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_pickable_check_players(entity this, vector org, entity item, vector item_org)
52 float friend_distance = FLOAT_MAX;
53 float enemy_distance = FLOAT_MAX;
56 FOREACH_CLIENT(IS_PLAYER(it) && it != this && !IS_DEAD(it),
58 if (it.team == this.team)
60 if (!IS_REAL_CLIENT(it) || discard)
63 if(vdist(it.origin - item_org, >, friend_distance))
66 friend_distance = vlen(it.origin - item_org);
69 if (item.health && it.health > this.health) continue;
70 if (item.armorvalue && it.armorvalue > this.armorvalue) continue;
72 if (item.weapons && (item.weapons & ~it.weapons)) continue;
74 if (item.ammo_shells && it.ammo_shells > this.ammo_shells) continue;
75 if (item.ammo_nails && it.ammo_nails > this.ammo_nails) continue;
76 if (item.ammo_rockets && it.ammo_rockets > this.ammo_rockets) continue;
77 if (item.ammo_cells && it.ammo_cells > this.ammo_cells) continue;
78 if (item.ammo_plasma && it.ammo_plasma > this.ammo_plasma) continue;
84 // If enemy only track distances
85 // TODO: track only if visible ?
86 if(vdist(it.origin - item_org, <, enemy_distance))
87 enemy_distance = vlen(it.origin - item_org);
91 // Rate the item only if no one needs it, or if an enemy is closer to it
92 if ((enemy_distance < friend_distance && vdist(item_org - org, <, enemy_distance)) ||
93 (friend_distance > autocvar_bot_ai_friends_aware_pickup_radius) || !discard)
98 void havocbot_goalrating_items(entity this, float ratingscale, vector org, float sradius)
102 ratingscale = ratingscale * 0.0001; // items are rated around 10000 already
104 IL_EACH(g_items, it.bot_pickup,
108 if(!autocvar_bot_ai_timeitems)
110 if(!it.scheduledrespawntime)
112 if(it.respawntime < max(11, autocvar_bot_ai_timeitems_minrespawndelay))
114 if(it.respawntimejitter && !it.itemdef.instanceOfPowerup)
118 if(it.itemdef.instanceOfPowerup)
119 t = bound(0, skill / 10, 1) * 6;
123 if(time < it.scheduledrespawntime - t)
126 it.bot_pickup_respawning = true;
128 o = (it.absmin + it.absmax) * 0.5;
129 if(vdist(o - org, >, sradius) || (it == this.ignoregoal && time < this.ignoregoaltime) )
132 // Check if the item can be picked up safely
133 if(it.classname == "droppedweapon")
137 traceline(o, o + '0 0 -1500', true, NULL);
139 if(IN_LAVA(trace_endpos + '0 0 1'))
142 // this tracebox_hits_trigger_hurt call isn't needed:
143 // dropped weapons are removed as soon as they fall on a trigger_hurt
144 // and can't be rated while they are in the air
145 //if(tracebox_hits_trigger_hurt(it.origin, it.mins, it.maxs, trace_endpos))
150 if(IN_LAVA(it.origin + (it.mins + it.maxs) * 0.5))
154 if(!havocbot_goalrating_item_pickable_check_players(this, org, it, o))
157 rating = it.bot_pickupevalfunc(this, it);
160 navigation_routerating(this, it, rating * ratingscale, 2000);
164 #define BOT_RATING_ENEMY 2500
165 void havocbot_goalrating_enemyplayers(entity this, float ratingscale, vector org, float sradius)
167 if (autocvar_bot_nofire)
170 // don't chase players if we're under water
171 if(this.waterlevel>WATERLEVEL_WETFEET)
174 ratingscale = ratingscale * 0.00005; // enemies are rated around 20000 already
177 FOREACH_CLIENT(IS_PLAYER(it) && bot_shouldattack(this, it), {
178 // TODO: Merge this logic with the bot_shouldattack function
179 if(vdist(it.origin - org, <, 100) || vdist(it.origin - org, >, sradius))
182 // rate only visible enemies
184 traceline(this.origin + this.view_ofs, it.origin, MOVE_NOMONSTERS, this);
185 if (trace_fraction < 1 || trace_ent != it)
189 t = ((this.health + this.armorvalue) - (it.health + it.armorvalue)) / 150;
190 t = bound(0, 1 + t, 3);
193 if (time < this.strength_finished - 1) t += 0.5;
194 if (time < it.strength_finished - 1) t -= 0.5;
195 if (time < this.invincible_finished - 1) t += 0.2;
196 if (time < it.invincible_finished - 1) t -= 0.4;
198 t += max(0, 8 - skill) * 0.05; // less skilled bots attack more mindlessly
201 navigation_routerating(this, it, ratingscale * BOT_RATING_ENEMY, 2000);
205 // legacy bot role for standard gamemodes
207 void havocbot_role_generic(entity this)
212 if (navigation_goalrating_timeout(this))
214 navigation_goalrating_start(this);
215 havocbot_goalrating_items(this, 10000, this.origin, 10000);
216 havocbot_goalrating_enemyplayers(this, 20000, this.origin, 10000);
217 havocbot_goalrating_waypoints(this, 1, this.origin, 3000);
218 navigation_goalrating_end(this);
220 navigation_goalrating_timeout_set(this);
224 void havocbot_chooserole_generic(entity this)
226 this.havocbot_role = havocbot_role_generic;
229 void havocbot_chooserole(entity this)
231 LOG_TRACE("choosing a role...");
232 navigation_goalrating_timeout_force(this);
233 if(!MUTATOR_CALLHOOK(HavocBot_ChooseRole, this))
234 havocbot_chooserole_generic(this);