]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/bot/default/havocbot/havocbot.qc
Style: expand LAMBDA()
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / bot / default / havocbot / havocbot.qc
index 4c3c3f02cd74cfcf1c1f7ce609cfab534e9e2efc..5d31c7ee9bb0bb2115c6f874c90aa2a4a410d3bc 100644 (file)
@@ -180,20 +180,20 @@ void havocbot_ai(entity this)
                        // 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
+                               CS(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(
+                               FOREACH(Weapons, it != WEP_Null, {
                                        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;
                                        }
-                               ));
+                               });
                        }
                }
        }
@@ -212,7 +212,7 @@ void havocbot_keyboard_movement(entity this, vector destorg)
                                        + 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;
+               keyboard = CS(this).movement / autocvar_sv_maxspeed;
 
                float trigger = autocvar_bot_ai_keyboard_threshold;
                float trigger1 = -trigger;
@@ -264,8 +264,8 @@ void havocbot_keyboard_movement(entity this, vector destorg)
 
        keyboard = this.havocbot_keyboard;
        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;
+       //dprint("movement ", vtos(CS(this).movement), " keyboard ", vtos(keyboard), " blend ", ftos(blend), "\n");
+       CS(this).movement = CS(this).movement + (keyboard - CS(this).movement) * blend;
 }
 
 void havocbot_bunnyhop(entity this, vector dir)
@@ -363,7 +363,7 @@ void havocbot_bunnyhop(entity this, vector dir)
                                        if(checkdistance)
                                        {
                                                this.aistatus &= ~AI_STATUS_RUNNING;
-                                               // increase stop distance in case the goal is on a slope or a lower platform 
+                                               // 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;
                                        }
@@ -401,12 +401,12 @@ void havocbot_bunnyhop(entity this, vector dir)
                        while (deviation.y > 180) deviation.y = deviation.y - 360;
 
                        if(fabs(deviation.y)>10)
-                               this.movement_x = 0;
+                               CS(this).movement_x = 0;
 
                        if(deviation.y>10)
-                               this.movement_y = maxspeed * -1;
+                               CS(this).movement_y = maxspeed * -1;
                        else if(deviation.y<10)
-                               this.movement_y = maxspeed;
+                               CS(this).movement_y = maxspeed;
 
                }
        }
@@ -432,7 +432,7 @@ void havocbot_movetogoal(entity this)
        vector dodge;
        //if (this.goalentity)
        //      te_lightning2(this, this.origin, (this.goalentity.absmin + this.goalentity.absmax) * 0.5);
-       this.movement = '0 0 0';
+       CS(this).movement = '0 0 0';
        maxspeed = autocvar_sv_maxspeed;
 
        // Jetpack navigation
@@ -476,7 +476,7 @@ void havocbot_movetogoal(entity this)
                                // Brake
                                if(fabs(this.velocity.x)>maxspeed*0.3)
                                {
-                                       this.movement_x = dir * v_forward * -maxspeed;
+                                       CS(this).movement_x = dir * v_forward * -maxspeed;
                                        return;
                                }
                                // Switch to normal mode
@@ -498,8 +498,8 @@ void havocbot_movetogoal(entity this)
                PHYS_INPUT_BUTTON_HOOK(this) = true;
                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;
+                       CS(this).movement_x = dir * v_forward * maxspeed;
+                       CS(this).movement_y = dir * v_right * maxspeed;
                }
                return;
        }
@@ -597,8 +597,8 @@ void havocbot_movetogoal(entity this)
                                tracebox(this.origin, this.mins, this.maxs, this.origin + (dir * maxspeed * 3), MOVE_NOMONSTERS, this);
                                if(trace_fraction==1)
                                {
-                                       this.movement_x = dir * v_forward * maxspeed;
-                                       this.movement_y = dir * v_right * maxspeed;
+                                       CS(this).movement_x = dir * v_forward * maxspeed;
+                                       CS(this).movement_y = dir * v_right * maxspeed;
                                        if (skill < 10)
                                                havocbot_keyboard_movement(this, this.origin + dir * 100);
                                }
@@ -608,7 +608,7 @@ void havocbot_movetogoal(entity this)
 
                        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)
                        {
@@ -621,7 +621,7 @@ void havocbot_movetogoal(entity this)
 
                                        if(client_hasweapon(this, WEP_DEVASTATOR, weaponentity, true, false))
                                        {
-                                               this.movement_x = maxspeed;
+                                               CS(this).movement_x = maxspeed;
 
                                                if(this.rocketjumptime)
                                                {
@@ -646,7 +646,7 @@ void havocbot_movetogoal(entity this)
                {
                        // If there is no goal try to move forward
                        if(this.goalcurrent==NULL)
-                               this.movement_x = maxspeed;
+                               CS(this).movement_x = maxspeed;
                }
        }
 
@@ -662,9 +662,9 @@ void havocbot_movetogoal(entity this)
                else
                        PHYS_INPUT_BUTTON_JUMP(this) = false;
                makevectors(this.v_angle.y * '0 1 0');
-               this.movement_x = dir * v_forward * maxspeed;
-               this.movement_y = dir * v_right * maxspeed;
-               this.movement_z = dir * v_up * maxspeed;
+               CS(this).movement_x = dir * v_forward * maxspeed;
+               CS(this).movement_y = dir * v_right * maxspeed;
+               CS(this).movement_z = dir * v_up * maxspeed;
        }
 
        // if there is nowhere to go, exit
@@ -736,6 +736,7 @@ void havocbot_movetogoal(entity this)
                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)
                {
@@ -781,9 +782,9 @@ void havocbot_movetogoal(entity this)
                        }
 
                        // if bot for some reason doesn't get close to the current goal find another one
-                       float curr_dist = vlen(this.origin - this.goalcurrent.origin);
-                       if(!IS_PLAYER(this.goalcurrent))
+                       if(!IS_PLAYER(this.goalcurrent) && !(this.goalcurrent.bot_pickup_respawning && this.goalcurrent_distance < 50))
                        {
+                               float curr_dist = vlen(this.origin - this.goalcurrent.origin);
                                if(this.goalcurrent != this.goalcurrent_prev)
                                {
                                        this.goalcurrent_prev = this.goalcurrent;
@@ -812,7 +813,6 @@ void havocbot_movetogoal(entity this)
 
                        // 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';
@@ -912,9 +912,9 @@ void havocbot_movetogoal(entity this)
        //dir = this.bot_dodgevector;
        //if (this.bot_dodgevector_jumpbutton)
        //      PHYS_INPUT_BUTTON_JUMP(this) = true;
-       this.movement_x = dir * v_forward * maxspeed;
-       this.movement_y = dir * v_right * maxspeed;
-       this.movement_z = dir * v_up * maxspeed;
+       CS(this).movement_x = dir * v_forward * maxspeed;
+       CS(this).movement_y = dir * v_right * maxspeed;
+       CS(this).movement_z = dir * v_up * maxspeed;
 
        // Emulate keyboard interface
        if (skill < 10)
@@ -1078,10 +1078,10 @@ float havocbot_chooseweapon_checkreload(entity this, .entity weaponentity, int n
        // if this weapon is scheduled for reloading, don't switch to it during combat
        if (this.(weaponentity).weapon_load[new_weapon] < 0)
        {
-               FOREACH(Weapons, it != WEP_Null, LAMBDA(
+               FOREACH(Weapons, it != WEP_Null, {
                        if(it.wr_checkammo1(it, this, weaponentity) + it.wr_checkammo2(it, this, weaponentity))
                                return true; // other weapon available
-               ));
+               });
        }
 
        return false;
@@ -1103,13 +1103,13 @@ void havocbot_chooseweapon(entity this, .entity weaponentity)
        {
                // If no weapon was chosen get the first available weapon
                if(this.(weaponentity).m_weapon==WEP_Null)
-               FOREACH(Weapons, it != WEP_Null, LAMBDA(
+               FOREACH(Weapons, it != WEP_Null, {
                        if(client_hasweapon(this, it, weaponentity, true, false))
                        {
                                this.(weaponentity).m_switchweapon = it;
                                return;
                        }
-               ));
+               });
                return;
        }
 
@@ -1190,24 +1190,22 @@ void havocbot_chooseweapon(entity this, .entity weaponentity)
 
 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);
+               lag_additem(this, time + CS(this).ping, 0, 0, this.enemy, this.origin, myvel, (this.enemy.absmin + this.enemy.absmax) * 0.5, enemyvel);
        }
        else
-               lag_additem(this, time + this.ping, 0, 0, NULL, this.origin, myvel, ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5, '0 0 0');
+               lag_additem(this, time + CS(this).ping, 0, 0, NULL, this.origin, myvel, ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5, '0 0 0');
 }
 
 bool havocbot_moveto_refresh_route(entity this)