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/triggers/teleporters.qh>
22 #include <common/triggers/trigger/jumppads.qh>
24 #include <lib/warpzone/common.qh>
28 void havocbot_ai(entity this)
33 if(bot_execute_commands(this))
36 if (bot_strategytoken == this && !bot_strategytoken_taken)
38 if(this.havocbot_blockhead)
40 this.havocbot_blockhead = false;
44 if (!this.jumppadcount && !STAT(FROZEN, this))
45 this.havocbot_role(this); // little too far down the rabbit hole
48 // if we don't have a goal and we're under water look for a waypoint near the "shore" and push it
49 if(!(IS_DEAD(this) || STAT(FROZEN, this)))
51 if(this.waterlevel == WATERLEVEL_SWIMMING || (this.aistatus & AI_STATUS_OUT_WATER))
53 // Look for the closest waypoint out of water
54 entity newgoal = NULL;
55 IL_EACH(g_waypoints, vdist(it.origin - this.origin, <=, 10000),
57 if(it.origin.z < this.origin.z)
60 if(it.origin.z - this.origin.z - this.view_ofs.z > 100)
63 if (pointcontents(it.origin + it.maxs + '0 0 1') != CONTENT_EMPTY)
66 traceline(this.origin + this.view_ofs, ((it.absmin + it.absmax) * 0.5), true, this);
68 if(trace_fraction < 1)
71 if(!newgoal || vlen2(it.origin - this.origin) < vlen2(newgoal.origin - this.origin))
77 // te_wizspike(newgoal.origin);
78 navigation_pushroute(this, newgoal);
82 // token has been used this frame
83 bot_strategytoken_taken = true;
86 if(IS_DEAD(this) || STAT(FROZEN, this))
89 navigation_clearroute(this);
93 havocbot_chooseenemy(this);
95 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
97 .entity weaponentity = weaponentities[slot];
98 if(this.(weaponentity).m_weapon != WEP_Null || slot == 0)
99 if(this.(weaponentity).bot_chooseweapontime < time)
101 this.(weaponentity).bot_chooseweapontime = time + autocvar_bot_ai_chooseweaponinterval;
102 havocbot_chooseweapon(this, weaponentity);
107 if (this.bot_aimtarg)
109 this.aistatus |= AI_STATUS_ATTACKING;
110 this.aistatus &= ~AI_STATUS_ROAMING;
114 if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(this))
116 PHYS_INPUT_BUTTON_ATCK(this) = false;
117 PHYS_INPUT_BUTTON_ATCK2(this) = false;
121 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
123 .entity weaponentity = weaponentities[slot];
124 Weapon w = this.(weaponentity).m_weapon;
125 if(w == WEP_Null && slot != 0)
127 w.wr_aim(w, this, weaponentity);
128 if(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this)) // TODO: what if we didn't fire this weapon, but the previous?
129 this.(weaponentity).lastfiredweapon = this.(weaponentity).m_weapon.m_id;
135 if(IS_PLAYER(this.bot_aimtarg))
136 bot_aimdir(this, this.bot_aimtarg.origin + this.bot_aimtarg.view_ofs - this.origin - this.view_ofs , -1);
139 else if (this.goalcurrent)
141 this.aistatus |= AI_STATUS_ROAMING;
142 this.aistatus &= ~AI_STATUS_ATTACKING;
144 vector v = '0 0 0', now, next;
145 float aimdistance,skillblend,distanceblend,blend;
147 SET_DESTCOORDS(this.goalcurrent, this.origin, v);
148 if(this.goalcurrent.wpisbox)
150 // avoid a glitch when bot is teleported but teleport waypoint isn't removed yet
151 if(this.goalstack02 && this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT
152 && this.lastteleporttime > 0 && time - this.lastteleporttime < 0.15)
153 v = (this.goalstack02.absmin + this.goalstack02.absmax) * 0.5;
154 // aim to teleport origin if bot is inside teleport waypoint but hasn't touched the real teleport yet
155 else if(boxesoverlap(this.goalcurrent.absmin, this.goalcurrent.absmax, this.origin, this.origin))
156 v = this.goalcurrent.origin;
158 next = now = v - (this.origin + this.view_ofs);
159 aimdistance = vlen(now);
161 //dprint(this.goalstack01.classname,etos(this.goalstack01),"\n");
163 this.goalstack01 != this && this.goalstack01 && !wasfreed(this.goalstack01) && ((this.aistatus & AI_STATUS_RUNNING) == 0) &&
164 !(this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
166 next = ((this.goalstack01.absmin + this.goalstack01.absmax) * 0.5) - (this.origin + this.view_ofs);
168 skillblend=bound(0,(skill+this.bot_moveskill-2.5)*0.5,1); //lower skill player can't preturn
169 distanceblend=bound(0,aimdistance/autocvar_bot_ai_keyboard_distance,1);
170 blend = skillblend * (1-distanceblend);
171 //v = (now * (distanceblend) + next * (1-distanceblend)) * (skillblend) + now * (1-skillblend);
172 //v = now * (distanceblend) * (skillblend) + next * (1-distanceblend) * (skillblend) + now * (1-skillblend);
173 //v = now * ((1-skillblend) + (distanceblend) * (skillblend)) + next * (1-distanceblend) * (skillblend);
174 v = now + blend * (next - now);
175 //dprint(etos(this), " ");
176 //dprint(vtos(now), ":", vtos(next), "=", vtos(v), " (blend ", ftos(blend), ")\n");
177 //v = now * (distanceblend) + next * (1-distanceblend);
178 if (this.waterlevel < WATERLEVEL_SWIMMING)
180 //dprint("walk at:", vtos(v), "\n");
181 //te_lightning2(NULL, this.origin, this.goalcurrent.origin);
182 bot_aimdir(this, v, -1);
184 havocbot_movetogoal(this);
186 // if the bot is not attacking, consider reloading weapons
187 if (!(this.aistatus & AI_STATUS_ATTACKING))
189 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
191 .entity weaponentity = weaponentities[slot];
193 if(this.(weaponentity).m_weapon == WEP_Null && slot != 0)
196 // we are currently holding a weapon that's not fully loaded, reload it
197 if(skill >= 2) // bots can only reload the held weapon on purpose past this skill
198 if(this.(weaponentity).clip_load < this.(weaponentity).clip_size)
199 CS(this).impulse = IMP_weapon_reload.impulse; // not sure if this is done right
201 // if we're not reloading a weapon, switch to any weapon in our invnetory that's not fully loaded to reload it next
202 // the code above executes next frame, starting the reloading then
203 if(skill >= 5) // bots can only look for unloaded weapons past this skill
204 if(this.(weaponentity).clip_load >= 0) // only if we're not reloading a weapon already
206 FOREACH(Weapons, it != WEP_Null, {
207 if((this.weapons & (it.m_wepset)) && (it.spawnflags & WEP_FLAG_RELOADABLE) && (this.(weaponentity).weapon_load[it.m_id] < it.reloading_ammo))
209 this.(weaponentity).m_switchweapon = it;
218 void havocbot_keyboard_movement(entity this, vector destorg)
222 if (time > this.havocbot_keyboardtime)
224 float sk = skill + this.bot_moveskill;
225 this.havocbot_keyboardtime =
227 this.havocbot_keyboardtime
228 + 0.05 / max(1, sk + this.havocbot_keyboardskill)
229 + random() * 0.025 / max(0.00025, skill + this.havocbot_keyboardskill)
231 keyboard = CS(this).movement / autocvar_sv_maxspeed;
233 float trigger = autocvar_bot_ai_keyboard_threshold;
234 float trigger1 = -trigger;
236 // categorize forward movement
237 // at skill < 1.5 only forward
238 // at skill < 2.5 only individual directions
239 // at skill < 4.5 only individual directions, and forward diagonals
240 // at skill >= 4.5, all cases allowed
241 if (keyboard.x > trigger)
247 else if (keyboard.x < trigger1 && sk > 1.5)
262 if (keyboard.y > trigger)
264 else if (keyboard.y < trigger1)
269 if (keyboard.z > trigger)
271 else if (keyboard.z < trigger1)
276 this.havocbot_keyboard = keyboard * autocvar_sv_maxspeed;
277 if (this.havocbot_ducktime > time)
278 PHYS_INPUT_BUTTON_CROUCH(this) = true;
281 keyboard = this.havocbot_keyboard;
282 float blend = bound(0, vlen(destorg - this.origin) / autocvar_bot_ai_keyboard_distance, 1); // When getting close move with 360 degree
283 //dprint("movement ", vtos(CS(this).movement), " keyboard ", vtos(keyboard), " blend ", ftos(blend), "\n");
284 CS(this).movement = CS(this).movement + (keyboard - CS(this).movement) * blend;
287 void havocbot_bunnyhop(entity this, vector dir)
289 float bunnyhopdistance;
292 vector gco = '0 0 0', gno;
294 // Don't jump when attacking
295 if(this.aistatus & AI_STATUS_ATTACKING)
298 if(IS_PLAYER(this.goalcurrent))
301 maxspeed = autocvar_sv_maxspeed;
303 if(this.aistatus & AI_STATUS_RUNNING && vdist(this.velocity, <, autocvar_sv_maxspeed * 0.75)
304 || this.aistatus & AI_STATUS_DANGER_AHEAD)
306 this.aistatus &= ~AI_STATUS_RUNNING;
307 PHYS_INPUT_BUTTON_JUMP(this) = false;
308 this.bot_canruntogoal = 0;
309 this.bot_timelastseengoal = 0;
313 if(this.waterlevel > WATERLEVEL_WETFEET)
315 this.aistatus &= ~AI_STATUS_RUNNING;
319 if(this.bot_lastseengoal != this.goalcurrent && !(this.aistatus & AI_STATUS_RUNNING))
321 this.bot_canruntogoal = 0;
322 this.bot_timelastseengoal = 0;
325 SET_DESTCOORDS(this.goalcurrent, this.origin, gco);
326 bunnyhopdistance = vlen(this.origin - gco);
328 // Run only to visible goals
329 if(IS_ONGROUND(this))
330 if(vdist(vec2(this.velocity), >=, autocvar_sv_maxspeed)) // if -really- running
331 if(checkpvs(this.origin + this.view_ofs, this.goalcurrent))
333 this.bot_lastseengoal = this.goalcurrent;
336 if(this.bot_timelastseengoal)
338 // for a period of time
339 if(time - this.bot_timelastseengoal > autocvar_bot_ai_bunnyhop_firstjumpdelay)
342 checkdistance = true;
344 // don't run if it is too close
345 if(this.bot_canruntogoal==0)
347 if(bunnyhopdistance > autocvar_bot_ai_bunnyhop_startdistance)
348 this.bot_canruntogoal = 1;
350 this.bot_canruntogoal = -1;
353 if(this.bot_canruntogoal != 1)
356 if(this.aistatus & AI_STATUS_ROAMING)
357 if(this.goalcurrent.classname=="waypoint")
358 if (!(this.goalcurrent.wpflags & WAYPOINTFLAG_PERSONAL))
359 if(fabs(gco.z - this.origin.z) < this.maxs.z - this.mins.z)
360 if(this.goalstack01 && !wasfreed(this.goalstack01))
362 gno = (this.goalstack01.absmin + this.goalstack01.absmax) * 0.5;
363 deviation = vectoangles(gno - this.origin) - vectoangles(gco - this.origin);
364 while (deviation.y < -180) deviation.y = deviation.y + 360;
365 while (deviation.y > 180) deviation.y = deviation.y - 360;
367 if(fabs(deviation.y) < 20)
368 if(bunnyhopdistance < vlen(this.origin - gno))
369 if(fabs(gno.z - gco.z) < this.maxs.z - this.mins.z)
371 if(vdist(gco - gno, >, autocvar_bot_ai_bunnyhop_startdistance))
372 if(checkpvs(this.origin + this.view_ofs, this.goalstack01))
374 checkdistance = false;
381 this.aistatus &= ~AI_STATUS_RUNNING;
382 // increase stop distance in case the goal is on a slope or a lower platform
383 if(bunnyhopdistance > autocvar_bot_ai_bunnyhop_stopdistance + (this.origin.z - gco.z))
384 PHYS_INPUT_BUTTON_JUMP(this) = true;
388 this.aistatus |= AI_STATUS_RUNNING;
389 PHYS_INPUT_BUTTON_JUMP(this) = true;
395 this.bot_timelastseengoal = time;
400 this.bot_timelastseengoal = 0;
404 // Release jump button
405 if(!cvar("sv_pogostick"))
406 if((IS_ONGROUND(this)) == 0)
408 if(this.velocity.z < 0 || vlen(this.velocity)<maxspeed)
409 PHYS_INPUT_BUTTON_JUMP(this) = false;
412 if(this.aistatus & AI_STATUS_RUNNING)
413 if(vlen(this.velocity)>maxspeed)
415 deviation = vectoangles(dir) - vectoangles(this.velocity);
416 while (deviation.y < -180) deviation.y = deviation.y + 360;
417 while (deviation.y > 180) deviation.y = deviation.y - 360;
419 if(fabs(deviation.y)>10)
420 CS(this).movement_x = 0;
423 CS(this).movement_y = maxspeed * -1;
424 else if(deviation.y<10)
425 CS(this).movement_y = maxspeed;
432 // return true when bot isn't getting closer to the current goal
433 bool havocbot_checkgoaldistance(entity this, vector gco)
435 float curr_dist_z = max(20, fabs(this.origin.z - gco.z));
436 float curr_dist_2d = max(20, vlen(vec2(this.origin - gco)));
437 float distance_time = this.goalcurrent_distance_time;
438 if(distance_time < 0)
439 distance_time = -distance_time;
440 if(curr_dist_z >= this.goalcurrent_distance_z && curr_dist_2d >= this.goalcurrent_distance_2d)
443 this.goalcurrent_distance_time = time;
444 else if (time - distance_time > 0.5)
449 // reduce it a little bit so it works even with very small approaches to the goal
450 this.goalcurrent_distance_z = max(20, curr_dist_z - 10);
451 this.goalcurrent_distance_2d = max(20, curr_dist_2d - 10);
452 this.goalcurrent_distance_time = 0;
457 void havocbot_movetogoal(entity this)
459 vector destorg = '0 0 0';
463 vector evadeobstacle;
469 //if (this.goalentity)
470 // te_lightning2(this, this.origin, (this.goalentity.absmin + this.goalentity.absmax) * 0.5);
471 CS(this).movement = '0 0 0';
472 maxspeed = autocvar_sv_maxspeed;
474 PHYS_INPUT_BUTTON_JETPACK(this) = false;
475 // Jetpack navigation
476 if(this.navigation_jetpack_goal)
477 if(this.goalcurrent==this.navigation_jetpack_goal)
480 if(autocvar_bot_debug_goalstack)
482 debuggoalstack(this);
483 te_wizspike(this.navigation_jetpack_point);
487 if (!(this.aistatus & AI_STATUS_JETPACK_FLYING))
489 // Brake almost completely so it can get a good direction
490 if(vdist(this.velocity, >, 10))
492 this.aistatus |= AI_STATUS_JETPACK_FLYING;
495 makevectors(this.v_angle.y * '0 1 0');
496 dir = normalize(this.navigation_jetpack_point - this.origin);
499 if(this.aistatus & AI_STATUS_JETPACK_LANDING)
501 // Calculate brake distance in xy
502 float d = vlen(vec2(this.origin - (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5));
503 float v = vlen(vec2(this.velocity));
504 float db = ((v ** 2) / (autocvar_g_jetpack_acceleration_side * 2)) + 100;
505 //LOG_INFOF("distance %d, velocity %d, brake at %d ", ceil(d), ceil(v), ceil(db));
506 if(d < db || d < 500)
509 if(v > maxspeed * 0.3)
511 CS(this).movement_x = dir * v_forward * -maxspeed;
514 // Switch to normal mode
515 this.navigation_jetpack_goal = NULL;
516 this.aistatus &= ~AI_STATUS_JETPACK_LANDING;
517 this.aistatus &= ~AI_STATUS_JETPACK_FLYING;
521 else if(checkpvs(this.origin,this.goalcurrent))
523 // If I can see the goal switch to landing code
524 this.aistatus &= ~AI_STATUS_JETPACK_FLYING;
525 this.aistatus |= AI_STATUS_JETPACK_LANDING;
530 PHYS_INPUT_BUTTON_JETPACK(this) = true;
531 if(this.navigation_jetpack_point.z - STAT(PL_MAX, this).z + STAT(PL_MIN, this).z < this.origin.z)
533 CS(this).movement_x = dir * v_forward * maxspeed;
534 CS(this).movement_y = dir * v_right * maxspeed;
539 // Handling of jump pads
540 if(this.jumppadcount)
542 if(this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
544 this.aistatus |= AI_STATUS_OUT_JUMPPAD;
545 navigation_poptouchedgoals(this);
548 else if(this.aistatus & AI_STATUS_OUT_JUMPPAD)
550 // If got stuck on the jump pad try to reach the farthest visible waypoint
551 // but with some randomness so it can try out different paths
552 if(!this.goalcurrent)
554 entity newgoal = NULL;
555 IL_EACH(g_waypoints, vdist(it.origin - this.origin, <=, 1000),
557 if(it.wpflags & WAYPOINTFLAG_TELEPORT)
558 if(it.origin.z < this.origin.z - 100 && vdist(vec2(it.origin - this.origin), <, 100))
561 traceline(this.origin + this.view_ofs, ((it.absmin + it.absmax) * 0.5), true, this);
563 if(trace_fraction < 1)
566 if(!newgoal || ((random() < 0.8) && vlen2(it.origin - this.origin) > vlen2(newgoal.origin - this.origin)))
572 this.ignoregoal = this.goalcurrent;
573 this.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
574 navigation_clearroute(this);
575 navigation_routetogoal(this, newgoal, this.origin);
576 if(autocvar_bot_debug_goalstack)
577 debuggoalstack(this);
578 this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
583 if (this.goalcurrent.bot_pickup)
585 entity jumppad_wp = this.goalcurrent_prev;
586 navigation_poptouchedgoals(this);
587 if(!this.goalcurrent && jumppad_wp.wp00)
589 // head to the jumppad destination once bot reaches the goal item
590 navigation_pushroute(this, jumppad_wp.wp00);
593 gco = (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5;
594 if (this.origin.z > gco.z && vdist(vec2(this.velocity), <, autocvar_sv_maxspeed))
595 this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
596 else if(havocbot_checkgoaldistance(this, gco))
598 navigation_clearroute(this);
599 navigation_goalrating_timeout_force(this);
607 if(time - this.lastteleporttime > 0.2 && this.velocity.z > 0)
609 vector velxy = this.velocity; velxy_z = 0;
610 if(vdist(velxy, <, autocvar_sv_maxspeed * 0.2))
612 LOG_TRACE("Warning: ", this.netname, " got stuck on a jumppad (velocity in xy is ", vtos(velxy), "), trying to get out of it now");
613 this.aistatus |= AI_STATUS_OUT_JUMPPAD;
618 // Don't chase players while using a jump pad
619 if(IS_PLAYER(this.goalcurrent) || IS_PLAYER(this.goalstack01))
623 else if(this.aistatus & AI_STATUS_OUT_JUMPPAD)
624 this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
626 // If there is a trigger_hurt right below try to use the jetpack or make a rocketjump
627 if (skill > 6 && !(IS_ONGROUND(this)))
629 #define ROCKETJUMP_DAMAGE() WEP_CVAR(devastator, damage) * 0.8 \
630 * ((this.strength_finished > time) ? autocvar_g_balance_powerup_strength_selfdamage : 1) \
631 * ((this.invincible_finished > time) ? autocvar_g_balance_powerup_invincible_takedamage : 1)
633 tracebox(this.origin, this.mins, this.maxs, this.origin + '0 0 -65536', MOVE_NOMONSTERS, this);
634 if(tracebox_hits_trigger_hurt(this.origin, this.mins, this.maxs, trace_endpos ))
635 if(this.items & IT_JETPACK)
637 tracebox(this.origin, this.mins, this.maxs, this.origin + '0 0 65536', MOVE_NOMONSTERS, this);
638 if(tracebox_hits_trigger_hurt(this.origin, this.mins, this.maxs, trace_endpos + '0 0 1' ))
640 if(this.velocity.z<0)
641 PHYS_INPUT_BUTTON_JETPACK(this) = true;
644 PHYS_INPUT_BUTTON_JETPACK(this) = true;
646 // If there is no goal try to move forward
648 if(this.goalcurrent==NULL)
651 dir = normalize(( ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5 ) - this.origin);
653 vector xyvelocity = this.velocity; xyvelocity_z = 0;
654 float xyspeed = xyvelocity * dir;
656 if(xyspeed < (maxspeed / 2))
658 makevectors(this.v_angle.y * '0 1 0');
659 tracebox(this.origin, this.mins, this.maxs, this.origin + (dir * maxspeed * 3), MOVE_NOMONSTERS, this);
660 if(trace_fraction==1)
662 CS(this).movement_x = dir * v_forward * maxspeed;
663 CS(this).movement_y = dir * v_right * maxspeed;
665 havocbot_keyboard_movement(this, this.origin + dir * 100);
669 this.havocbot_blockhead = true;
673 else if(this.health + this.armorvalue > 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
717 if(this.goalcurrent==NULL)
720 if(this.waterlevel>WATERLEVEL_SWIMMING)
722 else if(this.velocity.z >= 0 && !(this.waterlevel == WATERLEVEL_WETFEET && this.watertype == CONTENT_WATER))
723 PHYS_INPUT_BUTTON_JUMP(this) = true;
725 PHYS_INPUT_BUTTON_JUMP(this) = false;
726 makevectors(this.v_angle.y * '0 1 0');
727 CS(this).movement_x = dir * v_forward * maxspeed;
728 CS(this).movement_y = dir * v_right * maxspeed;
729 CS(this).movement_z = dir * v_up * maxspeed;
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))
740 navigation_clearroute(this);
741 navigation_goalrating_timeout_force(this);
744 else if(this.goalentity.bot_pickup)
746 if(this.goalentity.bot_pickup_respawning)
748 if(this.goalentity.solid) // item respawned
749 this.goalentity.bot_pickup_respawning = false;
750 else if(time < this.goalentity.scheduledrespawntime - 10) // item already taken (by someone else)
752 if(checkpvs(this.origin, this.goalentity))
754 this.goalentity.bot_pickup_respawning = false;
755 navigation_clearroute(this);
756 navigation_goalrating_timeout_force(this);
759 locked_goal = true; // wait for item to respawn
761 else if(this.goalentity == this.goalcurrent)
762 locked_goal = true; // wait for item to respawn
764 else if(!this.goalentity.solid && !boxesoverlap(this.goalentity.absmin, this.goalentity.absmax, this.absmin, this.absmax))
766 if(checkpvs(this.origin, this.goalentity))
768 navigation_clearroute(this);
769 navigation_goalrating_timeout_force(this);
774 if (this.goalcurrent == this.goalentity && this.goalentity_lock_timeout > time)
779 // optimize path finding by anticipating goalrating when bot is near a waypoint;
780 // in this case path finding can start directly from a waypoint instead of
781 // looking for all the reachable waypoints up to a certain distance
782 if(navigation_poptouchedgoals(this) && this.goalcurrent)
784 if(navigation_goalrating_timeout_can_be_anticipated(this))
785 navigation_goalrating_timeout_force(this);
789 // if ran out of goals try to use an alternative goal or get a new strategy asap
790 if(this.goalcurrent == NULL)
792 navigation_goalrating_timeout_force(this);
797 if(autocvar_bot_debug_goalstack)
798 debuggoalstack(this);
800 bool bunnyhop_forbidden = false;;
801 SET_DESTCOORDS(this.goalcurrent, this.origin, destorg);
803 // in case bot ends up inside the teleport waypoint without touching
804 // the teleport itself, head to the teleport origin
805 if(this.goalcurrent.wpisbox && boxesoverlap(this.goalcurrent.absmin, this.goalcurrent.absmax, this.origin + eZ * this.mins.z, this.origin + eZ * this.maxs.z))
807 bunnyhop_forbidden = true;
808 destorg = this.goalcurrent.origin;
809 if(destorg.z > this.origin.z)
810 PHYS_INPUT_BUTTON_JUMP(this) = true;
813 diff = destorg - this.origin;
815 if (fabs(diff.x) < 10 && fabs(diff.y) < 10
816 && this.goalcurrent == this.goalentity && time < this.goalentity_lock_timeout)
818 destorg = this.origin;
823 dir = normalize(diff);
824 flatdir = diff;flatdir.z = 0;
825 flatdir = normalize(flatdir);
826 gco = (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5;
828 //if (this.bot_dodgevector_time < time)
830 //this.bot_dodgevector_time = time + cvar("bot_ai_dodgeupdateinterval");
831 //this.bot_dodgevector_jumpbutton = 1;
832 evadeobstacle = '0 0 0';
835 this.aistatus &= ~AI_STATUS_DANGER_AHEAD;
836 makevectors(this.v_angle.y * '0 1 0');
839 if(this.waterlevel>WATERLEVEL_SWIMMING)
841 if(!this.goalcurrent)
842 this.aistatus |= AI_STATUS_OUT_WATER;
843 else if(gco.z > this.origin.z)
844 PHYS_INPUT_BUTTON_JUMP(this) = true;
849 if(this.velocity.z >= 0 && !(this.watertype == CONTENT_WATER && gco.z < this.origin.z) &&
850 ( !(this.waterlevel == WATERLEVEL_WETFEET && this.watertype == CONTENT_WATER) || this.aistatus & AI_STATUS_OUT_WATER))
851 PHYS_INPUT_BUTTON_JUMP(this) = true;
853 PHYS_INPUT_BUTTON_JUMP(this) = false;
860 if(this.aistatus & AI_STATUS_OUT_WATER)
861 this.aistatus &= ~AI_STATUS_OUT_WATER;
863 // jump if going toward an obstacle that doesn't look like stairs we
864 // can walk up directly
865 offset = (vdist(this.velocity, >, 32) ? this.velocity * 0.2 : v_forward * 32);
866 tracebox(this.origin, this.mins, this.maxs, this.origin + offset, false, this);
867 if (trace_fraction < 1)
868 if (trace_plane_normal.z < 0.7)
871 tracebox(this.origin + stepheightvec, this.mins, this.maxs, this.origin + offset + stepheightvec, false, this);
872 if (trace_fraction < s + 0.01)
873 if (trace_plane_normal.z < 0.7)
876 tracebox(this.origin + jumpstepheightvec, this.mins, this.maxs, this.origin + offset + jumpstepheightvec, false, this);
877 if (trace_fraction > s)
878 PHYS_INPUT_BUTTON_JUMP(this) = true;
882 // if bot for some reason doesn't get close to the current goal find another one
883 if(!this.jumppadcount && !IS_PLAYER(this.goalcurrent))
884 if(!(locked_goal && this.goalcurrent_distance_z < 50 && this.goalcurrent_distance_2d < 50))
885 if(havocbot_checkgoaldistance(this, gco))
887 if(this.goalcurrent_distance_time < 0) // can't get close for the second time
889 navigation_clearroute(this);
890 navigation_goalrating_timeout_force(this);
894 vector dest = '0 0 0';
895 float dest_height = 0;
896 SET_TRACEWALK_DESTCOORDS(this.goalcurrent, this.origin, dest, dest_height);
897 if (!tracewalk(this, this.origin, this.mins, this.maxs, dest, dest_height, bot_navigation_movemode))
899 navigation_clearroute(this);
900 navigation_goalrating_timeout_force(this);
904 // give bot only another chance to prevent bot getting stuck
905 // in case it thinks it can walk but actually can't
906 this.goalcurrent_distance_z = FLOAT_MAX;
907 this.goalcurrent_distance_2d = FLOAT_MAX;
908 this.goalcurrent_distance_time = -time; // mark second try
911 // Check for water/slime/lava and dangerous edges
912 // (only when the bot is on the ground or jumping intentionally)
914 vector dst_ahead = this.origin + this.view_ofs + offset;
915 vector dst_down = dst_ahead - '0 0 3000';
916 traceline(this.origin + this.view_ofs, dst_ahead, true, NULL);
918 bool unreachable = false;
920 if(trace_fraction == 1 && this.jumppadcount == 0 && !this.goalcurrent.wphardwired )
921 if((IS_ONGROUND(this)) || (this.aistatus & AI_STATUS_RUNNING) || (this.aistatus & AI_STATUS_ROAMING) || PHYS_INPUT_BUTTON_JUMP(this))
924 traceline(dst_ahead , dst_down, true, NULL);
925 //te_lightning2(NULL, this.origin + this.view_ofs, dst_ahead); // Draw "ahead" look
926 //te_lightning2(NULL, dst_ahead, dst_down); // Draw "downwards" look
927 if(trace_endpos.z < this.origin.z + this.mins.z)
929 s = pointcontents(trace_endpos + '0 0 1');
930 if (s != CONTENT_SOLID)
931 if (s == CONTENT_LAVA || s == CONTENT_SLIME)
932 evadelava = normalize(this.velocity) * -1;
933 else if (s == CONTENT_SKY)
934 evadeobstacle = normalize(this.velocity) * -1;
935 else if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos))
937 // the traceline check isn't enough but is good as optimization,
938 // when not true (most of the time) this tracebox call is avoided
939 tracebox(dst_ahead, this.mins, this.maxs, dst_down, true, this);
940 if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos))
942 if (gco.z > this.origin.z + jumpstepheightvec.z)
944 // the goal is probably on an upper platform, assume bot can't get there
948 evadelava = normalize(this.velocity) * -1;
957 makevectors(this.v_angle.y * '0 1 0');
959 if(evadeobstacle || evadelava || (s == CONTENT_WATER))
961 this.aistatus |= AI_STATUS_DANGER_AHEAD;
962 if(IS_PLAYER(this.goalcurrent))
967 navigation_clearroute(this);
968 navigation_goalrating_timeout_force(this);
972 dodge = havocbot_dodge(this);
973 dodge = dodge * bound(0,0.5+(skill+this.bot_dodgeskill)*0.1,1);
974 evadelava = evadelava * bound(1,3-(skill+this.bot_dodgeskill),3); //Noobs fear lava a lot and take more distance from it
975 traceline(this.origin, ( ( this.enemy.absmin + this.enemy.absmax ) * 0.5 ), true, NULL);
976 if(IS_PLAYER(trace_ent))
977 dir = dir * bound(0,(skill+this.bot_dodgeskill)/7,1);
979 dir = normalize(dir + dodge + evadeobstacle + evadelava);
980 // this.bot_dodgevector = dir;
981 // this.bot_dodgevector_jumpbutton = PHYS_INPUT_BUTTON_JUMP(this);
984 if(time < this.ladder_time)
986 if(this.goalcurrent.origin.z + this.goalcurrent.mins.z > this.origin.z + this.mins.z)
988 if(this.origin.z + this.mins.z < this.ladder_entity.origin.z + this.ladder_entity.maxs.z)
993 if(this.origin.z + this.mins.z > this.ladder_entity.origin.z + this.ladder_entity.mins.z)
998 //dir = this.bot_dodgevector;
999 //if (this.bot_dodgevector_jumpbutton)
1000 // PHYS_INPUT_BUTTON_JUMP(this) = true;
1001 CS(this).movement_x = dir * v_forward * maxspeed;
1002 CS(this).movement_y = dir * v_right * maxspeed;
1003 CS(this).movement_z = dir * v_up * maxspeed;
1005 // Emulate keyboard interface
1007 havocbot_keyboard_movement(this, destorg);
1010 //if(this.aistatus & AI_STATUS_ROAMING)
1011 if(!bunnyhop_forbidden && this.goalcurrent)
1012 if(skill+this.bot_moveskill >= autocvar_bot_ai_bunnyhop_skilloffset)
1013 havocbot_bunnyhop(this, dir);
1015 if ((dir * v_up) >= autocvar_sv_jumpvelocity*0.5 && (IS_ONGROUND(this))) PHYS_INPUT_BUTTON_JUMP(this) = true;
1016 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;
1017 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);
1020 entity havocbot_gettarget(entity this, bool secondary)
1023 vector eye = CENTER_OR_VIEWOFS(this);
1024 IL_EACH(g_bot_targets, boolean((secondary) ? it.classname == "misc_breakablemodel" : it.classname != "misc_breakablemodel"),
1026 vector v = CENTER_OR_VIEWOFS(it);
1027 if(vdist(v - eye, <, autocvar_bot_ai_enemydetectionradius))
1028 if(!best || vlen2(CENTER_OR_VIEWOFS(best) - eye) > vlen2(v - eye))
1029 if(bot_shouldattack(this, it))
1031 traceline(eye, v, true, this);
1032 if (trace_ent == it || trace_fraction >= 1)
1040 void havocbot_chooseenemy(entity this)
1042 if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(this))
1049 if (!bot_shouldattack(this, this.enemy))
1051 // enemy died or something, find a new target
1053 this.havocbot_chooseenemy_finished = time;
1055 else if (this.havocbot_stickenemy)
1057 // tracking last chosen enemy
1058 // if enemy is visible
1059 // and not really really far away
1060 // and we're not severely injured
1061 // then keep tracking for a half second into the future
1062 traceline(this.origin+this.view_ofs, ( this.enemy.absmin + this.enemy.absmax ) * 0.5,false,NULL);
1063 if (trace_ent == this.enemy || trace_fraction == 1)
1064 if (vdist(((this.enemy.absmin + this.enemy.absmax) * 0.5) - this.origin, <, 1000))
1065 if (this.health > 30)
1067 // remain tracking him for a shot while (case he went after a small corner or pilar
1068 this.havocbot_chooseenemy_finished = time + 0.5;
1071 // enemy isn't visible, or is far away, or we're injured severely
1072 // so stop preferring this enemy
1073 // (it will still take a half second until a new one is chosen)
1074 this.havocbot_stickenemy = 0;
1077 if (time < this.havocbot_chooseenemy_finished)
1079 this.havocbot_chooseenemy_finished = time + autocvar_bot_ai_enemydetectioninterval;
1080 vector eye = this.origin + this.view_ofs;
1082 float bestrating = 100000000;
1085 int hf = this.dphitcontentsmask;
1087 // Search for enemies, if no enemy can be seen directly try to look through transparent objects
1089 this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
1091 bool scan_transparent = false;
1092 bool scan_secondary_targets = false;
1093 bool have_secondary_targets = false;
1096 scan_secondary_targets = false;
1098 IL_EACH(g_bot_targets, it.bot_attack,
1100 if(!scan_secondary_targets)
1102 if(it.classname == "misc_breakablemodel")
1104 have_secondary_targets = true;
1108 else if(it.classname != "misc_breakablemodel")
1111 vector v = (it.absmin + it.absmax) * 0.5;
1112 float rating = vlen2(v - eye);
1113 if (vdist(v - eye, <, autocvar_bot_ai_enemydetectionradius))
1114 if (bestrating > rating)
1115 if (bot_shouldattack(this, it))
1117 traceline(eye, v, true, this);
1118 if (trace_ent == it || trace_fraction >= 1)
1121 bestrating = rating;
1126 if(!best && have_secondary_targets && !scan_secondary_targets)
1128 scan_secondary_targets = true;
1130 bestrating = 100000000;
1134 // I want to do a second scan if no enemy was found or I don't have weapons
1135 // TODO: Perform the scan when using the rifle (requires changes on the rifle code)
1136 if(best || this.weapons) // || this.weapon == WEP_RIFLE.m_id
1138 if(scan_transparent)
1141 // Set flags to see through transparent objects
1142 this.dphitcontentsmask |= DPCONTENTS_OPAQUE;
1144 scan_transparent = true;
1147 // Restore hit flags
1148 this.dphitcontentsmask = hf;
1151 this.havocbot_stickenemy = true;
1152 if(best && best.classname == "misc_breakablemodel")
1153 this.havocbot_stickenemy = false;
1156 float havocbot_chooseweapon_checkreload(entity this, .entity weaponentity, int new_weapon)
1158 // bots under this skill cannot find unloaded weapons to reload idly when not in combat,
1159 // so skip this for them, or they'll never get to reload their weapons at all.
1160 // this also allows bots under this skill to be more stupid, and reload more often during combat :)
1164 // if this weapon is scheduled for reloading, don't switch to it during combat
1165 if (this.(weaponentity).weapon_load[new_weapon] < 0)
1167 FOREACH(Weapons, it != WEP_Null, {
1168 if(it.wr_checkammo1(it, this, weaponentity) + it.wr_checkammo2(it, this, weaponentity))
1169 return true; // other weapon available
1176 void havocbot_chooseweapon(entity this, .entity weaponentity)
1181 if(g_weaponarena_weapons == WEPSET(TUBA))
1183 this.(weaponentity).m_switchweapon = WEP_TUBA;
1187 // TODO: clean this up by moving it to weapon code
1188 if(this.enemy==NULL)
1190 // If no weapon was chosen get the first available weapon
1191 if(this.(weaponentity).m_weapon==WEP_Null)
1192 FOREACH(Weapons, it != WEP_Null, {
1193 if(client_hasweapon(this, it, weaponentity, true, false))
1195 this.(weaponentity).m_switchweapon = it;
1202 // Do not change weapon during the next second after a combo
1203 float f = time - this.lastcombotime;
1208 float distance; distance=bound(10,vlen(this.origin-this.enemy.origin)-200,10000);
1210 // Should it do a weapon combo?
1211 float af, ct, combo_time, combo;
1213 af = ATTACK_FINISHED(this, 0);
1214 ct = autocvar_bot_ai_weapon_combo_threshold;
1216 // Bots with no skill will be 4 times more slower than "godlike" bots when doing weapon combos
1217 // Ideally this 4 should be calculated as longest_weapon_refire / bot_ai_weapon_combo_threshold
1218 combo_time = time + ct + (ct * ((-0.3*(skill+this.bot_weaponskill))+3));
1222 if(autocvar_bot_ai_weapon_combo)
1223 if(this.(weaponentity).m_weapon.m_id == this.(weaponentity).lastfiredweapon)
1227 this.lastcombotime = time;
1230 distance *= (2 ** this.bot_rangepreference);
1232 // Custom weapon list based on distance to the enemy
1233 if(bot_custom_weapon){
1235 // Choose weapons for far distance
1236 if ( distance > bot_distance_far ) {
1237 for(i=0; i < Weapons_COUNT && bot_weapons_far[i] != -1 ; ++i){
1238 w = bot_weapons_far[i];
1239 if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
1241 if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1243 this.(weaponentity).m_switchweapon = Weapons_from(w);
1249 // Choose weapons for mid distance
1250 if ( distance > bot_distance_close) {
1251 for(i=0; i < Weapons_COUNT && bot_weapons_mid[i] != -1 ; ++i){
1252 w = bot_weapons_mid[i];
1253 if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
1255 if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1257 this.(weaponentity).m_switchweapon = Weapons_from(w);
1263 // Choose weapons for close distance
1264 for(i=0; i < Weapons_COUNT && bot_weapons_close[i] != -1 ; ++i){
1265 w = bot_weapons_close[i];
1266 if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
1268 if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1270 this.(weaponentity).m_switchweapon = Weapons_from(w);
1277 void havocbot_aim(entity this)
1279 if (time < this.nextaim)
1281 this.nextaim = time + 0.1;
1282 vector myvel = this.velocity;
1283 if (!this.waterlevel)
1285 if(MUTATOR_CALLHOOK(HavocBot_Aim, this)) { /* do nothing */ }
1286 else if (this.enemy)
1288 vector enemyvel = this.enemy.velocity;
1289 if (!this.enemy.waterlevel)
1291 lag_additem(this, time + CS(this).ping, 0, 0, this.enemy, this.origin, myvel, (this.enemy.absmin + this.enemy.absmax) * 0.5, enemyvel);
1294 lag_additem(this, time + CS(this).ping, 0, 0, NULL, this.origin, myvel, ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5, '0 0 0');
1297 bool havocbot_moveto_refresh_route(entity this)
1299 // Refresh path to goal if necessary
1301 wp = this.havocbot_personal_waypoint;
1302 navigation_goalrating_start(this);
1303 navigation_routerating(this, wp, 10000, 10000);
1304 navigation_goalrating_end(this);
1305 return (this.goalentity != NULL);
1308 float havocbot_moveto(entity this, vector pos)
1312 if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_GOING)
1314 // Step 4: Move to waypoint
1315 if(this.havocbot_personal_waypoint==NULL)
1317 LOG_TRACE("Error: ", this.netname, " trying to walk to a non existent personal waypoint");
1318 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_GOING;
1319 return CMD_STATUS_ERROR;
1322 if (!bot_strategytoken_taken)
1323 if(this.havocbot_personal_waypoint_searchtime<time)
1325 bot_strategytoken_taken = true;
1326 if(havocbot_moveto_refresh_route(this))
1328 LOG_TRACE(this.netname, " walking to its personal waypoint (after ", ftos(this.havocbot_personal_waypoint_failcounter), " failed attempts)");
1329 this.havocbot_personal_waypoint_searchtime = time + 10;
1330 this.havocbot_personal_waypoint_failcounter = 0;
1334 this.havocbot_personal_waypoint_failcounter += 1;
1335 this.havocbot_personal_waypoint_searchtime = time + 2;
1336 if(this.havocbot_personal_waypoint_failcounter >= 30)
1338 LOG_TRACE("Warning: can't walk to the personal waypoint located at ", vtos(this.havocbot_personal_waypoint.origin));
1339 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1340 delete(this.havocbot_personal_waypoint);
1341 return CMD_STATUS_ERROR;
1344 LOG_TRACE(this.netname, " can't walk to its personal waypoint (after ", ftos(this.havocbot_personal_waypoint_failcounter), " failed attempts), trying later");
1348 if(autocvar_bot_debug_goalstack)
1349 debuggoalstack(this);
1352 vector dir = '0 0 0';
1353 SET_DESTCOORDS(this.goalcurrent, this.origin, dir);
1354 dir = dir - (this.origin + this.view_ofs);
1356 bot_aimdir(this, dir, -1);
1359 havocbot_movetogoal(this);
1361 if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_REACHED)
1363 // Step 5: Waypoint reached
1364 LOG_TRACE(this.netname, "'s personal waypoint reached");
1365 delete(this.havocbot_personal_waypoint);
1366 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_REACHED;
1367 return CMD_STATUS_FINISHED;
1370 return CMD_STATUS_EXECUTING;
1373 // Step 2: Linking waypoint
1374 if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_LINKING)
1376 // Wait until it is linked
1377 if(!this.havocbot_personal_waypoint.wplinked)
1379 LOG_TRACE(this.netname, " waiting for personal waypoint to be linked");
1380 return CMD_STATUS_EXECUTING;
1383 this.havocbot_personal_waypoint_searchtime = time; // so we set the route next frame
1384 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1385 this.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_GOING;
1387 // Step 3: Route to waypoint
1388 LOG_TRACE(this.netname, " walking to its personal waypoint");
1390 return CMD_STATUS_EXECUTING;
1393 // Step 1: Spawning waypoint
1394 wp = waypoint_spawnpersonal(this, pos);
1397 LOG_TRACE("Error: Can't spawn personal waypoint at ",vtos(pos));
1398 return CMD_STATUS_ERROR;
1401 this.havocbot_personal_waypoint = wp;
1402 this.havocbot_personal_waypoint_failcounter = 0;
1403 this.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1405 // if pos is inside a teleport, then let's mark it as teleport waypoint
1406 IL_EACH(g_teleporters, WarpZoneLib_BoxTouchesBrush(pos, pos, it, NULL),
1408 wp.wpflags |= WAYPOINTFLAG_TELEPORT;
1409 this.lastteleporttime = 0;
1413 if(wp.wpflags & WAYPOINTFLAG_TELEPORT)
1414 print("routing to a teleporter\n");
1416 print("routing to a non-teleporter\n");
1419 return CMD_STATUS_EXECUTING;
1422 float havocbot_resetgoal(entity this)
1424 navigation_clearroute(this);
1425 return CMD_STATUS_FINISHED;
1428 void havocbot_setupbot(entity this)
1430 this.bot_ai = havocbot_ai;
1431 this.cmd_moveto = havocbot_moveto;
1432 this.cmd_resetgoal = havocbot_resetgoal;
1434 havocbot_chooserole(this);
1437 vector havocbot_dodge(entity this)
1439 // LordHavoc: disabled because this is too expensive
1444 float danger, bestdanger, vl, d;
1447 // check for dangerous objects near bot or approaching bot
1448 head = findchainfloat(bot_dodge, true);
1451 if (head.owner != this)
1453 vl = vlen(head.velocity);
1454 if (vl > autocvar_sv_maxspeed * 0.3)
1456 n = normalize(head.velocity);
1457 v = this.origin - head.origin;
1459 if (d > (0 - head.bot_dodgerating))
1460 if (d < (vl * 0.2 + head.bot_dodgerating))
1462 // calculate direction and distance from the flight path, by removing the forward axis
1463 v = v - (n * (v * n));
1464 danger = head.bot_dodgerating - vlen(v);
1465 if (bestdanger < danger)
1467 bestdanger = danger;
1468 // dodge to the side of the object
1469 dodge = normalize(v);
1475 danger = head.bot_dodgerating - vlen(head.origin - this.origin);
1476 if (bestdanger < danger)
1478 bestdanger = danger;
1479 dodge = normalize(this.origin - head.origin);