#include "havocbot.qh"
-#include "../../_all.qh"
#include "../aim.qh"
#include "../bot.qh"
#include "../scripting.qh"
#include "../waypoints.qh"
-#include "../../../common/constants.qh"
+#include <common/constants.qh>
+#include <common/items/all.qh>
-#include "../../../common/triggers/trigger/jumppads.qh"
+#include <common/triggers/trigger/jumppads.qh>
-#include "../../../warpzonelib/common.qh"
+#include <lib/warpzone/common.qh>
+
+.float speed;
void havocbot_ai()
{SELFPARAM();
// 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(self.deadflag != DEAD_NO)
+ if(IS_DEAD(self))
if(self.goalcurrent==world)
if(self.waterlevel==WATERLEVEL_SWIMMING || (self.aistatus & AI_STATUS_OUT_WATER))
{
bot_strategytoken_taken = true;
}
- if(self.deadflag != DEAD_NO)
+ if(IS_DEAD(self))
return;
havocbot_chooseenemy();
if(self.weapons)
{
- WEP_ACTION(self.weapon, WR_AIM);
+ Weapon w = PS(self).m_weapon;
+ w.wr_aim(w);
if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(self))
{
self.BUTTON_ATCK = false;
else
{
if(self.BUTTON_ATCK||self.BUTTON_ATCK2)
- self.lastfiredweapon = self.weapon;
+ self.lastfiredweapon = PS(self).m_weapon.m_id;
}
}
else
if(skill >= 5) // bots can only look for unloaded weapons past this skill
if(self.clip_load >= 0) // only if we're not reloading a weapon already
{
- for (int i = WEP_FIRST; i <= WEP_LAST; ++i)
- {
- entity e = get_weaponinfo(i);
- if ((self.weapons & WepSet_FromWeapon(i)) && (e.spawnflags & WEP_FLAG_RELOADABLE) && (self.weapon_load[i] < e.reloading_ammo))
- self.switchweapon = i;
- }
+ FOREACH(Weapons, it != WEP_Null, LAMBDA(
+ if((self.weapons & (it.m_wepset)) && (it.spawnflags & WEP_FLAG_RELOADABLE) && (self.weapon_load[it.m_id] < it.reloading_ammo))
+ PS(self).m_switchweapon = it;
+ ));
}
}
}
bunnyhopdistance = vlen(self.origin - gco);
// Run only to visible goals
- if(self.flags & FL_ONGROUND)
+ if(IS_ONGROUND(self))
if(self.speed==maxspeed)
if(checkpvs(self.origin + self.view_ofs, self.goalcurrent))
{
#if 0
// Release jump button
if(!cvar("sv_pogostick"))
- if((self.flags & FL_ONGROUND) == 0)
+ if((IS_ONGROUND(self)) == 0)
{
if(self.velocity.z < 0 || vlen(self.velocity)<maxspeed)
self.BUTTON_JUMP = false;
// Flying
self.BUTTON_HOOK = true;
- if(self.navigation_jetpack_point.z - PL_MAX.z + PL_MIN.z < self.origin.z)
+ if(self.navigation_jetpack_point.z - STAT(PL_MAX, NULL).z + STAT(PL_MIN, NULL).z < self.origin.z)
{
self.movement_x = dir * v_forward * maxspeed;
self.movement_y = dir * v_right * maxspeed;
// If there is a trigger_hurt right below try to use the jetpack or make a rocketjump
if(skill>6)
- if (!(self.flags & FL_ONGROUND))
+ if (!(IS_ONGROUND(self)))
{
tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 -65536', MOVE_NOMONSTERS, self);
if(tracebox_hits_trigger_hurt(self.origin, self.mins, self.maxs, trace_endpos ))
else if(self.health>WEP_CVAR(devastator, damage)*0.5)
{
if(self.velocity.z < 0)
- if(client_hasweapon(self, WEP_DEVASTATOR.m_id, true, false))
+ if(client_hasweapon(self, WEP_DEVASTATOR, true, false))
{
self.movement_x = maxspeed;
return;
}
- self.switchweapon = WEP_DEVASTATOR.m_id;
+ PS(self).m_switchweapon = WEP_DEVASTATOR;
self.v_angle_x = 90;
self.BUTTON_ATCK = true;
self.rocketjumptime = time + WEP_CVAR(devastator, detonatedelay);
self.aistatus &= ~AI_STATUS_DANGER_AHEAD;
if(trace_fraction == 1 && self.jumppadcount == 0 && !self.goalcurrent.wphardwired )
- if((self.flags & FL_ONGROUND) || (self.aistatus & AI_STATUS_RUNNING) || self.BUTTON_JUMP == true)
+ if((IS_ONGROUND(self)) || (self.aistatus & AI_STATUS_RUNNING) || self.BUTTON_JUMP == true)
{
// Look downwards
traceline(dst_ahead , dst_down, true, world);
if(skill+self.bot_moveskill >= autocvar_bot_ai_bunnyhop_skilloffset)
havocbot_bunnyhop(dir);
- if ((dir * v_up) >= autocvar_sv_jumpvelocity*0.5 && (self.flags & FL_ONGROUND)) self.BUTTON_JUMP=1;
+ if ((dir * v_up) >= autocvar_sv_jumpvelocity*0.5 && (IS_ONGROUND(self))) self.BUTTON_JUMP=1;
if (((dodge * v_up) > 0) && random()*frametime >= 0.2*bound(0,(10-skill-self.bot_dodgeskill)*0.1,1)) self.BUTTON_JUMP=true;
if (((dodge * v_up) < 0) && random()*frametime >= 0.5*bound(0,(10-skill-self.bot_dodgeskill)*0.1,1)) self.havocbot_ducktime=time+0.3/bound(0.1,skill+self.bot_dodgeskill,10);
}
void havocbot_chooseenemy()
{SELFPARAM();
entity head, best, head2;
- float rating, bestrating, i, hf;
+ float rating, bestrating, hf;
vector eye, v;
if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(self))
{
self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
- for(i = 0; ; ++i)
+ bool scan_transparent = false;
+ bool scan_secondary_targets = false;
+ bool have_secondary_targets = false;
+ while(true)
{
- while (head)
+ scan_secondary_targets = false;
+ :scan_targets
+ for( ; head; head = head.chain)
{
+ if(!scan_secondary_targets)
+ {
+ if(head.classname == "misc_breakablemodel")
+ {
+ have_secondary_targets = true;
+ continue;
+ }
+ }
+ else
+ {
+ if(head.classname != "misc_breakablemodel")
+ continue;
+ }
+
v = (head.absmin + head.absmax) * 0.5;
rating = vlen(v - eye);
if (rating<autocvar_bot_ai_enemydetectionradius)
bestrating = rating;
}
}
- head = head.chain;
+ }
+
+ if(!best && have_secondary_targets && !scan_secondary_targets)
+ {
+ scan_secondary_targets = true;
+ // restart the loop
+ head = head2;
+ bestrating = 100000000;
+ goto scan_targets;
}
// I want to do a second scan if no enemy was found or I don't have weapons
// TODO: Perform the scan when using the rifle (requires changes on the rifle code)
if(best || self.weapons) // || self.weapon == WEP_RIFLE.m_id
break;
- if(i)
+ if(scan_transparent)
break;
// Set flags to see through transparent objects
self.dphitcontentsmask |= DPCONTENTS_OPAQUE;
head = head2;
+ scan_transparent = true;
}
// Restore hit flags
self.enemy = best;
self.havocbot_stickenemy = true;
+ if(best && best.classname == "misc_breakablemodel")
+ self.havocbot_stickenemy = false;
}
float havocbot_chooseweapon_checkreload(int new_weapon)
// if this weapon is scheduled for reloading, don't switch to it during combat
if (self.weapon_load[new_weapon] < 0)
{
- float i, other_weapon_available = false;
- for(i = WEP_FIRST; i <= WEP_LAST; ++i)
- {
- // if we are out of ammo for all other weapons, it's an emergency to switch to anything else
- if (WEP_ACTION(i, WR_CHECKAMMO1) + WEP_ACTION(i, WR_CHECKAMMO2))
+ bool other_weapon_available = false;
+ FOREACH(Weapons, it != WEP_Null, LAMBDA(
+ if(it.wr_checkammo1(it) + it.wr_checkammo2(it))
other_weapon_available = true;
- }
+ ));
if(other_weapon_available)
return true;
}
int i;
// ;)
- if(g_weaponarena_weapons == WEPSET_TUBA)
+ if(g_weaponarena_weapons == WEPSET(TUBA))
{
- self.switchweapon = WEP_TUBA.m_id;
+ PS(self).m_switchweapon = WEP_TUBA;
return;
}
if(self.enemy==world)
{
// If no weapon was chosen get the first available weapon
- if(self.weapon==0)
- for(i = WEP_FIRST; i <= WEP_LAST; ++i) if(i != WEP_BLASTER.m_id)
- {
- if(client_hasweapon(self, i, true, false))
+ if(PS(self).m_weapon==WEP_Null)
+ FOREACH(Weapons, it != WEP_Null, LAMBDA(
+ if(client_hasweapon(self, it, true, false))
{
- self.switchweapon = i;
+ PS(self).m_switchweapon = it;
return;
}
- }
+ ));
return;
}
// Should it do a weapon combo?
float af, ct, combo_time, combo;
- af = ATTACK_FINISHED(self);
+ af = ATTACK_FINISHED(self, 0);
ct = autocvar_bot_ai_weapon_combo_threshold;
// Bots with no skill will be 4 times more slower than "godlike" bots when doing weapon combos
combo = false;
if(autocvar_bot_ai_weapon_combo)
- if(self.weapon == self.lastfiredweapon)
+ if(PS(self).m_weapon.m_id == self.lastfiredweapon)
if(af > combo_time)
{
combo = true;
// Choose weapons for far distance
if ( distance > bot_distance_far ) {
- for(i=0; i < WEP_COUNT && bot_weapons_far[i] != -1 ; ++i){
+ for(i=0; i < Weapons_COUNT && bot_weapons_far[i] != -1 ; ++i){
w = bot_weapons_far[i];
- if ( client_hasweapon(self, w, true, false) )
+ if ( client_hasweapon(self, Weapons_from(w), true, false) )
{
- if ((self.weapon == w && combo) || havocbot_chooseweapon_checkreload(w))
+ if ((PS(self).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(w))
continue;
- self.switchweapon = w;
+ PS(self).m_switchweapon = Weapons_from(w);
return;
}
}
// Choose weapons for mid distance
if ( distance > bot_distance_close) {
- for(i=0; i < WEP_COUNT && bot_weapons_mid[i] != -1 ; ++i){
+ for(i=0; i < Weapons_COUNT && bot_weapons_mid[i] != -1 ; ++i){
w = bot_weapons_mid[i];
- if ( client_hasweapon(self, w, true, false) )
+ if ( client_hasweapon(self, Weapons_from(w), true, false) )
{
- if ((self.weapon == w && combo) || havocbot_chooseweapon_checkreload(w))
+ if ((PS(self).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(w))
continue;
- self.switchweapon = w;
+ PS(self).m_switchweapon = Weapons_from(w);
return;
}
}
}
// Choose weapons for close distance
- for(i=0; i < WEP_COUNT && bot_weapons_close[i] != -1 ; ++i){
+ for(i=0; i < Weapons_COUNT && bot_weapons_close[i] != -1 ; ++i){
w = bot_weapons_close[i];
- if ( client_hasweapon(self, w, true, false) )
+ if ( client_hasweapon(self, Weapons_from(w), true, false) )
{
- if ((self.weapon == w && combo) || havocbot_chooseweapon_checkreload(w))
+ if ((PS(self).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(w))
continue;
- self.switchweapon = w;
+ PS(self).m_switchweapon = Weapons_from(w);
return;
}
}