X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fbot%2Fdefault%2Fhavocbot%2Fhavocbot.qc;h=2b2dfbf3cf5e86a4d9d3b19af56fd676be07c06b;hb=4cbbb9ff3218072895e7ef3f9a28c739f0cba700;hp=9d4ef6336104b2d3c6006ddc07b66ad08b5c91e5;hpb=a19daa9ff9643efd139c7ef8507306478679b878;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/bot/default/havocbot/havocbot.qc b/qcsrc/server/bot/default/havocbot/havocbot.qc index 9d4ef6336..2b2dfbf3c 100644 --- a/qcsrc/server/bot/default/havocbot/havocbot.qc +++ b/qcsrc/server/bot/default/havocbot/havocbot.qc @@ -1,5 +1,7 @@ #include "havocbot.qh" +#include "roles.qh" + #include #include #include "../cvars.qh" @@ -18,18 +20,22 @@ #include #include -#include -#include +#include +#include +#include #include -.float speed; - void havocbot_ai(entity this) { if(this.draggedby) return; + this.bot_aimdir_executed = false; + // lock aim if teleported or passing through a warpzone + if (this.lastteleporttime && !this.jumppadcount) + this.bot_aimdir_executed = true; + if(bot_execute_commands(this)) return; @@ -104,12 +110,13 @@ void havocbot_ai(entity this) } havocbot_aim(this); lag_update(this); + if (this.bot_aimtarg) { this.aistatus |= AI_STATUS_ATTACKING; this.aistatus &= ~AI_STATUS_ROAMING; - if(this.weapons) + if(STAT(WEAPONS, this)) { if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(this)) { @@ -133,55 +140,24 @@ void havocbot_ai(entity this) else { if(IS_PLAYER(this.bot_aimtarg)) - bot_aimdir(this, this.bot_aimtarg.origin + this.bot_aimtarg.view_ofs - this.origin - this.view_ofs , -1); + bot_aimdir(this, this.bot_aimtarg.origin + this.bot_aimtarg.view_ofs - this.origin - this.view_ofs, 0); } } else if (this.goalcurrent) { this.aistatus |= AI_STATUS_ROAMING; this.aistatus &= ~AI_STATUS_ATTACKING; - - vector now, next; - float aimdistance,skillblend,distanceblend,blend; - - vector v = get_closer_dest(this.goalcurrent, this.origin); - if(this.goalcurrent.wpisbox) - { - // avoid a glitch when bot is teleported but teleport waypoint isn't removed yet - if(this.goalstack02 && this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT - && this.lastteleporttime > 0 && time - this.lastteleporttime < 0.15) - v = (this.goalstack02.absmin + this.goalstack02.absmax) * 0.5; - // aim to teleport origin if bot is inside teleport waypoint but hasn't touched the real teleport yet - else if(boxesoverlap(this.goalcurrent.absmin, this.goalcurrent.absmax, this.origin, this.origin)) - v = this.goalcurrent.origin; - } - next = now = v - (this.origin + this.view_ofs); - aimdistance = vlen(now); - - //dprint(this.goalstack01.classname,etos(this.goalstack01),"\n"); - if( - this.goalstack01 != this && this.goalstack01 && !wasfreed(this.goalstack01) && ((this.aistatus & AI_STATUS_RUNNING) == 0) && - !(this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT) - ) - next = ((this.goalstack01.absmin + this.goalstack01.absmax) * 0.5) - (this.origin + this.view_ofs); - - skillblend=bound(0,(skill+this.bot_moveskill-2.5)*0.5,1); //lower skill player can't preturn - distanceblend=bound(0,aimdistance/autocvar_bot_ai_keyboard_distance,1); - blend = skillblend * (1-distanceblend); - //v = (now * (distanceblend) + next * (1-distanceblend)) * (skillblend) + now * (1-skillblend); - //v = now * (distanceblend) * (skillblend) + next * (1-distanceblend) * (skillblend) + now * (1-skillblend); - //v = now * ((1-skillblend) + (distanceblend) * (skillblend)) + next * (1-distanceblend) * (skillblend); - v = now + blend * (next - now); - //dprint(etos(this), " "); - //dprint(vtos(now), ":", vtos(next), "=", vtos(v), " (blend ", ftos(blend), ")\n"); - //v = now * (distanceblend) + next * (1-distanceblend); - if (this.waterlevel < WATERLEVEL_SWIMMING) - v.z = 0; - //dprint("walk at:", vtos(v), "\n"); - //te_lightning2(NULL, this.origin, this.goalcurrent.origin); - bot_aimdir(this, v, -1); } + havocbot_movetogoal(this); + if (!this.bot_aimdir_executed && this.goalcurrent) + { + // Heading + vector dir = get_closer_dest(this.goalcurrent, this.origin); + dir -= this.origin + this.view_ofs; + dir.z = 0; + bot_aimdir(this, dir, 0); + } // if the bot is not attacking, consider reloading weapons if (!(this.aistatus & AI_STATUS_ATTACKING)) @@ -204,7 +180,7 @@ void havocbot_ai(entity this) if(this.(weaponentity).clip_load >= 0) // only if we're not reloading a weapon already { 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)) + if((STAT(WEAPONS, this) & (it.m_wepset)) && (it.spawnflags & WEP_FLAG_RELOADABLE) && (this.(weaponentity).weapon_load[it.m_id] < it.reloading_ammo)) { this.(weaponentity).m_switchweapon = it; break; @@ -217,66 +193,67 @@ void havocbot_ai(entity this) void havocbot_keyboard_movement(entity this, vector destorg) { - vector keyboard; + if(time <= this.havocbot_keyboardtime) + return; - if (time > this.havocbot_keyboardtime) + 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); + vector keyboard = CS(this).movement / autocvar_sv_maxspeed; + + float trigger = autocvar_bot_ai_keyboard_threshold; + + // 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) { - 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 = CS(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; - } + keyboard.x = 1; + if (sk < 2.5) + keyboard.y = 0; + } + else if (keyboard.x < -trigger && sk > 1.5) + { + keyboard.x = -1; if (sk < 4.5) - keyboard.z = 0; - - if (keyboard.y > trigger) - keyboard.y = 1; - else if (keyboard.y < trigger1) - keyboard.y = -1; - else keyboard.y = 0; + } + else + { + keyboard.x = 0; + if (sk < 1.5) + keyboard.y = 0; + } + if (sk < 4.5) + keyboard.z = 0; - if (keyboard.z > trigger) - keyboard.z = 1; - else if (keyboard.z < trigger1) - keyboard.z = -1; - else - keyboard.z = 0; + if (keyboard.y > trigger) + keyboard.y = 1; + else if (keyboard.y < -trigger) + keyboard.y = -1; + else + keyboard.y = 0; - this.havocbot_keyboard = keyboard * autocvar_sv_maxspeed; - if (this.havocbot_ducktime > time) - PHYS_INPUT_BUTTON_CROUCH(this) = true; - } + if (keyboard.z > trigger) + keyboard.z = 1; + else if (keyboard.z < -trigger) + keyboard.z = -1; + else + keyboard.z = 0; + + // make sure bots don't get stuck if havocbot_keyboardtime is very high + if (keyboard == '0 0 0') + this.havocbot_keyboardtime = min(this.havocbot_keyboardtime, time + 0.2); + + this.havocbot_keyboard = keyboard * autocvar_sv_maxspeed; + if (this.havocbot_ducktime > time) + PHYS_INPUT_BUTTON_CROUCH(this) = true; 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 @@ -286,10 +263,6 @@ void havocbot_keyboard_movement(entity this, vector destorg) void havocbot_bunnyhop(entity this, vector dir) { - float bunnyhopdistance; - vector deviation; - float maxspeed; - // Don't jump when attacking if(this.aistatus & AI_STATUS_ATTACKING) return; @@ -297,10 +270,8 @@ void havocbot_bunnyhop(entity this, vector dir) if(IS_PLAYER(this.goalcurrent)) return; - maxspeed = autocvar_sv_maxspeed; - - if(this.aistatus & AI_STATUS_RUNNING && vdist(this.velocity, <, autocvar_sv_maxspeed * 0.75) - || 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; @@ -322,110 +293,80 @@ void havocbot_bunnyhop(entity this, vector dir) } vector gco = get_closer_dest(this.goalcurrent, this.origin); - bunnyhopdistance = vlen(this.origin - gco); // Run only to visible goals if(IS_ONGROUND(this)) - if(vdist(vec2(this.velocity), >=, autocvar_sv_maxspeed)) // if -really- running + if(vdist(vec2(this.velocity), >=, autocvar_sv_maxspeed)) if(checkpvs(this.origin + this.view_ofs, this.goalcurrent)) { - this.bot_lastseengoal = this.goalcurrent; + this.bot_lastseengoal = this.goalcurrent; - // seen it before - if(this.bot_timelastseengoal) + // seen it before + if(this.bot_timelastseengoal) + { + // for a period of time + if(time - this.bot_timelastseengoal > autocvar_bot_ai_bunnyhop_firstjumpdelay) { - // for a period of time - if(time - this.bot_timelastseengoal > autocvar_bot_ai_bunnyhop_firstjumpdelay) - { - float checkdistance; - checkdistance = true; + bool checkdistance = true; - // don't run if it is too close - if(this.bot_canruntogoal==0) - { - if(bunnyhopdistance > autocvar_bot_ai_bunnyhop_startdistance) - this.bot_canruntogoal = 1; - else - this.bot_canruntogoal = -1; - } + // don't run if it is too close + if(this.bot_canruntogoal==0) + { + if(vdist(this.origin - gco, >, autocvar_bot_ai_bunnyhop_startdistance)) + this.bot_canruntogoal = 1; + else + this.bot_canruntogoal = -1; + } - if(this.bot_canruntogoal != 1) - return; + if(this.bot_canruntogoal != 1) + return; - if(this.aistatus & AI_STATUS_ROAMING) - if(this.goalcurrent.classname=="waypoint") - if (!(this.goalcurrent.wpflags & WAYPOINTFLAG_PERSONAL)) - if(fabs(gco.z - this.origin.z) < this.maxs.z - this.mins.z) - if(this.goalstack01 && !wasfreed(this.goalstack01)) + if(this.aistatus & AI_STATUS_ROAMING) + if(this.goalcurrent.classname == "waypoint") + if(!(this.goalcurrent.wpflags & WAYPOINTFLAG_PERSONAL)) + if(fabs(gco.z - this.origin.z) < this.maxs.z - this.mins.z) + if(this.goalstack01 && !wasfreed(this.goalstack01)) + { + vector gno = (this.goalstack01.absmin + this.goalstack01.absmax) * 0.5; + vector deviation = vectoangles(gno - this.origin) - vectoangles(gco - this.origin); + while (deviation.y < -180) deviation.y = deviation.y + 360; + while (deviation.y > 180) deviation.y = deviation.y - 360; + + if(fabs(deviation.y) < 20) + if(vlen2(this.origin - gco) < vlen2(this.origin - gno)) + if(fabs(gno.z - gco.z) < this.maxs.z - this.mins.z) { - vector gno = (this.goalstack01.absmin + this.goalstack01.absmax) * 0.5; - deviation = vectoangles(gno - this.origin) - vectoangles(gco - this.origin); - while (deviation.y < -180) deviation.y = deviation.y + 360; - while (deviation.y > 180) deviation.y = deviation.y - 360; - - if(fabs(deviation.y) < 20) - if(bunnyhopdistance < vlen(this.origin - gno)) - if(fabs(gno.z - gco.z) < this.maxs.z - this.mins.z) + if(vdist(gco - gno, >, autocvar_bot_ai_bunnyhop_startdistance)) + if(checkpvs(this.origin + this.view_ofs, this.goalstack01)) { - if(vdist(gco - gno, >, autocvar_bot_ai_bunnyhop_startdistance)) - if(checkpvs(this.origin + this.view_ofs, this.goalstack01)) - { - checkdistance = false; - } + checkdistance = false; } } + } - if(checkdistance) - { - this.aistatus &= ~AI_STATUS_RUNNING; - // 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 - { - this.aistatus |= AI_STATUS_RUNNING; + if(checkdistance) + { + this.aistatus &= ~AI_STATUS_RUNNING; + // increase stop distance in case the goal is on a slope or a lower platform + if(vdist(this.origin - gco, >, autocvar_bot_ai_bunnyhop_stopdistance + (this.origin.z - gco.z))) PHYS_INPUT_BUTTON_JUMP(this) = true; - } + } + else + { + this.aistatus |= AI_STATUS_RUNNING; + PHYS_INPUT_BUTTON_JUMP(this) = true; } } - else - { - this.bot_timelastseengoal = time; - } + } + else + { + this.bot_timelastseengoal = time; + } } else { this.bot_timelastseengoal = 0; } - -#if 0 - // Release jump button - if(!cvar("sv_pogostick")) - if((IS_ONGROUND(this)) == 0) - { - if(this.velocity.z < 0 || vlen(this.velocity)maxspeed) - { - deviation = vectoangles(dir) - vectoangles(this.velocity); - while (deviation.y < -180) deviation.y = deviation.y + 360; - while (deviation.y > 180) deviation.y = deviation.y - 360; - - if(fabs(deviation.y)>10) - CS(this).movement_x = 0; - - if(deviation.y>10) - CS(this).movement_y = maxspeed * -1; - else if(deviation.y<10) - CS(this).movement_y = maxspeed; - - } - } -#endif } // return true when bot isn't getting closer to the current goal @@ -488,6 +429,7 @@ void havocbot_movetogoal(entity this) vector flatdir; vector evadeobstacle; vector evadelava; + float dodge_enemy_factor = 1; float maxspeed; //float dist; vector dodge; @@ -500,7 +442,7 @@ void havocbot_movetogoal(entity this) // Jetpack navigation if(this.navigation_jetpack_goal) if(this.goalcurrent==this.navigation_jetpack_goal) - if(this.ammo_fuel) + if(GetResource(this, RES_FUEL)) { if(autocvar_bot_debug_goalstack) { @@ -525,13 +467,13 @@ void havocbot_movetogoal(entity this) { // Calculate brake distance in xy float d = vlen(vec2(this.origin - (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5)); - float v = vlen(vec2(this.velocity)); - float db = ((v ** 2) / (autocvar_g_jetpack_acceleration_side * 2)) + 100; + float vel2 = vlen2(vec2(this.velocity)); + float db = (vel2 / (autocvar_g_jetpack_acceleration_side * 2)) + 100; //LOG_INFOF("distance %d, velocity %d, brake at %d ", ceil(d), ceil(v), ceil(db)); if(d < db || d < 500) { // Brake - if(v > maxspeed * 0.3) + if (vel2 > (maxspeed * 0.3) ** 2) { CS(this).movement_x = dir * v_forward * -maxspeed; return; @@ -567,8 +509,8 @@ void havocbot_movetogoal(entity this) if(this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT) { this.aistatus |= AI_STATUS_OUT_JUMPPAD; - navigation_poptouchedgoals(this); - return; + if(navigation_poptouchedgoals(this)) + return; } else if(this.aistatus & AI_STATUS_OUT_JUMPPAD) { @@ -603,7 +545,7 @@ void havocbot_movetogoal(entity this) this.aistatus &= ~AI_STATUS_OUT_JUMPPAD; } } - else + else //if (this.goalcurrent) { if (this.goalcurrent.bot_pickup) { @@ -617,7 +559,10 @@ void havocbot_movetogoal(entity this) } vector gco = (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5; if (this.origin.z > gco.z && vdist(vec2(this.velocity), <, autocvar_sv_maxspeed)) - this.aistatus &= ~AI_STATUS_OUT_JUMPPAD; + { + if (this.velocity.z < 0) + this.aistatus &= ~AI_STATUS_OUT_JUMPPAD; + } else if(havocbot_checkgoaldistance(this, gco)) { navigation_clearroute(this); @@ -627,9 +572,9 @@ void havocbot_movetogoal(entity this) return; } } - else + else //if (!(this.aistatus & AI_STATUS_OUT_JUMPPAD)) { - if(time - this.lastteleporttime > 0.2 && this.velocity.z > 0) + if(this.velocity.z > 0 && this.origin.z - this.lastteleport_origin.z > (this.maxs.z - this.mins.z) * 0.5) { vector velxy = this.velocity; velxy_z = 0; if(vdist(velxy, <, autocvar_sv_maxspeed * 0.2)) @@ -695,7 +640,8 @@ void havocbot_movetogoal(entity this) return; } - else if(this.health + this.armorvalue > ROCKETJUMP_DAMAGE()) + else if(!this.jumppadcount && !this.goalcurrent.wphardwired + && GetResource(this, RES_HEALTH) + GetResource(this, RES_ARMOR) > ROCKETJUMP_DAMAGE()) { if(this.velocity.z < 0) { @@ -748,9 +694,10 @@ void havocbot_movetogoal(entity this) else PHYS_INPUT_BUTTON_JUMP(this) = false; makevectors(this.v_angle.y * '0 1 0'); - CS(this).movement_x = dir * v_forward * maxspeed; - CS(this).movement_y = dir * v_right * maxspeed; - CS(this).movement_z = dir * v_up * maxspeed; + vector v = dir * maxspeed; + CS(this).movement.x = v * v_forward; + CS(this).movement.y = v * v_right; + CS(this).movement.z = v * v_up; } // if there is nowhere to go, exit @@ -799,23 +746,48 @@ void havocbot_movetogoal(entity this) if (this.goalcurrent == this.goalentity && this.goalentity_lock_timeout > time) locked_goal = true; - navigation_shortenpath(this); + if (navigation_shortenpath(this)) + { + if (vdist(this.origin - this.goalcurrent_prev.origin, <, 50) + && navigation_goalrating_timeout_can_be_anticipated(this)) + { + navigation_goalrating_timeout_force(this); + } + } bool goalcurrent_can_be_removed = false; - if (IS_MOVABLE(this.goalcurrent)) + if (IS_PLAYER(this.goalcurrent) || IS_MONSTER(this.goalcurrent)) { - // if is movable => not frozen - if (IS_DEAD(this.goalcurrent) || (this.goalentity_shouldbefrozen && this.goalentity == this.goalcurrent)) + bool freeze_state_changed = (boolean(STAT(FROZEN, this.goalentity)) != this.goalentity_shouldbefrozen); + if (IS_DEAD(this.goalcurrent) || (this.goalentity == this.goalcurrent && freeze_state_changed)) { goalcurrent_can_be_removed = true; // don't remove if not visible if (checkpvs(this.origin + this.view_ofs, this.goalcurrent)) { - navigation_goalrating_timeout_force(this); - return; + if (IS_DEAD(this.goalcurrent)) + { + IL_EACH(g_items, it.enemy == this.goalcurrent && Item_IsLoot(it), + { + if (vdist(it.origin - this.goalcurrent.death_origin, <, 50)) + { + navigation_clearroute(this); + navigation_pushroute(this, it); + // loot can't be immediately rated since it isn't on ground yet + // it will be rated after a second when on ground, meanwhile head to it + navigation_goalrating_timeout_expire(this, 1); + return; + } + }); + } + if (!Item_IsLoot(this.goalcurrent)) + { + navigation_goalrating_timeout_force(this); + return; + } } } - else if (this.bot_tracewalk_time < time) + else if (!(STAT(FROZEN, this.goalentity)) && this.bot_tracewalk_time < time) { set_tracewalk_dest(this.goalcurrent, this.origin, true); if (!(trace_ent == this || tracewalk(this, this.origin, this.mins, this.maxs, @@ -827,6 +799,7 @@ void havocbot_movetogoal(entity this) this.bot_tracewalk_time = max(time, this.bot_tracewalk_time) + 0.25; } } + if(!locked_goal) { // optimize path finding by anticipating goalrating when bot is near a waypoint; @@ -876,29 +849,53 @@ void havocbot_movetogoal(entity this) bool bunnyhop_forbidden = false; vector destorg = get_closer_dest(this.goalcurrent, this.origin); - - // in case bot ends up inside the teleport waypoint without touching - // the teleport itself, head to the teleport origin - if(this.goalcurrent.wpisbox && boxesoverlap(this.goalcurrent.absmin, this.goalcurrent.absmax, this.origin + eZ * this.mins.z, this.origin + eZ * this.maxs.z)) + if (this.jumppadcount && this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT) { - bunnyhop_forbidden = true; + // if bot used the jumppad, push towards jumppad origin until jumppad waypoint gets removed destorg = this.goalcurrent.origin; - if(destorg.z > this.origin.z) - PHYS_INPUT_BUTTON_JUMP(this) = true; + } + else if (this.goalcurrent.wpisbox) + { + // if bot is inside the teleport waypoint, head to teleport origin until teleport gets used + // do it even if bot is on a ledge above a teleport/jumppad so it doesn't get stuck + if (boxesoverlap(this.goalcurrent.absmin, this.goalcurrent.absmax, this.origin + eZ * this.mins.z, this.origin + eZ * this.maxs.z) + || (this.absmin.z > destorg.z && destorg.x == this.origin.x && destorg.y == this.origin.y)) + { + bunnyhop_forbidden = true; + destorg = this.goalcurrent.origin; + if(destorg.z > this.origin.z) + PHYS_INPUT_BUTTON_JUMP(this) = true; + } } diff = destorg - this.origin; - // 1. stop if too close to target player (even if frozen) - // 2. stop if the locked goal has been reached - if ((IS_PLAYER(this.goalcurrent) && vdist(diff, <, 80)) + if (time < this.bot_stop_moving_timeout || (this.goalcurrent == this.goalentity && time < this.goalentity_lock_timeout && vdist(diff, <, 10))) { + // stop if the locked goal has been reached destorg = this.origin; - diff = '0 0 0'; + diff = dir = '0 0 0'; } - - dir = normalize(diff); + else if (IS_PLAYER(this.goalcurrent) || IS_MONSTER(this.goalcurrent)) + { + if (vdist(diff, <, 80)) + { + // stop if too close to target player (even if frozen) + destorg = this.origin; + diff = dir = '0 0 0'; + } + else + { + // move destorg out of target players, otherwise bot will consider them + // an obstacle that needs to be jumped (especially if frozen) + dir = normalize(diff); + destorg -= dir * PL_MAX_CONST.x * M_SQRT2; + diff = destorg - this.origin; + } + } + else + dir = normalize(diff); flatdir = (diff.z == 0) ? dir : normalize(vec2(diff)); //if (this.bot_dodgevector_time < time) @@ -910,9 +907,9 @@ void havocbot_movetogoal(entity this) this.aistatus &= ~AI_STATUS_DANGER_AHEAD; makevectors(this.v_angle.y * '0 1 0'); - if (this.waterlevel) + if (this.waterlevel > WATERLEVEL_WETFEET) { - if(this.waterlevel>WATERLEVEL_SWIMMING) + if (this.waterlevel > WATERLEVEL_SWIMMING) { if(!this.goalcurrent) this.aistatus |= AI_STATUS_OUT_WATER; @@ -921,12 +918,18 @@ void havocbot_movetogoal(entity this) } else { - dir = flatdir; if(this.velocity.z >= 0 && !(this.watertype == CONTENT_WATER && destorg.z < this.origin.z) && - ( !(this.waterlevel == WATERLEVEL_WETFEET && this.watertype == CONTENT_WATER) || this.aistatus & AI_STATUS_OUT_WATER)) + (this.aistatus & AI_STATUS_OUT_WATER)) + { PHYS_INPUT_BUTTON_JUMP(this) = true; + dir = flatdir; + } else + { PHYS_INPUT_BUTTON_JUMP(this) = false; + if (destorg.z > this.origin.z) + dir = flatdir; + } } } else @@ -939,21 +942,33 @@ void havocbot_movetogoal(entity this) // jump if going toward an obstacle that doesn't look like stairs we // can walk up directly vector deviation = '0 0 0'; - if (this.velocity) + float current_speed = vlen(vec2(this.velocity)); + if (current_speed < maxspeed * 0.2) + current_speed = maxspeed * 0.2; + else { deviation = vectoangles(diff) - vectoangles(this.velocity); while (deviation.y < -180) deviation.y += 360; while (deviation.y > 180) deviation.y -= 360; } + float turning = false; vector flat_diff = vec2(diff); - offset = max(32, vlen(vec2(this.velocity)) * cos(deviation.y * DEG2RAD) * 0.2) * flatdir; + offset = max(32, current_speed * cos(deviation.y * DEG2RAD) * 0.3) * flatdir; vector actual_destorg = this.origin + offset; - if (!this.goalstack01 || this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT) + if (!this.goalstack01 || this.goalcurrent.wpflags & (WAYPOINTFLAG_TELEPORT | WAYPOINTFLAG_LADDER)) { if (vlen2(flat_diff) < vlen2(offset)) { - actual_destorg.x = destorg.x; - actual_destorg.y = destorg.y; + if (this.goalcurrent.wpflags & WAYPOINTFLAG_JUMP && this.goalstack01) + { + // oblique warpzones need a jump otherwise bots gets stuck + PHYS_INPUT_BUTTON_JUMP(this) = true; + } + else + { + actual_destorg.x = destorg.x; + actual_destorg.y = destorg.y; + } } } else if (vdist(flat_diff, <, 32) && diff.z < -16) // destination is under the bot @@ -965,24 +980,53 @@ void havocbot_movetogoal(entity this) { vector next_goal_org = (this.goalstack01.absmin + this.goalstack01.absmax) * 0.5; vector next_dir = normalize(vec2(next_goal_org - destorg)); - float next_dist = vlen(vec2(this.origin + offset - destorg)); - actual_destorg = vec2(destorg) + next_dist * next_dir; + float dist = vlen(vec2(this.origin + offset - destorg)); + // if current and next goal are close to each other make sure + // actual_destorg isn't set beyond next_goal_org + if (dist ** 2 > vlen2(vec2(next_goal_org - destorg))) + actual_destorg = next_goal_org; + else + actual_destorg = vec2(destorg) + dist * next_dir; actual_destorg.z = this.origin.z; + turning = true; } - tracebox(this.origin, this.mins, this.maxs, actual_destorg, false, this); - if (trace_fraction < 1) - if (trace_plane_normal.z < 0.7) + LABEL(jump_check); + dir = flatdir = normalize(actual_destorg - this.origin); + + if (turning || fabs(deviation.y) < 50) // don't even try to jump if deviation is too high { - s = trace_fraction; - tracebox(this.origin + stepheightvec, this.mins, this.maxs, actual_destorg + stepheightvec, false, this); - if (trace_fraction < s + 0.01) - if (trace_plane_normal.z < 0.7) + tracebox(this.origin, this.mins, this.maxs, actual_destorg, false, this); + if (trace_fraction < 1 && trace_plane_normal.z < 0.7) { s = trace_fraction; - tracebox(this.origin + jumpstepheightvec, this.mins, this.maxs, actual_destorg + jumpstepheightvec, false, this); - if (trace_fraction > s) - PHYS_INPUT_BUTTON_JUMP(this) = true; + tracebox(this.origin + stepheightvec, this.mins, this.maxs, actual_destorg + stepheightvec, false, this); + if (trace_fraction < s + 0.01 && trace_plane_normal.z < 0.7) + { + // found an obstacle + if (turning && fabs(deviation.y) > 5) + { + // check if the obstacle is still there without turning + actual_destorg = destorg; + turning = false; + this.bot_tracewalk_time = time + 0.25; + goto jump_check; + } + s = trace_fraction; + // don't artificially reduce max jump height in real-time + // (jumpstepheightvec is reduced a bit to make the jumps easy in tracewalk) + vector jump_height = (IS_ONGROUND(this)) ? stepheightvec + jumpheight_vec : jumpstepheightvec; + tracebox(this.origin + jump_height, this.mins, this.maxs, actual_destorg + jump_height, false, this); + if (trace_fraction > s) + PHYS_INPUT_BUTTON_JUMP(this) = true; + else + { + jump_height = stepheightvec + jumpheight_vec / 2; + tracebox(this.origin + jump_height, this.mins, this.maxs, actual_destorg + jump_height, false, this); + if (trace_fraction > s) + PHYS_INPUT_BUTTON_JUMP(this) = true; + } + } } } @@ -1017,7 +1061,13 @@ void havocbot_movetogoal(entity this) // Check for water/slime/lava and dangerous edges // (only when the bot is on the ground or jumping intentionally) - offset = (vdist(this.velocity, >, 32) ? this.velocity * 0.2 : v_forward * 32); + if (skill + this.bot_moveskill <= 3 && time > this.bot_stop_moving_timeout + && current_speed > maxspeed * 0.9 && fabs(deviation.y) > 70) + { + this.bot_stop_moving_timeout = time + 0.4 + random() * 0.2; + } + + offset = (vdist(this.velocity, >, 32) ? this.velocity * 0.2 : flatdir * 32); 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); @@ -1030,7 +1080,7 @@ void havocbot_movetogoal(entity this) // Look downwards traceline(dst_ahead , dst_down, true, NULL); //te_lightning2(NULL, this.origin + this.view_ofs, dst_ahead); // Draw "ahead" look - //te_lightning2(NULL, dst_ahead, dst_down); // Draw "downwards" look + //te_lightning2(NULL, dst_ahead, trace_endpos); // Draw "downwards" look if(trace_endpos.z < this.origin.z + this.mins.z) { s = pointcontents(trace_endpos + '0 0 1'); @@ -1069,6 +1119,18 @@ void havocbot_movetogoal(entity this) if(IS_PLAYER(this.goalcurrent)) unreachable = true; } + + // slow down if bot is in the air and goal is under it + if (!this.goalcurrent.wphardwired + && vdist(flat_diff, <, 250) && this.origin.z - destorg.z > 120 + && (!IS_ONGROUND(this) || vdist(vec2(this.velocity), >, maxspeed * 0.3))) + { + // tracebox wouldn't work when bot is still on the ledge + traceline(this.origin, this.origin - '0 0 200', true, this); + if (this.origin.z - trace_endpos.z > 120) + evadeobstacle = normalize(this.velocity) * -1; + } + if(unreachable) { navigation_clearroute(this); @@ -1079,31 +1141,69 @@ void havocbot_movetogoal(entity this) } dodge = havocbot_dodge(this); - dodge = dodge * bound(0,0.5+(skill+this.bot_dodgeskill)*0.1,1); + if (dodge) + dodge *= bound(0, 0.5 + (skill + this.bot_dodgeskill) * 0.1, 1); + dodge += evadeobstacle + evadelava; evadelava = evadelava * bound(1,3-(skill+this.bot_dodgeskill),3); //Noobs fear lava a lot and take more distance from it - traceline(this.origin, ( ( this.enemy.absmin + this.enemy.absmax ) * 0.5 ), true, NULL); - if(IS_PLAYER(trace_ent)) - dir = dir * bound(0,(skill+this.bot_dodgeskill)/7,1); - - dir = normalize(dir + dodge + evadeobstacle + evadelava); + if (this.enemy) + { + traceline(this.origin, (this.enemy.absmin + this.enemy.absmax) * 0.5, true, NULL); + if (IS_PLAYER(trace_ent)) + dodge_enemy_factor = bound(0, (skill + this.bot_dodgeskill) / 7, 1); + } // this.bot_dodgevector = dir; // this.bot_dodgevector_jumpbutton = PHYS_INPUT_BUTTON_JUMP(this); } + float ladder_zdir = 0; if(time < this.ladder_time) { if(this.goalcurrent.origin.z + this.goalcurrent.mins.z > this.origin.z + this.mins.z) { if(this.origin.z + this.mins.z < this.ladder_entity.origin.z + this.ladder_entity.maxs.z) - dir.z = 1; + ladder_zdir = 1; } else { if(this.origin.z + this.mins.z > this.ladder_entity.origin.z + this.ladder_entity.mins.z) - dir.z = -1; + ladder_zdir = -1; } + if (ladder_zdir) + { + if (vdist(vec2(diff), <, 40)) + dir.z = ladder_zdir * 4; + else + dir.z = ladder_zdir * 2; + dir = normalize(dir); + } + } + + if (this.goalcurrent.wpisbox + && boxesoverlap(this.goalcurrent.absmin, this.goalcurrent.absmax, this.origin, this.origin)) + { + // bot is inside teleport waypoint but hasn't touched the real teleport yet + // head to teleport origin + dir = (this.goalcurrent.origin - this.origin); + dir.z = 0; + dir = normalize(dir); + } + + // already executed when bot targets an enemy + if (!this.bot_aimdir_executed) + { + if (time < this.bot_stop_moving_timeout) + bot_aimdir(this, normalize(this.goalcurrent.origin - this.origin), 0); + else + bot_aimdir(this, dir, 0); + } + + if (!ladder_zdir) + { + dir *= dodge_enemy_factor; + dir = normalize(dir + dodge); } + makevectors(this.v_angle); //dir = this.bot_dodgevector; //if (this.bot_dodgevector_jumpbutton) // PHYS_INPUT_BUTTON_JUMP(this) = true; @@ -1121,9 +1221,15 @@ void havocbot_movetogoal(entity this) if(skill+this.bot_moveskill >= autocvar_bot_ai_bunnyhop_skilloffset) havocbot_bunnyhop(this, dir); - if ((dir * v_up) >= autocvar_sv_jumpvelocity*0.5 && (IS_ONGROUND(this))) PHYS_INPUT_BUTTON_JUMP(this) = true; - if (((dodge * v_up) > 0) && random()*frametime >= 0.2*bound(0,(10-skill-this.bot_dodgeskill)*0.1,1)) PHYS_INPUT_BUTTON_JUMP(this) = true; - if (((dodge * v_up) < 0) && random()*frametime >= 0.5*bound(0,(10-skill-this.bot_dodgeskill)*0.1,1)) this.havocbot_ducktime=time+0.3/bound(0.1,skill+this.bot_dodgeskill,10); + if (dir * v_up >= autocvar_sv_jumpvelocity * 0.5 && IS_ONGROUND(this)) + PHYS_INPUT_BUTTON_JUMP(this) = true; + if (dodge) + { + if (dodge * v_up > 0 && random() * frametime >= 0.2 * bound(0, (10 - skill - this.bot_dodgeskill) * 0.1, 1)) + PHYS_INPUT_BUTTON_JUMP(this) = true; + if (dodge * v_up < 0 && random() * frametime >= 0.5 * bound(0, (10 - skill - this.bot_dodgeskill) * 0.1, 1)) + this.havocbot_ducktime = time + 0.3 / bound(0.1, skill + this.bot_dodgeskill, 10); + } } entity havocbot_gettarget(entity this, bool secondary) @@ -1171,7 +1277,7 @@ void havocbot_chooseenemy(entity this) traceline(this.origin+this.view_ofs, ( this.enemy.absmin + this.enemy.absmax ) * 0.5,false,NULL); if (trace_ent == this.enemy || trace_fraction == 1) if (vdist(((this.enemy.absmin + this.enemy.absmax) * 0.5) - this.origin, <, 1000)) - if (this.health > 30) + if (GetResource(this, RES_HEALTH) > 30) { // remain tracking him for a shot while (case he went after a small corner or pilar this.havocbot_chooseenemy_finished = time + 0.5; @@ -1242,7 +1348,7 @@ LABEL(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 || this.weapons) // || this.weapon == WEP_RIFLE.m_id + if(best || STAT(WEAPONS, this)) // || this.weapon == WEP_RIFLE.m_id break; if(scan_transparent) break; @@ -1319,7 +1425,7 @@ void havocbot_chooseweapon(entity this, .entity weaponentity) // Should it do a weapon combo? float af, ct, combo_time, combo; - af = ATTACK_FINISHED(this, 0); + af = ATTACK_FINISHED(this, weaponentity); ct = autocvar_bot_ai_weapon_combo_threshold; // Bots with no skill will be 4 times more slower than "godlike" bots when doing weapon combos @@ -1457,20 +1563,24 @@ float havocbot_moveto(entity this, vector pos) if(autocvar_bot_debug_goalstack) debuggoalstack(this); - // Heading - vector dir = get_closer_dest(this.goalcurrent, this.origin); - dir = dir - (this.origin + this.view_ofs); - dir.z = 0; - bot_aimdir(this, dir, -1); // Go! havocbot_movetogoal(this); + if (!this.bot_aimdir_executed && this.goalcurrent) + { + // Heading + vector dir = get_closer_dest(this.goalcurrent, this.origin); + dir -= this.origin + this.view_ofs; + dir.z = 0; + bot_aimdir(this, dir, 0); + } + if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_REACHED) { // Step 5: Waypoint reached LOG_TRACE(this.netname, "'s personal waypoint reached"); - delete(this.havocbot_personal_waypoint); + waypoint_remove(this.havocbot_personal_waypoint); this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_REACHED; return CMD_STATUS_FINISHED; } @@ -1539,6 +1649,7 @@ void havocbot_setupbot(entity this) this.cmd_moveto = havocbot_moveto; this.cmd_resetgoal = havocbot_resetgoal; + // NOTE: bot is not player yet havocbot_chooserole(this); }