8 #include "../navigation.qh"
10 .float max_armorvalue;
11 .float havocbot_role_timeout;
13 .void(entity this) havocbot_previous_role;
14 .void(entity this) havocbot_role;
16 void havocbot_goalrating_items(entity this, float ratingscale, vector org, float sradius)
18 float rating, d, discard, friend_distance, enemy_distance;
20 ratingscale = ratingscale * 0.0001; // items are rated around 10000 already
22 IL_EACH(g_items, it.bot_pickup,
26 if(!it.solid || vdist(o - org, >, sradius) || (it == this.ignoregoal && time < this.ignoregoaltime) )
29 // Check if the item can be picked up safely
30 if(it.classname == "droppedweapon")
32 o = (it.absmin + it.absmax) * 0.5;
33 traceline(o, o + '0 0 -1500', true, NULL);
35 d = pointcontents(trace_endpos + '0 0 1');
36 if(d == CONTENT_WATER || d == CONTENT_SLIME || d == CONTENT_LAVA)
38 // this tracebox_hits_trigger_hurt call isn't needed:
39 // dropped weapons are removed as soon as they fall on a trigger_hurt
40 // and can't be rated while they are in the air
41 //if(tracebox_hits_trigger_hurt(it.origin, it.mins, it.maxs, trace_endpos))
46 // Ignore items under water
47 traceline(it.origin + it.maxs, it.origin + it.maxs, MOVE_NORMAL, it);
48 if(trace_dpstartcontents & DPCONTENTS_LIQUIDSMASK)
54 o = (it.absmin + it.absmax) * 0.5;
55 friend_distance = 10000; enemy_distance = 10000;
59 FOREACH_CLIENT(IS_PLAYER(it) && it != this && !IS_DEAD(it),
61 d = vlen(it.origin - o); // distance between player and item
63 if ( it.team == this.team )
65 if ( !IS_REAL_CLIENT(it) || discard )
68 if( d > friend_distance)
74 if (picker.health && it.health > this.health) continue;
75 if (picker.armorvalue && it.armorvalue > this.armorvalue) continue;
77 if (picker.weapons && (picker.weapons & ~it.weapons)) continue;
79 if (picker.ammo_shells && it.ammo_shells > this.ammo_shells) continue;
80 if (picker.ammo_nails && it.ammo_nails > this.ammo_nails) continue;
81 if (picker.ammo_rockets && it.ammo_rockets > this.ammo_rockets) continue;
82 if (picker.ammo_cells && it.ammo_cells > this.ammo_cells) continue;
83 if (picker.ammo_plasma && it.ammo_plasma > this.ammo_plasma) continue;
89 // If enemy only track distances
90 // TODO: track only if visible ?
91 if( d < enemy_distance )
96 // Rate the item only if no one needs it, or if an enemy is closer to it
97 if ( (enemy_distance < friend_distance && vdist(o - org, <, enemy_distance)) ||
98 (friend_distance > autocvar_bot_ai_friends_aware_pickup_radius ) || !discard )
99 rating = it.bot_pickupevalfunc(this, it);
102 rating = it.bot_pickupevalfunc(this, it);
105 navigation_routerating(this, it, rating * ratingscale, 2000);
109 void havocbot_goalrating_enemyplayers(entity this, float ratingscale, vector org, float sradius)
111 if (autocvar_bot_nofire)
114 // don't chase players if we're under water
115 if(this.waterlevel>WATERLEVEL_WETFEET)
120 FOREACH_CLIENT(IS_PLAYER(it) && bot_shouldattack(this, it), LAMBDA(
121 // TODO: Merge this logic with the bot_shouldattack function
122 if(vdist(it.origin - org, <, 100) || vdist(it.origin - org, >, sradius))
125 // rate only visible enemies
127 traceline(this.origin + this.view_ofs, it.origin, MOVE_NOMONSTERS, this);
128 if (trace_fraction < 1 || trace_ent != it)
132 if((it.flags & FL_INWATER) || (it.flags & FL_PARTIALGROUND))
138 traceline(it.origin, it.origin + '0 0 -1500', true, NULL);
139 t = pointcontents(trace_endpos + '0 0 1');
140 if(t != CONTENT_SOLID )
141 if(t == CONTENT_WATER || t == CONTENT_SLIME || t == CONTENT_LAVA)
143 if(tracebox_hits_trigger_hurt(it.origin, it.mins, it.maxs, trace_endpos))
147 // TODO: rate waypoints near the targeted player at that moment, instead of the player itself
148 // adding a player as a goal seems to be quite dangerous, especially on space maps
149 // remove hack in navigation_poptouchedgoals() after performing this change
151 t = (this.health + this.armorvalue ) / (it.health + it.armorvalue );
152 navigation_routerating(this, it, t * ratingscale, 2000);
156 // legacy bot role for standard gamemodes
158 void havocbot_role_generic(entity this)
163 if (this.bot_strategytime < time)
165 this.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
166 navigation_goalrating_start(this);
167 havocbot_goalrating_items(this, 10000, this.origin, 10000);
168 havocbot_goalrating_enemyplayers(this, 20000, this.origin, 10000);
169 //havocbot_goalrating_waypoints(1, this.origin, 1000);
170 navigation_goalrating_end(this);
174 void havocbot_chooserole_generic(entity this)
176 this.havocbot_role = havocbot_role_generic;
179 void havocbot_chooserole(entity this)
181 LOG_TRACE("choosing a role...");
182 this.bot_strategytime = 0;
183 if(!MUTATOR_CALLHOOK(HavocBot_ChooseRole, this))
184 havocbot_chooserole_generic(this);