#include "bot.qh"
-#include "../_all.qh"
#include "aim.qh"
#include "navigation.qh"
#include "havocbot/havocbot.qh"
#include "havocbot/scripting.qh"
+#include "../teamplay.qh"
+
#include "../antilag.qh"
#include "../autocvars.qh"
#include "../campaign.qh"
#include "../constants.qh"
#include "../defs.qh"
#include "../race.qh"
-#include "../t_items.qh"
+#include <common/t_items.qh>
-#include "../mutators/mutators_include.qh"
+#include "../mutators/all.qh"
#include "../weapons/accuracy.qh"
-#include "../../common/constants.qh"
-#include "../../common/mapinfo.qh"
-#include "../../common/teams.qh"
-#include "../../common/util.qh"
-
-#include "../../common/weapons/all.qh"
+#include <common/constants.qh>
+#include <common/mapinfo.qh>
+#include <common/teams.qh>
+#include <common/util.qh>
-#include "../../csqcmodellib/sv_model.qh"
+#include <common/weapons/all.qh>
-#include "../../dpdefs/dpextensions.qh"
-#include "../../dpdefs/progsdefs.qh"
+#include <lib/csqcmodel/sv_model.qh>
-#include "../../warpzonelib/common.qh"
-#include "../../warpzonelib/util_server.qh"
+#include <lib/warpzone/common.qh>
+#include <lib/warpzone/util_server.qh>
entity bot_spawn()
-{
- entity oldself, bot;
- bot = spawnclient();
+{SELFPARAM();
+ entity bot = spawnclient();
if (bot)
{
currentbots = currentbots + 1;
- oldself = self;
- self = bot;
+ setself(bot);
bot_setnameandstuff();
ClientConnect();
PutClientInServer();
- self = oldself;
+ setself(this);
}
return bot;
}
void bot_think()
-{
+{SELFPARAM();
if (self.bot_nextthink > time)
return;
}
// if dead, just wait until we can respawn
- if (self.deadflag)
+ if (IS_DEAD(self))
{
if (self.deadflag == DEAD_DEAD)
{
}
void bot_setnameandstuff()
-{
+{SELFPARAM();
string readfile, s;
float file, tokens, prio;
- entity p;
string bot_name, bot_model, bot_skin, bot_shirt, bot_pants;
string name, prefix, suffix;
if(file < 0)
{
- print(strcat("Error: Can not open the bot configuration file '",autocvar_bot_config_file,"'\n"));
+ LOG_INFO(strcat("Error: Can not open the bot configuration file '",autocvar_bot_config_file,"'\n"));
readfile = "";
}
else
continue;
s = argv(0);
prio = 1;
- FOR_EACH_CLIENT(p)
- {
- if(IS_BOT_CLIENT(p))
- if(s == p.cleanname)
+ FOREACH_CLIENT(IS_BOT_CLIENT(it), LAMBDA(
+ if(s == it.cleanname)
{
prio = 0;
break;
}
- }
+ ));
RandomSelection_Add(world, 0, readfile, 1, prio);
}
readfile = RandomSelection_chosen_string;
name = bot_name;
// number bots with identical names
- float i;
- i = 0;
- FOR_EACH_CLIENT(p)
- {
- if(IS_BOT_CLIENT(p))
- if(p.cleanname == name)
- ++i;
- }
- if (i)
- self.netname = self.netname_freeme = strzone(strcat(prefix, name, "(", ftos(i), ")", suffix));
+ int j = 0;
+ FOREACH_CLIENT(IS_BOT_CLIENT(it), LAMBDA(
+ if(it.cleanname == name)
+ ++j;
+ ));
+ if (j)
+ self.netname = self.netname_freeme = strzone(strcat(prefix, name, "(", ftos(j), ")", suffix));
else
self.netname = self.netname_freeme = strzone(strcat(prefix, name, suffix));
tokens = tokenizebyseparator(W_NumberWeaponOrder(autocvar_bot_ai_custom_weapon_priority_far)," ");
int c = 0;
- for(i=0; i < tokens && c < WEP_COUNT; ++i){
+ for(i=0; i < tokens && c < Weapons_COUNT; ++i){
w = stof(argv(i));
if ( w >= WEP_FIRST && w <= WEP_LAST) {
bot_weapons_far[c] = w;
++c;
}
}
- if(c < WEP_COUNT)
+ if(c < Weapons_COUNT)
bot_weapons_far[c] = -1;
// Parse mid distance weapon priorities
tokens = tokenizebyseparator(W_NumberWeaponOrder(autocvar_bot_ai_custom_weapon_priority_mid)," ");
c = 0;
- for(i=0; i < tokens && c < WEP_COUNT; ++i){
+ for(i=0; i < tokens && c < Weapons_COUNT; ++i){
w = stof(argv(i));
if ( w >= WEP_FIRST && w <= WEP_LAST) {
bot_weapons_mid[c] = w;
++c;
}
}
- if(c < WEP_COUNT)
+ if(c < Weapons_COUNT)
bot_weapons_mid[c] = -1;
// Parse close distance weapon priorities
tokens = tokenizebyseparator(W_NumberWeaponOrder(autocvar_bot_ai_custom_weapon_priority_close)," ");
c = 0;
- for(i=0; i < tokens && i < WEP_COUNT; ++i){
+ for(i=0; i < tokens && i < Weapons_COUNT; ++i){
w = stof(argv(i));
if ( w >= WEP_FIRST && w <= WEP_LAST) {
bot_weapons_close[c] = w;
++c;
}
}
- if(c < WEP_COUNT)
+ if(c < Weapons_COUNT)
bot_weapons_close[c] = -1;
bot_custom_weapon = true;
}
e = e.chain;
}
- dprint(strcat("relink: ", ftos(currentbots), " bots seen.\n"));
+ LOG_TRACE(strcat("relink: ", ftos(currentbots), " bots seen.\n"));
bot_strategytoken = bot_list;
bot_strategytoken_taken = true;
}
void bot_clientdisconnect()
-{
+{SELFPARAM();
if (!IS_BOT_CLIENT(self))
return;
bot_clearqueue(self);
bot_waypoint_queue_owner = world;
}
-void bot_clientconnect()
+void bot_clientconnect(entity this)
{
- if (!IS_BOT_CLIENT(self))
- return;
+ if (!IS_BOT_CLIENT(this)) return;
self.bot_preferredcolors = self.clientcolors;
self.bot_nextthink = time - random();
self.lag_func = bot_lagfunc;
{
float bestbot;
float bestplayer;
- entity head;
bestbot = -1;
bestplayer = -1;
- FOR_EACH_PLAYER(head)
- {
- if(IS_REAL_CLIENT(head))
- bestplayer = max(bestplayer, head.totalfrags - head.totalfrags_lastcheck);
+ FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(
+ if(IS_REAL_CLIENT(it))
+ bestplayer = max(bestplayer, it.totalfrags - it.totalfrags_lastcheck);
else
- bestbot = max(bestbot, head.totalfrags - head.totalfrags_lastcheck);
- }
+ bestbot = max(bestbot, it.totalfrags - it.totalfrags_lastcheck);
+ ));
- dprint("autoskill: best player got ", ftos(bestplayer), ", ");
- dprint("best bot got ", ftos(bestbot), "; ");
+ LOG_TRACE("autoskill: best player got ", ftos(bestplayer), ", ");
+ LOG_TRACE("best bot got ", ftos(bestbot), "; ");
if(bestbot < 0 || bestplayer < 0)
{
- dprint("not doing anything\n");
+ LOG_TRACE("not doing anything\n");
// don't return, let it reset all counters below
}
else if(bestbot <= bestplayer * factor - 2)
{
if(autocvar_skill < 17)
{
- dprint("2 frags difference, increasing skill\n");
+ LOG_TRACE("2 frags difference, increasing skill\n");
cvar_set("skill", ftos(autocvar_skill + 1));
bprint("^2SKILL UP!^7 Now at level ", ftos(autocvar_skill), "\n");
}
{
if(autocvar_skill > 0)
{
- dprint("2 frags difference, decreasing skill\n");
+ LOG_TRACE("2 frags difference, decreasing skill\n");
cvar_set("skill", ftos(autocvar_skill - 1));
bprint("^1SKILL DOWN!^7 Now at level ", ftos(autocvar_skill), "\n");
}
}
else
{
- dprint("not doing anything\n");
+ LOG_TRACE("not doing anything\n");
return;
// don't reset counters, wait for them to accumulate
}
- FOR_EACH_PLAYER(head)
- head.totalfrags_lastcheck = head.totalfrags;
+ FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(it.totalfrags_lastcheck = it.totalfrags));
}
-void bot_calculate_stepheightvec(void)
+void bot_calculate_stepheightvec()
{
stepheightvec = autocvar_sv_stepheight * '0 0 1';
jumpstepheightvec = stepheightvec +
float bot_fixcount()
{
- entity head;
- float realplayers, bots, activerealplayers;
-
- activerealplayers = 0;
- realplayers = 0;
-
- FOR_EACH_REALCLIENT(head)
- {
- if(IS_PLAYER(head) || g_lms || head.caplayer == 1)
- ++activerealplayers;
- ++realplayers;
- }
-
+ int activerealplayers = 0;
+ int realplayers = 0;
+ if (MUTATOR_CALLHOOK(Bot_FixCount, activerealplayers, realplayers)) {
+ activerealplayers = bot_activerealplayers;
+ realplayers = bot_realplayers;
+ } else {
+ FOREACH_CLIENT(IS_REAL_CLIENT(it), LAMBDA(
+ if(IS_PLAYER(it))
+ ++activerealplayers;
+ ++realplayers;
+ ));
+ }
+
+ int bots;
// add/remove bots if needed to make sure there are at least
// minplayers+bot_number, or remove all bots if no one is playing
// But don't remove bots immediately on level change, as the real players