#include "bot.qh" #include "cvars.qh" #include "aim.qh" #include "navigation.qh" #include "scripting.qh" #include "waypoints.qh" #include "havocbot/havocbot.qh" #include "havocbot/scripting.qh" #include "../../teamplay.qh" #include "../../antilag.qh" #include "../../autocvars.qh" #include "../../campaign.qh" #include "../../cl_client.qh" #include "../../constants.qh" #include "../../defs.qh" #include "../../race.qh" #include #include "../../mutators/all.qh" #include "../../weapons/accuracy.qh" #include #include #include #include #include #include #include #include #include entity bot_spawn() { entity bot = spawnclient(); if (bot) { currentbots = currentbots + 1; bot_setnameandstuff(bot); ClientConnect(bot); PutClientInServer(bot); } return bot; } void bot_think(entity this) { if (this.bot_nextthink > time) return; this.flags &= ~FL_GODMODE; if(autocvar_bot_god) this.flags |= FL_GODMODE; this.bot_nextthink = this.bot_nextthink + autocvar_bot_ai_thinkinterval * pow(0.5, this.bot_aiskill); //if (this.bot_painintensity > 0) // this.bot_painintensity = this.bot_painintensity - (skill + 1) * 40 * frametime; //this.bot_painintensity = this.bot_painintensity + this.bot_oldhealth - this.health; //this.bot_painintensity = bound(0, this.bot_painintensity, 100); if (!IS_PLAYER(this) || (autocvar_g_campaign && !campaign_bots_may_start)) { this.bot_nextthink = time + 0.5; return; } if (this.fixangle) { this.v_angle = this.angles; this.v_angle_z = 0; this.fixangle = false; } this.dmg_take = 0; this.dmg_save = 0; this.dmg_inflictor = NULL; // calculate an aiming latency based on the skill setting // (simulated network latency + naturally delayed reflexes) //this.ping = 0.7 - bound(0, 0.05 * skill, 0.5); // moved the reflexes to bot_aimdir (under the name 'think') // minimum ping 20+10 random this.ping = bound(0,0.07 - bound(0, (skill + this.bot_pingskill) * 0.005,0.05)+random()*0.01,0.65); // Now holds real lag to server, and higer skill players take a less laggy server // skill 10 = ping 0.2 (adrenaline) // skill 0 = ping 0.7 (slightly drunk) // clear buttons PHYS_INPUT_BUTTON_ATCK(this) = false; PHYS_INPUT_BUTTON_JUMP(this) = false; PHYS_INPUT_BUTTON_ATCK2(this) = false; PHYS_INPUT_BUTTON_ZOOM(this) = false; PHYS_INPUT_BUTTON_CROUCH(this) = false; PHYS_INPUT_BUTTON_HOOK(this) = false; PHYS_INPUT_BUTTON_INFO(this) = false; PHYS_INPUT_BUTTON_DRAG(this) = false; PHYS_INPUT_BUTTON_CHAT(this) = false; PHYS_INPUT_BUTTON_USE(this) = false; if (time < game_starttime) { // block the bot during the countdown to game start this.movement = '0 0 0'; this.bot_nextthink = game_starttime; return; } // if dead, just wait until we can respawn if (IS_DEAD(this)) { if (this.deadflag == DEAD_DEAD) { PHYS_INPUT_BUTTON_JUMP(this) = true; // press jump to respawn this.bot_strategytime = 0; } } else if(this.aistatus & AI_STATUS_STUCK) navigation_unstuck(this); // now call the current bot AI (havocbot for example) this.bot_ai(this); } void bot_setnameandstuff(entity this) { string readfile, s; float file, tokens, prio; string bot_name, bot_model, bot_skin, bot_shirt, bot_pants; string name, prefix, suffix; if(autocvar_g_campaign) { prefix = ""; suffix = ""; } else { prefix = autocvar_bot_prefix; suffix = autocvar_bot_suffix; } file = fopen(autocvar_bot_config_file, FILE_READ); if(file < 0) { LOG_INFO(strcat("Error: Can not open the bot configuration file '",autocvar_bot_config_file,"'\n")); readfile = ""; } else { RandomSelection_Init(); while((readfile = fgets(file))) { if(substring(readfile, 0, 2) == "//") continue; if(substring(readfile, 0, 1) == "#") continue; tokens = tokenizebyseparator(readfile, "\t"); if(tokens == 0) continue; s = argv(0); prio = 1; FOREACH_CLIENT(IS_BOT_CLIENT(it), LAMBDA( if(s == it.cleanname) { prio = 0; break; } )); RandomSelection_Add(NULL, 0, readfile, 1, prio); } readfile = RandomSelection_chosen_string; fclose(file); } tokens = tokenizebyseparator(readfile, "\t"); if(argv(0) != "") bot_name = argv(0); else bot_name = "Bot"; if(argv(1) != "") bot_model = argv(1); else bot_model = ""; if(argv(2) != "") bot_skin = argv(2); else bot_skin = "0"; if(argv(3) != "" && stof(argv(3)) >= 0) bot_shirt = argv(3); else bot_shirt = ftos(floor(random() * 15)); if(argv(4) != "" && stof(argv(4)) >= 0) bot_pants = argv(4); else bot_pants = ftos(floor(random() * 15)); this.bot_forced_team = stof(argv(5)); prio = 6; #define READSKILL(f,w,r) if(argv(prio) != "") this.f = stof(argv(prio)) * (w); else this.f = (!autocvar_g_campaign) * (2 * random() - 1) * (r) * (w); ++prio //print(bot_name, ": ping=", argv(9), "\n"); READSKILL(havocbot_keyboardskill, 0.5, 0.5); // keyboard skill READSKILL(bot_moveskill, 2, 0); // move skill READSKILL(bot_dodgeskill, 2, 0); // dodge skill READSKILL(bot_pingskill, 0.5, 0); // ping skill READSKILL(bot_weaponskill, 2, 0); // weapon skill READSKILL(bot_aggresskill, 1, 0); // aggre skill READSKILL(bot_rangepreference, 1, 0); // read skill READSKILL(bot_aimskill, 2, 0); // aim skill READSKILL(bot_offsetskill, 2, 0.5); // offset skill READSKILL(bot_mouseskill, 1, 0.5); // mouse skill READSKILL(bot_thinkskill, 1, 0.5); // think skill READSKILL(bot_aiskill, 2, 0); // "ai" skill this.bot_config_loaded = true; // this is really only a default, JoinBestTeam is called later setcolor(this, stof(bot_shirt) * 16 + stof(bot_pants)); this.bot_preferredcolors = this.clientcolors; // pick the name if (autocvar_bot_usemodelnames) name = bot_model; else name = bot_name; // number bots with identical names int j = 0; FOREACH_CLIENT(IS_BOT_CLIENT(it), LAMBDA( if(it.cleanname == name) ++j; )); if (j) this.netname = this.netname_freeme = strzone(strcat(prefix, name, "(", ftos(j), ")", suffix)); else this.netname = this.netname_freeme = strzone(strcat(prefix, name, suffix)); this.cleanname = strzone(name); // pick the model and skin if(substring(bot_model, -4, 1) != ".") bot_model = strcat(bot_model, ".iqm"); this.playermodel = this.playermodel_freeme = strzone(strcat("models/player/", bot_model)); this.playerskin = this.playerskin_freeme = strzone(bot_skin); this.cvar_cl_accuracy_data_share = 1; // share the bots weapon accuracy data with the NULL this.cvar_cl_accuracy_data_receive = 0; // don't receive any weapon accuracy data } void bot_custom_weapon_priority_setup() { float tokens, i, w; bot_custom_weapon = false; if( autocvar_bot_ai_custom_weapon_priority_far == "" || autocvar_bot_ai_custom_weapon_priority_mid == "" || autocvar_bot_ai_custom_weapon_priority_close == "" || autocvar_bot_ai_custom_weapon_priority_distances == "" ) return; // Parse distances tokens = tokenizebyseparator(autocvar_bot_ai_custom_weapon_priority_distances," "); if (tokens!=2) return; bot_distance_far = stof(argv(0)); bot_distance_close = stof(argv(1)); if(bot_distance_far < bot_distance_close){ bot_distance_far = stof(argv(1)); bot_distance_close = stof(argv(0)); } // Initialize list of weapons bot_weapons_far[0] = -1; bot_weapons_mid[0] = -1; bot_weapons_close[0] = -1; // Parse far distance weapon priorities tokens = tokenizebyseparator(W_NumberWeaponOrder(autocvar_bot_ai_custom_weapon_priority_far)," "); int c = 0; for(i=0; i < tokens && c < Weapons_COUNT; ++i){ w = stof(argv(i)); if ( w >= WEP_FIRST && w <= WEP_LAST) { bot_weapons_far[c] = w; ++c; } } if(c < Weapons_COUNT) bot_weapons_far[c] = -1; // Parse mid distance weapon priorities tokens = tokenizebyseparator(W_NumberWeaponOrder(autocvar_bot_ai_custom_weapon_priority_mid)," "); c = 0; for(i=0; i < tokens && c < Weapons_COUNT; ++i){ w = stof(argv(i)); if ( w >= WEP_FIRST && w <= WEP_LAST) { bot_weapons_mid[c] = w; ++c; } } if(c < Weapons_COUNT) bot_weapons_mid[c] = -1; // Parse close distance weapon priorities tokens = tokenizebyseparator(W_NumberWeaponOrder(autocvar_bot_ai_custom_weapon_priority_close)," "); c = 0; for(i=0; i < tokens && i < Weapons_COUNT; ++i){ w = stof(argv(i)); if ( w >= WEP_FIRST && w <= WEP_LAST) { bot_weapons_close[c] = w; ++c; } } if(c < Weapons_COUNT) bot_weapons_close[c] = -1; bot_custom_weapon = true; } void bot_endgame() { entity e; //dprint("bot_endgame\n"); e = bot_list; while (e) { setcolor(e, e.bot_preferredcolors); e = e.nextbot; } // if dynamic waypoints are ever implemented, save them here } void bot_relinkplayerlist() { player_count = 0; currentbots = 0; bot_list = NULL; entity prevbot = NULL; FOREACH_CLIENT(true, { ++player_count; if(IS_BOT_CLIENT(it)) { if(prevbot) prevbot.nextbot = it; else { bot_list = it; bot_list.nextbot = NULL; } prevbot = it; ++currentbots; } }); LOG_TRACE(strcat("relink: ", ftos(currentbots), " bots seen.\n")); bot_strategytoken = bot_list; bot_strategytoken_taken = true; } void bot_clientdisconnect(entity this) { if (!IS_BOT_CLIENT(this)) return; bot_clearqueue(this); if(this.cleanname) strunzone(this.cleanname); if(this.netname_freeme) strunzone(this.netname_freeme); if(this.playermodel_freeme) strunzone(this.playermodel_freeme); if(this.playerskin_freeme) strunzone(this.playerskin_freeme); this.cleanname = string_null; this.netname_freeme = string_null; this.playermodel_freeme = string_null; this.playerskin_freeme = string_null; if(this.bot_cmd_current) delete(this.bot_cmd_current); if(bot_waypoint_queue_owner==this) bot_waypoint_queue_owner = NULL; } void bot_clientconnect(entity this) { if (!IS_BOT_CLIENT(this)) return; this.bot_preferredcolors = this.clientcolors; this.bot_nextthink = time - random(); this.lag_func = bot_lagfunc; this.isbot = true; this.createdtime = this.bot_nextthink; if(!this.bot_config_loaded) // This is needed so team overrider doesn't break between matches bot_setnameandstuff(this); if(this.bot_forced_team==1) this.team = NUM_TEAM_1; else if(this.bot_forced_team==2) this.team = NUM_TEAM_2; else if(this.bot_forced_team==3) this.team = NUM_TEAM_3; else if(this.bot_forced_team==4) this.team = NUM_TEAM_4; else JoinBestTeam(this, false, true); havocbot_setupbot(this); } void bot_removefromlargestteam() { CheckAllowedTeams(NULL); GetTeamCounts(NULL); entity best = NULL; float besttime = 0; int bestcount = 0; int bcount = 0; FOREACH_ENTITY_FLOAT(isbot, true, { ++bcount; if(!best) { best = it; besttime = it.createdtime; } int thiscount = 0; switch(it.team) { case NUM_TEAM_1: thiscount = c1; break; case NUM_TEAM_2: thiscount = c2; break; case NUM_TEAM_3: thiscount = c3; break; case NUM_TEAM_4: thiscount = c4; break; } if(thiscount > bestcount) { bestcount = thiscount; besttime = it.createdtime; best = it; } else if(thiscount == bestcount && besttime < it.createdtime) { besttime = it.createdtime; best = it; } }); if(!bcount) return; // no bots to remove currentbots = currentbots - 1; dropclient(best); } void bot_removenewest() { if(teamplay) { bot_removefromlargestteam(); return; } float besttime = 0; entity best = NULL; int bcount = 0; FOREACH_ENTITY_FLOAT(isbot, true, { ++bcount; if(!best) { best = it; besttime = it.createdtime; } if(besttime < it.createdtime) { besttime = it.createdtime; best = it; } }); if(!bcount) return; // no bots to remove currentbots = currentbots - 1; dropclient(best); } void autoskill(float factor) { float bestbot; float bestplayer; bestbot = -1; bestplayer = -1; FOREACH_CLIENT(IS_PLAYER(it), LAMBDA( if(IS_REAL_CLIENT(it)) bestplayer = max(bestplayer, it.totalfrags - it.totalfrags_lastcheck); else bestbot = max(bestbot, it.totalfrags - it.totalfrags_lastcheck); )); LOG_TRACE("autoskill: best player got ", ftos(bestplayer), ", "); LOG_TRACE("best bot got ", ftos(bestbot), "; "); if(bestbot < 0 || bestplayer < 0) { LOG_TRACE("not doing anything\n"); // don't return, let it reset all counters below } else if(bestbot <= bestplayer * factor - 2) { if(autocvar_skill < 17) { LOG_TRACE("2 frags difference, increasing skill\n"); cvar_set("skill", ftos(autocvar_skill + 1)); bprint("^2SKILL UP!^7 Now at level ", ftos(autocvar_skill), "\n"); } } else if(bestbot >= bestplayer * factor + 2) { if(autocvar_skill > 0) { LOG_TRACE("2 frags difference, decreasing skill\n"); cvar_set("skill", ftos(autocvar_skill - 1)); bprint("^1SKILL DOWN!^7 Now at level ", ftos(autocvar_skill), "\n"); } } else { LOG_TRACE("not doing anything\n"); return; // don't reset counters, wait for them to accumulate } FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(it.totalfrags_lastcheck = it.totalfrags)); } void bot_calculate_stepheightvec() { stepheightvec = autocvar_sv_stepheight * '0 0 1'; jumpstepheightvec = stepheightvec + ((autocvar_sv_jumpvelocity * autocvar_sv_jumpvelocity) / (2 * autocvar_sv_gravity)) * '0 0 0.85'; // 0.75 factor is for safety to make the jumps easy } float bot_fixcount() { int activerealplayers = 0; int realplayers = 0; if (MUTATOR_CALLHOOK(Bot_FixCount, activerealplayers, realplayers)) { activerealplayers = M_ARGV(0, int); realplayers = M_ARGV(1, int); } else { FOREACH_CLIENT(IS_REAL_CLIENT(it), LAMBDA( if(IS_PLAYER(it)) ++activerealplayers; ++realplayers; )); } int bots; // add/remove bots if needed to make sure there are at least // minplayers+bot_number, or remove all bots if no one is playing // But don't remove bots immediately on level change, as the real players // usually haven't rejoined yet bots_would_leave = false; if (teamplay && autocvar_bot_vs_human && AvailableTeams() == 2) bots = min(ceil(fabs(autocvar_bot_vs_human) * activerealplayers), maxclients - realplayers); else if ((realplayers || autocvar_bot_join_empty || (currentbots > 0 && time < 5))) { float realminplayers, minplayers; realminplayers = autocvar_minplayers; minplayers = max(0, floor(realminplayers)); float realminbots, minbots; realminbots = autocvar_bot_number; minbots = max(0, floor(realminbots)); bots = min(max(minbots, minplayers - activerealplayers), maxclients - realplayers); if(bots > minbots) bots_would_leave = true; } else { // if there are no players, remove bots bots = 0; } // only add one bot per frame to avoid utter chaos if(time > botframe_nextthink) { //dprint(ftos(bots), " ? ", ftos(currentbots), "\n"); while (currentbots < bots) { if (bot_spawn() == NULL) { bprint("Can not add bot, server full.\n"); return false; } } while (currentbots > bots) bot_removenewest(); } return true; } void bot_serverframe() { if (intermission_running) return; if (time < 2) return; bot_calculate_stepheightvec(); bot_navigation_movemode = ((autocvar_bot_navigation_ignoreplayers) ? MOVE_NOMONSTERS : MOVE_NORMAL); if(time > autoskill_nextthink) { float a; a = autocvar_skill_auto; if(a) autoskill(a); autoskill_nextthink = time + 5; } if(time > botframe_nextthink) { if(!bot_fixcount()) botframe_nextthink = time + 10; } bot_ignore_bots = autocvar_bot_ignore_bots; if(botframe_spawnedwaypoints) { if(autocvar_waypoint_benchmark) localcmd("quit\n"); } if (currentbots > 0 || autocvar_g_waypointeditor || autocvar_g_waypointeditor_auto) if (botframe_spawnedwaypoints) { if(botframe_cachedwaypointlinks) { if(!botframe_loadedforcedlinks) waypoint_load_links_hardwired(); } else { // TODO: Make this check cleaner IL_EACH(g_waypoints, time - it.nextthink > 10, { waypoint_save_links(); break; }); } } else { botframe_spawnedwaypoints = true; waypoint_loadall(); if(!waypoint_load_links()) waypoint_schedulerelinkall(); } if (bot_list) { // cycle the goal token from one bot to the next each frame // (this prevents them from all doing spawnfunc_waypoint searches on the same // frame, which causes choppy framerates) if (bot_strategytoken_taken) { bot_strategytoken_taken = false; if (bot_strategytoken) bot_strategytoken = bot_strategytoken.nextbot; if (!bot_strategytoken) bot_strategytoken = bot_list; } if (botframe_nextdangertime < time) { float interval; interval = autocvar_bot_ai_dangerdetectioninterval; if (botframe_nextdangertime < time - interval * 1.5) botframe_nextdangertime = time; botframe_nextdangertime = botframe_nextdangertime + interval; botframe_updatedangerousobjects(autocvar_bot_ai_dangerdetectionupdates); } } if (autocvar_g_waypointeditor) botframe_showwaypointlinks(); if (autocvar_g_waypointeditor_auto) botframe_autowaypoints(); if(time > bot_cvar_nextthink) { if(currentbots>0) bot_custom_weapon_priority_setup(); bot_cvar_nextthink = time + 5; } }