return 0;
return ammo_pickupevalfunc(player, item);
}
- return item.bot_pickupbasevalue;
+
+ // reduce weapon value if bot already got a good arsenal
+ float c = 1;
+ int weapons_value = 0;
+ FOREACH(Weapons, it != WEP_Null && (player.weapons & it.m_wepset), {
+ weapons_value += it.bot_pickupbasevalue;
+ });
+ c -= bound(0, weapons_value / 20000, 1) * 0.5;
+
+ return item.bot_pickupbasevalue * c;
}
float ammo_pickupevalfunc(entity player, entity item)
if (need_shells)
if (item.ammo_shells)
if (player.ammo_shells < g_pickup_shells_max)
- c = (player.ammo_shells + item.ammo_shells) / player.ammo_shells;
+ c = item.ammo_shells / player.ammo_shells;
if (need_nails)
if (item.ammo_nails)
if (player.ammo_nails < g_pickup_nails_max)
- c = (player.ammo_nails + item.ammo_nails) / player.ammo_nails;
+ c = item.ammo_nails / player.ammo_nails;
if (need_rockets)
if (item.ammo_rockets)
if (player.ammo_rockets < g_pickup_rockets_max)
- c = (player.ammo_rockets + item.ammo_rockets) / player.ammo_rockets;
+ c = item.ammo_rockets / player.ammo_rockets;
if (need_cells)
if (item.ammo_cells)
if (player.ammo_cells < g_pickup_cells_max)
- c = (player.ammo_cells + item.ammo_cells) / player.ammo_cells;
+ c = item.ammo_cells / player.ammo_cells;
if (need_plasma)
if (item.ammo_plasma)
if (player.ammo_plasma < g_pickup_plasma_max)
- c = (player.ammo_plasma + item.ammo_plasma) / player.ammo_plasma;
+ c = item.ammo_plasma / player.ammo_plasma;
if (need_fuel)
if (item.ammo_fuel)
if (player.ammo_fuel < g_pickup_fuel_max)
- c = (player.ammo_fuel + item.ammo_fuel) / player.ammo_fuel;
+ c = item.ammo_fuel / player.ammo_fuel;
- rating *= min(3, c);
+ rating *= min(2, c);
if(wpn)
- // Skilled bots will grab more
- rating += wpn.bot_pickupbasevalue * (0.1 + 0.1 * bound(0, skill / 10, 1));
+ rating += wpn.bot_pickupbasevalue * 0.1;
return rating;
}
+.int item_group;
+.int item_group_count;
float healtharmor_pickupevalfunc(entity player, entity item)
{
float c = 0;
float rating = item.bot_pickupbasevalue;
- if (item.armorvalue)
+ float itemarmor = item.armorvalue;
+ float itemhealth = item.health;
+ if(item.item_group)
+ {
+ itemarmor *= min(4, item.item_group_count);
+ itemhealth *= min(4, item.item_group_count);
+ }
+ if (itemarmor)
if (player.armorvalue < item.max_armorvalue)
- c = (player.armorvalue + player.health + item.armorvalue) / (max(1, player.armorvalue + player.health));
- if (item.health)
+ c = itemarmor / max(1, player.armorvalue * 2/3 + player.health * 1/3);
+ if (itemhealth)
if (player.health < item.max_health)
- c = (player.health + item.health) / (max(1, player.health));
+ c = itemhealth / max(1, player.health);
- rating *= min(3, c);
+ rating *= min(2, c);
return rating;
}
delete(this);
return;
}
+
+ setItemGroup(this);
}
void StartItem(entity this, GameItem def)
);
}
+#define IS_SMALL(def) ((def.instanceOfHealth && def == ITEM_HealthSmall) || (def.instanceOfArmor && def == ITEM_ArmorSmall))
+int group_count = 1;
+
+void setItemGroup(entity this)
+{
+ if(!IS_SMALL(this.itemdef))
+ return;
+
+ FOREACH_ENTITY_RADIUS(this.origin, 120, (it != this) && IS_SMALL(it.itemdef),
+ {
+ if(!this.item_group)
+ {
+ if(!it.item_group)
+ {
+ it.item_group = group_count;
+ group_count++;
+ }
+ this.item_group = it.item_group;
+ }
+ else // spawning item is already part of a item_group X
+ {
+ if(!it.item_group)
+ it.item_group = this.item_group;
+ else if(it.item_group != this.item_group) // found an item near the spawning item that is part of a different item_group Y
+ {
+ int grY = it.item_group;
+ // move all items of item_group Y to item_group X
+ FOREACH_ENTITY(IS_SMALL(it.itemdef),
+ {
+ if(it.item_group == grY)
+ it.item_group = this.item_group;
+ });
+ }
+ }
+ });
+}
+
+void setItemGroupCount()
+{
+ for (int k = 1; k <= group_count; k++)
+ {
+ int count = 0;
+ FOREACH_ENTITY(IS_SMALL(it.itemdef) && it.item_group == k, { count++; });
+ if (count)
+ FOREACH_ENTITY(IS_SMALL(it.itemdef) && it.item_group == k, { it.item_group_count = count; });
+ }
+}
+
spawnfunc(item_rockets)
{
StartItem(this, ITEM_Rockets);