#include <server/defs.qh>
#include <server/miscfunctions.qh>
#include <server/items.qh>
+#include <server/resources.qh>
#include "havocbot.qh"
#include "../cvars.qh"
#include "../bot.qh"
#include "../navigation.qh"
-.float bot_ratingscale;
-.float bot_ratingscale_time;
-.float max_armorvalue;
-.float havocbot_role_timeout;
-
-.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
bool havocbot_goalrating_item_can_be_left_to_teammate(entity this, entity player, entity item)
{
- if (item.health && player.health <= this.health) {return true;}
- if (item.armorvalue && player.armorvalue <= this.armorvalue) {return true;}
- if (item.weapons && !(player.weapons & item.weapons)) {return true;}
- if (item.ammo_shells && player.ammo_shells <= this.ammo_shells) {return true;}
- if (item.ammo_nails && player.ammo_nails <= this.ammo_nails) {return true;}
- if (item.ammo_rockets && player.ammo_rockets <= this.ammo_rockets) {return true;}
- if (item.ammo_cells && player.ammo_cells <= this.ammo_cells) {return true;}
- if (item.ammo_plasma && player.ammo_plasma <= this.ammo_plasma) {return true;}
+ if (GetResource(item, RES_HEALTH) && GetResource(player, RES_HEALTH) <= GetResource(this, RES_HEALTH)) {return true;}
+ if (GetResource(item, RES_ARMOR) && GetResource(player, RES_ARMOR) <= GetResource(this, RES_ARMOR)) {return true;}
+ if (STAT(WEAPONS, item) && !(STAT(WEAPONS, player) & STAT(WEAPONS, item))) {return true;}
+ if (GetResource(item, RES_SHELLS) && GetResource(player, RES_SHELLS) <= GetResource(this, RES_SHELLS)) {return true;}
+ if (GetResource(item, RES_BULLETS) && GetResource(player, RES_BULLETS) <= GetResource(this, RES_BULLETS)) {return true;}
+ if (GetResource(item, RES_ROCKETS) && GetResource(player, RES_ROCKETS) <= GetResource(this, RES_ROCKETS)) {return true;}
+ if (GetResource(item, RES_CELLS) && GetResource(player, RES_CELLS) <= GetResource(this, RES_CELLS)) {return true;}
+ if (GetResource(item, RES_PLASMA) && GetResource(player, RES_PLASMA) <= GetResource(this, RES_PLASMA)) {return true;}
if (item.itemdef.instanceOfPowerup) {return true;}
return false;
if(!teamplay)
return true;
- // actually these variables hold the squared distances in order to optimize code
- float friend_distance = FLOAT_MAX;
- float enemy_distance = FLOAT_MAX;
- float dist;
+ // these variables hold squared distances in order to optimize code
+ float friend_dist2 = FLOAT_MAX;
+ float enemy_dist2 = FLOAT_MAX;
+ float dist2;
FOREACH_CLIENT(IS_PLAYER(it) && it != this && !(IS_DEAD(it) || STAT(FROZEN, it)),
{
if (!IS_REAL_CLIENT(it))
continue;
- dist = vlen2(it.origin - item_org);
- if(dist > friend_distance)
+ dist2 = vlen2(it.origin - item_org);
+ if (dist2 > friend_dist2)
continue;
if(havocbot_goalrating_item_can_be_left_to_teammate(this, it, item))
{
- friend_distance = dist;
+ friend_dist2 = dist2;
continue;
}
}
{
// If enemy only track distances
// TODO: track only if visible ?
- dist = vlen2(it.origin - item_org);
- if(dist < enemy_distance)
- enemy_distance = dist;
+ dist2 = vlen2(it.origin - item_org);
+ if (dist2 < enemy_dist2)
+ enemy_dist2 = dist2;
}
});
// Rate the item only if no one needs it, or if an enemy is closer to it
- dist = vlen2(item_org - org);
- if ((enemy_distance < friend_distance && dist < enemy_distance) ||
- (friend_distance > autocvar_bot_ai_friends_aware_pickup_radius ** 2) ||
- (dist < friend_distance && dist < 200 ** 2))
+ dist2 = vlen2(item_org - org);
+ if ((enemy_dist2 < friend_dist2 && dist2 < enemy_dist2)
+ || (friend_dist2 > autocvar_bot_ai_friends_aware_pickup_radius ** 2)
+ || (dist2 < friend_dist2 && dist2 < 200 ** 2))
return true;
return false;
};
void havocbot_goalrating_items(entity this, float ratingscale, vector org, float sradius)
{
- float rating;
- vector o;
ratingscale = ratingscale * 0.0001;
IL_EACH(g_items, it.bot_pickup,
it.bot_pickup_respawning = true;
}
- o = (it.absmin + it.absmax) * 0.5;
+ vector o = (it.absmin + it.absmax) * 0.5;
if(vdist(o - org, >, sradius) || (it == this.ignoregoal && time < this.ignoregoaltime) )
continue;
it.bot_ratingscale_time = time;
it.bot_ratingscale = ratingscale;
- rating = it.bot_pickupevalfunc(this, it);
+ float rating = it.bot_pickupevalfunc(this, it);
if(rating > 0)
navigation_routerating(this, it, rating * ratingscale, 2000);
});
}
-#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(this.waterlevel>WATERLEVEL_WETFEET)
+ if(this.waterlevel > WATERLEVEL_WETFEET)
return;
ratingscale = ratingscale * 0.0001;
- float t;
FOREACH_CLIENT(IS_PLAYER(it) && bot_shouldattack(this, it), {
// TODO: Merge this logic with the bot_shouldattack function
if(vdist(it.origin - org, <, 100) || vdist(it.origin - org, >, sradius))
continue;
*/
- t = ((this.health + this.armorvalue) - (it.health + it.armorvalue)) / 150;
+ float t = ((GetResource(this, RES_HEALTH) + GetResource(this, RES_ARMOR)) - (GetResource(it, RES_HEALTH) + GetResource(it, RES_ARMOR))) / 150;
t = bound(0, 1 + t, 3);
if (skill > 3)
{