Merge branch 'master' into terencehill/bot_waypoints
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / bot / default / havocbot / havocbot.qc
index 9f6da64eb26abe234e4142e221f24ecd8d47a98c..6af0032368c0d4293ef8f9ac9099513f3a2efb07 100644 (file)
@@ -1,5 +1,7 @@
 #include "havocbot.qh"
 
+#include "roles.qh"
+
 #include <server/defs.qh>
 #include <server/miscfunctions.qh>
 #include "../cvars.qh"
@@ -24,8 +26,6 @@
 
 #include <lib/warpzone/common.qh>
 
-.float speed;
-
 void havocbot_ai(entity this)
 {
        if(this.draggedby)
@@ -193,82 +193,76 @@ void havocbot_ai(entity this)
 
 void havocbot_keyboard_movement(entity this, vector destorg)
 {
-       vector keyboard;
+       if(time <= this.havocbot_keyboardtime)
+               return;
 
-       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);
+       vector keyboard = CS(this).movement / autocvar_sv_maxspeed;
+
+       float trigger = autocvar_bot_ai_keyboard_threshold;
+
+       // 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)
        {
-               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;
-
-               // 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 < -trigger && sk > 1.5)
-               {
-                       keyboard.x = -1;
-                       if (sk < 4.5)
-                               keyboard.y = 0;
-               }
-               else
-               {
-                       keyboard.x = 0;
-                       if (sk < 1.5)
-                               keyboard.y = 0;
-               }
+               keyboard.x = 1;
+               if (sk < 2.5)
+                       keyboard.y = 0;
+       }
+       else if (keyboard.x < -trigger && sk > 1.5)
+       {
+               keyboard.x = -1;
                if (sk < 4.5)
-                       keyboard.z = 0;
-
-               if (keyboard.y > trigger)
-                       keyboard.y = 1;
-               else if (keyboard.y < -trigger)
-                       keyboard.y = -1;
-               else
                        keyboard.y = 0;
+       }
+       else
+       {
+               keyboard.x = 0;
+               if (sk < 1.5)
+                       keyboard.y = 0;
+       }
+       if (sk < 4.5)
+               keyboard.z = 0;
 
-               if (keyboard.z > trigger)
-                       keyboard.z = 1;
-               else if (keyboard.z < -trigger)
-                       keyboard.z = -1;
-               else
-                       keyboard.z = 0;
+       if (keyboard.y > trigger)
+               keyboard.y = 1;
+       else if (keyboard.y < -trigger)
+               keyboard.y = -1;
+       else
+               keyboard.y = 0;
 
-               // make sure bots don't get stuck if havocbot_keyboardtime is very high
-               if (keyboard == '0 0 0')
-                       this.havocbot_keyboardtime = min(this.havocbot_keyboardtime, time + 0.2);
+       if (keyboard.z > trigger)
+               keyboard.z = 1;
+       else if (keyboard.z < -trigger)
+               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;
+       // make sure bots don't get stuck if havocbot_keyboardtime is very high
+       if (keyboard == '0 0 0')
+               this.havocbot_keyboardtime = min(this.havocbot_keyboardtime, time + 0.2);
 
-               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;
-       }
+       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;
@@ -276,10 +270,8 @@ void havocbot_bunnyhop(entity this, vector dir)
        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)
+       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;
@@ -301,111 +293,81 @@ void havocbot_bunnyhop(entity this, vector dir)
        }
 
        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(vdist(vec2(this.velocity), >=, autocvar_sv_maxspeed))
        if(checkpvs(this.origin + this.view_ofs, this.goalcurrent))
        {
-                       this.bot_lastseengoal = this.goalcurrent;
+               this.bot_lastseengoal = this.goalcurrent;
 
-                       // seen it before
-                       if(this.bot_timelastseengoal)
+               // seen it before
+               if(this.bot_timelastseengoal)
+               {
+                       // for a period of time
+                       if(time - this.bot_timelastseengoal > autocvar_bot_ai_bunnyhop_firstjumpdelay)
                        {
-                               // for a period of time
-                               if(time - this.bot_timelastseengoal > autocvar_bot_ai_bunnyhop_firstjumpdelay)
-                               {
-                                       float checkdistance;
-                                       checkdistance = true;
+                               bool 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;
-                                       }
+                               // don't run if it is too close
+                               if(this.bot_canruntogoal==0)
+                               {
+                                       if(vdist(this.origin - gco, >, autocvar_bot_ai_bunnyhop_startdistance))
+                                               this.bot_canruntogoal = 1;
+                                       else
+                                               this.bot_canruntogoal = -1;
+                               }
 
-                                       if(this.bot_canruntogoal != 1)
-                                               return;
+                               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))
-                                       if (!(this.goalstack01.wpflags & WAYPOINTFLAG_JUMP))
+                               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))
+                               if (!(this.goalstack01.wpflags & WAYPOINTFLAG_JUMP))
+                               {
+                                       vector gno = (this.goalstack01.absmin + this.goalstack01.absmax) * 0.5;
+                                       vector 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(vlen2(this.origin - gco) < vlen2(this.origin - gno))
+                                       if(fabs(gno.z - gco.z) < this.maxs.z - this.mins.z)
                                        {
-                                               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))
                                                {
-                                                       if(vdist(gco - gno, >, autocvar_bot_ai_bunnyhop_startdistance))
-                                                       if(checkpvs(this.origin + this.view_ofs, this.goalstack01))
-                                                       {
-                                                               checkdistance = false;
-                                                       }
+                                                       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;
+                               if(checkdistance)
+                               {
+                                       this.aistatus &= ~AI_STATUS_RUNNING;
+                                       // increase stop distance in case the goal is on a slope or a lower platform
+                                       if(vdist(this.origin - gco, >, 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 = 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)
-                       PHYS_INPUT_BUTTON_JUMP(this) = false;
-
-               // Strafe
-               if(this.aistatus & AI_STATUS_RUNNING)
-               if(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