3 #include <server/defs.qh>
4 #include <server/miscfunctions.qh>
5 #include <server/items.qh>
6 #include <server/resources.qh>
12 #include "../navigation.qh"
14 .float bot_ratingscale;
15 .float bot_ratingscale_time;
16 .float max_armorvalue;
17 .float havocbot_role_timeout;
19 .void(entity this) havocbot_previous_role;
20 .void(entity this) havocbot_role;
22 void havocbot_goalrating_waypoints(entity this, float ratingscale, vector org, float sradius)
24 // rate waypoints only if there's no alternative goal
25 if(navigation_bestgoal)
30 sradius = max(range, (0.5 + random() * 0.5) * sradius);
33 IL_EACH(g_waypoints, vdist(it.origin - org, <, sradius)
34 && vdist(it.origin - org, >, max(100, sradius - range))
35 && !(it.wpflags & WAYPOINTFLAG_TELEPORT),
37 if(vdist(it.origin - this.wp_goal_prev0.origin, <, range * 1.5))
39 else if(vdist(it.origin - this.wp_goal_prev1.origin, <, range * 1.5))
42 f = 0.5 + random() * 0.5;
43 navigation_routerating(this, it, ratingscale * f, 2000);
45 if(navigation_bestgoal)
51 bool havocbot_goalrating_item_can_be_left_to_teammate(entity this, entity player, entity item)
53 if (item.health && player.health <= this.health) {return true;}
54 if (item.armorvalue && player.armorvalue <= this.armorvalue) {return true;}
55 if (STAT(WEAPONS, item) && !(STAT(WEAPONS, player) & STAT(WEAPONS, item))) {return true;}
56 if (item.ammo_shells && GetResourceAmount(player, RESOURCE_SHELLS) <= GetResourceAmount(this, RESOURCE_SHELLS)) {return true;}
57 if (item.ammo_nails && GetResourceAmount(player, RESOURCE_BULLETS) <= GetResourceAmount(this, RESOURCE_BULLETS)) {return true;}
58 if (item.ammo_rockets && GetResourceAmount(player, RESOURCE_ROCKETS) <= GetResourceAmount(this, RESOURCE_ROCKETS)) {return true;}
59 if (item.ammo_cells && GetResourceAmount(player, RESOURCE_CELLS) <= GetResourceAmount(this, RESOURCE_CELLS)) {return true;}
60 if (item.ammo_plasma && GetResourceAmount(player, RESOURCE_PLASMA) <= GetResourceAmount(this, RESOURCE_PLASMA)) {return true;}
61 if (item.itemdef.instanceOfPowerup) {return true;}
66 bool havocbot_goalrating_item_pickable_check_players(entity this, vector org, entity item, vector item_org)
71 // actually these variables hold the squared distances in order to optimize code
72 float friend_distance = FLOAT_MAX;
73 float enemy_distance = FLOAT_MAX;
76 FOREACH_CLIENT(IS_PLAYER(it) && it != this && !IS_DEAD(it),
78 if (it.team == this.team)
80 if (!IS_REAL_CLIENT(it))
83 dist = vlen2(it.origin - item_org);
84 if(dist > friend_distance)
87 if(havocbot_goalrating_item_can_be_left_to_teammate(this, it, item))
89 friend_distance = dist;
95 // If enemy only track distances
96 // TODO: track only if visible ?
97 dist = vlen2(it.origin - item_org);
98 if(dist < enemy_distance)
99 enemy_distance = dist;
103 // Rate the item only if no one needs it, or if an enemy is closer to it
104 dist = vlen2(item_org - org);
105 if ((enemy_distance < friend_distance && dist < enemy_distance) ||
106 (friend_distance > autocvar_bot_ai_friends_aware_pickup_radius ** 2) ||
107 (dist < friend_distance && dist < 200 ** 2))
112 void havocbot_goalrating_items(entity this, float ratingscale, vector org, float sradius)
116 ratingscale = ratingscale * 0.0001; // items are rated around 10000 already
118 IL_EACH(g_items, it.bot_pickup,
120 // ignore if bot already rated this item with a higher ratingscale
121 // NOTE: this code assumes each bot rates items in a different frame
122 if(it.bot_ratingscale_time == time && ratingscale < it.bot_ratingscale)
124 it.bot_ratingscale_time = time;
125 it.bot_ratingscale = ratingscale;
129 if(!autocvar_bot_ai_timeitems)
131 if(!it.scheduledrespawntime)
133 if(it.respawntime < max(11, autocvar_bot_ai_timeitems_minrespawndelay))
135 if(it.respawntimejitter && !it.itemdef.instanceOfPowerup)
139 if(it.itemdef.instanceOfPowerup)
140 t = bound(0, skill / 10, 1) * 6;
144 if(time < it.scheduledrespawntime - t)
147 it.bot_pickup_respawning = true;
149 o = (it.absmin + it.absmax) * 0.5;
150 if(vdist(o - org, >, sradius) || (it == this.ignoregoal && time < this.ignoregoaltime) )
153 // Check if the item can be picked up safely
158 traceline(o, o + '0 0 -1500', true, NULL);
160 if(IN_LAVA(trace_endpos + '0 0 1'))
163 // this tracebox_hits_trigger_hurt call isn't needed:
164 // dropped weapons are removed as soon as they fall on a trigger_hurt
165 // and can't be rated while they are in the air
166 //if(tracebox_hits_trigger_hurt(it.origin, it.mins, it.maxs, trace_endpos))
171 if(IN_LAVA(it.origin + (it.mins + it.maxs) * 0.5))
175 if(!havocbot_goalrating_item_pickable_check_players(this, org, it, o))
178 rating = it.bot_pickupevalfunc(this, it);
180 navigation_routerating(this, it, rating * ratingscale, 2000);
184 #define BOT_RATING_ENEMY 2500
185 void havocbot_goalrating_enemyplayers(entity this, float ratingscale, vector org, float sradius)
187 if (autocvar_bot_nofire)
190 // don't chase players if we're under water
191 if(this.waterlevel>WATERLEVEL_WETFEET)
194 ratingscale = ratingscale * 0.00005; // enemies are rated around 20000 already
197 FOREACH_CLIENT(IS_PLAYER(it) && bot_shouldattack(this, it), {
198 // TODO: Merge this logic with the bot_shouldattack function
199 if(vdist(it.origin - org, <, 100) || vdist(it.origin - org, >, sradius))
201 if(vdist(vec2(it.velocity), >, autocvar_sv_maxspeed * 2))
204 // rate only visible enemies
206 traceline(this.origin + this.view_ofs, it.origin, MOVE_NOMONSTERS, this);
207 if (trace_fraction < 1 || trace_ent != it)
211 t = ((this.health + this.armorvalue) - (it.health + it.armorvalue)) / 150;
212 t = bound(0, 1 + t, 3);
215 if (time < this.strength_finished - 1) t += 0.5;
216 if (time < it.strength_finished - 1) t -= 0.5;
217 if (time < this.invincible_finished - 1) t += 0.2;
218 if (time < it.invincible_finished - 1) t -= 0.4;
220 t += max(0, 8 - skill) * 0.05; // less skilled bots attack more mindlessly
223 navigation_routerating(this, it, ratingscale * BOT_RATING_ENEMY, 2000);
227 // legacy bot role for standard gamemodes
229 void havocbot_role_generic(entity this)
234 if (navigation_goalrating_timeout(this))
236 navigation_goalrating_start(this);
237 havocbot_goalrating_items(this, 10000, this.origin, 10000);
238 havocbot_goalrating_enemyplayers(this, 20000, this.origin, 10000);
239 havocbot_goalrating_waypoints(this, 1, this.origin, 3000);
240 navigation_goalrating_end(this);
242 navigation_goalrating_timeout_set(this);
246 void havocbot_chooserole_generic(entity this)
248 this.havocbot_role = havocbot_role_generic;
251 void havocbot_chooserole(entity this)
253 LOG_TRACE("choosing a role...");
254 navigation_goalrating_timeout_force(this);
255 if(!MUTATOR_CALLHOOK(HavocBot_ChooseRole, this))
256 havocbot_chooserole_generic(this);