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Bot AI: when assigning a bot frame to find a new goal prioritize bots that have just...
[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_goalrating_timeout_expire(this, random());
756                                 }
757                                 locked_goal = true; // wait for item to respawn
758                         }
759                         else if(this.goalentity == this.goalcurrent)
760                                 locked_goal = true; // wait for item to respawn
761                 }
762                 else if(!this.goalentity.solid && !boxesoverlap(this.goalentity.absmin, this.goalentity.absmax, this.absmin, this.absmax))
763                 {
764                         if(checkpvs(this.origin, this.goalentity))
765                         {
766                                 navigation_goalrating_timeout_expire(this, random());
767                         }
768                 }
769         }
770         if (this.goalcurrent == this.goalentity && this.goalentity_lock_timeout > time)
771                 locked_goal = true;
772
773         if(!locked_goal)
774         {
775                 // optimize path finding by anticipating goalrating when bot is near a waypoint;
776                 // in this case path finding can start directly from a waypoint instead of
777                 // looking for all the reachable waypoints up to a certain distance
778                 if(navigation_poptouchedgoals(this) && this.goalcurrent)
779                 {
780                         if(navigation_goalrating_timeout_can_be_anticipated(this))
781                                 navigation_goalrating_timeout_force(this);
782                 }
783         }
784
785         // if ran out of goals try to use an alternative goal or get a new strategy asap
786         if(this.goalcurrent == NULL)
787         {
788                 navigation_goalrating_timeout_force(this);
789                 return;
790         }
791
792
793         if(autocvar_bot_debug_goalstack)
794                 debuggoalstack(this);
795
796         bool bunnyhop_forbidden = false;
797         SET_DESTCOORDS(this.goalcurrent, this.origin, destorg);
798
799         // in case bot ends up inside the teleport waypoint without touching
800         // the teleport itself, head to the teleport origin
801         if(this.goalcurrent.wpisbox && boxesoverlap(this.goalcurrent.absmin, this.goalcurrent.absmax, this.origin + eZ * this.mins.z, this.origin + eZ * this.maxs.z))
802         {
803                 bunnyhop_forbidden = true;
804                 destorg = this.goalcurrent.origin;
805                 if(destorg.z > this.origin.z)
806                         PHYS_INPUT_BUTTON_JUMP(this) = true;
807         }
808
809         diff = destorg - this.origin;
810
811         if (fabs(diff.x) < 10 && fabs(diff.y) < 10
812                 && this.goalcurrent == this.goalentity && time < this.goalentity_lock_timeout)
813         {
814                 destorg = this.origin;
815                 diff.x = 0;
816                 diff.y = 0;
817         }
818
819         dir = normalize(diff);
820         flatdir = diff;flatdir.z = 0;
821         flatdir = normalize(flatdir);
822         gco = (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5;
823
824         //if (this.bot_dodgevector_time < time)
825         {
826                 //this.bot_dodgevector_time = time + cvar("bot_ai_dodgeupdateinterval");
827                 //this.bot_dodgevector_jumpbutton = 1;
828                 evadeobstacle = '0 0 0';
829                 evadelava = '0 0 0';
830
831                 this.aistatus &= ~AI_STATUS_DANGER_AHEAD;
832                 makevectors(this.v_angle.y * '0 1 0');
833                 if (this.waterlevel)
834                 {
835                         if(this.waterlevel>WATERLEVEL_SWIMMING)
836                         {
837                                 if(!this.goalcurrent)
838                                         this.aistatus |= AI_STATUS_OUT_WATER;
839                                 else if(gco.z > this.origin.z)
840                                         PHYS_INPUT_BUTTON_JUMP(this) = true;
841                         }
842                         else
843                         {
844                                 dir = flatdir;
845                                 if(this.velocity.z >= 0 && !(this.watertype == CONTENT_WATER && gco.z < this.origin.z) &&
846                                         ( !(this.waterlevel == WATERLEVEL_WETFEET && this.watertype == CONTENT_WATER) || this.aistatus & AI_STATUS_OUT_WATER))
847                                         PHYS_INPUT_BUTTON_JUMP(this) = true;
848                                 else
849                                         PHYS_INPUT_BUTTON_JUMP(this) = false;
850                         }
851                 }
852                 else
853                 {
854                         float s;
855                         vector offset;
856                         if(this.aistatus & AI_STATUS_OUT_WATER)
857                                 this.aistatus &= ~AI_STATUS_OUT_WATER;
858
859                         // jump if going toward an obstacle that doesn't look like stairs we
860                         // can walk up directly
861                         offset = (vdist(this.velocity, >, 32) ? this.velocity * 0.2 : v_forward * 32);
862                         tracebox(this.origin, this.mins, this.maxs, this.origin + offset, false, this);
863                         if (trace_fraction < 1)
864                         if (trace_plane_normal.z < 0.7)
865                         {
866                                 s = trace_fraction;
867                                 tracebox(this.origin + stepheightvec, this.mins, this.maxs, this.origin + offset + stepheightvec, false, this);
868                                 if (trace_fraction < s + 0.01)
869                                 if (trace_plane_normal.z < 0.7)
870                                 {
871                                         s = trace_fraction;
872                                         tracebox(this.origin + jumpstepheightvec, this.mins, this.maxs, this.origin + offset + jumpstepheightvec, false, this);
873                                         if (trace_fraction > s)
874                                                 PHYS_INPUT_BUTTON_JUMP(this) = true;
875                                 }
876                         }
877
878                         // if bot for some reason doesn't get close to the current goal find another one
879                         if(!this.jumppadcount && !IS_PLAYER(this.goalcurrent))
880                         if(!(locked_goal && this.goalcurrent_distance_z < 50 && this.goalcurrent_distance_2d < 50))
881                         if(havocbot_checkgoaldistance(this, gco))
882                         {
883                                 if(this.goalcurrent_distance_time < 0) // can't get close for the second time
884                                 {
885                                         navigation_clearroute(this);
886                                         navigation_goalrating_timeout_force(this);
887                                         return;
888                                 }
889
890                                 vector dest = '0 0 0';
891                                 float dest_height = 0;
892                                 SET_TRACEWALK_DESTCOORDS(this.goalcurrent, this.origin, dest, dest_height);
893                                 if (!tracewalk(this, this.origin, this.mins, this.maxs, dest, dest_height, bot_navigation_movemode))
894                                 {
895                                         navigation_clearroute(this);
896                                         navigation_goalrating_timeout_force(this);
897                                         return;
898                                 }
899
900                                 // give bot only another chance to prevent bot getting stuck
901                                 // in case it thinks it can walk but actually can't
902                                 this.goalcurrent_distance_z = FLOAT_MAX;
903                                 this.goalcurrent_distance_2d = FLOAT_MAX;
904                                 this.goalcurrent_distance_time = -time; // mark second try
905                         }
906
907                         // Check for water/slime/lava and dangerous edges
908                         // (only when the bot is on the ground or jumping intentionally)
909
910                         vector dst_ahead = this.origin + this.view_ofs + offset;
911                         vector dst_down = dst_ahead - '0 0 3000';
912                         traceline(this.origin + this.view_ofs, dst_ahead, true, NULL);
913
914                         bool unreachable = false;
915                         s = CONTENT_SOLID;
916                         if(trace_fraction == 1 && this.jumppadcount == 0 && !this.goalcurrent.wphardwired )
917                         if((IS_ONGROUND(this)) || (this.aistatus & AI_STATUS_RUNNING) || (this.aistatus & AI_STATUS_ROAMING) || PHYS_INPUT_BUTTON_JUMP(this))
918                         {
919                                 // Look downwards
920                                 traceline(dst_ahead , dst_down, true, NULL);
921                                 //te_lightning2(NULL, this.origin + this.view_ofs, dst_ahead); // Draw "ahead" look
922                                 //te_lightning2(NULL, dst_ahead, dst_down); // Draw "downwards" look
923                                 if(trace_endpos.z < this.origin.z + this.mins.z)
924                                 {
925                                         s = pointcontents(trace_endpos + '0 0 1');
926                                         if (s != CONTENT_SOLID)
927                                         if (s == CONTENT_LAVA || s == CONTENT_SLIME)
928                                                 evadelava = normalize(this.velocity) * -1;
929                                         else if (s == CONTENT_SKY)
930                                                 evadeobstacle = normalize(this.velocity) * -1;
931                                         else if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos))
932                                         {
933                                                 // the traceline check isn't enough but is good as optimization,
934                                                 // when not true (most of the time) this tracebox call is avoided
935                                                 tracebox(dst_ahead, this.mins, this.maxs, dst_down, true, this);
936                                                 if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos))
937                                                 {
938                                                         if (gco.z > this.origin.z + jumpstepheightvec.z)
939                                                         {
940                                                                 // the goal is probably on an upper platform, assume bot can't get there
941                                                                 unreachable = true;
942                                                         }
943                                                         else
944                                                                 evadelava = normalize(this.velocity) * -1;
945                                                 }
946                                         }
947                                 }
948                         }
949
950                         dir = flatdir;
951                         evadeobstacle.z = 0;
952                         evadelava.z = 0;
953                         makevectors(this.v_angle.y * '0 1 0');
954
955                         if(evadeobstacle || evadelava || (s == CONTENT_WATER))
956                         {
957                                 this.aistatus |= AI_STATUS_DANGER_AHEAD;
958                                 if(IS_PLAYER(this.goalcurrent))
959                                         unreachable = true;
960                         }
961                         if(unreachable)
962                         {
963                                 navigation_clearroute(this);
964                                 navigation_goalrating_timeout_force(this);
965                         }
966                 }
967
968                 dodge = havocbot_dodge(this);
969                 dodge = dodge * bound(0,0.5+(skill+this.bot_dodgeskill)*0.1,1);
970                 evadelava = evadelava * bound(1,3-(skill+this.bot_dodgeskill),3); //Noobs fear lava a lot and take more distance from it
971                 traceline(this.origin, ( ( this.enemy.absmin + this.enemy.absmax ) * 0.5 ), true, NULL);
972                 if(IS_PLAYER(trace_ent))
973                         dir = dir * bound(0,(skill+this.bot_dodgeskill)/7,1);
974
975                 dir = normalize(dir + dodge + evadeobstacle + evadelava);
976         //      this.bot_dodgevector = dir;
977         //      this.bot_dodgevector_jumpbutton = PHYS_INPUT_BUTTON_JUMP(this);
978         }
979
980         if(time < this.ladder_time)
981         {
982                 if(this.goalcurrent.origin.z + this.goalcurrent.mins.z > this.origin.z + this.mins.z)
983                 {
984                         if(this.origin.z + this.mins.z  < this.ladder_entity.origin.z + this.ladder_entity.maxs.z)
985                                 dir.z = 1;
986                 }
987                 else
988                 {
989                         if(this.origin.z + this.mins.z  > this.ladder_entity.origin.z + this.ladder_entity.mins.z)
990                                 dir.z = -1;
991                 }
992         }
993
994         //dir = this.bot_dodgevector;
995         //if (this.bot_dodgevector_jumpbutton)
996         //      PHYS_INPUT_BUTTON_JUMP(this) = true;
997         CS(this).movement_x = dir * v_forward * maxspeed;
998         CS(this).movement_y = dir * v_right * maxspeed;
999         CS(this).movement_z = dir * v_up * maxspeed;
1000
1001         // Emulate keyboard interface
1002         if (skill < 10)
1003                 havocbot_keyboard_movement(this, destorg);
1004
1005         // Bunnyhop!
1006         //if(this.aistatus & AI_STATUS_ROAMING)
1007         if(!bunnyhop_forbidden && this.goalcurrent)
1008         if(skill+this.bot_moveskill >= autocvar_bot_ai_bunnyhop_skilloffset)
1009                 havocbot_bunnyhop(this, dir);
1010
1011         if ((dir * v_up) >= autocvar_sv_jumpvelocity*0.5 && (IS_ONGROUND(this))) PHYS_INPUT_BUTTON_JUMP(this) = true;
1012         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;
1013         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);
1014 }
1015
1016 entity havocbot_gettarget(entity this, bool secondary)
1017 {
1018         entity best = NULL;
1019         vector eye = CENTER_OR_VIEWOFS(this);
1020         IL_EACH(g_bot_targets, boolean((secondary) ? it.classname == "misc_breakablemodel" : it.classname != "misc_breakablemodel"),
1021         {
1022                 vector v = CENTER_OR_VIEWOFS(it);
1023                 if(vdist(v - eye, <, autocvar_bot_ai_enemydetectionradius))
1024                 if(!best || vlen2(CENTER_OR_VIEWOFS(best) - eye) > vlen2(v - eye))
1025                 if(bot_shouldattack(this, it))
1026                 {
1027                         traceline(eye, v, true, this);
1028                         if (trace_ent == it || trace_fraction >= 1)
1029                                 best = it;
1030                 }
1031         });
1032
1033         return best;
1034 }
1035
1036 void havocbot_chooseenemy(entity this)
1037 {
1038         if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(this))
1039         {
1040                 this.enemy = NULL;
1041                 return;
1042         }
1043         if (this.enemy)
1044         {
1045                 if (!bot_shouldattack(this, this.enemy))
1046                 {
1047                         // enemy died or something, find a new target
1048                         this.enemy = NULL;
1049                         this.havocbot_chooseenemy_finished = time;
1050                 }
1051                 else if (this.havocbot_stickenemy)
1052                 {
1053                         // tracking last chosen enemy
1054                         // if enemy is visible
1055                         // and not really really far away
1056                         // and we're not severely injured
1057                         // then keep tracking for a half second into the future
1058                         traceline(this.origin+this.view_ofs, ( this.enemy.absmin + this.enemy.absmax ) * 0.5,false,NULL);
1059                         if (trace_ent == this.enemy || trace_fraction == 1)
1060                         if (vdist(((this.enemy.absmin + this.enemy.absmax) * 0.5) - this.origin, <, 1000))
1061                         if (this.health > 30)
1062                         {
1063                                 // remain tracking him for a shot while (case he went after a small corner or pilar
1064                                 this.havocbot_chooseenemy_finished = time + 0.5;
1065                                 return;
1066                         }
1067                         // enemy isn't visible, or is far away, or we're injured severely
1068                         // so stop preferring this enemy
1069                         // (it will still take a half second until a new one is chosen)
1070                         this.havocbot_stickenemy = 0;
1071                 }
1072         }
1073         if (time < this.havocbot_chooseenemy_finished)
1074                 return;
1075         this.havocbot_chooseenemy_finished = time + autocvar_bot_ai_enemydetectioninterval;
1076         vector eye = this.origin + this.view_ofs;
1077         entity best = NULL;
1078         float bestrating = 100000000;
1079
1080         // Backup hit flags
1081         int hf = this.dphitcontentsmask;
1082
1083         // Search for enemies, if no enemy can be seen directly try to look through transparent objects
1084
1085         this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
1086
1087         bool scan_transparent = false;
1088         bool scan_secondary_targets = false;
1089         bool have_secondary_targets = false;
1090         while(true)
1091         {
1092                 scan_secondary_targets = false;
1093 LABEL(scan_targets)
1094                 IL_EACH(g_bot_targets, it.bot_attack,
1095                 {
1096                         if(!scan_secondary_targets)
1097                         {
1098                                 if(it.classname == "misc_breakablemodel")
1099                                 {
1100                                         have_secondary_targets = true;
1101                                         continue;
1102                                 }
1103                         }
1104                         else if(it.classname != "misc_breakablemodel")
1105                                 continue;
1106
1107                         vector v = (it.absmin + it.absmax) * 0.5;
1108                         float rating = vlen2(v - eye);
1109                         if (vdist(v - eye, <, autocvar_bot_ai_enemydetectionradius))
1110                         if (bestrating > rating)
1111                         if (bot_shouldattack(this, it))
1112                         {
1113                                 traceline(eye, v, true, this);
1114                                 if (trace_ent == it || trace_fraction >= 1)
1115                                 {
1116                                         best = it;
1117                                         bestrating = rating;
1118                                 }
1119                         }
1120                 });
1121
1122                 if(!best && have_secondary_targets && !scan_secondary_targets)
1123                 {
1124                         scan_secondary_targets = true;
1125                         // restart the loop
1126                         bestrating = 100000000;
1127                         goto scan_targets;
1128                 }
1129
1130                 // I want to do a second scan if no enemy was found or I don't have weapons
1131                 // TODO: Perform the scan when using the rifle (requires changes on the rifle code)
1132                 if(best || this.weapons) // || this.weapon == WEP_RIFLE.m_id
1133                         break;
1134                 if(scan_transparent)
1135                         break;
1136
1137                 // Set flags to see through transparent objects
1138                 this.dphitcontentsmask |= DPCONTENTS_OPAQUE;
1139
1140                 scan_transparent = true;
1141         }
1142
1143         // Restore hit flags
1144         this.dphitcontentsmask = hf;
1145
1146         this.enemy = best;
1147         this.havocbot_stickenemy = true;
1148         if(best && best.classname == "misc_breakablemodel")
1149                 this.havocbot_stickenemy = false;
1150 }
1151
1152 float havocbot_chooseweapon_checkreload(entity this, .entity weaponentity, int new_weapon)
1153 {
1154         // bots under this skill cannot find unloaded weapons to reload idly when not in combat,
1155         // so skip this for them, or they'll never get to reload their weapons at all.
1156         // this also allows bots under this skill to be more stupid, and reload more often during combat :)
1157         if(skill < 5)
1158                 return false;
1159
1160         // if this weapon is scheduled for reloading, don't switch to it during combat
1161         if (this.(weaponentity).weapon_load[new_weapon] < 0)
1162         {
1163                 FOREACH(Weapons, it != WEP_Null, {
1164                         if(it.wr_checkammo1(it, this, weaponentity) + it.wr_checkammo2(it, this, weaponentity))
1165                                 return true; // other weapon available
1166                 });
1167         }
1168
1169         return false;
1170 }
1171
1172 void havocbot_chooseweapon(entity this, .entity weaponentity)
1173 {
1174         int i;
1175
1176         // ;)
1177         if(g_weaponarena_weapons == WEPSET(TUBA))
1178         {
1179                 this.(weaponentity).m_switchweapon = WEP_TUBA;
1180                 return;
1181         }
1182
1183         // TODO: clean this up by moving it to weapon code
1184         if(this.enemy==NULL)
1185         {
1186                 // If no weapon was chosen get the first available weapon
1187                 if(this.(weaponentity).m_weapon==WEP_Null)
1188                 FOREACH(Weapons, it != WEP_Null, {
1189                         if(client_hasweapon(this, it, weaponentity, true, false))
1190                         {
1191                                 this.(weaponentity).m_switchweapon = it;
1192                                 return;
1193                         }
1194                 });
1195                 return;
1196         }
1197
1198         // Do not change weapon during the next second after a combo
1199         float f = time - this.lastcombotime;
1200         if(f < 1)
1201                 return;
1202
1203         float w;
1204         float distance; distance=bound(10,vlen(this.origin-this.enemy.origin)-200,10000);
1205
1206         // Should it do a weapon combo?
1207         float af, ct, combo_time, combo;
1208
1209         af = ATTACK_FINISHED(this, 0);
1210         ct = autocvar_bot_ai_weapon_combo_threshold;
1211
1212         // Bots with no skill will be 4 times more slower than "godlike" bots when doing weapon combos
1213         // Ideally this 4 should be calculated as longest_weapon_refire / bot_ai_weapon_combo_threshold
1214         combo_time = time + ct + (ct * ((-0.3*(skill+this.bot_weaponskill))+3));
1215
1216         combo = false;
1217
1218         if(autocvar_bot_ai_weapon_combo)
1219         if(this.(weaponentity).m_weapon.m_id == this.(weaponentity).lastfiredweapon)
1220         if(af > combo_time)
1221         {
1222                 combo = true;
1223                 this.lastcombotime = time;
1224         }
1225
1226         distance *= (2 ** this.bot_rangepreference);
1227
1228         // Custom weapon list based on distance to the enemy
1229         if(bot_custom_weapon){
1230
1231                 // Choose weapons for far distance
1232                 if ( distance > bot_distance_far ) {
1233                         for(i=0; i < Weapons_COUNT && bot_weapons_far[i] != -1 ; ++i){
1234                                 w = bot_weapons_far[i];
1235                                 if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
1236                                 {
1237                                         if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1238                                                 continue;
1239                                         this.(weaponentity).m_switchweapon = Weapons_from(w);
1240                                         return;
1241                                 }
1242                         }
1243                 }
1244
1245                 // Choose weapons for mid distance
1246                 if ( distance > bot_distance_close) {
1247                         for(i=0; i < Weapons_COUNT && bot_weapons_mid[i] != -1 ; ++i){
1248                                 w = bot_weapons_mid[i];
1249                                 if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
1250                                 {
1251                                         if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1252                                                 continue;
1253                                         this.(weaponentity).m_switchweapon = Weapons_from(w);
1254                                         return;
1255                                 }
1256                         }
1257                 }
1258
1259                 // Choose weapons for close distance
1260                 for(i=0; i < Weapons_COUNT && bot_weapons_close[i] != -1 ; ++i){
1261                         w = bot_weapons_close[i];
1262                         if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
1263                         {
1264                                 if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1265                                         continue;
1266                                 this.(weaponentity).m_switchweapon = Weapons_from(w);
1267                                 return;
1268                         }
1269                 }
1270         }
1271 }
1272
1273 void havocbot_aim(entity this)
1274 {
1275         if (time < this.nextaim)
1276                 return;
1277         this.nextaim = time + 0.1;
1278         vector myvel = this.velocity;
1279         if (!this.waterlevel)
1280                 myvel.z = 0;
1281         if(MUTATOR_CALLHOOK(HavocBot_Aim, this)) { /* do nothing */ }
1282         else if (this.enemy)
1283         {
1284                 vector enemyvel = this.enemy.velocity;
1285                 if (!this.enemy.waterlevel)
1286                         enemyvel.z = 0;
1287                 lag_additem(this, time + CS(this).ping, 0, 0, this.enemy, this.origin, myvel, (this.enemy.absmin + this.enemy.absmax) * 0.5, enemyvel);
1288         }
1289         else
1290                 lag_additem(this, time + CS(this).ping, 0, 0, NULL, this.origin, myvel, ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5, '0 0 0');
1291 }
1292
1293 bool havocbot_moveto_refresh_route(entity this)
1294 {
1295         // Refresh path to goal if necessary
1296         entity wp;
1297         wp = this.havocbot_personal_waypoint;
1298         navigation_goalrating_start(this);
1299         navigation_routerating(this, wp, 10000, 10000);
1300         navigation_goalrating_end(this);
1301         return (this.goalentity != NULL);
1302 }
1303
1304 float havocbot_moveto(entity this, vector pos)
1305 {
1306         entity wp;
1307
1308         if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_GOING)
1309         {
1310                 // Step 4: Move to waypoint
1311                 if(this.havocbot_personal_waypoint==NULL)
1312                 {
1313                         LOG_TRACE("Error: ", this.netname, " trying to walk to a non existent personal waypoint");
1314                         this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_GOING;
1315                         return CMD_STATUS_ERROR;
1316                 }
1317
1318                 if (!bot_strategytoken_taken)
1319                 if(this.havocbot_personal_waypoint_searchtime<time)
1320                 {
1321                         bot_strategytoken_taken = true;
1322                         if(havocbot_moveto_refresh_route(this))
1323                         {
1324                                 LOG_TRACE(this.netname, " walking to its personal waypoint (after ", ftos(this.havocbot_personal_waypoint_failcounter), " failed attempts)");
1325                                 this.havocbot_personal_waypoint_searchtime = time + 10;
1326                                 this.havocbot_personal_waypoint_failcounter = 0;
1327                         }
1328                         else
1329                         {
1330                                 this.havocbot_personal_waypoint_failcounter += 1;
1331                                 this.havocbot_personal_waypoint_searchtime = time + 2;
1332                                 if(this.havocbot_personal_waypoint_failcounter >= 30)
1333                                 {
1334                                         LOG_TRACE("Warning: can't walk to the personal waypoint located at ", vtos(this.havocbot_personal_waypoint.origin));
1335                                         this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1336                                         delete(this.havocbot_personal_waypoint);
1337                                         return CMD_STATUS_ERROR;
1338                                 }
1339                                 else
1340                                         LOG_TRACE(this.netname, " can't walk to its personal waypoint (after ", ftos(this.havocbot_personal_waypoint_failcounter), " failed attempts), trying later");
1341                         }
1342                 }
1343
1344                 if(autocvar_bot_debug_goalstack)
1345                         debuggoalstack(this);
1346
1347                 // Heading
1348                 vector dir = '0 0 0';
1349                 SET_DESTCOORDS(this.goalcurrent, this.origin, dir);
1350                 dir = dir - (this.origin + this.view_ofs);
1351                 dir.z = 0;
1352                 bot_aimdir(this, dir, -1);
1353
1354                 // Go!
1355                 havocbot_movetogoal(this);
1356
1357                 if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_REACHED)
1358                 {
1359                         // Step 5: Waypoint reached
1360                         LOG_TRACE(this.netname, "'s personal waypoint reached");
1361                         delete(this.havocbot_personal_waypoint);
1362                         this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_REACHED;
1363                         return CMD_STATUS_FINISHED;
1364                 }
1365
1366                 return CMD_STATUS_EXECUTING;
1367         }
1368
1369         // Step 2: Linking waypoint
1370         if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_LINKING)
1371         {
1372                 // Wait until it is linked
1373                 if(!this.havocbot_personal_waypoint.wplinked)
1374                 {
1375                         LOG_TRACE(this.netname, " waiting for personal waypoint to be linked");
1376                         return CMD_STATUS_EXECUTING;
1377                 }
1378
1379                 this.havocbot_personal_waypoint_searchtime = time; // so we set the route next frame
1380                 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1381                 this.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_GOING;
1382
1383                 // Step 3: Route to waypoint
1384                 LOG_TRACE(this.netname, " walking to its personal waypoint");
1385
1386                 return CMD_STATUS_EXECUTING;
1387         }
1388
1389         // Step 1: Spawning waypoint
1390         wp = waypoint_spawnpersonal(this, pos);
1391         if(wp==NULL)
1392         {
1393                 LOG_TRACE("Error: Can't spawn personal waypoint at ",vtos(pos));
1394                 return CMD_STATUS_ERROR;
1395         }
1396
1397         this.havocbot_personal_waypoint = wp;
1398         this.havocbot_personal_waypoint_failcounter = 0;
1399         this.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1400
1401         // if pos is inside a teleport, then let's mark it as teleport waypoint
1402         IL_EACH(g_teleporters, WarpZoneLib_BoxTouchesBrush(pos, pos, it, NULL),
1403         {
1404                 wp.wpflags |= WAYPOINTFLAG_TELEPORT;
1405                 this.lastteleporttime = 0;
1406         });
1407
1408 /*
1409         if(wp.wpflags & WAYPOINTFLAG_TELEPORT)
1410                 print("routing to a teleporter\n");
1411         else
1412                 print("routing to a non-teleporter\n");
1413 */
1414
1415         return CMD_STATUS_EXECUTING;
1416 }
1417
1418 float havocbot_resetgoal(entity this)
1419 {
1420         navigation_clearroute(this);
1421         return CMD_STATUS_FINISHED;
1422 }
1423
1424 void havocbot_setupbot(entity this)
1425 {
1426         this.bot_ai = havocbot_ai;
1427         this.cmd_moveto = havocbot_moveto;
1428         this.cmd_resetgoal = havocbot_resetgoal;
1429
1430         havocbot_chooserole(this);
1431 }
1432
1433 vector havocbot_dodge(entity this)
1434 {
1435         // LordHavoc: disabled because this is too expensive
1436         return '0 0 0';
1437 #if 0
1438         entity head;
1439         vector dodge, v, n;
1440         float danger, bestdanger, vl, d;
1441         dodge = '0 0 0';
1442         bestdanger = -20;
1443         // check for dangerous objects near bot or approaching bot
1444         head = findchainfloat(bot_dodge, true);
1445         while(head)
1446         {
1447                 if (head.owner != this)
1448                 {
1449                         vl = vlen(head.velocity);
1450                         if (vl > autocvar_sv_maxspeed * 0.3)
1451                         {
1452                                 n = normalize(head.velocity);
1453                                 v = this.origin - head.origin;
1454                                 d = v * n;
1455                                 if (d > (0 - head.bot_dodgerating))
1456                                 if (d < (vl * 0.2 + head.bot_dodgerating))
1457                                 {
1458                                         // calculate direction and distance from the flight path, by removing the forward axis
1459                                         v = v - (n * (v * n));
1460                                         danger = head.bot_dodgerating - vlen(v);
1461                                         if (bestdanger < danger)
1462                                         {
1463                                                 bestdanger = danger;
1464                                                 // dodge to the side of the object
1465                                                 dodge = normalize(v);
1466                                         }
1467                                 }
1468                         }
1469                         else
1470                         {
1471                                 danger = head.bot_dodgerating - vlen(head.origin - this.origin);
1472                                 if (bestdanger < danger)
1473                                 {
1474                                         bestdanger = danger;
1475                                         dodge = normalize(this.origin - head.origin);
1476                                 }
1477                         }
1478                 }
1479                 head = head.chain;
1480         }
1481         return dodge;
1482 #endif
1483 }