3 #include "role_onslaught.qc"
4 #include "role_keyhunt.qc"
14 if(bot_execute_commands())
17 // execute the vore AI for bots
20 return; // an eaten bot has nothing to do outside of the vore AI
22 if (bot_strategytoken == self)
23 if (!bot_strategytoken_taken)
25 if(self.havocbot_blockhead)
27 self.havocbot_blockhead = FALSE;
34 // TODO: tracewalk() should take care of this job (better path finding under water)
35 // if we don't have a goal and we're under water look for a waypoint near the "shore" and push it
36 if(self.deadflag != DEAD_NO)
37 if(self.goalcurrent==world)
38 if(self.waterlevel==WATERLEVEL_SWIMMING || self.aistatus & AI_STATUS_OUT_WATER)
40 // Look for the closest waypoint out of water
41 local entity newgoal, head;
42 local float bestdistance, distance;
46 for (head = findchain(classname, "waypoint"); head; head = head.chain)
48 distance = vlen(head.origin - self.origin);
52 if(head.origin_z < self.origin_z)
55 if(head.origin_z - self.origin_z - self.view_ofs_z > 100)
58 if (pointcontents(head.origin + head.maxs + '0 0 1') != CONTENT_EMPTY)
61 traceline(self.origin + self.view_ofs , head.origin, TRUE, head);
66 if(distance<bestdistance)
69 bestdistance = distance;
75 // te_wizspike(newgoal.origin);
76 navigation_pushroute(newgoal);
80 // token has been used this frame
81 bot_strategytoken_taken = TRUE;
84 if(self.deadflag != DEAD_NO)
87 havocbot_chooseenemy();
88 if (self.bot_chooseweapontime < time )
90 self.bot_chooseweapontime = time + cvar("bot_ai_chooseweaponinterval");
91 havocbot_chooseweapon();
97 self.aistatus |= AI_STATUS_ATTACKING;
98 self.aistatus &~= AI_STATUS_ROAMING;
102 weapon_action(self.weapon, WR_AIM);
103 if (cvar("bot_nofire") || IS_INDEPENDENT_PLAYER(self))
105 self.BUTTON_ATCK = FALSE;
106 self.BUTTON_ATCK2 = FALSE;
110 if(self.BUTTON_ATCK||self.BUTTON_ATCK2)
111 self.lastfiredweapon = self.weapon;
116 if(self.bot_aimtarg.classname=="player")
117 bot_aimdir(self.bot_aimtarg.origin + self.bot_aimtarg.view_ofs - self.origin - self.view_ofs , -1);
120 else if (self.goalcurrent)
122 self.aistatus |= AI_STATUS_ROAMING;
123 self.aistatus &~= AI_STATUS_ATTACKING;
125 local vector now,v,next;//,heading;
126 local float aimdistance,skillblend,distanceblend,blend;
127 next = now = self.goalcurrent.origin - (self.origin + self.view_ofs);
128 aimdistance = vlen(now);
129 //heading = self.velocity;
130 //dprint(self.goalstack01.classname,etos(self.goalstack01),"\n");
132 self.goalstack01 != self && self.goalstack01 != world && self.aistatus & AI_STATUS_RUNNING == 0 &&
133 !(self.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
135 next = self.goalstack01.origin - (self.origin + self.view_ofs);
137 skillblend=bound(0,(skill+self.bot_moveskill-2.5)*0.5,1); //lower skill player can't preturn
138 distanceblend=bound(0,aimdistance/cvar("bot_ai_keyboard_distance"),1);
139 blend = skillblend * (1-distanceblend);
140 //v = (now * (distanceblend) + next * (1-distanceblend)) * (skillblend) + now * (1-skillblend);
141 //v = now * (distanceblend) * (skillblend) + next * (1-distanceblend) * (skillblend) + now * (1-skillblend);
142 //v = now * ((1-skillblend) + (distanceblend) * (skillblend)) + next * (1-distanceblend) * (skillblend);
143 v = now + blend * (next - now);
144 //dprint(etos(self), " ");
145 //dprint(vtos(now), ":", vtos(next), "=", vtos(v), " (blend ", ftos(blend), ")\n");
146 //v = now * (distanceblend) + next * (1-distanceblend);
147 if (self.waterlevel < WATERLEVEL_SWIMMING)
149 //dprint("walk at:", vtos(v), "\n");
150 //te_lightning2(world, self.origin, self.goalcurrent.origin);
153 havocbot_movetogoal();
155 // if the bot is not attacking, consider reloading weapons
156 if not(self.aistatus & AI_STATUS_ATTACKING)
161 // we are currently holding a weapon that's not fully loaded, reload it
162 if(skill >= 2) // bots can only reload the held weapon on purpose past this skill
163 if(self.clip_load < self.clip_size)
164 self.impulse = 20; // "press" the reload button, not sure if this is done right
166 // if we're not reloading a weapon, switch to any weapon in our invnetory that's not fully loaded to reload it next
167 // the code above executes next frame, starting the reloading then
168 if(skill >= 5) // bots can only look for unloaded weapons past this skill
169 if(self.clip_load >= 0) // only if we're not reloading a weapon already
171 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
173 e = get_weaponinfo(i);
174 if ((e.spawnflags & WEP_FLAG_RELOADABLE) && self.weapon_load[i] < cvar(strcat("g_balance_", e.netname, "_reload_ammo")))
175 self.switchweapon = i;
181 void havocbot_keyboard_movement(vector destorg)
183 local vector keyboard;
184 local float blend, maxspeed;
187 sk = skill + self.bot_moveskill;
189 maxspeed = cvar("sv_maxspeed");
191 if (time < self.havocbot_keyboardtime)
194 self.havocbot_keyboardtime =
196 self.havocbot_keyboardtime
197 + 0.05/max(1, sk+self.havocbot_keyboardskill)
198 + random()*0.025/max(0.00025, skill+self.havocbot_keyboardskill)
200 keyboard = self.movement * (1.0 / maxspeed);
202 local float trigger, trigger1;
203 blend = bound(0,sk*0.1,1);
204 trigger = cvar("bot_ai_keyboard_treshold");
205 trigger1 = 0 - trigger;
207 // categorize forward movement
208 // at skill < 1.5 only forward
209 // at skill < 2.5 only individual directions
210 // at skill < 4.5 only individual directions, and forward diagonals
211 // at skill >= 4.5, all cases allowed
212 if (keyboard_x > trigger)
218 else if (keyboard_x < trigger1 && sk > 1.5)
233 if (keyboard_y > trigger)
235 else if (keyboard_y < trigger1)
240 if (keyboard_z > trigger)
242 else if (keyboard_z < trigger1)
247 self.havocbot_keyboard = keyboard * maxspeed;
248 if (self.havocbot_ducktime>time) self.BUTTON_CROUCH=TRUE;
250 keyboard = self.havocbot_keyboard;
251 blend = bound(0,vlen(destorg-self.origin)/cvar("bot_ai_keyboard_distance"),1); // When getting close move with 360 degree
252 //dprint("movement ", vtos(self.movement), " keyboard ", vtos(keyboard), " blend ", ftos(blend), "\n");
253 self.movement = self.movement + (keyboard - self.movement) * blend;
256 void havocbot_bunnyhop(vector dir)
258 local float bunnyhopdistance;
259 local vector deviation;
260 local float maxspeed;
265 if(self.goalcurrent.classname == "player")
268 maxspeed = cvar("sv_maxspeed");
270 if(self.aistatus & AI_STATUS_DANGER_AHEAD)
272 self.aistatus &~= AI_STATUS_RUNNING;
273 self.BUTTON_JUMP = FALSE;
274 self.bot_canruntogoal = 0;
275 self.bot_timelastseengoal = 0;
279 if(self.waterlevel > WATERLEVEL_WETFEET)
281 self.aistatus &~= AI_STATUS_RUNNING;
285 if(self.bot_lastseengoal != self.goalcurrent && !(self.aistatus & AI_STATUS_RUNNING))
287 self.bot_canruntogoal = 0;
288 self.bot_timelastseengoal = 0;
291 bunnyhopdistance = vlen(self.origin - self.goalcurrent.origin);
293 // Run only to visible goals
294 if(self.flags & FL_ONGROUND)
295 if(self.speed==maxspeed)
296 if(checkpvs(self.origin + self.view_ofs, self.goalcurrent))
298 self.bot_lastseengoal = self.goalcurrent;
301 if(self.bot_timelastseengoal)
303 // for a period of time
304 if(time - self.bot_timelastseengoal > cvar("bot_ai_bunnyhop_firstjumpdelay"))
306 local float checkdistance;
307 checkdistance = TRUE;
309 // don't run if it is too close
310 if(self.bot_canruntogoal==0)
312 if(bunnyhopdistance > cvar("bot_ai_bunnyhop_startdistance"))
313 self.bot_canruntogoal = 1;
315 self.bot_canruntogoal = -1;
318 if(self.bot_canruntogoal != 1)
321 if(self.aistatus & AI_STATUS_ROAMING)
322 if(self.goalcurrent.classname=="waypoint")
323 if not(self.goalcurrent.wpflags & WAYPOINTFLAG_PERSONAL)
324 if(fabs(self.goalcurrent.origin_z - self.origin_z) < self.maxs_z - self.mins_z)
325 if(self.goalstack01!=world)
327 deviation = vectoangles(self.goalstack01.origin - self.origin) - vectoangles(self.goalcurrent.origin - self.origin);
328 while (deviation_y < -180) deviation_y = deviation_y + 360;
329 while (deviation_y > 180) deviation_y = deviation_y - 360;
331 if(fabs(deviation_y) < 20)
332 if(bunnyhopdistance < vlen(self.origin - self.goalstack01.origin))
333 if(fabs(self.goalstack01.origin_z - self.goalcurrent.origin_z) < self.maxs_z - self.mins_z)
335 if(vlen(self.goalcurrent.origin - self.goalstack01.origin) > cvar("bot_ai_bunnyhop_startdistance"))
336 if(checkpvs(self.origin + self.view_ofs, self.goalstack01))
338 checkdistance = FALSE;
345 self.aistatus &~= AI_STATUS_RUNNING;
346 if(bunnyhopdistance > cvar("bot_ai_bunnyhop_stopdistance"))
347 self.BUTTON_JUMP = TRUE;
351 self.aistatus |= AI_STATUS_RUNNING;
352 self.BUTTON_JUMP = TRUE;
358 self.bot_timelastseengoal = time;
363 self.bot_timelastseengoal = 0;
366 // Release jump button
367 if(self.flags & FL_ONGROUND == 0)
369 if(self.velocity_z < 0 || vlen(self.velocity)<maxspeed)
370 self.BUTTON_JUMP = FALSE;
373 if(self.aistatus & AI_STATUS_RUNNING)
374 if(vlen(self.velocity)>maxspeed)
376 deviation = vectoangles(dir) - vectoangles(self.velocity);
377 while (deviation_y < -180) deviation_y = deviation_y + 360;
378 while (deviation_y > 180) deviation_y = deviation_y - 360;
380 if(fabs(deviation_y)>10)
384 self.movement_y = maxspeed * -1;
385 else if(deviation_y<10)
386 self.movement_y = maxspeed;
392 void havocbot_movetogoal()
394 local vector destorg;
397 local vector flatdir;
400 local vector evadeobstacle;
401 local vector evadelava;
403 local float maxspeed;
406 //if (self.goalentity)
407 // te_lightning2(self, self.origin, (self.goalentity.absmin + self.goalentity.absmax) * 0.5);
408 self.movement = '0 0 0';
409 maxspeed = cvar("sv_maxspeed");
411 // Jetpack navigation
413 if(self.navigation_jetpack_goal)
414 if(self.goalcurrent==self.navigation_jetpack_goal)
417 #ifdef DEBUG_BOT_GOALSTACK
419 te_wizspike(self.navigation_jetpack_point);
423 if not(self.aistatus & AI_STATUS_JETPACK_FLYING)
425 // Brake almost completely so it can get a good direction
426 if(vlen(self.velocity)>10)
428 self.aistatus |= AI_STATUS_JETPACK_FLYING;
431 makevectors(self.v_angle_y * '0 1 0');
432 dir = normalize(self.navigation_jetpack_point - self.origin);
435 if(self.aistatus & AI_STATUS_JETPACK_LANDING)
437 // Calculate brake distance in xy
441 dxy = self.origin - self.goalcurrent.origin; dxy_z = 0;
443 v = vlen(self.velocity - self.velocity_z * '0 0 1');
444 db = (pow(v,2) / (cvar("g_jetpack_acceleration_side") * 2)) + 100;
445 // dprint("distance ", ftos(ceil(d)), " velocity ", ftos(ceil(v)), " brake at ", ftos(ceil(db)), "\n");
446 if(d < db || d < 500)
449 if(fabs(self.velocity_x)>maxspeed*0.3)
451 self.movement_x = dir * v_forward * -maxspeed;
454 // Switch to normal mode
455 self.navigation_jetpack_goal = world;
456 self.aistatus &~= AI_STATUS_JETPACK_LANDING;
457 self.aistatus &~= AI_STATUS_JETPACK_FLYING;
461 else if(checkpvs(self.origin,self.goalcurrent))
463 // If I can see the goal switch to landing code
464 self.aistatus &~= AI_STATUS_JETPACK_FLYING;
465 self.aistatus |= AI_STATUS_JETPACK_LANDING;
470 self.BUTTON_JETPACK = TRUE;
471 if(self.navigation_jetpack_point_z - PL_MAX_z + PL_MIN_z < self.origin_z)
473 self.movement_x = dir * v_forward * maxspeed;
474 self.movement_y = dir * v_right * maxspeed;
479 // Handling of jump pads
480 if(self.jumppadcount)
482 if(self.flags & FL_ONGROUND)
484 self.jumppadcount = FALSE;
485 if(self.aistatus & AI_STATUS_OUT_JUMPPAD)
486 self.aistatus &~= AI_STATUS_OUT_JUMPPAD;
489 // If got stuck on the jump pad try to reach the farther visible item
490 if(self.aistatus & AI_STATUS_OUT_JUMPPAD)
492 if(fabs(self.velocity_z)<50)
494 local entity head, newgoal;
495 local float distance, bestdistance;
497 for (head = findchainfloat(bot_pickup, TRUE); head; head = head.chain)
499 if(head.classname=="worldspawn")
502 distance = vlen(head.origin - self.origin);
506 traceline(self.origin + self.view_ofs , head.origin, TRUE, world);
511 if(distance>bestdistance)
514 bestdistance = distance;
520 self.ignoregoal = self.goalcurrent;
521 self.ignoregoaltime = time + cvar("bot_ai_ignoregoal_timeout");
522 navigation_clearroute();
523 navigation_routetogoal(newgoal, self.origin);
524 self.aistatus &~= AI_STATUS_OUT_JUMPPAD;
532 if(self.velocity_z>0)
534 local float threshold;
535 threshold = maxspeed * 0.2;
536 if(fabs(self.velocity_x) < threshold && fabs(self.velocity_y) < threshold)
537 self.aistatus |= AI_STATUS_OUT_JUMPPAD;
543 // If there is a trigger_hurt right below try to use the jetpack or make a rocketjump
545 if not(self.flags & FL_ONGROUND)
547 tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 -65536', MOVE_NOMONSTERS, self);
548 if(tracebox_hits_trigger_hurt(self.origin, self.mins, self.maxs, trace_endpos ))
549 if(self.items & IT_JETPACK)
551 tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 65536', MOVE_NOMONSTERS, self);
552 if(tracebox_hits_trigger_hurt(self.origin, self.mins, self.maxs, trace_endpos + '0 0 1' ))
554 if(self.velocity_z<0)
556 self.BUTTON_JETPACK = TRUE;
560 self.BUTTON_JETPACK = TRUE;
562 // If there is no goal try to move forward
564 if(self.goalcurrent==world)
567 dir = normalize(self.goalcurrent.origin - self.origin);
569 local vector xyvelocity = self.velocity; xyvelocity_z = 0;
570 local float xyspeed = xyvelocity * dir;
572 if(xyspeed < (maxspeed / 2))
574 makevectors(self.v_angle_y * '0 1 0');
575 tracebox(self.origin, self.mins, self.maxs, self.origin + (dir * maxspeed * 3), MOVE_NOMONSTERS, self);
576 if(trace_fraction==1)
578 self.movement_x = dir * v_forward * maxspeed;
579 self.movement_y = dir * v_right * maxspeed;
581 havocbot_keyboard_movement(self.origin + dir * 100);
585 self.havocbot_blockhead = TRUE;
591 // If there is no goal try to move forward
592 if(self.goalcurrent==world)
593 self.movement_x = maxspeed;
597 // If we are under water with no goals, swim up
599 if(self.goalcurrent==world)
602 if(self.waterlevel>WATERLEVEL_SWIMMING)
604 else if(self.velocity_z >= 0 && !(self.waterlevel == WATERLEVEL_WETFEET && self.watertype == CONTENT_WATER))
605 self.BUTTON_JUMP = TRUE;
607 self.BUTTON_JUMP = FALSE;
608 makevectors(self.v_angle_y * '0 1 0');
609 self.movement_x = dir * v_forward * maxspeed;
610 self.movement_y = dir * v_right * maxspeed;
611 self.movement_z = dir * v_up * maxspeed;
614 // if there is nowhere to go, exit
615 if (self.goalcurrent == world)
618 if (self.goalcurrent)
619 navigation_poptouchedgoals();
621 // if ran out of goals try to use an alternative goal or get a new strategy asap
622 if(self.goalcurrent == world)
624 self.bot_strategytime = 0;
628 #ifdef DEBUG_BOT_GOALSTACK
632 m1 = self.goalcurrent.origin + self.goalcurrent.mins;
633 m2 = self.goalcurrent.origin + self.goalcurrent.maxs;
634 destorg = self.origin;
635 destorg_x = bound(m1_x, destorg_x, m2_x);
636 destorg_y = bound(m1_y, destorg_y, m2_y);
637 destorg_z = bound(m1_z, destorg_z, m2_z);
638 diff = destorg - self.origin;
640 dir = normalize(diff);
641 flatdir = diff;flatdir_z = 0;
642 flatdir = normalize(flatdir);
644 //if (self.bot_dodgevector_time < time)
646 // self.bot_dodgevector_time = time + cvar("bot_ai_dodgeupdateinterval");
647 // self.bot_dodgevector_jumpbutton = 1;
648 evadeobstacle = '0 0 0';
653 if(self.waterlevel>WATERLEVEL_SWIMMING)
656 self.aistatus |= AI_STATUS_OUT_WATER;
660 if(self.velocity_z >= 0 && !(self.watertype == CONTENT_WATER && self.goalcurrent.origin_z < self.origin_z) &&
661 ( !(self.waterlevel == WATERLEVEL_WETFEET && self.watertype == CONTENT_WATER) || self.aistatus & AI_STATUS_OUT_WATER))
662 self.BUTTON_JUMP = TRUE;
664 self.BUTTON_JUMP = FALSE;
666 dir = normalize(flatdir);
667 makevectors(self.v_angle_y * '0 1 0');
671 if(self.aistatus & AI_STATUS_OUT_WATER)
672 self.aistatus &~= AI_STATUS_OUT_WATER;
674 // jump if going toward an obstacle that doesn't look like stairs we
675 // can walk up directly
676 tracebox(self.origin, self.mins, self.maxs, self.origin + self.velocity * 0.2, FALSE, self);
677 if (trace_fraction < 1)
678 if (trace_plane_normal_z < 0.7)
681 tracebox(self.origin + '0 0 16', self.mins, self.maxs, self.origin + self.velocity * 0.2 + '0 0 16', FALSE, self);
682 if (trace_fraction < s + 0.01)
683 if (trace_plane_normal_z < 0.7)
686 tracebox(self.origin + '0 0 48', self.mins, self.maxs, self.origin + self.velocity * 0.2 + '0 0 48', FALSE, self);
687 if (trace_fraction > s)
688 self.BUTTON_JUMP = 1;
692 // avoiding dangers and obstacles
693 local vector dst_ahead, dst_down;
694 makevectors(self.v_angle_y * '0 1 0');
695 dst_ahead = self.origin + self.view_ofs + (self.velocity * 0.4) + (v_forward * 32 * 3);
696 dst_down = dst_ahead + '0 0 -1500';
699 traceline(self.origin + self.view_ofs , dst_ahead, TRUE, world);
701 // Check head-banging against walls
702 if(vlen(self.origin + self.view_ofs - trace_endpos) < 25 && !(self.aistatus & AI_STATUS_OUT_WATER))
704 self.BUTTON_JUMP = TRUE;
705 if(self.facingwalltime && time > self.facingwalltime)
707 self.ignoregoal = self.goalcurrent;
708 self.ignoregoaltime = time + cvar("bot_ai_ignoregoal_timeout");
709 self.bot_strategytime = 0;
714 self.facingwalltime = time + 0.05;
719 self.facingwalltime = 0;
721 if(self.ignoregoal != world && time > self.ignoregoaltime)
723 self.ignoregoal = world;
724 self.ignoregoaltime = 0;
728 // Check for water/slime/lava and dangerous edges
729 // (only when the bot is on the ground or jumping intentionally)
730 self.aistatus &~= AI_STATUS_DANGER_AHEAD;
732 if(trace_fraction == 1)
733 if(self.flags & FL_ONGROUND || self.aistatus & AI_STATUS_RUNNING || self.BUTTON_JUMP == TRUE)
736 traceline(dst_ahead , dst_down, TRUE, world);
737 // te_lightning2(world, self.origin, dst_ahead); // Draw "ahead" look
738 // te_lightning2(world, dst_ahead, dst_down); // Draw "downwards" look
739 if(trace_endpos_z < self.origin_z + self.mins_z)
741 s = pointcontents(trace_endpos + '0 0 1');
742 if (s != CONTENT_SOLID)
743 if (s == CONTENT_LAVA || s == CONTENT_SLIME)
744 evadelava = normalize(self.velocity) * -1;
745 else if (s == CONTENT_SKY)
746 evadeobstacle = normalize(self.velocity) * -1;
747 else if (!boxesoverlap(dst_ahead - self.view_ofs + self.mins, dst_ahead - self.view_ofs + self.maxs,
748 self.goalcurrent.absmin, self.goalcurrent.absmax))
750 // if ain't a safe goal with "holes" (like the jumpad on soylent)
751 // and there is a trigger_hurt below
752 if(tracebox_hits_trigger_hurt(dst_ahead, self.mins, self.maxs, trace_endpos))
754 // Remove dangerous dynamic goals from stack
755 if (self.goalcurrent.classname == "player" || self.goalcurrent.classname == "droppedweapon")
756 navigation_poproute();
759 evadeobstacle = normalize(self.velocity) * -1;
768 makevectors(self.v_angle_y * '0 1 0');
770 if(evadeobstacle!='0 0 0'||evadelava!='0 0 0')
771 self.aistatus |= AI_STATUS_DANGER_AHEAD;
774 dodge = havocbot_dodge();
775 dodge = dodge * bound(0,0.5+(skill+self.bot_dodgeskill)*0.1,1);
776 evadelava = evadelava * bound(1,3-(skill+self.bot_dodgeskill),3); //Noobs fear lava a lot and take more distance from it
777 traceline(self.origin, self.enemy.origin, TRUE, world);
778 if(trace_ent.classname == "player")
779 dir = dir * bound(0,(skill+self.bot_dodgeskill)/7,1);
781 dir = normalize(dir + dodge + evadeobstacle + evadelava);
782 // self.bot_dodgevector = dir;
783 // self.bot_dodgevector_jumpbutton = self.BUTTON_JUMP;
786 if(time < self.ladder_time)
788 if(self.goalcurrent.origin_z + self.goalcurrent.mins_z > self.origin_z + self.mins_z)
790 if(self.origin_z + self.mins_z < self.ladder_entity.origin_z + self.ladder_entity.maxs_z)
795 if(self.origin_z + self.mins_z > self.ladder_entity.origin_z + self.ladder_entity.mins_z)
800 //dir = self.bot_dodgevector;
801 //if (self.bot_dodgevector_jumpbutton)
802 // self.BUTTON_JUMP = 1;
803 self.movement_x = dir * v_forward * maxspeed;
804 self.movement_y = dir * v_right * maxspeed;
805 self.movement_z = dir * v_up * maxspeed;
807 // Emulate keyboard interface
809 havocbot_keyboard_movement(destorg);
812 // if(self.aistatus & AI_STATUS_ROAMING)
814 if(skill+self.bot_moveskill >= cvar("bot_ai_bunnyhop_skilloffset"))
815 havocbot_bunnyhop(dir);
817 if ((dir * v_up) >= cvar("sv_jumpvelocity")*0.5 && (self.flags & FL_ONGROUND)) self.BUTTON_JUMP=1;
818 if (((dodge * v_up) > 0) && random()*frametime >= 0.2*bound(0,(10-skill-self.bot_dodgeskill)*0.1,1)) self.BUTTON_JUMP=TRUE;
819 if (((dodge * v_up) < 0) && random()*frametime >= 0.5*bound(0,(10-skill-self.bot_dodgeskill)*0.1,1)) self.havocbot_ducktime=time+0.3/bound(0.1,skill+self.bot_dodgeskill,10);
822 void havocbot_chooseenemy()
824 local entity head, best, head2;
825 local float rating, bestrating, i, f;
827 if (cvar("bot_nofire") || IS_INDEPENDENT_PLAYER(self))
834 if (!bot_shouldattack(self.enemy))
836 // enemy died or something, find a new target
838 self.havocbot_chooseenemy_finished = time;
840 else if (self.havocbot_stickenemy)
842 // tracking last chosen enemy
843 // if enemy is visible
844 // and not really really far away
845 // and we're not severely injured
846 // then keep tracking for a half second into the future
847 traceline(self.origin+self.view_ofs, self.enemy.origin+self.enemy.view_ofs*0.5,FALSE,world);
848 if (trace_ent == self.enemy || trace_fraction == 1)
849 if (vlen(self.enemy.origin - self.origin) < 1000)
850 if (self.health > 30)
852 // remain tracking him for a shot while (case he went after a small corner or pilar
853 self.havocbot_chooseenemy_finished = time + cvar("bot_ai_enemydetectioninterval");
856 // enemy isn't visible, or is far away, or we're injured severely
857 // so stop preferring this enemy
858 // (it will still take a half second until a new one is chosen)
859 self.havocbot_stickenemy = 0;
862 if (time < self.havocbot_chooseenemy_finished)
864 self.havocbot_chooseenemy_finished = time + cvar("bot_ai_enemydetectioninterval");
865 eye = self.origin + self.view_ofs;
867 bestrating = 100000000;
868 head = head2 = findchainfloat(bot_attack, TRUE);
870 // Search for enemies, if no enemy can be seen directly try to look through transparent objects
875 v = (head.absmin + head.absmax) * 0.5;
876 rating = vlen(v - eye);
877 if (rating<cvar("bot_ai_enemydetectionradius"))
878 if (bestrating > rating)
879 if (bot_shouldattack(head))
881 traceline(eye, v, TRUE, self);
882 if (trace_ent == head || trace_fraction >= 1)
891 // I want to do a second scan if no enemy was found or I don't have weapons
892 // TODO: Perform the scan when using the rifle (requires changes on the rifle code)
893 if(best || self.weapons)
898 // Set flags to see through transparent objects
899 f = self.dphitcontentsmask;
900 self.dphitcontentsmask = DPCONTENTS_OPAQUE;
906 // Restore hit flags if needed
908 self.dphitcontentsmask = f;
911 self.havocbot_stickenemy = TRUE;
914 float havocbot_chooseweapon_checkreload(float new_weapon)
916 // bots under this skill cannot find unloaded weapons to reload idly when not in combat,
917 // so skip this for them, or they'll never get to reload their weapons at all.
918 // this also allows bots under this skill to be more stupid, and reload more often during combat :)
922 // if this weapon is scheduled for reloading, don't switch to it during combat
923 if (self.weapon_load[new_weapon] < 0)
925 local float i, other_weapon_available;
926 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
928 // if we are out of ammo for all other weapons, it's an emergency to switch to anything else
929 if (weapon_action(i, WR_CHECKAMMO1) + weapon_action(i, WR_CHECKAMMO2))
930 other_weapon_available = TRUE;
932 if(other_weapon_available)
939 void havocbot_chooseweapon()
945 // TODO: clean this up by moving it to weapon code
946 if(self.enemy==world)
948 // If no weapon was chosen get the first available weapon
950 for(i = WEP_FIRST; i <= WEP_COUNT ; ++i)
952 if(client_hasweapon(self, i, TRUE, FALSE))
954 self.switchweapon = i;
961 // Do not change weapon during the next second after a combo
962 i = time - self.lastcombotime;
967 local float grabbergun ; grabbergun =-1000;
968 local float bestscore; bestscore = 0;
969 local float bestweapon; bestweapon=self.switchweapon;
970 local float distance; distance=bound(10,vlen(self.origin-self.enemy.origin)-200,10000);
971 local float maxdelaytime=0.5;
972 local float spreadpenalty=10;
974 // Should it do a weapon combo?
975 local float af, ct, combo_time, combo;
977 af = ATTACK_FINISHED(self);
978 ct = cvar("bot_ai_weapon_combo_threshold");
980 // Bots with no skill will be 4 times more slower than "godlike" bots when doing weapon combos
981 // Ideally this 4 should be calculated as longest_weapon_refire / bot_ai_weapon_combo_threshold
982 combo_time = time + ct + (ct * ((-0.3*(skill+self.bot_weaponskill))+3));
986 if(cvar("bot_ai_weapon_combo"))
987 if(self.weapon == self.lastfiredweapon)
991 self.lastcombotime = time;
994 distance *= pow(2, self.bot_rangepreference);
996 // Custom weapon list based on distance to the enemy
997 if(bot_custom_weapon){
999 // Choose weapons for far distance
1000 if ( distance > bot_distance_far ) {
1001 for(i=0; i < WEP_COUNT && bot_weapons_far[i] != -1 ; ++i){
1002 w = bot_weapons_far[i];
1003 if ( client_hasweapon(self, w, TRUE, FALSE) ){
1004 if ( self.weapon == w && combo || havocbot_chooseweapon_checkreload(w))
1006 self.switchweapon = w;
1012 // Choose weapons for mid distance
1013 if ( distance > bot_distance_close) {
1014 for(i=0; i < WEP_COUNT && bot_weapons_mid[i] != -1 ; ++i){
1015 w = bot_weapons_mid[i];
1016 if ( client_hasweapon(self, w, TRUE, FALSE) ){
1017 if ( self.weapon == w && combo || havocbot_chooseweapon_checkreload(w))
1019 self.switchweapon = w;
1025 // Choose weapons for close distance
1026 for(i=0; i < WEP_COUNT && bot_weapons_close[i] != -1 ; ++i){
1027 w = bot_weapons_close[i];
1028 if ( client_hasweapon(self, w, TRUE, FALSE) ){
1029 if ( self.weapon == w && combo || havocbot_chooseweapon_checkreload(w))
1031 self.switchweapon = w;
1038 // TODO: This disabled code is not working well and got replaced by custom weapon priorities.
1039 // However, this logic should be refactored and moved to weapons code so each new weapon can be
1040 // evaluated dynamically by bots without updating the "ai" or config files. --mand1nga
1041 float s, distancefromfloor, currentscore;
1045 // (Damage/Sec * Weapon spefic change to get that damage)
1046 // *(Time to get to target * weapon specfic hitchange bonus) / (in a time of maxdelaytime)
1047 // *(Spread change of hit) // if it applies
1048 // *(Penality for target beeing in air)
1051 traceline(self.enemy.origin,self.enemy.origin-'0 0 1000',TRUE,world);
1052 distancefromfloor = self.enemy.origin_z - trace_endpos_z;
1054 if (client_hasweapon(self, WEP_GRABBER, TRUE, FALSE) )
1055 grabbergun = (cvar("g_balance_grabber_primary_animtime")/cvar("g_balance_grabber_primary_refire")*1.0);
1057 dprint("Floor distance: ",ftos(distancefromfloor),"\n");
1058 dprint("Grabber: " , ftos(grabbergun ), "\n");
1061 w = WEP_GRABBER ;s = grabbergun;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
1063 // switch if the best weapon would provide a significant damage increase
1064 if (bestscore > currentscore*1.5){
1065 self.switchweapon = bestweapon;
1072 local vector selfvel, enemyvel;
1073 // if(self.flags & FL_INWATER)
1075 if (time < self.nextaim)
1077 self.nextaim = time + 0.1;
1078 selfvel = self.velocity;
1079 if (!self.waterlevel)
1083 enemyvel = self.enemy.velocity;
1084 if (!self.enemy.waterlevel)
1086 lag_additem(time + self.ping, 0, 0, self.enemy, self.origin, selfvel, self.enemy.origin, enemyvel);
1089 lag_additem(time + self.ping, 0, 0, world, self.origin, selfvel, self.goalcurrent.origin, '0 0 0');
1092 float havocbot_moveto_refresh_route()
1094 // Refresh path to goal if necessary
1096 wp = self.havocbot_personal_waypoint;
1097 navigation_goalrating_start();
1098 navigation_routerating(wp, 10000, 10000);
1099 navigation_goalrating_end();
1100 return self.navigation_hasgoals;
1103 float havocbot_moveto(vector pos)
1107 if(self.aistatus & AI_STATUS_WAYPOINT_PERSONAL_GOING)
1109 // Step 4: Move to waypoint
1110 if(self.havocbot_personal_waypoint==world)
1112 dprint("Error: ", self.netname, " trying to walk to a non existent personal waypoint\n");
1113 self.aistatus &~= AI_STATUS_WAYPOINT_PERSONAL_GOING;
1114 return CMD_STATUS_ERROR;
1117 if (!bot_strategytoken_taken)
1118 if(self.havocbot_personal_waypoint_searchtime<time)
1120 bot_strategytoken_taken = TRUE;
1121 if(havocbot_moveto_refresh_route())
1123 dprint(self.netname, " walking to its personal waypoint (after ", ftos(self.havocbot_personal_waypoint_failcounter), " failed attempts)\n");
1124 self.havocbot_personal_waypoint_searchtime = time + 10;
1125 self.havocbot_personal_waypoint_failcounter = 0;
1129 self.havocbot_personal_waypoint_failcounter += 1;
1130 self.havocbot_personal_waypoint_searchtime = time + 2;
1131 if(self.havocbot_personal_waypoint_failcounter >= 30)
1133 dprint("Warning: can't walk to the personal waypoint located at ", vtos(self.havocbot_personal_waypoint.origin),"\n");
1134 self.aistatus &~= AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1135 remove(self.havocbot_personal_waypoint);
1136 return CMD_STATUS_ERROR;
1139 dprint(self.netname, " can't walk to its personal waypoint (after ", ftos(self.havocbot_personal_waypoint_failcounter), " failed attempts), trying later\n");
1143 #ifdef DEBUG_BOT_GOALSTACK
1148 local vector dir = self.goalcurrent.origin - (self.origin + self.view_ofs);
1150 bot_aimdir(dir, -1);
1153 havocbot_movetogoal();
1155 if(self.aistatus & AI_STATUS_WAYPOINT_PERSONAL_REACHED)
1157 // Step 5: Waypoint reached
1158 dprint(self.netname, "'s personal waypoint reached\n");
1159 remove(self.havocbot_personal_waypoint);
1160 self.aistatus &~= AI_STATUS_WAYPOINT_PERSONAL_REACHED;
1161 return CMD_STATUS_FINISHED;
1164 return CMD_STATUS_EXECUTING;
1167 // Step 2: Linking waypoint
1168 if(self.aistatus & AI_STATUS_WAYPOINT_PERSONAL_LINKING)
1170 // Wait until it is linked
1171 if(!self.havocbot_personal_waypoint.wplinked)
1173 dprint(self.netname, " waiting for personal waypoint to be linked\n");
1174 return CMD_STATUS_EXECUTING;
1177 self.havocbot_personal_waypoint_searchtime = time; // so we set the route next frame
1178 self.aistatus &~= AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1179 self.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_GOING;
1181 // Step 3: Route to waypoint
1182 dprint(self.netname, " walking to its personal waypoint\n");
1184 return CMD_STATUS_EXECUTING;
1187 // Step 1: Spawning waypoint
1188 wp = waypoint_spawnpersonal(pos);
1191 dprint("Error: Can't spawn personal waypoint at ",vtos(pos),"\n");
1192 return CMD_STATUS_ERROR;
1195 self.havocbot_personal_waypoint = wp;
1196 self.havocbot_personal_waypoint_failcounter = 0;
1197 self.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1199 // if pos is inside a teleport, then let's mark it as teleport waypoint
1201 for(head = world; (head = find(head, classname, "trigger_teleport")); )
1203 if(WarpZoneLib_BoxTouchesBrush(pos, pos, head, world))
1205 wp.wpflags |= WAYPOINTFLAG_TELEPORT;
1206 self.lastteleporttime = 0;
1211 if(wp.wpflags & WAYPOINTFLAG_TELEPORT)
1212 print("routing to a teleporter\n");
1214 print("routing to a non-teleporter\n");
1217 return CMD_STATUS_EXECUTING;
1220 float havocbot_resetgoal()
1222 navigation_clearroute();
1223 return CMD_STATUS_FINISHED;
1226 void havocbot_setupbot()
1228 self.bot_ai = havocbot_ai;
1229 self.cmd_moveto = havocbot_moveto;
1230 self.cmd_resetgoal = havocbot_resetgoal;
1232 havocbot_chooserole();
1235 vector havocbot_dodge()
1237 // LordHavoc: disabled because this is too expensive
1241 local vector dodge, v, n;
1242 local float danger, bestdanger, vl, d;
1245 // check for dangerous objects near bot or approaching bot
1246 head = findchainfloat(bot_dodge, TRUE);
1249 if (head.owner != self)
1251 vl = vlen(head.velocity);
1252 if (vl > sv_maxspeed * 0.3)
1254 n = normalize(head.velocity);
1255 v = self.origin - head.origin;
1257 if (d > (0 - head.bot_dodgerating))
1258 if (d < (vl * 0.2 + head.bot_dodgerating))
1260 // calculate direction and distance from the flight path, by removing the forward axis
1261 v = v - (n * (v * n));
1262 danger = head.bot_dodgerating - vlen(v);
1263 if (bestdanger < danger)
1265 bestdanger = danger;
1266 // dodge to the side of the object
1267 dodge = normalize(v);
1273 danger = head.bot_dodgerating - vlen(head.origin - self.origin);
1274 if (bestdanger < danger)
1276 bestdanger = danger;
1277 dodge = normalize(self.origin - head.origin);