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Bot AI: take into account invincibility powerup when rating enemies
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / bot / default / havocbot / roles.qc
1 #include "roles.qh"
2
3 #include <server/defs.qh>
4 #include <server/miscfunctions.qh>
5 #include "havocbot.qh"
6
7 #include "../cvars.qh"
8
9 #include "../bot.qh"
10 #include "../navigation.qh"
11
12 .float max_armorvalue;
13 .float havocbot_role_timeout;
14
15 .void(entity this) havocbot_previous_role;
16 .void(entity this) havocbot_role;
17
18 void havocbot_goalrating_waypoints(entity this, float ratingscale, vector org, float sradius)
19 {
20         // rate waypoints only if there's no alternative goal
21         if(navigation_bestgoal)
22                 return;
23
24         float f;
25         float range = 500;
26         sradius = max(range, (0.5 + random() * 0.5) * sradius);
27         while(sradius > 100)
28         {
29                 IL_EACH(g_waypoints, vdist(it.origin - org, <, sradius)
30                         && vdist(it.origin - org, >, max(100, sradius - range))
31                         && !(it.wpflags & WAYPOINTFLAG_TELEPORT),
32                 {
33                         if(vdist(it.origin - this.wp_goal_prev0.origin, <, range * 1.5))
34                                 f = 0.1;
35                         else if(vdist(it.origin - this.wp_goal_prev1.origin, <, range * 1.5))
36                                 f = 0.1;
37                         else
38                                 f = 0.5 + random() * 0.5;
39                         navigation_routerating(this, it, ratingscale * f, 2000);
40                 });
41                 if(navigation_bestgoal)
42                         break;
43                 sradius -= range;
44         }
45 };
46
47 void havocbot_goalrating_items(entity this, float ratingscale, vector org, float sradius)
48 {
49         float rating, discard, friend_distance, enemy_distance;
50         vector o;
51         ratingscale = ratingscale * 0.0001; // items are rated around 10000 already
52
53         IL_EACH(g_items, it.bot_pickup,
54         {
55                 rating = 0;
56
57                 if(!it.solid)
58                 {
59                         if(!autocvar_bot_ai_timeitems)
60                                 continue;
61                         if(!it.scheduledrespawntime)
62                                 continue;
63                         if(it.respawntime < max(11, autocvar_bot_ai_timeitems_minrespawndelay))
64                                 continue;
65                         if(it.respawntimejitter && !it.itemdef.instanceOfPowerup)
66                                 continue;
67
68                         float t = 0;
69                         if(it.itemdef.instanceOfPowerup)
70                                 t = bound(0, skill / 10, 1) * 6;
71                         else if(skill >= 9)
72                                 t = 4;
73
74                         if(time < it.scheduledrespawntime - t)
75                                 continue;
76
77                         it.bot_pickup_respawning = true;
78                 }
79                 o = (it.absmin + it.absmax) * 0.5;
80                 if(vdist(o - org, >, sradius) || (it == this.ignoregoal && time < this.ignoregoaltime) )
81                         continue;
82
83                 // Check if the item can be picked up safely
84                 if(it.classname == "droppedweapon")
85                 {
86                         if(!IS_ONGROUND(it))
87                                 continue;
88                         traceline(o, o + '0 0 -1500', true, NULL);
89
90                         if(IN_LAVA(trace_endpos + '0 0 1'))
91                                 continue;
92
93                         // this tracebox_hits_trigger_hurt call isn't needed:
94                         // dropped weapons are removed as soon as they fall on a trigger_hurt
95                         // and can't be rated while they are in the air
96                         //if(tracebox_hits_trigger_hurt(it.origin, it.mins, it.maxs, trace_endpos))
97                         //      continue;
98                 }
99                 else
100                 {
101                         if(IN_LAVA(it.origin + (it.mins + it.maxs) * 0.5))
102                                 continue;
103                 }
104
105                 if(teamplay)
106                 {
107                         friend_distance = 10000; enemy_distance = 10000;
108                         discard = false;
109
110                         entity picker = it;
111                         FOREACH_CLIENT(IS_PLAYER(it) && it != this && !IS_DEAD(it),
112                         {
113                                 if ( it.team == this.team )
114                                 {
115                                         if ( !IS_REAL_CLIENT(it) || discard )
116                                                 continue;
117
118                                         if( vdist(it.origin - o, >, friend_distance) )
119                                                 continue;
120
121                                         friend_distance = vlen(it.origin - o); // distance between player and item
122                                         discard = true;
123
124                                         if (picker.health && it.health > this.health) continue;
125                                         if (picker.armorvalue && it.armorvalue > this.armorvalue) continue;
126
127                                         if (picker.weapons && (picker.weapons & ~it.weapons)) continue;
128
129                                         if (picker.ammo_shells && it.ammo_shells > this.ammo_shells) continue;
130                                         if (picker.ammo_nails && it.ammo_nails > this.ammo_nails) continue;
131                                         if (picker.ammo_rockets && it.ammo_rockets > this.ammo_rockets) continue;
132                                         if (picker.ammo_cells && it.ammo_cells > this.ammo_cells) continue;
133                                         if (picker.ammo_plasma && it.ammo_plasma > this.ammo_plasma) continue;
134
135                                         discard = false;
136                                 }
137                                 else
138                                 {
139                                         // If enemy only track distances
140                                         // TODO: track only if visible ?
141                                         if( vdist(it.origin - o, <, enemy_distance) )
142                                                 enemy_distance = vlen(it.origin - o); // distance between player and item
143                                 }
144                         });
145
146                         // Rate the item only if no one needs it, or if an enemy is closer to it
147                         if ( (enemy_distance < friend_distance && vdist(o - org, <, enemy_distance)) ||
148                                 (friend_distance > autocvar_bot_ai_friends_aware_pickup_radius ) || !discard )
149                                 rating = it.bot_pickupevalfunc(this, it);
150                 }
151                 else
152                         rating = it.bot_pickupevalfunc(this, it);
153
154                 if(rating > 0)
155                         navigation_routerating(this, it, rating * ratingscale, 2000);
156         });
157 }
158
159 #define BOT_RATING_ENEMY 2500
160 void havocbot_goalrating_enemyplayers(entity this, float ratingscale, vector org, float sradius)
161 {
162         if (autocvar_bot_nofire)
163                 return;
164
165         // don't chase players if we're under water
166         if(this.waterlevel>WATERLEVEL_WETFEET)
167                 return;
168
169         ratingscale = ratingscale * 0.00005; // enemies are rated around 20000 already
170
171         float t;
172         FOREACH_CLIENT(IS_PLAYER(it) && bot_shouldattack(this, it), {
173                 // TODO: Merge this logic with the bot_shouldattack function
174                 if(vdist(it.origin - org, <, 100) || vdist(it.origin - org, >, sradius))
175                         continue;
176
177                 // rate only visible enemies
178                 /*
179                 traceline(this.origin + this.view_ofs, it.origin, MOVE_NOMONSTERS, this);
180                 if (trace_fraction < 1 || trace_ent != it)
181                         continue;
182                 */
183
184                 t = ((this.health + this.armorvalue) - (it.health + it.armorvalue)) / 150;
185                 t = bound(0, 1 + t, 3);
186                 if (skill > 3)
187                 {
188                         if (time < this.strength_finished - 1) t += 0.5;
189                         if (time < it.strength_finished - 1) t -= 0.5;
190                         if (time < this.invincible_finished - 1) t += 0.2;
191                         if (time < it.invincible_finished - 1) t -= 0.4;
192                 }
193                 t += max(0, 8 - skill) * 0.05; // less skilled bots attack more mindlessly
194                 ratingscale *= t;
195                 if (ratingscale > 0)
196                         navigation_routerating(this, it, ratingscale * BOT_RATING_ENEMY, 2000);
197         });
198 }
199
200 // legacy bot role for standard gamemodes
201 // go to best items
202 void havocbot_role_generic(entity this)
203 {
204         if(IS_DEAD(this))
205                 return;
206
207         if (navigation_goalrating_timeout(this))
208         {
209                 navigation_goalrating_start(this);
210                 havocbot_goalrating_items(this, 10000, this.origin, 10000);
211                 havocbot_goalrating_enemyplayers(this, 20000, this.origin, 10000);
212                 havocbot_goalrating_waypoints(this, 1, this.origin, 3000);
213                 navigation_goalrating_end(this);
214
215                 navigation_goalrating_timeout_set(this);
216         }
217 }
218
219 void havocbot_chooserole_generic(entity this)
220 {
221         this.havocbot_role = havocbot_role_generic;
222 }
223
224 void havocbot_chooserole(entity this)
225 {
226         LOG_TRACE("choosing a role...");
227         navigation_goalrating_timeout_force(this);
228         if(!MUTATOR_CALLHOOK(HavocBot_ChooseRole, this))
229                 havocbot_chooserole_generic(this);
230 }