X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fbot%2Fdefault%2Fhavocbot%2Fhavocbot.qc;h=cede62366848b6407f7e8924863290c62a905099;hb=050fb0011ae5fb2b36c7c7f3d560f9453807a8ab;hp=0047a26283ba485710c5cb3630fc4af7b16a20da;hpb=d365412f17cdfe9f8cc49fbeb54f9a636352fab5;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 0047a2628..cede62366 100644 --- a/qcsrc/server/bot/default/havocbot/havocbot.qc +++ b/qcsrc/server/bot/default/havocbot/havocbot.qc @@ -9,6 +9,7 @@ #include "../waypoints.qh" #include +#include #include #include #include @@ -30,13 +31,6 @@ void havocbot_ai(entity this) 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) { @@ -46,13 +40,13 @@ void havocbot_ai(entity this) } 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)) { @@ -89,7 +83,7 @@ void havocbot_ai(entity this) bot_strategytoken_taken = true; } - if(IS_DEAD(this)) + if(IS_DEAD(this) || STAT(FROZEN, this)) return; havocbot_chooseenemy(this); @@ -186,7 +180,7 @@ 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 = 20; // "press" the reload button, 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 @@ -195,7 +189,10 @@ void havocbot_ai(entity this) { 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; + } )); } } @@ -205,76 +202,70 @@ void havocbot_ai(entity this) 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 = 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; + } 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 - //dprint("movement ", vtos(this.movement), " keyboard ", vtos(keyboard), " blend ", ftos(blend), "\n"); - this.movement = this.movement + (keyboard - this.movement) * blend; + float blend = bound(0, vlen(destorg - this.origin) / autocvar_bot_ai_keyboard_distance, 1); // When getting close move with 360 degree + //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) @@ -293,7 +284,8 @@ void havocbot_bunnyhop(entity this, vector dir) 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; @@ -319,7 +311,7 @@ void havocbot_bunnyhop(entity this, vector dir) // 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; @@ -371,7 +363,8 @@ void havocbot_bunnyhop(entity this, vector dir) 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 @@ -408,18 +401,21 @@ 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; } } #endif } +.entity goalcurrent_prev; +.float goalcurrent_distance; +.float goalcurrent_distance_time; void havocbot_movetogoal(entity this) { vector destorg; @@ -430,14 +426,13 @@ void havocbot_movetogoal(entity this) vector m2; vector evadeobstacle; vector evadelava; - float s; float maxspeed; vector gco; //float dist; 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 @@ -474,14 +469,14 @@ void havocbot_movetogoal(entity this) 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) { // 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 @@ -501,10 +496,10 @@ void havocbot_movetogoal(entity this) // 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; + CS(this).movement_x = dir * v_forward * maxspeed; + CS(this).movement_y = dir * v_right * maxspeed; } return; } @@ -513,19 +508,22 @@ void havocbot_movetogoal(entity this) if(this.jumppadcount) { // If got stuck on the jump pad try to reach the farthest visible waypoint + // but with some randomness so it can try out different paths if(this.aistatus & AI_STATUS_OUT_JUMPPAD) { 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); if(trace_fraction < 1) continue; - if(!newgoal || vlen2(it.origin - this.origin) > vlen2(newgoal.origin - this.origin)) + if(!newgoal || ((random() < 0.8) && vlen2(it.origin - this.origin) > vlen2(newgoal.origin - this.origin))) newgoal = it; }); @@ -535,6 +533,8 @@ void havocbot_movetogoal(entity this) this.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout; navigation_clearroute(this); navigation_routetogoal(this, newgoal, this.origin); + if(autocvar_bot_debug_goalstack) + debuggoalstack(this); this.aistatus &= ~AI_STATUS_OUT_JUMPPAD; } } @@ -543,12 +543,10 @@ void havocbot_movetogoal(entity 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; @@ -599,8 +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); } @@ -610,7 +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) { @@ -623,7 +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) { @@ -648,7 +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; } } @@ -664,16 +662,47 @@ 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 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 @@ -707,6 +736,8 @@ 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) { if(this.waterlevel>WATERLEVEL_SWIMMING) @@ -723,97 +754,111 @@ void havocbot_movetogoal(entity this) 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; } } } @@ -824,8 +869,18 @@ void havocbot_movetogoal(entity this) 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); @@ -857,9 +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) @@ -1023,13 +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) { - bool other_weapon_available = false; FOREACH(Weapons, it != WEP_Null, LAMBDA( if(it.wr_checkammo1(it, this, weaponentity) + it.wr_checkammo2(it, this, weaponentity)) - other_weapon_available = true; + return true; // other weapon available )); - if(other_weapon_available) - return true; } return false; @@ -1089,7 +1141,7 @@ void havocbot_chooseweapon(entity this, .entity weaponentity) 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){ @@ -1138,24 +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) @@ -1166,7 +1216,7 @@ bool havocbot_moveto_refresh_route(entity this) 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)