3 #include <server/defs.qh>
4 #include <server/miscfunctions.qh>
9 #include "../navigation.qh"
10 #include "../scripting.qh"
11 #include "../waypoints.qh"
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>
21 #include <common/mapobjects/func/ladder.qh>
22 #include <common/mapobjects/teleporters.qh>
23 #include <common/mapobjects/trigger/jumppads.qh>
25 #include <lib/warpzone/common.qh>
29 void havocbot_ai(entity this)
34 this.bot_aimdir_executed = false;
36 if(bot_execute_commands(this))
39 if (bot_strategytoken == this && !bot_strategytoken_taken)
41 if(this.havocbot_blockhead)
43 this.havocbot_blockhead = false;
47 if (!this.jumppadcount && !STAT(FROZEN, this))
48 this.havocbot_role(this); // little too far down the rabbit hole
51 // if we don't have a goal and we're under water look for a waypoint near the "shore" and push it
52 if(!(IS_DEAD(this) || STAT(FROZEN, this)))
54 if(this.waterlevel == WATERLEVEL_SWIMMING || (this.aistatus & AI_STATUS_OUT_WATER))
56 // Look for the closest waypoint out of water
57 entity newgoal = NULL;
58 IL_EACH(g_waypoints, vdist(it.origin - this.origin, <=, 10000),
60 if(it.origin.z < this.origin.z)
63 if(it.origin.z - this.origin.z - this.view_ofs.z > 100)
66 if (pointcontents(it.origin + it.maxs + '0 0 1') != CONTENT_EMPTY)
69 traceline(this.origin + this.view_ofs, ((it.absmin + it.absmax) * 0.5), true, this);
71 if(trace_fraction < 1)
74 if(!newgoal || vlen2(it.origin - this.origin) < vlen2(newgoal.origin - this.origin))
80 // te_wizspike(newgoal.origin);
81 navigation_pushroute(this, newgoal);
85 // token has been used this frame
86 bot_strategytoken_taken = true;
89 if(IS_DEAD(this) || STAT(FROZEN, this))
92 navigation_clearroute(this);
96 havocbot_chooseenemy(this);
98 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
100 .entity weaponentity = weaponentities[slot];
101 if(this.(weaponentity).m_weapon != WEP_Null || slot == 0)
102 if(this.(weaponentity).bot_chooseweapontime < time)
104 this.(weaponentity).bot_chooseweapontime = time + autocvar_bot_ai_chooseweaponinterval;
105 havocbot_chooseweapon(this, weaponentity);
111 if (this.bot_aimtarg)
113 this.aistatus |= AI_STATUS_ATTACKING;
114 this.aistatus &= ~AI_STATUS_ROAMING;
116 if(STAT(WEAPONS, this))
118 if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(this))
120 PHYS_INPUT_BUTTON_ATCK(this) = false;
121 PHYS_INPUT_BUTTON_ATCK2(this) = false;
125 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
127 .entity weaponentity = weaponentities[slot];
128 Weapon w = this.(weaponentity).m_weapon;
129 if(w == WEP_Null && slot != 0)
131 w.wr_aim(w, this, weaponentity);
132 if(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this)) // TODO: what if we didn't fire this weapon, but the previous?
133 this.(weaponentity).lastfiredweapon = this.(weaponentity).m_weapon.m_id;
139 if(IS_PLAYER(this.bot_aimtarg))
140 bot_aimdir(this, this.bot_aimtarg.origin + this.bot_aimtarg.view_ofs - this.origin - this.view_ofs, 0);
143 else if (this.goalcurrent)
145 this.aistatus |= AI_STATUS_ROAMING;
146 this.aistatus &= ~AI_STATUS_ATTACKING;
149 havocbot_movetogoal(this);
150 if (!this.bot_aimdir_executed && this.goalcurrent)
153 vector dir = get_closer_dest(this.goalcurrent, this.origin);
154 dir -= this.origin + this.view_ofs;
156 bot_aimdir(this, dir, 0);
159 // if the bot is not attacking, consider reloading weapons
160 if (!(this.aistatus & AI_STATUS_ATTACKING))
162 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
164 .entity weaponentity = weaponentities[slot];
166 if(this.(weaponentity).m_weapon == WEP_Null && slot != 0)
169 // we are currently holding a weapon that's not fully loaded, reload it
170 if(skill >= 2) // bots can only reload the held weapon on purpose past this skill
171 if(this.(weaponentity).clip_load < this.(weaponentity).clip_size)
172 CS(this).impulse = IMP_weapon_reload.impulse; // not sure if this is done right
174 // if we're not reloading a weapon, switch to any weapon in our invnetory that's not fully loaded to reload it next
175 // the code above executes next frame, starting the reloading then
176 if(skill >= 5) // bots can only look for unloaded weapons past this skill
177 if(this.(weaponentity).clip_load >= 0) // only if we're not reloading a weapon already
179 FOREACH(Weapons, it != WEP_Null, {
180 if((STAT(WEAPONS, this) & (it.m_wepset)) && (it.spawnflags & WEP_FLAG_RELOADABLE) && (this.(weaponentity).weapon_load[it.m_id] < it.reloading_ammo))
182 this.(weaponentity).m_switchweapon = it;
191 void havocbot_keyboard_movement(entity this, vector destorg)
195 if (time > this.havocbot_keyboardtime)
197 float sk = skill + this.bot_moveskill;
198 this.havocbot_keyboardtime =
200 this.havocbot_keyboardtime
201 + 0.05 / max(1, sk + this.havocbot_keyboardskill)
202 + random() * 0.025 / max(0.00025, skill + this.havocbot_keyboardskill)
204 keyboard = CS(this).movement / autocvar_sv_maxspeed;
206 float trigger = autocvar_bot_ai_keyboard_threshold;
207 float trigger1 = -trigger;
209 // categorize forward movement
210 // at skill < 1.5 only forward
211 // at skill < 2.5 only individual directions
212 // at skill < 4.5 only individual directions, and forward diagonals
213 // at skill >= 4.5, all cases allowed
214 if (keyboard.x > trigger)
220 else if (keyboard.x < trigger1 && sk > 1.5)
235 if (keyboard.y > trigger)
237 else if (keyboard.y < trigger1)
242 if (keyboard.z > trigger)
244 else if (keyboard.z < trigger1)
249 this.havocbot_keyboard = keyboard * autocvar_sv_maxspeed;
250 if (this.havocbot_ducktime > time)
251 PHYS_INPUT_BUTTON_CROUCH(this) = true;
254 keyboard = this.havocbot_keyboard;
255 float blend = bound(0, vlen(destorg - this.origin) / autocvar_bot_ai_keyboard_distance, 1); // When getting close move with 360 degree
256 //dprint("movement ", vtos(CS(this).movement), " keyboard ", vtos(keyboard), " blend ", ftos(blend), "\n");
257 CS(this).movement = CS(this).movement + (keyboard - CS(this).movement) * blend;
260 void havocbot_bunnyhop(entity this, vector dir)
262 float bunnyhopdistance;
266 // Don't jump when attacking
267 if(this.aistatus & AI_STATUS_ATTACKING)
270 if(IS_PLAYER(this.goalcurrent))
273 maxspeed = autocvar_sv_maxspeed;
275 if(this.aistatus & AI_STATUS_RUNNING && vdist(this.velocity, <, autocvar_sv_maxspeed * 0.75)
276 || this.aistatus & AI_STATUS_DANGER_AHEAD)
278 this.aistatus &= ~AI_STATUS_RUNNING;
279 PHYS_INPUT_BUTTON_JUMP(this) = false;
280 this.bot_canruntogoal = 0;
281 this.bot_timelastseengoal = 0;
285 if(this.waterlevel > WATERLEVEL_WETFEET)
287 this.aistatus &= ~AI_STATUS_RUNNING;
291 if(this.bot_lastseengoal != this.goalcurrent && !(this.aistatus & AI_STATUS_RUNNING))
293 this.bot_canruntogoal = 0;
294 this.bot_timelastseengoal = 0;
297 vector gco = get_closer_dest(this.goalcurrent, this.origin);
298 bunnyhopdistance = vlen(this.origin - gco);
300 // Run only to visible goals
301 if(IS_ONGROUND(this))
302 if(vdist(vec2(this.velocity), >=, autocvar_sv_maxspeed)) // if -really- running
303 if(checkpvs(this.origin + this.view_ofs, this.goalcurrent))
305 this.bot_lastseengoal = this.goalcurrent;
308 if(this.bot_timelastseengoal)
310 // for a period of time
311 if(time - this.bot_timelastseengoal > autocvar_bot_ai_bunnyhop_firstjumpdelay)
314 checkdistance = true;
316 // don't run if it is too close
317 if(this.bot_canruntogoal==0)
319 if(bunnyhopdistance > autocvar_bot_ai_bunnyhop_startdistance)
320 this.bot_canruntogoal = 1;
322 this.bot_canruntogoal = -1;
325 if(this.bot_canruntogoal != 1)
328 if(this.aistatus & AI_STATUS_ROAMING)
329 if(this.goalcurrent.classname=="waypoint")
330 if (!(this.goalcurrent.wpflags & WAYPOINTFLAG_PERSONAL))
331 if(fabs(gco.z - this.origin.z) < this.maxs.z - this.mins.z)
332 if(this.goalstack01 && !wasfreed(this.goalstack01))
334 vector gno = (this.goalstack01.absmin + this.goalstack01.absmax) * 0.5;
335 deviation = vectoangles(gno - this.origin) - vectoangles(gco - this.origin);
336 while (deviation.y < -180) deviation.y = deviation.y + 360;
337 while (deviation.y > 180) deviation.y = deviation.y - 360;
339 if(fabs(deviation.y) < 20)
340 if(bunnyhopdistance < vlen(this.origin - gno))
341 if(fabs(gno.z - gco.z) < this.maxs.z - this.mins.z)
343 if(vdist(gco - gno, >, autocvar_bot_ai_bunnyhop_startdistance))
344 if(checkpvs(this.origin + this.view_ofs, this.goalstack01))
346 checkdistance = false;
353 this.aistatus &= ~AI_STATUS_RUNNING;
354 // increase stop distance in case the goal is on a slope or a lower platform
355 if(bunnyhopdistance > autocvar_bot_ai_bunnyhop_stopdistance + (this.origin.z - gco.z))
356 PHYS_INPUT_BUTTON_JUMP(this) = true;
360 this.aistatus |= AI_STATUS_RUNNING;
361 PHYS_INPUT_BUTTON_JUMP(this) = true;
367 this.bot_timelastseengoal = time;
372 this.bot_timelastseengoal = 0;
376 // Release jump button
377 if(!cvar("sv_pogostick"))
378 if((IS_ONGROUND(this)) == 0)
380 if(this.velocity.z < 0 || vlen(this.velocity)<maxspeed)
381 PHYS_INPUT_BUTTON_JUMP(this) = false;
384 if(this.aistatus & AI_STATUS_RUNNING)
385 if(vlen(this.velocity)>maxspeed)
387 deviation = vectoangles(dir) - vectoangles(this.velocity);
388 while (deviation.y < -180) deviation.y = deviation.y + 360;
389 while (deviation.y > 180) deviation.y = deviation.y - 360;
391 if(fabs(deviation.y)>10)
392 CS(this).movement_x = 0;
395 CS(this).movement_y = maxspeed * -1;
396 else if(deviation.y<10)
397 CS(this).movement_y = maxspeed;
404 // return true when bot isn't getting closer to the current goal
405 bool havocbot_checkgoaldistance(entity this, vector gco)
407 float curr_dist_z = max(20, fabs(this.origin.z - gco.z));
408 float curr_dist_2d = max(20, vlen(vec2(this.origin - gco)));
409 float distance_time = this.goalcurrent_distance_time;
410 if(distance_time < 0)
411 distance_time = -distance_time;
412 if(curr_dist_z >= this.goalcurrent_distance_z && curr_dist_2d >= this.goalcurrent_distance_2d)
415 this.goalcurrent_distance_time = time;
416 else if (time - distance_time > 0.5)
421 // reduce it a little bit so it works even with very small approaches to the goal
422 this.goalcurrent_distance_z = max(20, curr_dist_z - 10);
423 this.goalcurrent_distance_2d = max(20, curr_dist_2d - 10);
424 this.goalcurrent_distance_time = 0;
429 entity havocbot_select_an_item_of_group(entity this, int gr)
431 entity selected = NULL;
432 float selected_dist2 = 0;
433 // select farthest item of this group from bot's position
434 IL_EACH(g_items, it.item_group == gr && it.solid,
436 float dist2 = vlen2(this.origin - it.origin);
437 if (dist2 < 600 ** 2 && dist2 > selected_dist2)
440 selected_dist2 = vlen2(this.origin - selected.origin);
447 set_tracewalk_dest(selected, this.origin, false);
448 if (!tracewalk(this, this.origin, STAT(PL_MIN, this), STAT(PL_MAX, this),
449 tracewalk_dest, tracewalk_dest_height, bot_navigation_movemode))
457 void havocbot_movetogoal(entity this)
462 vector evadeobstacle;
464 float dodge_enemy_factor = 1;
468 //if (this.goalentity)
469 // te_lightning2(this, this.origin, (this.goalentity.absmin + this.goalentity.absmax) * 0.5);
470 CS(this).movement = '0 0 0';
471 maxspeed = autocvar_sv_maxspeed;
473 PHYS_INPUT_BUTTON_JETPACK(this) = false;
474 // Jetpack navigation
475 if(this.navigation_jetpack_goal)
476 if(this.goalcurrent==this.navigation_jetpack_goal)
477 if(GetResourceAmount(this, RESOURCE_FUEL))
479 if(autocvar_bot_debug_goalstack)
481 debuggoalstack(this);
482 te_wizspike(this.navigation_jetpack_point);
486 if (!(this.aistatus & AI_STATUS_JETPACK_FLYING))
488 // Brake almost completely so it can get a good direction
489 if(vdist(this.velocity, >, 10))
491 this.aistatus |= AI_STATUS_JETPACK_FLYING;
494 makevectors(this.v_angle.y * '0 1 0');
495 dir = normalize(this.navigation_jetpack_point - this.origin);
498 if(this.aistatus & AI_STATUS_JETPACK_LANDING)
500 // Calculate brake distance in xy
501 float d = vlen(vec2(this.origin - (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5));
502 float vel2 = vlen2(vec2(this.velocity));
503 float db = (vel2 / (autocvar_g_jetpack_acceleration_side * 2)) + 100;
504 //LOG_INFOF("distance %d, velocity %d, brake at %d ", ceil(d), ceil(v), ceil(db));
505 if(d < db || d < 500)
508 if (vel2 > (maxspeed * 0.3) ** 2)
510 CS(this).movement_x = dir * v_forward * -maxspeed;
513 // Switch to normal mode
514 this.navigation_jetpack_goal = NULL;
515 this.aistatus &= ~AI_STATUS_JETPACK_LANDING;
516 this.aistatus &= ~AI_STATUS_JETPACK_FLYING;
520 else if(checkpvs(this.origin,this.goalcurrent))
522 // If I can see the goal switch to landing code
523 this.aistatus &= ~AI_STATUS_JETPACK_FLYING;
524 this.aistatus |= AI_STATUS_JETPACK_LANDING;
529 PHYS_INPUT_BUTTON_JETPACK(this) = true;
530 if(this.navigation_jetpack_point.z - STAT(PL_MAX, this).z + STAT(PL_MIN, this).z < this.origin.z)
532 CS(this).movement_x = dir * v_forward * maxspeed;
533 CS(this).movement_y = dir * v_right * maxspeed;
538 // Handling of jump pads
539 if(this.jumppadcount)
541 if(this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
543 this.aistatus |= AI_STATUS_OUT_JUMPPAD;
544 if(navigation_poptouchedgoals(this))
547 else if(this.aistatus & AI_STATUS_OUT_JUMPPAD)
549 // If got stuck on the jump pad try to reach the farthest visible waypoint
550 // but with some randomness so it can try out different paths
551 if(!this.goalcurrent)
553 entity newgoal = NULL;
554 IL_EACH(g_waypoints, vdist(it.origin - this.origin, <=, 1000),
556 if(it.wpflags & WAYPOINTFLAG_TELEPORT)
557 if(it.origin.z < this.origin.z - 100 && vdist(vec2(it.origin - this.origin), <, 100))
560 traceline(this.origin + this.view_ofs, ((it.absmin + it.absmax) * 0.5), true, this);
562 if(trace_fraction < 1)
565 if(!newgoal || ((random() < 0.8) && vlen2(it.origin - this.origin) > vlen2(newgoal.origin - this.origin)))
571 this.ignoregoal = this.goalcurrent;
572 this.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
573 navigation_clearroute(this);
574 navigation_routetogoal(this, newgoal, this.origin);
575 if(autocvar_bot_debug_goalstack)
576 debuggoalstack(this);
577 this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
582 if (this.goalcurrent.bot_pickup)
584 entity jumppad_wp = this.goalcurrent_prev;
585 navigation_poptouchedgoals(this);
586 if(!this.goalcurrent && jumppad_wp.wp00)
588 // head to the jumppad destination once bot reaches the goal item
589 navigation_pushroute(this, jumppad_wp.wp00);
592 vector gco = (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5;
593 if (this.origin.z > gco.z && vdist(vec2(this.velocity), <, autocvar_sv_maxspeed))
594 this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
595 else if(havocbot_checkgoaldistance(this, gco))
597 navigation_clearroute(this);
598 navigation_goalrating_timeout_force(this);
606 if(time - this.lastteleporttime > 0.2 && this.velocity.z > 0)
608 vector velxy = this.velocity; velxy_z = 0;
609 if(vdist(velxy, <, autocvar_sv_maxspeed * 0.2))
611 LOG_TRACE("Warning: ", this.netname, " got stuck on a jumppad (velocity in xy is ", vtos(velxy), "), trying to get out of it now");
612 this.aistatus |= AI_STATUS_OUT_JUMPPAD;
617 // Don't chase players while using a jump pad
618 if(IS_PLAYER(this.goalcurrent) || IS_PLAYER(this.goalstack01))
622 else if(this.aistatus & AI_STATUS_OUT_JUMPPAD)
623 this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
625 // If there is a trigger_hurt right below try to use the jetpack or make a rocketjump
626 if (skill > 6 && !(IS_ONGROUND(this)))
628 #define ROCKETJUMP_DAMAGE() WEP_CVAR(devastator, damage) * 0.8 \
629 * ((this.strength_finished > time) ? autocvar_g_balance_powerup_strength_selfdamage : 1) \
630 * ((this.invincible_finished > time) ? autocvar_g_balance_powerup_invincible_takedamage : 1)
632 tracebox(this.origin, this.mins, this.maxs, this.origin + '0 0 -65536', MOVE_NOMONSTERS, this);
633 if(tracebox_hits_trigger_hurt(this.origin, this.mins, this.maxs, trace_endpos ))
634 if(this.items & IT_JETPACK)
636 tracebox(this.origin, this.mins, this.maxs, this.origin + '0 0 65536', MOVE_NOMONSTERS, this);
637 if(tracebox_hits_trigger_hurt(this.origin, this.mins, this.maxs, trace_endpos + '0 0 1' ))
639 if(this.velocity.z<0)
640 PHYS_INPUT_BUTTON_JETPACK(this) = true;
643 PHYS_INPUT_BUTTON_JETPACK(this) = true;
645 // If there is no goal try to move forward
647 if(this.goalcurrent==NULL)
650 dir = normalize(( ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5 ) - this.origin);
652 vector xyvelocity = this.velocity; xyvelocity_z = 0;
653 float xyspeed = xyvelocity * dir;
655 if(xyspeed < (maxspeed / 2))
657 makevectors(this.v_angle.y * '0 1 0');
658 tracebox(this.origin, this.mins, this.maxs, this.origin + (dir * maxspeed * 3), MOVE_NOMONSTERS, this);
659 if(trace_fraction==1)
661 CS(this).movement_x = dir * v_forward * maxspeed;
662 CS(this).movement_y = dir * v_right * maxspeed;
664 havocbot_keyboard_movement(this, this.origin + dir * 100);
668 this.havocbot_blockhead = true;
672 else if(!this.jumppadcount && !this.goalcurrent.wphardwired
673 && GetResourceAmount(this, RESOURCE_HEALTH) + GetResourceAmount(this, RESOURCE_ARMOR) > ROCKETJUMP_DAMAGE())
675 if(this.velocity.z < 0)
677 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
679 .entity weaponentity = weaponentities[slot];
681 if(this.(weaponentity).m_weapon == WEP_Null && slot != 0)
684 if(client_hasweapon(this, WEP_DEVASTATOR, weaponentity, true, false))
686 CS(this).movement_x = maxspeed;
688 if(this.rocketjumptime)
690 if(time > this.rocketjumptime)
692 PHYS_INPUT_BUTTON_ATCK2(this) = true;
693 this.rocketjumptime = 0;
698 this.(weaponentity).m_switchweapon = WEP_DEVASTATOR;
700 PHYS_INPUT_BUTTON_ATCK(this) = true;
701 this.rocketjumptime = time + WEP_CVAR(devastator, detonatedelay);
709 // If there is no goal try to move forward
710 if(this.goalcurrent==NULL)
711 CS(this).movement_x = maxspeed;
715 // If we are under water with no goals, swim up
716 if(this.waterlevel && !this.goalcurrent)
719 if(this.waterlevel>WATERLEVEL_SWIMMING)
721 else if(this.velocity.z >= 0 && !(this.waterlevel == WATERLEVEL_WETFEET && this.watertype == CONTENT_WATER))
722 PHYS_INPUT_BUTTON_JUMP(this) = true;
724 PHYS_INPUT_BUTTON_JUMP(this) = false;
725 makevectors(this.v_angle.y * '0 1 0');
726 vector v = dir * maxspeed;
727 CS(this).movement.x = v * v_forward;
728 CS(this).movement.y = v * v_right;
729 CS(this).movement.z = v * v_up;
732 // if there is nowhere to go, exit
733 if (this.goalcurrent == NULL)
737 bool locked_goal = false;
738 if((this.goalentity && wasfreed(this.goalentity))
739 || (this.goalcurrent == this.goalentity && this.goalentity.tag_entity))
741 navigation_clearroute(this);
742 navigation_goalrating_timeout_force(this);
745 else if(this.goalentity.tag_entity)
747 navigation_goalrating_timeout_expire(this, 2);
749 else if(this.goalentity.bot_pickup)
751 if(this.goalentity.bot_pickup_respawning)
753 if(this.goalentity.solid) // item respawned
754 this.goalentity.bot_pickup_respawning = false;
755 else if(time < this.goalentity.scheduledrespawntime - 10) // item already taken (by someone else)
757 if(checkpvs(this.origin, this.goalentity))
759 this.goalentity.bot_pickup_respawning = false;
760 navigation_goalrating_timeout_expire(this, random());
762 locked_goal = true; // wait for item to respawn
764 else if(this.goalentity == this.goalcurrent)
765 locked_goal = true; // wait for item to respawn
767 else if(!this.goalentity.solid && !boxesoverlap(this.goalentity.absmin, this.goalentity.absmax, this.absmin, this.absmax))
769 if(checkpvs(this.origin, this.goalentity))
771 navigation_goalrating_timeout_expire(this, random());
775 if (this.goalcurrent == this.goalentity && this.goalentity_lock_timeout > time)
778 if (navigation_shortenpath(this))
780 if (vdist(this.origin - this.goalcurrent_prev.origin, <, 50)
781 && navigation_goalrating_timeout_can_be_anticipated(this))
783 navigation_goalrating_timeout_force(this);
787 bool goalcurrent_can_be_removed = false;
788 if (IS_PLAYER(this.goalcurrent) || IS_MONSTER(this.goalcurrent))
790 bool freeze_state_changed = (boolean(STAT(FROZEN, this.goalentity)) != this.goalentity_shouldbefrozen);
791 if (IS_DEAD(this.goalcurrent) || (this.goalentity == this.goalcurrent && freeze_state_changed))
793 goalcurrent_can_be_removed = true;
794 // don't remove if not visible
795 if (checkpvs(this.origin + this.view_ofs, this.goalcurrent))
797 if (IS_DEAD(this.goalcurrent))
799 IL_EACH(g_items, it.enemy == this.goalcurrent && Item_IsLoot(it),
801 if (vdist(it.origin - this.goalcurrent.death_origin, <, 50))
803 navigation_clearroute(this);
804 navigation_pushroute(this, it);
805 // loot can't be immediately rated since it isn't on ground yet
806 // it will be rated after a second when on ground, meanwhile head to it
807 navigation_goalrating_timeout_expire(this, 1);
812 if (!Item_IsLoot(this.goalcurrent))
814 navigation_goalrating_timeout_force(this);
819 else if (!(STAT(FROZEN, this.goalentity)) && this.bot_tracewalk_time < time)
821 set_tracewalk_dest(this.goalcurrent, this.origin, true);
822 if (!(trace_ent == this || tracewalk(this, this.origin, this.mins, this.maxs,
823 tracewalk_dest, tracewalk_dest_height, bot_navigation_movemode)))
825 navigation_goalrating_timeout_force(this);
828 this.bot_tracewalk_time = max(time, this.bot_tracewalk_time) + 0.25;
834 // optimize path finding by anticipating goalrating when bot is near a waypoint;
835 // in this case path finding can start directly from a waypoint instead of
836 // looking for all the reachable waypoints up to a certain distance
837 if (navigation_poptouchedgoals(this))
839 if (this.goalcurrent)
841 if (goalcurrent_can_be_removed)
843 // remove even if not visible
844 navigation_goalrating_timeout_force(this);
847 else if (navigation_goalrating_timeout_can_be_anticipated(this))
848 navigation_goalrating_timeout_force(this);
852 entity old_goal = this.goalcurrent_prev;
853 if (old_goal.item_group && this.item_group != old_goal.item_group)
855 // Avoid multiple costly calls of path finding code that selects one of the closest
856 // item of the group by telling the bot to head directly to the farthest item.
857 // Next time we let the bot select a goal as usual which can be another item
858 // of this group (the closest one) and so on
859 this.item_group = old_goal.item_group;
860 entity new_goal = havocbot_select_an_item_of_group(this, old_goal.item_group);
862 navigation_pushroute(this, new_goal);
868 // if ran out of goals try to use an alternative goal or get a new strategy asap
869 if(this.goalcurrent == NULL)
871 navigation_goalrating_timeout_force(this);
876 if(autocvar_bot_debug_goalstack)
877 debuggoalstack(this);
879 bool bunnyhop_forbidden = false;
880 vector destorg = get_closer_dest(this.goalcurrent, this.origin);
881 if (this.jumppadcount && this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
883 // if bot used the jumppad, push towards jumppad origin until jumppad waypoint gets removed
884 destorg = this.goalcurrent.origin;
886 else if (this.goalcurrent.wpisbox)
888 // if bot is inside the teleport waypoint, head to teleport origin until teleport gets used
889 // do it even if bot is on a ledge above a teleport/jumppad so it doesn't get stuck
890 if (boxesoverlap(this.goalcurrent.absmin, this.goalcurrent.absmax, this.origin + eZ * this.mins.z, this.origin + eZ * this.maxs.z)
891 || (this.absmin.z > destorg.z && destorg.x == this.origin.x && destorg.y == this.origin.y))
893 bunnyhop_forbidden = true;
894 destorg = this.goalcurrent.origin;
895 if(destorg.z > this.origin.z)
896 PHYS_INPUT_BUTTON_JUMP(this) = true;
900 diff = destorg - this.origin;
902 if (time < this.bot_stop_moving_timeout
903 || (this.goalcurrent == this.goalentity && time < this.goalentity_lock_timeout && vdist(diff, <, 10)))
905 // stop if the locked goal has been reached
906 destorg = this.origin;
907 diff = dir = '0 0 0';
909 else if (IS_PLAYER(this.goalcurrent) || IS_MONSTER(this.goalcurrent))
911 if (vdist(diff, <, 80))
913 // stop if too close to target player (even if frozen)
914 destorg = this.origin;
915 diff = dir = '0 0 0';
919 // move destorg out of target players, otherwise bot will consider them
920 // an obstacle that needs to be jumped (especially if frozen)
921 dir = normalize(diff);
922 destorg -= dir * PL_MAX_CONST.x * M_SQRT2;
923 diff = destorg - this.origin;
927 dir = normalize(diff);
928 flatdir = (diff.z == 0) ? dir : normalize(vec2(diff));
930 //if (this.bot_dodgevector_time < time)
932 //this.bot_dodgevector_time = time + cvar("bot_ai_dodgeupdateinterval");
933 //this.bot_dodgevector_jumpbutton = 1;
934 evadeobstacle = '0 0 0';
937 this.aistatus &= ~AI_STATUS_DANGER_AHEAD;
938 makevectors(this.v_angle.y * '0 1 0');
939 if (this.waterlevel > WATERLEVEL_WETFEET)
941 if (this.waterlevel > WATERLEVEL_SWIMMING)
943 if(!this.goalcurrent)
944 this.aistatus |= AI_STATUS_OUT_WATER;
945 else if(destorg.z > this.origin.z)
946 PHYS_INPUT_BUTTON_JUMP(this) = true;
950 if(this.velocity.z >= 0 && !(this.watertype == CONTENT_WATER && destorg.z < this.origin.z) &&
951 (this.aistatus & AI_STATUS_OUT_WATER))
953 PHYS_INPUT_BUTTON_JUMP(this) = true;
958 PHYS_INPUT_BUTTON_JUMP(this) = false;
959 if (destorg.z > this.origin.z)
968 if(this.aistatus & AI_STATUS_OUT_WATER)
969 this.aistatus &= ~AI_STATUS_OUT_WATER;
971 // jump if going toward an obstacle that doesn't look like stairs we
972 // can walk up directly
973 vector deviation = '0 0 0';
974 float current_speed = vlen(vec2(this.velocity));
975 if (current_speed < maxspeed * 0.2)
976 current_speed = maxspeed * 0.2;
979 deviation = vectoangles(diff) - vectoangles(this.velocity);
980 while (deviation.y < -180) deviation.y += 360;
981 while (deviation.y > 180) deviation.y -= 360;
983 float turning = false;
984 vector flat_diff = vec2(diff);
985 offset = max(32, current_speed * cos(deviation.y * DEG2RAD) * 0.3) * flatdir;
986 vector actual_destorg = this.origin + offset;
987 if (!this.goalstack01 || this.goalcurrent.wpflags & (WAYPOINTFLAG_TELEPORT | WAYPOINTFLAG_LADDER))
989 if (vlen2(flat_diff) < vlen2(offset))
991 if (this.goalcurrent.wpflags & WAYPOINTFLAG_JUMP && this.goalstack01)
993 // oblique warpzones need a jump otherwise bots gets stuck
994 PHYS_INPUT_BUTTON_JUMP(this) = true;
998 actual_destorg.x = destorg.x;
999 actual_destorg.y = destorg.y;
1003 else if (vdist(flat_diff, <, 32) && diff.z < -16) // destination is under the bot
1005 actual_destorg.x = destorg.x;
1006 actual_destorg.y = destorg.y;
1008 else if (vlen2(flat_diff) < vlen2(offset))
1010 vector next_goal_org = (this.goalstack01.absmin + this.goalstack01.absmax) * 0.5;
1011 vector next_dir = normalize(vec2(next_goal_org - destorg));
1012 float dist = vlen(vec2(this.origin + offset - destorg));
1013 // if current and next goal are close to each other make sure
1014 // actual_destorg isn't set beyond next_goal_org
1015 if (dist ** 2 > vlen2(vec2(next_goal_org - destorg)))
1016 actual_destorg = next_goal_org;
1018 actual_destorg = vec2(destorg) + dist * next_dir;
1019 actual_destorg.z = this.origin.z;
1024 dir = flatdir = normalize(actual_destorg - this.origin);
1026 if (turning || fabs(deviation.y) < 50) // don't even try to jump if deviation is too high
1028 tracebox(this.origin, this.mins, this.maxs, actual_destorg, false, this);
1029 if (trace_fraction < 1 && trace_plane_normal.z < 0.7)
1032 tracebox(this.origin + stepheightvec, this.mins, this.maxs, actual_destorg + stepheightvec, false, this);
1033 if (trace_fraction < s + 0.01 && trace_plane_normal.z < 0.7)
1035 // found an obstacle
1036 if (turning && fabs(deviation.y) > 5)
1038 // check if the obstacle is still there without turning
1039 actual_destorg = destorg;
1041 this.bot_tracewalk_time = time + 0.25;
1045 // don't artificially reduce max jump height in real-time
1046 // (jumpstepheightvec is reduced a bit to make the jumps easy in tracewalk)
1047 vector jump_height = (IS_ONGROUND(this)) ? stepheightvec + jumpheight_vec : jumpstepheightvec;
1048 tracebox(this.origin + jump_height, this.mins, this.maxs, actual_destorg + jump_height, false, this);
1049 if (trace_fraction > s)
1050 PHYS_INPUT_BUTTON_JUMP(this) = true;
1053 jump_height = stepheightvec + jumpheight_vec / 2;
1054 tracebox(this.origin + jump_height, this.mins, this.maxs, actual_destorg + jump_height, false, this);
1055 if (trace_fraction > s)
1056 PHYS_INPUT_BUTTON_JUMP(this) = true;
1062 // if bot for some reason doesn't get close to the current goal find another one
1063 if(!this.jumppadcount && !IS_PLAYER(this.goalcurrent))
1064 if(!(locked_goal && this.goalcurrent_distance_z < 50 && this.goalcurrent_distance_2d < 50))
1065 if(havocbot_checkgoaldistance(this, destorg))
1067 if(this.goalcurrent_distance_time < 0) // can't get close for the second time
1069 navigation_clearroute(this);
1070 navigation_goalrating_timeout_force(this);
1074 set_tracewalk_dest(this.goalcurrent, this.origin, false);
1075 if (!tracewalk(this, this.origin, this.mins, this.maxs,
1076 tracewalk_dest, tracewalk_dest_height, bot_navigation_movemode))
1078 navigation_clearroute(this);
1079 navigation_goalrating_timeout_force(this);
1083 // give bot only another chance to prevent bot getting stuck
1084 // in case it thinks it can walk but actually can't
1085 this.goalcurrent_distance_z = FLOAT_MAX;
1086 this.goalcurrent_distance_2d = FLOAT_MAX;
1087 this.goalcurrent_distance_time = -time; // mark second try
1090 // Check for water/slime/lava and dangerous edges
1091 // (only when the bot is on the ground or jumping intentionally)
1093 if (skill + this.bot_moveskill <= 3 && time > this.bot_stop_moving_timeout
1094 && current_speed > maxspeed * 0.9 && fabs(deviation.y) > 70)
1096 this.bot_stop_moving_timeout = time + 0.4 + random() * 0.2;
1099 offset = (vdist(this.velocity, >, 32) ? this.velocity * 0.2 : v_forward * 32);
1100 vector dst_ahead = this.origin + this.view_ofs + offset;
1101 vector dst_down = dst_ahead - '0 0 3000';
1102 traceline(this.origin + this.view_ofs, dst_ahead, true, NULL);
1104 bool unreachable = false;
1106 if(trace_fraction == 1 && this.jumppadcount == 0 && !this.goalcurrent.wphardwired )
1107 if((IS_ONGROUND(this)) || (this.aistatus & AI_STATUS_RUNNING) || (this.aistatus & AI_STATUS_ROAMING) || PHYS_INPUT_BUTTON_JUMP(this))
1110 traceline(dst_ahead , dst_down, true, NULL);
1111 //te_lightning2(NULL, this.origin + this.view_ofs, dst_ahead); // Draw "ahead" look
1112 //te_lightning2(NULL, dst_ahead, dst_down); // Draw "downwards" look
1113 if(trace_endpos.z < this.origin.z + this.mins.z)
1115 s = pointcontents(trace_endpos + '0 0 1');
1116 if (s != CONTENT_SOLID)
1117 if (s == CONTENT_LAVA || s == CONTENT_SLIME)
1118 evadelava = normalize(this.velocity) * -1;
1119 else if (s == CONTENT_SKY)
1120 evadeobstacle = normalize(this.velocity) * -1;
1121 else if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos))
1123 // the traceline check isn't enough but is good as optimization,
1124 // when not true (most of the time) this tracebox call is avoided
1125 tracebox(dst_ahead, this.mins, this.maxs, dst_down, true, this);
1126 if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos))
1128 if (destorg.z > this.origin.z + jumpstepheightvec.z)
1130 // the goal is probably on an upper platform, assume bot can't get there
1134 evadelava = normalize(this.velocity) * -1;
1141 evadeobstacle.z = 0;
1143 makevectors(this.v_angle.y * '0 1 0');
1145 if(evadeobstacle || evadelava || (s == CONTENT_WATER))
1147 this.aistatus |= AI_STATUS_DANGER_AHEAD;
1148 if(IS_PLAYER(this.goalcurrent))
1152 // slow down if bot is in the air and goal is under it
1153 if (!this.goalcurrent.wphardwired
1154 && vdist(flat_diff, <, 250) && this.origin.z - destorg.z > 120
1155 && (!IS_ONGROUND(this) || vdist(vec2(this.velocity), >, maxspeed * 0.3)))
1157 // tracebox wouldn't work when bot is still on the ledge
1158 traceline(this.origin, this.origin - '0 0 200', true, this);
1159 if (this.origin.z - trace_endpos.z > 120)
1160 evadeobstacle = normalize(this.velocity) * -1;
1165 navigation_clearroute(this);
1166 navigation_goalrating_timeout_force(this);
1167 this.ignoregoal = this.goalcurrent;
1168 this.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
1172 dodge = havocbot_dodge(this);
1174 dodge *= bound(0, 0.5 + (skill + this.bot_dodgeskill) * 0.1, 1);
1175 dodge += evadeobstacle + evadelava;
1176 evadelava = evadelava * bound(1,3-(skill+this.bot_dodgeskill),3); //Noobs fear lava a lot and take more distance from it
1179 traceline(this.origin, (this.enemy.absmin + this.enemy.absmax) * 0.5, true, NULL);
1180 if (IS_PLAYER(trace_ent))
1181 dodge_enemy_factor = bound(0, (skill + this.bot_dodgeskill) / 7, 1);
1183 // this.bot_dodgevector = dir;
1184 // this.bot_dodgevector_jumpbutton = PHYS_INPUT_BUTTON_JUMP(this);
1187 float ladder_zdir = 0;
1188 if(time < this.ladder_time)
1190 if(this.goalcurrent.origin.z + this.goalcurrent.mins.z > this.origin.z + this.mins.z)
1192 if(this.origin.z + this.mins.z < this.ladder_entity.origin.z + this.ladder_entity.maxs.z)
1197 if(this.origin.z + this.mins.z > this.ladder_entity.origin.z + this.ladder_entity.mins.z)
1202 if (vdist(vec2(diff), <, 40))
1203 dir.z = ladder_zdir * 4;
1205 dir.z = ladder_zdir * 2;
1206 dir = normalize(dir);
1210 if (this.goalcurrent.wpisbox
1211 && boxesoverlap(this.goalcurrent.absmin, this.goalcurrent.absmax, this.origin, this.origin))
1213 // bot is inside teleport waypoint but hasn't touched the real teleport yet
1214 // head to teleport origin
1215 dir = (this.goalcurrent.origin - this.origin);
1217 dir = normalize(dir);
1220 // already executed when bot targets an enemy
1221 if (!this.bot_aimdir_executed)
1223 if (time < this.bot_stop_moving_timeout)
1224 bot_aimdir(this, normalize(this.goalcurrent.origin - this.origin), 0);
1226 bot_aimdir(this, dir, 0);
1231 dir *= dodge_enemy_factor;
1232 dir = normalize(dir + dodge);
1235 makevectors(this.v_angle);
1236 //dir = this.bot_dodgevector;
1237 //if (this.bot_dodgevector_jumpbutton)
1238 // PHYS_INPUT_BUTTON_JUMP(this) = true;
1239 CS(this).movement_x = dir * v_forward * maxspeed;
1240 CS(this).movement_y = dir * v_right * maxspeed;
1241 CS(this).movement_z = dir * v_up * maxspeed;
1243 // Emulate keyboard interface
1245 havocbot_keyboard_movement(this, destorg);
1248 //if(this.aistatus & AI_STATUS_ROAMING)
1249 if(!bunnyhop_forbidden && this.goalcurrent)
1250 if(skill+this.bot_moveskill >= autocvar_bot_ai_bunnyhop_skilloffset)
1251 havocbot_bunnyhop(this, dir);
1253 if ((dir * v_up) >= autocvar_sv_jumpvelocity*0.5 && (IS_ONGROUND(this))) PHYS_INPUT_BUTTON_JUMP(this) = true;
1254 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;
1255 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);
1258 entity havocbot_gettarget(entity this, bool secondary)
1261 vector eye = CENTER_OR_VIEWOFS(this);
1262 IL_EACH(g_bot_targets, boolean((secondary) ? it.classname == "misc_breakablemodel" : it.classname != "misc_breakablemodel"),
1264 vector v = CENTER_OR_VIEWOFS(it);
1265 if(vdist(v - eye, <, autocvar_bot_ai_enemydetectionradius))
1266 if(!best || vlen2(CENTER_OR_VIEWOFS(best) - eye) > vlen2(v - eye))
1267 if(bot_shouldattack(this, it))
1269 traceline(eye, v, true, this);
1270 if (trace_ent == it || trace_fraction >= 1)
1278 void havocbot_chooseenemy(entity this)
1280 if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(this))
1287 if (!bot_shouldattack(this, this.enemy))
1289 // enemy died or something, find a new target
1291 this.havocbot_chooseenemy_finished = time;
1293 else if (this.havocbot_stickenemy)
1295 // tracking last chosen enemy
1296 // if enemy is visible
1297 // and not really really far away
1298 // and we're not severely injured
1299 // then keep tracking for a half second into the future
1300 traceline(this.origin+this.view_ofs, ( this.enemy.absmin + this.enemy.absmax ) * 0.5,false,NULL);
1301 if (trace_ent == this.enemy || trace_fraction == 1)
1302 if (vdist(((this.enemy.absmin + this.enemy.absmax) * 0.5) - this.origin, <, 1000))
1303 if (GetResourceAmount(this, RESOURCE_HEALTH) > 30)
1305 // remain tracking him for a shot while (case he went after a small corner or pilar
1306 this.havocbot_chooseenemy_finished = time + 0.5;
1309 // enemy isn't visible, or is far away, or we're injured severely
1310 // so stop preferring this enemy
1311 // (it will still take a half second until a new one is chosen)
1312 this.havocbot_stickenemy = 0;
1315 if (time < this.havocbot_chooseenemy_finished)
1317 this.havocbot_chooseenemy_finished = time + autocvar_bot_ai_enemydetectioninterval;
1318 vector eye = this.origin + this.view_ofs;
1320 float bestrating = 100000000;
1323 int hf = this.dphitcontentsmask;
1325 // Search for enemies, if no enemy can be seen directly try to look through transparent objects
1327 this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
1329 bool scan_transparent = false;
1330 bool scan_secondary_targets = false;
1331 bool have_secondary_targets = false;
1334 scan_secondary_targets = false;
1336 IL_EACH(g_bot_targets, it.bot_attack,
1338 if(!scan_secondary_targets)
1340 if(it.classname == "misc_breakablemodel")
1342 have_secondary_targets = true;
1346 else if(it.classname != "misc_breakablemodel")
1349 vector v = (it.absmin + it.absmax) * 0.5;
1350 float rating = vlen2(v - eye);
1351 if (vdist(v - eye, <, autocvar_bot_ai_enemydetectionradius))
1352 if (bestrating > rating)
1353 if (bot_shouldattack(this, it))
1355 traceline(eye, v, true, this);
1356 if (trace_ent == it || trace_fraction >= 1)
1359 bestrating = rating;
1364 if(!best && have_secondary_targets && !scan_secondary_targets)
1366 scan_secondary_targets = true;
1368 bestrating = 100000000;
1372 // I want to do a second scan if no enemy was found or I don't have weapons
1373 // TODO: Perform the scan when using the rifle (requires changes on the rifle code)
1374 if(best || STAT(WEAPONS, this)) // || this.weapon == WEP_RIFLE.m_id
1376 if(scan_transparent)
1379 // Set flags to see through transparent objects
1380 this.dphitcontentsmask |= DPCONTENTS_OPAQUE;
1382 scan_transparent = true;
1385 // Restore hit flags
1386 this.dphitcontentsmask = hf;
1389 this.havocbot_stickenemy = true;
1390 if(best && best.classname == "misc_breakablemodel")
1391 this.havocbot_stickenemy = false;
1394 float havocbot_chooseweapon_checkreload(entity this, .entity weaponentity, int new_weapon)
1396 // bots under this skill cannot find unloaded weapons to reload idly when not in combat,
1397 // so skip this for them, or they'll never get to reload their weapons at all.
1398 // this also allows bots under this skill to be more stupid, and reload more often during combat :)
1402 // if this weapon is scheduled for reloading, don't switch to it during combat
1403 if (this.(weaponentity).weapon_load[new_weapon] < 0)
1405 FOREACH(Weapons, it != WEP_Null, {
1406 if(it.wr_checkammo1(it, this, weaponentity) + it.wr_checkammo2(it, this, weaponentity))
1407 return true; // other weapon available
1414 void havocbot_chooseweapon(entity this, .entity weaponentity)
1419 if(g_weaponarena_weapons == WEPSET(TUBA))
1421 this.(weaponentity).m_switchweapon = WEP_TUBA;
1425 // TODO: clean this up by moving it to weapon code
1426 if(this.enemy==NULL)
1428 // If no weapon was chosen get the first available weapon
1429 if(this.(weaponentity).m_weapon==WEP_Null)
1430 FOREACH(Weapons, it != WEP_Null, {
1431 if(client_hasweapon(this, it, weaponentity, true, false))
1433 this.(weaponentity).m_switchweapon = it;
1440 // Do not change weapon during the next second after a combo
1441 float f = time - this.lastcombotime;
1446 float distance; distance=bound(10,vlen(this.origin-this.enemy.origin)-200,10000);
1448 // Should it do a weapon combo?
1449 float af, ct, combo_time, combo;
1451 af = ATTACK_FINISHED(this, weaponentity);
1452 ct = autocvar_bot_ai_weapon_combo_threshold;
1454 // Bots with no skill will be 4 times more slower than "godlike" bots when doing weapon combos
1455 // Ideally this 4 should be calculated as longest_weapon_refire / bot_ai_weapon_combo_threshold
1456 combo_time = time + ct + (ct * ((-0.3*(skill+this.bot_weaponskill))+3));
1460 if(autocvar_bot_ai_weapon_combo)
1461 if(this.(weaponentity).m_weapon.m_id == this.(weaponentity).lastfiredweapon)
1465 this.lastcombotime = time;
1468 distance *= (2 ** this.bot_rangepreference);
1470 // Custom weapon list based on distance to the enemy
1471 if(bot_custom_weapon){
1473 // Choose weapons for far distance
1474 if ( distance > bot_distance_far ) {
1475 for(i=0; i < Weapons_COUNT && bot_weapons_far[i] != -1 ; ++i){
1476 w = bot_weapons_far[i];
1477 if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
1479 if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1481 this.(weaponentity).m_switchweapon = Weapons_from(w);
1487 // Choose weapons for mid distance
1488 if ( distance > bot_distance_close) {
1489 for(i=0; i < Weapons_COUNT && bot_weapons_mid[i] != -1 ; ++i){
1490 w = bot_weapons_mid[i];
1491 if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
1493 if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1495 this.(weaponentity).m_switchweapon = Weapons_from(w);
1501 // Choose weapons for close distance
1502 for(i=0; i < Weapons_COUNT && bot_weapons_close[i] != -1 ; ++i){
1503 w = bot_weapons_close[i];
1504 if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
1506 if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1508 this.(weaponentity).m_switchweapon = Weapons_from(w);
1515 void havocbot_aim(entity this)
1517 if (time < this.nextaim)
1519 this.nextaim = time + 0.1;
1520 vector myvel = this.velocity;
1521 if (!this.waterlevel)
1523 if(MUTATOR_CALLHOOK(HavocBot_Aim, this)) { /* do nothing */ }
1524 else if (this.enemy)
1526 vector enemyvel = this.enemy.velocity;
1527 if (!this.enemy.waterlevel)
1529 lag_additem(this, time + CS(this).ping, 0, 0, this.enemy, this.origin, myvel, (this.enemy.absmin + this.enemy.absmax) * 0.5, enemyvel);
1532 lag_additem(this, time + CS(this).ping, 0, 0, NULL, this.origin, myvel, ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5, '0 0 0');
1535 bool havocbot_moveto_refresh_route(entity this)
1537 // Refresh path to goal if necessary
1539 wp = this.havocbot_personal_waypoint;
1540 navigation_goalrating_start(this);
1541 navigation_routerating(this, wp, 10000, 10000);
1542 navigation_goalrating_end(this);
1543 return (this.goalentity != NULL);
1546 float havocbot_moveto(entity this, vector pos)
1550 if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_GOING)
1552 // Step 4: Move to waypoint
1553 if(this.havocbot_personal_waypoint==NULL)
1555 LOG_TRACE("Error: ", this.netname, " trying to walk to a non existent personal waypoint");
1556 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_GOING;
1557 return CMD_STATUS_ERROR;
1560 if (!bot_strategytoken_taken)
1561 if(this.havocbot_personal_waypoint_searchtime<time)
1563 bot_strategytoken_taken = true;
1564 if(havocbot_moveto_refresh_route(this))
1566 LOG_TRACE(this.netname, " walking to its personal waypoint (after ", ftos(this.havocbot_personal_waypoint_failcounter), " failed attempts)");
1567 this.havocbot_personal_waypoint_searchtime = time + 10;
1568 this.havocbot_personal_waypoint_failcounter = 0;
1572 this.havocbot_personal_waypoint_failcounter += 1;
1573 this.havocbot_personal_waypoint_searchtime = time + 2;
1574 if(this.havocbot_personal_waypoint_failcounter >= 30)
1576 LOG_TRACE("Warning: can't walk to the personal waypoint located at ", vtos(this.havocbot_personal_waypoint.origin));
1577 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1578 delete(this.havocbot_personal_waypoint);
1579 return CMD_STATUS_ERROR;
1582 LOG_TRACE(this.netname, " can't walk to its personal waypoint (after ", ftos(this.havocbot_personal_waypoint_failcounter), " failed attempts), trying later");
1586 if(autocvar_bot_debug_goalstack)
1587 debuggoalstack(this);
1591 havocbot_movetogoal(this);
1593 if (!this.bot_aimdir_executed && this.goalcurrent)
1596 vector dir = get_closer_dest(this.goalcurrent, this.origin);
1597 dir -= this.origin + this.view_ofs;
1599 bot_aimdir(this, dir, 0);
1602 if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_REACHED)
1604 // Step 5: Waypoint reached
1605 LOG_TRACE(this.netname, "'s personal waypoint reached");
1606 waypoint_remove(this.havocbot_personal_waypoint);
1607 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_REACHED;
1608 return CMD_STATUS_FINISHED;
1611 return CMD_STATUS_EXECUTING;
1614 // Step 2: Linking waypoint
1615 if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_LINKING)
1617 // Wait until it is linked
1618 if(!this.havocbot_personal_waypoint.wplinked)
1620 LOG_TRACE(this.netname, " waiting for personal waypoint to be linked");
1621 return CMD_STATUS_EXECUTING;
1624 this.havocbot_personal_waypoint_searchtime = time; // so we set the route next frame
1625 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1626 this.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_GOING;
1628 // Step 3: Route to waypoint
1629 LOG_TRACE(this.netname, " walking to its personal waypoint");
1631 return CMD_STATUS_EXECUTING;
1634 // Step 1: Spawning waypoint
1635 wp = waypoint_spawnpersonal(this, pos);
1638 LOG_TRACE("Error: Can't spawn personal waypoint at ",vtos(pos));
1639 return CMD_STATUS_ERROR;
1642 this.havocbot_personal_waypoint = wp;
1643 this.havocbot_personal_waypoint_failcounter = 0;
1644 this.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1646 // if pos is inside a teleport, then let's mark it as teleport waypoint
1647 IL_EACH(g_teleporters, WarpZoneLib_BoxTouchesBrush(pos, pos, it, NULL),
1649 wp.wpflags |= WAYPOINTFLAG_TELEPORT;
1650 this.lastteleporttime = 0;
1654 if(wp.wpflags & WAYPOINTFLAG_TELEPORT)
1655 print("routing to a teleporter\n");
1657 print("routing to a non-teleporter\n");
1660 return CMD_STATUS_EXECUTING;
1663 float havocbot_resetgoal(entity this)
1665 navigation_clearroute(this);
1666 return CMD_STATUS_FINISHED;
1669 void havocbot_setupbot(entity this)
1671 this.bot_ai = havocbot_ai;
1672 this.cmd_moveto = havocbot_moveto;
1673 this.cmd_resetgoal = havocbot_resetgoal;
1675 // NOTE: bot is not player yet
1676 havocbot_chooserole(this);
1679 vector havocbot_dodge(entity this)
1681 // LordHavoc: disabled because this is too expensive
1686 float danger, bestdanger, vl, d;
1689 // check for dangerous objects near bot or approaching bot
1690 head = findchainfloat(bot_dodge, true);
1693 if (head.owner != this)
1695 vl = vlen(head.velocity);
1696 if (vl > autocvar_sv_maxspeed * 0.3)
1698 n = normalize(head.velocity);
1699 v = this.origin - head.origin;
1701 if (d > (0 - head.bot_dodgerating))
1702 if (d < (vl * 0.2 + head.bot_dodgerating))
1704 // calculate direction and distance from the flight path, by removing the forward axis
1705 v = v - (n * (v * n));
1706 danger = head.bot_dodgerating - vlen(v);
1707 if (bestdanger < danger)
1709 bestdanger = danger;
1710 // dodge to the side of the object
1711 dodge = normalize(v);
1717 danger = head.bot_dodgerating - vlen(head.origin - this.origin);
1718 if (bestdanger < danger)
1720 bestdanger = danger;
1721 dodge = normalize(this.origin - head.origin);