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Bot AI: when bot isn't getting close to the current goal try to see if it can be...
[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)
37         if (!bot_strategytoken_taken)
38         {
39                 if(this.havocbot_blockhead)
40                 {
41                         this.havocbot_blockhead = false;
42                 }
43                 else
44                 {
45                         if (!this.jumppadcount && !STAT(FROZEN, this))
46                                 this.havocbot_role(this); // little too far down the rabbit hole
47                 }
48
49                 // if we don't have a goal and we're under water look for a waypoint near the "shore" and push it
50                 if(!(IS_DEAD(this) || STAT(FROZEN, this)))
51                 if(!this.goalcurrent)
52                 if(this.waterlevel == WATERLEVEL_SWIMMING || (this.aistatus & AI_STATUS_OUT_WATER))
53                 {
54                         // Look for the closest waypoint out of water
55                         entity newgoal = NULL;
56                         IL_EACH(g_waypoints, vdist(it.origin - this.origin, <=, 10000),
57                         {
58                                 if(it.origin.z < this.origin.z)
59                                         continue;
60
61                                 if(it.origin.z - this.origin.z - this.view_ofs.z > 100)
62                                         continue;
63
64                                 if (pointcontents(it.origin + it.maxs + '0 0 1') != CONTENT_EMPTY)
65                                         continue;
66
67                                 traceline(this.origin + this.view_ofs, ((it.absmin + it.absmax) * 0.5), true, this);
68
69                                 if(trace_fraction < 1)
70                                         continue;
71
72                                 if(!newgoal || vlen2(it.origin - this.origin) < vlen2(newgoal.origin - this.origin))
73                                         newgoal = it;
74                         });
75
76                         if(newgoal)
77                         {
78                         //      te_wizspike(newgoal.origin);
79                                 navigation_pushroute(this, newgoal);
80                         }
81                 }
82
83                 // token has been used this frame
84                 bot_strategytoken_taken = true;
85         }
86
87         if(IS_DEAD(this) || STAT(FROZEN, this))
88                 return;
89
90         havocbot_chooseenemy(this);
91
92         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
93         {
94                 .entity weaponentity = weaponentities[slot];
95                 if(this.(weaponentity).m_weapon != WEP_Null || slot == 0)
96                 if(this.(weaponentity).bot_chooseweapontime < time)
97                 {
98                         this.(weaponentity).bot_chooseweapontime = time + autocvar_bot_ai_chooseweaponinterval;
99                         havocbot_chooseweapon(this, weaponentity);
100                 }
101         }
102         havocbot_aim(this);
103         lag_update(this);
104         if (this.bot_aimtarg)
105         {
106                 this.aistatus |= AI_STATUS_ATTACKING;
107                 this.aistatus &= ~AI_STATUS_ROAMING;
108
109                 if(this.weapons)
110                 {
111                         if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(this))
112                         {
113                                 PHYS_INPUT_BUTTON_ATCK(this) = false;
114                                 PHYS_INPUT_BUTTON_ATCK2(this) = false;
115                         }
116                         else
117                         {
118                                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
119                                 {
120                                         .entity weaponentity = weaponentities[slot];
121                                         Weapon w = this.(weaponentity).m_weapon;
122                                         if(w == WEP_Null && slot != 0)
123                                                 continue;
124                                         w.wr_aim(w, this, weaponentity);
125                                         if(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this)) // TODO: what if we didn't fire this weapon, but the previous?
126                                                 this.(weaponentity).lastfiredweapon = this.(weaponentity).m_weapon.m_id;
127                                 }
128                         }
129                 }
130                 else
131                 {
132                         if(IS_PLAYER(this.bot_aimtarg))
133                                 bot_aimdir(this, this.bot_aimtarg.origin + this.bot_aimtarg.view_ofs - this.origin - this.view_ofs , -1);
134                 }
135         }
136         else if (this.goalcurrent)
137         {
138                 this.aistatus |= AI_STATUS_ROAMING;
139                 this.aistatus &= ~AI_STATUS_ATTACKING;
140
141                 vector v = '0 0 0', now, next;
142                 float aimdistance,skillblend,distanceblend,blend;
143
144                 SET_DESTCOORDS(this.goalcurrent, this.origin, v);
145                 if(this.goalcurrent.wpisbox)
146                 {
147                         // avoid a glitch when bot is teleported but teleport waypoint isn't removed yet
148                         if(this.goalstack02 && this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT
149                         && this.lastteleporttime > 0 && time - this.lastteleporttime < 0.15)
150                                 v = (this.goalstack02.absmin + this.goalstack02.absmax) * 0.5;
151                         // aim to teleport origin if bot is inside teleport waypoint but hasn't touched the real teleport yet
152                         else if(boxesoverlap(this.goalcurrent.absmin, this.goalcurrent.absmax, this.origin, this.origin))
153                                 v = this.goalcurrent.origin;
154                 }
155                 next = now = v - (this.origin + this.view_ofs);
156                 aimdistance = vlen(now);
157
158                 //dprint(this.goalstack01.classname,etos(this.goalstack01),"\n");
159                 if(
160                         this.goalstack01 != this && this.goalstack01 && !wasfreed(this.goalstack01) && ((this.aistatus & AI_STATUS_RUNNING) == 0) &&
161                         !(this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
162                 )
163                         next = ((this.goalstack01.absmin + this.goalstack01.absmax) * 0.5) - (this.origin + this.view_ofs);
164
165                 skillblend=bound(0,(skill+this.bot_moveskill-2.5)*0.5,1); //lower skill player can't preturn
166                 distanceblend=bound(0,aimdistance/autocvar_bot_ai_keyboard_distance,1);
167                 blend = skillblend * (1-distanceblend);
168                 //v = (now * (distanceblend) + next * (1-distanceblend)) * (skillblend) + now * (1-skillblend);
169                 //v = now * (distanceblend) * (skillblend) + next * (1-distanceblend) * (skillblend) + now * (1-skillblend);
170                 //v = now * ((1-skillblend) + (distanceblend) * (skillblend)) + next * (1-distanceblend) * (skillblend);
171                 v = now + blend * (next - now);
172                 //dprint(etos(this), " ");
173                 //dprint(vtos(now), ":", vtos(next), "=", vtos(v), " (blend ", ftos(blend), ")\n");
174                 //v = now * (distanceblend) + next * (1-distanceblend);
175                 if (this.waterlevel < WATERLEVEL_SWIMMING)
176                         v.z = 0;
177                 //dprint("walk at:", vtos(v), "\n");
178                 //te_lightning2(NULL, this.origin, this.goalcurrent.origin);
179                 bot_aimdir(this, v, -1);
180         }
181         havocbot_movetogoal(this);
182
183         // if the bot is not attacking, consider reloading weapons
184         if (!(this.aistatus & AI_STATUS_ATTACKING))
185         {
186                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
187                 {
188                         .entity weaponentity = weaponentities[slot];
189
190                         if(this.(weaponentity).m_weapon == WEP_Null && slot != 0)
191                                 continue;
192
193                         // we are currently holding a weapon that's not fully loaded, reload it
194                         if(skill >= 2) // bots can only reload the held weapon on purpose past this skill
195                         if(this.(weaponentity).clip_load < this.(weaponentity).clip_size)
196                                 CS(this).impulse = IMP_weapon_reload.impulse; // not sure if this is done right
197
198                         // if we're not reloading a weapon, switch to any weapon in our invnetory that's not fully loaded to reload it next
199                         // the code above executes next frame, starting the reloading then
200                         if(skill >= 5) // bots can only look for unloaded weapons past this skill
201                         if(this.(weaponentity).clip_load >= 0) // only if we're not reloading a weapon already
202                         {
203                                 FOREACH(Weapons, it != WEP_Null, {
204                                         if((this.weapons & (it.m_wepset)) && (it.spawnflags & WEP_FLAG_RELOADABLE) && (this.(weaponentity).weapon_load[it.m_id] < it.reloading_ammo))
205                                         {
206                                                 this.(weaponentity).m_switchweapon = it;
207                                                 break;
208                                         }
209                                 });
210                         }
211                 }
212         }
213 }
214
215 void havocbot_keyboard_movement(entity this, vector destorg)
216 {
217         vector keyboard;
218
219         if (time > this.havocbot_keyboardtime)
220         {
221                 float sk = skill + this.bot_moveskill;
222                 this.havocbot_keyboardtime =
223                         max(
224                                 this.havocbot_keyboardtime
225                                         + 0.05 / max(1, sk + this.havocbot_keyboardskill)
226                                         + random() * 0.025 / max(0.00025, skill + this.havocbot_keyboardskill)
227                         , time);
228                 keyboard = CS(this).movement / autocvar_sv_maxspeed;
229
230                 float trigger = autocvar_bot_ai_keyboard_threshold;
231                 float trigger1 = -trigger;
232
233                 // categorize forward movement
234                 // at skill < 1.5 only forward
235                 // at skill < 2.5 only individual directions
236                 // at skill < 4.5 only individual directions, and forward diagonals
237                 // at skill >= 4.5, all cases allowed
238                 if (keyboard.x > trigger)
239                 {
240                         keyboard.x = 1;
241                         if (sk < 2.5)
242                                 keyboard.y = 0;
243                 }
244                 else if (keyboard.x < trigger1 && sk > 1.5)
245                 {
246                         keyboard.x = -1;
247                         if (sk < 4.5)
248                                 keyboard.y = 0;
249                 }
250                 else
251                 {
252                         keyboard.x = 0;
253                         if (sk < 1.5)
254                                 keyboard.y = 0;
255                 }
256                 if (sk < 4.5)
257                         keyboard.z = 0;
258
259                 if (keyboard.y > trigger)
260                         keyboard.y = 1;
261                 else if (keyboard.y < trigger1)
262                         keyboard.y = -1;
263                 else
264                         keyboard.y = 0;
265
266                 if (keyboard.z > trigger)
267                         keyboard.z = 1;
268                 else if (keyboard.z < trigger1)
269                         keyboard.z = -1;
270                 else
271                         keyboard.z = 0;
272
273                 this.havocbot_keyboard = keyboard * autocvar_sv_maxspeed;
274                 if (this.havocbot_ducktime > time)
275                         PHYS_INPUT_BUTTON_CROUCH(this) = true;
276         }
277
278         keyboard = this.havocbot_keyboard;
279         float blend = bound(0, vlen(destorg - this.origin) / autocvar_bot_ai_keyboard_distance, 1); // When getting close move with 360 degree
280         //dprint("movement ", vtos(CS(this).movement), " keyboard ", vtos(keyboard), " blend ", ftos(blend), "\n");
281         CS(this).movement = CS(this).movement + (keyboard - CS(this).movement) * blend;
282 }
283
284 void havocbot_bunnyhop(entity this, vector dir)
285 {
286         float bunnyhopdistance;
287         vector deviation;
288         float maxspeed;
289         vector gco = '0 0 0', gno;
290
291         // Don't jump when attacking
292         if(this.aistatus & AI_STATUS_ATTACKING)
293                 return;
294
295         if(IS_PLAYER(this.goalcurrent))
296                 return;
297
298         maxspeed = autocvar_sv_maxspeed;
299
300         if(this.aistatus & AI_STATUS_RUNNING && vdist(this.velocity, <, autocvar_sv_maxspeed * 0.75)
301                 || this.aistatus & AI_STATUS_DANGER_AHEAD)
302         {
303                 this.aistatus &= ~AI_STATUS_RUNNING;
304                 PHYS_INPUT_BUTTON_JUMP(this) = false;
305                 this.bot_canruntogoal = 0;
306                 this.bot_timelastseengoal = 0;
307                 return;
308         }
309
310         if(this.waterlevel > WATERLEVEL_WETFEET)
311         {
312                 this.aistatus &= ~AI_STATUS_RUNNING;
313                 return;
314         }
315
316         if(this.bot_lastseengoal != this.goalcurrent && !(this.aistatus & AI_STATUS_RUNNING))
317         {
318                 this.bot_canruntogoal = 0;
319                 this.bot_timelastseengoal = 0;
320         }
321
322         SET_DESTCOORDS(this.goalcurrent, this.origin, gco);
323         bunnyhopdistance = vlen(this.origin - gco);
324
325         // Run only to visible goals
326         if(IS_ONGROUND(this))
327         if(vdist(vec2(this.velocity), >=, autocvar_sv_maxspeed)) // if -really- running
328         if(checkpvs(this.origin + this.view_ofs, this.goalcurrent))
329         {
330                         this.bot_lastseengoal = this.goalcurrent;
331
332                         // seen it before
333                         if(this.bot_timelastseengoal)
334                         {
335                                 // for a period of time
336                                 if(time - this.bot_timelastseengoal > autocvar_bot_ai_bunnyhop_firstjumpdelay)
337                                 {
338                                         float checkdistance;
339                                         checkdistance = true;
340
341                                         // don't run if it is too close
342                                         if(this.bot_canruntogoal==0)
343                                         {
344                                                 if(bunnyhopdistance > autocvar_bot_ai_bunnyhop_startdistance)
345                                                         this.bot_canruntogoal = 1;
346                                                 else
347                                                         this.bot_canruntogoal = -1;
348                                         }
349
350                                         if(this.bot_canruntogoal != 1)
351                                                 return;
352
353                                         if(this.aistatus & AI_STATUS_ROAMING)
354                                         if(this.goalcurrent.classname=="waypoint")
355                                         if (!(this.goalcurrent.wpflags & WAYPOINTFLAG_PERSONAL))
356                                         if(fabs(gco.z - this.origin.z) < this.maxs.z - this.mins.z)
357                                         if(this.goalstack01 && !wasfreed(this.goalstack01))
358                                         {
359                                                 gno = (this.goalstack01.absmin + this.goalstack01.absmax) * 0.5;
360                                                 deviation = vectoangles(gno - this.origin) - vectoangles(gco - this.origin);
361                                                 while (deviation.y < -180) deviation.y = deviation.y + 360;
362                                                 while (deviation.y > 180) deviation.y = deviation.y - 360;
363
364                                                 if(fabs(deviation.y) < 20)
365                                                 if(bunnyhopdistance < vlen(this.origin - gno))
366                                                 if(fabs(gno.z - gco.z) < this.maxs.z - this.mins.z)
367                                                 {
368                                                         if(vdist(gco - gno, >, autocvar_bot_ai_bunnyhop_startdistance))
369                                                         if(checkpvs(this.origin + this.view_ofs, this.goalstack01))
370                                                         {
371                                                                 checkdistance = false;
372                                                         }
373                                                 }
374                                         }
375
376                                         if(checkdistance)
377                                         {
378                                                 this.aistatus &= ~AI_STATUS_RUNNING;
379                                                 // increase stop distance in case the goal is on a slope or a lower platform
380                                                 if(bunnyhopdistance > autocvar_bot_ai_bunnyhop_stopdistance + (this.origin.z - gco.z))
381                                                         PHYS_INPUT_BUTTON_JUMP(this) = true;
382                                         }
383                                         else
384                                         {
385                                                 this.aistatus |= AI_STATUS_RUNNING;
386                                                 PHYS_INPUT_BUTTON_JUMP(this) = true;
387                                         }
388                                 }
389                         }
390                         else
391                         {
392                                 this.bot_timelastseengoal = time;
393                         }
394         }
395         else
396         {
397                 this.bot_timelastseengoal = 0;
398         }
399
400 #if 0
401         // Release jump button
402         if(!cvar("sv_pogostick"))
403         if((IS_ONGROUND(this)) == 0)
404         {
405                 if(this.velocity.z < 0 || vlen(this.velocity)<maxspeed)
406                         PHYS_INPUT_BUTTON_JUMP(this) = false;
407
408                 // Strafe
409                 if(this.aistatus & AI_STATUS_RUNNING)
410                 if(vlen(this.velocity)>maxspeed)
411                 {
412                         deviation = vectoangles(dir) - vectoangles(this.velocity);
413                         while (deviation.y < -180) deviation.y = deviation.y + 360;
414                         while (deviation.y > 180) deviation.y = deviation.y - 360;
415
416                         if(fabs(deviation.y)>10)
417                                 CS(this).movement_x = 0;
418
419                         if(deviation.y>10)
420                                 CS(this).movement_y = maxspeed * -1;
421                         else if(deviation.y<10)
422                                 CS(this).movement_y = maxspeed;
423
424                 }
425         }
426 #endif
427 }
428
429 // return true when bot isn't getting closer to the current goal
430 bool havocbot_checkgoaldistance(entity this, vector gco)
431 {
432         float curr_dist = vlen(this.origin - gco);
433         float curr_dist_2d = vlen(vec2(this.origin - gco));
434         float distance_time = this.goalcurrent_distance_time;
435         if(distance_time < 0)
436                 distance_time = -distance_time;
437         if(curr_dist > this.goalcurrent_distance && curr_dist_2d > this.goalcurrent_distance_2d)
438         {
439                 if(!distance_time)
440                         this.goalcurrent_distance_time = time;
441                 else if (time - distance_time > 0.5)
442                         return true;
443         }
444         else
445         {
446                 // reduce it a little bit so it works even with very small approaches to the goal
447                 this.goalcurrent_distance = max(20, curr_dist - 10);
448                 this.goalcurrent_distance_2d = max(20, curr_dist_2d - 10);
449                 this.goalcurrent_distance_time = 0;
450         }
451         return false;
452 }
453
454 void havocbot_movetogoal(entity this)
455 {
456         vector destorg = '0 0 0';
457         vector diff;
458         vector dir;
459         vector flatdir;
460         vector evadeobstacle;
461         vector evadelava;
462         float maxspeed;
463         vector gco;
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.goalcurrent)
474         if(this.navigation_jetpack_goal)
475         if(this.goalcurrent==this.navigation_jetpack_goal)
476         if(this.ammo_fuel)
477         {
478                 if(autocvar_bot_debug_goalstack)
479                 {
480                         debuggoalstack(this);
481                         te_wizspike(this.navigation_jetpack_point);
482                 }
483
484                 // Take off
485                 if (!(this.aistatus & AI_STATUS_JETPACK_FLYING))
486                 {
487                         // Brake almost completely so it can get a good direction
488                         if(vdist(this.velocity, >, 10))
489                                 return;
490                         this.aistatus |= AI_STATUS_JETPACK_FLYING;
491                 }
492
493                 makevectors(this.v_angle.y * '0 1 0');
494                 dir = normalize(this.navigation_jetpack_point - this.origin);
495
496                 // Landing
497                 if(this.aistatus & AI_STATUS_JETPACK_LANDING)
498                 {
499                         // Calculate brake distance in xy
500                         float db, v, d;
501                         vector dxy;
502
503                         dxy = this.origin - ( ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5 ); dxy.z = 0;
504                         d = vlen(dxy);
505                         v = vlen(this.velocity -  this.velocity.z * '0 0 1');
506                         db = ((v ** 2) / (autocvar_g_jetpack_acceleration_side * 2)) + 100;
507                 //      dprint("distance ", ftos(ceil(d)), " velocity ", ftos(ceil(v)), " brake at ", ftos(ceil(db)), "\n");
508                         if(d < db || d < 500)
509                         {
510                                 // Brake
511                                 if(fabs(this.velocity.x)>maxspeed*0.3)
512                                 {
513                                         CS(this).movement_x = dir * v_forward * -maxspeed;
514                                         return;
515                                 }
516                                 // Switch to normal mode
517                                 this.navigation_jetpack_goal = NULL;
518                                 this.aistatus &= ~AI_STATUS_JETPACK_LANDING;
519                                 this.aistatus &= ~AI_STATUS_JETPACK_FLYING;
520                                 return;
521                         }
522                 }
523                 else if(checkpvs(this.origin,this.goalcurrent))
524                 {
525                         // If I can see the goal switch to landing code
526                         this.aistatus &= ~AI_STATUS_JETPACK_FLYING;
527                         this.aistatus |= AI_STATUS_JETPACK_LANDING;
528                         return;
529                 }
530
531                 // Flying
532                 PHYS_INPUT_BUTTON_JETPACK(this) = true;
533                 if(this.navigation_jetpack_point.z - STAT(PL_MAX, this).z + STAT(PL_MIN, this).z < this.origin.z)
534                 {
535                         CS(this).movement_x = dir * v_forward * maxspeed;
536                         CS(this).movement_y = dir * v_right * maxspeed;
537                 }
538                 return;
539         }
540
541         // Handling of jump pads
542         if(this.jumppadcount)
543         {
544                 if(this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
545                 {
546                         this.aistatus |= AI_STATUS_OUT_JUMPPAD;
547                         navigation_poptouchedgoals(this);
548                         return;
549                 }
550                 else if(this.aistatus & AI_STATUS_OUT_JUMPPAD)
551                 {
552                         // If got stuck on the jump pad try to reach the farthest visible waypoint
553                         // but with some randomness so it can try out different paths
554                         if(!this.goalcurrent)
555                         {
556                                 entity newgoal = NULL;
557                                 IL_EACH(g_waypoints, vdist(it.origin - this.origin, <=, 1000),
558                                 {
559                                         if(it.wpflags & WAYPOINTFLAG_TELEPORT)
560                                         if(it.origin.z < this.origin.z - 100 && vdist(vec2(it.origin - this.origin), <, 100))
561                                                 continue;
562
563                                         traceline(this.origin + this.view_ofs, ((it.absmin + it.absmax) * 0.5), true, this);
564
565                                         if(trace_fraction < 1)
566                                                 continue;
567
568                                         if(!newgoal || ((random() < 0.8) && vlen2(it.origin - this.origin) > vlen2(newgoal.origin - this.origin)))
569                                                 newgoal = it;
570                                 });
571
572                                 if(newgoal)
573                                 {
574                                         this.ignoregoal = this.goalcurrent;
575                                         this.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
576                                         navigation_clearroute(this);
577                                         navigation_routetogoal(this, newgoal, this.origin);
578                                         if(autocvar_bot_debug_goalstack)
579                                                 debuggoalstack(this);
580                                         this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
581                                 }
582                         }
583                         else
584                         {
585                                 gco = (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5;
586                                 if (this.origin.z > gco.z && vdist(vec2(this.velocity), <, autocvar_sv_maxspeed))
587                                         this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
588                                 else if(havocbot_checkgoaldistance(this, gco))
589                                 {
590                                         navigation_clearroute(this);
591                                         navigation_goalrating_timeout_force(this);
592                                 }
593                                 else
594                                         return;
595                         }
596                 }
597                 else
598                 {
599                         if(time - this.lastteleporttime > 0.2 && this.velocity.z > 0)
600                         {
601                                 vector velxy = this.velocity; velxy_z = 0;
602                                 if(vdist(velxy, <, autocvar_sv_maxspeed * 0.2))
603                                 {
604                                         LOG_TRACE("Warning: ", this.netname, " got stuck on a jumppad (velocity in xy is ", vtos(velxy), "), trying to get out of it now");
605                                         this.aistatus |= AI_STATUS_OUT_JUMPPAD;
606                                 }
607                                 return;
608                         }
609
610                         // Don't chase players while using a jump pad
611                         if(IS_PLAYER(this.goalcurrent) || IS_PLAYER(this.goalstack01))
612                                 return;
613                 }
614         }
615         else if(this.aistatus & AI_STATUS_OUT_JUMPPAD)
616                 this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
617
618         // If there is a trigger_hurt right below try to use the jetpack or make a rocketjump
619         if (skill > 6 && !(IS_ONGROUND(this)))
620         {
621                 #define ROCKETJUMP_DAMAGE() WEP_CVAR(devastator, damage) * 0.8 \
622                         * ((this.strength_finished < time) ? autocvar_g_balance_powerup_strength_selfdamage : 1) \
623                         * ((this.invincible_finished < time) ? autocvar_g_balance_powerup_invincible_takedamage : 1)
624
625                 tracebox(this.origin, this.mins, this.maxs, this.origin + '0 0 -65536', MOVE_NOMONSTERS, this);
626                 if(tracebox_hits_trigger_hurt(this.origin, this.mins, this.maxs, trace_endpos ))
627                 if(this.items & IT_JETPACK)
628                 {
629                         tracebox(this.origin, this.mins, this.maxs, this.origin + '0 0 65536', MOVE_NOMONSTERS, this);
630                         if(tracebox_hits_trigger_hurt(this.origin, this.mins, this.maxs, trace_endpos + '0 0 1' ))
631                         {
632                                 if(this.velocity.z<0)
633                                         PHYS_INPUT_BUTTON_JETPACK(this) = true;
634                         }
635                         else
636                                 PHYS_INPUT_BUTTON_JETPACK(this) = true;
637
638                         // If there is no goal try to move forward
639
640                         if(this.goalcurrent==NULL)
641                                 dir = v_forward;
642                         else
643                                 dir = normalize(( ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5 ) - this.origin);
644
645                         vector xyvelocity = this.velocity; xyvelocity_z = 0;
646                         float xyspeed = xyvelocity * dir;
647
648                         if(xyspeed < (maxspeed / 2))
649                         {
650                                 makevectors(this.v_angle.y * '0 1 0');
651                                 tracebox(this.origin, this.mins, this.maxs, this.origin + (dir * maxspeed * 3), MOVE_NOMONSTERS, this);
652                                 if(trace_fraction==1)
653                                 {
654                                         CS(this).movement_x = dir * v_forward * maxspeed;
655                                         CS(this).movement_y = dir * v_right * maxspeed;
656                                         if (skill < 10)
657                                                 havocbot_keyboard_movement(this, this.origin + dir * 100);
658                                 }
659                         }
660
661                         this.havocbot_blockhead = true;
662
663                         return;
664                 }
665                 else if(this.health + this.armorvalue > ROCKETJUMP_DAMAGE())
666                 {
667                         if(this.velocity.z < 0)
668                         {
669                                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
670                                 {
671                                         .entity weaponentity = weaponentities[slot];
672
673                                         if(this.(weaponentity).m_weapon == WEP_Null && slot != 0)
674                                                 continue;
675
676                                         if(client_hasweapon(this, WEP_DEVASTATOR, weaponentity, true, false))
677                                         {
678                                                 CS(this).movement_x = maxspeed;
679
680                                                 if(this.rocketjumptime)
681                                                 {
682                                                         if(time > this.rocketjumptime)
683                                                         {
684                                                                 PHYS_INPUT_BUTTON_ATCK2(this) = true;
685                                                                 this.rocketjumptime = 0;
686                                                         }
687                                                         return;
688                                                 }
689
690                                                 this.(weaponentity).m_switchweapon = WEP_DEVASTATOR;
691                                                 this.v_angle_x = 90;
692                                                 PHYS_INPUT_BUTTON_ATCK(this) = true;
693                                                 this.rocketjumptime = time + WEP_CVAR(devastator, detonatedelay);
694                                                 return;
695                                         }
696                                 }
697                         }
698                 }
699                 else
700                 {
701                         // If there is no goal try to move forward
702                         if(this.goalcurrent==NULL)
703                                 CS(this).movement_x = maxspeed;
704                 }
705         }
706
707         // If we are under water with no goals, swim up
708         if(this.waterlevel)
709         if(this.goalcurrent==NULL)
710         {
711                 dir = '0 0 0';
712                 if(this.waterlevel>WATERLEVEL_SWIMMING)
713                         dir.z = 1;
714                 else if(this.velocity.z >= 0 && !(this.waterlevel == WATERLEVEL_WETFEET && this.watertype == CONTENT_WATER))
715                         PHYS_INPUT_BUTTON_JUMP(this) = true;
716                 else
717                         PHYS_INPUT_BUTTON_JUMP(this) = false;
718                 makevectors(this.v_angle.y * '0 1 0');
719                 CS(this).movement_x = dir * v_forward * maxspeed;
720                 CS(this).movement_y = dir * v_right * maxspeed;
721                 CS(this).movement_z = dir * v_up * maxspeed;
722         }
723
724         // if there is nowhere to go, exit
725         if (this.goalcurrent == NULL)
726                 return;
727
728
729         bool locked_goal = false;
730         if(this.goalentity && wasfreed(this.goalentity))
731         {
732                 navigation_clearroute(this);
733                 navigation_goalrating_timeout_force(this);
734                 return;
735         }
736         else if(this.goalentity.bot_pickup)
737         {
738                 if(this.goalentity.bot_pickup_respawning)
739                 {
740                         if(this.goalentity.solid) // item respawned
741                                 this.goalentity.bot_pickup_respawning = false;
742                         else if(time < this.goalentity.scheduledrespawntime - 10) // item already taken (by someone else)
743                         {
744                                 if(checkpvs(this.origin, this.goalentity))
745                                 {
746                                         this.goalentity.bot_pickup_respawning = false;
747                                         navigation_clearroute(this);
748                                         navigation_goalrating_timeout_force(this);
749                                         return;
750                                 }
751                         }
752                         else if(this.goalentity == this.goalcurrent)
753                                 locked_goal = true; // wait for item to respawn
754                 }
755                 else if(!this.goalentity.solid && !boxesoverlap(this.goalentity.absmin, this.goalentity.absmax, this.absmin, this.absmax))
756                 {
757                         if(checkpvs(this.origin, this.goalentity))
758                         {
759                                 navigation_clearroute(this);
760                                 navigation_goalrating_timeout_force(this);
761                                 return;
762                         }
763                 }
764         }
765         if(!locked_goal)
766         {
767                 if(navigation_poptouchedgoals(this) && time > this.bot_strategytime - (IS_MOVABLE(this.goalentity) ? 3 : 2))
768                         navigation_goalrating_timeout_force(this);
769         }
770
771         // if ran out of goals try to use an alternative goal or get a new strategy asap
772         if(this.goalcurrent == NULL)
773         {
774                 navigation_goalrating_timeout_force(this);
775                 return;
776         }
777
778
779         if(autocvar_bot_debug_goalstack)
780                 debuggoalstack(this);
781
782         bool bunnyhop_forbidden = false;;
783         SET_DESTCOORDS(this.goalcurrent, this.origin, destorg);
784
785         // in case bot ends up inside the teleport waypoint without touching
786         // the teleport itself, head to the teleport origin
787         if(this.goalcurrent.wpisbox && boxesoverlap(this.goalcurrent.absmin, this.goalcurrent.absmax, this.origin + eZ * this.mins.z, this.origin + eZ * this.maxs.z))
788         {
789                 bunnyhop_forbidden = true;
790                 destorg = this.goalcurrent.origin;
791                 if(destorg.z > this.origin.z)
792                         PHYS_INPUT_BUTTON_JUMP(this) = true;
793         }
794
795         diff = destorg - this.origin;
796         //dist = vlen(diff);
797         dir = normalize(diff);
798         flatdir = diff;flatdir.z = 0;
799         flatdir = normalize(flatdir);
800         gco = (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5;
801
802         //if (this.bot_dodgevector_time < time)
803         {
804                 //this.bot_dodgevector_time = time + cvar("bot_ai_dodgeupdateinterval");
805                 //this.bot_dodgevector_jumpbutton = 1;
806                 evadeobstacle = '0 0 0';
807                 evadelava = '0 0 0';
808
809                 this.aistatus &= ~AI_STATUS_DANGER_AHEAD;
810                 makevectors(this.v_angle.y * '0 1 0');
811                 if (this.waterlevel)
812                 {
813                         if(this.waterlevel>WATERLEVEL_SWIMMING)
814                         {
815                                 if(!this.goalcurrent)
816                                         this.aistatus |= AI_STATUS_OUT_WATER;
817                                 else if(gco.z > this.origin.z)
818                                         PHYS_INPUT_BUTTON_JUMP(this) = true;
819                         }
820                         else
821                         {
822                                 dir = flatdir;
823                                 if(this.velocity.z >= 0 && !(this.watertype == CONTENT_WATER && gco.z < this.origin.z) &&
824                                         ( !(this.waterlevel == WATERLEVEL_WETFEET && this.watertype == CONTENT_WATER) || this.aistatus & AI_STATUS_OUT_WATER))
825                                         PHYS_INPUT_BUTTON_JUMP(this) = true;
826                                 else
827                                         PHYS_INPUT_BUTTON_JUMP(this) = false;
828                         }
829                 }
830                 else
831                 {
832                         float s;
833                         vector offset;
834                         if(this.aistatus & AI_STATUS_OUT_WATER)
835                                 this.aistatus &= ~AI_STATUS_OUT_WATER;
836
837                         // jump if going toward an obstacle that doesn't look like stairs we
838                         // can walk up directly
839                         offset = (vdist(this.velocity, >, 32) ? this.velocity * 0.2 : v_forward * 32);
840                         tracebox(this.origin, this.mins, this.maxs, this.origin + offset, false, this);
841                         if (trace_fraction < 1)
842                         if (trace_plane_normal.z < 0.7)
843                         {
844                                 s = trace_fraction;
845                                 tracebox(this.origin + stepheightvec, this.mins, this.maxs, this.origin + offset + stepheightvec, false, this);
846                                 if (trace_fraction < s + 0.01)
847                                 if (trace_plane_normal.z < 0.7)
848                                 {
849                                         s = trace_fraction;
850                                         tracebox(this.origin + jumpstepheightvec, this.mins, this.maxs, this.origin + offset + jumpstepheightvec, false, this);
851                                         if (trace_fraction > s)
852                                                 PHYS_INPUT_BUTTON_JUMP(this) = true;
853                                 }
854                         }
855
856                         // if bot for some reason doesn't get close to the current goal find another one
857                         if(!this.jumppadcount && !IS_PLAYER(this.goalcurrent) && !(this.goalcurrent.bot_pickup_respawning && this.goalcurrent_distance < 50))
858                         if(havocbot_checkgoaldistance(this, gco))
859                         {
860                                 if(this.goalcurrent_distance_time < 0) // can't get close for the second time
861                                 {
862                                         navigation_clearroute(this);
863                                         navigation_goalrating_timeout_force(this);
864                                         return;
865                                 }
866
867                                 vector dest = '0 0 0';
868                                 float dest_height = 0;
869                                 SET_TRACEWALK_DESTCOORDS(this.goalcurrent, this.origin, dest, dest_height);
870                                 if (!tracewalk(this, this.origin, this.mins, this.maxs, dest, dest_height, bot_navigation_movemode))
871                                 {
872                                         navigation_clearroute(this);
873                                         navigation_goalrating_timeout_force(this);
874                                         return;
875                                 }
876
877                                 // give bot only another chance to prevent bot getting stuck
878                                 // in case it thinks it can walk but actually can't
879                                 this.goalcurrent_distance = FLOAT_MAX;
880                                 this.goalcurrent_distance_2d = FLOAT_MAX;
881                                 this.goalcurrent_distance_time = -time; // mark second try
882                         }
883
884                         // Check for water/slime/lava and dangerous edges
885                         // (only when the bot is on the ground or jumping intentionally)
886
887                         vector dst_ahead = this.origin + this.view_ofs + offset;
888                         vector dst_down = dst_ahead - '0 0 3000';
889                         traceline(this.origin + this.view_ofs, dst_ahead, true, NULL);
890
891                         bool unreachable = false;
892                         s = CONTENT_SOLID;
893                         if(trace_fraction == 1 && this.jumppadcount == 0 && !this.goalcurrent.wphardwired )
894                         if((IS_ONGROUND(this)) || (this.aistatus & AI_STATUS_RUNNING) || (this.aistatus & AI_STATUS_ROAMING) || PHYS_INPUT_BUTTON_JUMP(this))
895                         {
896                                 // Look downwards
897                                 traceline(dst_ahead , dst_down, true, NULL);
898                                 //te_lightning2(NULL, this.origin + this.view_ofs, dst_ahead); // Draw "ahead" look
899                                 //te_lightning2(NULL, dst_ahead, dst_down); // Draw "downwards" look
900                                 if(trace_endpos.z < this.origin.z + this.mins.z)
901                                 {
902                                         s = pointcontents(trace_endpos + '0 0 1');
903                                         if (s != CONTENT_SOLID)
904                                         if (s == CONTENT_LAVA || s == CONTENT_SLIME)
905                                                 evadelava = normalize(this.velocity) * -1;
906                                         else if (s == CONTENT_SKY)
907                                                 evadeobstacle = normalize(this.velocity) * -1;
908                                         else if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos))
909                                         {
910                                                 // the traceline check isn't enough but is good as optimization,
911                                                 // when not true (most of the time) this tracebox call is avoided
912                                                 tracebox(dst_ahead, this.mins, this.maxs, dst_down, true, this);
913                                                 if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos))
914                                                 {
915                                                         if (gco.z > this.origin.z + jumpstepheightvec.z)
916                                                         {
917                                                                 // the goal is probably on an upper platform, assume bot can't get there
918                                                                 unreachable = true;
919                                                         }
920                                                         else
921                                                                 evadelava = normalize(this.velocity) * -1;
922                                                 }
923                                         }
924                                 }
925                         }
926
927                         dir = flatdir;
928                         evadeobstacle.z = 0;
929                         evadelava.z = 0;
930                         makevectors(this.v_angle.y * '0 1 0');
931
932                         if(evadeobstacle || evadelava || (s == CONTENT_WATER))
933                         {
934                                 this.aistatus |= AI_STATUS_DANGER_AHEAD;
935                                 if(IS_PLAYER(this.goalcurrent))
936                                         unreachable = true;
937                         }
938                         if(unreachable)
939                         {
940                                 navigation_clearroute(this);
941                                 navigation_goalrating_timeout_force(this);
942                         }
943                 }
944
945                 dodge = havocbot_dodge(this);
946                 dodge = dodge * bound(0,0.5+(skill+this.bot_dodgeskill)*0.1,1);
947                 evadelava = evadelava * bound(1,3-(skill+this.bot_dodgeskill),3); //Noobs fear lava a lot and take more distance from it
948                 traceline(this.origin, ( ( this.enemy.absmin + this.enemy.absmax ) * 0.5 ), true, NULL);
949                 if(IS_PLAYER(trace_ent))
950                         dir = dir * bound(0,(skill+this.bot_dodgeskill)/7,1);
951
952                 dir = normalize(dir + dodge + evadeobstacle + evadelava);
953         //      this.bot_dodgevector = dir;
954         //      this.bot_dodgevector_jumpbutton = PHYS_INPUT_BUTTON_JUMP(this);
955         }
956
957         if(time < this.ladder_time)
958         {
959                 if(this.goalcurrent.origin.z + this.goalcurrent.mins.z > this.origin.z + this.mins.z)
960                 {
961                         if(this.origin.z + this.mins.z  < this.ladder_entity.origin.z + this.ladder_entity.maxs.z)
962                                 dir.z = 1;
963                 }
964                 else
965                 {
966                         if(this.origin.z + this.mins.z  > this.ladder_entity.origin.z + this.ladder_entity.mins.z)
967                                 dir.z = -1;
968                 }
969         }
970
971         //dir = this.bot_dodgevector;
972         //if (this.bot_dodgevector_jumpbutton)
973         //      PHYS_INPUT_BUTTON_JUMP(this) = true;
974         CS(this).movement_x = dir * v_forward * maxspeed;
975         CS(this).movement_y = dir * v_right * maxspeed;
976         CS(this).movement_z = dir * v_up * maxspeed;
977
978         // Emulate keyboard interface
979         if (skill < 10)
980                 havocbot_keyboard_movement(this, destorg);
981
982         // Bunnyhop!
983         //if(this.aistatus & AI_STATUS_ROAMING)
984         if(!bunnyhop_forbidden && this.goalcurrent)
985         if(skill+this.bot_moveskill >= autocvar_bot_ai_bunnyhop_skilloffset)
986                 havocbot_bunnyhop(this, dir);
987
988         if ((dir * v_up) >= autocvar_sv_jumpvelocity*0.5 && (IS_ONGROUND(this))) PHYS_INPUT_BUTTON_JUMP(this) = true;
989         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;
990         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);
991 }
992
993 entity havocbot_gettarget(entity this, bool secondary)
994 {
995         entity best = NULL;
996         vector eye = CENTER_OR_VIEWOFS(this);
997         IL_EACH(g_bot_targets, boolean((secondary) ? it.classname == "misc_breakablemodel" : it.classname != "misc_breakablemodel"),
998         {
999                 vector v = CENTER_OR_VIEWOFS(it);
1000                 if(vdist(v - eye, <, autocvar_bot_ai_enemydetectionradius))
1001                 if(!best || vlen2(CENTER_OR_VIEWOFS(best) - eye) > vlen2(v - eye))
1002                 if(bot_shouldattack(this, it))
1003                 {
1004                         traceline(eye, v, true, this);
1005                         if (trace_ent == it || trace_fraction >= 1)
1006                                 best = it;
1007                 }
1008         });
1009
1010         return best;
1011 }
1012
1013 void havocbot_chooseenemy(entity this)
1014 {
1015         if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(this))
1016         {
1017                 this.enemy = NULL;
1018                 return;
1019         }
1020         if (this.enemy)
1021         {
1022                 if (!bot_shouldattack(this, this.enemy))
1023                 {
1024                         // enemy died or something, find a new target
1025                         this.enemy = NULL;
1026                         this.havocbot_chooseenemy_finished = time;
1027                 }
1028                 else if (this.havocbot_stickenemy)
1029                 {
1030                         // tracking last chosen enemy
1031                         // if enemy is visible
1032                         // and not really really far away
1033                         // and we're not severely injured
1034                         // then keep tracking for a half second into the future
1035                         traceline(this.origin+this.view_ofs, ( this.enemy.absmin + this.enemy.absmax ) * 0.5,false,NULL);
1036                         if (trace_ent == this.enemy || trace_fraction == 1)
1037                         if (vdist(((this.enemy.absmin + this.enemy.absmax) * 0.5) - this.origin, <, 1000))
1038                         if (this.health > 30)
1039                         {
1040                                 // remain tracking him for a shot while (case he went after a small corner or pilar
1041                                 this.havocbot_chooseenemy_finished = time + 0.5;
1042                                 return;
1043                         }
1044                         // enemy isn't visible, or is far away, or we're injured severely
1045                         // so stop preferring this enemy
1046                         // (it will still take a half second until a new one is chosen)
1047                         this.havocbot_stickenemy = 0;
1048                 }
1049         }
1050         if (time < this.havocbot_chooseenemy_finished)
1051                 return;
1052         this.havocbot_chooseenemy_finished = time + autocvar_bot_ai_enemydetectioninterval;
1053         vector eye = this.origin + this.view_ofs;
1054         entity best = NULL;
1055         float bestrating = 100000000;
1056
1057         // Backup hit flags
1058         int hf = this.dphitcontentsmask;
1059
1060         // Search for enemies, if no enemy can be seen directly try to look through transparent objects
1061
1062         this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
1063
1064         bool scan_transparent = false;
1065         bool scan_secondary_targets = false;
1066         bool have_secondary_targets = false;
1067         while(true)
1068         {
1069                 scan_secondary_targets = false;
1070 LABEL(scan_targets)
1071                 IL_EACH(g_bot_targets, it.bot_attack,
1072                 {
1073                         if(!scan_secondary_targets)
1074                         {
1075                                 if(it.classname == "misc_breakablemodel")
1076                                 {
1077                                         have_secondary_targets = true;
1078                                         continue;
1079                                 }
1080                         }
1081                         else if(it.classname != "misc_breakablemodel")
1082                                 continue;
1083
1084                         vector v = (it.absmin + it.absmax) * 0.5;
1085                         float rating = vlen2(v - eye);
1086                         if (vdist(v - eye, <, autocvar_bot_ai_enemydetectionradius))
1087                         if (bestrating > rating)
1088                         if (bot_shouldattack(this, it))
1089                         {
1090                                 traceline(eye, v, true, this);
1091                                 if (trace_ent == it || trace_fraction >= 1)
1092                                 {
1093                                         best = it;
1094                                         bestrating = rating;
1095                                 }
1096                         }
1097                 });
1098
1099                 if(!best && have_secondary_targets && !scan_secondary_targets)
1100                 {
1101                         scan_secondary_targets = true;
1102                         // restart the loop
1103                         bestrating = 100000000;
1104                         goto scan_targets;
1105                 }
1106
1107                 // I want to do a second scan if no enemy was found or I don't have weapons
1108                 // TODO: Perform the scan when using the rifle (requires changes on the rifle code)
1109                 if(best || this.weapons) // || this.weapon == WEP_RIFLE.m_id
1110                         break;
1111                 if(scan_transparent)
1112                         break;
1113
1114                 // Set flags to see through transparent objects
1115                 this.dphitcontentsmask |= DPCONTENTS_OPAQUE;
1116
1117                 scan_transparent = true;
1118         }
1119
1120         // Restore hit flags
1121         this.dphitcontentsmask = hf;
1122
1123         this.enemy = best;
1124         this.havocbot_stickenemy = true;
1125         if(best && best.classname == "misc_breakablemodel")
1126                 this.havocbot_stickenemy = false;
1127 }
1128
1129 float havocbot_chooseweapon_checkreload(entity this, .entity weaponentity, int new_weapon)
1130 {
1131         // bots under this skill cannot find unloaded weapons to reload idly when not in combat,
1132         // so skip this for them, or they'll never get to reload their weapons at all.
1133         // this also allows bots under this skill to be more stupid, and reload more often during combat :)
1134         if(skill < 5)
1135                 return false;
1136
1137         // if this weapon is scheduled for reloading, don't switch to it during combat
1138         if (this.(weaponentity).weapon_load[new_weapon] < 0)
1139         {
1140                 FOREACH(Weapons, it != WEP_Null, {
1141                         if(it.wr_checkammo1(it, this, weaponentity) + it.wr_checkammo2(it, this, weaponentity))
1142                                 return true; // other weapon available
1143                 });
1144         }
1145
1146         return false;
1147 }
1148
1149 void havocbot_chooseweapon(entity this, .entity weaponentity)
1150 {
1151         int i;
1152
1153         // ;)
1154         if(g_weaponarena_weapons == WEPSET(TUBA))
1155         {
1156                 this.(weaponentity).m_switchweapon = WEP_TUBA;
1157                 return;
1158         }
1159
1160         // TODO: clean this up by moving it to weapon code
1161         if(this.enemy==NULL)
1162         {
1163                 // If no weapon was chosen get the first available weapon
1164                 if(this.(weaponentity).m_weapon==WEP_Null)
1165                 FOREACH(Weapons, it != WEP_Null, {
1166                         if(client_hasweapon(this, it, weaponentity, true, false))
1167                         {
1168                                 this.(weaponentity).m_switchweapon = it;
1169                                 return;
1170                         }
1171                 });
1172                 return;
1173         }
1174
1175         // Do not change weapon during the next second after a combo
1176         float f = time - this.lastcombotime;
1177         if(f < 1)
1178                 return;
1179
1180         float w;
1181         float distance; distance=bound(10,vlen(this.origin-this.enemy.origin)-200,10000);
1182
1183         // Should it do a weapon combo?
1184         float af, ct, combo_time, combo;
1185
1186         af = ATTACK_FINISHED(this, 0);
1187         ct = autocvar_bot_ai_weapon_combo_threshold;
1188
1189         // Bots with no skill will be 4 times more slower than "godlike" bots when doing weapon combos
1190         // Ideally this 4 should be calculated as longest_weapon_refire / bot_ai_weapon_combo_threshold
1191         combo_time = time + ct + (ct * ((-0.3*(skill+this.bot_weaponskill))+3));
1192
1193         combo = false;
1194
1195         if(autocvar_bot_ai_weapon_combo)
1196         if(this.(weaponentity).m_weapon.m_id == this.(weaponentity).lastfiredweapon)
1197         if(af > combo_time)
1198         {
1199                 combo = true;
1200                 this.lastcombotime = time;
1201         }
1202
1203         distance *= (2 ** this.bot_rangepreference);
1204
1205         // Custom weapon list based on distance to the enemy
1206         if(bot_custom_weapon){
1207
1208                 // Choose weapons for far distance
1209                 if ( distance > bot_distance_far ) {
1210                         for(i=0; i < Weapons_COUNT && bot_weapons_far[i] != -1 ; ++i){
1211                                 w = bot_weapons_far[i];
1212                                 if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
1213                                 {
1214                                         if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1215                                                 continue;
1216                                         this.(weaponentity).m_switchweapon = Weapons_from(w);
1217                                         return;
1218                                 }
1219                         }
1220                 }
1221
1222                 // Choose weapons for mid distance
1223                 if ( distance > bot_distance_close) {
1224                         for(i=0; i < Weapons_COUNT && bot_weapons_mid[i] != -1 ; ++i){
1225                                 w = bot_weapons_mid[i];
1226                                 if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
1227                                 {
1228                                         if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1229                                                 continue;
1230                                         this.(weaponentity).m_switchweapon = Weapons_from(w);
1231                                         return;
1232                                 }
1233                         }
1234                 }
1235
1236                 // Choose weapons for close distance
1237                 for(i=0; i < Weapons_COUNT && bot_weapons_close[i] != -1 ; ++i){
1238                         w = bot_weapons_close[i];
1239                         if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
1240                         {
1241                                 if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1242                                         continue;
1243                                 this.(weaponentity).m_switchweapon = Weapons_from(w);
1244                                 return;
1245                         }
1246                 }
1247         }
1248 }
1249
1250 void havocbot_aim(entity this)
1251 {
1252         if (time < this.nextaim)
1253                 return;
1254         this.nextaim = time + 0.1;
1255         vector myvel = this.velocity;
1256         if (!this.waterlevel)
1257                 myvel.z = 0;
1258         if(MUTATOR_CALLHOOK(HavocBot_Aim, this)) { /* do nothing */ }
1259         else if (this.enemy)
1260         {
1261                 vector enemyvel = this.enemy.velocity;
1262                 if (!this.enemy.waterlevel)
1263                         enemyvel.z = 0;
1264                 lag_additem(this, time + CS(this).ping, 0, 0, this.enemy, this.origin, myvel, (this.enemy.absmin + this.enemy.absmax) * 0.5, enemyvel);
1265         }
1266         else
1267                 lag_additem(this, time + CS(this).ping, 0, 0, NULL, this.origin, myvel, ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5, '0 0 0');
1268 }
1269
1270 bool havocbot_moveto_refresh_route(entity this)
1271 {
1272         // Refresh path to goal if necessary
1273         entity wp;
1274         wp = this.havocbot_personal_waypoint;
1275         navigation_goalrating_start(this);
1276         navigation_routerating(this, wp, 10000, 10000);
1277         navigation_goalrating_end(this);
1278         return (this.goalentity != NULL);
1279 }
1280
1281 float havocbot_moveto(entity this, vector pos)
1282 {
1283         entity wp;
1284
1285         if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_GOING)
1286         {
1287                 // Step 4: Move to waypoint
1288                 if(this.havocbot_personal_waypoint==NULL)
1289                 {
1290                         LOG_TRACE("Error: ", this.netname, " trying to walk to a non existent personal waypoint");
1291                         this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_GOING;
1292                         return CMD_STATUS_ERROR;
1293                 }
1294
1295                 if (!bot_strategytoken_taken)
1296                 if(this.havocbot_personal_waypoint_searchtime<time)
1297                 {
1298                         bot_strategytoken_taken = true;
1299                         if(havocbot_moveto_refresh_route(this))
1300                         {
1301                                 LOG_TRACE(this.netname, " walking to its personal waypoint (after ", ftos(this.havocbot_personal_waypoint_failcounter), " failed attempts)");
1302                                 this.havocbot_personal_waypoint_searchtime = time + 10;
1303                                 this.havocbot_personal_waypoint_failcounter = 0;
1304                         }
1305                         else
1306                         {
1307                                 this.havocbot_personal_waypoint_failcounter += 1;
1308                                 this.havocbot_personal_waypoint_searchtime = time + 2;
1309                                 if(this.havocbot_personal_waypoint_failcounter >= 30)
1310                                 {
1311                                         LOG_TRACE("Warning: can't walk to the personal waypoint located at ", vtos(this.havocbot_personal_waypoint.origin));
1312                                         this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1313                                         delete(this.havocbot_personal_waypoint);
1314                                         return CMD_STATUS_ERROR;
1315                                 }
1316                                 else
1317                                         LOG_TRACE(this.netname, " can't walk to its personal waypoint (after ", ftos(this.havocbot_personal_waypoint_failcounter), " failed attempts), trying later");
1318                         }
1319                 }
1320
1321                 if(autocvar_bot_debug_goalstack)
1322                         debuggoalstack(this);
1323
1324                 // Heading
1325                 vector dir = '0 0 0';
1326                 SET_DESTCOORDS(this.goalcurrent, this.origin, dir);
1327                 dir = dir - (this.origin + this.view_ofs);
1328                 dir.z = 0;
1329                 bot_aimdir(this, dir, -1);
1330
1331                 // Go!
1332                 havocbot_movetogoal(this);
1333
1334                 if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_REACHED)
1335                 {
1336                         // Step 5: Waypoint reached
1337                         LOG_TRACE(this.netname, "'s personal waypoint reached");
1338                         delete(this.havocbot_personal_waypoint);
1339                         this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_REACHED;
1340                         return CMD_STATUS_FINISHED;
1341                 }
1342
1343                 return CMD_STATUS_EXECUTING;
1344         }
1345
1346         // Step 2: Linking waypoint
1347         if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_LINKING)
1348         {
1349                 // Wait until it is linked
1350                 if(!this.havocbot_personal_waypoint.wplinked)
1351                 {
1352                         LOG_TRACE(this.netname, " waiting for personal waypoint to be linked");
1353                         return CMD_STATUS_EXECUTING;
1354                 }
1355
1356                 this.havocbot_personal_waypoint_searchtime = time; // so we set the route next frame
1357                 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1358                 this.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_GOING;
1359
1360                 // Step 3: Route to waypoint
1361                 LOG_TRACE(this.netname, " walking to its personal waypoint");
1362
1363                 return CMD_STATUS_EXECUTING;
1364         }
1365
1366         // Step 1: Spawning waypoint
1367         wp = waypoint_spawnpersonal(this, pos);
1368         if(wp==NULL)
1369         {
1370                 LOG_TRACE("Error: Can't spawn personal waypoint at ",vtos(pos));
1371                 return CMD_STATUS_ERROR;
1372         }
1373
1374         this.havocbot_personal_waypoint = wp;
1375         this.havocbot_personal_waypoint_failcounter = 0;
1376         this.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1377
1378         // if pos is inside a teleport, then let's mark it as teleport waypoint
1379         IL_EACH(g_teleporters, WarpZoneLib_BoxTouchesBrush(pos, pos, it, NULL),
1380         {
1381                 wp.wpflags |= WAYPOINTFLAG_TELEPORT;
1382                 this.lastteleporttime = 0;
1383         });
1384
1385 /*
1386         if(wp.wpflags & WAYPOINTFLAG_TELEPORT)
1387                 print("routing to a teleporter\n");
1388         else
1389                 print("routing to a non-teleporter\n");
1390 */
1391
1392         return CMD_STATUS_EXECUTING;
1393 }
1394
1395 float havocbot_resetgoal(entity this)
1396 {
1397         navigation_clearroute(this);
1398         return CMD_STATUS_FINISHED;
1399 }
1400
1401 void havocbot_setupbot(entity this)
1402 {
1403         this.bot_ai = havocbot_ai;
1404         this.cmd_moveto = havocbot_moveto;
1405         this.cmd_resetgoal = havocbot_resetgoal;
1406
1407         havocbot_chooserole(this);
1408 }
1409
1410 vector havocbot_dodge(entity this)
1411 {
1412         // LordHavoc: disabled because this is too expensive
1413         return '0 0 0';
1414 #if 0
1415         entity head;
1416         vector dodge, v, n;
1417         float danger, bestdanger, vl, d;
1418         dodge = '0 0 0';
1419         bestdanger = -20;
1420         // check for dangerous objects near bot or approaching bot
1421         head = findchainfloat(bot_dodge, true);
1422         while(head)
1423         {
1424                 if (head.owner != this)
1425                 {
1426                         vl = vlen(head.velocity);
1427                         if (vl > autocvar_sv_maxspeed * 0.3)
1428                         {
1429                                 n = normalize(head.velocity);
1430                                 v = this.origin - head.origin;
1431                                 d = v * n;
1432                                 if (d > (0 - head.bot_dodgerating))
1433                                 if (d < (vl * 0.2 + head.bot_dodgerating))
1434                                 {
1435                                         // calculate direction and distance from the flight path, by removing the forward axis
1436                                         v = v - (n * (v * n));
1437                                         danger = head.bot_dodgerating - vlen(v);
1438                                         if (bestdanger < danger)
1439                                         {
1440                                                 bestdanger = danger;
1441                                                 // dodge to the side of the object
1442                                                 dodge = normalize(v);
1443                                         }
1444                                 }
1445                         }
1446                         else
1447                         {
1448                                 danger = head.bot_dodgerating - vlen(head.origin - this.origin);
1449                                 if (bestdanger < danger)
1450                                 {
1451                                         bestdanger = danger;
1452                                         dodge = normalize(this.origin - head.origin);
1453                                 }
1454                         }
1455                 }
1456                 head = head.chain;
1457         }
1458         return dodge;
1459 #endif
1460 }