]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/bot/default/havocbot/havocbot.qc
Clear out most references to .health and .armorvalue on the server side
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / bot / default / havocbot / havocbot.qc
index 2a0d0c8503f005c17d2156fd2871ebf216ac932d..13e1c24c363397de6016ac9f81cce909d298af1c 100644 (file)
@@ -18,8 +18,8 @@
 #include <common/items/_mod.qh>
 #include <common/wepent.qh>
 
-#include <common/triggers/teleporters.qh>
-#include <common/triggers/trigger/jumppads.qh>
+#include <common/mapobjects/teleporters.qh>
+#include <common/mapobjects/trigger/jumppads.qh>
 
 #include <lib/warpzone/common.qh>
 
@@ -109,7 +109,7 @@ void havocbot_ai(entity this)
                this.aistatus |= AI_STATUS_ATTACKING;
                this.aistatus &= ~AI_STATUS_ROAMING;
 
-               if(this.weapons)
+               if(STAT(WEAPONS, this))
                {
                        if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(this))
                        {
@@ -204,7 +204,7 @@ void havocbot_ai(entity this)
                        if(this.(weaponentity).clip_load >= 0) // only if we're not reloading a weapon already
                        {
                                FOREACH(Weapons, it != WEP_Null, {
-                                       if((this.weapons & (it.m_wepset)) && (it.spawnflags & WEP_FLAG_RELOADABLE) && (this.(weaponentity).weapon_load[it.m_id] < it.reloading_ammo))
+                                       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;
@@ -500,7 +500,7 @@ void havocbot_movetogoal(entity this)
        // Jetpack navigation
        if(this.navigation_jetpack_goal)
        if(this.goalcurrent==this.navigation_jetpack_goal)
-       if(this.ammo_fuel)
+       if(GetResourceAmount(this, RESOURCE_FUEL))
        {
                if(autocvar_bot_debug_goalstack)
                {
@@ -695,7 +695,7 @@ void havocbot_movetogoal(entity this)
 
                        return;
                }
-               else if(this.health + this.armorvalue > ROCKETJUMP_DAMAGE())
+               else if(GetResourceAmount(this, RESOURCE_HEALTH) + GetResourceAmount(this, RESOURCE_ARMOR) > ROCKETJUMP_DAMAGE())
                {
                        if(this.velocity.z < 0)
                        {
@@ -885,17 +885,17 @@ void havocbot_movetogoal(entity this)
 
        diff = destorg - this.origin;
 
-       if (fabs(diff.x) < 10 && fabs(diff.y) < 10
-               && this.goalcurrent == this.goalentity && time < this.goalentity_lock_timeout)
+       // 1. stop if too close to target player (even if frozen)
+       // 2. stop if the locked goal has been reached
+       if ((IS_PLAYER(this.goalcurrent) && vdist(diff, <, 80))
+               || (this.goalcurrent == this.goalentity && time < this.goalentity_lock_timeout && vdist(diff, <, 10)))
        {
                destorg = this.origin;
-               diff.x = 0;
-               diff.y = 0;
+               diff = '0 0 0';
        }
 
        dir = normalize(diff);
-       flatdir = diff;flatdir.z = 0;
-       flatdir = normalize(flatdir);
+       flatdir = (diff.z == 0) ? dir : normalize(vec2(diff));
 
        //if (this.bot_dodgevector_time < time)
        {
@@ -1167,7 +1167,7 @@ void havocbot_chooseenemy(entity this)
                        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 (this.health > 30)
+                       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;
@@ -1238,7 +1238,7 @@ LABEL(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 || this.weapons) // || this.weapon == WEP_RIFLE.m_id
+               if(best || STAT(WEAPONS, this)) // || this.weapon == WEP_RIFLE.m_id
                        break;
                if(scan_transparent)
                        break;