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Fix speed checks. The broken loose goal touching check when running was occasionally...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / bot / default / havocbot / havocbot.qc
1 #include "havocbot.qh"
2
3 #include "../cvars.qh"
4
5 #include "../aim.qh"
6 #include "../bot.qh"
7 #include "../navigation.qh"
8 #include "../scripting.qh"
9 #include "../waypoints.qh"
10
11 #include <common/constants.qh>
12 #include <common/impulses/all.qh>
13 #include <common/net_linked.qh>
14 #include <common/physics/player.qh>
15 #include <common/state.qh>
16 #include <common/items/_mod.qh>
17 #include <common/wepent.qh>
18
19 #include <common/triggers/teleporters.qh>
20 #include <common/triggers/trigger/jumppads.qh>
21
22 #include <lib/warpzone/common.qh>
23
24 .float speed;
25
26 void havocbot_ai(entity this)
27 {
28         if(this.draggedby)
29                 return;
30
31         if(bot_execute_commands(this))
32                 return;
33
34         if (bot_strategytoken == this)
35         if (!bot_strategytoken_taken)
36         {
37                 if(this.havocbot_blockhead)
38                 {
39                         this.havocbot_blockhead = false;
40                 }
41                 else
42                 {
43                         if (!this.jumppadcount)
44                                 this.havocbot_role(this); // little too far down the rabbit hole
45                 }
46
47                 // TODO: tracewalk() should take care of this job (better path finding under water)
48                 // if we don't have a goal and we're under water look for a waypoint near the "shore" and push it
49                 if(!(IS_DEAD(this)))
50                 if(!this.goalcurrent)
51                 if(this.waterlevel == WATERLEVEL_SWIMMING || (this.aistatus & AI_STATUS_OUT_WATER))
52                 {
53                         // Look for the closest waypoint out of water
54                         entity newgoal = NULL;
55                         IL_EACH(g_waypoints, vdist(it.origin - this.origin, <=, 10000),
56                         {
57                                 if(it.origin.z < this.origin.z)
58                                         continue;
59
60                                 if(it.origin.z - this.origin.z - this.view_ofs.z > 100)
61                                         continue;
62
63                                 if (pointcontents(it.origin + it.maxs + '0 0 1') != CONTENT_EMPTY)
64                                         continue;
65
66                                 traceline(this.origin + this.view_ofs, ((it.absmin + it.absmax) * 0.5), true, this);
67
68                                 if(trace_fraction < 1)
69                                         continue;
70
71                                 if(!newgoal || vlen2(it.origin - this.origin) < vlen2(newgoal.origin - this.origin))
72                                         newgoal = it;
73                         });
74
75                         if(newgoal)
76                         {
77                         //      te_wizspike(newgoal.origin);
78                                 navigation_pushroute(this, newgoal);
79                         }
80                 }
81
82                 // token has been used this frame
83                 bot_strategytoken_taken = true;
84         }
85
86         if(IS_DEAD(this))
87                 return;
88
89         havocbot_chooseenemy(this);
90
91         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
92         {
93                 .entity weaponentity = weaponentities[slot];
94                 if(this.(weaponentity).m_weapon != WEP_Null || slot == 0)
95                 if(this.(weaponentity).bot_chooseweapontime < time)
96                 {
97                         this.(weaponentity).bot_chooseweapontime = time + autocvar_bot_ai_chooseweaponinterval;
98                         havocbot_chooseweapon(this, weaponentity);
99                 }
100         }
101         havocbot_aim(this);
102         lag_update(this);
103         if (this.bot_aimtarg)
104         {
105                 this.aistatus |= AI_STATUS_ATTACKING;
106                 this.aistatus &= ~AI_STATUS_ROAMING;
107
108                 if(this.weapons)
109                 {
110                         if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(this))
111                         {
112                                 PHYS_INPUT_BUTTON_ATCK(this) = false;
113                                 PHYS_INPUT_BUTTON_ATCK2(this) = false;
114                         }
115                         else
116                         {
117                                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
118                                 {
119                                         .entity weaponentity = weaponentities[slot];
120                                         Weapon w = this.(weaponentity).m_weapon;
121                                         if(w == WEP_Null && slot != 0)
122                                                 continue;
123                                         w.wr_aim(w, this, weaponentity);
124                                         if(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this)) // TODO: what if we didn't fire this weapon, but the previous?
125                                                 this.(weaponentity).lastfiredweapon = this.(weaponentity).m_weapon.m_id;
126                                 }
127                         }
128                 }
129                 else
130                 {
131                         if(IS_PLAYER(this.bot_aimtarg))
132                                 bot_aimdir(this, this.bot_aimtarg.origin + this.bot_aimtarg.view_ofs - this.origin - this.view_ofs , -1);
133                 }
134         }
135         else if (this.goalcurrent)
136         {
137                 this.aistatus |= AI_STATUS_ROAMING;
138                 this.aistatus &= ~AI_STATUS_ATTACKING;
139
140                 vector now,v,next;//,heading;
141                 float aimdistance,skillblend,distanceblend,blend;
142                 next = now = ( (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5) - (this.origin + this.view_ofs);
143                 aimdistance = vlen(now);
144                 //heading = this.velocity;
145                 //dprint(this.goalstack01.classname,etos(this.goalstack01),"\n");
146                 if(
147                         this.goalstack01 != this && this.goalstack01 && !wasfreed(this.goalstack01) && ((this.aistatus & AI_STATUS_RUNNING) == 0) &&
148                         !(this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
149                 )
150                         next = ((this.goalstack01.absmin + this.goalstack01.absmax) * 0.5) - (this.origin + this.view_ofs);
151
152                 skillblend=bound(0,(skill+this.bot_moveskill-2.5)*0.5,1); //lower skill player can't preturn
153                 distanceblend=bound(0,aimdistance/autocvar_bot_ai_keyboard_distance,1);
154                 blend = skillblend * (1-distanceblend);
155                 //v = (now * (distanceblend) + next * (1-distanceblend)) * (skillblend) + now * (1-skillblend);
156                 //v = now * (distanceblend) * (skillblend) + next * (1-distanceblend) * (skillblend) + now * (1-skillblend);
157                 //v = now * ((1-skillblend) + (distanceblend) * (skillblend)) + next * (1-distanceblend) * (skillblend);
158                 v = now + blend * (next - now);
159                 //dprint(etos(this), " ");
160                 //dprint(vtos(now), ":", vtos(next), "=", vtos(v), " (blend ", ftos(blend), ")\n");
161                 //v = now * (distanceblend) + next * (1-distanceblend);
162                 if (this.waterlevel < WATERLEVEL_SWIMMING)
163                         v.z = 0;
164                 //dprint("walk at:", vtos(v), "\n");
165                 //te_lightning2(NULL, this.origin, this.goalcurrent.origin);
166                 bot_aimdir(this, v, -1);
167         }
168         havocbot_movetogoal(this);
169
170         // if the bot is not attacking, consider reloading weapons
171         if (!(this.aistatus & AI_STATUS_ATTACKING))
172         {
173                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
174                 {
175                         .entity weaponentity = weaponentities[slot];
176
177                         if(this.(weaponentity).m_weapon == WEP_Null && slot != 0)
178                                 continue;
179
180                         // we are currently holding a weapon that's not fully loaded, reload it
181                         if(skill >= 2) // bots can only reload the held weapon on purpose past this skill
182                         if(this.(weaponentity).clip_load < this.(weaponentity).clip_size)
183                                 this.impulse = IMP_weapon_reload.impulse; // not sure if this is done right
184
185                         // if we're not reloading a weapon, switch to any weapon in our invnetory that's not fully loaded to reload it next
186                         // the code above executes next frame, starting the reloading then
187                         if(skill >= 5) // bots can only look for unloaded weapons past this skill
188                         if(this.(weaponentity).clip_load >= 0) // only if we're not reloading a weapon already
189                         {
190                                 FOREACH(Weapons, it != WEP_Null, LAMBDA(
191                                         if((this.weapons & (it.m_wepset)) && (it.spawnflags & WEP_FLAG_RELOADABLE) && (this.(weaponentity).weapon_load[it.m_id] < it.reloading_ammo))
192                                         {
193                                                 this.(weaponentity).m_switchweapon = it;
194                                                 break;
195                                         }
196                                 ));
197                         }
198                 }
199         }
200 }
201
202 void havocbot_keyboard_movement(entity this, vector destorg)
203 {
204         vector keyboard;
205         float blend, maxspeed;
206         float sk;
207
208         sk = skill + this.bot_moveskill;
209
210         maxspeed = autocvar_sv_maxspeed;
211
212         if (time < this.havocbot_keyboardtime)
213                 return;
214
215         this.havocbot_keyboardtime =
216                 max(
217                         this.havocbot_keyboardtime
218                                 + 0.05/max(1, sk+this.havocbot_keyboardskill)
219                                 + random()*0.025/max(0.00025, skill+this.havocbot_keyboardskill)
220                 , time);
221         keyboard = this.movement * (1.0 / maxspeed);
222
223         float trigger, trigger1;
224         blend = bound(0,sk*0.1,1);
225         trigger = autocvar_bot_ai_keyboard_threshold;
226         trigger1 = 0 - trigger;
227
228         // categorize forward movement
229         // at skill < 1.5 only forward
230         // at skill < 2.5 only individual directions
231         // at skill < 4.5 only individual directions, and forward diagonals
232         // at skill >= 4.5, all cases allowed
233         if (keyboard.x > trigger)
234         {
235                 keyboard.x = 1;
236                 if (sk < 2.5)
237                         keyboard.y = 0;
238         }
239         else if (keyboard.x < trigger1 && sk > 1.5)
240         {
241                 keyboard.x = -1;
242                 if (sk < 4.5)
243                         keyboard.y = 0;
244         }
245         else
246         {
247                 keyboard.x = 0;
248                 if (sk < 1.5)
249                         keyboard.y = 0;
250         }
251         if (sk < 4.5)
252                 keyboard.z = 0;
253
254         if (keyboard.y > trigger)
255                 keyboard.y = 1;
256         else if (keyboard.y < trigger1)
257                 keyboard.y = -1;
258         else
259                 keyboard.y = 0;
260
261         if (keyboard.z > trigger)
262                 keyboard.z = 1;
263         else if (keyboard.z < trigger1)
264                 keyboard.z = -1;
265         else
266                 keyboard.z = 0;
267
268         this.havocbot_keyboard = keyboard * maxspeed;
269         if (this.havocbot_ducktime>time) PHYS_INPUT_BUTTON_CROUCH(this) = true;
270
271         keyboard = this.havocbot_keyboard;
272         blend = bound(0,vlen(destorg-this.origin)/autocvar_bot_ai_keyboard_distance,1); // When getting close move with 360 degree
273         //dprint("movement ", vtos(this.movement), " keyboard ", vtos(keyboard), " blend ", ftos(blend), "\n");
274         this.movement = this.movement + (keyboard - this.movement) * blend;
275 }
276
277 void havocbot_bunnyhop(entity this, vector dir)
278 {
279         float bunnyhopdistance;
280         vector deviation;
281         float maxspeed;
282         vector gco, gno;
283
284         // Don't jump when attacking
285         if(this.aistatus & AI_STATUS_ATTACKING)
286                 return;
287
288         if(IS_PLAYER(this.goalcurrent))
289                 return;
290
291         maxspeed = autocvar_sv_maxspeed;
292
293         if(this.aistatus & AI_STATUS_DANGER_AHEAD)
294         {
295                 this.aistatus &= ~AI_STATUS_RUNNING;
296                 PHYS_INPUT_BUTTON_JUMP(this) = false;
297                 this.bot_canruntogoal = 0;
298                 this.bot_timelastseengoal = 0;
299                 return;
300         }
301
302         if(this.waterlevel > WATERLEVEL_WETFEET)
303         {
304                 this.aistatus &= ~AI_STATUS_RUNNING;
305                 return;
306         }
307
308         if(this.bot_lastseengoal != this.goalcurrent && !(this.aistatus & AI_STATUS_RUNNING))
309         {
310                 this.bot_canruntogoal = 0;
311                 this.bot_timelastseengoal = 0;
312         }
313
314         gco = (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5;
315         bunnyhopdistance = vlen(this.origin - gco);
316
317         // Run only to visible goals
318         if(IS_ONGROUND(this))
319         if(vlen(this.velocity - eZ * this.velocity.z) >= autocvar_sv_maxspeed) // if -really- running
320         if(checkpvs(this.origin + this.view_ofs, this.goalcurrent))
321         {
322                         this.bot_lastseengoal = this.goalcurrent;
323
324                         // seen it before
325                         if(this.bot_timelastseengoal)
326                         {
327                                 // for a period of time
328                                 if(time - this.bot_timelastseengoal > autocvar_bot_ai_bunnyhop_firstjumpdelay)
329                                 {
330                                         float checkdistance;
331                                         checkdistance = true;
332
333                                         // don't run if it is too close
334                                         if(this.bot_canruntogoal==0)
335                                         {
336                                                 if(bunnyhopdistance > autocvar_bot_ai_bunnyhop_startdistance)
337                                                         this.bot_canruntogoal = 1;
338                                                 else
339                                                         this.bot_canruntogoal = -1;
340                                         }
341
342                                         if(this.bot_canruntogoal != 1)
343                                                 return;
344
345                                         if(this.aistatus & AI_STATUS_ROAMING)
346                                         if(this.goalcurrent.classname=="waypoint")
347                                         if (!(this.goalcurrent.wpflags & WAYPOINTFLAG_PERSONAL))
348                                         if(fabs(gco.z - this.origin.z) < this.maxs.z - this.mins.z)
349                                         if(this.goalstack01 && !wasfreed(this.goalstack01))
350                                         {
351                                                 gno = (this.goalstack01.absmin + this.goalstack01.absmax) * 0.5;
352                                                 deviation = vectoangles(gno - this.origin) - vectoangles(gco - this.origin);
353                                                 while (deviation.y < -180) deviation.y = deviation.y + 360;
354                                                 while (deviation.y > 180) deviation.y = deviation.y - 360;
355
356                                                 if(fabs(deviation.y) < 20)
357                                                 if(bunnyhopdistance < vlen(this.origin - gno))
358                                                 if(fabs(gno.z - gco.z) < this.maxs.z - this.mins.z)
359                                                 {
360                                                         if(vdist(gco - gno, >, autocvar_bot_ai_bunnyhop_startdistance))
361                                                         if(checkpvs(this.origin + this.view_ofs, this.goalstack01))
362                                                         {
363                                                                 checkdistance = false;
364                                                         }
365                                                 }
366                                         }
367
368                                         if(checkdistance)
369                                         {
370                                                 this.aistatus &= ~AI_STATUS_RUNNING;
371                                                 // increase stop distance in case the goal is on a slope or a lower platform 
372                                                 if(bunnyhopdistance > autocvar_bot_ai_bunnyhop_stopdistance + (this.origin.z - gco.z))
373                                                         PHYS_INPUT_BUTTON_JUMP(this) = true;
374                                         }
375                                         else
376                                         {
377                                                 this.aistatus |= AI_STATUS_RUNNING;
378                                                 PHYS_INPUT_BUTTON_JUMP(this) = true;
379                                         }
380                                 }
381                         }
382                         else
383                         {
384                                 this.bot_timelastseengoal = time;
385                         }
386         }
387         else
388         {
389                 this.bot_timelastseengoal = 0;
390         }
391
392 #if 0
393         // Release jump button
394         if(!cvar("sv_pogostick"))
395         if((IS_ONGROUND(this)) == 0)
396         {
397                 if(this.velocity.z < 0 || vlen(this.velocity)<maxspeed)
398                         PHYS_INPUT_BUTTON_JUMP(this) = false;
399
400                 // Strafe
401                 if(this.aistatus & AI_STATUS_RUNNING)
402                 if(vlen(this.velocity)>maxspeed)
403                 {
404                         deviation = vectoangles(dir) - vectoangles(this.velocity);
405                         while (deviation.y < -180) deviation.y = deviation.y + 360;
406                         while (deviation.y > 180) deviation.y = deviation.y - 360;
407
408                         if(fabs(deviation.y)>10)
409                                 this.movement_x = 0;
410
411                         if(deviation.y>10)
412                                 this.movement_y = maxspeed * -1;
413                         else if(deviation.y<10)
414                                 this.movement_y = maxspeed;
415
416                 }
417         }
418 #endif
419 }
420
421 void havocbot_movetogoal(entity this)
422 {
423         vector destorg;
424         vector diff;
425         vector dir;
426         vector flatdir;
427         vector m1;
428         vector m2;
429         vector evadeobstacle;
430         vector evadelava;
431         float maxspeed;
432         vector gco;
433         //float dist;
434         vector dodge;
435         //if (this.goalentity)
436         //      te_lightning2(this, this.origin, (this.goalentity.absmin + this.goalentity.absmax) * 0.5);
437         this.movement = '0 0 0';
438         maxspeed = autocvar_sv_maxspeed;
439
440         // Jetpack navigation
441         if(this.goalcurrent)
442         if(this.navigation_jetpack_goal)
443         if(this.goalcurrent==this.navigation_jetpack_goal)
444         if(this.ammo_fuel)
445         {
446                 if(autocvar_bot_debug_goalstack)
447                 {
448                         debuggoalstack(this);
449                         te_wizspike(this.navigation_jetpack_point);
450                 }
451
452                 // Take off
453                 if (!(this.aistatus & AI_STATUS_JETPACK_FLYING))
454                 {
455                         // Brake almost completely so it can get a good direction
456                         if(vdist(this.velocity, >, 10))
457                                 return;
458                         this.aistatus |= AI_STATUS_JETPACK_FLYING;
459                 }
460
461                 makevectors(this.v_angle.y * '0 1 0');
462                 dir = normalize(this.navigation_jetpack_point - this.origin);
463
464                 // Landing
465                 if(this.aistatus & AI_STATUS_JETPACK_LANDING)
466                 {
467                         // Calculate brake distance in xy
468                         float db, v, d;
469                         vector dxy;
470
471                         dxy = this.origin - ( ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5 ); dxy.z = 0;
472                         d = vlen(dxy);
473                         v = vlen(this.velocity -  this.velocity.z * '0 0 1');
474                         db = (pow(v,2) / (autocvar_g_jetpack_acceleration_side * 2)) + 100;
475                 //      dprint("distance ", ftos(ceil(d)), " velocity ", ftos(ceil(v)), " brake at ", ftos(ceil(db)), "\n");
476                         if(d < db || d < 500)
477                         {
478                                 // Brake
479                                 if(fabs(this.velocity.x)>maxspeed*0.3)
480                                 {
481                                         this.movement_x = dir * v_forward * -maxspeed;
482                                         return;
483                                 }
484                                 // Switch to normal mode
485                                 this.navigation_jetpack_goal = NULL;
486                                 this.aistatus &= ~AI_STATUS_JETPACK_LANDING;
487                                 this.aistatus &= ~AI_STATUS_JETPACK_FLYING;
488                                 return;
489                         }
490                 }
491                 else if(checkpvs(this.origin,this.goalcurrent))
492                 {
493                         // If I can see the goal switch to landing code
494                         this.aistatus &= ~AI_STATUS_JETPACK_FLYING;
495                         this.aistatus |= AI_STATUS_JETPACK_LANDING;
496                         return;
497                 }
498
499                 // Flying
500                 PHYS_INPUT_BUTTON_HOOK(this) = true;
501                 if(this.navigation_jetpack_point.z - STAT(PL_MAX, this).z + STAT(PL_MIN, this).z < this.origin.z)
502                 {
503                         this.movement_x = dir * v_forward * maxspeed;
504                         this.movement_y = dir * v_right * maxspeed;
505                 }
506                 return;
507         }
508
509         // Handling of jump pads
510         if(this.jumppadcount)
511         {
512                 // If got stuck on the jump pad try to reach the farthest visible waypoint
513                 // but with some randomness so it can try out different paths
514                 if(this.aistatus & AI_STATUS_OUT_JUMPPAD)
515                 {
516                         if(fabs(this.velocity.z)<50)
517                         {
518                                 entity newgoal = NULL;
519                                 IL_EACH(g_waypoints, vdist(it.origin - this.origin, <=, 1000),
520                                 {
521                                         traceline(this.origin + this.view_ofs, ((it.absmin + it.absmax) * 0.5), true, this);
522
523                                         if(trace_fraction < 1)
524                                                 continue;
525
526                                         if(!newgoal || ((random() < 0.8) && vlen2(it.origin - this.origin) > vlen2(newgoal.origin - this.origin)))
527                                                 newgoal = it;
528                                 });
529
530                                 if(newgoal)
531                                 {
532                                         this.ignoregoal = this.goalcurrent;
533                                         this.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
534                                         navigation_clearroute(this);
535                                         navigation_routetogoal(this, newgoal, this.origin);
536                                         if(autocvar_bot_debug_goalstack)
537                                                 debuggoalstack(this);
538                                         this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
539                                 }
540                         }
541                         else
542                                 return;
543                 }
544                 else
545                 {
546                         if(this.velocity.z>0)
547                         {
548                                 float threshold;
549                                 vector velxy = this.velocity; velxy_z = 0;
550                                 threshold = maxspeed * 0.2;
551                                 if(vdist(velxy, <, threshold))
552                                 {
553                                         LOG_TRACE("Warning: ", this.netname, " got stuck on a jumppad (velocity in xy is ", vtos(velxy), "), trying to get out of it now");
554                                         this.aistatus |= AI_STATUS_OUT_JUMPPAD;
555                                 }
556                                 return;
557                         }
558
559                         // Don't chase players while using a jump pad
560                         if(IS_PLAYER(this.goalcurrent) || IS_PLAYER(this.goalstack01))
561                                 return;
562                 }
563         }
564         else if(this.aistatus & AI_STATUS_OUT_JUMPPAD)
565                 this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
566
567         // If there is a trigger_hurt right below try to use the jetpack or make a rocketjump
568         if(skill>6)
569         if (!(IS_ONGROUND(this)))
570         {
571                 tracebox(this.origin, this.mins, this.maxs, this.origin + '0 0 -65536', MOVE_NOMONSTERS, this);
572                 if(tracebox_hits_trigger_hurt(this.origin, this.mins, this.maxs, trace_endpos ))
573                 if(this.items & IT_JETPACK)
574                 {
575                         tracebox(this.origin, this.mins, this.maxs, this.origin + '0 0 65536', MOVE_NOMONSTERS, this);
576                         if(tracebox_hits_trigger_hurt(this.origin, this.mins, this.maxs, trace_endpos + '0 0 1' ))
577                         {
578                                 if(this.velocity.z<0)
579                                 {
580                                         PHYS_INPUT_BUTTON_HOOK(this) = true;
581                                 }
582                         }
583                         else
584                                 PHYS_INPUT_BUTTON_HOOK(this) = true;
585
586                         // If there is no goal try to move forward
587
588                         if(this.goalcurrent==NULL)
589                                 dir = v_forward;
590                         else
591                                 dir = normalize(( ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5 ) - this.origin);
592
593                         vector xyvelocity = this.velocity; xyvelocity_z = 0;
594                         float xyspeed = xyvelocity * dir;
595
596                         if(xyspeed < (maxspeed / 2))
597                         {
598                                 makevectors(this.v_angle.y * '0 1 0');
599                                 tracebox(this.origin, this.mins, this.maxs, this.origin + (dir * maxspeed * 3), MOVE_NOMONSTERS, this);
600                                 if(trace_fraction==1)
601                                 {
602                                         this.movement_x = dir * v_forward * maxspeed;
603                                         this.movement_y = dir * v_right * maxspeed;
604                                         if (skill < 10)
605                                                 havocbot_keyboard_movement(this, this.origin + dir * 100);
606                                 }
607                         }
608
609                         this.havocbot_blockhead = true;
610
611                         return;
612                 }
613                 else if(this.health>WEP_CVAR(devastator, damage)*0.5)
614                 {
615                         if(this.velocity.z < 0)
616                         {
617                                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
618                                 {
619                                         .entity weaponentity = weaponentities[slot];
620
621                                         if(this.(weaponentity).m_weapon == WEP_Null && slot != 0)
622                                                 continue;
623
624                                         if(client_hasweapon(this, WEP_DEVASTATOR, weaponentity, true, false))
625                                         {
626                                                 this.movement_x = maxspeed;
627
628                                                 if(this.rocketjumptime)
629                                                 {
630                                                         if(time > this.rocketjumptime)
631                                                         {
632                                                                 PHYS_INPUT_BUTTON_ATCK2(this) = true;
633                                                                 this.rocketjumptime = 0;
634                                                         }
635                                                         return;
636                                                 }
637
638                                                 this.(weaponentity).m_switchweapon = WEP_DEVASTATOR;
639                                                 this.v_angle_x = 90;
640                                                 PHYS_INPUT_BUTTON_ATCK(this) = true;
641                                                 this.rocketjumptime = time + WEP_CVAR(devastator, detonatedelay);
642                                                 return;
643                                         }
644                                 }
645                         }
646                 }
647                 else
648                 {
649                         // If there is no goal try to move forward
650                         if(this.goalcurrent==NULL)
651                                 this.movement_x = maxspeed;
652                 }
653         }
654
655         // If we are under water with no goals, swim up
656         if(this.waterlevel)
657         if(this.goalcurrent==NULL)
658         {
659                 dir = '0 0 0';
660                 if(this.waterlevel>WATERLEVEL_SWIMMING)
661                         dir.z = 1;
662                 else if(this.velocity.z >= 0 && !(this.waterlevel == WATERLEVEL_WETFEET && this.watertype == CONTENT_WATER))
663                         PHYS_INPUT_BUTTON_JUMP(this) = true;
664                 else
665                         PHYS_INPUT_BUTTON_JUMP(this) = false;
666                 makevectors(this.v_angle.y * '0 1 0');
667                 this.movement_x = dir * v_forward * maxspeed;
668                 this.movement_y = dir * v_right * maxspeed;
669                 this.movement_z = dir * v_up * maxspeed;
670         }
671
672         // if there is nowhere to go, exit
673         if (this.goalcurrent == NULL)
674                 return;
675
676         navigation_poptouchedgoals(this);
677
678         // if ran out of goals try to use an alternative goal or get a new strategy asap
679         if(this.goalcurrent == NULL)
680         {
681                 this.bot_strategytime = 0;
682                 return;
683         }
684
685
686         if(autocvar_bot_debug_goalstack)
687                 debuggoalstack(this);
688
689         m1 = this.goalcurrent.origin + this.goalcurrent.mins;
690         m2 = this.goalcurrent.origin + this.goalcurrent.maxs;
691         destorg = this.origin;
692         destorg.x = bound(m1_x, destorg.x, m2_x);
693         destorg.y = bound(m1_y, destorg.y, m2_y);
694         destorg.z = bound(m1_z, destorg.z, m2_z);
695         diff = destorg - this.origin;
696         //dist = vlen(diff);
697         dir = normalize(diff);
698         flatdir = diff;flatdir.z = 0;
699         flatdir = normalize(flatdir);
700         gco = (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5;
701
702         //if (this.bot_dodgevector_time < time)
703         {
704         //      this.bot_dodgevector_time = time + cvar("bot_ai_dodgeupdateinterval");
705         //      this.bot_dodgevector_jumpbutton = 1;
706                 evadeobstacle = '0 0 0';
707                 evadelava = '0 0 0';
708
709                 if (this.waterlevel)
710                 {
711                         if(this.waterlevel>WATERLEVEL_SWIMMING)
712                         {
713                         //      flatdir_z = 1;
714                                 this.aistatus |= AI_STATUS_OUT_WATER;
715                         }
716                         else
717                         {
718                                 if(this.velocity.z >= 0 && !(this.watertype == CONTENT_WATER && gco.z < this.origin.z) &&
719                                         ( !(this.waterlevel == WATERLEVEL_WETFEET && this.watertype == CONTENT_WATER) || this.aistatus & AI_STATUS_OUT_WATER))
720                                         PHYS_INPUT_BUTTON_JUMP(this) = true;
721                                 else
722                                         PHYS_INPUT_BUTTON_JUMP(this) = false;
723                         }
724                         dir = normalize(flatdir);
725                         makevectors(this.v_angle.y * '0 1 0');
726                 }
727                 else
728                 {
729                         float s;
730                         if(this.aistatus & AI_STATUS_OUT_WATER)
731                                 this.aistatus &= ~AI_STATUS_OUT_WATER;
732
733                         // jump if going toward an obstacle that doesn't look like stairs we
734                         // can walk up directly
735                         tracebox(this.origin, this.mins, this.maxs, this.origin + this.velocity * 0.2, false, this);
736                         if (trace_fraction < 1)
737                         if (trace_plane_normal.z < 0.7)
738                         {
739                                 s = trace_fraction;
740                                 tracebox(this.origin + stepheightvec, this.mins, this.maxs, this.origin + this.velocity * 0.2 + stepheightvec, false, this);
741                                 if (trace_fraction < s + 0.01)
742                                 if (trace_plane_normal.z < 0.7)
743                                 {
744                                         s = trace_fraction;
745                                         tracebox(this.origin + jumpstepheightvec, this.mins, this.maxs, this.origin + this.velocity * 0.2 + jumpstepheightvec, false, this);
746                                         if (trace_fraction > s)
747                                                 PHYS_INPUT_BUTTON_JUMP(this) = true;
748                                 }
749                         }
750
751                         // avoiding dangers and obstacles
752                         vector dst_ahead = this.origin + this.view_ofs + this.velocity * 0.5;
753                         vector dst_down = dst_ahead - '0 0 3000';
754
755                         // Look ahead
756                         traceline(this.origin + this.view_ofs, dst_ahead, true, NULL);
757
758                         // Check head-banging against walls
759                         if(vdist(this.origin + this.view_ofs - trace_endpos, <, 25) && !(this.aistatus & AI_STATUS_OUT_WATER))
760                         {
761                                 PHYS_INPUT_BUTTON_JUMP(this) = true;
762                                 if(this.facingwalltime && time > this.facingwalltime)
763                                 {
764                                         this.ignoregoal = this.goalcurrent;
765                                         this.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
766                                         this.bot_strategytime = 0;
767                                         return;
768                                 }
769                                 else
770                                 {
771                                         this.facingwalltime = time + 0.05;
772                                 }
773                         }
774                         else
775                         {
776                                 this.facingwalltime = 0;
777
778                                 if(this.ignoregoal != NULL && time > this.ignoregoaltime)
779                                 {
780                                         this.ignoregoal = NULL;
781                                         this.ignoregoaltime = 0;
782                                 }
783                         }
784
785                         // Check for water/slime/lava and dangerous edges
786                         // (only when the bot is on the ground or jumping intentionally)
787                         this.aistatus &= ~AI_STATUS_DANGER_AHEAD;
788
789                         bool unreachable = false;
790                         s = CONTENT_SOLID;
791                         if(trace_fraction == 1 && this.jumppadcount == 0 && !this.goalcurrent.wphardwired )
792                         if((IS_ONGROUND(this)) || (this.aistatus & AI_STATUS_RUNNING) || (this.aistatus & AI_STATUS_ROAMING) || PHYS_INPUT_BUTTON_JUMP(this))
793                         {
794                                 // Look downwards
795                                 traceline(dst_ahead , dst_down, true, NULL);
796                                 //te_lightning2(NULL, this.origin + this.view_ofs, dst_ahead); // Draw "ahead" look
797                                 //te_lightning2(NULL, dst_ahead, dst_down); // Draw "downwards" look
798                                 if(trace_endpos.z < this.origin.z + this.mins.z)
799                                 {
800                                         s = pointcontents(trace_endpos + '0 0 1');
801                                         if (s != CONTENT_SOLID)
802                                         if (s == CONTENT_LAVA || s == CONTENT_SLIME)
803                                                 evadelava = normalize(this.velocity) * -1;
804                                         else if (s == CONTENT_SKY)
805                                                 evadeobstacle = normalize(this.velocity) * -1;
806                                         else if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos))
807                                         {
808                                                 // the traceline check isn't enough but is good as optimization,
809                                                 // when not true (most of the time) this tracebox call is avoided
810                                                 tracebox(dst_ahead, this.mins, this.maxs, dst_down, true, this);
811                                                 if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos))
812                                                 {
813                                                         if (gco.z > this.origin.z + jumpstepheightvec.z)
814                                                         {
815                                                                 // the goal is probably on an upper platform, assume bot can't get there
816                                                                 unreachable = true;
817                                                         }
818                                                         else
819                                                                 evadelava = normalize(this.velocity) * -1;
820                                                 }
821                                         }
822                                 }
823                         }
824
825                         dir = flatdir;
826                         evadeobstacle.z = 0;
827                         evadelava.z = 0;
828                         makevectors(this.v_angle.y * '0 1 0');
829
830                         if(evadeobstacle || evadelava || (s == CONTENT_WATER))
831                         {
832                                 this.aistatus |= AI_STATUS_DANGER_AHEAD;
833                                 if(IS_PLAYER(this.goalcurrent))
834                                         unreachable = true;
835                         }
836                         if(unreachable)
837                         {
838                                 navigation_clearroute(this);
839                                 this.bot_strategytime = 0;
840                         }
841                 }
842
843                 dodge = havocbot_dodge(this);
844                 dodge = dodge * bound(0,0.5+(skill+this.bot_dodgeskill)*0.1,1);
845                 evadelava = evadelava * bound(1,3-(skill+this.bot_dodgeskill),3); //Noobs fear lava a lot and take more distance from it
846                 traceline(this.origin, ( ( this.enemy.absmin + this.enemy.absmax ) * 0.5 ), true, NULL);
847                 if(IS_PLAYER(trace_ent))
848                         dir = dir * bound(0,(skill+this.bot_dodgeskill)/7,1);
849
850                 dir = normalize(dir + dodge + evadeobstacle + evadelava);
851         //      this.bot_dodgevector = dir;
852         //      this.bot_dodgevector_jumpbutton = PHYS_INPUT_BUTTON_JUMP(this);
853         }
854
855         if(time < this.ladder_time)
856         {
857                 if(this.goalcurrent.origin.z + this.goalcurrent.mins.z > this.origin.z + this.mins.z)
858                 {
859                         if(this.origin.z + this.mins.z  < this.ladder_entity.origin.z + this.ladder_entity.maxs.z)
860                                 dir.z = 1;
861                 }
862                 else
863                 {
864                         if(this.origin.z + this.mins.z  > this.ladder_entity.origin.z + this.ladder_entity.mins.z)
865                                 dir.z = -1;
866                 }
867         }
868
869         //dir = this.bot_dodgevector;
870         //if (this.bot_dodgevector_jumpbutton)
871         //      PHYS_INPUT_BUTTON_JUMP(this) = true;
872         this.movement_x = dir * v_forward * maxspeed;
873         this.movement_y = dir * v_right * maxspeed;
874         this.movement_z = dir * v_up * maxspeed;
875
876         // Emulate keyboard interface
877         if (skill < 10)
878                 havocbot_keyboard_movement(this, destorg);
879
880         // Bunnyhop!
881 //      if(this.aistatus & AI_STATUS_ROAMING)
882         if(this.goalcurrent)
883         if(skill+this.bot_moveskill >= autocvar_bot_ai_bunnyhop_skilloffset)
884                 havocbot_bunnyhop(this, dir);
885
886         if ((dir * v_up) >= autocvar_sv_jumpvelocity*0.5 && (IS_ONGROUND(this))) PHYS_INPUT_BUTTON_JUMP(this) = true;
887         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;
888         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);
889 }
890
891 entity havocbot_gettarget(entity this, bool secondary)
892 {
893         entity best = NULL;
894         vector eye = CENTER_OR_VIEWOFS(this);
895         IL_EACH(g_bot_targets, boolean((secondary) ? it.classname == "misc_breakablemodel" : it.classname != "misc_breakablemodel"),
896         {
897                 vector v = CENTER_OR_VIEWOFS(it);
898                 if(vdist(v - eye, <, autocvar_bot_ai_enemydetectionradius))
899                 if(!best || vlen2(CENTER_OR_VIEWOFS(best) - eye) > vlen2(v - eye))
900                 if(bot_shouldattack(this, it))
901                 {
902                         traceline(eye, v, true, this);
903                         if (trace_ent == it || trace_fraction >= 1)
904                                 best = it;
905                 }
906         });
907
908         return best;
909 }
910
911 void havocbot_chooseenemy(entity this)
912 {
913         if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(this))
914         {
915                 this.enemy = NULL;
916                 return;
917         }
918         if (this.enemy)
919         {
920                 if (!bot_shouldattack(this, this.enemy))
921                 {
922                         // enemy died or something, find a new target
923                         this.enemy = NULL;
924                         this.havocbot_chooseenemy_finished = time;
925                 }
926                 else if (this.havocbot_stickenemy)
927                 {
928                         // tracking last chosen enemy
929                         // if enemy is visible
930                         // and not really really far away
931                         // and we're not severely injured
932                         // then keep tracking for a half second into the future
933                         traceline(this.origin+this.view_ofs, ( this.enemy.absmin + this.enemy.absmax ) * 0.5,false,NULL);
934                         if (trace_ent == this.enemy || trace_fraction == 1)
935                         if (vdist(((this.enemy.absmin + this.enemy.absmax) * 0.5) - this.origin, <, 1000))
936                         if (this.health > 30)
937                         {
938                                 // remain tracking him for a shot while (case he went after a small corner or pilar
939                                 this.havocbot_chooseenemy_finished = time + 0.5;
940                                 return;
941                         }
942                         // enemy isn't visible, or is far away, or we're injured severely
943                         // so stop preferring this enemy
944                         // (it will still take a half second until a new one is chosen)
945                         this.havocbot_stickenemy = 0;
946                 }
947         }
948         if (time < this.havocbot_chooseenemy_finished)
949                 return;
950         this.havocbot_chooseenemy_finished = time + autocvar_bot_ai_enemydetectioninterval;
951         vector eye = this.origin + this.view_ofs;
952         entity best = NULL;
953         float bestrating = 100000000;
954
955         // Backup hit flags
956         int hf = this.dphitcontentsmask;
957
958         // Search for enemies, if no enemy can be seen directly try to look through transparent objects
959
960         this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
961
962         bool scan_transparent = false;
963         bool scan_secondary_targets = false;
964         bool have_secondary_targets = false;
965         while(true)
966         {
967                 scan_secondary_targets = false;
968 LABEL(scan_targets)
969                 IL_EACH(g_bot_targets, it.bot_attack,
970                 {
971                         if(!scan_secondary_targets)
972                         {
973                                 if(it.classname == "misc_breakablemodel")
974                                 {
975                                         have_secondary_targets = true;
976                                         continue;
977                                 }
978                         }
979                         else if(it.classname != "misc_breakablemodel")
980                                 continue;
981
982                         vector v = (it.absmin + it.absmax) * 0.5;
983                         float rating = vlen2(v - eye);
984                         if (vdist(v - eye, <, autocvar_bot_ai_enemydetectionradius))
985                         if (bestrating > rating)
986                         if (bot_shouldattack(this, it))
987                         {
988                                 traceline(eye, v, true, this);
989                                 if (trace_ent == it || trace_fraction >= 1)
990                                 {
991                                         best = it;
992                                         bestrating = rating;
993                                 }
994                         }
995                 });
996
997                 if(!best && have_secondary_targets && !scan_secondary_targets)
998                 {
999                         scan_secondary_targets = true;
1000                         // restart the loop
1001                         bestrating = 100000000;
1002                         goto scan_targets;
1003                 }
1004
1005                 // I want to do a second scan if no enemy was found or I don't have weapons
1006                 // TODO: Perform the scan when using the rifle (requires changes on the rifle code)
1007                 if(best || this.weapons) // || this.weapon == WEP_RIFLE.m_id
1008                         break;
1009                 if(scan_transparent)
1010                         break;
1011
1012                 // Set flags to see through transparent objects
1013                 this.dphitcontentsmask |= DPCONTENTS_OPAQUE;
1014
1015                 scan_transparent = true;
1016         }
1017
1018         // Restore hit flags
1019         this.dphitcontentsmask = hf;
1020
1021         this.enemy = best;
1022         this.havocbot_stickenemy = true;
1023         if(best && best.classname == "misc_breakablemodel")
1024                 this.havocbot_stickenemy = false;
1025 }
1026
1027 float havocbot_chooseweapon_checkreload(entity this, .entity weaponentity, int new_weapon)
1028 {
1029         // bots under this skill cannot find unloaded weapons to reload idly when not in combat,
1030         // so skip this for them, or they'll never get to reload their weapons at all.
1031         // this also allows bots under this skill to be more stupid, and reload more often during combat :)
1032         if(skill < 5)
1033                 return false;
1034
1035         // if this weapon is scheduled for reloading, don't switch to it during combat
1036         if (this.(weaponentity).weapon_load[new_weapon] < 0)
1037         {
1038                 FOREACH(Weapons, it != WEP_Null, LAMBDA(
1039                         if(it.wr_checkammo1(it, this, weaponentity) + it.wr_checkammo2(it, this, weaponentity))
1040                                 return true; // other weapon available
1041                 ));
1042         }
1043
1044         return false;
1045 }
1046
1047 void havocbot_chooseweapon(entity this, .entity weaponentity)
1048 {
1049         int i;
1050
1051         // ;)
1052         if(g_weaponarena_weapons == WEPSET(TUBA))
1053         {
1054                 this.(weaponentity).m_switchweapon = WEP_TUBA;
1055                 return;
1056         }
1057
1058         // TODO: clean this up by moving it to weapon code
1059         if(this.enemy==NULL)
1060         {
1061                 // If no weapon was chosen get the first available weapon
1062                 if(this.(weaponentity).m_weapon==WEP_Null)
1063                 FOREACH(Weapons, it != WEP_Null, LAMBDA(
1064                         if(client_hasweapon(this, it, weaponentity, true, false))
1065                         {
1066                                 this.(weaponentity).m_switchweapon = it;
1067                                 return;
1068                         }
1069                 ));
1070                 return;
1071         }
1072
1073         // Do not change weapon during the next second after a combo
1074         float f = time - this.lastcombotime;
1075         if(f < 1)
1076                 return;
1077
1078         float w;
1079         float distance; distance=bound(10,vlen(this.origin-this.enemy.origin)-200,10000);
1080
1081         // Should it do a weapon combo?
1082         float af, ct, combo_time, combo;
1083
1084         af = ATTACK_FINISHED(this, 0);
1085         ct = autocvar_bot_ai_weapon_combo_threshold;
1086
1087         // Bots with no skill will be 4 times more slower than "godlike" bots when doing weapon combos
1088         // Ideally this 4 should be calculated as longest_weapon_refire / bot_ai_weapon_combo_threshold
1089         combo_time = time + ct + (ct * ((-0.3*(skill+this.bot_weaponskill))+3));
1090
1091         combo = false;
1092
1093         if(autocvar_bot_ai_weapon_combo)
1094         if(this.(weaponentity).m_weapon.m_id == this.(weaponentity).lastfiredweapon)
1095         if(af > combo_time)
1096         {
1097                 combo = true;
1098                 this.lastcombotime = time;
1099         }
1100
1101         distance *= pow(2, this.bot_rangepreference);
1102
1103         // Custom weapon list based on distance to the enemy
1104         if(bot_custom_weapon){
1105
1106                 // Choose weapons for far distance
1107                 if ( distance > bot_distance_far ) {
1108                         for(i=0; i < Weapons_COUNT && bot_weapons_far[i] != -1 ; ++i){
1109                                 w = bot_weapons_far[i];
1110                                 if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
1111                                 {
1112                                         if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1113                                                 continue;
1114                                         this.(weaponentity).m_switchweapon = Weapons_from(w);
1115                                         return;
1116                                 }
1117                         }
1118                 }
1119
1120                 // Choose weapons for mid distance
1121                 if ( distance > bot_distance_close) {
1122                         for(i=0; i < Weapons_COUNT && bot_weapons_mid[i] != -1 ; ++i){
1123                                 w = bot_weapons_mid[i];
1124                                 if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
1125                                 {
1126                                         if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1127                                                 continue;
1128                                         this.(weaponentity).m_switchweapon = Weapons_from(w);
1129                                         return;
1130                                 }
1131                         }
1132                 }
1133
1134                 // Choose weapons for close distance
1135                 for(i=0; i < Weapons_COUNT && bot_weapons_close[i] != -1 ; ++i){
1136                         w = bot_weapons_close[i];
1137                         if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
1138                         {
1139                                 if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1140                                         continue;
1141                                 this.(weaponentity).m_switchweapon = Weapons_from(w);
1142                                 return;
1143                         }
1144                 }
1145         }
1146 }
1147
1148 void havocbot_aim(entity this)
1149 {
1150         vector myvel, enemyvel;
1151 //      if(this.flags & FL_INWATER)
1152 //              return;
1153         if (time < this.nextaim)
1154                 return;
1155         this.nextaim = time + 0.1;
1156         myvel = this.velocity;
1157         if (!this.waterlevel)
1158                 myvel.z = 0;
1159         if (this.enemy)
1160         {
1161                 enemyvel = this.enemy.velocity;
1162                 if (!this.enemy.waterlevel)
1163                         enemyvel.z = 0;
1164                 lag_additem(this, time + this.ping, 0, 0, this.enemy, this.origin, myvel, (this.enemy.absmin + this.enemy.absmax) * 0.5, enemyvel);
1165         }
1166         else
1167                 lag_additem(this, time + this.ping, 0, 0, NULL, this.origin, myvel, ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5, '0 0 0');
1168 }
1169
1170 bool havocbot_moveto_refresh_route(entity this)
1171 {
1172         // Refresh path to goal if necessary
1173         entity wp;
1174         wp = this.havocbot_personal_waypoint;
1175         navigation_goalrating_start(this);
1176         navigation_routerating(this, wp, 10000, 10000);
1177         navigation_goalrating_end(this);
1178         return this.navigation_hasgoals;
1179 }
1180
1181 float havocbot_moveto(entity this, vector pos)
1182 {
1183         entity wp;
1184
1185         if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_GOING)
1186         {
1187                 // Step 4: Move to waypoint
1188                 if(this.havocbot_personal_waypoint==NULL)
1189                 {
1190                         LOG_TRACE("Error: ", this.netname, " trying to walk to a non existent personal waypoint");
1191                         this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_GOING;
1192                         return CMD_STATUS_ERROR;
1193                 }
1194
1195                 if (!bot_strategytoken_taken)
1196                 if(this.havocbot_personal_waypoint_searchtime<time)
1197                 {
1198                         bot_strategytoken_taken = true;
1199                         if(havocbot_moveto_refresh_route(this))
1200                         {
1201                                 LOG_TRACE(this.netname, " walking to its personal waypoint (after ", ftos(this.havocbot_personal_waypoint_failcounter), " failed attempts)");
1202                                 this.havocbot_personal_waypoint_searchtime = time + 10;
1203                                 this.havocbot_personal_waypoint_failcounter = 0;
1204                         }
1205                         else
1206                         {
1207                                 this.havocbot_personal_waypoint_failcounter += 1;
1208                                 this.havocbot_personal_waypoint_searchtime = time + 2;
1209                                 if(this.havocbot_personal_waypoint_failcounter >= 30)
1210                                 {
1211                                         LOG_TRACE("Warning: can't walk to the personal waypoint located at ", vtos(this.havocbot_personal_waypoint.origin));
1212                                         this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1213                                         delete(this.havocbot_personal_waypoint);
1214                                         return CMD_STATUS_ERROR;
1215                                 }
1216                                 else
1217                                         LOG_TRACE(this.netname, " can't walk to its personal waypoint (after ", ftos(this.havocbot_personal_waypoint_failcounter), " failed attempts), trying later");
1218                         }
1219                 }
1220
1221                 if(autocvar_bot_debug_goalstack)
1222                         debuggoalstack(this);
1223
1224                 // Heading
1225                 vector dir = ( ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5 ) - (this.origin + this.view_ofs);
1226                 dir.z = 0;
1227                 bot_aimdir(this, dir, -1);
1228
1229                 // Go!
1230                 havocbot_movetogoal(this);
1231
1232                 if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_REACHED)
1233                 {
1234                         // Step 5: Waypoint reached
1235                         LOG_TRACE(this.netname, "'s personal waypoint reached");
1236                         delete(this.havocbot_personal_waypoint);
1237                         this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_REACHED;
1238                         return CMD_STATUS_FINISHED;
1239                 }
1240
1241                 return CMD_STATUS_EXECUTING;
1242         }
1243
1244         // Step 2: Linking waypoint
1245         if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_LINKING)
1246         {
1247                 // Wait until it is linked
1248                 if(!this.havocbot_personal_waypoint.wplinked)
1249                 {
1250                         LOG_TRACE(this.netname, " waiting for personal waypoint to be linked");
1251                         return CMD_STATUS_EXECUTING;
1252                 }
1253
1254                 this.havocbot_personal_waypoint_searchtime = time; // so we set the route next frame
1255                 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1256                 this.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_GOING;
1257
1258                 // Step 3: Route to waypoint
1259                 LOG_TRACE(this.netname, " walking to its personal waypoint");
1260
1261                 return CMD_STATUS_EXECUTING;
1262         }
1263
1264         // Step 1: Spawning waypoint
1265         wp = waypoint_spawnpersonal(this, pos);
1266         if(wp==NULL)
1267         {
1268                 LOG_TRACE("Error: Can't spawn personal waypoint at ",vtos(pos));
1269                 return CMD_STATUS_ERROR;
1270         }
1271
1272         this.havocbot_personal_waypoint = wp;
1273         this.havocbot_personal_waypoint_failcounter = 0;
1274         this.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1275
1276         // if pos is inside a teleport, then let's mark it as teleport waypoint
1277         IL_EACH(g_teleporters, WarpZoneLib_BoxTouchesBrush(pos, pos, it, NULL),
1278         {
1279                 wp.wpflags |= WAYPOINTFLAG_TELEPORT;
1280                 this.lastteleporttime = 0;
1281         });
1282
1283 /*
1284         if(wp.wpflags & WAYPOINTFLAG_TELEPORT)
1285                 print("routing to a teleporter\n");
1286         else
1287                 print("routing to a non-teleporter\n");
1288 */
1289
1290         return CMD_STATUS_EXECUTING;
1291 }
1292
1293 float havocbot_resetgoal(entity this)
1294 {
1295         navigation_clearroute(this);
1296         return CMD_STATUS_FINISHED;
1297 }
1298
1299 void havocbot_setupbot(entity this)
1300 {
1301         this.bot_ai = havocbot_ai;
1302         this.cmd_moveto = havocbot_moveto;
1303         this.cmd_resetgoal = havocbot_resetgoal;
1304
1305         havocbot_chooserole(this);
1306 }
1307
1308 vector havocbot_dodge(entity this)
1309 {
1310         // LordHavoc: disabled because this is too expensive
1311         return '0 0 0';
1312 #if 0
1313         entity head;
1314         vector dodge, v, n;
1315         float danger, bestdanger, vl, d;
1316         dodge = '0 0 0';
1317         bestdanger = -20;
1318         // check for dangerous objects near bot or approaching bot
1319         head = findchainfloat(bot_dodge, true);
1320         while(head)
1321         {
1322                 if (head.owner != this)
1323                 {
1324                         vl = vlen(head.velocity);
1325                         if (vl > autocvar_sv_maxspeed * 0.3)
1326                         {
1327                                 n = normalize(head.velocity);
1328                                 v = this.origin - head.origin;
1329                                 d = v * n;
1330                                 if (d > (0 - head.bot_dodgerating))
1331                                 if (d < (vl * 0.2 + head.bot_dodgerating))
1332                                 {
1333                                         // calculate direction and distance from the flight path, by removing the forward axis
1334                                         v = v - (n * (v * n));
1335                                         danger = head.bot_dodgerating - vlen(v);
1336                                         if (bestdanger < danger)
1337                                         {
1338                                                 bestdanger = danger;
1339                                                 // dodge to the side of the object
1340                                                 dodge = normalize(v);
1341                                         }
1342                                 }
1343                         }
1344                         else
1345                         {
1346                                 danger = head.bot_dodgerating - vlen(head.origin - this.origin);
1347                                 if (bestdanger < danger)
1348                                 {
1349                                         bestdanger = danger;
1350                                         dodge = normalize(this.origin - head.origin);
1351                                 }
1352                         }
1353                 }
1354                 head = head.chain;
1355         }
1356         return dodge;
1357 #endif
1358 }