#include <lib/warpzone/common.qh>
#include <lib/warpzone/util_server.qh>
+STATIC_INIT(bot) { bot_calculate_stepheightvec(); }
+
// TODO: remove this function! its only purpose is to update these fields since bot_setnameandstuff is called before ClientState
void bot_setclientfields(entity this)
{
prio = 6;
- #define READSKILL(f, w, r) MACRO_BEGIN { \
+ #define READSKILL(f, w, r) MACRO_BEGIN \
if(argv(prio) != "") \
this.f = stof(argv(prio)) * w; \
else \
this.f = (!autocvar_g_campaign) * (2 * random() - 1) * r * w; \
prio++; \
- } MACRO_END
+ MACRO_END
//print(bot_name, ": ping=", argv(9), "\n");
READSKILL(havocbot_keyboardskill, 0.5, 0.5); // keyboard skill
this.bot_config_loaded = true;
- // this is really only a default, JoinBestTeam is called later
+ // this is really only a default, TeamBalance_JoinBestTeam is called later
setcolor(this, stof(bot_shirt) * 16 + stof(bot_pants));
this.bot_preferredcolors = this.clientcolors;
else if(this.bot_forced_team==4)
this.team = NUM_TEAM_4;
else
- TeamBalance_JoinBestTeam(this, true);
+ TeamBalance_JoinBestTeam(this);
havocbot_setupbot(this);
}
jumpstepheightvec = stepheightvec + jumpheight_vec * 0.85; // reduce it a bit to make the jumps easy
}
-float bot_fixcount()
+bool bot_fixcount()
{
int activerealplayers = 0;
int realplayers = 0;
}
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
// usually haven't rejoined yet
bots_would_leave = false;
bots = min(ceil(fabs(autocvar_bot_vs_human) * activerealplayers), maxclients - realplayers);
else if ((realplayers || autocvar_bot_join_empty || (currentbots > 0 && time < 5)))
{
- float realminplayers, minplayers;
- realminplayers = autocvar_minplayers;
- minplayers = max(0, floor(realminplayers));
+ int minplayers = max(0, floor(autocvar_minplayers));
+ if (teamplay)
+ minplayers = max(0, floor(autocvar_minplayers_per_team) * AvailableTeams());
+ int minbots = max(0, floor(autocvar_bot_number));
- float realminbots, minbots;
- realminbots = autocvar_bot_number;
- minbots = max(0, floor(realminbots));
+ // add bots to reach minplayers if needed
+ bots = max(minbots, minplayers - activerealplayers);
+ // cap bots to the max players allowed by the server
+ int player_limit = GetPlayerLimit();
+ if(player_limit)
+ bots = min(bots, player_limit - activerealplayers);
+ bots = min(bots, maxclients - realplayers);
- bots = min(max(minbots, minplayers - activerealplayers), maxclients - realplayers);
if(bots > minbots)
bots_would_leave = true;
}