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Fix g_waypointeditor_saveall saving each waypoint 32 times...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / bot / default / havocbot / havocbot.qc
1 #include "havocbot.qh"
2
3 #include "../cvars.qh"
4
5 #include "../aim.qh"
6 #include "../bot.qh"
7 #include "../navigation.qh"
8 #include "../scripting.qh"
9 #include "../waypoints.qh"
10
11 #include <common/constants.qh>
12 #include <common/impulses/all.qh>
13 #include <common/net_linked.qh>
14 #include <common/physics/player.qh>
15 #include <common/state.qh>
16 #include <common/items/_mod.qh>
17 #include <common/wepent.qh>
18
19 #include <common/triggers/teleporters.qh>
20 #include <common/triggers/trigger/jumppads.qh>
21
22 #include <lib/warpzone/common.qh>
23
24 .float speed;
25
26 void havocbot_ai(entity this)
27 {
28         if(this.draggedby)
29                 return;
30
31         if(bot_execute_commands(this))
32                 return;
33
34         if (bot_strategytoken == this)
35         if (!bot_strategytoken_taken)
36         {
37                 if(this.havocbot_blockhead)
38                 {
39                         this.havocbot_blockhead = false;
40                 }
41                 else
42                 {
43                         if (!this.jumppadcount)
44                                 this.havocbot_role(this); // little too far down the rabbit hole
45                 }
46
47                 // TODO: tracewalk() should take care of this job (better path finding under water)
48                 // if we don't have a goal and we're under water look for a waypoint near the "shore" and push it
49                 if(!(IS_DEAD(this)))
50                 if(!this.goalcurrent)
51                 if(this.waterlevel == WATERLEVEL_SWIMMING || (this.aistatus & AI_STATUS_OUT_WATER))
52                 {
53                         // Look for the closest waypoint out of water
54                         entity newgoal = NULL;
55                         IL_EACH(g_waypoints, vdist(it.origin - this.origin, <=, 10000),
56                         {
57                                 if(it.origin.z < this.origin.z)
58                                         continue;
59
60                                 if(it.origin.z - this.origin.z - this.view_ofs.z > 100)
61                                         continue;
62
63                                 if (pointcontents(it.origin + it.maxs + '0 0 1') != CONTENT_EMPTY)
64                                         continue;
65
66                                 traceline(this.origin + this.view_ofs, ((it.absmin + it.absmax) * 0.5), true, this);
67
68                                 if(trace_fraction < 1)
69                                         continue;
70
71                                 if(!newgoal || vlen2(it.origin - this.origin) < vlen2(newgoal.origin - this.origin))
72                                         newgoal = it;
73                         });
74
75                         if(newgoal)
76                         {
77                         //      te_wizspike(newgoal.origin);
78                                 navigation_pushroute(this, newgoal);
79                         }
80                 }
81
82                 // token has been used this frame
83                 bot_strategytoken_taken = true;
84         }
85
86         if(IS_DEAD(this))
87                 return;
88
89         havocbot_chooseenemy(this);
90
91         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
92         {
93                 .entity weaponentity = weaponentities[slot];
94                 if(this.(weaponentity).m_weapon != WEP_Null || slot == 0)
95                 if(this.(weaponentity).bot_chooseweapontime < time)
96                 {
97                         this.(weaponentity).bot_chooseweapontime = time + autocvar_bot_ai_chooseweaponinterval;
98                         havocbot_chooseweapon(this, weaponentity);
99                 }
100         }
101         havocbot_aim(this);
102         lag_update(this);
103         if (this.bot_aimtarg)
104         {
105                 this.aistatus |= AI_STATUS_ATTACKING;
106                 this.aistatus &= ~AI_STATUS_ROAMING;
107
108                 if(this.weapons)
109                 {
110                         if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(this))
111                         {
112                                 PHYS_INPUT_BUTTON_ATCK(this) = false;
113                                 PHYS_INPUT_BUTTON_ATCK2(this) = false;
114                         }
115                         else
116                         {
117                                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
118                                 {
119                                         .entity weaponentity = weaponentities[slot];
120                                         Weapon w = this.(weaponentity).m_weapon;
121                                         if(w == WEP_Null && slot != 0)
122                                                 continue;
123                                         w.wr_aim(w, this, weaponentity);
124                                         if(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this)) // TODO: what if we didn't fire this weapon, but the previous?
125                                                 this.(weaponentity).lastfiredweapon = this.(weaponentity).m_weapon.m_id;
126                                 }
127                         }
128                 }
129                 else
130                 {
131                         if(IS_PLAYER(this.bot_aimtarg))
132                                 bot_aimdir(this, this.bot_aimtarg.origin + this.bot_aimtarg.view_ofs - this.origin - this.view_ofs , -1);
133                 }
134         }
135         else if (this.goalcurrent)
136         {
137                 this.aistatus |= AI_STATUS_ROAMING;
138                 this.aistatus &= ~AI_STATUS_ATTACKING;
139
140                 vector now,v,next;//,heading;
141                 float aimdistance,skillblend,distanceblend,blend;
142                 next = now = ( (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5) - (this.origin + this.view_ofs);
143                 aimdistance = vlen(now);
144                 //heading = this.velocity;
145                 //dprint(this.goalstack01.classname,etos(this.goalstack01),"\n");
146                 if(
147                         this.goalstack01 != this && this.goalstack01 && !wasfreed(this.goalstack01) && ((this.aistatus & AI_STATUS_RUNNING) == 0) &&
148                         !(this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
149                 )
150                         next = ((this.goalstack01.absmin + this.goalstack01.absmax) * 0.5) - (this.origin + this.view_ofs);
151
152                 skillblend=bound(0,(skill+this.bot_moveskill-2.5)*0.5,1); //lower skill player can't preturn
153                 distanceblend=bound(0,aimdistance/autocvar_bot_ai_keyboard_distance,1);
154                 blend = skillblend * (1-distanceblend);
155                 //v = (now * (distanceblend) + next * (1-distanceblend)) * (skillblend) + now * (1-skillblend);
156                 //v = now * (distanceblend) * (skillblend) + next * (1-distanceblend) * (skillblend) + now * (1-skillblend);
157                 //v = now * ((1-skillblend) + (distanceblend) * (skillblend)) + next * (1-distanceblend) * (skillblend);
158                 v = now + blend * (next - now);
159                 //dprint(etos(this), " ");
160                 //dprint(vtos(now), ":", vtos(next), "=", vtos(v), " (blend ", ftos(blend), ")\n");
161                 //v = now * (distanceblend) + next * (1-distanceblend);
162                 if (this.waterlevel < WATERLEVEL_SWIMMING)
163                         v.z = 0;
164                 //dprint("walk at:", vtos(v), "\n");
165                 //te_lightning2(NULL, this.origin, this.goalcurrent.origin);
166                 bot_aimdir(this, v, -1);
167         }
168         havocbot_movetogoal(this);
169
170         // if the bot is not attacking, consider reloading weapons
171         if (!(this.aistatus & AI_STATUS_ATTACKING))
172         {
173                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
174                 {
175                         .entity weaponentity = weaponentities[slot];
176
177                         if(this.(weaponentity).m_weapon == WEP_Null && slot != 0)
178                                 continue;
179
180                         // we are currently holding a weapon that's not fully loaded, reload it
181                         if(skill >= 2) // bots can only reload the held weapon on purpose past this skill
182                         if(this.(weaponentity).clip_load < this.(weaponentity).clip_size)
183                                 this.impulse = IMP_weapon_reload.impulse; // not sure if this is done right
184
185                         // if we're not reloading a weapon, switch to any weapon in our invnetory that's not fully loaded to reload it next
186                         // the code above executes next frame, starting the reloading then
187                         if(skill >= 5) // bots can only look for unloaded weapons past this skill
188                         if(this.(weaponentity).clip_load >= 0) // only if we're not reloading a weapon already
189                         {
190                                 FOREACH(Weapons, it != WEP_Null, LAMBDA(
191                                         if((this.weapons & (it.m_wepset)) && (it.spawnflags & WEP_FLAG_RELOADABLE) && (this.(weaponentity).weapon_load[it.m_id] < it.reloading_ammo))
192                                         {
193                                                 this.(weaponentity).m_switchweapon = it;
194                                                 break;
195                                         }
196                                 ));
197                         }
198                 }
199         }
200 }
201
202 void havocbot_keyboard_movement(entity this, vector destorg)
203 {
204         vector keyboard;
205         float blend, maxspeed;
206         float sk;
207
208         sk = skill + this.bot_moveskill;
209
210         maxspeed = autocvar_sv_maxspeed;
211
212         if (time < this.havocbot_keyboardtime)
213                 return;
214
215         this.havocbot_keyboardtime =
216                 max(
217                         this.havocbot_keyboardtime
218                                 + 0.05/max(1, sk+this.havocbot_keyboardskill)
219                                 + random()*0.025/max(0.00025, skill+this.havocbot_keyboardskill)
220                 , time);
221         keyboard = this.movement * (1.0 / maxspeed);
222
223         float trigger, trigger1;
224         blend = bound(0,sk*0.1,1);
225         trigger = autocvar_bot_ai_keyboard_threshold;
226         trigger1 = 0 - trigger;
227
228         // categorize forward movement
229         // at skill < 1.5 only forward
230         // at skill < 2.5 only individual directions
231         // at skill < 4.5 only individual directions, and forward diagonals
232         // at skill >= 4.5, all cases allowed
233         if (keyboard.x > trigger)
234         {
235                 keyboard.x = 1;
236                 if (sk < 2.5)
237                         keyboard.y = 0;
238         }
239         else if (keyboard.x < trigger1 && sk > 1.5)
240         {
241                 keyboard.x = -1;
242                 if (sk < 4.5)
243                         keyboard.y = 0;
244         }
245         else
246         {
247                 keyboard.x = 0;
248                 if (sk < 1.5)
249                         keyboard.y = 0;
250         }
251         if (sk < 4.5)
252                 keyboard.z = 0;
253
254         if (keyboard.y > trigger)
255                 keyboard.y = 1;
256         else if (keyboard.y < trigger1)
257                 keyboard.y = -1;
258         else
259                 keyboard.y = 0;
260
261         if (keyboard.z > trigger)
262                 keyboard.z = 1;
263         else if (keyboard.z < trigger1)
264                 keyboard.z = -1;
265         else
266                 keyboard.z = 0;
267
268         this.havocbot_keyboard = keyboard * maxspeed;
269         if (this.havocbot_ducktime>time) PHYS_INPUT_BUTTON_CROUCH(this) = true;
270
271         keyboard = this.havocbot_keyboard;
272         blend = bound(0,vlen(destorg-this.origin)/autocvar_bot_ai_keyboard_distance,1); // When getting close move with 360 degree
273         //dprint("movement ", vtos(this.movement), " keyboard ", vtos(keyboard), " blend ", ftos(blend), "\n");
274         this.movement = this.movement + (keyboard - this.movement) * blend;
275 }
276
277 void havocbot_bunnyhop(entity this, vector dir)
278 {
279         float bunnyhopdistance;
280         vector deviation;
281         float maxspeed;
282         vector gco, gno;
283
284         // Don't jump when attacking
285         if(this.aistatus & AI_STATUS_ATTACKING)
286                 return;
287
288         if(IS_PLAYER(this.goalcurrent))
289                 return;
290
291         maxspeed = autocvar_sv_maxspeed;
292
293         if(this.aistatus & AI_STATUS_DANGER_AHEAD)
294         {
295                 this.aistatus &= ~AI_STATUS_RUNNING;
296                 PHYS_INPUT_BUTTON_JUMP(this) = false;
297                 this.bot_canruntogoal = 0;
298                 this.bot_timelastseengoal = 0;
299                 return;
300         }
301
302         if(this.waterlevel > WATERLEVEL_WETFEET)
303         {
304                 this.aistatus &= ~AI_STATUS_RUNNING;
305                 return;
306         }
307
308         if(this.bot_lastseengoal != this.goalcurrent && !(this.aistatus & AI_STATUS_RUNNING))
309         {
310                 this.bot_canruntogoal = 0;
311                 this.bot_timelastseengoal = 0;
312         }
313
314         gco = (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5;
315         bunnyhopdistance = vlen(this.origin - gco);
316
317         // Run only to visible goals
318         if(IS_ONGROUND(this))
319         if(this.speed==maxspeed)
320         if(checkpvs(this.origin + this.view_ofs, this.goalcurrent))
321         {
322                         this.bot_lastseengoal = this.goalcurrent;
323
324                         // seen it before
325                         if(this.bot_timelastseengoal)
326                         {
327                                 // for a period of time
328                                 if(time - this.bot_timelastseengoal > autocvar_bot_ai_bunnyhop_firstjumpdelay)
329                                 {
330                                         float checkdistance;
331                                         checkdistance = true;
332
333                                         // don't run if it is too close
334                                         if(this.bot_canruntogoal==0)
335                                         {
336                                                 if(bunnyhopdistance > autocvar_bot_ai_bunnyhop_startdistance)
337                                                         this.bot_canruntogoal = 1;
338                                                 else
339                                                         this.bot_canruntogoal = -1;
340                                         }
341
342                                         if(this.bot_canruntogoal != 1)
343                                                 return;
344
345                                         if(this.aistatus & AI_STATUS_ROAMING)
346                                         if(this.goalcurrent.classname=="waypoint")
347                                         if (!(this.goalcurrent.wpflags & WAYPOINTFLAG_PERSONAL))
348                                         if(fabs(gco.z - this.origin.z) < this.maxs.z - this.mins.z)
349                                         if(this.goalstack01 && !wasfreed(this.goalstack01))
350                                         {
351                                                 gno = (this.goalstack01.absmin + this.goalstack01.absmax) * 0.5;
352                                                 deviation = vectoangles(gno - this.origin) - vectoangles(gco - this.origin);
353                                                 while (deviation.y < -180) deviation.y = deviation.y + 360;
354                                                 while (deviation.y > 180) deviation.y = deviation.y - 360;
355
356                                                 if(fabs(deviation.y) < 20)
357                                                 if(bunnyhopdistance < vlen(this.origin - gno))
358                                                 if(fabs(gno.z - gco.z) < this.maxs.z - this.mins.z)
359                                                 {
360                                                         if(vdist(gco - gno, >, autocvar_bot_ai_bunnyhop_startdistance))
361                                                         if(checkpvs(this.origin + this.view_ofs, this.goalstack01))
362                                                         {
363                                                                 checkdistance = false;
364                                                         }
365                                                 }
366                                         }
367
368                                         if(checkdistance)
369                                         {
370                                                 this.aistatus &= ~AI_STATUS_RUNNING;
371                                                 // increase stop distance in case the goal is on a slope or a lower platform 
372                                                 if(bunnyhopdistance > autocvar_bot_ai_bunnyhop_stopdistance + (this.origin.z - gco.z))
373                                                         PHYS_INPUT_BUTTON_JUMP(this) = true;
374                                         }
375                                         else
376                                         {
377                                                 this.aistatus |= AI_STATUS_RUNNING;
378                                                 PHYS_INPUT_BUTTON_JUMP(this) = true;
379                                         }
380                                 }
381                         }
382                         else
383                         {
384                                 this.bot_timelastseengoal = time;
385                         }
386         }
387         else
388         {
389                 this.bot_timelastseengoal = 0;
390         }
391
392 #if 0
393         // Release jump button
394         if(!cvar("sv_pogostick"))
395         if((IS_ONGROUND(this)) == 0)
396         {
397                 if(this.velocity.z < 0 || vlen(this.velocity)<maxspeed)
398                         PHYS_INPUT_BUTTON_JUMP(this) = false;
399
400                 // Strafe
401                 if(this.aistatus & AI_STATUS_RUNNING)
402                 if(vlen(this.velocity)>maxspeed)
403                 {
404                         deviation = vectoangles(dir) - vectoangles(this.velocity);
405                         while (deviation.y < -180) deviation.y = deviation.y + 360;
406                         while (deviation.y > 180) deviation.y = deviation.y - 360;
407
408                         if(fabs(deviation.y)>10)
409                                 this.movement_x = 0;
410
411                         if(deviation.y>10)
412                                 this.movement_y = maxspeed * -1;
413                         else if(deviation.y<10)
414                                 this.movement_y = maxspeed;
415
416                 }
417         }
418 #endif
419 }
420
421 void havocbot_movetogoal(entity this)
422 {
423         vector destorg;
424         vector diff;
425         vector dir;
426         vector flatdir;
427         vector m1;
428         vector m2;
429         vector evadeobstacle;
430         vector evadelava;
431         float s;
432         float maxspeed;
433         vector gco;
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         this.movement = '0 0 0';
439         maxspeed = autocvar_sv_maxspeed;
440
441         // Jetpack navigation
442         if(this.goalcurrent)
443         if(this.navigation_jetpack_goal)
444         if(this.goalcurrent==this.navigation_jetpack_goal)
445         if(this.ammo_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 db, v, d;
470                         vector dxy;
471
472                         dxy = this.origin - ( ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5 ); dxy.z = 0;
473                         d = vlen(dxy);
474                         v = vlen(this.velocity -  this.velocity.z * '0 0 1');
475                         db = (pow(v,2) / (autocvar_g_jetpack_acceleration_side * 2)) + 100;
476                 //      dprint("distance ", ftos(ceil(d)), " velocity ", ftos(ceil(v)), " brake at ", ftos(ceil(db)), "\n");
477                         if(d < db || d < 500)
478                         {
479                                 // Brake
480                                 if(fabs(this.velocity.x)>maxspeed*0.3)
481                                 {
482                                         this.movement_x = dir * v_forward * -maxspeed;
483                                         return;
484                                 }
485                                 // Switch to normal mode
486                                 this.navigation_jetpack_goal = NULL;
487                                 this.aistatus &= ~AI_STATUS_JETPACK_LANDING;
488                                 this.aistatus &= ~AI_STATUS_JETPACK_FLYING;
489                                 return;
490                         }
491                 }
492                 else if(checkpvs(this.origin,this.goalcurrent))
493                 {
494                         // If I can see the goal switch to landing code
495                         this.aistatus &= ~AI_STATUS_JETPACK_FLYING;
496                         this.aistatus |= AI_STATUS_JETPACK_LANDING;
497                         return;
498                 }
499
500                 // Flying
501                 PHYS_INPUT_BUTTON_HOOK(this) = true;
502                 if(this.navigation_jetpack_point.z - STAT(PL_MAX, this).z + STAT(PL_MIN, this).z < this.origin.z)
503                 {
504                         this.movement_x = dir * v_forward * maxspeed;
505                         this.movement_y = dir * v_right * maxspeed;
506                 }
507                 return;
508         }
509
510         // Handling of jump pads
511         if(this.jumppadcount)
512         {
513                 // If got stuck on the jump pad try to reach the farthest visible waypoint
514                 // but with some randomness so it can try out different paths
515                 if(this.aistatus & AI_STATUS_OUT_JUMPPAD)
516                 {
517                         if(fabs(this.velocity.z)<50)
518                         {
519                                 entity newgoal = NULL;
520                                 IL_EACH(g_waypoints, vdist(it.origin - this.origin, <=, 1000),
521                                 {
522                                         traceline(this.origin + this.view_ofs, ((it.absmin + it.absmax) * 0.5), true, this);
523
524                                         if(trace_fraction < 1)
525                                                 continue;
526
527                                         if(!newgoal || ((random() < 0.8) && vlen2(it.origin - this.origin) > vlen2(newgoal.origin - this.origin)))
528                                                 newgoal = it;
529                                 });
530
531                                 if(newgoal)
532                                 {
533                                         this.ignoregoal = this.goalcurrent;
534                                         this.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
535                                         navigation_clearroute(this);
536                                         navigation_routetogoal(this, newgoal, this.origin);
537                                         if(autocvar_bot_debug_goalstack)
538                                                 debuggoalstack(this);
539                                         this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
540                                 }
541                         }
542                         else
543                                 return;
544                 }
545                 else
546                 {
547                         if(this.velocity.z>0)
548                         {
549                                 float threshold;
550                                 vector velxy = this.velocity; velxy_z = 0;
551                                 threshold = maxspeed * 0.2;
552                                 if(vdist(velxy, <, threshold))
553                                 {
554                                         LOG_TRACE("Warning: ", this.netname, " got stuck on a jumppad (velocity in xy is ", vtos(velxy), "), trying to get out of it now");
555                                         this.aistatus |= AI_STATUS_OUT_JUMPPAD;
556                                 }
557                                 return;
558                         }
559
560                         // Don't chase players while using a jump pad
561                         if(IS_PLAYER(this.goalcurrent) || IS_PLAYER(this.goalstack01))
562                                 return;
563                 }
564         }
565         else if(this.aistatus & AI_STATUS_OUT_JUMPPAD)
566                 this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
567
568         // If there is a trigger_hurt right below try to use the jetpack or make a rocketjump
569         if(skill>6)
570         if (!(IS_ONGROUND(this)))
571         {
572                 tracebox(this.origin, this.mins, this.maxs, this.origin + '0 0 -65536', MOVE_NOMONSTERS, this);
573                 if(tracebox_hits_trigger_hurt(this.origin, this.mins, this.maxs, trace_endpos ))
574                 if(this.items & IT_JETPACK)
575                 {
576                         tracebox(this.origin, this.mins, this.maxs, this.origin + '0 0 65536', MOVE_NOMONSTERS, this);
577                         if(tracebox_hits_trigger_hurt(this.origin, this.mins, this.maxs, trace_endpos + '0 0 1' ))
578                         {
579                                 if(this.velocity.z<0)
580                                 {
581                                         PHYS_INPUT_BUTTON_HOOK(this) = true;
582                                 }
583                         }
584                         else
585                                 PHYS_INPUT_BUTTON_HOOK(this) = true;
586
587                         // If there is no goal try to move forward
588
589                         if(this.goalcurrent==NULL)
590                                 dir = v_forward;
591                         else
592                                 dir = normalize(( ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5 ) - this.origin);
593
594                         vector xyvelocity = this.velocity; xyvelocity_z = 0;
595                         float xyspeed = xyvelocity * dir;
596
597                         if(xyspeed < (maxspeed / 2))
598                         {
599                                 makevectors(this.v_angle.y * '0 1 0');
600                                 tracebox(this.origin, this.mins, this.maxs, this.origin + (dir * maxspeed * 3), MOVE_NOMONSTERS, this);
601                                 if(trace_fraction==1)
602                                 {
603                                         this.movement_x = dir * v_forward * maxspeed;
604                                         this.movement_y = dir * v_right * maxspeed;
605                                         if (skill < 10)
606                                                 havocbot_keyboard_movement(this, this.origin + dir * 100);
607                                 }
608                         }
609
610                         this.havocbot_blockhead = true;
611
612                         return;
613                 }
614                 else if(this.health>WEP_CVAR(devastator, damage)*0.5)
615                 {
616                         if(this.velocity.z < 0)
617                         {
618                                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
619                                 {
620                                         .entity weaponentity = weaponentities[slot];
621
622                                         if(this.(weaponentity).m_weapon == WEP_Null && slot != 0)
623                                                 continue;
624
625                                         if(client_hasweapon(this, WEP_DEVASTATOR, weaponentity, true, false))
626                                         {
627                                                 this.movement_x = maxspeed;
628
629                                                 if(this.rocketjumptime)
630                                                 {
631                                                         if(time > this.rocketjumptime)
632                                                         {
633                                                                 PHYS_INPUT_BUTTON_ATCK2(this) = true;
634                                                                 this.rocketjumptime = 0;
635                                                         }
636                                                         return;
637                                                 }
638
639                                                 this.(weaponentity).m_switchweapon = WEP_DEVASTATOR;
640                                                 this.v_angle_x = 90;
641                                                 PHYS_INPUT_BUTTON_ATCK(this) = true;
642                                                 this.rocketjumptime = time + WEP_CVAR(devastator, detonatedelay);
643                                                 return;
644                                         }
645                                 }
646                         }
647                 }
648                 else
649                 {
650                         // If there is no goal try to move forward
651                         if(this.goalcurrent==NULL)
652                                 this.movement_x = maxspeed;
653                 }
654         }
655
656         // If we are under water with no goals, swim up
657         if(this.waterlevel)
658         if(this.goalcurrent==NULL)
659         {
660                 dir = '0 0 0';
661                 if(this.waterlevel>WATERLEVEL_SWIMMING)
662                         dir.z = 1;
663                 else if(this.velocity.z >= 0 && !(this.waterlevel == WATERLEVEL_WETFEET && this.watertype == CONTENT_WATER))
664                         PHYS_INPUT_BUTTON_JUMP(this) = true;
665                 else
666                         PHYS_INPUT_BUTTON_JUMP(this) = false;
667                 makevectors(this.v_angle.y * '0 1 0');
668                 this.movement_x = dir * v_forward * maxspeed;
669                 this.movement_y = dir * v_right * maxspeed;
670                 this.movement_z = dir * v_up * maxspeed;
671         }
672
673         // if there is nowhere to go, exit
674         if (this.goalcurrent == NULL)
675                 return;
676
677         navigation_poptouchedgoals(this);
678
679         // if ran out of goals try to use an alternative goal or get a new strategy asap
680         if(this.goalcurrent == NULL)
681         {
682                 this.bot_strategytime = 0;
683                 return;
684         }
685
686
687         if(autocvar_bot_debug_goalstack)
688                 debuggoalstack(this);
689
690         m1 = this.goalcurrent.origin + this.goalcurrent.mins;
691         m2 = this.goalcurrent.origin + this.goalcurrent.maxs;
692         destorg = this.origin;
693         destorg.x = bound(m1_x, destorg.x, m2_x);
694         destorg.y = bound(m1_y, destorg.y, m2_y);
695         destorg.z = bound(m1_z, destorg.z, m2_z);
696         diff = destorg - this.origin;
697         //dist = vlen(diff);
698         dir = normalize(diff);
699         flatdir = diff;flatdir.z = 0;
700         flatdir = normalize(flatdir);
701         gco = (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5;
702
703         //if (this.bot_dodgevector_time < time)
704         {
705         //      this.bot_dodgevector_time = time + cvar("bot_ai_dodgeupdateinterval");
706         //      this.bot_dodgevector_jumpbutton = 1;
707                 evadeobstacle = '0 0 0';
708                 evadelava = '0 0 0';
709
710                 if (this.waterlevel)
711                 {
712                         if(this.waterlevel>WATERLEVEL_SWIMMING)
713                         {
714                         //      flatdir_z = 1;
715                                 this.aistatus |= AI_STATUS_OUT_WATER;
716                         }
717                         else
718                         {
719                                 if(this.velocity.z >= 0 && !(this.watertype == CONTENT_WATER && gco.z < this.origin.z) &&
720                                         ( !(this.waterlevel == WATERLEVEL_WETFEET && this.watertype == CONTENT_WATER) || this.aistatus & AI_STATUS_OUT_WATER))
721                                         PHYS_INPUT_BUTTON_JUMP(this) = true;
722                                 else
723                                         PHYS_INPUT_BUTTON_JUMP(this) = false;
724                         }
725                         dir = normalize(flatdir);
726                         makevectors(this.v_angle.y * '0 1 0');
727                 }
728                 else
729                 {
730                         if(this.aistatus & AI_STATUS_OUT_WATER)
731                                 this.aistatus &= ~AI_STATUS_OUT_WATER;
732
733                         // jump if going toward an obstacle that doesn't look like stairs we
734                         // can walk up directly
735                         tracebox(this.origin, this.mins, this.maxs, this.origin + this.velocity * 0.2, false, this);
736                         if (trace_fraction < 1)
737                         if (trace_plane_normal.z < 0.7)
738                         {
739                                 s = trace_fraction;
740                                 tracebox(this.origin + stepheightvec, this.mins, this.maxs, this.origin + this.velocity * 0.2 + stepheightvec, false, this);
741                                 if (trace_fraction < s + 0.01)
742                                 if (trace_plane_normal.z < 0.7)
743                                 {
744                                         s = trace_fraction;
745                                         tracebox(this.origin + jumpstepheightvec, this.mins, this.maxs, this.origin + this.velocity * 0.2 + jumpstepheightvec, false, this);
746                                         if (trace_fraction > s)
747                                                 PHYS_INPUT_BUTTON_JUMP(this) = true;
748                                 }
749                         }
750
751                         // avoiding dangers and obstacles
752                         vector dst_ahead = this.origin + this.view_ofs + this.velocity * 0.5;
753                         vector dst_down = dst_ahead - '0 0 3000';
754
755                         // Look ahead
756                         traceline(this.origin + this.view_ofs, dst_ahead, true, NULL);
757
758                         // Check head-banging against walls
759                         if(vdist(this.origin + this.view_ofs - trace_endpos, <, 25) && !(this.aistatus & AI_STATUS_OUT_WATER))
760                         {
761                                 PHYS_INPUT_BUTTON_JUMP(this) = true;
762                                 if(this.facingwalltime && time > this.facingwalltime)
763                                 {
764                                         this.ignoregoal = this.goalcurrent;
765                                         this.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
766                                         this.bot_strategytime = 0;
767                                         return;
768                                 }
769                                 else
770                                 {
771                                         this.facingwalltime = time + 0.05;
772                                 }
773                         }
774                         else
775                         {
776                                 this.facingwalltime = 0;
777
778                                 if(this.ignoregoal != NULL && time > this.ignoregoaltime)
779                                 {
780                                         this.ignoregoal = NULL;
781                                         this.ignoregoaltime = 0;
782                                 }
783                         }
784
785                         // Check for water/slime/lava and dangerous edges
786                         // (only when the bot is on the ground or jumping intentionally)
787                         this.aistatus &= ~AI_STATUS_DANGER_AHEAD;
788
789                         if(trace_fraction == 1 && this.jumppadcount == 0 && !this.goalcurrent.wphardwired )
790                         if((IS_ONGROUND(this)) || (this.aistatus & AI_STATUS_RUNNING) || (this.aistatus & AI_STATUS_ROAMING) || PHYS_INPUT_BUTTON_JUMP(this))
791                         {
792                                 // Look downwards
793                                 traceline(dst_ahead , dst_down, true, NULL);
794                                 //te_lightning2(NULL, this.origin + this.view_ofs, dst_ahead); // Draw "ahead" look
795                                 //te_lightning2(NULL, dst_ahead, dst_down); // Draw "downwards" look
796                                 if(trace_endpos.z < this.origin.z + this.mins.z)
797                                 {
798                                         s = pointcontents(trace_endpos + '0 0 1');
799                                         if (s != CONTENT_SOLID)
800                                         if (s == CONTENT_LAVA || s == CONTENT_SLIME)
801                                                 evadelava = normalize(this.velocity) * -1;
802                                         else if (s == CONTENT_SKY)
803                                                 evadeobstacle = normalize(this.velocity) * -1;
804                                         else if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos))
805                                         {
806                                                 // the traceline check isn't enough but is good as optimization,
807                                                 // when not true (most of the time) this tracebox call is avoided
808                                                 tracebox(dst_ahead, this.mins, this.maxs, dst_down, true, this);
809                                                 if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos))
810                                                 {
811                                                         if (gco.z > this.origin.z + jumpstepheightvec.z)
812                                                         { 
813                                                                 // the goal is probably on an upper platform, assume bot can't get there
814                                                                 LOG_TRACE("bot ", this.netname, " avoided the goal ", this.goalcurrent.classname, " ", etos(this.goalcurrent), " because it led to a dangerous path; goal stack cleared");
815                                                                 navigation_clearroute(this);
816                                                                 this.bot_strategytime = 0;
817                                                         }
818                                                         else
819                                                                 evadelava = normalize(this.velocity) * -1;
820                                                 }
821                                         }
822                                 }
823                         }
824
825                         dir = flatdir;
826                         evadeobstacle.z = 0;
827                         evadelava.z = 0;
828                         makevectors(this.v_angle.y * '0 1 0');
829
830                         if(evadeobstacle!='0 0 0'||evadelava!='0 0 0')
831                                 this.aistatus |= AI_STATUS_DANGER_AHEAD;
832                 }
833
834                 dodge = havocbot_dodge(this);
835                 dodge = dodge * bound(0,0.5+(skill+this.bot_dodgeskill)*0.1,1);
836                 evadelava = evadelava * bound(1,3-(skill+this.bot_dodgeskill),3); //Noobs fear lava a lot and take more distance from it
837                 traceline(this.origin, ( ( this.enemy.absmin + this.enemy.absmax ) * 0.5 ), true, NULL);
838                 if(IS_PLAYER(trace_ent))
839                         dir = dir * bound(0,(skill+this.bot_dodgeskill)/7,1);
840
841                 dir = normalize(dir + dodge + evadeobstacle + evadelava);
842         //      this.bot_dodgevector = dir;
843         //      this.bot_dodgevector_jumpbutton = PHYS_INPUT_BUTTON_JUMP(this);
844         }
845
846         if(time < this.ladder_time)
847         {
848                 if(this.goalcurrent.origin.z + this.goalcurrent.mins.z > this.origin.z + this.mins.z)
849                 {
850                         if(this.origin.z + this.mins.z  < this.ladder_entity.origin.z + this.ladder_entity.maxs.z)
851                                 dir.z = 1;
852                 }
853                 else
854                 {
855                         if(this.origin.z + this.mins.z  > this.ladder_entity.origin.z + this.ladder_entity.mins.z)
856                                 dir.z = -1;
857                 }
858         }
859
860         //dir = this.bot_dodgevector;
861         //if (this.bot_dodgevector_jumpbutton)
862         //      PHYS_INPUT_BUTTON_JUMP(this) = true;
863         this.movement_x = dir * v_forward * maxspeed;
864         this.movement_y = dir * v_right * maxspeed;
865         this.movement_z = dir * v_up * maxspeed;
866
867         // Emulate keyboard interface
868         if (skill < 10)
869                 havocbot_keyboard_movement(this, destorg);
870
871         // Bunnyhop!
872 //      if(this.aistatus & AI_STATUS_ROAMING)
873         if(this.goalcurrent)
874         if(skill+this.bot_moveskill >= autocvar_bot_ai_bunnyhop_skilloffset)
875                 havocbot_bunnyhop(this, dir);
876
877         if ((dir * v_up) >= autocvar_sv_jumpvelocity*0.5 && (IS_ONGROUND(this))) PHYS_INPUT_BUTTON_JUMP(this) = true;
878         if (((dodge * v_up) > 0) && random()*frametime >= 0.2*bound(0,(10-skill-this.bot_dodgeskill)*0.1,1)) PHYS_INPUT_BUTTON_JUMP(this) = true;
879         if (((dodge * v_up) < 0) && random()*frametime >= 0.5*bound(0,(10-skill-this.bot_dodgeskill)*0.1,1)) this.havocbot_ducktime=time+0.3/bound(0.1,skill+this.bot_dodgeskill,10);
880 }
881
882 entity havocbot_gettarget(entity this, bool secondary)
883 {
884         entity best = NULL;
885         vector eye = CENTER_OR_VIEWOFS(this);
886         IL_EACH(g_bot_targets, boolean((secondary) ? it.classname == "misc_breakablemodel" : it.classname != "misc_breakablemodel"),
887         {
888                 vector v = CENTER_OR_VIEWOFS(it);
889                 if(vdist(v - eye, <, autocvar_bot_ai_enemydetectionradius))
890                 if(!best || vlen2(CENTER_OR_VIEWOFS(best) - eye) > vlen2(v - eye))
891                 if(bot_shouldattack(this, it))
892                 {
893                         traceline(eye, v, true, this);
894                         if (trace_ent == it || trace_fraction >= 1)
895                                 best = it;
896                 }
897         });
898
899         return best;
900 }
901
902 void havocbot_chooseenemy(entity this)
903 {
904         if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(this))
905         {
906                 this.enemy = NULL;
907                 return;
908         }
909         if (this.enemy)
910         {
911                 if (!bot_shouldattack(this, this.enemy))
912                 {
913                         // enemy died or something, find a new target
914                         this.enemy = NULL;
915                         this.havocbot_chooseenemy_finished = time;
916                 }
917                 else if (this.havocbot_stickenemy)
918                 {
919                         // tracking last chosen enemy
920                         // if enemy is visible
921                         // and not really really far away
922                         // and we're not severely injured
923                         // then keep tracking for a half second into the future
924                         traceline(this.origin+this.view_ofs, ( this.enemy.absmin + this.enemy.absmax ) * 0.5,false,NULL);
925                         if (trace_ent == this.enemy || trace_fraction == 1)
926                         if (vdist(((this.enemy.absmin + this.enemy.absmax) * 0.5) - this.origin, <, 1000))
927                         if (this.health > 30)
928                         {
929                                 // remain tracking him for a shot while (case he went after a small corner or pilar
930                                 this.havocbot_chooseenemy_finished = time + 0.5;
931                                 return;
932                         }
933                         // enemy isn't visible, or is far away, or we're injured severely
934                         // so stop preferring this enemy
935                         // (it will still take a half second until a new one is chosen)
936                         this.havocbot_stickenemy = 0;
937                 }
938         }
939         if (time < this.havocbot_chooseenemy_finished)
940                 return;
941         this.havocbot_chooseenemy_finished = time + autocvar_bot_ai_enemydetectioninterval;
942         vector eye = this.origin + this.view_ofs;
943         entity best = NULL;
944         float bestrating = 100000000;
945
946         // Backup hit flags
947         int hf = this.dphitcontentsmask;
948
949         // Search for enemies, if no enemy can be seen directly try to look through transparent objects
950
951         this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
952
953         bool scan_transparent = false;
954         bool scan_secondary_targets = false;
955         bool have_secondary_targets = false;
956         while(true)
957         {
958                 scan_secondary_targets = false;
959 LABEL(scan_targets)
960                 IL_EACH(g_bot_targets, it.bot_attack,
961                 {
962                         if(!scan_secondary_targets)
963                         {
964                                 if(it.classname == "misc_breakablemodel")
965                                 {
966                                         have_secondary_targets = true;
967                                         continue;
968                                 }
969                         }
970                         else if(it.classname != "misc_breakablemodel")
971                                 continue;
972
973                         vector v = (it.absmin + it.absmax) * 0.5;
974                         float rating = vlen2(v - eye);
975                         if (vdist(v - eye, <, autocvar_bot_ai_enemydetectionradius))
976                         if (bestrating > rating)
977                         if (bot_shouldattack(this, it))
978                         {
979                                 traceline(eye, v, true, this);
980                                 if (trace_ent == it || trace_fraction >= 1)
981                                 {
982                                         best = it;
983                                         bestrating = rating;
984                                 }
985                         }
986                 });
987
988                 if(!best && have_secondary_targets && !scan_secondary_targets)
989                 {
990                         scan_secondary_targets = true;
991                         // restart the loop
992                         bestrating = 100000000;
993                         goto scan_targets;
994                 }
995
996                 // I want to do a second scan if no enemy was found or I don't have weapons
997                 // TODO: Perform the scan when using the rifle (requires changes on the rifle code)
998                 if(best || this.weapons) // || this.weapon == WEP_RIFLE.m_id
999                         break;
1000                 if(scan_transparent)
1001                         break;
1002
1003                 // Set flags to see through transparent objects
1004                 this.dphitcontentsmask |= DPCONTENTS_OPAQUE;
1005
1006                 scan_transparent = true;
1007         }
1008
1009         // Restore hit flags
1010         this.dphitcontentsmask = hf;
1011
1012         this.enemy = best;
1013         this.havocbot_stickenemy = true;
1014         if(best && best.classname == "misc_breakablemodel")
1015                 this.havocbot_stickenemy = false;
1016 }
1017
1018 float havocbot_chooseweapon_checkreload(entity this, .entity weaponentity, int new_weapon)
1019 {
1020         // bots under this skill cannot find unloaded weapons to reload idly when not in combat,
1021         // so skip this for them, or they'll never get to reload their weapons at all.
1022         // this also allows bots under this skill to be more stupid, and reload more often during combat :)
1023         if(skill < 5)
1024                 return false;
1025
1026         // if this weapon is scheduled for reloading, don't switch to it during combat
1027         if (this.(weaponentity).weapon_load[new_weapon] < 0)
1028         {
1029                 FOREACH(Weapons, it != WEP_Null, LAMBDA(
1030                         if(it.wr_checkammo1(it, this, weaponentity) + it.wr_checkammo2(it, this, weaponentity))
1031                                 return true; // other weapon available
1032                 ));
1033         }
1034
1035         return false;
1036 }
1037
1038 void havocbot_chooseweapon(entity this, .entity weaponentity)
1039 {
1040         int i;
1041
1042         // ;)
1043         if(g_weaponarena_weapons == WEPSET(TUBA))
1044         {
1045                 this.(weaponentity).m_switchweapon = WEP_TUBA;
1046                 return;
1047         }
1048
1049         // TODO: clean this up by moving it to weapon code
1050         if(this.enemy==NULL)
1051         {
1052                 // If no weapon was chosen get the first available weapon
1053                 if(this.(weaponentity).m_weapon==WEP_Null)
1054                 FOREACH(Weapons, it != WEP_Null, LAMBDA(
1055                         if(client_hasweapon(this, it, weaponentity, true, false))
1056                         {
1057                                 this.(weaponentity).m_switchweapon = it;
1058                                 return;
1059                         }
1060                 ));
1061                 return;
1062         }
1063
1064         // Do not change weapon during the next second after a combo
1065         float f = time - this.lastcombotime;
1066         if(f < 1)
1067                 return;
1068
1069         float w;
1070         float distance; distance=bound(10,vlen(this.origin-this.enemy.origin)-200,10000);
1071
1072         // Should it do a weapon combo?
1073         float af, ct, combo_time, combo;
1074
1075         af = ATTACK_FINISHED(this, 0);
1076         ct = autocvar_bot_ai_weapon_combo_threshold;
1077
1078         // Bots with no skill will be 4 times more slower than "godlike" bots when doing weapon combos
1079         // Ideally this 4 should be calculated as longest_weapon_refire / bot_ai_weapon_combo_threshold
1080         combo_time = time + ct + (ct * ((-0.3*(skill+this.bot_weaponskill))+3));
1081
1082         combo = false;
1083
1084         if(autocvar_bot_ai_weapon_combo)
1085         if(this.(weaponentity).m_weapon.m_id == this.(weaponentity).lastfiredweapon)
1086         if(af > combo_time)
1087         {
1088                 combo = true;
1089                 this.lastcombotime = time;
1090         }
1091
1092         distance *= pow(2, this.bot_rangepreference);
1093
1094         // Custom weapon list based on distance to the enemy
1095         if(bot_custom_weapon){
1096
1097                 // Choose weapons for far distance
1098                 if ( distance > bot_distance_far ) {
1099                         for(i=0; i < Weapons_COUNT && bot_weapons_far[i] != -1 ; ++i){
1100                                 w = bot_weapons_far[i];
1101                                 if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
1102                                 {
1103                                         if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1104                                                 continue;
1105                                         this.(weaponentity).m_switchweapon = Weapons_from(w);
1106                                         return;
1107                                 }
1108                         }
1109                 }
1110
1111                 // Choose weapons for mid distance
1112                 if ( distance > bot_distance_close) {
1113                         for(i=0; i < Weapons_COUNT && bot_weapons_mid[i] != -1 ; ++i){
1114                                 w = bot_weapons_mid[i];
1115                                 if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
1116                                 {
1117                                         if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1118                                                 continue;
1119                                         this.(weaponentity).m_switchweapon = Weapons_from(w);
1120                                         return;
1121                                 }
1122                         }
1123                 }
1124
1125                 // Choose weapons for close distance
1126                 for(i=0; i < Weapons_COUNT && bot_weapons_close[i] != -1 ; ++i){
1127                         w = bot_weapons_close[i];
1128                         if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
1129                         {
1130                                 if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1131                                         continue;
1132                                 this.(weaponentity).m_switchweapon = Weapons_from(w);
1133                                 return;
1134                         }
1135                 }
1136         }
1137 }
1138
1139 void havocbot_aim(entity this)
1140 {
1141         vector myvel, enemyvel;
1142 //      if(this.flags & FL_INWATER)
1143 //              return;
1144         if (time < this.nextaim)
1145                 return;
1146         this.nextaim = time + 0.1;
1147         myvel = this.velocity;
1148         if (!this.waterlevel)
1149                 myvel.z = 0;
1150         if (this.enemy)
1151         {
1152                 enemyvel = this.enemy.velocity;
1153                 if (!this.enemy.waterlevel)
1154                         enemyvel.z = 0;
1155                 lag_additem(this, time + this.ping, 0, 0, this.enemy, this.origin, myvel, (this.enemy.absmin + this.enemy.absmax) * 0.5, enemyvel);
1156         }
1157         else
1158                 lag_additem(this, time + this.ping, 0, 0, NULL, this.origin, myvel, ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5, '0 0 0');
1159 }
1160
1161 bool havocbot_moveto_refresh_route(entity this)
1162 {
1163         // Refresh path to goal if necessary
1164         entity wp;
1165         wp = this.havocbot_personal_waypoint;
1166         navigation_goalrating_start(this);
1167         navigation_routerating(this, wp, 10000, 10000);
1168         navigation_goalrating_end(this);
1169         return this.navigation_hasgoals;
1170 }
1171
1172 float havocbot_moveto(entity this, vector pos)
1173 {
1174         entity wp;
1175
1176         if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_GOING)
1177         {
1178                 // Step 4: Move to waypoint
1179                 if(this.havocbot_personal_waypoint==NULL)
1180                 {
1181                         LOG_TRACE("Error: ", this.netname, " trying to walk to a non existent personal waypoint");
1182                         this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_GOING;
1183                         return CMD_STATUS_ERROR;
1184                 }
1185
1186                 if (!bot_strategytoken_taken)
1187                 if(this.havocbot_personal_waypoint_searchtime<time)
1188                 {
1189                         bot_strategytoken_taken = true;
1190                         if(havocbot_moveto_refresh_route(this))
1191                         {
1192                                 LOG_TRACE(this.netname, " walking to its personal waypoint (after ", ftos(this.havocbot_personal_waypoint_failcounter), " failed attempts)");
1193                                 this.havocbot_personal_waypoint_searchtime = time + 10;
1194                                 this.havocbot_personal_waypoint_failcounter = 0;
1195                         }
1196                         else
1197                         {
1198                                 this.havocbot_personal_waypoint_failcounter += 1;
1199                                 this.havocbot_personal_waypoint_searchtime = time + 2;
1200                                 if(this.havocbot_personal_waypoint_failcounter >= 30)
1201                                 {
1202                                         LOG_TRACE("Warning: can't walk to the personal waypoint located at ", vtos(this.havocbot_personal_waypoint.origin));
1203                                         this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1204                                         delete(this.havocbot_personal_waypoint);
1205                                         return CMD_STATUS_ERROR;
1206                                 }
1207                                 else
1208                                         LOG_TRACE(this.netname, " can't walk to its personal waypoint (after ", ftos(this.havocbot_personal_waypoint_failcounter), " failed attempts), trying later");
1209                         }
1210                 }
1211
1212                 if(autocvar_bot_debug_goalstack)
1213                         debuggoalstack(this);
1214
1215                 // Heading
1216                 vector dir = ( ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5 ) - (this.origin + this.view_ofs);
1217                 dir.z = 0;
1218                 bot_aimdir(this, dir, -1);
1219
1220                 // Go!
1221                 havocbot_movetogoal(this);
1222
1223                 if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_REACHED)
1224                 {
1225                         // Step 5: Waypoint reached
1226                         LOG_TRACE(this.netname, "'s personal waypoint reached");
1227                         delete(this.havocbot_personal_waypoint);
1228                         this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_REACHED;
1229                         return CMD_STATUS_FINISHED;
1230                 }
1231
1232                 return CMD_STATUS_EXECUTING;
1233         }
1234
1235         // Step 2: Linking waypoint
1236         if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_LINKING)
1237         {
1238                 // Wait until it is linked
1239                 if(!this.havocbot_personal_waypoint.wplinked)
1240                 {
1241                         LOG_TRACE(this.netname, " waiting for personal waypoint to be linked");
1242                         return CMD_STATUS_EXECUTING;
1243                 }
1244
1245                 this.havocbot_personal_waypoint_searchtime = time; // so we set the route next frame
1246                 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1247                 this.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_GOING;
1248
1249                 // Step 3: Route to waypoint
1250                 LOG_TRACE(this.netname, " walking to its personal waypoint");
1251
1252                 return CMD_STATUS_EXECUTING;
1253         }
1254
1255         // Step 1: Spawning waypoint
1256         wp = waypoint_spawnpersonal(this, pos);
1257         if(wp==NULL)
1258         {
1259                 LOG_TRACE("Error: Can't spawn personal waypoint at ",vtos(pos));
1260                 return CMD_STATUS_ERROR;
1261         }
1262
1263         this.havocbot_personal_waypoint = wp;
1264         this.havocbot_personal_waypoint_failcounter = 0;
1265         this.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1266
1267         // if pos is inside a teleport, then let's mark it as teleport waypoint
1268         IL_EACH(g_teleporters, WarpZoneLib_BoxTouchesBrush(pos, pos, it, NULL),
1269         {
1270                 wp.wpflags |= WAYPOINTFLAG_TELEPORT;
1271                 this.lastteleporttime = 0;
1272         });
1273
1274 /*
1275         if(wp.wpflags & WAYPOINTFLAG_TELEPORT)
1276                 print("routing to a teleporter\n");
1277         else
1278                 print("routing to a non-teleporter\n");
1279 */
1280
1281         return CMD_STATUS_EXECUTING;
1282 }
1283
1284 float havocbot_resetgoal(entity this)
1285 {
1286         navigation_clearroute(this);
1287         return CMD_STATUS_FINISHED;
1288 }
1289
1290 void havocbot_setupbot(entity this)
1291 {
1292         this.bot_ai = havocbot_ai;
1293         this.cmd_moveto = havocbot_moveto;
1294         this.cmd_resetgoal = havocbot_resetgoal;
1295
1296         havocbot_chooserole(this);
1297 }
1298
1299 vector havocbot_dodge(entity this)
1300 {
1301         // LordHavoc: disabled because this is too expensive
1302         return '0 0 0';
1303 #if 0
1304         entity head;
1305         vector dodge, v, n;
1306         float danger, bestdanger, vl, d;
1307         dodge = '0 0 0';
1308         bestdanger = -20;
1309         // check for dangerous objects near bot or approaching bot
1310         head = findchainfloat(bot_dodge, true);
1311         while(head)
1312         {
1313                 if (head.owner != this)
1314                 {
1315                         vl = vlen(head.velocity);
1316                         if (vl > autocvar_sv_maxspeed * 0.3)
1317                         {
1318                                 n = normalize(head.velocity);
1319                                 v = this.origin - head.origin;
1320                                 d = v * n;
1321                                 if (d > (0 - head.bot_dodgerating))
1322                                 if (d < (vl * 0.2 + head.bot_dodgerating))
1323                                 {
1324                                         // calculate direction and distance from the flight path, by removing the forward axis
1325                                         v = v - (n * (v * n));
1326                                         danger = head.bot_dodgerating - vlen(v);
1327                                         if (bestdanger < danger)
1328                                         {
1329                                                 bestdanger = danger;
1330                                                 // dodge to the side of the object
1331                                                 dodge = normalize(v);
1332                                         }
1333                                 }
1334                         }
1335                         else
1336                         {
1337                                 danger = head.bot_dodgerating - vlen(head.origin - this.origin);
1338                                 if (bestdanger < danger)
1339                                 {
1340                                         bestdanger = danger;
1341                                         dodge = normalize(this.origin - head.origin);
1342                                 }
1343                         }
1344                 }
1345                 head = head.chain;
1346         }
1347         return dodge;
1348 #endif
1349 }