]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/bot/default/havocbot/roles.qc
Merge branch 'master' into martin-t/damagetext
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / bot / default / havocbot / roles.qc
index c520ab3cd5ec68753cf987cbd330d8b570663ca6..5ddb0f74b576ab0bcd8107dad86e1af96a5f6a27 100644 (file)
 #include "roles.qh"
 
+#include "havocbot.qh"
+
+#include "../cvars.qh"
+
+#include "../bot.qh"
+#include "../navigation.qh"
+
 .float max_armorvalue;
 .float havocbot_role_timeout;
 
-.void() havocbot_previous_role;
-.void() havocbot_role;
+.void(entity this) havocbot_previous_role;
+.void(entity this) havocbot_role;
+
+void havocbot_goalrating_waypoints(entity this, float ratingscale, vector org, float sradius)
+{
+       // rate waypoints only if there's no alternative goal
+       if(navigation_bestgoal)
+               return;
 
-void havocbot_goalrating_items(float ratingscale, vector org, float sradius)
-{SELFPARAM();
-       entity head;
-       entity player;
-       float rating, d, discard, distance, friend_distance, enemy_distance;
+       float f;
+       float range = 500;
+       sradius = max(range, (0.5 + random() * 0.5) * sradius);
+       while(sradius > 100)
+       {
+               IL_EACH(g_waypoints, vdist(it.origin - org, <, sradius)
+                       && vdist(it.origin - org, >, max(100, sradius - range))
+                       && !(it.wpflags & WAYPOINTFLAG_TELEPORT),
+               {
+                       if(vdist(it.origin - this.wp_goal_prev0.origin, <, range * 1.5))
+                               f = 0.1;
+                       else if(vdist(it.origin - this.wp_goal_prev1.origin, <, range * 1.5))
+                               f = 0.1;
+                       else
+                               f = 0.5 + random() * 0.5;
+                       navigation_routerating(this, it, ratingscale * f, 2000);
+               });
+               if(navigation_bestgoal)
+                       break;
+               sradius -= range;
+       }
+};
+
+void havocbot_goalrating_items(entity this, float ratingscale, vector org, float sradius)
+{
+       float rating, d, discard, friend_distance, enemy_distance;
        vector o;
        ratingscale = ratingscale * 0.0001; // items are rated around 10000 already
-       head = findchainfloat(bot_pickup, true);
 
-       while (head)
+       IL_EACH(g_items, it.bot_pickup,
        {
-               o = (head.absmin + head.absmax) * 0.5;
-               distance = vlen(o - org);
-               friend_distance = 10000; enemy_distance = 10000;
                rating = 0;
 
-               if(!head.solid || distance > sradius || (head == self.ignoregoal && time < self.ignoregoaltime) )
+               if(!it.solid)
                {
-                       head = head.chain;
-                       continue;
+                       if(!it.scheduledrespawntime)
+                               continue;
+                       if(it.respawntime < 30 || (it.respawntimejitter && !it.itemdef.instanceOfPowerup))
+                               continue;
+
+                       float t = 0;
+                       if(it.itemdef.instanceOfPowerup)
+                               t = bound(0, skill / 10, 1) * 6;
+                       else if(skill >= 9)
+                               t = 4;
+
+                       if(time < it.scheduledrespawntime - t)
+                               continue;
+
+                       it.bot_pickup_respawning = true;
                }
+               o = (it.absmin + it.absmax) * 0.5;
+               if(vdist(o - org, >, sradius) || (it == this.ignoregoal && time < this.ignoregoaltime) )
+                       continue;
 
                // Check if the item can be picked up safely
-               if(head.classname == "droppedweapon")
+               if(it.classname == "droppedweapon")
                {
-                       traceline(o, o + '0 0 -1500', true, world);
+                       traceline(o, o + '0 0 -1500', true, NULL);
 
                        d = pointcontents(trace_endpos + '0 0 1');
-                       if(d & CONTENT_WATER || d & CONTENT_SLIME || d & CONTENT_LAVA)
-                       {
-                               head = head.chain;
-                               continue;
-                       }
-                       if(tracebox_hits_trigger_hurt(head.origin, head.mins, head.maxs, trace_endpos))
-                       {
-                               head = head.chain;
+                       if(d == CONTENT_WATER || d == CONTENT_SLIME || d == CONTENT_LAVA)
                                continue;
-                       }
+                       // this tracebox_hits_trigger_hurt call isn't needed:
+                       // dropped weapons are removed as soon as they fall on a trigger_hurt
+                       // and can't be rated while they are in the air
+                       //if(tracebox_hits_trigger_hurt(it.origin, it.mins, it.maxs, trace_endpos))
+                       //      continue;
                }
                else
                {
                        // Ignore items under water
-                       traceline(head.origin + head.maxs, head.origin + head.maxs, MOVE_NORMAL, head);
+                       traceline(it.origin + it.maxs, it.origin + it.maxs, MOVE_NORMAL, it);
                        if(trace_dpstartcontents & DPCONTENTS_LIQUIDSMASK)
-                       {
-                               head = head.chain;
                                continue;
-                       }
                }
 
                if(teamplay)
                {
+                       friend_distance = 10000; enemy_distance = 10000;
                        discard = false;
 
-                       FOR_EACH_PLAYER(player)
+                       entity picker = it;
+                       FOREACH_CLIENT(IS_PLAYER(it) && it != this && !IS_DEAD(it),
                        {
+                               d = vlen(it.origin - o); // distance between player and item
 
-                               if ( self == player || player.deadflag )
-                                       continue;
-
-                               d = vlen(player.origin - o); // distance between player and item
-
-                               if ( player.team == self.team )
+                               if ( it.team == this.team )
                                {
-                                       if ( !IS_REAL_CLIENT(player) || discard )
+                                       if ( !IS_REAL_CLIENT(it) || discard )
                                                continue;
 
                                        if( d > friend_distance)
                                                continue;
 
                                        friend_distance = d;
-
                                        discard = true;
 
-                                       if( head.health && player.health > self.health )
-                                               continue;
+                                       if (picker.health && it.health > this.health) continue;
+                                       if (picker.armorvalue && it.armorvalue > this.armorvalue) continue;
 
-                                       if( head.armorvalue && player.armorvalue > self.armorvalue)
-                                               continue;
+                                       if (picker.weapons && (picker.weapons & ~it.weapons)) continue;
 
-                                       if( head.weapons )
-                                       if( head.weapons & ~player.weapons )
-                                               continue;
-
-                                       if (head.ammo_shells && player.ammo_shells > self.ammo_shells)
-                                               continue;
-
-                                       if (head.ammo_nails && player.ammo_nails > self.ammo_nails)
-                                               continue;
-
-                                       if (head.ammo_rockets && player.ammo_rockets > self.ammo_rockets)
-                                               continue;
-
-                                       if (head.ammo_cells && player.ammo_cells > self.ammo_cells)
-                                               continue;
-
-                                       if (head.ammo_plasma && player.ammo_plasma > self.ammo_plasma)
-                                               continue;
+                                       if (picker.ammo_shells && it.ammo_shells > this.ammo_shells) continue;
+                                       if (picker.ammo_nails && it.ammo_nails > this.ammo_nails) continue;
+                                       if (picker.ammo_rockets && it.ammo_rockets > this.ammo_rockets) continue;
+                                       if (picker.ammo_cells && it.ammo_cells > this.ammo_cells) continue;
+                                       if (picker.ammo_plasma && it.ammo_plasma > this.ammo_plasma) continue;
 
                                        discard = false;
                                }
@@ -114,128 +137,90 @@ void havocbot_goalrating_items(float ratingscale, vector org, float sradius)
                                        if( d < enemy_distance )
                                                enemy_distance = d;
                                }
-                       }
+                       });
 
                        // Rate the item only if no one needs it, or if an enemy is closer to it
-                       if ( (enemy_distance < friend_distance && distance < enemy_distance) ||
+                       if ( (enemy_distance < friend_distance && vdist(o - org, <, enemy_distance)) ||
                                (friend_distance > autocvar_bot_ai_friends_aware_pickup_radius ) || !discard )
-                               rating = head.bot_pickupevalfunc(self, head);
-
+                               rating = it.bot_pickupevalfunc(this, it);
                }
                else
-                       rating = head.bot_pickupevalfunc(self, head);
+                       rating = it.bot_pickupevalfunc(this, it);
 
                if(rating > 0)
-                       navigation_routerating(head, rating * ratingscale, 2000);
-               head = head.chain;
-       }
-}
-
-void havocbot_goalrating_controlpoints(float ratingscale, vector org, float sradius)
-{SELFPARAM();
-       entity head;
-       head = findchain(classname, "dom_controlpoint");
-       while (head)
-       {
-               if (vlen(( ( head.absmin + head.absmax ) * 0.5 ) - org) < sradius)
-               {
-                       if(head.cnt > -1) // this is just being fought for
-                               navigation_routerating(head, ratingscale, 5000);
-                       else if(head.goalentity.cnt == 0) // unclaimed point
-                               navigation_routerating(head, ratingscale * 0.5, 5000);
-                       else if(head.goalentity.team != self.team) // other team's point
-                               navigation_routerating(head, ratingscale * 0.2, 5000);
-               }
-               head = head.chain;
-       }
+                       navigation_routerating(this, it, rating * ratingscale, 2000);
+       });
 }
 
-void havocbot_goalrating_enemyplayers(float ratingscale, vector org, float sradius)
-{SELFPARAM();
-       entity head;
-       int t;
-       float distance;
-       noref bool noteam = ((self.team == 0) || !teamplay);
-
+#define BOT_RATING_ENEMY 2500
+void havocbot_goalrating_enemyplayers(entity this, float ratingscale, vector org, float sradius)
+{
        if (autocvar_bot_nofire)
                return;
 
        // don't chase players if we're under water
-       if(self.waterlevel>WATERLEVEL_WETFEET)
+       if(this.waterlevel>WATERLEVEL_WETFEET)
                return;
 
-       FOR_EACH_PLAYER(head)
-       {
-               // TODO: Merge this logic with the bot_shouldattack function
-               if(bot_shouldattack(head))
-               {
-                       distance = vlen(head.origin - org);
-                       if (distance < 100 || distance > sradius)
-                               continue;
+       ratingscale = ratingscale * 0.00005; // enemies are rated around 20000 already
 
-                       // rate only visible enemies
-                       /*
-                       traceline(self.origin + self.view_ofs, head.origin, MOVE_NOMONSTERS, self);
-                       if (trace_fraction < 1 || trace_ent != head)
-                               continue;
-                       */
+       float t;
+       FOREACH_CLIENT(IS_PLAYER(it) && bot_shouldattack(this, it), LAMBDA(
+               // TODO: Merge this logic with the bot_shouldattack function
+               if(vdist(it.origin - org, <, 100) || vdist(it.origin - org, >, sradius))
+                       continue;
 
-                       if((head.flags & FL_INWATER) || (head.flags & FL_PARTIALGROUND))
-                               continue;
+               // rate only visible enemies
+               /*
+               traceline(this.origin + this.view_ofs, it.origin, MOVE_NOMONSTERS, this);
+               if (trace_fraction < 1 || trace_ent != it)
+                       continue;
+               */
 
-                       // not falling
-                       if((head.flags & FL_ONGROUND) == 0)
-                       {
-                               traceline(head.origin, head.origin + '0 0 -1500', true, world);
-                               t = pointcontents(trace_endpos + '0 0 1');
-                               if( t != CONTENT_SOLID )
-                               if(t & CONTENT_WATER || t & CONTENT_SLIME || t & CONTENT_LAVA)
-                                       continue;
-                               if(tracebox_hits_trigger_hurt(head.origin, head.mins, head.maxs, trace_endpos))
-                                       continue;
-                       }
-
-                       // TODO: rate waypoints near the targetted player at that moment, instead of the player itself
-                       //               adding a player as a goal seems to be quite dangerous, especially on space maps
-                       //               remove hack in navigation_poptouchedgoals() after performing this change
-
-                       t = (self.health + self.armorvalue ) / (head.health + head.armorvalue );
-                       navigation_routerating(head, t * ratingscale, 2000);
+               t = ((this.health + this.armorvalue) - (it.health + it.armorvalue)) / 150;
+               t = bound(0, 1 + t, 3);
+               if (skill > 3)
+               {
+                       if (time < this.strength_finished - 1) t += 0.5;
+                       if (time < it.strength_finished - 1) t -= 0.5;
                }
-       }
+               t += max(0, 8 - skill) * 0.05; // less skilled bots attack more mindlessly
+               ratingscale *= t;
+               if (ratingscale > 0)
+                       navigation_routerating(this, it, ratingscale * BOT_RATING_ENEMY, 2000);
+       ));
 }
 
 // legacy bot role for standard gamemodes
 // go to best items
-void havocbot_role_generic()
-{SELFPARAM();
-       if(self.deadflag != DEAD_NO)
+void havocbot_role_generic(entity this)
+{
+       if(IS_DEAD(this))
                return;
 
-       if (self.bot_strategytime < time)
+       if (this.bot_strategytime < time)
        {
-               self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
-               navigation_goalrating_start();
-               havocbot_goalrating_items(10000, self.origin, 10000);
-               havocbot_goalrating_enemyplayers(20000, self.origin, 10000);
-               //havocbot_goalrating_waypoints(1, self.origin, 1000);
-               navigation_goalrating_end();
+               this.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
+               navigation_goalrating_start(this);
+               havocbot_goalrating_items(this, 10000, this.origin, 10000);
+               havocbot_goalrating_enemyplayers(this, 20000, this.origin, 10000);
+               havocbot_goalrating_waypoints(this, 1, this.origin, 3000);
+               navigation_goalrating_end(this);
+
+               if(IS_PLAYER(this.goalentity))
+                       this.bot_strategytime = time + min(2, autocvar_bot_ai_strategyinterval);
        }
 }
 
-void havocbot_chooserole_generic()
-{SELFPARAM();
-       self.havocbot_role = havocbot_role_generic;
+void havocbot_chooserole_generic(entity this)
+{
+       this.havocbot_role = havocbot_role_generic;
 }
 
-void havocbot_chooserole()
-{SELFPARAM();
-       LOG_TRACE("choosing a role...\n");
-       self.bot_strategytime = 0;
-       if (MUTATOR_CALLHOOK(HavocBot_ChooseRole, self))
-               return;
-       else if (g_keyhunt)
-               havocbot_chooserole_kh();
-       else
-               havocbot_chooserole_generic();
+void havocbot_chooserole(entity this)
+{
+       LOG_TRACE("choosing a role...");
+       this.bot_strategytime = 0;
+       if(!MUTATOR_CALLHOOK(HavocBot_ChooseRole, this))
+               havocbot_chooserole_generic(this);
 }