#include "../waypoints.qh"
#include <common/constants.qh>
+#include <common/impulses/all.qh>
#include <common/net_linked.qh>
#include <common/physics/player.qh>
#include <common/state.qh>
#include <common/items/_mod.qh>
+#include <common/wepent.qh>
#include <common/triggers/teleporters.qh>
#include <common/triggers/trigger/jumppads.qh>
if(bot_execute_commands(this))
return;
- while(this.goalcurrent && wasfreed(this.goalcurrent))
- {
- navigation_poproute(this);
- if(!this.goalcurrent)
- this.bot_strategytime = 0;
- }
-
if (bot_strategytoken == this)
if (!bot_strategytoken_taken)
{
}
else
{
- if (!this.jumppadcount)
+ if (!this.jumppadcount && !STAT(FROZEN, this))
this.havocbot_role(this); // little too far down the rabbit hole
}
// TODO: tracewalk() should take care of this job (better path finding under water)
// if we don't have a goal and we're under water look for a waypoint near the "shore" and push it
- if(!(IS_DEAD(this)))
+ if(!(IS_DEAD(this) || STAT(FROZEN, this)))
if(!this.goalcurrent)
if(this.waterlevel == WATERLEVEL_SWIMMING || (this.aistatus & AI_STATUS_OUT_WATER))
{
bot_strategytoken_taken = true;
}
- if(IS_DEAD(this))
+ if(IS_DEAD(this) || STAT(FROZEN, this))
return;
havocbot_chooseenemy(this);
- if (this.bot_chooseweapontime < time )
+
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
{
- this.bot_chooseweapontime = time + autocvar_bot_ai_chooseweaponinterval;
- havocbot_chooseweapon(this);
+ .entity weaponentity = weaponentities[slot];
+ if(this.(weaponentity).m_weapon != WEP_Null || slot == 0)
+ if(this.(weaponentity).bot_chooseweapontime < time)
+ {
+ this.(weaponentity).bot_chooseweapontime = time + autocvar_bot_ai_chooseweaponinterval;
+ havocbot_chooseweapon(this, weaponentity);
+ }
}
havocbot_aim(this);
lag_update(this);
if(this.weapons)
{
- Weapon w = PS(this).m_weapon;
- w.wr_aim(w, this);
if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(this))
{
PHYS_INPUT_BUTTON_ATCK(this) = false;
}
else
{
- if(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this))
- this.lastfiredweapon = PS(this).m_weapon.m_id;
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ {
+ .entity weaponentity = weaponentities[slot];
+ Weapon w = this.(weaponentity).m_weapon;
+ if(w == WEP_Null && slot != 0)
+ continue;
+ w.wr_aim(w, this, weaponentity);
+ if(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this)) // TODO: what if we didn't fire this weapon, but the previous?
+ this.(weaponentity).lastfiredweapon = this.(weaponentity).m_weapon.m_id;
+ }
}
}
else
// if the bot is not attacking, consider reloading weapons
if (!(this.aistatus & AI_STATUS_ATTACKING))
{
- // we are currently holding a weapon that's not fully loaded, reload it
- if(skill >= 2) // bots can only reload the held weapon on purpose past this skill
- if(this.clip_load < this.clip_size)
- this.impulse = 20; // "press" the reload button, not sure if this is done right
-
- // if we're not reloading a weapon, switch to any weapon in our invnetory that's not fully loaded to reload it next
- // the code above executes next frame, starting the reloading then
- if(skill >= 5) // bots can only look for unloaded weapons past this skill
- if(this.clip_load >= 0) // only if we're not reloading a weapon already
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
{
- FOREACH(Weapons, it != WEP_Null, LAMBDA(
- if((this.weapons & (it.m_wepset)) && (it.spawnflags & WEP_FLAG_RELOADABLE) && (this.weapon_load[it.m_id] < it.reloading_ammo))
- PS(this).m_switchweapon = it;
- ));
+ .entity weaponentity = weaponentities[slot];
+
+ if(this.(weaponentity).m_weapon == WEP_Null && slot != 0)
+ continue;
+
+ // we are currently holding a weapon that's not fully loaded, reload it
+ if(skill >= 2) // bots can only reload the held weapon on purpose past this skill
+ if(this.(weaponentity).clip_load < this.(weaponentity).clip_size)
+ this.impulse = IMP_weapon_reload.impulse; // not sure if this is done right
+
+ // if we're not reloading a weapon, switch to any weapon in our invnetory that's not fully loaded to reload it next
+ // the code above executes next frame, starting the reloading then
+ if(skill >= 5) // bots can only look for unloaded weapons past this skill
+ if(this.(weaponentity).clip_load >= 0) // only if we're not reloading a weapon already
+ {
+ FOREACH(Weapons, it != WEP_Null, LAMBDA(
+ if((this.weapons & (it.m_wepset)) && (it.spawnflags & WEP_FLAG_RELOADABLE) && (this.(weaponentity).weapon_load[it.m_id] < it.reloading_ammo))
+ {
+ this.(weaponentity).m_switchweapon = it;
+ break;
+ }
+ ));
+ }
}
}
}
void havocbot_keyboard_movement(entity this, vector destorg)
{
vector keyboard;
- float blend, maxspeed;
- float sk;
-
- sk = skill + this.bot_moveskill;
-
- maxspeed = autocvar_sv_maxspeed;
-
- if (time < this.havocbot_keyboardtime)
- return;
- this.havocbot_keyboardtime =
- max(
- this.havocbot_keyboardtime
- + 0.05/max(1, sk+this.havocbot_keyboardskill)
- + random()*0.025/max(0.00025, skill+this.havocbot_keyboardskill)
- , time);
- keyboard = this.movement * (1.0 / maxspeed);
-
- float trigger, trigger1;
- blend = bound(0,sk*0.1,1);
- trigger = autocvar_bot_ai_keyboard_threshold;
- trigger1 = 0 - trigger;
-
- // categorize forward movement
- // at skill < 1.5 only forward
- // at skill < 2.5 only individual directions
- // at skill < 4.5 only individual directions, and forward diagonals
- // at skill >= 4.5, all cases allowed
- if (keyboard.x > trigger)
+ if (time > this.havocbot_keyboardtime)
{
- keyboard.x = 1;
- if (sk < 2.5)
- keyboard.y = 0;
- }
- else if (keyboard.x < trigger1 && sk > 1.5)
- {
- keyboard.x = -1;
+ float sk = skill + this.bot_moveskill;
+ this.havocbot_keyboardtime =
+ max(
+ this.havocbot_keyboardtime
+ + 0.05 / max(1, sk + this.havocbot_keyboardskill)
+ + random() * 0.025 / max(0.00025, skill + this.havocbot_keyboardskill)
+ , time);
+ keyboard = this.movement / autocvar_sv_maxspeed;
+
+ float trigger = autocvar_bot_ai_keyboard_threshold;
+ float trigger1 = -trigger;
+
+ // categorize forward movement
+ // at skill < 1.5 only forward
+ // at skill < 2.5 only individual directions
+ // at skill < 4.5 only individual directions, and forward diagonals
+ // at skill >= 4.5, all cases allowed
+ if (keyboard.x > trigger)
+ {
+ keyboard.x = 1;
+ if (sk < 2.5)
+ keyboard.y = 0;
+ }
+ else if (keyboard.x < trigger1 && sk > 1.5)
+ {
+ keyboard.x = -1;
+ if (sk < 4.5)
+ keyboard.y = 0;
+ }
+ else
+ {
+ keyboard.x = 0;
+ if (sk < 1.5)
+ keyboard.y = 0;
+ }
if (sk < 4.5)
- keyboard.y = 0;
- }
- else
- {
- keyboard.x = 0;
- if (sk < 1.5)
- keyboard.y = 0;
- }
- if (sk < 4.5)
- keyboard.z = 0;
+ keyboard.z = 0;
- if (keyboard.y > trigger)
- keyboard.y = 1;
- else if (keyboard.y < trigger1)
- keyboard.y = -1;
- else
- keyboard.y = 0;
+ if (keyboard.y > trigger)
+ keyboard.y = 1;
+ else if (keyboard.y < trigger1)
+ keyboard.y = -1;
+ else
+ keyboard.y = 0;
- if (keyboard.z > trigger)
- keyboard.z = 1;
- else if (keyboard.z < trigger1)
- keyboard.z = -1;
- else
- keyboard.z = 0;
+ if (keyboard.z > trigger)
+ keyboard.z = 1;
+ else if (keyboard.z < trigger1)
+ keyboard.z = -1;
+ else
+ keyboard.z = 0;
- this.havocbot_keyboard = keyboard * maxspeed;
- if (this.havocbot_ducktime>time) PHYS_INPUT_BUTTON_CROUCH(this) = true;
+ this.havocbot_keyboard = keyboard * autocvar_sv_maxspeed;
+ if (this.havocbot_ducktime > time)
+ PHYS_INPUT_BUTTON_CROUCH(this) = true;
+ }
keyboard = this.havocbot_keyboard;
- blend = bound(0,vlen(destorg-this.origin)/autocvar_bot_ai_keyboard_distance,1); // When getting close move with 360 degree
+ float blend = bound(0, vlen(destorg - this.origin) / autocvar_bot_ai_keyboard_distance, 1); // When getting close move with 360 degree
//dprint("movement ", vtos(this.movement), " keyboard ", vtos(keyboard), " blend ", ftos(blend), "\n");
this.movement = this.movement + (keyboard - this.movement) * blend;
}
maxspeed = autocvar_sv_maxspeed;
- if(this.aistatus & AI_STATUS_DANGER_AHEAD)
+ if(this.aistatus & AI_STATUS_RUNNING && vdist(this.velocity, <, autocvar_sv_maxspeed * 0.75)
+ || this.aistatus & AI_STATUS_DANGER_AHEAD)
{
this.aistatus &= ~AI_STATUS_RUNNING;
PHYS_INPUT_BUTTON_JUMP(this) = false;
// Run only to visible goals
if(IS_ONGROUND(this))
- if(this.speed==maxspeed)
+ if(vlen(this.velocity - eZ * this.velocity.z) >= autocvar_sv_maxspeed) // if -really- running
if(checkpvs(this.origin + this.view_ofs, this.goalcurrent))
{
this.bot_lastseengoal = this.goalcurrent;
if(checkdistance)
{
this.aistatus &= ~AI_STATUS_RUNNING;
- if(bunnyhopdistance > autocvar_bot_ai_bunnyhop_stopdistance)
+ // increase stop distance in case the goal is on a slope or a lower platform
+ if(bunnyhopdistance > autocvar_bot_ai_bunnyhop_stopdistance + (this.origin.z - gco.z))
PHYS_INPUT_BUTTON_JUMP(this) = true;
}
else
#endif
}
+.entity goalcurrent_prev;
+.float goalcurrent_distance;
+.float goalcurrent_distance_time;
void havocbot_movetogoal(entity this)
{
vector destorg;
vector m2;
vector evadeobstacle;
vector evadelava;
- float s;
float maxspeed;
vector gco;
//float dist;
dxy = this.origin - ( ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5 ); dxy.z = 0;
d = vlen(dxy);
v = vlen(this.velocity - this.velocity.z * '0 0 1');
- db = (pow(v,2) / (autocvar_g_jetpack_acceleration_side * 2)) + 100;
+ db = ((v ** 2) / (autocvar_g_jetpack_acceleration_side * 2)) + 100;
// dprint("distance ", ftos(ceil(d)), " velocity ", ftos(ceil(v)), " brake at ", ftos(ceil(db)), "\n");
if(d < db || d < 500)
{
// Flying
PHYS_INPUT_BUTTON_HOOK(this) = true;
- if(this.navigation_jetpack_point.z - STAT(PL_MAX, NULL).z + STAT(PL_MIN, NULL).z < this.origin.z)
+ if(this.navigation_jetpack_point.z - STAT(PL_MAX, this).z + STAT(PL_MIN, this).z < this.origin.z)
{
this.movement_x = dir * v_forward * maxspeed;
this.movement_y = dir * v_right * maxspeed;
if(fabs(this.velocity.z)<50)
{
entity newgoal = NULL;
- IL_EACH(g_waypoints, vdist(it.origin - this.origin, <=, 1000),
+ if (vdist(this.origin - this.goalcurrent.origin, <, 150))
+ this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
+ else IL_EACH(g_waypoints, vdist(it.origin - this.origin, <=, 1000),
{
traceline(this.origin + this.view_ofs, ((it.absmin + it.absmax) * 0.5), true, this);
}
else
{
- if(this.velocity.z>0)
+ if(time - this.lastteleporttime > 0.3 && this.velocity.z > 0)
{
- float threshold;
vector velxy = this.velocity; velxy_z = 0;
- threshold = maxspeed * 0.2;
- if(vdist(velxy, <, threshold))
+ if(vdist(velxy, <, autocvar_sv_maxspeed * 0.2))
{
LOG_TRACE("Warning: ", this.netname, " got stuck on a jumppad (velocity in xy is ", vtos(velxy), "), trying to get out of it now");
this.aistatus |= AI_STATUS_OUT_JUMPPAD;
return;
}
- else if(this.health>WEP_CVAR(devastator, damage)*0.5)
+ else if(this.health > WEP_CVAR(devastator, damage) * 0.5 * ((this.strength_finished < time) ? autocvar_g_balance_powerup_strength_selfdamage : 1))
{
if(this.velocity.z < 0)
- if(client_hasweapon(this, WEP_DEVASTATOR, true, false))
{
- this.movement_x = maxspeed;
-
- if(this.rocketjumptime)
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
{
- if(time > this.rocketjumptime)
+ .entity weaponentity = weaponentities[slot];
+
+ if(this.(weaponentity).m_weapon == WEP_Null && slot != 0)
+ continue;
+
+ if(client_hasweapon(this, WEP_DEVASTATOR, weaponentity, true, false))
{
- PHYS_INPUT_BUTTON_ATCK2(this) = true;
- this.rocketjumptime = 0;
+ this.movement_x = maxspeed;
+
+ if(this.rocketjumptime)
+ {
+ if(time > this.rocketjumptime)
+ {
+ PHYS_INPUT_BUTTON_ATCK2(this) = true;
+ this.rocketjumptime = 0;
+ }
+ return;
+ }
+
+ this.(weaponentity).m_switchweapon = WEP_DEVASTATOR;
+ this.v_angle_x = 90;
+ PHYS_INPUT_BUTTON_ATCK(this) = true;
+ this.rocketjumptime = time + WEP_CVAR(devastator, detonatedelay);
+ return;
}
- return;
}
-
- PS(this).m_switchweapon = WEP_DEVASTATOR;
- this.v_angle_x = 90;
- PHYS_INPUT_BUTTON_ATCK(this) = true;
- this.rocketjumptime = time + WEP_CVAR(devastator, detonatedelay);
- return;
}
}
else
if (this.goalcurrent == NULL)
return;
- if (this.goalcurrent)
+
+ bool locked_goal = false;
+ if(this.goalentity && wasfreed(this.goalentity))
+ {
+ navigation_clearroute(this);
+ this.bot_strategytime = 0;
+ return;
+ }
+ else if(this.goalentity.bot_pickup)
+ {
+ if(this.goalentity.bot_pickup_respawning)
+ {
+ if(this.goalentity.solid) // item respawned
+ this.goalentity.bot_pickup_respawning = false;
+ else if(time < this.goalentity.scheduledrespawntime - 10) // item already taken (by someone else)
+ {
+ this.goalentity.bot_pickup_respawning = false;
+ navigation_clearroute(this);
+ this.bot_strategytime = 0;
+ return;
+ }
+ else if(this.goalentity == this.goalcurrent)
+ locked_goal = true; // wait for item to respawn
+ }
+ else if(!this.goalentity.solid)
+ {
+ navigation_clearroute(this);
+ this.bot_strategytime = 0;
+ return;
+ }
+ }
+ if(!locked_goal)
navigation_poptouchedgoals(this);
// if ran out of goals try to use an alternative goal or get a new strategy asap
evadeobstacle = '0 0 0';
evadelava = '0 0 0';
+ this.aistatus &= ~AI_STATUS_DANGER_AHEAD;
+ makevectors(this.v_angle.y * '0 1 0');
if (this.waterlevel)
{
if(this.waterlevel>WATERLEVEL_SWIMMING)
PHYS_INPUT_BUTTON_JUMP(this) = false;
}
dir = normalize(flatdir);
- makevectors(this.v_angle.y * '0 1 0');
}
else
{
+ float s;
+ vector offset;
if(this.aistatus & AI_STATUS_OUT_WATER)
this.aistatus &= ~AI_STATUS_OUT_WATER;
// jump if going toward an obstacle that doesn't look like stairs we
// can walk up directly
- tracebox(this.origin, this.mins, this.maxs, this.origin + this.velocity * 0.2, false, this);
+ offset = (vdist(this.velocity, >, 32) ? this.velocity * 0.2 : v_forward * 32);
+ tracebox(this.origin, this.mins, this.maxs, this.origin + offset, false, this);
if (trace_fraction < 1)
if (trace_plane_normal.z < 0.7)
{
s = trace_fraction;
- tracebox(this.origin + stepheightvec, this.mins, this.maxs, this.origin + this.velocity * 0.2 + stepheightvec, false, this);
+ tracebox(this.origin + stepheightvec, this.mins, this.maxs, this.origin + offset + stepheightvec, false, this);
if (trace_fraction < s + 0.01)
if (trace_plane_normal.z < 0.7)
{
s = trace_fraction;
- tracebox(this.origin + jumpstepheightvec, this.mins, this.maxs, this.origin + this.velocity * 0.2 + jumpstepheightvec, false, this);
+ tracebox(this.origin + jumpstepheightvec, this.mins, this.maxs, this.origin + offset + jumpstepheightvec, false, this);
if (trace_fraction > s)
PHYS_INPUT_BUTTON_JUMP(this) = true;
}
}
- // avoiding dangers and obstacles
- vector dst_ahead, dst_down;
- makevectors(this.v_angle.y * '0 1 0');
- dst_ahead = this.origin + this.view_ofs + (this.velocity * 0.4) + (v_forward * 32 * 3);
- dst_down = dst_ahead - '0 0 1500';
-
- // Look ahead
- traceline(this.origin + this.view_ofs, dst_ahead, true, NULL);
-
- // Check head-banging against walls
- if(vdist(this.origin + this.view_ofs - trace_endpos, <, 25) && !(this.aistatus & AI_STATUS_OUT_WATER))
+ // if bot for some reason doesn't get close to the current goal find another one
+ if(!IS_PLAYER(this.goalcurrent) && !(this.goalcurrent.bot_pickup_respawning && this.goalcurrent_distance < 50))
{
- PHYS_INPUT_BUTTON_JUMP(this) = true;
- if(this.facingwalltime && time > this.facingwalltime)
+ float curr_dist = vlen(this.origin - this.goalcurrent.origin);
+ if(this.goalcurrent != this.goalcurrent_prev)
{
- this.ignoregoal = this.goalcurrent;
- this.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
- this.bot_strategytime = 0;
- return;
+ this.goalcurrent_prev = this.goalcurrent;
+ this.goalcurrent_distance = curr_dist;
+ this.goalcurrent_distance_time = 0;
}
- else
+ else if(curr_dist > this.goalcurrent_distance)
{
- this.facingwalltime = time + 0.05;
+ if(!this.goalcurrent_distance_time)
+ this.goalcurrent_distance_time = time;
+ else if (time - this.goalcurrent_distance_time > 0.5)
+ {
+ this.goalcurrent_prev = NULL;
+ navigation_clearroute(this);
+ this.bot_strategytime = 0;
+ return;
+ }
}
- }
- else
- {
- this.facingwalltime = 0;
-
- if(this.ignoregoal != NULL && time > this.ignoregoaltime)
+ else
{
- this.ignoregoal = NULL;
- this.ignoregoaltime = 0;
+ // reduce it a little bit so it works even with very small approaches to the goal
+ this.goalcurrent_distance = max(20, curr_dist - 15);
+ this.goalcurrent_distance_time = 0;
}
}
// Check for water/slime/lava and dangerous edges
// (only when the bot is on the ground or jumping intentionally)
- this.aistatus &= ~AI_STATUS_DANGER_AHEAD;
+ vector dst_ahead = this.origin + this.view_ofs + offset;
+ vector dst_down = dst_ahead - '0 0 3000';
+ traceline(this.origin + this.view_ofs, dst_ahead, true, NULL);
+
+ bool unreachable = false;
+ bool ignorehazards = false;
+ s = CONTENT_SOLID;
if(trace_fraction == 1 && this.jumppadcount == 0 && !this.goalcurrent.wphardwired )
- if((IS_ONGROUND(this)) || (this.aistatus & AI_STATUS_RUNNING) || PHYS_INPUT_BUTTON_JUMP(this))
+ if((IS_ONGROUND(this)) || (this.aistatus & AI_STATUS_RUNNING) || (this.aistatus & AI_STATUS_ROAMING) || PHYS_INPUT_BUTTON_JUMP(this))
{
// Look downwards
traceline(dst_ahead , dst_down, true, NULL);
- // te_lightning2(NULL, this.origin, dst_ahead); // Draw "ahead" look
- // te_lightning2(NULL, dst_ahead, dst_down); // Draw "downwards" look
+ //te_lightning2(NULL, this.origin + this.view_ofs, dst_ahead); // Draw "ahead" look
+ //te_lightning2(NULL, dst_ahead, dst_down); // Draw "downwards" look
if(trace_endpos.z < this.origin.z + this.mins.z)
{
s = pointcontents(trace_endpos + '0 0 1');
if (s != CONTENT_SOLID)
if (s == CONTENT_LAVA || s == CONTENT_SLIME)
+ {
evadelava = normalize(this.velocity) * -1;
+ if(this.waterlevel >= WATERLEVEL_WETFEET && (this.watertype == CONTENT_LAVA || this.watertype == CONTENT_SLIME))
+ ignorehazards = true;
+ }
+ else if (s == CONTENT_WATER)
+ {
+ if(this.waterlevel >= WATERLEVEL_WETFEET && this.watertype == CONTENT_WATER)
+ ignorehazards = true;
+ }
else if (s == CONTENT_SKY)
evadeobstacle = normalize(this.velocity) * -1;
- else if (!boxesoverlap(dst_ahead - this.view_ofs + this.mins, dst_ahead - this.view_ofs + this.maxs,
- this.goalcurrent.absmin, this.goalcurrent.absmax))
+ else if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos))
{
- // if ain't a safe goal with "holes" (like the jumpad on soylent)
- // and there is a trigger_hurt below
- if(tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos))
+ // the traceline check isn't enough but is good as optimization,
+ // when not true (most of the time) this tracebox call is avoided
+ tracebox(dst_ahead, this.mins, this.maxs, dst_down, true, this);
+ if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos))
{
- // Remove dangerous dynamic goals from stack
- LOG_TRACE("bot ", this.netname, " avoided the goal ", this.goalcurrent.classname, " ", etos(this.goalcurrent), " because it led to a dangerous path; goal stack cleared");
- navigation_clearroute(this);
- return;
+ if (gco.z > this.origin.z + jumpstepheightvec.z)
+ {
+ // the goal is probably on an upper platform, assume bot can't get there
+ unreachable = true;
+ }
+ else
+ evadelava = normalize(this.velocity) * -1;
}
}
}
evadelava.z = 0;
makevectors(this.v_angle.y * '0 1 0');
- if(evadeobstacle!='0 0 0'||evadelava!='0 0 0')
- this.aistatus |= AI_STATUS_DANGER_AHEAD;
+ if(evadeobstacle || evadelava || (s == CONTENT_WATER))
+ {
+ if(!ignorehazards)
+ this.aistatus |= AI_STATUS_DANGER_AHEAD;
+ if(IS_PLAYER(this.goalcurrent))
+ unreachable = true;
+ }
+ if(unreachable)
+ {
+ navigation_clearroute(this);
+ this.bot_strategytime = 0;
+ }
}
dodge = havocbot_dodge(this);
this.havocbot_stickenemy = false;
}
-float havocbot_chooseweapon_checkreload(entity this, int new_weapon)
+float havocbot_chooseweapon_checkreload(entity this, .entity weaponentity, int new_weapon)
{
// bots under this skill cannot find unloaded weapons to reload idly when not in combat,
// so skip this for them, or they'll never get to reload their weapons at all.
return false;
// if this weapon is scheduled for reloading, don't switch to it during combat
- if (this.weapon_load[new_weapon] < 0)
+ if (this.(weaponentity).weapon_load[new_weapon] < 0)
{
- bool other_weapon_available = false;
FOREACH(Weapons, it != WEP_Null, LAMBDA(
- if(it.wr_checkammo1(it, this) + it.wr_checkammo2(it, this))
- other_weapon_available = true;
+ if(it.wr_checkammo1(it, this, weaponentity) + it.wr_checkammo2(it, this, weaponentity))
+ return true; // other weapon available
));
- if(other_weapon_available)
- return true;
}
return false;
}
-void havocbot_chooseweapon(entity this)
+void havocbot_chooseweapon(entity this, .entity weaponentity)
{
int i;
// ;)
if(g_weaponarena_weapons == WEPSET(TUBA))
{
- PS(this).m_switchweapon = WEP_TUBA;
+ this.(weaponentity).m_switchweapon = WEP_TUBA;
return;
}
if(this.enemy==NULL)
{
// If no weapon was chosen get the first available weapon
- if(PS(this).m_weapon==WEP_Null)
+ if(this.(weaponentity).m_weapon==WEP_Null)
FOREACH(Weapons, it != WEP_Null, LAMBDA(
- if(client_hasweapon(this, it, true, false))
+ if(client_hasweapon(this, it, weaponentity, true, false))
{
- PS(this).m_switchweapon = it;
+ this.(weaponentity).m_switchweapon = it;
return;
}
));
combo = false;
if(autocvar_bot_ai_weapon_combo)
- if(PS(this).m_weapon.m_id == this.lastfiredweapon)
+ if(this.(weaponentity).m_weapon.m_id == this.(weaponentity).lastfiredweapon)
if(af > combo_time)
{
combo = true;
this.lastcombotime = time;
}
- distance *= pow(2, this.bot_rangepreference);
+ distance *= (2 ** this.bot_rangepreference);
// Custom weapon list based on distance to the enemy
if(bot_custom_weapon){
if ( distance > bot_distance_far ) {
for(i=0; i < Weapons_COUNT && bot_weapons_far[i] != -1 ; ++i){
w = bot_weapons_far[i];
- if ( client_hasweapon(this, Weapons_from(w), true, false) )
+ if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
{
- if ((PS(this).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, w))
+ if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
continue;
- PS(this).m_switchweapon = Weapons_from(w);
+ this.(weaponentity).m_switchweapon = Weapons_from(w);
return;
}
}
if ( distance > bot_distance_close) {
for(i=0; i < Weapons_COUNT && bot_weapons_mid[i] != -1 ; ++i){
w = bot_weapons_mid[i];
- if ( client_hasweapon(this, Weapons_from(w), true, false) )
+ if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
{
- if ((PS(this).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, w))
+ if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
continue;
- PS(this).m_switchweapon = Weapons_from(w);
+ this.(weaponentity).m_switchweapon = Weapons_from(w);
return;
}
}
// Choose weapons for close distance
for(i=0; i < Weapons_COUNT && bot_weapons_close[i] != -1 ; ++i){
w = bot_weapons_close[i];
- if ( client_hasweapon(this, Weapons_from(w), true, false) )
+ if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
{
- if ((PS(this).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, w))
+ if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
continue;
- PS(this).m_switchweapon = Weapons_from(w);
+ this.(weaponentity).m_switchweapon = Weapons_from(w);
return;
}
}
void havocbot_aim(entity this)
{
- vector myvel, enemyvel;
-// if(this.flags & FL_INWATER)
-// return;
if (time < this.nextaim)
return;
this.nextaim = time + 0.1;
- myvel = this.velocity;
+ vector myvel = this.velocity;
if (!this.waterlevel)
myvel.z = 0;
- if (this.enemy)
+ if(MUTATOR_CALLHOOK(HavocBot_Aim, this)) { /* do nothing */ }
+ else if (this.enemy)
{
- enemyvel = this.enemy.velocity;
+ vector enemyvel = this.enemy.velocity;
if (!this.enemy.waterlevel)
enemyvel.z = 0;
lag_additem(this, time + this.ping, 0, 0, this.enemy, this.origin, myvel, (this.enemy.absmin + this.enemy.absmax) * 0.5, enemyvel);
navigation_goalrating_start(this);
navigation_routerating(this, wp, 10000, 10000);
navigation_goalrating_end(this);
- return this.navigation_hasgoals;
+ return (this.goalentity != NULL);
}
float havocbot_moveto(entity this, vector pos)