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/world.qh>
33 STATIC_INIT(bot) { bot_calculate_stepheightvec(); }
35 // TODO: remove this function! its only purpose is to update these fields since bot_setnameandstuff is called before ClientState
36 void bot_setclientfields(entity this)
38 CS_CVAR(this).cvar_cl_accuracy_data_share = 1; // share the bots weapon accuracy data with the world
39 CS_CVAR(this).cvar_cl_accuracy_data_receive = 0; // don't receive any weapon accuracy data
44 entity bot = spawnclient();
48 currentbots = currentbots + 1;
49 bot_setnameandstuff(bot);
51 bot_setclientfields(bot);
52 PutClientInServer(bot);
57 void bot_think(entity this)
59 if (this.bot_nextthink > time)
62 this.flags &= ~FL_GODMODE;
64 this.flags |= FL_GODMODE;
66 this.bot_nextthink = max(time, this.bot_nextthink) + max(0.01, autocvar_bot_ai_thinkinterval * (0.5 ** this.bot_aiskill) * min(14 / (skill + 14), 1));
68 if (!IS_PLAYER(this) || (autocvar_g_campaign && !campaign_bots_may_start))
70 CS(this).movement = '0 0 0';
71 this.bot_nextthink = time + 0.5;
77 this.v_angle = this.angles;
79 this.fixangle = false;
84 this.dmg_inflictor = NULL;
86 // calculate an aiming latency based on the skill setting
87 // (simulated network latency + naturally delayed reflexes)
88 //this.ping = 0.7 - bound(0, 0.05 * skill, 0.5); // moved the reflexes to bot_aimdir (under the name 'think')
89 // minimum ping 20+10 random
90 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
91 // skill 10 = ping 0.2 (adrenaline)
92 // skill 0 = ping 0.7 (slightly drunk)
95 PHYS_INPUT_BUTTON_ATCK(this) = false;
96 // keep jump button pressed for a short while, useful with ramp jumps
97 PHYS_INPUT_BUTTON_JUMP(this) = (!IS_DEAD(this) && time < this.bot_jump_time + 0.2);
98 PHYS_INPUT_BUTTON_ATCK2(this) = false;
99 PHYS_INPUT_BUTTON_ZOOM(this) = false;
100 PHYS_INPUT_BUTTON_CROUCH(this) = false;
101 PHYS_INPUT_BUTTON_HOOK(this) = false;
102 PHYS_INPUT_BUTTON_INFO(this) = false;
103 PHYS_INPUT_BUTTON_DRAG(this) = false;
104 PHYS_INPUT_BUTTON_CHAT(this) = false;
105 PHYS_INPUT_BUTTON_USE(this) = false;
107 if (time < game_starttime)
109 // block the bot during the countdown to game start
110 CS(this).movement = '0 0 0';
111 this.bot_nextthink = game_starttime;
115 // if dead, just wait until we can respawn
116 if (IS_DEAD(this) || IS_OBSERVER(this))
118 if (bot_waypoint_queue_owner == this)
119 bot_waypoint_queue_owner = NULL;
121 CS(this).movement = '0 0 0';
122 if (IS_OBSERVER(this))
126 if (!navigation_goalrating_timeout(this))
127 navigation_goalrating_timeout_force(this);
128 // jump must not be pressed for at least one frame in order for
129 // PlayerThink to detect the key down event
130 if (this.deadflag == DEAD_DYING)
131 PHYS_INPUT_BUTTON_JUMP(this) = false;
132 else if (this.deadflag == DEAD_DEAD)
133 PHYS_INPUT_BUTTON_JUMP(this) = true; // press jump to respawn
136 else if(this.aistatus & AI_STATUS_STUCK)
137 navigation_unstuck(this);
139 // now call the current bot AI (havocbot for example)
143 void bot_setnameandstuff(entity this)
146 int file, tokens, prio;
148 file = fopen(autocvar_bot_config_file, FILE_READ);
152 LOG_INFOF("Error: Can not open the bot configuration file '%s'", autocvar_bot_config_file);
157 entity balance = TeamBalance_CheckAllowedTeams(NULL);
158 TeamBalance_GetTeamCounts(balance, NULL);
159 int smallest_team = -1;
160 int smallest_count = -1;
163 for (int i = 1; i <= AvailableTeams(); ++i)
165 // NOTE if (autocvar_g_campaign && autocvar_g_campaign_forceteam == i)
166 // TeamBalance_GetNumberOfPlayers(balance, i); returns the number of players + 1
167 // since it keeps a spot for the real player in the desired team
168 int count = TeamBalance_GetNumberOfPlayers(balance, i);
169 if (smallest_count < 0 || count < smallest_count)
172 smallest_count = count;
176 TeamBalance_Destroy(balance);
177 RandomSelection_Init();
178 while((readfile = fgets(file)))
180 if(substring(readfile, 0, 2) == "//")
182 if(substring(readfile, 0, 1) == "#")
184 // NOTE if the line is empty tokenizebyseparator(readfile, "\t")
185 // will create 1 empty token because there's no separator (bug?)
188 tokens = tokenizebyseparator(readfile, "\t");
193 bool conflict = false;
194 FOREACH_CLIENT(IS_BOT_CLIENT(it), {
195 if (s == it.cleanname)
203 if (teamplay && !(autocvar_bot_vs_human && AvailableTeams() == 2))
205 int forced_team = stof(argv(5));
206 if (!Team_IsValidIndex(forced_team))
208 if (!forced_team || forced_team == smallest_team)
211 RandomSelection_AddString(readfile, 1, prio);
213 readfile = RandomSelection_chosen_string;
217 string bot_name, bot_model, bot_skin, bot_shirt, bot_pants;
219 tokens = tokenizebyseparator(readfile, "\t");
220 if(argv(0) != "") bot_name = argv(0);
221 else bot_name = "Bot";
223 if(argv(1) != "") bot_model = argv(1);
226 if(argv(2) != "") bot_skin = argv(2);
229 if(argv(3) != "" && stof(argv(3)) >= 0) bot_shirt = argv(3);
230 else bot_shirt = ftos(floor(random() * 15));
232 if(argv(4) != "" && stof(argv(4)) >= 0) bot_pants = argv(4);
233 else bot_pants = ftos(floor(random() * 15));
235 if (teamplay && !(autocvar_bot_vs_human && AvailableTeams() == 2))
236 this.bot_forced_team = stof(argv(5));
238 this.bot_forced_team = 0;
242 #define READSKILL(f, w, r) MACRO_BEGIN \
243 if(argv(prio) != "") \
244 this.f = stof(argv(prio)) * w; \
246 this.f = (!autocvar_g_campaign) * (2 * random() - 1) * r * w; \
249 //print(bot_name, ": ping=", argv(9), "\n");
251 READSKILL(havocbot_keyboardskill, 0.5, 0.5); // keyboard skill
252 READSKILL(bot_moveskill, 2, 0); // move skill
253 READSKILL(bot_dodgeskill, 2, 0); // dodge skill
255 READSKILL(bot_pingskill, 0.5, 0); // ping skill
257 READSKILL(bot_weaponskill, 2, 0); // weapon skill
258 READSKILL(bot_aggresskill, 1, 0); // aggre skill
259 READSKILL(bot_rangepreference, 1, 0); // read skill
261 READSKILL(bot_aimskill, 2, 0); // aim skill
262 READSKILL(bot_offsetskill, 2, 0.5); // offset skill
263 READSKILL(bot_mouseskill, 1, 0.5); // mouse skill
265 READSKILL(bot_thinkskill, 1, 0.5); // think skill
266 READSKILL(bot_aiskill, 2, 0); // "ai" skill
268 if (file >= 0 && argv(prio) != "")
269 LOG_INFOF("^1Warning^7: too many parameters for bot %s, please check format of %s", bot_name, autocvar_bot_config_file);
271 this.bot_config_loaded = true;
273 // this is really only a default, TeamBalance_JoinBestTeam is called later
274 setcolor(this, stof(bot_shirt) * 16 + stof(bot_pants));
275 this.bot_preferredcolors = this.clientcolors;
277 string prefix = (autocvar_g_campaign ? "" : autocvar_bot_prefix);
278 string suffix = (autocvar_g_campaign ? "" : autocvar_bot_suffix);
279 string name = (autocvar_bot_usemodelnames ? bot_model : bot_name);
283 name = ftos(etof(this));
284 this.netname = this.netname_freeme = strzone(strcat(prefix, name, suffix));
288 // number bots with identical names
290 FOREACH_CLIENT(IS_BOT_CLIENT(it), {
291 if(it.cleanname == name)
295 this.netname = this.netname_freeme = strzone(strcat(prefix, name, "(", ftos(j), ")", suffix));
297 this.netname = this.netname_freeme = strzone(strcat(prefix, name, suffix));
299 this.cleanname = strzone(name);
301 // pick the model and skin
302 if(substring(bot_model, -4, 1) != ".")
303 bot_model = strcat(bot_model, ".iqm");
304 this.playermodel = this.playermodel_freeme = strzone(strcat("models/player/", bot_model));
305 this.playerskin = this.playerskin_freeme = strzone(bot_skin);
308 void bot_custom_weapon_priority_setup()
310 static string bot_priority_far_prev;
311 static string bot_priority_mid_prev;
312 static string bot_priority_close_prev;
313 static string bot_priority_distances_prev;
316 bot_custom_weapon = false;
318 if( autocvar_bot_ai_custom_weapon_priority_far == "" ||
319 autocvar_bot_ai_custom_weapon_priority_mid == "" ||
320 autocvar_bot_ai_custom_weapon_priority_close == "" ||
321 autocvar_bot_ai_custom_weapon_priority_distances == ""
325 if (bot_priority_distances_prev != autocvar_bot_ai_custom_weapon_priority_distances)
327 strcpy(bot_priority_distances_prev, autocvar_bot_ai_custom_weapon_priority_distances);
328 tokens = tokenizebyseparator(autocvar_bot_ai_custom_weapon_priority_distances," ");
333 bot_distance_far = stof(argv(0));
334 bot_distance_close = stof(argv(1));
336 if(bot_distance_far < bot_distance_close){
337 bot_distance_far = stof(argv(1));
338 bot_distance_close = stof(argv(0));
344 #define PARSE_WEAPON_PRIORITIES(dist) MACRO_BEGIN \
345 if (bot_priority_##dist##_prev != autocvar_bot_ai_custom_weapon_priority_##dist) { \
346 strcpy(bot_priority_##dist##_prev, autocvar_bot_ai_custom_weapon_priority_##dist); \
347 tokens = tokenizebyseparator(W_NumberWeaponOrder(autocvar_bot_ai_custom_weapon_priority_##dist)," "); \
348 bot_weapons_##dist[0] = -1; \
350 for(i = 0; i < tokens && c < REGISTRY_COUNT(Weapons); ++i) { \
352 if (w >= WEP_FIRST && w <= WEP_LAST) { \
353 bot_weapons_##dist[c] = w; \
357 if (c < REGISTRY_COUNT(Weapons)) \
358 bot_weapons_##dist[c] = -1; \
362 PARSE_WEAPON_PRIORITIES(far);
363 PARSE_WEAPON_PRIORITIES(mid);
364 PARSE_WEAPON_PRIORITIES(close);
366 bot_custom_weapon = true;
371 bot_relinkplayerlist();
375 setcolor(e, e.bot_preferredcolors);
378 // if dynamic waypoints are ever implemented, save them here
381 void bot_relinkplayerlist()
387 entity prevbot = NULL;
392 if(IS_BOT_CLIENT(it))
394 if (!IS_OBSERVER(it) && !bot_ispaused(it))
397 prevbot.nextbot = it;
406 prevbot.nextbot = NULL;
407 bot_strategytoken = bot_list;
408 bot_strategytoken_taken = true;
411 void bot_clientdisconnect(entity this)
413 if (!IS_BOT_CLIENT(this))
415 bot_clearqueue(this);
416 strfree(this.cleanname);
417 strfree(this.netname_freeme);
418 strfree(this.playermodel_freeme);
419 strfree(this.playerskin_freeme);
420 if(this.bot_cmd_current)
421 delete(this.bot_cmd_current);
422 if(bot_waypoint_queue_owner == this)
423 bot_waypoint_queue_owner = NULL;
426 void bot_clientconnect(entity this)
428 if (!IS_BOT_CLIENT(this)) return;
429 this.bot_preferredcolors = this.clientcolors;
430 this.bot_nextthink = time - random();
431 this.lag_func = bot_lagfunc;
433 this.createdtime = this.bot_nextthink;
435 if(!this.bot_config_loaded) // This is needed so team overrider doesn't break between matches
437 bot_setnameandstuff(this);
438 bot_setclientfields(this);
441 if (teamplay && Team_IsValidIndex(this.bot_forced_team))
443 SetPlayerTeam(this, this.bot_forced_team, TEAM_CHANGE_MANUAL);
447 this.bot_forced_team = 0;
448 TeamBalance_JoinBestTeam(this);
451 havocbot_setupbot(this);
454 void bot_removefromlargestteam()
456 entity balance = TeamBalance_CheckAllowedTeams(NULL);
457 TeamBalance_GetTeamCounts(balance, NULL);
464 FOREACH_CLIENT(it.isbot,
471 besttime = it.createdtime;
476 if (Team_IsValidTeam(it.team))
478 thiscount = TeamBalance_GetNumberOfPlayers(balance,
479 Team_TeamToIndex(it.team));
482 if(thiscount > bestcount)
484 bestcount = thiscount;
485 besttime = it.createdtime;
488 else if(thiscount == bestcount && besttime < it.createdtime)
490 besttime = it.createdtime;
494 TeamBalance_Destroy(balance);
496 return; // no bots to remove
497 currentbots = currentbots - 1;
501 void bot_removenewest()
505 bot_removefromlargestteam();
513 FOREACH_CLIENT(it.isbot,
520 besttime = it.createdtime;
523 if(besttime < it.createdtime)
525 besttime = it.createdtime;
531 return; // no bots to remove
533 currentbots = currentbots - 1;
537 void autoskill(float factor)
544 FOREACH_CLIENT(IS_PLAYER(it), {
545 if(IS_REAL_CLIENT(it))
546 bestplayer = max(bestplayer, it.totalfrags - it.totalfrags_lastcheck);
548 bestbot = max(bestbot, it.totalfrags - it.totalfrags_lastcheck);
551 LOG_DEBUG("autoskill: best player got ", ftos(bestplayer), ", ");
552 LOG_DEBUG("best bot got ", ftos(bestbot), "; ");
553 if(bestbot < 0 || bestplayer < 0)
555 LOG_DEBUG("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 LOG_DEBUG("2 frags difference, increasing skill");
563 cvar_set("skill", ftos(autocvar_skill + 1));
564 bprint("^2SKILL UP!^7 Now at level ", ftos(autocvar_skill), "\n");
567 else if(bestbot >= bestplayer * factor + 2)
569 if(autocvar_skill > 0)
571 LOG_DEBUG("2 frags difference, decreasing skill");
572 cvar_set("skill", ftos(autocvar_skill - 1));
573 bprint("^1SKILL DOWN!^7 Now at level ", ftos(autocvar_skill), "\n");
578 LOG_DEBUG("not doing anything");
580 // don't reset counters, wait for them to accumulate
583 FOREACH_CLIENT(IS_PLAYER(it), { it.totalfrags_lastcheck = it.totalfrags; });
586 void bot_calculate_stepheightvec()
588 stepheightvec = autocvar_sv_stepheight * '0 0 1';
589 jumpheight_vec = (autocvar_sv_jumpvelocity ** 2) / (2 * autocvar_sv_gravity) * '0 0 1';
590 jumpstepheightvec = stepheightvec + jumpheight_vec * 0.85; // reduce it a bit to make the jumps easy
591 jumpheight_time = autocvar_sv_jumpvelocity / autocvar_sv_gravity;
596 int activerealplayers = 0;
598 if (MUTATOR_CALLHOOK(Bot_FixCount, activerealplayers, realplayers)) {
599 activerealplayers = M_ARGV(0, int);
600 realplayers = M_ARGV(1, int);
602 FOREACH_CLIENT(IS_REAL_CLIENT(it), {
610 // But don't remove bots immediately on level change, as the real players
611 // usually haven't rejoined yet
612 bots_would_leave = false;
613 if (teamplay && autocvar_bot_vs_human && AvailableTeams() == 2)
614 bots = min(ceil(fabs(autocvar_bot_vs_human) * activerealplayers), maxclients - realplayers);
615 else if ((realplayers || autocvar_bot_join_empty || (currentbots > 0 && time < 5)))
617 int minplayers = max(0, floor(autocvar_minplayers));
619 minplayers = max(0, floor(autocvar_minplayers_per_team) * AvailableTeams());
620 int minbots = max(0, floor(autocvar_bot_number));
622 // add bots to reach minplayers if needed
623 bots = max(minbots, minplayers - activerealplayers);
624 // cap bots to the max players allowed by the server
625 int player_limit = GetPlayerLimit();
627 bots = min(bots, max(player_limit - activerealplayers, 0));
628 bots = min(bots, maxclients - realplayers);
631 bots_would_leave = true;
635 // if there are no players, remove bots
639 // only add one bot per frame to avoid utter chaos
640 if(time > botframe_nextthink)
642 if (currentbots < bots)
644 if (bot_spawn() == NULL)
646 bprint("Can not add bot, server full.\n");
650 while (currentbots > bots && bots >= 0)
657 void bot_serverframe()
659 if (intermission_running && currentbots > 0)
661 // after the end of the match all bots stay unless all human players disconnect
663 FOREACH_CLIENT(IS_REAL_CLIENT(it), { ++realplayers; });
666 FOREACH_CLIENT(IS_BOT_CLIENT(it), { dropclient(it); });
675 // Added 0.5 to avoid possible addition + immediate removal of bots that would make them appear as
676 // spectators in the scoreboard and never go away. This issue happens at time 2 if map is changed
677 // with the gotomap command, minplayers is > 1 and human clients join as players very soon
678 // either intentionally or automatically (sv_spectate 0)
685 if (currentbots == -1)
687 // count bots already in the server from the previous match
689 FOREACH_CLIENT(IS_BOT_CLIENT(it), { ++currentbots; });
692 if(autocvar_skill != skill)
694 float wpcost_update = false;
695 if(skill >= autocvar_bot_ai_bunnyhop_skilloffset && autocvar_skill < autocvar_bot_ai_bunnyhop_skilloffset)
696 wpcost_update = true;
697 if(skill < autocvar_bot_ai_bunnyhop_skilloffset && autocvar_skill >= autocvar_bot_ai_bunnyhop_skilloffset)
698 wpcost_update = true;
700 skill = autocvar_skill;
702 waypoint_updatecost_foralllinks();
705 bot_calculate_stepheightvec();
706 bot_navigation_movemode = ((autocvar_bot_navigation_ignoreplayers) ? MOVE_NOMONSTERS : MOVE_NORMAL);
708 if(time > autoskill_nextthink)
711 a = autocvar_skill_auto;
714 autoskill_nextthink = time + 5;
717 if(time > botframe_nextthink)
720 botframe_nextthink = time + 10;
723 if(botframe_spawnedwaypoints)
725 if(autocvar_waypoint_benchmark)
729 if (currentbots > 0 || waypointeditor_enabled || autocvar_g_waypointeditor_auto)
730 if (botframe_spawnedwaypoints)
732 if(botframe_cachedwaypointlinks)
734 if(!botframe_loadedforcedlinks)
735 waypoint_load_hardwiredlinks();
739 // TODO: Make this check cleaner
740 IL_EACH(g_waypoints, time - it.nextthink > 10,
742 waypoint_save_links();
749 botframe_spawnedwaypoints = true;
751 waypoint_load_links();
756 // cycle the goal token from one bot to the next each frame
757 // (this prevents them from all doing spawnfunc_waypoint searches on the same
758 // frame, which causes choppy framerates)
759 if (bot_strategytoken_taken)
761 // give goal token to the first bot without goals; if all bots don't have
762 // any goal (or are dead/frozen) simply give it to the next one
763 bot_strategytoken_taken = false;
764 entity bot_strategytoken_save = bot_strategytoken;
767 if (bot_strategytoken)
768 bot_strategytoken = bot_strategytoken.nextbot;
769 if (!bot_strategytoken)
770 bot_strategytoken = bot_list;
772 if (!(IS_DEAD(bot_strategytoken) || STAT(FROZEN, bot_strategytoken))
773 && !bot_strategytoken.goalcurrent)
776 if (!bot_strategytoken_save) // break loop if all the bots are dead or frozen
778 if (bot_strategytoken == bot_strategytoken_save)
779 bot_strategytoken_save = NULL; // looped through all the bots
783 if (botframe_nextdangertime < time)
786 interval = autocvar_bot_ai_dangerdetectioninterval;
787 if (botframe_nextdangertime < time - interval * 1.5)
788 botframe_nextdangertime = time;
789 botframe_nextdangertime = botframe_nextdangertime + interval;
790 botframe_updatedangerousobjects(autocvar_bot_ai_dangerdetectionupdates);
794 if (waypointeditor_enabled)
795 botframe_showwaypointlinks();
797 if (autocvar_g_waypointeditor_auto)
798 botframe_autowaypoints();
801 bot_custom_weapon_priority_setup();