Merge branch 'Mario/machinegun_spread' into 'master'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / bot / default / havocbot / havocbot.qc
1 #include "havocbot.qh"
2
3 #include "roles.qh"
4
5 #include <server/defs.qh>
6 #include <server/miscfunctions.qh>
7 #include "../cvars.qh"
8
9 #include "../aim.qh"
10 #include "../bot.qh"
11 #include "../navigation.qh"
12 #include "../scripting.qh"
13 #include "../waypoints.qh"
14
15 #include <common/constants.qh>
16 #include <common/impulses/all.qh>
17 #include <common/net_linked.qh>
18 #include <common/physics/player.qh>
19 #include <common/state.qh>
20 #include <common/items/_mod.qh>
21 #include <common/wepent.qh>
22
23 #include <common/mapobjects/func/ladder.qh>
24 #include <common/mapobjects/teleporters.qh>
25 #include <common/mapobjects/trigger/jumppads.qh>
26
27 #include <lib/warpzone/common.qh>
28
29 void havocbot_ai(entity this)
30 {
31         if(this.draggedby)
32                 return;
33
34         this.bot_aimdir_executed = false;
35         // lock aim if teleported or passing through a warpzone
36         if (this.lastteleporttime && !this.jumppadcount)
37                 this.bot_aimdir_executed = true;
38
39         if(bot_execute_commands(this))
40                 return;
41
42         if (bot_strategytoken == this && !bot_strategytoken_taken)
43         {
44                 if(this.havocbot_blockhead)
45                 {
46                         this.havocbot_blockhead = false;
47                 }
48                 else
49                 {
50                         if (!this.jumppadcount && !STAT(FROZEN, this))
51                                 this.havocbot_role(this); // little too far down the rabbit hole
52                 }
53
54                 // if we don't have a goal and we're under water look for a waypoint near the "shore" and push it
55                 if(!(IS_DEAD(this) || STAT(FROZEN, this)))
56                 if(!this.goalcurrent)
57                 if(this.waterlevel == WATERLEVEL_SWIMMING || (this.aistatus & AI_STATUS_OUT_WATER))
58                 {
59                         // Look for the closest waypoint out of water
60                         entity newgoal = NULL;
61                         IL_EACH(g_waypoints, vdist(it.origin - this.origin, <=, 10000),
62                         {
63                                 if(it.origin.z < this.origin.z)
64                                         continue;
65
66                                 if(it.origin.z - this.origin.z - this.view_ofs.z > 100)
67                                         continue;
68
69                                 if (pointcontents(it.origin + it.maxs + '0 0 1') != CONTENT_EMPTY)
70                                         continue;
71
72                                 traceline(this.origin + this.view_ofs, ((it.absmin + it.absmax) * 0.5), true, this);
73
74                                 if(trace_fraction < 1)
75                                         continue;
76
77                                 if(!newgoal || vlen2(it.origin - this.origin) < vlen2(newgoal.origin - this.origin))
78                                         newgoal = it;
79                         });
80
81                         if(newgoal)
82                         {
83                         //      te_wizspike(newgoal.origin);
84                                 navigation_pushroute(this, newgoal);
85                         }
86                 }
87
88                 // token has been used this frame
89                 bot_strategytoken_taken = true;
90         }
91
92         if(IS_DEAD(this) || STAT(FROZEN, this))
93         {
94                 if (this.goalcurrent)
95                         navigation_clearroute(this);
96                 return;
97         }
98
99         havocbot_chooseenemy(this);
100
101         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
102         {
103                 .entity weaponentity = weaponentities[slot];
104                 if(this.(weaponentity).m_weapon != WEP_Null || slot == 0)
105                 if(this.(weaponentity).bot_chooseweapontime < time)
106                 {
107                         this.(weaponentity).bot_chooseweapontime = time + autocvar_bot_ai_chooseweaponinterval;
108                         havocbot_chooseweapon(this, weaponentity);
109                 }
110         }
111         havocbot_aim(this);
112         lag_update(this);
113
114         if (this.bot_aimtarg)
115         {
116                 this.aistatus |= AI_STATUS_ATTACKING;
117                 this.aistatus &= ~AI_STATUS_ROAMING;
118
119                 if(STAT(WEAPONS, this))
120                 {
121                         if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(this))
122                         {
123                                 PHYS_INPUT_BUTTON_ATCK(this) = false;
124                                 PHYS_INPUT_BUTTON_ATCK2(this) = false;
125                         }
126                         else
127                         {
128                                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
129                                 {
130                                         .entity weaponentity = weaponentities[slot];
131                                         Weapon w = this.(weaponentity).m_weapon;
132                                         if(w == WEP_Null && slot != 0)
133                                                 continue;
134                                         w.wr_aim(w, this, weaponentity);
135                                         if(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this)) // TODO: what if we didn't fire this weapon, but the previous?
136                                                 this.(weaponentity).lastfiredweapon = this.(weaponentity).m_weapon.m_id;
137                                 }
138                         }
139                 }
140                 else
141                 {
142                         if(IS_PLAYER(this.bot_aimtarg))
143                                 bot_aimdir(this, this.bot_aimtarg.origin + this.bot_aimtarg.view_ofs - this.origin - this.view_ofs, 0);
144                 }
145         }
146         else if (this.goalcurrent)
147         {
148                 this.aistatus |= AI_STATUS_ROAMING;
149                 this.aistatus &= ~AI_STATUS_ATTACKING;
150         }
151
152         havocbot_movetogoal(this);
153         if (!this.bot_aimdir_executed && this.goalcurrent)
154         {
155                 // Heading
156                 vector dir = get_closer_dest(this.goalcurrent, this.origin);
157                 dir -= this.origin + this.view_ofs;
158                 dir.z = 0;
159                 bot_aimdir(this, dir, 0);
160         }
161
162         // if the bot is not attacking, consider reloading weapons
163         if (!(this.aistatus & AI_STATUS_ATTACKING))
164         {
165                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
166                 {
167                         .entity weaponentity = weaponentities[slot];
168
169                         if(this.(weaponentity).m_weapon == WEP_Null && slot != 0)
170                                 continue;
171
172                         // we are currently holding a weapon that's not fully loaded, reload it
173                         if(skill >= 2) // bots can only reload the held weapon on purpose past this skill
174                         if(this.(weaponentity).clip_load < this.(weaponentity).clip_size)
175                                 CS(this).impulse = IMP_weapon_reload.impulse; // not sure if this is done right
176
177                         // if we're not reloading a weapon, switch to any weapon in our invnetory that's not fully loaded to reload it next
178                         // the code above executes next frame, starting the reloading then
179                         if(skill >= 5) // bots can only look for unloaded weapons past this skill
180                         if(this.(weaponentity).clip_load >= 0) // only if we're not reloading a weapon already
181                         {
182                                 FOREACH(Weapons, it != WEP_Null, {
183                                         if((STAT(WEAPONS, this) & (it.m_wepset)) && (it.spawnflags & WEP_FLAG_RELOADABLE) && (this.(weaponentity).weapon_load[it.m_id] < it.reloading_ammo))
184                                         {
185                                                 this.(weaponentity).m_switchweapon = it;
186                                                 break;
187                                         }
188                                 });
189                         }
190                 }
191         }
192 }
193
194 void havocbot_keyboard_movement(entity this, vector destorg)
195 {
196         if(time <= this.havocbot_keyboardtime)
197                 return;
198
199         float sk = skill + this.bot_moveskill;
200         this.havocbot_keyboardtime =
201                 max(
202                         this.havocbot_keyboardtime
203                                 + 0.05 / max(1, sk + this.havocbot_keyboardskill)
204                                 + random() * 0.025 / max(0.00025, skill + this.havocbot_keyboardskill)
205                 , time);
206         vector keyboard = CS(this).movement / autocvar_sv_maxspeed;
207
208         float trigger = autocvar_bot_ai_keyboard_threshold;
209
210         // categorize forward movement
211         // at skill < 1.5 only forward
212         // at skill < 2.5 only individual directions
213         // at skill < 4.5 only individual directions, and forward diagonals
214         // at skill >= 4.5, all cases allowed
215         if (keyboard.x > trigger)
216         {
217                 keyboard.x = 1;
218                 if (sk < 2.5)
219                         keyboard.y = 0;
220         }
221         else if (keyboard.x < -trigger && sk > 1.5)
222         {
223                 keyboard.x = -1;
224                 if (sk < 4.5)
225                         keyboard.y = 0;
226         }
227         else
228         {
229                 keyboard.x = 0;
230                 if (sk < 1.5)
231                         keyboard.y = 0;
232         }
233         if (sk < 4.5)
234                 keyboard.z = 0;
235
236         if (keyboard.y > trigger)
237                 keyboard.y = 1;
238         else if (keyboard.y < -trigger)
239                 keyboard.y = -1;
240         else
241                 keyboard.y = 0;
242
243         if (keyboard.z > trigger)
244                 keyboard.z = 1;
245         else if (keyboard.z < -trigger)
246                 keyboard.z = -1;
247         else
248                 keyboard.z = 0;
249
250         // make sure bots don't get stuck if havocbot_keyboardtime is very high
251         if (keyboard == '0 0 0')
252                 this.havocbot_keyboardtime = min(this.havocbot_keyboardtime, time + 0.2);
253
254         this.havocbot_keyboard = keyboard * autocvar_sv_maxspeed;
255         if (this.havocbot_ducktime > time)
256                 PHYS_INPUT_BUTTON_CROUCH(this) = true;
257
258         keyboard = this.havocbot_keyboard;
259         float blend = bound(0, vlen(destorg - this.origin) / autocvar_bot_ai_keyboard_distance, 1); // When getting close move with 360 degree
260         //dprint("movement ", vtos(CS(this).movement), " keyboard ", vtos(keyboard), " blend ", ftos(blend), "\n");
261         CS(this).movement = CS(this).movement + (keyboard - CS(this).movement) * blend;
262 }
263
264 void havocbot_bunnyhop(entity this, vector dir)
265 {
266         // Don't jump when attacking
267         if(this.aistatus & AI_STATUS_ATTACKING)
268                 return;
269
270         if(IS_PLAYER(this.goalcurrent))
271                 return;
272
273         if((this.aistatus & AI_STATUS_RUNNING) && vdist(this.velocity, <, autocvar_sv_maxspeed * 0.75)
274                 || (this.aistatus & AI_STATUS_DANGER_AHEAD))
275         {
276                 this.aistatus &= ~AI_STATUS_RUNNING;
277                 PHYS_INPUT_BUTTON_JUMP(this) = false;
278                 this.bot_canruntogoal = 0;
279                 this.bot_timelastseengoal = 0;
280                 return;
281         }
282
283         if(this.waterlevel > WATERLEVEL_WETFEET)
284         {
285                 this.aistatus &= ~AI_STATUS_RUNNING;
286                 return;
287         }
288
289         if(this.bot_lastseengoal != this.goalcurrent && !(this.aistatus & AI_STATUS_RUNNING))
290         {
291                 this.bot_canruntogoal = 0;
292                 this.bot_timelastseengoal = 0;
293         }
294
295         vector gco = get_closer_dest(this.goalcurrent, this.origin);
296
297         // Run only to visible goals
298         if(IS_ONGROUND(this))
299         if(vdist(vec2(this.velocity), >=, autocvar_sv_maxspeed))
300         if(checkpvs(this.origin + this.view_ofs, this.goalcurrent))
301         {
302                 this.bot_lastseengoal = this.goalcurrent;
303
304                 // seen it before
305                 if(this.bot_timelastseengoal)
306                 {
307                         // for a period of time
308                         if(time - this.bot_timelastseengoal > autocvar_bot_ai_bunnyhop_firstjumpdelay)
309                         {
310                                 bool checkdistance = true;
311
312                                 // don't run if it is too close
313                                 if(this.bot_canruntogoal==0)
314                                 {
315                                         if(vdist(this.origin - gco, >, autocvar_bot_ai_bunnyhop_startdistance))
316                                                 this.bot_canruntogoal = 1;
317                                         else
318                                                 this.bot_canruntogoal = -1;
319                                 }
320
321                                 if(this.bot_canruntogoal != 1)
322                                         return;
323
324                                 if(this.aistatus & AI_STATUS_ROAMING)
325                                 if(this.goalcurrent.classname == "waypoint")
326                                 if(!(this.goalcurrent.wpflags & WAYPOINTFLAG_PERSONAL))
327                                 if(fabs(gco.z - this.origin.z) < this.maxs.z - this.mins.z)
328                                 if(this.goalstack01 && !wasfreed(this.goalstack01))
329                                 {
330                                         vector gno = (this.goalstack01.absmin + this.goalstack01.absmax) * 0.5;
331                                         vector deviation = vectoangles(gno - this.origin) - vectoangles(gco - this.origin);
332                                         while (deviation.y < -180) deviation.y = deviation.y + 360;
333                                         while (deviation.y > 180) deviation.y = deviation.y - 360;
334
335                                         if(fabs(deviation.y) < 20)
336                                         if(vlen2(this.origin - gco) < vlen2(this.origin - gno))
337                                         if(fabs(gno.z - gco.z) < this.maxs.z - this.mins.z)
338                                         {
339                                                 if(vdist(gco - gno, >, autocvar_bot_ai_bunnyhop_startdistance))
340                                                 if(checkpvs(this.origin + this.view_ofs, this.goalstack01))
341                                                 {
342                                                         checkdistance = false;
343                                                 }
344                                         }
345                                 }
346
347                                 if(checkdistance)
348                                 {
349                                         this.aistatus &= ~AI_STATUS_RUNNING;
350                                         // increase stop distance in case the goal is on a slope or a lower platform
351                                         if(vdist(this.origin - gco, >, autocvar_bot_ai_bunnyhop_stopdistance + (this.origin.z - gco.z)))
352                                                 PHYS_INPUT_BUTTON_JUMP(this) = true;
353                                 }
354                                 else
355                                 {
356                                         this.aistatus |= AI_STATUS_RUNNING;
357                                         PHYS_INPUT_BUTTON_JUMP(this) = true;
358                                 }
359                         }
360                 }
361                 else
362                 {
363                         this.bot_timelastseengoal = time;
364                 }
365         }
366         else
367         {
368                 this.bot_timelastseengoal = 0;
369         }
370 }
371
372 // return true when bot isn't getting closer to the current goal
373 bool havocbot_checkgoaldistance(entity this, vector gco)
374 {
375         float curr_dist_z = max(20, fabs(this.origin.z - gco.z));
376         float curr_dist_2d = max(20, vlen(vec2(this.origin - gco)));
377         float distance_time = this.goalcurrent_distance_time;
378         if(distance_time < 0)
379                 distance_time = -distance_time;
380         if(curr_dist_z >= this.goalcurrent_distance_z && curr_dist_2d >= this.goalcurrent_distance_2d)
381         {
382                 if(!distance_time)
383                         this.goalcurrent_distance_time = time;
384                 else if (time - distance_time > 0.5)
385                         return true;
386         }
387         else
388         {
389                 // reduce it a little bit so it works even with very small approaches to the goal
390                 this.goalcurrent_distance_z = max(20, curr_dist_z - 10);
391                 this.goalcurrent_distance_2d = max(20, curr_dist_2d - 10);
392                 this.goalcurrent_distance_time = 0;
393         }
394         return false;
395 }
396
397 entity havocbot_select_an_item_of_group(entity this, int gr)
398 {
399         entity selected = NULL;
400         float selected_dist2 = 0;
401         // select farthest item of this group from bot's position
402         IL_EACH(g_items, it.item_group == gr && it.solid,
403         {
404                 float dist2 = vlen2(this.origin - it.origin);
405                 if (dist2 < 600 ** 2 && dist2 > selected_dist2)
406                 {
407                         selected = it;
408                         selected_dist2 = vlen2(this.origin - selected.origin);
409                 }
410         });
411
412         if (!selected)
413                 return NULL;
414
415         set_tracewalk_dest(selected, this.origin, false);
416         if (!tracewalk(this, this.origin, STAT(PL_MIN, this), STAT(PL_MAX, this),
417                 tracewalk_dest, tracewalk_dest_height, bot_navigation_movemode))
418         {
419                 return NULL;
420         }
421
422         return selected;
423 }
424
425 void havocbot_movetogoal(entity this)
426 {
427         vector diff;
428         vector dir;
429         vector flatdir;
430         vector evadeobstacle;
431         vector evadelava;
432         float dodge_enemy_factor = 1;
433         float maxspeed;
434         //float dist;
435         vector dodge;
436         //if (this.goalentity)
437         //      te_lightning2(this, this.origin, (this.goalentity.absmin + this.goalentity.absmax) * 0.5);
438         CS(this).movement = '0 0 0';
439         maxspeed = autocvar_sv_maxspeed;
440
441         PHYS_INPUT_BUTTON_JETPACK(this) = false;
442         // Jetpack navigation
443         if(this.navigation_jetpack_goal)
444         if(this.goalcurrent==this.navigation_jetpack_goal)
445         if(GetResource(this, RES_FUEL))
446         {
447                 if(autocvar_bot_debug_goalstack)
448                 {
449                         debuggoalstack(this);
450                         te_wizspike(this.navigation_jetpack_point);
451                 }
452
453                 // Take off
454                 if (!(this.aistatus & AI_STATUS_JETPACK_FLYING))
455                 {
456                         // Brake almost completely so it can get a good direction
457                         if(vdist(this.velocity, >, 10))
458                                 return;
459                         this.aistatus |= AI_STATUS_JETPACK_FLYING;
460                 }
461
462                 makevectors(this.v_angle.y * '0 1 0');
463                 dir = normalize(this.navigation_jetpack_point - this.origin);
464
465                 // Landing
466                 if(this.aistatus & AI_STATUS_JETPACK_LANDING)
467                 {
468                         // Calculate brake distance in xy
469                         float d = vlen(vec2(this.origin - (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5));
470                         float vel2 = vlen2(vec2(this.velocity));
471                         float db = (vel2 / (autocvar_g_jetpack_acceleration_side * 2)) + 100;
472                         //LOG_INFOF("distance %d, velocity %d, brake at %d ", ceil(d), ceil(v), ceil(db));
473                         if(d < db || d < 500)
474                         {
475                                 // Brake
476                                 if (vel2 > (maxspeed * 0.3) ** 2)
477                                 {
478                                         CS(this).movement_x = dir * v_forward * -maxspeed;
479                                         return;
480                                 }
481                                 // Switch to normal mode
482                                 this.navigation_jetpack_goal = NULL;
483                                 this.aistatus &= ~AI_STATUS_JETPACK_LANDING;
484                                 this.aistatus &= ~AI_STATUS_JETPACK_FLYING;
485                                 return;
486                         }
487                 }
488                 else if(checkpvs(this.origin,this.goalcurrent))
489                 {
490                         // If I can see the goal switch to landing code
491                         this.aistatus &= ~AI_STATUS_JETPACK_FLYING;
492                         this.aistatus |= AI_STATUS_JETPACK_LANDING;
493                         return;
494                 }
495
496                 // Flying
497                 PHYS_INPUT_BUTTON_JETPACK(this) = true;
498                 if(this.navigation_jetpack_point.z - STAT(PL_MAX, this).z + STAT(PL_MIN, this).z < this.origin.z)
499                 {
500                         CS(this).movement_x = dir * v_forward * maxspeed;
501                         CS(this).movement_y = dir * v_right * maxspeed;
502                 }
503                 return;
504         }
505
506         // Handling of jump pads
507         if(this.jumppadcount)
508         {
509                 if(this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
510                 {
511                         this.aistatus |= AI_STATUS_OUT_JUMPPAD;
512                         if(navigation_poptouchedgoals(this))
513                                 return;
514                 }
515                 else if(this.aistatus & AI_STATUS_OUT_JUMPPAD)
516                 {
517                         // If got stuck on the jump pad try to reach the farthest visible waypoint
518                         // but with some randomness so it can try out different paths
519                         if(!this.goalcurrent)
520                         {
521                                 entity newgoal = NULL;
522                                 IL_EACH(g_waypoints, vdist(it.origin - this.origin, <=, 1000),
523                                 {
524                                         if(it.wpflags & WAYPOINTFLAG_TELEPORT)
525                                         if(it.origin.z < this.origin.z - 100 && vdist(vec2(it.origin - this.origin), <, 100))
526                                                 continue;
527
528                                         traceline(this.origin + this.view_ofs, ((it.absmin + it.absmax) * 0.5), true, this);
529
530                                         if(trace_fraction < 1)
531                                                 continue;
532
533                                         if(!newgoal || ((random() < 0.8) && vlen2(it.origin - this.origin) > vlen2(newgoal.origin - this.origin)))
534                                                 newgoal = it;
535                                 });
536
537                                 if(newgoal)
538                                 {
539                                         this.ignoregoal = this.goalcurrent;
540                                         this.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
541                                         navigation_clearroute(this);
542                                         navigation_routetogoal(this, newgoal, this.origin);
543                                         if(autocvar_bot_debug_goalstack)
544                                                 debuggoalstack(this);
545                                         this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
546                                 }
547                         }
548                         else //if (this.goalcurrent)
549                         {
550                                 if (this.goalcurrent.bot_pickup)
551                                 {
552                                         entity jumppad_wp = this.goalcurrent_prev;
553                                         navigation_poptouchedgoals(this);
554                                         if(!this.goalcurrent && jumppad_wp.wp00)
555                                         {
556                                                 // head to the jumppad destination once bot reaches the goal item
557                                                 navigation_pushroute(this, jumppad_wp.wp00);
558                                         }
559                                 }
560                                 vector gco = (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5;
561                                 if (this.origin.z > gco.z && vdist(vec2(this.velocity), <, autocvar_sv_maxspeed))
562                                 {
563                                         if (this.velocity.z < 0)
564                                                 this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
565                                 }
566                                 else if(havocbot_checkgoaldistance(this, gco))
567                                 {
568                                         navigation_clearroute(this);
569                                         navigation_goalrating_timeout_force(this);
570                                 }
571                                 else
572                                         return;
573                         }
574                 }
575                 else //if (!(this.aistatus & AI_STATUS_OUT_JUMPPAD))
576                 {
577                         if(this.velocity.z > 0 && this.origin.z - this.lastteleport_origin.z > (this.maxs.z - this.mins.z) * 0.5)
578                         {
579                                 vector velxy = this.velocity; velxy_z = 0;
580                                 if(vdist(velxy, <, autocvar_sv_maxspeed * 0.2))
581                                 {
582                                         LOG_TRACE("Warning: ", this.netname, " got stuck on a jumppad (velocity in xy is ", vtos(velxy), "), trying to get out of it now");
583                                         this.aistatus |= AI_STATUS_OUT_JUMPPAD;
584                                 }
585                                 return;
586                         }
587
588                         // Don't chase players while using a jump pad
589                         if(IS_PLAYER(this.goalcurrent) || IS_PLAYER(this.goalstack01))
590                                 return;
591                 }
592         }
593         else if(this.aistatus & AI_STATUS_OUT_JUMPPAD)
594                 this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
595
596         // If there is a trigger_hurt right below try to use the jetpack or make a rocketjump
597         if (skill > 6 && !(IS_ONGROUND(this)))
598         {
599                 #define ROCKETJUMP_DAMAGE() WEP_CVAR(devastator, damage) * 0.8 \
600                         * ((this.strength_finished > time) ? autocvar_g_balance_powerup_strength_selfdamage : 1) \
601                         * ((this.invincible_finished > time) ? autocvar_g_balance_powerup_invincible_takedamage : 1)
602
603                 tracebox(this.origin, this.mins, this.maxs, this.origin + '0 0 -65536', MOVE_NOMONSTERS, this);
604                 if(tracebox_hits_trigger_hurt(this.origin, this.mins, this.maxs, trace_endpos ))
605                 if(this.items & IT_JETPACK)
606                 {
607                         tracebox(this.origin, this.mins, this.maxs, this.origin + '0 0 65536', MOVE_NOMONSTERS, this);
608                         if(tracebox_hits_trigger_hurt(this.origin, this.mins, this.maxs, trace_endpos + '0 0 1' ))
609                         {
610                                 if(this.velocity.z<0)
611                                         PHYS_INPUT_BUTTON_JETPACK(this) = true;
612                         }
613                         else
614                                 PHYS_INPUT_BUTTON_JETPACK(this) = true;
615
616                         // If there is no goal try to move forward
617
618                         if(this.goalcurrent==NULL)
619                                 dir = v_forward;
620                         else
621                                 dir = normalize(( ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5 ) - this.origin);
622
623                         vector xyvelocity = this.velocity; xyvelocity_z = 0;
624                         float xyspeed = xyvelocity * dir;
625
626                         if(xyspeed < (maxspeed / 2))
627                         {
628                                 makevectors(this.v_angle.y * '0 1 0');
629                                 tracebox(this.origin, this.mins, this.maxs, this.origin + (dir * maxspeed * 3), MOVE_NOMONSTERS, this);
630                                 if(trace_fraction==1)
631                                 {
632                                         CS(this).movement_x = dir * v_forward * maxspeed;
633                                         CS(this).movement_y = dir * v_right * maxspeed;
634                                         if (skill < 10)
635                                                 havocbot_keyboard_movement(this, this.origin + dir * 100);
636                                 }
637                         }
638
639                         this.havocbot_blockhead = true;
640
641                         return;
642                 }
643                 else if(!this.jumppadcount && !this.goalcurrent.wphardwired
644                         && GetResource(this, RES_HEALTH) + GetResource(this, RES_ARMOR) > ROCKETJUMP_DAMAGE())
645                 {
646                         if(this.velocity.z < 0)
647                         {
648                                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
649                                 {
650                                         .entity weaponentity = weaponentities[slot];
651
652                                         if(this.(weaponentity).m_weapon == WEP_Null && slot != 0)
653                                                 continue;
654
655                                         if(client_hasweapon(this, WEP_DEVASTATOR, weaponentity, true, false))
656                                         {
657                                                 CS(this).movement_x = maxspeed;
658
659                                                 if(this.rocketjumptime)
660                                                 {
661                                                         if(time > this.rocketjumptime)
662                                                         {
663                                                                 PHYS_INPUT_BUTTON_ATCK2(this) = true;
664                                                                 this.rocketjumptime = 0;
665                                                         }
666                                                         return;
667                                                 }
668
669                                                 this.(weaponentity).m_switchweapon = WEP_DEVASTATOR;
670                                                 this.v_angle_x = 90;
671                                                 PHYS_INPUT_BUTTON_ATCK(this) = true;
672                                                 this.rocketjumptime = time + WEP_CVAR(devastator, detonatedelay);
673                                                 return;
674                                         }
675                                 }
676                         }
677                 }
678                 else
679                 {
680                         // If there is no goal try to move forward
681                         if(this.goalcurrent==NULL)
682                                 CS(this).movement_x = maxspeed;
683                 }
684         }
685
686         // If we are under water with no goals, swim up
687         if(this.waterlevel && !this.goalcurrent)
688         {
689                 dir = '0 0 0';
690                 if(this.waterlevel>WATERLEVEL_SWIMMING)
691                         dir.z = 1;
692                 else if(this.velocity.z >= 0 && !(this.waterlevel == WATERLEVEL_WETFEET && this.watertype == CONTENT_WATER))
693                         PHYS_INPUT_BUTTON_JUMP(this) = true;
694                 else
695                         PHYS_INPUT_BUTTON_JUMP(this) = false;
696                 makevectors(this.v_angle.y * '0 1 0');
697                 vector v = dir * maxspeed;
698                 CS(this).movement.x = v * v_forward;
699                 CS(this).movement.y = v * v_right;
700                 CS(this).movement.z = v * v_up;
701         }
702
703         // if there is nowhere to go, exit
704         if (this.goalcurrent == NULL)
705                 return;
706
707
708         bool locked_goal = false;
709         if((this.goalentity && wasfreed(this.goalentity))
710                 || (this.goalcurrent == this.goalentity && this.goalentity.tag_entity))
711         {
712                 navigation_clearroute(this);
713                 navigation_goalrating_timeout_force(this);
714                 return;
715         }
716         else if(this.goalentity.tag_entity)
717         {
718                 navigation_goalrating_timeout_expire(this, 2);
719         }
720         else if(this.goalentity.bot_pickup)
721         {
722                 if(this.goalentity.bot_pickup_respawning)
723                 {
724                         if(this.goalentity.solid) // item respawned
725                                 this.goalentity.bot_pickup_respawning = false;
726                         else if(time < this.goalentity.scheduledrespawntime - 10) // item already taken (by someone else)
727                         {
728                                 if(checkpvs(this.origin, this.goalentity))
729                                 {
730                                         this.goalentity.bot_pickup_respawning = false;
731                                         navigation_goalrating_timeout_expire(this, random());
732                                 }
733                                 locked_goal = true; // wait for item to respawn
734                         }
735                         else if(this.goalentity == this.goalcurrent)
736                                 locked_goal = true; // wait for item to respawn
737                 }
738                 else if(!this.goalentity.solid && !boxesoverlap(this.goalentity.absmin, this.goalentity.absmax, this.absmin, this.absmax))
739                 {
740                         if(checkpvs(this.origin, this.goalentity))
741                         {
742                                 navigation_goalrating_timeout_expire(this, random());
743                         }
744                 }
745         }
746         if (this.goalcurrent == this.goalentity && this.goalentity_lock_timeout > time)
747                 locked_goal = true;
748
749         if (navigation_shortenpath(this))
750         {
751                 if (vdist(this.origin - this.goalcurrent_prev.origin, <, 50)
752                         && navigation_goalrating_timeout_can_be_anticipated(this))
753                 {
754                         navigation_goalrating_timeout_force(this);
755                 }
756         }
757
758         bool goalcurrent_can_be_removed = false;
759         if (IS_PLAYER(this.goalcurrent) || IS_MONSTER(this.goalcurrent))
760         {
761                 bool freeze_state_changed = (boolean(STAT(FROZEN, this.goalentity)) != this.goalentity_shouldbefrozen);
762                 if (IS_DEAD(this.goalcurrent) || (this.goalentity == this.goalcurrent && freeze_state_changed))
763                 {
764                         goalcurrent_can_be_removed = true;
765                         // don't remove if not visible
766                         if (checkpvs(this.origin + this.view_ofs, this.goalcurrent))
767                         {
768                                 if (IS_DEAD(this.goalcurrent))
769                                 {
770                                         IL_EACH(g_items, it.enemy == this.goalcurrent && Item_IsLoot(it),
771                                         {
772                                                 if (vdist(it.origin - this.goalcurrent.death_origin, <, 50))
773                                                 {
774                                                         navigation_clearroute(this);
775                                                         navigation_pushroute(this, it);
776                                                         // loot can't be immediately rated since it isn't on ground yet
777                                                         // it will be rated after a second when on ground, meanwhile head to it
778                                                         navigation_goalrating_timeout_expire(this, 1);
779                                                         return;
780                                                 }
781                                         });
782                                 }
783                                 if (!Item_IsLoot(this.goalcurrent))
784                                 {
785                                         navigation_goalrating_timeout_force(this);
786                                         return;
787                                 }
788                         }
789                 }
790                 else if (!(STAT(FROZEN, this.goalentity)) && this.bot_tracewalk_time < time)
791                 {
792                         set_tracewalk_dest(this.goalcurrent, this.origin, true);
793                         if (!(trace_ent == this || tracewalk(this, this.origin, this.mins, this.maxs,
794                                 tracewalk_dest, tracewalk_dest_height, bot_navigation_movemode)))
795                         {
796                                 navigation_goalrating_timeout_force(this);
797                                 return;
798                         }
799                         this.bot_tracewalk_time = max(time, this.bot_tracewalk_time) + 0.25;
800                 }
801         }
802
803         if(!locked_goal)
804         {
805                 // optimize path finding by anticipating goalrating when bot is near a waypoint;
806                 // in this case path finding can start directly from a waypoint instead of
807                 // looking for all the reachable waypoints up to a certain distance
808                 if (navigation_poptouchedgoals(this))
809                 {
810                         if (this.goalcurrent)
811                         {
812                                 if (goalcurrent_can_be_removed)
813                                 {
814                                         // remove even if not visible
815                                         navigation_goalrating_timeout_force(this);
816                                         return;
817                                 }
818                                 else if (navigation_goalrating_timeout_can_be_anticipated(this))
819                                         navigation_goalrating_timeout_force(this);
820                         }
821                         else
822                         {
823                                 entity old_goal = this.goalcurrent_prev;
824                                 if (old_goal.item_group && this.item_group != old_goal.item_group)
825                                 {
826                                         // Avoid multiple costly calls of path finding code that selects one of the closest
827                                         // item of the group by telling the bot to head directly to the farthest item.
828                                         // Next time we let the bot select a goal as usual which can be another item
829                                         // of this group (the closest one) and so on
830                                         this.item_group = old_goal.item_group;
831                                         entity new_goal = havocbot_select_an_item_of_group(this, old_goal.item_group);
832                                         if (new_goal)
833                                                 navigation_pushroute(this, new_goal);
834                                 }
835                         }
836                 }
837         }
838
839         // if ran out of goals try to use an alternative goal or get a new strategy asap
840         if(this.goalcurrent == NULL)
841         {
842                 navigation_goalrating_timeout_force(this);
843                 return;
844         }
845
846
847         if(autocvar_bot_debug_goalstack)
848                 debuggoalstack(this);
849
850         bool bunnyhop_forbidden = false;
851         vector destorg = get_closer_dest(this.goalcurrent, this.origin);
852         if (this.jumppadcount && this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
853         {
854                 // if bot used the jumppad, push towards jumppad origin until jumppad waypoint gets removed
855                 destorg = this.goalcurrent.origin;
856         }
857         else if (this.goalcurrent.wpisbox)
858         {
859                 // if bot is inside the teleport waypoint, head to teleport origin until teleport gets used
860                 // do it even if bot is on a ledge above a teleport/jumppad so it doesn't get stuck
861                 if (boxesoverlap(this.goalcurrent.absmin, this.goalcurrent.absmax, this.origin + eZ * this.mins.z, this.origin + eZ * this.maxs.z)
862                         || (this.absmin.z > destorg.z && destorg.x == this.origin.x && destorg.y == this.origin.y))
863                 {
864                         bunnyhop_forbidden = true;
865                         destorg = this.goalcurrent.origin;
866                         if(destorg.z > this.origin.z)
867                                 PHYS_INPUT_BUTTON_JUMP(this) = true;
868                 }
869         }
870
871         diff = destorg - this.origin;
872
873         if (time < this.bot_stop_moving_timeout
874                 || (this.goalcurrent == this.goalentity && time < this.goalentity_lock_timeout && vdist(diff, <, 10)))
875         {
876                 // stop if the locked goal has been reached
877                 destorg = this.origin;
878                 diff = dir = '0 0 0';
879         }
880         else if (IS_PLAYER(this.goalcurrent) || IS_MONSTER(this.goalcurrent))
881         {
882                 if (vdist(diff, <, 80))
883                 {
884                         // stop if too close to target player (even if frozen)
885                         destorg = this.origin;
886                         diff = dir = '0 0 0';
887                 }
888                 else
889                 {
890                         // move destorg out of target players, otherwise bot will consider them
891                         // an obstacle that needs to be jumped (especially if frozen)
892                         dir = normalize(diff);
893                         destorg -= dir * PL_MAX_CONST.x * M_SQRT2;
894                         diff = destorg - this.origin;
895                 }
896         }
897         else
898                 dir = normalize(diff);
899         flatdir = (diff.z == 0) ? dir : normalize(vec2(diff));
900
901         //if (this.bot_dodgevector_time < time)
902         {
903                 //this.bot_dodgevector_time = time + cvar("bot_ai_dodgeupdateinterval");
904                 //this.bot_dodgevector_jumpbutton = 1;
905                 evadeobstacle = '0 0 0';
906                 evadelava = '0 0 0';
907
908                 this.aistatus &= ~AI_STATUS_DANGER_AHEAD;
909                 makevectors(this.v_angle.y * '0 1 0');
910                 if (this.waterlevel > WATERLEVEL_WETFEET)
911                 {
912                         if (this.waterlevel > WATERLEVEL_SWIMMING)
913                         {
914                                 if(!this.goalcurrent)
915                                         this.aistatus |= AI_STATUS_OUT_WATER;
916                                 else if(destorg.z > this.origin.z)
917                                         PHYS_INPUT_BUTTON_JUMP(this) = true;
918                         }
919                         else
920                         {
921                                 if(this.velocity.z >= 0 && !(this.watertype == CONTENT_WATER && destorg.z < this.origin.z) &&
922                                         (this.aistatus & AI_STATUS_OUT_WATER))
923                                 {
924                                         PHYS_INPUT_BUTTON_JUMP(this) = true;
925                                         dir = flatdir;
926                                 }
927                                 else
928                                 {
929                                         PHYS_INPUT_BUTTON_JUMP(this) = false;
930                                         if (destorg.z > this.origin.z)
931                                                 dir = flatdir;
932                                 }
933                         }
934                 }
935                 else
936                 {
937                         float s;
938                         vector offset;
939                         if(this.aistatus & AI_STATUS_OUT_WATER)
940                                 this.aistatus &= ~AI_STATUS_OUT_WATER;
941
942                         // jump if going toward an obstacle that doesn't look like stairs we
943                         // can walk up directly
944                         vector deviation = '0 0 0';
945                         float current_speed = vlen(vec2(this.velocity));
946                         if (current_speed < maxspeed * 0.2)
947                                 current_speed = maxspeed * 0.2;
948                         else
949                         {
950                                 deviation = vectoangles(diff) - vectoangles(this.velocity);
951                                 while (deviation.y < -180) deviation.y += 360;
952                                 while (deviation.y > 180) deviation.y -= 360;
953                         }
954                         float turning = false;
955                         vector flat_diff = vec2(diff);
956                         offset = max(32, current_speed * cos(deviation.y * DEG2RAD) * 0.3) * flatdir;
957                         vector actual_destorg = this.origin + offset;
958                         if (!this.goalstack01 || this.goalcurrent.wpflags & (WAYPOINTFLAG_TELEPORT | WAYPOINTFLAG_LADDER))
959                         {
960                                 if (vlen2(flat_diff) < vlen2(offset))
961                                 {
962                                         if (this.goalcurrent.wpflags & WAYPOINTFLAG_JUMP && this.goalstack01)
963                                         {
964                                                 // oblique warpzones need a jump otherwise bots gets stuck
965                                                 PHYS_INPUT_BUTTON_JUMP(this) = true;
966                                         }
967                                         else
968                                         {
969                                                 actual_destorg.x = destorg.x;
970                                                 actual_destorg.y = destorg.y;
971                                         }
972                                 }
973                         }
974                         else if (vdist(flat_diff, <, 32) && diff.z < -16) // destination is under the bot
975                         {
976                                 actual_destorg.x = destorg.x;
977                                 actual_destorg.y = destorg.y;
978                         }
979                         else if (vlen2(flat_diff) < vlen2(offset))
980                         {
981                                 vector next_goal_org = (this.goalstack01.absmin + this.goalstack01.absmax) * 0.5;
982                                 vector next_dir = normalize(vec2(next_goal_org - destorg));
983                                 float dist = vlen(vec2(this.origin + offset - destorg));
984                                 // if current and next goal are close to each other make sure
985                                 // actual_destorg isn't set beyond next_goal_org
986                                 if (dist ** 2 > vlen2(vec2(next_goal_org - destorg)))
987                                         actual_destorg = next_goal_org;
988                                 else
989                                         actual_destorg = vec2(destorg) + dist * next_dir;
990                                 actual_destorg.z = this.origin.z;
991                                 turning = true;
992                         }
993
994                         LABEL(jump_check);
995                         dir = flatdir = normalize(actual_destorg - this.origin);
996
997                         if (turning || fabs(deviation.y) < 50) // don't even try to jump if deviation is too high
998                         {
999                                 tracebox(this.origin, this.mins, this.maxs, actual_destorg, false, this);
1000                                 if (trace_fraction < 1 && trace_plane_normal.z < 0.7)
1001                                 {
1002                                         s = trace_fraction;
1003                                         tracebox(this.origin + stepheightvec, this.mins, this.maxs, actual_destorg + stepheightvec, false, this);
1004                                         if (trace_fraction < s + 0.01 && trace_plane_normal.z < 0.7)
1005                                         {
1006                                                 // found an obstacle
1007                                                 if (turning && fabs(deviation.y) > 5)
1008                                                 {
1009                                                         // check if the obstacle is still there without turning
1010                                                         actual_destorg = destorg;
1011                                                         turning = false;
1012                                                         this.bot_tracewalk_time = time + 0.25;
1013                                                         goto jump_check;
1014                                                 }
1015                                                 s = trace_fraction;
1016                                                 // don't artificially reduce max jump height in real-time
1017                                                 // (jumpstepheightvec is reduced a bit to make the jumps easy in tracewalk)
1018                                                 vector jump_height = (IS_ONGROUND(this)) ? stepheightvec + jumpheight_vec : jumpstepheightvec;
1019                                                 tracebox(this.origin + jump_height, this.mins, this.maxs, actual_destorg + jump_height, false, this);
1020                                                 if (trace_fraction > s)
1021                                                         PHYS_INPUT_BUTTON_JUMP(this) = true;
1022                                                 else
1023                                                 {
1024                                                         jump_height = stepheightvec + jumpheight_vec / 2;
1025                                                         tracebox(this.origin + jump_height, this.mins, this.maxs, actual_destorg + jump_height, false, this);
1026                                                         if (trace_fraction > s)
1027                                                                 PHYS_INPUT_BUTTON_JUMP(this) = true;
1028                                                 }
1029                                         }
1030                                 }
1031                         }
1032
1033                         // if bot for some reason doesn't get close to the current goal find another one
1034                         if(!this.jumppadcount && !IS_PLAYER(this.goalcurrent))
1035                         if(!(locked_goal && this.goalcurrent_distance_z < 50 && this.goalcurrent_distance_2d < 50))
1036                         if(havocbot_checkgoaldistance(this, destorg))
1037                         {
1038                                 if(this.goalcurrent_distance_time < 0) // can't get close for the second time
1039                                 {
1040                                         navigation_clearroute(this);
1041                                         navigation_goalrating_timeout_force(this);
1042                                         return;
1043                                 }
1044
1045                                 set_tracewalk_dest(this.goalcurrent, this.origin, false);
1046                                 if (!tracewalk(this, this.origin, this.mins, this.maxs,
1047                                         tracewalk_dest, tracewalk_dest_height, bot_navigation_movemode))
1048                                 {
1049                                         navigation_clearroute(this);
1050                                         navigation_goalrating_timeout_force(this);
1051                                         return;
1052                                 }
1053
1054                                 // give bot only another chance to prevent bot getting stuck
1055                                 // in case it thinks it can walk but actually can't
1056                                 this.goalcurrent_distance_z = FLOAT_MAX;
1057                                 this.goalcurrent_distance_2d = FLOAT_MAX;
1058                                 this.goalcurrent_distance_time = -time; // mark second try
1059                         }
1060
1061                         // Check for water/slime/lava and dangerous edges
1062                         // (only when the bot is on the ground or jumping intentionally)
1063
1064                         if (skill + this.bot_moveskill <= 3 && time > this.bot_stop_moving_timeout
1065                                 && current_speed > maxspeed * 0.9 && fabs(deviation.y) > 70)
1066                         {
1067                                 this.bot_stop_moving_timeout = time + 0.4 + random() * 0.2;
1068                         }
1069
1070                         offset = (vdist(this.velocity, >, 32) ? this.velocity * 0.2 : flatdir * 32);
1071                         vector dst_ahead = this.origin + this.view_ofs + offset;
1072                         vector dst_down = dst_ahead - '0 0 3000';
1073                         traceline(this.origin + this.view_ofs, dst_ahead, true, NULL);
1074
1075                         bool unreachable = false;
1076                         s = CONTENT_SOLID;
1077                         if(trace_fraction == 1 && this.jumppadcount == 0 && !this.goalcurrent.wphardwired )
1078                         if((IS_ONGROUND(this)) || (this.aistatus & AI_STATUS_RUNNING) || (this.aistatus & AI_STATUS_ROAMING) || PHYS_INPUT_BUTTON_JUMP(this))
1079                         {
1080                                 // Look downwards
1081                                 traceline(dst_ahead , dst_down, true, NULL);
1082                                 //te_lightning2(NULL, this.origin + this.view_ofs, dst_ahead); // Draw "ahead" look
1083                                 //te_lightning2(NULL, dst_ahead, trace_endpos); // Draw "downwards" look
1084                                 if(trace_endpos.z < this.origin.z + this.mins.z)
1085                                 {
1086                                         s = pointcontents(trace_endpos + '0 0 1');
1087                                         if (s != CONTENT_SOLID)
1088                                         if (s == CONTENT_LAVA || s == CONTENT_SLIME)
1089                                                 evadelava = normalize(this.velocity) * -1;
1090                                         else if (s == CONTENT_SKY)
1091                                                 evadeobstacle = normalize(this.velocity) * -1;
1092                                         else if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos))
1093                                         {
1094                                                 // the traceline check isn't enough but is good as optimization,
1095                                                 // when not true (most of the time) this tracebox call is avoided
1096                                                 tracebox(dst_ahead, this.mins, this.maxs, dst_down, true, this);
1097                                                 if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos))
1098                                                 {
1099                                                         if (destorg.z > this.origin.z + jumpstepheightvec.z)
1100                                                         {
1101                                                                 // the goal is probably on an upper platform, assume bot can't get there
1102                                                                 unreachable = true;
1103                                                         }
1104                                                         else
1105                                                                 evadelava = normalize(this.velocity) * -1;
1106                                                 }
1107                                         }
1108                                 }
1109                         }
1110
1111                         dir = flatdir;
1112                         evadeobstacle.z = 0;
1113                         evadelava.z = 0;
1114                         makevectors(this.v_angle.y * '0 1 0');
1115
1116                         if(evadeobstacle || evadelava || (s == CONTENT_WATER))
1117                         {
1118                                 this.aistatus |= AI_STATUS_DANGER_AHEAD;
1119                                 if(IS_PLAYER(this.goalcurrent))
1120                                         unreachable = true;
1121                         }
1122
1123                         // slow down if bot is in the air and goal is under it
1124                         if (!this.goalcurrent.wphardwired
1125                                 && vdist(flat_diff, <, 250) && this.origin.z - destorg.z > 120
1126                                 && (!IS_ONGROUND(this) || vdist(vec2(this.velocity), >, maxspeed * 0.3)))
1127                         {
1128                                 // tracebox wouldn't work when bot is still on the ledge
1129                                 traceline(this.origin, this.origin - '0 0 200', true, this);
1130                                 if (this.origin.z - trace_endpos.z > 120)
1131                                         evadeobstacle = normalize(this.velocity) * -1;
1132                         }
1133
1134                         if(unreachable)
1135                         {
1136                                 navigation_clearroute(this);
1137                                 navigation_goalrating_timeout_force(this);
1138                                 this.ignoregoal = this.goalcurrent;
1139                                 this.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
1140                         }
1141                 }
1142
1143                 dodge = havocbot_dodge(this);
1144                 if (dodge)
1145                         dodge *= bound(0, 0.5 + (skill + this.bot_dodgeskill) * 0.1, 1);
1146                 dodge += evadeobstacle + evadelava;
1147                 evadelava = evadelava * bound(1,3-(skill+this.bot_dodgeskill),3); //Noobs fear lava a lot and take more distance from it
1148                 if (this.enemy)
1149                 {
1150                         traceline(this.origin, (this.enemy.absmin + this.enemy.absmax) * 0.5, true, NULL);
1151                         if (IS_PLAYER(trace_ent))
1152                                 dodge_enemy_factor = bound(0, (skill + this.bot_dodgeskill) / 7, 1);
1153                 }
1154         //      this.bot_dodgevector = dir;
1155         //      this.bot_dodgevector_jumpbutton = PHYS_INPUT_BUTTON_JUMP(this);
1156         }
1157
1158         float ladder_zdir = 0;
1159         if(time < this.ladder_time)
1160         {
1161                 if(this.goalcurrent.origin.z + this.goalcurrent.mins.z > this.origin.z + this.mins.z)
1162                 {
1163                         if(this.origin.z + this.mins.z  < this.ladder_entity.origin.z + this.ladder_entity.maxs.z)
1164                                 ladder_zdir = 1;
1165                 }
1166                 else
1167                 {
1168                         if(this.origin.z + this.mins.z  > this.ladder_entity.origin.z + this.ladder_entity.mins.z)
1169                                 ladder_zdir = -1;
1170                 }
1171                 if (ladder_zdir)
1172                 {
1173                         if (vdist(vec2(diff), <, 40))
1174                                 dir.z = ladder_zdir * 4;
1175                         else
1176                                 dir.z = ladder_zdir * 2;
1177                         dir = normalize(dir);
1178                 }
1179         }
1180
1181         if (this.goalcurrent.wpisbox
1182                 && boxesoverlap(this.goalcurrent.absmin, this.goalcurrent.absmax, this.origin, this.origin))
1183         {
1184                 // bot is inside teleport waypoint but hasn't touched the real teleport yet
1185                 // head to teleport origin
1186                 dir = (this.goalcurrent.origin - this.origin);
1187                 dir.z = 0;
1188                 dir = normalize(dir);
1189         }
1190
1191         // already executed when bot targets an enemy
1192         if (!this.bot_aimdir_executed)
1193         {
1194                 if (time < this.bot_stop_moving_timeout)
1195                         bot_aimdir(this, normalize(this.goalcurrent.origin - this.origin), 0);
1196                 else
1197                         bot_aimdir(this, dir, 0);
1198         }
1199
1200         if (!ladder_zdir)
1201         {
1202                 dir *= dodge_enemy_factor;
1203                 dir = normalize(dir + dodge);
1204         }
1205
1206         makevectors(this.v_angle);
1207         //dir = this.bot_dodgevector;
1208         //if (this.bot_dodgevector_jumpbutton)
1209         //      PHYS_INPUT_BUTTON_JUMP(this) = true;
1210         CS(this).movement_x = dir * v_forward * maxspeed;
1211         CS(this).movement_y = dir * v_right * maxspeed;
1212         CS(this).movement_z = dir * v_up * maxspeed;
1213
1214         // Emulate keyboard interface
1215         if (skill < 10)
1216                 havocbot_keyboard_movement(this, destorg);
1217
1218         // Bunnyhop!
1219         //if(this.aistatus & AI_STATUS_ROAMING)
1220         if(!bunnyhop_forbidden && this.goalcurrent)
1221         if(skill+this.bot_moveskill >= autocvar_bot_ai_bunnyhop_skilloffset)
1222                 havocbot_bunnyhop(this, dir);
1223
1224         if (dir * v_up >= autocvar_sv_jumpvelocity * 0.5 && IS_ONGROUND(this))
1225                 PHYS_INPUT_BUTTON_JUMP(this) = true;
1226         if (dodge)
1227         {
1228                 if (dodge * v_up > 0 && random() * frametime >= 0.2 * bound(0, (10 - skill - this.bot_dodgeskill) * 0.1, 1))
1229                         PHYS_INPUT_BUTTON_JUMP(this) = true;
1230                 if (dodge * v_up < 0 && random() * frametime >= 0.5 * bound(0, (10 - skill - this.bot_dodgeskill) * 0.1, 1))
1231                         this.havocbot_ducktime = time + 0.3 / bound(0.1, skill + this.bot_dodgeskill, 10);
1232         }
1233 }
1234
1235 entity havocbot_gettarget(entity this, bool secondary)
1236 {
1237         entity best = NULL;
1238         vector eye = CENTER_OR_VIEWOFS(this);
1239         IL_EACH(g_bot_targets, boolean((secondary) ? it.classname == "misc_breakablemodel" : it.classname != "misc_breakablemodel"),
1240         {
1241                 vector v = CENTER_OR_VIEWOFS(it);
1242                 if(vdist(v - eye, <, autocvar_bot_ai_enemydetectionradius))
1243                 if(!best || vlen2(CENTER_OR_VIEWOFS(best) - eye) > vlen2(v - eye))
1244                 if(bot_shouldattack(this, it))
1245                 {
1246                         traceline(eye, v, true, this);
1247                         if (trace_ent == it || trace_fraction >= 1)
1248                                 best = it;
1249                 }
1250         });
1251
1252         return best;
1253 }
1254
1255 void havocbot_chooseenemy(entity this)
1256 {
1257         if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(this))
1258         {
1259                 this.enemy = NULL;
1260                 return;
1261         }
1262         if (this.enemy)
1263         {
1264                 if (!bot_shouldattack(this, this.enemy))
1265                 {
1266                         // enemy died or something, find a new target
1267                         this.enemy = NULL;
1268                         this.havocbot_chooseenemy_finished = time;
1269                 }
1270                 else if (this.havocbot_stickenemy)
1271                 {
1272                         // tracking last chosen enemy
1273                         // if enemy is visible
1274                         // and not really really far away
1275                         // and we're not severely injured
1276                         // then keep tracking for a half second into the future
1277                         traceline(this.origin+this.view_ofs, ( this.enemy.absmin + this.enemy.absmax ) * 0.5,false,NULL);
1278                         if (trace_ent == this.enemy || trace_fraction == 1)
1279                         if (vdist(((this.enemy.absmin + this.enemy.absmax) * 0.5) - this.origin, <, 1000))
1280                         if (GetResource(this, RES_HEALTH) > 30)
1281                         {
1282                                 // remain tracking him for a shot while (case he went after a small corner or pilar
1283                                 this.havocbot_chooseenemy_finished = time + 0.5;
1284                                 return;
1285                         }
1286                         // enemy isn't visible, or is far away, or we're injured severely
1287                         // so stop preferring this enemy
1288                         // (it will still take a half second until a new one is chosen)
1289                         this.havocbot_stickenemy = 0;
1290                 }
1291         }
1292         if (time < this.havocbot_chooseenemy_finished)
1293                 return;
1294         this.havocbot_chooseenemy_finished = time + autocvar_bot_ai_enemydetectioninterval;
1295         vector eye = this.origin + this.view_ofs;
1296         entity best = NULL;
1297         float bestrating = 100000000;
1298
1299         // Backup hit flags
1300         int hf = this.dphitcontentsmask;
1301
1302         // Search for enemies, if no enemy can be seen directly try to look through transparent objects
1303
1304         this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
1305
1306         bool scan_transparent = false;
1307         bool scan_secondary_targets = false;
1308         bool have_secondary_targets = false;
1309         while(true)
1310         {
1311                 scan_secondary_targets = false;
1312 LABEL(scan_targets)
1313                 IL_EACH(g_bot_targets, it.bot_attack,
1314                 {
1315                         if(!scan_secondary_targets)
1316                         {
1317                                 if(it.classname == "misc_breakablemodel")
1318                                 {
1319                                         have_secondary_targets = true;
1320                                         continue;
1321                                 }
1322                         }
1323                         else if(it.classname != "misc_breakablemodel")
1324                                 continue;
1325
1326                         vector v = (it.absmin + it.absmax) * 0.5;
1327                         float rating = vlen2(v - eye);
1328                         if (vdist(v - eye, <, autocvar_bot_ai_enemydetectionradius))
1329                         if (bestrating > rating)
1330                         if (bot_shouldattack(this, it))
1331                         {
1332                                 traceline(eye, v, true, this);
1333                                 if (trace_ent == it || trace_fraction >= 1)
1334                                 {
1335                                         best = it;
1336                                         bestrating = rating;
1337                                 }
1338                         }
1339                 });
1340
1341                 if(!best && have_secondary_targets && !scan_secondary_targets)
1342                 {
1343                         scan_secondary_targets = true;
1344                         // restart the loop
1345                         bestrating = 100000000;
1346                         goto scan_targets;
1347                 }
1348
1349                 // I want to do a second scan if no enemy was found or I don't have weapons
1350                 // TODO: Perform the scan when using the rifle (requires changes on the rifle code)
1351                 if(best || STAT(WEAPONS, this)) // || this.weapon == WEP_RIFLE.m_id
1352                         break;
1353                 if(scan_transparent)
1354                         break;
1355
1356                 // Set flags to see through transparent objects
1357                 this.dphitcontentsmask |= DPCONTENTS_OPAQUE;
1358
1359                 scan_transparent = true;
1360         }
1361
1362         // Restore hit flags
1363         this.dphitcontentsmask = hf;
1364
1365         this.enemy = best;
1366         this.havocbot_stickenemy = true;
1367         if(best && best.classname == "misc_breakablemodel")
1368                 this.havocbot_stickenemy = false;
1369 }
1370
1371 float havocbot_chooseweapon_checkreload(entity this, .entity weaponentity, int new_weapon)
1372 {
1373         // bots under this skill cannot find unloaded weapons to reload idly when not in combat,
1374         // so skip this for them, or they'll never get to reload their weapons at all.
1375         // this also allows bots under this skill to be more stupid, and reload more often during combat :)
1376         if(skill < 5)
1377                 return false;
1378
1379         // if this weapon is scheduled for reloading, don't switch to it during combat
1380         if (this.(weaponentity).weapon_load[new_weapon] < 0)
1381         {
1382                 FOREACH(Weapons, it != WEP_Null, {
1383                         if(it.wr_checkammo1(it, this, weaponentity) + it.wr_checkammo2(it, this, weaponentity))
1384                                 return true; // other weapon available
1385                 });
1386         }
1387
1388         return false;
1389 }
1390
1391 void havocbot_chooseweapon(entity this, .entity weaponentity)
1392 {
1393         int i;
1394
1395         // ;)
1396         if(g_weaponarena_weapons == WEPSET(TUBA))
1397         {
1398                 this.(weaponentity).m_switchweapon = WEP_TUBA;
1399                 return;
1400         }
1401
1402         // TODO: clean this up by moving it to weapon code
1403         if(this.enemy==NULL)
1404         {
1405                 // If no weapon was chosen get the first available weapon
1406                 if(this.(weaponentity).m_weapon==WEP_Null)
1407                 FOREACH(Weapons, it != WEP_Null, {
1408                         if(client_hasweapon(this, it, weaponentity, true, false))
1409                         {
1410                                 this.(weaponentity).m_switchweapon = it;
1411                                 return;
1412                         }
1413                 });
1414                 return;
1415         }
1416
1417         // Do not change weapon during the next second after a combo
1418         float f = time - this.lastcombotime;
1419         if(f < 1)
1420                 return;
1421
1422         float w;
1423         float distance; distance=bound(10,vlen(this.origin-this.enemy.origin)-200,10000);
1424
1425         // Should it do a weapon combo?
1426         float af, ct, combo_time, combo;
1427
1428         af = ATTACK_FINISHED(this, weaponentity);
1429         ct = autocvar_bot_ai_weapon_combo_threshold;
1430
1431         // Bots with no skill will be 4 times more slower than "godlike" bots when doing weapon combos
1432         // Ideally this 4 should be calculated as longest_weapon_refire / bot_ai_weapon_combo_threshold
1433         combo_time = time + ct + (ct * ((-0.3*(skill+this.bot_weaponskill))+3));
1434
1435         combo = false;
1436
1437         if(autocvar_bot_ai_weapon_combo)
1438         if(this.(weaponentity).m_weapon.m_id == this.(weaponentity).lastfiredweapon)
1439         if(af > combo_time)
1440         {
1441                 combo = true;
1442                 this.lastcombotime = time;
1443         }
1444
1445         distance *= (2 ** this.bot_rangepreference);
1446
1447         // Custom weapon list based on distance to the enemy
1448         if(bot_custom_weapon){
1449
1450                 // Choose weapons for far distance
1451                 if ( distance > bot_distance_far ) {
1452                         for(i=0; i < Weapons_COUNT && bot_weapons_far[i] != -1 ; ++i){
1453                                 w = bot_weapons_far[i];
1454                                 if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
1455                                 {
1456                                         if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1457                                                 continue;
1458                                         this.(weaponentity).m_switchweapon = Weapons_from(w);
1459                                         return;
1460                                 }
1461                         }
1462                 }
1463
1464                 // Choose weapons for mid distance
1465                 if ( distance > bot_distance_close) {
1466                         for(i=0; i < Weapons_COUNT && bot_weapons_mid[i] != -1 ; ++i){
1467                                 w = bot_weapons_mid[i];
1468                                 if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
1469                                 {
1470                                         if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1471                                                 continue;
1472                                         this.(weaponentity).m_switchweapon = Weapons_from(w);
1473                                         return;
1474                                 }
1475                         }
1476                 }
1477
1478                 // Choose weapons for close distance
1479                 for(i=0; i < Weapons_COUNT && bot_weapons_close[i] != -1 ; ++i){
1480                         w = bot_weapons_close[i];
1481                         if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
1482                         {
1483                                 if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1484                                         continue;
1485                                 this.(weaponentity).m_switchweapon = Weapons_from(w);
1486                                 return;
1487                         }
1488                 }
1489         }
1490 }
1491
1492 void havocbot_aim(entity this)
1493 {
1494         if (time < this.nextaim)
1495                 return;
1496         this.nextaim = time + 0.1;
1497         vector myvel = this.velocity;
1498         if (!this.waterlevel)
1499                 myvel.z = 0;
1500         if(MUTATOR_CALLHOOK(HavocBot_Aim, this)) { /* do nothing */ }
1501         else if (this.enemy)
1502         {
1503                 vector enemyvel = this.enemy.velocity;
1504                 if (!this.enemy.waterlevel)
1505                         enemyvel.z = 0;
1506                 lag_additem(this, time + CS(this).ping, 0, 0, this.enemy, this.origin, myvel, (this.enemy.absmin + this.enemy.absmax) * 0.5, enemyvel);
1507         }
1508         else
1509                 lag_additem(this, time + CS(this).ping, 0, 0, NULL, this.origin, myvel, ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5, '0 0 0');
1510 }
1511
1512 bool havocbot_moveto_refresh_route(entity this)
1513 {
1514         // Refresh path to goal if necessary
1515         entity wp;
1516         wp = this.havocbot_personal_waypoint;
1517         navigation_goalrating_start(this);
1518         navigation_routerating(this, wp, 10000, 10000);
1519         navigation_goalrating_end(this);
1520         return (this.goalentity != NULL);
1521 }
1522
1523 float havocbot_moveto(entity this, vector pos)
1524 {
1525         entity wp;
1526
1527         if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_GOING)
1528         {
1529                 // Step 4: Move to waypoint
1530                 if(this.havocbot_personal_waypoint==NULL)
1531                 {
1532                         LOG_TRACE("Error: ", this.netname, " trying to walk to a non existent personal waypoint");
1533                         this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_GOING;
1534                         return CMD_STATUS_ERROR;
1535                 }
1536
1537                 if (!bot_strategytoken_taken)
1538                 if(this.havocbot_personal_waypoint_searchtime<time)
1539                 {
1540                         bot_strategytoken_taken = true;
1541                         if(havocbot_moveto_refresh_route(this))
1542                         {
1543                                 LOG_TRACE(this.netname, " walking to its personal waypoint (after ", ftos(this.havocbot_personal_waypoint_failcounter), " failed attempts)");
1544                                 this.havocbot_personal_waypoint_searchtime = time + 10;
1545                                 this.havocbot_personal_waypoint_failcounter = 0;
1546                         }
1547                         else
1548                         {
1549                                 this.havocbot_personal_waypoint_failcounter += 1;
1550                                 this.havocbot_personal_waypoint_searchtime = time + 2;
1551                                 if(this.havocbot_personal_waypoint_failcounter >= 30)
1552                                 {
1553                                         LOG_TRACE("Warning: can't walk to the personal waypoint located at ", vtos(this.havocbot_personal_waypoint.origin));
1554                                         this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1555                                         delete(this.havocbot_personal_waypoint);
1556                                         return CMD_STATUS_ERROR;
1557                                 }
1558                                 else
1559                                         LOG_TRACE(this.netname, " can't walk to its personal waypoint (after ", ftos(this.havocbot_personal_waypoint_failcounter), " failed attempts), trying later");
1560                         }
1561                 }
1562
1563                 if(autocvar_bot_debug_goalstack)
1564                         debuggoalstack(this);
1565
1566
1567                 // Go!
1568                 havocbot_movetogoal(this);
1569
1570                 if (!this.bot_aimdir_executed && this.goalcurrent)
1571                 {
1572                         // Heading
1573                         vector dir = get_closer_dest(this.goalcurrent, this.origin);
1574                         dir -= this.origin + this.view_ofs;
1575                         dir.z = 0;
1576                         bot_aimdir(this, dir, 0);
1577                 }
1578
1579                 if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_REACHED)
1580                 {
1581                         // Step 5: Waypoint reached
1582                         LOG_TRACE(this.netname, "'s personal waypoint reached");
1583                         waypoint_remove(this.havocbot_personal_waypoint);
1584                         this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_REACHED;
1585                         return CMD_STATUS_FINISHED;
1586                 }
1587
1588                 return CMD_STATUS_EXECUTING;
1589         }
1590
1591         // Step 2: Linking waypoint
1592         if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_LINKING)
1593         {
1594                 // Wait until it is linked
1595                 if(!this.havocbot_personal_waypoint.wplinked)
1596                 {
1597                         LOG_TRACE(this.netname, " waiting for personal waypoint to be linked");
1598                         return CMD_STATUS_EXECUTING;
1599                 }
1600
1601                 this.havocbot_personal_waypoint_searchtime = time; // so we set the route next frame
1602                 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1603                 this.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_GOING;
1604
1605                 // Step 3: Route to waypoint
1606                 LOG_TRACE(this.netname, " walking to its personal waypoint");
1607
1608                 return CMD_STATUS_EXECUTING;
1609         }
1610
1611         // Step 1: Spawning waypoint
1612         wp = waypoint_spawnpersonal(this, pos);
1613         if(wp==NULL)
1614         {
1615                 LOG_TRACE("Error: Can't spawn personal waypoint at ",vtos(pos));
1616                 return CMD_STATUS_ERROR;
1617         }
1618
1619         this.havocbot_personal_waypoint = wp;
1620         this.havocbot_personal_waypoint_failcounter = 0;
1621         this.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1622
1623         // if pos is inside a teleport, then let's mark it as teleport waypoint
1624         IL_EACH(g_teleporters, WarpZoneLib_BoxTouchesBrush(pos, pos, it, NULL),
1625         {
1626                 wp.wpflags |= WAYPOINTFLAG_TELEPORT;
1627                 this.lastteleporttime = 0;
1628         });
1629
1630 /*
1631         if(wp.wpflags & WAYPOINTFLAG_TELEPORT)
1632                 print("routing to a teleporter\n");
1633         else
1634                 print("routing to a non-teleporter\n");
1635 */
1636
1637         return CMD_STATUS_EXECUTING;
1638 }
1639
1640 float havocbot_resetgoal(entity this)
1641 {
1642         navigation_clearroute(this);
1643         return CMD_STATUS_FINISHED;
1644 }
1645
1646 void havocbot_setupbot(entity this)
1647 {
1648         this.bot_ai = havocbot_ai;
1649         this.cmd_moveto = havocbot_moveto;
1650         this.cmd_resetgoal = havocbot_resetgoal;
1651
1652         // NOTE: bot is not player yet
1653         havocbot_chooserole(this);
1654 }
1655
1656 vector havocbot_dodge(entity this)
1657 {
1658         // LordHavoc: disabled because this is too expensive
1659         return '0 0 0';
1660 #if 0
1661         entity head;
1662         vector dodge, v, n;
1663         float danger, bestdanger, vl, d;
1664         dodge = '0 0 0';
1665         bestdanger = -20;
1666         // check for dangerous objects near bot or approaching bot
1667         head = findchainfloat(bot_dodge, true);
1668         while(head)
1669         {
1670                 if (head.owner != this)
1671                 {
1672                         vl = vlen(head.velocity);
1673                         if (vl > autocvar_sv_maxspeed * 0.3)
1674                         {
1675                                 n = normalize(head.velocity);
1676                                 v = this.origin - head.origin;
1677                                 d = v * n;
1678                                 if (d > (0 - head.bot_dodgerating))
1679                                 if (d < (vl * 0.2 + head.bot_dodgerating))
1680                                 {
1681                                         // calculate direction and distance from the flight path, by removing the forward axis
1682                                         v = v - (n * (v * n));
1683                                         danger = head.bot_dodgerating - vlen(v);
1684                                         if (bestdanger < danger)
1685                                         {
1686                                                 bestdanger = danger;
1687                                                 // dodge to the side of the object
1688                                                 dodge = normalize(v);
1689                                         }
1690                                 }
1691                         }
1692                         else
1693                         {
1694                                 danger = head.bot_dodgerating - vlen(head.origin - this.origin);
1695                                 if (bestdanger < danger)
1696                                 {
1697                                         bestdanger = danger;
1698                                         dodge = normalize(this.origin - head.origin);
1699                                 }
1700                         }
1701                 }
1702                 head = head.chain;
1703         }
1704         return dodge;
1705 #endif
1706 }