3 #include "role_onslaught.qc"
4 #include "role_keyhunt.qc"
14 if(bot_execute_commands())
17 if (bot_strategytoken == self)
18 if (!bot_strategytoken_taken)
20 if(self.havocbot_blockhead)
22 self.havocbot_blockhead = FALSE;
29 // TODO: tracewalk() should take care of this job (better path finding under water)
30 // if we don't have a goal and we're under water look for a waypoint near the "shore" and push it
31 if(self.deadflag != DEAD_NO)
32 if(self.goalcurrent==world)
33 if(self.waterlevel==WATERLEVEL_SWIMMING || self.aistatus & AI_STATUS_OUT_WATER)
35 // Look for the closest waypoint out of water
36 local entity newgoal, head;
37 local float bestdistance, distance;
41 for (head = findchain(classname, "waypoint"); head; head = head.chain)
43 distance = vlen(head.origin - self.origin);
47 if(head.origin_z < self.origin_z)
50 if(head.origin_z - self.origin_z - self.view_ofs_z > 100)
53 if (pointcontents(head.origin + head.maxs + '0 0 1') != CONTENT_EMPTY)
56 traceline(self.origin + self.view_ofs , head.origin, TRUE, head);
61 if(distance<bestdistance)
64 bestdistance = distance;
70 // te_wizspike(newgoal.origin);
71 navigation_pushroute(newgoal);
75 // token has been used this frame
76 bot_strategytoken_taken = TRUE;
79 if(self.deadflag != DEAD_NO)
84 havocbot_chooseenemy();
85 if (self.bot_chooseweapontime < time )
87 self.bot_chooseweapontime = time + cvar("bot_ai_chooseweaponinterval");
88 havocbot_chooseweapon();
94 self.aistatus |= AI_STATUS_ATTACKING;
95 self.aistatus &~= AI_STATUS_ROAMING;
99 weapon_action(self.weapon, WR_AIM);
100 if (cvar("bot_nofire") || IS_INDEPENDENT_PLAYER(self))
102 self.BUTTON_ATCK = FALSE;
103 self.BUTTON_ATCK2 = FALSE;
107 if(self.BUTTON_ATCK||self.BUTTON_ATCK2)
108 self.lastfiredweapon = self.weapon;
113 if(self.bot_aimtarg.classname=="player")
114 bot_aimdir(self.bot_aimtarg.origin + self.bot_aimtarg.view_ofs - self.origin - self.view_ofs , -1);
117 else if (self.goalcurrent)
119 self.aistatus |= AI_STATUS_ROAMING;
120 self.aistatus &~= AI_STATUS_ATTACKING;
122 local vector now,v,next;//,heading;
123 local float aimdistance,skillblend,distanceblend,blend;
124 next = now = self.goalcurrent.origin - (self.origin + self.view_ofs);
125 aimdistance = vlen(now);
126 //heading = self.velocity;
127 //dprint(self.goalstack01.classname,etos(self.goalstack01),"\n");
129 self.goalstack01 != self && self.goalstack01 != world && self.aistatus & AI_STATUS_RUNNING == 0 &&
130 !(self.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
132 next = self.goalstack01.origin - (self.origin + self.view_ofs);
134 skillblend=bound(0,(skill+self.bot_moveskill-2.5)*0.5,1); //lower skill player can't preturn
135 distanceblend=bound(0,aimdistance/cvar("bot_ai_keyboard_distance"),1);
136 blend = skillblend * (1-distanceblend);
137 //v = (now * (distanceblend) + next * (1-distanceblend)) * (skillblend) + now * (1-skillblend);
138 //v = now * (distanceblend) * (skillblend) + next * (1-distanceblend) * (skillblend) + now * (1-skillblend);
139 //v = now * ((1-skillblend) + (distanceblend) * (skillblend)) + next * (1-distanceblend) * (skillblend);
140 v = now + blend * (next - now);
141 //dprint(etos(self), " ");
142 //dprint(vtos(now), ":", vtos(next), "=", vtos(v), " (blend ", ftos(blend), ")\n");
143 //v = now * (distanceblend) + next * (1-distanceblend);
144 if (self.waterlevel < WATERLEVEL_SWIMMING)
146 //dprint("walk at:", vtos(v), "\n");
147 //te_lightning2(world, self.origin, self.goalcurrent.origin);
150 havocbot_movetogoal();
153 void havocbot_keyboard_movement(vector destorg)
155 local vector keyboard;
156 local float blend, maxspeed;
159 sk = skill + self.bot_moveskill;
161 maxspeed = cvar("sv_maxspeed");
163 if (time < self.havocbot_keyboardtime)
166 self.havocbot_keyboardtime =
168 self.havocbot_keyboardtime
169 + 0.05/max(1, sk+self.havocbot_keyboardskill)
170 + random()*0.025/max(0.00025, skill+self.havocbot_keyboardskill)
172 keyboard = self.movement * (1.0 / maxspeed);
174 local float trigger, trigger1;
175 blend = bound(0,sk*0.1,1);
176 trigger = cvar("bot_ai_keyboard_treshold");
177 trigger1 = 0 - trigger;
179 // categorize forward movement
180 // at skill < 1.5 only forward
181 // at skill < 2.5 only individual directions
182 // at skill < 4.5 only individual directions, and forward diagonals
183 // at skill >= 4.5, all cases allowed
184 if (keyboard_x > trigger)
190 else if (keyboard_x < trigger1 && sk > 1.5)
205 if (keyboard_y > trigger)
207 else if (keyboard_y < trigger1)
212 if (keyboard_z > trigger)
214 else if (keyboard_z < trigger1)
219 self.havocbot_keyboard = keyboard * maxspeed;
220 if (self.havocbot_ducktime>time) self.BUTTON_CROUCH=TRUE;
222 keyboard = self.havocbot_keyboard;
223 blend = bound(0,vlen(destorg-self.origin)/cvar("bot_ai_keyboard_distance"),1); // When getting close move with 360 degree
224 //dprint("movement ", vtos(self.movement), " keyboard ", vtos(keyboard), " blend ", ftos(blend), "\n");
225 self.movement = self.movement + (keyboard - self.movement) * blend;
228 void havocbot_bunnyhop(vector dir)
230 local float bunnyhopdistance;
231 local vector deviation;
232 local float maxspeed;
237 if(self.goalcurrent.classname == "player")
240 maxspeed = cvar("sv_maxspeed");
242 if(self.aistatus & AI_STATUS_DANGER_AHEAD)
244 self.aistatus &~= AI_STATUS_RUNNING;
245 self.BUTTON_JUMP = FALSE;
246 self.bot_canruntogoal = 0;
247 self.bot_timelastseengoal = 0;
251 if(self.waterlevel > WATERLEVEL_WETFEET)
253 self.aistatus &~= AI_STATUS_RUNNING;
257 if(self.bot_lastseengoal != self.goalcurrent && !(self.aistatus & AI_STATUS_RUNNING))
259 self.bot_canruntogoal = 0;
260 self.bot_timelastseengoal = 0;
263 bunnyhopdistance = vlen(self.origin - self.goalcurrent.origin);
265 // Run only to visible goals
266 if(self.flags & FL_ONGROUND)
267 if(self.speed==maxspeed)
268 if(checkpvs(self.origin + self.view_ofs, self.goalcurrent))
270 self.bot_lastseengoal = self.goalcurrent;
273 if(self.bot_timelastseengoal)
275 // for a period of time
276 if(time - self.bot_timelastseengoal > cvar("bot_ai_bunnyhop_firstjumpdelay"))
278 local float checkdistance;
279 checkdistance = TRUE;
281 // don't run if it is too close
282 if(self.bot_canruntogoal==0)
284 if(bunnyhopdistance > cvar("bot_ai_bunnyhop_startdistance"))
285 self.bot_canruntogoal = 1;
287 self.bot_canruntogoal = -1;
290 if(self.bot_canruntogoal != 1)
293 if(self.aistatus & AI_STATUS_ROAMING)
294 if(self.goalcurrent.classname=="waypoint")
295 if not(self.goalcurrent.wpflags & WAYPOINTFLAG_PERSONAL)
296 if(fabs(self.goalcurrent.origin_z - self.origin_z) < self.maxs_z - self.mins_z)
297 if(self.goalstack01!=world)
299 deviation = vectoangles(self.goalstack01.origin - self.origin) - vectoangles(self.goalcurrent.origin - self.origin);
300 while (deviation_y < -180) deviation_y = deviation_y + 360;
301 while (deviation_y > 180) deviation_y = deviation_y - 360;
303 if(fabs(deviation_y) < 20)
304 if(bunnyhopdistance < vlen(self.origin - self.goalstack01.origin))
305 if(fabs(self.goalstack01.origin_z - self.goalcurrent.origin_z) < self.maxs_z - self.mins_z)
307 if(vlen(self.goalcurrent.origin - self.goalstack01.origin) > cvar("bot_ai_bunnyhop_startdistance"))
308 if(checkpvs(self.origin + self.view_ofs, self.goalstack01))
310 checkdistance = FALSE;
317 self.aistatus &~= AI_STATUS_RUNNING;
318 if(bunnyhopdistance > cvar("bot_ai_bunnyhop_stopdistance"))
319 self.BUTTON_JUMP = TRUE;
323 self.aistatus |= AI_STATUS_RUNNING;
324 self.BUTTON_JUMP = TRUE;
330 self.bot_timelastseengoal = time;
335 self.bot_timelastseengoal = 0;
338 // Release jump button
339 if(self.flags & FL_ONGROUND == 0)
341 if(self.velocity_z < 0 || vlen(self.velocity)<maxspeed)
342 self.BUTTON_JUMP = FALSE;
345 if(self.aistatus & AI_STATUS_RUNNING)
346 if(vlen(self.velocity)>maxspeed)
348 deviation = vectoangles(dir) - vectoangles(self.velocity);
349 while (deviation_y < -180) deviation_y = deviation_y + 360;
350 while (deviation_y > 180) deviation_y = deviation_y - 360;
352 if(fabs(deviation_y)>10)
356 self.movement_y = maxspeed * -1;
357 else if(deviation_y<10)
358 self.movement_y = maxspeed;
364 void havocbot_movetogoal()
366 local vector destorg;
369 local vector flatdir;
372 local vector evadeobstacle;
373 local vector evadelava;
375 local float maxspeed;
378 //if (self.goalentity)
379 // te_lightning2(self, self.origin, (self.goalentity.absmin + self.goalentity.absmax) * 0.5);
380 self.movement = '0 0 0';
381 maxspeed = cvar("sv_maxspeed");
383 // Jetpack navigation
385 if(self.navigation_jetpack_goal)
386 if(self.goalcurrent==self.navigation_jetpack_goal)
389 #ifdef DEBUG_BOT_GOALSTACK
391 te_wizspike(self.navigation_jetpack_point);
395 if not(self.aistatus & AI_STATUS_JETPACK_FLYING)
397 // Brake almost completely so it can get a good direction
398 if(vlen(self.velocity)>10)
400 self.aistatus |= AI_STATUS_JETPACK_FLYING;
403 makevectors(self.v_angle_y * '0 1 0');
404 dir = normalize(self.navigation_jetpack_point - self.origin);
407 if(self.aistatus & AI_STATUS_JETPACK_LANDING)
409 // Calculate brake distance in xy
413 dxy = self.origin - self.goalcurrent.origin; dxy_z = 0;
415 v = vlen(self.velocity - self.velocity_z * '0 0 1');
416 db = (pow(v,2) / (cvar("g_jetpack_acceleration_side") * 2)) + 100;
417 // dprint("distance ", ftos(ceil(d)), " velocity ", ftos(ceil(v)), " brake at ", ftos(ceil(db)), "\n");
418 if(d < db || d < 500)
421 if(fabs(self.velocity_x)>maxspeed*0.3)
423 self.movement_x = dir * v_forward * -maxspeed;
426 // Switch to normal mode
427 self.navigation_jetpack_goal = world;
428 self.aistatus &~= AI_STATUS_JETPACK_LANDING;
429 self.aistatus &~= AI_STATUS_JETPACK_FLYING;
433 else if(checkpvs(self.origin,self.goalcurrent))
435 // If I can see the goal switch to landing code
436 self.aistatus &~= AI_STATUS_JETPACK_FLYING;
437 self.aistatus |= AI_STATUS_JETPACK_LANDING;
442 self.BUTTON_GRABBER = TRUE;
443 if(self.navigation_jetpack_point_z - PL_MAX_z + PL_MIN_z < self.origin_z)
445 self.movement_x = dir * v_forward * maxspeed;
446 self.movement_y = dir * v_right * maxspeed;
451 // Handling of jump pads
452 if(self.jumppadcount)
454 if(self.flags & FL_ONGROUND)
456 self.jumppadcount = FALSE;
457 if(self.aistatus & AI_STATUS_OUT_JUMPPAD)
458 self.aistatus &~= AI_STATUS_OUT_JUMPPAD;
461 // If got stuck on the jump pad try to reach the farther visible item
462 if(self.aistatus & AI_STATUS_OUT_JUMPPAD)
464 if(fabs(self.velocity_z)<50)
466 local entity head, newgoal;
467 local float distance, bestdistance;
469 for (head = findchainfloat(bot_pickup, TRUE); head; head = head.chain)
471 if(head.classname=="worldspawn")
474 distance = vlen(head.origin - self.origin);
478 traceline(self.origin + self.view_ofs , head.origin, TRUE, world);
483 if(distance>bestdistance)
486 bestdistance = distance;
492 self.ignoregoal = self.goalcurrent;
493 self.ignoregoaltime = time + cvar("bot_ai_ignoregoal_timeout");
494 navigation_clearroute();
495 navigation_routetogoal(newgoal, self.origin);
496 self.aistatus &~= AI_STATUS_OUT_JUMPPAD;
504 if(self.velocity_z>0)
506 local float threshold;
507 threshold = maxspeed * 0.2;
508 if(fabs(self.velocity_x) < threshold && fabs(self.velocity_y) < threshold)
509 self.aistatus |= AI_STATUS_OUT_JUMPPAD;
515 // If there is a trigger_hurt right below try to use the jetpack or make a rocketjump
517 if not(self.flags & FL_ONGROUND)
519 tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 -65536', MOVE_NOMONSTERS, self);
520 if(tracebox_hits_trigger_hurt(self.origin, self.mins, self.maxs, trace_endpos ))
521 if(self.items & IT_JETPACK)
523 tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 65536', MOVE_NOMONSTERS, self);
524 if(tracebox_hits_trigger_hurt(self.origin, self.mins, self.maxs, trace_endpos + '0 0 1' ))
526 if(self.velocity_z<0)
528 self.BUTTON_GRABBER = TRUE;
532 self.BUTTON_GRABBER = TRUE;
534 // If there is no goal try to move forward
536 if(self.goalcurrent==world)
539 dir = normalize(self.goalcurrent.origin - self.origin);
541 local vector xyvelocity = self.velocity; xyvelocity_z = 0;
542 local float xyspeed = xyvelocity * dir;
544 if(xyspeed < (maxspeed / 2))
546 makevectors(self.v_angle_y * '0 1 0');
547 tracebox(self.origin, self.mins, self.maxs, self.origin + (dir * maxspeed * 3), MOVE_NOMONSTERS, self);
548 if(trace_fraction==1)
550 self.movement_x = dir * v_forward * maxspeed;
551 self.movement_y = dir * v_right * maxspeed;
553 havocbot_keyboard_movement(self.origin + dir * 100);
557 self.havocbot_blockhead = TRUE;
563 // If there is no goal try to move forward
564 if(self.goalcurrent==world)
565 self.movement_x = maxspeed;
569 // If we are under water with no goals, swim up
571 if(self.goalcurrent==world)
574 if(self.waterlevel>WATERLEVEL_SWIMMING)
576 else if(self.velocity_z >= 0 && !(self.waterlevel == WATERLEVEL_WETFEET && self.watertype == CONTENT_WATER))
577 self.BUTTON_JUMP = TRUE;
579 self.BUTTON_JUMP = FALSE;
580 makevectors(self.v_angle_y * '0 1 0');
581 self.movement_x = dir * v_forward * maxspeed;
582 self.movement_y = dir * v_right * maxspeed;
583 self.movement_z = dir * v_up * maxspeed;
586 // if there is nowhere to go, exit
587 if (self.goalcurrent == world)
590 if (self.goalcurrent)
591 navigation_poptouchedgoals();
593 // if ran out of goals try to use an alternative goal or get a new strategy asap
594 if(self.goalcurrent == world)
596 self.bot_strategytime = 0;
600 #ifdef DEBUG_BOT_GOALSTACK
604 m1 = self.goalcurrent.origin + self.goalcurrent.mins;
605 m2 = self.goalcurrent.origin + self.goalcurrent.maxs;
606 destorg = self.origin;
607 destorg_x = bound(m1_x, destorg_x, m2_x);
608 destorg_y = bound(m1_y, destorg_y, m2_y);
609 destorg_z = bound(m1_z, destorg_z, m2_z);
610 diff = destorg - self.origin;
612 dir = normalize(diff);
613 flatdir = diff;flatdir_z = 0;
614 flatdir = normalize(flatdir);
616 //if (self.bot_dodgevector_time < time)
618 // self.bot_dodgevector_time = time + cvar("bot_ai_dodgeupdateinterval");
619 // self.bot_dodgevector_jumpbutton = 1;
620 evadeobstacle = '0 0 0';
625 if(self.waterlevel>WATERLEVEL_SWIMMING)
628 self.aistatus |= AI_STATUS_OUT_WATER;
632 if(self.velocity_z >= 0 && !(self.watertype == CONTENT_WATER && self.goalcurrent.origin_z < self.origin_z) &&
633 ( !(self.waterlevel == WATERLEVEL_WETFEET && self.watertype == CONTENT_WATER) || self.aistatus & AI_STATUS_OUT_WATER))
634 self.BUTTON_JUMP = TRUE;
636 self.BUTTON_JUMP = FALSE;
638 dir = normalize(flatdir);
639 makevectors(self.v_angle_y * '0 1 0');
643 if(self.aistatus & AI_STATUS_OUT_WATER)
644 self.aistatus &~= AI_STATUS_OUT_WATER;
646 // jump if going toward an obstacle that doesn't look like stairs we
647 // can walk up directly
648 tracebox(self.origin, self.mins, self.maxs, self.origin + self.velocity * 0.2, FALSE, self);
649 if (trace_fraction < 1)
650 if (trace_plane_normal_z < 0.7)
653 tracebox(self.origin + '0 0 16', self.mins, self.maxs, self.origin + self.velocity * 0.2 + '0 0 16', FALSE, self);
654 if (trace_fraction < s + 0.01)
655 if (trace_plane_normal_z < 0.7)
658 tracebox(self.origin + '0 0 48', self.mins, self.maxs, self.origin + self.velocity * 0.2 + '0 0 48', FALSE, self);
659 if (trace_fraction > s)
660 self.BUTTON_JUMP = 1;
664 // avoiding dangers and obstacles
665 local vector dst_ahead, dst_down;
666 makevectors(self.v_angle_y * '0 1 0');
667 dst_ahead = self.origin + self.view_ofs + (self.velocity * 0.4) + (v_forward * 32 * 3);
668 dst_down = dst_ahead + '0 0 -1500';
671 traceline(self.origin + self.view_ofs , dst_ahead, TRUE, world);
673 // Check head-banging against walls
674 if(vlen(self.origin + self.view_ofs - trace_endpos) < 25 && !(self.aistatus & AI_STATUS_OUT_WATER))
676 self.BUTTON_JUMP = TRUE;
677 if(self.facingwalltime && time > self.facingwalltime)
679 self.ignoregoal = self.goalcurrent;
680 self.ignoregoaltime = time + cvar("bot_ai_ignoregoal_timeout");
681 self.bot_strategytime = 0;
686 self.facingwalltime = time + 0.05;
691 self.facingwalltime = 0;
693 if(self.ignoregoal != world && time > self.ignoregoaltime)
695 self.ignoregoal = world;
696 self.ignoregoaltime = 0;
700 // Check for water/slime/lava and dangerous edges
701 // (only when the bot is on the ground or jumping intentionally)
702 self.aistatus &~= AI_STATUS_DANGER_AHEAD;
704 if(trace_fraction == 1)
705 if(self.flags & FL_ONGROUND || self.aistatus & AI_STATUS_RUNNING || self.BUTTON_JUMP == TRUE)
708 traceline(dst_ahead , dst_down, TRUE, world);
709 // te_lightning2(world, self.origin, dst_ahead); // Draw "ahead" look
710 // te_lightning2(world, dst_ahead, dst_down); // Draw "downwards" look
711 if(trace_endpos_z < self.origin_z + self.mins_z)
713 s = pointcontents(trace_endpos + '0 0 1');
714 if (s != CONTENT_SOLID)
715 if (s == CONTENT_LAVA || s == CONTENT_SLIME)
716 evadelava = normalize(self.velocity) * -1;
717 else if (s == CONTENT_SKY)
718 evadeobstacle = normalize(self.velocity) * -1;
719 else if (!boxesoverlap(dst_ahead - self.view_ofs + self.mins, dst_ahead - self.view_ofs + self.maxs,
720 self.goalcurrent.absmin, self.goalcurrent.absmax))
722 // if ain't a safe goal with "holes" (like the jumpad on soylent)
723 // and there is a trigger_hurt below
724 if(tracebox_hits_trigger_hurt(dst_ahead, self.mins, self.maxs, trace_endpos))
726 // Remove dangerous dynamic goals from stack
727 if (self.goalcurrent.classname == "player" || self.goalcurrent.classname == "droppedweapon")
728 navigation_poproute();
731 evadeobstacle = normalize(self.velocity) * -1;
740 makevectors(self.v_angle_y * '0 1 0');
742 if(evadeobstacle!='0 0 0'||evadelava!='0 0 0')
743 self.aistatus |= AI_STATUS_DANGER_AHEAD;
746 dodge = havocbot_dodge();
747 dodge = dodge * bound(0,0.5+(skill+self.bot_dodgeskill)*0.1,1);
748 evadelava = evadelava * bound(1,3-(skill+self.bot_dodgeskill),3); //Noobs fear lava a lot and take more distance from it
749 traceline(self.origin, self.enemy.origin, TRUE, world);
750 if(trace_ent.classname == "player")
751 dir = dir * bound(0,(skill+self.bot_dodgeskill)/7,1);
753 dir = normalize(dir + dodge + evadeobstacle + evadelava);
754 // self.bot_dodgevector = dir;
755 // self.bot_dodgevector_jumpbutton = self.BUTTON_JUMP;
758 if(time < self.ladder_time)
760 if(self.goalcurrent.origin_z + self.goalcurrent.mins_z > self.origin_z + self.mins_z)
762 if(self.origin_z + self.mins_z < self.ladder_entity.origin_z + self.ladder_entity.maxs_z)
767 if(self.origin_z + self.mins_z > self.ladder_entity.origin_z + self.ladder_entity.mins_z)
772 //dir = self.bot_dodgevector;
773 //if (self.bot_dodgevector_jumpbutton)
774 // self.BUTTON_JUMP = 1;
775 self.movement_x = dir * v_forward * maxspeed;
776 self.movement_y = dir * v_right * maxspeed;
777 self.movement_z = dir * v_up * maxspeed;
779 // Emulate keyboard interface
781 havocbot_keyboard_movement(destorg);
784 // if(self.aistatus & AI_STATUS_ROAMING)
786 if(skill+self.bot_moveskill >= cvar("bot_ai_bunnyhop_skilloffset"))
787 havocbot_bunnyhop(dir);
789 if ((dir * v_up) >= cvar("sv_jumpvelocity")*0.5 && (self.flags & FL_ONGROUND)) self.BUTTON_JUMP=1;
790 if (((dodge * v_up) > 0) && random()*frametime >= 0.2*bound(0,(10-skill-self.bot_dodgeskill)*0.1,1)) self.BUTTON_JUMP=TRUE;
791 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);
794 void havocbot_chooseenemy()
796 local entity head, best, head2;
797 local float rating, bestrating, i, f;
799 if (cvar("bot_nofire") || IS_INDEPENDENT_PLAYER(self))
806 if (!bot_shouldattack(self.enemy))
808 // enemy died or something, find a new target
810 self.havocbot_chooseenemy_finished = time;
812 else if (self.havocbot_stickenemy)
814 // tracking last chosen enemy
815 // if enemy is visible
816 // and not really really far away
817 // and we're not severely injured
818 // then keep tracking for a half second into the future
819 traceline(self.origin+self.view_ofs, self.enemy.origin+self.enemy.view_ofs*0.5,FALSE,world);
820 if (trace_ent == self.enemy || trace_fraction == 1)
821 if (vlen(self.enemy.origin - self.origin) < 1000)
822 if (self.health > 30)
824 // remain tracking him for a shot while (case he went after a small corner or pilar
825 self.havocbot_chooseenemy_finished = time + cvar("bot_ai_enemydetectioninterval");
828 // enemy isn't visible, or is far away, or we're injured severely
829 // so stop preferring this enemy
830 // (it will still take a half second until a new one is chosen)
831 self.havocbot_stickenemy = 0;
834 if (time < self.havocbot_chooseenemy_finished)
836 self.havocbot_chooseenemy_finished = time + cvar("bot_ai_enemydetectioninterval");
837 eye = self.origin + self.view_ofs;
839 bestrating = 100000000;
840 head = head2 = findchainfloat(bot_attack, TRUE);
842 // Search for enemies, if no enemy can be seen directly try to look through transparent objects
847 v = (head.absmin + head.absmax) * 0.5;
848 rating = vlen(v - eye);
849 if (rating<cvar("bot_ai_enemydetectionradius"))
850 if (bestrating > rating)
851 if (bot_shouldattack(head))
853 traceline(eye, v, TRUE, self);
854 if (trace_ent == head || trace_fraction >= 1)
863 // I want to do a second scan if no enemy was found or I don't have weapons
864 // TODO: Perform the scan when using the rifle (requires changes on the rifle code)
865 if(best || self.weapons)
870 // Set flags to see through transparent objects
871 f = self.dphitcontentsmask;
872 self.dphitcontentsmask = DPCONTENTS_OPAQUE;
878 // Restore hit flags if needed
880 self.dphitcontentsmask = f;
883 self.havocbot_stickenemy = TRUE;
886 void havocbot_chooseweapon()
892 // TODO: clean this up by moving it to weapon code
893 if(self.enemy==world)
895 // If no weapon was chosen get the first available weapon
897 for(i=WEP_GRABBER + 1; i < WEP_COUNT ; ++i)
899 if(client_hasweapon(self, i, TRUE, FALSE))
901 self.switchweapon = i;
908 // Do not change weapon during the next second after a combo
909 i = time - self.lastcombotime;
914 local float grabbergun ; grabbergun =-1000;
915 local float bestscore; bestscore = 0;
916 local float bestweapon; bestweapon=self.switchweapon;
917 local float distance; distance=bound(10,vlen(self.origin-self.enemy.origin)-200,10000);
918 local float maxdelaytime=0.5;
919 local float spreadpenalty=10;
921 // Should it do a weapon combo?
922 local float af, ct, combo_time, combo;
924 af = ATTACK_FINISHED(self);
925 ct = cvar("bot_ai_weapon_combo_threshold");
927 // Bots with no skill will be 4 times more slower than "godlike" bots when doing weapon combos
928 // Ideally this 4 should be calculated as longest_weapon_refire / bot_ai_weapon_combo_threshold
929 combo_time = time + ct + (ct * ((-0.3*(skill+self.bot_weaponskill))+3));
933 if(cvar("bot_ai_weapon_combo"))
934 if(self.weapon == self.lastfiredweapon)
938 self.lastcombotime = time;
941 distance *= pow(2, self.bot_rangepreference);
943 // Custom weapon list based on distance to the enemy
944 if(bot_custom_weapon){
946 // Choose weapons for far distance
947 if ( distance > bot_distance_far ) {
948 for(i=0; i < WEP_COUNT && bot_weapons_far[i] != -1 ; ++i){
949 w = bot_weapons_far[i];
950 if ( client_hasweapon(self, w, TRUE, FALSE) ){
951 if ( self.weapon == w && combo)
953 self.switchweapon = w;
959 // Choose weapons for mid distance
960 if ( distance > bot_distance_close) {
961 for(i=0; i < WEP_COUNT && bot_weapons_mid[i] != -1 ; ++i){
962 w = bot_weapons_mid[i];
963 if ( client_hasweapon(self, w, TRUE, FALSE) ){
964 if ( self.weapon == w && combo)
966 self.switchweapon = w;
972 // Choose weapons for close distance
973 for(i=0; i < WEP_COUNT && bot_weapons_close[i] != -1 ; ++i){
974 w = bot_weapons_close[i];
975 if ( client_hasweapon(self, w, TRUE, FALSE) ){
976 if ( self.weapon == w && combo)
978 self.switchweapon = w;
985 // TODO: This disabled code is not working well and got replaced by custom weapon priorities.
986 // However, this logic should be refactored and moved to weapons code so each new weapon can be
987 // evaluated dynamically by bots without updating the "ai" or config files. --mand1nga
988 float s, distancefromfloor, currentscore;
992 // (Damage/Sec * Weapon spefic change to get that damage)
993 // *(Time to get to target * weapon specfic hitchange bonus) / (in a time of maxdelaytime)
994 // *(Spread change of hit) // if it applies
995 // *(Penality for target beeing in air)
998 traceline(self.enemy.origin,self.enemy.origin-'0 0 1000',TRUE,world);
999 distancefromfloor = self.enemy.origin_z - trace_endpos_z;
1001 if (client_hasweapon(self, WEP_GRABBER, TRUE, FALSE) )
1002 grabbergun = (cvar("g_balance_grabber_primary_animtime")/cvar("g_balance_grabber_primary_refire")*1.0);
1004 dprint("Floor distance: ",ftos(distancefromfloor),"\n");
1005 dprint("Grabber: " , ftos(grabbergun ), "\n");
1008 w = WEP_GRABBER ;s = grabbergun;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
1010 // switch if the best weapon would provide a significant damage increase
1011 if (bestscore > currentscore*1.5){
1012 self.switchweapon = bestweapon;
1019 local vector selfvel, enemyvel;
1020 // if(self.flags & FL_INWATER)
1022 if (time < self.nextaim)
1024 self.nextaim = time + 0.1;
1025 selfvel = self.velocity;
1026 if (!self.waterlevel)
1030 enemyvel = self.enemy.velocity;
1031 if (!self.enemy.waterlevel)
1033 lag_additem(time + self.ping, 0, 0, self.enemy, self.origin, selfvel, self.enemy.origin, enemyvel);
1036 lag_additem(time + self.ping, 0, 0, world, self.origin, selfvel, self.goalcurrent.origin, '0 0 0');
1039 float havocbot_moveto_refresh_route()
1041 // Refresh path to goal if necessary
1043 wp = self.havocbot_personal_waypoint;
1044 navigation_goalrating_start();
1045 navigation_routerating(wp, 10000, 10000);
1046 navigation_goalrating_end();
1047 return self.navigation_hasgoals;
1050 float havocbot_moveto(vector pos)
1054 if(self.aistatus & AI_STATUS_WAYPOINT_PERSONAL_GOING)
1056 // Step 4: Move to waypoint
1057 if(self.havocbot_personal_waypoint==world)
1059 dprint("Error: ", self.netname, " trying to walk to a non existent personal waypoint\n");
1060 self.aistatus &~= AI_STATUS_WAYPOINT_PERSONAL_GOING;
1061 return CMD_STATUS_ERROR;
1064 if (!bot_strategytoken_taken)
1065 if(self.havocbot_personal_waypoint_searchtime<time)
1067 bot_strategytoken_taken = TRUE;
1068 if(havocbot_moveto_refresh_route())
1070 dprint(self.netname, " walking to its personal waypoint (after ", ftos(self.havocbot_personal_waypoint_failcounter), " failed attempts)\n");
1071 self.havocbot_personal_waypoint_searchtime = time + 10;
1072 self.havocbot_personal_waypoint_failcounter = 0;
1076 self.havocbot_personal_waypoint_failcounter += 1;
1077 self.havocbot_personal_waypoint_searchtime = time + 2;
1078 if(self.havocbot_personal_waypoint_failcounter >= 30)
1080 dprint("Warning: can't walk to the personal waypoint located at ", vtos(self.havocbot_personal_waypoint.origin),"\n");
1081 self.aistatus &~= AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1082 remove(self.havocbot_personal_waypoint);
1083 return CMD_STATUS_ERROR;
1086 dprint(self.netname, " can't walk to its personal waypoint (after ", ftos(self.havocbot_personal_waypoint_failcounter), " failed attempts), trying later\n");
1090 #ifdef DEBUG_BOT_GOALSTACK
1095 local vector dir = self.goalcurrent.origin - (self.origin + self.view_ofs);
1097 bot_aimdir(dir, -1);
1100 havocbot_movetogoal();
1102 if(self.aistatus & AI_STATUS_WAYPOINT_PERSONAL_REACHED)
1104 // Step 5: Waypoint reached
1105 dprint(self.netname, "'s personal waypoint reached\n");
1106 remove(self.havocbot_personal_waypoint);
1107 self.aistatus &~= AI_STATUS_WAYPOINT_PERSONAL_REACHED;
1108 return CMD_STATUS_FINISHED;
1111 return CMD_STATUS_EXECUTING;
1114 // Step 2: Linking waypoint
1115 if(self.aistatus & AI_STATUS_WAYPOINT_PERSONAL_LINKING)
1117 // Wait until it is linked
1118 if(!self.havocbot_personal_waypoint.wplinked)
1120 dprint(self.netname, " waiting for personal waypoint to be linked\n");
1121 return CMD_STATUS_EXECUTING;
1124 self.havocbot_personal_waypoint_searchtime = time; // so we set the route next frame
1125 self.aistatus &~= AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1126 self.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_GOING;
1128 // Step 3: Route to waypoint
1129 dprint(self.netname, " walking to its personal waypoint\n");
1131 return CMD_STATUS_EXECUTING;
1134 // Step 1: Spawning waypoint
1135 wp = waypoint_spawnpersonal(pos);
1138 dprint("Error: Can't spawn personal waypoint at ",vtos(pos),"\n");
1139 return CMD_STATUS_ERROR;
1142 self.havocbot_personal_waypoint = wp;
1143 self.havocbot_personal_waypoint_failcounter = 0;
1144 self.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1146 // if pos is inside a teleport, then let's mark it as teleport waypoint
1148 for(head = world; (head = find(head, classname, "trigger_teleport")); )
1150 if(WarpZoneLib_BoxTouchesBrush(pos, pos, head, world))
1152 wp.wpflags |= WAYPOINTFLAG_TELEPORT;
1153 self.lastteleporttime = 0;
1158 if(wp.wpflags & WAYPOINTFLAG_TELEPORT)
1159 print("routing to a teleporter\n");
1161 print("routing to a non-teleporter\n");
1164 return CMD_STATUS_EXECUTING;
1167 float havocbot_resetgoal()
1169 navigation_clearroute();
1170 return CMD_STATUS_FINISHED;
1173 void havocbot_setupbot()
1175 self.bot_ai = havocbot_ai;
1176 self.cmd_moveto = havocbot_moveto;
1177 self.cmd_resetgoal = havocbot_resetgoal;
1179 havocbot_chooserole();
1182 vector havocbot_dodge()
1184 // LordHavoc: disabled because this is too expensive
1188 local vector dodge, v, n;
1189 local float danger, bestdanger, vl, d;
1192 // check for dangerous objects near bot or approaching bot
1193 head = findchainfloat(bot_dodge, TRUE);
1196 if (head.owner != self)
1198 vl = vlen(head.velocity);
1199 if (vl > sv_maxspeed * 0.3)
1201 n = normalize(head.velocity);
1202 v = self.origin - head.origin;
1204 if (d > (0 - head.bot_dodgerating))
1205 if (d < (vl * 0.2 + head.bot_dodgerating))
1207 // calculate direction and distance from the flight path, by removing the forward axis
1208 v = v - (n * (v * n));
1209 danger = head.bot_dodgerating - vlen(v);
1210 if (bestdanger < danger)
1212 bestdanger = danger;
1213 // dodge to the side of the object
1214 dodge = normalize(v);
1220 danger = head.bot_dodgerating - vlen(head.origin - self.origin);
1221 if (bestdanger < danger)
1223 bestdanger = danger;
1224 dodge = normalize(self.origin - head.origin);