if(autocvar_g_pickup_items == 0)
return false;
if(g_weaponarena)
- if(this.weapons || (this.items & IT_AMMO)) // no item or ammo pickups in weaponarena
+ if(this.weapons || this.itemdef.instanceOfAmmo) // no item or ammo pickups in weaponarena
return false;
}
return true;
float weapon_pickupevalfunc(entity player, entity item)
{
- float c;
-
// See if I have it already
- if(item.weapons & ~player.weapons)
+ if(player.weapons & item.weapons)
{
// If I can pick it up
if(!item.spawnshieldtime)
- c = 0;
- else if(player.ammo_cells || player.ammo_shells || player.ammo_plasma || player.ammo_nails || player.ammo_rockets)
- {
- // Skilled bots will grab more
- c = bound(0, skill / 10, 1) * 0.5;
- }
- else
- c = 0;
+ return 0;
+ return ammo_pickupevalfunc(player, item);
}
- else
- c = 1;
-
- // If custom weapon priorities for bots is enabled rate most wanted weapons higher
- if( bot_custom_weapon && c )
- {
- // Find the highest position on any range
- int position = -1;
- for (int j = 0; j < WEP_LAST ; ++j){
- if(
- bot_weapons_far[j] == item.weapon ||
- bot_weapons_mid[j] == item.weapon ||
- bot_weapons_close[j] == item.weapon
- )
- {
- position = j;
- break;
- }
- }
-
- // Rate it
- if (position >= 0 )
- {
- position = WEP_LAST - position;
- // item.bot_pickupbasevalue is overwritten here
- return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
- }
- }
-
- return item.bot_pickupbasevalue * c;
+ return item.bot_pickupbasevalue;
}
-float commodity_pickupevalfunc(entity player, entity item)
+float ammo_pickupevalfunc(entity player, entity item)
{
- float c;
- float need_shells = false, need_nails = false, need_rockets = false, need_cells = false, need_plasma = false, need_fuel = false;
- c = 0;
+ bool need_shells = false, need_nails = false, need_rockets = false, need_cells = false, need_plasma = false, need_fuel = false;
+ entity wpn = NULL;
+ float c = 0;
+ float rating = 0;
// Detect needed ammo
- FOREACH(Weapons, it != WEP_Null, {
- if(!(player.weapons & (it.m_wepset)))
- continue;
+ if(item.itemdef.instanceOfWeaponPickup)
+ {
+ entity ammo = NULL;
+ if(item.ammo_shells) { need_shells = true; ammo = ITEM_Shells; }
+ else if(item.ammo_nails) { need_nails = true; ammo = ITEM_Bullets; }
+ else if(item.ammo_rockets) { need_rockets = true; ammo = ITEM_Rockets; }
+ else if(item.ammo_cells) { need_cells = true; ammo = ITEM_Cells; }
+ else if(item.ammo_plasma) { need_plasma = true; ammo = ITEM_Plasma; }
+ else if(item.ammo_fuel) { need_fuel = true; ammo = ITEM_JetpackFuel; }
- if(it.items & ITEM_Shells.m_itemid)
- need_shells = true;
- else if(it.items & ITEM_Bullets.m_itemid)
- need_nails = true;
- else if(it.items & ITEM_Rockets.m_itemid)
- need_rockets = true;
- else if(it.items & ITEM_Cells.m_itemid)
- need_cells = true;
- else if(it.items & ITEM_Plasma.m_itemid)
- need_plasma = true;
- else if(it.items & ITEM_JetpackFuel.m_itemid)
- need_fuel = true;
- });
+ if(!ammo)
+ return 0;
+ wpn = item;
+ rating = ammo.m_botvalue;
+ }
+ else
+ {
+ FOREACH(Weapons, it != WEP_Null, {
+ if(!(player.weapons & (it.m_wepset)))
+ continue;
+
+ switch(it.ammo_field)
+ {
+ case ammo_shells: need_shells = true; break;
+ case ammo_shells: need_shells = true; break;
+ case ammo_nails: need_nails = true; break;
+ case ammo_rockets: need_rockets = true; break;
+ case ammo_cells: need_cells = true; break;
+ case ammo_plasma: need_plasma = true; break;
+ case ammo_fuel: need_fuel = true; break;
+ }
+ });
+ rating = item.bot_pickupbasevalue;
+ }
- // TODO: figure out if the player even has the weapon this ammo is for?
- // may not affect strategy much though...
- // find out how much more ammo/armor/health the player can hold
if (need_shells)
if (item.ammo_shells)
if (player.ammo_shells < g_pickup_shells_max)
- c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
+ c = (player.ammo_shells + item.ammo_shells) / player.ammo_shells;
if (need_nails)
if (item.ammo_nails)
if (player.ammo_nails < g_pickup_nails_max)
- c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
+ c = (player.ammo_nails + item.ammo_nails) / player.ammo_nails;
if (need_rockets)
if (item.ammo_rockets)
if (player.ammo_rockets < g_pickup_rockets_max)
- c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
+ c = (player.ammo_rockets + item.ammo_rockets) / player.ammo_rockets;
if (need_cells)
if (item.ammo_cells)
if (player.ammo_cells < g_pickup_cells_max)
- c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
+ c = (player.ammo_cells + item.ammo_cells) / player.ammo_cells;
if (need_plasma)
if (item.ammo_plasma)
if (player.ammo_plasma < g_pickup_plasma_max)
- c = c + max(0, 1 - player.ammo_plasma / g_pickup_plasma_max);
+ c = (player.ammo_plasma + item.ammo_plasma) / player.ammo_plasma;
if (need_fuel)
if (item.ammo_fuel)
if (player.ammo_fuel < g_pickup_fuel_max)
- c = c + max(0, 1 - player.ammo_fuel / g_pickup_fuel_max);
+ c = (player.ammo_fuel + item.ammo_fuel) / player.ammo_fuel;
+
+ rating *= min(3, c);
+ if(wpn)
+ // Skilled bots will grab more
+ rating += wpn.bot_pickupbasevalue * (0.1 + 0.1 * bound(0, skill / 10, 1));
+ return rating;
+}
+
+float healtharmor_pickupevalfunc(entity player, entity item)
+{
+ float c = 0;
+ float rating = item.bot_pickupbasevalue;
+
if (item.armorvalue)
if (player.armorvalue < item.max_armorvalue)
- c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
+ c = (player.armorvalue + player.health + item.armorvalue) / (max(1, player.armorvalue + player.health));
if (item.health)
if (player.health < item.max_health)
- c = c + max(0, 1 - player.health / item.max_health);
+ c = (player.health + item.health) / (max(1, player.health));
- return item.bot_pickupbasevalue * c;
+ rating *= min(3, c);
+ return rating;
}
void Item_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
RemoveItem(this);
}
+void item_use(entity this, entity actor, entity trigger)
+{
+ // use the touch function to handle collection
+ gettouch(this)(this, actor);
+}
+
void _StartItem(entity this, entity def, float defaultrespawntime, float defaultrespawntimejitter)
{
string itemname = def.m_name;
this.respawntimejitter = defaultrespawntimejitter;
}
+ if(!this.pickup_anyway && def.m_pickupanyway)
+ this.pickup_anyway = def.m_pickupanyway();
+
int itemid = def.m_itemid;
this.items = itemid;
int weaponid = def.instanceOfWeaponPickup ? def.m_weapon.m_id : 0;
}
*/
+ if(this.targetname != "" && (this.spawnflags & 16))
+ this.use = item_use;
+
if(autocvar_spawn_debug >= 2)
{
// why not flags & fl_item?
{
if(!this.ammo_rockets)
this.ammo_rockets = g_pickup_rockets;
- if(!this.pickup_anyway)
- this.pickup_anyway = g_pickup_ammo_anyway;
StartItem(this, ITEM_Rockets);
}
if(!this.ammo_nails)
this.ammo_nails = g_pickup_nails;
- if(!this.pickup_anyway)
- this.pickup_anyway = g_pickup_ammo_anyway;
StartItem(this, ITEM_Bullets);
}
{
if(!this.ammo_cells)
this.ammo_cells = g_pickup_cells;
- if(!this.pickup_anyway)
- this.pickup_anyway = g_pickup_ammo_anyway;
StartItem(this, ITEM_Cells);
}
{
if(!this.ammo_plasma)
this.ammo_plasma = g_pickup_plasma;
- if(!this.pickup_anyway)
- this.pickup_anyway = g_pickup_ammo_anyway;
StartItem(this, ITEM_Plasma);
}
if(!this.ammo_shells)
this.ammo_shells = g_pickup_shells;
- if(!this.pickup_anyway)
- this.pickup_anyway = g_pickup_ammo_anyway;
StartItem(this, ITEM_Shells);
}
this.armorvalue = g_pickup_armorsmall;
if(!this.max_armorvalue)
this.max_armorvalue = g_pickup_armorsmall_max;
- if(!this.pickup_anyway)
- this.pickup_anyway = g_pickup_armorsmall_anyway;
StartItem(this, ITEM_ArmorSmall);
}
this.armorvalue = g_pickup_armormedium;
if(!this.max_armorvalue)
this.max_armorvalue = g_pickup_armormedium_max;
- if(!this.pickup_anyway)
- this.pickup_anyway = g_pickup_armormedium_anyway;
StartItem(this, ITEM_ArmorMedium);
}
this.armorvalue = g_pickup_armorbig;
if(!this.max_armorvalue)
this.max_armorvalue = g_pickup_armorbig_max;
- if(!this.pickup_anyway)
- this.pickup_anyway = g_pickup_armorbig_anyway;
- StartItem(this, ITEM_ArmorLarge);
+ StartItem(this, ITEM_ArmorBig);
}
-spawnfunc(item_armor_large)
+spawnfunc(item_armor_mega)
{
if(!this.armorvalue)
- this.armorvalue = g_pickup_armorlarge;
+ this.armorvalue = g_pickup_armormega;
if(!this.max_armorvalue)
- this.max_armorvalue = g_pickup_armorlarge_max;
- if(!this.pickup_anyway)
- this.pickup_anyway = g_pickup_armorlarge_anyway;
+ this.max_armorvalue = g_pickup_armormega_max;
StartItem(this, ITEM_ArmorMega);
}
this.max_health = g_pickup_healthsmall_max;
if(!this.health)
this.health = g_pickup_healthsmall;
- if(!this.pickup_anyway)
- this.pickup_anyway = g_pickup_healthsmall_anyway;
StartItem(this, ITEM_HealthSmall);
}
this.max_health = g_pickup_healthmedium_max;
if(!this.health)
this.health = g_pickup_healthmedium;
- if(!this.pickup_anyway)
- this.pickup_anyway = g_pickup_healthmedium_anyway;
StartItem(this, ITEM_HealthMedium);
}
-spawnfunc(item_health_large)
+spawnfunc(item_health_big)
{
if(!this.max_health)
- this.max_health = g_pickup_healthlarge_max;
+ this.max_health = g_pickup_healthbig_max;
if(!this.health)
- this.health = g_pickup_healthlarge;
- if(!this.pickup_anyway)
- this.pickup_anyway = g_pickup_healthlarge_anyway;
- StartItem(this, ITEM_HealthLarge);
+ this.health = g_pickup_healthbig;
+ StartItem(this, ITEM_HealthBig);
}
spawnfunc(item_health_mega)
this.max_health = g_pickup_healthmega_max;
if(!this.health)
this.health = g_pickup_healthmega;
- if(!this.pickup_anyway)
- this.pickup_anyway = g_pickup_healthmega_anyway;
StartItem(this, ITEM_HealthMega);
}
// support old misnamed entities
spawnfunc(item_armor1) { spawnfunc_item_armor_small(this); } // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
-spawnfunc(item_armor25) { spawnfunc_item_armor_large(this); }
+spawnfunc(item_armor25) { spawnfunc_item_armor_mega(this); }
+spawnfunc(item_armor_large) { spawnfunc_item_armor_mega(this); }
spawnfunc(item_health1) { spawnfunc_item_health_small(this); }
spawnfunc(item_health25) { spawnfunc_item_health_medium(this); }
+spawnfunc(item_health_large) { spawnfunc_item_health_big(this); }
spawnfunc(item_health100) { spawnfunc_item_health_mega(this); }
spawnfunc(item_strength)
{
if(!this.ammo_fuel)
this.ammo_fuel = g_pickup_fuel;
- if(!this.pickup_anyway)
- this.pickup_anyway = g_pickup_ammo_anyway;
StartItem(this, ITEM_JetpackFuel);
}
});
POSTGIVE_VALUE(e, strength_finished, 1, SND_POWERUP, SND_POWEROFF);
POSTGIVE_VALUE(e, invincible_finished, 1, SND_Shield, SND_POWEROFF);
+ //POSTGIVE_VALUE(e, superweapons_finished, 1, SND_Null, SND_Null);
POSTGIVE_VALUE(e, ammo_nails, 0, SND_ITEMPICKUP, SND_Null);
POSTGIVE_VALUE(e, ammo_cells, 0, SND_ITEMPICKUP, SND_Null);
POSTGIVE_VALUE(e, ammo_plasma, 0, SND_ITEMPICKUP, SND_Null);