#include "havocbot.qh" #include #include #include "../cvars.qh" #include "../aim.qh" #include "../bot.qh" #include "../navigation.qh" #include "../scripting.qh" #include "../waypoints.qh" #include #include #include #include #include #include #include #include #include #include #include .float speed; void havocbot_ai(entity this) { if(this.draggedby) return; if(bot_execute_commands(this)) return; if (bot_strategytoken == this && !bot_strategytoken_taken) { if(this.havocbot_blockhead) { this.havocbot_blockhead = false; } else { if (!this.jumppadcount && !STAT(FROZEN, this)) this.havocbot_role(this); // little too far down the rabbit hole } // if we don't have a goal and we're under water look for a waypoint near the "shore" and push it if(!(IS_DEAD(this) || STAT(FROZEN, this))) if(!this.goalcurrent) if(this.waterlevel == WATERLEVEL_SWIMMING || (this.aistatus & AI_STATUS_OUT_WATER)) { // Look for the closest waypoint out of water entity newgoal = NULL; IL_EACH(g_waypoints, vdist(it.origin - this.origin, <=, 10000), { if(it.origin.z < this.origin.z) continue; if(it.origin.z - this.origin.z - this.view_ofs.z > 100) continue; if (pointcontents(it.origin + it.maxs + '0 0 1') != CONTENT_EMPTY) continue; traceline(this.origin + this.view_ofs, ((it.absmin + it.absmax) * 0.5), true, this); if(trace_fraction < 1) continue; if(!newgoal || vlen2(it.origin - this.origin) < vlen2(newgoal.origin - this.origin)) newgoal = it; }); if(newgoal) { // te_wizspike(newgoal.origin); navigation_pushroute(this, newgoal); } } // token has been used this frame bot_strategytoken_taken = true; } if(IS_DEAD(this) || STAT(FROZEN, this)) { if (this.goalcurrent) navigation_clearroute(this); return; } havocbot_chooseenemy(this); for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) { .entity weaponentity = weaponentities[slot]; if(this.(weaponentity).m_weapon != WEP_Null || slot == 0) if(this.(weaponentity).bot_chooseweapontime < time) { this.(weaponentity).bot_chooseweapontime = time + autocvar_bot_ai_chooseweaponinterval; havocbot_chooseweapon(this, weaponentity); } } havocbot_aim(this); lag_update(this); this.bot_aimdir_executed = false; if (this.bot_aimtarg) { this.aistatus |= AI_STATUS_ATTACKING; this.aistatus &= ~AI_STATUS_ROAMING; if(STAT(WEAPONS, this)) { if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(this)) { PHYS_INPUT_BUTTON_ATCK(this) = false; PHYS_INPUT_BUTTON_ATCK2(this) = false; } else { for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) { .entity weaponentity = weaponentities[slot]; Weapon w = this.(weaponentity).m_weapon; if(w == WEP_Null && slot != 0) continue; w.wr_aim(w, this, weaponentity); if(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this)) // TODO: what if we didn't fire this weapon, but the previous? this.(weaponentity).lastfiredweapon = this.(weaponentity).m_weapon.m_id; } } } else { if(IS_PLAYER(this.bot_aimtarg)) bot_aimdir(this, this.bot_aimtarg.origin + this.bot_aimtarg.view_ofs - this.origin - this.view_ofs , -1); } } else if (this.goalcurrent) { this.aistatus |= AI_STATUS_ROAMING; this.aistatus &= ~AI_STATUS_ATTACKING; } havocbot_movetogoal(this); if (!this.bot_aimdir_executed && this.goalcurrent) { // Heading vector dir = get_closer_dest(this.goalcurrent, this.origin); dir -= this.origin + this.view_ofs; dir.z = 0; bot_aimdir(this, dir, -1); } // if the bot is not attacking, consider reloading weapons if (!(this.aistatus & AI_STATUS_ATTACKING)) { for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) { .entity weaponentity = weaponentities[slot]; if(this.(weaponentity).m_weapon == WEP_Null && slot != 0) continue; // we are currently holding a weapon that's not fully loaded, reload it if(skill >= 2) // bots can only reload the held weapon on purpose past this skill if(this.(weaponentity).clip_load < this.(weaponentity).clip_size) CS(this).impulse = IMP_weapon_reload.impulse; // not sure if this is done right // if we're not reloading a weapon, switch to any weapon in our invnetory that's not fully loaded to reload it next // the code above executes next frame, starting the reloading then if(skill >= 5) // bots can only look for unloaded weapons past this skill if(this.(weaponentity).clip_load >= 0) // only if we're not reloading a weapon already { FOREACH(Weapons, it != WEP_Null, { if((STAT(WEAPONS, this) & (it.m_wepset)) && (it.spawnflags & WEP_FLAG_RELOADABLE) && (this.(weaponentity).weapon_load[it.m_id] < it.reloading_ammo)) { this.(weaponentity).m_switchweapon = it; break; } }); } } } } void havocbot_keyboard_movement(entity this, vector destorg) { vector keyboard; if (time > this.havocbot_keyboardtime) { float sk = skill + this.bot_moveskill; this.havocbot_keyboardtime = max( this.havocbot_keyboardtime + 0.05 / max(1, sk + this.havocbot_keyboardskill) + random() * 0.025 / max(0.00025, skill + this.havocbot_keyboardskill) , time); keyboard = CS(this).movement / autocvar_sv_maxspeed; float trigger = autocvar_bot_ai_keyboard_threshold; float trigger1 = -trigger; // categorize forward movement // at skill < 1.5 only forward // at skill < 2.5 only individual directions // at skill < 4.5 only individual directions, and forward diagonals // at skill >= 4.5, all cases allowed if (keyboard.x > trigger) { keyboard.x = 1; if (sk < 2.5) keyboard.y = 0; } else if (keyboard.x < trigger1 && sk > 1.5) { keyboard.x = -1; if (sk < 4.5) keyboard.y = 0; } else { keyboard.x = 0; if (sk < 1.5) keyboard.y = 0; } if (sk < 4.5) keyboard.z = 0; if (keyboard.y > trigger) keyboard.y = 1; else if (keyboard.y < trigger1) keyboard.y = -1; else keyboard.y = 0; if (keyboard.z > trigger) keyboard.z = 1; else if (keyboard.z < trigger1) keyboard.z = -1; else keyboard.z = 0; this.havocbot_keyboard = keyboard * autocvar_sv_maxspeed; if (this.havocbot_ducktime > time) PHYS_INPUT_BUTTON_CROUCH(this) = true; } keyboard = this.havocbot_keyboard; float blend = bound(0, vlen(destorg - this.origin) / autocvar_bot_ai_keyboard_distance, 1); // When getting close move with 360 degree //dprint("movement ", vtos(CS(this).movement), " keyboard ", vtos(keyboard), " blend ", ftos(blend), "\n"); CS(this).movement = CS(this).movement + (keyboard - CS(this).movement) * blend; } void havocbot_bunnyhop(entity this, vector dir) { float bunnyhopdistance; vector deviation; float maxspeed; // Don't jump when attacking if(this.aistatus & AI_STATUS_ATTACKING) return; if(IS_PLAYER(this.goalcurrent)) return; maxspeed = autocvar_sv_maxspeed; if(this.aistatus & AI_STATUS_RUNNING && vdist(this.velocity, <, autocvar_sv_maxspeed * 0.75) || this.aistatus & AI_STATUS_DANGER_AHEAD) { this.aistatus &= ~AI_STATUS_RUNNING; PHYS_INPUT_BUTTON_JUMP(this) = false; this.bot_canruntogoal = 0; this.bot_timelastseengoal = 0; return; } if(this.waterlevel > WATERLEVEL_WETFEET) { this.aistatus &= ~AI_STATUS_RUNNING; return; } if(this.bot_lastseengoal != this.goalcurrent && !(this.aistatus & AI_STATUS_RUNNING)) { this.bot_canruntogoal = 0; this.bot_timelastseengoal = 0; } vector gco = get_closer_dest(this.goalcurrent, this.origin); bunnyhopdistance = vlen(this.origin - gco); // Run only to visible goals if(IS_ONGROUND(this)) if(vdist(vec2(this.velocity), >=, autocvar_sv_maxspeed)) // if -really- running if(checkpvs(this.origin + this.view_ofs, this.goalcurrent)) { this.bot_lastseengoal = this.goalcurrent; // seen it before if(this.bot_timelastseengoal) { // for a period of time if(time - this.bot_timelastseengoal > autocvar_bot_ai_bunnyhop_firstjumpdelay) { float checkdistance; checkdistance = true; // don't run if it is too close if(this.bot_canruntogoal==0) { if(bunnyhopdistance > autocvar_bot_ai_bunnyhop_startdistance) this.bot_canruntogoal = 1; else this.bot_canruntogoal = -1; } if(this.bot_canruntogoal != 1) return; if(this.aistatus & AI_STATUS_ROAMING) if(this.goalcurrent.classname=="waypoint") if (!(this.goalcurrent.wpflags & WAYPOINTFLAG_PERSONAL)) if(fabs(gco.z - this.origin.z) < this.maxs.z - this.mins.z) if(this.goalstack01 && !wasfreed(this.goalstack01)) { vector gno = (this.goalstack01.absmin + this.goalstack01.absmax) * 0.5; deviation = vectoangles(gno - this.origin) - vectoangles(gco - this.origin); while (deviation.y < -180) deviation.y = deviation.y + 360; while (deviation.y > 180) deviation.y = deviation.y - 360; if(fabs(deviation.y) < 20) if(bunnyhopdistance < vlen(this.origin - gno)) if(fabs(gno.z - gco.z) < this.maxs.z - this.mins.z) { if(vdist(gco - gno, >, autocvar_bot_ai_bunnyhop_startdistance)) if(checkpvs(this.origin + this.view_ofs, this.goalstack01)) { checkdistance = false; } } } if(checkdistance) { this.aistatus &= ~AI_STATUS_RUNNING; // increase stop distance in case the goal is on a slope or a lower platform if(bunnyhopdistance > autocvar_bot_ai_bunnyhop_stopdistance + (this.origin.z - gco.z)) PHYS_INPUT_BUTTON_JUMP(this) = true; } else { this.aistatus |= AI_STATUS_RUNNING; PHYS_INPUT_BUTTON_JUMP(this) = true; } } } else { this.bot_timelastseengoal = time; } } else { this.bot_timelastseengoal = 0; } #if 0 // Release jump button if(!cvar("sv_pogostick")) if((IS_ONGROUND(this)) == 0) { if(this.velocity.z < 0 || vlen(this.velocity)maxspeed) { deviation = vectoangles(dir) - vectoangles(this.velocity); while (deviation.y < -180) deviation.y = deviation.y + 360; while (deviation.y > 180) deviation.y = deviation.y - 360; if(fabs(deviation.y)>10) CS(this).movement_x = 0; if(deviation.y>10) CS(this).movement_y = maxspeed * -1; else if(deviation.y<10) CS(this).movement_y = maxspeed; } } #endif } // return true when bot isn't getting closer to the current goal bool havocbot_checkgoaldistance(entity this, vector gco) { float curr_dist_z = max(20, fabs(this.origin.z - gco.z)); float curr_dist_2d = max(20, vlen(vec2(this.origin - gco))); float distance_time = this.goalcurrent_distance_time; if(distance_time < 0) distance_time = -distance_time; if(curr_dist_z >= this.goalcurrent_distance_z && curr_dist_2d >= this.goalcurrent_distance_2d) { if(!distance_time) this.goalcurrent_distance_time = time; else if (time - distance_time > 0.5) return true; } else { // reduce it a little bit so it works even with very small approaches to the goal this.goalcurrent_distance_z = max(20, curr_dist_z - 10); this.goalcurrent_distance_2d = max(20, curr_dist_2d - 10); this.goalcurrent_distance_time = 0; } return false; } entity havocbot_select_an_item_of_group(entity this, int gr) { entity selected = NULL; float selected_dist2 = 0; // select farthest item of this group from bot's position IL_EACH(g_items, it.item_group == gr && it.solid, { float dist2 = vlen2(this.origin - it.origin); if (dist2 < 600 ** 2 && dist2 > selected_dist2) { selected = it; selected_dist2 = vlen2(this.origin - selected.origin); } }); if (!selected) return NULL; set_tracewalk_dest(selected, this.origin, false); if (!tracewalk(this, this.origin, STAT(PL_MIN, this), STAT(PL_MAX, this), tracewalk_dest, tracewalk_dest_height, bot_navigation_movemode)) { return NULL; } return selected; } void havocbot_movetogoal(entity this) { vector diff; vector dir; vector flatdir; vector evadeobstacle; vector evadelava; float dodge_enemy_factor = 1; float maxspeed; //float dist; vector dodge; //if (this.goalentity) // te_lightning2(this, this.origin, (this.goalentity.absmin + this.goalentity.absmax) * 0.5); CS(this).movement = '0 0 0'; maxspeed = autocvar_sv_maxspeed; PHYS_INPUT_BUTTON_JETPACK(this) = false; // Jetpack navigation if(this.navigation_jetpack_goal) if(this.goalcurrent==this.navigation_jetpack_goal) if(GetResourceAmount(this, RESOURCE_FUEL)) { if(autocvar_bot_debug_goalstack) { debuggoalstack(this); te_wizspike(this.navigation_jetpack_point); } // Take off if (!(this.aistatus & AI_STATUS_JETPACK_FLYING)) { // Brake almost completely so it can get a good direction if(vdist(this.velocity, >, 10)) return; this.aistatus |= AI_STATUS_JETPACK_FLYING; } makevectors(this.v_angle.y * '0 1 0'); dir = normalize(this.navigation_jetpack_point - this.origin); // Landing if(this.aistatus & AI_STATUS_JETPACK_LANDING) { // Calculate brake distance in xy float d = vlen(vec2(this.origin - (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5)); float vel2 = vlen2(vec2(this.velocity)); float db = (vel2 / (autocvar_g_jetpack_acceleration_side * 2)) + 100; //LOG_INFOF("distance %d, velocity %d, brake at %d ", ceil(d), ceil(v), ceil(db)); if(d < db || d < 500) { // Brake if (vel2 > (maxspeed * 0.3) ** 2) { CS(this).movement_x = dir * v_forward * -maxspeed; return; } // Switch to normal mode this.navigation_jetpack_goal = NULL; this.aistatus &= ~AI_STATUS_JETPACK_LANDING; this.aistatus &= ~AI_STATUS_JETPACK_FLYING; return; } } else if(checkpvs(this.origin,this.goalcurrent)) { // If I can see the goal switch to landing code this.aistatus &= ~AI_STATUS_JETPACK_FLYING; this.aistatus |= AI_STATUS_JETPACK_LANDING; return; } // Flying PHYS_INPUT_BUTTON_JETPACK(this) = true; if(this.navigation_jetpack_point.z - STAT(PL_MAX, this).z + STAT(PL_MIN, this).z < this.origin.z) { CS(this).movement_x = dir * v_forward * maxspeed; CS(this).movement_y = dir * v_right * maxspeed; } return; } // Handling of jump pads if(this.jumppadcount) { if(this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT) { this.aistatus |= AI_STATUS_OUT_JUMPPAD; if(navigation_poptouchedgoals(this)) return; } else if(this.aistatus & AI_STATUS_OUT_JUMPPAD) { // If got stuck on the jump pad try to reach the farthest visible waypoint // but with some randomness so it can try out different paths if(!this.goalcurrent) { entity newgoal = NULL; IL_EACH(g_waypoints, vdist(it.origin - this.origin, <=, 1000), { if(it.wpflags & WAYPOINTFLAG_TELEPORT) if(it.origin.z < this.origin.z - 100 && vdist(vec2(it.origin - this.origin), <, 100)) continue; traceline(this.origin + this.view_ofs, ((it.absmin + it.absmax) * 0.5), true, this); if(trace_fraction < 1) continue; if(!newgoal || ((random() < 0.8) && vlen2(it.origin - this.origin) > vlen2(newgoal.origin - this.origin))) newgoal = it; }); if(newgoal) { this.ignoregoal = this.goalcurrent; this.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout; navigation_clearroute(this); navigation_routetogoal(this, newgoal, this.origin); if(autocvar_bot_debug_goalstack) debuggoalstack(this); this.aistatus &= ~AI_STATUS_OUT_JUMPPAD; } } else { if (this.goalcurrent.bot_pickup) { entity jumppad_wp = this.goalcurrent_prev; navigation_poptouchedgoals(this); if(!this.goalcurrent && jumppad_wp.wp00) { // head to the jumppad destination once bot reaches the goal item navigation_pushroute(this, jumppad_wp.wp00); } } vector gco = (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5; if (this.origin.z > gco.z && vdist(vec2(this.velocity), <, autocvar_sv_maxspeed)) this.aistatus &= ~AI_STATUS_OUT_JUMPPAD; else if(havocbot_checkgoaldistance(this, gco)) { navigation_clearroute(this); navigation_goalrating_timeout_force(this); } else return; } } else { if(time - this.lastteleporttime > 0.2 && this.velocity.z > 0) { vector velxy = this.velocity; velxy_z = 0; if(vdist(velxy, <, autocvar_sv_maxspeed * 0.2)) { LOG_TRACE("Warning: ", this.netname, " got stuck on a jumppad (velocity in xy is ", vtos(velxy), "), trying to get out of it now"); this.aistatus |= AI_STATUS_OUT_JUMPPAD; } return; } // Don't chase players while using a jump pad if(IS_PLAYER(this.goalcurrent) || IS_PLAYER(this.goalstack01)) return; } } else if(this.aistatus & AI_STATUS_OUT_JUMPPAD) this.aistatus &= ~AI_STATUS_OUT_JUMPPAD; // If there is a trigger_hurt right below try to use the jetpack or make a rocketjump if (skill > 6 && !(IS_ONGROUND(this))) { #define ROCKETJUMP_DAMAGE() WEP_CVAR(devastator, damage) * 0.8 \ * ((this.strength_finished > time) ? autocvar_g_balance_powerup_strength_selfdamage : 1) \ * ((this.invincible_finished > time) ? autocvar_g_balance_powerup_invincible_takedamage : 1) tracebox(this.origin, this.mins, this.maxs, this.origin + '0 0 -65536', MOVE_NOMONSTERS, this); if(tracebox_hits_trigger_hurt(this.origin, this.mins, this.maxs, trace_endpos )) if(this.items & IT_JETPACK) { tracebox(this.origin, this.mins, this.maxs, this.origin + '0 0 65536', MOVE_NOMONSTERS, this); if(tracebox_hits_trigger_hurt(this.origin, this.mins, this.maxs, trace_endpos + '0 0 1' )) { if(this.velocity.z<0) PHYS_INPUT_BUTTON_JETPACK(this) = true; } else PHYS_INPUT_BUTTON_JETPACK(this) = true; // If there is no goal try to move forward if(this.goalcurrent==NULL) dir = v_forward; else dir = normalize(( ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5 ) - this.origin); vector xyvelocity = this.velocity; xyvelocity_z = 0; float xyspeed = xyvelocity * dir; if(xyspeed < (maxspeed / 2)) { makevectors(this.v_angle.y * '0 1 0'); tracebox(this.origin, this.mins, this.maxs, this.origin + (dir * maxspeed * 3), MOVE_NOMONSTERS, this); if(trace_fraction==1) { CS(this).movement_x = dir * v_forward * maxspeed; CS(this).movement_y = dir * v_right * maxspeed; if (skill < 10) havocbot_keyboard_movement(this, this.origin + dir * 100); } } this.havocbot_blockhead = true; return; } else if(!this.jumppadcount && !this.goalcurrent.wphardwired && GetResourceAmount(this, RESOURCE_HEALTH) + GetResourceAmount(this, RESOURCE_ARMOR) > ROCKETJUMP_DAMAGE()) { if(this.velocity.z < 0) { for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) { .entity weaponentity = weaponentities[slot]; if(this.(weaponentity).m_weapon == WEP_Null && slot != 0) continue; if(client_hasweapon(this, WEP_DEVASTATOR, weaponentity, true, false)) { CS(this).movement_x = maxspeed; if(this.rocketjumptime) { if(time > this.rocketjumptime) { PHYS_INPUT_BUTTON_ATCK2(this) = true; this.rocketjumptime = 0; } return; } this.(weaponentity).m_switchweapon = WEP_DEVASTATOR; this.v_angle_x = 90; PHYS_INPUT_BUTTON_ATCK(this) = true; this.rocketjumptime = time + WEP_CVAR(devastator, detonatedelay); return; } } } } else { // If there is no goal try to move forward if(this.goalcurrent==NULL) CS(this).movement_x = maxspeed; } } // If we are under water with no goals, swim up if(this.waterlevel && !this.goalcurrent) { dir = '0 0 0'; if(this.waterlevel>WATERLEVEL_SWIMMING) dir.z = 1; else if(this.velocity.z >= 0 && !(this.waterlevel == WATERLEVEL_WETFEET && this.watertype == CONTENT_WATER)) PHYS_INPUT_BUTTON_JUMP(this) = true; else PHYS_INPUT_BUTTON_JUMP(this) = false; makevectors(this.v_angle.y * '0 1 0'); vector v = dir * maxspeed; CS(this).movement.x = v * v_forward; CS(this).movement.y = v * v_right; CS(this).movement.z = v * v_up; } // if there is nowhere to go, exit if (this.goalcurrent == NULL) return; bool locked_goal = false; if((this.goalentity && wasfreed(this.goalentity)) || (this.goalcurrent == this.goalentity && this.goalentity.tag_entity)) { navigation_clearroute(this); navigation_goalrating_timeout_force(this); return; } else if(this.goalentity.tag_entity) { navigation_goalrating_timeout_expire(this, 2); } else if(this.goalentity.bot_pickup) { if(this.goalentity.bot_pickup_respawning) { if(this.goalentity.solid) // item respawned this.goalentity.bot_pickup_respawning = false; else if(time < this.goalentity.scheduledrespawntime - 10) // item already taken (by someone else) { if(checkpvs(this.origin, this.goalentity)) { this.goalentity.bot_pickup_respawning = false; navigation_goalrating_timeout_expire(this, random()); } locked_goal = true; // wait for item to respawn } else if(this.goalentity == this.goalcurrent) locked_goal = true; // wait for item to respawn } else if(!this.goalentity.solid && !boxesoverlap(this.goalentity.absmin, this.goalentity.absmax, this.absmin, this.absmax)) { if(checkpvs(this.origin, this.goalentity)) { navigation_goalrating_timeout_expire(this, random()); } } } if (this.goalcurrent == this.goalentity && this.goalentity_lock_timeout > time) locked_goal = true; if (navigation_shortenpath(this)) { if (vdist(this.origin - this.goalcurrent_prev.origin, <, 50) && navigation_goalrating_timeout_can_be_anticipated(this)) { navigation_goalrating_timeout_force(this); } } bool goalcurrent_can_be_removed = false; if (IS_PLAYER(this.goalcurrent) || IS_MONSTER(this.goalcurrent)) { bool freeze_state_changed = (boolean(STAT(FROZEN, this.goalentity)) != this.goalentity_shouldbefrozen); if (IS_DEAD(this.goalcurrent) || (this.goalentity == this.goalcurrent && freeze_state_changed)) { goalcurrent_can_be_removed = true; // don't remove if not visible if (checkpvs(this.origin + this.view_ofs, this.goalcurrent)) { navigation_goalrating_timeout_force(this); return; } } else if (!(STAT(FROZEN, this.goalentity)) && this.bot_tracewalk_time < time) { set_tracewalk_dest(this.goalcurrent, this.origin, true); if (!(trace_ent == this || tracewalk(this, this.origin, this.mins, this.maxs, tracewalk_dest, tracewalk_dest_height, bot_navigation_movemode))) { navigation_goalrating_timeout_force(this); return; } this.bot_tracewalk_time = max(time, this.bot_tracewalk_time) + 0.25; } } if(!locked_goal) { // optimize path finding by anticipating goalrating when bot is near a waypoint; // in this case path finding can start directly from a waypoint instead of // looking for all the reachable waypoints up to a certain distance if (navigation_poptouchedgoals(this)) { if (this.goalcurrent) { if (goalcurrent_can_be_removed) { // remove even if not visible navigation_goalrating_timeout_force(this); return; } else if (navigation_goalrating_timeout_can_be_anticipated(this)) navigation_goalrating_timeout_force(this); } else { entity old_goal = this.goalcurrent_prev; if (old_goal.item_group && this.item_group != old_goal.item_group) { // Avoid multiple costly calls of path finding code that selects one of the closest // item of the group by telling the bot to head directly to the farthest item. // Next time we let the bot select a goal as usual which can be another item // of this group (the closest one) and so on this.item_group = old_goal.item_group; entity new_goal = havocbot_select_an_item_of_group(this, old_goal.item_group); if (new_goal) navigation_pushroute(this, new_goal); } } } } // if ran out of goals try to use an alternative goal or get a new strategy asap if(this.goalcurrent == NULL) { navigation_goalrating_timeout_force(this); return; } if(autocvar_bot_debug_goalstack) debuggoalstack(this); bool bunnyhop_forbidden = false; vector destorg = get_closer_dest(this.goalcurrent, this.origin); if (this.jumppadcount && this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT) { // if bot used the jumppad, push towards jumppad origin until jumppad waypoint gets removed destorg = this.goalcurrent.origin; } else if (this.goalcurrent.wpisbox) { // if bot is inside the teleport waypoint, head to teleport origin until teleport gets used // do it even if bot is on a ledge above a teleport/jumppad so it doesn't get stuck if (boxesoverlap(this.goalcurrent.absmin, this.goalcurrent.absmax, this.origin + eZ * this.mins.z, this.origin + eZ * this.maxs.z) || (this.absmin.z > destorg.z && destorg.x == this.origin.x && destorg.y == this.origin.y)) { bunnyhop_forbidden = true; destorg = this.goalcurrent.origin; if(destorg.z > this.origin.z) PHYS_INPUT_BUTTON_JUMP(this) = true; } } diff = destorg - this.origin; if (time < this.bot_stop_moving_timeout || (this.goalcurrent == this.goalentity && time < this.goalentity_lock_timeout && vdist(diff, <, 10))) { // stop if the locked goal has been reached destorg = this.origin; diff = dir = '0 0 0'; } else if (IS_PLAYER(this.goalcurrent) || IS_MONSTER(this.goalcurrent)) { if (vdist(diff, <, 80)) { // stop if too close to target player (even if frozen) destorg = this.origin; diff = dir = '0 0 0'; } else { // move destorg out of target players, otherwise bot will consider them // an obstacle that needs to be jumped (especially if frozen) dir = normalize(diff); destorg -= dir * PL_MAX_CONST.x * M_SQRT2; diff = destorg - this.origin; } } else dir = normalize(diff); flatdir = (diff.z == 0) ? dir : normalize(vec2(diff)); //if (this.bot_dodgevector_time < time) { //this.bot_dodgevector_time = time + cvar("bot_ai_dodgeupdateinterval"); //this.bot_dodgevector_jumpbutton = 1; evadeobstacle = '0 0 0'; evadelava = '0 0 0'; this.aistatus &= ~AI_STATUS_DANGER_AHEAD; makevectors(this.v_angle.y * '0 1 0'); if (this.waterlevel > WATERLEVEL_WETFEET) { if (this.waterlevel > WATERLEVEL_SWIMMING) { if(!this.goalcurrent) this.aistatus |= AI_STATUS_OUT_WATER; else if(destorg.z > this.origin.z) PHYS_INPUT_BUTTON_JUMP(this) = true; } else { dir = flatdir; if(this.velocity.z >= 0 && !(this.watertype == CONTENT_WATER && destorg.z < this.origin.z) && (this.aistatus & AI_STATUS_OUT_WATER)) PHYS_INPUT_BUTTON_JUMP(this) = true; else PHYS_INPUT_BUTTON_JUMP(this) = false; } } else { float s; vector offset; if(this.aistatus & AI_STATUS_OUT_WATER) this.aistatus &= ~AI_STATUS_OUT_WATER; // jump if going toward an obstacle that doesn't look like stairs we // can walk up directly vector deviation = '0 0 0'; float current_speed = vlen(vec2(this.velocity)); if (current_speed < maxspeed * 0.2) current_speed = maxspeed * 0.2; else { deviation = vectoangles(diff) - vectoangles(this.velocity); while (deviation.y < -180) deviation.y += 360; while (deviation.y > 180) deviation.y -= 360; } float turning = false; vector flat_diff = vec2(diff); offset = max(32, current_speed * cos(deviation.y * DEG2RAD) * 0.3) * flatdir; vector actual_destorg = this.origin + offset; if (!this.goalstack01 || this.goalcurrent.wpflags & (WAYPOINTFLAG_TELEPORT | WAYPOINTFLAG_LADDER)) { if (vlen2(flat_diff) < vlen2(offset)) { if (this.goalcurrent.wpflags & WAYPOINTFLAG_JUMP && this.goalstack01) { // oblique warpzones need a jump otherwise bots gets stuck PHYS_INPUT_BUTTON_JUMP(this) = true; } else { actual_destorg.x = destorg.x; actual_destorg.y = destorg.y; } } } else if (vdist(flat_diff, <, 32) && diff.z < -16) // destination is under the bot { actual_destorg.x = destorg.x; actual_destorg.y = destorg.y; } else if (vlen2(flat_diff) < vlen2(offset)) { vector next_goal_org = (this.goalstack01.absmin + this.goalstack01.absmax) * 0.5; vector next_dir = normalize(vec2(next_goal_org - destorg)); float dist = vlen(vec2(this.origin + offset - destorg)); // if current and next goal are close to each other make sure // actual_destorg isn't set beyond next_goal_org if (dist ** 2 > vlen2(vec2(next_goal_org - destorg))) actual_destorg = next_goal_org; else actual_destorg = vec2(destorg) + dist * next_dir; actual_destorg.z = this.origin.z; turning = true; } LABEL(jump_check); dir = flatdir = normalize(actual_destorg - this.origin); if (turning || fabs(deviation.y) < 50) // don't even try to jump if deviation is too high { tracebox(this.origin, this.mins, this.maxs, actual_destorg, false, this); if (trace_fraction < 1 && trace_plane_normal.z < 0.7) { s = trace_fraction; tracebox(this.origin + stepheightvec, this.mins, this.maxs, actual_destorg + stepheightvec, false, this); if (trace_fraction < s + 0.01 && trace_plane_normal.z < 0.7) { // found an obstacle if (turning && fabs(deviation.y) > 5) { // check if the obstacle is still there without turning actual_destorg = destorg; turning = false; this.bot_tracewalk_time = time + 0.25; goto jump_check; } s = trace_fraction; // don't artificially reduce max jump height in real-time // (jumpstepheightvec is reduced a bit to make the jumps easy in tracewalk) vector jump_height = (IS_ONGROUND(this)) ? stepheightvec + jumpheight_vec : jumpstepheightvec; tracebox(this.origin + jump_height, this.mins, this.maxs, actual_destorg + jump_height, false, this); if (trace_fraction > s) PHYS_INPUT_BUTTON_JUMP(this) = true; else { jump_height = stepheightvec + jumpheight_vec / 2; tracebox(this.origin + jump_height, this.mins, this.maxs, actual_destorg + jump_height, false, this); if (trace_fraction > s) PHYS_INPUT_BUTTON_JUMP(this) = true; } } } } // if bot for some reason doesn't get close to the current goal find another one if(!this.jumppadcount && !IS_PLAYER(this.goalcurrent)) if(!(locked_goal && this.goalcurrent_distance_z < 50 && this.goalcurrent_distance_2d < 50)) if(havocbot_checkgoaldistance(this, destorg)) { if(this.goalcurrent_distance_time < 0) // can't get close for the second time { navigation_clearroute(this); navigation_goalrating_timeout_force(this); return; } set_tracewalk_dest(this.goalcurrent, this.origin, false); if (!tracewalk(this, this.origin, this.mins, this.maxs, tracewalk_dest, tracewalk_dest_height, bot_navigation_movemode)) { navigation_clearroute(this); navigation_goalrating_timeout_force(this); return; } // give bot only another chance to prevent bot getting stuck // in case it thinks it can walk but actually can't this.goalcurrent_distance_z = FLOAT_MAX; this.goalcurrent_distance_2d = FLOAT_MAX; this.goalcurrent_distance_time = -time; // mark second try } // Check for water/slime/lava and dangerous edges // (only when the bot is on the ground or jumping intentionally) if (skill + this.bot_moveskill <= 3 && time > this.bot_stop_moving_timeout && current_speed > maxspeed * 0.9 && fabs(deviation.y) > 70) { this.bot_stop_moving_timeout = time + 0.4 + random() * 0.2; } offset = (vdist(this.velocity, >, 32) ? this.velocity * 0.2 : v_forward * 32); vector dst_ahead = this.origin + this.view_ofs + offset; vector dst_down = dst_ahead - '0 0 3000'; traceline(this.origin + this.view_ofs, dst_ahead, true, NULL); bool unreachable = false; s = CONTENT_SOLID; if(trace_fraction == 1 && this.jumppadcount == 0 && !this.goalcurrent.wphardwired ) if((IS_ONGROUND(this)) || (this.aistatus & AI_STATUS_RUNNING) || (this.aistatus & AI_STATUS_ROAMING) || PHYS_INPUT_BUTTON_JUMP(this)) { // Look downwards traceline(dst_ahead , dst_down, true, NULL); //te_lightning2(NULL, this.origin + this.view_ofs, dst_ahead); // Draw "ahead" look //te_lightning2(NULL, dst_ahead, dst_down); // Draw "downwards" look if(trace_endpos.z < this.origin.z + this.mins.z) { s = pointcontents(trace_endpos + '0 0 1'); if (s != CONTENT_SOLID) if (s == CONTENT_LAVA || s == CONTENT_SLIME) evadelava = normalize(this.velocity) * -1; else if (s == CONTENT_SKY) evadeobstacle = normalize(this.velocity) * -1; else if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos)) { // the traceline check isn't enough but is good as optimization, // when not true (most of the time) this tracebox call is avoided tracebox(dst_ahead, this.mins, this.maxs, dst_down, true, this); if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos)) { if (destorg.z > this.origin.z + jumpstepheightvec.z) { // the goal is probably on an upper platform, assume bot can't get there unreachable = true; } else evadelava = normalize(this.velocity) * -1; } } } } dir = flatdir; evadeobstacle.z = 0; evadelava.z = 0; makevectors(this.v_angle.y * '0 1 0'); if(evadeobstacle || evadelava || (s == CONTENT_WATER)) { this.aistatus |= AI_STATUS_DANGER_AHEAD; if(IS_PLAYER(this.goalcurrent)) unreachable = true; } // slow down if bot is in the air and goal is under it if (!this.goalcurrent.wphardwired && vdist(flat_diff, <, 250) && this.origin.z - destorg.z > 120 && (!IS_ONGROUND(this) || vdist(vec2(this.velocity), >, maxspeed * 0.3))) { // tracebox wouldn't work when bot is still on the ledge traceline(this.origin, this.origin - '0 0 200', true, this); if (this.origin.z - trace_endpos.z > 120) evadeobstacle = normalize(this.velocity) * -1; } if(unreachable) { navigation_clearroute(this); navigation_goalrating_timeout_force(this); this.ignoregoal = this.goalcurrent; this.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout; } } dodge = havocbot_dodge(this); if (dodge) dodge *= bound(0, 0.5 + (skill + this.bot_dodgeskill) * 0.1, 1); dodge += evadeobstacle + evadelava; evadelava = evadelava * bound(1,3-(skill+this.bot_dodgeskill),3); //Noobs fear lava a lot and take more distance from it if (this.enemy) { traceline(this.origin, (this.enemy.absmin + this.enemy.absmax) * 0.5, true, NULL); if (IS_PLAYER(trace_ent)) dodge_enemy_factor = bound(0, (skill + this.bot_dodgeskill) / 7, 1); } // this.bot_dodgevector = dir; // this.bot_dodgevector_jumpbutton = PHYS_INPUT_BUTTON_JUMP(this); } float ladder_zdir = 0; if(time < this.ladder_time) { if(this.goalcurrent.origin.z + this.goalcurrent.mins.z > this.origin.z + this.mins.z) { if(this.origin.z + this.mins.z < this.ladder_entity.origin.z + this.ladder_entity.maxs.z) ladder_zdir = 1; } else { if(this.origin.z + this.mins.z > this.ladder_entity.origin.z + this.ladder_entity.mins.z) ladder_zdir = -1; } if (ladder_zdir) { if (vdist(vec2(diff), <, 40)) dir.z = ladder_zdir * 4; else dir.z = ladder_zdir * 2; dir = normalize(dir); } } if (this.goalcurrent.wpisbox && boxesoverlap(this.goalcurrent.absmin, this.goalcurrent.absmax, this.origin, this.origin)) { // bot is inside teleport waypoint but hasn't touched the real teleport yet // head to teleport origin dir = (this.goalcurrent.origin - this.origin); dir.z = 0; dir = normalize(dir); } // already executed when bot targets an enemy if (!this.bot_aimdir_executed) { if (time < this.bot_stop_moving_timeout) bot_aimdir(this, normalize(this.goalcurrent.origin - this.origin), -1); else bot_aimdir(this, dir, -1); } if (!ladder_zdir) { dir *= dodge_enemy_factor; dir = normalize(dir + dodge); } makevectors(this.v_angle); //dir = this.bot_dodgevector; //if (this.bot_dodgevector_jumpbutton) // PHYS_INPUT_BUTTON_JUMP(this) = true; CS(this).movement_x = dir * v_forward * maxspeed; CS(this).movement_y = dir * v_right * maxspeed; CS(this).movement_z = dir * v_up * maxspeed; // Emulate keyboard interface if (skill < 10) havocbot_keyboard_movement(this, destorg); // Bunnyhop! //if(this.aistatus & AI_STATUS_ROAMING) if(!bunnyhop_forbidden && this.goalcurrent) if(skill+this.bot_moveskill >= autocvar_bot_ai_bunnyhop_skilloffset) havocbot_bunnyhop(this, dir); if ((dir * v_up) >= autocvar_sv_jumpvelocity*0.5 && (IS_ONGROUND(this))) PHYS_INPUT_BUTTON_JUMP(this) = true; 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; 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); } entity havocbot_gettarget(entity this, bool secondary) { entity best = NULL; vector eye = CENTER_OR_VIEWOFS(this); IL_EACH(g_bot_targets, boolean((secondary) ? it.classname == "misc_breakablemodel" : it.classname != "misc_breakablemodel"), { vector v = CENTER_OR_VIEWOFS(it); if(vdist(v - eye, <, autocvar_bot_ai_enemydetectionradius)) if(!best || vlen2(CENTER_OR_VIEWOFS(best) - eye) > vlen2(v - eye)) if(bot_shouldattack(this, it)) { traceline(eye, v, true, this); if (trace_ent == it || trace_fraction >= 1) best = it; } }); return best; } void havocbot_chooseenemy(entity this) { if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(this)) { this.enemy = NULL; return; } if (this.enemy) { if (!bot_shouldattack(this, this.enemy)) { // enemy died or something, find a new target this.enemy = NULL; this.havocbot_chooseenemy_finished = time; } else if (this.havocbot_stickenemy) { // tracking last chosen enemy // if enemy is visible // and not really really far away // and we're not severely injured // then keep tracking for a half second into the future traceline(this.origin+this.view_ofs, ( this.enemy.absmin + this.enemy.absmax ) * 0.5,false,NULL); if (trace_ent == this.enemy || trace_fraction == 1) if (vdist(((this.enemy.absmin + this.enemy.absmax) * 0.5) - this.origin, <, 1000)) if (GetResourceAmount(this, RESOURCE_HEALTH) > 30) { // remain tracking him for a shot while (case he went after a small corner or pilar this.havocbot_chooseenemy_finished = time + 0.5; return; } // enemy isn't visible, or is far away, or we're injured severely // so stop preferring this enemy // (it will still take a half second until a new one is chosen) this.havocbot_stickenemy = 0; } } if (time < this.havocbot_chooseenemy_finished) return; this.havocbot_chooseenemy_finished = time + autocvar_bot_ai_enemydetectioninterval; vector eye = this.origin + this.view_ofs; entity best = NULL; float bestrating = 100000000; // Backup hit flags int hf = this.dphitcontentsmask; // Search for enemies, if no enemy can be seen directly try to look through transparent objects this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE; bool scan_transparent = false; bool scan_secondary_targets = false; bool have_secondary_targets = false; while(true) { scan_secondary_targets = false; LABEL(scan_targets) IL_EACH(g_bot_targets, it.bot_attack, { if(!scan_secondary_targets) { if(it.classname == "misc_breakablemodel") { have_secondary_targets = true; continue; } } else if(it.classname != "misc_breakablemodel") continue; vector v = (it.absmin + it.absmax) * 0.5; float rating = vlen2(v - eye); if (vdist(v - eye, <, autocvar_bot_ai_enemydetectionradius)) if (bestrating > rating) if (bot_shouldattack(this, it)) { traceline(eye, v, true, this); if (trace_ent == it || trace_fraction >= 1) { best = it; bestrating = rating; } } }); if(!best && have_secondary_targets && !scan_secondary_targets) { scan_secondary_targets = true; // restart the loop bestrating = 100000000; goto scan_targets; } // I want to do a second scan if no enemy was found or I don't have weapons // TODO: Perform the scan when using the rifle (requires changes on the rifle code) if(best || STAT(WEAPONS, this)) // || this.weapon == WEP_RIFLE.m_id break; if(scan_transparent) break; // Set flags to see through transparent objects this.dphitcontentsmask |= DPCONTENTS_OPAQUE; scan_transparent = true; } // Restore hit flags this.dphitcontentsmask = hf; this.enemy = best; this.havocbot_stickenemy = true; if(best && best.classname == "misc_breakablemodel") this.havocbot_stickenemy = false; } float havocbot_chooseweapon_checkreload(entity this, .entity weaponentity, int new_weapon) { // bots under this skill cannot find unloaded weapons to reload idly when not in combat, // so skip this for them, or they'll never get to reload their weapons at all. // this also allows bots under this skill to be more stupid, and reload more often during combat :) if(skill < 5) return false; // if this weapon is scheduled for reloading, don't switch to it during combat if (this.(weaponentity).weapon_load[new_weapon] < 0) { FOREACH(Weapons, it != WEP_Null, { if(it.wr_checkammo1(it, this, weaponentity) + it.wr_checkammo2(it, this, weaponentity)) return true; // other weapon available }); } return false; } void havocbot_chooseweapon(entity this, .entity weaponentity) { int i; // ;) if(g_weaponarena_weapons == WEPSET(TUBA)) { this.(weaponentity).m_switchweapon = WEP_TUBA; return; } // TODO: clean this up by moving it to weapon code if(this.enemy==NULL) { // If no weapon was chosen get the first available weapon if(this.(weaponentity).m_weapon==WEP_Null) FOREACH(Weapons, it != WEP_Null, { if(client_hasweapon(this, it, weaponentity, true, false)) { this.(weaponentity).m_switchweapon = it; return; } }); return; } // Do not change weapon during the next second after a combo float f = time - this.lastcombotime; if(f < 1) return; float w; float distance; distance=bound(10,vlen(this.origin-this.enemy.origin)-200,10000); // Should it do a weapon combo? float af, ct, combo_time, combo; af = ATTACK_FINISHED(this, weaponentity); ct = autocvar_bot_ai_weapon_combo_threshold; // Bots with no skill will be 4 times more slower than "godlike" bots when doing weapon combos // Ideally this 4 should be calculated as longest_weapon_refire / bot_ai_weapon_combo_threshold combo_time = time + ct + (ct * ((-0.3*(skill+this.bot_weaponskill))+3)); combo = false; if(autocvar_bot_ai_weapon_combo) if(this.(weaponentity).m_weapon.m_id == this.(weaponentity).lastfiredweapon) if(af > combo_time) { combo = true; this.lastcombotime = time; } distance *= (2 ** this.bot_rangepreference); // Custom weapon list based on distance to the enemy if(bot_custom_weapon){ // Choose weapons for far distance if ( distance > bot_distance_far ) { for(i=0; i < Weapons_COUNT && bot_weapons_far[i] != -1 ; ++i){ w = bot_weapons_far[i]; if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) ) { if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w)) continue; this.(weaponentity).m_switchweapon = Weapons_from(w); return; } } } // Choose weapons for mid distance if ( distance > bot_distance_close) { for(i=0; i < Weapons_COUNT && bot_weapons_mid[i] != -1 ; ++i){ w = bot_weapons_mid[i]; if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) ) { if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w)) continue; this.(weaponentity).m_switchweapon = Weapons_from(w); return; } } } // Choose weapons for close distance for(i=0; i < Weapons_COUNT && bot_weapons_close[i] != -1 ; ++i){ w = bot_weapons_close[i]; if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) ) { if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w)) continue; this.(weaponentity).m_switchweapon = Weapons_from(w); return; } } } } void havocbot_aim(entity this) { if (time < this.nextaim) return; this.nextaim = time + 0.1; vector myvel = this.velocity; if (!this.waterlevel) myvel.z = 0; if(MUTATOR_CALLHOOK(HavocBot_Aim, this)) { /* do nothing */ } else if (this.enemy) { vector enemyvel = this.enemy.velocity; if (!this.enemy.waterlevel) enemyvel.z = 0; lag_additem(this, time + CS(this).ping, 0, 0, this.enemy, this.origin, myvel, (this.enemy.absmin + this.enemy.absmax) * 0.5, enemyvel); } else lag_additem(this, time + CS(this).ping, 0, 0, NULL, this.origin, myvel, ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5, '0 0 0'); } bool havocbot_moveto_refresh_route(entity this) { // Refresh path to goal if necessary entity wp; wp = this.havocbot_personal_waypoint; navigation_goalrating_start(this); navigation_routerating(this, wp, 10000, 10000); navigation_goalrating_end(this); return (this.goalentity != NULL); } float havocbot_moveto(entity this, vector pos) { entity wp; if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_GOING) { // Step 4: Move to waypoint if(this.havocbot_personal_waypoint==NULL) { LOG_TRACE("Error: ", this.netname, " trying to walk to a non existent personal waypoint"); this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_GOING; return CMD_STATUS_ERROR; } if (!bot_strategytoken_taken) if(this.havocbot_personal_waypoint_searchtime= 30) { LOG_TRACE("Warning: can't walk to the personal waypoint located at ", vtos(this.havocbot_personal_waypoint.origin)); this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_LINKING; delete(this.havocbot_personal_waypoint); return CMD_STATUS_ERROR; } else LOG_TRACE(this.netname, " can't walk to its personal waypoint (after ", ftos(this.havocbot_personal_waypoint_failcounter), " failed attempts), trying later"); } } if(autocvar_bot_debug_goalstack) debuggoalstack(this); // Go! havocbot_movetogoal(this); if (!this.bot_aimdir_executed && this.goalcurrent) { // Heading vector dir = get_closer_dest(this.goalcurrent, this.origin); dir -= this.origin + this.view_ofs; dir.z = 0; bot_aimdir(this, dir, -1); } if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_REACHED) { // Step 5: Waypoint reached LOG_TRACE(this.netname, "'s personal waypoint reached"); delete(this.havocbot_personal_waypoint); this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_REACHED; return CMD_STATUS_FINISHED; } return CMD_STATUS_EXECUTING; } // Step 2: Linking waypoint if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_LINKING) { // Wait until it is linked if(!this.havocbot_personal_waypoint.wplinked) { LOG_TRACE(this.netname, " waiting for personal waypoint to be linked"); return CMD_STATUS_EXECUTING; } this.havocbot_personal_waypoint_searchtime = time; // so we set the route next frame this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_LINKING; this.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_GOING; // Step 3: Route to waypoint LOG_TRACE(this.netname, " walking to its personal waypoint"); return CMD_STATUS_EXECUTING; } // Step 1: Spawning waypoint wp = waypoint_spawnpersonal(this, pos); if(wp==NULL) { LOG_TRACE("Error: Can't spawn personal waypoint at ",vtos(pos)); return CMD_STATUS_ERROR; } this.havocbot_personal_waypoint = wp; this.havocbot_personal_waypoint_failcounter = 0; this.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_LINKING; // if pos is inside a teleport, then let's mark it as teleport waypoint IL_EACH(g_teleporters, WarpZoneLib_BoxTouchesBrush(pos, pos, it, NULL), { wp.wpflags |= WAYPOINTFLAG_TELEPORT; this.lastteleporttime = 0; }); /* if(wp.wpflags & WAYPOINTFLAG_TELEPORT) print("routing to a teleporter\n"); else print("routing to a non-teleporter\n"); */ return CMD_STATUS_EXECUTING; } float havocbot_resetgoal(entity this) { navigation_clearroute(this); return CMD_STATUS_FINISHED; } void havocbot_setupbot(entity this) { this.bot_ai = havocbot_ai; this.cmd_moveto = havocbot_moveto; this.cmd_resetgoal = havocbot_resetgoal; // NOTE: bot is not player yet havocbot_chooserole(this); } vector havocbot_dodge(entity this) { // LordHavoc: disabled because this is too expensive return '0 0 0'; #if 0 entity head; vector dodge, v, n; float danger, bestdanger, vl, d; dodge = '0 0 0'; bestdanger = -20; // check for dangerous objects near bot or approaching bot head = findchainfloat(bot_dodge, true); while(head) { if (head.owner != this) { vl = vlen(head.velocity); if (vl > autocvar_sv_maxspeed * 0.3) { n = normalize(head.velocity); v = this.origin - head.origin; d = v * n; if (d > (0 - head.bot_dodgerating)) if (d < (vl * 0.2 + head.bot_dodgerating)) { // calculate direction and distance from the flight path, by removing the forward axis v = v - (n * (v * n)); danger = head.bot_dodgerating - vlen(v); if (bestdanger < danger) { bestdanger = danger; // dodge to the side of the object dodge = normalize(v); } } } else { danger = head.bot_dodgerating - vlen(head.origin - this.origin); if (bestdanger < danger) { bestdanger = danger; dodge = normalize(this.origin - head.origin); } } } head = head.chain; } return dodge; #endif }