vector o;
ratingscale = ratingscale * 0.0001; // items are rated around 10000 already
- FOREACH_ENTITY_FLOAT(bot_pickup, true,
+ IL_EACH(g_items, it.bot_pickup,
{
- o = (it.absmin + it.absmax) * 0.5;
- friend_distance = 10000; enemy_distance = 10000;
rating = 0;
+ o = (it.absmin + it.absmax) * 0.5;
if(!it.solid || vdist(o - org, >, sradius) || (it == this.ignoregoal && time < this.ignoregoaltime) )
continue;
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)
- continue;
- if(tracebox_hits_trigger_hurt(it.origin, it.mins, it.maxs, trace_endpos))
+ 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
{
if(teamplay)
{
+ friend_distance = 10000; enemy_distance = 10000;
discard = false;
entity picker = it;
continue;
friend_distance = d;
-
discard = true;
- if( picker.health && it.health > this.health )
- continue;
-
- if( picker.armorvalue && it.armorvalue > this.armorvalue)
- continue;
-
- if( picker.weapons )
- if( picker.weapons & ~it.weapons )
- 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.health && it.health > this.health) continue;
+ if (picker.armorvalue && it.armorvalue > this.armorvalue) continue;
- if (picker.ammo_cells && it.ammo_cells > this.ammo_cells)
- continue;
+ if (picker.weapons && (picker.weapons & ~it.weapons)) continue;
- if (picker.ammo_plasma && it.ammo_plasma > this.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;
}
if ( (enemy_distance < friend_distance && vdist(o - org, <, enemy_distance)) ||
(friend_distance > autocvar_bot_ai_friends_aware_pickup_radius ) || !discard )
rating = it.bot_pickupevalfunc(this, it);
-
}
else
rating = it.bot_pickupevalfunc(this, it);
});
}
-void havocbot_goalrating_controlpoints(entity this, float ratingscale, vector org, float sradius)
-{
- FOREACH_ENTITY_CLASS("dom_controlpoint", vdist((((it.absmin + it.absmax) * 0.5) - org), <, sradius),
- {
- if(it.cnt > -1) // this is just being fought
- navigation_routerating(this, it, ratingscale, 5000);
- else if(it.goalentity.cnt == 0) // unclaimed
- navigation_routerating(this, it, ratingscale * 0.5, 5000);
- else if(it.goalentity.team != this.team) // other team's point
- navigation_routerating(this, it, ratingscale * 0.2, 5000);
- });
-}
-
void havocbot_goalrating_enemyplayers(entity this, float ratingscale, vector org, float sradius)
{
if (autocvar_bot_nofire)
continue;
// not falling
- if((IS_ONGROUND(it)) == 0)
+ if(!IS_ONGROUND(it))
{
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)
+ 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;
}
- // TODO: rate waypoints near the targetted player at that moment, instead of the player itthis
+ // 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
void havocbot_chooserole(entity this)
{
- LOG_TRACE("choosing a role...\n");
+ LOG_TRACE("choosing a role...");
this.bot_strategytime = 0;
if(!MUTATOR_CALLHOOK(HavocBot_ChooseRole, this))
havocbot_chooserole_generic(this);