.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;
+
+ 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;
{
rating = 0;
+ if(!it.solid)
+ {
+ 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(!it.solid || vdist(o - org, >, sradius) || (it == this.ignoregoal && time < this.ignoregoaltime) )
+ if(vdist(o - org, >, sradius) || (it == this.ignoregoal && time < this.ignoregoaltime) )
continue;
// Check if the item can be picked up safely
});
}
+#define BOT_RATING_ENEMY 2500
void havocbot_goalrating_enemyplayers(entity this, float ratingscale, vector org, float sradius)
{
if (autocvar_bot_nofire)
if(this.waterlevel>WATERLEVEL_WETFEET)
return;
- int t;
+ ratingscale = ratingscale * 0.00005; // enemies are rated around 20000 already
+ 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((it.flags & FL_INWATER) || (it.flags & FL_PARTIALGROUND))
- continue;
-
- // not falling
- if(!IS_ONGROUND(it))
+ t = ((this.health + this.armorvalue) - (it.health + it.armorvalue)) / 150;
+ t = bound(0, 1 + t, 3);
+ if (skill > 3)
{
- traceline(it.origin, it.origin + '0 0 -1500', true, NULL);
- 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(it.origin, it.mins, it.maxs, trace_endpos))
- continue;
+ if (time < this.strength_finished - 1) t += 0.5;
+ if (time < it.strength_finished - 1) t -= 0.5;
}
-
- // TODO: rate waypoints near the targeted 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 = (this.health + this.armorvalue ) / (it.health + it.armorvalue );
- navigation_routerating(this, it, t * ratingscale, 2000);
+ 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);
));
}
navigation_goalrating_start(this);
havocbot_goalrating_items(this, 10000, this.origin, 10000);
havocbot_goalrating_enemyplayers(this, 20000, this.origin, 10000);
- //havocbot_goalrating_waypoints(1, this.origin, 1000);
+ 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);
}
}