Bots: define the API boundaries
authorTimePath <andrew.hardaker1995@gmail.com>
Sun, 7 Aug 2016 03:46:16 +0000 (13:46 +1000)
committerTimePath <andrew.hardaker1995@gmail.com>
Sun, 7 Aug 2016 04:11:47 +0000 (14:11 +1000)
62 files changed:
qcsrc/common/monsters/monster.qh
qcsrc/common/monsters/sv_monsters.qc
qcsrc/common/t_items.qc
qcsrc/common/triggers/func/breakable.qc
qcsrc/common/weapons/all.qh
qcsrc/server/autocvars.qh
qcsrc/server/bot/_mod.inc
qcsrc/server/bot/_mod.qh
qcsrc/server/bot/aim.qc [deleted file]
qcsrc/server/bot/aim.qh [deleted file]
qcsrc/server/bot/api.qc [new file with mode: 0644]
qcsrc/server/bot/api.qh [new file with mode: 0644]
qcsrc/server/bot/bot.qc [deleted file]
qcsrc/server/bot/bot.qh [deleted file]
qcsrc/server/bot/default/_mod.inc [new file with mode: 0644]
qcsrc/server/bot/default/_mod.qh [new file with mode: 0644]
qcsrc/server/bot/default/aim.qc [new file with mode: 0644]
qcsrc/server/bot/default/aim.qh [new file with mode: 0644]
qcsrc/server/bot/default/bot.qc [new file with mode: 0644]
qcsrc/server/bot/default/bot.qh [new file with mode: 0644]
qcsrc/server/bot/default/cvars.qc [new file with mode: 0644]
qcsrc/server/bot/default/cvars.qh [new file with mode: 0644]
qcsrc/server/bot/default/havocbot/_mod.inc [new file with mode: 0644]
qcsrc/server/bot/default/havocbot/_mod.qh [new file with mode: 0644]
qcsrc/server/bot/default/havocbot/havocbot.qc [new file with mode: 0644]
qcsrc/server/bot/default/havocbot/havocbot.qh [new file with mode: 0644]
qcsrc/server/bot/default/havocbot/roles.qc [new file with mode: 0644]
qcsrc/server/bot/default/havocbot/roles.qh [new file with mode: 0644]
qcsrc/server/bot/default/havocbot/scripting.qh [new file with mode: 0644]
qcsrc/server/bot/default/navigation.qc [new file with mode: 0644]
qcsrc/server/bot/default/navigation.qh [new file with mode: 0644]
qcsrc/server/bot/default/scripting.qc [new file with mode: 0644]
qcsrc/server/bot/default/scripting.qh [new file with mode: 0644]
qcsrc/server/bot/default/waypoints.qc [new file with mode: 0644]
qcsrc/server/bot/default/waypoints.qh [new file with mode: 0644]
qcsrc/server/bot/havocbot/_mod.inc [deleted file]
qcsrc/server/bot/havocbot/_mod.qh [deleted file]
qcsrc/server/bot/havocbot/havocbot.qc [deleted file]
qcsrc/server/bot/havocbot/havocbot.qh [deleted file]
qcsrc/server/bot/havocbot/roles.qc [deleted file]
qcsrc/server/bot/havocbot/roles.qh [deleted file]
qcsrc/server/bot/havocbot/scripting.qh [deleted file]
qcsrc/server/bot/navigation.qc [deleted file]
qcsrc/server/bot/navigation.qh [deleted file]
qcsrc/server/bot/scripting.qc [deleted file]
qcsrc/server/bot/scripting.qh [deleted file]
qcsrc/server/bot/waypoints.qc [deleted file]
qcsrc/server/bot/waypoints.qh [deleted file]
qcsrc/server/cl_client.qc
qcsrc/server/cl_impulse.qc
qcsrc/server/cl_player.qc
qcsrc/server/command/sv_cmd.qc
qcsrc/server/g_damage.qc
qcsrc/server/g_world.qc
qcsrc/server/mutators/gamemode.qh
qcsrc/server/mutators/mutator.qh
qcsrc/server/mutators/mutator/gamemode_keyhunt.qc
qcsrc/server/pathlib/path_waypoint.qc
qcsrc/server/progs.inc
qcsrc/server/race.qc
qcsrc/server/sv_main.qc
qcsrc/server/teamplay.qc

index de24caa..7b96380 100644 (file)
@@ -4,7 +4,7 @@
 #ifdef SVQC
 #include "sv_monsters.qh"
 #include <server/g_damage.qh>
-#include <server/bot/bot.qh>
+#include <server/bot/api.qh>
 #include <server/weapons/common.qh>
 #include <server/weapons/tracing.qh>
 #include <server/weapons/weaponsystem.qh>
index 8508d57..f03a513 100644 (file)
@@ -685,6 +685,8 @@ void Monster_CalculateVelocity(entity this, vector to, vector from, float turnra
        //this.angles = vectoangles(this.velocity);
 }
 
+.entity draggedby;
+
 void Monster_Move(entity this, float runspeed, float walkspeed, float stpspeed)
 {
        if(this.target2) { this.goalentity = find(NULL, targetname, this.target2); }
index f7c8162..d180e1c 100644 (file)
@@ -4,8 +4,7 @@
 
 #if defined(SVQC)
 
-    #include "../server/bot/bot.qh"
-    #include "../server/bot/waypoints.qh"
+    #include "../server/bot/api.qh"
 
     #include <server/mutators/all.qh>
 
index 6763701..29d6c6a 100644 (file)
@@ -2,7 +2,7 @@
 
 #include <server/g_subs.qh>
 #include <server/g_damage.qh>
-#include <server/bot/bot.qh>
+#include <server/bot/api.qh>
 #include <common/csqcmodel_settings.qh>
 #include <lib/csqcmodel/sv_model.qh>
 #include <server/weapons/common.qh>
index fa9d64a..24ea41c 100644 (file)
@@ -26,15 +26,15 @@ WepSet ReadWepSet();
 
 #include <common/util.qh>
 
-#ifdef SVQC
-#include <server/bot/aim.qh>
-#endif
-
 REGISTRY(Weapons, 72) // Increase as needed. Can be up to 72.
 #define Weapons_from(i) _Weapons_from(i, WEP_Null)
 REGISTER_REGISTRY(Weapons)
 STATIC_INIT(WeaponPickup) { FOREACH(Weapons, true, it.m_pickup = NEW(WeaponPickup, it)); }
 
+#ifdef SVQC
+#include <server/bot/api.qh>
+#endif
+
 .WepSet m_wepset;
 #define WEPSET(id) (WEP_##id.m_wepset)
 #define WepSet_FromWeapon(it) ((it).m_wepset)
index 188cc71..a8d45bd 100644 (file)
@@ -5,61 +5,9 @@ bool autocvar__campaign_testrun;
 int autocvar__campaign_index;
 string autocvar__campaign_name;
 bool autocvar__sv_init;
-float autocvar_bot_ai_aimskill_blendrate;
-float autocvar_bot_ai_aimskill_firetolerance_distdegrees;
-float autocvar_bot_ai_aimskill_firetolerance_maxdegrees;
-float autocvar_bot_ai_aimskill_firetolerance_mindegrees;
-float autocvar_bot_ai_aimskill_fixedrate;
-float autocvar_bot_ai_aimskill_mouse;
-float autocvar_bot_ai_aimskill_offset;
-float autocvar_bot_ai_aimskill_order_filter_1st;
-float autocvar_bot_ai_aimskill_order_filter_2nd;
-float autocvar_bot_ai_aimskill_order_filter_3th;
-float autocvar_bot_ai_aimskill_order_filter_4th;
-float autocvar_bot_ai_aimskill_order_filter_5th;
-float autocvar_bot_ai_aimskill_order_mix_1st;
-float autocvar_bot_ai_aimskill_order_mix_2nd;
-float autocvar_bot_ai_aimskill_order_mix_3th;
-float autocvar_bot_ai_aimskill_order_mix_4th;
-float autocvar_bot_ai_aimskill_order_mix_5th;
-float autocvar_bot_ai_aimskill_think;
-float autocvar_bot_ai_bunnyhop_firstjumpdelay;
-float autocvar_bot_ai_bunnyhop_skilloffset;
-float autocvar_bot_ai_bunnyhop_startdistance;
-float autocvar_bot_ai_bunnyhop_stopdistance;
-float autocvar_bot_ai_chooseweaponinterval;
-string autocvar_bot_ai_custom_weapon_priority_close;
-string autocvar_bot_ai_custom_weapon_priority_distances;
-string autocvar_bot_ai_custom_weapon_priority_far;
-string autocvar_bot_ai_custom_weapon_priority_mid;
-float autocvar_bot_ai_dangerdetectioninterval;
-float autocvar_bot_ai_dangerdetectionupdates;
-float autocvar_bot_ai_enemydetectioninterval;
-float autocvar_bot_ai_enemydetectionradius;
-float autocvar_bot_ai_friends_aware_pickup_radius;
-float autocvar_bot_ai_ignoregoal_timeout;
-float autocvar_bot_ai_keyboard_distance;
-float autocvar_bot_ai_keyboard_threshold;
-float autocvar_bot_ai_navigation_jetpack;
-float autocvar_bot_ai_navigation_jetpack_mindistance;
 float autocvar_bot_ai_strategyinterval;
-float autocvar_bot_ai_thinkinterval;
-bool autocvar_bot_ai_weapon_combo;
-float autocvar_bot_ai_weapon_combo_threshold;
-string autocvar_bot_config_file;
-bool autocvar_bot_god;
-bool autocvar_bot_ignore_bots;
-bool autocvar_bot_join_empty;
-bool autocvar_bot_navigation_ignoreplayers;
-bool autocvar_bot_nofire;
 #define autocvar_bot_number cvar("bot_number")
-#define autocvar_bot_prefix cvar_string("bot_prefix")
-#define autocvar_bot_suffix cvar_string("bot_suffix")
-bool autocvar_bot_usemodelnames;
 int autocvar_bot_vs_human;
-bool autocvar_bot_debug_tracewalk;
-bool autocvar_bot_debug_goalstack;
-bool autocvar_bot_wander_enable;
 int autocvar_captureleadlimit_override;
 #define autocvar_capturelimit_override cvar("capturelimit_override")
 float autocvar_ekg;
@@ -172,7 +120,6 @@ float autocvar_g_chat_flood_spl_tell;
 int autocvar_g_chat_nospectators;
 bool autocvar_g_chat_teamcolors;
 bool autocvar_g_chat_tellprivacy;
-bool autocvar_g_debug_bot_commands;
 bool autocvar_g_forced_respawn;
 string autocvar_g_forced_team_blue;
 string autocvar_g_forced_team_otherwise;
@@ -296,7 +243,6 @@ float autocvar_g_turrets_targetscan_maxdelay;
 float autocvar_g_turrets_targetscan_mindelay;
 bool autocvar_g_use_ammunition;
 bool autocvar_g_waypointeditor;
-int autocvar_g_waypointeditor_auto;
 bool autocvar_g_waypoints_for_items;
 #define autocvar_g_weapon_stay cvar("g_weapon_stay")
 bool autocvar_g_weapon_throwable;
@@ -321,7 +267,6 @@ int autocvar_rescan_pending;
 bool autocvar_samelevel;
 string autocvar_sessionid;
 #define autocvar_skill cvar("skill")
-float autocvar_skill_auto;
 #define autocvar_slowmo cvar("slowmo")
 float autocvar_snd_soundradius;
 int autocvar_spawn_debug;
@@ -429,7 +374,6 @@ float autocvar_timelimit_overtime;
 int autocvar_timelimit_overtimes;
 float autocvar_timelimit_suddendeath;
 #define autocvar_utf8_enable cvar("utf8_enable")
-bool autocvar_waypoint_benchmark;
 float autocvar_sv_gameplayfix_gravityunaffectedbyticrate;
 bool autocvar_sv_gameplayfix_upwardvelocityclearsongroundflag;
 float autocvar_g_trueaim_minrange;
index 7879391..8f0672e 100644 (file)
@@ -1,6 +1,2 @@
 // generated file; do not modify
-#include <server/bot/aim.qc>
-#include <server/bot/bot.qc>
-#include <server/bot/navigation.qc>
-#include <server/bot/scripting.qc>
-#include <server/bot/waypoints.qc>
+#include <server/bot/api.qc>
index 802d391..33f0b02 100644 (file)
@@ -1,6 +1,2 @@
 // generated file; do not modify
-#include <server/bot/aim.qh>
-#include <server/bot/bot.qh>
-#include <server/bot/navigation.qh>
-#include <server/bot/scripting.qh>
-#include <server/bot/waypoints.qh>
+#include <server/bot/api.qh>
diff --git a/qcsrc/server/bot/aim.qc b/qcsrc/server/bot/aim.qc
deleted file mode 100644 (file)
index b867b5f..0000000
+++ /dev/null
@@ -1,393 +0,0 @@
-#include "aim.qh"
-
-#include "bot.qh"
-
-#include <common/physics/player.qh>
-#include <common/state.qh>
-
-#include "../weapons/weaponsystem.qh"
-
-#include "../mutators/all.qh"
-
-// traces multiple trajectories to find one that will impact the target
-// 'end' vector is the place it aims for,
-// returns true only if it hit targ (don't target non-solid entities)
-
-float findtrajectorywithleading(vector org, vector m1, vector m2, entity targ, float shotspeed, float shotspeedupward, float maxtime, float shotdelay, entity ignore)
-{
-       float c, savesolid, shottime;
-       vector dir, end, v, o;
-       if (shotspeed < 1)
-               return false; // could cause division by zero if calculated
-       if (targ.solid < SOLID_BBOX) // SOLID_NOT and SOLID_TRIGGER
-               return false; // could never hit it
-       if (!tracetossent)
-               tracetossent = new(tracetossent);
-       tracetossent.owner = ignore;
-       setsize(tracetossent, m1, m2);
-       savesolid = targ.solid;
-       targ.solid = SOLID_NOT;
-       o = (targ.absmin + targ.absmax) * 0.5;
-       shottime = ((vlen(o - org) / shotspeed) + shotdelay);
-       v = targ.velocity * shottime + o;
-       tracebox(o, targ.mins, targ.maxs, v, false, targ);
-       v = trace_endpos;
-       end = v + (targ.mins + targ.maxs) * 0.5;
-       if ((vlen(end - org) / shotspeed + 0.2) > maxtime)
-       {
-               // out of range
-               targ.solid = savesolid;
-               return false;
-       }
-
-       if (!tracetossfaketarget)
-               tracetossfaketarget = new(tracetossfaketarget);
-       tracetossfaketarget.solid = savesolid;
-       set_movetype(tracetossfaketarget, targ.move_movetype);
-       _setmodel(tracetossfaketarget, targ.model); // no low precision
-       tracetossfaketarget.model = targ.model;
-       tracetossfaketarget.modelindex = targ.modelindex;
-       setsize(tracetossfaketarget, targ.mins, targ.maxs);
-       setorigin(tracetossfaketarget, v);
-
-       c = 0;
-       dir = normalize(end - org);
-       while (c < 10) // 10 traces
-       {
-               setorigin(tracetossent, org); // reset
-               tracetossent.velocity = findtrajectory_velocity = normalize(dir) * shotspeed + shotspeedupward * '0 0 1';
-               tracetoss(tracetossent, ignore); // love builtin functions...
-               if (trace_ent == tracetossfaketarget) // done
-               {
-                       targ.solid = savesolid;
-
-                       // make it disappear
-                       tracetossfaketarget.solid = SOLID_NOT;
-                       set_movetype(tracetossfaketarget, MOVETYPE_NONE);
-                       tracetossfaketarget.model = "";
-                       tracetossfaketarget.modelindex = 0;
-                       // relink to remove it from physics considerations
-                       setorigin(tracetossfaketarget, v);
-
-                       return true;
-               }
-               dir.z = dir.z + 0.1; // aim up a little more
-               c = c + 1;
-       }
-       targ.solid = savesolid;
-
-       // make it disappear
-       tracetossfaketarget.solid = SOLID_NOT;
-       set_movetype(tracetossfaketarget, MOVETYPE_NONE);
-       tracetossfaketarget.model = "";
-       tracetossfaketarget.modelindex = 0;
-       // relink to remove it from physics considerations
-       setorigin(tracetossfaketarget, v);
-
-       // leave a valid one even if it won't reach
-       findtrajectory_velocity = normalize(end - org) * shotspeed + shotspeedupward * '0 0 1';
-       return false;
-}
-
-void lag_update(entity this)
-{
-       if (this.lag1_time) if (time > this.lag1_time) {this.lag_func(this, this.lag1_time, this.lag1_float1, this.lag1_float2, this.lag1_entity1, this.lag1_vec1, this.lag1_vec2, this.lag1_vec3, this.lag1_vec4);this.lag1_time = 0;}
-       if (this.lag2_time) if (time > this.lag2_time) {this.lag_func(this, this.lag2_time, this.lag2_float1, this.lag2_float2, this.lag2_entity1, this.lag2_vec1, this.lag2_vec2, this.lag2_vec3, this.lag2_vec4);this.lag2_time = 0;}
-       if (this.lag3_time) if (time > this.lag3_time) {this.lag_func(this, this.lag3_time, this.lag3_float1, this.lag3_float2, this.lag3_entity1, this.lag3_vec1, this.lag3_vec2, this.lag3_vec3, this.lag3_vec4);this.lag3_time = 0;}
-       if (this.lag4_time) if (time > this.lag4_time) {this.lag_func(this, this.lag4_time, this.lag4_float1, this.lag4_float2, this.lag4_entity1, this.lag4_vec1, this.lag4_vec2, this.lag4_vec3, this.lag4_vec4);this.lag4_time = 0;}
-       if (this.lag5_time) if (time > this.lag5_time) {this.lag_func(this, this.lag5_time, this.lag5_float1, this.lag5_float2, this.lag5_entity1, this.lag5_vec1, this.lag5_vec2, this.lag5_vec3, this.lag5_vec4);this.lag5_time = 0;}
-}
-
-float lag_additem(entity this, float t, float f1, float f2, entity e1, vector v1, vector v2, vector v3, vector v4)
-{
-       if (this.lag1_time == 0) {this.lag1_time = t;this.lag1_float1 = f1;this.lag1_float2 = f2;this.lag1_entity1 = e1;this.lag1_vec1 = v1;this.lag1_vec2 = v2;this.lag1_vec3 = v3;this.lag1_vec4 = v4;return true;}
-       if (this.lag2_time == 0) {this.lag2_time = t;this.lag2_float1 = f1;this.lag2_float2 = f2;this.lag2_entity1 = e1;this.lag2_vec1 = v1;this.lag2_vec2 = v2;this.lag2_vec3 = v3;this.lag2_vec4 = v4;return true;}
-       if (this.lag3_time == 0) {this.lag3_time = t;this.lag3_float1 = f1;this.lag3_float2 = f2;this.lag3_entity1 = e1;this.lag3_vec1 = v1;this.lag3_vec2 = v2;this.lag3_vec3 = v3;this.lag3_vec4 = v4;return true;}
-       if (this.lag4_time == 0) {this.lag4_time = t;this.lag4_float1 = f1;this.lag4_float2 = f2;this.lag4_entity1 = e1;this.lag4_vec1 = v1;this.lag4_vec2 = v2;this.lag4_vec3 = v3;this.lag4_vec4 = v4;return true;}
-       if (this.lag5_time == 0) {this.lag5_time = t;this.lag5_float1 = f1;this.lag5_float2 = f2;this.lag5_entity1 = e1;this.lag5_vec1 = v1;this.lag5_vec2 = v2;this.lag5_vec3 = v3;this.lag5_vec4 = v4;return true;}
-       // no room for it (what is the best thing to do here??)
-       return false;
-}
-
-bool bot_shouldattack(entity this, entity targ)
-{
-       if (targ.team == this.team)
-       {
-               if (targ == this)
-                       return false;
-               if (teamplay)
-               if (targ.team != 0)
-                       return false;
-       }
-
-       if(STAT(FROZEN, targ))
-               return false;
-
-       if(teamplay)
-       {
-               if(targ.team==0)
-                       return false;
-       }
-       else if(bot_ignore_bots)
-               if(IS_BOT_CLIENT(targ))
-                       return false;
-
-       if (!targ.takedamage)
-               return false;
-       if (IS_DEAD(targ))
-               return false;
-       if (PHYS_INPUT_BUTTON_CHAT(targ))
-               return false;
-       if(targ.flags & FL_NOTARGET)
-               return false;
-
-       if(MUTATOR_CALLHOOK(BotShouldAttack, this, targ))
-               return false;
-
-       return true;
-}
-
-void bot_lagfunc(entity this, float t, float f1, float f2, entity e1, vector v1, vector v2, vector v3, vector v4)
-{
-       if(this.flags & FL_INWATER)
-       {
-               this.bot_aimtarg = NULL;
-               return;
-       }
-       this.bot_aimtarg = e1;
-       this.bot_aimlatency = this.ping; // FIXME?  Shouldn't this be in the lag item?
-       //this.bot_aimorigin = v1;
-       //this.bot_aimvelocity = v2;
-       this.bot_aimtargorigin = v3;
-       this.bot_aimtargvelocity = v4;
-       if(skill <= 0)
-               this.bot_canfire = (random() < 0.8);
-       else if(skill <= 1)
-               this.bot_canfire = (random() < 0.9);
-       else if(skill <= 2)
-               this.bot_canfire = (random() < 0.95);
-       else
-               this.bot_canfire = 1;
-}
-
-float bot_aimdir(entity this, vector v, float maxfiredeviation)
-{
-       float dist, delta_t, blend;
-       vector desiredang, diffang;
-
-       //dprint("aim ", this.netname, ": old:", vtos(this.v_angle));
-       // make sure v_angle is sane first
-       this.v_angle_y = this.v_angle.y - floor(this.v_angle.y / 360) * 360;
-       this.v_angle_z = 0;
-
-       // get the desired angles to aim at
-       //dprint(" at:", vtos(v));
-       v = normalize(v);
-       //te_lightning2(NULL, this.origin + this.view_ofs, this.origin + this.view_ofs + v * 200);
-       if (time >= this.bot_badaimtime)
-       {
-               this.bot_badaimtime = max(this.bot_badaimtime + 0.3, time);
-               this.bot_badaimoffset = randomvec() * bound(0, 5 - 0.5 * (skill+this.bot_offsetskill), 5) * autocvar_bot_ai_aimskill_offset;
-       }
-       desiredang = vectoangles(v) + this.bot_badaimoffset;
-       //dprint(" desired:", vtos(desiredang));
-       if (desiredang.x >= 180)
-               desiredang.x = desiredang.x - 360;
-       desiredang.x = bound(-90, 0 - desiredang.x, 90);
-       desiredang.z = this.v_angle.z;
-       //dprint(" / ", vtos(desiredang));
-
-       //// pain throws off aim
-       //if (this.bot_painintensity)
-       //{
-       //      // shake from pain
-       //      desiredang = desiredang + randomvec() * this.bot_painintensity * 0.2;
-       //}
-
-       // calculate turn angles
-       diffang = (desiredang - this.bot_olddesiredang);
-       // wrap yaw turn
-       diffang.y = diffang.y - floor(diffang.y / 360) * 360;
-       if (diffang.y >= 180)
-               diffang.y = diffang.y - 360;
-       this.bot_olddesiredang = desiredang;
-       //dprint(" diff:", vtos(diffang));
-
-       delta_t = time-this.bot_prevaimtime;
-       this.bot_prevaimtime = time;
-       // Here we will try to anticipate the comming aiming direction
-       this.bot_1st_order_aimfilter= this.bot_1st_order_aimfilter
-               + (diffang * (1 / delta_t)    - this.bot_1st_order_aimfilter) * bound(0, autocvar_bot_ai_aimskill_order_filter_1st,1);
-       this.bot_2nd_order_aimfilter= this.bot_2nd_order_aimfilter
-               + (this.bot_1st_order_aimfilter - this.bot_2nd_order_aimfilter) * bound(0, autocvar_bot_ai_aimskill_order_filter_2nd,1);
-       this.bot_3th_order_aimfilter= this.bot_3th_order_aimfilter
-               + (this.bot_2nd_order_aimfilter - this.bot_3th_order_aimfilter) * bound(0, autocvar_bot_ai_aimskill_order_filter_3th,1);
-       this.bot_4th_order_aimfilter= this.bot_4th_order_aimfilter
-               + (this.bot_3th_order_aimfilter - this.bot_4th_order_aimfilter) * bound(0, autocvar_bot_ai_aimskill_order_filter_4th,1);
-       this.bot_5th_order_aimfilter= this.bot_5th_order_aimfilter
-               + (this.bot_4th_order_aimfilter - this.bot_5th_order_aimfilter) * bound(0, autocvar_bot_ai_aimskill_order_filter_5th,1);
-
-       //blend = (bound(0,skill,10)*0.1)*pow(1-bound(0,skill,10)*0.05,2.5)*5.656854249; //Plot formule before changing !
-       blend = bound(0,skill+this.bot_aimskill,10)*0.1;
-       desiredang = desiredang + blend *
-       (
-                 this.bot_1st_order_aimfilter * autocvar_bot_ai_aimskill_order_mix_1st
-               + this.bot_2nd_order_aimfilter * autocvar_bot_ai_aimskill_order_mix_2nd
-               + this.bot_3th_order_aimfilter * autocvar_bot_ai_aimskill_order_mix_3th
-               + this.bot_4th_order_aimfilter * autocvar_bot_ai_aimskill_order_mix_4th
-               + this.bot_5th_order_aimfilter * autocvar_bot_ai_aimskill_order_mix_5th
-       );
-
-       // calculate turn angles
-       diffang = desiredang - this.bot_mouseaim;
-       // wrap yaw turn
-       diffang.y = diffang.y - floor(diffang.y / 360) * 360;
-       if (diffang.y >= 180)
-               diffang.y = diffang.y - 360;
-       //dprint(" diff:", vtos(diffang));
-
-       if (time >= this.bot_aimthinktime)
-       {
-               this.bot_aimthinktime = max(this.bot_aimthinktime + 0.5 - 0.05*(skill+this.bot_thinkskill), time);
-               this.bot_mouseaim = this.bot_mouseaim + diffang * (1-random()*0.1*bound(1,10-(skill+this.bot_thinkskill),10));
-       }
-
-       //this.v_angle = this.v_angle + diffang * bound(0, r * frametime * (skill * 0.5 + 2), 1);
-
-       diffang = this.bot_mouseaim - desiredang;
-       // wrap yaw turn
-       diffang.y = diffang.y - floor(diffang.y / 360) * 360;
-       if (diffang.y >= 180)
-               diffang.y = diffang.y - 360;
-       desiredang = desiredang + diffang * bound(0,autocvar_bot_ai_aimskill_think,1);
-
-       // calculate turn angles
-       diffang = desiredang - this.v_angle;
-       // wrap yaw turn
-       diffang.y = diffang.y - floor(diffang.y / 360) * 360;
-       if (diffang.y >= 180)
-               diffang.y = diffang.y - 360;
-       //dprint(" diff:", vtos(diffang));
-
-       // jitter tracking
-       dist = vlen(diffang);
-       //diffang = diffang + randomvec() * (dist * 0.05 * (3.5 - bound(0, skill, 3)));
-
-       // turn
-       float r, fixedrate, blendrate;
-       fixedrate = autocvar_bot_ai_aimskill_fixedrate / bound(1,dist,1000);
-       blendrate = autocvar_bot_ai_aimskill_blendrate;
-       r = max(fixedrate, blendrate);
-       //this.v_angle = this.v_angle + diffang * bound(frametime, r * frametime * (2+skill*skill*0.05-random()*0.05*(10-skill)), 1);
-       this.v_angle = this.v_angle + diffang * bound(delta_t, r * delta_t * (2+pow(skill+this.bot_mouseskill,3)*0.005-random()), 1);
-       this.v_angle = this.v_angle * bound(0,autocvar_bot_ai_aimskill_mouse,1) + desiredang * bound(0,(1-autocvar_bot_ai_aimskill_mouse),1);
-       //this.v_angle = this.v_angle + diffang * bound(0, r * frametime * (skill * 0.5 + 2), 1);
-       //this.v_angle = this.v_angle + diffang * (1/ blendrate);
-       this.v_angle_z = 0;
-       this.v_angle_y = this.v_angle.y - floor(this.v_angle.y / 360) * 360;
-       //dprint(" turn:", vtos(this.v_angle));
-
-       makevectors(this.v_angle);
-       shotorg = this.origin + this.view_ofs;
-       shotdir = v_forward;
-
-       //dprint(" dir:", vtos(v_forward));
-       //te_lightning2(NULL, shotorg, shotorg + shotdir * 100);
-
-       // calculate turn angles again
-       //diffang = desiredang - this.v_angle;
-       //diffang_y = diffang_y - floor(diffang_y / 360) * 360;
-       //if (diffang_y >= 180)
-       //      diffang_y = diffang_y - 360;
-
-       //dprint("e ", vtos(diffang), " < ", ftos(maxfiredeviation), "\n");
-
-       // decide whether to fire this time
-       // note the maxfiredeviation is in degrees so this has to convert to radians first
-       //if ((normalize(v) * shotdir) >= cos(maxfiredeviation * (3.14159265358979323846 / 180)))
-       if ((normalize(v) * shotdir) >= cos(maxfiredeviation * (3.14159265358979323846 / 180)))
-       if(vdist(trace_endpos-shotorg, <, 500 + 500 * bound(0, skill + this.bot_aggresskill, 10)) || random()*random()>bound(0,(skill+this.bot_aggresskill)*0.05,1))
-               this.bot_firetimer = time + bound(0.1, 0.5-(skill+this.bot_aggresskill)*0.05, 0.5);
-       //traceline(shotorg,shotorg+shotdir*1000,false,NULL);
-       //dprint(ftos(maxfiredeviation),"\n");
-       //dprint(" diff:", vtos(diffang), "\n");
-
-       return this.bot_canfire && (time < this.bot_firetimer);
-}
-
-vector bot_shotlead(vector targorigin, vector targvelocity, float shotspeed, float shotdelay)
-{
-       // Try to add code here that predicts gravity effect here, no clue HOW to though ... well not yet atleast...
-       return targorigin + targvelocity * (shotdelay + vlen(targorigin - shotorg) / shotspeed);
-}
-
-bool bot_aim(entity this, float shotspeed, float shotspeedupward, float maxshottime, bool applygravity)
-{
-       float f, r, hf, distanceratio;
-       vector v;
-       /*
-       eprint(this);
-       dprint("bot_aim(", ftos(shotspeed));
-       dprint(", ", ftos(shotspeedupward));
-       dprint(", ", ftos(maxshottime));
-       dprint(", ", ftos(applygravity));
-       dprint(");\n");
-       */
-
-       hf = this.dphitcontentsmask;
-       this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
-
-       shotspeed *= W_WeaponSpeedFactor(this);
-       shotspeedupward *= W_WeaponSpeedFactor(this);
-       if (!shotspeed)
-       {
-               LOG_TRACE("bot_aim: WARNING: weapon ", PS(this).m_weapon.m_name, " shotspeed is zero!\n");
-               shotspeed = 1000000;
-       }
-       if (!maxshottime)
-       {
-               LOG_TRACE("bot_aim: WARNING: weapon ", PS(this).m_weapon.m_name, " maxshottime is zero!\n");
-               maxshottime = 1;
-       }
-       makevectors(this.v_angle);
-       shotorg = this.origin + this.view_ofs;
-       shotdir = v_forward;
-       v = bot_shotlead(this.bot_aimtargorigin, this.bot_aimtargvelocity, shotspeed, this.bot_aimlatency);
-       distanceratio = sqrt(bound(0,skill,10000))*0.3*(vlen(v-shotorg)-100)/autocvar_bot_ai_aimskill_firetolerance_distdegrees;
-       distanceratio = bound(0,distanceratio,1);
-       r =  (autocvar_bot_ai_aimskill_firetolerance_maxdegrees-autocvar_bot_ai_aimskill_firetolerance_mindegrees)
-               * (1-distanceratio) + autocvar_bot_ai_aimskill_firetolerance_mindegrees;
-       if (applygravity && this.bot_aimtarg)
-       {
-               if (!findtrajectorywithleading(shotorg, '0 0 0', '0 0 0', this.bot_aimtarg, shotspeed, shotspeedupward, maxshottime, 0, this))
-               {
-                       this.dphitcontentsmask = hf;
-                       return false;
-               }
-
-               f = bot_aimdir(this, findtrajectory_velocity - shotspeedupward * '0 0 1', r);
-       }
-       else
-       {
-               f = bot_aimdir(this, v - shotorg, r);
-               //dprint("AIM: ");dprint(vtos(this.bot_aimtargorigin));dprint(" + ");dprint(vtos(this.bot_aimtargvelocity));dprint(" * ");dprint(ftos(this.bot_aimlatency + vlen(this.bot_aimtargorigin - shotorg) / shotspeed));dprint(" = ");dprint(vtos(v));dprint(" : aimdir = ");dprint(vtos(normalize(v - shotorg)));dprint(" : ");dprint(vtos(shotdir));dprint("\n");
-               //traceline(shotorg, shotorg + shotdir * 10000, false, this);
-               //if (trace_ent.takedamage)
-               //if (trace_fraction < 1)
-               //if (!bot_shouldattack(this, trace_ent))
-               //      return false;
-               traceline(shotorg, this.bot_aimtargorigin, false, this);
-               if (trace_fraction < 1)
-               if (trace_ent != this.enemy)
-               if (!bot_shouldattack(this, trace_ent))
-               {
-                       this.dphitcontentsmask = hf;
-                       return false;
-               }
-       }
-
-       //if (r > maxshottime * shotspeed)
-       //      return false;
-       this.dphitcontentsmask = hf;
-       return true;
-}
diff --git a/qcsrc/server/bot/aim.qh b/qcsrc/server/bot/aim.qh
deleted file mode 100644 (file)
index dfe10e2..0000000
+++ /dev/null
@@ -1,99 +0,0 @@
-#pragma once
-/*
- * Globals and Fields
- */
-
-entity tracetossent;
-entity tracetossfaketarget;
-vector findtrajectory_velocity;
-
-
-
-vector shotorg;
-vector shotdir;
-
-// lag simulation
-// upto 5 queued messages
-.float lag1_time;
-.float lag1_float1;
-.float lag1_float2;
-.entity lag1_entity1;
-.vector lag1_vec1;
-.vector lag1_vec2;
-.vector lag1_vec3;
-.vector lag1_vec4;
-
-.float lag2_time;
-.float lag2_float1;
-.float lag2_float2;
-.entity lag2_entity1;
-.vector lag2_vec1;
-.vector lag2_vec2;
-.vector lag2_vec3;
-.vector lag2_vec4;
-
-.float lag3_time;
-.float lag3_float1;
-.float lag3_float2;
-.entity lag3_entity1;
-.vector lag3_vec1;
-.vector lag3_vec2;
-.vector lag3_vec3;
-.vector lag3_vec4;
-
-.float lag4_time;
-.float lag4_float1;
-.float lag4_float2;
-.entity lag4_entity1;
-.vector lag4_vec1;
-.vector lag4_vec2;
-.vector lag4_vec3;
-.vector lag4_vec4;
-
-.float lag5_time;
-.float lag5_float1;
-.float lag5_float2;
-.entity lag5_entity1;
-.vector lag5_vec1;
-.vector lag5_vec2;
-.vector lag5_vec3;
-.vector lag5_vec4;
-
-.float bot_badaimtime;
-.float bot_aimthinktime;
-.float bot_prevaimtime;
-.float bot_firetimer;
-.float bot_aimlatency;
-
-.vector bot_mouseaim;
-.vector bot_badaimoffset;
-.vector bot_1st_order_aimfilter;
-.vector bot_2nd_order_aimfilter;
-.vector bot_3th_order_aimfilter;
-.vector bot_4th_order_aimfilter;
-.vector bot_5th_order_aimfilter;
-.vector bot_olddesiredang;
-
-//.vector bot_aimorigin;
-//.vector bot_aimvelocity;
-.vector bot_aimtargorigin;
-.vector bot_aimtargvelocity;
-
-.entity bot_aimtarg;
-
-/*
- * Functions
- */
-
-float lag_additem(entity this, float t, float f1, float f2, entity e1, vector v1, vector v2, vector v3, vector v4);
-void lag_update(entity this);
-void bot_lagfunc(entity this, float t, float f1, float f2, entity e1, vector v1, vector v2, vector v3, vector v4);
-
-float bot_shouldattack(entity this, entity targ);
-float bot_aimdir(entity this, vector v, float maxfiredeviation);
-bool bot_aim(entity this, float shotspeed, float shotspeedupward, float maxshottime, bool applygravity);
-float findtrajectorywithleading(vector org, vector m1, vector m2, entity targ, float shotspeed, float shotspeedupward, float maxtime, float shotdelay, entity ignore);
-
-vector bot_shotlead(vector targorigin, vector targvelocity, float shotspeed, float shotdelay);
-
-.void(entity this, float t, float f1, float f2, entity e1, vector v1, vector v2, vector v3, vector v4) lag_func;
diff --git a/qcsrc/server/bot/api.qc b/qcsrc/server/bot/api.qc
new file mode 100644 (file)
index 0000000..85b0e46
--- /dev/null
@@ -0,0 +1,49 @@
+#include "api.qh"
+
+#if 1
+
+#include "default/_mod.inc"
+#include "default/havocbot/_mod.inc"
+
+#else
+
+bool bot_aim(entity this, float shotspeed, float shotspeedupward, float maxshottime, float applygravity) { return false; }
+void bot_clientconnect(entity this) { }
+void bot_clientdisconnect(entity this) { }
+void bot_cmdhelp(string scmd) { }
+void bot_endgame() { }
+bool bot_fixcount() { return true; }
+void bot_list_commands() { }
+void bot_queuecommand(entity bot, string cmdstring) { }
+void bot_relinkplayerlist() { }
+void bot_resetqueues() { }
+void bot_serverframe() { }
+bool bot_shouldattack(entity this, entity e) { return false; }
+void bot_think(entity this) { }
+
+entity find_bot_by_name(string name) { return NULL; }
+entity find_bot_by_number(float number) { return NULL; }
+
+void havocbot_goalrating_controlpoints(entity this, float ratingscale, vector org, float sradius) { }
+void havocbot_goalrating_enemyplayers(entity this, float ratingscale, vector org, float sradius) { }
+void havocbot_goalrating_items(entity this, float ratingscale, vector org, float sradius) { }
+
+entity navigation_findnearestwaypoint(entity ent, float walkfromwp) { return NULL; }
+void navigation_goalrating_end(entity this) { }
+void navigation_goalrating_start(entity this) { }
+void navigation_markroutes(entity this, entity fixed_source_waypoint) { }
+void navigation_markroutes_inverted(entity fixed_source_waypoint) { }
+void navigation_routerating(entity this, entity e, float f, float rangebias) { }
+
+bool tracewalk(entity e, vector start, vector m1, vector m2, vector end, float movemode) { return false; }
+
+void waypoint_remove(entity e) { }
+void waypoint_saveall() { }
+void waypoint_schedulerelinkall() { }
+void waypoint_schedulerelink(entity wp) { }
+void waypoint_spawnforitem(entity e) { }
+void waypoint_spawnforitem_force(entity e, vector org) { }
+void waypoint_spawnforteleporter(entity e, vector destination, float timetaken) { }
+void waypoint_spawnforteleporter_v(entity e, vector org, vector destination, float timetaken) { }
+entity waypoint_spawn(vector m1, vector m2, float f) { return NULL; }
+#endif
diff --git a/qcsrc/server/bot/api.qh b/qcsrc/server/bot/api.qh
new file mode 100644 (file)
index 0000000..9c52589
--- /dev/null
@@ -0,0 +1,87 @@
+#pragma once
+
+#include <common/weapons/all.qh>
+
+const int WAYPOINTFLAG_GENERATED = BIT(23);
+const int WAYPOINTFLAG_ITEM = BIT(22);
+const int WAYPOINTFLAG_TELEPORT = BIT(21);
+const int WAYPOINTFLAG_NORELINK = BIT(20);
+const int WAYPOINTFLAG_PERSONAL = BIT(19);
+const int WAYPOINTFLAG_PROTECTED = BIT(18);  // Useless WP detection never kills these.
+const int WAYPOINTFLAG_USEFUL = BIT(17);  // Useless WP detection temporary flag.
+const int WAYPOINTFLAG_DEAD_END = BIT(16);  // Useless WP detection temporary flag.
+
+entity kh_worldkeylist;
+.entity kh_worldkeynext;
+
+float bot_custom_weapon;
+float bot_weapons_close[Weapons_MAX];
+float bot_weapons_far[Weapons_MAX];
+float bot_weapons_mid[Weapons_MAX];
+float skill;
+
+.float bot_attack;
+.float bot_dodgerating;
+.float bot_dodge;
+.float bot_forced_team;
+.float bot_moveskill; // moving technique
+.float bot_pickup;
+.float(entity player, entity item) bot_pickupevalfunc;
+.float bot_strategytime;
+.string cleanname;
+.float havocbot_role_timeout;
+.float isbot; // true if this client is actually a bot
+.float lastteleporttime;
+.float navigation_hasgoals;
+.float nearestwaypointtimeout;
+.entity nearestwaypoint;
+.float speed;
+.entity wp00, wp01, wp02, wp03, wp04, wp05, wp06, wp07, wp08, wp09, wp10, wp11, wp12, wp13, wp14, wp15;
+.entity wp16, wp17, wp18, wp19, wp20, wp21, wp22, wp23, wp24, wp25, wp26, wp27, wp28, wp29, wp30, wp31;
+.float wp00mincost, wp01mincost, wp02mincost, wp03mincost, wp04mincost, wp05mincost, wp06mincost, wp07mincost;
+.float wp08mincost, wp09mincost, wp10mincost, wp11mincost, wp12mincost, wp13mincost, wp14mincost, wp15mincost;
+.float wp16mincost, wp17mincost, wp18mincost, wp19mincost, wp20mincost, wp21mincost, wp22mincost, wp23mincost;
+.float wp24mincost, wp25mincost, wp26mincost, wp27mincost, wp28mincost, wp29mincost, wp30mincost, wp31mincost;
+.float wpconsidered;
+.float wpcost;
+.int wpflags;
+
+bool bot_aim(entity this, float shotspeed, float shotspeedupward, float maxshottime, float applygravity);
+void bot_clientconnect(entity this);
+void bot_clientdisconnect(entity this);
+void bot_cmdhelp(string scmd);
+void bot_endgame();
+bool bot_fixcount();
+void bot_list_commands();
+void bot_queuecommand(entity bot, string cmdstring);
+void bot_relinkplayerlist();
+void bot_resetqueues();
+void bot_serverframe();
+bool bot_shouldattack(entity this, entity e);
+void bot_think(entity this);
+
+entity find_bot_by_name(string name);
+entity find_bot_by_number(float number);
+
+void havocbot_goalrating_controlpoints(entity this, float ratingscale, vector org, float sradius);
+void havocbot_goalrating_enemyplayers(entity this, float ratingscale, vector org, float sradius);
+void havocbot_goalrating_items(entity this, float ratingscale, vector org, float sradius);
+
+entity navigation_findnearestwaypoint(entity ent, float walkfromwp);
+void navigation_goalrating_end(entity this);
+void navigation_goalrating_start(entity this);
+void navigation_markroutes(entity this, entity fixed_source_waypoint);
+void navigation_markroutes_inverted(entity fixed_source_waypoint);
+void navigation_routerating(entity this, entity e, float f, float rangebias);
+
+bool tracewalk(entity e, vector start, vector m1, vector m2, vector end, float movemode);
+
+void waypoint_remove(entity e);
+void waypoint_saveall();
+void waypoint_schedulerelinkall();
+void waypoint_schedulerelink(entity wp);
+void waypoint_spawnforitem(entity e);
+void waypoint_spawnforitem_force(entity e, vector org);
+void waypoint_spawnforteleporter(entity e, vector destination, float timetaken);
+void waypoint_spawnforteleporter_v(entity e, vector org, vector destination, float timetaken);
+entity waypoint_spawn(vector m1, vector m2, float f);
diff --git a/qcsrc/server/bot/bot.qc b/qcsrc/server/bot/bot.qc
deleted file mode 100644 (file)
index 58feef6..0000000
+++ /dev/null
@@ -1,725 +0,0 @@
-#include "bot.qh"
-
-#include "aim.qh"
-#include "navigation.qh"
-#include "scripting.qh"
-#include "waypoints.qh"
-
-#include "havocbot/havocbot.qh"
-#include "havocbot/scripting.qh"
-
-#include "../teamplay.qh"
-
-#include "../antilag.qh"
-#include "../autocvars.qh"
-#include "../campaign.qh"
-#include "../cl_client.qh"
-#include "../constants.qh"
-#include "../defs.qh"
-#include "../race.qh"
-#include <common/t_items.qh>
-
-#include "../mutators/all.qh"
-
-#include "../weapons/accuracy.qh"
-
-#include <common/physics/player.qh>
-#include <common/constants.qh>
-#include <common/mapinfo.qh>
-#include <common/teams.qh>
-#include <common/util.qh>
-
-#include <common/weapons/all.qh>
-
-#include <lib/csqcmodel/sv_model.qh>
-
-#include <lib/warpzone/common.qh>
-#include <lib/warpzone/util_server.qh>
-
-entity bot_spawn()
-{
-       entity bot = spawnclient();
-       if (bot)
-       {
-               currentbots = currentbots + 1;
-               bot_setnameandstuff(bot);
-               ClientConnect(bot);
-               PutClientInServer(bot);
-       }
-       return bot;
-}
-
-void bot_think(entity this)
-{
-       if (this.bot_nextthink > time)
-               return;
-
-       this.flags &= ~FL_GODMODE;
-       if(autocvar_bot_god)
-               this.flags |= FL_GODMODE;
-
-       this.bot_nextthink = this.bot_nextthink + autocvar_bot_ai_thinkinterval * pow(0.5, this.bot_aiskill);
-       //if (this.bot_painintensity > 0)
-       //      this.bot_painintensity = this.bot_painintensity - (skill + 1) * 40 * frametime;
-
-       //this.bot_painintensity = this.bot_painintensity + this.bot_oldhealth - this.health;
-       //this.bot_painintensity = bound(0, this.bot_painintensity, 100);
-
-       if (!IS_PLAYER(this) || (autocvar_g_campaign && !campaign_bots_may_start))
-       {
-               this.bot_nextthink = time + 0.5;
-               return;
-       }
-
-       if (this.fixangle)
-       {
-               this.v_angle = this.angles;
-               this.v_angle_z = 0;
-               this.fixangle = false;
-       }
-
-       this.dmg_take = 0;
-       this.dmg_save = 0;
-       this.dmg_inflictor = NULL;
-
-       // calculate an aiming latency based on the skill setting
-       // (simulated network latency + naturally delayed reflexes)
-       //this.ping = 0.7 - bound(0, 0.05 * skill, 0.5); // moved the reflexes to bot_aimdir (under the name 'think')
-       // minimum ping 20+10 random
-       this.ping = bound(0,0.07 - bound(0, (skill + this.bot_pingskill) * 0.005,0.05)+random()*0.01,0.65); // Now holds real lag to server, and higer skill players take a less laggy server
-       // skill 10 = ping 0.2 (adrenaline)
-       // skill 0 = ping 0.7 (slightly drunk)
-
-       // clear buttons
-       PHYS_INPUT_BUTTON_ATCK(this) = false;
-       PHYS_INPUT_BUTTON_JUMP(this) = false;
-       PHYS_INPUT_BUTTON_ATCK2(this) = false;
-       PHYS_INPUT_BUTTON_ZOOM(this) = false;
-       PHYS_INPUT_BUTTON_CROUCH(this) = false;
-       PHYS_INPUT_BUTTON_HOOK(this) = false;
-       PHYS_INPUT_BUTTON_INFO(this) = false;
-       PHYS_INPUT_BUTTON_DRAG(this) = false;
-       PHYS_INPUT_BUTTON_CHAT(this) = false;
-       PHYS_INPUT_BUTTON_USE(this) = false;
-
-       if (time < game_starttime)
-       {
-               // block the bot during the countdown to game start
-               this.movement = '0 0 0';
-               this.bot_nextthink = game_starttime;
-               return;
-       }
-
-       // if dead, just wait until we can respawn
-       if (IS_DEAD(this))
-       {
-               if (this.deadflag == DEAD_DEAD)
-               {
-                       PHYS_INPUT_BUTTON_JUMP(this) = true; // press jump to respawn
-                       this.bot_strategytime = 0;
-               }
-       }
-       else if(this.aistatus & AI_STATUS_STUCK)
-               navigation_unstuck(this);
-
-       // now call the current bot AI (havocbot for example)
-       this.bot_ai(this);
-}
-
-void bot_setnameandstuff(entity this)
-{
-       string readfile, s;
-       float file, tokens, prio;
-
-       string bot_name, bot_model, bot_skin, bot_shirt, bot_pants;
-       string name, prefix, suffix;
-
-       if(autocvar_g_campaign)
-       {
-               prefix = "";
-               suffix = "";
-       }
-       else
-       {
-               prefix = autocvar_bot_prefix;
-               suffix = autocvar_bot_suffix;
-       }
-
-       file = fopen(autocvar_bot_config_file, FILE_READ);
-
-       if(file < 0)
-       {
-               LOG_INFO(strcat("Error: Can not open the bot configuration file '",autocvar_bot_config_file,"'\n"));
-               readfile = "";
-       }
-       else
-       {
-               RandomSelection_Init();
-               while((readfile = fgets(file)))
-               {
-                       if(substring(readfile, 0, 2) == "//")
-                               continue;
-                       if(substring(readfile, 0, 1) == "#")
-                               continue;
-                       tokens = tokenizebyseparator(readfile, "\t");
-                       if(tokens == 0)
-                               continue;
-                       s = argv(0);
-                       prio = 1;
-                       FOREACH_CLIENT(IS_BOT_CLIENT(it), LAMBDA(
-                               if(s == it.cleanname)
-                               {
-                                       prio = 0;
-                                       break;
-                               }
-                       ));
-                       RandomSelection_Add(NULL, 0, readfile, 1, prio);
-               }
-               readfile = RandomSelection_chosen_string;
-               fclose(file);
-       }
-
-       tokens = tokenizebyseparator(readfile, "\t");
-       if(argv(0) != "") bot_name = argv(0);
-       else bot_name = "Bot";
-
-       if(argv(1) != "") bot_model = argv(1);
-       else bot_model = "";
-
-       if(argv(2) != "") bot_skin = argv(2);
-       else bot_skin = "0";
-
-       if(argv(3) != "" && stof(argv(3)) >= 0) bot_shirt = argv(3);
-       else bot_shirt = ftos(floor(random() * 15));
-
-       if(argv(4) != "" && stof(argv(4)) >= 0) bot_pants = argv(4);
-       else bot_pants = ftos(floor(random() * 15));
-
-       this.bot_forced_team = stof(argv(5));
-
-       prio = 6;
-
-       #define READSKILL(f,w,r) if(argv(prio) != "") this.f = stof(argv(prio)) * (w); else this.f = (!autocvar_g_campaign) * (2 * random() - 1) * (r) * (w); ++prio
-       //print(bot_name, ": ping=", argv(9), "\n");
-
-       READSKILL(havocbot_keyboardskill, 0.5, 0.5); // keyboard skill
-       READSKILL(bot_moveskill, 2, 0); // move skill
-       READSKILL(bot_dodgeskill, 2, 0); // dodge skill
-
-       READSKILL(bot_pingskill, 0.5, 0); // ping skill
-
-       READSKILL(bot_weaponskill, 2, 0); // weapon skill
-       READSKILL(bot_aggresskill, 1, 0); // aggre skill
-       READSKILL(bot_rangepreference, 1, 0); // read skill
-
-       READSKILL(bot_aimskill, 2, 0); // aim skill
-       READSKILL(bot_offsetskill, 2, 0.5); // offset skill
-       READSKILL(bot_mouseskill, 1, 0.5); // mouse skill
-
-       READSKILL(bot_thinkskill, 1, 0.5); // think skill
-       READSKILL(bot_aiskill, 2, 0); // "ai" skill
-
-       this.bot_config_loaded = true;
-
-       // this is really only a default, JoinBestTeam is called later
-       setcolor(this, stof(bot_shirt) * 16 + stof(bot_pants));
-       this.bot_preferredcolors = this.clientcolors;
-
-       // pick the name
-       if (autocvar_bot_usemodelnames)
-               name = bot_model;
-       else
-               name = bot_name;
-
-       // number bots with identical names
-       int j = 0;
-       FOREACH_CLIENT(IS_BOT_CLIENT(it), LAMBDA(
-               if(it.cleanname == name)
-                       ++j;
-       ));
-       if (j)
-               this.netname = this.netname_freeme = strzone(strcat(prefix, name, "(", ftos(j), ")", suffix));
-       else
-               this.netname = this.netname_freeme = strzone(strcat(prefix, name, suffix));
-
-       this.cleanname = strzone(name);
-
-       // pick the model and skin
-       if(substring(bot_model, -4, 1) != ".")
-               bot_model = strcat(bot_model, ".iqm");
-       this.playermodel = this.playermodel_freeme = strzone(strcat("models/player/", bot_model));
-       this.playerskin = this.playerskin_freeme = strzone(bot_skin);
-
-       this.cvar_cl_accuracy_data_share = 1;  // share the bots weapon accuracy data with the NULL
-       this.cvar_cl_accuracy_data_receive = 0;  // don't receive any weapon accuracy data
-}
-
-void bot_custom_weapon_priority_setup()
-{
-       float tokens, i, w;
-
-       bot_custom_weapon = false;
-
-       if(     autocvar_bot_ai_custom_weapon_priority_far == "" ||
-               autocvar_bot_ai_custom_weapon_priority_mid == "" ||
-               autocvar_bot_ai_custom_weapon_priority_close == "" ||
-               autocvar_bot_ai_custom_weapon_priority_distances == ""
-       )
-               return;
-
-       // Parse distances
-       tokens = tokenizebyseparator(autocvar_bot_ai_custom_weapon_priority_distances," ");
-
-       if (tokens!=2)
-               return;
-
-       bot_distance_far = stof(argv(0));
-       bot_distance_close = stof(argv(1));
-
-       if(bot_distance_far < bot_distance_close){
-               bot_distance_far = stof(argv(1));
-               bot_distance_close = stof(argv(0));
-       }
-
-       // Initialize list of weapons
-       bot_weapons_far[0] = -1;
-       bot_weapons_mid[0] = -1;
-       bot_weapons_close[0] = -1;
-
-       // Parse far distance weapon priorities
-       tokens = tokenizebyseparator(W_NumberWeaponOrder(autocvar_bot_ai_custom_weapon_priority_far)," ");
-
-       int c = 0;
-       for(i=0; i < tokens && c < Weapons_COUNT; ++i){
-               w = stof(argv(i));
-               if ( w >= WEP_FIRST && w <= WEP_LAST) {
-                       bot_weapons_far[c] = w;
-                       ++c;
-               }
-       }
-       if(c < Weapons_COUNT)
-               bot_weapons_far[c] = -1;
-
-       // Parse mid distance weapon priorities
-       tokens = tokenizebyseparator(W_NumberWeaponOrder(autocvar_bot_ai_custom_weapon_priority_mid)," ");
-
-       c = 0;
-       for(i=0; i < tokens && c < Weapons_COUNT; ++i){
-               w = stof(argv(i));
-               if ( w >= WEP_FIRST && w <= WEP_LAST) {
-                       bot_weapons_mid[c] = w;
-                       ++c;
-               }
-       }
-       if(c < Weapons_COUNT)
-               bot_weapons_mid[c] = -1;
-
-       // Parse close distance weapon priorities
-       tokens = tokenizebyseparator(W_NumberWeaponOrder(autocvar_bot_ai_custom_weapon_priority_close)," ");
-
-       c = 0;
-       for(i=0; i < tokens && i < Weapons_COUNT; ++i){
-               w = stof(argv(i));
-               if ( w >= WEP_FIRST && w <= WEP_LAST) {
-                       bot_weapons_close[c] = w;
-                       ++c;
-               }
-       }
-       if(c < Weapons_COUNT)
-               bot_weapons_close[c] = -1;
-
-       bot_custom_weapon = true;
-}
-
-void bot_endgame()
-{
-       entity e;
-       //dprint("bot_endgame\n");
-       e = bot_list;
-       while (e)
-       {
-               setcolor(e, e.bot_preferredcolors);
-               e = e.nextbot;
-       }
-       // if dynamic waypoints are ever implemented, save them here
-}
-
-void bot_relinkplayerlist()
-{
-       player_count = 0;
-       currentbots = 0;
-       bot_list = NULL;
-
-       entity prevbot = NULL;
-       FOREACH_CLIENT(true,
-       {
-               ++player_count;
-
-               if(IS_BOT_CLIENT(it))
-               {
-                       if(prevbot)
-                               prevbot.nextbot = it;
-                       else
-                       {
-                               bot_list = it;
-                               bot_list.nextbot = NULL;
-                       }
-                       prevbot = it;
-                       ++currentbots;
-               }
-       });
-       LOG_TRACE(strcat("relink: ", ftos(currentbots), " bots seen.\n"));
-       bot_strategytoken = bot_list;
-       bot_strategytoken_taken = true;
-}
-
-void bot_clientdisconnect(entity this)
-{
-       if (!IS_BOT_CLIENT(this))
-               return;
-       bot_clearqueue(this);
-       if(this.cleanname)
-               strunzone(this.cleanname);
-       if(this.netname_freeme)
-               strunzone(this.netname_freeme);
-       if(this.playermodel_freeme)
-               strunzone(this.playermodel_freeme);
-       if(this.playerskin_freeme)
-               strunzone(this.playerskin_freeme);
-       this.cleanname = string_null;
-       this.netname_freeme = string_null;
-       this.playermodel_freeme = string_null;
-       this.playerskin_freeme = string_null;
-       if(this.bot_cmd_current)
-               delete(this.bot_cmd_current);
-       if(bot_waypoint_queue_owner==this)
-               bot_waypoint_queue_owner = NULL;
-}
-
-void bot_clientconnect(entity this)
-{
-       if (!IS_BOT_CLIENT(this)) return;
-       this.bot_preferredcolors = this.clientcolors;
-       this.bot_nextthink = time - random();
-       this.lag_func = bot_lagfunc;
-       this.isbot = true;
-       this.createdtime = this.bot_nextthink;
-
-       if(!this.bot_config_loaded) // This is needed so team overrider doesn't break between matches
-               bot_setnameandstuff(this);
-
-       if(this.bot_forced_team==1)
-               this.team = NUM_TEAM_1;
-       else if(this.bot_forced_team==2)
-               this.team = NUM_TEAM_2;
-       else if(this.bot_forced_team==3)
-               this.team = NUM_TEAM_3;
-       else if(this.bot_forced_team==4)
-               this.team = NUM_TEAM_4;
-       else
-               JoinBestTeam(this, false, true);
-
-       havocbot_setupbot(this);
-}
-
-void bot_removefromlargestteam()
-{
-       CheckAllowedTeams(NULL);
-       GetTeamCounts(NULL);
-
-       entity best = NULL;
-       float besttime = 0;
-       int bestcount = 0;
-
-       int bcount = 0;
-       FOREACH_ENTITY_FLOAT(isbot, true,
-       {
-               ++bcount;
-
-               if(!best)
-               {
-                       best = it;
-                       besttime = it.createdtime;
-               }
-
-               int thiscount = 0;
-
-               switch(it.team)
-               {
-                       case NUM_TEAM_1: thiscount = c1; break;
-                       case NUM_TEAM_2: thiscount = c2; break;
-                       case NUM_TEAM_3: thiscount = c3; break;
-                       case NUM_TEAM_4: thiscount = c4; break;
-               }
-
-               if(thiscount > bestcount)
-               {
-                       bestcount = thiscount;
-                       besttime = it.createdtime;
-                       best = it;
-               }
-               else if(thiscount == bestcount && besttime < it.createdtime)
-               {
-                       besttime = it.createdtime;
-                       best = it;
-               }
-       });
-       if(!bcount)
-               return; // no bots to remove
-       currentbots = currentbots - 1;
-       dropclient(best);
-}
-
-void bot_removenewest()
-{
-       if(teamplay)
-       {
-               bot_removefromlargestteam();
-               return;
-       }
-
-       float besttime = 0;
-       entity best = NULL;
-       int bcount = 0;
-
-       FOREACH_ENTITY_FLOAT(isbot, true,
-       {
-               ++bcount;
-
-               if(!best)
-               {
-                       best = it;
-                       besttime = it.createdtime;
-               }
-
-               if(besttime < it.createdtime)
-               {
-                       besttime = it.createdtime;
-                       best = it;
-               }
-       });
-
-       if(!bcount)
-               return; // no bots to remove
-
-       currentbots = currentbots - 1;
-       dropclient(best);
-}
-
-void autoskill(float factor)
-{
-       float bestbot;
-       float bestplayer;
-
-       bestbot = -1;
-       bestplayer = -1;
-       FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(
-               if(IS_REAL_CLIENT(it))
-                       bestplayer = max(bestplayer, it.totalfrags - it.totalfrags_lastcheck);
-               else
-                       bestbot = max(bestbot, it.totalfrags - it.totalfrags_lastcheck);
-       ));
-
-       LOG_TRACE("autoskill: best player got ", ftos(bestplayer), ", ");
-       LOG_TRACE("best bot got ", ftos(bestbot), "; ");
-       if(bestbot < 0 || bestplayer < 0)
-       {
-               LOG_TRACE("not doing anything\n");
-               // don't return, let it reset all counters below
-       }
-       else if(bestbot <= bestplayer * factor - 2)
-       {
-               if(autocvar_skill < 17)
-               {
-                       LOG_TRACE("2 frags difference, increasing skill\n");
-                       cvar_set("skill", ftos(autocvar_skill + 1));
-                       bprint("^2SKILL UP!^7 Now at level ", ftos(autocvar_skill), "\n");
-               }
-       }
-       else if(bestbot >= bestplayer * factor + 2)
-       {
-               if(autocvar_skill > 0)
-               {
-                       LOG_TRACE("2 frags difference, decreasing skill\n");
-                       cvar_set("skill", ftos(autocvar_skill - 1));
-                       bprint("^1SKILL DOWN!^7 Now at level ", ftos(autocvar_skill), "\n");
-               }
-       }
-       else
-       {
-               LOG_TRACE("not doing anything\n");
-               return;
-               // don't reset counters, wait for them to accumulate
-       }
-
-       FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(it.totalfrags_lastcheck = it.totalfrags));
-}
-
-void bot_calculate_stepheightvec()
-{
-       stepheightvec = autocvar_sv_stepheight * '0 0 1';
-       jumpstepheightvec = stepheightvec +
-               ((autocvar_sv_jumpvelocity * autocvar_sv_jumpvelocity) / (2 * autocvar_sv_gravity)) * '0 0 0.85';
-               // 0.75 factor is for safety to make the jumps easy
-}
-
-float bot_fixcount()
-{
-       int activerealplayers = 0;
-       int realplayers = 0;
-       if (MUTATOR_CALLHOOK(Bot_FixCount, activerealplayers, realplayers)) {
-               activerealplayers = M_ARGV(0, int);
-               realplayers = M_ARGV(1, int);
-       } else {
-               FOREACH_CLIENT(IS_REAL_CLIENT(it), LAMBDA(
-                       if(IS_PLAYER(it))
-                               ++activerealplayers;
-                       ++realplayers;
-               ));
-       }
-
-       int bots;
-       // add/remove bots if needed to make sure there are at least
-       // minplayers+bot_number, or remove all bots if no one is playing
-       // But don't remove bots immediately on level change, as the real players
-       // usually haven't rejoined yet
-       bots_would_leave = false;
-       if (teamplay && autocvar_bot_vs_human && AvailableTeams() == 2)
-               bots = min(ceil(fabs(autocvar_bot_vs_human) * activerealplayers), maxclients - realplayers);
-       else if ((realplayers || autocvar_bot_join_empty || (currentbots > 0 && time < 5)))
-       {
-               float realminplayers, minplayers;
-               realminplayers = autocvar_minplayers;
-               minplayers = max(0, floor(realminplayers));
-
-               float realminbots, minbots;
-               realminbots = autocvar_bot_number;
-               minbots = max(0, floor(realminbots));
-
-               bots = min(max(minbots, minplayers - activerealplayers), maxclients - realplayers);
-               if(bots > minbots)
-                       bots_would_leave = true;
-       }
-       else
-       {
-               // if there are no players, remove bots
-               bots = 0;
-       }
-
-       // only add one bot per frame to avoid utter chaos
-       if(time > botframe_nextthink)
-       {
-               //dprint(ftos(bots), " ? ", ftos(currentbots), "\n");
-               while (currentbots < bots)
-               {
-                       if (bot_spawn() == NULL)
-                       {
-                               bprint("Can not add bot, server full.\n");
-                               return false;
-                       }
-               }
-               while (currentbots > bots)
-                       bot_removenewest();
-       }
-
-       return true;
-}
-
-void bot_serverframe()
-{
-       if (intermission_running)
-               return;
-
-       if (time < 2)
-               return;
-
-       bot_calculate_stepheightvec();
-       bot_navigation_movemode = ((autocvar_bot_navigation_ignoreplayers) ? MOVE_NOMONSTERS : MOVE_NORMAL);
-
-       if(time > autoskill_nextthink)
-       {
-               float a;
-               a = autocvar_skill_auto;
-               if(a)
-                       autoskill(a);
-               autoskill_nextthink = time + 5;
-       }
-
-       if(time > botframe_nextthink)
-       {
-               if(!bot_fixcount())
-                       botframe_nextthink = time + 10;
-       }
-
-       bot_ignore_bots = autocvar_bot_ignore_bots;
-
-       if(botframe_spawnedwaypoints)
-       {
-               if(autocvar_waypoint_benchmark)
-                       localcmd("quit\n");
-       }
-
-       if (currentbots > 0 || autocvar_g_waypointeditor || autocvar_g_waypointeditor_auto)
-       if (botframe_spawnedwaypoints)
-       {
-               if(botframe_cachedwaypointlinks)
-               {
-                       if(!botframe_loadedforcedlinks)
-                               waypoint_load_links_hardwired();
-               }
-               else
-               {
-                       // TODO: Make this check cleaner
-                       IL_EACH(g_waypoints, time - it.nextthink > 10,
-                       {
-                               waypoint_save_links();
-                               break;
-                       });
-               }
-       }
-       else
-       {
-               botframe_spawnedwaypoints = true;
-               waypoint_loadall();
-               if(!waypoint_load_links())
-                       waypoint_schedulerelinkall();
-       }
-
-       if (bot_list)
-       {
-               // cycle the goal token from one bot to the next each frame
-               // (this prevents them from all doing spawnfunc_waypoint searches on the same
-               //  frame, which causes choppy framerates)
-               if (bot_strategytoken_taken)
-               {
-                       bot_strategytoken_taken = false;
-                       if (bot_strategytoken)
-                               bot_strategytoken = bot_strategytoken.nextbot;
-                       if (!bot_strategytoken)
-                               bot_strategytoken = bot_list;
-               }
-
-               if (botframe_nextdangertime < time)
-               {
-                       float interval;
-                       interval = autocvar_bot_ai_dangerdetectioninterval;
-                       if (botframe_nextdangertime < time - interval * 1.5)
-                               botframe_nextdangertime = time;
-                       botframe_nextdangertime = botframe_nextdangertime + interval;
-                       botframe_updatedangerousobjects(autocvar_bot_ai_dangerdetectionupdates);
-               }
-       }
-
-       if (autocvar_g_waypointeditor)
-               botframe_showwaypointlinks();
-
-       if (autocvar_g_waypointeditor_auto)
-               botframe_autowaypoints();
-
-       if(time > bot_cvar_nextthink)
-       {
-               if(currentbots>0)
-                       bot_custom_weapon_priority_setup();
-               bot_cvar_nextthink = time + 5;
-       }
-}
diff --git a/qcsrc/server/bot/bot.qh b/qcsrc/server/bot/bot.qh
deleted file mode 100644 (file)
index e9dd926..0000000
+++ /dev/null
@@ -1,114 +0,0 @@
-#pragma once
-/*
- * Globals and Fields
- */
-
-const int AI_STATUS_ROAMING                                            = BIT(0);       // Bot is just crawling the map. No enemies at sight
-const int AI_STATUS_ATTACKING                                  = BIT(1);       // There are enemies at sight
-const int AI_STATUS_RUNNING                                            = BIT(2);       // Bot is bunny hopping
-const int AI_STATUS_DANGER_AHEAD                               = BIT(3);       // There is lava/slime/trigger_hurt ahead
-const int AI_STATUS_OUT_JUMPPAD                                        = BIT(4);       // Trying to get out of a "vertical" jump pad
-const int AI_STATUS_OUT_WATER                                  = BIT(5);       // Trying to get out of water
-const int AI_STATUS_WAYPOINT_PERSONAL_LINKING  = BIT(6);       // Waiting for the personal waypoint to be linked
-const int AI_STATUS_WAYPOINT_PERSONAL_GOING            = BIT(7);       // Going to a personal waypoint
-const int AI_STATUS_WAYPOINT_PERSONAL_REACHED  = BIT(8);       // Personal waypoint reached
-const int AI_STATUS_JETPACK_FLYING                             = BIT(9);
-const int AI_STATUS_JETPACK_LANDING                            = BIT(10);
-const int AI_STATUS_STUCK                                              = BIT(11);  // Cannot reach any goal
-
-.float isbot; // true if this client is actually a bot
-.int aistatus;
-
-// Skill system
-float skill;
-float autoskill_nextthink;
-
-// havocbot_keyboardskill // keyboard movement
-.float bot_moveskill; // moving technique
-.float bot_dodgeskill; // dodging
-
-.float bot_pingskill; // ping offset
-
-.float bot_weaponskill; // weapon usage skill (combos, e.g.)
-.float bot_aggresskill; // aggressivity, controls "think before fire" behaviour
-.float bot_rangepreference; // weapon choice offset for range (>0 = prefer long range earlier "sniper", <0 = prefer short range "spammer")
-
-.float bot_aimskill; // aim accuracy
-.float bot_offsetskill; // aim breakage
-.float bot_mouseskill; // mouse "speed"
-
-.float bot_thinkskill; // target choice
-.float bot_aiskill; // strategy choice
-
-.float totalfrags_lastcheck;
-
-// Custom weapon priorities
-float bot_custom_weapon;
-float bot_distance_far;
-float bot_distance_close;
-
-float bot_weapons_far[Weapons_MAX];
-float bot_weapons_mid[Weapons_MAX];
-float bot_weapons_close[Weapons_MAX];
-
-entity bot_list;
-.entity nextbot;
-.string cleanname;
-.string netname_freeme;
-.string playermodel_freeme;
-.string playerskin_freeme;
-
-.float bot_nextthink;
-
-.float createdtime;
-.float bot_preferredcolors;
-.float bot_attack;
-.float bot_dodge;
-.float bot_dodgerating;
-
-.float bot_pickup;
-.float bot_pickupbasevalue;
-.float bot_canfire;
-.float bot_strategytime;
-
-.float bot_forced_team;
-.float bot_config_loaded;
-
-float bot_strategytoken_taken;
-entity bot_strategytoken;
-
-float botframe_spawnedwaypoints;
-float botframe_nextthink;
-float botframe_nextdangertime;
-float bot_cvar_nextthink;
-float bot_ignore_bots; // let bots not attack other bots (only works in non-teamplay)
-
-/*
- * Functions
- */
-
-entity bot_spawn();
-float bot_fixcount();
-
-void bot_think(entity this);
-void bot_setnameandstuff(entity this);
-void bot_custom_weapon_priority_setup();
-void bot_endgame();
-void bot_relinkplayerlist();
-void bot_clientdisconnect(entity this);
-void bot_clientconnect(entity this);
-void bot_removefromlargestteam();
-void bot_removenewest();
-void autoskill(float factor);
-void bot_serverframe();
-
-.void(entity this) bot_ai;
-.float(entity player, entity item) bot_pickupevalfunc;
-
-/*
- * Imports
- */
-
-void(entity this) havocbot_setupbot;
-
-void bot_calculate_stepheightvec();
diff --git a/qcsrc/server/bot/default/_mod.inc b/qcsrc/server/bot/default/_mod.inc
new file mode 100644 (file)
index 0000000..ec73502
--- /dev/null
@@ -0,0 +1,7 @@
+// generated file; do not modify
+#include <server/bot/default/aim.qc>
+#include <server/bot/default/bot.qc>
+#include <server/bot/default/cvars.qc>
+#include <server/bot/default/navigation.qc>
+#include <server/bot/default/scripting.qc>
+#include <server/bot/default/waypoints.qc>
diff --git a/qcsrc/server/bot/default/_mod.qh b/qcsrc/server/bot/default/_mod.qh
new file mode 100644 (file)
index 0000000..9252f19
--- /dev/null
@@ -0,0 +1,7 @@
+// generated file; do not modify
+#include <server/bot/default/aim.qh>
+#include <server/bot/default/bot.qh>
+#include <server/bot/default/cvars.qh>
+#include <server/bot/default/navigation.qh>
+#include <server/bot/default/scripting.qh>
+#include <server/bot/default/waypoints.qh>
diff --git a/qcsrc/server/bot/default/aim.qc b/qcsrc/server/bot/default/aim.qc
new file mode 100644 (file)
index 0000000..7c87db0
--- /dev/null
@@ -0,0 +1,395 @@
+#include "aim.qh"
+
+#include "cvars.qh"
+
+#include "bot.qh"
+
+#include <common/physics/player.qh>
+#include <common/state.qh>
+
+#include "../../weapons/weaponsystem.qh"
+
+#include "../../mutators/all.qh"
+
+// traces multiple trajectories to find one that will impact the target
+// 'end' vector is the place it aims for,
+// returns true only if it hit targ (don't target non-solid entities)
+
+float findtrajectorywithleading(vector org, vector m1, vector m2, entity targ, float shotspeed, float shotspeedupward, float maxtime, float shotdelay, entity ignore)
+{
+       float c, savesolid, shottime;
+       vector dir, end, v, o;
+       if (shotspeed < 1)
+               return false; // could cause division by zero if calculated
+       if (targ.solid < SOLID_BBOX) // SOLID_NOT and SOLID_TRIGGER
+               return false; // could never hit it
+       if (!tracetossent)
+               tracetossent = new(tracetossent);
+       tracetossent.owner = ignore;
+       setsize(tracetossent, m1, m2);
+       savesolid = targ.solid;
+       targ.solid = SOLID_NOT;
+       o = (targ.absmin + targ.absmax) * 0.5;
+       shottime = ((vlen(o - org) / shotspeed) + shotdelay);
+       v = targ.velocity * shottime + o;
+       tracebox(o, targ.mins, targ.maxs, v, false, targ);
+       v = trace_endpos;
+       end = v + (targ.mins + targ.maxs) * 0.5;
+       if ((vlen(end - org) / shotspeed + 0.2) > maxtime)
+       {
+               // out of range
+               targ.solid = savesolid;
+               return false;
+       }
+
+       if (!tracetossfaketarget)
+               tracetossfaketarget = new(tracetossfaketarget);
+       tracetossfaketarget.solid = savesolid;
+       set_movetype(tracetossfaketarget, targ.move_movetype);
+       _setmodel(tracetossfaketarget, targ.model); // no low precision
+       tracetossfaketarget.model = targ.model;
+       tracetossfaketarget.modelindex = targ.modelindex;
+       setsize(tracetossfaketarget, targ.mins, targ.maxs);
+       setorigin(tracetossfaketarget, v);
+
+       c = 0;
+       dir = normalize(end - org);
+       while (c < 10) // 10 traces
+       {
+               setorigin(tracetossent, org); // reset
+               tracetossent.velocity = findtrajectory_velocity = normalize(dir) * shotspeed + shotspeedupward * '0 0 1';
+               tracetoss(tracetossent, ignore); // love builtin functions...
+               if (trace_ent == tracetossfaketarget) // done
+               {
+                       targ.solid = savesolid;
+
+                       // make it disappear
+                       tracetossfaketarget.solid = SOLID_NOT;
+                       set_movetype(tracetossfaketarget, MOVETYPE_NONE);
+                       tracetossfaketarget.model = "";
+                       tracetossfaketarget.modelindex = 0;
+                       // relink to remove it from physics considerations
+                       setorigin(tracetossfaketarget, v);
+
+                       return true;
+               }
+               dir.z = dir.z + 0.1; // aim up a little more
+               c = c + 1;
+       }
+       targ.solid = savesolid;
+
+       // make it disappear
+       tracetossfaketarget.solid = SOLID_NOT;
+       set_movetype(tracetossfaketarget, MOVETYPE_NONE);
+       tracetossfaketarget.model = "";
+       tracetossfaketarget.modelindex = 0;
+       // relink to remove it from physics considerations
+       setorigin(tracetossfaketarget, v);
+
+       // leave a valid one even if it won't reach
+       findtrajectory_velocity = normalize(end - org) * shotspeed + shotspeedupward * '0 0 1';
+       return false;
+}
+
+void lag_update(entity this)
+{
+       if (this.lag1_time) if (time > this.lag1_time) {this.lag_func(this, this.lag1_time, this.lag1_float1, this.lag1_float2, this.lag1_entity1, this.lag1_vec1, this.lag1_vec2, this.lag1_vec3, this.lag1_vec4);this.lag1_time = 0;}
+       if (this.lag2_time) if (time > this.lag2_time) {this.lag_func(this, this.lag2_time, this.lag2_float1, this.lag2_float2, this.lag2_entity1, this.lag2_vec1, this.lag2_vec2, this.lag2_vec3, this.lag2_vec4);this.lag2_time = 0;}
+       if (this.lag3_time) if (time > this.lag3_time) {this.lag_func(this, this.lag3_time, this.lag3_float1, this.lag3_float2, this.lag3_entity1, this.lag3_vec1, this.lag3_vec2, this.lag3_vec3, this.lag3_vec4);this.lag3_time = 0;}
+       if (this.lag4_time) if (time > this.lag4_time) {this.lag_func(this, this.lag4_time, this.lag4_float1, this.lag4_float2, this.lag4_entity1, this.lag4_vec1, this.lag4_vec2, this.lag4_vec3, this.lag4_vec4);this.lag4_time = 0;}
+       if (this.lag5_time) if (time > this.lag5_time) {this.lag_func(this, this.lag5_time, this.lag5_float1, this.lag5_float2, this.lag5_entity1, this.lag5_vec1, this.lag5_vec2, this.lag5_vec3, this.lag5_vec4);this.lag5_time = 0;}
+}
+
+float lag_additem(entity this, float t, float f1, float f2, entity e1, vector v1, vector v2, vector v3, vector v4)
+{
+       if (this.lag1_time == 0) {this.lag1_time = t;this.lag1_float1 = f1;this.lag1_float2 = f2;this.lag1_entity1 = e1;this.lag1_vec1 = v1;this.lag1_vec2 = v2;this.lag1_vec3 = v3;this.lag1_vec4 = v4;return true;}
+       if (this.lag2_time == 0) {this.lag2_time = t;this.lag2_float1 = f1;this.lag2_float2 = f2;this.lag2_entity1 = e1;this.lag2_vec1 = v1;this.lag2_vec2 = v2;this.lag2_vec3 = v3;this.lag2_vec4 = v4;return true;}
+       if (this.lag3_time == 0) {this.lag3_time = t;this.lag3_float1 = f1;this.lag3_float2 = f2;this.lag3_entity1 = e1;this.lag3_vec1 = v1;this.lag3_vec2 = v2;this.lag3_vec3 = v3;this.lag3_vec4 = v4;return true;}
+       if (this.lag4_time == 0) {this.lag4_time = t;this.lag4_float1 = f1;this.lag4_float2 = f2;this.lag4_entity1 = e1;this.lag4_vec1 = v1;this.lag4_vec2 = v2;this.lag4_vec3 = v3;this.lag4_vec4 = v4;return true;}
+       if (this.lag5_time == 0) {this.lag5_time = t;this.lag5_float1 = f1;this.lag5_float2 = f2;this.lag5_entity1 = e1;this.lag5_vec1 = v1;this.lag5_vec2 = v2;this.lag5_vec3 = v3;this.lag5_vec4 = v4;return true;}
+       // no room for it (what is the best thing to do here??)
+       return false;
+}
+
+bool bot_shouldattack(entity this, entity targ)
+{
+       if (targ.team == this.team)
+       {
+               if (targ == this)
+                       return false;
+               if (teamplay)
+               if (targ.team != 0)
+                       return false;
+       }
+
+       if(STAT(FROZEN, targ))
+               return false;
+
+       if(teamplay)
+       {
+               if(targ.team==0)
+                       return false;
+       }
+       else if(bot_ignore_bots)
+               if(IS_BOT_CLIENT(targ))
+                       return false;
+
+       if (!targ.takedamage)
+               return false;
+       if (IS_DEAD(targ))
+               return false;
+       if (PHYS_INPUT_BUTTON_CHAT(targ))
+               return false;
+       if(targ.flags & FL_NOTARGET)
+               return false;
+
+       if(MUTATOR_CALLHOOK(BotShouldAttack, this, targ))
+               return false;
+
+       return true;
+}
+
+void bot_lagfunc(entity this, float t, float f1, float f2, entity e1, vector v1, vector v2, vector v3, vector v4)
+{
+       if(this.flags & FL_INWATER)
+       {
+               this.bot_aimtarg = NULL;
+               return;
+       }
+       this.bot_aimtarg = e1;
+       this.bot_aimlatency = this.ping; // FIXME?  Shouldn't this be in the lag item?
+       //this.bot_aimorigin = v1;
+       //this.bot_aimvelocity = v2;
+       this.bot_aimtargorigin = v3;
+       this.bot_aimtargvelocity = v4;
+       if(skill <= 0)
+               this.bot_canfire = (random() < 0.8);
+       else if(skill <= 1)
+               this.bot_canfire = (random() < 0.9);
+       else if(skill <= 2)
+               this.bot_canfire = (random() < 0.95);
+       else
+               this.bot_canfire = 1;
+}
+
+float bot_aimdir(entity this, vector v, float maxfiredeviation)
+{
+       float dist, delta_t, blend;
+       vector desiredang, diffang;
+
+       //dprint("aim ", this.netname, ": old:", vtos(this.v_angle));
+       // make sure v_angle is sane first
+       this.v_angle_y = this.v_angle.y - floor(this.v_angle.y / 360) * 360;
+       this.v_angle_z = 0;
+
+       // get the desired angles to aim at
+       //dprint(" at:", vtos(v));
+       v = normalize(v);
+       //te_lightning2(NULL, this.origin + this.view_ofs, this.origin + this.view_ofs + v * 200);
+       if (time >= this.bot_badaimtime)
+       {
+               this.bot_badaimtime = max(this.bot_badaimtime + 0.3, time);
+               this.bot_badaimoffset = randomvec() * bound(0, 5 - 0.5 * (skill+this.bot_offsetskill), 5) * autocvar_bot_ai_aimskill_offset;
+       }
+       desiredang = vectoangles(v) + this.bot_badaimoffset;
+       //dprint(" desired:", vtos(desiredang));
+       if (desiredang.x >= 180)
+               desiredang.x = desiredang.x - 360;
+       desiredang.x = bound(-90, 0 - desiredang.x, 90);
+       desiredang.z = this.v_angle.z;
+       //dprint(" / ", vtos(desiredang));
+
+       //// pain throws off aim
+       //if (this.bot_painintensity)
+       //{
+       //      // shake from pain
+       //      desiredang = desiredang + randomvec() * this.bot_painintensity * 0.2;
+       //}
+
+       // calculate turn angles
+       diffang = (desiredang - this.bot_olddesiredang);
+       // wrap yaw turn
+       diffang.y = diffang.y - floor(diffang.y / 360) * 360;
+       if (diffang.y >= 180)
+               diffang.y = diffang.y - 360;
+       this.bot_olddesiredang = desiredang;
+       //dprint(" diff:", vtos(diffang));
+
+       delta_t = time-this.bot_prevaimtime;
+       this.bot_prevaimtime = time;
+       // Here we will try to anticipate the comming aiming direction
+       this.bot_1st_order_aimfilter= this.bot_1st_order_aimfilter
+               + (diffang * (1 / delta_t)    - this.bot_1st_order_aimfilter) * bound(0, autocvar_bot_ai_aimskill_order_filter_1st,1);
+       this.bot_2nd_order_aimfilter= this.bot_2nd_order_aimfilter
+               + (this.bot_1st_order_aimfilter - this.bot_2nd_order_aimfilter) * bound(0, autocvar_bot_ai_aimskill_order_filter_2nd,1);
+       this.bot_3th_order_aimfilter= this.bot_3th_order_aimfilter
+               + (this.bot_2nd_order_aimfilter - this.bot_3th_order_aimfilter) * bound(0, autocvar_bot_ai_aimskill_order_filter_3th,1);
+       this.bot_4th_order_aimfilter= this.bot_4th_order_aimfilter
+               + (this.bot_3th_order_aimfilter - this.bot_4th_order_aimfilter) * bound(0, autocvar_bot_ai_aimskill_order_filter_4th,1);
+       this.bot_5th_order_aimfilter= this.bot_5th_order_aimfilter
+               + (this.bot_4th_order_aimfilter - this.bot_5th_order_aimfilter) * bound(0, autocvar_bot_ai_aimskill_order_filter_5th,1);
+
+       //blend = (bound(0,skill,10)*0.1)*pow(1-bound(0,skill,10)*0.05,2.5)*5.656854249; //Plot formule before changing !
+       blend = bound(0,skill+this.bot_aimskill,10)*0.1;
+       desiredang = desiredang + blend *
+       (
+                 this.bot_1st_order_aimfilter * autocvar_bot_ai_aimskill_order_mix_1st
+               + this.bot_2nd_order_aimfilter * autocvar_bot_ai_aimskill_order_mix_2nd
+               + this.bot_3th_order_aimfilter * autocvar_bot_ai_aimskill_order_mix_3th
+               + this.bot_4th_order_aimfilter * autocvar_bot_ai_aimskill_order_mix_4th
+               + this.bot_5th_order_aimfilter * autocvar_bot_ai_aimskill_order_mix_5th
+       );
+
+       // calculate turn angles
+       diffang = desiredang - this.bot_mouseaim;
+       // wrap yaw turn
+       diffang.y = diffang.y - floor(diffang.y / 360) * 360;
+       if (diffang.y >= 180)
+               diffang.y = diffang.y - 360;
+       //dprint(" diff:", vtos(diffang));
+
+       if (time >= this.bot_aimthinktime)
+       {
+               this.bot_aimthinktime = max(this.bot_aimthinktime + 0.5 - 0.05*(skill+this.bot_thinkskill), time);
+               this.bot_mouseaim = this.bot_mouseaim + diffang * (1-random()*0.1*bound(1,10-(skill+this.bot_thinkskill),10));
+       }
+
+       //this.v_angle = this.v_angle + diffang * bound(0, r * frametime * (skill * 0.5 + 2), 1);
+
+       diffang = this.bot_mouseaim - desiredang;
+       // wrap yaw turn
+       diffang.y = diffang.y - floor(diffang.y / 360) * 360;
+       if (diffang.y >= 180)
+               diffang.y = diffang.y - 360;
+       desiredang = desiredang + diffang * bound(0,autocvar_bot_ai_aimskill_think,1);
+
+       // calculate turn angles
+       diffang = desiredang - this.v_angle;
+       // wrap yaw turn
+       diffang.y = diffang.y - floor(diffang.y / 360) * 360;
+       if (diffang.y >= 180)
+               diffang.y = diffang.y - 360;
+       //dprint(" diff:", vtos(diffang));
+
+       // jitter tracking
+       dist = vlen(diffang);
+       //diffang = diffang + randomvec() * (dist * 0.05 * (3.5 - bound(0, skill, 3)));
+
+       // turn
+       float r, fixedrate, blendrate;
+       fixedrate = autocvar_bot_ai_aimskill_fixedrate / bound(1,dist,1000);
+       blendrate = autocvar_bot_ai_aimskill_blendrate;
+       r = max(fixedrate, blendrate);
+       //this.v_angle = this.v_angle + diffang * bound(frametime, r * frametime * (2+skill*skill*0.05-random()*0.05*(10-skill)), 1);
+       this.v_angle = this.v_angle + diffang * bound(delta_t, r * delta_t * (2+pow(skill+this.bot_mouseskill,3)*0.005-random()), 1);
+       this.v_angle = this.v_angle * bound(0,autocvar_bot_ai_aimskill_mouse,1) + desiredang * bound(0,(1-autocvar_bot_ai_aimskill_mouse),1);
+       //this.v_angle = this.v_angle + diffang * bound(0, r * frametime * (skill * 0.5 + 2), 1);
+       //this.v_angle = this.v_angle + diffang * (1/ blendrate);
+       this.v_angle_z = 0;
+       this.v_angle_y = this.v_angle.y - floor(this.v_angle.y / 360) * 360;
+       //dprint(" turn:", vtos(this.v_angle));
+
+       makevectors(this.v_angle);
+       shotorg = this.origin + this.view_ofs;
+       shotdir = v_forward;
+
+       //dprint(" dir:", vtos(v_forward));
+       //te_lightning2(NULL, shotorg, shotorg + shotdir * 100);
+
+       // calculate turn angles again
+       //diffang = desiredang - this.v_angle;
+       //diffang_y = diffang_y - floor(diffang_y / 360) * 360;
+       //if (diffang_y >= 180)
+       //      diffang_y = diffang_y - 360;
+
+       //dprint("e ", vtos(diffang), " < ", ftos(maxfiredeviation), "\n");
+
+       // decide whether to fire this time
+       // note the maxfiredeviation is in degrees so this has to convert to radians first
+       //if ((normalize(v) * shotdir) >= cos(maxfiredeviation * (3.14159265358979323846 / 180)))
+       if ((normalize(v) * shotdir) >= cos(maxfiredeviation * (3.14159265358979323846 / 180)))
+       if(vdist(trace_endpos-shotorg, <, 500 + 500 * bound(0, skill + this.bot_aggresskill, 10)) || random()*random()>bound(0,(skill+this.bot_aggresskill)*0.05,1))
+               this.bot_firetimer = time + bound(0.1, 0.5-(skill+this.bot_aggresskill)*0.05, 0.5);
+       //traceline(shotorg,shotorg+shotdir*1000,false,NULL);
+       //dprint(ftos(maxfiredeviation),"\n");
+       //dprint(" diff:", vtos(diffang), "\n");
+
+       return this.bot_canfire && (time < this.bot_firetimer);
+}
+
+vector bot_shotlead(vector targorigin, vector targvelocity, float shotspeed, float shotdelay)
+{
+       // Try to add code here that predicts gravity effect here, no clue HOW to though ... well not yet atleast...
+       return targorigin + targvelocity * (shotdelay + vlen(targorigin - shotorg) / shotspeed);
+}
+
+bool bot_aim(entity this, float shotspeed, float shotspeedupward, float maxshottime, bool applygravity)
+{
+       float f, r, hf, distanceratio;
+       vector v;
+       /*
+       eprint(this);
+       dprint("bot_aim(", ftos(shotspeed));
+       dprint(", ", ftos(shotspeedupward));
+       dprint(", ", ftos(maxshottime));
+       dprint(", ", ftos(applygravity));
+       dprint(");\n");
+       */
+
+       hf = this.dphitcontentsmask;
+       this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
+
+       shotspeed *= W_WeaponSpeedFactor(this);
+       shotspeedupward *= W_WeaponSpeedFactor(this);
+       if (!shotspeed)
+       {
+               LOG_TRACE("bot_aim: WARNING: weapon ", PS(this).m_weapon.m_name, " shotspeed is zero!\n");
+               shotspeed = 1000000;
+       }
+       if (!maxshottime)
+       {
+               LOG_TRACE("bot_aim: WARNING: weapon ", PS(this).m_weapon.m_name, " maxshottime is zero!\n");
+               maxshottime = 1;
+       }
+       makevectors(this.v_angle);
+       shotorg = this.origin + this.view_ofs;
+       shotdir = v_forward;
+       v = bot_shotlead(this.bot_aimtargorigin, this.bot_aimtargvelocity, shotspeed, this.bot_aimlatency);
+       distanceratio = sqrt(bound(0,skill,10000))*0.3*(vlen(v-shotorg)-100)/autocvar_bot_ai_aimskill_firetolerance_distdegrees;
+       distanceratio = bound(0,distanceratio,1);
+       r =  (autocvar_bot_ai_aimskill_firetolerance_maxdegrees-autocvar_bot_ai_aimskill_firetolerance_mindegrees)
+               * (1-distanceratio) + autocvar_bot_ai_aimskill_firetolerance_mindegrees;
+       if (applygravity && this.bot_aimtarg)
+       {
+               if (!findtrajectorywithleading(shotorg, '0 0 0', '0 0 0', this.bot_aimtarg, shotspeed, shotspeedupward, maxshottime, 0, this))
+               {
+                       this.dphitcontentsmask = hf;
+                       return false;
+               }
+
+               f = bot_aimdir(this, findtrajectory_velocity - shotspeedupward * '0 0 1', r);
+       }
+       else
+       {
+               f = bot_aimdir(this, v - shotorg, r);
+               //dprint("AIM: ");dprint(vtos(this.bot_aimtargorigin));dprint(" + ");dprint(vtos(this.bot_aimtargvelocity));dprint(" * ");dprint(ftos(this.bot_aimlatency + vlen(this.bot_aimtargorigin - shotorg) / shotspeed));dprint(" = ");dprint(vtos(v));dprint(" : aimdir = ");dprint(vtos(normalize(v - shotorg)));dprint(" : ");dprint(vtos(shotdir));dprint("\n");
+               //traceline(shotorg, shotorg + shotdir * 10000, false, this);
+               //if (trace_ent.takedamage)
+               //if (trace_fraction < 1)
+               //if (!bot_shouldattack(this, trace_ent))
+               //      return false;
+               traceline(shotorg, this.bot_aimtargorigin, false, this);
+               if (trace_fraction < 1)
+               if (trace_ent != this.enemy)
+               if (!bot_shouldattack(this, trace_ent))
+               {
+                       this.dphitcontentsmask = hf;
+                       return false;
+               }
+       }
+
+       //if (r > maxshottime * shotspeed)
+       //      return false;
+       this.dphitcontentsmask = hf;
+       return true;
+}
diff --git a/qcsrc/server/bot/default/aim.qh b/qcsrc/server/bot/default/aim.qh
new file mode 100644 (file)
index 0000000..dfe10e2
--- /dev/null
@@ -0,0 +1,99 @@
+#pragma once
+/*
+ * Globals and Fields
+ */
+
+entity tracetossent;
+entity tracetossfaketarget;
+vector findtrajectory_velocity;
+
+
+
+vector shotorg;
+vector shotdir;
+
+// lag simulation
+// upto 5 queued messages
+.float lag1_time;
+.float lag1_float1;
+.float lag1_float2;
+.entity lag1_entity1;
+.vector lag1_vec1;
+.vector lag1_vec2;
+.vector lag1_vec3;
+.vector lag1_vec4;
+
+.float lag2_time;
+.float lag2_float1;
+.float lag2_float2;
+.entity lag2_entity1;
+.vector lag2_vec1;
+.vector lag2_vec2;
+.vector lag2_vec3;
+.vector lag2_vec4;
+
+.float lag3_time;
+.float lag3_float1;
+.float lag3_float2;
+.entity lag3_entity1;
+.vector lag3_vec1;
+.vector lag3_vec2;
+.vector lag3_vec3;
+.vector lag3_vec4;
+
+.float lag4_time;
+.float lag4_float1;
+.float lag4_float2;
+.entity lag4_entity1;
+.vector lag4_vec1;
+.vector lag4_vec2;
+.vector lag4_vec3;
+.vector lag4_vec4;
+
+.float lag5_time;
+.float lag5_float1;
+.float lag5_float2;
+.entity lag5_entity1;
+.vector lag5_vec1;
+.vector lag5_vec2;
+.vector lag5_vec3;
+.vector lag5_vec4;
+
+.float bot_badaimtime;
+.float bot_aimthinktime;
+.float bot_prevaimtime;
+.float bot_firetimer;
+.float bot_aimlatency;
+
+.vector bot_mouseaim;
+.vector bot_badaimoffset;
+.vector bot_1st_order_aimfilter;
+.vector bot_2nd_order_aimfilter;
+.vector bot_3th_order_aimfilter;
+.vector bot_4th_order_aimfilter;
+.vector bot_5th_order_aimfilter;
+.vector bot_olddesiredang;
+
+//.vector bot_aimorigin;
+//.vector bot_aimvelocity;
+.vector bot_aimtargorigin;
+.vector bot_aimtargvelocity;
+
+.entity bot_aimtarg;
+
+/*
+ * Functions
+ */
+
+float lag_additem(entity this, float t, float f1, float f2, entity e1, vector v1, vector v2, vector v3, vector v4);
+void lag_update(entity this);
+void bot_lagfunc(entity this, float t, float f1, float f2, entity e1, vector v1, vector v2, vector v3, vector v4);
+
+float bot_shouldattack(entity this, entity targ);
+float bot_aimdir(entity this, vector v, float maxfiredeviation);
+bool bot_aim(entity this, float shotspeed, float shotspeedupward, float maxshottime, bool applygravity);
+float findtrajectorywithleading(vector org, vector m1, vector m2, entity targ, float shotspeed, float shotspeedupward, float maxtime, float shotdelay, entity ignore);
+
+vector bot_shotlead(vector targorigin, vector targvelocity, float shotspeed, float shotdelay);
+
+.void(entity this, float t, float f1, float f2, entity e1, vector v1, vector v2, vector v3, vector v4) lag_func;
diff --git a/qcsrc/server/bot/default/bot.qc b/qcsrc/server/bot/default/bot.qc
new file mode 100644 (file)
index 0000000..753c186
--- /dev/null
@@ -0,0 +1,727 @@
+#include "bot.qh"
+
+#include "cvars.qh"
+
+#include "aim.qh"
+#include "navigation.qh"
+#include "scripting.qh"
+#include "waypoints.qh"
+
+#include "havocbot/havocbot.qh"
+#include "havocbot/scripting.qh"
+
+#include "../../teamplay.qh"
+
+#include "../../antilag.qh"
+#include "../../autocvars.qh"
+#include "../../campaign.qh"
+#include "../../cl_client.qh"
+#include "../../constants.qh"
+#include "../../defs.qh"
+#include "../../race.qh"
+#include <common/t_items.qh>
+
+#include "../../mutators/all.qh"
+
+#include "../../weapons/accuracy.qh"
+
+#include <common/physics/player.qh>
+#include <common/constants.qh>
+#include <common/mapinfo.qh>
+#include <common/teams.qh>
+#include <common/util.qh>
+
+#include <common/weapons/all.qh>
+
+#include <lib/csqcmodel/sv_model.qh>
+
+#include <lib/warpzone/common.qh>
+#include <lib/warpzone/util_server.qh>
+
+entity bot_spawn()
+{
+       entity bot = spawnclient();
+       if (bot)
+       {
+               currentbots = currentbots + 1;
+               bot_setnameandstuff(bot);
+               ClientConnect(bot);
+               PutClientInServer(bot);
+       }
+       return bot;
+}
+
+void bot_think(entity this)
+{
+       if (this.bot_nextthink > time)
+               return;
+
+       this.flags &= ~FL_GODMODE;
+       if(autocvar_bot_god)
+               this.flags |= FL_GODMODE;
+
+       this.bot_nextthink = this.bot_nextthink + autocvar_bot_ai_thinkinterval * pow(0.5, this.bot_aiskill);
+       //if (this.bot_painintensity > 0)
+       //      this.bot_painintensity = this.bot_painintensity - (skill + 1) * 40 * frametime;
+
+       //this.bot_painintensity = this.bot_painintensity + this.bot_oldhealth - this.health;
+       //this.bot_painintensity = bound(0, this.bot_painintensity, 100);
+
+       if (!IS_PLAYER(this) || (autocvar_g_campaign && !campaign_bots_may_start))
+       {
+               this.bot_nextthink = time + 0.5;
+               return;
+       }
+
+       if (this.fixangle)
+       {
+               this.v_angle = this.angles;
+               this.v_angle_z = 0;
+               this.fixangle = false;
+       }
+
+       this.dmg_take = 0;
+       this.dmg_save = 0;
+       this.dmg_inflictor = NULL;
+
+       // calculate an aiming latency based on the skill setting
+       // (simulated network latency + naturally delayed reflexes)
+       //this.ping = 0.7 - bound(0, 0.05 * skill, 0.5); // moved the reflexes to bot_aimdir (under the name 'think')
+       // minimum ping 20+10 random
+       this.ping = bound(0,0.07 - bound(0, (skill + this.bot_pingskill) * 0.005,0.05)+random()*0.01,0.65); // Now holds real lag to server, and higer skill players take a less laggy server
+       // skill 10 = ping 0.2 (adrenaline)
+       // skill 0 = ping 0.7 (slightly drunk)
+
+       // clear buttons
+       PHYS_INPUT_BUTTON_ATCK(this) = false;
+       PHYS_INPUT_BUTTON_JUMP(this) = false;
+       PHYS_INPUT_BUTTON_ATCK2(this) = false;
+       PHYS_INPUT_BUTTON_ZOOM(this) = false;
+       PHYS_INPUT_BUTTON_CROUCH(this) = false;
+       PHYS_INPUT_BUTTON_HOOK(this) = false;
+       PHYS_INPUT_BUTTON_INFO(this) = false;
+       PHYS_INPUT_BUTTON_DRAG(this) = false;
+       PHYS_INPUT_BUTTON_CHAT(this) = false;
+       PHYS_INPUT_BUTTON_USE(this) = false;
+
+       if (time < game_starttime)
+       {
+               // block the bot during the countdown to game start
+               this.movement = '0 0 0';
+               this.bot_nextthink = game_starttime;
+               return;
+       }
+
+       // if dead, just wait until we can respawn
+       if (IS_DEAD(this))
+       {
+               if (this.deadflag == DEAD_DEAD)
+               {
+                       PHYS_INPUT_BUTTON_JUMP(this) = true; // press jump to respawn
+                       this.bot_strategytime = 0;
+               }
+       }
+       else if(this.aistatus & AI_STATUS_STUCK)
+               navigation_unstuck(this);
+
+       // now call the current bot AI (havocbot for example)
+       this.bot_ai(this);
+}
+
+void bot_setnameandstuff(entity this)
+{
+       string readfile, s;
+       float file, tokens, prio;
+
+       string bot_name, bot_model, bot_skin, bot_shirt, bot_pants;
+       string name, prefix, suffix;
+
+       if(autocvar_g_campaign)
+       {
+               prefix = "";
+               suffix = "";
+       }
+       else
+       {
+               prefix = autocvar_bot_prefix;
+               suffix = autocvar_bot_suffix;
+       }
+
+       file = fopen(autocvar_bot_config_file, FILE_READ);
+
+       if(file < 0)
+       {
+               LOG_INFO(strcat("Error: Can not open the bot configuration file '",autocvar_bot_config_file,"'\n"));
+               readfile = "";
+       }
+       else
+       {
+               RandomSelection_Init();
+               while((readfile = fgets(file)))
+               {
+                       if(substring(readfile, 0, 2) == "//")
+                               continue;
+                       if(substring(readfile, 0, 1) == "#")
+                               continue;
+                       tokens = tokenizebyseparator(readfile, "\t");
+                       if(tokens == 0)
+                               continue;
+                       s = argv(0);
+                       prio = 1;
+                       FOREACH_CLIENT(IS_BOT_CLIENT(it), LAMBDA(
+                               if(s == it.cleanname)
+                               {
+                                       prio = 0;
+                                       break;
+                               }
+                       ));
+                       RandomSelection_Add(NULL, 0, readfile, 1, prio);
+               }
+               readfile = RandomSelection_chosen_string;
+               fclose(file);
+       }
+
+       tokens = tokenizebyseparator(readfile, "\t");
+       if(argv(0) != "") bot_name = argv(0);
+       else bot_name = "Bot";
+
+       if(argv(1) != "") bot_model = argv(1);
+       else bot_model = "";
+
+       if(argv(2) != "") bot_skin = argv(2);
+       else bot_skin = "0";
+
+       if(argv(3) != "" && stof(argv(3)) >= 0) bot_shirt = argv(3);
+       else bot_shirt = ftos(floor(random() * 15));
+
+       if(argv(4) != "" && stof(argv(4)) >= 0) bot_pants = argv(4);
+       else bot_pants = ftos(floor(random() * 15));
+
+       this.bot_forced_team = stof(argv(5));
+
+       prio = 6;
+
+       #define READSKILL(f,w,r) if(argv(prio) != "") this.f = stof(argv(prio)) * (w); else this.f = (!autocvar_g_campaign) * (2 * random() - 1) * (r) * (w); ++prio
+       //print(bot_name, ": ping=", argv(9), "\n");
+
+       READSKILL(havocbot_keyboardskill, 0.5, 0.5); // keyboard skill
+       READSKILL(bot_moveskill, 2, 0); // move skill
+       READSKILL(bot_dodgeskill, 2, 0); // dodge skill
+
+       READSKILL(bot_pingskill, 0.5, 0); // ping skill
+
+       READSKILL(bot_weaponskill, 2, 0); // weapon skill
+       READSKILL(bot_aggresskill, 1, 0); // aggre skill
+       READSKILL(bot_rangepreference, 1, 0); // read skill
+
+       READSKILL(bot_aimskill, 2, 0); // aim skill
+       READSKILL(bot_offsetskill, 2, 0.5); // offset skill
+       READSKILL(bot_mouseskill, 1, 0.5); // mouse skill
+
+       READSKILL(bot_thinkskill, 1, 0.5); // think skill
+       READSKILL(bot_aiskill, 2, 0); // "ai" skill
+
+       this.bot_config_loaded = true;
+
+       // this is really only a default, JoinBestTeam is called later
+       setcolor(this, stof(bot_shirt) * 16 + stof(bot_pants));
+       this.bot_preferredcolors = this.clientcolors;
+
+       // pick the name
+       if (autocvar_bot_usemodelnames)
+               name = bot_model;
+       else
+               name = bot_name;
+
+       // number bots with identical names
+       int j = 0;
+       FOREACH_CLIENT(IS_BOT_CLIENT(it), LAMBDA(
+               if(it.cleanname == name)
+                       ++j;
+       ));
+       if (j)
+               this.netname = this.netname_freeme = strzone(strcat(prefix, name, "(", ftos(j), ")", suffix));
+       else
+               this.netname = this.netname_freeme = strzone(strcat(prefix, name, suffix));
+
+       this.cleanname = strzone(name);
+
+       // pick the model and skin
+       if(substring(bot_model, -4, 1) != ".")
+               bot_model = strcat(bot_model, ".iqm");
+       this.playermodel = this.playermodel_freeme = strzone(strcat("models/player/", bot_model));
+       this.playerskin = this.playerskin_freeme = strzone(bot_skin);
+
+       this.cvar_cl_accuracy_data_share = 1;  // share the bots weapon accuracy data with the NULL
+       this.cvar_cl_accuracy_data_receive = 0;  // don't receive any weapon accuracy data
+}
+
+void bot_custom_weapon_priority_setup()
+{
+       float tokens, i, w;
+
+       bot_custom_weapon = false;
+
+       if(     autocvar_bot_ai_custom_weapon_priority_far == "" ||
+               autocvar_bot_ai_custom_weapon_priority_mid == "" ||
+               autocvar_bot_ai_custom_weapon_priority_close == "" ||
+               autocvar_bot_ai_custom_weapon_priority_distances == ""
+       )
+               return;
+
+       // Parse distances
+       tokens = tokenizebyseparator(autocvar_bot_ai_custom_weapon_priority_distances," ");
+
+       if (tokens!=2)
+               return;
+
+       bot_distance_far = stof(argv(0));
+       bot_distance_close = stof(argv(1));
+
+       if(bot_distance_far < bot_distance_close){
+               bot_distance_far = stof(argv(1));
+               bot_distance_close = stof(argv(0));
+       }
+
+       // Initialize list of weapons
+       bot_weapons_far[0] = -1;
+       bot_weapons_mid[0] = -1;
+       bot_weapons_close[0] = -1;
+
+       // Parse far distance weapon priorities
+       tokens = tokenizebyseparator(W_NumberWeaponOrder(autocvar_bot_ai_custom_weapon_priority_far)," ");
+
+       int c = 0;
+       for(i=0; i < tokens && c < Weapons_COUNT; ++i){
+               w = stof(argv(i));
+               if ( w >= WEP_FIRST && w <= WEP_LAST) {
+                       bot_weapons_far[c] = w;
+                       ++c;
+               }
+       }
+       if(c < Weapons_COUNT)
+               bot_weapons_far[c] = -1;
+
+       // Parse mid distance weapon priorities
+       tokens = tokenizebyseparator(W_NumberWeaponOrder(autocvar_bot_ai_custom_weapon_priority_mid)," ");
+
+       c = 0;
+       for(i=0; i < tokens && c < Weapons_COUNT; ++i){
+               w = stof(argv(i));
+               if ( w >= WEP_FIRST && w <= WEP_LAST) {
+                       bot_weapons_mid[c] = w;
+                       ++c;
+               }
+       }
+       if(c < Weapons_COUNT)
+               bot_weapons_mid[c] = -1;
+
+       // Parse close distance weapon priorities
+       tokens = tokenizebyseparator(W_NumberWeaponOrder(autocvar_bot_ai_custom_weapon_priority_close)," ");
+
+       c = 0;
+       for(i=0; i < tokens && i < Weapons_COUNT; ++i){
+               w = stof(argv(i));
+               if ( w >= WEP_FIRST && w <= WEP_LAST) {
+                       bot_weapons_close[c] = w;
+                       ++c;
+               }
+       }
+       if(c < Weapons_COUNT)
+               bot_weapons_close[c] = -1;
+
+       bot_custom_weapon = true;
+}
+
+void bot_endgame()
+{
+       entity e;
+       //dprint("bot_endgame\n");
+       e = bot_list;
+       while (e)
+       {
+               setcolor(e, e.bot_preferredcolors);
+               e = e.nextbot;
+       }
+       // if dynamic waypoints are ever implemented, save them here
+}
+
+void bot_relinkplayerlist()
+{
+       player_count = 0;
+       currentbots = 0;
+       bot_list = NULL;
+
+       entity prevbot = NULL;
+       FOREACH_CLIENT(true,
+       {
+               ++player_count;
+
+               if(IS_BOT_CLIENT(it))
+               {
+                       if(prevbot)
+                               prevbot.nextbot = it;
+                       else
+                       {
+                               bot_list = it;
+                               bot_list.nextbot = NULL;
+                       }
+                       prevbot = it;
+                       ++currentbots;
+               }
+       });
+       LOG_TRACE(strcat("relink: ", ftos(currentbots), " bots seen.\n"));
+       bot_strategytoken = bot_list;
+       bot_strategytoken_taken = true;
+}
+
+void bot_clientdisconnect(entity this)
+{
+       if (!IS_BOT_CLIENT(this))
+               return;
+       bot_clearqueue(this);
+       if(this.cleanname)
+               strunzone(this.cleanname);
+       if(this.netname_freeme)
+               strunzone(this.netname_freeme);
+       if(this.playermodel_freeme)
+               strunzone(this.playermodel_freeme);
+       if(this.playerskin_freeme)
+               strunzone(this.playerskin_freeme);
+       this.cleanname = string_null;
+       this.netname_freeme = string_null;
+       this.playermodel_freeme = string_null;
+       this.playerskin_freeme = string_null;
+       if(this.bot_cmd_current)
+               delete(this.bot_cmd_current);
+       if(bot_waypoint_queue_owner==this)
+               bot_waypoint_queue_owner = NULL;
+}
+
+void bot_clientconnect(entity this)
+{
+       if (!IS_BOT_CLIENT(this)) return;
+       this.bot_preferredcolors = this.clientcolors;
+       this.bot_nextthink = time - random();
+       this.lag_func = bot_lagfunc;
+       this.isbot = true;
+       this.createdtime = this.bot_nextthink;
+
+       if(!this.bot_config_loaded) // This is needed so team overrider doesn't break between matches
+               bot_setnameandstuff(this);
+
+       if(this.bot_forced_team==1)
+               this.team = NUM_TEAM_1;
+       else if(this.bot_forced_team==2)
+               this.team = NUM_TEAM_2;
+       else if(this.bot_forced_team==3)
+               this.team = NUM_TEAM_3;
+       else if(this.bot_forced_team==4)
+               this.team = NUM_TEAM_4;
+       else
+               JoinBestTeam(this, false, true);
+
+       havocbot_setupbot(this);
+}
+
+void bot_removefromlargestteam()
+{
+       CheckAllowedTeams(NULL);
+       GetTeamCounts(NULL);
+
+       entity best = NULL;
+       float besttime = 0;
+       int bestcount = 0;
+
+       int bcount = 0;
+       FOREACH_ENTITY_FLOAT(isbot, true,
+       {
+               ++bcount;
+
+               if(!best)
+               {
+                       best = it;
+                       besttime = it.createdtime;
+               }
+
+               int thiscount = 0;
+
+               switch(it.team)
+               {
+                       case NUM_TEAM_1: thiscount = c1; break;
+                       case NUM_TEAM_2: thiscount = c2; break;
+                       case NUM_TEAM_3: thiscount = c3; break;
+                       case NUM_TEAM_4: thiscount = c4; break;
+               }
+
+               if(thiscount > bestcount)
+               {
+                       bestcount = thiscount;
+                       besttime = it.createdtime;
+                       best = it;
+               }
+               else if(thiscount == bestcount && besttime < it.createdtime)
+               {
+                       besttime = it.createdtime;
+                       best = it;
+               }
+       });
+       if(!bcount)
+               return; // no bots to remove
+       currentbots = currentbots - 1;
+       dropclient(best);
+}
+
+void bot_removenewest()
+{
+       if(teamplay)
+       {
+               bot_removefromlargestteam();
+               return;
+       }
+
+       float besttime = 0;
+       entity best = NULL;
+       int bcount = 0;
+
+       FOREACH_ENTITY_FLOAT(isbot, true,
+       {
+               ++bcount;
+
+               if(!best)
+               {
+                       best = it;
+                       besttime = it.createdtime;
+               }
+
+               if(besttime < it.createdtime)
+               {
+                       besttime = it.createdtime;
+                       best = it;
+               }
+       });
+
+       if(!bcount)
+               return; // no bots to remove
+
+       currentbots = currentbots - 1;
+       dropclient(best);
+}
+
+void autoskill(float factor)
+{
+       float bestbot;
+       float bestplayer;
+
+       bestbot = -1;
+       bestplayer = -1;
+       FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(
+               if(IS_REAL_CLIENT(it))
+                       bestplayer = max(bestplayer, it.totalfrags - it.totalfrags_lastcheck);
+               else
+                       bestbot = max(bestbot, it.totalfrags - it.totalfrags_lastcheck);
+       ));
+
+       LOG_TRACE("autoskill: best player got ", ftos(bestplayer), ", ");
+       LOG_TRACE("best bot got ", ftos(bestbot), "; ");
+       if(bestbot < 0 || bestplayer < 0)
+       {
+               LOG_TRACE("not doing anything\n");
+               // don't return, let it reset all counters below
+       }
+       else if(bestbot <= bestplayer * factor - 2)
+       {
+               if(autocvar_skill < 17)
+               {
+                       LOG_TRACE("2 frags difference, increasing skill\n");
+                       cvar_set("skill", ftos(autocvar_skill + 1));
+                       bprint("^2SKILL UP!^7 Now at level ", ftos(autocvar_skill), "\n");
+               }
+       }
+       else if(bestbot >= bestplayer * factor + 2)
+       {
+               if(autocvar_skill > 0)
+               {
+                       LOG_TRACE("2 frags difference, decreasing skill\n");
+                       cvar_set("skill", ftos(autocvar_skill - 1));
+                       bprint("^1SKILL DOWN!^7 Now at level ", ftos(autocvar_skill), "\n");
+               }
+       }
+       else
+       {
+               LOG_TRACE("not doing anything\n");
+               return;
+               // don't reset counters, wait for them to accumulate
+       }
+
+       FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(it.totalfrags_lastcheck = it.totalfrags));
+}
+
+void bot_calculate_stepheightvec()
+{
+       stepheightvec = autocvar_sv_stepheight * '0 0 1';
+       jumpstepheightvec = stepheightvec +
+               ((autocvar_sv_jumpvelocity * autocvar_sv_jumpvelocity) / (2 * autocvar_sv_gravity)) * '0 0 0.85';
+               // 0.75 factor is for safety to make the jumps easy
+}
+
+float bot_fixcount()
+{
+       int activerealplayers = 0;
+       int realplayers = 0;
+       if (MUTATOR_CALLHOOK(Bot_FixCount, activerealplayers, realplayers)) {
+               activerealplayers = M_ARGV(0, int);
+               realplayers = M_ARGV(1, int);
+       } else {
+               FOREACH_CLIENT(IS_REAL_CLIENT(it), LAMBDA(
+                       if(IS_PLAYER(it))
+                               ++activerealplayers;
+                       ++realplayers;
+               ));
+       }
+
+       int bots;
+       // add/remove bots if needed to make sure there are at least
+       // minplayers+bot_number, or remove all bots if no one is playing
+       // But don't remove bots immediately on level change, as the real players
+       // usually haven't rejoined yet
+       bots_would_leave = false;
+       if (teamplay && autocvar_bot_vs_human && AvailableTeams() == 2)
+               bots = min(ceil(fabs(autocvar_bot_vs_human) * activerealplayers), maxclients - realplayers);
+       else if ((realplayers || autocvar_bot_join_empty || (currentbots > 0 && time < 5)))
+       {
+               float realminplayers, minplayers;
+               realminplayers = autocvar_minplayers;
+               minplayers = max(0, floor(realminplayers));
+
+               float realminbots, minbots;
+               realminbots = autocvar_bot_number;
+               minbots = max(0, floor(realminbots));
+
+               bots = min(max(minbots, minplayers - activerealplayers), maxclients - realplayers);
+               if(bots > minbots)
+                       bots_would_leave = true;
+       }
+       else
+       {
+               // if there are no players, remove bots
+               bots = 0;
+       }
+
+       // only add one bot per frame to avoid utter chaos
+       if(time > botframe_nextthink)
+       {
+               //dprint(ftos(bots), " ? ", ftos(currentbots), "\n");
+               while (currentbots < bots)
+               {
+                       if (bot_spawn() == NULL)
+                       {
+                               bprint("Can not add bot, server full.\n");
+                               return false;
+                       }
+               }
+               while (currentbots > bots)
+                       bot_removenewest();
+       }
+
+       return true;
+}
+
+void bot_serverframe()
+{
+       if (intermission_running)
+               return;
+
+       if (time < 2)
+               return;
+
+       bot_calculate_stepheightvec();
+       bot_navigation_movemode = ((autocvar_bot_navigation_ignoreplayers) ? MOVE_NOMONSTERS : MOVE_NORMAL);
+
+       if(time > autoskill_nextthink)
+       {
+               float a;
+               a = autocvar_skill_auto;
+               if(a)
+                       autoskill(a);
+               autoskill_nextthink = time + 5;
+       }
+
+       if(time > botframe_nextthink)
+       {
+               if(!bot_fixcount())
+                       botframe_nextthink = time + 10;
+       }
+
+       bot_ignore_bots = autocvar_bot_ignore_bots;
+
+       if(botframe_spawnedwaypoints)
+       {
+               if(autocvar_waypoint_benchmark)
+                       localcmd("quit\n");
+       }
+
+       if (currentbots > 0 || autocvar_g_waypointeditor || autocvar_g_waypointeditor_auto)
+       if (botframe_spawnedwaypoints)
+       {
+               if(botframe_cachedwaypointlinks)
+               {
+                       if(!botframe_loadedforcedlinks)
+                               waypoint_load_links_hardwired();
+               }
+               else
+               {
+                       // TODO: Make this check cleaner
+                       IL_EACH(g_waypoints, time - it.nextthink > 10,
+                       {
+                               waypoint_save_links();
+                               break;
+                       });
+               }
+       }
+       else
+       {
+               botframe_spawnedwaypoints = true;
+               waypoint_loadall();
+               if(!waypoint_load_links())
+                       waypoint_schedulerelinkall();
+       }
+
+       if (bot_list)
+       {
+               // cycle the goal token from one bot to the next each frame
+               // (this prevents them from all doing spawnfunc_waypoint searches on the same
+               //  frame, which causes choppy framerates)
+               if (bot_strategytoken_taken)
+               {
+                       bot_strategytoken_taken = false;
+                       if (bot_strategytoken)
+                               bot_strategytoken = bot_strategytoken.nextbot;
+                       if (!bot_strategytoken)
+                               bot_strategytoken = bot_list;
+               }
+
+               if (botframe_nextdangertime < time)
+               {
+                       float interval;
+                       interval = autocvar_bot_ai_dangerdetectioninterval;
+                       if (botframe_nextdangertime < time - interval * 1.5)
+                               botframe_nextdangertime = time;
+                       botframe_nextdangertime = botframe_nextdangertime + interval;
+                       botframe_updatedangerousobjects(autocvar_bot_ai_dangerdetectionupdates);
+               }
+       }
+
+       if (autocvar_g_waypointeditor)
+               botframe_showwaypointlinks();
+
+       if (autocvar_g_waypointeditor_auto)
+               botframe_autowaypoints();
+
+       if(time > bot_cvar_nextthink)
+       {
+               if(currentbots>0)
+                       bot_custom_weapon_priority_setup();
+               bot_cvar_nextthink = time + 5;
+       }
+}
diff --git a/qcsrc/server/bot/default/bot.qh b/qcsrc/server/bot/default/bot.qh
new file mode 100644 (file)
index 0000000..0959307
--- /dev/null
@@ -0,0 +1,108 @@
+#pragma once
+/*
+ * Globals and Fields
+ */
+
+const int AI_STATUS_ROAMING                                            = BIT(0);       // Bot is just crawling the map. No enemies at sight
+const int AI_STATUS_ATTACKING                                  = BIT(1);       // There are enemies at sight
+const int AI_STATUS_RUNNING                                            = BIT(2);       // Bot is bunny hopping
+const int AI_STATUS_DANGER_AHEAD                               = BIT(3);       // There is lava/slime/trigger_hurt ahead
+const int AI_STATUS_OUT_JUMPPAD                                        = BIT(4);       // Trying to get out of a "vertical" jump pad
+const int AI_STATUS_OUT_WATER                                  = BIT(5);       // Trying to get out of water
+const int AI_STATUS_WAYPOINT_PERSONAL_LINKING  = BIT(6);       // Waiting for the personal waypoint to be linked
+const int AI_STATUS_WAYPOINT_PERSONAL_GOING            = BIT(7);       // Going to a personal waypoint
+const int AI_STATUS_WAYPOINT_PERSONAL_REACHED  = BIT(8);       // Personal waypoint reached
+const int AI_STATUS_JETPACK_FLYING                             = BIT(9);
+const int AI_STATUS_JETPACK_LANDING                            = BIT(10);
+const int AI_STATUS_STUCK                                              = BIT(11);  // Cannot reach any goal
+
+.float isbot; // true if this client is actually a bot
+.int aistatus;
+
+// Skill system
+float autoskill_nextthink;
+
+// havocbot_keyboardskill // keyboard movement
+.float bot_moveskill; // moving technique
+.float bot_dodgeskill; // dodging
+
+.float bot_pingskill; // ping offset
+
+.float bot_weaponskill; // weapon usage skill (combos, e.g.)
+.float bot_aggresskill; // aggressivity, controls "think before fire" behaviour
+.float bot_rangepreference; // weapon choice offset for range (>0 = prefer long range earlier "sniper", <0 = prefer short range "spammer")
+
+.float bot_aimskill; // aim accuracy
+.float bot_offsetskill; // aim breakage
+.float bot_mouseskill; // mouse "speed"
+
+.float bot_thinkskill; // target choice
+.float bot_aiskill; // strategy choice
+
+.float totalfrags_lastcheck;
+
+// Custom weapon priorities
+float bot_distance_far;
+float bot_distance_close;
+
+entity bot_list;
+.entity nextbot;
+.string cleanname;
+.string netname_freeme;
+.string playermodel_freeme;
+.string playerskin_freeme;
+
+.float bot_nextthink;
+
+.float createdtime;
+.float bot_preferredcolors;
+.float bot_attack;
+.float bot_dodge;
+.float bot_dodgerating;
+
+.float bot_pickup;
+.float bot_pickupbasevalue;
+.float bot_canfire;
+.float bot_strategytime;
+
+.float bot_forced_team;
+.float bot_config_loaded;
+
+float bot_strategytoken_taken;
+entity bot_strategytoken;
+
+float botframe_spawnedwaypoints;
+float botframe_nextthink;
+float botframe_nextdangertime;
+float bot_cvar_nextthink;
+float bot_ignore_bots; // let bots not attack other bots (only works in non-teamplay)
+
+/*
+ * Functions
+ */
+
+entity bot_spawn();
+float bot_fixcount();
+
+void bot_think(entity this);
+void bot_setnameandstuff(entity this);
+void bot_custom_weapon_priority_setup();
+void bot_endgame();
+void bot_relinkplayerlist();
+void bot_clientdisconnect(entity this);
+void bot_clientconnect(entity this);
+void bot_removefromlargestteam();
+void bot_removenewest();
+void autoskill(float factor);
+void bot_serverframe();
+
+.void(entity this) bot_ai;
+.float(entity player, entity item) bot_pickupevalfunc;
+
+/*
+ * Imports
+ */
+
+void(entity this) havocbot_setupbot;
+
+void bot_calculate_stepheightvec();
diff --git a/qcsrc/server/bot/default/cvars.qc b/qcsrc/server/bot/default/cvars.qc
new file mode 100644 (file)
index 0000000..779e7f0
--- /dev/null
@@ -0,0 +1 @@
+#include "cvars.qh"
diff --git a/qcsrc/server/bot/default/cvars.qh b/qcsrc/server/bot/default/cvars.qh
new file mode 100644 (file)
index 0000000..d612c7a
--- /dev/null
@@ -0,0 +1,58 @@
+#pragma once
+
+float autocvar_bot_ai_aimskill_blendrate;
+float autocvar_bot_ai_aimskill_firetolerance_distdegrees;
+float autocvar_bot_ai_aimskill_firetolerance_maxdegrees;
+float autocvar_bot_ai_aimskill_firetolerance_mindegrees;
+float autocvar_bot_ai_aimskill_fixedrate;
+float autocvar_bot_ai_aimskill_mouse;
+float autocvar_bot_ai_aimskill_offset;
+float autocvar_bot_ai_aimskill_order_filter_1st;
+float autocvar_bot_ai_aimskill_order_filter_2nd;
+float autocvar_bot_ai_aimskill_order_filter_3th;
+float autocvar_bot_ai_aimskill_order_filter_4th;
+float autocvar_bot_ai_aimskill_order_filter_5th;
+float autocvar_bot_ai_aimskill_order_mix_1st;
+float autocvar_bot_ai_aimskill_order_mix_2nd;
+float autocvar_bot_ai_aimskill_order_mix_3th;
+float autocvar_bot_ai_aimskill_order_mix_4th;
+float autocvar_bot_ai_aimskill_order_mix_5th;
+float autocvar_bot_ai_aimskill_think;
+float autocvar_bot_ai_bunnyhop_firstjumpdelay;
+float autocvar_bot_ai_bunnyhop_skilloffset;
+float autocvar_bot_ai_bunnyhop_startdistance;
+float autocvar_bot_ai_bunnyhop_stopdistance;
+float autocvar_bot_ai_chooseweaponinterval;
+string autocvar_bot_ai_custom_weapon_priority_close;
+string autocvar_bot_ai_custom_weapon_priority_distances;
+string autocvar_bot_ai_custom_weapon_priority_far;
+string autocvar_bot_ai_custom_weapon_priority_mid;
+float autocvar_bot_ai_dangerdetectioninterval;
+float autocvar_bot_ai_dangerdetectionupdates;
+float autocvar_bot_ai_enemydetectioninterval;
+float autocvar_bot_ai_enemydetectionradius;
+float autocvar_bot_ai_friends_aware_pickup_radius;
+float autocvar_bot_ai_ignoregoal_timeout;
+float autocvar_bot_ai_keyboard_distance;
+float autocvar_bot_ai_keyboard_threshold;
+float autocvar_bot_ai_navigation_jetpack;
+float autocvar_bot_ai_navigation_jetpack_mindistance;
+float autocvar_bot_ai_thinkinterval;
+bool autocvar_bot_ai_weapon_combo;
+float autocvar_bot_ai_weapon_combo_threshold;
+string autocvar_bot_config_file;
+bool autocvar_bot_god;
+bool autocvar_bot_ignore_bots;
+bool autocvar_bot_join_empty;
+bool autocvar_bot_navigation_ignoreplayers;
+bool autocvar_bot_nofire;
+#define autocvar_bot_prefix cvar_string("bot_prefix")
+#define autocvar_bot_suffix cvar_string("bot_suffix")
+bool autocvar_bot_usemodelnames;
+bool autocvar_bot_debug_tracewalk;
+bool autocvar_bot_debug_goalstack;
+bool autocvar_bot_wander_enable;
+bool autocvar_g_debug_bot_commands;
+int autocvar_g_waypointeditor_auto;
+float autocvar_skill_auto;
+bool autocvar_waypoint_benchmark;
diff --git a/qcsrc/server/bot/default/havocbot/_mod.inc b/qcsrc/server/bot/default/havocbot/_mod.inc
new file mode 100644 (file)
index 0000000..3ecfda1
--- /dev/null
@@ -0,0 +1,3 @@
+// generated file; do not modify
+#include <server/bot/default/havocbot/havocbot.qc>
+#include <server/bot/default/havocbot/roles.qc>
diff --git a/qcsrc/server/bot/default/havocbot/_mod.qh b/qcsrc/server/bot/default/havocbot/_mod.qh
new file mode 100644 (file)
index 0000000..01fcd46
--- /dev/null
@@ -0,0 +1,3 @@
+// generated file; do not modify
+#include <server/bot/default/havocbot/havocbot.qh>
+#include <server/bot/default/havocbot/roles.qh>
diff --git a/qcsrc/server/bot/default/havocbot/havocbot.qc b/qcsrc/server/bot/default/havocbot/havocbot.qc
new file mode 100644 (file)
index 0000000..67b558e
--- /dev/null
@@ -0,0 +1,1298 @@
+#include "havocbot.qh"
+
+#include "../cvars.qh"
+
+#include "../aim.qh"
+#include "../bot.qh"
+#include "../navigation.qh"
+#include "../scripting.qh"
+#include "../waypoints.qh"
+
+#include <common/constants.qh>
+#include <common/physics/player.qh>
+#include <common/state.qh>
+#include <common/items/all.qh>
+
+#include <common/triggers/trigger/jumppads.qh>
+
+#include <lib/warpzone/common.qh>
+
+.float speed;
+
+void havocbot_ai(entity this)
+{
+       if(this.draggedby)
+               return;
+
+       if(bot_execute_commands(this))
+               return;
+
+       if (bot_strategytoken == this)
+       if (!bot_strategytoken_taken)
+       {
+               if(this.havocbot_blockhead)
+               {
+                       this.havocbot_blockhead = false;
+               }
+               else
+               {
+                       if (!this.jumppadcount)
+                               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))
+               if(!this.goalcurrent)
+               if(this.waterlevel == WATERLEVEL_SWIMMING || (this.aistatus & AI_STATUS_OUT_WATER))
+               {
+                       // Look for the closest waypoint out of water
+                       entity newgoal = NULL;
+                       IL_EACH(g_waypoints, vdist(it.origin - this.origin, <=, 10000),
+                       {
+                               if(it.origin.z < this.origin.z)
+                                       continue;
+
+                               if(it.origin.z - this.origin.z - this.view_ofs.z > 100)
+                                       continue;
+
+                               if (pointcontents(it.origin + it.maxs + '0 0 1') != CONTENT_EMPTY)
+                                       continue;
+
+                               traceline(this.origin + this.view_ofs, ((it.absmin + it.absmax) * 0.5), true, this);
+
+                               if(trace_fraction < 1)
+                                       continue;
+
+                               if(!newgoal || vlen2(it.origin - this.origin) < vlen2(newgoal.origin - this.origin))
+                                       newgoal = it;
+                       });
+
+                       if(newgoal)
+                       {
+                       //      te_wizspike(newgoal.origin);
+                               navigation_pushroute(this, newgoal);
+                       }
+               }
+
+               // token has been used this frame
+               bot_strategytoken_taken = true;
+       }
+
+       if(IS_DEAD(this))
+               return;
+
+       havocbot_chooseenemy(this);
+       if (this.bot_chooseweapontime < time )
+       {
+               this.bot_chooseweapontime = time + autocvar_bot_ai_chooseweaponinterval;
+               havocbot_chooseweapon(this);
+       }
+       havocbot_aim(this);
+       lag_update(this);
+       if (this.bot_aimtarg)
+       {
+               this.aistatus |= AI_STATUS_ATTACKING;
+               this.aistatus &= ~AI_STATUS_ROAMING;
+
+               if(this.weapons)
+               {
+                       Weapon w = PS(this).m_weapon;
+                       w.wr_aim(w, this);
+                       if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(this))
+                       {
+                               PHYS_INPUT_BUTTON_ATCK(this) = false;
+                               PHYS_INPUT_BUTTON_ATCK2(this) = false;
+                       }
+                       else
+                       {
+                               if(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this))
+                                       this.lastfiredweapon = PS(this).m_weapon.m_id;
+                       }
+               }
+               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);
+               }
+       }
+       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 != NULL && ((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 the bot is not attacking, consider reloading weapons
+       if (!(this.aistatus & AI_STATUS_ATTACKING))
+       {
+               // we are currently holding a weapon that's not fully loaded, reload it
+               if(skill >= 2) // bots can only reload the held weapon on purpose past this skill
+               if(this.clip_load < this.clip_size)
+                       this.impulse = 20; // "press" the reload button, not sure if this is done right
+
+               // if we're not reloading a weapon, switch to any weapon in our invnetory that's not fully loaded to reload it next
+               // the code above executes next frame, starting the reloading then
+               if(skill >= 5) // bots can only look for unloaded weapons past this skill
+               if(this.clip_load >= 0) // only if we're not reloading a weapon already
+               {
+                       FOREACH(Weapons, it != WEP_Null, LAMBDA(
+                               if((this.weapons & (it.m_wepset)) && (it.spawnflags & WEP_FLAG_RELOADABLE) && (this.weapon_load[it.m_id] < it.reloading_ammo))
+                                       PS(this).m_switchweapon = it;
+                       ));
+               }
+       }
+}
+
+void havocbot_keyboard_movement(entity this, vector destorg)
+{
+       vector keyboard;
+       float blend, maxspeed;
+       float sk;
+
+       sk = skill + this.bot_moveskill;
+
+       maxspeed = autocvar_sv_maxspeed;
+
+       if (time < this.havocbot_keyboardtime)
+               return;
+
+       this.havocbot_keyboardtime =
+               max(
+                       this.havocbot_keyboardtime
+                               + 0.05/max(1, sk+this.havocbot_keyboardskill)
+                               + random()*0.025/max(0.00025, skill+this.havocbot_keyboardskill)
+               , time);
+       keyboard = this.movement * (1.0 / maxspeed);
+
+       float trigger, trigger1;
+       blend = bound(0,sk*0.1,1);
+       trigger = autocvar_bot_ai_keyboard_threshold;
+       trigger1 = 0 - trigger;
+
+       // categorize forward movement
+       // at skill < 1.5 only forward
+       // at skill < 2.5 only individual directions
+       // at skill < 4.5 only individual directions, and forward diagonals
+       // at skill >= 4.5, all cases allowed
+       if (keyboard.x > trigger)
+       {
+               keyboard.x = 1;
+               if (sk < 2.5)
+                       keyboard.y = 0;
+       }
+       else if (keyboard.x < trigger1 && sk > 1.5)
+       {
+               keyboard.x = -1;
+               if (sk < 4.5)
+                       keyboard.y = 0;
+       }
+       else
+       {
+               keyboard.x = 0;
+               if (sk < 1.5)
+                       keyboard.y = 0;
+       }
+       if (sk < 4.5)
+               keyboard.z = 0;
+
+       if (keyboard.y > trigger)
+               keyboard.y = 1;
+       else if (keyboard.y < trigger1)
+               keyboard.y = -1;
+       else
+               keyboard.y = 0;
+
+       if (keyboard.z > trigger)
+               keyboard.z = 1;
+       else if (keyboard.z < trigger1)
+               keyboard.z = -1;
+       else
+               keyboard.z = 0;
+
+       this.havocbot_keyboard = keyboard * maxspeed;
+       if (this.havocbot_ducktime>time) PHYS_INPUT_BUTTON_CROUCH(this) = true;
+
+       keyboard = this.havocbot_keyboard;
+       blend = bound(0,vlen(destorg-this.origin)/autocvar_bot_ai_keyboard_distance,1); // When getting close move with 360 degree
+       //dprint("movement ", vtos(this.movement), " keyboard ", vtos(keyboard), " blend ", ftos(blend), "\n");
+       this.movement = this.movement + (keyboard - this.movement) * blend;
+}
+
+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)
+               return;
+
+       if(IS_PLAYER(this.goalcurrent))
+               return;
+
+       maxspeed = autocvar_sv_maxspeed;
+
+       if(this.aistatus & AI_STATUS_DANGER_AHEAD)
+       {
+               this.aistatus &= ~AI_STATUS_RUNNING;
+               PHYS_INPUT_BUTTON_JUMP(this) = false;
+               this.bot_canruntogoal = 0;
+               this.bot_timelastseengoal = 0;
+               return;
+       }
+
+       if(this.waterlevel > WATERLEVEL_WETFEET)
+       {
+               this.aistatus &= ~AI_STATUS_RUNNING;
+               return;
+       }
+
+       if(this.bot_lastseengoal != this.goalcurrent && !(this.aistatus & AI_STATUS_RUNNING))
+       {
+               this.bot_canruntogoal = 0;
+               this.bot_timelastseengoal = 0;
+       }
+
+       gco = (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5;
+       bunnyhopdistance = vlen(this.origin - gco);
+
+       // Run only to visible goals
+       if(IS_ONGROUND(this))
+       if(this.speed==maxspeed)
+       if(checkpvs(this.origin + this.view_ofs, this.goalcurrent))
+       {
+                       this.bot_lastseengoal = this.goalcurrent;
+
+                       // seen it before
+                       if(this.bot_timelastseengoal)
+                       {
+                               // for a period of time
+                               if(time - this.bot_timelastseengoal > autocvar_bot_ai_bunnyhop_firstjumpdelay)
+                               {
+                                       float checkdistance;
+                                       checkdistance = true;
+
+                                       // don't run if it is too close
+                                       if(this.bot_canruntogoal==0)
+                                       {
+                                               if(bunnyhopdistance > autocvar_bot_ai_bunnyhop_startdistance)
+                                                       this.bot_canruntogoal = 1;
+                                               else
+                                                       this.bot_canruntogoal = -1;
+                                       }
+
+                                       if(this.bot_canruntogoal != 1)
+                                               return;
+
+                                       if(this.aistatus & AI_STATUS_ROAMING)
+                                       if(this.goalcurrent.classname=="waypoint")
+                                       if (!(this.goalcurrent.wpflags & WAYPOINTFLAG_PERSONAL))
+                                       if(fabs(gco.z - this.origin.z) < this.maxs.z - this.mins.z)
+                                       if(this.goalstack01!=NULL)
+                                       {
+                                               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;
+
+                                               if(fabs(deviation.y) < 20)
+                                               if(bunnyhopdistance < vlen(this.origin - gno))
+                                               if(fabs(gno.z - gco.z) < this.maxs.z - this.mins.z)
+                                               {
+                                                       if(vdist(gco - gno, >, autocvar_bot_ai_bunnyhop_startdistance))
+                                                       if(checkpvs(this.origin + this.view_ofs, this.goalstack01))
+                                                       {
+                                                               checkdistance = false;
+                                                       }
+                                               }
+                                       }
+
+                                       if(checkdistance)
+                                       {
+                                               this.aistatus &= ~AI_STATUS_RUNNING;
+                                               if(bunnyhopdistance > autocvar_bot_ai_bunnyhop_stopdistance)
+                                                       PHYS_INPUT_BUTTON_JUMP(this) = true;
+                                       }
+                                       else
+                                       {
+                                               this.aistatus |= AI_STATUS_RUNNING;
+                                               PHYS_INPUT_BUTTON_JUMP(this) = true;
+                                       }
+                               }
+                       }
+                       else
+                       {
+                               this.bot_timelastseengoal = time;
+                       }
+       }
+       else
+       {
+               this.bot_timelastseengoal = 0;
+       }
+
+#if 0
+       // Release jump button
+       if(!cvar("sv_pogostick"))
+       if((IS_ONGROUND(this)) == 0)
+       {
+               if(this.velocity.z < 0 || vlen(this.velocity)<maxspeed)
+                       PHYS_INPUT_BUTTON_JUMP(this) = false;
+
+               // Strafe
+               if(this.aistatus & AI_STATUS_RUNNING)
+               if(vlen(this.velocity)>maxspeed)
+               {
+                       deviation = vectoangles(dir) - vectoangles(this.velocity);
+                       while (deviation.y < -180) deviation.y = deviation.y + 360;
+                       while (deviation.y > 180) deviation.y = deviation.y - 360;
+
+                       if(fabs(deviation.y)>10)
+                               this.movement_x = 0;
+
+                       if(deviation.y>10)
+                               this.movement_y = maxspeed * -1;
+                       else if(deviation.y<10)
+                               this.movement_y = maxspeed;
+
+               }
+       }
+#endif
+}
+
+void havocbot_movetogoal(entity this)
+{
+       vector destorg;
+       vector diff;
+       vector dir;
+       vector flatdir;
+       vector m1;
+       vector m2;
+       vector evadeobstacle;
+       vector evadelava;
+       float s;
+       float maxspeed;
+       vector gco;
+       //float dist;
+       vector dodge;
+       //if (this.goalentity)
+       //      te_lightning2(this, this.origin, (this.goalentity.absmin + this.goalentity.absmax) * 0.5);
+       this.movement = '0 0 0';
+       maxspeed = autocvar_sv_maxspeed;
+
+       // Jetpack navigation
+       if(this.goalcurrent)
+       if(this.navigation_jetpack_goal)
+       if(this.goalcurrent==this.navigation_jetpack_goal)
+       if(this.ammo_fuel)
+       {
+               if(autocvar_bot_debug_goalstack)
+               {
+                       debuggoalstack(this);
+                       te_wizspike(this.navigation_jetpack_point);
+               }
+
+               // Take off
+               if (!(this.aistatus & AI_STATUS_JETPACK_FLYING))
+               {
+                       // Brake almost completely so it can get a good direction
+                       if(vdist(this.velocity, >, 10))
+                               return;
+                       this.aistatus |= AI_STATUS_JETPACK_FLYING;
+               }
+
+               makevectors(this.v_angle.y * '0 1 0');
+               dir = normalize(this.navigation_jetpack_point - this.origin);
+
+               // Landing
+               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 = (pow(v,2) / (autocvar_g_jetpack_acceleration_side * 2)) + 100;
+               //      dprint("distance ", ftos(ceil(d)), " velocity ", ftos(ceil(v)), " brake at ", ftos(ceil(db)), "\n");
+                       if(d < db || d < 500)
+                       {
+                               // Brake
+                               if(fabs(this.velocity.x)>maxspeed*0.3)
+                               {
+                                       this.movement_x = dir * v_forward * -maxspeed;
+                                       return;
+                               }
+                               // Switch to normal mode
+                               this.navigation_jetpack_goal = NULL;
+                               this.aistatus &= ~AI_STATUS_JETPACK_LANDING;
+                               this.aistatus &= ~AI_STATUS_JETPACK_FLYING;
+                               return;
+                       }
+               }
+               else if(checkpvs(this.origin,this.goalcurrent))
+               {
+                       // If I can see the goal switch to landing code
+                       this.aistatus &= ~AI_STATUS_JETPACK_FLYING;
+                       this.aistatus |= AI_STATUS_JETPACK_LANDING;
+                       return;
+               }
+
+               // Flying
+               PHYS_INPUT_BUTTON_HOOK(this) = true;
+               if(this.navigation_jetpack_point.z - STAT(PL_MAX, NULL).z + STAT(PL_MIN, NULL).z < this.origin.z)
+               {
+                       this.movement_x = dir * v_forward * maxspeed;
+                       this.movement_y = dir * v_right * maxspeed;
+               }
+               return;
+       }
+
+       // Handling of jump pads
+       if(this.jumppadcount)
+       {
+               // If got stuck on the jump pad try to reach the farthest visible waypoint
+               if(this.aistatus & AI_STATUS_OUT_JUMPPAD)
+               {
+                       if(fabs(this.velocity.z)<50)
+                       {
+                               entity newgoal = NULL;
+                               IL_EACH(g_waypoints, vdist(it.origin - this.origin, <=, 1000),
+                               {
+                                       traceline(this.origin + this.view_ofs, ((it.absmin + it.absmax) * 0.5), true, this);
+
+                                       if(trace_fraction < 1)
+                                               continue;
+
+                                       if(!newgoal || vlen2(it.origin - this.origin) > vlen2(newgoal.origin - this.origin))
+                                               newgoal = it;
+                               });
+
+                               if(newgoal)
+                               {
+                                       this.ignoregoal = this.goalcurrent;
+                                       this.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
+                                       navigation_clearroute(this);
+                                       navigation_routetogoal(this, newgoal, this.origin);
+                                       this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
+                               }
+                       }
+                       else
+                               return;
+               }
+               else
+               {
+                       if(this.velocity.z>0)
+                       {
+                               float threshold;
+                               vector velxy = this.velocity; velxy_z = 0;
+                               threshold = maxspeed * 0.2;
+                               if(vdist(velxy, <, threshold))
+                               {
+                                       LOG_TRACE("Warning: ", this.netname, " got stuck on a jumppad (velocity in xy is ", vtos(velxy), "), trying to get out of it now\n");
+                                       this.aistatus |= AI_STATUS_OUT_JUMPPAD;
+                               }
+                               return;
+                       }
+
+                       // Don't chase players while using a jump pad
+                       if(IS_PLAYER(this.goalcurrent) || IS_PLAYER(this.goalstack01))
+                               return;
+               }
+       }
+       else if(this.aistatus & AI_STATUS_OUT_JUMPPAD)
+               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)))
+       {
+               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)
+               {
+                       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 + '0 0 1' ))
+                       {
+                               if(this.velocity.z<0)
+                               {
+                                       PHYS_INPUT_BUTTON_HOOK(this) = true;
+                               }
+                       }
+                       else
+                               PHYS_INPUT_BUTTON_HOOK(this) = true;
+
+                       // If there is no goal try to move forward
+
+                       if(this.goalcurrent==NULL)
+                               dir = v_forward;
+                       else
+                               dir = normalize(( ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5 ) - this.origin);
+
+                       vector xyvelocity = this.velocity; xyvelocity_z = 0;
+                       float xyspeed = xyvelocity * dir;
+
+                       if(xyspeed < (maxspeed / 2))
+                       {
+                               makevectors(this.v_angle.y * '0 1 0');
+                               tracebox(this.origin, this.mins, this.maxs, this.origin + (dir * maxspeed * 3), MOVE_NOMONSTERS, this);
+                               if(trace_fraction==1)
+                               {
+                                       this.movement_x = dir * v_forward * maxspeed;
+                                       this.movement_y = dir * v_right * maxspeed;
+                                       if (skill < 10)
+                                               havocbot_keyboard_movement(this, this.origin + dir * 100);
+                               }
+                       }
+
+                       this.havocbot_blockhead = true;
+
+                       return;
+               }
+               else if(this.health>WEP_CVAR(devastator, damage)*0.5)
+               {
+                       if(this.velocity.z < 0)
+                       if(client_hasweapon(this, WEP_DEVASTATOR, true, false))
+                       {
+                               this.movement_x = maxspeed;
+
+                               if(this.rocketjumptime)
+                               {
+                                       if(time > this.rocketjumptime)
+                                       {
+                                               PHYS_INPUT_BUTTON_ATCK2(this) = true;
+                                               this.rocketjumptime = 0;
+                                       }
+                                       return;
+                               }
+
+                               PS(this).m_switchweapon = WEP_DEVASTATOR;
+                               this.v_angle_x = 90;
+                               PHYS_INPUT_BUTTON_ATCK(this) = true;
+                               this.rocketjumptime = time + WEP_CVAR(devastator, detonatedelay);
+                               return;
+                       }
+               }
+               else
+               {
+                       // If there is no goal try to move forward
+                       if(this.goalcurrent==NULL)
+                               this.movement_x = maxspeed;
+               }
+       }
+
+       // If we are under water with no goals, swim up
+       if(this.waterlevel)
+       if(this.goalcurrent==NULL)
+       {
+               dir = '0 0 0';
+               if(this.waterlevel>WATERLEVEL_SWIMMING)
+                       dir.z = 1;
+               else if(this.velocity.z >= 0 && !(this.waterlevel == WATERLEVEL_WETFEET && this.watertype == CONTENT_WATER))
+                       PHYS_INPUT_BUTTON_JUMP(this) = true;
+               else
+                       PHYS_INPUT_BUTTON_JUMP(this) = false;
+               makevectors(this.v_angle.y * '0 1 0');
+               this.movement_x = dir * v_forward * maxspeed;
+               this.movement_y = dir * v_right * maxspeed;
+               this.movement_z = dir * v_up * maxspeed;
+       }
+
+       // if there is nowhere to go, exit
+       if (this.goalcurrent == NULL)
+               return;
+
+       if (this.goalcurrent)
+               navigation_poptouchedgoals(this);
+
+       // 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;
+               return;
+       }
+
+
+       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);
+       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 (this.bot_dodgevector_time < time)
+       {
+       //      this.bot_dodgevector_time = time + cvar("bot_ai_dodgeupdateinterval");
+       //      this.bot_dodgevector_jumpbutton = 1;
+               evadeobstacle = '0 0 0';
+               evadelava = '0 0 0';
+
+               if (this.waterlevel)
+               {
+                       if(this.waterlevel>WATERLEVEL_SWIMMING)
+                       {
+                       //      flatdir_z = 1;
+                               this.aistatus |= AI_STATUS_OUT_WATER;
+                       }
+                       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))
+                                       PHYS_INPUT_BUTTON_JUMP(this) = true;
+                               else
+                                       PHYS_INPUT_BUTTON_JUMP(this) = false;
+                       }
+                       dir = normalize(flatdir);
+                       makevectors(this.v_angle.y * '0 1 0');
+               }
+               else
+               {
+                       if(this.aistatus & AI_STATUS_OUT_WATER)
+                               this.aistatus &= ~AI_STATUS_OUT_WATER;
+
+                       // jump if going toward an obstacle that doesn't look like stairs we
+                       // can walk up directly
+                       tracebox(this.origin, this.mins, this.maxs, this.origin + this.velocity * 0.2, false, this);
+                       if (trace_fraction < 1)
+                       if (trace_plane_normal.z < 0.7)
+                       {
+                               s = trace_fraction;
+                               tracebox(this.origin + stepheightvec, this.mins, this.maxs, this.origin + this.velocity * 0.2 + stepheightvec, false, this);
+                               if (trace_fraction < s + 0.01)
+                               if (trace_plane_normal.z < 0.7)
+                               {
+                                       s = trace_fraction;
+                                       tracebox(this.origin + jumpstepheightvec, this.mins, this.maxs, this.origin + this.velocity * 0.2 + jumpstepheightvec, false, this);
+                                       if (trace_fraction > s)
+                                               PHYS_INPUT_BUTTON_JUMP(this) = true;
+                               }
+                       }
+
+                       // avoiding dangers and obstacles
+                       vector dst_ahead, dst_down;
+                       makevectors(this.v_angle.y * '0 1 0');
+                       dst_ahead = this.origin + this.view_ofs + (this.velocity * 0.4) + (v_forward * 32 * 3);
+                       dst_down = dst_ahead - '0 0 1500';
+
+                       // Look ahead
+                       traceline(this.origin + this.view_ofs, dst_ahead, true, NULL);
+
+                       // Check head-banging against walls
+                       if(vdist(this.origin + this.view_ofs - trace_endpos, <, 25) && !(this.aistatus & AI_STATUS_OUT_WATER))
+                       {
+                               PHYS_INPUT_BUTTON_JUMP(this) = true;
+                               if(this.facingwalltime && time > this.facingwalltime)
+                               {
+                                       this.ignoregoal = this.goalcurrent;
+                                       this.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
+                                       this.bot_strategytime = 0;
+                                       return;
+                               }
+                               else
+                               {
+                                       this.facingwalltime = time + 0.05;
+                               }
+                       }
+                       else
+                       {
+                               this.facingwalltime = 0;
+
+                               if(this.ignoregoal != NULL && time > this.ignoregoaltime)
+                               {
+                                       this.ignoregoal = NULL;
+                                       this.ignoregoaltime = 0;
+                               }
+                       }
+
+                       // Check for water/slime/lava and dangerous edges
+                       // (only when the bot is on the ground or jumping intentionally)
+                       this.aistatus &= ~AI_STATUS_DANGER_AHEAD;
+
+                       if(trace_fraction == 1 && this.jumppadcount == 0 && !this.goalcurrent.wphardwired )
+                       if((IS_ONGROUND(this)) || (this.aistatus & AI_STATUS_RUNNING) || PHYS_INPUT_BUTTON_JUMP(this))
+                       {
+                               // Look downwards
+                               traceline(dst_ahead , dst_down, true, NULL);
+                       //      te_lightning2(NULL, this.origin, dst_ahead);    // Draw "ahead" look
+                       //      te_lightning2(NULL, dst_ahead, dst_down);               // 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;
+                                       else if (s == CONTENT_SKY)
+                                               evadeobstacle = normalize(this.velocity) * -1;
+                                       else if (!boxesoverlap(dst_ahead - this.view_ofs + this.mins, dst_ahead - this.view_ofs + this.maxs,
+                                                               this.goalcurrent.absmin, this.goalcurrent.absmax))
+                                       {
+                                               // if ain't a safe goal with "holes" (like the jumpad on soylent)
+                                               // and there is a trigger_hurt below
+                                               if(tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos))
+                                               {
+                                                       // Remove dangerous dynamic goals from stack
+                                                       LOG_TRACE("bot ", this.netname, " avoided the goal ", this.goalcurrent.classname, " ", etos(this.goalcurrent), " because it led to a dangerous path; goal stack cleared\n");
+                                                       navigation_clearroute(this);
+                                                       return;
+                                               }
+                                       }
+                               }
+                       }
+
+                       dir = flatdir;
+                       evadeobstacle.z = 0;
+                       evadelava.z = 0;
+                       makevectors(this.v_angle.y * '0 1 0');
+
+                       if(evadeobstacle!='0 0 0'||evadelava!='0 0 0')
+                               this.aistatus |= AI_STATUS_DANGER_AHEAD;
+               }
+
+               dodge = havocbot_dodge(this);
+               dodge = dodge * bound(0,0.5+(skill+this.bot_dodgeskill)*0.1,1);
+               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);
+       //      this.bot_dodgevector = dir;
+       //      this.bot_dodgevector_jumpbutton = PHYS_INPUT_BUTTON_JUMP(this);
+       }
+
+       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;
+               }
+               else
+               {
+                       if(this.origin.z + this.mins.z  > this.ladder_entity.origin.z + this.ladder_entity.mins.z)
+                               dir.z = -1;
+               }
+       }
+
+       //dir = this.bot_dodgevector;
+       //if (this.bot_dodgevector_jumpbutton)
+       //      PHYS_INPUT_BUTTON_JUMP(this) = true;
+       this.movement_x = dir * v_forward * maxspeed;
+       this.movement_y = dir * v_right * maxspeed;
+       this.movement_z = dir * v_up * maxspeed;
+
+       // Emulate keyboard interface
+       if (skill < 10)
+               havocbot_keyboard_movement(this, destorg);
+
+       // Bunnyhop!
+//     if(this.aistatus & AI_STATUS_ROAMING)
+       if(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);
+}
+
+void havocbot_chooseenemy(entity this)
+{
+       entity head, best, head2;
+       float rating, bestrating, hf;
+       vector eye, v;
+       if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(this))
+       {
+               this.enemy = NULL;
+               return;
+       }
+       if (this.enemy)
+       {
+               if (!bot_shouldattack(this, this.enemy))
+               {
+                       // enemy died or something, find a new target
+                       this.enemy = NULL;
+                       this.havocbot_chooseenemy_finished = time;
+               }
+               else if (this.havocbot_stickenemy)
+               {
+                       // tracking last chosen enemy
+                       // if enemy is visible
+                       // and not really really far away
+                       // and we're not severely injured
+                       // then keep tracking for a half second into the future
+                       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)
+                       {
+                               // remain tracking him for a shot while (case he went after a small corner or pilar
+                               this.havocbot_chooseenemy_finished = time + 0.5;
+                               return;
+                       }
+                       // enemy isn't visible, or is far away, or we're injured severely
+                       // so stop preferring this enemy
+                       // (it will still take a half second until a new one is chosen)
+                       this.havocbot_stickenemy = 0;
+               }
+       }
+       if (time < this.havocbot_chooseenemy_finished)
+               return;
+       this.havocbot_chooseenemy_finished = time + autocvar_bot_ai_enemydetectioninterval;
+       eye = this.origin + this.view_ofs;
+       best = NULL;
+       bestrating = 100000000;
+       head = head2 = findchainfloat(bot_attack, true);
+
+       // Backup hit flags
+       hf = this.dphitcontentsmask;
+
+       // Search for enemies, if no enemy can be seen directly try to look through transparent objects
+
+       this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
+
+       bool scan_transparent = false;
+       bool scan_secondary_targets = false;
+       bool have_secondary_targets = false;
+       while(true)
+       {
+               scan_secondary_targets = false;
+LABEL(scan_targets)
+               for( ; head; head = head.chain)
+               {
+                       if(!scan_secondary_targets)
+                       {
+                               if(head.classname == "misc_breakablemodel")
+                               {
+                                       have_secondary_targets = true;
+                                       continue;
+                               }
+                       }
+                       else
+                       {
+                               if(head.classname != "misc_breakablemodel")
+                                       continue;
+                       }
+
+                       v = (head.absmin + head.absmax) * 0.5;
+                       rating = vlen(v - eye);
+                       if (rating<autocvar_bot_ai_enemydetectionradius)
+                       if (bestrating > rating)
+                       if (bot_shouldattack(this, head))
+                       {
+                               traceline(eye, v, true, this);
+                               if (trace_ent == head || trace_fraction >= 1)
+                               {
+                                       best = head;
+                                       bestrating = rating;
+                               }
+                       }
+               }
+
+               if(!best && have_secondary_targets && !scan_secondary_targets)
+               {
+                       scan_secondary_targets = true;
+                       // restart the loop
+                       head = head2;
+                       bestrating = 100000000;
+                       goto 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
+                       break;
+               if(scan_transparent)
+                       break;
+
+               // Set flags to see through transparent objects
+               this.dphitcontentsmask |= DPCONTENTS_OPAQUE;
+
+               head = head2;
+               scan_transparent = true;
+       }
+
+       // Restore hit flags
+       this.dphitcontentsmask = hf;
+
+       this.enemy = best;
+       this.havocbot_stickenemy = true;
+       if(best && best.classname == "misc_breakablemodel")
+               this.havocbot_stickenemy = false;
+}
+
+float havocbot_chooseweapon_checkreload(entity this, int new_weapon)
+{
+       // bots under this skill cannot find unloaded weapons to reload idly when not in combat,
+       // so skip this for them, or they'll never get to reload their weapons at all.
+       // this also allows bots under this skill to be more stupid, and reload more often during combat :)
+       if(skill < 5)
+               return false;
+
+       // if this weapon is scheduled for reloading, don't switch to it during combat
+       if (this.weapon_load[new_weapon] < 0)
+       {
+               bool other_weapon_available = false;
+               FOREACH(Weapons, it != WEP_Null, LAMBDA(
+                       if(it.wr_checkammo1(it, this) + it.wr_checkammo2(it, this))
+                               other_weapon_available = true;
+               ));
+               if(other_weapon_available)
+                       return true;
+       }
+
+       return false;
+}
+
+void havocbot_chooseweapon(entity this)
+{
+       int i;
+
+       // ;)
+       if(g_weaponarena_weapons == WEPSET(TUBA))
+       {
+               PS(this).m_switchweapon = WEP_TUBA;
+               return;
+       }
+
+       // TODO: clean this up by moving it to weapon code
+       if(this.enemy==NULL)
+       {
+               // If no weapon was chosen get the first available weapon
+               if(PS(this).m_weapon==WEP_Null)
+               FOREACH(Weapons, it != WEP_Null, LAMBDA(
+                       if(client_hasweapon(this, it, true, false))
+                       {
+                               PS(this).m_switchweapon = it;
+                               return;
+                       }
+               ));
+               return;
+       }
+
+       // Do not change weapon during the next second after a combo
+       float f = time - this.lastcombotime;
+       if(f < 1)
+               return;
+
+       float w;
+       float distance; distance=bound(10,vlen(this.origin-this.enemy.origin)-200,10000);
+
+       // Should it do a weapon combo?
+       float af, ct, combo_time, combo;
+
+       af = ATTACK_FINISHED(this, 0);
+       ct = autocvar_bot_ai_weapon_combo_threshold;
+
+       // Bots with no skill will be 4 times more slower than "godlike" bots when doing weapon combos
+       // Ideally this 4 should be calculated as longest_weapon_refire / bot_ai_weapon_combo_threshold
+       combo_time = time + ct + (ct * ((-0.3*(skill+this.bot_weaponskill))+3));
+
+       combo = false;
+
+       if(autocvar_bot_ai_weapon_combo)
+       if(PS(this).m_weapon.m_id == this.lastfiredweapon)
+       if(af > combo_time)
+       {
+               combo = true;
+               this.lastcombotime = time;
+       }
+
+       distance *= pow(2, this.bot_rangepreference);
+
+       // Custom weapon list based on distance to the enemy
+       if(bot_custom_weapon){
+
+               // Choose weapons for far distance
+               if ( distance > bot_distance_far ) {
+                       for(i=0; i < Weapons_COUNT && bot_weapons_far[i] != -1 ; ++i){
+                               w = bot_weapons_far[i];
+                               if ( client_hasweapon(this, Weapons_from(w), true, false) )
+                               {
+                                       if ((PS(this).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, w))
+                                               continue;
+                                       PS(this).m_switchweapon = Weapons_from(w);
+                                       return;
+                               }
+                       }
+               }
+
+               // Choose weapons for mid distance
+               if ( distance > bot_distance_close) {
+                       for(i=0; i < Weapons_COUNT && bot_weapons_mid[i] != -1 ; ++i){
+                               w = bot_weapons_mid[i];
+                               if ( client_hasweapon(this, Weapons_from(w), true, false) )
+                               {
+                                       if ((PS(this).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, w))
+                                               continue;
+                                       PS(this).m_switchweapon = Weapons_from(w);
+                                       return;
+                               }
+                       }
+               }
+
+               // Choose weapons for close distance
+               for(i=0; i < Weapons_COUNT && bot_weapons_close[i] != -1 ; ++i){
+                       w = bot_weapons_close[i];
+                       if ( client_hasweapon(this, Weapons_from(w), true, false) )
+                       {
+                               if ((PS(this).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, w))
+                                       continue;
+                               PS(this).m_switchweapon = Weapons_from(w);
+                               return;
+                       }
+               }
+       }
+}
+
+void havocbot_aim(entity this)
+{
+       vector myvel, enemyvel;
+//     if(this.flags & FL_INWATER)
+//             return;
+       if (time < this.nextaim)
+               return;
+       this.nextaim = time + 0.1;
+       myvel = this.velocity;
+       if (!this.waterlevel)
+               myvel.z = 0;
+       if (this.enemy)
+       {
+               enemyvel = this.enemy.velocity;
+               if (!this.enemy.waterlevel)
+                       enemyvel.z = 0;
+               lag_additem(this, time + this.ping, 0, 0, this.enemy, this.origin, myvel, (this.enemy.absmin + this.enemy.absmax) * 0.5, enemyvel);
+       }
+       else
+               lag_additem(this, time + this.ping, 0, 0, NULL, this.origin, myvel, ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5, '0 0 0');
+}
+
+bool havocbot_moveto_refresh_route(entity this)
+{
+       // Refresh path to goal if necessary
+       entity wp;
+       wp = this.havocbot_personal_waypoint;
+       navigation_goalrating_start(this);
+       navigation_routerating(this, wp, 10000, 10000);
+       navigation_goalrating_end(this);
+       return this.navigation_hasgoals;
+}
+
+float havocbot_moveto(entity this, vector pos)
+{
+       entity wp;
+
+       if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_GOING)
+       {
+               // Step 4: Move to waypoint
+               if(this.havocbot_personal_waypoint==NULL)
+               {
+                       LOG_TRACE("Error: ", this.netname, " trying to walk to a non existent personal waypoint\n");
+                       this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_GOING;
+                       return CMD_STATUS_ERROR;
+               }
+
+               if (!bot_strategytoken_taken)
+               if(this.havocbot_personal_waypoint_searchtime<time)
+               {
+                       bot_strategytoken_taken = true;
+                       if(havocbot_moveto_refresh_route(this))
+                       {
+                               LOG_TRACE(this.netname, " walking to its personal waypoint (after ", ftos(this.havocbot_personal_waypoint_failcounter), " failed attempts)\n");
+                               this.havocbot_personal_waypoint_searchtime = time + 10;
+                               this.havocbot_personal_waypoint_failcounter = 0;
+                       }
+                       else
+                       {
+                               this.havocbot_personal_waypoint_failcounter += 1;
+                               this.havocbot_personal_waypoint_searchtime = time + 2;
+                               if(this.havocbot_personal_waypoint_failcounter >= 30)
+                               {
+                                       LOG_TRACE("Warning: can't walk to the personal waypoint located at ", vtos(this.havocbot_personal_waypoint.origin),"\n");
+                                       this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_LINKING;
+                                       delete(this.havocbot_personal_waypoint);
+                                       return CMD_STATUS_ERROR;
+                               }
+                               else
+                                       LOG_TRACE(this.netname, " can't walk to its personal waypoint (after ", ftos(this.havocbot_personal_waypoint_failcounter), " failed attempts), trying later\n");
+                       }
+               }
+
+               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.aistatus & AI_STATUS_WAYPOINT_PERSONAL_REACHED)
+               {
+                       // Step 5: Waypoint reached
+                       LOG_TRACE(this.netname, "'s personal waypoint reached\n");
+                       delete(this.havocbot_personal_waypoint);
+                       this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_REACHED;
+                       return CMD_STATUS_FINISHED;
+               }
+
+               return CMD_STATUS_EXECUTING;
+       }
+
+       // Step 2: Linking waypoint
+       if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_LINKING)
+       {
+               // Wait until it is linked
+               if(!this.havocbot_personal_waypoint.wplinked)
+               {
+                       LOG_TRACE(this.netname, " waiting for personal waypoint to be linked\n");
+                       return CMD_STATUS_EXECUTING;
+               }
+
+               this.havocbot_personal_waypoint_searchtime = time; // so we set the route next frame
+               this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_LINKING;
+               this.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_GOING;
+
+               // Step 3: Route to waypoint
+               LOG_TRACE(this.netname, " walking to its personal waypoint\n");
+
+               return CMD_STATUS_EXECUTING;
+       }
+
+       // Step 1: Spawning waypoint
+       wp = waypoint_spawnpersonal(this, pos);
+       if(wp==NULL)
+       {
+               LOG_TRACE("Error: Can't spawn personal waypoint at ",vtos(pos),"\n");
+               return CMD_STATUS_ERROR;
+       }
+
+       this.havocbot_personal_waypoint = wp;
+       this.havocbot_personal_waypoint_failcounter = 0;
+       this.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_LINKING;
+
+       // if pos is inside a teleport, then let's mark it as teleport waypoint
+       FOREACH_ENTITY_CLASS("trigger_teleport", WarpZoneLib_BoxTouchesBrush(pos, pos, it, NULL),
+       {
+               wp.wpflags |= WAYPOINTFLAG_TELEPORT;
+               this.lastteleporttime = 0;
+       });
+
+/*
+       if(wp.wpflags & WAYPOINTFLAG_TELEPORT)
+               print("routing to a teleporter\n");
+       else
+               print("routing to a non-teleporter\n");
+*/
+
+       return CMD_STATUS_EXECUTING;
+}
+
+float havocbot_resetgoal(entity this)
+{
+       navigation_clearroute(this);
+       return CMD_STATUS_FINISHED;
+}
+
+void havocbot_setupbot(entity this)
+{
+       this.bot_ai = havocbot_ai;
+       this.cmd_moveto = havocbot_moveto;
+       this.cmd_resetgoal = havocbot_resetgoal;
+
+       havocbot_chooserole(this);
+}
+
+vector havocbot_dodge(entity this)
+{
+       // LordHavoc: disabled because this is too expensive
+       return '0 0 0';
+#if 0
+       entity head;
+       vector dodge, v, n;
+       float danger, bestdanger, vl, d;
+       dodge = '0 0 0';
+       bestdanger = -20;
+       // check for dangerous objects near bot or approaching bot
+       head = findchainfloat(bot_dodge, true);
+       while(head)
+       {
+               if (head.owner != this)
+               {
+                       vl = vlen(head.velocity);
+                       if (vl > autocvar_sv_maxspeed * 0.3)
+                       {
+                               n = normalize(head.velocity);
+                               v = this.origin - head.origin;
+                               d = v * n;
+                               if (d > (0 - head.bot_dodgerating))
+                               if (d < (vl * 0.2 + head.bot_dodgerating))
+                               {
+                                       // calculate direction and distance from the flight path, by removing the forward axis
+                                       v = v - (n * (v * n));
+                                       danger = head.bot_dodgerating - vlen(v);
+                                       if (bestdanger < danger)
+                                       {
+                                               bestdanger = danger;
+                                               // dodge to the side of the object
+                                               dodge = normalize(v);
+                                       }
+                               }
+                       }
+                       else
+                       {
+                               danger = head.bot_dodgerating - vlen(head.origin - this.origin);
+                               if (bestdanger < danger)
+                               {
+                                       bestdanger = danger;
+                                       dodge = normalize(this.origin - head.origin);
+                               }
+                       }
+               }
+               head = head.chain;
+       }
+       return dodge;
+#endif
+}
diff --git a/qcsrc/server/bot/default/havocbot/havocbot.qh b/qcsrc/server/bot/default/havocbot/havocbot.qh
new file mode 100644 (file)
index 0000000..4a391b6
--- /dev/null
@@ -0,0 +1,64 @@
+#pragma once
+
+/*
+ * Globals and Fields
+ */
+
+.float havocbot_keyboardskill;
+.float facingwalltime, ignoregoaltime;
+.float lastfiredweapon;
+.float lastcombotime;
+.float havocbot_blockhead;
+
+.float havocbot_keyboardtime;
+.float havocbot_ducktime;
+.float bot_timelastseengoal;
+.float bot_canruntogoal;
+.float bot_chooseweapontime;
+.float rocketjumptime;
+.float nextaim;
+.float havocbot_personal_waypoint_searchtime;
+.float havocbot_personal_waypoint_failcounter;
+.float havocbot_chooseenemy_finished;
+.float havocbot_stickenemy;
+.float havocbot_role_timeout;
+
+.entity ignoregoal;
+.entity bot_lastseengoal;
+.entity havocbot_personal_waypoint;
+
+.vector havocbot_keyboard;
+
+/*
+ * Functions
+ */
+
+void havocbot_ai(entity this);
+void havocbot_aim(entity this);
+void havocbot_setupbot(entity this);
+void havocbot_movetogoal(entity this);
+void havocbot_chooserole(entity this);
+void havocbot_chooseenemy(entity this);
+void havocbot_chooseweapon(entity this);
+void havocbot_bunnyhop(entity this, vector dir);
+void havocbot_keyboard_movement(entity this, vector destorg);
+
+float havocbot_resetgoal(entity this);
+float havocbot_moveto(entity this, vector pos);
+float havocbot_moveto_refresh_route(entity this);
+
+vector havocbot_dodge(entity this);
+
+.void(entity this) havocbot_role;
+.void(entity this) havocbot_previous_role;
+
+void(entity this, float ratingscale, vector org, float sradius) havocbot_goalrating_items;
+void(entity this, float ratingscale, vector org, float sradius) havocbot_goalrating_enemyplayers;
+
+/*
+ * Imports
+ */
+
+.entity draggedby;
+.float ladder_time;
+.entity ladder_entity;
diff --git a/qcsrc/server/bot/default/havocbot/roles.qc b/qcsrc/server/bot/default/havocbot/roles.qc
new file mode 100644 (file)
index 0000000..fffe6e4
--- /dev/null
@@ -0,0 +1,210 @@
+#include "roles.qh"
+
+#include "havocbot.qh"
+
+#include "../cvars.qh"
+
+#include "../bot.qh"
+#include "../navigation.qh"
+
+.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)
+{
+       float rating, d, discard, friend_distance, enemy_distance;
+       vector o;
+       ratingscale = ratingscale * 0.0001; // items are rated around 10000 already
+
+       FOREACH_ENTITY_FLOAT(bot_pickup, true,
+       {
+               o = (it.absmin + it.absmax) * 0.5;
+               friend_distance = 10000; enemy_distance = 10000;
+               rating = 0;
+
+               if(!it.solid || vdist(o - org, >, sradius) || (it == this.ignoregoal && time < this.ignoregoaltime) )
+                       continue;
+
+               // Check if the item can be picked up safely
+               if(it.classname == "droppedweapon")
+               {
+                       traceline(o, o + '0 0 -1500', true, NULL);
+
+                       d = pointcontents(trace_endpos + '0 0 1');
+                       if(d & CONTENT_WATER || d & CONTENT_SLIME || d & CONTENT_LAVA)
+                               continue;
+                       if(tracebox_hits_trigger_hurt(it.origin, it.mins, it.maxs, trace_endpos))
+                               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(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;
+
+                                       if( picker.weapons )
+                                       if( picker.weapons & ~it.weapons )
+                                               continue;
+
+                                       if (picker.ammo_shells && it.ammo_shells > this.ammo_shells)
+                                               continue;
+
+                                       if (picker.ammo_nails && it.ammo_nails > this.ammo_nails)
+                                               continue;
+
+                                       if (picker.ammo_rockets && it.ammo_rockets > this.ammo_rockets)
+                                               continue;
+
+                                       if (picker.ammo_cells && it.ammo_cells > this.ammo_cells)
+                                               continue;
+
+                                       if (picker.ammo_plasma && it.ammo_plasma > this.ammo_plasma)
+                                               continue;
+
+                                       discard = false;
+                               }
+                               else
+                               {
+                                       // If enemy only track distances
+                                       // TODO: track only if visible ?
+                                       if( d < enemy_distance )
+                                               enemy_distance = d;
+                               }
+                       });
+
+                       // 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);
+
+               }
+               else
+                       rating = it.bot_pickupevalfunc(this, it);
+
+               if(rating > 0)
+                       navigation_routerating(this, it, rating * ratingscale, 2000);
+       });
+}
+
+void havocbot_goalrating_controlpoints(entity this, float ratingscale, vector org, float sradius)
+{
+       FOREACH_ENTITY_CLASS("dom_controlpoint", vdist((((it.absmin + it.absmax) * 0.5) - org), <, sradius),
+       {
+               if(it.cnt > -1) // this is just being fought
+                       navigation_routerating(this, it, ratingscale, 5000);
+               else if(it.goalentity.cnt == 0) // unclaimed
+                       navigation_routerating(this, it, ratingscale * 0.5, 5000);
+               else if(it.goalentity.team != this.team) // other team's point
+                       navigation_routerating(this, it, ratingscale * 0.2, 5000);
+       });
+}
+
+void havocbot_goalrating_enemyplayers(entity this, float ratingscale, vector org, float sradius)
+{
+       if (autocvar_bot_nofire)
+               return;
+
+       // don't chase players if we're under water
+       if(this.waterlevel>WATERLEVEL_WETFEET)
+               return;
+
+       int t;
+
+       FOREACH_CLIENT(IS_PLAYER(it) && bot_shouldattack(this, it), LAMBDA(
+               // TODO: Merge this logic with the bot_shouldattack function
+               if(vdist(it.origin - org, <, 100) || vdist(it.origin - org, >, sradius))
+                       continue;
+
+               // rate only visible enemies
+               /*
+               traceline(this.origin + this.view_ofs, it.origin, MOVE_NOMONSTERS, this);
+               if (trace_fraction < 1 || trace_ent != it)
+                       continue;
+               */
+
+               if((it.flags & FL_INWATER) || (it.flags & FL_PARTIALGROUND))
+                       continue;
+
+               // not falling
+               if((IS_ONGROUND(it)) == 0)
+               {
+                       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;
+               }
+
+               // TODO: rate waypoints near the targetted player at that moment, instead of the player itthis
+               //               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);
+       ));
+}
+
+// legacy bot role for standard gamemodes
+// go to best items
+void havocbot_role_generic(entity this)
+{
+       if(IS_DEAD(this))
+               return;
+
+       if (this.bot_strategytime < time)
+       {
+               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);
+               navigation_goalrating_end(this);
+       }
+}
+
+void havocbot_chooserole_generic(entity this)
+{
+       this.havocbot_role = havocbot_role_generic;
+}
+
+void havocbot_chooserole(entity this)
+{
+       LOG_TRACE("choosing a role...\n");
+       this.bot_strategytime = 0;
+       if(!MUTATOR_CALLHOOK(HavocBot_ChooseRole, this))
+               havocbot_chooserole_generic(this);
+}
diff --git a/qcsrc/server/bot/default/havocbot/roles.qh b/qcsrc/server/bot/default/havocbot/roles.qh
new file mode 100644 (file)
index 0000000..5b1f2b5
--- /dev/null
@@ -0,0 +1,2 @@
+#pragma once
+void havocbot_goalrating_controlpoints(entity this, float ratingscale, vector org, float sradius);
diff --git a/qcsrc/server/bot/default/havocbot/scripting.qh b/qcsrc/server/bot/default/havocbot/scripting.qh
new file mode 100644 (file)
index 0000000..07cb4d6
--- /dev/null
@@ -0,0 +1,3 @@
+#pragma once
+
+void bot_clearqueue(entity bot);
diff --git a/qcsrc/server/bot/default/navigation.qc b/qcsrc/server/bot/default/navigation.qc
new file mode 100644 (file)
index 0000000..5ab07b1
--- /dev/null
@@ -0,0 +1,1213 @@
+#include "navigation.qh"
+
+#include "cvars.qh"
+
+#include "bot.qh"
+#include "waypoints.qh"
+
+#include <common/t_items.qh>
+
+#include <common/items/all.qh>
+
+#include <common/constants.qh>
+#include <common/triggers/trigger/jumppads.qh>
+
+.float speed;
+
+// rough simulation of walking from one point to another to test if a path
+// can be traveled, used for waypoint linking and havocbot
+
+bool tracewalk(entity e, vector start, vector m1, vector m2, vector end, float movemode)
+{
+       vector org;
+       vector move;
+       vector dir;
+       float dist;
+       float totaldist;
+       float stepdist;
+       float yaw;
+       float ignorehazards;
+       float swimming;
+
+       if(autocvar_bot_debug_tracewalk)
+       {
+               debugresetnodes();
+               debugnode(e, start);
+       }
+
+       move = end - start;
+       move.z = 0;
+       org = start;
+       dist = totaldist = vlen(move);
+       dir = normalize(move);
+       stepdist = 32;
+       ignorehazards = false;
+       swimming = false;
+
+       // Analyze starting point
+       traceline(start, start, MOVE_NORMAL, e);
+       if (trace_dpstartcontents & (DPCONTENTS_SLIME | DPCONTENTS_LAVA))
+               ignorehazards = true;
+       else
+       {
+               traceline( start, start + '0 0 -65536', MOVE_NORMAL, e);
+               if (trace_dpstartcontents & (DPCONTENTS_SLIME | DPCONTENTS_LAVA))
+               {
+                       ignorehazards = true;
+                       swimming = true;
+               }
+       }
+       tracebox(start, m1, m2, start, MOVE_NOMONSTERS, e);
+       if (trace_startsolid)
+       {
+               // Bad start
+               if(autocvar_bot_debug_tracewalk)
+                       debugnodestatus(start, DEBUG_NODE_FAIL);
+
+               //print("tracewalk: ", vtos(start), " is a bad start\n");
+               return false;
+       }
+
+       // Movement loop
+       yaw = vectoyaw(move);
+       move = end - org;
+       for (;;)
+       {
+               if (boxesoverlap(end, end, org + m1 + '-1 -1 -1', org + m2 + '1 1 1'))
+               {
+                       // Succeeded
+                       if(autocvar_bot_debug_tracewalk)
+                               debugnodestatus(org, DEBUG_NODE_SUCCESS);
+
+                       //print("tracewalk: ", vtos(start), " can reach ", vtos(end), "\n");
+                       return true;
+               }
+               if(autocvar_bot_debug_tracewalk)
+                       debugnode(e, org);
+
+               if (dist <= 0)
+                       break;
+               if (stepdist > dist)
+                       stepdist = dist;
+               dist = dist - stepdist;
+               traceline(org, org, MOVE_NORMAL, e);
+               if (!ignorehazards)
+               {
+                       if (trace_dpstartcontents & (DPCONTENTS_SLIME | DPCONTENTS_LAVA))
+                       {
+                               // hazards blocking path
+                               if(autocvar_bot_debug_tracewalk)
+                                       debugnodestatus(org, DEBUG_NODE_FAIL);
+
+                               //print("tracewalk: ", vtos(start), " hits a hazard when trying to reach ", vtos(end), "\n");
+                               return false;
+                       }
+               }
+               if (trace_dpstartcontents & DPCONTENTS_LIQUIDSMASK)
+               {
+                       move = normalize(end - org);
+                       tracebox(org, m1, m2, org + move * stepdist, movemode, e);
+
+                       if(autocvar_bot_debug_tracewalk)
+                               debugnode(e, trace_endpos);
+
+                       if (trace_fraction < 1)
+                       {
+                               swimming = true;
+                               org = trace_endpos - normalize(org - trace_endpos) * stepdist;
+                               for (; org.z < end.z + e.maxs.z; org.z += stepdist)
+                               {
+                                               if(autocvar_bot_debug_tracewalk)
+                                                       debugnode(e, org);
+
+                                       if(pointcontents(org) == CONTENT_EMPTY)
+                                                       break;
+                               }
+
+                               if(pointcontents(org + '0 0 1') != CONTENT_EMPTY)
+                               {
+                                       if(autocvar_bot_debug_tracewalk)
+                                               debugnodestatus(org, DEBUG_NODE_FAIL);
+
+                                       return false;
+                                       //print("tracewalk: ", vtos(start), " failed under water\n");
+                               }
+                               continue;
+
+                       }
+                       else
+                               org = trace_endpos;
+               }
+               else
+               {
+                       move = dir * stepdist + org;
+                       tracebox(org, m1, m2, move, movemode, e);
+
+                       if(autocvar_bot_debug_tracewalk)
+                               debugnode(e, trace_endpos);
+
+                       // hit something
+                       if (trace_fraction < 1)
+                       {
+                               // check if we can walk over this obstacle, possibly by jumpstepping
+                               tracebox(org + stepheightvec, m1, m2, move + stepheightvec, movemode, e);
+                               if (trace_fraction < 1 || trace_startsolid)
+                               {
+                                       tracebox(org + jumpstepheightvec, m1, m2, move + jumpstepheightvec, movemode, e);
+                                       if (trace_fraction < 1 || trace_startsolid)
+                                       {
+                                               if(autocvar_bot_debug_tracewalk)
+                                                       debugnodestatus(trace_endpos, DEBUG_NODE_WARNING);
+
+                                               // check for doors
+                                               traceline( org, move, movemode, e);
+                                               if ( trace_ent.classname == "door_rotating" || trace_ent.classname == "door")
+                                               {
+                                                       vector nextmove;
+                                                       move = trace_endpos;
+                                                       while(trace_ent.classname == "door_rotating" || trace_ent.classname == "door")
+                                                       {
+                                                               nextmove = move + (dir * stepdist);
+                                                               traceline( move, nextmove, movemode, e);
+                                                               move = nextmove;
+                                                       }
+                                               }
+                                               else
+                                               {
+                                                       if(autocvar_bot_debug_tracewalk)
+                                                               debugnodestatus(trace_endpos, DEBUG_NODE_FAIL);
+
+                                                       //print("tracewalk: ", vtos(start), " hit something when trying to reach ", vtos(end), "\n");
+                                                       //te_explosion(trace_endpos);
+                                                       //print(ftos(e.dphitcontentsmask), "\n");
+                                                       return false; // failed
+                                               }
+                                       }
+                                       else
+                                               move = trace_endpos;
+                               }
+                               else
+                                       move = trace_endpos;
+                       }
+                       else
+                               move = trace_endpos;
+
+                       // trace down from stepheight as far as possible and move there,
+                       // if this starts in solid we try again without the stepup, and
+                       // if that also fails we assume it is a wall
+                       // (this is the same logic as the Quake walkmove function used)
+                       tracebox(move, m1, m2, move + '0 0 -65536', movemode, e);
+
+                       // moved successfully
+                       if(swimming)
+                       {
+                               float c;
+                               c = pointcontents(org + '0 0 1');
+                               if (!(c == CONTENT_WATER || c == CONTENT_LAVA || c == CONTENT_SLIME))
+                                       swimming = false;
+                               else
+                                       continue;
+                       }
+
+                       org = trace_endpos;
+               }
+       }
+
+       //print("tracewalk: ", vtos(start), " did not arrive at ", vtos(end), " but at ", vtos(org), "\n");
+
+       // moved but didn't arrive at the intended destination
+       if(autocvar_bot_debug_tracewalk)
+               debugnodestatus(org, DEBUG_NODE_FAIL);
+
+       return false;
+}
+
+/////////////////////////////////////////////////////////////////////////////
+// goal stack
+/////////////////////////////////////////////////////////////////////////////
+
+// completely empty the goal stack, used when deciding where to go
+void navigation_clearroute(entity this)
+{
+       //print("bot ", etos(this), " clear\n");
+       this.navigation_hasgoals = false;
+       this.goalcurrent = NULL;
+       this.goalstack01 = NULL;
+       this.goalstack02 = NULL;
+       this.goalstack03 = NULL;
+       this.goalstack04 = NULL;
+       this.goalstack05 = NULL;
+       this.goalstack06 = NULL;
+       this.goalstack07 = NULL;
+       this.goalstack08 = NULL;
+       this.goalstack09 = NULL;
+       this.goalstack10 = NULL;
+       this.goalstack11 = NULL;
+       this.goalstack12 = NULL;
+       this.goalstack13 = NULL;
+       this.goalstack14 = NULL;
+       this.goalstack15 = NULL;
+       this.goalstack16 = NULL;
+       this.goalstack17 = NULL;
+       this.goalstack18 = NULL;
+       this.goalstack19 = NULL;
+       this.goalstack20 = NULL;
+       this.goalstack21 = NULL;
+       this.goalstack22 = NULL;
+       this.goalstack23 = NULL;
+       this.goalstack24 = NULL;
+       this.goalstack25 = NULL;
+       this.goalstack26 = NULL;
+       this.goalstack27 = NULL;
+       this.goalstack28 = NULL;
+       this.goalstack29 = NULL;
+       this.goalstack30 = NULL;
+       this.goalstack31 = NULL;
+}
+
+// add a new goal at the beginning of the stack
+// (in other words: add a new prerequisite before going to the later goals)
+// NOTE: when a waypoint is added, the WP gets pushed first, then the
+// next-closest WP on the shortest path to the WP
+// That means, if the stack overflows, the bot will know how to do the FIRST 32
+// steps to the goal, and then recalculate the path.
+void navigation_pushroute(entity this, entity e)
+{
+       //print("bot ", etos(this), " push ", etos(e), "\n");
+       this.goalstack31 = this.goalstack30;
+       this.goalstack30 = this.goalstack29;
+       this.goalstack29 = this.goalstack28;
+       this.goalstack28 = this.goalstack27;
+       this.goalstack27 = this.goalstack26;
+       this.goalstack26 = this.goalstack25;
+       this.goalstack25 = this.goalstack24;
+       this.goalstack24 = this.goalstack23;
+       this.goalstack23 = this.goalstack22;
+       this.goalstack22 = this.goalstack21;
+       this.goalstack21 = this.goalstack20;
+       this.goalstack20 = this.goalstack19;
+       this.goalstack19 = this.goalstack18;
+       this.goalstack18 = this.goalstack17;
+       this.goalstack17 = this.goalstack16;
+       this.goalstack16 = this.goalstack15;
+       this.goalstack15 = this.goalstack14;
+       this.goalstack14 = this.goalstack13;
+       this.goalstack13 = this.goalstack12;
+       this.goalstack12 = this.goalstack11;
+       this.goalstack11 = this.goalstack10;
+       this.goalstack10 = this.goalstack09;
+       this.goalstack09 = this.goalstack08;
+       this.goalstack08 = this.goalstack07;
+       this.goalstack07 = this.goalstack06;
+       this.goalstack06 = this.goalstack05;
+       this.goalstack05 = this.goalstack04;
+       this.goalstack04 = this.goalstack03;
+       this.goalstack03 = this.goalstack02;
+       this.goalstack02 = this.goalstack01;
+       this.goalstack01 = this.goalcurrent;
+       this.goalcurrent = e;
+}
+
+// remove first goal from stack
+// (in other words: remove a prerequisite for reaching the later goals)
+// (used when a spawnfunc_waypoint is reached)
+void navigation_poproute(entity this)
+{
+       //print("bot ", etos(this), " pop\n");
+       this.goalcurrent = this.goalstack01;
+       this.goalstack01 = this.goalstack02;
+       this.goalstack02 = this.goalstack03;
+       this.goalstack03 = this.goalstack04;
+       this.goalstack04 = this.goalstack05;
+       this.goalstack05 = this.goalstack06;
+       this.goalstack06 = this.goalstack07;
+       this.goalstack07 = this.goalstack08;
+       this.goalstack08 = this.goalstack09;
+       this.goalstack09 = this.goalstack10;
+       this.goalstack10 = this.goalstack11;
+       this.goalstack11 = this.goalstack12;
+       this.goalstack12 = this.goalstack13;
+       this.goalstack13 = this.goalstack14;
+       this.goalstack14 = this.goalstack15;
+       this.goalstack15 = this.goalstack16;
+       this.goalstack16 = this.goalstack17;
+       this.goalstack17 = this.goalstack18;
+       this.goalstack18 = this.goalstack19;
+       this.goalstack19 = this.goalstack20;
+       this.goalstack20 = this.goalstack21;
+       this.goalstack21 = this.goalstack22;
+       this.goalstack22 = this.goalstack23;
+       this.goalstack23 = this.goalstack24;
+       this.goalstack24 = this.goalstack25;
+       this.goalstack25 = this.goalstack26;
+       this.goalstack26 = this.goalstack27;
+       this.goalstack27 = this.goalstack28;
+       this.goalstack28 = this.goalstack29;
+       this.goalstack29 = this.goalstack30;
+       this.goalstack30 = this.goalstack31;
+       this.goalstack31 = NULL;
+}
+
+float navigation_waypoint_will_link(vector v, vector org, entity ent, float walkfromwp, float bestdist)
+{
+       float dist;
+       dist = vlen(v - org);
+       if (bestdist > dist)
+       {
+               traceline(v, org, true, ent);
+               if (trace_fraction == 1)
+               {
+                       if (walkfromwp)
+                       {
+                               if (tracewalk(ent, v, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), org, bot_navigation_movemode))
+                                       return true;
+                       }
+                       else
+                       {
+                               if (tracewalk(ent, org, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), v, bot_navigation_movemode))
+                                       return true;
+                       }
+               }
+       }
+       return false;
+}
+
+// find the spawnfunc_waypoint near a dynamic goal such as a dropped weapon
+entity navigation_findnearestwaypoint_withdist_except(entity ent, float walkfromwp, float bestdist, entity except)
+{
+       vector pm1 = ent.origin + ent.mins;
+       vector pm2 = ent.origin + ent.maxs;
+
+       // do two scans, because box test is cheaper
+       IL_EACH(g_waypoints, it != ent && it != except,
+       {
+               if(boxesoverlap(pm1, pm2, it.absmin, it.absmax))
+                       return it;
+       });
+
+       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
+       // TODO possibly make other code have the same support for bboxes
+       if(ent.tag_entity)
+               org = org + ent.tag_entity.origin;
+       if (navigation_testtracewalk)
+               te_plasmaburn(org);
+
+       entity best = NULL;
+       vector v;
+
+       // box check failed, try walk
+       IL_EACH(g_waypoints, it != ent,
+       {
+               if(it.wpisbox)
+               {
+                       vector wm1 = it.origin + it.mins;
+                       vector wm2 = it.origin + it.maxs;
+                       v.x = bound(wm1_x, org.x, wm2_x);
+                       v.y = bound(wm1_y, org.y, wm2_y);
+                       v.z = bound(wm1_z, org.z, wm2_z);
+               }
+               else
+                       v = it.origin;
+               if(navigation_waypoint_will_link(v, org, ent, walkfromwp, bestdist))
+               {
+                       bestdist = vlen(v - org);
+                       best = it;
+               }
+       });
+       return best;
+}
+entity navigation_findnearestwaypoint(entity ent, float walkfromwp)
+{
+       entity wp = navigation_findnearestwaypoint_withdist_except(ent, walkfromwp, 1050, NULL);
+       if (autocvar_g_waypointeditor_auto)
+       {
+               entity wp2 = navigation_findnearestwaypoint_withdist_except(ent, walkfromwp, 1050, wp);
+               if (wp && !wp2)
+                       wp.wpflags |= WAYPOINTFLAG_PROTECTED;
+       }
+       return wp;
+}
+
+// finds the waypoints near the bot initiating a navigation query
+float navigation_markroutes_nearestwaypoints(entity this, float maxdist)
+{
+       vector v, m1, m2;
+//     navigation_testtracewalk = true;
+       int c = 0;
+       IL_EACH(g_waypoints, !it.wpconsidered,
+       {
+               if (it.wpisbox)
+               {
+                       m1 = it.origin + it.mins;
+                       m2 = it.origin + it.maxs;
+                       v = this.origin;
+                       v.x = bound(m1_x, v.x, m2_x);
+                       v.y = bound(m1_y, v.y, m2_y);
+                       v.z = bound(m1_z, v.z, m2_z);
+               }
+               else
+                       v = it.origin;
+               vector diff = v - this.origin;
+               diff.z = max(0, diff.z);
+               if(vdist(diff, <, maxdist))
+               {
+                       it.wpconsidered = true;
+                       if (tracewalk(this, this.origin, this.mins, this.maxs, v, bot_navigation_movemode))
+                       {
+                               it.wpnearestpoint = v;
+                               it.wpcost = vlen(v - this.origin) + it.dmg;
+                               it.wpfire = 1;
+                               it.enemy = NULL;
+                               c = c + 1;
+                       }
+               }
+       });
+       //navigation_testtracewalk = false;
+       return c;
+}
+
+// updates a path link if a spawnfunc_waypoint link is better than the current one
+void navigation_markroutes_checkwaypoint(entity w, entity wp, float cost2, vector p)
+{
+       vector m1;
+       vector m2;
+       vector v;
+       if (wp.wpisbox)
+       {
+               m1 = wp.absmin;
+               m2 = wp.absmax;
+               v.x = bound(m1_x, p.x, m2_x);
+               v.y = bound(m1_y, p.y, m2_y);
+               v.z = bound(m1_z, p.z, m2_z);
+       }
+       else
+               v = wp.origin;
+       cost2 = cost2 + vlen(v - p);
+       if (wp.wpcost > cost2)
+       {
+               wp.wpcost = cost2;
+               wp.enemy = w;
+               wp.wpfire = 1;
+               wp.wpnearestpoint = v;
+       }
+}
+
+// queries the entire spawnfunc_waypoint network for pathes leading away from the bot
+void navigation_markroutes(entity this, entity fixed_source_waypoint)
+{
+       float cost, cost2;
+       vector p;
+
+       IL_EACH(g_waypoints, true,
+       {
+               it.wpconsidered = false;
+               it.wpnearestpoint = '0 0 0';
+               it.wpcost = 10000000;
+               it.wpfire = 0;
+               it.enemy = NULL;
+       });
+
+       if(fixed_source_waypoint)
+       {
+               fixed_source_waypoint.wpconsidered = true;
+               fixed_source_waypoint.wpnearestpoint = fixed_source_waypoint.origin + 0.5 * (fixed_source_waypoint.mins + fixed_source_waypoint.maxs);
+               fixed_source_waypoint.wpcost = fixed_source_waypoint.dmg;
+               fixed_source_waypoint.wpfire = 1;
+               fixed_source_waypoint.enemy = NULL;
+       }
+       else
+       {
+               // try a short range search for the nearest waypoints, and expand the search repeatedly if none are found
+               // as this search is expensive we will use lower values if the bot is on the air
+               float increment, maxdistance;
+               if(IS_ONGROUND(this))
+               {
+                       increment = 750;
+                       maxdistance = 50000;
+               }
+               else
+               {
+                       increment = 500;
+                       maxdistance = 1500;
+               }
+
+               for(int j = increment; !navigation_markroutes_nearestwaypoints(this, j) && j < maxdistance; j += increment);
+       }
+
+       bool searching = true;
+       while (searching)
+       {
+               searching = false;
+               IL_EACH(g_waypoints, it.wpfire,
+               {
+                       searching = true;
+                       it.wpfire = 0;
+                       cost = it.wpcost;
+                       p = it.wpnearestpoint;
+                       entity wp;
+                       wp = it.wp00;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + it.wp00mincost) navigation_markroutes_checkwaypoint(it, wp, cost2, p);
+                       wp = it.wp01;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + it.wp01mincost) navigation_markroutes_checkwaypoint(it, wp, cost2, p);
+                       wp = it.wp02;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + it.wp02mincost) navigation_markroutes_checkwaypoint(it, wp, cost2, p);
+                       wp = it.wp03;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + it.wp03mincost) navigation_markroutes_checkwaypoint(it, wp, cost2, p);
+                       wp = it.wp04;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + it.wp04mincost) navigation_markroutes_checkwaypoint(it, wp, cost2, p);
+                       wp = it.wp05;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + it.wp05mincost) navigation_markroutes_checkwaypoint(it, wp, cost2, p);
+                       wp = it.wp06;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + it.wp06mincost) navigation_markroutes_checkwaypoint(it, wp, cost2, p);
+                       wp = it.wp07;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + it.wp07mincost) navigation_markroutes_checkwaypoint(it, wp, cost2, p);
+                       wp = it.wp08;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + it.wp08mincost) navigation_markroutes_checkwaypoint(it, wp, cost2, p);
+                       wp = it.wp09;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + it.wp09mincost) navigation_markroutes_checkwaypoint(it, wp, cost2, p);
+                       wp = it.wp10;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + it.wp10mincost) navigation_markroutes_checkwaypoint(it, wp, cost2, p);
+                       wp = it.wp11;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + it.wp11mincost) navigation_markroutes_checkwaypoint(it, wp, cost2, p);
+                       wp = it.wp12;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + it.wp12mincost) navigation_markroutes_checkwaypoint(it, wp, cost2, p);
+                       wp = it.wp13;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + it.wp13mincost) navigation_markroutes_checkwaypoint(it, wp, cost2, p);
+                       wp = it.wp14;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + it.wp14mincost) navigation_markroutes_checkwaypoint(it, wp, cost2, p);
+                       wp = it.wp15;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + it.wp15mincost) navigation_markroutes_checkwaypoint(it, wp, cost2, p);
+                       wp = it.wp16;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + it.wp16mincost) navigation_markroutes_checkwaypoint(it, wp, cost2, p);
+                       wp = it.wp17;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + it.wp17mincost) navigation_markroutes_checkwaypoint(it, wp, cost2, p);
+                       wp = it.wp18;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + it.wp18mincost) navigation_markroutes_checkwaypoint(it, wp, cost2, p);
+                       wp = it.wp19;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + it.wp19mincost) navigation_markroutes_checkwaypoint(it, wp, cost2, p);
+                       wp = it.wp20;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + it.wp20mincost) navigation_markroutes_checkwaypoint(it, wp, cost2, p);
+                       wp = it.wp21;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + it.wp21mincost) navigation_markroutes_checkwaypoint(it, wp, cost2, p);
+                       wp = it.wp22;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + it.wp22mincost) navigation_markroutes_checkwaypoint(it, wp, cost2, p);
+                       wp = it.wp23;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + it.wp23mincost) navigation_markroutes_checkwaypoint(it, wp, cost2, p);
+                       wp = it.wp24;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + it.wp24mincost) navigation_markroutes_checkwaypoint(it, wp, cost2, p);
+                       wp = it.wp25;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + it.wp25mincost) navigation_markroutes_checkwaypoint(it, wp, cost2, p);
+                       wp = it.wp26;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + it.wp26mincost) navigation_markroutes_checkwaypoint(it, wp, cost2, p);
+                       wp = it.wp27;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + it.wp27mincost) navigation_markroutes_checkwaypoint(it, wp, cost2, p);
+                       wp = it.wp28;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + it.wp28mincost) navigation_markroutes_checkwaypoint(it, wp, cost2, p);
+                       wp = it.wp29;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + it.wp29mincost) navigation_markroutes_checkwaypoint(it, wp, cost2, p);
+                       wp = it.wp30;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + it.wp30mincost) navigation_markroutes_checkwaypoint(it, wp, cost2, p);
+                       wp = it.wp31;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + it.wp31mincost) navigation_markroutes_checkwaypoint(it, wp, cost2, p);
+                       }}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}
+               });
+       }
+}
+
+// queries the entire spawnfunc_waypoint network for pathes leading to the bot
+void navigation_markroutes_inverted(entity fixed_source_waypoint)
+{
+       float cost, cost2;
+       vector p;
+       IL_EACH(g_waypoints, true,
+       {
+               it.wpconsidered = false;
+               it.wpnearestpoint = '0 0 0';
+               it.wpcost = 10000000;
+               it.wpfire = 0;
+               it.enemy = NULL;
+       });
+
+       if(fixed_source_waypoint)
+       {
+               fixed_source_waypoint.wpconsidered = true;
+               fixed_source_waypoint.wpnearestpoint = fixed_source_waypoint.origin + 0.5 * (fixed_source_waypoint.mins + fixed_source_waypoint.maxs);
+               fixed_source_waypoint.wpcost = fixed_source_waypoint.dmg; // the cost to get from X to fixed_source_waypoint
+               fixed_source_waypoint.wpfire = 1;
+               fixed_source_waypoint.enemy = NULL;
+       }
+       else
+       {
+               error("need to start with a waypoint\n");
+       }
+
+       bool searching = true;
+       while (searching)
+       {
+               searching = false;
+               IL_EACH(g_waypoints, it.wpfire,
+               {
+                       searching = true;
+                       it.wpfire = 0;
+                       cost = it.wpcost; // cost to walk from it to home
+                       p = it.wpnearestpoint;
+                       entity wp = it;
+                       IL_EACH(g_waypoints, true,
+                       {
+                               if(wp != it.wp00) if(wp != it.wp01) if(wp != it.wp02) if(wp != it.wp03)
+                               if(wp != it.wp04) if(wp != it.wp05) if(wp != it.wp06) if(wp != it.wp07)
+                               if(wp != it.wp08) if(wp != it.wp09) if(wp != it.wp10) if(wp != it.wp11)
+                               if(wp != it.wp12) if(wp != it.wp13) if(wp != it.wp14) if(wp != it.wp15)
+                               if(wp != it.wp16) if(wp != it.wp17) if(wp != it.wp18) if(wp != it.wp19)
+                               if(wp != it.wp20) if(wp != it.wp21) if(wp != it.wp22) if(wp != it.wp23)
+                               if(wp != it.wp24) if(wp != it.wp25) if(wp != it.wp26) if(wp != it.wp27)
+                               if(wp != it.wp28) if(wp != it.wp29) if(wp != it.wp30) if(wp != it.wp31)
+                                       continue;
+                               cost2 = cost + it.dmg;
+                               navigation_markroutes_checkwaypoint(wp, it, cost2, p);
+                       });
+               });
+       }
+}
+
+// updates the best goal according to a weighted calculation of travel cost and item value of a new proposed item
+void navigation_routerating(entity this, entity e, float f, float rangebias)
+{
+       entity nwp;
+       vector o;
+       if (!e)
+               return;
+
+       if(e.blacklisted)
+               return;
+
+       o = (e.absmin + e.absmax) * 0.5;
+
+       //print("routerating ", etos(e), " = ", ftos(f), " - ", ftos(rangebias), "\n");
+
+       // Evaluate path using jetpack
+       if(g_jetpack)
+       if(this.items & IT_JETPACK)
+       if(autocvar_bot_ai_navigation_jetpack)
+       if(vdist(this.origin - o, >, autocvar_bot_ai_navigation_jetpack_mindistance))
+       {
+               vector pointa, pointb;
+
+               LOG_DEBUG("jetpack ai: evaluating path for ", e.classname, "\n");
+
+               // Point A
+               traceline(this.origin, this.origin + '0 0 65535', MOVE_NORMAL, this);
+               pointa = trace_endpos - '0 0 1';
+
+               // Point B
+               traceline(o, o + '0 0 65535', MOVE_NORMAL, e);
+               pointb = trace_endpos - '0 0 1';
+
+               // Can I see these two points from the sky?
+               traceline(pointa, pointb, MOVE_NORMAL, this);
+
+               if(trace_fraction==1)
+               {
+                       LOG_DEBUG("jetpack ai: can bridge these two points\n");
+
+                       // 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;
+
+                       do{
+                               npa = pointa + down;
+                               npb = pointb + down;
+
+                               if(npa.z<=this.absmax.z)
+                                       break;
+
+                               if(npb.z<=e.absmax.z)
+                                       break;
+
+                               traceline(npa, npb, MOVE_NORMAL, this);
+                               if(trace_fraction==1)
+                               {
+                                       pointa = npa;
+                                       pointb = npb;
+                               }
+                       }
+                       while(trace_fraction == 1);
+
+
+                       // Rough estimation of fuel consumption
+                       // (ignores acceleration and current xyz velocity)
+                       xydistance = vlen(pointa - pointb);
+                       zdistance = fabs(pointa.z - this.origin.z);
+
+                       t = zdistance / autocvar_g_jetpack_maxspeed_up;
+                       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"));
+
+                       // enough fuel ?
+                       if(this.ammo_fuel>fuel)
+                       {
+                               // Estimate cost
+                               // (as onground costs calculation is mostly based on distances, here we do the same establishing some relationship
+                               //  - between air and ground speeds)
+
+                               cost = xydistance / (autocvar_g_jetpack_maxspeed_side/autocvar_sv_maxspeed);
+                               cost += zdistance / (autocvar_g_jetpack_maxspeed_up/autocvar_sv_maxspeed);
+                               cost *= 1.5;
+
+                               // Compare against other goals
+                               f = f * rangebias / (rangebias + cost);
+
+                               if (navigation_bestrating < f)
+                               {
+                                       LOG_DEBUG(strcat("jetpack path: added goal ", e.classname, " (with rating ", ftos(f), ")\n"));
+                                       navigation_bestrating = f;
+                                       navigation_bestgoal = e;
+                                       this.navigation_jetpack_goal = e;
+                                       this.navigation_jetpack_point = pointb;
+                               }
+                               return;
+                       }
+               }
+       }
+
+       //te_wizspike(e.origin);
+       //bprint(etos(e));
+       //bprint("\n");
+       // update the cached spawnfunc_waypoint link on a dynamic item entity
+       if(e.classname == "waypoint" && !(e.wpflags & WAYPOINTFLAG_PERSONAL))
+       {
+               nwp = e;
+       }
+       else
+       {
+               float search;
+
+               search = true;
+
+               if(e.flags & FL_ITEM)
+               {
+                       if (!(e.flags & FL_WEAPON))
+                       if(e.nearestwaypoint)
+                               search = false;
+               }
+               else if (e.flags & FL_WEAPON)
+               {
+                       if(e.classname != "droppedweapon")
+                       if(e.nearestwaypoint)
+                               search = false;
+               }
+
+               if(search)
+               if (time > e.nearestwaypointtimeout)
+               {
+                       nwp = navigation_findnearestwaypoint(e, true);
+                       if(nwp)
+                               e.nearestwaypoint = nwp;
+                       else
+                       {
+                               LOG_DEBUG(strcat("FAILED to find a nearest waypoint to '", e.classname, "' #", etos(e), "\n"));
+
+                               if(e.flags & FL_ITEM)
+                                       e.blacklisted = true;
+                               else if (e.flags & FL_WEAPON)
+                               {
+                                       if(e.classname != "droppedweapon")
+                                               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"));
+                                       return;
+                               }
+                       }
+
+                       // TODO: Cleaner solution, probably handling this timeout from ctf.qc
+                       if(e.classname=="item_flag_team")
+                               e.nearestwaypointtimeout = time + 2;
+                       else
+                               e.nearestwaypointtimeout = time + random() * 3 + 5;
+               }
+               nwp = e.nearestwaypoint;
+       }
+
+       LOG_DEBUG(strcat("-- checking ", e.classname, " (with cost ", ftos(nwp.wpcost), ")\n"));
+       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), ") = "));
+               f = f * rangebias / (rangebias + (nwp.wpcost + vlen(o - nwp.wpnearestpoint)));
+               LOG_DEBUG(strcat("considering ", e.classname, " (with rating ", ftos(f), ")\n"));
+               if (navigation_bestrating < f)
+               {
+                       LOG_DEBUG(strcat("ground path: added goal ", e.classname, " (with rating ", ftos(f), ")\n"));
+                       navigation_bestrating = f;
+                       navigation_bestgoal = e;
+               }
+       }
+}
+
+// adds an item to the the goal stack with the path to a given item
+bool navigation_routetogoal(entity this, entity e, vector startposition)
+{
+       this.goalentity = e;
+
+       // if there is no goal, just exit
+       if (!e)
+               return false;
+
+       this.navigation_hasgoals = true;
+
+       // put the entity on the goal stack
+       //print("routetogoal ", etos(e), "\n");
+       navigation_pushroute(this, e);
+
+       if(g_jetpack)
+       if(e==this.navigation_jetpack_goal)
+               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))
+               return true;
+
+       // see if there are waypoints describing a path to the item
+       if(e.classname != "waypoint" || (e.wpflags & WAYPOINTFLAG_PERSONAL))
+               e = e.nearestwaypoint;
+       else
+               e = e.enemy; // we already have added it, so...
+
+       if(e == NULL)
+               return false;
+
+       for (;;)
+       {
+               // add the spawnfunc_waypoint to the path
+               navigation_pushroute(this, e);
+               e = e.enemy;
+
+               if(e==NULL)
+                       break;
+       }
+
+       return false;
+}
+
+// removes any currently touching waypoints from the goal stack
+// (this is how bots detect if they reached a goal)
+void navigation_poptouchedgoals(entity this)
+{
+       vector org, m1, m2;
+       org = this.origin;
+       m1 = org + this.mins;
+       m2 = org + this.maxs;
+
+       if(this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
+       {
+               if(this.lastteleporttime>0)
+               if(time-this.lastteleporttime<(this.goalcurrent.wpflags & WAYPOINTFLAG_PERSONAL)?2:0.15)
+               {
+                       if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_GOING)
+                       if(this.goalcurrent.wpflags & WAYPOINTFLAG_PERSONAL && this.goalcurrent.owner==this)
+                       {
+                               this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_GOING;
+                               this.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_REACHED;
+                       }
+                       navigation_poproute(this);
+                       return;
+               }
+       }
+
+       // If for some reason the bot is closer to the next goal, pop the current one
+       if(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"));
+               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
+               // general - this would make bots walk more "on rails" than
+               // "zigzagging" which they currently do with sufficiently
+               // random-like waypoints, and thus can make a nice bot
+               // personality property
+       }
+
+       // 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
+       if(IS_PLAYER(this.goalcurrent))
+               navigation_poproute(this);
+
+       // aid for detecting jump pads better (distance based check fails sometimes)
+       if(this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT && this.jumppadcount > 0 )
+               navigation_poproute(this);
+
+       // Loose goal touching check when running
+       if(this.aistatus & AI_STATUS_RUNNING)
+       if(this.speed >= autocvar_sv_maxspeed) // if -really- running
+       if(this.goalcurrent.classname=="waypoint")
+       {
+               if(vdist(this.origin - this.goalcurrent.origin, <, 150))
+               {
+                       traceline(this.origin + this.view_ofs , this.goalcurrent.origin, true, NULL);
+                       if(trace_fraction==1)
+                       {
+                               // Detect personal waypoints
+                               if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_GOING)
+                               if(this.goalcurrent.wpflags & WAYPOINTFLAG_PERSONAL && this.goalcurrent.owner==this)
+                               {
+                                       this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_GOING;
+                                       this.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_REACHED;
+                               }
+
+                               navigation_poproute(this);
+                       }
+               }
+       }
+
+       while (this.goalcurrent && boxesoverlap(m1, m2, this.goalcurrent.absmin, this.goalcurrent.absmax))
+       {
+               // Detect personal waypoints
+               if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_GOING)
+               if(this.goalcurrent.wpflags & WAYPOINTFLAG_PERSONAL && this.goalcurrent.owner==this)
+               {
+                       this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_GOING;
+                       this.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_REACHED;
+               }
+
+               navigation_poproute(this);
+       }
+}
+
+// begin a goal selection session (queries spawnfunc_waypoint network)
+void navigation_goalrating_start(entity this)
+{
+       if(this.aistatus & AI_STATUS_STUCK)
+               return;
+
+       this.navigation_jetpack_goal = NULL;
+       navigation_bestrating = -1;
+       this.navigation_hasgoals = false;
+       navigation_clearroute(this);
+       navigation_bestgoal = NULL;
+       navigation_markroutes(this, NULL);
+}
+
+// ends a goal selection session (updates goal stack to the best goal)
+void navigation_goalrating_end(entity this)
+{
+       if(this.aistatus & AI_STATUS_STUCK)
+               return;
+
+       navigation_routetogoal(this, navigation_bestgoal, this.origin);
+       LOG_DEBUG(strcat("best goal ", this.goalcurrent.classname , "\n"));
+
+       // If the bot got stuck then try to reach the farthest waypoint
+       if (!this.navigation_hasgoals)
+       if (autocvar_bot_wander_enable)
+       {
+               if (!(this.aistatus & AI_STATUS_STUCK))
+               {
+                       LOG_DEBUG(strcat(this.netname, " cannot walk to any goal\n"));
+                       this.aistatus |= AI_STATUS_STUCK;
+               }
+
+               this.navigation_hasgoals = false; // Reset this value
+       }
+}
+
+void botframe_updatedangerousobjects(float maxupdate)
+{
+       vector m1, m2, v, o;
+       float c, d, danger;
+       c = 0;
+       IL_EACH(g_waypoints, true,
+       {
+               danger = 0;
+               m1 = it.mins;
+               m2 = it.maxs;
+               FOREACH_ENTITY_FLOAT(bot_dodge, true,
+               {
+                       v = it.origin;
+                       v.x = bound(m1_x, v.x, m2_x);
+                       v.y = bound(m1_y, v.y, m2_y);
+                       v.z = bound(m1_z, v.z, m2_z);
+                       o = (it.absmin + it.absmax) * 0.5;
+                       d = it.bot_dodgerating - vlen(o - v);
+                       if (d > 0)
+                       {
+                               traceline(o, v, true, NULL);
+                               if (trace_fraction == 1)
+                                       danger = danger + d;
+                       }
+               });
+               it.dmg = danger;
+               c = c + 1;
+               if (c >= maxupdate)
+                       break;
+       });
+}
+
+void navigation_unstuck(entity this)
+{
+       float search_radius = 1000;
+
+       if (!autocvar_bot_wander_enable)
+               return;
+
+       if (!bot_waypoint_queue_owner)
+       {
+               LOG_DEBUG(strcat(this.netname, " sutck, taking over the waypoints queue\n"));
+               bot_waypoint_queue_owner = this;
+               bot_waypoint_queue_bestgoal = NULL;
+               bot_waypoint_queue_bestgoalrating = 0;
+       }
+
+       if(bot_waypoint_queue_owner!=this)
+               return;
+
+       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))
+               {
+                       if( d > bot_waypoint_queue_bestgoalrating)
+                       {
+                               bot_waypoint_queue_bestgoalrating = d;
+                               bot_waypoint_queue_bestgoal = bot_waypoint_queue_goal;
+                       }
+               }
+               bot_waypoint_queue_goal = bot_waypoint_queue_goal.bot_waypoint_queue_nextgoal;
+
+               if (!bot_waypoint_queue_goal)
+               {
+                       if (bot_waypoint_queue_bestgoal)
+                       {
+                               LOG_DEBUG(strcat(this.netname, " stuck, reachable waypoint found, heading to it\n"));
+                               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"));
+                       }
+
+                       bot_waypoint_queue_owner = NULL;
+               }
+       }
+       else
+       {
+               if(bot_strategytoken!=this)
+                       return;
+
+               // build a new queue
+               LOG_DEBUG(strcat(this.netname, " stuck, scanning reachable waypoints within ", ftos(search_radius)," qu\n"));
+
+               entity first = NULL;
+
+               FOREACH_ENTITY_RADIUS(this.origin, search_radius, it.classname == "waypoint" && !(it.wpflags & WAYPOINTFLAG_GENERATED),
+               {
+                       if(bot_waypoint_queue_goal)
+                               bot_waypoint_queue_goal.bot_waypoint_queue_nextgoal = it;
+                       else
+                               first = it;
+
+                       bot_waypoint_queue_goal = it;
+                       bot_waypoint_queue_goal.bot_waypoint_queue_nextgoal = NULL;
+               });
+
+               if (first)
+                       bot_waypoint_queue_goal = first;
+               else
+               {
+                       LOG_DEBUG(strcat(this.netname, " stuck, cannot walk to any waypoint at all\n"));
+                       bot_waypoint_queue_owner = NULL;
+               }
+       }
+}
+
+// Support for debugging tracewalk visually
+
+void debugresetnodes()
+{
+       debuglastnode = '0 0 0';
+}
+
+void debugnode(entity this, vector node)
+{
+       if (!IS_PLAYER(this))
+               return;
+
+       if(debuglastnode=='0 0 0')
+       {
+               debuglastnode = node;
+               return;
+       }
+
+       te_lightning2(NULL, node, debuglastnode);
+       debuglastnode = node;
+}
+
+void debugnodestatus(vector position, float status)
+{
+       vector c;
+
+       switch (status)
+       {
+               case DEBUG_NODE_SUCCESS:
+                       c = '0 15 0';
+                       break;
+               case DEBUG_NODE_WARNING:
+                       c = '15 15 0';
+                       break;
+               case DEBUG_NODE_FAIL:
+                       c = '15 0 0';
+                       break;
+               default:
+                       c = '15 15 15';
+       }
+
+       te_customflash(position, 40,  2, c);
+}
+
+// Support for debugging the goal stack visually
+
+.float goalcounter;
+.vector lastposition;
+
+// Debug the goal stack visually
+void debuggoalstack(entity this)
+{
+       entity goal;
+       vector org, go;
+
+       if(this.goalcounter==0)goal=this.goalcurrent;
+       else if(this.goalcounter==1)goal=this.goalstack01;
+       else if(this.goalcounter==2)goal=this.goalstack02;
+       else if(this.goalcounter==3)goal=this.goalstack03;
+       else if(this.goalcounter==4)goal=this.goalstack04;
+       else if(this.goalcounter==5)goal=this.goalstack05;
+       else if(this.goalcounter==6)goal=this.goalstack06;
+       else if(this.goalcounter==7)goal=this.goalstack07;
+       else if(this.goalcounter==8)goal=this.goalstack08;
+       else if(this.goalcounter==9)goal=this.goalstack09;
+       else if(this.goalcounter==10)goal=this.goalstack10;
+       else if(this.goalcounter==11)goal=this.goalstack11;
+       else if(this.goalcounter==12)goal=this.goalstack12;
+       else if(this.goalcounter==13)goal=this.goalstack13;
+       else if(this.goalcounter==14)goal=this.goalstack14;
+       else if(this.goalcounter==15)goal=this.goalstack15;
+       else if(this.goalcounter==16)goal=this.goalstack16;
+       else if(this.goalcounter==17)goal=this.goalstack17;
+       else if(this.goalcounter==18)goal=this.goalstack18;
+       else if(this.goalcounter==19)goal=this.goalstack19;
+       else if(this.goalcounter==20)goal=this.goalstack20;
+       else if(this.goalcounter==21)goal=this.goalstack21;
+       else if(this.goalcounter==22)goal=this.goalstack22;
+       else if(this.goalcounter==23)goal=this.goalstack23;
+       else if(this.goalcounter==24)goal=this.goalstack24;
+       else if(this.goalcounter==25)goal=this.goalstack25;
+       else if(this.goalcounter==26)goal=this.goalstack26;
+       else if(this.goalcounter==27)goal=this.goalstack27;
+       else if(this.goalcounter==28)goal=this.goalstack28;
+       else if(this.goalcounter==29)goal=this.goalstack29;
+       else if(this.goalcounter==30)goal=this.goalstack30;
+       else if(this.goalcounter==31)goal=this.goalstack31;
+       else goal=NULL;
+
+       if(goal==NULL)
+       {
+               this.goalcounter = 0;
+               this.lastposition='0 0 0';
+               return;
+       }
+
+       if(this.lastposition=='0 0 0')
+               org = this.origin;
+       else
+               org = this.lastposition;
+
+
+       go = ( goal.absmin + goal.absmax ) * 0.5;
+       te_lightning2(NULL, org, go);
+       this.lastposition = go;
+
+       this.goalcounter++;
+}
diff --git a/qcsrc/server/bot/default/navigation.qh b/qcsrc/server/bot/default/navigation.qh
new file mode 100644 (file)
index 0000000..ad01776
--- /dev/null
@@ -0,0 +1,77 @@
+#pragma once
+/*
+ * Globals and Fields
+ */
+
+float navigation_bestrating;
+float bot_navigation_movemode;
+float navigation_testtracewalk;
+
+vector jumpstepheightvec;
+vector stepheightvec;
+
+entity navigation_bestgoal;
+
+// stack of current goals (the last one of which may be an item or other
+// desirable object, the rest are typically waypoints to reach it)
+.entity goalcurrent, goalstack01, goalstack02, goalstack03;
+.entity goalstack04, goalstack05, goalstack06, goalstack07;
+.entity goalstack08, goalstack09, goalstack10, goalstack11;
+.entity goalstack12, goalstack13, goalstack14, goalstack15;
+.entity goalstack16, goalstack17, goalstack18, goalstack19;
+.entity goalstack20, goalstack21, goalstack22, goalstack23;
+.entity goalstack24, goalstack25, goalstack26, goalstack27;
+.entity goalstack28, goalstack29, goalstack30, goalstack31;
+.entity nearestwaypoint;
+
+.float nearestwaypointtimeout;
+.float navigation_hasgoals;
+.float lastteleporttime;
+
+.float blacklisted;
+
+.entity navigation_jetpack_goal;
+.vector navigation_jetpack_point;
+
+const float DEBUG_NODE_SUCCESS        = 1;
+const float DEBUG_NODE_WARNING        = 2;
+const float DEBUG_NODE_FAIL           = 3;
+vector debuglastnode;
+
+entity bot_waypoint_queue_owner;       // Owner of the temporary list of goals
+entity bot_waypoint_queue_goal;                // Head of the temporary list of goals
+.entity bot_waypoint_queue_nextgoal;
+entity bot_waypoint_queue_bestgoal;
+float bot_waypoint_queue_bestgoalrating;
+
+/*
+ * Functions
+ */
+
+void debugresetnodes();
+void debugnode(entity this, vector node);
+void debugnodestatus(vector position, float status);
+
+void debuggoalstack(entity this);
+
+float tracewalk(entity e, vector start, vector m1, vector m2, vector end, float movemode);
+
+float navigation_markroutes_nearestwaypoints(entity this, float maxdist);
+float navigation_routetogoal(entity this, entity e, vector startposition);
+
+void navigation_clearroute(entity this);
+void navigation_pushroute(entity this, entity e);
+void navigation_poproute(entity this);
+void navigation_markroutes_checkwaypoint(entity w, entity wp, float cost2, vector p);
+void navigation_markroutes(entity this, entity fixed_source_waypoint);
+void navigation_markroutes_inverted(entity fixed_source_waypoint);
+void navigation_routerating(entity this, entity e, float f, float rangebias);
+void navigation_poptouchedgoals(entity this);
+void navigation_goalrating_start(entity this);
+void navigation_goalrating_end(entity this);
+void navigation_unstuck(entity this);
+
+void botframe_updatedangerousobjects(float maxupdate);
+
+entity navigation_findnearestwaypoint(entity ent, float walkfromwp);
+float navigation_waypoint_will_link(vector v, vector org, entity ent, float walkfromwp, float bestdist);
diff --git a/qcsrc/server/bot/default/scripting.qc b/qcsrc/server/bot/default/scripting.qc
new file mode 100644 (file)
index 0000000..8b2f9e6
--- /dev/null
@@ -0,0 +1,1342 @@
+#include "scripting.qh"
+
+#include "cvars.qh"
+
+#include <common/state.qh>
+#include <common/physics/player.qh>
+
+#include "bot.qh"
+
+.int state;
+
+.float bot_cmdqueuebuf_allocated;
+.float bot_cmdqueuebuf;
+.float bot_cmdqueuebuf_start;
+.float bot_cmdqueuebuf_end;
+
+void bot_clearqueue(entity bot)
+{
+       if(!bot.bot_cmdqueuebuf_allocated)
+               return;
+       buf_del(bot.bot_cmdqueuebuf);
+       bot.bot_cmdqueuebuf_allocated = false;
+       LOG_TRACE("bot ", bot.netname, " queue cleared\n");
+}
+
+void bot_queuecommand(entity bot, string cmdstring)
+{
+       if(!bot.bot_cmdqueuebuf_allocated)
+       {
+               bot.bot_cmdqueuebuf = buf_create();
+               bot.bot_cmdqueuebuf_allocated = true;
+               bot.bot_cmdqueuebuf_start = 0;
+               bot.bot_cmdqueuebuf_end = 0;
+       }
+
+       bufstr_set(bot.bot_cmdqueuebuf, bot.bot_cmdqueuebuf_end, cmdstring);
+
+       // if the command was a "sound" command, precache the sound NOW
+       // this prevents lagging!
+       {
+               float sp;
+               string parm;
+               string cmdstr;
+
+               sp = strstrofs(cmdstring, " ", 0);
+               if(sp >= 0)
+               {
+                       parm = substring(cmdstring, sp + 1, -1);
+                       cmdstr = substring(cmdstring, 0, sp);
+                       if(cmdstr == "sound")
+                       {
+                               // find the LAST word
+                               for (;;)
+                               {
+                                       sp = strstrofs(parm, " ", 0);
+                                       if(sp < 0)
+                                               break;
+                                       parm = substring(parm, sp + 1, -1);
+                               }
+                               precache_sound(parm);
+                       }
+               }
+       }
+
+       bot.bot_cmdqueuebuf_end += 1;
+}
+
+void bot_dequeuecommand(entity bot, float idx)
+{
+       if(!bot.bot_cmdqueuebuf_allocated)
+               error("dequeuecommand but no queue allocated");
+       if(idx < bot.bot_cmdqueuebuf_start)
+               error("dequeueing a command in the past");
+       if(idx >= bot.bot_cmdqueuebuf_end)
+               error("dequeueing a command in the future");
+       bufstr_set(bot.bot_cmdqueuebuf, idx, "");
+       if(idx == bot.bot_cmdqueuebuf_start)
+               bot.bot_cmdqueuebuf_start += 1;
+       if(bot.bot_cmdqueuebuf_start >= bot.bot_cmdqueuebuf_end)
+               bot_clearqueue(bot);
+}
+
+string bot_readcommand(entity bot, float idx)
+{
+       if(!bot.bot_cmdqueuebuf_allocated)
+               error("readcommand but no queue allocated");
+       if(idx < bot.bot_cmdqueuebuf_start)
+               error("reading a command in the past");
+       if(idx >= bot.bot_cmdqueuebuf_end)
+               error("reading a command in the future");
+       return bufstr_get(bot.bot_cmdqueuebuf, idx);
+}
+
+bool bot_havecommand(entity this, int idx)
+{
+       if(!this.bot_cmdqueuebuf_allocated)
+               return false;
+       if(idx < this.bot_cmdqueuebuf_start)
+               return false;
+       if(idx >= this.bot_cmdqueuebuf_end)
+               return false;
+       return true;
+}
+
+const int MAX_BOT_PLACES = 4;
+.float bot_places_count;
+.entity bot_places[MAX_BOT_PLACES];
+.string bot_placenames[MAX_BOT_PLACES];
+entity bot_getplace(entity this, string placename)
+{
+       entity e;
+       if(substring(placename, 0, 1) == "@")
+       {
+               int i, p;
+               placename = substring(placename, 1, -1);
+               string s, s2;
+               for(i = 0; i < this.bot_places_count; ++i)
+                       if(this.(bot_placenames[i]) == placename)
+                               return this.(bot_places[i]);
+               // now: i == this.bot_places_count
+               s = s2 = cvar_string(placename);
+               p = strstrofs(s2, " ", 0);
+               if(p >= 0)
+               {
+                       s = substring(s2, 0, p);
+                       //print("places: ", placename, " -> ", cvar_string(placename), "\n");
+                       cvar_set(placename, strcat(substring(s2, p+1, -1), " ", s));
+                       //print("places: ", placename, " := ", cvar_string(placename), "\n");
+               }
+               e = find(NULL, targetname, s);
+               if(!e)
+                       LOG_INFO("invalid place ", s, "\n");
+               if(i < MAX_BOT_PLACES)
+               {
+                       this.(bot_placenames[i]) = strzone(placename);
+                       this.(bot_places[i]) = e;
+                       this.bot_places_count += 1;
+               }
+               return e;
+       }
+       else
+       {
+               e = find(NULL, targetname, placename);
+               if(!e)
+                       LOG_INFO("invalid place ", placename, "\n");
+               return e;
+       }
+}
+
+
+// Initialize global commands list
+// NOTE: New commands should be initialized here
+void bot_commands_init()
+{
+       bot_cmd_string[BOT_CMD_NULL] = "";
+       bot_cmd_parm_type[BOT_CMD_NULL] = BOT_CMD_PARAMETER_NONE;
+
+       bot_cmd_string[BOT_CMD_PAUSE] = "pause";
+       bot_cmd_parm_type[BOT_CMD_PAUSE] = BOT_CMD_PARAMETER_NONE;
+
+       bot_cmd_string[BOT_CMD_CONTINUE] = "continue";
+       bot_cmd_parm_type[BOT_CMD_CONTINUE] = BOT_CMD_PARAMETER_NONE;
+
+       bot_cmd_string[BOT_CMD_WAIT] = "wait";
+       bot_cmd_parm_type[BOT_CMD_WAIT] = BOT_CMD_PARAMETER_FLOAT;
+
+       bot_cmd_string[BOT_CMD_TURN] = "turn";
+       bot_cmd_parm_type[BOT_CMD_TURN] = BOT_CMD_PARAMETER_FLOAT;
+
+       bot_cmd_string[BOT_CMD_MOVETO] = "moveto";
+       bot_cmd_parm_type[BOT_CMD_MOVETO] = BOT_CMD_PARAMETER_VECTOR;
+
+       bot_cmd_string[BOT_CMD_MOVETOTARGET] = "movetotarget";
+       bot_cmd_parm_type[BOT_CMD_MOVETOTARGET] = BOT_CMD_PARAMETER_STRING;
+
+       bot_cmd_string[BOT_CMD_RESETGOAL] = "resetgoal";
+       bot_cmd_parm_type[BOT_CMD_RESETGOAL] = BOT_CMD_PARAMETER_NONE;
+
+       bot_cmd_string[BOT_CMD_CC] = "cc";
+       bot_cmd_parm_type[BOT_CMD_CC] = BOT_CMD_PARAMETER_STRING;
+
+       bot_cmd_string[BOT_CMD_IF] = "if";
+       bot_cmd_parm_type[BOT_CMD_IF] = BOT_CMD_PARAMETER_STRING;
+
+       bot_cmd_string[BOT_CMD_ELSE] = "else";
+       bot_cmd_parm_type[BOT_CMD_ELSE] = BOT_CMD_PARAMETER_NONE;
+
+       bot_cmd_string[BOT_CMD_FI] = "fi";
+       bot_cmd_parm_type[BOT_CMD_FI] = BOT_CMD_PARAMETER_NONE;
+
+       bot_cmd_string[BOT_CMD_RESETAIM] = "resetaim";
+       bot_cmd_parm_type[BOT_CMD_RESETAIM] = BOT_CMD_PARAMETER_NONE;
+
+       bot_cmd_string[BOT_CMD_AIM] = "aim";
+       bot_cmd_parm_type[BOT_CMD_AIM] = BOT_CMD_PARAMETER_STRING;
+
+       bot_cmd_string[BOT_CMD_AIMTARGET] = "aimtarget";
+       bot_cmd_parm_type[BOT_CMD_AIMTARGET] = BOT_CMD_PARAMETER_STRING;
+
+       bot_cmd_string[BOT_CMD_PRESSKEY] = "presskey";
+       bot_cmd_parm_type[BOT_CMD_PRESSKEY] = BOT_CMD_PARAMETER_STRING;
+
+       bot_cmd_string[BOT_CMD_RELEASEKEY] = "releasekey";
+       bot_cmd_parm_type[BOT_CMD_RELEASEKEY] = BOT_CMD_PARAMETER_STRING;
+
+       bot_cmd_string[BOT_CMD_SELECTWEAPON] = "selectweapon";
+       bot_cmd_parm_type[BOT_CMD_SELECTWEAPON] = BOT_CMD_PARAMETER_FLOAT;
+
+       bot_cmd_string[BOT_CMD_IMPULSE] = "impulse";
+       bot_cmd_parm_type[BOT_CMD_IMPULSE] = BOT_CMD_PARAMETER_FLOAT;
+
+       bot_cmd_string[BOT_CMD_WAIT_UNTIL] = "wait_until";
+       bot_cmd_parm_type[BOT_CMD_WAIT_UNTIL] = BOT_CMD_PARAMETER_FLOAT;
+
+       bot_cmd_string[BOT_CMD_BARRIER] = "barrier";
+       bot_cmd_parm_type[BOT_CMD_BARRIER] = BOT_CMD_PARAMETER_NONE;
+
+       bot_cmd_string[BOT_CMD_CONSOLE] = "console";
+       bot_cmd_parm_type[BOT_CMD_CONSOLE] = BOT_CMD_PARAMETER_STRING;
+
+       bot_cmd_string[BOT_CMD_SOUND] = "sound";
+       bot_cmd_parm_type[BOT_CMD_SOUND] = BOT_CMD_PARAMETER_STRING;
+
+       bot_cmd_string[BOT_CMD_DEBUG_ASSERT_CANFIRE] = "debug_assert_canfire";
+       bot_cmd_parm_type[BOT_CMD_DEBUG_ASSERT_CANFIRE] = BOT_CMD_PARAMETER_FLOAT;
+
+       bot_cmds_initialized = true;
+}
+
+// Returns first bot with matching name
+entity find_bot_by_name(string name)
+{
+       entity bot;
+
+       bot = findchainflags(flags, FL_CLIENT);
+       while (bot)
+       {
+               if(IS_BOT_CLIENT(bot))
+               if(bot.netname==name)
+                       return bot;
+
+               bot = bot.chain;
+       }
+
+       return NULL;
+}
+
+// Returns a bot by number on list
+entity find_bot_by_number(float number)
+{
+       entity bot;
+       float c = 0;
+
+       if(!number)
+               return NULL;
+
+       bot = findchainflags(flags, FL_CLIENT); // TODO: doesn't findchainflags loop backwards through entities?
+       while (bot)
+       {
+               if(IS_BOT_CLIENT(bot))
+               {
+                       if(++c==number)
+                               return bot;
+               }
+               bot = bot.chain;
+       }
+
+       return NULL;
+}
+
+float bot_decodecommand(string cmdstring)
+{
+       float cmd_parm_type;
+       float sp;
+       string parm;
+
+       sp = strstrofs(cmdstring, " ", 0);
+       if(sp < 0)
+       {
+               parm = "";
+       }
+       else
+       {
+               parm = substring(cmdstring, sp + 1, -1);
+               cmdstring = substring(cmdstring, 0, sp);
+       }
+
+       if(!bot_cmds_initialized)
+               bot_commands_init();
+
+       int i;
+       for(i=1;i<BOT_CMD_COUNTER;++i)
+       {
+               if(bot_cmd_string[i]!=cmdstring)
+                       continue;
+
+               cmd_parm_type = bot_cmd_parm_type[i];
+
+               if(cmd_parm_type!=BOT_CMD_PARAMETER_NONE&&parm=="")
+               {
+                       LOG_INFO("ERROR: A parameter is required for this command\n");
+                       return 0;
+               }
+
+               // Load command into queue
+               bot_cmd.bot_cmd_type = i;
+
+               // Attach parameter
+               switch(cmd_parm_type)
+               {
+                       case BOT_CMD_PARAMETER_FLOAT:
+                               bot_cmd.bot_cmd_parm_float = stof(parm);
+                               break;
+                       case BOT_CMD_PARAMETER_STRING:
+                               if(bot_cmd.bot_cmd_parm_string)
+                                       strunzone(bot_cmd.bot_cmd_parm_string);
+                               bot_cmd.bot_cmd_parm_string = strzone(parm);
+                               break;
+                       case BOT_CMD_PARAMETER_VECTOR:
+                               bot_cmd.bot_cmd_parm_vector = stov(parm);
+                               break;
+                       default:
+                               break;
+               }
+               return 1;
+       }
+       LOG_INFO("ERROR: No such command '", cmdstring, "'\n");
+       return 0;
+}
+
+void bot_cmdhelp(string scmd)
+{
+       int i, ntype;
+       string stype;
+
+       if(!bot_cmds_initialized)
+               bot_commands_init();
+
+       for(i=1;i<BOT_CMD_COUNTER;++i)
+       {
+               if(bot_cmd_string[i]!=scmd)
+                       continue;
+
+               ntype = bot_cmd_parm_type[i];
+
+               switch(ntype)
+               {
+                       case BOT_CMD_PARAMETER_FLOAT:
+                               stype = "float number";
+                               break;
+                       case BOT_CMD_PARAMETER_STRING:
+                               stype = "string";
+                               break;
+                       case BOT_CMD_PARAMETER_VECTOR:
+                               stype = "vector";
+                               break;
+                       default:
+                               stype = "none";
+                               break;
+               }
+
+               LOG_INFO(strcat("Command: ",bot_cmd_string[i],"\nParameter: <",stype,"> \n"));
+
+               LOG_INFO("Description: ");
+               switch(i)
+               {
+                       case BOT_CMD_PAUSE:
+                               LOG_INFO("Stops the bot completely. Any command other than 'continue' will be ignored.");
+                               break;
+                       case BOT_CMD_CONTINUE:
+                               LOG_INFO("Disable paused status");
+                               break;
+                       case BOT_CMD_WAIT:
+                               LOG_INFO("Pause command parsing and bot ai for N seconds. Pressed key will remain pressed");
+                               break;
+                       case BOT_CMD_WAIT_UNTIL:
+                               LOG_INFO("Pause command parsing and bot ai until time is N from the last barrier. Pressed key will remain pressed");
+                               break;
+                       case BOT_CMD_BARRIER:
+                               LOG_INFO("Waits till all bots that have a command queue reach this command. Pressed key will remain pressed");
+                               break;
+                       case BOT_CMD_TURN:
+                               LOG_INFO("Look to the right or left N degrees. For turning to the left use positive numbers.");
+                               break;
+                       case BOT_CMD_MOVETO:
+                               LOG_INFO("Walk to an specific coordinate on the map. Usage: moveto \"x y z\"");
+                               break;
+                       case BOT_CMD_MOVETOTARGET:
+                               LOG_INFO("Walk to the specific target on the map");
+                               break;
+                       case BOT_CMD_RESETGOAL:
+                               LOG_INFO("Resets the goal stack");
+                               break;
+                       case BOT_CMD_CC:
+                               LOG_INFO("Execute client command. Examples: cc \"say something\"; cc god; cc \"name newnickname\"; cc kill;");
+                               break;
+                       case BOT_CMD_IF:
+                               LOG_INFO("Perform simple conditional execution.\n");
+                               LOG_INFO("Syntax: \n");
+                               LOG_INFO("        sv_cmd .. if \"condition\"\n");
+                               LOG_INFO("        sv_cmd ..     <instruction if true>\n");
+                               LOG_INFO("        sv_cmd ..     <instruction if true>\n");
+                               LOG_INFO("        sv_cmd .. else\n");
+                               LOG_INFO("        sv_cmd ..     <instruction if false>\n");
+                               LOG_INFO("        sv_cmd ..     <instruction if false>\n");
+                               LOG_INFO("        sv_cmd .. fi\n");
+                               LOG_INFO("Conditions: a=b, a>b, a<b, a\t\t(spaces not allowed)\n");
+                               LOG_INFO("            Values in conditions can be numbers, cvars in the form cvar.cvar_string or special fields\n");
+                               LOG_INFO("Fields: health, speed, flagcarrier\n");
+                               LOG_INFO("Examples: if health>50; if health>cvar.g_balance_laser_primary_damage; if flagcarrier;");
+                               break;
+                       case BOT_CMD_RESETAIM:
+                               LOG_INFO("Points the aim to the coordinates x,y 0,0");
+                               break;
+                       case BOT_CMD_AIM:
+                               LOG_INFO("Move the aim x/y (horizontal/vertical) degrees relatives to the bot\n");
+                               LOG_INFO("There is a 3rd optional parameter telling in how many seconds the aim has to reach the new position\n");
+                               LOG_INFO("Examples: aim \"90 0\"        // Turn 90 degrees inmediately (positive numbers move to the left/up)\n");
+                               LOG_INFO("          aim \"0 90 2\"      // Will gradually look to the sky in the next two seconds");
+                               break;
+                       case BOT_CMD_AIMTARGET:
+                               LOG_INFO("Points the aim to given target");
+                               break;
+                       case BOT_CMD_PRESSKEY:
+                               LOG_INFO("Press one of the following keys: forward, backward, left, right, jump, crouch, attack1, attack2, use\n");
+                               LOG_INFO("Multiple keys can be pressed at time (with many presskey calls) and it will remain pressed until the command \"releasekey\" is called");
+                               LOG_INFO("Note: The script will not return the control to the bot ai until all keys are released");
+                               break;
+                       case BOT_CMD_RELEASEKEY:
+                               LOG_INFO("Release previoulsy used keys. Use the parameter \"all\" to release all keys");
+                               break;
+                       case BOT_CMD_SOUND:
+                               LOG_INFO("play sound file at bot location");
+                               break;
+                       case BOT_CMD_DEBUG_ASSERT_CANFIRE:
+                               LOG_INFO("verify the state of the weapon entity");
+                               break;
+                       default:
+                               LOG_INFO("This command has no description yet.");
+                               break;
+               }
+               LOG_INFO("\n");
+       }
+}
+
+void bot_list_commands()
+{
+       int i;
+       string ptype;
+
+       if(!bot_cmds_initialized)
+               bot_commands_init();
+
+       LOG_INFO("List of all available commands:\n");
+       LOG_INFO("  Command - Parameter Type\n");
+
+       for(i=1;i<BOT_CMD_COUNTER;++i)
+       {
+               switch(bot_cmd_parm_type[i])
+               {
+                       case BOT_CMD_PARAMETER_FLOAT:
+                               ptype = "float number";
+                               break;
+                       case BOT_CMD_PARAMETER_STRING:
+                               ptype = "string";
+                               break;
+                       case BOT_CMD_PARAMETER_VECTOR:
+                               ptype = "vector";
+                               break;
+                       default:
+                               ptype = "none";
+                               break;
+               }
+               LOG_INFO(strcat("  ",bot_cmd_string[i]," - <",ptype,"> \n"));
+       }
+}
+
+// Commands code
+.int bot_exec_status;
+
+float bot_cmd_cc(entity this)
+{
+       SV_ParseClientCommand(this, bot_cmd.bot_cmd_parm_string);
+       return CMD_STATUS_FINISHED;
+}
+
+float bot_cmd_impulse(entity this)
+{
+       this.impulse = bot_cmd.bot_cmd_parm_float;
+       return CMD_STATUS_FINISHED;
+}
+
+float bot_cmd_continue(entity this)
+{
+       this.bot_exec_status &= ~BOT_EXEC_STATUS_PAUSED;
+       return CMD_STATUS_FINISHED;
+}
+
+.float bot_cmd_wait_time;
+float bot_cmd_wait(entity this)
+{
+       if(this.bot_exec_status & BOT_EXEC_STATUS_WAITING)
+       {
+               if(time>=this.bot_cmd_wait_time)
+               {
+                       this.bot_exec_status &= ~BOT_EXEC_STATUS_WAITING;
+                       return CMD_STATUS_FINISHED;
+               }
+               else
+                       return CMD_STATUS_EXECUTING;
+       }
+
+       this.bot_cmd_wait_time = time + bot_cmd.bot_cmd_parm_float;
+       this.bot_exec_status |= BOT_EXEC_STATUS_WAITING;
+       return CMD_STATUS_EXECUTING;
+}
+
+float bot_cmd_wait_until(entity this)
+{
+       if(time < bot_cmd.bot_cmd_parm_float + bot_barriertime)
+       {
+               this.bot_exec_status |= BOT_EXEC_STATUS_WAITING;
+               return CMD_STATUS_EXECUTING;
+       }
+       this.bot_exec_status &= ~BOT_EXEC_STATUS_WAITING;
+       return CMD_STATUS_FINISHED;
+}
+
+float bot_cmd_barrier(entity this)
+{
+       // 0 = no barrier, 1 = waiting, 2 = waiting finished
+
+       if(this.bot_barrier == 0) // initialization
+       {
+               this.bot_barrier = 1;
+
+               //this.colormod = '4 4 0';
+       }
+
+       if(this.bot_barrier == 1) // find other bots
+       {
+               FOREACH_CLIENT(it.isbot, LAMBDA(
+                       if(it.bot_cmdqueuebuf_allocated)
+                       if(it.bot_barrier != 1)
+                               return CMD_STATUS_EXECUTING; // not all are at the barrier yet
+               ));
+
+               // all bots hit the barrier!
+
+               // acknowledge barrier
+               FOREACH_CLIENT(it.isbot, LAMBDA(it.bot_barrier = 2));
+
+               bot_barriertime = time;
+       }
+
+       // if we get here, the barrier is finished
+       // so end it...
+       this.bot_barrier = 0;
+       //this.colormod = '0 0 0';
+
+       return CMD_STATUS_FINISHED;
+}
+
+float bot_cmd_turn(entity this)
+{
+       this.v_angle_y = this.v_angle.y + bot_cmd.bot_cmd_parm_float;
+       this.v_angle_y = this.v_angle.y - floor(this.v_angle.y / 360) * 360;
+       return CMD_STATUS_FINISHED;
+}
+
+float bot_cmd_select_weapon(entity this)
+{
+       float id = bot_cmd.bot_cmd_parm_float;
+
+       if(id < WEP_FIRST || id > WEP_LAST)
+               return CMD_STATUS_ERROR;
+
+       if(client_hasweapon(this, Weapons_from(id), true, false))
+               PS(this).m_switchweapon = Weapons_from(id);
+       else
+               return CMD_STATUS_ERROR;
+
+       return CMD_STATUS_FINISHED;
+}
+
+.int bot_cmd_condition_status;
+
+const int CMD_CONDITION_NONE = 0;
+const int CMD_CONDITION_true = 1;
+const int CMD_CONDITION_false = 2;
+const int CMD_CONDITION_true_BLOCK = 4;
+const int CMD_CONDITION_false_BLOCK = 8;
+
+float bot_cmd_eval(entity this, string expr)
+{
+       // Search for numbers
+       if(strstrofs("0123456789", substring(expr, 0, 1), 0) >= 0)
+       {
+               return stof(expr);
+       }
+
+       // Search for cvars
+       if(substring(expr, 0, 5)=="cvar.")
+       {
+               return cvar(substring(expr, 5, strlen(expr)));
+       }
+
+       // Search for fields
+       switch(expr)
+       {
+               case "health":
+                       return this.health;
+               case "speed":
+                       return vlen(this.velocity);
+               case "flagcarrier":
+                       return ((this.flagcarried!=NULL));
+       }
+
+       LOG_INFO(strcat("ERROR: Unable to convert the expression '",expr,"' into a numeric value\n"));
+       return 0;
+}
+
+float bot_cmd_if(entity this)
+{
+       string expr, val_a, val_b;
+       float cmpofs;
+
+       if(this.bot_cmd_condition_status != CMD_CONDITION_NONE)
+       {
+               // Only one "if" block is allowed at time
+               LOG_INFO("ERROR: Only one conditional block can be processed at time");
+               bot_clearqueue(this);
+               return CMD_STATUS_ERROR;
+       }
+
+       this.bot_cmd_condition_status |= CMD_CONDITION_true_BLOCK;
+
+       // search for operators
+       expr = bot_cmd.bot_cmd_parm_string;
+
+       cmpofs = strstrofs(expr,"=",0);
+
+       if(cmpofs>0)
+       {
+               val_a = substring(expr,0,cmpofs);
+               val_b = substring(expr,cmpofs+1,strlen(expr));
+
+               if(bot_cmd_eval(this, val_a)==bot_cmd_eval(this, val_b))
+                       this.bot_cmd_condition_status |= CMD_CONDITION_true;
+               else
+                       this.bot_cmd_condition_status |= CMD_CONDITION_false;
+
+               return CMD_STATUS_FINISHED;
+       }
+
+       cmpofs = strstrofs(expr,">",0);
+
+       if(cmpofs>0)
+       {
+               val_a = substring(expr,0,cmpofs);
+               val_b = substring(expr,cmpofs+1,strlen(expr));
+
+               if(bot_cmd_eval(this, val_a)>bot_cmd_eval(this, val_b))
+                       this.bot_cmd_condition_status |= CMD_CONDITION_true;
+               else
+                       this.bot_cmd_condition_status |= CMD_CONDITION_false;
+
+               return CMD_STATUS_FINISHED;
+       }
+
+       cmpofs = strstrofs(expr,"<",0);
+
+       if(cmpofs>0)
+       {
+               val_a = substring(expr,0,cmpofs);
+               val_b = substring(expr,cmpofs+1,strlen(expr));
+
+               if(bot_cmd_eval(this, val_a)<bot_cmd_eval(this, val_b))
+                       this.bot_cmd_condition_status |= CMD_CONDITION_true;
+               else
+                       this.bot_cmd_condition_status |= CMD_CONDITION_false;
+
+               return CMD_STATUS_FINISHED;
+       }
+
+       if(bot_cmd_eval(this, expr))
+               this.bot_cmd_condition_status |= CMD_CONDITION_true;
+       else
+               this.bot_cmd_condition_status |= CMD_CONDITION_false;
+
+       return CMD_STATUS_FINISHED;
+}
+
+float bot_cmd_else(entity this)
+{
+       this.bot_cmd_condition_status &= ~CMD_CONDITION_true_BLOCK;
+       this.bot_cmd_condition_status |= CMD_CONDITION_false_BLOCK;
+       return CMD_STATUS_FINISHED;
+}
+
+float bot_cmd_fi(entity this)
+{
+       this.bot_cmd_condition_status = CMD_CONDITION_NONE;
+       return CMD_STATUS_FINISHED;
+}
+
+float bot_cmd_resetaim(entity this)
+{
+       this.v_angle = '0 0 0';
+       return CMD_STATUS_FINISHED;
+}
+
+.float bot_cmd_aim_begintime;
+.float bot_cmd_aim_endtime;
+.vector bot_cmd_aim_begin;
+.vector bot_cmd_aim_end;
+
+float bot_cmd_aim(entity this)
+{
+       // Current direction
+       if(this.bot_cmd_aim_endtime)
+       {
+               float progress;
+
+               progress = min(1 - (this.bot_cmd_aim_endtime - time) / (this.bot_cmd_aim_endtime - this.bot_cmd_aim_begintime),1);
+               this.v_angle = this.bot_cmd_aim_begin + ((this.bot_cmd_aim_end - this.bot_cmd_aim_begin) * progress);
+
+               if(time>=this.bot_cmd_aim_endtime)
+               {
+                       this.bot_cmd_aim_endtime = 0;
+                       return CMD_STATUS_FINISHED;
+               }
+               else
+                       return CMD_STATUS_EXECUTING;
+       }
+
+       // New aiming direction
+       string parms;
+       float tokens, step;
+
+       parms = bot_cmd.bot_cmd_parm_string;
+
+       tokens = tokenizebyseparator(parms, " ");
+
+       if(tokens<2||tokens>3)
+               return CMD_STATUS_ERROR;
+
+       step = (tokens == 3) ? stof(argv(2)) : 0;
+
+       if(step == 0)
+       {
+               this.v_angle_x -= stof(argv(1));
+               this.v_angle_y += stof(argv(0));
+               return CMD_STATUS_FINISHED;
+       }
+
+       this.bot_cmd_aim_begin = this.v_angle;
+
+       this.bot_cmd_aim_end_x = this.v_angle.x - stof(argv(1));
+       this.bot_cmd_aim_end_y = this.v_angle.y + stof(argv(0));
+       this.bot_cmd_aim_end_z = 0;
+
+       this.bot_cmd_aim_begintime = time;
+       this.bot_cmd_aim_endtime = time + step;
+
+       return CMD_STATUS_EXECUTING;
+}
+
+float bot_cmd_aimtarget(entity this)
+{
+       if(this.bot_cmd_aim_endtime)
+       {
+               return bot_cmd_aim(this);
+       }
+
+       entity e;
+       string parms;
+       vector v;
+       float tokens, step;
+
+       parms = bot_cmd.bot_cmd_parm_string;
+
+       tokens = tokenizebyseparator(parms, " ");
+
+       e = bot_getplace(this, argv(0));
+       if(!e)
+               return CMD_STATUS_ERROR;
+
+       v = e.origin + (e.mins + e.maxs) * 0.5;
+
+       if(tokens==1)
+       {
+               this.v_angle = vectoangles(v - (this.origin + this.view_ofs));
+               this.v_angle_x = -this.v_angle.x;
+               return CMD_STATUS_FINISHED;
+       }
+
+       if(tokens<1||tokens>2)
+               return CMD_STATUS_ERROR;
+
+       step = stof(argv(1));
+
+       this.bot_cmd_aim_begin = this.v_angle;
+       this.bot_cmd_aim_end = vectoangles(v - (this.origin + this.view_ofs));
+       this.bot_cmd_aim_end_x = -this.bot_cmd_aim_end.x;
+
+       this.bot_cmd_aim_begintime = time;
+       this.bot_cmd_aim_endtime = time + step;
+
+       return CMD_STATUS_EXECUTING;
+}
+
+.int bot_cmd_keys;
+
+const int BOT_CMD_KEY_NONE             = 0;
+const int BOT_CMD_KEY_FORWARD  = BIT(0);
+const int BOT_CMD_KEY_BACKWARD         = BIT(1);
+const int BOT_CMD_KEY_RIGHT    = BIT(2);
+const int BOT_CMD_KEY_LEFT             = BIT(3);
+const int BOT_CMD_KEY_JUMP             = BIT(4);
+const int BOT_CMD_KEY_ATTACK1  = BIT(5);
+const int BOT_CMD_KEY_ATTACK2  = BIT(6);
+const int BOT_CMD_KEY_USE              = BIT(7);
+const int BOT_CMD_KEY_HOOK             = BIT(8);
+const int BOT_CMD_KEY_CROUCH   = BIT(9);
+const int BOT_CMD_KEY_CHAT             = BIT(10);
+
+bool bot_presskeys(entity this)
+{
+       this.movement = '0 0 0';
+       PHYS_INPUT_BUTTON_JUMP(this) = false;
+       PHYS_INPUT_BUTTON_CROUCH(this) = false;
+       PHYS_INPUT_BUTTON_ATCK(this) = false;
+       PHYS_INPUT_BUTTON_ATCK2(this) = false;
+       PHYS_INPUT_BUTTON_USE(this) = false;
+       PHYS_INPUT_BUTTON_HOOK(this) = false;
+       PHYS_INPUT_BUTTON_CHAT(this) = false;
+
+       if(this.bot_cmd_keys == BOT_CMD_KEY_NONE)
+               return false;
+
+       if(this.bot_cmd_keys & BOT_CMD_KEY_FORWARD)
+               this.movement_x = autocvar_sv_maxspeed;
+       else if(this.bot_cmd_keys & BOT_CMD_KEY_BACKWARD)
+               this.movement_x = -autocvar_sv_maxspeed;
+
+       if(this.bot_cmd_keys & BOT_CMD_KEY_RIGHT)
+               this.movement_y = autocvar_sv_maxspeed;
+       else if(this.bot_cmd_keys & BOT_CMD_KEY_LEFT)
+               this.movement_y = -autocvar_sv_maxspeed;
+
+       if(this.bot_cmd_keys & BOT_CMD_KEY_JUMP)
+               PHYS_INPUT_BUTTON_JUMP(this) = true;
+
+       if(this.bot_cmd_keys & BOT_CMD_KEY_CROUCH)
+               PHYS_INPUT_BUTTON_CROUCH(this) = true;
+
+       if(this.bot_cmd_keys & BOT_CMD_KEY_ATTACK1)
+               PHYS_INPUT_BUTTON_ATCK(this) = true;
+
+       if(this.bot_cmd_keys & BOT_CMD_KEY_ATTACK2)
+               PHYS_INPUT_BUTTON_ATCK2(this) = true;
+
+       if(this.bot_cmd_keys & BOT_CMD_KEY_USE)
+               PHYS_INPUT_BUTTON_USE(this) = true;
+
+       if(this.bot_cmd_keys & BOT_CMD_KEY_HOOK)
+               PHYS_INPUT_BUTTON_HOOK(this) = true;
+
+       if(this.bot_cmd_keys & BOT_CMD_KEY_CHAT)
+               PHYS_INPUT_BUTTON_CHAT(this) = true;
+
+       return true;
+}
+
+
+float bot_cmd_keypress_handler(entity this, string key, float enabled)
+{
+       switch(key)
+       {
+               case "all":
+                       if(enabled)
+                               this.bot_cmd_keys = power2of(20) - 1; // >:)
+                       else
+                               this.bot_cmd_keys = BOT_CMD_KEY_NONE;
+               case "forward":
+                       if(enabled)
+                       {
+                               this.bot_cmd_keys |= BOT_CMD_KEY_FORWARD;
+                               this.bot_cmd_keys &= ~BOT_CMD_KEY_BACKWARD;
+                       }
+                       else
+                               this.bot_cmd_keys &= ~BOT_CMD_KEY_FORWARD;
+                       break;
+               case "backward":
+                       if(enabled)
+                       {
+                               this.bot_cmd_keys |= BOT_CMD_KEY_BACKWARD;
+                               this.bot_cmd_keys &= ~BOT_CMD_KEY_FORWARD;
+                       }
+                       else
+                               this.bot_cmd_keys &= ~BOT_CMD_KEY_BACKWARD;
+                       break;
+               case "left":
+                       if(enabled)
+                       {
+                               this.bot_cmd_keys |= BOT_CMD_KEY_LEFT;
+                               this.bot_cmd_keys &= ~BOT_CMD_KEY_RIGHT;
+                       }
+                       else
+                               this.bot_cmd_keys &= ~BOT_CMD_KEY_LEFT;
+                       break;
+               case "right":
+                       if(enabled)
+                       {
+                               this.bot_cmd_keys |= BOT_CMD_KEY_RIGHT;
+                               this.bot_cmd_keys &= ~BOT_CMD_KEY_LEFT;
+                       }
+                       else
+                               this.bot_cmd_keys &= ~BOT_CMD_KEY_RIGHT;
+                       break;
+               case "jump":
+                       if(enabled)
+                               this.bot_cmd_keys |= BOT_CMD_KEY_JUMP;
+                       else
+                               this.bot_cmd_keys &= ~BOT_CMD_KEY_JUMP;
+                       break;
+               case "crouch":
+                       if(enabled)
+                               this.bot_cmd_keys |= BOT_CMD_KEY_CROUCH;
+                       else
+                               this.bot_cmd_keys &= ~BOT_CMD_KEY_CROUCH;
+                       break;
+               case "attack1":
+                       if(enabled)
+                               this.bot_cmd_keys |= BOT_CMD_KEY_ATTACK1;
+                       else
+                               this.bot_cmd_keys &= ~BOT_CMD_KEY_ATTACK1;
+                       break;
+               case "attack2":
+                       if(enabled)
+                               this.bot_cmd_keys |= BOT_CMD_KEY_ATTACK2;
+                       else
+                               this.bot_cmd_keys &= ~BOT_CMD_KEY_ATTACK2;
+                       break;
+               case "use":
+                       if(enabled)
+                               this.bot_cmd_keys |= BOT_CMD_KEY_USE;
+                       else
+                               this.bot_cmd_keys &= ~BOT_CMD_KEY_USE;
+                       break;
+               case "hook":
+                       if(enabled)
+                               this.bot_cmd_keys |= BOT_CMD_KEY_HOOK;
+                       else
+                               this.bot_cmd_keys &= ~BOT_CMD_KEY_HOOK;
+                       break;
+               case "chat":
+                       if(enabled)
+                               this.bot_cmd_keys |= BOT_CMD_KEY_CHAT;
+                       else
+                               this.bot_cmd_keys &= ~BOT_CMD_KEY_CHAT;
+                       break;
+               default:
+                       break;
+       }
+
+       return CMD_STATUS_FINISHED;
+}
+
+float bot_cmd_presskey(entity this)
+{
+       string key;
+
+       key = bot_cmd.bot_cmd_parm_string;
+
+       bot_cmd_keypress_handler(this, key,true);
+
+       return CMD_STATUS_FINISHED;
+}
+
+float bot_cmd_releasekey(entity this)
+{
+       string key;
+
+       key = bot_cmd.bot_cmd_parm_string;
+
+       return bot_cmd_keypress_handler(this, key,false);
+}
+
+float bot_cmd_pause(entity this)
+{
+       PHYS_INPUT_BUTTON_DRAG(this) = false;
+       PHYS_INPUT_BUTTON_USE(this) = false;
+       PHYS_INPUT_BUTTON_ATCK(this) = false;
+       PHYS_INPUT_BUTTON_JUMP(this) = false;
+       PHYS_INPUT_BUTTON_HOOK(this) = false;
+       PHYS_INPUT_BUTTON_CHAT(this) = false;
+       PHYS_INPUT_BUTTON_ATCK2(this) = false;
+       PHYS_INPUT_BUTTON_CROUCH(this) = false;
+
+       this.movement = '0 0 0';
+       this.bot_cmd_keys = BOT_CMD_KEY_NONE;
+
+       this.bot_exec_status |= BOT_EXEC_STATUS_PAUSED;
+       return CMD_STATUS_FINISHED;
+}
+
+float bot_cmd_moveto(entity this)
+{
+       return this.cmd_moveto(this, bot_cmd.bot_cmd_parm_vector);
+}
+
+float bot_cmd_movetotarget(entity this)
+{
+       entity e;
+       e = bot_getplace(this, bot_cmd.bot_cmd_parm_string);
+       if(!e)
+               return CMD_STATUS_ERROR;
+       return this.cmd_moveto(this, e.origin + (e.mins + e.maxs) * 0.5);
+}
+
+float bot_cmd_resetgoal(entity this)
+{
+       return this.cmd_resetgoal(this);
+}
+
+
+float bot_cmd_sound(entity this)
+{
+       string f;
+       f = bot_cmd.bot_cmd_parm_string;
+
+       float n = tokenizebyseparator(f, " ");
+
+       string sample = f;
+       float chan = CH_WEAPON_B;
+       float vol = VOL_BASE;
+       float atten = ATTEN_MIN;
+
+       if(n >= 1)
+               sample = argv(n - 1);
+       if(n >= 2)
+               chan = stof(argv(0));
+       if(n >= 3)
+               vol = stof(argv(1));
+       if(n >= 4)
+               atten = stof(argv(2));
+
+       precache_sound(f);
+       _sound(this, chan, sample, vol, atten);
+
+       return CMD_STATUS_FINISHED;
+}
+
+.entity tuba_note;
+float bot_cmd_debug_assert_canfire(entity this)
+{
+       float f = bot_cmd.bot_cmd_parm_float;
+
+       int slot = 0;
+       .entity weaponentity = weaponentities[slot];
+       if(this.(weaponentity).state != WS_READY)
+       {
+               if(f)
+               {
+                       this.colormod = '0 8 8';
+                       LOG_INFO("Bot ", this.netname, " using ", this.weaponname, " wants to fire, inhibited by weaponentity state\n");
+               }
+       }
+       else if(ATTACK_FINISHED(this, slot) > time)
+       {
+               if(f)
+               {
+                       this.colormod = '8 0 8';
+                       LOG_INFO("Bot ", this.netname, " using ", this.weaponname, " wants to fire, inhibited by ATTACK_FINISHED (", ftos(ATTACK_FINISHED(this, slot) - time), " seconds left)\n");
+               }
+       }
+       else if(this.tuba_note)
+       {
+               if(f)
+               {
+                       this.colormod = '8 0 0';
+                       LOG_INFO("Bot ", this.netname, " using ", this.weaponname, " wants to fire, bot still has an active tuba note\n");
+               }
+       }
+       else
+       {
+               if(!f)
+               {
+                       this.colormod = '8 8 0';
+                       LOG_INFO("Bot ", this.netname, " using ", this.weaponname, " thinks it has fired, but apparently did not; ATTACK_FINISHED says ", ftos(ATTACK_FINISHED(this, slot) - time), " seconds left\n");
+               }
+       }
+
+       return CMD_STATUS_FINISHED;
+}
+
+//
+
+void bot_command_executed(entity this, bool rm)
+{
+       entity cmd;
+
+       cmd = bot_cmd;
+
+       if(rm)
+               bot_dequeuecommand(this, this.bot_cmd_execution_index);
+
+       this.bot_cmd_execution_index++;
+}
+
+void bot_setcurrentcommand(entity this)
+{
+       bot_cmd = NULL;
+
+       if(!this.bot_cmd_current)
+       {
+               this.bot_cmd_current = new_pure(bot_cmd);
+               this.bot_cmd_current.is_bot_cmd = true;
+       }
+
+       bot_cmd = this.bot_cmd_current;
+       if(bot_cmd.bot_cmd_index != this.bot_cmd_execution_index || this.bot_cmd_execution_index == 0)
+       {
+               if(bot_havecommand(this, this.bot_cmd_execution_index))
+               {
+                       string cmdstring;
+                       cmdstring = bot_readcommand(this, this.bot_cmd_execution_index);
+                       if(bot_decodecommand(cmdstring))
+                       {
+                               bot_cmd.owner = this;
+                               bot_cmd.bot_cmd_index = this.bot_cmd_execution_index;
+                       }
+                       else
+                       {
+                               // Invalid command, remove from queue
+                               bot_cmd = NULL;
+                               bot_dequeuecommand(this, this.bot_cmd_execution_index);
+                               this.bot_cmd_execution_index++;
+                       }
+               }
+               else
+                       bot_cmd = NULL;
+       }
+}
+
+void bot_resetqueues()
+{
+       FOREACH_CLIENT(it.isbot, LAMBDA(
+               it.bot_cmd_execution_index = 0;
+               bot_clearqueue(it);
+               // also, cancel all barriers
+               it.bot_barrier = 0;
+               for(int i = 0; i < it.bot_places_count; ++i)
+               {
+                       strunzone(it.(bot_placenames[i]));
+                       it.(bot_placenames[i]) = string_null;
+               }
+               it.bot_places_count = 0;
+       ));
+
+       bot_barriertime = time;
+}
+
+// Here we map commands to functions and deal with complex interactions between commands and execution states
+// NOTE: Of course you need to include your commands here too :)
+float bot_execute_commands_once(entity this)
+{
+       float status, ispressingkey;
+
+       // Find command
+       bot_setcurrentcommand(this);
+
+       // if we have no bot command, better return
+       // old logic kept pressing previously pressed keys, but that has problems
+       // (namely, it means you cannot make a bot "normal" ever again)
+       // to keep a bot walking for a while, use the "wait" bot command
+       if(bot_cmd == NULL)
+               return false;
+
+       // Ignore all commands except continue when the bot is paused
+       if(this.bot_exec_status & BOT_EXEC_STATUS_PAUSED)
+       if(bot_cmd.bot_cmd_type!=BOT_CMD_CONTINUE)
+       {
+               if(bot_cmd.bot_cmd_type!=BOT_CMD_NULL)
+               {
+                       bot_command_executed(this, true);
+                       LOG_INFO( "WARNING: Commands are ignored while the bot is paused. Use the command 'continue' instead.\n");
+               }
+               return 1;
+       }
+
+       // Keep pressing keys raised by the "presskey" command
+       ispressingkey = boolean(bot_presskeys(this));
+
+       // Handle conditions
+       if (!(bot_cmd.bot_cmd_type==BOT_CMD_FI||bot_cmd.bot_cmd_type==BOT_CMD_ELSE))
+       if(this.bot_cmd_condition_status & CMD_CONDITION_true && this.bot_cmd_condition_status & CMD_CONDITION_false_BLOCK)
+       {
+               bot_command_executed(this, true);
+               return -1;
+       }
+       else if(this.bot_cmd_condition_status & CMD_CONDITION_false && this.bot_cmd_condition_status & CMD_CONDITION_true_BLOCK)
+       {
+               bot_command_executed(this, true);
+               return -1;
+       }
+
+       // Map commands to functions
+       switch(bot_cmd.bot_cmd_type)
+       {
+               case BOT_CMD_NULL:
+                       return ispressingkey;
+                       //break;
+               case BOT_CMD_PAUSE:
+                       status = bot_cmd_pause(this);
+                       break;
+               case BOT_CMD_CONTINUE:
+                       status = bot_cmd_continue(this);
+                       break;
+               case BOT_CMD_WAIT:
+                       status = bot_cmd_wait(this);
+                       break;
+               case BOT_CMD_WAIT_UNTIL:
+                       status = bot_cmd_wait_until(this);
+                       break;
+               case BOT_CMD_TURN:
+                       status = bot_cmd_turn(this);
+                       break;
+               case BOT_CMD_MOVETO:
+                       status = bot_cmd_moveto(this);
+                       break;
+               case BOT_CMD_MOVETOTARGET:
+                       status = bot_cmd_movetotarget(this);
+                       break;
+               case BOT_CMD_RESETGOAL:
+                       status = bot_cmd_resetgoal(this);
+                       break;
+               case BOT_CMD_CC:
+                       status = bot_cmd_cc(this);
+                       break;
+               case BOT_CMD_IF:
+                       status = bot_cmd_if(this);
+                       break;
+               case BOT_CMD_ELSE:
+                       status = bot_cmd_else(this);
+                       break;
+               case BOT_CMD_FI:
+                       status = bot_cmd_fi(this);
+                       break;
+               case BOT_CMD_RESETAIM:
+                       status = bot_cmd_resetaim(this);
+                       break;
+               case BOT_CMD_AIM:
+                       status = bot_cmd_aim(this);
+                       break;
+               case BOT_CMD_AIMTARGET:
+                       status = bot_cmd_aimtarget(this);
+                       break;
+               case BOT_CMD_PRESSKEY:
+                       status = bot_cmd_presskey(this);
+                       break;
+               case BOT_CMD_RELEASEKEY:
+                       status = bot_cmd_releasekey(this);
+                       break;
+               case BOT_CMD_SELECTWEAPON:
+                       status = bot_cmd_select_weapon(this);
+                       break;
+               case BOT_CMD_IMPULSE:
+                       status = bot_cmd_impulse(this);
+                       break;
+               case BOT_CMD_BARRIER:
+                       status = bot_cmd_barrier(this);
+                       break;
+         &