#include "../waypoints.qh"
#include <common/constants.qh>
+#include <common/impulses/all.qh>
+#include <common/net_linked.qh>
#include <common/physics/player.qh>
#include <common/state.qh>
#include <common/items/_mod.qh>
+#include <common/wepent.qh>
#include <common/triggers/teleporters.qh>
#include <common/triggers/trigger/jumppads.qh>
// TODO: tracewalk() should take care of this job (better path finding under water)
// 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))
+ if(!(IS_DEAD(this)))
if(!this.goalcurrent)
if(this.waterlevel == WATERLEVEL_SWIMMING || (this.aistatus & AI_STATUS_OUT_WATER))
{
return;
havocbot_chooseenemy(this);
- if (this.bot_chooseweapontime < time )
+
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
{
- this.bot_chooseweapontime = time + autocvar_bot_ai_chooseweaponinterval;
- havocbot_chooseweapon(this);
+ .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);
if(this.weapons)
{
- Weapon w = PS(this).m_weapon;
- w.wr_aim(w, this);
if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(this))
{
PHYS_INPUT_BUTTON_ATCK(this) = false;
}
else
{
- if(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this))
- this.lastfiredweapon = PS(this).m_weapon.m_id;
+ 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
//heading = this.velocity;
//dprint(this.goalstack01.classname,etos(this.goalstack01),"\n");
if(
- this.goalstack01 != this && this.goalstack01 != NULL && ((this.aistatus & AI_STATUS_RUNNING) == 0) &&
+ this.goalstack01 != this && this.goalstack01 && !wasfreed(this.goalstack01) && ((this.aistatus & AI_STATUS_RUNNING) == 0) &&
!(this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
)
next = ((this.goalstack01.absmin + this.goalstack01.absmax) * 0.5) - (this.origin + this.view_ofs);
// if the bot is not attacking, consider reloading weapons
if (!(this.aistatus & AI_STATUS_ATTACKING))
{
- // 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.clip_load < this.clip_size)
- this.impulse = 20; // "press" the reload button, 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.clip_load >= 0) // only if we're not reloading a weapon already
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
{
- FOREACH(Weapons, it != WEP_Null, LAMBDA(
- if((this.weapons & (it.m_wepset)) && (it.spawnflags & WEP_FLAG_RELOADABLE) && (this.weapon_load[it.m_id] < it.reloading_ammo))
- PS(this).m_switchweapon = it;
- ));
+ .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)
+ 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, LAMBDA(
+ if((this.weapons & (it.m_wepset)) && (it.spawnflags & WEP_FLAG_RELOADABLE) && (this.(weaponentity).weapon_load[it.m_id] < it.reloading_ammo))
+ {
+ this.(weaponentity).m_switchweapon = it;
+ break;
+ }
+ ));
+ }
}
}
}
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!=NULL)
+ if(this.goalstack01 && !wasfreed(this.goalstack01))
{
gno = (this.goalstack01.absmin + this.goalstack01.absmax) * 0.5;
deviation = vectoangles(gno - this.origin) - vectoangles(gco - this.origin);
if(checkdistance)
{
this.aistatus &= ~AI_STATUS_RUNNING;
- if(bunnyhopdistance > autocvar_bot_ai_bunnyhop_stopdistance)
+ // 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
// Flying
PHYS_INPUT_BUTTON_HOOK(this) = true;
- if(this.navigation_jetpack_point.z - STAT(PL_MAX, NULL).z + STAT(PL_MIN, NULL).z < this.origin.z)
+ if(this.navigation_jetpack_point.z - STAT(PL_MAX, this).z + STAT(PL_MIN, this).z < this.origin.z)
{
this.movement_x = dir * v_forward * maxspeed;
this.movement_y = dir * v_right * maxspeed;
if(this.jumppadcount)
{
// 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.aistatus & AI_STATUS_OUT_JUMPPAD)
{
if(fabs(this.velocity.z)<50)
if(trace_fraction < 1)
continue;
- if(!newgoal || vlen2(it.origin - this.origin) > vlen2(newgoal.origin - this.origin))
+ if(!newgoal || ((random() < 0.8) && vlen2(it.origin - this.origin) > vlen2(newgoal.origin - this.origin)))
newgoal = it;
});
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.health>WEP_CVAR(devastator, damage)*0.5)
{
if(this.velocity.z < 0)
- if(client_hasweapon(this, WEP_DEVASTATOR, true, false))
{
- this.movement_x = maxspeed;
-
- if(this.rocketjumptime)
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
{
- if(time > this.rocketjumptime)
+ .entity weaponentity = weaponentities[slot];
+
+ if(this.(weaponentity).m_weapon == WEP_Null && slot != 0)
+ continue;
+
+ if(client_hasweapon(this, WEP_DEVASTATOR, weaponentity, true, false))
{
- PHYS_INPUT_BUTTON_ATCK2(this) = true;
- this.rocketjumptime = 0;
+ 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;
}
- return;
}
-
- PS(this).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 (this.goalcurrent == NULL)
return;
- if (this.goalcurrent)
- navigation_poptouchedgoals(this);
+ navigation_poptouchedgoals(this);
// if ran out of goals try to use an alternative goal or get a new strategy asap
if(this.goalcurrent == NULL)
}
// avoiding dangers and obstacles
- vector dst_ahead, dst_down;
- makevectors(this.v_angle.y * '0 1 0');
- dst_ahead = this.origin + this.view_ofs + (this.velocity * 0.4) + (v_forward * 32 * 3);
- dst_down = dst_ahead - '0 0 1500';
+ vector dst_ahead = this.origin + this.view_ofs + this.velocity * 0.5;
+ vector dst_down = dst_ahead - '0 0 3000';
// Look ahead
traceline(this.origin + this.view_ofs, dst_ahead, true, NULL);
this.aistatus &= ~AI_STATUS_DANGER_AHEAD;
if(trace_fraction == 1 && this.jumppadcount == 0 && !this.goalcurrent.wphardwired )
- if((IS_ONGROUND(this)) || (this.aistatus & AI_STATUS_RUNNING) || PHYS_INPUT_BUTTON_JUMP(this))
+ 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, dst_ahead); // Draw "ahead" look
- // te_lightning2(NULL, dst_ahead, dst_down); // Draw "downwards" look
+ //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');
evadelava = normalize(this.velocity) * -1;
else if (s == CONTENT_SKY)
evadeobstacle = normalize(this.velocity) * -1;
- else if (!boxesoverlap(dst_ahead - this.view_ofs + this.mins, dst_ahead - this.view_ofs + this.maxs,
- this.goalcurrent.absmin, this.goalcurrent.absmax))
+ else if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos))
{
- // if ain't a safe goal with "holes" (like the jumpad on soylent)
- // and there is a trigger_hurt below
- 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))
{
- // Remove dangerous dynamic goals from stack
- LOG_TRACE("bot ", this.netname, " avoided the goal ", this.goalcurrent.classname, " ", etos(this.goalcurrent), " because it led to a dangerous path; goal stack cleared");
- navigation_clearroute(this);
- return;
+ if (gco.z > this.origin.z + jumpstepheightvec.z)
+ {
+ // the goal is probably on an upper platform, assume bot can't get there
+ LOG_TRACE("bot ", this.netname, " avoided the goal ", this.goalcurrent.classname, " ", etos(this.goalcurrent), " because it led to a dangerous path; goal stack cleared");
+ navigation_clearroute(this);
+ this.bot_strategytime = 0;
+ }
+ else
+ evadelava = normalize(this.velocity) * -1;
}
}
}
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
- int myhit = this.dphitcontentsmask;
this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
- entity best = havocbot_gettarget(this, false); // first try primary targets
- if(!best)
- best = havocbot_gettarget(this, true); // now try secondary targets
- if(!best && this.weapons)
+ 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 || this.weapons) // || this.weapon == WEP_RIFLE.m_id
+ break;
+ if(scan_transparent)
+ break;
+
+ // Set flags to see through transparent objects
this.dphitcontentsmask |= DPCONTENTS_OPAQUE;
- best = havocbot_gettarget(this, false);
- if(!best)
- best = havocbot_gettarget(this, true);
+
+ scan_transparent = true;
}
- this.dphitcontentsmask = myhit;
+ // Restore hit flags
+ this.dphitcontentsmask = hf;
this.enemy = best;
this.havocbot_stickenemy = true;
this.havocbot_stickenemy = false;
}
-float havocbot_chooseweapon_checkreload(entity this, int new_weapon)
+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.
return false;
// if this weapon is scheduled for reloading, don't switch to it during combat
- if (this.weapon_load[new_weapon] < 0)
+ if (this.(weaponentity).weapon_load[new_weapon] < 0)
{
- bool other_weapon_available = false;
FOREACH(Weapons, it != WEP_Null, LAMBDA(
- if(it.wr_checkammo1(it, this) + it.wr_checkammo2(it, this))
- other_weapon_available = true;
+ if(it.wr_checkammo1(it, this, weaponentity) + it.wr_checkammo2(it, this, weaponentity))
+ return true; // other weapon available
));
- if(other_weapon_available)
- return true;
}
return false;
}
-void havocbot_chooseweapon(entity this)
+void havocbot_chooseweapon(entity this, .entity weaponentity)
{
int i;
// ;)
if(g_weaponarena_weapons == WEPSET(TUBA))
{
- PS(this).m_switchweapon = WEP_TUBA;
+ this.(weaponentity).m_switchweapon = WEP_TUBA;
return;
}
if(this.enemy==NULL)
{
// If no weapon was chosen get the first available weapon
- if(PS(this).m_weapon==WEP_Null)
+ if(this.(weaponentity).m_weapon==WEP_Null)
FOREACH(Weapons, it != WEP_Null, LAMBDA(
- if(client_hasweapon(this, it, true, false))
+ if(client_hasweapon(this, it, weaponentity, true, false))
{
- PS(this).m_switchweapon = it;
+ this.(weaponentity).m_switchweapon = it;
return;
}
));
combo = false;
if(autocvar_bot_ai_weapon_combo)
- if(PS(this).m_weapon.m_id == this.lastfiredweapon)
+ if(this.(weaponentity).m_weapon.m_id == this.(weaponentity).lastfiredweapon)
if(af > combo_time)
{
combo = true;
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), true, false) )
+ if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
{
- if ((PS(this).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, w))
+ if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
continue;
- PS(this).m_switchweapon = Weapons_from(w);
+ this.(weaponentity).m_switchweapon = Weapons_from(w);
return;
}
}
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), true, false) )
+ if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
{
- if ((PS(this).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, w))
+ if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
continue;
- PS(this).m_switchweapon = Weapons_from(w);
+ 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), true, false) )
+ if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
{
- if ((PS(this).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, w))
+ if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
continue;
- PS(this).m_switchweapon = Weapons_from(w);
+ this.(weaponentity).m_switchweapon = Weapons_from(w);
return;
}
}