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Don't assign needlessly a frame to find a new goal to dead or frozen bots as they...
[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 && !bot_strategytoken_taken)
37         {
38                 if(this.havocbot_blockhead)
39                 {
40                         this.havocbot_blockhead = false;
41                 }
42                 else
43                 {
44                         if (!this.jumppadcount && !STAT(FROZEN, this))
45                                 this.havocbot_role(this); // little too far down the rabbit hole
46                 }
47
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)))
50                 if(!this.goalcurrent)
51                 if(this.waterlevel == WATERLEVEL_SWIMMING || (this.aistatus & AI_STATUS_OUT_WATER))
52                 {
53                         // Look for the closest waypoint out of water
54                         entity newgoal = NULL;
55                         IL_EACH(g_waypoints, vdist(it.origin - this.origin, <=, 10000),
56                         {
57                                 if(it.origin.z < this.origin.z)
58                                         continue;
59
60                                 if(it.origin.z - this.origin.z - this.view_ofs.z > 100)
61                                         continue;
62
63                                 if (pointcontents(it.origin + it.maxs + '0 0 1') != CONTENT_EMPTY)
64                                         continue;
65
66                                 traceline(this.origin + this.view_ofs, ((it.absmin + it.absmax) * 0.5), true, this);
67
68                                 if(trace_fraction < 1)
69                                         continue;
70
71                                 if(!newgoal || vlen2(it.origin - this.origin) < vlen2(newgoal.origin - this.origin))
72                                         newgoal = it;
73                         });
74
75                         if(newgoal)
76                         {
77                         //      te_wizspike(newgoal.origin);
78                                 navigation_pushroute(this, newgoal);
79                         }
80                 }
81
82                 // token has been used this frame
83                 bot_strategytoken_taken = true;
84         }
85
86         if(IS_DEAD(this) || STAT(FROZEN, this))
87         {
88                 if (this.goalcurrent)
89                         navigation_clearroute(this);
90                 return;
91         }
92
93         havocbot_chooseenemy(this);
94
95         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
96         {
97                 .entity weaponentity = weaponentities[slot];
98                 if(this.(weaponentity).m_weapon != WEP_Null || slot == 0)
99                 if(this.(weaponentity).bot_chooseweapontime < time)
100                 {
101                         this.(weaponentity).bot_chooseweapontime = time + autocvar_bot_ai_chooseweaponinterval;
102                         havocbot_chooseweapon(this, weaponentity);
103                 }
104         }
105         havocbot_aim(this);
106         lag_update(this);
107         if (this.bot_aimtarg)
108         {
109                 this.aistatus |= AI_STATUS_ATTACKING;
110                 this.aistatus &= ~AI_STATUS_ROAMING;
111
112                 if(this.weapons)
113                 {
114                         if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(this))
115                         {
116                                 PHYS_INPUT_BUTTON_ATCK(this) = false;
117                                 PHYS_INPUT_BUTTON_ATCK2(this) = false;
118                         }
119                         else
120                         {
121                                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
122                                 {
123                                         .entity weaponentity = weaponentities[slot];
124                                         Weapon w = this.(weaponentity).m_weapon;
125                                         if(w == WEP_Null && slot != 0)
126                                                 continue;
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;
130                                 }
131                         }
132                 }
133                 else
134                 {
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);
137                 }
138         }
139         else if (this.goalcurrent)
140         {
141                 this.aistatus |= AI_STATUS_ROAMING;
142                 this.aistatus &= ~AI_STATUS_ATTACKING;
143
144                 vector v = '0 0 0', now, next;
145                 float aimdistance,skillblend,distanceblend,blend;
146
147                 SET_DESTCOORDS(this.goalcurrent, this.origin, v);
148                 if(this.goalcurrent.wpisbox)
149                 {
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;
157                 }
158                 next = now = v - (this.origin + this.view_ofs);
159                 aimdistance = vlen(now);
160
161                 //dprint(this.goalstack01.classname,etos(this.goalstack01),"\n");
162                 if(
163                         this.goalstack01 != this && this.goalstack01 && !wasfreed(this.goalstack01) && ((this.aistatus & AI_STATUS_RUNNING) == 0) &&
164                         !(this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
165                 )
166                         next = ((this.goalstack01.absmin + this.goalstack01.absmax) * 0.5) - (this.origin + this.view_ofs);
167
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)
179                         v.z = 0;
180                 //dprint("walk at:", vtos(v), "\n");
181                 //te_lightning2(NULL, this.origin, this.goalcurrent.origin);
182                 bot_aimdir(this, v, -1);
183         }
184         havocbot_movetogoal(this);
185
186         // if the bot is not attacking, consider reloading weapons
187         if (!(this.aistatus & AI_STATUS_ATTACKING))
188         {
189                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
190                 {
191                         .entity weaponentity = weaponentities[slot];
192
193                         if(this.(weaponentity).m_weapon == WEP_Null && slot != 0)
194                                 continue;
195
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
200
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
205                         {
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))
208                                         {
209                                                 this.(weaponentity).m_switchweapon = it;
210                                                 break;
211                                         }
212                                 });
213                         }
214                 }
215         }
216 }
217
218 void havocbot_keyboard_movement(entity this, vector destorg)
219 {
220         vector keyboard;
221
222         if (time > this.havocbot_keyboardtime)
223         {
224                 float sk = skill + this.bot_moveskill;
225                 this.havocbot_keyboardtime =
226                         max(
227                                 this.havocbot_keyboardtime
228                                         + 0.05 / max(1, sk + this.havocbot_keyboardskill)
229                                         + random() * 0.025 / max(0.00025, skill + this.havocbot_keyboardskill)
230                         , time);
231                 keyboard = CS(this).movement / autocvar_sv_maxspeed;
232
233                 float trigger = autocvar_bot_ai_keyboard_threshold;
234                 float trigger1 = -trigger;
235
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)
242                 {
243                         keyboard.x = 1;
244                         if (sk < 2.5)
245                                 keyboard.y = 0;
246                 }
247                 else if (keyboard.x < trigger1 && sk > 1.5)
248                 {
249                         keyboard.x = -1;
250                         if (sk < 4.5)
251                                 keyboard.y = 0;
252                 }
253                 else
254                 {
255                         keyboard.x = 0;
256                         if (sk < 1.5)
257                                 keyboard.y = 0;
258                 }
259                 if (sk < 4.5)
260                         keyboard.z = 0;
261
262                 if (keyboard.y > trigger)
263                         keyboard.y = 1;
264                 else if (keyboard.y < trigger1)
265                         keyboard.y = -1;
266                 else
267                         keyboard.y = 0;
268
269                 if (keyboard.z > trigger)
270                         keyboard.z = 1;
271                 else if (keyboard.z < trigger1)
272                         keyboard.z = -1;
273                 else
274                         keyboard.z = 0;
275
276                 this.havocbot_keyboard = keyboard * autocvar_sv_maxspeed;
277                 if (this.havocbot_ducktime > time)
278                         PHYS_INPUT_BUTTON_CROUCH(this) = true;
279         }
280
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;
285 }
286
287 void havocbot_bunnyhop(entity this, vector dir)
288 {
289         float bunnyhopdistance;
290         vector deviation;
291         float maxspeed;
292         vector gco = '0 0 0', gno;
293
294         // Don't jump when attacking
295         if(this.aistatus & AI_STATUS_ATTACKING)
296                 return;
297
298         if(IS_PLAYER(this.goalcurrent))
299                 return;
300
301         maxspeed = autocvar_sv_maxspeed;
302
303         if(this.aistatus & AI_STATUS_RUNNING && vdist(this.velocity, <, autocvar_sv_maxspeed * 0.75)
304                 || this.aistatus & AI_STATUS_DANGER_AHEAD)
305         {
306                 this.aistatus &= ~AI_STATUS_RUNNING;
307                 PHYS_INPUT_BUTTON_JUMP(this) = false;
308                 this.bot_canruntogoal = 0;
309                 this.bot_timelastseengoal = 0;
310                 return;
311         }
312
313         if(this.waterlevel > WATERLEVEL_WETFEET)
314         {
315                 this.aistatus &= ~AI_STATUS_RUNNING;
316                 return;
317         }
318
319         if(this.bot_lastseengoal != this.goalcurrent && !(this.aistatus & AI_STATUS_RUNNING))
320         {
321                 this.bot_canruntogoal = 0;
322                 this.bot_timelastseengoal = 0;
323         }
324
325         SET_DESTCOORDS(this.goalcurrent, this.origin, gco);
326         bunnyhopdistance = vlen(this.origin - gco);
327
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))
332         {
333                         this.bot_lastseengoal = this.goalcurrent;
334
335                         // seen it before
336                         if(this.bot_timelastseengoal)
337                         {
338                                 // for a period of time
339                                 if(time - this.bot_timelastseengoal > autocvar_bot_ai_bunnyhop_firstjumpdelay)
340                                 {
341                                         float checkdistance;
342                                         checkdistance = true;
343
344                                         // don't run if it is too close
345                                         if(this.bot_canruntogoal==0)
346                                         {
347                                                 if(bunnyhopdistance > autocvar_bot_ai_bunnyhop_startdistance)
348                                                         this.bot_canruntogoal = 1;
349                                                 else
350                                                         this.bot_canruntogoal = -1;
351                                         }
352
353                                         if(this.bot_canruntogoal != 1)
354                                                 return;
355
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))
361                                         {
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;
366
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)
370                                                 {
371                                                         if(vdist(gco - gno, >, autocvar_bot_ai_bunnyhop_startdistance))
372                                                         if(checkpvs(this.origin + this.view_ofs, this.goalstack01))
373                                                         {
374                                                                 checkdistance = false;
375                                                         }
376                                                 }
377                                         }
378
379                                         if(checkdistance)
380                                         {
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;
385                                         }
386                                         else
387                                         {
388                                                 this.aistatus |= AI_STATUS_RUNNING;
389                                                 PHYS_INPUT_BUTTON_JUMP(this) = true;
390                                         }
391                                 }
392                         }
393                         else
394                         {
395                                 this.bot_timelastseengoal = time;
396                         }
397         }
398         else
399         {
400                 this.bot_timelastseengoal = 0;
401         }
402
403 #if 0
404         // Release jump button
405         if(!cvar("sv_pogostick"))
406         if((IS_ONGROUND(this)) == 0)
407         {
408                 if(this.velocity.z < 0 || vlen(this.velocity)<maxspeed)
409                         PHYS_INPUT_BUTTON_JUMP(this) = false;
410
411                 // Strafe
412                 if(this.aistatus & AI_STATUS_RUNNING)
413                 if(vlen(this.velocity)>maxspeed)
414                 {
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;
418
419                         if(fabs(deviation.y)>10)
420                                 CS(this).movement_x = 0;
421
422                         if(deviation.y>10)
423                                 CS(this).movement_y = maxspeed * -1;
424                         else if(deviation.y<10)
425                                 CS(this).movement_y = maxspeed;
426
427                 }
428         }
429 #endif
430 }
431
432 // return true when bot isn't getting closer to the current goal
433 bool havocbot_checkgoaldistance(entity this, vector gco)
434 {
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)
441         {
442                 if(!distance_time)
443                         this.goalcurrent_distance_time = time;
444                 else if (time - distance_time > 0.5)
445                         return true;
446         }
447         else
448         {
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;
453         }
454         return false;
455 }
456
457 void havocbot_movetogoal(entity this)
458 {
459         vector destorg = '0 0 0';
460         vector diff;
461         vector dir;
462         vector flatdir;
463         vector evadeobstacle;
464         vector evadelava;
465         float maxspeed;
466         vector gco;
467         //float dist;
468         vector dodge;
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;
473
474         PHYS_INPUT_BUTTON_JETPACK(this) = false;
475         // Jetpack navigation
476         if(this.navigation_jetpack_goal)
477         if(this.goalcurrent==this.navigation_jetpack_goal)
478         if(this.ammo_fuel)
479         {
480                 if(autocvar_bot_debug_goalstack)
481                 {
482                         debuggoalstack(this);
483                         te_wizspike(this.navigation_jetpack_point);
484                 }
485
486                 // Take off
487                 if (!(this.aistatus & AI_STATUS_JETPACK_FLYING))
488                 {
489                         // Brake almost completely so it can get a good direction
490                         if(vdist(this.velocity, >, 10))
491                                 return;
492                         this.aistatus |= AI_STATUS_JETPACK_FLYING;
493                 }
494
495                 makevectors(this.v_angle.y * '0 1 0');
496                 dir = normalize(this.navigation_jetpack_point - this.origin);
497
498                 // Landing
499                 if(this.aistatus & AI_STATUS_JETPACK_LANDING)
500                 {
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)
507                         {
508                                 // Brake
509                                 if(v > maxspeed * 0.3)
510                                 {
511                                         CS(this).movement_x = dir * v_forward * -maxspeed;
512                                         return;
513                                 }
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;
518                                 return;
519                         }
520                 }
521                 else if(checkpvs(this.origin,this.goalcurrent))
522                 {
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;
526                         return;
527                 }
528
529                 // Flying
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)
532                 {
533                         CS(this).movement_x = dir * v_forward * maxspeed;
534                         CS(this).movement_y = dir * v_right * maxspeed;
535                 }
536                 return;
537         }
538
539         // Handling of jump pads
540         if(this.jumppadcount)
541         {
542                 if(this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
543                 {
544                         this.aistatus |= AI_STATUS_OUT_JUMPPAD;
545                         navigation_poptouchedgoals(this);
546                         return;
547                 }
548                 else if(this.aistatus & AI_STATUS_OUT_JUMPPAD)
549                 {
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)
553                         {
554                                 entity newgoal = NULL;
555                                 IL_EACH(g_waypoints, vdist(it.origin - this.origin, <=, 1000),
556                                 {
557                                         if(it.wpflags & WAYPOINTFLAG_TELEPORT)
558                                         if(it.origin.z < this.origin.z - 100 && vdist(vec2(it.origin - this.origin), <, 100))
559                                                 continue;
560
561                                         traceline(this.origin + this.view_ofs, ((it.absmin + it.absmax) * 0.5), true, this);
562
563                                         if(trace_fraction < 1)
564                                                 continue;
565
566                                         if(!newgoal || ((random() < 0.8) && vlen2(it.origin - this.origin) > vlen2(newgoal.origin - this.origin)))
567                                                 newgoal = it;
568                                 });
569
570                                 if(newgoal)
571                                 {
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;
579                                 }
580                         }
581                         else
582                         {
583                                 if (this.goalcurrent.bot_pickup)
584                                 {
585                                         entity jumppad_wp = this.goalcurrent_prev;
586                                         navigation_poptouchedgoals(this);
587                                         if(!this.goalcurrent && jumppad_wp.wp00)
588                                         {
589                                                 // head to the jumppad destination once bot reaches the goal item
590                                                 navigation_pushroute(this, jumppad_wp.wp00);
591                                         }
592                                 }
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))
597                                 {
598                                         navigation_clearroute(this);
599                                         navigation_goalrating_timeout_force(this);
600                                 }
601                                 else
602                                         return;
603                         }
604                 }
605                 else
606                 {
607                         if(time - this.lastteleporttime > 0.2 && this.velocity.z > 0)
608                         {
609                                 vector velxy = this.velocity; velxy_z = 0;
610                                 if(vdist(velxy, <, autocvar_sv_maxspeed * 0.2))
611                                 {
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;
614                                 }
615                                 return;
616                         }
617
618                         // Don't chase players while using a jump pad
619                         if(IS_PLAYER(this.goalcurrent) || IS_PLAYER(this.goalstack01))
620                                 return;
621                 }
622         }
623         else if(this.aistatus & AI_STATUS_OUT_JUMPPAD)
624                 this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
625
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)))
628         {
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)
632
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)
636                 {
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' ))
639                         {
640                                 if(this.velocity.z<0)
641                                         PHYS_INPUT_BUTTON_JETPACK(this) = true;
642                         }
643                         else
644                                 PHYS_INPUT_BUTTON_JETPACK(this) = true;
645
646                         // If there is no goal try to move forward
647
648                         if(this.goalcurrent==NULL)
649                                 dir = v_forward;
650                         else
651                                 dir = normalize(( ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5 ) - this.origin);
652
653                         vector xyvelocity = this.velocity; xyvelocity_z = 0;
654                         float xyspeed = xyvelocity * dir;
655
656                         if(xyspeed < (maxspeed / 2))
657                         {
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)
661                                 {
662                                         CS(this).movement_x = dir * v_forward * maxspeed;
663                                         CS(this).movement_y = dir * v_right * maxspeed;
664                                         if (skill < 10)
665                                                 havocbot_keyboard_movement(this, this.origin + dir * 100);
666                                 }
667                         }
668
669                         this.havocbot_blockhead = true;
670
671                         return;
672                 }
673                 else if(this.health + this.armorvalue > ROCKETJUMP_DAMAGE())
674                 {
675                         if(this.velocity.z < 0)
676                         {
677                                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
678                                 {
679                                         .entity weaponentity = weaponentities[slot];
680
681                                         if(this.(weaponentity).m_weapon == WEP_Null && slot != 0)
682                                                 continue;
683
684                                         if(client_hasweapon(this, WEP_DEVASTATOR, weaponentity, true, false))
685                                         {
686                                                 CS(this).movement_x = maxspeed;
687
688                                                 if(this.rocketjumptime)
689                                                 {
690                                                         if(time > this.rocketjumptime)
691                                                         {
692                                                                 PHYS_INPUT_BUTTON_ATCK2(this) = true;
693                                                                 this.rocketjumptime = 0;
694                                                         }
695                                                         return;
696                                                 }
697
698                                                 this.(weaponentity).m_switchweapon = WEP_DEVASTATOR;
699                                                 this.v_angle_x = 90;
700                                                 PHYS_INPUT_BUTTON_ATCK(this) = true;
701                                                 this.rocketjumptime = time + WEP_CVAR(devastator, detonatedelay);
702                                                 return;
703                                         }
704                                 }
705                         }
706                 }
707                 else
708                 {
709                         // If there is no goal try to move forward
710                         if(this.goalcurrent==NULL)
711                                 CS(this).movement_x = maxspeed;
712                 }
713         }
714
715         // If we are under water with no goals, swim up
716         if(this.waterlevel)
717         if(this.goalcurrent==NULL)
718         {
719                 dir = '0 0 0';
720                 if(this.waterlevel>WATERLEVEL_SWIMMING)
721                         dir.z = 1;
722                 else if(this.velocity.z >= 0 && !(this.waterlevel == WATERLEVEL_WETFEET && this.watertype == CONTENT_WATER))
723                         PHYS_INPUT_BUTTON_JUMP(this) = true;
724                 else
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;
730         }
731
732         // if there is nowhere to go, exit
733         if (this.goalcurrent == NULL)
734                 return;
735
736
737         bool locked_goal = false;
738         if(this.goalentity && wasfreed(this.goalentity))
739         {
740                 navigation_clearroute(this);
741                 navigation_goalrating_timeout_force(this);
742                 return;
743         }
744         else if(this.goalentity.bot_pickup)
745         {
746                 if(this.goalentity.bot_pickup_respawning)
747                 {
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)
751                         {
752                                 if(checkpvs(this.origin, this.goalentity))
753                                 {
754                                         this.goalentity.bot_pickup_respawning = false;
755                                         navigation_clearroute(this);
756                                         navigation_goalrating_timeout_force(this);
757                                         return;
758                                 }
759                                 locked_goal = true; // wait for item to respawn
760                         }
761                         else if(this.goalentity == this.goalcurrent)
762                                 locked_goal = true; // wait for item to respawn
763                 }
764                 else if(!this.goalentity.solid && !boxesoverlap(this.goalentity.absmin, this.goalentity.absmax, this.absmin, this.absmax))
765                 {
766                         if(checkpvs(this.origin, this.goalentity))
767                         {
768                                 navigation_clearroute(this);
769                                 navigation_goalrating_timeout_force(this);
770                                 return;
771                         }
772                 }
773         }
774         if (this.goalcurrent == this.goalentity && this.goalentity_lock_timeout > time)
775                 locked_goal = true;
776
777         if(!locked_goal)
778         {
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)
783                 {
784                         if(navigation_goalrating_timeout_can_be_anticipated(this))
785                                 navigation_goalrating_timeout_force(this);
786                 }
787         }
788
789         // if ran out of goals try to use an alternative goal or get a new strategy asap
790         if(this.goalcurrent == NULL)
791         {
792                 navigation_goalrating_timeout_force(this);
793                 return;
794         }
795
796
797         if(autocvar_bot_debug_goalstack)
798                 debuggoalstack(this);
799
800         bool bunnyhop_forbidden = false;;
801         SET_DESTCOORDS(this.goalcurrent, this.origin, destorg);
802
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))
806         {
807                 bunnyhop_forbidden = true;
808                 destorg = this.goalcurrent.origin;
809                 if(destorg.z > this.origin.z)
810                         PHYS_INPUT_BUTTON_JUMP(this) = true;
811         }
812
813         diff = destorg - this.origin;
814
815         if (fabs(diff.x) < 10 && fabs(diff.y) < 10
816                 && this.goalcurrent == this.goalentity && time < this.goalentity_lock_timeout)
817         {
818                 destorg = this.origin;
819                 diff.x = 0;
820                 diff.y = 0;
821         }
822
823         dir = normalize(diff);
824         flatdir = diff;flatdir.z = 0;
825         flatdir = normalize(flatdir);
826         gco = (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5;
827
828         //if (this.bot_dodgevector_time < time)
829         {
830                 //this.bot_dodgevector_time = time + cvar("bot_ai_dodgeupdateinterval");
831                 //this.bot_dodgevector_jumpbutton = 1;
832                 evadeobstacle = '0 0 0';
833                 evadelava = '0 0 0';
834
835                 this.aistatus &= ~AI_STATUS_DANGER_AHEAD;
836                 makevectors(this.v_angle.y * '0 1 0');
837                 if (this.waterlevel)
838                 {
839                         if(this.waterlevel>WATERLEVEL_SWIMMING)
840                         {
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;
845                         }
846                         else
847                         {
848                                 dir = flatdir;
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;
852                                 else
853                                         PHYS_INPUT_BUTTON_JUMP(this) = false;
854                         }
855                 }
856                 else
857                 {
858                         float s;
859                         vector offset;
860                         if(this.aistatus & AI_STATUS_OUT_WATER)
861                                 this.aistatus &= ~AI_STATUS_OUT_WATER;
862
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)
869                         {
870                                 s = trace_fraction;
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)
874                                 {
875                                         s = trace_fraction;
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;
879                                 }
880                         }
881
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))
886                         {
887                                 if(this.goalcurrent_distance_time < 0) // can't get close for the second time
888                                 {
889                                         navigation_clearroute(this);
890                                         navigation_goalrating_timeout_force(this);
891                                         return;
892                                 }
893
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))
898                                 {
899                                         navigation_clearroute(this);
900                                         navigation_goalrating_timeout_force(this);
901                                         return;
902                                 }
903
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
909                         }
910
911                         // Check for water/slime/lava and dangerous edges
912                         // (only when the bot is on the ground or jumping intentionally)
913
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);
917
918                         bool unreachable = false;
919                         s = CONTENT_SOLID;
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))
922                         {
923                                 // Look downwards
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)
928                                 {
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))
936                                         {
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))
941                                                 {
942                                                         if (gco.z > this.origin.z + jumpstepheightvec.z)
943                                                         {
944                                                                 // the goal is probably on an upper platform, assume bot can't get there
945                                                                 unreachable = true;
946                                                         }
947                                                         else
948                                                                 evadelava = normalize(this.velocity) * -1;
949                                                 }
950                                         }
951                                 }
952                         }
953
954                         dir = flatdir;
955                         evadeobstacle.z = 0;
956                         evadelava.z = 0;
957                         makevectors(this.v_angle.y * '0 1 0');
958
959                         if(evadeobstacle || evadelava || (s == CONTENT_WATER))
960                         {
961                                 this.aistatus |= AI_STATUS_DANGER_AHEAD;
962                                 if(IS_PLAYER(this.goalcurrent))
963                                         unreachable = true;
964                         }
965                         if(unreachable)
966                         {
967                                 navigation_clearroute(this);
968                                 navigation_goalrating_timeout_force(this);
969                         }
970                 }
971
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);
978
979                 dir = normalize(dir + dodge + evadeobstacle + evadelava);
980         //      this.bot_dodgevector = dir;
981         //      this.bot_dodgevector_jumpbutton = PHYS_INPUT_BUTTON_JUMP(this);
982         }
983
984         if(time < this.ladder_time)
985         {
986                 if(this.goalcurrent.origin.z + this.goalcurrent.mins.z > this.origin.z + this.mins.z)
987                 {
988                         if(this.origin.z + this.mins.z  < this.ladder_entity.origin.z + this.ladder_entity.maxs.z)
989                                 dir.z = 1;
990                 }
991                 else
992                 {
993                         if(this.origin.z + this.mins.z  > this.ladder_entity.origin.z + this.ladder_entity.mins.z)
994                                 dir.z = -1;
995                 }
996         }
997
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;
1004
1005         // Emulate keyboard interface
1006         if (skill < 10)
1007                 havocbot_keyboard_movement(this, destorg);
1008
1009         // Bunnyhop!
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);
1014
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);
1018 }
1019
1020 entity havocbot_gettarget(entity this, bool secondary)
1021 {
1022         entity best = NULL;
1023         vector eye = CENTER_OR_VIEWOFS(this);
1024         IL_EACH(g_bot_targets, boolean((secondary) ? it.classname == "misc_breakablemodel" : it.classname != "misc_breakablemodel"),
1025         {
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))
1030                 {
1031                         traceline(eye, v, true, this);
1032                         if (trace_ent == it || trace_fraction >= 1)
1033                                 best = it;
1034                 }
1035         });
1036
1037         return best;
1038 }
1039
1040 void havocbot_chooseenemy(entity this)
1041 {
1042         if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(this))
1043         {
1044                 this.enemy = NULL;
1045                 return;
1046         }
1047         if (this.enemy)
1048         {
1049                 if (!bot_shouldattack(this, this.enemy))
1050                 {
1051                         // enemy died or something, find a new target
1052                         this.enemy = NULL;
1053                         this.havocbot_chooseenemy_finished = time;
1054                 }
1055                 else if (this.havocbot_stickenemy)
1056                 {
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)
1066                         {
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;
1069                                 return;
1070                         }
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;
1075                 }
1076         }
1077         if (time < this.havocbot_chooseenemy_finished)
1078                 return;
1079         this.havocbot_chooseenemy_finished = time + autocvar_bot_ai_enemydetectioninterval;
1080         vector eye = this.origin + this.view_ofs;
1081         entity best = NULL;
1082         float bestrating = 100000000;
1083
1084         // Backup hit flags
1085         int hf = this.dphitcontentsmask;
1086
1087         // Search for enemies, if no enemy can be seen directly try to look through transparent objects
1088
1089         this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
1090
1091         bool scan_transparent = false;
1092         bool scan_secondary_targets = false;
1093         bool have_secondary_targets = false;
1094         while(true)
1095         {
1096                 scan_secondary_targets = false;
1097 LABEL(scan_targets)
1098                 IL_EACH(g_bot_targets, it.bot_attack,
1099                 {
1100                         if(!scan_secondary_targets)
1101                         {
1102                                 if(it.classname == "misc_breakablemodel")
1103                                 {
1104                                         have_secondary_targets = true;
1105                                         continue;
1106                                 }
1107                         }
1108                         else if(it.classname != "misc_breakablemodel")
1109                                 continue;
1110
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))
1116                         {
1117                                 traceline(eye, v, true, this);
1118                                 if (trace_ent == it || trace_fraction >= 1)
1119                                 {
1120                                         best = it;
1121                                         bestrating = rating;
1122                                 }
1123                         }
1124                 });
1125
1126                 if(!best && have_secondary_targets && !scan_secondary_targets)
1127                 {
1128                         scan_secondary_targets = true;
1129                         // restart the loop
1130                         bestrating = 100000000;
1131                         goto scan_targets;
1132                 }
1133
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
1137                         break;
1138                 if(scan_transparent)
1139                         break;
1140
1141                 // Set flags to see through transparent objects
1142                 this.dphitcontentsmask |= DPCONTENTS_OPAQUE;
1143
1144                 scan_transparent = true;
1145         }
1146
1147         // Restore hit flags
1148         this.dphitcontentsmask = hf;
1149
1150         this.enemy = best;
1151         this.havocbot_stickenemy = true;
1152         if(best && best.classname == "misc_breakablemodel")
1153                 this.havocbot_stickenemy = false;
1154 }
1155
1156 float havocbot_chooseweapon_checkreload(entity this, .entity weaponentity, int new_weapon)
1157 {
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 :)
1161         if(skill < 5)
1162                 return false;
1163
1164         // if this weapon is scheduled for reloading, don't switch to it during combat
1165         if (this.(weaponentity).weapon_load[new_weapon] < 0)
1166         {
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
1170                 });
1171         }
1172
1173         return false;
1174 }
1175
1176 void havocbot_chooseweapon(entity this, .entity weaponentity)
1177 {
1178         int i;
1179
1180         // ;)
1181         if(g_weaponarena_weapons == WEPSET(TUBA))
1182         {
1183                 this.(weaponentity).m_switchweapon = WEP_TUBA;
1184                 return;
1185         }
1186
1187         // TODO: clean this up by moving it to weapon code
1188         if(this.enemy==NULL)
1189         {
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))
1194                         {
1195                                 this.(weaponentity).m_switchweapon = it;
1196                                 return;
1197                         }
1198                 });
1199                 return;
1200         }
1201
1202         // Do not change weapon during the next second after a combo
1203         float f = time - this.lastcombotime;
1204         if(f < 1)
1205                 return;
1206
1207         float w;
1208         float distance; distance=bound(10,vlen(this.origin-this.enemy.origin)-200,10000);
1209
1210         // Should it do a weapon combo?
1211         float af, ct, combo_time, combo;
1212
1213         af = ATTACK_FINISHED(this, 0);
1214         ct = autocvar_bot_ai_weapon_combo_threshold;
1215
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));
1219
1220         combo = false;
1221
1222         if(autocvar_bot_ai_weapon_combo)
1223         if(this.(weaponentity).m_weapon.m_id == this.(weaponentity).lastfiredweapon)
1224         if(af > combo_time)
1225         {
1226                 combo = true;
1227                 this.lastcombotime = time;
1228         }
1229
1230         distance *= (2 ** this.bot_rangepreference);
1231
1232         // Custom weapon list based on distance to the enemy
1233         if(bot_custom_weapon){
1234
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) )
1240                                 {
1241                                         if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1242                                                 continue;
1243                                         this.(weaponentity).m_switchweapon = Weapons_from(w);
1244                                         return;
1245                                 }
1246                         }
1247                 }
1248
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) )
1254                                 {
1255                                         if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1256                                                 continue;
1257                                         this.(weaponentity).m_switchweapon = Weapons_from(w);
1258                                         return;
1259                                 }
1260                         }
1261                 }
1262
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) )
1267                         {
1268                                 if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1269                                         continue;
1270                                 this.(weaponentity).m_switchweapon = Weapons_from(w);
1271                                 return;
1272                         }
1273                 }
1274         }
1275 }
1276
1277 void havocbot_aim(entity this)
1278 {
1279         if (time < this.nextaim)
1280                 return;
1281         this.nextaim = time + 0.1;
1282         vector myvel = this.velocity;
1283         if (!this.waterlevel)
1284                 myvel.z = 0;
1285         if(MUTATOR_CALLHOOK(HavocBot_Aim, this)) { /* do nothing */ }
1286         else if (this.enemy)
1287         {
1288                 vector enemyvel = this.enemy.velocity;
1289                 if (!this.enemy.waterlevel)
1290                         enemyvel.z = 0;
1291                 lag_additem(this, time + CS(this).ping, 0, 0, this.enemy, this.origin, myvel, (this.enemy.absmin + this.enemy.absmax) * 0.5, enemyvel);
1292         }
1293         else
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');
1295 }
1296
1297 bool havocbot_moveto_refresh_route(entity this)
1298 {
1299         // Refresh path to goal if necessary
1300         entity wp;
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);
1306 }
1307
1308 float havocbot_moveto(entity this, vector pos)
1309 {
1310         entity wp;
1311
1312         if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_GOING)
1313         {
1314                 // Step 4: Move to waypoint
1315                 if(this.havocbot_personal_waypoint==NULL)
1316                 {
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;
1320                 }
1321
1322                 if (!bot_strategytoken_taken)
1323                 if(this.havocbot_personal_waypoint_searchtime<time)
1324                 {
1325                         bot_strategytoken_taken = true;
1326                         if(havocbot_moveto_refresh_route(this))
1327                         {
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;
1331                         }
1332                         else
1333                         {
1334                                 this.havocbot_personal_waypoint_failcounter += 1;
1335                                 this.havocbot_personal_waypoint_searchtime = time + 2;
1336                                 if(this.havocbot_personal_waypoint_failcounter >= 30)
1337                                 {
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;
1342                                 }
1343                                 else
1344                                         LOG_TRACE(this.netname, " can't walk to its personal waypoint (after ", ftos(this.havocbot_personal_waypoint_failcounter), " failed attempts), trying later");
1345                         }
1346                 }
1347
1348                 if(autocvar_bot_debug_goalstack)
1349                         debuggoalstack(this);
1350
1351                 // Heading
1352                 vector dir = '0 0 0';
1353                 SET_DESTCOORDS(this.goalcurrent, this.origin, dir);
1354                 dir = dir - (this.origin + this.view_ofs);
1355                 dir.z = 0;
1356                 bot_aimdir(this, dir, -1);
1357
1358                 // Go!
1359                 havocbot_movetogoal(this);
1360
1361                 if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_REACHED)
1362                 {
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;
1368                 }
1369
1370                 return CMD_STATUS_EXECUTING;
1371         }
1372
1373         // Step 2: Linking waypoint
1374         if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_LINKING)
1375         {
1376                 // Wait until it is linked
1377                 if(!this.havocbot_personal_waypoint.wplinked)
1378                 {
1379                         LOG_TRACE(this.netname, " waiting for personal waypoint to be linked");
1380                         return CMD_STATUS_EXECUTING;
1381                 }
1382
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;
1386
1387                 // Step 3: Route to waypoint
1388                 LOG_TRACE(this.netname, " walking to its personal waypoint");
1389
1390                 return CMD_STATUS_EXECUTING;
1391         }
1392
1393         // Step 1: Spawning waypoint
1394         wp = waypoint_spawnpersonal(this, pos);
1395         if(wp==NULL)
1396         {
1397                 LOG_TRACE("Error: Can't spawn personal waypoint at ",vtos(pos));
1398                 return CMD_STATUS_ERROR;
1399         }
1400
1401         this.havocbot_personal_waypoint = wp;
1402         this.havocbot_personal_waypoint_failcounter = 0;
1403         this.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1404
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),
1407         {
1408                 wp.wpflags |= WAYPOINTFLAG_TELEPORT;
1409                 this.lastteleporttime = 0;
1410         });
1411
1412 /*
1413         if(wp.wpflags & WAYPOINTFLAG_TELEPORT)
1414                 print("routing to a teleporter\n");
1415         else
1416                 print("routing to a non-teleporter\n");
1417 */
1418
1419         return CMD_STATUS_EXECUTING;
1420 }
1421
1422 float havocbot_resetgoal(entity this)
1423 {
1424         navigation_clearroute(this);
1425         return CMD_STATUS_FINISHED;
1426 }
1427
1428 void havocbot_setupbot(entity this)
1429 {
1430         this.bot_ai = havocbot_ai;
1431         this.cmd_moveto = havocbot_moveto;
1432         this.cmd_resetgoal = havocbot_resetgoal;
1433
1434         havocbot_chooserole(this);
1435 }
1436
1437 vector havocbot_dodge(entity this)
1438 {
1439         // LordHavoc: disabled because this is too expensive
1440         return '0 0 0';
1441 #if 0
1442         entity head;
1443         vector dodge, v, n;
1444         float danger, bestdanger, vl, d;
1445         dodge = '0 0 0';
1446         bestdanger = -20;
1447         // check for dangerous objects near bot or approaching bot
1448         head = findchainfloat(bot_dodge, true);
1449         while(head)
1450         {
1451                 if (head.owner != this)
1452                 {
1453                         vl = vlen(head.velocity);
1454                         if (vl > autocvar_sv_maxspeed * 0.3)
1455                         {
1456                                 n = normalize(head.velocity);
1457                                 v = this.origin - head.origin;
1458                                 d = v * n;
1459                                 if (d > (0 - head.bot_dodgerating))
1460                                 if (d < (vl * 0.2 + head.bot_dodgerating))
1461                                 {
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)
1466                                         {
1467                                                 bestdanger = danger;
1468                                                 // dodge to the side of the object
1469                                                 dodge = normalize(v);
1470                                         }
1471                                 }
1472                         }
1473                         else
1474                         {
1475                                 danger = head.bot_dodgerating - vlen(head.origin - this.origin);
1476                                 if (bestdanger < danger)
1477                                 {
1478                                         bestdanger = danger;
1479                                         dodge = normalize(this.origin - head.origin);
1480                                 }
1481                         }
1482                 }
1483                 head = head.chain;
1484         }
1485         return dodge;
1486 #endif
1487 }