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Test correct destination point
[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 now, next;
145                 float aimdistance,skillblend,distanceblend,blend;
146
147                 vector v = get_closer_dest(this.goalcurrent, this.origin);
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
293         // Don't jump when attacking
294         if(this.aistatus & AI_STATUS_ATTACKING)
295                 return;
296
297         if(IS_PLAYER(this.goalcurrent))
298                 return;
299
300         maxspeed = autocvar_sv_maxspeed;
301
302         if(this.aistatus & AI_STATUS_RUNNING && vdist(this.velocity, <, autocvar_sv_maxspeed * 0.75)
303                 || this.aistatus & AI_STATUS_DANGER_AHEAD)
304         {
305                 this.aistatus &= ~AI_STATUS_RUNNING;
306                 PHYS_INPUT_BUTTON_JUMP(this) = false;
307                 this.bot_canruntogoal = 0;
308                 this.bot_timelastseengoal = 0;
309                 return;
310         }
311
312         if(this.waterlevel > WATERLEVEL_WETFEET)
313         {
314                 this.aistatus &= ~AI_STATUS_RUNNING;
315                 return;
316         }
317
318         if(this.bot_lastseengoal != this.goalcurrent && !(this.aistatus & AI_STATUS_RUNNING))
319         {
320                 this.bot_canruntogoal = 0;
321                 this.bot_timelastseengoal = 0;
322         }
323
324         vector gco = get_closer_dest(this.goalcurrent, this.origin);
325         bunnyhopdistance = vlen(this.origin - gco);
326
327         // Run only to visible goals
328         if(IS_ONGROUND(this))
329         if(vdist(vec2(this.velocity), >=, autocvar_sv_maxspeed)) // if -really- running
330         if(checkpvs(this.origin + this.view_ofs, this.goalcurrent))
331         {
332                         this.bot_lastseengoal = this.goalcurrent;
333
334                         // seen it before
335                         if(this.bot_timelastseengoal)
336                         {
337                                 // for a period of time
338                                 if(time - this.bot_timelastseengoal > autocvar_bot_ai_bunnyhop_firstjumpdelay)
339                                 {
340                                         float checkdistance;
341                                         checkdistance = true;
342
343                                         // don't run if it is too close
344                                         if(this.bot_canruntogoal==0)
345                                         {
346                                                 if(bunnyhopdistance > autocvar_bot_ai_bunnyhop_startdistance)
347                                                         this.bot_canruntogoal = 1;
348                                                 else
349                                                         this.bot_canruntogoal = -1;
350                                         }
351
352                                         if(this.bot_canruntogoal != 1)
353                                                 return;
354
355                                         if(this.aistatus & AI_STATUS_ROAMING)
356                                         if(this.goalcurrent.classname=="waypoint")
357                                         if (!(this.goalcurrent.wpflags & WAYPOINTFLAG_PERSONAL))
358                                         if(fabs(gco.z - this.origin.z) < this.maxs.z - this.mins.z)
359                                         if(this.goalstack01 && !wasfreed(this.goalstack01))
360                                         {
361                                                 vector gno = (this.goalstack01.absmin + this.goalstack01.absmax) * 0.5;
362                                                 deviation = vectoangles(gno - this.origin) - vectoangles(gco - this.origin);
363                                                 while (deviation.y < -180) deviation.y = deviation.y + 360;
364                                                 while (deviation.y > 180) deviation.y = deviation.y - 360;
365
366                                                 if(fabs(deviation.y) < 20)
367                                                 if(bunnyhopdistance < vlen(this.origin - gno))
368                                                 if(fabs(gno.z - gco.z) < this.maxs.z - this.mins.z)
369                                                 {
370                                                         if(vdist(gco - gno, >, autocvar_bot_ai_bunnyhop_startdistance))
371                                                         if(checkpvs(this.origin + this.view_ofs, this.goalstack01))
372                                                         {
373                                                                 checkdistance = false;
374                                                         }
375                                                 }
376                                         }
377
378                                         if(checkdistance)
379                                         {
380                                                 this.aistatus &= ~AI_STATUS_RUNNING;
381                                                 // increase stop distance in case the goal is on a slope or a lower platform
382                                                 if(bunnyhopdistance > autocvar_bot_ai_bunnyhop_stopdistance + (this.origin.z - gco.z))
383                                                         PHYS_INPUT_BUTTON_JUMP(this) = true;
384                                         }
385                                         else
386                                         {
387                                                 this.aistatus |= AI_STATUS_RUNNING;
388                                                 PHYS_INPUT_BUTTON_JUMP(this) = true;
389                                         }
390                                 }
391                         }
392                         else
393                         {
394                                 this.bot_timelastseengoal = time;
395                         }
396         }
397         else
398         {
399                 this.bot_timelastseengoal = 0;
400         }
401
402 #if 0
403         // Release jump button
404         if(!cvar("sv_pogostick"))
405         if((IS_ONGROUND(this)) == 0)
406         {
407                 if(this.velocity.z < 0 || vlen(this.velocity)<maxspeed)
408                         PHYS_INPUT_BUTTON_JUMP(this) = false;
409
410                 // Strafe
411                 if(this.aistatus & AI_STATUS_RUNNING)
412                 if(vlen(this.velocity)>maxspeed)
413                 {
414                         deviation = vectoangles(dir) - vectoangles(this.velocity);
415                         while (deviation.y < -180) deviation.y = deviation.y + 360;
416                         while (deviation.y > 180) deviation.y = deviation.y - 360;
417
418                         if(fabs(deviation.y)>10)
419                                 CS(this).movement_x = 0;
420
421                         if(deviation.y>10)
422                                 CS(this).movement_y = maxspeed * -1;
423                         else if(deviation.y<10)
424                                 CS(this).movement_y = maxspeed;
425
426                 }
427         }
428 #endif
429 }
430
431 // return true when bot isn't getting closer to the current goal
432 bool havocbot_checkgoaldistance(entity this, vector gco)
433 {
434         float curr_dist_z = max(20, fabs(this.origin.z - gco.z));
435         float curr_dist_2d = max(20, vlen(vec2(this.origin - gco)));
436         float distance_time = this.goalcurrent_distance_time;
437         if(distance_time < 0)
438                 distance_time = -distance_time;
439         if(curr_dist_z >= this.goalcurrent_distance_z && curr_dist_2d >= this.goalcurrent_distance_2d)
440         {
441                 if(!distance_time)
442                         this.goalcurrent_distance_time = time;
443                 else if (time - distance_time > 0.5)
444                         return true;
445         }
446         else
447         {
448                 // reduce it a little bit so it works even with very small approaches to the goal
449                 this.goalcurrent_distance_z = max(20, curr_dist_z - 10);
450                 this.goalcurrent_distance_2d = max(20, curr_dist_2d - 10);
451                 this.goalcurrent_distance_time = 0;
452         }
453         return false;
454 }
455
456 void havocbot_movetogoal(entity this)
457 {
458         vector diff;
459         vector dir;
460         vector flatdir;
461         vector evadeobstacle;
462         vector evadelava;
463         float maxspeed;
464         //float dist;
465         vector dodge;
466         //if (this.goalentity)
467         //      te_lightning2(this, this.origin, (this.goalentity.absmin + this.goalentity.absmax) * 0.5);
468         CS(this).movement = '0 0 0';
469         maxspeed = autocvar_sv_maxspeed;
470
471         PHYS_INPUT_BUTTON_JETPACK(this) = false;
472         // Jetpack navigation
473         if(this.navigation_jetpack_goal)
474         if(this.goalcurrent==this.navigation_jetpack_goal)
475         if(this.ammo_fuel)
476         {
477                 if(autocvar_bot_debug_goalstack)
478                 {
479                         debuggoalstack(this);
480                         te_wizspike(this.navigation_jetpack_point);
481                 }
482
483                 // Take off
484                 if (!(this.aistatus & AI_STATUS_JETPACK_FLYING))
485                 {
486                         // Brake almost completely so it can get a good direction
487                         if(vdist(this.velocity, >, 10))
488                                 return;
489                         this.aistatus |= AI_STATUS_JETPACK_FLYING;
490                 }
491
492                 makevectors(this.v_angle.y * '0 1 0');
493                 dir = normalize(this.navigation_jetpack_point - this.origin);
494
495                 // Landing
496                 if(this.aistatus & AI_STATUS_JETPACK_LANDING)
497                 {
498                         // Calculate brake distance in xy
499                         float d = vlen(vec2(this.origin - (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5));
500                         float v = vlen(vec2(this.velocity));
501                         float db = ((v ** 2) / (autocvar_g_jetpack_acceleration_side * 2)) + 100;
502                         //LOG_INFOF("distance %d, velocity %d, brake at %d ", ceil(d), ceil(v), ceil(db));
503                         if(d < db || d < 500)
504                         {
505                                 // Brake
506                                 if(v > maxspeed * 0.3)
507                                 {
508                                         CS(this).movement_x = dir * v_forward * -maxspeed;
509                                         return;
510                                 }
511                                 // Switch to normal mode
512                                 this.navigation_jetpack_goal = NULL;
513                                 this.aistatus &= ~AI_STATUS_JETPACK_LANDING;
514                                 this.aistatus &= ~AI_STATUS_JETPACK_FLYING;
515                                 return;
516                         }
517                 }
518                 else if(checkpvs(this.origin,this.goalcurrent))
519                 {
520                         // If I can see the goal switch to landing code
521                         this.aistatus &= ~AI_STATUS_JETPACK_FLYING;
522                         this.aistatus |= AI_STATUS_JETPACK_LANDING;
523                         return;
524                 }
525
526                 // Flying
527                 PHYS_INPUT_BUTTON_JETPACK(this) = true;
528                 if(this.navigation_jetpack_point.z - STAT(PL_MAX, this).z + STAT(PL_MIN, this).z < this.origin.z)
529                 {
530                         CS(this).movement_x = dir * v_forward * maxspeed;
531                         CS(this).movement_y = dir * v_right * maxspeed;
532                 }
533                 return;
534         }
535
536         // Handling of jump pads
537         if(this.jumppadcount)
538         {
539                 if(this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
540                 {
541                         this.aistatus |= AI_STATUS_OUT_JUMPPAD;
542                         navigation_poptouchedgoals(this);
543                         return;
544                 }
545                 else if(this.aistatus & AI_STATUS_OUT_JUMPPAD)
546                 {
547                         // If got stuck on the jump pad try to reach the farthest visible waypoint
548                         // but with some randomness so it can try out different paths
549                         if(!this.goalcurrent)
550                         {
551                                 entity newgoal = NULL;
552                                 IL_EACH(g_waypoints, vdist(it.origin - this.origin, <=, 1000),
553                                 {
554                                         if(it.wpflags & WAYPOINTFLAG_TELEPORT)
555                                         if(it.origin.z < this.origin.z - 100 && vdist(vec2(it.origin - this.origin), <, 100))
556                                                 continue;
557
558                                         traceline(this.origin + this.view_ofs, ((it.absmin + it.absmax) * 0.5), true, this);
559
560                                         if(trace_fraction < 1)
561                                                 continue;
562
563                                         if(!newgoal || ((random() < 0.8) && vlen2(it.origin - this.origin) > vlen2(newgoal.origin - this.origin)))
564                                                 newgoal = it;
565                                 });
566
567                                 if(newgoal)
568                                 {
569                                         this.ignoregoal = this.goalcurrent;
570                                         this.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
571                                         navigation_clearroute(this);
572                                         navigation_routetogoal(this, newgoal, this.origin);
573                                         if(autocvar_bot_debug_goalstack)
574                                                 debuggoalstack(this);
575                                         this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
576                                 }
577                         }
578                         else
579                         {
580                                 if (this.goalcurrent.bot_pickup)
581                                 {
582                                         entity jumppad_wp = this.goalcurrent_prev;
583                                         navigation_poptouchedgoals(this);
584                                         if(!this.goalcurrent && jumppad_wp.wp00)
585                                         {
586                                                 // head to the jumppad destination once bot reaches the goal item
587                                                 navigation_pushroute(this, jumppad_wp.wp00);
588                                         }
589                                 }
590                                 vector gco = (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5;
591                                 if (this.origin.z > gco.z && vdist(vec2(this.velocity), <, autocvar_sv_maxspeed))
592                                         this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
593                                 else if(havocbot_checkgoaldistance(this, gco))
594                                 {
595                                         navigation_clearroute(this);
596                                         navigation_goalrating_timeout_force(this);
597                                 }
598                                 else
599                                         return;
600                         }
601                 }
602                 else
603                 {
604                         if(time - this.lastteleporttime > 0.2 && this.velocity.z > 0)
605                         {
606                                 vector velxy = this.velocity; velxy_z = 0;
607                                 if(vdist(velxy, <, autocvar_sv_maxspeed * 0.2))
608                                 {
609                                         LOG_TRACE("Warning: ", this.netname, " got stuck on a jumppad (velocity in xy is ", vtos(velxy), "), trying to get out of it now");
610                                         this.aistatus |= AI_STATUS_OUT_JUMPPAD;
611                                 }
612                                 return;
613                         }
614
615                         // Don't chase players while using a jump pad
616                         if(IS_PLAYER(this.goalcurrent) || IS_PLAYER(this.goalstack01))
617                                 return;
618                 }
619         }
620         else if(this.aistatus & AI_STATUS_OUT_JUMPPAD)
621                 this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
622
623         // If there is a trigger_hurt right below try to use the jetpack or make a rocketjump
624         if (skill > 6 && !(IS_ONGROUND(this)))
625         {
626                 #define ROCKETJUMP_DAMAGE() WEP_CVAR(devastator, damage) * 0.8 \
627                         * ((this.strength_finished > time) ? autocvar_g_balance_powerup_strength_selfdamage : 1) \
628                         * ((this.invincible_finished > time) ? autocvar_g_balance_powerup_invincible_takedamage : 1)
629
630                 tracebox(this.origin, this.mins, this.maxs, this.origin + '0 0 -65536', MOVE_NOMONSTERS, this);
631                 if(tracebox_hits_trigger_hurt(this.origin, this.mins, this.maxs, trace_endpos ))
632                 if(this.items & IT_JETPACK)
633                 {
634                         tracebox(this.origin, this.mins, this.maxs, this.origin + '0 0 65536', MOVE_NOMONSTERS, this);
635                         if(tracebox_hits_trigger_hurt(this.origin, this.mins, this.maxs, trace_endpos + '0 0 1' ))
636                         {
637                                 if(this.velocity.z<0)
638                                         PHYS_INPUT_BUTTON_JETPACK(this) = true;
639                         }
640                         else
641                                 PHYS_INPUT_BUTTON_JETPACK(this) = true;
642
643                         // If there is no goal try to move forward
644
645                         if(this.goalcurrent==NULL)
646                                 dir = v_forward;
647                         else
648                                 dir = normalize(( ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5 ) - this.origin);
649
650                         vector xyvelocity = this.velocity; xyvelocity_z = 0;
651                         float xyspeed = xyvelocity * dir;
652
653                         if(xyspeed < (maxspeed / 2))
654                         {
655                                 makevectors(this.v_angle.y * '0 1 0');
656                                 tracebox(this.origin, this.mins, this.maxs, this.origin + (dir * maxspeed * 3), MOVE_NOMONSTERS, this);
657                                 if(trace_fraction==1)
658                                 {
659                                         CS(this).movement_x = dir * v_forward * maxspeed;
660                                         CS(this).movement_y = dir * v_right * maxspeed;
661                                         if (skill < 10)
662                                                 havocbot_keyboard_movement(this, this.origin + dir * 100);
663                                 }
664                         }
665
666                         this.havocbot_blockhead = true;
667
668                         return;
669                 }
670                 else if(this.health + this.armorvalue > ROCKETJUMP_DAMAGE())
671                 {
672                         if(this.velocity.z < 0)
673                         {
674                                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
675                                 {
676                                         .entity weaponentity = weaponentities[slot];
677
678                                         if(this.(weaponentity).m_weapon == WEP_Null && slot != 0)
679                                                 continue;
680
681                                         if(client_hasweapon(this, WEP_DEVASTATOR, weaponentity, true, false))
682                                         {
683                                                 CS(this).movement_x = maxspeed;
684
685                                                 if(this.rocketjumptime)
686                                                 {
687                                                         if(time > this.rocketjumptime)
688                                                         {
689                                                                 PHYS_INPUT_BUTTON_ATCK2(this) = true;
690                                                                 this.rocketjumptime = 0;
691                                                         }
692                                                         return;
693                                                 }
694
695                                                 this.(weaponentity).m_switchweapon = WEP_DEVASTATOR;
696                                                 this.v_angle_x = 90;
697                                                 PHYS_INPUT_BUTTON_ATCK(this) = true;
698                                                 this.rocketjumptime = time + WEP_CVAR(devastator, detonatedelay);
699                                                 return;
700                                         }
701                                 }
702                         }
703                 }
704                 else
705                 {
706                         // If there is no goal try to move forward
707                         if(this.goalcurrent==NULL)
708                                 CS(this).movement_x = maxspeed;
709                 }
710         }
711
712         // If we are under water with no goals, swim up
713         if(this.waterlevel && !this.goalcurrent)
714         {
715                 dir = '0 0 0';
716                 if(this.waterlevel>WATERLEVEL_SWIMMING)
717                         dir.z = 1;
718                 else if(this.velocity.z >= 0 && !(this.waterlevel == WATERLEVEL_WETFEET && this.watertype == CONTENT_WATER))
719                         PHYS_INPUT_BUTTON_JUMP(this) = true;
720                 else
721                         PHYS_INPUT_BUTTON_JUMP(this) = false;
722                 makevectors(this.v_angle.y * '0 1 0');
723                 CS(this).movement_x = dir * v_forward * maxspeed;
724                 CS(this).movement_y = dir * v_right * maxspeed;
725                 CS(this).movement_z = dir * v_up * maxspeed;
726         }
727
728         // if there is nowhere to go, exit
729         if (this.goalcurrent == NULL)
730                 return;
731
732
733         bool locked_goal = false;
734         if((this.goalentity && wasfreed(this.goalentity))
735                 || (this.goalcurrent == this.goalentity && this.goalentity.tag_entity))
736         {
737                 navigation_clearroute(this);
738                 navigation_goalrating_timeout_force(this);
739                 return;
740         }
741         else if(this.goalentity.tag_entity)
742         {
743                 navigation_goalrating_timeout_expire(this, 2);
744         }
745         else if(this.goalentity.bot_pickup)
746         {
747                 if(this.goalentity.bot_pickup_respawning)
748                 {
749                         if(this.goalentity.solid) // item respawned
750                                 this.goalentity.bot_pickup_respawning = false;
751                         else if(time < this.goalentity.scheduledrespawntime - 10) // item already taken (by someone else)
752                         {
753                                 if(checkpvs(this.origin, this.goalentity))
754                                 {
755                                         this.goalentity.bot_pickup_respawning = false;
756                                         navigation_goalrating_timeout_expire(this, random());
757                                 }
758                                 locked_goal = true; // wait for item to respawn
759                         }
760                         else if(this.goalentity == this.goalcurrent)
761                                 locked_goal = true; // wait for item to respawn
762                 }
763                 else if(!this.goalentity.solid && !boxesoverlap(this.goalentity.absmin, this.goalentity.absmax, this.absmin, this.absmax))
764                 {
765                         if(checkpvs(this.origin, this.goalentity))
766                         {
767                                 navigation_goalrating_timeout_expire(this, random());
768                         }
769                 }
770         }
771         if (this.goalcurrent == this.goalentity && this.goalentity_lock_timeout > time)
772                 locked_goal = true;
773
774         navigation_shortenpath(this);
775
776         if (IS_MOVABLE(this.goalcurrent))
777         {
778                 if (IS_DEAD(this.goalcurrent))
779                 {
780                         if (checkpvs(this.origin + this.view_ofs, this.goalcurrent))
781                         {
782                                 navigation_goalrating_timeout_force(this);
783                                 return;
784                         }
785                 }
786                 else if (this.bot_tracewalk_time < time)
787                 {
788                         set_tracewalk_dest(this.goalcurrent, this.origin, true);
789                         if (!(trace_ent == this || tracewalk(this, this.origin, this.mins, this.maxs,
790                                 tracewalk_dest, tracewalk_dest_height, bot_navigation_movemode)))
791                         {
792                                 navigation_goalrating_timeout_force(this);
793                                 return;
794                         }
795                         this.bot_tracewalk_time = max(time, this.bot_tracewalk_time) + 0.25;
796                 }
797         }
798         if(!locked_goal)
799         {
800                 // optimize path finding by anticipating goalrating when bot is near a waypoint;
801                 // in this case path finding can start directly from a waypoint instead of
802                 // looking for all the reachable waypoints up to a certain distance
803                 if (navigation_poptouchedgoals(this) && this.goalcurrent)
804                 {
805                         if (IS_MOVABLE(this.goalcurrent) && IS_DEAD(this.goalcurrent))
806                         {
807                                 // remove even if not visible
808                                 navigation_goalrating_timeout_force(this);
809                                 return;
810                         }
811                         else if (navigation_goalrating_timeout_can_be_anticipated(this))
812                                 navigation_goalrating_timeout_force(this);
813                 }
814         }
815
816         // if ran out of goals try to use an alternative goal or get a new strategy asap
817         if(this.goalcurrent == NULL)
818         {
819                 navigation_goalrating_timeout_force(this);
820                 return;
821         }
822
823
824         if(autocvar_bot_debug_goalstack)
825                 debuggoalstack(this);
826
827         bool bunnyhop_forbidden = false;
828         vector destorg = get_closer_dest(this.goalcurrent, this.origin);
829
830         // in case bot ends up inside the teleport waypoint without touching
831         // the teleport itself, head to the teleport origin
832         if(this.goalcurrent.wpisbox && boxesoverlap(this.goalcurrent.absmin, this.goalcurrent.absmax, this.origin + eZ * this.mins.z, this.origin + eZ * this.maxs.z))
833         {
834                 bunnyhop_forbidden = true;
835                 destorg = this.goalcurrent.origin;
836                 if(destorg.z > this.origin.z)
837                         PHYS_INPUT_BUTTON_JUMP(this) = true;
838         }
839
840         diff = destorg - this.origin;
841
842         if (fabs(diff.x) < 10 && fabs(diff.y) < 10
843                 && this.goalcurrent == this.goalentity && time < this.goalentity_lock_timeout)
844         {
845                 destorg = this.origin;
846                 diff.x = 0;
847                 diff.y = 0;
848         }
849
850         dir = normalize(diff);
851         flatdir = diff;flatdir.z = 0;
852         flatdir = normalize(flatdir);
853
854         //if (this.bot_dodgevector_time < time)
855         {
856                 //this.bot_dodgevector_time = time + cvar("bot_ai_dodgeupdateinterval");
857                 //this.bot_dodgevector_jumpbutton = 1;
858                 evadeobstacle = '0 0 0';
859                 evadelava = '0 0 0';
860
861                 this.aistatus &= ~AI_STATUS_DANGER_AHEAD;
862                 makevectors(this.v_angle.y * '0 1 0');
863                 if (this.waterlevel)
864                 {
865                         if(this.waterlevel>WATERLEVEL_SWIMMING)
866                         {
867                                 if(!this.goalcurrent)
868                                         this.aistatus |= AI_STATUS_OUT_WATER;
869                                 else if(destorg.z > this.origin.z)
870                                         PHYS_INPUT_BUTTON_JUMP(this) = true;
871                         }
872                         else
873                         {
874                                 dir = flatdir;
875                                 if(this.velocity.z >= 0 && !(this.watertype == CONTENT_WATER && destorg.z < this.origin.z) &&
876                                         ( !(this.waterlevel == WATERLEVEL_WETFEET && this.watertype == CONTENT_WATER) || this.aistatus & AI_STATUS_OUT_WATER))
877                                         PHYS_INPUT_BUTTON_JUMP(this) = true;
878                                 else
879                                         PHYS_INPUT_BUTTON_JUMP(this) = false;
880                         }
881                 }
882                 else
883                 {
884                         float s;
885                         vector offset;
886                         if(this.aistatus & AI_STATUS_OUT_WATER)
887                                 this.aistatus &= ~AI_STATUS_OUT_WATER;
888
889                         // jump if going toward an obstacle that doesn't look like stairs we
890                         // can walk up directly
891                         vector deviation = '0 0 0';
892                         if (this.velocity)
893                         {
894                                 deviation = vectoangles(diff) - vectoangles(this.velocity);
895                                 while (deviation.y < -180) deviation.y += 360;
896                                 while (deviation.y > 180) deviation.y -= 360;
897                         }
898                         vector flat_diff = vec2(diff);
899                         offset = max(32, vlen(vec2(this.velocity)) * cos(deviation.y * DEG2RAD) * 0.2) * flatdir;
900                         vector actual_destorg = this.origin + offset;
901                         if (!this.goalstack01 || this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
902                         {
903                                 if (vlen2(flat_diff) < vlen2(offset))
904                                 {
905                                         actual_destorg.x = destorg.x;
906                                         actual_destorg.y = destorg.y;
907                                 }
908                         }
909                         else if (vdist(flat_diff, <, 32) && diff.z < -16) // destination is under the bot
910                         {
911                                 actual_destorg.x = destorg.x;
912                                 actual_destorg.y = destorg.y;
913                         }
914                         else if (vlen2(flat_diff) < vlen2(offset))
915                         {
916                                 vector next_goal_org = (this.goalstack01.absmin + this.goalstack01.absmax) * 0.5;
917                                 vector next_dir = normalize(vec2(next_goal_org - destorg));
918                                 float next_dist = vlen(vec2(this.origin + offset - destorg));
919                                 actual_destorg = vec2(destorg) + next_dist * next_dir;
920                                 actual_destorg.z = this.origin.z;
921                         }
922
923                         tracebox(this.origin, this.mins, this.maxs, actual_destorg, false, this);
924                         if (trace_fraction < 1)
925                         if (trace_plane_normal.z < 0.7)
926                         {
927                                 s = trace_fraction;
928                                 tracebox(this.origin + stepheightvec, this.mins, this.maxs, actual_destorg + stepheightvec, false, this);
929                                 if (trace_fraction < s + 0.01)
930                                 if (trace_plane_normal.z < 0.7)
931                                 {
932                                         s = trace_fraction;
933                                         tracebox(this.origin + jumpstepheightvec, this.mins, this.maxs, actual_destorg + jumpstepheightvec, false, this);
934                                         if (trace_fraction > s)
935                                                 PHYS_INPUT_BUTTON_JUMP(this) = true;
936                                 }
937                         }
938
939                         // if bot for some reason doesn't get close to the current goal find another one
940                         if(!this.jumppadcount && !IS_PLAYER(this.goalcurrent))
941                         if(!(locked_goal && this.goalcurrent_distance_z < 50 && this.goalcurrent_distance_2d < 50))
942                         if(havocbot_checkgoaldistance(this, destorg))
943                         {
944                                 if(this.goalcurrent_distance_time < 0) // can't get close for the second time
945                                 {
946                                         navigation_clearroute(this);
947                                         navigation_goalrating_timeout_force(this);
948                                         return;
949                                 }
950
951                                 set_tracewalk_dest(this.goalcurrent, this.origin, false);
952                                 if (!tracewalk(this, this.origin, this.mins, this.maxs,
953                                         tracewalk_dest, tracewalk_dest_height, bot_navigation_movemode))
954                                 {
955                                         navigation_clearroute(this);
956                                         navigation_goalrating_timeout_force(this);
957                                         return;
958                                 }
959
960                                 // give bot only another chance to prevent bot getting stuck
961                                 // in case it thinks it can walk but actually can't
962                                 this.goalcurrent_distance_z = FLOAT_MAX;
963                                 this.goalcurrent_distance_2d = FLOAT_MAX;
964                                 this.goalcurrent_distance_time = -time; // mark second try
965                         }
966
967                         // Check for water/slime/lava and dangerous edges
968                         // (only when the bot is on the ground or jumping intentionally)
969
970                         offset = (vdist(this.velocity, >, 32) ? this.velocity * 0.2 : v_forward * 32);
971                         vector dst_ahead = this.origin + this.view_ofs + offset;
972                         vector dst_down = dst_ahead - '0 0 3000';
973                         traceline(this.origin + this.view_ofs, dst_ahead, true, NULL);
974
975                         bool unreachable = false;
976                         s = CONTENT_SOLID;
977                         if(trace_fraction == 1 && this.jumppadcount == 0 && !this.goalcurrent.wphardwired )
978                         if((IS_ONGROUND(this)) || (this.aistatus & AI_STATUS_RUNNING) || (this.aistatus & AI_STATUS_ROAMING) || PHYS_INPUT_BUTTON_JUMP(this))
979                         {
980                                 // Look downwards
981                                 traceline(dst_ahead , dst_down, true, NULL);
982                                 //te_lightning2(NULL, this.origin + this.view_ofs, dst_ahead); // Draw "ahead" look
983                                 //te_lightning2(NULL, dst_ahead, dst_down); // Draw "downwards" look
984                                 if(trace_endpos.z < this.origin.z + this.mins.z)
985                                 {
986                                         s = pointcontents(trace_endpos + '0 0 1');
987                                         if (s != CONTENT_SOLID)
988                                         if (s == CONTENT_LAVA || s == CONTENT_SLIME)
989                                                 evadelava = normalize(this.velocity) * -1;
990                                         else if (s == CONTENT_SKY)
991                                                 evadeobstacle = normalize(this.velocity) * -1;
992                                         else if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos))
993                                         {
994                                                 // the traceline check isn't enough but is good as optimization,
995                                                 // when not true (most of the time) this tracebox call is avoided
996                                                 tracebox(dst_ahead, this.mins, this.maxs, dst_down, true, this);
997                                                 if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos))
998                                                 {
999                                                         if (destorg.z > this.origin.z + jumpstepheightvec.z)
1000                                                         {
1001                                                                 // the goal is probably on an upper platform, assume bot can't get there
1002                                                                 unreachable = true;
1003                                                         }
1004                                                         else
1005                                                                 evadelava = normalize(this.velocity) * -1;
1006                                                 }
1007                                         }
1008                                 }
1009                         }
1010
1011                         dir = flatdir;
1012                         evadeobstacle.z = 0;
1013                         evadelava.z = 0;
1014                         makevectors(this.v_angle.y * '0 1 0');
1015
1016                         if(evadeobstacle || evadelava || (s == CONTENT_WATER))
1017                         {
1018                                 this.aistatus |= AI_STATUS_DANGER_AHEAD;
1019                                 if(IS_PLAYER(this.goalcurrent))
1020                                         unreachable = true;
1021                         }
1022                         if(unreachable)
1023                         {
1024                                 navigation_clearroute(this);
1025                                 navigation_goalrating_timeout_force(this);
1026                                 this.ignoregoal = this.goalcurrent;
1027                                 this.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
1028                         }
1029                 }
1030
1031                 dodge = havocbot_dodge(this);
1032                 dodge = dodge * bound(0,0.5+(skill+this.bot_dodgeskill)*0.1,1);
1033                 evadelava = evadelava * bound(1,3-(skill+this.bot_dodgeskill),3); //Noobs fear lava a lot and take more distance from it
1034                 traceline(this.origin, ( ( this.enemy.absmin + this.enemy.absmax ) * 0.5 ), true, NULL);
1035                 if(IS_PLAYER(trace_ent))
1036                         dir = dir * bound(0,(skill+this.bot_dodgeskill)/7,1);
1037
1038                 dir = normalize(dir + dodge + evadeobstacle + evadelava);
1039         //      this.bot_dodgevector = dir;
1040         //      this.bot_dodgevector_jumpbutton = PHYS_INPUT_BUTTON_JUMP(this);
1041         }
1042
1043         if(time < this.ladder_time)
1044         {
1045                 if(this.goalcurrent.origin.z + this.goalcurrent.mins.z > this.origin.z + this.mins.z)
1046                 {
1047                         if(this.origin.z + this.mins.z  < this.ladder_entity.origin.z + this.ladder_entity.maxs.z)
1048                                 dir.z = 1;
1049                 }
1050                 else
1051                 {
1052                         if(this.origin.z + this.mins.z  > this.ladder_entity.origin.z + this.ladder_entity.mins.z)
1053                                 dir.z = -1;
1054                 }
1055         }
1056
1057         //dir = this.bot_dodgevector;
1058         //if (this.bot_dodgevector_jumpbutton)
1059         //      PHYS_INPUT_BUTTON_JUMP(this) = true;
1060         CS(this).movement_x = dir * v_forward * maxspeed;
1061         CS(this).movement_y = dir * v_right * maxspeed;
1062         CS(this).movement_z = dir * v_up * maxspeed;
1063
1064         // Emulate keyboard interface
1065         if (skill < 10)
1066                 havocbot_keyboard_movement(this, destorg);
1067
1068         // Bunnyhop!
1069         //if(this.aistatus & AI_STATUS_ROAMING)
1070         if(!bunnyhop_forbidden && this.goalcurrent)
1071         if(skill+this.bot_moveskill >= autocvar_bot_ai_bunnyhop_skilloffset)
1072                 havocbot_bunnyhop(this, dir);
1073
1074         if ((dir * v_up) >= autocvar_sv_jumpvelocity*0.5 && (IS_ONGROUND(this))) PHYS_INPUT_BUTTON_JUMP(this) = true;
1075         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;
1076         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);
1077 }
1078
1079 entity havocbot_gettarget(entity this, bool secondary)
1080 {
1081         entity best = NULL;
1082         vector eye = CENTER_OR_VIEWOFS(this);
1083         IL_EACH(g_bot_targets, boolean((secondary) ? it.classname == "misc_breakablemodel" : it.classname != "misc_breakablemodel"),
1084         {
1085                 vector v = CENTER_OR_VIEWOFS(it);
1086                 if(vdist(v - eye, <, autocvar_bot_ai_enemydetectionradius))
1087                 if(!best || vlen2(CENTER_OR_VIEWOFS(best) - eye) > vlen2(v - eye))
1088                 if(bot_shouldattack(this, it))
1089                 {
1090                         traceline(eye, v, true, this);
1091                         if (trace_ent == it || trace_fraction >= 1)
1092                                 best = it;
1093                 }
1094         });
1095
1096         return best;
1097 }
1098
1099 void havocbot_chooseenemy(entity this)
1100 {
1101         if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(this))
1102         {
1103                 this.enemy = NULL;
1104                 return;
1105         }
1106         if (this.enemy)
1107         {
1108                 if (!bot_shouldattack(this, this.enemy))
1109                 {
1110                         // enemy died or something, find a new target
1111                         this.enemy = NULL;
1112                         this.havocbot_chooseenemy_finished = time;
1113                 }
1114                 else if (this.havocbot_stickenemy)
1115                 {
1116                         // tracking last chosen enemy
1117                         // if enemy is visible
1118                         // and not really really far away
1119                         // and we're not severely injured
1120                         // then keep tracking for a half second into the future
1121                         traceline(this.origin+this.view_ofs, ( this.enemy.absmin + this.enemy.absmax ) * 0.5,false,NULL);
1122                         if (trace_ent == this.enemy || trace_fraction == 1)
1123                         if (vdist(((this.enemy.absmin + this.enemy.absmax) * 0.5) - this.origin, <, 1000))
1124                         if (this.health > 30)
1125                         {
1126                                 // remain tracking him for a shot while (case he went after a small corner or pilar
1127                                 this.havocbot_chooseenemy_finished = time + 0.5;
1128                                 return;
1129                         }
1130                         // enemy isn't visible, or is far away, or we're injured severely
1131                         // so stop preferring this enemy
1132                         // (it will still take a half second until a new one is chosen)
1133                         this.havocbot_stickenemy = 0;
1134                 }
1135         }
1136         if (time < this.havocbot_chooseenemy_finished)
1137                 return;
1138         this.havocbot_chooseenemy_finished = time + autocvar_bot_ai_enemydetectioninterval;
1139         vector eye = this.origin + this.view_ofs;
1140         entity best = NULL;
1141         float bestrating = 100000000;
1142
1143         // Backup hit flags
1144         int hf = this.dphitcontentsmask;
1145
1146         // Search for enemies, if no enemy can be seen directly try to look through transparent objects
1147
1148         this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
1149
1150         bool scan_transparent = false;
1151         bool scan_secondary_targets = false;
1152         bool have_secondary_targets = false;
1153         while(true)
1154         {
1155                 scan_secondary_targets = false;
1156 LABEL(scan_targets)
1157                 IL_EACH(g_bot_targets, it.bot_attack,
1158                 {
1159                         if(!scan_secondary_targets)
1160                         {
1161                                 if(it.classname == "misc_breakablemodel")
1162                                 {
1163                                         have_secondary_targets = true;
1164                                         continue;
1165                                 }
1166                         }
1167                         else if(it.classname != "misc_breakablemodel")
1168                                 continue;
1169
1170                         vector v = (it.absmin + it.absmax) * 0.5;
1171                         float rating = vlen2(v - eye);
1172                         if (vdist(v - eye, <, autocvar_bot_ai_enemydetectionradius))
1173                         if (bestrating > rating)
1174                         if (bot_shouldattack(this, it))
1175                         {
1176                                 traceline(eye, v, true, this);
1177                                 if (trace_ent == it || trace_fraction >= 1)
1178                                 {
1179                                         best = it;
1180                                         bestrating = rating;
1181                                 }
1182                         }
1183                 });
1184
1185                 if(!best && have_secondary_targets && !scan_secondary_targets)
1186                 {
1187                         scan_secondary_targets = true;
1188                         // restart the loop
1189                         bestrating = 100000000;
1190                         goto scan_targets;
1191                 }
1192
1193                 // I want to do a second scan if no enemy was found or I don't have weapons
1194                 // TODO: Perform the scan when using the rifle (requires changes on the rifle code)
1195                 if(best || this.weapons) // || this.weapon == WEP_RIFLE.m_id
1196                         break;
1197                 if(scan_transparent)
1198                         break;
1199
1200                 // Set flags to see through transparent objects
1201                 this.dphitcontentsmask |= DPCONTENTS_OPAQUE;
1202
1203                 scan_transparent = true;
1204         }
1205
1206         // Restore hit flags
1207         this.dphitcontentsmask = hf;
1208
1209         this.enemy = best;
1210         this.havocbot_stickenemy = true;
1211         if(best && best.classname == "misc_breakablemodel")
1212                 this.havocbot_stickenemy = false;
1213 }
1214
1215 float havocbot_chooseweapon_checkreload(entity this, .entity weaponentity, int new_weapon)
1216 {
1217         // bots under this skill cannot find unloaded weapons to reload idly when not in combat,
1218         // so skip this for them, or they'll never get to reload their weapons at all.
1219         // this also allows bots under this skill to be more stupid, and reload more often during combat :)
1220         if(skill < 5)
1221                 return false;
1222
1223         // if this weapon is scheduled for reloading, don't switch to it during combat
1224         if (this.(weaponentity).weapon_load[new_weapon] < 0)
1225         {
1226                 FOREACH(Weapons, it != WEP_Null, {
1227                         if(it.wr_checkammo1(it, this, weaponentity) + it.wr_checkammo2(it, this, weaponentity))
1228                                 return true; // other weapon available
1229                 });
1230         }
1231
1232         return false;
1233 }
1234
1235 void havocbot_chooseweapon(entity this, .entity weaponentity)
1236 {
1237         int i;
1238
1239         // ;)
1240         if(g_weaponarena_weapons == WEPSET(TUBA))
1241         {
1242                 this.(weaponentity).m_switchweapon = WEP_TUBA;
1243                 return;
1244         }
1245
1246         // TODO: clean this up by moving it to weapon code
1247         if(this.enemy==NULL)
1248         {
1249                 // If no weapon was chosen get the first available weapon
1250                 if(this.(weaponentity).m_weapon==WEP_Null)
1251                 FOREACH(Weapons, it != WEP_Null, {
1252                         if(client_hasweapon(this, it, weaponentity, true, false))
1253                         {
1254                                 this.(weaponentity).m_switchweapon = it;
1255                                 return;
1256                         }
1257                 });
1258                 return;
1259         }
1260
1261         // Do not change weapon during the next second after a combo
1262         float f = time - this.lastcombotime;
1263         if(f < 1)
1264                 return;
1265
1266         float w;
1267         float distance; distance=bound(10,vlen(this.origin-this.enemy.origin)-200,10000);
1268
1269         // Should it do a weapon combo?
1270         float af, ct, combo_time, combo;
1271
1272         af = ATTACK_FINISHED(this, 0);
1273         ct = autocvar_bot_ai_weapon_combo_threshold;
1274
1275         // Bots with no skill will be 4 times more slower than "godlike" bots when doing weapon combos
1276         // Ideally this 4 should be calculated as longest_weapon_refire / bot_ai_weapon_combo_threshold
1277         combo_time = time + ct + (ct * ((-0.3*(skill+this.bot_weaponskill))+3));
1278
1279         combo = false;
1280
1281         if(autocvar_bot_ai_weapon_combo)
1282         if(this.(weaponentity).m_weapon.m_id == this.(weaponentity).lastfiredweapon)
1283         if(af > combo_time)
1284         {
1285                 combo = true;
1286                 this.lastcombotime = time;
1287         }
1288
1289         distance *= (2 ** this.bot_rangepreference);
1290
1291         // Custom weapon list based on distance to the enemy
1292         if(bot_custom_weapon){
1293
1294                 // Choose weapons for far distance
1295                 if ( distance > bot_distance_far ) {
1296                         for(i=0; i < Weapons_COUNT && bot_weapons_far[i] != -1 ; ++i){
1297                                 w = bot_weapons_far[i];
1298                                 if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
1299                                 {
1300                                         if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1301                                                 continue;
1302                                         this.(weaponentity).m_switchweapon = Weapons_from(w);
1303                                         return;
1304                                 }
1305                         }
1306                 }
1307
1308                 // Choose weapons for mid distance
1309                 if ( distance > bot_distance_close) {
1310                         for(i=0; i < Weapons_COUNT && bot_weapons_mid[i] != -1 ; ++i){
1311                                 w = bot_weapons_mid[i];
1312                                 if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
1313                                 {
1314                                         if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1315                                                 continue;
1316                                         this.(weaponentity).m_switchweapon = Weapons_from(w);
1317                                         return;
1318                                 }
1319                         }
1320                 }
1321
1322                 // Choose weapons for close distance
1323                 for(i=0; i < Weapons_COUNT && bot_weapons_close[i] != -1 ; ++i){
1324                         w = bot_weapons_close[i];
1325                         if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
1326                         {
1327                                 if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1328                                         continue;
1329                                 this.(weaponentity).m_switchweapon = Weapons_from(w);
1330                                 return;
1331                         }
1332                 }
1333         }
1334 }
1335
1336 void havocbot_aim(entity this)
1337 {
1338         if (time < this.nextaim)
1339                 return;
1340         this.nextaim = time + 0.1;
1341         vector myvel = this.velocity;
1342         if (!this.waterlevel)
1343                 myvel.z = 0;
1344         if(MUTATOR_CALLHOOK(HavocBot_Aim, this)) { /* do nothing */ }
1345         else if (this.enemy)
1346         {
1347                 vector enemyvel = this.enemy.velocity;
1348                 if (!this.enemy.waterlevel)
1349                         enemyvel.z = 0;
1350                 lag_additem(this, time + CS(this).ping, 0, 0, this.enemy, this.origin, myvel, (this.enemy.absmin + this.enemy.absmax) * 0.5, enemyvel);
1351         }
1352         else
1353                 lag_additem(this, time + CS(this).ping, 0, 0, NULL, this.origin, myvel, ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5, '0 0 0');
1354 }
1355
1356 bool havocbot_moveto_refresh_route(entity this)
1357 {
1358         // Refresh path to goal if necessary
1359         entity wp;
1360         wp = this.havocbot_personal_waypoint;
1361         navigation_goalrating_start(this);
1362         navigation_routerating(this, wp, 10000, 10000);
1363         navigation_goalrating_end(this);
1364         return (this.goalentity != NULL);
1365 }
1366
1367 float havocbot_moveto(entity this, vector pos)
1368 {
1369         entity wp;
1370
1371         if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_GOING)
1372         {
1373                 // Step 4: Move to waypoint
1374                 if(this.havocbot_personal_waypoint==NULL)
1375                 {
1376                         LOG_TRACE("Error: ", this.netname, " trying to walk to a non existent personal waypoint");
1377                         this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_GOING;
1378                         return CMD_STATUS_ERROR;
1379                 }
1380
1381                 if (!bot_strategytoken_taken)
1382                 if(this.havocbot_personal_waypoint_searchtime<time)
1383                 {
1384                         bot_strategytoken_taken = true;
1385                         if(havocbot_moveto_refresh_route(this))
1386                         {
1387                                 LOG_TRACE(this.netname, " walking to its personal waypoint (after ", ftos(this.havocbot_personal_waypoint_failcounter), " failed attempts)");
1388                                 this.havocbot_personal_waypoint_searchtime = time + 10;
1389                                 this.havocbot_personal_waypoint_failcounter = 0;
1390                         }
1391                         else
1392                         {
1393                                 this.havocbot_personal_waypoint_failcounter += 1;
1394                                 this.havocbot_personal_waypoint_searchtime = time + 2;
1395                                 if(this.havocbot_personal_waypoint_failcounter >= 30)
1396                                 {
1397                                         LOG_TRACE("Warning: can't walk to the personal waypoint located at ", vtos(this.havocbot_personal_waypoint.origin));
1398                                         this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1399                                         delete(this.havocbot_personal_waypoint);
1400                                         return CMD_STATUS_ERROR;
1401                                 }
1402                                 else
1403                                         LOG_TRACE(this.netname, " can't walk to its personal waypoint (after ", ftos(this.havocbot_personal_waypoint_failcounter), " failed attempts), trying later");
1404                         }
1405                 }
1406
1407                 if(autocvar_bot_debug_goalstack)
1408                         debuggoalstack(this);
1409
1410                 // Heading
1411                 vector dir = get_closer_dest(this.goalcurrent, this.origin);
1412                 dir = dir - (this.origin + this.view_ofs);
1413                 dir.z = 0;
1414                 bot_aimdir(this, dir, -1);
1415
1416                 // Go!
1417                 havocbot_movetogoal(this);
1418
1419                 if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_REACHED)
1420                 {
1421                         // Step 5: Waypoint reached
1422                         LOG_TRACE(this.netname, "'s personal waypoint reached");
1423                         delete(this.havocbot_personal_waypoint);
1424                         this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_REACHED;
1425                         return CMD_STATUS_FINISHED;
1426                 }
1427
1428                 return CMD_STATUS_EXECUTING;
1429         }
1430
1431         // Step 2: Linking waypoint
1432         if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_LINKING)
1433         {
1434                 // Wait until it is linked
1435                 if(!this.havocbot_personal_waypoint.wplinked)
1436                 {
1437                         LOG_TRACE(this.netname, " waiting for personal waypoint to be linked");
1438                         return CMD_STATUS_EXECUTING;
1439                 }
1440
1441                 this.havocbot_personal_waypoint_searchtime = time; // so we set the route next frame
1442                 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1443                 this.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_GOING;
1444
1445                 // Step 3: Route to waypoint
1446                 LOG_TRACE(this.netname, " walking to its personal waypoint");
1447
1448                 return CMD_STATUS_EXECUTING;
1449         }
1450
1451         // Step 1: Spawning waypoint
1452         wp = waypoint_spawnpersonal(this, pos);
1453         if(wp==NULL)
1454         {
1455                 LOG_TRACE("Error: Can't spawn personal waypoint at ",vtos(pos));
1456                 return CMD_STATUS_ERROR;
1457         }
1458
1459         this.havocbot_personal_waypoint = wp;
1460         this.havocbot_personal_waypoint_failcounter = 0;
1461         this.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1462
1463         // if pos is inside a teleport, then let's mark it as teleport waypoint
1464         IL_EACH(g_teleporters, WarpZoneLib_BoxTouchesBrush(pos, pos, it, NULL),
1465         {
1466                 wp.wpflags |= WAYPOINTFLAG_TELEPORT;
1467                 this.lastteleporttime = 0;
1468         });
1469
1470 /*
1471         if(wp.wpflags & WAYPOINTFLAG_TELEPORT)
1472                 print("routing to a teleporter\n");
1473         else
1474                 print("routing to a non-teleporter\n");
1475 */
1476
1477         return CMD_STATUS_EXECUTING;
1478 }
1479
1480 float havocbot_resetgoal(entity this)
1481 {
1482         navigation_clearroute(this);
1483         return CMD_STATUS_FINISHED;
1484 }
1485
1486 void havocbot_setupbot(entity this)
1487 {
1488         this.bot_ai = havocbot_ai;
1489         this.cmd_moveto = havocbot_moveto;
1490         this.cmd_resetgoal = havocbot_resetgoal;
1491
1492         havocbot_chooserole(this);
1493 }
1494
1495 vector havocbot_dodge(entity this)
1496 {
1497         // LordHavoc: disabled because this is too expensive
1498         return '0 0 0';
1499 #if 0
1500         entity head;
1501         vector dodge, v, n;
1502         float danger, bestdanger, vl, d;
1503         dodge = '0 0 0';
1504         bestdanger = -20;
1505         // check for dangerous objects near bot or approaching bot
1506         head = findchainfloat(bot_dodge, true);
1507         while(head)
1508         {
1509                 if (head.owner != this)
1510                 {
1511                         vl = vlen(head.velocity);
1512                         if (vl > autocvar_sv_maxspeed * 0.3)
1513                         {
1514                                 n = normalize(head.velocity);
1515                                 v = this.origin - head.origin;
1516                                 d = v * n;
1517                                 if (d > (0 - head.bot_dodgerating))
1518                                 if (d < (vl * 0.2 + head.bot_dodgerating))
1519                                 {
1520                                         // calculate direction and distance from the flight path, by removing the forward axis
1521                                         v = v - (n * (v * n));
1522                                         danger = head.bot_dodgerating - vlen(v);
1523                                         if (bestdanger < danger)
1524                                         {
1525                                                 bestdanger = danger;
1526                                                 // dodge to the side of the object
1527                                                 dodge = normalize(v);
1528                                         }
1529                                 }
1530                         }
1531                         else
1532                         {
1533                                 danger = head.bot_dodgerating - vlen(head.origin - this.origin);
1534                                 if (bestdanger < danger)
1535                                 {
1536                                         bestdanger = danger;
1537                                         dodge = normalize(this.origin - head.origin);
1538                                 }
1539                         }
1540                 }
1541                 head = head.chain;
1542         }
1543         return dodge;
1544 #endif
1545 }