+bool havocbot_goalrating_item_can_be_left_to_teammate(entity this, entity player, entity item)
+{
+ 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;
+};
+
+bool havocbot_goalrating_item_pickable_check_players(entity this, vector org, entity item, vector item_org)
+{
+ if(!teamplay)
+ return true;
+
+ // 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 (it.team == this.team)
+ {
+ if (!IS_REAL_CLIENT(it))
+ continue;
+
+ dist2 = vlen2(it.origin - item_org);
+ if (dist2 > friend_dist2)
+ continue;
+
+ if(havocbot_goalrating_item_can_be_left_to_teammate(this, it, item))
+ {
+ friend_dist2 = dist2;
+ continue;
+ }
+ }
+ else
+ {
+ // If enemy only track distances
+ // TODO: track only if visible ?
+ 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
+ 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;
+};
+