#include <server/defs.qh>
#include <server/miscfunctions.qh>
+#include <server/items.qh>
+#include <server/resources.qh>
#include "havocbot.qh"
#include "../cvars.qh"
#include "../bot.qh"
#include "../navigation.qh"
+.float bot_ratingscale;
+.float bot_ratingscale_time;
.float max_armorvalue;
.float havocbot_role_timeout;
bool havocbot_goalrating_item_can_be_left_to_teammate(entity this, entity player, entity item)
{
- if (item.health && player.health <= this.health) {return true;}
- if (item.armorvalue && player.armorvalue <= this.armorvalue) {return true;}
- if (item.weapons && !(player.weapons & item.weapons)) {return true;}
- if (item.ammo_shells && player.ammo_shells <= this.ammo_shells) {return true;}
- if (item.ammo_nails && player.ammo_nails <= this.ammo_nails) {return true;}
- if (item.ammo_rockets && player.ammo_rockets <= this.ammo_rockets) {return true;}
- if (item.ammo_cells && player.ammo_cells <= this.ammo_cells) {return true;}
- if (item.ammo_plasma && player.ammo_plasma <= this.ammo_plasma) {return true;}
+ if (GetResourceAmount(item, RESOURCE_HEALTH) && GetResourceAmount(player, RESOURCE_HEALTH) <= GetResourceAmount(this, RESOURCE_HEALTH)) {return true;}
+ if (GetResourceAmount(item, RESOURCE_ARMOR) && GetResourceAmount(player, RESOURCE_ARMOR) <= GetResourceAmount(this, RESOURCE_ARMOR)) {return true;}
+ if (STAT(WEAPONS, item) && !(STAT(WEAPONS, player) & STAT(WEAPONS, item))) {return true;}
+ if (GetResourceAmount(item, RESOURCE_SHELLS) && GetResourceAmount(player, RESOURCE_SHELLS) <= GetResourceAmount(this, RESOURCE_SHELLS)) {return true;}
+ if (GetResourceAmount(item, RESOURCE_BULLETS) && GetResourceAmount(player, RESOURCE_BULLETS) <= GetResourceAmount(this, RESOURCE_BULLETS)) {return true;}
+ if (GetResourceAmount(item, RESOURCE_ROCKETS) && GetResourceAmount(player, RESOURCE_ROCKETS) <= GetResourceAmount(this, RESOURCE_ROCKETS)) {return true;}
+ if (GetResourceAmount(item, RESOURCE_CELLS) && GetResourceAmount(player, RESOURCE_CELLS) <= GetResourceAmount(this, RESOURCE_CELLS)) {return true;}
+ if (GetResourceAmount(item, RESOURCE_PLASMA) && GetResourceAmount(player, RESOURCE_PLASMA) <= GetResourceAmount(this, RESOURCE_PLASMA)) {return true;}
if (item.itemdef.instanceOfPowerup) {return true;}
return false;
if(!teamplay)
return true;
+ // actually these variables hold the squared distances in order to optimize code
float friend_distance = FLOAT_MAX;
float enemy_distance = FLOAT_MAX;
+ float dist;
FOREACH_CLIENT(IS_PLAYER(it) && it != this && !IS_DEAD(it),
{
if (!IS_REAL_CLIENT(it))
continue;
- if(vdist(it.origin - item_org, >, friend_distance))
+ dist = vlen2(it.origin - item_org);
+ if(dist > friend_distance)
continue;
if(havocbot_goalrating_item_can_be_left_to_teammate(this, it, item))
{
- friend_distance = vlen(it.origin - item_org);
+ friend_distance = dist;
continue;
}
}
{
// If enemy only track distances
// TODO: track only if visible ?
- if(vdist(it.origin - item_org, <, enemy_distance))
- enemy_distance = vlen(it.origin - item_org);
+ dist = vlen2(it.origin - item_org);
+ if(dist < enemy_distance)
+ enemy_distance = dist;
}
});
// Rate the item only if no one needs it, or if an enemy is closer to it
- if ((enemy_distance < friend_distance && vdist(item_org - org, <, enemy_distance)) ||
- (friend_distance > autocvar_bot_ai_friends_aware_pickup_radius))
+ dist = vlen2(item_org - org);
+ if ((enemy_distance < friend_distance && dist < enemy_distance) ||
+ (friend_distance > autocvar_bot_ai_friends_aware_pickup_radius ** 2) ||
+ (dist < friend_distance && dist < 200 ** 2))
return true;
return false;
};
IL_EACH(g_items, it.bot_pickup,
{
+ // ignore if bot already rated this item with a higher ratingscale
+ // NOTE: this code assumes each bot rates items in a different frame
+ if(it.bot_ratingscale_time == time && ratingscale < it.bot_ratingscale)
+ continue;
+ it.bot_ratingscale_time = time;
+ it.bot_ratingscale = ratingscale;
+
if(!it.solid)
{
if(!autocvar_bot_ai_timeitems)
continue;
// Check if the item can be picked up safely
- if(it.classname == "droppedweapon")
+ if(Item_IsLoot(it))
{
if(!IS_ONGROUND(it))
continue;
if(!havocbot_goalrating_item_pickable_check_players(this, org, it, o))
continue;
-
- rating = it.bot_pickupevalfunc(this, it);
+ rating = it.bot_pickupevalfunc(this, it);
if(rating > 0)
navigation_routerating(this, it, rating * ratingscale, 2000);
});
// TODO: Merge this logic with the bot_shouldattack function
if(vdist(it.origin - org, <, 100) || vdist(it.origin - org, >, sradius))
continue;
+ if(vdist(vec2(it.velocity), >, autocvar_sv_maxspeed * 2))
+ continue;
// rate only visible enemies
/*
continue;
*/
- t = ((this.health + this.armorvalue) - (it.health + it.armorvalue)) / 150;
+ t = ((GetResourceAmount(this, RESOURCE_HEALTH) + GetResourceAmount(this, RESOURCE_ARMOR)) - (GetResourceAmount(it, RESOURCE_HEALTH) + GetResourceAmount(it, RESOURCE_ARMOR))) / 150;
t = bound(0, 1 + t, 3);
if (skill > 3)
{