]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/bot/default/havocbot/havocbot.qc
Remove a redundant check, cleanup some jetpack code
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / bot / default / havocbot / havocbot.qc
1 #include "havocbot.qh"
2
3 #include <server/defs.qh>
4 #include <server/miscfunctions.qh>
5 #include "../cvars.qh"
6
7 #include "../aim.qh"
8 #include "../bot.qh"
9 #include "../navigation.qh"
10 #include "../scripting.qh"
11 #include "../waypoints.qh"
12
13 #include <common/constants.qh>
14 #include <common/impulses/all.qh>
15 #include <common/net_linked.qh>
16 #include <common/physics/player.qh>
17 #include <common/state.qh>
18 #include <common/items/_mod.qh>
19 #include <common/wepent.qh>
20
21 #include <common/triggers/teleporters.qh>
22 #include <common/triggers/trigger/jumppads.qh>
23
24 #include <lib/warpzone/common.qh>
25
26 .float speed;
27
28 void havocbot_ai(entity this)
29 {
30         if(this.draggedby)
31                 return;
32
33         if(bot_execute_commands(this))
34                 return;
35
36         if (bot_strategytoken == this)
37         if (!bot_strategytoken_taken)
38         {
39                 if(this.havocbot_blockhead)
40                 {
41                         this.havocbot_blockhead = false;
42                 }
43                 else
44                 {
45                         if (!this.jumppadcount && !STAT(FROZEN, this))
46                                 this.havocbot_role(this); // little too far down the rabbit hole
47                 }
48
49                 // if we don't have a goal and we're under water look for a waypoint near the "shore" and push it
50                 if(!(IS_DEAD(this) || STAT(FROZEN, this)))
51                 if(!this.goalcurrent)
52                 if(this.waterlevel == WATERLEVEL_SWIMMING || (this.aistatus & AI_STATUS_OUT_WATER))
53                 {
54                         // Look for the closest waypoint out of water
55                         entity newgoal = NULL;
56                         IL_EACH(g_waypoints, vdist(it.origin - this.origin, <=, 10000),
57                         {
58                                 if(it.origin.z < this.origin.z)
59                                         continue;
60
61                                 if(it.origin.z - this.origin.z - this.view_ofs.z > 100)
62                                         continue;
63
64                                 if (pointcontents(it.origin + it.maxs + '0 0 1') != CONTENT_EMPTY)
65                                         continue;
66
67                                 traceline(this.origin + this.view_ofs, ((it.absmin + it.absmax) * 0.5), true, this);
68
69                                 if(trace_fraction < 1)
70                                         continue;
71
72                                 if(!newgoal || vlen2(it.origin - this.origin) < vlen2(newgoal.origin - this.origin))
73                                         newgoal = it;
74                         });
75
76                         if(newgoal)
77                         {
78                         //      te_wizspike(newgoal.origin);
79                                 navigation_pushroute(this, newgoal);
80                         }
81                 }
82
83                 // token has been used this frame
84                 bot_strategytoken_taken = true;
85         }
86
87         if(IS_DEAD(this) || STAT(FROZEN, this))
88                 return;
89
90         havocbot_chooseenemy(this);
91
92         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
93         {
94                 .entity weaponentity = weaponentities[slot];
95                 if(this.(weaponentity).m_weapon != WEP_Null || slot == 0)
96                 if(this.(weaponentity).bot_chooseweapontime < time)
97                 {
98                         this.(weaponentity).bot_chooseweapontime = time + autocvar_bot_ai_chooseweaponinterval;
99                         havocbot_chooseweapon(this, weaponentity);
100                 }
101         }
102         havocbot_aim(this);
103         lag_update(this);
104         if (this.bot_aimtarg)
105         {
106                 this.aistatus |= AI_STATUS_ATTACKING;
107                 this.aistatus &= ~AI_STATUS_ROAMING;
108
109                 if(this.weapons)
110                 {
111                         if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(this))
112                         {
113                                 PHYS_INPUT_BUTTON_ATCK(this) = false;
114                                 PHYS_INPUT_BUTTON_ATCK2(this) = false;
115                         }
116                         else
117                         {
118                                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
119                                 {
120                                         .entity weaponentity = weaponentities[slot];
121                                         Weapon w = this.(weaponentity).m_weapon;
122                                         if(w == WEP_Null && slot != 0)
123                                                 continue;
124                                         w.wr_aim(w, this, weaponentity);
125                                         if(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this)) // TODO: what if we didn't fire this weapon, but the previous?
126                                                 this.(weaponentity).lastfiredweapon = this.(weaponentity).m_weapon.m_id;
127                                 }
128                         }
129                 }
130                 else
131                 {
132                         if(IS_PLAYER(this.bot_aimtarg))
133                                 bot_aimdir(this, this.bot_aimtarg.origin + this.bot_aimtarg.view_ofs - this.origin - this.view_ofs , -1);
134                 }
135         }
136         else if (this.goalcurrent)
137         {
138                 this.aistatus |= AI_STATUS_ROAMING;
139                 this.aistatus &= ~AI_STATUS_ATTACKING;
140
141                 vector v = '0 0 0', now, next;
142                 float aimdistance,skillblend,distanceblend,blend;
143
144                 SET_DESTCOORDS(this.goalcurrent, this.origin, v);
145                 if(this.goalcurrent.wpisbox)
146                 {
147                         // avoid a glitch when bot is teleported but teleport waypoint isn't removed yet
148                         if(this.goalstack02 && this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT
149                         && this.lastteleporttime > 0 && time - this.lastteleporttime < 0.15)
150                                 v = (this.goalstack02.absmin + this.goalstack02.absmax) * 0.5;
151                         // aim to teleport origin if bot is inside teleport waypoint but hasn't touched the real teleport yet
152                         else if(boxesoverlap(this.goalcurrent.absmin, this.goalcurrent.absmax, this.origin, this.origin))
153                                 v = this.goalcurrent.origin;
154                 }
155                 next = now = v - (this.origin + this.view_ofs);
156                 aimdistance = vlen(now);
157
158                 //dprint(this.goalstack01.classname,etos(this.goalstack01),"\n");
159                 if(
160                         this.goalstack01 != this && this.goalstack01 && !wasfreed(this.goalstack01) && ((this.aistatus & AI_STATUS_RUNNING) == 0) &&
161                         !(this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
162                 )
163                         next = ((this.goalstack01.absmin + this.goalstack01.absmax) * 0.5) - (this.origin + this.view_ofs);
164
165                 skillblend=bound(0,(skill+this.bot_moveskill-2.5)*0.5,1); //lower skill player can't preturn
166                 distanceblend=bound(0,aimdistance/autocvar_bot_ai_keyboard_distance,1);
167                 blend = skillblend * (1-distanceblend);
168                 //v = (now * (distanceblend) + next * (1-distanceblend)) * (skillblend) + now * (1-skillblend);
169                 //v = now * (distanceblend) * (skillblend) + next * (1-distanceblend) * (skillblend) + now * (1-skillblend);
170                 //v = now * ((1-skillblend) + (distanceblend) * (skillblend)) + next * (1-distanceblend) * (skillblend);
171                 v = now + blend * (next - now);
172                 //dprint(etos(this), " ");
173                 //dprint(vtos(now), ":", vtos(next), "=", vtos(v), " (blend ", ftos(blend), ")\n");
174                 //v = now * (distanceblend) + next * (1-distanceblend);
175                 if (this.waterlevel < WATERLEVEL_SWIMMING)
176                         v.z = 0;
177                 //dprint("walk at:", vtos(v), "\n");
178                 //te_lightning2(NULL, this.origin, this.goalcurrent.origin);
179                 bot_aimdir(this, v, -1);
180         }
181         havocbot_movetogoal(this);
182
183         // if the bot is not attacking, consider reloading weapons
184         if (!(this.aistatus & AI_STATUS_ATTACKING))
185         {
186                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
187                 {
188                         .entity weaponentity = weaponentities[slot];
189
190                         if(this.(weaponentity).m_weapon == WEP_Null && slot != 0)
191                                 continue;
192
193                         // we are currently holding a weapon that's not fully loaded, reload it
194                         if(skill >= 2) // bots can only reload the held weapon on purpose past this skill
195                         if(this.(weaponentity).clip_load < this.(weaponentity).clip_size)
196                                 CS(this).impulse = IMP_weapon_reload.impulse; // not sure if this is done right
197
198                         // if we're not reloading a weapon, switch to any weapon in our invnetory that's not fully loaded to reload it next
199                         // the code above executes next frame, starting the reloading then
200                         if(skill >= 5) // bots can only look for unloaded weapons past this skill
201                         if(this.(weaponentity).clip_load >= 0) // only if we're not reloading a weapon already
202                         {
203                                 FOREACH(Weapons, it != WEP_Null, {
204                                         if((this.weapons & (it.m_wepset)) && (it.spawnflags & WEP_FLAG_RELOADABLE) && (this.(weaponentity).weapon_load[it.m_id] < it.reloading_ammo))
205                                         {
206                                                 this.(weaponentity).m_switchweapon = it;
207                                                 break;
208                                         }
209                                 });
210                         }
211                 }
212         }
213 }
214
215 void havocbot_keyboard_movement(entity this, vector destorg)
216 {
217         vector keyboard;
218
219         if (time > this.havocbot_keyboardtime)
220         {
221                 float sk = skill + this.bot_moveskill;
222                 this.havocbot_keyboardtime =
223                         max(
224                                 this.havocbot_keyboardtime
225                                         + 0.05 / max(1, sk + this.havocbot_keyboardskill)
226                                         + random() * 0.025 / max(0.00025, skill + this.havocbot_keyboardskill)
227                         , time);
228                 keyboard = CS(this).movement / autocvar_sv_maxspeed;
229
230                 float trigger = autocvar_bot_ai_keyboard_threshold;
231                 float trigger1 = -trigger;
232
233                 // categorize forward movement
234                 // at skill < 1.5 only forward
235                 // at skill < 2.5 only individual directions
236                 // at skill < 4.5 only individual directions, and forward diagonals
237                 // at skill >= 4.5, all cases allowed
238                 if (keyboard.x > trigger)
239                 {
240                         keyboard.x = 1;
241                         if (sk < 2.5)
242                                 keyboard.y = 0;
243                 }
244                 else if (keyboard.x < trigger1 && sk > 1.5)
245                 {
246                         keyboard.x = -1;
247                         if (sk < 4.5)
248                                 keyboard.y = 0;
249                 }
250                 else
251                 {
252                         keyboard.x = 0;
253                         if (sk < 1.5)
254                                 keyboard.y = 0;
255                 }
256                 if (sk < 4.5)
257                         keyboard.z = 0;
258
259                 if (keyboard.y > trigger)
260                         keyboard.y = 1;
261                 else if (keyboard.y < trigger1)
262                         keyboard.y = -1;
263                 else
264                         keyboard.y = 0;
265
266                 if (keyboard.z > trigger)
267                         keyboard.z = 1;
268                 else if (keyboard.z < trigger1)
269                         keyboard.z = -1;
270                 else
271                         keyboard.z = 0;
272
273                 this.havocbot_keyboard = keyboard * autocvar_sv_maxspeed;
274                 if (this.havocbot_ducktime > time)
275                         PHYS_INPUT_BUTTON_CROUCH(this) = true;
276         }
277
278         keyboard = this.havocbot_keyboard;
279         float blend = bound(0, vlen(destorg - this.origin) / autocvar_bot_ai_keyboard_distance, 1); // When getting close move with 360 degree
280         //dprint("movement ", vtos(CS(this).movement), " keyboard ", vtos(keyboard), " blend ", ftos(blend), "\n");
281         CS(this).movement = CS(this).movement + (keyboard - CS(this).movement) * blend;
282 }
283
284 void havocbot_bunnyhop(entity this, vector dir)
285 {
286         float bunnyhopdistance;
287         vector deviation;
288         float maxspeed;
289         vector gco = '0 0 0', gno;
290
291         // Don't jump when attacking
292         if(this.aistatus & AI_STATUS_ATTACKING)
293                 return;
294
295         if(IS_PLAYER(this.goalcurrent))
296                 return;
297
298         maxspeed = autocvar_sv_maxspeed;
299
300         if(this.aistatus & AI_STATUS_RUNNING && vdist(this.velocity, <, autocvar_sv_maxspeed * 0.75)
301                 || this.aistatus & AI_STATUS_DANGER_AHEAD)
302         {
303                 this.aistatus &= ~AI_STATUS_RUNNING;
304                 PHYS_INPUT_BUTTON_JUMP(this) = false;
305                 this.bot_canruntogoal = 0;
306                 this.bot_timelastseengoal = 0;
307                 return;
308         }
309
310         if(this.waterlevel > WATERLEVEL_WETFEET)
311         {
312                 this.aistatus &= ~AI_STATUS_RUNNING;
313                 return;
314         }
315
316         if(this.bot_lastseengoal != this.goalcurrent && !(this.aistatus & AI_STATUS_RUNNING))
317         {
318                 this.bot_canruntogoal = 0;
319                 this.bot_timelastseengoal = 0;
320         }
321
322         SET_DESTCOORDS(this.goalcurrent, this.origin, gco);
323         bunnyhopdistance = vlen(this.origin - gco);
324
325         // Run only to visible goals
326         if(IS_ONGROUND(this))
327         if(vdist(vec2(this.velocity), >=, autocvar_sv_maxspeed)) // if -really- running
328         if(checkpvs(this.origin + this.view_ofs, this.goalcurrent))
329         {
330                         this.bot_lastseengoal = this.goalcurrent;
331
332                         // seen it before
333                         if(this.bot_timelastseengoal)
334                         {
335                                 // for a period of time
336                                 if(time - this.bot_timelastseengoal > autocvar_bot_ai_bunnyhop_firstjumpdelay)
337                                 {
338                                         float checkdistance;
339                                         checkdistance = true;
340
341                                         // don't run if it is too close
342                                         if(this.bot_canruntogoal==0)
343                                         {
344                                                 if(bunnyhopdistance > autocvar_bot_ai_bunnyhop_startdistance)
345                                                         this.bot_canruntogoal = 1;
346                                                 else
347                                                         this.bot_canruntogoal = -1;
348                                         }
349
350                                         if(this.bot_canruntogoal != 1)
351                                                 return;
352
353                                         if(this.aistatus & AI_STATUS_ROAMING)
354                                         if(this.goalcurrent.classname=="waypoint")
355                                         if (!(this.goalcurrent.wpflags & WAYPOINTFLAG_PERSONAL))
356                                         if(fabs(gco.z - this.origin.z) < this.maxs.z - this.mins.z)
357                                         if(this.goalstack01 && !wasfreed(this.goalstack01))
358                                         {
359                                                 gno = (this.goalstack01.absmin + this.goalstack01.absmax) * 0.5;
360                                                 deviation = vectoangles(gno - this.origin) - vectoangles(gco - this.origin);
361                                                 while (deviation.y < -180) deviation.y = deviation.y + 360;
362                                                 while (deviation.y > 180) deviation.y = deviation.y - 360;
363
364                                                 if(fabs(deviation.y) < 20)
365                                                 if(bunnyhopdistance < vlen(this.origin - gno))
366                                                 if(fabs(gno.z - gco.z) < this.maxs.z - this.mins.z)
367                                                 {
368                                                         if(vdist(gco - gno, >, autocvar_bot_ai_bunnyhop_startdistance))
369                                                         if(checkpvs(this.origin + this.view_ofs, this.goalstack01))
370                                                         {
371                                                                 checkdistance = false;
372                                                         }
373                                                 }
374                                         }
375
376                                         if(checkdistance)
377                                         {
378                                                 this.aistatus &= ~AI_STATUS_RUNNING;
379                                                 // increase stop distance in case the goal is on a slope or a lower platform
380                                                 if(bunnyhopdistance > autocvar_bot_ai_bunnyhop_stopdistance + (this.origin.z - gco.z))
381                                                         PHYS_INPUT_BUTTON_JUMP(this) = true;
382                                         }
383                                         else
384                                         {
385                                                 this.aistatus |= AI_STATUS_RUNNING;
386                                                 PHYS_INPUT_BUTTON_JUMP(this) = true;
387                                         }
388                                 }
389                         }
390                         else
391                         {
392                                 this.bot_timelastseengoal = time;
393                         }
394         }
395         else
396         {
397                 this.bot_timelastseengoal = 0;
398         }
399
400 #if 0
401         // Release jump button
402         if(!cvar("sv_pogostick"))
403         if((IS_ONGROUND(this)) == 0)
404         {
405                 if(this.velocity.z < 0 || vlen(this.velocity)<maxspeed)
406                         PHYS_INPUT_BUTTON_JUMP(this) = false;
407
408                 // Strafe
409                 if(this.aistatus & AI_STATUS_RUNNING)
410                 if(vlen(this.velocity)>maxspeed)
411                 {
412                         deviation = vectoangles(dir) - vectoangles(this.velocity);
413                         while (deviation.y < -180) deviation.y = deviation.y + 360;
414                         while (deviation.y > 180) deviation.y = deviation.y - 360;
415
416                         if(fabs(deviation.y)>10)
417                                 CS(this).movement_x = 0;
418
419                         if(deviation.y>10)
420                                 CS(this).movement_y = maxspeed * -1;
421                         else if(deviation.y<10)
422                                 CS(this).movement_y = maxspeed;
423
424                 }
425         }
426 #endif
427 }
428
429 // return true when bot isn't getting closer to the current goal
430 bool havocbot_checkgoaldistance(entity this, vector gco)
431 {
432         float curr_dist = vlen(this.origin - gco);
433         float curr_dist_2d = vlen(vec2(this.origin - gco));
434         float distance_time = this.goalcurrent_distance_time;
435         if(distance_time < 0)
436                 distance_time = -distance_time;
437         if(curr_dist > this.goalcurrent_distance && curr_dist_2d > this.goalcurrent_distance_2d)
438         {
439                 if(!distance_time)
440                         this.goalcurrent_distance_time = time;
441                 else if (time - distance_time > 0.5)
442                         return true;
443         }
444         else
445         {
446                 // reduce it a little bit so it works even with very small approaches to the goal
447                 this.goalcurrent_distance = max(20, curr_dist - 10);
448                 this.goalcurrent_distance_2d = max(20, curr_dist_2d - 10);
449                 this.goalcurrent_distance_time = 0;
450         }
451         return false;
452 }
453
454 void havocbot_movetogoal(entity this)
455 {
456         vector destorg = '0 0 0';
457         vector diff;
458         vector dir;
459         vector flatdir;
460         vector evadeobstacle;
461         vector evadelava;
462         float maxspeed;
463         vector gco;
464         //float dist;
465         vector dodge;
466         //if (this.goalentity)
467         //      te_lightning2(this, this.origin, (this.goalentity.absmin + this.goalentity.absmax) * 0.5);
468         CS(this).movement = '0 0 0';
469         maxspeed = autocvar_sv_maxspeed;
470
471         PHYS_INPUT_BUTTON_JETPACK(this) = false;
472         // Jetpack navigation
473         if(this.navigation_jetpack_goal)
474         if(this.goalcurrent==this.navigation_jetpack_goal)
475         if(this.ammo_fuel)
476         {
477                 if(autocvar_bot_debug_goalstack)
478                 {
479                         debuggoalstack(this);
480                         te_wizspike(this.navigation_jetpack_point);
481                 }
482
483                 // Take off
484                 if (!(this.aistatus & AI_STATUS_JETPACK_FLYING))
485                 {
486                         // Brake almost completely so it can get a good direction
487                         if(vdist(this.velocity, >, 10))
488                                 return;
489                         this.aistatus |= AI_STATUS_JETPACK_FLYING;
490                 }
491
492                 makevectors(this.v_angle.y * '0 1 0');
493                 dir = normalize(this.navigation_jetpack_point - this.origin);
494
495                 // Landing
496                 if(this.aistatus & AI_STATUS_JETPACK_LANDING)
497                 {
498                         // Calculate brake distance in xy
499                         float d = vlen(vec2(this.origin - (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5));
500                         float v = vlen(vec2(this.velocity));
501                         float db = ((v ** 2) / (autocvar_g_jetpack_acceleration_side * 2)) + 100;
502                         //LOG_INFOF("distance %d, velocity %d, brake at %d ", ceil(d), ceil(v), ceil(db));
503                         if(d < db || d < 500)
504                         {
505                                 // Brake
506                                 if(v > maxspeed * 0.3)
507                                 {
508                                         CS(this).movement_x = dir * v_forward * -maxspeed;
509                                         return;
510                                 }
511                                 // Switch to normal mode
512                                 this.navigation_jetpack_goal = NULL;
513                                 this.aistatus &= ~AI_STATUS_JETPACK_LANDING;
514                                 this.aistatus &= ~AI_STATUS_JETPACK_FLYING;
515                                 return;
516                         }
517                 }
518                 else if(checkpvs(this.origin,this.goalcurrent))
519                 {
520                         // If I can see the goal switch to landing code
521                         this.aistatus &= ~AI_STATUS_JETPACK_FLYING;
522                         this.aistatus |= AI_STATUS_JETPACK_LANDING;
523                         return;
524                 }
525
526                 // Flying
527                 PHYS_INPUT_BUTTON_JETPACK(this) = true;
528                 if(this.navigation_jetpack_point.z - STAT(PL_MAX, this).z + STAT(PL_MIN, this).z < this.origin.z)
529                 {
530                         CS(this).movement_x = dir * v_forward * maxspeed;
531                         CS(this).movement_y = dir * v_right * maxspeed;
532                 }
533                 return;
534         }
535
536         // Handling of jump pads
537         if(this.jumppadcount)
538         {
539                 if(this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
540                 {
541                         this.aistatus |= AI_STATUS_OUT_JUMPPAD;
542                         navigation_poptouchedgoals(this);
543                         return;
544                 }
545                 else if(this.aistatus & AI_STATUS_OUT_JUMPPAD)
546                 {
547                         // If got stuck on the jump pad try to reach the farthest visible waypoint
548                         // but with some randomness so it can try out different paths
549                         if(!this.goalcurrent)
550                         {
551                                 entity newgoal = NULL;
552                                 IL_EACH(g_waypoints, vdist(it.origin - this.origin, <=, 1000),
553                                 {
554                                         if(it.wpflags & WAYPOINTFLAG_TELEPORT)
555                                         if(it.origin.z < this.origin.z - 100 && vdist(vec2(it.origin - this.origin), <, 100))
556                                                 continue;
557
558                                         traceline(this.origin + this.view_ofs, ((it.absmin + it.absmax) * 0.5), true, this);
559
560                                         if(trace_fraction < 1)
561                                                 continue;
562
563                                         if(!newgoal || ((random() < 0.8) && vlen2(it.origin - this.origin) > vlen2(newgoal.origin - this.origin)))
564                                                 newgoal = it;
565                                 });
566
567                                 if(newgoal)
568                                 {
569                                         this.ignoregoal = this.goalcurrent;
570                                         this.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
571                                         navigation_clearroute(this);
572                                         navigation_routetogoal(this, newgoal, this.origin);
573                                         if(autocvar_bot_debug_goalstack)
574                                                 debuggoalstack(this);
575                                         this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
576                                 }
577                         }
578                         else
579                         {
580                                 gco = (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5;
581                                 if (this.origin.z > gco.z && vdist(vec2(this.velocity), <, autocvar_sv_maxspeed))
582                                         this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
583                                 else if(havocbot_checkgoaldistance(this, gco))
584                                 {
585                                         navigation_clearroute(this);
586                                         navigation_goalrating_timeout_force(this);
587                                 }
588                                 else
589                                         return;
590                         }
591                 }
592                 else
593                 {
594                         if(time - this.lastteleporttime > 0.2 && this.velocity.z > 0)
595                         {
596                                 vector velxy = this.velocity; velxy_z = 0;
597                                 if(vdist(velxy, <, autocvar_sv_maxspeed * 0.2))
598                                 {
599                                         LOG_TRACE("Warning: ", this.netname, " got stuck on a jumppad (velocity in xy is ", vtos(velxy), "), trying to get out of it now");
600                                         this.aistatus |= AI_STATUS_OUT_JUMPPAD;
601                                 }
602                                 return;
603                         }
604
605                         // Don't chase players while using a jump pad
606                         if(IS_PLAYER(this.goalcurrent) || IS_PLAYER(this.goalstack01))
607                                 return;
608                 }
609         }
610         else if(this.aistatus & AI_STATUS_OUT_JUMPPAD)
611                 this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
612
613         // If there is a trigger_hurt right below try to use the jetpack or make a rocketjump
614         if (skill > 6 && !(IS_ONGROUND(this)))
615         {
616                 #define ROCKETJUMP_DAMAGE() WEP_CVAR(devastator, damage) * 0.8 \
617                         * ((this.strength_finished < time) ? autocvar_g_balance_powerup_strength_selfdamage : 1) \
618                         * ((this.invincible_finished < time) ? autocvar_g_balance_powerup_invincible_takedamage : 1)
619
620                 tracebox(this.origin, this.mins, this.maxs, this.origin + '0 0 -65536', MOVE_NOMONSTERS, this);
621                 if(tracebox_hits_trigger_hurt(this.origin, this.mins, this.maxs, trace_endpos ))
622                 if(this.items & IT_JETPACK)
623                 {
624                         tracebox(this.origin, this.mins, this.maxs, this.origin + '0 0 65536', MOVE_NOMONSTERS, this);
625                         if(tracebox_hits_trigger_hurt(this.origin, this.mins, this.maxs, trace_endpos + '0 0 1' ))
626                         {
627                                 if(this.velocity.z<0)
628                                         PHYS_INPUT_BUTTON_JETPACK(this) = true;
629                         }
630                         else
631                                 PHYS_INPUT_BUTTON_JETPACK(this) = true;
632
633                         // If there is no goal try to move forward
634
635                         if(this.goalcurrent==NULL)
636                                 dir = v_forward;
637                         else
638                                 dir = normalize(( ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5 ) - this.origin);
639
640                         vector xyvelocity = this.velocity; xyvelocity_z = 0;
641                         float xyspeed = xyvelocity * dir;
642
643                         if(xyspeed < (maxspeed / 2))
644                         {
645                                 makevectors(this.v_angle.y * '0 1 0');
646                                 tracebox(this.origin, this.mins, this.maxs, this.origin + (dir * maxspeed * 3), MOVE_NOMONSTERS, this);
647                                 if(trace_fraction==1)
648                                 {
649                                         CS(this).movement_x = dir * v_forward * maxspeed;
650                                         CS(this).movement_y = dir * v_right * maxspeed;
651                                         if (skill < 10)
652                                                 havocbot_keyboard_movement(this, this.origin + dir * 100);
653                                 }
654                         }
655
656                         this.havocbot_blockhead = true;
657
658                         return;
659                 }
660                 else if(this.health + this.armorvalue > ROCKETJUMP_DAMAGE())
661                 {
662                         if(this.velocity.z < 0)
663                         {
664                                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
665                                 {
666                                         .entity weaponentity = weaponentities[slot];
667
668                                         if(this.(weaponentity).m_weapon == WEP_Null && slot != 0)
669                                                 continue;
670
671                                         if(client_hasweapon(this, WEP_DEVASTATOR, weaponentity, true, false))
672                                         {
673                                                 CS(this).movement_x = maxspeed;
674
675                                                 if(this.rocketjumptime)
676                                                 {
677                                                         if(time > this.rocketjumptime)
678                                                         {
679                                                                 PHYS_INPUT_BUTTON_ATCK2(this) = true;
680                                                                 this.rocketjumptime = 0;
681                                                         }
682                                                         return;
683                                                 }
684
685                                                 this.(weaponentity).m_switchweapon = WEP_DEVASTATOR;
686                                                 this.v_angle_x = 90;
687                                                 PHYS_INPUT_BUTTON_ATCK(this) = true;
688                                                 this.rocketjumptime = time + WEP_CVAR(devastator, detonatedelay);
689                                                 return;
690                                         }
691                                 }
692                         }
693                 }
694                 else
695                 {
696                         // If there is no goal try to move forward
697                         if(this.goalcurrent==NULL)
698                                 CS(this).movement_x = maxspeed;
699                 }
700         }
701
702         // If we are under water with no goals, swim up
703         if(this.waterlevel)
704         if(this.goalcurrent==NULL)
705         {
706                 dir = '0 0 0';
707                 if(this.waterlevel>WATERLEVEL_SWIMMING)
708                         dir.z = 1;
709                 else if(this.velocity.z >= 0 && !(this.waterlevel == WATERLEVEL_WETFEET && this.watertype == CONTENT_WATER))
710                         PHYS_INPUT_BUTTON_JUMP(this) = true;
711                 else
712                         PHYS_INPUT_BUTTON_JUMP(this) = false;
713                 makevectors(this.v_angle.y * '0 1 0');
714                 CS(this).movement_x = dir * v_forward * maxspeed;
715                 CS(this).movement_y = dir * v_right * maxspeed;
716                 CS(this).movement_z = dir * v_up * maxspeed;
717         }
718
719         // if there is nowhere to go, exit
720         if (this.goalcurrent == NULL)
721                 return;
722
723
724         bool locked_goal = false;
725         if(this.goalentity && wasfreed(this.goalentity))
726         {
727                 navigation_clearroute(this);
728                 navigation_goalrating_timeout_force(this);
729                 return;
730         }
731         else if(this.goalentity.bot_pickup)
732         {
733                 if(this.goalentity.bot_pickup_respawning)
734                 {
735                         if(this.goalentity.solid) // item respawned
736                                 this.goalentity.bot_pickup_respawning = false;
737                         else if(time < this.goalentity.scheduledrespawntime - 10) // item already taken (by someone else)
738                         {
739                                 if(checkpvs(this.origin, this.goalentity))
740                                 {
741                                         this.goalentity.bot_pickup_respawning = false;
742                                         navigation_clearroute(this);
743                                         navigation_goalrating_timeout_force(this);
744                                         return;
745                                 }
746                         }
747                         else if(this.goalentity == this.goalcurrent)
748                                 locked_goal = true; // wait for item to respawn
749                 }
750                 else if(!this.goalentity.solid && !boxesoverlap(this.goalentity.absmin, this.goalentity.absmax, this.absmin, this.absmax))
751                 {
752                         if(checkpvs(this.origin, this.goalentity))
753                         {
754                                 navigation_clearroute(this);
755                                 navigation_goalrating_timeout_force(this);
756                                 return;
757                         }
758                 }
759         }
760         if(!locked_goal)
761         {
762                 if(navigation_poptouchedgoals(this) && time > this.bot_strategytime - (IS_MOVABLE(this.goalentity) ? 3 : 2))
763                         navigation_goalrating_timeout_force(this);
764         }
765
766         // if ran out of goals try to use an alternative goal or get a new strategy asap
767         if(this.goalcurrent == NULL)
768         {
769                 navigation_goalrating_timeout_force(this);
770                 return;
771         }
772
773
774         if(autocvar_bot_debug_goalstack)
775                 debuggoalstack(this);
776
777         bool bunnyhop_forbidden = false;;
778         SET_DESTCOORDS(this.goalcurrent, this.origin, destorg);
779
780         // in case bot ends up inside the teleport waypoint without touching
781         // the teleport itself, head to the teleport origin
782         if(this.goalcurrent.wpisbox && boxesoverlap(this.goalcurrent.absmin, this.goalcurrent.absmax, this.origin + eZ * this.mins.z, this.origin + eZ * this.maxs.z))
783         {
784                 bunnyhop_forbidden = true;
785                 destorg = this.goalcurrent.origin;
786                 if(destorg.z > this.origin.z)
787                         PHYS_INPUT_BUTTON_JUMP(this) = true;
788         }
789
790         diff = destorg - this.origin;
791         //dist = vlen(diff);
792         dir = normalize(diff);
793         flatdir = diff;flatdir.z = 0;
794         flatdir = normalize(flatdir);
795         gco = (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5;
796
797         //if (this.bot_dodgevector_time < time)
798         {
799                 //this.bot_dodgevector_time = time + cvar("bot_ai_dodgeupdateinterval");
800                 //this.bot_dodgevector_jumpbutton = 1;
801                 evadeobstacle = '0 0 0';
802                 evadelava = '0 0 0';
803
804                 this.aistatus &= ~AI_STATUS_DANGER_AHEAD;
805                 makevectors(this.v_angle.y * '0 1 0');
806                 if (this.waterlevel)
807                 {
808                         if(this.waterlevel>WATERLEVEL_SWIMMING)
809                         {
810                                 if(!this.goalcurrent)
811                                         this.aistatus |= AI_STATUS_OUT_WATER;
812                                 else if(gco.z > this.origin.z)
813                                         PHYS_INPUT_BUTTON_JUMP(this) = true;
814                         }
815                         else
816                         {
817                                 dir = flatdir;
818                                 if(this.velocity.z >= 0 && !(this.watertype == CONTENT_WATER && gco.z < this.origin.z) &&
819                                         ( !(this.waterlevel == WATERLEVEL_WETFEET && this.watertype == CONTENT_WATER) || this.aistatus & AI_STATUS_OUT_WATER))
820                                         PHYS_INPUT_BUTTON_JUMP(this) = true;
821                                 else
822                                         PHYS_INPUT_BUTTON_JUMP(this) = false;
823                         }
824                 }
825                 else
826                 {
827                         float s;
828                         vector offset;
829                         if(this.aistatus & AI_STATUS_OUT_WATER)
830                                 this.aistatus &= ~AI_STATUS_OUT_WATER;
831
832                         // jump if going toward an obstacle that doesn't look like stairs we
833                         // can walk up directly
834                         offset = (vdist(this.velocity, >, 32) ? this.velocity * 0.2 : v_forward * 32);
835                         tracebox(this.origin, this.mins, this.maxs, this.origin + offset, false, this);
836                         if (trace_fraction < 1)
837                         if (trace_plane_normal.z < 0.7)
838                         {
839                                 s = trace_fraction;
840                                 tracebox(this.origin + stepheightvec, this.mins, this.maxs, this.origin + offset + stepheightvec, false, this);
841                                 if (trace_fraction < s + 0.01)
842                                 if (trace_plane_normal.z < 0.7)
843                                 {
844                                         s = trace_fraction;
845                                         tracebox(this.origin + jumpstepheightvec, this.mins, this.maxs, this.origin + offset + jumpstepheightvec, false, this);
846                                         if (trace_fraction > s)
847                                                 PHYS_INPUT_BUTTON_JUMP(this) = true;
848                                 }
849                         }
850
851                         // if bot for some reason doesn't get close to the current goal find another one
852                         if(!this.jumppadcount && !IS_PLAYER(this.goalcurrent) && !(this.goalcurrent.bot_pickup_respawning && this.goalcurrent_distance < 50))
853                         if(havocbot_checkgoaldistance(this, gco))
854                         {
855                                 if(this.goalcurrent_distance_time < 0) // can't get close for the second time
856                                 {
857                                         navigation_clearroute(this);
858                                         navigation_goalrating_timeout_force(this);
859                                         return;
860                                 }
861
862                                 vector dest = '0 0 0';
863                                 float dest_height = 0;
864                                 SET_TRACEWALK_DESTCOORDS(this.goalcurrent, this.origin, dest, dest_height);
865                                 if (!tracewalk(this, this.origin, this.mins, this.maxs, dest, dest_height, bot_navigation_movemode))
866                                 {
867                                         navigation_clearroute(this);
868                                         navigation_goalrating_timeout_force(this);
869                                         return;
870                                 }
871
872                                 // give bot only another chance to prevent bot getting stuck
873                                 // in case it thinks it can walk but actually can't
874                                 this.goalcurrent_distance = FLOAT_MAX;
875                                 this.goalcurrent_distance_2d = FLOAT_MAX;
876                                 this.goalcurrent_distance_time = -time; // mark second try
877                         }
878
879                         // Check for water/slime/lava and dangerous edges
880                         // (only when the bot is on the ground or jumping intentionally)
881
882                         vector dst_ahead = this.origin + this.view_ofs + offset;
883                         vector dst_down = dst_ahead - '0 0 3000';
884                         traceline(this.origin + this.view_ofs, dst_ahead, true, NULL);
885
886                         bool unreachable = false;
887                         s = CONTENT_SOLID;
888                         if(trace_fraction == 1 && this.jumppadcount == 0 && !this.goalcurrent.wphardwired )
889                         if((IS_ONGROUND(this)) || (this.aistatus & AI_STATUS_RUNNING) || (this.aistatus & AI_STATUS_ROAMING) || PHYS_INPUT_BUTTON_JUMP(this))
890                         {
891                                 // Look downwards
892                                 traceline(dst_ahead , dst_down, true, NULL);
893                                 //te_lightning2(NULL, this.origin + this.view_ofs, dst_ahead); // Draw "ahead" look
894                                 //te_lightning2(NULL, dst_ahead, dst_down); // Draw "downwards" look
895                                 if(trace_endpos.z < this.origin.z + this.mins.z)
896                                 {
897                                         s = pointcontents(trace_endpos + '0 0 1');
898                                         if (s != CONTENT_SOLID)
899                                         if (s == CONTENT_LAVA || s == CONTENT_SLIME)
900                                                 evadelava = normalize(this.velocity) * -1;
901                                         else if (s == CONTENT_SKY)
902                                                 evadeobstacle = normalize(this.velocity) * -1;
903                                         else if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos))
904                                         {
905                                                 // the traceline check isn't enough but is good as optimization,
906                                                 // when not true (most of the time) this tracebox call is avoided
907                                                 tracebox(dst_ahead, this.mins, this.maxs, dst_down, true, this);
908                                                 if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos))
909                                                 {
910                                                         if (gco.z > this.origin.z + jumpstepheightvec.z)
911                                                         {
912                                                                 // the goal is probably on an upper platform, assume bot can't get there
913                                                                 unreachable = true;
914                                                         }
915                                                         else
916                                                                 evadelava = normalize(this.velocity) * -1;
917                                                 }
918                                         }
919                                 }
920                         }
921
922                         dir = flatdir;
923                         evadeobstacle.z = 0;
924                         evadelava.z = 0;
925                         makevectors(this.v_angle.y * '0 1 0');
926
927                         if(evadeobstacle || evadelava || (s == CONTENT_WATER))
928                         {
929                                 this.aistatus |= AI_STATUS_DANGER_AHEAD;
930                                 if(IS_PLAYER(this.goalcurrent))
931                                         unreachable = true;
932                         }
933                         if(unreachable)
934                         {
935                                 navigation_clearroute(this);
936                                 navigation_goalrating_timeout_force(this);
937                         }
938                 }
939
940                 dodge = havocbot_dodge(this);
941                 dodge = dodge * bound(0,0.5+(skill+this.bot_dodgeskill)*0.1,1);
942                 evadelava = evadelava * bound(1,3-(skill+this.bot_dodgeskill),3); //Noobs fear lava a lot and take more distance from it
943                 traceline(this.origin, ( ( this.enemy.absmin + this.enemy.absmax ) * 0.5 ), true, NULL);
944                 if(IS_PLAYER(trace_ent))
945                         dir = dir * bound(0,(skill+this.bot_dodgeskill)/7,1);
946
947                 dir = normalize(dir + dodge + evadeobstacle + evadelava);
948         //      this.bot_dodgevector = dir;
949         //      this.bot_dodgevector_jumpbutton = PHYS_INPUT_BUTTON_JUMP(this);
950         }
951
952         if(time < this.ladder_time)
953         {
954                 if(this.goalcurrent.origin.z + this.goalcurrent.mins.z > this.origin.z + this.mins.z)
955                 {
956                         if(this.origin.z + this.mins.z  < this.ladder_entity.origin.z + this.ladder_entity.maxs.z)
957                                 dir.z = 1;
958                 }
959                 else
960                 {
961                         if(this.origin.z + this.mins.z  > this.ladder_entity.origin.z + this.ladder_entity.mins.z)
962                                 dir.z = -1;
963                 }
964         }
965
966         //dir = this.bot_dodgevector;
967         //if (this.bot_dodgevector_jumpbutton)
968         //      PHYS_INPUT_BUTTON_JUMP(this) = true;
969         CS(this).movement_x = dir * v_forward * maxspeed;
970         CS(this).movement_y = dir * v_right * maxspeed;
971         CS(this).movement_z = dir * v_up * maxspeed;
972
973         // Emulate keyboard interface
974         if (skill < 10)
975                 havocbot_keyboard_movement(this, destorg);
976
977         // Bunnyhop!
978         //if(this.aistatus & AI_STATUS_ROAMING)
979         if(!bunnyhop_forbidden && this.goalcurrent)
980         if(skill+this.bot_moveskill >= autocvar_bot_ai_bunnyhop_skilloffset)
981                 havocbot_bunnyhop(this, dir);
982
983         if ((dir * v_up) >= autocvar_sv_jumpvelocity*0.5 && (IS_ONGROUND(this))) PHYS_INPUT_BUTTON_JUMP(this) = true;
984         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;
985         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);
986 }
987
988 entity havocbot_gettarget(entity this, bool secondary)
989 {
990         entity best = NULL;
991         vector eye = CENTER_OR_VIEWOFS(this);
992         IL_EACH(g_bot_targets, boolean((secondary) ? it.classname == "misc_breakablemodel" : it.classname != "misc_breakablemodel"),
993         {
994                 vector v = CENTER_OR_VIEWOFS(it);
995                 if(vdist(v - eye, <, autocvar_bot_ai_enemydetectionradius))
996                 if(!best || vlen2(CENTER_OR_VIEWOFS(best) - eye) > vlen2(v - eye))
997                 if(bot_shouldattack(this, it))
998                 {
999                         traceline(eye, v, true, this);
1000                         if (trace_ent == it || trace_fraction >= 1)
1001                                 best = it;
1002                 }
1003         });
1004
1005         return best;
1006 }
1007
1008 void havocbot_chooseenemy(entity this)
1009 {
1010         if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(this))
1011         {
1012                 this.enemy = NULL;
1013                 return;
1014         }
1015         if (this.enemy)
1016         {
1017                 if (!bot_shouldattack(this, this.enemy))
1018                 {
1019                         // enemy died or something, find a new target
1020                         this.enemy = NULL;
1021                         this.havocbot_chooseenemy_finished = time;
1022                 }
1023                 else if (this.havocbot_stickenemy)
1024                 {
1025                         // tracking last chosen enemy
1026                         // if enemy is visible
1027                         // and not really really far away
1028                         // and we're not severely injured
1029                         // then keep tracking for a half second into the future
1030                         traceline(this.origin+this.view_ofs, ( this.enemy.absmin + this.enemy.absmax ) * 0.5,false,NULL);
1031                         if (trace_ent == this.enemy || trace_fraction == 1)
1032                         if (vdist(((this.enemy.absmin + this.enemy.absmax) * 0.5) - this.origin, <, 1000))
1033                         if (this.health > 30)
1034                         {
1035                                 // remain tracking him for a shot while (case he went after a small corner or pilar
1036                                 this.havocbot_chooseenemy_finished = time + 0.5;
1037                                 return;
1038                         }
1039                         // enemy isn't visible, or is far away, or we're injured severely
1040                         // so stop preferring this enemy
1041                         // (it will still take a half second until a new one is chosen)
1042                         this.havocbot_stickenemy = 0;
1043                 }
1044         }
1045         if (time < this.havocbot_chooseenemy_finished)
1046                 return;
1047         this.havocbot_chooseenemy_finished = time + autocvar_bot_ai_enemydetectioninterval;
1048         vector eye = this.origin + this.view_ofs;
1049         entity best = NULL;
1050         float bestrating = 100000000;
1051
1052         // Backup hit flags
1053         int hf = this.dphitcontentsmask;
1054
1055         // Search for enemies, if no enemy can be seen directly try to look through transparent objects
1056
1057         this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
1058
1059         bool scan_transparent = false;
1060         bool scan_secondary_targets = false;
1061         bool have_secondary_targets = false;
1062         while(true)
1063         {
1064                 scan_secondary_targets = false;
1065 LABEL(scan_targets)
1066                 IL_EACH(g_bot_targets, it.bot_attack,
1067                 {
1068                         if(!scan_secondary_targets)
1069                         {
1070                                 if(it.classname == "misc_breakablemodel")
1071                                 {
1072                                         have_secondary_targets = true;
1073                                         continue;
1074                                 }
1075                         }
1076                         else if(it.classname != "misc_breakablemodel")
1077                                 continue;
1078
1079                         vector v = (it.absmin + it.absmax) * 0.5;
1080                         float rating = vlen2(v - eye);
1081                         if (vdist(v - eye, <, autocvar_bot_ai_enemydetectionradius))
1082                         if (bestrating > rating)
1083                         if (bot_shouldattack(this, it))
1084                         {
1085                                 traceline(eye, v, true, this);
1086                                 if (trace_ent == it || trace_fraction >= 1)
1087                                 {
1088                                         best = it;
1089                                         bestrating = rating;
1090                                 }
1091                         }
1092                 });
1093
1094                 if(!best && have_secondary_targets && !scan_secondary_targets)
1095                 {
1096                         scan_secondary_targets = true;
1097                         // restart the loop
1098                         bestrating = 100000000;
1099                         goto scan_targets;
1100                 }
1101
1102                 // I want to do a second scan if no enemy was found or I don't have weapons
1103                 // TODO: Perform the scan when using the rifle (requires changes on the rifle code)
1104                 if(best || this.weapons) // || this.weapon == WEP_RIFLE.m_id
1105                         break;
1106                 if(scan_transparent)
1107                         break;
1108
1109                 // Set flags to see through transparent objects
1110                 this.dphitcontentsmask |= DPCONTENTS_OPAQUE;
1111
1112                 scan_transparent = true;
1113         }
1114
1115         // Restore hit flags
1116         this.dphitcontentsmask = hf;
1117
1118         this.enemy = best;
1119         this.havocbot_stickenemy = true;
1120         if(best && best.classname == "misc_breakablemodel")
1121                 this.havocbot_stickenemy = false;
1122 }
1123
1124 float havocbot_chooseweapon_checkreload(entity this, .entity weaponentity, int new_weapon)
1125 {
1126         // bots under this skill cannot find unloaded weapons to reload idly when not in combat,
1127         // so skip this for them, or they'll never get to reload their weapons at all.
1128         // this also allows bots under this skill to be more stupid, and reload more often during combat :)
1129         if(skill < 5)
1130                 return false;
1131
1132         // if this weapon is scheduled for reloading, don't switch to it during combat
1133         if (this.(weaponentity).weapon_load[new_weapon] < 0)
1134         {
1135                 FOREACH(Weapons, it != WEP_Null, {
1136                         if(it.wr_checkammo1(it, this, weaponentity) + it.wr_checkammo2(it, this, weaponentity))
1137                                 return true; // other weapon available
1138                 });
1139         }
1140
1141         return false;
1142 }
1143
1144 void havocbot_chooseweapon(entity this, .entity weaponentity)
1145 {
1146         int i;
1147
1148         // ;)
1149         if(g_weaponarena_weapons == WEPSET(TUBA))
1150         {
1151                 this.(weaponentity).m_switchweapon = WEP_TUBA;
1152                 return;
1153         }
1154
1155         // TODO: clean this up by moving it to weapon code
1156         if(this.enemy==NULL)
1157         {
1158                 // If no weapon was chosen get the first available weapon
1159                 if(this.(weaponentity).m_weapon==WEP_Null)
1160                 FOREACH(Weapons, it != WEP_Null, {
1161                         if(client_hasweapon(this, it, weaponentity, true, false))
1162                         {
1163                                 this.(weaponentity).m_switchweapon = it;
1164                                 return;
1165                         }
1166                 });
1167                 return;
1168         }
1169
1170         // Do not change weapon during the next second after a combo
1171         float f = time - this.lastcombotime;
1172         if(f < 1)
1173                 return;
1174
1175         float w;
1176         float distance; distance=bound(10,vlen(this.origin-this.enemy.origin)-200,10000);
1177
1178         // Should it do a weapon combo?
1179         float af, ct, combo_time, combo;
1180
1181         af = ATTACK_FINISHED(this, 0);
1182         ct = autocvar_bot_ai_weapon_combo_threshold;
1183
1184         // Bots with no skill will be 4 times more slower than "godlike" bots when doing weapon combos
1185         // Ideally this 4 should be calculated as longest_weapon_refire / bot_ai_weapon_combo_threshold
1186         combo_time = time + ct + (ct * ((-0.3*(skill+this.bot_weaponskill))+3));
1187
1188         combo = false;
1189
1190         if(autocvar_bot_ai_weapon_combo)
1191         if(this.(weaponentity).m_weapon.m_id == this.(weaponentity).lastfiredweapon)
1192         if(af > combo_time)
1193         {
1194                 combo = true;
1195                 this.lastcombotime = time;
1196         }
1197
1198         distance *= (2 ** this.bot_rangepreference);
1199
1200         // Custom weapon list based on distance to the enemy
1201         if(bot_custom_weapon){
1202
1203                 // Choose weapons for far distance
1204                 if ( distance > bot_distance_far ) {
1205                         for(i=0; i < Weapons_COUNT && bot_weapons_far[i] != -1 ; ++i){
1206                                 w = bot_weapons_far[i];
1207                                 if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
1208                                 {
1209                                         if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1210                                                 continue;
1211                                         this.(weaponentity).m_switchweapon = Weapons_from(w);
1212                                         return;
1213                                 }
1214                         }
1215                 }
1216
1217                 // Choose weapons for mid distance
1218                 if ( distance > bot_distance_close) {
1219                         for(i=0; i < Weapons_COUNT && bot_weapons_mid[i] != -1 ; ++i){
1220                                 w = bot_weapons_mid[i];
1221                                 if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
1222                                 {
1223                                         if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1224                                                 continue;
1225                                         this.(weaponentity).m_switchweapon = Weapons_from(w);
1226                                         return;
1227                                 }
1228                         }
1229                 }
1230
1231                 // Choose weapons for close distance
1232                 for(i=0; i < Weapons_COUNT && bot_weapons_close[i] != -1 ; ++i){
1233                         w = bot_weapons_close[i];
1234                         if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
1235                         {
1236                                 if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1237                                         continue;
1238                                 this.(weaponentity).m_switchweapon = Weapons_from(w);
1239                                 return;
1240                         }
1241                 }
1242         }
1243 }
1244
1245 void havocbot_aim(entity this)
1246 {
1247         if (time < this.nextaim)
1248                 return;
1249         this.nextaim = time + 0.1;
1250         vector myvel = this.velocity;
1251         if (!this.waterlevel)
1252                 myvel.z = 0;
1253         if(MUTATOR_CALLHOOK(HavocBot_Aim, this)) { /* do nothing */ }
1254         else if (this.enemy)
1255         {
1256                 vector enemyvel = this.enemy.velocity;
1257                 if (!this.enemy.waterlevel)
1258                         enemyvel.z = 0;
1259                 lag_additem(this, time + CS(this).ping, 0, 0, this.enemy, this.origin, myvel, (this.enemy.absmin + this.enemy.absmax) * 0.5, enemyvel);
1260         }
1261         else
1262                 lag_additem(this, time + CS(this).ping, 0, 0, NULL, this.origin, myvel, ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5, '0 0 0');
1263 }
1264
1265 bool havocbot_moveto_refresh_route(entity this)
1266 {
1267         // Refresh path to goal if necessary
1268         entity wp;
1269         wp = this.havocbot_personal_waypoint;
1270         navigation_goalrating_start(this);
1271         navigation_routerating(this, wp, 10000, 10000);
1272         navigation_goalrating_end(this);
1273         return (this.goalentity != NULL);
1274 }
1275
1276 float havocbot_moveto(entity this, vector pos)
1277 {
1278         entity wp;
1279
1280         if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_GOING)
1281         {
1282                 // Step 4: Move to waypoint
1283                 if(this.havocbot_personal_waypoint==NULL)
1284                 {
1285                         LOG_TRACE("Error: ", this.netname, " trying to walk to a non existent personal waypoint");
1286                         this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_GOING;
1287                         return CMD_STATUS_ERROR;
1288                 }
1289
1290                 if (!bot_strategytoken_taken)
1291                 if(this.havocbot_personal_waypoint_searchtime<time)
1292                 {
1293                         bot_strategytoken_taken = true;
1294                         if(havocbot_moveto_refresh_route(this))
1295                         {
1296                                 LOG_TRACE(this.netname, " walking to its personal waypoint (after ", ftos(this.havocbot_personal_waypoint_failcounter), " failed attempts)");
1297                                 this.havocbot_personal_waypoint_searchtime = time + 10;
1298                                 this.havocbot_personal_waypoint_failcounter = 0;
1299                         }
1300                         else
1301                         {
1302                                 this.havocbot_personal_waypoint_failcounter += 1;
1303                                 this.havocbot_personal_waypoint_searchtime = time + 2;
1304                                 if(this.havocbot_personal_waypoint_failcounter >= 30)
1305                                 {
1306                                         LOG_TRACE("Warning: can't walk to the personal waypoint located at ", vtos(this.havocbot_personal_waypoint.origin));
1307                                         this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1308                                         delete(this.havocbot_personal_waypoint);
1309                                         return CMD_STATUS_ERROR;
1310                                 }
1311                                 else
1312                                         LOG_TRACE(this.netname, " can't walk to its personal waypoint (after ", ftos(this.havocbot_personal_waypoint_failcounter), " failed attempts), trying later");
1313                         }
1314                 }
1315
1316                 if(autocvar_bot_debug_goalstack)
1317                         debuggoalstack(this);
1318
1319                 // Heading
1320                 vector dir = '0 0 0';
1321                 SET_DESTCOORDS(this.goalcurrent, this.origin, dir);
1322                 dir = dir - (this.origin + this.view_ofs);
1323                 dir.z = 0;
1324                 bot_aimdir(this, dir, -1);
1325
1326                 // Go!
1327                 havocbot_movetogoal(this);
1328
1329                 if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_REACHED)
1330                 {
1331                         // Step 5: Waypoint reached
1332                         LOG_TRACE(this.netname, "'s personal waypoint reached");
1333                         delete(this.havocbot_personal_waypoint);
1334                         this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_REACHED;
1335                         return CMD_STATUS_FINISHED;
1336                 }
1337
1338                 return CMD_STATUS_EXECUTING;
1339         }
1340
1341         // Step 2: Linking waypoint
1342         if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_LINKING)
1343         {
1344                 // Wait until it is linked
1345                 if(!this.havocbot_personal_waypoint.wplinked)
1346                 {
1347                         LOG_TRACE(this.netname, " waiting for personal waypoint to be linked");
1348                         return CMD_STATUS_EXECUTING;
1349                 }
1350
1351                 this.havocbot_personal_waypoint_searchtime = time; // so we set the route next frame
1352                 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1353                 this.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_GOING;
1354
1355                 // Step 3: Route to waypoint
1356                 LOG_TRACE(this.netname, " walking to its personal waypoint");
1357
1358                 return CMD_STATUS_EXECUTING;
1359         }
1360
1361         // Step 1: Spawning waypoint
1362         wp = waypoint_spawnpersonal(this, pos);
1363         if(wp==NULL)
1364         {
1365                 LOG_TRACE("Error: Can't spawn personal waypoint at ",vtos(pos));
1366                 return CMD_STATUS_ERROR;
1367         }
1368
1369         this.havocbot_personal_waypoint = wp;
1370         this.havocbot_personal_waypoint_failcounter = 0;
1371         this.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1372
1373         // if pos is inside a teleport, then let's mark it as teleport waypoint
1374         IL_EACH(g_teleporters, WarpZoneLib_BoxTouchesBrush(pos, pos, it, NULL),
1375         {
1376                 wp.wpflags |= WAYPOINTFLAG_TELEPORT;
1377                 this.lastteleporttime = 0;
1378         });
1379
1380 /*
1381         if(wp.wpflags & WAYPOINTFLAG_TELEPORT)
1382                 print("routing to a teleporter\n");
1383         else
1384                 print("routing to a non-teleporter\n");
1385 */
1386
1387         return CMD_STATUS_EXECUTING;
1388 }
1389
1390 float havocbot_resetgoal(entity this)
1391 {
1392         navigation_clearroute(this);
1393         return CMD_STATUS_FINISHED;
1394 }
1395
1396 void havocbot_setupbot(entity this)
1397 {
1398         this.bot_ai = havocbot_ai;
1399         this.cmd_moveto = havocbot_moveto;
1400         this.cmd_resetgoal = havocbot_resetgoal;
1401
1402         havocbot_chooserole(this);
1403 }
1404
1405 vector havocbot_dodge(entity this)
1406 {
1407         // LordHavoc: disabled because this is too expensive
1408         return '0 0 0';
1409 #if 0
1410         entity head;
1411         vector dodge, v, n;
1412         float danger, bestdanger, vl, d;
1413         dodge = '0 0 0';
1414         bestdanger = -20;
1415         // check for dangerous objects near bot or approaching bot
1416         head = findchainfloat(bot_dodge, true);
1417         while(head)
1418         {
1419                 if (head.owner != this)
1420                 {
1421                         vl = vlen(head.velocity);
1422                         if (vl > autocvar_sv_maxspeed * 0.3)
1423                         {
1424                                 n = normalize(head.velocity);
1425                                 v = this.origin - head.origin;
1426                                 d = v * n;
1427                                 if (d > (0 - head.bot_dodgerating))
1428                                 if (d < (vl * 0.2 + head.bot_dodgerating))
1429                                 {
1430                                         // calculate direction and distance from the flight path, by removing the forward axis
1431                                         v = v - (n * (v * n));
1432                                         danger = head.bot_dodgerating - vlen(v);
1433                                         if (bestdanger < danger)
1434                                         {
1435                                                 bestdanger = danger;
1436                                                 // dodge to the side of the object
1437                                                 dodge = normalize(v);
1438                                         }
1439                                 }
1440                         }
1441                         else
1442                         {
1443                                 danger = head.bot_dodgerating - vlen(head.origin - this.origin);
1444                                 if (bestdanger < danger)
1445                                 {
1446                                         bestdanger = danger;
1447                                         dodge = normalize(this.origin - head.origin);
1448                                 }
1449                         }
1450                 }
1451                 head = head.chain;
1452         }
1453         return dodge;
1454 #endif
1455 }