3 #include "role_onslaught.qc"
4 #include "role_keyhunt.qc"
5 #include "role_freezetag.qc"
6 #include "role_keepaway.qc"
14 if(bot_execute_commands())
17 if (bot_strategytoken == self)
18 if (!bot_strategytoken_taken)
20 if(self.havocbot_blockhead)
22 self.havocbot_blockhead = FALSE;
26 if not(self.jumppadcount)
30 // TODO: tracewalk() should take care of this job (better path finding under water)
31 // if we don't have a goal and we're under water look for a waypoint near the "shore" and push it
32 if(self.deadflag != DEAD_NO)
33 if(self.goalcurrent==world)
34 if(self.waterlevel==WATERLEVEL_SWIMMING || self.aistatus & AI_STATUS_OUT_WATER)
36 // Look for the closest waypoint out of water
37 local entity newgoal, head;
38 local float bestdistance, distance;
42 for (head = findchain(classname, "waypoint"); head; head = head.chain)
44 distance = vlen(head.origin - self.origin);
48 if(head.origin_z < self.origin_z)
51 if(head.origin_z - self.origin_z - self.view_ofs_z > 100)
54 if (pointcontents(head.origin + head.maxs + '0 0 1') != CONTENT_EMPTY)
57 traceline(self.origin + self.view_ofs , head.origin, TRUE, head);
62 if(distance<bestdistance)
65 bestdistance = distance;
71 // te_wizspike(newgoal.origin);
72 navigation_pushroute(newgoal);
76 // token has been used this frame
77 bot_strategytoken_taken = TRUE;
80 if(self.deadflag != DEAD_NO)
83 havocbot_chooseenemy();
84 if (self.bot_chooseweapontime < time )
86 self.bot_chooseweapontime = time + autocvar_bot_ai_chooseweaponinterval;
87 havocbot_chooseweapon();
93 self.aistatus |= AI_STATUS_ATTACKING;
94 self.aistatus &~= AI_STATUS_ROAMING;
98 weapon_action(self.weapon, WR_AIM);
99 if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(self))
101 self.BUTTON_ATCK = FALSE;
102 self.BUTTON_ATCK2 = FALSE;
106 if(self.BUTTON_ATCK||self.BUTTON_ATCK2)
107 self.lastfiredweapon = self.weapon;
112 if(self.bot_aimtarg.classname=="player")
113 bot_aimdir(self.bot_aimtarg.origin + self.bot_aimtarg.view_ofs - self.origin - self.view_ofs , -1);
116 else if (self.goalcurrent)
118 self.aistatus |= AI_STATUS_ROAMING;
119 self.aistatus &~= AI_STATUS_ATTACKING;
121 local vector now,v,next;//,heading;
122 local float aimdistance,skillblend,distanceblend,blend;
123 next = now = self.goalcurrent.origin - (self.origin + self.view_ofs);
124 aimdistance = vlen(now);
125 //heading = self.velocity;
126 //dprint(self.goalstack01.classname,etos(self.goalstack01),"\n");
128 self.goalstack01 != self && self.goalstack01 != world && self.aistatus & AI_STATUS_RUNNING == 0 &&
129 !(self.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
131 next = self.goalstack01.origin - (self.origin + self.view_ofs);
133 skillblend=bound(0,(skill+self.bot_moveskill-2.5)*0.5,1); //lower skill player can't preturn
134 distanceblend=bound(0,aimdistance/autocvar_bot_ai_keyboard_distance,1);
135 blend = skillblend * (1-distanceblend);
136 //v = (now * (distanceblend) + next * (1-distanceblend)) * (skillblend) + now * (1-skillblend);
137 //v = now * (distanceblend) * (skillblend) + next * (1-distanceblend) * (skillblend) + now * (1-skillblend);
138 //v = now * ((1-skillblend) + (distanceblend) * (skillblend)) + next * (1-distanceblend) * (skillblend);
139 v = now + blend * (next - now);
140 //dprint(etos(self), " ");
141 //dprint(vtos(now), ":", vtos(next), "=", vtos(v), " (blend ", ftos(blend), ")\n");
142 //v = now * (distanceblend) + next * (1-distanceblend);
143 if (self.waterlevel < WATERLEVEL_SWIMMING)
145 //dprint("walk at:", vtos(v), "\n");
146 //te_lightning2(world, self.origin, self.goalcurrent.origin);
149 havocbot_movetogoal();
151 // if the bot is not attacking, consider reloading weapons
152 if not(self.aistatus & AI_STATUS_ATTACKING)
157 // we are currently holding a weapon that's not fully loaded, reload it
158 if(skill >= 2) // bots can only reload the held weapon on purpose past this skill
159 if(self.clip_load < self.clip_size)
160 self.impulse = 20; // "press" the reload button, not sure if this is done right
162 // if we're not reloading a weapon, switch to any weapon in our invnetory that's not fully loaded to reload it next
163 // the code above executes next frame, starting the reloading then
164 if(skill >= 5) // bots can only look for unloaded weapons past this skill
165 if(self.clip_load >= 0) // only if we're not reloading a weapon already
167 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
169 e = get_weaponinfo(i);
170 if ((e.spawnflags & WEP_FLAG_RELOADABLE) && (self.weapon_load[i] < cvar(strcat("g_balance_", e.netname, "_reload_ammo"))))
171 self.switchweapon = i;
177 void havocbot_keyboard_movement(vector destorg)
179 local vector keyboard;
180 local float blend, maxspeed;
183 sk = skill + self.bot_moveskill;
185 maxspeed = autocvar_sv_maxspeed;
187 if (time < self.havocbot_keyboardtime)
190 self.havocbot_keyboardtime =
192 self.havocbot_keyboardtime
193 + 0.05/max(1, sk+self.havocbot_keyboardskill)
194 + random()*0.025/max(0.00025, skill+self.havocbot_keyboardskill)
196 keyboard = self.movement * (1.0 / maxspeed);
198 local float trigger, trigger1;
199 blend = bound(0,sk*0.1,1);
200 trigger = autocvar_bot_ai_keyboard_threshold;
201 trigger1 = 0 - trigger;
203 // categorize forward movement
204 // at skill < 1.5 only forward
205 // at skill < 2.5 only individual directions
206 // at skill < 4.5 only individual directions, and forward diagonals
207 // at skill >= 4.5, all cases allowed
208 if (keyboard_x > trigger)
214 else if (keyboard_x < trigger1 && sk > 1.5)
229 if (keyboard_y > trigger)
231 else if (keyboard_y < trigger1)
236 if (keyboard_z > trigger)
238 else if (keyboard_z < trigger1)
243 self.havocbot_keyboard = keyboard * maxspeed;
244 if (self.havocbot_ducktime>time) self.BUTTON_CROUCH=TRUE;
246 keyboard = self.havocbot_keyboard;
247 blend = bound(0,vlen(destorg-self.origin)/autocvar_bot_ai_keyboard_distance,1); // When getting close move with 360 degree
248 //dprint("movement ", vtos(self.movement), " keyboard ", vtos(keyboard), " blend ", ftos(blend), "\n");
249 self.movement = self.movement + (keyboard - self.movement) * blend;
252 void havocbot_bunnyhop(vector dir)
254 local float bunnyhopdistance;
255 local vector deviation;
256 local float maxspeed;
258 if(autocvar_g_midair)
261 // Don't jump when using some weapons
263 if(self.aistatus & AI_STATUS_ATTACKING)
264 if(self.weapon == WEP_RIFLE)
267 if(self.goalcurrent.classname == "player")
271 maxspeed = autocvar_sv_maxspeed;
273 if(self.aistatus & AI_STATUS_DANGER_AHEAD)
275 self.aistatus &~= AI_STATUS_RUNNING;
276 self.BUTTON_JUMP = FALSE;
277 self.bot_canruntogoal = 0;
278 self.bot_timelastseengoal = 0;
282 if(self.waterlevel > WATERLEVEL_WETFEET)
284 self.aistatus &~= AI_STATUS_RUNNING;
288 if(self.bot_lastseengoal != self.goalcurrent && !(self.aistatus & AI_STATUS_RUNNING))
290 self.bot_canruntogoal = 0;
291 self.bot_timelastseengoal = 0;
294 bunnyhopdistance = vlen(self.origin - self.goalcurrent.origin);
296 // Run only to visible goals
297 if(self.flags & FL_ONGROUND)
298 if(self.speed==maxspeed)
299 if(checkpvs(self.origin + self.view_ofs, self.goalcurrent))
301 self.bot_lastseengoal = self.goalcurrent;
304 if(self.bot_timelastseengoal)
306 // for a period of time
307 if(time - self.bot_timelastseengoal > autocvar_bot_ai_bunnyhop_firstjumpdelay)
309 local float checkdistance;
310 checkdistance = TRUE;
312 // don't run if it is too close
313 if(self.bot_canruntogoal==0)
315 if(bunnyhopdistance > autocvar_bot_ai_bunnyhop_startdistance)
316 self.bot_canruntogoal = 1;
318 self.bot_canruntogoal = -1;
321 if(self.bot_canruntogoal != 1)
324 if(self.aistatus & AI_STATUS_ROAMING)
325 if(self.goalcurrent.classname=="waypoint")
326 if not(self.goalcurrent.wpflags & WAYPOINTFLAG_PERSONAL)
327 if(fabs(self.goalcurrent.origin_z - self.origin_z) < self.maxs_z - self.mins_z)
328 if(self.goalstack01!=world)
330 deviation = vectoangles(self.goalstack01.origin - self.origin) - vectoangles(self.goalcurrent.origin - self.origin);
331 while (deviation_y < -180) deviation_y = deviation_y + 360;
332 while (deviation_y > 180) deviation_y = deviation_y - 360;
334 if(fabs(deviation_y) < 20)
335 if(bunnyhopdistance < vlen(self.origin - self.goalstack01.origin))
336 if(fabs(self.goalstack01.origin_z - self.goalcurrent.origin_z) < self.maxs_z - self.mins_z)
338 if(vlen(self.goalcurrent.origin - self.goalstack01.origin) > autocvar_bot_ai_bunnyhop_startdistance)
339 if(checkpvs(self.origin + self.view_ofs, self.goalstack01))
341 checkdistance = FALSE;
348 self.aistatus &~= AI_STATUS_RUNNING;
349 if(bunnyhopdistance > autocvar_bot_ai_bunnyhop_stopdistance)
350 self.BUTTON_JUMP = TRUE;
354 self.aistatus |= AI_STATUS_RUNNING;
355 self.BUTTON_JUMP = TRUE;
361 self.bot_timelastseengoal = time;
366 self.bot_timelastseengoal = 0;
369 // Release jump button
370 if(!cvar("sv_pogostick"))
371 if(self.flags & FL_ONGROUND == 0)
373 if(self.velocity_z < 0 || vlen(self.velocity)<maxspeed)
374 self.BUTTON_JUMP = FALSE;
377 if(self.aistatus & AI_STATUS_RUNNING)
378 if(vlen(self.velocity)>maxspeed)
380 deviation = vectoangles(dir) - vectoangles(self.velocity);
381 while (deviation_y < -180) deviation_y = deviation_y + 360;
382 while (deviation_y > 180) deviation_y = deviation_y - 360;
384 if(fabs(deviation_y)>10)
388 self.movement_y = maxspeed * -1;
389 else if(deviation_y<10)
390 self.movement_y = maxspeed;
396 void havocbot_movetogoal()
398 local vector destorg;
401 local vector flatdir;
404 local vector evadeobstacle;
405 local vector evadelava;
407 local float maxspeed;
410 //if (self.goalentity)
411 // te_lightning2(self, self.origin, (self.goalentity.absmin + self.goalentity.absmax) * 0.5);
412 self.movement = '0 0 0';
413 maxspeed = autocvar_sv_maxspeed;
415 // Jetpack navigation
417 if(self.navigation_jetpack_goal)
418 if(self.goalcurrent==self.navigation_jetpack_goal)
421 if(autocvar_bot_debug_goalstack)
424 te_wizspike(self.navigation_jetpack_point);
428 if not(self.aistatus & AI_STATUS_JETPACK_FLYING)
430 // Brake almost completely so it can get a good direction
431 if(vlen(self.velocity)>10)
433 self.aistatus |= AI_STATUS_JETPACK_FLYING;
436 makevectors(self.v_angle_y * '0 1 0');
437 dir = normalize(self.navigation_jetpack_point - self.origin);
440 if(self.aistatus & AI_STATUS_JETPACK_LANDING)
442 // Calculate brake distance in xy
446 dxy = self.origin - self.goalcurrent.origin; dxy_z = 0;
448 v = vlen(self.velocity - self.velocity_z * '0 0 1');
449 db = (pow(v,2) / (autocvar_g_jetpack_acceleration_side * 2)) + 100;
450 // dprint("distance ", ftos(ceil(d)), " velocity ", ftos(ceil(v)), " brake at ", ftos(ceil(db)), "\n");
451 if(d < db || d < 500)
454 if(fabs(self.velocity_x)>maxspeed*0.3)
456 self.movement_x = dir * v_forward * -maxspeed;
459 // Switch to normal mode
460 self.navigation_jetpack_goal = world;
461 self.aistatus &~= AI_STATUS_JETPACK_LANDING;
462 self.aistatus &~= AI_STATUS_JETPACK_FLYING;
466 else if(checkpvs(self.origin,self.goalcurrent))
468 // If I can see the goal switch to landing code
469 self.aistatus &~= AI_STATUS_JETPACK_FLYING;
470 self.aistatus |= AI_STATUS_JETPACK_LANDING;
475 self.BUTTON_HOOK = TRUE;
476 if(self.navigation_jetpack_point_z - PL_MAX_z + PL_MIN_z < self.origin_z)
478 self.movement_x = dir * v_forward * maxspeed;
479 self.movement_y = dir * v_right * maxspeed;
484 // Handling of jump pads
485 if(self.jumppadcount)
487 // If got stuck on the jump pad try to reach the farthest visible item
488 if(self.aistatus & AI_STATUS_OUT_JUMPPAD)
490 if(fabs(self.velocity_z)<50)
492 local entity head, newgoal;
493 local float distance, bestdistance;
495 for (head = findchainfloat(bot_pickup, TRUE); head; head = head.chain)
497 if(head.classname=="worldspawn")
500 distance = vlen(head.origin - self.origin);
504 traceline(self.origin + self.view_ofs , head.origin, TRUE, world);
509 if(distance>bestdistance)
512 bestdistance = distance;
518 self.ignoregoal = self.goalcurrent;
519 self.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
520 navigation_clearroute();
521 navigation_routetogoal(newgoal, self.origin);
522 self.aistatus &~= AI_STATUS_OUT_JUMPPAD;
530 if(self.velocity_z>0)
532 local float threshold;
533 threshold = maxspeed * 0.2;
534 if(fabs(self.velocity_x) < threshold && fabs(self.velocity_y) < threshold)
536 dprint("Warning: ", self.netname, " got stuck on a jumppad, trying to get out of it now\n");
537 self.aistatus |= AI_STATUS_OUT_JUMPPAD;
542 // Don't chase players while using a jump pad
543 if(self.goalcurrent.classname=="player" || self.goalstack01.classname=="player")
547 else if(self.aistatus & AI_STATUS_OUT_JUMPPAD)
548 self.aistatus &~= AI_STATUS_OUT_JUMPPAD;
550 // If there is a trigger_hurt right below try to use the jetpack or make a rocketjump
552 if not(self.flags & FL_ONGROUND)
554 tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 -65536', MOVE_NOMONSTERS, self);
555 if(tracebox_hits_trigger_hurt(self.origin, self.mins, self.maxs, trace_endpos ))
556 if(self.items & IT_JETPACK)
558 tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 65536', MOVE_NOMONSTERS, self);
559 if(tracebox_hits_trigger_hurt(self.origin, self.mins, self.maxs, trace_endpos + '0 0 1' ))
561 if(self.velocity_z<0)
563 self.BUTTON_HOOK = TRUE;
567 self.BUTTON_HOOK = TRUE;
569 // If there is no goal try to move forward
571 if(self.goalcurrent==world)
574 dir = normalize(self.goalcurrent.origin - self.origin);
576 local vector xyvelocity = self.velocity; xyvelocity_z = 0;
577 local float xyspeed = xyvelocity * dir;
579 if(xyspeed < (maxspeed / 2))
581 makevectors(self.v_angle_y * '0 1 0');
582 tracebox(self.origin, self.mins, self.maxs, self.origin + (dir * maxspeed * 3), MOVE_NOMONSTERS, self);
583 if(trace_fraction==1)
585 self.movement_x = dir * v_forward * maxspeed;
586 self.movement_y = dir * v_right * maxspeed;
588 havocbot_keyboard_movement(self.origin + dir * 100);
592 self.havocbot_blockhead = TRUE;
596 else if(self.health>autocvar_g_balance_rocketlauncher_damage*0.5)
598 if(self.velocity_z < 0)
599 if(client_hasweapon(self, WEP_ROCKET_LAUNCHER, TRUE, FALSE))
601 self.movement_x = maxspeed;
603 if(self.rocketjumptime)
605 if(time > self.rocketjumptime)
607 self.BUTTON_ATCK2 = TRUE;
608 self.rocketjumptime = 0;
613 self.switchweapon = WEP_ROCKET_LAUNCHER;
615 self.BUTTON_ATCK = TRUE;
616 self.rocketjumptime = time + autocvar_g_balance_rocketlauncher_detonatedelay;
622 // If there is no goal try to move forward
623 if(self.goalcurrent==world)
624 self.movement_x = maxspeed;
628 // If we are under water with no goals, swim up
630 if(self.goalcurrent==world)
633 if(self.waterlevel>WATERLEVEL_SWIMMING)
635 else if(self.velocity_z >= 0 && !(self.waterlevel == WATERLEVEL_WETFEET && self.watertype == CONTENT_WATER))
636 self.BUTTON_JUMP = TRUE;
638 self.BUTTON_JUMP = FALSE;
639 makevectors(self.v_angle_y * '0 1 0');
640 self.movement_x = dir * v_forward * maxspeed;
641 self.movement_y = dir * v_right * maxspeed;
642 self.movement_z = dir * v_up * maxspeed;
645 // if there is nowhere to go, exit
646 if (self.goalcurrent == world)
649 if (self.goalcurrent)
650 navigation_poptouchedgoals();
652 // if ran out of goals try to use an alternative goal or get a new strategy asap
653 if(self.goalcurrent == world)
655 self.bot_strategytime = 0;
659 if(autocvar_bot_debug_goalstack)
662 m1 = self.goalcurrent.origin + self.goalcurrent.mins;
663 m2 = self.goalcurrent.origin + self.goalcurrent.maxs;
664 destorg = self.origin;
665 destorg_x = bound(m1_x, destorg_x, m2_x);
666 destorg_y = bound(m1_y, destorg_y, m2_y);
667 destorg_z = bound(m1_z, destorg_z, m2_z);
668 diff = destorg - self.origin;
670 dir = normalize(diff);
671 flatdir = diff;flatdir_z = 0;
672 flatdir = normalize(flatdir);
674 //if (self.bot_dodgevector_time < time)
676 // self.bot_dodgevector_time = time + cvar("bot_ai_dodgeupdateinterval");
677 // self.bot_dodgevector_jumpbutton = 1;
678 evadeobstacle = '0 0 0';
683 if(self.waterlevel>WATERLEVEL_SWIMMING)
686 self.aistatus |= AI_STATUS_OUT_WATER;
690 if(self.velocity_z >= 0 && !(self.watertype == CONTENT_WATER && self.goalcurrent.origin_z < self.origin_z) &&
691 ( !(self.waterlevel == WATERLEVEL_WETFEET && self.watertype == CONTENT_WATER) || self.aistatus & AI_STATUS_OUT_WATER))
692 self.BUTTON_JUMP = TRUE;
694 self.BUTTON_JUMP = FALSE;
696 dir = normalize(flatdir);
697 makevectors(self.v_angle_y * '0 1 0');
701 if(self.aistatus & AI_STATUS_OUT_WATER)
702 self.aistatus &~= AI_STATUS_OUT_WATER;
704 // jump if going toward an obstacle that doesn't look like stairs we
705 // can walk up directly
706 tracebox(self.origin, self.mins, self.maxs, self.origin + self.velocity * 0.2, FALSE, self);
707 if (trace_fraction < 1)
708 if (trace_plane_normal_z < 0.7)
711 tracebox(self.origin + '0 0 16', self.mins, self.maxs, self.origin + self.velocity * 0.2 + '0 0 16', FALSE, self);
712 if (trace_fraction < s + 0.01)
713 if (trace_plane_normal_z < 0.7)
716 tracebox(self.origin + '0 0 48', self.mins, self.maxs, self.origin + self.velocity * 0.2 + '0 0 48', FALSE, self);
717 if (trace_fraction > s)
718 self.BUTTON_JUMP = 1;
722 // avoiding dangers and obstacles
723 local vector dst_ahead, dst_down;
724 makevectors(self.v_angle_y * '0 1 0');
725 dst_ahead = self.origin + self.view_ofs + (self.velocity * 0.4) + (v_forward * 32 * 3);
726 dst_down = dst_ahead + '0 0 -1500';
729 traceline(self.origin + self.view_ofs , dst_ahead, TRUE, world);
731 // Check head-banging against walls
732 if(vlen(self.origin + self.view_ofs - trace_endpos) < 25 && !(self.aistatus & AI_STATUS_OUT_WATER))
734 self.BUTTON_JUMP = TRUE;
735 if(self.facingwalltime && time > self.facingwalltime)
737 self.ignoregoal = self.goalcurrent;
738 self.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
739 self.bot_strategytime = 0;
744 self.facingwalltime = time + 0.05;
749 self.facingwalltime = 0;
751 if(self.ignoregoal != world && time > self.ignoregoaltime)
753 self.ignoregoal = world;
754 self.ignoregoaltime = 0;
758 // Check for water/slime/lava and dangerous edges
759 // (only when the bot is on the ground or jumping intentionally)
760 self.aistatus &~= AI_STATUS_DANGER_AHEAD;
762 if(trace_fraction == 1 && self.jumppadcount == 0)
763 if(self.flags & FL_ONGROUND || self.aistatus & AI_STATUS_RUNNING || self.BUTTON_JUMP == TRUE)
766 traceline(dst_ahead , dst_down, TRUE, world);
767 // te_lightning2(world, self.origin, dst_ahead); // Draw "ahead" look
768 // te_lightning2(world, dst_ahead, dst_down); // Draw "downwards" look
769 if(trace_endpos_z < self.origin_z + self.mins_z)
771 s = pointcontents(trace_endpos + '0 0 1');
772 if (s != CONTENT_SOLID)
773 if (s == CONTENT_LAVA || s == CONTENT_SLIME)
774 evadelava = normalize(self.velocity) * -1;
775 else if (s == CONTENT_SKY)
776 evadeobstacle = normalize(self.velocity) * -1;
777 else if (!boxesoverlap(dst_ahead - self.view_ofs + self.mins, dst_ahead - self.view_ofs + self.maxs,
778 self.goalcurrent.absmin, self.goalcurrent.absmax))
780 // if ain't a safe goal with "holes" (like the jumpad on soylent)
781 // and there is a trigger_hurt below
782 if(tracebox_hits_trigger_hurt(dst_ahead, self.mins, self.maxs, trace_endpos))
784 // Remove dangerous dynamic goals from stack
785 if (self.goalcurrent.classname == "player" || self.goalcurrent.classname == "droppedweapon")
786 navigation_poproute();
789 evadeobstacle = normalize(self.velocity) * -1;
798 makevectors(self.v_angle_y * '0 1 0');
800 if(evadeobstacle!='0 0 0'||evadelava!='0 0 0')
801 self.aistatus |= AI_STATUS_DANGER_AHEAD;
804 dodge = havocbot_dodge();
805 dodge = dodge * bound(0,0.5+(skill+self.bot_dodgeskill)*0.1,1);
806 evadelava = evadelava * bound(1,3-(skill+self.bot_dodgeskill),3); //Noobs fear lava a lot and take more distance from it
807 traceline(self.origin, self.enemy.origin, TRUE, world);
808 if(trace_ent.classname == "player")
809 dir = dir * bound(0,(skill+self.bot_dodgeskill)/7,1);
811 dir = normalize(dir + dodge + evadeobstacle + evadelava);
812 // self.bot_dodgevector = dir;
813 // self.bot_dodgevector_jumpbutton = self.BUTTON_JUMP;
816 if(time < self.ladder_time)
818 if(self.goalcurrent.origin_z + self.goalcurrent.mins_z > self.origin_z + self.mins_z)
820 if(self.origin_z + self.mins_z < self.ladder_entity.origin_z + self.ladder_entity.maxs_z)
825 if(self.origin_z + self.mins_z > self.ladder_entity.origin_z + self.ladder_entity.mins_z)
830 //dir = self.bot_dodgevector;
831 //if (self.bot_dodgevector_jumpbutton)
832 // self.BUTTON_JUMP = 1;
833 self.movement_x = dir * v_forward * maxspeed;
834 self.movement_y = dir * v_right * maxspeed;
835 self.movement_z = dir * v_up * maxspeed;
837 // Emulate keyboard interface
839 havocbot_keyboard_movement(destorg);
842 // if(self.aistatus & AI_STATUS_ROAMING)
844 if(skill+self.bot_moveskill >= autocvar_bot_ai_bunnyhop_skilloffset)
845 havocbot_bunnyhop(dir);
847 if ((dir * v_up) >= autocvar_sv_jumpvelocity*0.5 && (self.flags & FL_ONGROUND)) self.BUTTON_JUMP=1;
848 if (((dodge * v_up) > 0) && random()*frametime >= 0.2*bound(0,(10-skill-self.bot_dodgeskill)*0.1,1)) self.BUTTON_JUMP=TRUE;
849 if (((dodge * v_up) < 0) && random()*frametime >= 0.5*bound(0,(10-skill-self.bot_dodgeskill)*0.1,1)) self.havocbot_ducktime=time+0.3/bound(0.1,skill+self.bot_dodgeskill,10);
852 void havocbot_chooseenemy()
854 local entity head, best, head2;
855 local float rating, bestrating, i, f;
857 if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(self))
864 if (!bot_shouldattack(self.enemy))
866 // enemy died or something, find a new target
868 self.havocbot_chooseenemy_finished = time;
870 else if (self.havocbot_stickenemy)
872 // tracking last chosen enemy
873 // if enemy is visible
874 // and not really really far away
875 // and we're not severely injured
876 // then keep tracking for a half second into the future
877 traceline(self.origin+self.view_ofs, self.enemy.origin+self.enemy.view_ofs*0.5,FALSE,world);
878 if (trace_ent == self.enemy || trace_fraction == 1)
879 if (vlen(self.enemy.origin - self.origin) < 1000)
880 if (self.health > 30)
882 // remain tracking him for a shot while (case he went after a small corner or pilar
883 self.havocbot_chooseenemy_finished = time + autocvar_bot_ai_enemydetectioninterval;
886 // enemy isn't visible, or is far away, or we're injured severely
887 // so stop preferring this enemy
888 // (it will still take a half second until a new one is chosen)
889 self.havocbot_stickenemy = 0;
892 if (time < self.havocbot_chooseenemy_finished)
894 self.havocbot_chooseenemy_finished = time + autocvar_bot_ai_enemydetectioninterval;
895 eye = self.origin + self.view_ofs;
897 bestrating = 100000000;
898 head = head2 = findchainfloat(bot_attack, TRUE);
900 // Search for enemies, if no enemy can be seen directly try to look through transparent objects
905 v = (head.absmin + head.absmax) * 0.5;
906 rating = vlen(v - eye);
907 if (rating<autocvar_bot_ai_enemydetectionradius)
908 if (bestrating > rating)
909 if (bot_shouldattack(head))
911 traceline(eye, v, TRUE, self);
912 if (trace_ent == head || trace_fraction >= 1)
921 // I want to do a second scan if no enemy was found or I don't have weapons
922 // TODO: Perform the scan when using the rifle (requires changes on the rifle code)
923 if(best || self.weapons) // || self.weapon == WEP_RIFLE
928 // Set flags to see through transparent objects
929 f = self.dphitcontentsmask;
930 self.dphitcontentsmask = DPCONTENTS_OPAQUE;
936 // Restore hit flags if needed
938 self.dphitcontentsmask = f;
941 self.havocbot_stickenemy = TRUE;
944 float havocbot_chooseweapon_checkreload(float new_weapon)
946 // bots under this skill cannot find unloaded weapons to reload idly when not in combat,
947 // so skip this for them, or they'll never get to reload their weapons at all.
948 // this also allows bots under this skill to be more stupid, and reload more often during combat :)
952 // if this weapon is scheduled for reloading, don't switch to it during combat
953 if (self.weapon_load[new_weapon] < 0)
955 local float i, other_weapon_available;
956 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
958 // if we are out of ammo for all other weapons, it's an emergency to switch to anything else
959 if (weapon_action(i, WR_CHECKAMMO1) + weapon_action(i, WR_CHECKAMMO2))
960 other_weapon_available = TRUE;
962 if(other_weapon_available)
969 void havocbot_chooseweapon()
974 if(g_weaponarena == WEPBIT_TUBA)
976 self.switchweapon = WEP_TUBA;
980 // TODO: clean this up by moving it to weapon code
981 if(self.enemy==world)
983 // If no weapon was chosen get the first available weapon
985 for(i=WEP_LASER + 1; i < WEP_COUNT ; ++i)
987 if(client_hasweapon(self, i, TRUE, FALSE))
989 self.switchweapon = i;
996 // Do not change weapon during the next second after a combo
997 i = time - self.lastcombotime;
1002 local float distance; distance=bound(10,vlen(self.origin-self.enemy.origin)-200,10000);
1004 // Should it do a weapon combo?
1005 local float af, ct, combo_time, combo;
1007 af = ATTACK_FINISHED(self);
1008 ct = autocvar_bot_ai_weapon_combo_threshold;
1010 // Bots with no skill will be 4 times more slower than "godlike" bots when doing weapon combos
1011 // Ideally this 4 should be calculated as longest_weapon_refire / bot_ai_weapon_combo_threshold
1012 combo_time = time + ct + (ct * ((-0.3*(skill+self.bot_weaponskill))+3));
1016 if(autocvar_bot_ai_weapon_combo)
1017 if(self.weapon == self.lastfiredweapon)
1021 self.lastcombotime = time;
1024 distance *= pow(2, self.bot_rangepreference);
1026 // Custom weapon list based on distance to the enemy
1027 if(bot_custom_weapon){
1029 // Choose weapons for far distance
1030 if ( distance > bot_distance_far ) {
1031 for(i=0; i < WEP_COUNT && bot_weapons_far[i] != -1 ; ++i){
1032 w = bot_weapons_far[i];
1033 if ( client_hasweapon(self, w, TRUE, FALSE) )
1035 if ((self.weapon == w && combo) || havocbot_chooseweapon_checkreload(w))
1037 self.switchweapon = w;
1043 // Choose weapons for mid distance
1044 if ( distance > bot_distance_close) {
1045 for(i=0; i < WEP_COUNT && bot_weapons_mid[i] != -1 ; ++i){
1046 w = bot_weapons_mid[i];
1047 if ( client_hasweapon(self, w, TRUE, FALSE) )
1049 if ((self.weapon == w && combo) || havocbot_chooseweapon_checkreload(w))
1051 self.switchweapon = w;
1057 // Choose weapons for close distance
1058 for(i=0; i < WEP_COUNT && bot_weapons_close[i] != -1 ; ++i){
1059 w = bot_weapons_close[i];
1060 if ( client_hasweapon(self, w, TRUE, FALSE) )
1062 if ((self.weapon == w && combo) || havocbot_chooseweapon_checkreload(w))
1064 self.switchweapon = w;
1073 local vector selfvel, enemyvel;
1074 // if(self.flags & FL_INWATER)
1076 if (time < self.nextaim)
1078 self.nextaim = time + 0.1;
1079 selfvel = self.velocity;
1080 if (!self.waterlevel)
1084 enemyvel = self.enemy.velocity;
1085 if (!self.enemy.waterlevel)
1087 lag_additem(time + self.ping, 0, 0, self.enemy, self.origin, selfvel, self.enemy.origin, enemyvel);
1090 lag_additem(time + self.ping, 0, 0, world, self.origin, selfvel, self.goalcurrent.origin, '0 0 0');
1093 float havocbot_moveto_refresh_route()
1095 // Refresh path to goal if necessary
1097 wp = self.havocbot_personal_waypoint;
1098 navigation_goalrating_start();
1099 navigation_routerating(wp, 10000, 10000);
1100 navigation_goalrating_end();
1101 return self.navigation_hasgoals;
1104 float havocbot_moveto(vector pos)
1108 if(self.aistatus & AI_STATUS_WAYPOINT_PERSONAL_GOING)
1110 // Step 4: Move to waypoint
1111 if(self.havocbot_personal_waypoint==world)
1113 dprint("Error: ", self.netname, " trying to walk to a non existent personal waypoint\n");
1114 self.aistatus &~= AI_STATUS_WAYPOINT_PERSONAL_GOING;
1115 return CMD_STATUS_ERROR;
1118 if (!bot_strategytoken_taken)
1119 if(self.havocbot_personal_waypoint_searchtime<time)
1121 bot_strategytoken_taken = TRUE;
1122 if(havocbot_moveto_refresh_route())
1124 dprint(self.netname, " walking to its personal waypoint (after ", ftos(self.havocbot_personal_waypoint_failcounter), " failed attempts)\n");
1125 self.havocbot_personal_waypoint_searchtime = time + 10;
1126 self.havocbot_personal_waypoint_failcounter = 0;
1130 self.havocbot_personal_waypoint_failcounter += 1;
1131 self.havocbot_personal_waypoint_searchtime = time + 2;
1132 if(self.havocbot_personal_waypoint_failcounter >= 30)
1134 dprint("Warning: can't walk to the personal waypoint located at ", vtos(self.havocbot_personal_waypoint.origin),"\n");
1135 self.aistatus &~= AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1136 remove(self.havocbot_personal_waypoint);
1137 return CMD_STATUS_ERROR;
1140 dprint(self.netname, " can't walk to its personal waypoint (after ", ftos(self.havocbot_personal_waypoint_failcounter), " failed attempts), trying later\n");
1144 if(autocvar_bot_debug_goalstack)
1148 local vector dir = self.goalcurrent.origin - (self.origin + self.view_ofs);
1150 bot_aimdir(dir, -1);
1153 havocbot_movetogoal();
1155 if(self.aistatus & AI_STATUS_WAYPOINT_PERSONAL_REACHED)
1157 // Step 5: Waypoint reached
1158 dprint(self.netname, "'s personal waypoint reached\n");
1159 remove(self.havocbot_personal_waypoint);
1160 self.aistatus &~= AI_STATUS_WAYPOINT_PERSONAL_REACHED;
1161 return CMD_STATUS_FINISHED;
1164 return CMD_STATUS_EXECUTING;
1167 // Step 2: Linking waypoint
1168 if(self.aistatus & AI_STATUS_WAYPOINT_PERSONAL_LINKING)
1170 // Wait until it is linked
1171 if(!self.havocbot_personal_waypoint.wplinked)
1173 dprint(self.netname, " waiting for personal waypoint to be linked\n");
1174 return CMD_STATUS_EXECUTING;
1177 self.havocbot_personal_waypoint_searchtime = time; // so we set the route next frame
1178 self.aistatus &~= AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1179 self.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_GOING;
1181 // Step 3: Route to waypoint
1182 dprint(self.netname, " walking to its personal waypoint\n");
1184 return CMD_STATUS_EXECUTING;
1187 // Step 1: Spawning waypoint
1188 wp = waypoint_spawnpersonal(pos);
1191 dprint("Error: Can't spawn personal waypoint at ",vtos(pos),"\n");
1192 return CMD_STATUS_ERROR;
1195 self.havocbot_personal_waypoint = wp;
1196 self.havocbot_personal_waypoint_failcounter = 0;
1197 self.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1199 // if pos is inside a teleport, then let's mark it as teleport waypoint
1201 for(head = world; (head = find(head, classname, "trigger_teleport")); )
1203 if(WarpZoneLib_BoxTouchesBrush(pos, pos, head, world))
1205 wp.wpflags |= WAYPOINTFLAG_TELEPORT;
1206 self.lastteleporttime = 0;
1211 if(wp.wpflags & WAYPOINTFLAG_TELEPORT)
1212 print("routing to a teleporter\n");
1214 print("routing to a non-teleporter\n");
1217 return CMD_STATUS_EXECUTING;
1220 float havocbot_resetgoal()
1222 navigation_clearroute();
1223 return CMD_STATUS_FINISHED;
1226 void havocbot_setupbot()
1228 self.bot_ai = havocbot_ai;
1229 self.cmd_moveto = havocbot_moveto;
1230 self.cmd_resetgoal = havocbot_resetgoal;
1232 havocbot_chooserole();
1235 vector havocbot_dodge()
1237 // LordHavoc: disabled because this is too expensive
1241 local vector dodge, v, n;
1242 local float danger, bestdanger, vl, d;
1245 // check for dangerous objects near bot or approaching bot
1246 head = findchainfloat(bot_dodge, TRUE);
1249 if (head.owner != self)
1251 vl = vlen(head.velocity);
1252 if (vl > autocvar_sv_maxspeed * 0.3)
1254 n = normalize(head.velocity);
1255 v = self.origin - head.origin;
1257 if (d > (0 - head.bot_dodgerating))
1258 if (d < (vl * 0.2 + head.bot_dodgerating))
1260 // calculate direction and distance from the flight path, by removing the forward axis
1261 v = v - (n * (v * n));
1262 danger = head.bot_dodgerating - vlen(v);
1263 if (bestdanger < danger)
1265 bestdanger = danger;
1266 // dodge to the side of the object
1267 dodge = normalize(v);
1273 danger = head.bot_dodgerating - vlen(head.origin - self.origin);
1274 if (bestdanger < danger)
1276 bestdanger = danger;
1277 dodge = normalize(self.origin - head.origin);