7 #include "../navigation.qh"
8 #include "../scripting.qh"
9 #include "../waypoints.qh"
11 #include <common/constants.qh>
12 #include <common/physics/player.qh>
13 #include <common/state.qh>
14 #include <common/items/_mod.qh>
16 #include <common/triggers/teleporters.qh>
17 #include <common/triggers/trigger/jumppads.qh>
19 #include <lib/warpzone/common.qh>
23 void havocbot_ai(entity this)
28 if(bot_execute_commands(this))
31 if (bot_strategytoken == this)
32 if (!bot_strategytoken_taken)
34 if(this.havocbot_blockhead)
36 this.havocbot_blockhead = false;
40 if (!this.jumppadcount)
41 this.havocbot_role(this); // little too far down the rabbit hole
44 // TODO: tracewalk() should take care of this job (better path finding under water)
45 // if we don't have a goal and we're under water look for a waypoint near the "shore" and push it
48 if(this.waterlevel == WATERLEVEL_SWIMMING || (this.aistatus & AI_STATUS_OUT_WATER))
50 // Look for the closest waypoint out of water
51 entity newgoal = NULL;
52 IL_EACH(g_waypoints, vdist(it.origin - this.origin, <=, 10000),
54 if(it.origin.z < this.origin.z)
57 if(it.origin.z - this.origin.z - this.view_ofs.z > 100)
60 if (pointcontents(it.origin + it.maxs + '0 0 1') != CONTENT_EMPTY)
63 traceline(this.origin + this.view_ofs, ((it.absmin + it.absmax) * 0.5), true, this);
65 if(trace_fraction < 1)
68 if(!newgoal || vlen2(it.origin - this.origin) < vlen2(newgoal.origin - this.origin))
74 // te_wizspike(newgoal.origin);
75 navigation_pushroute(this, newgoal);
79 // token has been used this frame
80 bot_strategytoken_taken = true;
86 havocbot_chooseenemy(this);
88 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
90 .entity weaponentity = weaponentities[slot];
91 if(this.(weaponentity).m_weapon != WEP_Null || slot == 0)
92 if(this.(weaponentity).bot_chooseweapontime < time)
94 this.(weaponentity).bot_chooseweapontime = time + autocvar_bot_ai_chooseweaponinterval;
95 havocbot_chooseweapon(this, weaponentity);
100 if (this.bot_aimtarg)
102 this.aistatus |= AI_STATUS_ATTACKING;
103 this.aistatus &= ~AI_STATUS_ROAMING;
107 if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(this))
109 PHYS_INPUT_BUTTON_ATCK(this) = false;
110 PHYS_INPUT_BUTTON_ATCK2(this) = false;
114 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
116 .entity weaponentity = weaponentities[slot];
117 Weapon w = this.(weaponentity).m_weapon;
118 if(w == WEP_Null && slot != 0)
120 w.wr_aim(w, this, weaponentity);
121 if(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this)) // TODO: what if we didn't fire this weapon, but the previous?
122 this.(weaponentity).lastfiredweapon = this.(weaponentity).m_weapon.m_id;
128 if(IS_PLAYER(this.bot_aimtarg))
129 bot_aimdir(this, this.bot_aimtarg.origin + this.bot_aimtarg.view_ofs - this.origin - this.view_ofs , -1);
132 else if (this.goalcurrent)
134 this.aistatus |= AI_STATUS_ROAMING;
135 this.aistatus &= ~AI_STATUS_ATTACKING;
137 vector now,v,next;//,heading;
138 float aimdistance,skillblend,distanceblend,blend;
139 next = now = ( (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5) - (this.origin + this.view_ofs);
140 aimdistance = vlen(now);
141 //heading = this.velocity;
142 //dprint(this.goalstack01.classname,etos(this.goalstack01),"\n");
144 this.goalstack01 != this && this.goalstack01 != NULL && ((this.aistatus & AI_STATUS_RUNNING) == 0) &&
145 !(this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
147 next = ((this.goalstack01.absmin + this.goalstack01.absmax) * 0.5) - (this.origin + this.view_ofs);
149 skillblend=bound(0,(skill+this.bot_moveskill-2.5)*0.5,1); //lower skill player can't preturn
150 distanceblend=bound(0,aimdistance/autocvar_bot_ai_keyboard_distance,1);
151 blend = skillblend * (1-distanceblend);
152 //v = (now * (distanceblend) + next * (1-distanceblend)) * (skillblend) + now * (1-skillblend);
153 //v = now * (distanceblend) * (skillblend) + next * (1-distanceblend) * (skillblend) + now * (1-skillblend);
154 //v = now * ((1-skillblend) + (distanceblend) * (skillblend)) + next * (1-distanceblend) * (skillblend);
155 v = now + blend * (next - now);
156 //dprint(etos(this), " ");
157 //dprint(vtos(now), ":", vtos(next), "=", vtos(v), " (blend ", ftos(blend), ")\n");
158 //v = now * (distanceblend) + next * (1-distanceblend);
159 if (this.waterlevel < WATERLEVEL_SWIMMING)
161 //dprint("walk at:", vtos(v), "\n");
162 //te_lightning2(NULL, this.origin, this.goalcurrent.origin);
163 bot_aimdir(this, v, -1);
165 havocbot_movetogoal(this);
167 // if the bot is not attacking, consider reloading weapons
168 if (!(this.aistatus & AI_STATUS_ATTACKING))
170 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
172 .entity weaponentity = weaponentities[slot];
174 if(this.(weaponentity).m_weapon == WEP_Null && slot != 0)
177 // we are currently holding a weapon that's not fully loaded, reload it
178 if(skill >= 2) // bots can only reload the held weapon on purpose past this skill
179 if(this.(weaponentity).clip_load < this.(weaponentity).clip_size)
180 this.impulse = 20; // "press" the reload button, not sure if this is done right
182 // if we're not reloading a weapon, switch to any weapon in our invnetory that's not fully loaded to reload it next
183 // the code above executes next frame, starting the reloading then
184 if(skill >= 5) // bots can only look for unloaded weapons past this skill
185 if(this.(weaponentity).clip_load >= 0) // only if we're not reloading a weapon already
187 FOREACH(Weapons, it != WEP_Null, LAMBDA(
188 if((this.weapons & (it.m_wepset)) && (it.spawnflags & WEP_FLAG_RELOADABLE) && (this.(weaponentity).weapon_load[it.m_id] < it.reloading_ammo))
189 this.(weaponentity).m_switchweapon = it;
196 void havocbot_keyboard_movement(entity this, vector destorg)
199 float blend, maxspeed;
202 sk = skill + this.bot_moveskill;
204 maxspeed = autocvar_sv_maxspeed;
206 if (time < this.havocbot_keyboardtime)
209 this.havocbot_keyboardtime =
211 this.havocbot_keyboardtime
212 + 0.05/max(1, sk+this.havocbot_keyboardskill)
213 + random()*0.025/max(0.00025, skill+this.havocbot_keyboardskill)
215 keyboard = this.movement * (1.0 / maxspeed);
217 float trigger, trigger1;
218 blend = bound(0,sk*0.1,1);
219 trigger = autocvar_bot_ai_keyboard_threshold;
220 trigger1 = 0 - trigger;
222 // categorize forward movement
223 // at skill < 1.5 only forward
224 // at skill < 2.5 only individual directions
225 // at skill < 4.5 only individual directions, and forward diagonals
226 // at skill >= 4.5, all cases allowed
227 if (keyboard.x > trigger)
233 else if (keyboard.x < trigger1 && sk > 1.5)
248 if (keyboard.y > trigger)
250 else if (keyboard.y < trigger1)
255 if (keyboard.z > trigger)
257 else if (keyboard.z < trigger1)
262 this.havocbot_keyboard = keyboard * maxspeed;
263 if (this.havocbot_ducktime>time) PHYS_INPUT_BUTTON_CROUCH(this) = true;
265 keyboard = this.havocbot_keyboard;
266 blend = bound(0,vlen(destorg-this.origin)/autocvar_bot_ai_keyboard_distance,1); // When getting close move with 360 degree
267 //dprint("movement ", vtos(this.movement), " keyboard ", vtos(keyboard), " blend ", ftos(blend), "\n");
268 this.movement = this.movement + (keyboard - this.movement) * blend;
271 void havocbot_bunnyhop(entity this, vector dir)
273 float bunnyhopdistance;
278 // Don't jump when attacking
279 if(this.aistatus & AI_STATUS_ATTACKING)
282 if(IS_PLAYER(this.goalcurrent))
285 maxspeed = autocvar_sv_maxspeed;
287 if(this.aistatus & AI_STATUS_DANGER_AHEAD)
289 this.aistatus &= ~AI_STATUS_RUNNING;
290 PHYS_INPUT_BUTTON_JUMP(this) = false;
291 this.bot_canruntogoal = 0;
292 this.bot_timelastseengoal = 0;
296 if(this.waterlevel > WATERLEVEL_WETFEET)
298 this.aistatus &= ~AI_STATUS_RUNNING;
302 if(this.bot_lastseengoal != this.goalcurrent && !(this.aistatus & AI_STATUS_RUNNING))
304 this.bot_canruntogoal = 0;
305 this.bot_timelastseengoal = 0;
308 gco = (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5;
309 bunnyhopdistance = vlen(this.origin - gco);
311 // Run only to visible goals
312 if(IS_ONGROUND(this))
313 if(this.speed==maxspeed)
314 if(checkpvs(this.origin + this.view_ofs, this.goalcurrent))
316 this.bot_lastseengoal = this.goalcurrent;
319 if(this.bot_timelastseengoal)
321 // for a period of time
322 if(time - this.bot_timelastseengoal > autocvar_bot_ai_bunnyhop_firstjumpdelay)
325 checkdistance = true;
327 // don't run if it is too close
328 if(this.bot_canruntogoal==0)
330 if(bunnyhopdistance > autocvar_bot_ai_bunnyhop_startdistance)
331 this.bot_canruntogoal = 1;
333 this.bot_canruntogoal = -1;
336 if(this.bot_canruntogoal != 1)
339 if(this.aistatus & AI_STATUS_ROAMING)
340 if(this.goalcurrent.classname=="waypoint")
341 if (!(this.goalcurrent.wpflags & WAYPOINTFLAG_PERSONAL))
342 if(fabs(gco.z - this.origin.z) < this.maxs.z - this.mins.z)
343 if(this.goalstack01!=NULL)
345 gno = (this.goalstack01.absmin + this.goalstack01.absmax) * 0.5;
346 deviation = vectoangles(gno - this.origin) - vectoangles(gco - this.origin);
347 while (deviation.y < -180) deviation.y = deviation.y + 360;
348 while (deviation.y > 180) deviation.y = deviation.y - 360;
350 if(fabs(deviation.y) < 20)
351 if(bunnyhopdistance < vlen(this.origin - gno))
352 if(fabs(gno.z - gco.z) < this.maxs.z - this.mins.z)
354 if(vdist(gco - gno, >, autocvar_bot_ai_bunnyhop_startdistance))
355 if(checkpvs(this.origin + this.view_ofs, this.goalstack01))
357 checkdistance = false;
364 this.aistatus &= ~AI_STATUS_RUNNING;
365 if(bunnyhopdistance > autocvar_bot_ai_bunnyhop_stopdistance)
366 PHYS_INPUT_BUTTON_JUMP(this) = true;
370 this.aistatus |= AI_STATUS_RUNNING;
371 PHYS_INPUT_BUTTON_JUMP(this) = true;
377 this.bot_timelastseengoal = time;
382 this.bot_timelastseengoal = 0;
386 // Release jump button
387 if(!cvar("sv_pogostick"))
388 if((IS_ONGROUND(this)) == 0)
390 if(this.velocity.z < 0 || vlen(this.velocity)<maxspeed)
391 PHYS_INPUT_BUTTON_JUMP(this) = false;
394 if(this.aistatus & AI_STATUS_RUNNING)
395 if(vlen(this.velocity)>maxspeed)
397 deviation = vectoangles(dir) - vectoangles(this.velocity);
398 while (deviation.y < -180) deviation.y = deviation.y + 360;
399 while (deviation.y > 180) deviation.y = deviation.y - 360;
401 if(fabs(deviation.y)>10)
405 this.movement_y = maxspeed * -1;
406 else if(deviation.y<10)
407 this.movement_y = maxspeed;
414 void havocbot_movetogoal(entity this)
422 vector evadeobstacle;
429 //if (this.goalentity)
430 // te_lightning2(this, this.origin, (this.goalentity.absmin + this.goalentity.absmax) * 0.5);
431 this.movement = '0 0 0';
432 maxspeed = autocvar_sv_maxspeed;
434 // Jetpack navigation
436 if(this.navigation_jetpack_goal)
437 if(this.goalcurrent==this.navigation_jetpack_goal)
440 if(autocvar_bot_debug_goalstack)
442 debuggoalstack(this);
443 te_wizspike(this.navigation_jetpack_point);
447 if (!(this.aistatus & AI_STATUS_JETPACK_FLYING))
449 // Brake almost completely so it can get a good direction
450 if(vdist(this.velocity, >, 10))
452 this.aistatus |= AI_STATUS_JETPACK_FLYING;
455 makevectors(this.v_angle.y * '0 1 0');
456 dir = normalize(this.navigation_jetpack_point - this.origin);
459 if(this.aistatus & AI_STATUS_JETPACK_LANDING)
461 // Calculate brake distance in xy
465 dxy = this.origin - ( ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5 ); dxy.z = 0;
467 v = vlen(this.velocity - this.velocity.z * '0 0 1');
468 db = (pow(v,2) / (autocvar_g_jetpack_acceleration_side * 2)) + 100;
469 // dprint("distance ", ftos(ceil(d)), " velocity ", ftos(ceil(v)), " brake at ", ftos(ceil(db)), "\n");
470 if(d < db || d < 500)
473 if(fabs(this.velocity.x)>maxspeed*0.3)
475 this.movement_x = dir * v_forward * -maxspeed;
478 // Switch to normal mode
479 this.navigation_jetpack_goal = NULL;
480 this.aistatus &= ~AI_STATUS_JETPACK_LANDING;
481 this.aistatus &= ~AI_STATUS_JETPACK_FLYING;
485 else if(checkpvs(this.origin,this.goalcurrent))
487 // If I can see the goal switch to landing code
488 this.aistatus &= ~AI_STATUS_JETPACK_FLYING;
489 this.aistatus |= AI_STATUS_JETPACK_LANDING;
494 PHYS_INPUT_BUTTON_HOOK(this) = true;
495 if(this.navigation_jetpack_point.z - STAT(PL_MAX, NULL).z + STAT(PL_MIN, NULL).z < this.origin.z)
497 this.movement_x = dir * v_forward * maxspeed;
498 this.movement_y = dir * v_right * maxspeed;
503 // Handling of jump pads
504 if(this.jumppadcount)
506 // If got stuck on the jump pad try to reach the farthest visible waypoint
507 if(this.aistatus & AI_STATUS_OUT_JUMPPAD)
509 if(fabs(this.velocity.z)<50)
511 entity newgoal = NULL;
512 IL_EACH(g_waypoints, vdist(it.origin - this.origin, <=, 1000),
514 traceline(this.origin + this.view_ofs, ((it.absmin + it.absmax) * 0.5), true, this);
516 if(trace_fraction < 1)
519 if(!newgoal || vlen2(it.origin - this.origin) > vlen2(newgoal.origin - this.origin))
525 this.ignoregoal = this.goalcurrent;
526 this.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
527 navigation_clearroute(this);
528 navigation_routetogoal(this, newgoal, this.origin);
529 this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
537 if(this.velocity.z>0)
540 vector velxy = this.velocity; velxy_z = 0;
541 threshold = maxspeed * 0.2;
542 if(vdist(velxy, <, threshold))
544 LOG_TRACE("Warning: ", this.netname, " got stuck on a jumppad (velocity in xy is ", vtos(velxy), "), trying to get out of it now");
545 this.aistatus |= AI_STATUS_OUT_JUMPPAD;
550 // Don't chase players while using a jump pad
551 if(IS_PLAYER(this.goalcurrent) || IS_PLAYER(this.goalstack01))
555 else if(this.aistatus & AI_STATUS_OUT_JUMPPAD)
556 this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
558 // If there is a trigger_hurt right below try to use the jetpack or make a rocketjump
560 if (!(IS_ONGROUND(this)))
562 tracebox(this.origin, this.mins, this.maxs, this.origin + '0 0 -65536', MOVE_NOMONSTERS, this);
563 if(tracebox_hits_trigger_hurt(this.origin, this.mins, this.maxs, trace_endpos ))
564 if(this.items & IT_JETPACK)
566 tracebox(this.origin, this.mins, this.maxs, this.origin + '0 0 65536', MOVE_NOMONSTERS, this);
567 if(tracebox_hits_trigger_hurt(this.origin, this.mins, this.maxs, trace_endpos + '0 0 1' ))
569 if(this.velocity.z<0)
571 PHYS_INPUT_BUTTON_HOOK(this) = true;
575 PHYS_INPUT_BUTTON_HOOK(this) = true;
577 // If there is no goal try to move forward
579 if(this.goalcurrent==NULL)
582 dir = normalize(( ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5 ) - this.origin);
584 vector xyvelocity = this.velocity; xyvelocity_z = 0;
585 float xyspeed = xyvelocity * dir;
587 if(xyspeed < (maxspeed / 2))
589 makevectors(this.v_angle.y * '0 1 0');
590 tracebox(this.origin, this.mins, this.maxs, this.origin + (dir * maxspeed * 3), MOVE_NOMONSTERS, this);
591 if(trace_fraction==1)
593 this.movement_x = dir * v_forward * maxspeed;
594 this.movement_y = dir * v_right * maxspeed;
596 havocbot_keyboard_movement(this, this.origin + dir * 100);
600 this.havocbot_blockhead = true;
604 else if(this.health>WEP_CVAR(devastator, damage)*0.5)
606 if(this.velocity.z < 0)
608 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
610 .entity weaponentity = weaponentities[slot];
612 if(this.(weaponentity).m_weapon == WEP_Null && slot != 0)
615 if(client_hasweapon(this, WEP_DEVASTATOR, weaponentity, true, false))
617 this.movement_x = maxspeed;
619 if(this.rocketjumptime)
621 if(time > this.rocketjumptime)
623 PHYS_INPUT_BUTTON_ATCK2(this) = true;
624 this.rocketjumptime = 0;
629 this.(weaponentity).m_switchweapon = WEP_DEVASTATOR;
631 PHYS_INPUT_BUTTON_ATCK(this) = true;
632 this.rocketjumptime = time + WEP_CVAR(devastator, detonatedelay);
640 // If there is no goal try to move forward
641 if(this.goalcurrent==NULL)
642 this.movement_x = maxspeed;
646 // If we are under water with no goals, swim up
648 if(this.goalcurrent==NULL)
651 if(this.waterlevel>WATERLEVEL_SWIMMING)
653 else if(this.velocity.z >= 0 && !(this.waterlevel == WATERLEVEL_WETFEET && this.watertype == CONTENT_WATER))
654 PHYS_INPUT_BUTTON_JUMP(this) = true;
656 PHYS_INPUT_BUTTON_JUMP(this) = false;
657 makevectors(this.v_angle.y * '0 1 0');
658 this.movement_x = dir * v_forward * maxspeed;
659 this.movement_y = dir * v_right * maxspeed;
660 this.movement_z = dir * v_up * maxspeed;
663 // if there is nowhere to go, exit
664 if (this.goalcurrent == NULL)
667 if (this.goalcurrent)
668 navigation_poptouchedgoals(this);
670 // if ran out of goals try to use an alternative goal or get a new strategy asap
671 if(this.goalcurrent == NULL)
673 this.bot_strategytime = 0;
678 if(autocvar_bot_debug_goalstack)
679 debuggoalstack(this);
681 m1 = this.goalcurrent.origin + this.goalcurrent.mins;
682 m2 = this.goalcurrent.origin + this.goalcurrent.maxs;
683 destorg = this.origin;
684 destorg.x = bound(m1_x, destorg.x, m2_x);
685 destorg.y = bound(m1_y, destorg.y, m2_y);
686 destorg.z = bound(m1_z, destorg.z, m2_z);
687 diff = destorg - this.origin;
689 dir = normalize(diff);
690 flatdir = diff;flatdir.z = 0;
691 flatdir = normalize(flatdir);
692 gco = (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5;
694 //if (this.bot_dodgevector_time < time)
696 // this.bot_dodgevector_time = time + cvar("bot_ai_dodgeupdateinterval");
697 // this.bot_dodgevector_jumpbutton = 1;
698 evadeobstacle = '0 0 0';
703 if(this.waterlevel>WATERLEVEL_SWIMMING)
706 this.aistatus |= AI_STATUS_OUT_WATER;
710 if(this.velocity.z >= 0 && !(this.watertype == CONTENT_WATER && gco.z < this.origin.z) &&
711 ( !(this.waterlevel == WATERLEVEL_WETFEET && this.watertype == CONTENT_WATER) || this.aistatus & AI_STATUS_OUT_WATER))
712 PHYS_INPUT_BUTTON_JUMP(this) = true;
714 PHYS_INPUT_BUTTON_JUMP(this) = false;
716 dir = normalize(flatdir);
717 makevectors(this.v_angle.y * '0 1 0');
721 if(this.aistatus & AI_STATUS_OUT_WATER)
722 this.aistatus &= ~AI_STATUS_OUT_WATER;
724 // jump if going toward an obstacle that doesn't look like stairs we
725 // can walk up directly
726 tracebox(this.origin, this.mins, this.maxs, this.origin + this.velocity * 0.2, false, this);
727 if (trace_fraction < 1)
728 if (trace_plane_normal.z < 0.7)
731 tracebox(this.origin + stepheightvec, this.mins, this.maxs, this.origin + this.velocity * 0.2 + stepheightvec, false, this);
732 if (trace_fraction < s + 0.01)
733 if (trace_plane_normal.z < 0.7)
736 tracebox(this.origin + jumpstepheightvec, this.mins, this.maxs, this.origin + this.velocity * 0.2 + jumpstepheightvec, false, this);
737 if (trace_fraction > s)
738 PHYS_INPUT_BUTTON_JUMP(this) = true;
742 // avoiding dangers and obstacles
743 vector dst_ahead, dst_down;
744 makevectors(this.v_angle.y * '0 1 0');
745 dst_ahead = this.origin + this.view_ofs + (this.velocity * 0.4) + (v_forward * 32 * 3);
746 dst_down = dst_ahead - '0 0 1500';
749 traceline(this.origin + this.view_ofs, dst_ahead, true, NULL);
751 // Check head-banging against walls
752 if(vdist(this.origin + this.view_ofs - trace_endpos, <, 25) && !(this.aistatus & AI_STATUS_OUT_WATER))
754 PHYS_INPUT_BUTTON_JUMP(this) = true;
755 if(this.facingwalltime && time > this.facingwalltime)
757 this.ignoregoal = this.goalcurrent;
758 this.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
759 this.bot_strategytime = 0;
764 this.facingwalltime = time + 0.05;
769 this.facingwalltime = 0;
771 if(this.ignoregoal != NULL && time > this.ignoregoaltime)
773 this.ignoregoal = NULL;
774 this.ignoregoaltime = 0;
778 // Check for water/slime/lava and dangerous edges
779 // (only when the bot is on the ground or jumping intentionally)
780 this.aistatus &= ~AI_STATUS_DANGER_AHEAD;
782 if(trace_fraction == 1 && this.jumppadcount == 0 && !this.goalcurrent.wphardwired )
783 if((IS_ONGROUND(this)) || (this.aistatus & AI_STATUS_RUNNING) || PHYS_INPUT_BUTTON_JUMP(this))
786 traceline(dst_ahead , dst_down, true, NULL);
787 // te_lightning2(NULL, this.origin, dst_ahead); // Draw "ahead" look
788 // te_lightning2(NULL, dst_ahead, dst_down); // Draw "downwards" look
789 if(trace_endpos.z < this.origin.z + this.mins.z)
791 s = pointcontents(trace_endpos + '0 0 1');
792 if (s != CONTENT_SOLID)
793 if (s == CONTENT_LAVA || s == CONTENT_SLIME)
794 evadelava = normalize(this.velocity) * -1;
795 else if (s == CONTENT_SKY)
796 evadeobstacle = normalize(this.velocity) * -1;
797 else if (!boxesoverlap(dst_ahead - this.view_ofs + this.mins, dst_ahead - this.view_ofs + this.maxs,
798 this.goalcurrent.absmin, this.goalcurrent.absmax))
800 // if ain't a safe goal with "holes" (like the jumpad on soylent)
801 // and there is a trigger_hurt below
802 if(tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos))
804 // Remove dangerous dynamic goals from stack
805 LOG_TRACE("bot ", this.netname, " avoided the goal ", this.goalcurrent.classname, " ", etos(this.goalcurrent), " because it led to a dangerous path; goal stack cleared");
806 navigation_clearroute(this);
816 makevectors(this.v_angle.y * '0 1 0');
818 if(evadeobstacle!='0 0 0'||evadelava!='0 0 0')
819 this.aistatus |= AI_STATUS_DANGER_AHEAD;
822 dodge = havocbot_dodge(this);
823 dodge = dodge * bound(0,0.5+(skill+this.bot_dodgeskill)*0.1,1);
824 evadelava = evadelava * bound(1,3-(skill+this.bot_dodgeskill),3); //Noobs fear lava a lot and take more distance from it
825 traceline(this.origin, ( ( this.enemy.absmin + this.enemy.absmax ) * 0.5 ), true, NULL);
826 if(IS_PLAYER(trace_ent))
827 dir = dir * bound(0,(skill+this.bot_dodgeskill)/7,1);
829 dir = normalize(dir + dodge + evadeobstacle + evadelava);
830 // this.bot_dodgevector = dir;
831 // this.bot_dodgevector_jumpbutton = PHYS_INPUT_BUTTON_JUMP(this);
834 if(time < this.ladder_time)
836 if(this.goalcurrent.origin.z + this.goalcurrent.mins.z > this.origin.z + this.mins.z)
838 if(this.origin.z + this.mins.z < this.ladder_entity.origin.z + this.ladder_entity.maxs.z)
843 if(this.origin.z + this.mins.z > this.ladder_entity.origin.z + this.ladder_entity.mins.z)
848 //dir = this.bot_dodgevector;
849 //if (this.bot_dodgevector_jumpbutton)
850 // PHYS_INPUT_BUTTON_JUMP(this) = true;
851 this.movement_x = dir * v_forward * maxspeed;
852 this.movement_y = dir * v_right * maxspeed;
853 this.movement_z = dir * v_up * maxspeed;
855 // Emulate keyboard interface
857 havocbot_keyboard_movement(this, destorg);
860 // if(this.aistatus & AI_STATUS_ROAMING)
862 if(skill+this.bot_moveskill >= autocvar_bot_ai_bunnyhop_skilloffset)
863 havocbot_bunnyhop(this, dir);
865 if ((dir * v_up) >= autocvar_sv_jumpvelocity*0.5 && (IS_ONGROUND(this))) PHYS_INPUT_BUTTON_JUMP(this) = true;
866 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;
867 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);
870 entity havocbot_gettarget(entity this, bool secondary)
873 vector eye = CENTER_OR_VIEWOFS(this);
874 IL_EACH(g_bot_targets, boolean((secondary) ? it.classname == "misc_breakablemodel" : it.classname != "misc_breakablemodel"),
876 vector v = CENTER_OR_VIEWOFS(it);
877 if(vdist(v - eye, <, autocvar_bot_ai_enemydetectionradius))
878 if(!best || vlen2(CENTER_OR_VIEWOFS(best) - eye) > vlen2(v - eye))
879 if(bot_shouldattack(this, it))
881 traceline(eye, v, true, this);
882 if (trace_ent == it || trace_fraction >= 1)
890 void havocbot_chooseenemy(entity this)
892 entity head, best, head2;
893 float rating, bestrating, hf;
895 if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(this))
902 if (!bot_shouldattack(this, this.enemy))
904 // enemy died or something, find a new target
906 this.havocbot_chooseenemy_finished = time;
908 else if (this.havocbot_stickenemy)
910 // tracking last chosen enemy
911 // if enemy is visible
912 // and not really really far away
913 // and we're not severely injured
914 // then keep tracking for a half second into the future
915 traceline(this.origin+this.view_ofs, ( this.enemy.absmin + this.enemy.absmax ) * 0.5,false,NULL);
916 if (trace_ent == this.enemy || trace_fraction == 1)
917 if (vdist(((this.enemy.absmin + this.enemy.absmax) * 0.5) - this.origin, <, 1000))
918 if (this.health > 30)
920 // remain tracking him for a shot while (case he went after a small corner or pilar
921 this.havocbot_chooseenemy_finished = time + 0.5;
924 // enemy isn't visible, or is far away, or we're injured severely
925 // so stop preferring this enemy
926 // (it will still take a half second until a new one is chosen)
927 this.havocbot_stickenemy = 0;
930 if (time < this.havocbot_chooseenemy_finished)
932 this.havocbot_chooseenemy_finished = time + autocvar_bot_ai_enemydetectioninterval;
933 eye = this.origin + this.view_ofs;
935 bestrating = 100000000;
936 head = head2 = findchainfloat(bot_attack, true);
939 hf = this.dphitcontentsmask;
941 // Search for enemies, if no enemy can be seen directly try to look through transparent objects
943 this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
945 bool scan_transparent = false;
946 bool scan_secondary_targets = false;
947 bool have_secondary_targets = false;
950 scan_secondary_targets = false;
952 for( ; head; head = head.chain)
954 if(!scan_secondary_targets)
956 if(head.classname == "misc_breakablemodel")
958 have_secondary_targets = true;
964 if(head.classname != "misc_breakablemodel")
968 v = (head.absmin + head.absmax) * 0.5;
969 rating = vlen(v - eye);
970 if (rating<autocvar_bot_ai_enemydetectionradius)
971 if (bestrating > rating)
972 if (bot_shouldattack(this, head))
974 traceline(eye, v, true, this);
975 if (trace_ent == head || trace_fraction >= 1)
983 if(!best && have_secondary_targets && !scan_secondary_targets)
985 scan_secondary_targets = true;
988 bestrating = 100000000;
992 // I want to do a second scan if no enemy was found or I don't have weapons
993 // TODO: Perform the scan when using the rifle (requires changes on the rifle code)
994 if(best || this.weapons) // || this.weapon == WEP_RIFLE.m_id
999 // Set flags to see through transparent objects
1000 this.dphitcontentsmask |= DPCONTENTS_OPAQUE;
1003 scan_transparent = true;
1006 // Restore hit flags
1007 this.dphitcontentsmask = hf;
1010 this.havocbot_stickenemy = true;
1011 if(best && best.classname == "misc_breakablemodel")
1012 this.havocbot_stickenemy = false;
1015 float havocbot_chooseweapon_checkreload(entity this, .entity weaponentity, int new_weapon)
1017 // bots under this skill cannot find unloaded weapons to reload idly when not in combat,
1018 // so skip this for them, or they'll never get to reload their weapons at all.
1019 // this also allows bots under this skill to be more stupid, and reload more often during combat :)
1023 // if this weapon is scheduled for reloading, don't switch to it during combat
1024 if (this.(weaponentity).weapon_load[new_weapon] < 0)
1026 bool other_weapon_available = false;
1027 FOREACH(Weapons, it != WEP_Null, LAMBDA(
1028 if(it.wr_checkammo1(it, this, weaponentity) + it.wr_checkammo2(it, this, weaponentity))
1029 other_weapon_available = true;
1031 if(other_weapon_available)
1038 void havocbot_chooseweapon(entity this, .entity weaponentity)
1043 if(g_weaponarena_weapons == WEPSET(TUBA))
1045 this.(weaponentity).m_switchweapon = WEP_TUBA;
1049 // TODO: clean this up by moving it to weapon code
1050 if(this.enemy==NULL)
1052 // If no weapon was chosen get the first available weapon
1053 if(this.(weaponentity).m_weapon==WEP_Null)
1054 FOREACH(Weapons, it != WEP_Null, LAMBDA(
1055 if(client_hasweapon(this, it, weaponentity, true, false))
1057 this.(weaponentity).m_switchweapon = it;
1064 // Do not change weapon during the next second after a combo
1065 float f = time - this.lastcombotime;
1070 float distance; distance=bound(10,vlen(this.origin-this.enemy.origin)-200,10000);
1072 // Should it do a weapon combo?
1073 float af, ct, combo_time, combo;
1075 af = ATTACK_FINISHED(this, 0);
1076 ct = autocvar_bot_ai_weapon_combo_threshold;
1078 // Bots with no skill will be 4 times more slower than "godlike" bots when doing weapon combos
1079 // Ideally this 4 should be calculated as longest_weapon_refire / bot_ai_weapon_combo_threshold
1080 combo_time = time + ct + (ct * ((-0.3*(skill+this.bot_weaponskill))+3));
1084 if(autocvar_bot_ai_weapon_combo)
1085 if(this.(weaponentity).m_weapon.m_id == this.(weaponentity).lastfiredweapon)
1089 this.lastcombotime = time;
1092 distance *= pow(2, this.bot_rangepreference);
1094 // Custom weapon list based on distance to the enemy
1095 if(bot_custom_weapon){
1097 // Choose weapons for far distance
1098 if ( distance > bot_distance_far ) {
1099 for(i=0; i < Weapons_COUNT && bot_weapons_far[i] != -1 ; ++i){
1100 w = bot_weapons_far[i];
1101 if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
1103 if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1105 this.(weaponentity).m_switchweapon = Weapons_from(w);
1111 // Choose weapons for mid distance
1112 if ( distance > bot_distance_close) {
1113 for(i=0; i < Weapons_COUNT && bot_weapons_mid[i] != -1 ; ++i){
1114 w = bot_weapons_mid[i];
1115 if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
1117 if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1119 this.(weaponentity).m_switchweapon = Weapons_from(w);
1125 // Choose weapons for close distance
1126 for(i=0; i < Weapons_COUNT && bot_weapons_close[i] != -1 ; ++i){
1127 w = bot_weapons_close[i];
1128 if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
1130 if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1132 this.(weaponentity).m_switchweapon = Weapons_from(w);
1139 void havocbot_aim(entity this)
1141 vector myvel, enemyvel;
1142 // if(this.flags & FL_INWATER)
1144 if (time < this.nextaim)
1146 this.nextaim = time + 0.1;
1147 myvel = this.velocity;
1148 if (!this.waterlevel)
1152 enemyvel = this.enemy.velocity;
1153 if (!this.enemy.waterlevel)
1155 lag_additem(this, time + this.ping, 0, 0, this.enemy, this.origin, myvel, (this.enemy.absmin + this.enemy.absmax) * 0.5, enemyvel);
1158 lag_additem(this, time + this.ping, 0, 0, NULL, this.origin, myvel, ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5, '0 0 0');
1161 bool havocbot_moveto_refresh_route(entity this)
1163 // Refresh path to goal if necessary
1165 wp = this.havocbot_personal_waypoint;
1166 navigation_goalrating_start(this);
1167 navigation_routerating(this, wp, 10000, 10000);
1168 navigation_goalrating_end(this);
1169 return this.navigation_hasgoals;
1172 float havocbot_moveto(entity this, vector pos)
1176 if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_GOING)
1178 // Step 4: Move to waypoint
1179 if(this.havocbot_personal_waypoint==NULL)
1181 LOG_TRACE("Error: ", this.netname, " trying to walk to a non existent personal waypoint");
1182 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_GOING;
1183 return CMD_STATUS_ERROR;
1186 if (!bot_strategytoken_taken)
1187 if(this.havocbot_personal_waypoint_searchtime<time)
1189 bot_strategytoken_taken = true;
1190 if(havocbot_moveto_refresh_route(this))
1192 LOG_TRACE(this.netname, " walking to its personal waypoint (after ", ftos(this.havocbot_personal_waypoint_failcounter), " failed attempts)");
1193 this.havocbot_personal_waypoint_searchtime = time + 10;
1194 this.havocbot_personal_waypoint_failcounter = 0;
1198 this.havocbot_personal_waypoint_failcounter += 1;
1199 this.havocbot_personal_waypoint_searchtime = time + 2;
1200 if(this.havocbot_personal_waypoint_failcounter >= 30)
1202 LOG_TRACE("Warning: can't walk to the personal waypoint located at ", vtos(this.havocbot_personal_waypoint.origin));
1203 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1204 delete(this.havocbot_personal_waypoint);
1205 return CMD_STATUS_ERROR;
1208 LOG_TRACE(this.netname, " can't walk to its personal waypoint (after ", ftos(this.havocbot_personal_waypoint_failcounter), " failed attempts), trying later");
1212 if(autocvar_bot_debug_goalstack)
1213 debuggoalstack(this);
1216 vector dir = ( ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5 ) - (this.origin + this.view_ofs);
1218 bot_aimdir(this, dir, -1);
1221 havocbot_movetogoal(this);
1223 if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_REACHED)
1225 // Step 5: Waypoint reached
1226 LOG_TRACE(this.netname, "'s personal waypoint reached");
1227 delete(this.havocbot_personal_waypoint);
1228 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_REACHED;
1229 return CMD_STATUS_FINISHED;
1232 return CMD_STATUS_EXECUTING;
1235 // Step 2: Linking waypoint
1236 if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_LINKING)
1238 // Wait until it is linked
1239 if(!this.havocbot_personal_waypoint.wplinked)
1241 LOG_TRACE(this.netname, " waiting for personal waypoint to be linked");
1242 return CMD_STATUS_EXECUTING;
1245 this.havocbot_personal_waypoint_searchtime = time; // so we set the route next frame
1246 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1247 this.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_GOING;
1249 // Step 3: Route to waypoint
1250 LOG_TRACE(this.netname, " walking to its personal waypoint");
1252 return CMD_STATUS_EXECUTING;
1255 // Step 1: Spawning waypoint
1256 wp = waypoint_spawnpersonal(this, pos);
1259 LOG_TRACE("Error: Can't spawn personal waypoint at ",vtos(pos));
1260 return CMD_STATUS_ERROR;
1263 this.havocbot_personal_waypoint = wp;
1264 this.havocbot_personal_waypoint_failcounter = 0;
1265 this.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1267 // if pos is inside a teleport, then let's mark it as teleport waypoint
1268 IL_EACH(g_teleporters, WarpZoneLib_BoxTouchesBrush(pos, pos, it, NULL),
1270 wp.wpflags |= WAYPOINTFLAG_TELEPORT;
1271 this.lastteleporttime = 0;
1275 if(wp.wpflags & WAYPOINTFLAG_TELEPORT)
1276 print("routing to a teleporter\n");
1278 print("routing to a non-teleporter\n");
1281 return CMD_STATUS_EXECUTING;
1284 float havocbot_resetgoal(entity this)
1286 navigation_clearroute(this);
1287 return CMD_STATUS_FINISHED;
1290 void havocbot_setupbot(entity this)
1292 this.bot_ai = havocbot_ai;
1293 this.cmd_moveto = havocbot_moveto;
1294 this.cmd_resetgoal = havocbot_resetgoal;
1296 havocbot_chooserole(this);
1299 vector havocbot_dodge(entity this)
1301 // LordHavoc: disabled because this is too expensive
1306 float danger, bestdanger, vl, d;
1309 // check for dangerous objects near bot or approaching bot
1310 head = findchainfloat(bot_dodge, true);
1313 if (head.owner != this)
1315 vl = vlen(head.velocity);
1316 if (vl > autocvar_sv_maxspeed * 0.3)
1318 n = normalize(head.velocity);
1319 v = this.origin - head.origin;
1321 if (d > (0 - head.bot_dodgerating))
1322 if (d < (vl * 0.2 + head.bot_dodgerating))
1324 // calculate direction and distance from the flight path, by removing the forward axis
1325 v = v - (n * (v * n));
1326 danger = head.bot_dodgerating - vlen(v);
1327 if (bestdanger < danger)
1329 bestdanger = danger;
1330 // dodge to the side of the object
1331 dodge = normalize(v);
1337 danger = head.bot_dodgerating - vlen(head.origin - this.origin);
1338 if (bestdanger < danger)
1340 bestdanger = danger;
1341 dodge = normalize(this.origin - head.origin);