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Bot AI: fix bots sometimes getting stuck on a ledge above a jumppad (e.g. Mentalspace)
[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/mapobjects/teleporters.qh>
22 #include <common/mapobjects/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
108         this.bot_aimdir_executed = false;
109
110         if (this.bot_aimtarg)
111         {
112                 this.aistatus |= AI_STATUS_ATTACKING;
113                 this.aistatus &= ~AI_STATUS_ROAMING;
114
115                 if(STAT(WEAPONS, this))
116                 {
117                         if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(this))
118                         {
119                                 PHYS_INPUT_BUTTON_ATCK(this) = false;
120                                 PHYS_INPUT_BUTTON_ATCK2(this) = false;
121                         }
122                         else
123                         {
124                                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
125                                 {
126                                         .entity weaponentity = weaponentities[slot];
127                                         Weapon w = this.(weaponentity).m_weapon;
128                                         if(w == WEP_Null && slot != 0)
129                                                 continue;
130                                         w.wr_aim(w, this, weaponentity);
131                                         if(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this)) // TODO: what if we didn't fire this weapon, but the previous?
132                                                 this.(weaponentity).lastfiredweapon = this.(weaponentity).m_weapon.m_id;
133                                 }
134                         }
135                 }
136                 else
137                 {
138                         if(IS_PLAYER(this.bot_aimtarg))
139                                 bot_aimdir(this, this.bot_aimtarg.origin + this.bot_aimtarg.view_ofs - this.origin - this.view_ofs , -1);
140                 }
141         }
142         else if (this.goalcurrent)
143         {
144                 this.aistatus |= AI_STATUS_ROAMING;
145                 this.aistatus &= ~AI_STATUS_ATTACKING;
146         }
147
148         havocbot_movetogoal(this);
149         if (!this.bot_aimdir_executed && this.goalcurrent)
150         {
151                 // Heading
152                 vector dir = get_closer_dest(this.goalcurrent, this.origin);
153                 dir -= this.origin + this.view_ofs;
154                 dir.z = 0;
155                 bot_aimdir(this, dir, -1);
156         }
157
158         // if the bot is not attacking, consider reloading weapons
159         if (!(this.aistatus & AI_STATUS_ATTACKING))
160         {
161                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
162                 {
163                         .entity weaponentity = weaponentities[slot];
164
165                         if(this.(weaponentity).m_weapon == WEP_Null && slot != 0)
166                                 continue;
167
168                         // we are currently holding a weapon that's not fully loaded, reload it
169                         if(skill >= 2) // bots can only reload the held weapon on purpose past this skill
170                         if(this.(weaponentity).clip_load < this.(weaponentity).clip_size)
171                                 CS(this).impulse = IMP_weapon_reload.impulse; // not sure if this is done right
172
173                         // if we're not reloading a weapon, switch to any weapon in our invnetory that's not fully loaded to reload it next
174                         // the code above executes next frame, starting the reloading then
175                         if(skill >= 5) // bots can only look for unloaded weapons past this skill
176                         if(this.(weaponentity).clip_load >= 0) // only if we're not reloading a weapon already
177                         {
178                                 FOREACH(Weapons, it != WEP_Null, {
179                                         if((STAT(WEAPONS, this) & (it.m_wepset)) && (it.spawnflags & WEP_FLAG_RELOADABLE) && (this.(weaponentity).weapon_load[it.m_id] < it.reloading_ammo))
180                                         {
181                                                 this.(weaponentity).m_switchweapon = it;
182                                                 break;
183                                         }
184                                 });
185                         }
186                 }
187         }
188 }
189
190 void havocbot_keyboard_movement(entity this, vector destorg)
191 {
192         vector keyboard;
193
194         if (time > this.havocbot_keyboardtime)
195         {
196                 float sk = skill + this.bot_moveskill;
197                 this.havocbot_keyboardtime =
198                         max(
199                                 this.havocbot_keyboardtime
200                                         + 0.05 / max(1, sk + this.havocbot_keyboardskill)
201                                         + random() * 0.025 / max(0.00025, skill + this.havocbot_keyboardskill)
202                         , time);
203                 keyboard = CS(this).movement / autocvar_sv_maxspeed;
204
205                 float trigger = autocvar_bot_ai_keyboard_threshold;
206                 float trigger1 = -trigger;
207
208                 // categorize forward movement
209                 // at skill < 1.5 only forward
210                 // at skill < 2.5 only individual directions
211                 // at skill < 4.5 only individual directions, and forward diagonals
212                 // at skill >= 4.5, all cases allowed
213                 if (keyboard.x > trigger)
214                 {
215                         keyboard.x = 1;
216                         if (sk < 2.5)
217                                 keyboard.y = 0;
218                 }
219                 else if (keyboard.x < trigger1 && sk > 1.5)
220                 {
221                         keyboard.x = -1;
222                         if (sk < 4.5)
223                                 keyboard.y = 0;
224                 }
225                 else
226                 {
227                         keyboard.x = 0;
228                         if (sk < 1.5)
229                                 keyboard.y = 0;
230                 }
231                 if (sk < 4.5)
232                         keyboard.z = 0;
233
234                 if (keyboard.y > trigger)
235                         keyboard.y = 1;
236                 else if (keyboard.y < trigger1)
237                         keyboard.y = -1;
238                 else
239                         keyboard.y = 0;
240
241                 if (keyboard.z > trigger)
242                         keyboard.z = 1;
243                 else if (keyboard.z < trigger1)
244                         keyboard.z = -1;
245                 else
246                         keyboard.z = 0;
247
248                 this.havocbot_keyboard = keyboard * autocvar_sv_maxspeed;
249                 if (this.havocbot_ducktime > time)
250                         PHYS_INPUT_BUTTON_CROUCH(this) = true;
251         }
252
253         keyboard = this.havocbot_keyboard;
254         float blend = bound(0, vlen(destorg - this.origin) / autocvar_bot_ai_keyboard_distance, 1); // When getting close move with 360 degree
255         //dprint("movement ", vtos(CS(this).movement), " keyboard ", vtos(keyboard), " blend ", ftos(blend), "\n");
256         CS(this).movement = CS(this).movement + (keyboard - CS(this).movement) * blend;
257 }
258
259 void havocbot_bunnyhop(entity this, vector dir)
260 {
261         float bunnyhopdistance;
262         vector deviation;
263         float maxspeed;
264
265         // Don't jump when attacking
266         if(this.aistatus & AI_STATUS_ATTACKING)
267                 return;
268
269         if(IS_PLAYER(this.goalcurrent))
270                 return;
271
272         maxspeed = autocvar_sv_maxspeed;
273
274         if(this.aistatus & AI_STATUS_RUNNING && vdist(this.velocity, <, autocvar_sv_maxspeed * 0.75)
275                 || this.aistatus & AI_STATUS_DANGER_AHEAD)
276         {
277                 this.aistatus &= ~AI_STATUS_RUNNING;
278                 PHYS_INPUT_BUTTON_JUMP(this) = false;
279                 this.bot_canruntogoal = 0;
280                 this.bot_timelastseengoal = 0;
281                 return;
282         }
283
284         if(this.waterlevel > WATERLEVEL_WETFEET)
285         {
286                 this.aistatus &= ~AI_STATUS_RUNNING;
287                 return;
288         }
289
290         if(this.bot_lastseengoal != this.goalcurrent && !(this.aistatus & AI_STATUS_RUNNING))
291         {
292                 this.bot_canruntogoal = 0;
293                 this.bot_timelastseengoal = 0;
294         }
295
296         vector gco = get_closer_dest(this.goalcurrent, this.origin);
297         bunnyhopdistance = vlen(this.origin - gco);
298
299         // Run only to visible goals
300         if(IS_ONGROUND(this))
301         if(vdist(vec2(this.velocity), >=, autocvar_sv_maxspeed)) // if -really- running
302         if(checkpvs(this.origin + this.view_ofs, this.goalcurrent))
303         {
304                         this.bot_lastseengoal = this.goalcurrent;
305
306                         // seen it before
307                         if(this.bot_timelastseengoal)
308                         {
309                                 // for a period of time
310                                 if(time - this.bot_timelastseengoal > autocvar_bot_ai_bunnyhop_firstjumpdelay)
311                                 {
312                                         float checkdistance;
313                                         checkdistance = true;
314
315                                         // don't run if it is too close
316                                         if(this.bot_canruntogoal==0)
317                                         {
318                                                 if(bunnyhopdistance > autocvar_bot_ai_bunnyhop_startdistance)
319                                                         this.bot_canruntogoal = 1;
320                                                 else
321                                                         this.bot_canruntogoal = -1;
322                                         }
323
324                                         if(this.bot_canruntogoal != 1)
325                                                 return;
326
327                                         if(this.aistatus & AI_STATUS_ROAMING)
328                                         if(this.goalcurrent.classname=="waypoint")
329                                         if (!(this.goalcurrent.wpflags & WAYPOINTFLAG_PERSONAL))
330                                         if(fabs(gco.z - this.origin.z) < this.maxs.z - this.mins.z)
331                                         if(this.goalstack01 && !wasfreed(this.goalstack01))
332                                         {
333                                                 vector gno = (this.goalstack01.absmin + this.goalstack01.absmax) * 0.5;
334                                                 deviation = vectoangles(gno - this.origin) - vectoangles(gco - this.origin);
335                                                 while (deviation.y < -180) deviation.y = deviation.y + 360;
336                                                 while (deviation.y > 180) deviation.y = deviation.y - 360;
337
338                                                 if(fabs(deviation.y) < 20)
339                                                 if(bunnyhopdistance < vlen(this.origin - gno))
340                                                 if(fabs(gno.z - gco.z) < this.maxs.z - this.mins.z)
341                                                 {
342                                                         if(vdist(gco - gno, >, autocvar_bot_ai_bunnyhop_startdistance))
343                                                         if(checkpvs(this.origin + this.view_ofs, this.goalstack01))
344                                                         {
345                                                                 checkdistance = false;
346                                                         }
347                                                 }
348                                         }
349
350                                         if(checkdistance)
351                                         {
352                                                 this.aistatus &= ~AI_STATUS_RUNNING;
353                                                 // increase stop distance in case the goal is on a slope or a lower platform
354                                                 if(bunnyhopdistance > autocvar_bot_ai_bunnyhop_stopdistance + (this.origin.z - gco.z))
355                                                         PHYS_INPUT_BUTTON_JUMP(this) = true;
356                                         }
357                                         else
358                                         {
359                                                 this.aistatus |= AI_STATUS_RUNNING;
360                                                 PHYS_INPUT_BUTTON_JUMP(this) = true;
361                                         }
362                                 }
363                         }
364                         else
365                         {
366                                 this.bot_timelastseengoal = time;
367                         }
368         }
369         else
370         {
371                 this.bot_timelastseengoal = 0;
372         }
373
374 #if 0
375         // Release jump button
376         if(!cvar("sv_pogostick"))
377         if((IS_ONGROUND(this)) == 0)
378         {
379                 if(this.velocity.z < 0 || vlen(this.velocity)<maxspeed)
380                         PHYS_INPUT_BUTTON_JUMP(this) = false;
381
382                 // Strafe
383                 if(this.aistatus & AI_STATUS_RUNNING)
384                 if(vlen(this.velocity)>maxspeed)
385                 {
386                         deviation = vectoangles(dir) - vectoangles(this.velocity);
387                         while (deviation.y < -180) deviation.y = deviation.y + 360;
388                         while (deviation.y > 180) deviation.y = deviation.y - 360;
389
390                         if(fabs(deviation.y)>10)
391                                 CS(this).movement_x = 0;
392
393                         if(deviation.y>10)
394                                 CS(this).movement_y = maxspeed * -1;
395                         else if(deviation.y<10)
396                                 CS(this).movement_y = maxspeed;
397
398                 }
399         }
400 #endif
401 }
402
403 // return true when bot isn't getting closer to the current goal
404 bool havocbot_checkgoaldistance(entity this, vector gco)
405 {
406         float curr_dist_z = max(20, fabs(this.origin.z - gco.z));
407         float curr_dist_2d = max(20, vlen(vec2(this.origin - gco)));
408         float distance_time = this.goalcurrent_distance_time;
409         if(distance_time < 0)
410                 distance_time = -distance_time;
411         if(curr_dist_z >= this.goalcurrent_distance_z && curr_dist_2d >= this.goalcurrent_distance_2d)
412         {
413                 if(!distance_time)
414                         this.goalcurrent_distance_time = time;
415                 else if (time - distance_time > 0.5)
416                         return true;
417         }
418         else
419         {
420                 // reduce it a little bit so it works even with very small approaches to the goal
421                 this.goalcurrent_distance_z = max(20, curr_dist_z - 10);
422                 this.goalcurrent_distance_2d = max(20, curr_dist_2d - 10);
423                 this.goalcurrent_distance_time = 0;
424         }
425         return false;
426 }
427
428 entity havocbot_select_an_item_of_group(entity this, int gr)
429 {
430         entity selected = NULL;
431         float selected_dist2 = 0;
432         // select farthest item of this group from bot's position
433         IL_EACH(g_items, it.item_group == gr && it.solid,
434         {
435                 float dist2 = vlen2(this.origin - it.origin);
436                 if (dist2 < 600 ** 2 && dist2 > selected_dist2)
437                 {
438                         selected = it;
439                         selected_dist2 = vlen2(this.origin - selected.origin);
440                 }
441         });
442
443         if (!selected)
444                 return NULL;
445
446         set_tracewalk_dest(selected, this.origin, false);
447         if (!tracewalk(this, this.origin, STAT(PL_MIN, this), STAT(PL_MAX, this),
448                 tracewalk_dest, tracewalk_dest_height, bot_navigation_movemode))
449         {
450                 return NULL;
451         }
452
453         return selected;
454 }
455
456 void havocbot_movetogoal(entity this)
457 {
458         vector diff;
459         vector dir;
460         vector flatdir;
461         vector evadeobstacle;
462         vector evadelava;
463         float dodge_enemy_factor = 1;
464         float maxspeed;
465         //float dist;
466         vector dodge;
467         //if (this.goalentity)
468         //      te_lightning2(this, this.origin, (this.goalentity.absmin + this.goalentity.absmax) * 0.5);
469         CS(this).movement = '0 0 0';
470         maxspeed = autocvar_sv_maxspeed;
471
472         PHYS_INPUT_BUTTON_JETPACK(this) = false;
473         // Jetpack navigation
474         if(this.navigation_jetpack_goal)
475         if(this.goalcurrent==this.navigation_jetpack_goal)
476         if(GetResourceAmount(this, RESOURCE_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 d = vlen(vec2(this.origin - (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5));
501                         float vel2 = vlen2(vec2(this.velocity));
502                         float db = (vel2 / (autocvar_g_jetpack_acceleration_side * 2)) + 100;
503                         //LOG_INFOF("distance %d, velocity %d, brake at %d ", ceil(d), ceil(v), ceil(db));
504                         if(d < db || d < 500)
505                         {
506                                 // Brake
507                                 if (vel2 > (maxspeed * 0.3) ** 2)
508                                 {
509                                         CS(this).movement_x = dir * v_forward * -maxspeed;
510                                         return;
511                                 }
512                                 // Switch to normal mode
513                                 this.navigation_jetpack_goal = NULL;
514                                 this.aistatus &= ~AI_STATUS_JETPACK_LANDING;
515                                 this.aistatus &= ~AI_STATUS_JETPACK_FLYING;
516                                 return;
517                         }
518                 }
519                 else if(checkpvs(this.origin,this.goalcurrent))
520                 {
521                         // If I can see the goal switch to landing code
522                         this.aistatus &= ~AI_STATUS_JETPACK_FLYING;
523                         this.aistatus |= AI_STATUS_JETPACK_LANDING;
524                         return;
525                 }
526
527                 // Flying
528                 PHYS_INPUT_BUTTON_JETPACK(this) = true;
529                 if(this.navigation_jetpack_point.z - STAT(PL_MAX, this).z + STAT(PL_MIN, this).z < this.origin.z)
530                 {
531                         CS(this).movement_x = dir * v_forward * maxspeed;
532                         CS(this).movement_y = dir * v_right * maxspeed;
533                 }
534                 return;
535         }
536
537         // Handling of jump pads
538         if(this.jumppadcount)
539         {
540                 if(this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
541                 {
542                         this.aistatus |= AI_STATUS_OUT_JUMPPAD;
543                         if(navigation_poptouchedgoals(this))
544                                 return;
545                 }
546                 else if(this.aistatus & AI_STATUS_OUT_JUMPPAD)
547                 {
548                         // If got stuck on the jump pad try to reach the farthest visible waypoint
549                         // but with some randomness so it can try out different paths
550                         if(!this.goalcurrent)
551                         {
552                                 entity newgoal = NULL;
553                                 IL_EACH(g_waypoints, vdist(it.origin - this.origin, <=, 1000),
554                                 {
555                                         if(it.wpflags & WAYPOINTFLAG_TELEPORT)
556                                         if(it.origin.z < this.origin.z - 100 && vdist(vec2(it.origin - this.origin), <, 100))
557                                                 continue;
558
559                                         traceline(this.origin + this.view_ofs, ((it.absmin + it.absmax) * 0.5), true, this);
560
561                                         if(trace_fraction < 1)
562                                                 continue;
563
564                                         if(!newgoal || ((random() < 0.8) && vlen2(it.origin - this.origin) > vlen2(newgoal.origin - this.origin)))
565                                                 newgoal = it;
566                                 });
567
568                                 if(newgoal)
569                                 {
570                                         this.ignoregoal = this.goalcurrent;
571                                         this.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
572                                         navigation_clearroute(this);
573                                         navigation_routetogoal(this, newgoal, this.origin);
574                                         if(autocvar_bot_debug_goalstack)
575                                                 debuggoalstack(this);
576                                         this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
577                                 }
578                         }
579                         else
580                         {
581                                 if (this.goalcurrent.bot_pickup)
582                                 {
583                                         entity jumppad_wp = this.goalcurrent_prev;
584                                         navigation_poptouchedgoals(this);
585                                         if(!this.goalcurrent && jumppad_wp.wp00)
586                                         {
587                                                 // head to the jumppad destination once bot reaches the goal item
588                                                 navigation_pushroute(this, jumppad_wp.wp00);
589                                         }
590                                 }
591                                 vector gco = (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5;
592                                 if (this.origin.z > gco.z && vdist(vec2(this.velocity), <, autocvar_sv_maxspeed))
593                                         this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
594                                 else if(havocbot_checkgoaldistance(this, gco))
595                                 {
596                                         navigation_clearroute(this);
597                                         navigation_goalrating_timeout_force(this);
598                                 }
599                                 else
600                                         return;
601                         }
602                 }
603                 else
604                 {
605                         if(time - this.lastteleporttime > 0.2 && this.velocity.z > 0)
606                         {
607                                 vector velxy = this.velocity; velxy_z = 0;
608                                 if(vdist(velxy, <, autocvar_sv_maxspeed * 0.2))
609                                 {
610                                         LOG_TRACE("Warning: ", this.netname, " got stuck on a jumppad (velocity in xy is ", vtos(velxy), "), trying to get out of it now");
611                                         this.aistatus |= AI_STATUS_OUT_JUMPPAD;
612                                 }
613                                 return;
614                         }
615
616                         // Don't chase players while using a jump pad
617                         if(IS_PLAYER(this.goalcurrent) || IS_PLAYER(this.goalstack01))
618                                 return;
619                 }
620         }
621         else if(this.aistatus & AI_STATUS_OUT_JUMPPAD)
622                 this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
623
624         // If there is a trigger_hurt right below try to use the jetpack or make a rocketjump
625         if (skill > 6 && !(IS_ONGROUND(this)))
626         {
627                 #define ROCKETJUMP_DAMAGE() WEP_CVAR(devastator, damage) * 0.8 \
628                         * ((this.strength_finished > time) ? autocvar_g_balance_powerup_strength_selfdamage : 1) \
629                         * ((this.invincible_finished > time) ? autocvar_g_balance_powerup_invincible_takedamage : 1)
630
631                 tracebox(this.origin, this.mins, this.maxs, this.origin + '0 0 -65536', MOVE_NOMONSTERS, this);
632                 if(tracebox_hits_trigger_hurt(this.origin, this.mins, this.maxs, trace_endpos ))
633                 if(this.items & IT_JETPACK)
634                 {
635                         tracebox(this.origin, this.mins, this.maxs, this.origin + '0 0 65536', MOVE_NOMONSTERS, this);
636                         if(tracebox_hits_trigger_hurt(this.origin, this.mins, this.maxs, trace_endpos + '0 0 1' ))
637                         {
638                                 if(this.velocity.z<0)
639                                         PHYS_INPUT_BUTTON_JETPACK(this) = true;
640                         }
641                         else
642                                 PHYS_INPUT_BUTTON_JETPACK(this) = true;
643
644                         // If there is no goal try to move forward
645
646                         if(this.goalcurrent==NULL)
647                                 dir = v_forward;
648                         else
649                                 dir = normalize(( ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5 ) - this.origin);
650
651                         vector xyvelocity = this.velocity; xyvelocity_z = 0;
652                         float xyspeed = xyvelocity * dir;
653
654                         if(xyspeed < (maxspeed / 2))
655                         {
656                                 makevectors(this.v_angle.y * '0 1 0');
657                                 tracebox(this.origin, this.mins, this.maxs, this.origin + (dir * maxspeed * 3), MOVE_NOMONSTERS, this);
658                                 if(trace_fraction==1)
659                                 {
660                                         CS(this).movement_x = dir * v_forward * maxspeed;
661                                         CS(this).movement_y = dir * v_right * maxspeed;
662                                         if (skill < 10)
663                                                 havocbot_keyboard_movement(this, this.origin + dir * 100);
664                                 }
665                         }
666
667                         this.havocbot_blockhead = true;
668
669                         return;
670                 }
671                 else if(GetResourceAmount(this, RESOURCE_HEALTH) + GetResourceAmount(this, RESOURCE_ARMOR) > ROCKETJUMP_DAMAGE())
672                 {
673                         if(this.velocity.z < 0)
674                         {
675                                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
676                                 {
677                                         .entity weaponentity = weaponentities[slot];
678
679                                         if(this.(weaponentity).m_weapon == WEP_Null && slot != 0)
680                                                 continue;
681
682                                         if(client_hasweapon(this, WEP_DEVASTATOR, weaponentity, true, false))
683                                         {
684                                                 CS(this).movement_x = maxspeed;
685
686                                                 if(this.rocketjumptime)
687                                                 {
688                                                         if(time > this.rocketjumptime)
689                                                         {
690                                                                 PHYS_INPUT_BUTTON_ATCK2(this) = true;
691                                                                 this.rocketjumptime = 0;
692                                                         }
693                                                         return;
694                                                 }
695
696                                                 this.(weaponentity).m_switchweapon = WEP_DEVASTATOR;
697                                                 this.v_angle_x = 90;
698                                                 PHYS_INPUT_BUTTON_ATCK(this) = true;
699                                                 this.rocketjumptime = time + WEP_CVAR(devastator, detonatedelay);
700                                                 return;
701                                         }
702                                 }
703                         }
704                 }
705                 else
706                 {
707                         // If there is no goal try to move forward
708                         if(this.goalcurrent==NULL)
709                                 CS(this).movement_x = maxspeed;
710                 }
711         }
712
713         // If we are under water with no goals, swim up
714         if(this.waterlevel && !this.goalcurrent)
715         {
716                 dir = '0 0 0';
717                 if(this.waterlevel>WATERLEVEL_SWIMMING)
718                         dir.z = 1;
719                 else if(this.velocity.z >= 0 && !(this.waterlevel == WATERLEVEL_WETFEET && this.watertype == CONTENT_WATER))
720                         PHYS_INPUT_BUTTON_JUMP(this) = true;
721                 else
722                         PHYS_INPUT_BUTTON_JUMP(this) = false;
723                 makevectors(this.v_angle.y * '0 1 0');
724                 vector v = dir * maxspeed;
725                 CS(this).movement.x = v * v_forward;
726                 CS(this).movement.y = v * v_right;
727                 CS(this).movement.z = v * v_up;
728         }
729
730         // if there is nowhere to go, exit
731         if (this.goalcurrent == NULL)
732                 return;
733
734
735         bool locked_goal = false;
736         if((this.goalentity && wasfreed(this.goalentity))
737                 || (this.goalcurrent == this.goalentity && this.goalentity.tag_entity))
738         {
739                 navigation_clearroute(this);
740                 navigation_goalrating_timeout_force(this);
741                 return;
742         }
743         else if(this.goalentity.tag_entity)
744         {
745                 navigation_goalrating_timeout_expire(this, 2);
746         }
747         else if(this.goalentity.bot_pickup)
748         {
749                 if(this.goalentity.bot_pickup_respawning)
750                 {
751                         if(this.goalentity.solid) // item respawned
752                                 this.goalentity.bot_pickup_respawning = false;
753                         else if(time < this.goalentity.scheduledrespawntime - 10) // item already taken (by someone else)
754                         {
755                                 if(checkpvs(this.origin, this.goalentity))
756                                 {
757                                         this.goalentity.bot_pickup_respawning = false;
758                                         navigation_goalrating_timeout_expire(this, random());
759                                 }
760                                 locked_goal = true; // wait for item to respawn
761                         }
762                         else if(this.goalentity == this.goalcurrent)
763                                 locked_goal = true; // wait for item to respawn
764                 }
765                 else if(!this.goalentity.solid && !boxesoverlap(this.goalentity.absmin, this.goalentity.absmax, this.absmin, this.absmax))
766                 {
767                         if(checkpvs(this.origin, this.goalentity))
768                         {
769                                 navigation_goalrating_timeout_expire(this, random());
770                         }
771                 }
772         }
773         if (this.goalcurrent == this.goalentity && this.goalentity_lock_timeout > time)
774                 locked_goal = true;
775
776         if (navigation_shortenpath(this))
777         {
778                 if (vdist(this.origin - this.goalcurrent_prev.origin, <, 50)
779                         && navigation_goalrating_timeout_can_be_anticipated(this))
780                         navigation_goalrating_timeout_force(this);
781         }
782
783         bool goalcurrent_can_be_removed = false;
784         if (IS_PLAYER(this.goalcurrent) || IS_MONSTER(this.goalcurrent))
785         {
786                 bool freeze_state_changed = (boolean(STAT(FROZEN, this.goalentity)) != this.goalentity_shouldbefrozen);
787                 if (IS_DEAD(this.goalcurrent) || (this.goalentity == this.goalcurrent && freeze_state_changed))
788                 {
789                         goalcurrent_can_be_removed = true;
790                         // don't remove if not visible
791                         if (checkpvs(this.origin + this.view_ofs, this.goalcurrent))
792                         {
793                                 navigation_goalrating_timeout_force(this);
794                                 return;
795                         }
796                 }
797                 else if (!(STAT(FROZEN, this.goalentity)) && this.bot_tracewalk_time < time)
798                 {
799                         set_tracewalk_dest(this.goalcurrent, this.origin, true);
800                         if (!(trace_ent == this || tracewalk(this, this.origin, this.mins, this.maxs,
801                                 tracewalk_dest, tracewalk_dest_height, bot_navigation_movemode)))
802                         {
803                                 navigation_goalrating_timeout_force(this);
804                                 return;
805                         }
806                         this.bot_tracewalk_time = max(time, this.bot_tracewalk_time) + 0.25;
807                 }
808         }
809
810         if(!locked_goal)
811         {
812                 // optimize path finding by anticipating goalrating when bot is near a waypoint;
813                 // in this case path finding can start directly from a waypoint instead of
814                 // looking for all the reachable waypoints up to a certain distance
815                 if (navigation_poptouchedgoals(this))
816                 {
817                         if (this.goalcurrent)
818                         {
819                                 if (goalcurrent_can_be_removed)
820                                 {
821                                         // remove even if not visible
822                                         navigation_goalrating_timeout_force(this);
823                                         return;
824                                 }
825                                 else if (navigation_goalrating_timeout_can_be_anticipated(this))
826                                         navigation_goalrating_timeout_force(this);
827                         }
828                         else
829                         {
830                                 entity old_goal = this.goalcurrent_prev;
831                                 if (old_goal.item_group && this.item_group != old_goal.item_group)
832                                 {
833                                         // Avoid multiple costly calls of path finding code that selects one of the closest
834                                         // item of the group by telling the bot to head directly to the farthest item.
835                                         // Next time we let the bot select a goal as usual which can be another item
836                                         // of this group (the closest one) and so on
837                                         this.item_group = old_goal.item_group;
838                                         entity new_goal = havocbot_select_an_item_of_group(this, old_goal.item_group);
839                                         if (new_goal)
840                                                 navigation_pushroute(this, new_goal);
841                                 }
842                         }
843                 }
844         }
845
846         // if ran out of goals try to use an alternative goal or get a new strategy asap
847         if(this.goalcurrent == NULL)
848         {
849                 navigation_goalrating_timeout_force(this);
850                 return;
851         }
852
853
854         if(autocvar_bot_debug_goalstack)
855                 debuggoalstack(this);
856
857         bool bunnyhop_forbidden = false;
858         vector destorg = get_closer_dest(this.goalcurrent, this.origin);
859         if (this.jumppadcount && this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
860         {
861                 // if bot used the jumppad, push towards jumppad origin until jumppad waypoint gets removed
862                 destorg = this.goalcurrent.origin;
863         }
864         else if (this.goalcurrent.wpisbox)
865         {
866                 // if bot is inside the teleport waypoint, head to teleport origin until teleport gets used
867                 // do it even if bot is on a ledge above a teleport/jumppad so it doesn't get stuck
868                 if (boxesoverlap(this.goalcurrent.absmin, this.goalcurrent.absmax, this.origin + eZ * this.mins.z, this.origin + eZ * this.maxs.z)
869                         || (this.absmin.z > destorg.z && destorg.x == this.origin.x && destorg.y == this.origin.y))
870                 {
871                         bunnyhop_forbidden = true;
872                         destorg = this.goalcurrent.origin;
873                         if(destorg.z > this.origin.z)
874                                 PHYS_INPUT_BUTTON_JUMP(this) = true;
875                 }
876         }
877
878         diff = destorg - this.origin;
879
880         if (this.goalcurrent == this.goalentity && time < this.goalentity_lock_timeout && vdist(diff, <, 10))
881         {
882                 // stop if the locked goal has been reached
883                 destorg = this.origin;
884                 diff = dir = '0 0 0';
885         }
886         else if (IS_PLAYER(this.goalcurrent) || IS_MONSTER(this.goalcurrent))
887         {
888                 if (vdist(diff, <, 80))
889                 {
890                         // stop if too close to target player (even if frozen)
891                         destorg = this.origin;
892                         diff = dir = '0 0 0';
893                 }
894                 else
895                 {
896                         // move destorg out of target players, otherwise bot will consider them
897                         // an obstacle that needs to be jumped (especially if frozen)
898                         dir = normalize(diff);
899                         destorg -= dir * PL_MAX_CONST.x * M_SQRT2;
900                         diff = destorg - this.origin;
901                 }
902         }
903         else
904                 dir = normalize(diff);
905         flatdir = (diff.z == 0) ? dir : normalize(vec2(diff));
906
907         //if (this.bot_dodgevector_time < time)
908         {
909                 //this.bot_dodgevector_time = time + cvar("bot_ai_dodgeupdateinterval");
910                 //this.bot_dodgevector_jumpbutton = 1;
911                 evadeobstacle = '0 0 0';
912                 evadelava = '0 0 0';
913
914                 this.aistatus &= ~AI_STATUS_DANGER_AHEAD;
915                 makevectors(this.v_angle.y * '0 1 0');
916                 if (this.waterlevel > WATERLEVEL_WETFEET)
917                 {
918                         if (this.waterlevel > WATERLEVEL_SWIMMING)
919                         {
920                                 if(!this.goalcurrent)
921                                         this.aistatus |= AI_STATUS_OUT_WATER;
922                                 else if(destorg.z > this.origin.z)
923                                         PHYS_INPUT_BUTTON_JUMP(this) = true;
924                         }
925                         else
926                         {
927                                 dir = flatdir;
928                                 if(this.velocity.z >= 0 && !(this.watertype == CONTENT_WATER && destorg.z < this.origin.z) &&
929                                         (this.aistatus & AI_STATUS_OUT_WATER))
930                                         PHYS_INPUT_BUTTON_JUMP(this) = true;
931                                 else
932                                         PHYS_INPUT_BUTTON_JUMP(this) = false;
933                         }
934                 }
935                 else
936                 {
937                         float s;
938                         vector offset;
939                         if(this.aistatus & AI_STATUS_OUT_WATER)
940                                 this.aistatus &= ~AI_STATUS_OUT_WATER;
941
942                         // jump if going toward an obstacle that doesn't look like stairs we
943                         // can walk up directly
944                         vector deviation = '0 0 0';
945                         float current_speed = vlen(vec2(this.velocity));
946                         if (current_speed < maxspeed * 0.2)
947                                 current_speed = maxspeed * 0.2;
948                         else
949                         {
950                                 deviation = vectoangles(diff) - vectoangles(this.velocity);
951                                 while (deviation.y < -180) deviation.y += 360;
952                                 while (deviation.y > 180) deviation.y -= 360;
953                         }
954                         float turning = false;
955                         vector flat_diff = vec2(diff);
956                         offset = max(32, current_speed * cos(deviation.y * DEG2RAD) * 0.3) * flatdir;
957                         vector actual_destorg = this.origin + offset;
958                         if (!this.goalstack01 || this.goalcurrent.wpflags & (WAYPOINTFLAG_TELEPORT | WAYPOINTFLAG_LADDER))
959                         {
960                                 if (vlen2(flat_diff) < vlen2(offset))
961                                 {
962                                         actual_destorg.x = destorg.x;
963                                         actual_destorg.y = destorg.y;
964                                 }
965                         }
966                         else if (vdist(flat_diff, <, 32) && diff.z < -16) // destination is under the bot
967                         {
968                                 actual_destorg.x = destorg.x;
969                                 actual_destorg.y = destorg.y;
970                         }
971                         else if (vlen2(flat_diff) < vlen2(offset))
972                         {
973                                 vector next_goal_org = (this.goalstack01.absmin + this.goalstack01.absmax) * 0.5;
974                                 vector next_dir = normalize(vec2(next_goal_org - destorg));
975                                 float dist = vlen(vec2(this.origin + offset - destorg));
976                                 // if current and next goal are close to each other make sure
977                                 // actual_destorg isn't set beyond next_goal_org
978                                 if (dist ** 2 > vlen2(vec2(next_goal_org - destorg)))
979                                         actual_destorg = next_goal_org;
980                                 else
981                                         actual_destorg = vec2(destorg) + dist * next_dir;
982                                 actual_destorg.z = this.origin.z;
983                                 turning = true;
984                         }
985
986                         LABEL(jump_check);
987                         dir = flatdir = normalize(actual_destorg - this.origin);
988
989                         if (turning || fabs(deviation.y) < 50) // don't even try to jump if deviation is too high
990                         {
991                                 tracebox(this.origin, this.mins, this.maxs, actual_destorg, false, this);
992                                 if (trace_fraction < 1 && trace_plane_normal.z < 0.7)
993                                 {
994                                         s = trace_fraction;
995                                         tracebox(this.origin + stepheightvec, this.mins, this.maxs, actual_destorg + stepheightvec, false, this);
996                                         if (trace_fraction < s + 0.01 && trace_plane_normal.z < 0.7)
997                                         {
998                                                 // found an obstacle
999                                                 if (turning && fabs(deviation.y) > 5)
1000                                                 {
1001                                                         // check if the obstacle is still there without turning
1002                                                         actual_destorg = destorg;
1003                                                         turning = false;
1004                                                         this.bot_tracewalk_time = time + 0.25;
1005                                                         goto jump_check;
1006                                                 }
1007                                                 s = trace_fraction;
1008                                                 // don't artificially reduce max jump height in real-time
1009                                                 // (jumpstepheightvec is reduced a bit to make the jumps easy in tracewalk)
1010                                                 vector jump_height = (IS_ONGROUND(this)) ? stepheightvec + jumpheight_vec : jumpstepheightvec;
1011                                                 tracebox(this.origin + jump_height, this.mins, this.maxs, actual_destorg + jump_height, false, this);
1012                                                 if (trace_fraction > s)
1013                                                         PHYS_INPUT_BUTTON_JUMP(this) = true;
1014                                                 else
1015                                                 {
1016                                                         jump_height = stepheightvec + jumpheight_vec / 2;
1017                                                         tracebox(this.origin + jump_height, this.mins, this.maxs, actual_destorg + jump_height, false, this);
1018                                                         if (trace_fraction > s)
1019                                                                 PHYS_INPUT_BUTTON_JUMP(this) = true;
1020                                                 }
1021                                         }
1022                                 }
1023                         }
1024
1025                         // if bot for some reason doesn't get close to the current goal find another one
1026                         if(!this.jumppadcount && !IS_PLAYER(this.goalcurrent))
1027                         if(!(locked_goal && this.goalcurrent_distance_z < 50 && this.goalcurrent_distance_2d < 50))
1028                         if(havocbot_checkgoaldistance(this, destorg))
1029                         {
1030                                 if(this.goalcurrent_distance_time < 0) // can't get close for the second time
1031                                 {
1032                                         navigation_clearroute(this);
1033                                         navigation_goalrating_timeout_force(this);
1034                                         return;
1035                                 }
1036
1037                                 set_tracewalk_dest(this.goalcurrent, this.origin, false);
1038                                 if (!tracewalk(this, this.origin, this.mins, this.maxs,
1039                                         tracewalk_dest, tracewalk_dest_height, bot_navigation_movemode))
1040                                 {
1041                                         navigation_clearroute(this);
1042                                         navigation_goalrating_timeout_force(this);
1043                                         return;
1044                                 }
1045
1046                                 // give bot only another chance to prevent bot getting stuck
1047                                 // in case it thinks it can walk but actually can't
1048                                 this.goalcurrent_distance_z = FLOAT_MAX;
1049                                 this.goalcurrent_distance_2d = FLOAT_MAX;
1050                                 this.goalcurrent_distance_time = -time; // mark second try
1051                         }
1052
1053                         // Check for water/slime/lava and dangerous edges
1054                         // (only when the bot is on the ground or jumping intentionally)
1055
1056                         offset = (vdist(this.velocity, >, 32) ? this.velocity * 0.2 : v_forward * 32);
1057                         vector dst_ahead = this.origin + this.view_ofs + offset;
1058                         vector dst_down = dst_ahead - '0 0 3000';
1059                         traceline(this.origin + this.view_ofs, dst_ahead, true, NULL);
1060
1061                         bool unreachable = false;
1062                         s = CONTENT_SOLID;
1063                         if(trace_fraction == 1 && this.jumppadcount == 0 && !this.goalcurrent.wphardwired )
1064                         if((IS_ONGROUND(this)) || (this.aistatus & AI_STATUS_RUNNING) || (this.aistatus & AI_STATUS_ROAMING) || PHYS_INPUT_BUTTON_JUMP(this))
1065                         {
1066                                 // Look downwards
1067                                 traceline(dst_ahead , dst_down, true, NULL);
1068                                 //te_lightning2(NULL, this.origin + this.view_ofs, dst_ahead); // Draw "ahead" look
1069                                 //te_lightning2(NULL, dst_ahead, dst_down); // Draw "downwards" look
1070                                 if(trace_endpos.z < this.origin.z + this.mins.z)
1071                                 {
1072                                         s = pointcontents(trace_endpos + '0 0 1');
1073                                         if (s != CONTENT_SOLID)
1074                                         if (s == CONTENT_LAVA || s == CONTENT_SLIME)
1075                                                 evadelava = normalize(this.velocity) * -1;
1076                                         else if (s == CONTENT_SKY)
1077                                                 evadeobstacle = normalize(this.velocity) * -1;
1078                                         else if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos))
1079                                         {
1080                                                 // the traceline check isn't enough but is good as optimization,
1081                                                 // when not true (most of the time) this tracebox call is avoided
1082                                                 tracebox(dst_ahead, this.mins, this.maxs, dst_down, true, this);
1083                                                 if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos))
1084                                                 {
1085                                                         if (destorg.z > this.origin.z + jumpstepheightvec.z)
1086                                                         {
1087                                                                 // the goal is probably on an upper platform, assume bot can't get there
1088                                                                 unreachable = true;
1089                                                         }
1090                                                         else
1091                                                                 evadelava = normalize(this.velocity) * -1;
1092                                                 }
1093                                         }
1094                                 }
1095                         }
1096
1097                         dir = flatdir;
1098                         evadeobstacle.z = 0;
1099                         evadelava.z = 0;
1100                         makevectors(this.v_angle.y * '0 1 0');
1101
1102                         if(evadeobstacle || evadelava || (s == CONTENT_WATER))
1103                         {
1104                                 this.aistatus |= AI_STATUS_DANGER_AHEAD;
1105                                 if(IS_PLAYER(this.goalcurrent))
1106                                         unreachable = true;
1107                         }
1108
1109                         // slow down if bot is in the air and goal is under it
1110                         if (!this.goalcurrent.wphardwired
1111                                 && vdist(flat_diff, <, 250) && this.origin.z - destorg.z > 120
1112                                 && (!IS_ONGROUND(this) || vdist(vec2(this.velocity), >, maxspeed * 0.3)))
1113                         {
1114                                 // tracebox wouldn't work when bot is still on the ledge
1115                                 traceline(this.origin, this.origin - '0 0 200', true, this);
1116                                 if (this.origin.z - trace_endpos.z > 120)
1117                                         evadeobstacle = normalize(this.velocity) * -1;
1118                         }
1119
1120                         if(unreachable)
1121                         {
1122                                 navigation_clearroute(this);
1123                                 navigation_goalrating_timeout_force(this);
1124                                 this.ignoregoal = this.goalcurrent;
1125                                 this.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
1126                         }
1127                 }
1128
1129                 dodge = havocbot_dodge(this);
1130                 if (dodge)
1131                         dodge *= bound(0, 0.5 + (skill + this.bot_dodgeskill) * 0.1, 1);
1132                 dodge += evadeobstacle + evadelava;
1133                 evadelava = evadelava * bound(1,3-(skill+this.bot_dodgeskill),3); //Noobs fear lava a lot and take more distance from it
1134                 if (this.enemy)
1135                 {
1136                         traceline(this.origin, (this.enemy.absmin + this.enemy.absmax) * 0.5, true, NULL);
1137                         if (IS_PLAYER(trace_ent))
1138                                 dodge_enemy_factor = bound(0, (skill + this.bot_dodgeskill) / 7, 1);
1139                 }
1140         //      this.bot_dodgevector = dir;
1141         //      this.bot_dodgevector_jumpbutton = PHYS_INPUT_BUTTON_JUMP(this);
1142         }
1143
1144         float ladder_zdir = 0;
1145         if(time < this.ladder_time)
1146         {
1147                 if(this.goalcurrent.origin.z + this.goalcurrent.mins.z > this.origin.z + this.mins.z)
1148                 {
1149                         if(this.origin.z + this.mins.z  < this.ladder_entity.origin.z + this.ladder_entity.maxs.z)
1150                                 ladder_zdir = 1;
1151                 }
1152                 else
1153                 {
1154                         if(this.origin.z + this.mins.z  > this.ladder_entity.origin.z + this.ladder_entity.mins.z)
1155                                 ladder_zdir = -1;
1156                 }
1157                 if (ladder_zdir)
1158                 {
1159                         if (vdist(flatdir, <, 15))
1160                                 dir = ladder_zdir * '0 0 1';
1161                         else
1162                         {
1163                                 dir.z = ladder_zdir * 1.3;
1164                                 dir = normalize(dir);
1165                         }
1166                 }
1167         }
1168
1169         if (this.goalcurrent.wpisbox
1170                 && boxesoverlap(this.goalcurrent.absmin, this.goalcurrent.absmax, this.origin, this.origin))
1171         {
1172                 // bot is inside teleport waypoint but hasn't touched the real teleport yet
1173                 // head to teleport origin
1174                 dir = (this.goalcurrent.origin - this.origin);
1175                 dir.z = 0;
1176                 dir = normalize(dir);
1177         }
1178
1179         if (!this.bot_aimdir_executed)
1180                 bot_aimdir(this, dir, -1);
1181
1182         if (!ladder_zdir)
1183         {
1184                 dir *= dodge_enemy_factor;
1185                 dir = normalize(dir + dodge);
1186         }
1187
1188         //dir = this.bot_dodgevector;
1189         //if (this.bot_dodgevector_jumpbutton)
1190         //      PHYS_INPUT_BUTTON_JUMP(this) = true;
1191         CS(this).movement_x = dir * v_forward * maxspeed;
1192         CS(this).movement_y = dir * v_right * maxspeed;
1193         CS(this).movement_z = dir * v_up * maxspeed;
1194
1195         // Emulate keyboard interface
1196         if (skill < 10)
1197                 havocbot_keyboard_movement(this, destorg);
1198
1199         // Bunnyhop!
1200         //if(this.aistatus & AI_STATUS_ROAMING)
1201         if(!bunnyhop_forbidden && this.goalcurrent)
1202         if(skill+this.bot_moveskill >= autocvar_bot_ai_bunnyhop_skilloffset)
1203                 havocbot_bunnyhop(this, dir);
1204
1205         if ((dir * v_up) >= autocvar_sv_jumpvelocity*0.5 && (IS_ONGROUND(this))) PHYS_INPUT_BUTTON_JUMP(this) = true;
1206         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;
1207         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);
1208 }
1209
1210 entity havocbot_gettarget(entity this, bool secondary)
1211 {
1212         entity best = NULL;
1213         vector eye = CENTER_OR_VIEWOFS(this);
1214         IL_EACH(g_bot_targets, boolean((secondary) ? it.classname == "misc_breakablemodel" : it.classname != "misc_breakablemodel"),
1215         {
1216                 vector v = CENTER_OR_VIEWOFS(it);
1217                 if(vdist(v - eye, <, autocvar_bot_ai_enemydetectionradius))
1218                 if(!best || vlen2(CENTER_OR_VIEWOFS(best) - eye) > vlen2(v - eye))
1219                 if(bot_shouldattack(this, it))
1220                 {
1221                         traceline(eye, v, true, this);
1222                         if (trace_ent == it || trace_fraction >= 1)
1223                                 best = it;
1224                 }
1225         });
1226
1227         return best;
1228 }
1229
1230 void havocbot_chooseenemy(entity this)
1231 {
1232         if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(this))
1233         {
1234                 this.enemy = NULL;
1235                 return;
1236         }
1237         if (this.enemy)
1238         {
1239                 if (!bot_shouldattack(this, this.enemy))
1240                 {
1241                         // enemy died or something, find a new target
1242                         this.enemy = NULL;
1243                         this.havocbot_chooseenemy_finished = time;
1244                 }
1245                 else if (this.havocbot_stickenemy)
1246                 {
1247                         // tracking last chosen enemy
1248                         // if enemy is visible
1249                         // and not really really far away
1250                         // and we're not severely injured
1251                         // then keep tracking for a half second into the future
1252                         traceline(this.origin+this.view_ofs, ( this.enemy.absmin + this.enemy.absmax ) * 0.5,false,NULL);
1253                         if (trace_ent == this.enemy || trace_fraction == 1)
1254                         if (vdist(((this.enemy.absmin + this.enemy.absmax) * 0.5) - this.origin, <, 1000))
1255                         if (GetResourceAmount(this, RESOURCE_HEALTH) > 30)
1256                         {
1257                                 // remain tracking him for a shot while (case he went after a small corner or pilar
1258                                 this.havocbot_chooseenemy_finished = time + 0.5;
1259                                 return;
1260                         }
1261                         // enemy isn't visible, or is far away, or we're injured severely
1262                         // so stop preferring this enemy
1263                         // (it will still take a half second until a new one is chosen)
1264                         this.havocbot_stickenemy = 0;
1265                 }
1266         }
1267         if (time < this.havocbot_chooseenemy_finished)
1268                 return;
1269         this.havocbot_chooseenemy_finished = time + autocvar_bot_ai_enemydetectioninterval;
1270         vector eye = this.origin + this.view_ofs;
1271         entity best = NULL;
1272         float bestrating = 100000000;
1273
1274         // Backup hit flags
1275         int hf = this.dphitcontentsmask;
1276
1277         // Search for enemies, if no enemy can be seen directly try to look through transparent objects
1278
1279         this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
1280
1281         bool scan_transparent = false;
1282         bool scan_secondary_targets = false;
1283         bool have_secondary_targets = false;
1284         while(true)
1285         {
1286                 scan_secondary_targets = false;
1287 LABEL(scan_targets)
1288                 IL_EACH(g_bot_targets, it.bot_attack,
1289                 {
1290                         if(!scan_secondary_targets)
1291                         {
1292                                 if(it.classname == "misc_breakablemodel")
1293                                 {
1294                                         have_secondary_targets = true;
1295                                         continue;
1296                                 }
1297                         }
1298                         else if(it.classname != "misc_breakablemodel")
1299                                 continue;
1300
1301                         vector v = (it.absmin + it.absmax) * 0.5;
1302                         float rating = vlen2(v - eye);
1303                         if (vdist(v - eye, <, autocvar_bot_ai_enemydetectionradius))
1304                         if (bestrating > rating)
1305                         if (bot_shouldattack(this, it))
1306                         {
1307                                 traceline(eye, v, true, this);
1308                                 if (trace_ent == it || trace_fraction >= 1)
1309                                 {
1310                                         best = it;
1311                                         bestrating = rating;
1312                                 }
1313                         }
1314                 });
1315
1316                 if(!best && have_secondary_targets && !scan_secondary_targets)
1317                 {
1318                         scan_secondary_targets = true;
1319                         // restart the loop
1320                         bestrating = 100000000;
1321                         goto scan_targets;
1322                 }
1323
1324                 // I want to do a second scan if no enemy was found or I don't have weapons
1325                 // TODO: Perform the scan when using the rifle (requires changes on the rifle code)
1326                 if(best || STAT(WEAPONS, this)) // || this.weapon == WEP_RIFLE.m_id
1327                         break;
1328                 if(scan_transparent)
1329                         break;
1330
1331                 // Set flags to see through transparent objects
1332                 this.dphitcontentsmask |= DPCONTENTS_OPAQUE;
1333
1334                 scan_transparent = true;
1335         }
1336
1337         // Restore hit flags
1338         this.dphitcontentsmask = hf;
1339
1340         this.enemy = best;
1341         this.havocbot_stickenemy = true;
1342         if(best && best.classname == "misc_breakablemodel")
1343                 this.havocbot_stickenemy = false;
1344 }
1345
1346 float havocbot_chooseweapon_checkreload(entity this, .entity weaponentity, int new_weapon)
1347 {
1348         // bots under this skill cannot find unloaded weapons to reload idly when not in combat,
1349         // so skip this for them, or they'll never get to reload their weapons at all.
1350         // this also allows bots under this skill to be more stupid, and reload more often during combat :)
1351         if(skill < 5)
1352                 return false;
1353
1354         // if this weapon is scheduled for reloading, don't switch to it during combat
1355         if (this.(weaponentity).weapon_load[new_weapon] < 0)
1356         {
1357                 FOREACH(Weapons, it != WEP_Null, {
1358                         if(it.wr_checkammo1(it, this, weaponentity) + it.wr_checkammo2(it, this, weaponentity))
1359                                 return true; // other weapon available
1360                 });
1361         }
1362
1363         return false;
1364 }
1365
1366 void havocbot_chooseweapon(entity this, .entity weaponentity)
1367 {
1368         int i;
1369
1370         // ;)
1371         if(g_weaponarena_weapons == WEPSET(TUBA))
1372         {
1373                 this.(weaponentity).m_switchweapon = WEP_TUBA;
1374                 return;
1375         }
1376
1377         // TODO: clean this up by moving it to weapon code
1378         if(this.enemy==NULL)
1379         {
1380                 // If no weapon was chosen get the first available weapon
1381                 if(this.(weaponentity).m_weapon==WEP_Null)
1382                 FOREACH(Weapons, it != WEP_Null, {
1383                         if(client_hasweapon(this, it, weaponentity, true, false))
1384                         {
1385                                 this.(weaponentity).m_switchweapon = it;
1386                                 return;
1387                         }
1388                 });
1389                 return;
1390         }
1391
1392         // Do not change weapon during the next second after a combo
1393         float f = time - this.lastcombotime;
1394         if(f < 1)
1395                 return;
1396
1397         float w;
1398         float distance; distance=bound(10,vlen(this.origin-this.enemy.origin)-200,10000);
1399
1400         // Should it do a weapon combo?
1401         float af, ct, combo_time, combo;
1402
1403         af = ATTACK_FINISHED(this, 0);
1404         ct = autocvar_bot_ai_weapon_combo_threshold;
1405
1406         // Bots with no skill will be 4 times more slower than "godlike" bots when doing weapon combos
1407         // Ideally this 4 should be calculated as longest_weapon_refire / bot_ai_weapon_combo_threshold
1408         combo_time = time + ct + (ct * ((-0.3*(skill+this.bot_weaponskill))+3));
1409
1410         combo = false;
1411
1412         if(autocvar_bot_ai_weapon_combo)
1413         if(this.(weaponentity).m_weapon.m_id == this.(weaponentity).lastfiredweapon)
1414         if(af > combo_time)
1415         {
1416                 combo = true;
1417                 this.lastcombotime = time;
1418         }
1419
1420         distance *= (2 ** this.bot_rangepreference);
1421
1422         // Custom weapon list based on distance to the enemy
1423         if(bot_custom_weapon){
1424
1425                 // Choose weapons for far distance
1426                 if ( distance > bot_distance_far ) {
1427                         for(i=0; i < Weapons_COUNT && bot_weapons_far[i] != -1 ; ++i){
1428                                 w = bot_weapons_far[i];
1429                                 if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
1430                                 {
1431                                         if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1432                                                 continue;
1433                                         this.(weaponentity).m_switchweapon = Weapons_from(w);
1434                                         return;
1435                                 }
1436                         }
1437                 }
1438
1439                 // Choose weapons for mid distance
1440                 if ( distance > bot_distance_close) {
1441                         for(i=0; i < Weapons_COUNT && bot_weapons_mid[i] != -1 ; ++i){
1442                                 w = bot_weapons_mid[i];
1443                                 if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
1444                                 {
1445                                         if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1446                                                 continue;
1447                                         this.(weaponentity).m_switchweapon = Weapons_from(w);
1448                                         return;
1449                                 }
1450                         }
1451                 }
1452
1453                 // Choose weapons for close distance
1454                 for(i=0; i < Weapons_COUNT && bot_weapons_close[i] != -1 ; ++i){
1455                         w = bot_weapons_close[i];
1456                         if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
1457                         {
1458                                 if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1459                                         continue;
1460                                 this.(weaponentity).m_switchweapon = Weapons_from(w);
1461                                 return;
1462                         }
1463                 }
1464         }
1465 }
1466
1467 void havocbot_aim(entity this)
1468 {
1469         if (time < this.nextaim)
1470                 return;
1471         this.nextaim = time + 0.1;
1472         vector myvel = this.velocity;
1473         if (!this.waterlevel)
1474                 myvel.z = 0;
1475         if(MUTATOR_CALLHOOK(HavocBot_Aim, this)) { /* do nothing */ }
1476         else if (this.enemy)
1477         {
1478                 vector enemyvel = this.enemy.velocity;
1479                 if (!this.enemy.waterlevel)
1480                         enemyvel.z = 0;
1481                 lag_additem(this, time + CS(this).ping, 0, 0, this.enemy, this.origin, myvel, (this.enemy.absmin + this.enemy.absmax) * 0.5, enemyvel);
1482         }
1483         else
1484                 lag_additem(this, time + CS(this).ping, 0, 0, NULL, this.origin, myvel, ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5, '0 0 0');
1485 }
1486
1487 bool havocbot_moveto_refresh_route(entity this)
1488 {
1489         // Refresh path to goal if necessary
1490         entity wp;
1491         wp = this.havocbot_personal_waypoint;
1492         navigation_goalrating_start(this);
1493         navigation_routerating(this, wp, 10000, 10000);
1494         navigation_goalrating_end(this);
1495         return (this.goalentity != NULL);
1496 }
1497
1498 float havocbot_moveto(entity this, vector pos)
1499 {
1500         entity wp;
1501
1502         if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_GOING)
1503         {
1504                 // Step 4: Move to waypoint
1505                 if(this.havocbot_personal_waypoint==NULL)
1506                 {
1507                         LOG_TRACE("Error: ", this.netname, " trying to walk to a non existent personal waypoint");
1508                         this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_GOING;
1509                         return CMD_STATUS_ERROR;
1510                 }
1511
1512                 if (!bot_strategytoken_taken)
1513                 if(this.havocbot_personal_waypoint_searchtime<time)
1514                 {
1515                         bot_strategytoken_taken = true;
1516                         if(havocbot_moveto_refresh_route(this))
1517                         {
1518                                 LOG_TRACE(this.netname, " walking to its personal waypoint (after ", ftos(this.havocbot_personal_waypoint_failcounter), " failed attempts)");
1519                                 this.havocbot_personal_waypoint_searchtime = time + 10;
1520                                 this.havocbot_personal_waypoint_failcounter = 0;
1521                         }
1522                         else
1523                         {
1524                                 this.havocbot_personal_waypoint_failcounter += 1;
1525                                 this.havocbot_personal_waypoint_searchtime = time + 2;
1526                                 if(this.havocbot_personal_waypoint_failcounter >= 30)
1527                                 {
1528                                         LOG_TRACE("Warning: can't walk to the personal waypoint located at ", vtos(this.havocbot_personal_waypoint.origin));
1529                                         this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1530                                         delete(this.havocbot_personal_waypoint);
1531                                         return CMD_STATUS_ERROR;
1532                                 }
1533                                 else
1534                                         LOG_TRACE(this.netname, " can't walk to its personal waypoint (after ", ftos(this.havocbot_personal_waypoint_failcounter), " failed attempts), trying later");
1535                         }
1536                 }
1537
1538                 if(autocvar_bot_debug_goalstack)
1539                         debuggoalstack(this);
1540
1541
1542                 // Go!
1543                 havocbot_movetogoal(this);
1544
1545                 if (!this.bot_aimdir_executed && this.goalcurrent)
1546                 {
1547                         // Heading
1548                         vector dir = get_closer_dest(this.goalcurrent, this.origin);
1549                         dir -= this.origin + this.view_ofs;
1550                         dir.z = 0;
1551                         bot_aimdir(this, dir, -1);
1552                 }
1553
1554                 if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_REACHED)
1555                 {
1556                         // Step 5: Waypoint reached
1557                         LOG_TRACE(this.netname, "'s personal waypoint reached");
1558                         delete(this.havocbot_personal_waypoint);
1559                         this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_REACHED;
1560                         return CMD_STATUS_FINISHED;
1561                 }
1562
1563                 return CMD_STATUS_EXECUTING;
1564         }
1565
1566         // Step 2: Linking waypoint
1567         if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_LINKING)
1568         {
1569                 // Wait until it is linked
1570                 if(!this.havocbot_personal_waypoint.wplinked)
1571                 {
1572                         LOG_TRACE(this.netname, " waiting for personal waypoint to be linked");
1573                         return CMD_STATUS_EXECUTING;
1574                 }
1575
1576                 this.havocbot_personal_waypoint_searchtime = time; // so we set the route next frame
1577                 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1578                 this.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_GOING;
1579
1580                 // Step 3: Route to waypoint
1581                 LOG_TRACE(this.netname, " walking to its personal waypoint");
1582
1583                 return CMD_STATUS_EXECUTING;
1584         }
1585
1586         // Step 1: Spawning waypoint
1587         wp = waypoint_spawnpersonal(this, pos);
1588         if(wp==NULL)
1589         {
1590                 LOG_TRACE("Error: Can't spawn personal waypoint at ",vtos(pos));
1591                 return CMD_STATUS_ERROR;
1592         }
1593
1594         this.havocbot_personal_waypoint = wp;
1595         this.havocbot_personal_waypoint_failcounter = 0;
1596         this.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1597
1598         // if pos is inside a teleport, then let's mark it as teleport waypoint
1599         IL_EACH(g_teleporters, WarpZoneLib_BoxTouchesBrush(pos, pos, it, NULL),
1600         {
1601                 wp.wpflags |= WAYPOINTFLAG_TELEPORT;
1602                 this.lastteleporttime = 0;
1603         });
1604
1605 /*
1606         if(wp.wpflags & WAYPOINTFLAG_TELEPORT)
1607                 print("routing to a teleporter\n");
1608         else
1609                 print("routing to a non-teleporter\n");
1610 */
1611
1612         return CMD_STATUS_EXECUTING;
1613 }
1614
1615 float havocbot_resetgoal(entity this)
1616 {
1617         navigation_clearroute(this);
1618         return CMD_STATUS_FINISHED;
1619 }
1620
1621 void havocbot_setupbot(entity this)
1622 {
1623         this.bot_ai = havocbot_ai;
1624         this.cmd_moveto = havocbot_moveto;
1625         this.cmd_resetgoal = havocbot_resetgoal;
1626
1627         // NOTE: bot is not player yet
1628         havocbot_chooserole(this);
1629 }
1630
1631 vector havocbot_dodge(entity this)
1632 {
1633         // LordHavoc: disabled because this is too expensive
1634         return '0 0 0';
1635 #if 0
1636         entity head;
1637         vector dodge, v, n;
1638         float danger, bestdanger, vl, d;
1639         dodge = '0 0 0';
1640         bestdanger = -20;
1641         // check for dangerous objects near bot or approaching bot
1642         head = findchainfloat(bot_dodge, true);
1643         while(head)
1644         {
1645                 if (head.owner != this)
1646                 {
1647                         vl = vlen(head.velocity);
1648                         if (vl > autocvar_sv_maxspeed * 0.3)
1649                         {
1650                                 n = normalize(head.velocity);
1651                                 v = this.origin - head.origin;
1652                                 d = v * n;
1653                                 if (d > (0 - head.bot_dodgerating))
1654                                 if (d < (vl * 0.2 + head.bot_dodgerating))
1655                                 {
1656                                         // calculate direction and distance from the flight path, by removing the forward axis
1657                                         v = v - (n * (v * n));
1658                                         danger = head.bot_dodgerating - vlen(v);
1659                                         if (bestdanger < danger)
1660                                         {
1661                                                 bestdanger = danger;
1662                                                 // dodge to the side of the object
1663                                                 dodge = normalize(v);
1664                                         }
1665                                 }
1666                         }
1667                         else
1668                         {
1669                                 danger = head.bot_dodgerating - vlen(head.origin - this.origin);
1670                                 if (bestdanger < danger)
1671                                 {
1672                                         bestdanger = danger;
1673                                         dodge = normalize(this.origin - head.origin);
1674                                 }
1675                         }
1676                 }
1677                 head = head.chain;
1678         }
1679         return dodge;
1680 #endif
1681 }