3 #include <server/defs.qh>
4 #include <server/miscfunctions.qh>
10 #include "../navigation.qh"
12 .float max_armorvalue;
13 .float havocbot_role_timeout;
15 .void(entity this) havocbot_previous_role;
16 .void(entity this) havocbot_role;
18 void havocbot_goalrating_waypoints(entity this, float ratingscale, vector org, float sradius)
20 // rate waypoints only if there's no alternative goal
21 if(navigation_bestgoal)
26 sradius = max(range, (0.5 + random() * 0.5) * sradius);
29 IL_EACH(g_waypoints, vdist(it.origin - org, <, sradius)
30 && vdist(it.origin - org, >, max(100, sradius - range))
31 && !(it.wpflags & WAYPOINTFLAG_TELEPORT),
33 if(vdist(it.origin - this.wp_goal_prev0.origin, <, range * 1.5))
35 else if(vdist(it.origin - this.wp_goal_prev1.origin, <, range * 1.5))
38 f = 0.5 + random() * 0.5;
39 navigation_routerating(this, it, ratingscale * f, 2000);
41 if(navigation_bestgoal)
47 bool havocbot_goalrating_item_can_be_left_to_teammate(entity this, entity player, entity item)
49 if (item.health && player.health <= this.health) {return true;}
50 if (item.armorvalue && player.armorvalue <= this.armorvalue) {return true;}
51 if (item.weapons && !(player.weapons & item.weapons)) {return true;}
52 if (item.ammo_shells && player.ammo_shells <= this.ammo_shells) {return true;}
53 if (item.ammo_nails && player.ammo_nails <= this.ammo_nails) {return true;}
54 if (item.ammo_rockets && player.ammo_rockets <= this.ammo_rockets) {return true;}
55 if (item.ammo_cells && player.ammo_cells <= this.ammo_cells) {return true;}
56 if (item.ammo_plasma && player.ammo_plasma <= this.ammo_plasma) {return true;}
57 if (item.itemdef.instanceOfPowerup) {return true;}
62 bool havocbot_goalrating_item_pickable_check_players(entity this, vector org, entity item, vector item_org)
67 // actually these variables hold the squared distances in order to optimize code
68 float friend_distance = FLOAT_MAX;
69 float enemy_distance = FLOAT_MAX;
72 FOREACH_CLIENT(IS_PLAYER(it) && it != this && !IS_DEAD(it),
74 if (it.team == this.team)
76 if (!IS_REAL_CLIENT(it))
79 dist = vlen2(it.origin - item_org);
80 if(dist > friend_distance)
83 if(havocbot_goalrating_item_can_be_left_to_teammate(this, it, item))
85 friend_distance = dist;
91 // If enemy only track distances
92 // TODO: track only if visible ?
93 dist = vlen2(it.origin - item_org);
94 if(dist < enemy_distance)
95 enemy_distance = dist;
99 // Rate the item only if no one needs it, or if an enemy is closer to it
100 dist = vlen2(item_org - org);
101 if ((enemy_distance < friend_distance && dist < enemy_distance) ||
102 (friend_distance > autocvar_bot_ai_friends_aware_pickup_radius ** 2) ||
103 (dist < friend_distance && dist < 200 ** 2))
108 void havocbot_goalrating_items(entity this, float ratingscale, vector org, float sradius)
112 ratingscale = ratingscale * 0.0001; // items are rated around 10000 already
114 IL_EACH(g_items, it.bot_pickup,
118 if(!autocvar_bot_ai_timeitems)
120 if(!it.scheduledrespawntime)
122 if(it.respawntime < max(11, autocvar_bot_ai_timeitems_minrespawndelay))
124 if(it.respawntimejitter && !it.itemdef.instanceOfPowerup)
128 if(it.itemdef.instanceOfPowerup)
129 t = bound(0, skill / 10, 1) * 6;
133 if(time < it.scheduledrespawntime - t)
136 it.bot_pickup_respawning = true;
138 o = (it.absmin + it.absmax) * 0.5;
139 if(vdist(o - org, >, sradius) || (it == this.ignoregoal && time < this.ignoregoaltime) )
142 // Check if the item can be picked up safely
143 if(it.classname == "droppedweapon")
147 traceline(o, o + '0 0 -1500', true, NULL);
149 if(IN_LAVA(trace_endpos + '0 0 1'))
152 // this tracebox_hits_trigger_hurt call isn't needed:
153 // dropped weapons are removed as soon as they fall on a trigger_hurt
154 // and can't be rated while they are in the air
155 //if(tracebox_hits_trigger_hurt(it.origin, it.mins, it.maxs, trace_endpos))
160 if(IN_LAVA(it.origin + (it.mins + it.maxs) * 0.5))
164 if(!havocbot_goalrating_item_pickable_check_players(this, org, it, o))
167 rating = it.bot_pickupevalfunc(this, it);
170 navigation_routerating(this, it, rating * ratingscale, 2000);
174 #define BOT_RATING_ENEMY 2500
175 void havocbot_goalrating_enemyplayers(entity this, float ratingscale, vector org, float sradius)
177 if (autocvar_bot_nofire)
180 // don't chase players if we're under water
181 if(this.waterlevel>WATERLEVEL_WETFEET)
184 ratingscale = ratingscale * 0.00005; // enemies are rated around 20000 already
187 FOREACH_CLIENT(IS_PLAYER(it) && bot_shouldattack(this, it), {
188 // TODO: Merge this logic with the bot_shouldattack function
189 if(vdist(it.origin - org, <, 100) || vdist(it.origin - org, >, sradius))
192 // rate only visible enemies
194 traceline(this.origin + this.view_ofs, it.origin, MOVE_NOMONSTERS, this);
195 if (trace_fraction < 1 || trace_ent != it)
199 t = ((this.health + this.armorvalue) - (it.health + it.armorvalue)) / 150;
200 t = bound(0, 1 + t, 3);
203 if (time < this.strength_finished - 1) t += 0.5;
204 if (time < it.strength_finished - 1) t -= 0.5;
205 if (time < this.invincible_finished - 1) t += 0.2;
206 if (time < it.invincible_finished - 1) t -= 0.4;
208 t += max(0, 8 - skill) * 0.05; // less skilled bots attack more mindlessly
211 navigation_routerating(this, it, ratingscale * BOT_RATING_ENEMY, 2000);
215 // legacy bot role for standard gamemodes
217 void havocbot_role_generic(entity this)
222 if (navigation_goalrating_timeout(this))
224 navigation_goalrating_start(this);
225 havocbot_goalrating_items(this, 10000, this.origin, 10000);
226 havocbot_goalrating_enemyplayers(this, 20000, this.origin, 10000);
227 havocbot_goalrating_waypoints(this, 1, this.origin, 3000);
228 navigation_goalrating_end(this);
230 navigation_goalrating_timeout_set(this);
234 void havocbot_chooserole_generic(entity this)
236 this.havocbot_role = havocbot_role_generic;
239 void havocbot_chooserole(entity this)
241 LOG_TRACE("choosing a role...");
242 navigation_goalrating_timeout_force(this);
243 if(!MUTATOR_CALLHOOK(HavocBot_ChooseRole, this))
244 havocbot_chooserole_generic(this);