X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fbot%2Fdefault%2Fhavocbot%2Fhavocbot.qc;h=cede62366848b6407f7e8924863290c62a905099;hb=050fb0011ae5fb2b36c7c7f3d560f9453807a8ab;hp=3c8d65d0aed1c8f687e8027d37fcc30ed7d63c6b;hpb=3ee342eac91e8a0cc50f5e7517bb4c4d640a4774;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 3c8d65d0a..cede62366 100644 --- a/qcsrc/server/bot/default/havocbot/havocbot.qc +++ b/qcsrc/server/bot/default/havocbot/havocbot.qc @@ -40,13 +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)) { @@ -83,7 +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); @@ -180,7 +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 = 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 @@ -202,76 +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) - { - keyboard.x = 1; - if (sk < 2.5) - keyboard.y = 0; - } - else if (keyboard.x < trigger1 && sk > 1.5) + if (time > this.havocbot_keyboardtime) { - 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) @@ -407,12 +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; } } @@ -438,7 +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 @@ -475,14 +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 @@ -504,8 +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; } @@ -603,8 +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); } @@ -614,7 +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) { @@ -627,7 +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) { @@ -652,7 +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; } } @@ -668,9 +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 @@ -742,6 +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) { @@ -787,9 +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; @@ -818,13 +813,13 @@ void havocbot_movetogoal(entity this) // Check for water/slime/lava and dangerous edges // (only when the bot is on the ground or jumping intentionally) - 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) || (this.aistatus & AI_STATUS_ROAMING) || PHYS_INPUT_BUTTON_JUMP(this)) @@ -838,7 +833,16 @@ void havocbot_movetogoal(entity this) 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 (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos)) @@ -867,7 +871,8 @@ void havocbot_movetogoal(entity this) if(evadeobstacle || evadelava || (s == CONTENT_WATER)) { - this.aistatus |= AI_STATUS_DANGER_AHEAD; + if(!ignorehazards) + this.aistatus |= AI_STATUS_DANGER_AHEAD; if(IS_PLAYER(this.goalcurrent)) unreachable = true; } @@ -907,9 +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) @@ -1136,7 +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){ @@ -1185,24 +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) @@ -1213,7 +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)