3 #include <server/defs.qh>
4 #include <server/miscfunctions.qh>
5 #include <server/items.qh>
11 #include "../navigation.qh"
13 .float bot_ratingscale;
14 .float bot_ratingscale_time;
15 .float max_armorvalue;
16 .float havocbot_role_timeout;
18 .void(entity this) havocbot_previous_role;
19 .void(entity this) havocbot_role;
21 void havocbot_goalrating_waypoints(entity this, float ratingscale, vector org, float sradius)
23 // rate waypoints only if there's no alternative goal
24 if(navigation_bestgoal)
29 sradius = max(range, (0.5 + random() * 0.5) * sradius);
32 IL_EACH(g_waypoints, vdist(it.origin - org, <, sradius)
33 && vdist(it.origin - org, >, max(100, sradius - range))
34 && !(it.wpflags & WAYPOINTFLAG_TELEPORT),
36 if(vdist(it.origin - this.wp_goal_prev0.origin, <, range * 1.5))
38 else if(vdist(it.origin - this.wp_goal_prev1.origin, <, range * 1.5))
41 f = 0.5 + random() * 0.5;
42 navigation_routerating(this, it, ratingscale * f, 2000);
44 if(navigation_bestgoal)
50 bool havocbot_goalrating_item_can_be_left_to_teammate(entity this, entity player, entity item)
52 if (item.health && player.health <= this.health) {return true;}
53 if (item.armorvalue && player.armorvalue <= this.armorvalue) {return true;}
54 if (item.weapons && !(player.weapons & item.weapons)) {return true;}
55 if (item.ammo_shells && player.ammo_shells <= this.ammo_shells) {return true;}
56 if (item.ammo_nails && player.ammo_nails <= this.ammo_nails) {return true;}
57 if (item.ammo_rockets && player.ammo_rockets <= this.ammo_rockets) {return true;}
58 if (item.ammo_cells && player.ammo_cells <= this.ammo_cells) {return true;}
59 if (item.ammo_plasma && player.ammo_plasma <= this.ammo_plasma) {return true;}
60 if (item.itemdef.instanceOfPowerup) {return true;}
65 bool havocbot_goalrating_item_pickable_check_players(entity this, vector org, entity item, vector item_org)
70 // actually these variables hold the squared distances in order to optimize code
71 float friend_distance = FLOAT_MAX;
72 float enemy_distance = FLOAT_MAX;
75 FOREACH_CLIENT(IS_PLAYER(it) && it != this && !IS_DEAD(it),
77 if (it.team == this.team)
79 if (!IS_REAL_CLIENT(it))
82 dist = vlen2(it.origin - item_org);
83 if(dist > friend_distance)
86 if(havocbot_goalrating_item_can_be_left_to_teammate(this, it, item))
88 friend_distance = dist;
94 // If enemy only track distances
95 // TODO: track only if visible ?
96 dist = vlen2(it.origin - item_org);
97 if(dist < enemy_distance)
98 enemy_distance = dist;
102 // Rate the item only if no one needs it, or if an enemy is closer to it
103 dist = vlen2(item_org - org);
104 if ((enemy_distance < friend_distance && dist < enemy_distance) ||
105 (friend_distance > autocvar_bot_ai_friends_aware_pickup_radius ** 2) ||
106 (dist < friend_distance && dist < 200 ** 2))
111 void havocbot_goalrating_items(entity this, float ratingscale, vector org, float sradius)
115 ratingscale = ratingscale * 0.0001; // items are rated around 10000 already
117 IL_EACH(g_items, it.bot_pickup,
119 // ignore if bot already rated this item with a higher ratingscale
120 // NOTE: this code assumes each bot rates items in a different frame
121 if(it.bot_ratingscale_time == time && ratingscale < it.bot_ratingscale)
123 it.bot_ratingscale_time = time;
124 it.bot_ratingscale = ratingscale;
128 if(!autocvar_bot_ai_timeitems)
130 if(!it.scheduledrespawntime)
132 if(it.respawntime < max(11, autocvar_bot_ai_timeitems_minrespawndelay))
134 if(it.respawntimejitter && !it.itemdef.instanceOfPowerup)
138 if(it.itemdef.instanceOfPowerup)
139 t = bound(0, skill / 10, 1) * 6;
143 if(time < it.scheduledrespawntime - t)
146 it.bot_pickup_respawning = true;
148 o = (it.absmin + it.absmax) * 0.5;
149 if(vdist(o - org, >, sradius) || (it == this.ignoregoal && time < this.ignoregoaltime) )
152 // Check if the item can be picked up safely
157 traceline(o, o + '0 0 -1500', true, NULL);
159 if(IN_LAVA(trace_endpos + '0 0 1'))
162 // this tracebox_hits_trigger_hurt call isn't needed:
163 // dropped weapons are removed as soon as they fall on a trigger_hurt
164 // and can't be rated while they are in the air
165 //if(tracebox_hits_trigger_hurt(it.origin, it.mins, it.maxs, trace_endpos))
170 if(IN_LAVA(it.origin + (it.mins + it.maxs) * 0.5))
174 if(!havocbot_goalrating_item_pickable_check_players(this, org, it, o))
177 rating = it.bot_pickupevalfunc(this, it);
179 navigation_routerating(this, it, rating * ratingscale, 2000);
183 #define BOT_RATING_ENEMY 2500
184 void havocbot_goalrating_enemyplayers(entity this, float ratingscale, vector org, float sradius)
186 if (autocvar_bot_nofire)
189 // don't chase players if we're under water
190 if(this.waterlevel>WATERLEVEL_WETFEET)
193 ratingscale = ratingscale * 0.00005; // enemies are rated around 20000 already
196 FOREACH_CLIENT(IS_PLAYER(it) && bot_shouldattack(this, it), {
197 // TODO: Merge this logic with the bot_shouldattack function
198 if(vdist(it.origin - org, <, 100) || vdist(it.origin - org, >, sradius))
200 if(vdist(vec2(it.velocity), >, autocvar_sv_maxspeed * 2))
203 // rate only visible enemies
205 traceline(this.origin + this.view_ofs, it.origin, MOVE_NOMONSTERS, this);
206 if (trace_fraction < 1 || trace_ent != it)
210 t = ((this.health + this.armorvalue) - (it.health + it.armorvalue)) / 150;
211 t = bound(0, 1 + t, 3);
214 if (time < this.strength_finished - 1) t += 0.5;
215 if (time < it.strength_finished - 1) t -= 0.5;
216 if (time < this.invincible_finished - 1) t += 0.2;
217 if (time < it.invincible_finished - 1) t -= 0.4;
219 t += max(0, 8 - skill) * 0.05; // less skilled bots attack more mindlessly
222 navigation_routerating(this, it, ratingscale * BOT_RATING_ENEMY, 2000);
226 // legacy bot role for standard gamemodes
228 void havocbot_role_generic(entity this)
233 if (navigation_goalrating_timeout(this))
235 navigation_goalrating_start(this);
236 havocbot_goalrating_items(this, 10000, this.origin, 10000);
237 havocbot_goalrating_enemyplayers(this, 20000, this.origin, 10000);
238 havocbot_goalrating_waypoints(this, 1, this.origin, 3000);
239 navigation_goalrating_end(this);
241 navigation_goalrating_timeout_set(this);
245 void havocbot_chooserole_generic(entity this)
247 this.havocbot_role = havocbot_role_generic;
250 void havocbot_chooserole(entity this)
252 LOG_TRACE("choosing a role...");
253 navigation_goalrating_timeout_force(this);
254 if(!MUTATOR_CALLHOOK(HavocBot_ChooseRole, this))
255 havocbot_chooserole_generic(this);