3 #include <common/constants.qh>
4 #include <common/mapinfo.qh>
5 #include <common/net_linked.qh>
6 #include <common/physics/player.qh>
7 #include <common/stats.qh>
8 #include <common/teams.qh>
9 #include <common/util.qh>
10 #include <common/weapons/_all.qh>
11 #include <lib/csqcmodel/sv_model.qh>
12 #include <lib/warpzone/common.qh>
13 #include <lib/warpzone/util_server.qh>
14 #include <server/antilag.qh>
15 #include <server/bot/default/aim.qh>
16 #include <server/bot/default/cvars.qh>
17 #include <server/bot/default/havocbot/havocbot.qh>
18 #include <server/bot/default/havocbot/scripting.qh>
19 #include <server/bot/default/navigation.qh>
20 #include <server/bot/default/scripting.qh>
21 #include <server/bot/default/waypoints.qh>
22 #include <server/campaign.qh>
23 #include <server/client.qh>
24 #include <server/damage.qh>
25 #include <server/items/items.qh>
26 #include <server/mutators/_mod.qh>
27 #include <server/race.qh>
28 #include <server/scores_rules.qh>
29 #include <server/teamplay.qh>
30 #include <server/weapons/accuracy.qh>
31 #include <server/weapons/selection.qh>
32 #include <server/world.qh>
34 STATIC_INIT(bot) { bot_calculate_stepheightvec(); }
36 // TODO: remove this function! its only purpose is to update these fields since bot_setnameandstuff is called before ClientState
37 void bot_setclientfields(entity this)
39 CS_CVAR(this).cvar_cl_accuracy_data_share = 1; // share the bots weapon accuracy data with the world
40 CS_CVAR(this).cvar_cl_accuracy_data_receive = 0; // don't receive any weapon accuracy data
45 entity bot = spawnclient();
49 currentbots = currentbots + 1;
50 bot_setnameandstuff(bot);
52 bot_setclientfields(bot);
53 PutClientInServer(bot);
58 void bot_think(entity this)
60 if (this.bot_nextthink > time)
63 this.flags &= ~FL_GODMODE;
65 this.flags |= FL_GODMODE;
67 this.bot_nextthink = max(time, this.bot_nextthink) + max(0.01, autocvar_bot_ai_thinkinterval * min(14 / (skill + this.bot_aiskill + 14), 1));
69 if (!IS_PLAYER(this) || (autocvar_g_campaign && !campaign_bots_may_start))
73 .entity weaponentity = weaponentities[0];
74 if(this.(weaponentity).m_weapon == WEP_Null)
75 W_NextWeapon(this, 0, weaponentity);
77 CS(this).movement = '0 0 0';
78 this.bot_nextthink = time + 0.5;
84 this.v_angle = this.angles;
86 this.fixangle = false;
91 this.dmg_inflictor = NULL;
93 // calculate an aiming latency based on the skill setting
94 // (simulated network latency + naturally delayed reflexes)
95 //this.ping = 0.7 - bound(0, 0.05 * skill, 0.5); // moved the reflexes to bot_aimdir (under the name 'think')
96 // minimum ping 20+10 random
97 CS(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
98 // skill 10 = ping 0.2 (adrenaline)
99 // skill 0 = ping 0.7 (slightly drunk)
102 PHYS_INPUT_BUTTON_ATCK(this) = false;
103 // keep jump button pressed for a short while, useful with ramp jumps
104 PHYS_INPUT_BUTTON_JUMP(this) = (!IS_DEAD(this) && time < this.bot_jump_time + 0.2);
105 PHYS_INPUT_BUTTON_ATCK2(this) = false;
106 PHYS_INPUT_BUTTON_ZOOM(this) = false;
107 PHYS_INPUT_BUTTON_CROUCH(this) = false;
108 PHYS_INPUT_BUTTON_HOOK(this) = false;
109 PHYS_INPUT_BUTTON_INFO(this) = false;
110 PHYS_INPUT_BUTTON_DRAG(this) = false;
111 PHYS_INPUT_BUTTON_CHAT(this) = false;
112 PHYS_INPUT_BUTTON_USE(this) = false;
114 if (time < game_starttime)
116 .entity weaponentity = weaponentities[0];
117 if(this.(weaponentity).m_weapon == WEP_Null)
118 W_NextWeapon(this, 0, weaponentity);
119 // block the bot during the countdown to game start
120 CS(this).movement = '0 0 0';
121 this.bot_nextthink = game_starttime;
125 // if dead, just wait until we can respawn
126 if (IS_DEAD(this) || IS_OBSERVER(this))
128 if (bot_waypoint_queue_owner == this)
129 bot_waypoint_queue_owner = NULL;
131 CS(this).movement = '0 0 0';
132 if (IS_OBSERVER(this))
136 if (!navigation_goalrating_timeout(this))
137 navigation_goalrating_timeout_force(this);
138 // jump must not be pressed for at least one frame in order for
139 // PlayerThink to detect the key down event
140 if (this.deadflag == DEAD_DYING)
141 PHYS_INPUT_BUTTON_JUMP(this) = false;
142 else if (this.deadflag == DEAD_DEAD)
143 PHYS_INPUT_BUTTON_JUMP(this) = true; // press jump to respawn
146 else if(this.aistatus & AI_STATUS_STUCK)
147 navigation_unstuck(this);
149 // now call the current bot AI (havocbot for example)
153 void bot_setnameandstuff(entity this)
156 int file, tokens, prio;
158 file = fopen(autocvar_bot_config_file, FILE_READ);
162 LOG_INFOF("Error: Can not open the bot configuration file '%s'", autocvar_bot_config_file);
167 entity balance = TeamBalance_CheckAllowedTeams(NULL);
168 TeamBalance_GetTeamCounts(balance, NULL);
169 int smallest_team = -1;
170 int smallest_count = -1;
173 for (int i = 1; i <= AvailableTeams(); ++i)
175 // NOTE if (autocvar_g_campaign && autocvar_g_campaign_forceteam == i)
176 // TeamBalance_GetNumberOfPlayers(balance, i); returns the number of players + 1
177 // since it keeps a spot for the real player in the desired team
178 int count = TeamBalance_GetNumberOfPlayers(balance, i);
179 if (smallest_count < 0 || count < smallest_count)
182 smallest_count = count;
186 TeamBalance_Destroy(balance);
187 RandomSelection_Init();
188 while((readfile = fgets(file)))
190 if(substring(readfile, 0, 2) == "//")
192 if(substring(readfile, 0, 1) == "#")
194 // NOTE if the line is empty tokenizebyseparator(readfile, "\t")
195 // will create 1 empty token because there's no separator (bug?)
198 tokens = tokenizebyseparator(readfile, "\t");
203 bool conflict = false;
204 FOREACH_CLIENT(IS_BOT_CLIENT(it), {
205 if (s == it.cleanname)
213 if (teamplay && !(autocvar_bot_vs_human && AvailableTeams() == 2))
215 int forced_team = stof(argv(5));
216 if (!Team_IsValidIndex(forced_team))
218 if (!forced_team || forced_team == smallest_team)
221 RandomSelection_AddString(readfile, 1, prio);
223 readfile = RandomSelection_chosen_string;
227 string bot_name, bot_model, bot_skin, bot_shirt, bot_pants;
229 tokens = tokenizebyseparator(readfile, "\t");
230 if(argv(0) != "") bot_name = argv(0);
231 else bot_name = "Bot";
233 if(argv(1) != "") bot_model = argv(1);
236 if(argv(2) != "") bot_skin = argv(2);
239 if(argv(3) != "" && stof(argv(3)) >= 0) bot_shirt = argv(3);
240 else bot_shirt = ftos(floor(random() * 15));
242 if(argv(4) != "" && stof(argv(4)) >= 0) bot_pants = argv(4);
243 else bot_pants = ftos(floor(random() * 15));
245 if (teamplay && !(autocvar_bot_vs_human && AvailableTeams() == 2))
247 this.bot_forced_team = stof(argv(5));
248 if (!Team_IsValidIndex(this.bot_forced_team))
249 this.bot_forced_team = 0;
252 this.bot_forced_team = 0;
256 #define READSKILL(f, w, r) MACRO_BEGIN \
257 if(argv(prio) != "") \
258 this.f = stof(argv(prio)) * w; \
260 this.f = (!autocvar_g_campaign) * (2 * random() - 1) * r * w; \
263 //print(bot_name, ": ping=", argv(9), "\n");
265 READSKILL(havocbot_keyboardskill, 0.5, 0.5); // keyboard skill
266 READSKILL(bot_moveskill, 2, 0); // move skill
267 READSKILL(bot_dodgeskill, 2, 0); // dodge skill
269 READSKILL(bot_pingskill, 0.5, 0); // ping skill
271 READSKILL(bot_weaponskill, 2, 0); // weapon skill
272 READSKILL(bot_aggresskill, 1, 0); // aggre skill
273 READSKILL(bot_rangepreference, 1, 0); // read skill
275 READSKILL(bot_aimskill, 2, 0); // aim skill
276 READSKILL(bot_offsetskill, 2, 0.5); // offset skill
277 READSKILL(bot_mouseskill, 1, 0.5); // mouse skill
279 READSKILL(bot_thinkskill, 1, 0.5); // think skill
280 READSKILL(bot_aiskill, 2, 0); // "ai" skill
282 if (file >= 0 && argv(prio) != "")
283 LOG_INFOF("^1Warning^7: too many parameters for bot %s, please check format of %s", bot_name, autocvar_bot_config_file);
285 this.bot_config_loaded = true;
287 // this is really only a default, TeamBalance_JoinBestTeam is called later
288 setcolor(this, stof(bot_shirt) * 16 + stof(bot_pants));
289 this.bot_preferredcolors = this.clientcolors;
291 string prefix = (autocvar_g_campaign ? "" : autocvar_bot_prefix);
292 string suffix = (autocvar_g_campaign ? "" : autocvar_bot_suffix);
293 string name = (autocvar_bot_usemodelnames ? bot_model : bot_name);
297 name = ftos(etof(this));
298 this.netname = this.netname_freeme = strzone(strcat(prefix, name, suffix));
302 // number bots with identical names
304 FOREACH_CLIENT(IS_BOT_CLIENT(it), {
305 if(it.cleanname == name)
309 this.netname = this.netname_freeme = strzone(strcat(prefix, name, "(", ftos(j), ")", suffix));
311 this.netname = this.netname_freeme = strzone(strcat(prefix, name, suffix));
313 this.cleanname = strzone(name);
315 // pick the model and skin
316 if(substring(bot_model, -4, 1) != ".")
317 bot_model = strcat(bot_model, ".iqm");
318 this.playermodel = this.playermodel_freeme = strzone(strcat("models/player/", bot_model));
319 this.playerskin = this.playerskin_freeme = strzone(bot_skin);
322 void bot_custom_weapon_priority_setup()
324 static string bot_priority_far_prev;
325 static string bot_priority_mid_prev;
326 static string bot_priority_close_prev;
327 static string bot_priority_distances_prev;
330 bot_custom_weapon = false;
332 if( autocvar_bot_ai_custom_weapon_priority_far == "" ||
333 autocvar_bot_ai_custom_weapon_priority_mid == "" ||
334 autocvar_bot_ai_custom_weapon_priority_close == "" ||
335 autocvar_bot_ai_custom_weapon_priority_distances == ""
339 if (bot_priority_distances_prev != autocvar_bot_ai_custom_weapon_priority_distances)
341 strcpy(bot_priority_distances_prev, autocvar_bot_ai_custom_weapon_priority_distances);
342 tokens = tokenizebyseparator(autocvar_bot_ai_custom_weapon_priority_distances," ");
347 bot_distance_far = stof(argv(0));
348 bot_distance_close = stof(argv(1));
350 if(bot_distance_far < bot_distance_close){
351 bot_distance_far = stof(argv(1));
352 bot_distance_close = stof(argv(0));
358 #define PARSE_WEAPON_PRIORITIES(dist) MACRO_BEGIN \
359 if (bot_priority_##dist##_prev != autocvar_bot_ai_custom_weapon_priority_##dist) { \
360 strcpy(bot_priority_##dist##_prev, autocvar_bot_ai_custom_weapon_priority_##dist); \
361 tokens = tokenizebyseparator(W_NumberWeaponOrder(autocvar_bot_ai_custom_weapon_priority_##dist)," "); \
362 bot_weapons_##dist[0] = -1; \
364 for(i = 0; i < tokens && c < REGISTRY_COUNT(Weapons); ++i) { \
366 if (w >= WEP_FIRST && w <= WEP_LAST) { \
367 bot_weapons_##dist[c] = w; \
371 if (c < REGISTRY_COUNT(Weapons)) \
372 bot_weapons_##dist[c] = -1; \
376 PARSE_WEAPON_PRIORITIES(far);
377 PARSE_WEAPON_PRIORITIES(mid);
378 PARSE_WEAPON_PRIORITIES(close);
380 bot_custom_weapon = true;
385 bot_relinkplayerlist();
389 setcolor(e, e.bot_preferredcolors);
392 // if dynamic waypoints are ever implemented, save them here
395 void bot_relinkplayerlist()
401 entity prevbot = NULL;
406 if(IS_BOT_CLIENT(it))
408 if (!IS_OBSERVER(it) && !bot_ispaused(it))
411 prevbot.nextbot = it;
420 prevbot.nextbot = NULL;
421 bot_strategytoken = bot_list;
422 bot_strategytoken_taken = true;
425 void bot_clientdisconnect(entity this)
427 if (!IS_BOT_CLIENT(this))
429 bot_clearqueue(this);
430 strfree(this.cleanname);
431 strfree(this.netname_freeme);
432 strfree(this.playermodel_freeme);
433 strfree(this.playerskin_freeme);
434 if(this.bot_cmd_current)
435 delete(this.bot_cmd_current);
436 if(bot_waypoint_queue_owner == this)
437 bot_waypoint_queue_owner = NULL;
440 void bot_clientconnect(entity this)
442 if (!IS_BOT_CLIENT(this)) return;
443 this.bot_preferredcolors = this.clientcolors;
444 this.bot_nextthink = time - random();
445 this.lag_func = bot_lagfunc;
447 this.createdtime = this.bot_nextthink;
449 if(!this.bot_config_loaded) // This is needed so team overrider doesn't break between matches
451 bot_setnameandstuff(this);
452 bot_setclientfields(this);
455 havocbot_setupbot(this);
458 void bot_removefromlargestteam()
460 entity balance = TeamBalance_CheckAllowedTeams(NULL);
461 TeamBalance_GetTeamCounts(balance, NULL);
468 FOREACH_CLIENT(it.isbot,
475 besttime = it.createdtime;
480 if (Team_IsValidTeam(it.team))
482 thiscount = TeamBalance_GetNumberOfPlayers(balance,
483 Team_TeamToIndex(it.team));
486 if(thiscount > bestcount)
488 bestcount = thiscount;
489 besttime = it.createdtime;
492 else if(thiscount == bestcount && besttime < it.createdtime)
494 besttime = it.createdtime;
498 TeamBalance_Destroy(balance);
500 return; // no bots to remove
501 currentbots = currentbots - 1;
505 void bot_removenewest()
509 bot_removefromlargestteam();
517 FOREACH_CLIENT(it.isbot,
524 besttime = it.createdtime;
527 if(besttime < it.createdtime)
529 besttime = it.createdtime;
535 return; // no bots to remove
537 currentbots = currentbots - 1;
541 void autoskill(float factor)
545 FOREACH_CLIENT(IS_PLAYER(it), {
546 if(IS_REAL_CLIENT(it))
547 bestplayer = max(bestplayer, it.totalfrags - it.totalfrags_lastcheck);
549 bestbot = max(bestbot, it.totalfrags - it.totalfrags_lastcheck);
552 string msg = strcat("autoskill: best player got ", ftos(bestplayer), ", ""best bot got ", ftos(bestbot), "; ");
553 if(bestbot < 0 || bestplayer < 0)
555 msg = strcat(msg, "not doing anything");
556 // don't return, let it reset all counters below
558 else if(bestbot <= bestplayer * factor - 2)
560 if(autocvar_skill < 17)
562 msg = strcat(msg, "2 frags difference, increasing skill");
563 cvar_set("skill", ftos(autocvar_skill + 1));
564 bprint("^2BOT SKILL UP!^7 Now at level ", ftos(autocvar_skill), "\n");
567 else if(bestbot >= bestplayer * factor + 2)
569 if(autocvar_skill > 0)
571 msg = strcat(msg, "2 frags difference, decreasing skill");
572 cvar_set("skill", ftos(autocvar_skill - 1));
573 bprint("^1BOT SKILL DOWN!^7 Now at level ", ftos(autocvar_skill), "\n");
578 msg = strcat(msg, "not doing anything");
580 // don't reset counters, wait for them to accumulate
584 FOREACH_CLIENT(IS_PLAYER(it), { it.totalfrags_lastcheck = it.totalfrags; });
587 void bot_calculate_stepheightvec()
589 stepheightvec = autocvar_sv_stepheight * '0 0 1';
590 jumpheight_vec = (autocvar_sv_jumpvelocity ** 2) / (2 * autocvar_sv_gravity) * '0 0 1';
591 jumpstepheightvec = stepheightvec + jumpheight_vec * 0.85; // reduce it a bit to make the jumps easy
592 jumpheight_time = autocvar_sv_jumpvelocity / autocvar_sv_gravity;
595 bool bot_fixcount(bool multiple_per_frame)
597 int activerealplayers = 0;
599 if (MUTATOR_CALLHOOK(Bot_FixCount, activerealplayers, realplayers)) {
600 activerealplayers = M_ARGV(0, int);
601 realplayers = M_ARGV(1, int);
603 FOREACH_CLIENT(IS_REAL_CLIENT(it), {
611 // But don't remove bots immediately on level change, as the real players
612 // usually haven't rejoined yet
613 bots_would_leave = false;
614 if (teamplay && autocvar_bot_vs_human && AvailableTeams() == 2)
615 bots = min(ceil(fabs(autocvar_bot_vs_human) * activerealplayers), maxclients - realplayers);
616 else if ((realplayers || autocvar_bot_join_empty || (currentbots > 0 && time < 5)))
618 int minplayers = max(0, floor(autocvar_minplayers));
620 minplayers = max(0, floor(autocvar_minplayers_per_team) * AvailableTeams());
621 int minbots = max(0, floor(autocvar_bot_number));
623 // add bots to reach minplayers if needed
624 bots = max(minbots, minplayers - activerealplayers);
625 // cap bots to the max players allowed by the server
626 int player_limit = GetPlayerLimit();
628 bots = min(bots, max(player_limit - activerealplayers, 0));
629 bots = min(bots, maxclients - realplayers);
632 bots_would_leave = true;
636 // if there are no players, remove bots
640 // only add one bot per frame to avoid utter chaos
641 if(time > botframe_nextthink)
643 while (currentbots < bots)
645 if (bot_spawn() == NULL)
647 bprint("Can not add bot, server full.\n");
650 if (!multiple_per_frame)
655 while (currentbots > bots && bots >= 0)
662 void bot_serverframe()
664 if (intermission_running && currentbots > 0)
666 // after the end of the match all bots stay unless all human players disconnect
668 FOREACH_CLIENT(IS_REAL_CLIENT(it), { ++realplayers; });
671 FOREACH_CLIENT(IS_BOT_CLIENT(it), { dropclient(it); });
680 // Added 0.5 to avoid possible addition + immediate removal of bots that would make them appear as
681 // spectators in the scoreboard and never go away. This issue happens at time 2 if map is changed
682 // with the gotomap command, minplayers is > 1 and human clients join as players very soon
683 // either intentionally or automatically (sv_spectate 0)
684 // A working workaround for this bug was implemented in commit fbd145044, see entcs_attach
691 if (currentbots == -1)
693 // count bots already in the server from the previous match
695 FOREACH_CLIENT(IS_BOT_CLIENT(it), { ++currentbots; });
698 if(autocvar_skill != skill)
700 float wpcost_update = false;
701 if(skill >= autocvar_bot_ai_bunnyhop_skilloffset && autocvar_skill < autocvar_bot_ai_bunnyhop_skilloffset)
702 wpcost_update = true;
703 if(skill < autocvar_bot_ai_bunnyhop_skilloffset && autocvar_skill >= autocvar_bot_ai_bunnyhop_skilloffset)
704 wpcost_update = true;
706 skill = autocvar_skill;
708 waypoint_updatecost_foralllinks();
711 bot_calculate_stepheightvec();
712 bot_navigation_movemode = ((autocvar_bot_navigation_ignoreplayers) ? MOVE_NOMONSTERS : MOVE_NORMAL);
714 if(time > autoskill_nextthink)
717 a = autocvar_skill_auto;
720 autoskill_nextthink = time + 5;
723 if(time > botframe_nextthink)
725 if(!bot_fixcount(false))
726 botframe_nextthink = time + 10;
729 if(botframe_spawnedwaypoints)
731 if(autocvar_waypoint_benchmark)
735 if (currentbots > 0 || waypointeditor_enabled || autocvar_g_waypointeditor_auto)
736 if (botframe_spawnedwaypoints)
738 if(botframe_cachedwaypointlinks)
740 if(!botframe_loadedforcedlinks)
741 waypoint_load_hardwiredlinks();
745 // TODO: Make this check cleaner
746 IL_EACH(g_waypoints, time - it.nextthink > 10,
748 waypoint_save_links();
755 botframe_spawnedwaypoints = true;
757 waypoint_load_links();
762 // cycle the goal token from one bot to the next each frame
763 // (this prevents them from all doing spawnfunc_waypoint searches on the same
764 // frame, which causes choppy framerates)
765 if (bot_strategytoken_taken)
767 // give goal token to the first bot without goals; if all bots don't have
768 // any goal (or are dead/frozen) simply give it to the next one
769 bot_strategytoken_taken = false;
770 entity bot_strategytoken_save = bot_strategytoken;
773 if (bot_strategytoken)
774 bot_strategytoken = bot_strategytoken.nextbot;
775 if (!bot_strategytoken)
776 bot_strategytoken = bot_list;
778 if (!(IS_DEAD(bot_strategytoken) || STAT(FROZEN, bot_strategytoken))
779 && !bot_strategytoken.goalcurrent)
782 if (!bot_strategytoken_save) // break loop if all the bots are dead or frozen
784 if (bot_strategytoken == bot_strategytoken_save)
785 bot_strategytoken_save = NULL; // looped through all the bots
789 if (botframe_nextdangertime < time)
792 interval = autocvar_bot_ai_dangerdetectioninterval;
793 if (botframe_nextdangertime < time - interval * 1.5)
794 botframe_nextdangertime = time;
795 botframe_nextdangertime = botframe_nextdangertime + interval;
796 botframe_updatedangerousobjects(autocvar_bot_ai_dangerdetectionupdates);
800 if (waypointeditor_enabled)
801 botframe_showwaypointlinks();
803 if (autocvar_g_waypointeditor_auto)
804 botframe_autowaypoints();
807 bot_custom_weapon_priority_setup();