void havocbot_movetogoal(entity this) // Handling of jump pads if(this.jumppadcount) { - // If got stuck on the jump pad try to reach the farthest visible waypoint - // but with some randomness so it can try out different paths - if(this.aistatus & AI_STATUS_OUT_JUMPPAD) + if(this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT) { - if(fabs(this.velocity.z)<50) + this.aistatus |= AI_STATUS_OUT_JUMPPAD; + if(navigation_poptouchedgoals(this)) + return; + } + else if(this.aistatus & AI_STATUS_OUT_JUMPPAD) + { + // If got stuck on the jump pad try to reach the farthest visible waypoint + // but with some randomness so it can try out different paths + if(!this.goalcurrent) { entity newgoal = NULL; - if (vdist(this.origin - this.goalcurrent.origin, <, 150)) - this.aistatus &= ~AI_STATUS_OUT_JUMPPAD; - else IL_EACH(g_waypoints, vdist(it.origin - this.origin, <=, 1000), + IL_EACH(g_waypoints, vdist(it.origin - this.origin, <=, 1000), { + if(it.wpflags & WAYPOINTFLAG_TELEPORT) + if(it.origin.z < this.origin.z - 100 && vdist(vec2(it.origin - this.origin), <, 100)) + continue; + traceline(this.origin + this.view_ofs, ((it.absmin + it.absmax) * 0.5), true, this); if(trace_fraction < 1) @@ -540,12 +591,36 @@ void havocbot_movetogoal(entity this) this.aistatus &= ~AI_STATUS_OUT_JUMPPAD; } } - else - return; + else //if (this.goalcurrent) + { + 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)) + { + if (this.velocity.z < 0) + this.aistatus &= ~AI_STATUS_OUT_JUMPPAD; + } + else if(havocbot_checkgoaldistance(this, gco)) + { + navigation_clearroute(this); + navigation_goalrating_timeout_force(this); + } + else + return; + } } - else + else //if (!(this.aistatus & AI_STATUS_OUT_JUMPPAD)) { - if(time - this.lastteleporttime > 0.3 && this.velocity.z > 0) + if(this.velocity.z > 0 && this.origin.z - this.lastteleport_origin.z > (this.maxs.z - this.mins.z) * 0.5) { vector velxy = this.velocity; velxy_z = 0; if(vdist(velxy, <, autocvar_sv_maxspeed * 0.2)) @@ -565,9 +640,12 @@ 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) @@ -576,12 +654,10 @@ 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 @@ -610,7 +686,9 @@ 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.jumppadcount && !waypoint_is_hardwiredlink(this.goalcurrent_prev, this.goalcurrent) + && !(this.goalcurrent_prev && this.goalcurrent_prev.wpflags & WAYPOINTFLAG_JUMP) + && GetResource(this, RES_HEALTH) + GetResource(this, RES_ARMOR) > ROCKETJUMP_DAMAGE()) { if(this.velocity.z < 0) { @@ -653,8 +731,7 @@ 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) @@ -664,9 +741,10 @@ void havocbot_movetogoal(entity this) else PHYS_INPUT_BUTTON_JUMP(this) = false; makevectors(this.v_angle.y * '0 1 0'); - CS(this).movement_x = dir * v_forward * maxspeed; - CS(this).movement_y = dir * v_right * maxspeed; - CS(this).movement_z = dir * v_up * maxspeed; + vector v = dir * maxspeed; + CS(this).movement.x = v * v_forward; + CS(this).movement.y = v * v_right; + CS(this).movement.z = v * v_up; } // if there is nowhere to go, exit @@ -675,12 +753,17 @@ 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) @@ -689,28 +772,121 @@ void havocbot_movetogoal(entity this) this.goalentity.bot_pickup_respawning = false; else if(time < this.goalentity.scheduledrespawntime - 10) // item already taken (by someone else) { - this.goalentity.bot_pickup_respawning = false; - navigation_clearroute(this); - this.bot_strategytime = 0; - return; + if(checkpvs(this.origin, this.goalentity)) + { + this.goalentity.bot_pickup_respawning = false; + 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)) { - navigation_clearroute(this); - this.bot_strategytime = 0; - return; + if(checkpvs(this.origin, this.goalentity)) + { + 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_PLAYER(this.goalcurrent) || IS_MONSTER(this.goalcurrent)) + { + bool freeze_state_changed = (boolean(STAT(FROZEN, this.goalentity)) != this.goalentity_shouldbefrozen); + if (IS_DEAD(this.goalcurrent) || (this.goalentity == this.goalcurrent && freeze_state_changed)) + { + goalcurrent_can_be_removed = true; + // don't remove if not visible + if (checkpvs(this.origin + this.view_ofs, this.goalcurrent)) + { + if (IS_DEAD(this.goalcurrent)) + { + IL_EACH(g_items, it.enemy == this.goalcurrent && Item_IsLoot(it), + { + if (vdist(it.origin - this.goalcurrent.death_origin, <, 50)) + { + navigation_clearroute(this); + navigation_pushroute(this, it); + // loot can't be immediately rated since it isn't on ground yet + // it will be rated after a second when on ground, meanwhile head to it + navigation_goalrating_timeout_expire(this, 1); + return; + } + }); + } + if (!Item_IsLoot(this.goalcurrent)) + { + navigation_goalrating_timeout_force(this); + return; + } + } + } + else if (!(STAT(FROZEN, this.goalentity)) && 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; } @@ -718,44 +894,90 @@ void havocbot_movetogoal(entity this) if(autocvar_bot_debug_goalstack) debuggoalstack(this); - m1 = this.goalcurrent.origin + this.goalcurrent.mins; - m2 = this.goalcurrent.origin + this.goalcurrent.maxs; - destorg = this.origin; - destorg.x = bound(m1_x, destorg.x, m2_x); - destorg.y = bound(m1_y, destorg.y, m2_y); - destorg.z = bound(m1_z, destorg.z, m2_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) + { + // if bot is inside the teleport waypoint, head to teleport origin until teleport gets used + // do it even if bot is on a ledge above a teleport/jumppad so it doesn't get stuck + if (boxesoverlap(this.goalcurrent.absmin, this.goalcurrent.absmax, this.origin + eZ * this.mins.z, this.origin + eZ * this.maxs.z) + || (this.absmin.z > destorg.z && destorg.x == this.origin.x && destorg.y == this.origin.y)) + { + bunnyhop_forbidden = true; + destorg = this.goalcurrent.origin; + if(destorg.z > this.origin.z) + PHYS_INPUT_BUTTON_JUMP(this) = true; + } + } + diff = destorg - this.origin; - //dist = vlen(diff); - dir = normalize(diff); - flatdir = diff;flatdir.z = 0; - flatdir = normalize(flatdir); - gco = (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5; + + if (time < this.bot_stop_moving_timeout + || (this.goalcurrent == this.goalentity && time < this.goalentity_lock_timeout && vdist(diff, <, 10))) + { + // stop if the locked goal has been reached + destorg = this.origin; + diff = dir = '0 0 0'; + } + else if (IS_PLAYER(this.goalcurrent) || IS_MONSTER(this.goalcurrent)) + { + if (vdist(diff, <, 80)) + { + // stop if too close to target player (even if frozen) + destorg = this.origin; + diff = dir = '0 0 0'; + } + else + { + // move destorg out of target players, otherwise bot will consider them + // an obstacle that needs to be jumped (especially if frozen) + dir = normalize(diff); + destorg -= dir * PL_MAX_CONST.x * M_SQRT2; + diff = destorg - this.origin; + } + } + else + dir = normalize(diff); + flatdir = (diff.z == 0) ? dir : normalize(vec2(diff)); //if (this.bot_dodgevector_time < time) { - // this.bot_dodgevector_time = time + cvar("bot_ai_dodgeupdateinterval"); - // this.bot_dodgevector_jumpbutton = 1; + //this.bot_dodgevector_time = time + cvar("bot_ai_dodgeupdateinterval"); + //this.bot_dodgevector_jumpbutton = 1; evadeobstacle = '0 0 0'; evadelava = '0 0 0'; this.aistatus &= ~AI_STATUS_DANGER_AHEAD; makevectors(this.v_angle.y * '0 1 0'); - if (this.waterlevel) + if (this.waterlevel > WATERLEVEL_WETFEET) { - if(this.waterlevel>WATERLEVEL_SWIMMING) + if (this.waterlevel > WATERLEVEL_SWIMMING) { - // flatdir_z = 1; - this.aistatus |= AI_STATUS_OUT_WATER; + if(!this.goalcurrent) + this.aistatus |= AI_STATUS_OUT_WATER; + else if(destorg.z > this.origin.z) + PHYS_INPUT_BUTTON_JUMP(this) = true; } else { - if(this.velocity.z >= 0 && !(this.watertype == CONTENT_WATER && gco.z < this.origin.z) && - ( !(this.waterlevel == WATERLEVEL_WETFEET && this.watertype == CONTENT_WATER) || this.aistatus & AI_STATUS_OUT_WATER)) + if(this.velocity.z >= 0 && !(this.watertype == CONTENT_WATER && destorg.z < this.origin.z) && + (this.aistatus & AI_STATUS_OUT_WATER)) + { PHYS_INPUT_BUTTON_JUMP(this) = true; + dir = flatdir; + } else + { PHYS_INPUT_BUTTON_JUMP(this) = false; + if (destorg.z > this.origin.z) + dir = flatdir; + } } - dir = normalize(flatdir); } else { @@ -766,85 +988,183 @@ 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 { - 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) + 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.goalcurrent_prev && this.goalcurrent_prev.wpflags & WAYPOINTFLAG_JUMP) + { + if (time > this.bot_stop_moving_timeout + && fabs(deviation.y) > 20 && current_speed > maxspeed * 0.4 + && vdist(vec2(this.origin - this.goalcurrent_prev.origin), <, 50)) { - 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; + this.bot_stop_moving_timeout = time + 0.1; + } + if (current_speed > autocvar_sv_maxspeed * 0.9 + && vlen2(flat_diff) < vlen2(vec2(this.goalcurrent_prev.origin - destorg)) + && vdist(vec2(this.origin - this.goalcurrent_prev.origin), >, 50) + && vdist(vec2(this.origin - this.goalcurrent_prev.origin), <, 150) + ) + { + PHYS_INPUT_BUTTON_JUMP(this) = true; + // avoid changing route while bot is jumping a gap + navigation_goalrating_timeout_extend_if_needed(this, 1.5); } } - - // if bot for some reason doesn't get close to the current goal find another one - if(!IS_PLAYER(this.goalcurrent) && !(this.goalcurrent.bot_pickup_respawning && this.goalcurrent_distance < 50)) + else if (!this.goalstack01 || this.goalcurrent.wpflags & (WAYPOINTFLAG_TELEPORT | WAYPOINTFLAG_LADDER)) { - float curr_dist = vlen(this.origin - this.goalcurrent.origin); - if(this.goalcurrent != this.goalcurrent_prev) + if (vlen2(flat_diff) < vlen2(offset)) { - this.goalcurrent_prev = this.goalcurrent; - this.goalcurrent_distance = curr_dist; - this.goalcurrent_distance_time = 0; + if (this.goalcurrent.wpflags & WAYPOINTFLAG_JUMP && this.goalstack01) + { + // oblique warpzones need a jump otherwise bots gets stuck + PHYS_INPUT_BUTTON_JUMP(this) = true; + } + else + { + actual_destorg.x = destorg.x; + actual_destorg.y = destorg.y; + } } - else if(curr_dist > this.goalcurrent_distance) + } + 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(jumpobstacle_check); + dir = flatdir = normalize(actual_destorg - this.origin); + + bool jump_forbidden = false; + if (!turning && fabs(deviation.y) > 50) + jump_forbidden = true; + else if (IS_DUCKED(this)) + { + tracebox(this.origin, PL_MIN_CONST, PL_MAX_CONST, this.origin, false, this); + if (trace_startsolid) + jump_forbidden = true; + } + + if (!jump_forbidden) + { + tracebox(this.origin, this.mins, this.maxs, actual_destorg, false, this); + if (trace_fraction < 1 && trace_plane_normal.z < 0.7) { - if(!this.goalcurrent_distance_time) - this.goalcurrent_distance_time = time; - else if (time - this.goalcurrent_distance_time > 0.5) + s = trace_fraction; + 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) { - this.goalcurrent_prev = NULL; - navigation_clearroute(this); - this.bot_strategytime = 0; - return; + // 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 jumpobstacle_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; + } } } - else + } + + // if bot for some reason doesn't get close to the current goal find another one + 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)) + { + 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)) { - // reduce it a little bit so it works even with very small approaches to the goal - this.goalcurrent_distance = max(20, curr_dist - 15); - this.goalcurrent_distance_time = 0; + 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) + if (skill + this.bot_moveskill <= 3 && time > this.bot_stop_moving_timeout + && current_speed > maxspeed * 0.9 && fabs(deviation.y) > 70) + { + this.bot_stop_moving_timeout = time + 0.4 + random() * 0.2; + } + + offset = (vdist(this.velocity, >, 32) ? this.velocity * 0.2 : flatdir * 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); bool unreachable = false; - bool ignorehazards = false; s = CONTENT_SOLID; - if(trace_fraction == 1 && this.jumppadcount == 0 && !this.goalcurrent.wphardwired ) + if (trace_fraction == 1 && !this.jumppadcount + && !waypoint_is_hardwiredlink(this.goalcurrent_prev, this.goalcurrent) + && !(this.goalcurrent_prev && this.goalcurrent_prev.wpflags & WAYPOINTFLAG_JUMP) ) if((IS_ONGROUND(this)) || (this.aistatus & AI_STATUS_RUNNING) || (this.aistatus & AI_STATUS_ROAMING) || PHYS_INPUT_BUTTON_JUMP(this)) { // Look downwards traceline(dst_ahead , dst_down, true, NULL); //te_lightning2(NULL, this.origin + this.view_ofs, dst_ahead); // Draw "ahead" look - //te_lightning2(NULL, dst_ahead, dst_down); // Draw "downwards" look + //te_lightning2(NULL, dst_ahead, trace_endpos); // Draw "downwards" look if(trace_endpos.z < this.origin.z + this.mins.z) { s = pointcontents(trace_endpos + '0 0 1'); if (s != CONTENT_SOLID) if (s == CONTENT_LAVA || s == CONTENT_SLIME) - { evadelava = normalize(this.velocity) * -1; - if(this.waterlevel >= WATERLEVEL_WETFEET && (this.watertype == CONTENT_LAVA || this.watertype == CONTENT_SLIME)) - ignorehazards = true; - } - else if (s == CONTENT_WATER) - { - if(this.waterlevel >= WATERLEVEL_WETFEET && this.watertype == CONTENT_WATER) - ignorehazards = true; - } else if (s == CONTENT_SKY) evadeobstacle = normalize(this.velocity) * -1; else if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos)) @@ -854,7 +1174,7 @@ 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; @@ -873,44 +1193,95 @@ void havocbot_movetogoal(entity this) if(evadeobstacle || evadelava || (s == CONTENT_WATER)) { - if(!ignorehazards) - this.aistatus |= AI_STATUS_DANGER_AHEAD; + this.aistatus |= AI_STATUS_DANGER_AHEAD; if(IS_PLAYER(this.goalcurrent)) unreachable = true; } + + // slow down if bot is in the air and goal is under it + if (!waypoint_is_hardwiredlink(this.goalcurrent_prev, this.goalcurrent) + && 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) + { + if (vdist(vec2(diff), <, 40)) + dir.z = ladder_zdir * 4; + else + dir.z = ladder_zdir * 2; + 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); + } + + // already executed when bot targets an enemy + if (!this.bot_aimdir_executed) + { + if (time < this.bot_stop_moving_timeout) + bot_aimdir(this, normalize(this.goalcurrent.origin - this.origin), 0); + else + bot_aimdir(this, dir, 0); + } + + if (!ladder_zdir) + { + dir *= dodge_enemy_factor; + dir = normalize(dir + dodge); + } + + makevectors(this.v_angle); //dir = this.bot_dodgevector; //if (this.bot_dodgevector_jumpbutton) // PHYS_INPUT_BUTTON_JUMP(this) = true; @@ -923,14 +1294,20 @@ void havocbot_movetogoal(entity this) havocbot_keyboard_movement(this, destorg); // Bunnyhop! -// if(this.aistatus & AI_STATUS_ROAMING) - if(this.goalcurrent) + //if(this.aistatus & AI_STATUS_ROAMING) + if(!bunnyhop_forbidden && this.goalcurrent) if(skill+this.bot_moveskill >= autocvar_bot_ai_bunnyhop_skilloffset) havocbot_bunnyhop(this, dir); - if ((dir * v_up) >= autocvar_sv_jumpvelocity*0.5 && (IS_ONGROUND(this))) PHYS_INPUT_BUTTON_JUMP(this) = true; - if (((dodge * v_up) > 0) && random()*frametime >= 0.2*bound(0,(10-skill-this.bot_dodgeskill)*0.1,1)) PHYS_INPUT_BUTTON_JUMP(this) = true; - if (((dodge * v_up) < 0) && random()*frametime >= 0.5*bound(0,(10-skill-this.bot_dodgeskill)*0.1,1)) this.havocbot_ducktime=time+0.3/bound(0.1,skill+this.bot_dodgeskill,10); + if (dir * v_up >= autocvar_sv_jumpvelocity * 0.5 && IS_ONGROUND(this)) + PHYS_INPUT_BUTTON_JUMP(this) = true; + if (dodge) + { + if (dodge * v_up > 0 && random() * frametime >= 0.2 * bound(0, (10 - skill - this.bot_dodgeskill) * 0.1, 1)) + PHYS_INPUT_BUTTON_JUMP(this) = true; + if (dodge * v_up < 0 && random() * frametime >= 0.5 * bound(0, (10 - skill - this.bot_dodgeskill) * 0.1, 1)) + this.havocbot_ducktime = time + 0.3 / bound(0.1, skill + this.bot_dodgeskill, 10); + } } entity havocbot_gettarget(entity this, bool secondary) @@ -978,7 +1355,7 @@ void havocbot_chooseenemy(entity this) traceline(this.origin+this.view_ofs, ( this.enemy.absmin + this.enemy.absmax ) * 0.5,false,NULL); if (trace_ent == this.enemy || trace_fraction == 1) if (vdist(((this.enemy.absmin + this.enemy.absmax) * 0.5) - this.origin, <, 1000)) - if (this.health > 30) + if (GetResource(this, RES_HEALTH) > 30) { // remain tracking him for a shot while (case he went after a small corner or pilar this.havocbot_chooseenemy_finished = time + 0.5; @@ -1049,7 +1426,7 @@ 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; @@ -1126,7 +1503,7 @@ void havocbot_chooseweapon(entity this, .entity weaponentity) // Should it do a weapon combo? float af, ct, combo_time, combo; - af = ATTACK_FINISHED(this, 0); + af = ATTACK_FINISHED(this, weaponentity); ct = autocvar_bot_ai_weapon_combo_threshold; // Bots with no skill will be 4 times more slower than "godlike" bots when doing weapon combos @@ -1264,19 +1641,24 @@ float havocbot_moveto(entity this, vector pos) if(autocvar_bot_debug_goalstack) debuggoalstack(this); - // Heading - vector dir = ( ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5 ) - (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, 0); + } + if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_REACHED) { // Step 5: Waypoint reached LOG_TRACE(this.netname, "'s personal waypoint reached"); - delete(this.havocbot_personal_waypoint); + waypoint_remove(this.havocbot_personal_waypoint); this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_REACHED; return CMD_STATUS_FINISHED; } @@ -1345,6 +1727,7 @@ void havocbot_setupbot(entity this) this.cmd_moveto = havocbot_moveto; this.cmd_resetgoal = havocbot_resetgoal; + // NOTE: bot is not player yet havocbot_chooserole(this); }