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>
33 #include <server/command/vote.qh>
35 STATIC_INIT(bot) { bot_calculate_stepheightvec(); }
37 // TODO: remove this function! its only purpose is to update these fields since bot_setnameandstuff is called before ClientState
38 void bot_setclientfields(entity this)
40 CS_CVAR(this).cvar_cl_accuracy_data_share = 1; // share the bots weapon accuracy data with the world
41 CS_CVAR(this).cvar_cl_accuracy_data_receive = 0; // don't receive any weapon accuracy data
46 entity bot = spawnclient();
50 currentbots = currentbots + 1;
51 bot_setnameandstuff(bot);
53 bot_setclientfields(bot);
54 PutClientInServer(bot);
59 void bot_think(entity this)
61 if (this.bot_nextthink > time)
64 this.flags &= ~FL_GODMODE;
66 this.flags |= FL_GODMODE;
68 // if bot skill is high enough don't limit their think frequency
70 this.bot_nextthink = max(time, this.bot_nextthink) + 0.005;
72 this.bot_nextthink = max(time, this.bot_nextthink) + max(0.01, autocvar_bot_ai_thinkinterval * min(14 / (skill + this.bot_aiskill + 14), 1));
74 if (!IS_PLAYER(this) || (autocvar_g_campaign && !campaign_bots_may_start))
78 .entity weaponentity = weaponentities[0];
79 if(this.(weaponentity).m_weapon == WEP_Null)
80 W_NextWeapon(this, 0, weaponentity);
82 CS(this).movement = '0 0 0';
83 this.bot_nextthink = time + 0.5;
89 this.v_angle = this.angles;
91 this.fixangle = false;
96 this.dmg_inflictor = NULL;
98 // if bot skill is high enough don't assign latency to them
103 // calculate an aiming latency based on the skill setting
104 // (simulated network latency + naturally delayed reflexes)
105 //this.ping = 0.7 - bound(0, 0.05 * skill, 0.5); // moved the reflexes to bot_aimdir (under the name 'think')
106 // minimum ping 20+10 random
107 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 higher skill players take a less laggy server
108 // skill 10 = ping 0.2 (adrenaline)
109 // skill 0 = ping 0.7 (slightly drunk)
113 PHYS_INPUT_BUTTON_ATCK(this) = false;
114 // keep jump button pressed for a short while, useful with ramp jumps
115 PHYS_INPUT_BUTTON_JUMP(this) = (!IS_DEAD(this) && time < this.bot_jump_time + 0.2);
116 PHYS_INPUT_BUTTON_ATCK2(this) = false;
117 PHYS_INPUT_BUTTON_ZOOM(this) = false;
118 PHYS_INPUT_BUTTON_CROUCH(this) = false;
119 PHYS_INPUT_BUTTON_HOOK(this) = false;
120 PHYS_INPUT_BUTTON_INFO(this) = false;
121 PHYS_INPUT_BUTTON_DRAG(this) = false;
122 PHYS_INPUT_BUTTON_CHAT(this) = false;
123 PHYS_INPUT_BUTTON_USE(this) = false;
125 if (time < game_starttime)
127 .entity weaponentity = weaponentities[0];
128 if(this.(weaponentity).m_weapon == WEP_Null)
129 W_NextWeapon(this, 0, weaponentity);
130 // block the bot during the countdown to game start
131 CS(this).movement = '0 0 0';
135 // if dead, just wait until we can respawn
136 if (IS_DEAD(this) || IS_OBSERVER(this))
138 if (bot_waypoint_queue_owner == this)
139 bot_waypoint_queue_owner = NULL;
141 CS(this).movement = '0 0 0';
142 if (IS_OBSERVER(this))
146 if (!navigation_goalrating_timeout(this))
147 navigation_goalrating_timeout_force(this);
148 // jump must not be pressed for at least one frame in order for
149 // PlayerThink to detect the key down event
150 if (this.deadflag == DEAD_DYING)
151 PHYS_INPUT_BUTTON_JUMP(this) = false;
152 else if (this.deadflag == DEAD_DEAD)
153 PHYS_INPUT_BUTTON_JUMP(this) = true; // press jump to respawn
156 else if(this.aistatus & AI_STATUS_STUCK)
157 navigation_unstuck(this);
159 if (warmup_stage && !this.ready)
162 ReadyCount(); // this must be delayed until the bot has spawned
165 // now call the current bot AI (havocbot for example)
169 void bot_setnameandstuff(entity this)
172 int file, tokens, prio;
174 file = fopen(autocvar_bot_config_file, FILE_READ);
178 LOG_INFOF("Error: Can not open the bot configuration file '%s'", autocvar_bot_config_file);
183 entity balance = TeamBalance_CheckAllowedTeams(NULL);
184 TeamBalance_GetTeamCounts(balance, NULL);
185 int smallest_team = -1;
186 int smallest_count = -1;
189 for (int i = 1; i <= AVAILABLE_TEAMS; ++i)
191 // NOTE if (autocvar_g_campaign && autocvar_g_campaign_forceteam == i)
192 // TeamBalance_GetNumberOfPlayers(balance, i); returns the number of players + 1
193 // since it keeps a spot for the real player in the desired team
194 int count = TeamBalance_GetNumberOfPlayers(balance, i);
195 if (smallest_count < 0 || count < smallest_count)
198 smallest_count = count;
202 TeamBalance_Destroy(balance);
203 RandomSelection_Init();
204 while((readfile = fgets(file)))
206 if(substring(readfile, 0, 2) == "//")
208 if(substring(readfile, 0, 1) == "#")
210 // NOTE if the line is empty tokenizebyseparator(readfile, "\t")
211 // will create 1 empty token because there's no separator (bug?)
214 tokens = tokenizebyseparator(readfile, "\t");
219 bool conflict = false;
220 FOREACH_CLIENT(IS_BOT_CLIENT(it), {
221 if (s == it.cleanname)
229 if (teamplay && !(autocvar_bot_vs_human && AVAILABLE_TEAMS == 2))
231 int forced_team = stof(argv(5));
232 if (!Team_IsValidIndex(forced_team))
234 if (!forced_team || forced_team == smallest_team)
237 RandomSelection_AddString(readfile, 1, prio);
239 readfile = RandomSelection_chosen_string;
243 string bot_name, bot_model, bot_skin, bot_shirt, bot_pants;
245 tokens = tokenizebyseparator(readfile, "\t");
246 if(argv(0) != "") bot_name = argv(0);
247 else bot_name = "Bot";
249 if(argv(1) != "") bot_model = argv(1);
252 if(argv(2) != "") bot_skin = argv(2);
255 if(argv(3) != "" && stof(argv(3)) >= 0) bot_shirt = argv(3);
256 else bot_shirt = ftos(floor(random() * 15));
258 if(argv(4) != "" && stof(argv(4)) >= 0) bot_pants = argv(4);
259 else bot_pants = ftos(floor(random() * 15));
261 if (teamplay && !(autocvar_bot_vs_human && AVAILABLE_TEAMS == 2))
263 this.bot_forced_team = stof(argv(5));
264 if (!Team_IsValidIndex(this.bot_forced_team))
265 this.bot_forced_team = 0;
268 this.bot_forced_team = 0;
272 #define READSKILL(f, w, r) MACRO_BEGIN \
273 if(argv(prio) != "") \
274 this.f = stof(argv(prio)) * w; \
276 this.f = (!autocvar_g_campaign) * (2 * random() - 1) * r * w; \
279 //print(bot_name, ": ping=", argv(9), "\n");
281 READSKILL(havocbot_keyboardskill, 0.5, 0.5); // keyboard skill
282 READSKILL(bot_moveskill, 2, 0); // move skill
283 READSKILL(bot_dodgeskill, 2, 0); // dodge skill
285 READSKILL(bot_pingskill, 0.5, 0); // ping skill
287 READSKILL(bot_weaponskill, 2, 0); // weapon skill
288 READSKILL(bot_aggresskill, 1, 0); // aggre skill
289 READSKILL(bot_rangepreference, 1, 0); // read skill
291 READSKILL(bot_aimskill, 2, 0); // aim skill
292 READSKILL(bot_offsetskill, 2, 0.5); // offset skill
293 READSKILL(bot_mouseskill, 1, 0.5); // mouse skill
295 READSKILL(bot_thinkskill, 1, 0.5); // think skill
296 READSKILL(bot_aiskill, 2, 0); // "ai" skill
298 // if bot skill is high enough don't limit their skill
301 // commented out means they're meaningless with this high skill
302 // no reason to set them, uncomment if this changes
303 //this.havocbot_keyboardskill = 10;
304 //this.bot_moveskill = 10; //midair modifier sets this to 0 to disable bhop
305 //this.bot_dodgeskill = 10;
306 //this.bot_pingskill = 10;
307 //this.bot_weaponskill = 10;
308 //this.bot_aggresskill = 10;
309 this.bot_rangepreference = 1; // no range preference modification
310 //this.bot_aimskill = 10;
311 //this.bot_offsetskill = 10;
312 //this.bot_mouseskill = 10;
313 //this.bot_thinkskill = 10;
314 //this.bot_aiskill = 10;
316 if (file >= 0 && argv(prio) != "")
317 LOG_INFOF("^1Warning^7: too many parameters for bot %s, please check format of %s", bot_name, autocvar_bot_config_file);
319 this.bot_config_loaded = true;
321 // this is really only a default, TeamBalance_JoinBestTeam is called later
322 setcolor(this, stof(bot_shirt) * 16 + stof(bot_pants));
323 this.bot_preferredcolors = this.clientcolors;
325 string prefix = (autocvar_g_campaign ? "" : autocvar_bot_prefix);
326 string suffix = (autocvar_g_campaign ? "" : autocvar_bot_suffix);
327 string name = (autocvar_bot_usemodelnames ? bot_model : bot_name);
331 name = ftos(etof(this));
332 this.netname = this.netname_freeme = strzone(strcat(prefix, name, suffix));
336 // number bots with identical names
338 FOREACH_CLIENT(IS_BOT_CLIENT(it), {
339 if(it.cleanname == name)
343 this.netname = this.netname_freeme = strzone(strcat(prefix, name, "(", ftos(j), ")", suffix));
345 this.netname = this.netname_freeme = strzone(strcat(prefix, name, suffix));
347 this.cleanname = strzone(name);
349 // pick the model and skin
350 if(substring(bot_model, -4, 1) != ".")
351 bot_model = strcat(bot_model, ".iqm");
352 this.playermodel = this.playermodel_freeme = strzone(strcat("models/player/", bot_model));
353 this.playerskin = this.playerskin_freeme = strzone(bot_skin);
356 void bot_custom_weapon_priority_setup()
358 static string bot_priority_far_prev;
359 static string bot_priority_mid_prev;
360 static string bot_priority_close_prev;
361 static string bot_priority_distances_prev;
364 bot_custom_weapon = false;
366 if( autocvar_bot_ai_custom_weapon_priority_far == "" ||
367 autocvar_bot_ai_custom_weapon_priority_mid == "" ||
368 autocvar_bot_ai_custom_weapon_priority_close == "" ||
369 autocvar_bot_ai_custom_weapon_priority_distances == ""
373 if (bot_priority_distances_prev != autocvar_bot_ai_custom_weapon_priority_distances)
375 strcpy(bot_priority_distances_prev, autocvar_bot_ai_custom_weapon_priority_distances);
376 tokens = tokenizebyseparator(autocvar_bot_ai_custom_weapon_priority_distances," ");
381 bot_distance_far = stof(argv(0));
382 bot_distance_close = stof(argv(1));
384 if(bot_distance_far < bot_distance_close){
385 bot_distance_far = stof(argv(1));
386 bot_distance_close = stof(argv(0));
392 #define PARSE_WEAPON_PRIORITIES(dist) MACRO_BEGIN \
393 if (bot_priority_##dist##_prev != autocvar_bot_ai_custom_weapon_priority_##dist) { \
394 strcpy(bot_priority_##dist##_prev, autocvar_bot_ai_custom_weapon_priority_##dist); \
395 tokens = tokenizebyseparator(W_NumberWeaponOrder(autocvar_bot_ai_custom_weapon_priority_##dist)," "); \
396 bot_weapons_##dist[0] = -1; \
398 for(i = 0; i < tokens && c < REGISTRY_COUNT(Weapons); ++i) { \
400 if (w >= WEP_FIRST && w <= WEP_LAST) { \
401 bot_weapons_##dist[c] = w; \
405 if (c < REGISTRY_COUNT(Weapons)) \
406 bot_weapons_##dist[c] = -1; \
410 PARSE_WEAPON_PRIORITIES(far);
411 PARSE_WEAPON_PRIORITIES(mid);
412 PARSE_WEAPON_PRIORITIES(close);
414 bot_custom_weapon = true;
419 bot_relinkplayerlist();
423 setcolor(e, e.bot_preferredcolors);
426 // if dynamic waypoints are ever implemented, save them here
429 void bot_relinkplayerlist()
435 entity prevbot = NULL;
440 if(IS_BOT_CLIENT(it))
442 if (!IS_OBSERVER(it) && !bot_ispaused(it))
445 prevbot.nextbot = it;
454 prevbot.nextbot = NULL;
455 bot_strategytoken = bot_list;
456 bot_strategytoken_taken = true;
459 void bot_clientdisconnect(entity this)
461 if (!IS_BOT_CLIENT(this))
463 bot_clearqueue(this);
464 strfree(this.cleanname);
465 strfree(this.netname_freeme);
466 strfree(this.playermodel_freeme);
467 strfree(this.playerskin_freeme);
468 if(this.bot_cmd_current)
469 delete(this.bot_cmd_current);
470 if(bot_waypoint_queue_owner == this)
471 bot_waypoint_queue_owner = NULL;
474 void bot_clientconnect(entity this)
476 if (!IS_BOT_CLIENT(this)) return;
477 this.bot_preferredcolors = this.clientcolors;
478 this.bot_nextthink = time - random();
480 this.createdtime = this.bot_nextthink;
482 if(!this.bot_config_loaded) // This is needed so team overrider doesn't break between matches
484 bot_setnameandstuff(this);
485 bot_setclientfields(this);
488 havocbot_setupbot(this);
491 void bot_removefromlargestteam()
493 entity balance = TeamBalance_CheckAllowedTeams(NULL);
494 TeamBalance_GetTeamCounts(balance, NULL);
501 FOREACH_CLIENT(it.isbot,
508 besttime = it.createdtime;
513 if (Team_IsValidTeam(it.team))
515 thiscount = TeamBalance_GetNumberOfPlayers(balance,
516 Team_TeamToIndex(it.team));
519 if(thiscount > bestcount)
521 bestcount = thiscount;
522 besttime = it.createdtime;
525 else if(thiscount == bestcount && besttime < it.createdtime)
527 besttime = it.createdtime;
531 TeamBalance_Destroy(balance);
533 return; // no bots to remove
534 currentbots = currentbots - 1;
538 void bot_removenewest()
542 bot_removefromlargestteam();
550 FOREACH_CLIENT(it.isbot,
557 besttime = it.createdtime;
560 if(besttime < it.createdtime)
562 besttime = it.createdtime;
568 return; // no bots to remove
570 currentbots = currentbots - 1;
574 void autoskill(float factor)
578 FOREACH_CLIENT(IS_PLAYER(it), {
579 if(IS_REAL_CLIENT(it))
580 bestplayer = max(bestplayer, it.totalfrags - it.totalfrags_lastcheck);
582 bestbot = max(bestbot, it.totalfrags - it.totalfrags_lastcheck);
585 string msg = strcat("autoskill: best player got ", ftos(bestplayer), ", ""best bot got ", ftos(bestbot), "; ");
586 if(bestbot < 0 || bestplayer < 0)
588 msg = strcat(msg, "not doing anything");
589 // don't return, let it reset all counters below
591 else if(bestbot <= bestplayer * factor - 2)
593 if(autocvar_skill < 17)
595 msg = strcat(msg, "2 frags difference, increasing skill");
596 cvar_set("skill", ftos(autocvar_skill + 1));
597 bprint("^2BOT SKILL UP!^7 Now at level ", ftos(autocvar_skill), "\n");
600 else if(bestbot >= bestplayer * factor + 2)
602 if(autocvar_skill > 0)
604 msg = strcat(msg, "2 frags difference, decreasing skill");
605 cvar_set("skill", ftos(autocvar_skill - 1));
606 bprint("^1BOT SKILL DOWN!^7 Now at level ", ftos(autocvar_skill), "\n");
611 msg = strcat(msg, "not doing anything");
613 // don't reset counters, wait for them to accumulate
617 FOREACH_CLIENT(IS_PLAYER(it), { it.totalfrags_lastcheck = it.totalfrags; });
620 void bot_calculate_stepheightvec()
622 stepheightvec = autocvar_sv_stepheight * '0 0 1';
623 jumpheight_vec = (autocvar_sv_jumpvelocity ** 2) / (2 * autocvar_sv_gravity) * '0 0 1';
624 jumpstepheightvec = stepheightvec + jumpheight_vec * 0.85; // reduce it a bit to make the jumps easy
625 jumpheight_time = autocvar_sv_jumpvelocity / autocvar_sv_gravity;
628 bool bot_fixcount(bool multiple_per_frame)
630 int activerealplayers = 0;
632 if (MUTATOR_CALLHOOK(Bot_FixCount, activerealplayers, realplayers)) {
633 activerealplayers = M_ARGV(0, int);
634 realplayers = M_ARGV(1, int);
636 FOREACH_CLIENT(IS_REAL_CLIENT(it), {
644 // But don't remove bots immediately on level change, as the real players
645 // usually haven't rejoined yet
646 bots_would_leave = false;
647 if (autocvar_bot_vs_human && AVAILABLE_TEAMS == 2)
648 bots = min(ceil(fabs(autocvar_bot_vs_human) * activerealplayers), maxclients - realplayers);
649 else if ((realplayers || autocvar_bot_join_empty || (currentbots > 0 && time < 5)))
651 int minplayers = max(0, floor(autocvar_minplayers));
653 minplayers = max(0, floor(autocvar_minplayers_per_team) * AVAILABLE_TEAMS);
654 int minbots = max(0, floor(autocvar_bot_number));
656 // add bots to reach minplayers if needed
657 bots = max(minbots, minplayers - activerealplayers);
658 // cap bots to the max players allowed by the server
659 int player_limit = GetPlayerLimit();
661 bots = min(bots, max(player_limit - activerealplayers, 0));
662 bots = min(bots, maxclients - realplayers);
665 bots_would_leave = true;
669 // if there are no players, remove bots
673 // only add one bot per frame to avoid utter chaos
674 if(time > botframe_nextthink)
676 while (currentbots < bots)
678 if (bot_spawn() == NULL)
680 bprint("Can not add bot, server full.\n");
683 if (!multiple_per_frame)
688 while (currentbots > bots && bots >= 0)
695 void bot_serverframe()
697 if (intermission_running && currentbots > 0)
699 // after the end of the match all bots stay unless all human players disconnect
701 FOREACH_CLIENT(IS_REAL_CLIENT(it), { ++realplayers; });
704 FOREACH_CLIENT(IS_BOT_CLIENT(it), { dropclient(it); });
713 // Added 0.5 to avoid possible addition + immediate removal of bots that would make them appear as
714 // spectators in the scoreboard and never go away. This issue happens at time 2 if map is changed
715 // with the gotomap command, minplayers is > 1 and human clients join as players very soon
716 // either intentionally or automatically (sv_spectate 0)
717 // A working workaround for this bug was implemented in commit fbd145044, see entcs_attach
724 if (currentbots == -1)
726 // count bots already in the server from the previous match
728 FOREACH_CLIENT(IS_BOT_CLIENT(it), { ++currentbots; });
731 if(autocvar_skill != skill)
733 float wpcost_update = false;
734 if(skill >= autocvar_bot_ai_bunnyhop_skilloffset && autocvar_skill < autocvar_bot_ai_bunnyhop_skilloffset)
735 wpcost_update = true;
736 if(skill < autocvar_bot_ai_bunnyhop_skilloffset && autocvar_skill >= autocvar_bot_ai_bunnyhop_skilloffset)
737 wpcost_update = true;
739 skill = autocvar_skill;
741 waypoint_updatecost_foralllinks();
744 bot_calculate_stepheightvec();
745 bot_navigation_movemode = ((autocvar_bot_navigation_ignoreplayers) ? MOVE_NOMONSTERS : MOVE_NORMAL);
747 if(time > autoskill_nextthink)
750 a = autocvar_skill_auto;
753 autoskill_nextthink = time + 5;
756 if(time > botframe_nextthink)
758 if(!bot_fixcount(false))
759 botframe_nextthink = time + 10;
762 if(botframe_spawnedwaypoints)
764 if(autocvar_waypoint_benchmark)
768 if (currentbots > 0 || waypointeditor_enabled || autocvar_g_waypointeditor_auto)
769 if (botframe_spawnedwaypoints)
771 if(botframe_cachedwaypointlinks)
773 if(!botframe_loadedforcedlinks)
774 waypoint_load_hardwiredlinks();
778 // TODO: Make this check cleaner
779 IL_EACH(g_waypoints, time - it.nextthink > 10,
781 waypoint_save_links();
788 botframe_spawnedwaypoints = true;
790 waypoint_load_links();
795 // cycle the goal token from one bot to the next each frame
796 // (this prevents them from all doing spawnfunc_waypoint searches on the same
797 // frame, which causes choppy framerates)
798 if (bot_strategytoken_taken)
800 // give goal token to the first bot without goals; if all bots don't have
801 // any goal (or are dead/frozen) simply give it to the next one
802 bot_strategytoken_taken = false;
803 entity bot_strategytoken_save = bot_strategytoken;
806 if (bot_strategytoken)
807 bot_strategytoken = bot_strategytoken.nextbot;
808 if (!bot_strategytoken)
809 bot_strategytoken = bot_list;
811 if (!(IS_DEAD(bot_strategytoken) || STAT(FROZEN, bot_strategytoken))
812 && !bot_strategytoken.goalcurrent)
815 if (!bot_strategytoken_save) // break loop if all the bots are dead or frozen
817 if (bot_strategytoken == bot_strategytoken_save)
818 bot_strategytoken_save = NULL; // looped through all the bots
822 if (botframe_nextdangertime < time)
825 interval = autocvar_bot_ai_dangerdetectioninterval;
826 if (botframe_nextdangertime < time - interval * 1.5)
827 botframe_nextdangertime = time;
828 botframe_nextdangertime = botframe_nextdangertime + interval;
829 botframe_updatedangerousobjects(autocvar_bot_ai_dangerdetectionupdates);
833 if (waypointeditor_enabled)
834 botframe_showwaypointlinks();
836 if (autocvar_g_waypointeditor_auto)
837 botframe_autowaypoints();
840 bot_custom_weapon_priority_setup();