]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/server/bots.qc
fixed several bugs in bots to do with movement and aiming
[divverent/nexuiz.git] / data / qcsrc / server / bots.qc
1 // rough simulation of walking from one point to another to test if a path
2 // can be traveled, used by havocbot
3
4
5 vector stepheightvec;
6 float navigation_testtracewalk;
7 float(entity e, vector start, vector m1, vector m2, vector end, float movemode) tracewalk =
8 {
9         local vector org;
10         local vector move;
11         local vector dir;
12         local float dist;
13         local float totaldist;
14         local float stepdist;
15         local float yaw;
16         local float ignorehazards;
17         if (navigation_testtracewalk)
18         {
19                 if (navigation_testtracewalk > 1)
20                         dprint("tracewalk: ");
21                 //te_wizspike(start);
22                 //te_knightspike(end);
23                 //te_lightning2(world, start, end);
24         }
25         move = end - start;
26         move_z = 0;
27         org = start;
28         dist = totaldist = vlen(move);
29         dir = normalize(move);
30         stepdist = 32;
31         ignorehazards = FALSE;
32         //self.angles = vectoangles(dir);
33         traceline(start, start, MOVE_NORMAL, e);
34         if (trace_dpstartcontents & (DPCONTENTS_SLIME | DPCONTENTS_LAVA))
35                 ignorehazards = TRUE;
36         tracebox(start, m1, m2, start, MOVE_NOMONSTERS, e);
37         if (trace_startsolid)
38         {
39                 // failed - bad start
40                 if (navigation_testtracewalk)
41                 {
42                         if (navigation_testtracewalk > 1)
43                                 dprint("bad-start\n");
44                         te_knightspike(start);
45                 }
46                 return 0;
47         }
48         yaw = vectoyaw(move);
49         move = end - org;
50         while (1)
51         {
52                 if (boxesoverlap(end, end, org + m1 + '-1 -1 -1', org + m2 + '1 1 1'))
53                 {
54                         if (navigation_testtracewalk)
55                         {
56                                 if (navigation_testtracewalk > 1)
57                                         dprint("success\n");
58                                 te_wizspike(org);
59                         }
60                         // succeeded
61                         return 1;
62                 }
63                 if (dist <= 0)
64                         break;
65                 if (navigation_testtracewalk)
66                 {
67                         //dprint("trying ");
68                         //te_gunshot(org);
69                         particle(org, '0 0 0', 104, 8);
70                 }
71                 if (stepdist > dist)
72                         stepdist = dist;
73                 dist = dist - stepdist;
74                 traceline(org, org, MOVE_NORMAL, e);
75                 if (!ignorehazards)
76                 {
77                         if (trace_dpstartcontents & (DPCONTENTS_SLIME | DPCONTENTS_LAVA))
78                         {
79                                 if (navigation_testtracewalk)
80                                 {
81                                         if (navigation_testtracewalk > 1)
82                                                 dprint("hazard\n");
83                                         te_gunshot(org);
84                                 }
85                                 // hazards blocking path
86                                 return 0;
87                         }
88                 }
89                 if (trace_dpstartcontents & DPCONTENTS_LIQUIDSMASK)
90                 {
91                         move = normalize(end - org);
92                         tracebox(org, m1, m2, org + move * stepdist, movemode, e);
93                         if (trace_fraction < 1)
94                         {
95                                 if (navigation_testtracewalk)
96                                 {
97                                         if (navigation_testtracewalk > 1)
98                                                 dprint("swimming-hit-something\n");
99                                         //particle(org, move * 64, 104, 4);
100                                         te_gunshot(org);
101                                 }
102                                 // failed
103                                 return 0;
104                         }
105                         org = trace_endpos;
106                 }
107                 else
108                 {
109                         move = dir * stepdist + org;
110                         tracebox(org, m1, m2, move, movemode, e);
111                         if (trace_fraction < 1)
112                         {
113                                 tracebox(org + stepheightvec, m1, m2, move + stepheightvec, movemode, e);
114                                 if (trace_fraction < 1 || trace_startsolid)
115                                 {
116                                         if (navigation_testtracewalk)
117                                         {
118                                                 if (navigation_testtracewalk > 1)
119                                                         dprint("hit-something\n");
120                                                 //move = normalize(end - org);
121                                                 //particle(org, move * 64, 104, 4);
122                                                 te_gunshot(org);
123                                         }
124                                         // failed
125                                         return 0;
126                                 }
127                         }
128                         move = trace_endpos;
129                         // trace down from stepheight as far as possible and move there,
130                         // if this starts in solid we try again without the stepup, and
131                         // if that also fails we assume it is a wall
132                         // (this is the same logic as the Quake walkmove function used)
133                         tracebox(move, m1, m2, move + '0 0 -65536', movemode, e);
134                         /*
135                         if (trace_startsolid)
136                         {
137                                 tracebox(move, m1, m2, move + '0 0 -65536', FALSE, e);
138                                 if (trace_startsolid)
139                                 {
140                                         if (navigation_testtracewalk)
141                                         {
142                                                 if (navigation_testtracewalk > 1)
143                                                         dprint("hit-something\n");
144                                                 //move = normalize(end - org);
145                                                 //particle(org, move * 64, 104, 4);
146                                                 te_knightspike(org);
147                                         }
148                                         // failed
149                                         return 0;
150                                 }
151                         }
152                         */
153                         // moved successfully
154                         if (navigation_testtracewalk > 1)
155                                 dprint("moved ");
156                         org = trace_endpos;
157                 }
158         }
159         if (navigation_testtracewalk)
160         {
161                 if (navigation_testtracewalk > 1)
162                         dprint("wrong-place\n");
163                 te_knightspike(org);
164                 //te_gunshot(end);
165         }
166         // moved but didn't arrive at the intended destination
167         return 0;
168 };
169
170
171 // grenade tracing to decide the best pitch to fire at
172
173 entity tracetossent;
174 entity tracetossfaketarget;
175
176 // traces multiple trajectories to find one that will impact the target
177 // 'end' vector is the place it aims for,
178 // returns TRUE only if it hit targ (don't target non-solid entities)
179 vector findtrajectory_velocity;
180 float(vector org, vector m1, vector m2, entity targ, float shotspeed, float shotspeedupward, float maxtime, float shotdelay, entity ignore) findtrajectorywithleading =
181 {
182         local float c, savesolid, shottime;
183         local vector dir, end, v;
184         if (shotspeed < 1)
185                 return FALSE; // could cause division by zero if calculated
186         if (targ.solid < SOLID_BBOX) // SOLID_NOT and SOLID_TRIGGER
187                 return FALSE; // could never hit it
188         if (!tracetossent)
189                 tracetossent = spawn();
190         tracetossent.owner = ignore;
191         setsize(tracetossent, m1, m2);
192         savesolid = targ.solid;
193         targ.solid = SOLID_NOT;
194         shottime = ((vlen(targ.origin - org) / shotspeed) + shotdelay);
195         v = targ.velocity * shottime + targ.origin;
196         tracebox(targ.origin, targ.mins, targ.maxs, v, FALSE, targ);
197         v = trace_endpos;
198         end = v + (targ.mins + targ.maxs) * 0.5;
199         if ((vlen(end - org) / shotspeed + 0.2) > maxtime)
200         {
201                 // out of range
202                 targ.solid = savesolid;
203                 return FALSE;
204         }
205
206         if (!tracetossfaketarget)
207                 tracetossfaketarget = spawn();
208         tracetossfaketarget.solid = savesolid;
209         tracetossfaketarget.movetype = targ.movetype;
210         setmodel(tracetossfaketarget, targ.model); // no low precision
211         tracetossfaketarget.model = targ.model;
212         tracetossfaketarget.modelindex = targ.modelindex;
213         setsize(tracetossfaketarget, targ.mins, targ.maxs);
214         setorigin(tracetossfaketarget, v);
215
216         c = 0;
217         dir = normalize(end - org);
218         while (c < 10) // 10 traces
219         {
220                 setorigin(tracetossent, org); // reset
221                 tracetossent.velocity = findtrajectory_velocity = normalize(dir) * shotspeed + shotspeedupward * '0 0 1';
222                 tracetoss(tracetossent, ignore); // love builtin functions...
223                 if (trace_ent == tracetossfaketarget) // done
224                 {
225                         targ.solid = savesolid;
226
227                         // make it disappear
228                         tracetossfaketarget.solid = SOLID_NOT;
229                         tracetossfaketarget.movetype = MOVETYPE_NONE;
230                         tracetossfaketarget.model = "";
231                         tracetossfaketarget.modelindex = 0;
232                         // relink to remove it from physics considerations
233                         setorigin(tracetossfaketarget, v);
234
235                         return TRUE;
236                 }
237                 dir_z = dir_z + 0.1; // aim up a little more
238                 c = c + 1;
239         }
240         targ.solid = savesolid;
241
242         // make it disappear
243         tracetossfaketarget.solid = SOLID_NOT;
244         tracetossfaketarget.movetype = MOVETYPE_NONE;
245         tracetossfaketarget.model = "";
246         tracetossfaketarget.modelindex = 0;
247         // relink to remove it from physics considerations
248         setorigin(tracetossfaketarget, v);
249
250         // leave a valid one even if it won't reach
251         findtrajectory_velocity = normalize(end - org) * shotspeed + shotspeedupward * '0 0 1';
252         return FALSE;
253 };
254
255
256
257 // lag simulation
258
259 .void(float t, float f1, float f2, entity e1, vector v1, vector v2, vector v3, vector v4) lag_func;
260
261 // upto 5 queued messages
262 .float lag1_time;
263 .float lag1_float1;
264 .float lag1_float2;
265 .entity lag1_entity1;
266 .vector lag1_vec1;
267 .vector lag1_vec2;
268 .vector lag1_vec3;
269 .vector lag1_vec4;
270
271 .float lag2_time;
272 .float lag2_float1;
273 .float lag2_float2;
274 .entity lag2_entity1;
275 .vector lag2_vec1;
276 .vector lag2_vec2;
277 .vector lag2_vec3;
278 .vector lag2_vec4;
279
280 .float lag3_time;
281 .float lag3_float1;
282 .float lag3_float2;
283 .entity lag3_entity1;
284 .vector lag3_vec1;
285 .vector lag3_vec2;
286 .vector lag3_vec3;
287 .vector lag3_vec4;
288
289 .float lag4_time;
290 .float lag4_float1;
291 .float lag4_float2;
292 .entity lag4_entity1;
293 .vector lag4_vec1;
294 .vector lag4_vec2;
295 .vector lag4_vec3;
296 .vector lag4_vec4;
297
298 .float lag5_time;
299 .float lag5_float1;
300 .float lag5_float2;
301 .entity lag5_entity1;
302 .vector lag5_vec1;
303 .vector lag5_vec2;
304 .vector lag5_vec3;
305 .vector lag5_vec4;
306
307 void() lag_update =
308 {
309         if (self.lag1_time) if (time > self.lag1_time) {self.lag_func(self.lag1_time, self.lag1_float1, self.lag1_float2, self.lag1_entity1, self.lag1_vec1, self.lag1_vec2, self.lag1_vec3, self.lag1_vec4);self.lag1_time = 0;}
310         if (self.lag2_time) if (time > self.lag2_time) {self.lag_func(self.lag2_time, self.lag2_float1, self.lag2_float2, self.lag2_entity1, self.lag2_vec1, self.lag2_vec2, self.lag2_vec3, self.lag2_vec4);self.lag2_time = 0;}
311         if (self.lag3_time) if (time > self.lag3_time) {self.lag_func(self.lag3_time, self.lag3_float1, self.lag3_float2, self.lag3_entity1, self.lag3_vec1, self.lag3_vec2, self.lag3_vec3, self.lag3_vec4);self.lag3_time = 0;}
312         if (self.lag4_time) if (time > self.lag4_time) {self.lag_func(self.lag4_time, self.lag4_float1, self.lag4_float2, self.lag4_entity1, self.lag4_vec1, self.lag4_vec2, self.lag4_vec3, self.lag4_vec4);self.lag4_time = 0;}
313         if (self.lag5_time) if (time > self.lag5_time) {self.lag_func(self.lag5_time, self.lag5_float1, self.lag5_float2, self.lag5_entity1, self.lag5_vec1, self.lag5_vec2, self.lag5_vec3, self.lag5_vec4);self.lag5_time = 0;}
314 };
315
316 float(float t, float f1, float f2, entity e1, vector v1, vector v2, vector v3, vector v4) lag_additem =
317 {
318         if (self.lag1_time == 0) {self.lag1_time = t;self.lag1_float1 = f1;self.lag1_float2 = f2;self.lag1_entity1 = e1;self.lag1_vec1 = v1;self.lag1_vec2 = v2;self.lag1_vec3 = v3;self.lag1_vec4 = v4;return TRUE;}
319         if (self.lag2_time == 0) {self.lag2_time = t;self.lag2_float1 = f1;self.lag2_float2 = f2;self.lag2_entity1 = e1;self.lag2_vec1 = v1;self.lag2_vec2 = v2;self.lag2_vec3 = v3;self.lag2_vec4 = v4;return TRUE;}
320         if (self.lag3_time == 0) {self.lag3_time = t;self.lag3_float1 = f1;self.lag3_float2 = f2;self.lag3_entity1 = e1;self.lag3_vec1 = v1;self.lag3_vec2 = v2;self.lag3_vec3 = v3;self.lag3_vec4 = v4;return TRUE;}
321         if (self.lag4_time == 0) {self.lag4_time = t;self.lag4_float1 = f1;self.lag4_float2 = f2;self.lag4_entity1 = e1;self.lag4_vec1 = v1;self.lag4_vec2 = v2;self.lag4_vec3 = v3;self.lag4_vec4 = v4;return TRUE;}
322         if (self.lag5_time == 0) {self.lag5_time = t;self.lag5_float1 = f1;self.lag5_float2 = f2;self.lag5_entity1 = e1;self.lag5_vec1 = v1;self.lag5_vec2 = v2;self.lag5_vec3 = v3;self.lag5_vec4 = v4;return TRUE;}
323         // no room for it (what is the best thing to do here??)
324         return FALSE;
325 };
326
327
328 // Random skill system
329 .float bot_thinkskill;
330 .float bot_mouseskill;
331 .float bot_predictionskill;
332 .float bot_offsetskill;
333
334
335 // waypoint navigation system
336
337 // itemscore = (howmuchmoreIwant / howmuchIcanwant) / itemdistance
338 // waypointscore = 0.7 / waypointdistance
339
340 .entity wp00, wp01, wp02, wp03, wp04, wp05, wp06, wp07;
341 .entity wp08, wp09, wp10, wp11, wp12, wp13, wp14, wp15;
342 .entity wp16, wp17, wp18, wp19, wp20, wp21, wp22, wp23, wp24, wp25, wp26, wp27, wp28, wp29, wp30, wp31;
343 .float wp00mincost, wp01mincost, wp02mincost, wp03mincost, wp04mincost, wp05mincost, wp06mincost, wp07mincost;
344 .float wp08mincost, wp09mincost, wp10mincost, wp11mincost, wp12mincost, wp13mincost, wp14mincost, wp15mincost;
345 .float wp16mincost, wp17mincost, wp18mincost, wp19mincost, wp20mincost, wp21mincost, wp22mincost, wp23mincost, wp24mincost, wp25mincost, wp26mincost, wp27mincost, wp28mincost, wp29mincost, wp30mincost, wp31mincost;
346 .float wpfire, wpcost, wpconsidered;
347 .float wpisbox;
348 .float wpflags;
349 .vector wpnearestpoint;
350
351 // stack of current goals (the last one of which may be an item or other
352 // desirable object, the rest are typically waypoints to reach it)
353 .entity goalcurrent, goalstack01, goalstack02, goalstack03;
354 .entity goalstack04, goalstack05, goalstack06, goalstack07;
355 .entity goalstack08, goalstack09, goalstack10, goalstack11;
356 .entity goalstack12, goalstack13, goalstack14, goalstack15;
357 .entity goalstack16, goalstack17, goalstack18, goalstack19;
358 .entity goalstack20, goalstack21, goalstack22, goalstack23;
359 .entity goalstack24, goalstack25, goalstack26, goalstack27;
360 .entity goalstack28, goalstack29, goalstack30, goalstack31;
361
362 .entity nearestwaypoint;
363 .float nearestwaypointtimeout;
364
365 // used during navigation_goalrating_begin/end sessions
366 float navigation_bestrating;
367 entity navigation_bestgoal;
368
369
370
371
372
373 /////////////////////////////////////////////////////////////////////////////
374 // waypoint management
375 /////////////////////////////////////////////////////////////////////////////
376
377 // waypoints with this flag are not saved, they are automatically generated
378 // waypoints like jump pads, teleporters, and items
379 float WAYPOINTFLAG_GENERATED = 8388608;
380 float WAYPOINTFLAG_ITEM = 4194304;
381 float WAYPOINTFLAG_TELEPORT = 2097152;
382 float WAYPOINTFLAG_NORELINK = 1048576;
383
384 // add a new link to the waypoint, replacing the furthest link it already has
385 void(entity from, entity to) waypoint_addlink =
386 {
387         local float c;
388
389         if (from == to)
390                 return;
391         if (from.wpflags & WAYPOINTFLAG_NORELINK)
392                 return;
393
394         if (from.wp00 == to) return;if (from.wp01 == to) return;if (from.wp02 == to) return;if (from.wp03 == to) return;
395         if (from.wp04 == to) return;if (from.wp05 == to) return;if (from.wp06 == to) return;if (from.wp07 == to) return;
396         if (from.wp08 == to) return;if (from.wp09 == to) return;if (from.wp10 == to) return;if (from.wp11 == to) return;
397         if (from.wp12 == to) return;if (from.wp13 == to) return;if (from.wp14 == to) return;if (from.wp15 == to) return;
398         if (from.wp16 == to) return;if (from.wp17 == to) return;if (from.wp18 == to) return;if (from.wp19 == to) return;
399         if (from.wp20 == to) return;if (from.wp21 == to) return;if (from.wp22 == to) return;if (from.wp23 == to) return;
400         if (from.wp24 == to) return;if (from.wp25 == to) return;if (from.wp26 == to) return;if (from.wp27 == to) return;
401         if (from.wp28 == to) return;if (from.wp29 == to) return;if (from.wp30 == to) return;if (from.wp31 == to) return;
402
403         if (to.wpisbox || from.wpisbox)
404         {
405                 // if either is a box we have to find the nearest points on them to
406                 // calculate the distance properly
407                 local vector v1, v2, m1, m2;
408                 v1 = from.origin;
409                 m1 = to.absmin;
410                 m2 = to.absmax;
411                 v1_x = bound(m1_x, v1_x, m2_x);
412                 v1_y = bound(m1_y, v1_y, m2_y);
413                 v1_z = bound(m1_z, v1_z, m2_z);
414                 v2 = to.origin;
415                 m1 = from.absmin;
416                 m2 = from.absmax;
417                 v2_x = bound(m1_x, v2_x, m2_x);
418                 v2_y = bound(m1_y, v2_y, m2_y);
419                 v2_z = bound(m1_z, v2_z, m2_z);
420                 v2 = to.origin;
421                 c = vlen(v2 - v1);
422         }
423         else
424                 c = vlen(to.origin - from.origin);
425
426         if (from.wp31mincost < c) return;
427         if (from.wp30mincost < c) {from.wp31 = to;from.wp31mincost = c;return;} from.wp31 = from.wp30;from.wp31mincost = from.wp30mincost;
428         if (from.wp29mincost < c) {from.wp30 = to;from.wp30mincost = c;return;} from.wp30 = from.wp29;from.wp30mincost = from.wp29mincost;
429         if (from.wp28mincost < c) {from.wp29 = to;from.wp29mincost = c;return;} from.wp29 = from.wp28;from.wp29mincost = from.wp28mincost;
430         if (from.wp27mincost < c) {from.wp28 = to;from.wp28mincost = c;return;} from.wp28 = from.wp27;from.wp28mincost = from.wp27mincost;
431         if (from.wp26mincost < c) {from.wp27 = to;from.wp27mincost = c;return;} from.wp27 = from.wp26;from.wp27mincost = from.wp26mincost;
432         if (from.wp25mincost < c) {from.wp26 = to;from.wp26mincost = c;return;} from.wp26 = from.wp25;from.wp26mincost = from.wp25mincost;
433         if (from.wp24mincost < c) {from.wp25 = to;from.wp25mincost = c;return;} from.wp25 = from.wp24;from.wp25mincost = from.wp24mincost;
434         if (from.wp23mincost < c) {from.wp24 = to;from.wp24mincost = c;return;} from.wp24 = from.wp23;from.wp24mincost = from.wp23mincost;
435         if (from.wp22mincost < c) {from.wp23 = to;from.wp23mincost = c;return;} from.wp23 = from.wp22;from.wp23mincost = from.wp22mincost;
436         if (from.wp21mincost < c) {from.wp22 = to;from.wp22mincost = c;return;} from.wp22 = from.wp21;from.wp22mincost = from.wp21mincost;
437         if (from.wp20mincost < c) {from.wp21 = to;from.wp21mincost = c;return;} from.wp21 = from.wp20;from.wp21mincost = from.wp20mincost;
438         if (from.wp19mincost < c) {from.wp20 = to;from.wp20mincost = c;return;} from.wp20 = from.wp19;from.wp20mincost = from.wp19mincost;
439         if (from.wp18mincost < c) {from.wp19 = to;from.wp19mincost = c;return;} from.wp19 = from.wp18;from.wp19mincost = from.wp18mincost;
440         if (from.wp17mincost < c) {from.wp18 = to;from.wp18mincost = c;return;} from.wp18 = from.wp17;from.wp18mincost = from.wp17mincost;
441         if (from.wp16mincost < c) {from.wp17 = to;from.wp17mincost = c;return;} from.wp17 = from.wp16;from.wp17mincost = from.wp16mincost;
442         if (from.wp15mincost < c) {from.wp16 = to;from.wp16mincost = c;return;} from.wp16 = from.wp15;from.wp16mincost = from.wp15mincost;
443         if (from.wp14mincost < c) {from.wp15 = to;from.wp15mincost = c;return;} from.wp15 = from.wp14;from.wp15mincost = from.wp14mincost;
444         if (from.wp13mincost < c) {from.wp14 = to;from.wp14mincost = c;return;} from.wp14 = from.wp13;from.wp14mincost = from.wp13mincost;
445         if (from.wp12mincost < c) {from.wp13 = to;from.wp13mincost = c;return;} from.wp13 = from.wp12;from.wp13mincost = from.wp12mincost;
446         if (from.wp11mincost < c) {from.wp12 = to;from.wp12mincost = c;return;} from.wp12 = from.wp11;from.wp12mincost = from.wp11mincost;
447         if (from.wp10mincost < c) {from.wp11 = to;from.wp11mincost = c;return;} from.wp11 = from.wp10;from.wp11mincost = from.wp10mincost;
448         if (from.wp09mincost < c) {from.wp10 = to;from.wp10mincost = c;return;} from.wp10 = from.wp09;from.wp10mincost = from.wp09mincost;
449         if (from.wp08mincost < c) {from.wp09 = to;from.wp09mincost = c;return;} from.wp09 = from.wp08;from.wp09mincost = from.wp08mincost;
450         if (from.wp07mincost < c) {from.wp08 = to;from.wp08mincost = c;return;} from.wp08 = from.wp07;from.wp08mincost = from.wp07mincost;
451         if (from.wp06mincost < c) {from.wp07 = to;from.wp07mincost = c;return;} from.wp07 = from.wp06;from.wp07mincost = from.wp06mincost;
452         if (from.wp05mincost < c) {from.wp06 = to;from.wp06mincost = c;return;} from.wp06 = from.wp05;from.wp06mincost = from.wp05mincost;
453         if (from.wp04mincost < c) {from.wp05 = to;from.wp05mincost = c;return;} from.wp05 = from.wp04;from.wp05mincost = from.wp04mincost;
454         if (from.wp03mincost < c) {from.wp04 = to;from.wp04mincost = c;return;} from.wp04 = from.wp03;from.wp04mincost = from.wp03mincost;
455         if (from.wp02mincost < c) {from.wp03 = to;from.wp03mincost = c;return;} from.wp03 = from.wp02;from.wp03mincost = from.wp02mincost;
456         if (from.wp01mincost < c) {from.wp02 = to;from.wp02mincost = c;return;} from.wp02 = from.wp01;from.wp02mincost = from.wp01mincost;
457         if (from.wp00mincost < c) {from.wp01 = to;from.wp01mincost = c;return;} from.wp01 = from.wp00;from.wp01mincost = from.wp00mincost;
458         from.wp00 = to;from.wp00mincost = c;return;
459 };
460
461 // relink this waypoint
462 // (precompile a list of all reachable waypoints from this waypoint)
463 // (SLOW!)
464 void() waypoint_think =
465 {
466         local entity e;
467         local vector sv, sm1, sm2, ev, em1, em2, dv;
468         //dprint("waypoint_think wpisbox = ", ftos(self.wpisbox), "\n");
469         sm1 = self.origin + self.mins;
470         sm2 = self.origin + self.maxs;
471         e = find(world, classname, "waypoint");
472         stepheightvec = cvar("sv_stepheight") * '0 0 1';
473         while (e)
474         {
475                 if (boxesoverlap(self.absmin, self.absmax, e.absmin, e.absmax))
476                 {
477                         waypoint_addlink(self, e);
478                         waypoint_addlink(e, self);
479                 }
480                 else
481                 {
482                         sv = e.origin;
483                         sv_x = bound(sm1_x, sv_x, sm2_x);
484                         sv_y = bound(sm1_y, sv_y, sm2_y);
485                         sv_z = bound(sm1_z, sv_z, sm2_z);
486                         ev = self.origin;
487                         em1 = e.origin + e.mins;
488                         em2 = e.origin + e.maxs;
489                         ev_x = bound(em1_x, ev_x, em2_x);
490                         ev_y = bound(em1_y, ev_y, em2_y);
491                         ev_z = bound(em1_z, ev_z, em2_z);
492                         dv = ev - sv;
493                         dv_z = 0;
494                         if (vlen(dv) < 1050) // max search distance in XY
495                         {
496                                 navigation_testtracewalk = 0;
497                                 if (!self.wpisbox)
498                                 {
499                                         tracebox(sv - PL_MIN_z * '0 0 1', PL_MIN, PL_MAX, sv, FALSE, self);
500                                         if (!trace_startsolid)
501                                         {
502                                                 //dprint("sv deviation", vtos(trace_endpos - sv), "\n");
503                                                 sv = trace_endpos + '0 0 1';
504                                         }
505                                 }
506                                 if (!e.wpisbox)
507                                 {
508                                         tracebox(ev - PL_MIN_z * '0 0 1', PL_MIN, PL_MAX, ev, FALSE, e);
509                                         if (!trace_startsolid)
510                                         {
511                                                 //dprint("ev deviation", vtos(trace_endpos - ev), "\n");
512                                                 ev = trace_endpos + '0 0 1';
513                                         }
514                                 }
515                                 //traceline(self.origin, e.origin, FALSE, world);
516                                 //if (trace_fraction == 1)
517                                 if (!self.wpisbox)
518                                 if (tracewalk(self, sv, PL_MIN, PL_MAX, ev, MOVE_NOMONSTERS))
519                                         waypoint_addlink(self, e);
520                                 if (!e.wpisbox)
521                                 if (tracewalk(e, ev, PL_MIN, PL_MAX, sv, MOVE_NOMONSTERS))
522                                         waypoint_addlink(e, self);
523                         }
524                 }
525                 e = find(e, classname, "waypoint");
526         }
527         navigation_testtracewalk = 0;
528 };
529
530 void(entity wp) waypoint_clearlinks =
531 {
532         // clear links to other waypoints
533         local float f;
534         f = 10000000;
535         wp.wp00 = wp.wp01 = wp.wp02 = wp.wp03 = wp.wp04 = wp.wp05 = wp.wp06 = wp.wp07 = world;wp.wp00mincost = wp.wp01mincost = wp.wp02mincost = wp.wp03mincost = wp.wp04mincost = wp.wp05mincost = wp.wp06mincost = wp.wp07mincost = f;
536         wp.wp08 = wp.wp09 = wp.wp10 = wp.wp11 = wp.wp12 = wp.wp13 = wp.wp14 = wp.wp15 = world;wp.wp08mincost = wp.wp09mincost = wp.wp10mincost = wp.wp11mincost = wp.wp12mincost = wp.wp13mincost = wp.wp14mincost = wp.wp15mincost = f;
537         wp.wp16 = wp.wp17 = wp.wp18 = wp.wp19 = wp.wp20 = wp.wp21 = wp.wp22 = wp.wp23 = world;wp.wp16mincost = wp.wp17mincost = wp.wp18mincost = wp.wp19mincost = wp.wp20mincost = wp.wp21mincost = wp.wp22mincost = wp.wp23mincost = f;
538         wp.wp24 = wp.wp25 = wp.wp26 = wp.wp27 = wp.wp28 = wp.wp29 = wp.wp30 = wp.wp31 = world;wp.wp24mincost = wp.wp25mincost = wp.wp26mincost = wp.wp27mincost = wp.wp28mincost = wp.wp29mincost = wp.wp30mincost = wp.wp31mincost = f;
539 };
540
541 // tell a waypoint to relink
542 void(entity wp) waypoint_schedulerelink =
543 {
544         if (wp == world)
545                 return;
546         // TODO: add some sort of visible box in edit mode for box waypoints
547         if (cvar("g_waypointeditor"))
548         {
549                 local vector m1, m2;
550                 m1 = wp.mins;
551                 m2 = wp.maxs;
552                 setmodel(wp, "models/runematch/rune.mdl"); wp.effects = EF_LOWPRECISION;
553                 setsize(wp, m1, m2);
554         }
555         else
556                 wp.model = "";
557         wp.wpisbox = vlen(wp.size) > 0;
558         wp.enemy = world;
559         wp.owner = world;
560         if (!(wp.wpflags & WAYPOINTFLAG_NORELINK))
561                 waypoint_clearlinks(wp);
562         // schedule an actual relink on next frame
563         wp.think = waypoint_think;
564         wp.nextthink = time;
565         wp.effects = EF_LOWPRECISION;
566 }
567
568 // create a new waypoint and automatically link it to other waypoints, and link
569 // them back to it as well
570 // (suitable for waypoint editor)
571 entity(vector m1, vector m2, float f) waypoint_spawn =
572 {
573         local entity w;
574         local vector org;
575         org = (m1 + m2) * 0.5;
576         m1 = m1 - org;
577         m2 = m2 - org;
578         w = find(world, classname, "waypoint");
579         while (w)
580         {
581                 // if a matching waypoint already exists, don't add a duplicate
582                 if (w.origin == org && w.mins == m1 && w.maxs == m2)
583                         return w;
584                 w = find(w, classname, "waypoint");
585         }
586         w = spawn();
587         w.classname = "waypoint";
588         w.wpflags = f;
589         setorigin(w, org);
590         setsize(w, PL_MIN + m1, PL_MAX + m2);
591
592         if(!(f & WAYPOINTFLAG_GENERATED))
593         {
594                 org = w.origin + '0 0 2';
595                 tracebox(org, w.mins, w.maxs, w.origin, MOVE_WORLDONLY, w);
596                 if(trace_startsolid)
597                 {
598                         org = w.origin + '2 2 2';
599                         tracebox(org, w.mins, w.maxs, w.origin, MOVE_WORLDONLY, w);
600                         if(trace_startsolid)
601                         {
602                                 org = w.origin + '-2 -2 2';
603                                 tracebox(org, w.mins, w.maxs, w.origin, MOVE_WORLDONLY, w);
604                                 if(trace_startsolid)
605                                 {
606                                         org = w.origin + '-2 2 2';
607                                         tracebox(org, w.mins, w.maxs, w.origin, MOVE_WORLDONLY, w);
608                                         if(trace_startsolid)
609                                         {
610                                                 org = w.origin + '2 -2 2';
611                                                 tracebox(org, w.mins, w.maxs, w.origin, MOVE_WORLDONLY, w);
612                                                 if(trace_startsolid)
613                                                 {
614                                                         // this WP is in solid, refuse it
615                                                         dprint("Killed a waypoint that was stuck in solid at ", vtos(org), "\n");
616                                                         remove(w);
617                                                         return world;
618                                                 }
619                                         }
620                                 }
621                         }
622                 }
623
624                 org = org * 0.05 + trace_endpos * 0.95; // don't trust the trace fully
625                 tracebox(org, w.mins, w.maxs, org - '0 0 128', MOVE_WORLDONLY, w);
626
627                 if(trace_fraction == 1 || trace_startsolid)
628                 {
629                         // this WP is in air, refuse it
630                         dprint("Killed a waypoint that was stuck in air/ceiling at ", vtos(w.origin), "\n");
631                         remove(w);
632                         return world;
633                 }
634                 trace_endpos_z += 0.1; // don't trust the trace fully
635
636 //              dprint("Moved waypoint at ", vtos(w.origin), " by ", ftos(vlen(w.origin - trace_endpos)));
637 //              dprint(" direction: ", vtos((trace_endpos - w.origin)), "\n");
638
639                 setorigin(w, trace_endpos);
640         }
641
642         setsize(w, m1, m2);
643
644         waypoint_clearlinks(w);
645         //waypoint_schedulerelink(w);
646         return w;
647 };
648
649 // waypoint map entity
650 void() waypoint =
651 {
652         setorigin(self, self.origin);
653         // schedule a relink after other waypoints have had a chance to spawn
654         waypoint_clearlinks(self);
655         //waypoint_schedulerelink(self);
656 };
657
658 // remove a waypoint, and schedule all neighbors to relink
659 void(entity e) waypoint_remove =
660 {
661         // tell all linked waypoints that they need to relink
662         waypoint_schedulerelink(e.wp00);
663         waypoint_schedulerelink(e.wp01);
664         waypoint_schedulerelink(e.wp02);
665         waypoint_schedulerelink(e.wp03);
666         waypoint_schedulerelink(e.wp04);
667         waypoint_schedulerelink(e.wp05);
668         waypoint_schedulerelink(e.wp06);
669         waypoint_schedulerelink(e.wp07);
670         waypoint_schedulerelink(e.wp08);
671         waypoint_schedulerelink(e.wp09);
672         waypoint_schedulerelink(e.wp10);
673         waypoint_schedulerelink(e.wp11);
674         waypoint_schedulerelink(e.wp12);
675         waypoint_schedulerelink(e.wp13);
676         waypoint_schedulerelink(e.wp14);
677         waypoint_schedulerelink(e.wp15);
678         waypoint_schedulerelink(e.wp16);
679         waypoint_schedulerelink(e.wp17);
680         waypoint_schedulerelink(e.wp18);
681         waypoint_schedulerelink(e.wp19);
682         waypoint_schedulerelink(e.wp20);
683         waypoint_schedulerelink(e.wp21);
684         waypoint_schedulerelink(e.wp22);
685         waypoint_schedulerelink(e.wp23);
686         waypoint_schedulerelink(e.wp24);
687         waypoint_schedulerelink(e.wp25);
688         waypoint_schedulerelink(e.wp26);
689         waypoint_schedulerelink(e.wp27);
690         waypoint_schedulerelink(e.wp28);
691         waypoint_schedulerelink(e.wp29);
692         waypoint_schedulerelink(e.wp30);
693         waypoint_schedulerelink(e.wp31);
694         // and now remove the waypoint
695         remove(e);
696 };
697
698 // empties the map of waypoints
699 void() waypoint_removeall =
700 {
701         local entity head, next;
702         head = findchain(classname, "waypoint");
703         while (head)
704         {
705                 next = head.chain;
706                 remove(head);
707                 head = next;
708         }
709 };
710
711 // tell all waypoints to relink
712 // (is this useful at all?)
713 void() waypoint_schedulerelinkall =
714 {
715         local entity head;
716         head = findchain(classname, "waypoint");
717         while (head)
718         {
719                 waypoint_schedulerelink(head);
720                 head = head.chain;
721         }
722 };
723
724 // save waypoints to gamedir/data/maps/mapname.waypoints
725 // TODO: support saving wayboxes
726 void() waypoint_saveall =
727 {
728         local string filename, s;
729         local float file, c;
730         local entity w;
731         filename = strcat("maps/", mapname);
732         filename = strcat(filename, ".waypoints");
733         file = fopen(filename, FILE_WRITE);
734         if (file >= 0)
735         {
736                 c = 0;
737                 w = findchain(classname, "waypoint");
738                 while (w)
739                 {
740                         if (!(w.wpflags & WAYPOINTFLAG_GENERATED))
741                         {
742                                 s = strcat(vtos(w.origin + w.mins), "\n");
743                                 s = strcat(s, vtos(w.origin + w.maxs));
744                                 s = strcat(s, "\n");
745                                 s = strcat(s, ftos(w.wpflags));
746                                 s = strcat(s, "\n");
747                                 fputs(file, s);
748                                 c = c + 1;
749                         }
750                         w = w.chain;
751                 }
752                 fclose(file);
753                 bprint("saved ");
754                 bprint(ftos(c));
755                 bprint(" waypoints to maps/");
756                 bprint(mapname);
757                 bprint(".waypoints\n");
758         }
759         else
760         {
761                 bprint("waypoint save to ");
762                 bprint(filename);
763                 bprint(" failed\n");
764         }
765 };
766
767 // load waypoints from file
768 float() waypoint_loadall =
769 {
770         local string filename, s;
771         local float file, cwp, cwb, fl;
772         local vector m1, m2;
773         cwp = 0;
774         cwb = 0;
775         filename = strcat("maps/", mapname);
776         filename = strcat(filename, ".waypoints");
777         file = fopen(filename, FILE_READ);
778         if (file >= 0)
779         {
780                 while (1)
781                 {
782                         s = fgets(file);
783                         if (!s)
784                                 break;
785                         m1 = stov(s);
786                         s = fgets(file);
787                         if (!s)
788                                 break;
789                         m2 = stov(s);
790                         s = fgets(file);
791                         if (!s)
792                                 break;
793                         fl = stof(s);
794                         waypoint_spawn(m1, m2, fl);
795                         if (m1 == m2)
796                                 cwp = cwp + 1;
797                         else
798                                 cwb = cwb + 1;
799                 }
800                 fclose(file);
801                 dprint("loaded ");
802                 dprint(ftos(cwp));
803                 dprint(" waypoints and ");
804                 dprint(ftos(cwb));
805                 dprint(" wayboxes from maps/");
806                 dprint(mapname);
807                 dprint(".waypoints\n");
808         }
809         else
810         {
811                 dprint("waypoint load from ");
812                 dprint(filename);
813                 dprint(" failed\n");
814         }
815         return cwp + cwb;
816 };
817
818 void(entity e) waypoint_spawnforitem =
819 {
820         local entity w;
821         local vector org;
822
823         if(!bot_waypoints_for_items)
824                 return;
825
826         org = e.origin + (e.mins + e.maxs) * 0.5;
827         org_z = e.origin_z + e.mins_z - PL_MIN_z + 1;
828         e.nearestwaypointtimeout = time + 1000000000;
829         // don't spawn an item waypoint if it already exists
830         w = findchain(classname, "waypoint");
831         while (w)
832         {
833                 if (vlen(w.size) > 1)
834                 {
835                         if (boxesoverlap(org, org, w.absmin, w.absmax))
836                         {
837                                 e.nearestwaypoint = w;
838                                 return;
839                         }
840                 }
841                 else
842                 {
843                         if (vlen(w.origin - org) < 16)
844                         {
845                                 e.nearestwaypoint = w;
846                                 return;
847                         }
848                 }
849                 w = w.chain;
850         }
851         e.nearestwaypoint = waypoint_spawn(org, org, WAYPOINTFLAG_GENERATED | WAYPOINTFLAG_ITEM);
852 };
853
854 void(entity e, vector destination, float timetaken) waypoint_spawnforteleporter =
855 {
856         local entity w;
857         local entity dw;
858         w = waypoint_spawn(e.absmin, e.absmax, WAYPOINTFLAG_GENERATED | WAYPOINTFLAG_TELEPORT | WAYPOINTFLAG_NORELINK);
859         dw = waypoint_spawn(destination, destination, WAYPOINTFLAG_GENERATED);
860         // one way link to the destination
861         w.wp00 = dw;
862         w.wp00mincost = timetaken; // this is just for jump pads
863         // the teleporter's nearest waypoint is this one
864         // (teleporters are not goals, so this is probably useless)
865         e.nearestwaypoint = w;
866         e.nearestwaypointtimeout = time + 1000000000;
867 };
868
869
870
871
872
873 /////////////////////////////////////////////////////////////////////////////
874 // goal stack
875 /////////////////////////////////////////////////////////////////////////////
876
877 // completely empty the goal stack, used when deciding where to go
878 void() navigation_clearroute =
879 {
880         self.goalcurrent = world;
881         self.goalstack01 = world;
882         self.goalstack02 = world;
883         self.goalstack03 = world;
884         self.goalstack04 = world;
885         self.goalstack05 = world;
886         self.goalstack06 = world;
887         self.goalstack07 = world;
888         self.goalstack08 = world;
889         self.goalstack09 = world;
890         self.goalstack10 = world;
891         self.goalstack11 = world;
892         self.goalstack12 = world;
893         self.goalstack13 = world;
894         self.goalstack14 = world;
895         self.goalstack15 = world;
896         self.goalstack16 = world;
897         self.goalstack17 = world;
898         self.goalstack18 = world;
899         self.goalstack19 = world;
900         self.goalstack20 = world;
901         self.goalstack21 = world;
902         self.goalstack22 = world;
903         self.goalstack23 = world;
904         self.goalstack24 = world;
905         self.goalstack25 = world;
906         self.goalstack26 = world;
907         self.goalstack27 = world;
908         self.goalstack28 = world;
909         self.goalstack29 = world;
910         self.goalstack30 = world;
911         self.goalstack31 = world;
912 };
913
914 // add a new goal at the beginning of the stack
915 // (in other words: add a new prerequisite before going to the later goals)
916 void(entity e) navigation_pushroute =
917 {
918         self.goalstack31 = self.goalstack30;
919         self.goalstack30 = self.goalstack29;
920         self.goalstack29 = self.goalstack28;
921         self.goalstack28 = self.goalstack27;
922         self.goalstack27 = self.goalstack26;
923         self.goalstack26 = self.goalstack25;
924         self.goalstack25 = self.goalstack24;
925         self.goalstack24 = self.goalstack23;
926         self.goalstack23 = self.goalstack22;
927         self.goalstack22 = self.goalstack21;
928         self.goalstack21 = self.goalstack20;
929         self.goalstack20 = self.goalstack19;
930         self.goalstack19 = self.goalstack18;
931         self.goalstack18 = self.goalstack17;
932         self.goalstack17 = self.goalstack16;
933         self.goalstack16 = self.goalstack15;
934         self.goalstack15 = self.goalstack14;
935         self.goalstack14 = self.goalstack13;
936         self.goalstack13 = self.goalstack12;
937         self.goalstack12 = self.goalstack11;
938         self.goalstack11 = self.goalstack10;
939         self.goalstack10 = self.goalstack09;
940         self.goalstack09 = self.goalstack08;
941         self.goalstack08 = self.goalstack07;
942         self.goalstack07 = self.goalstack06;
943         self.goalstack06 = self.goalstack05;
944         self.goalstack05 = self.goalstack04;
945         self.goalstack04 = self.goalstack03;
946         self.goalstack03 = self.goalstack02;
947         self.goalstack02 = self.goalstack01;
948         self.goalstack01 = self.goalcurrent;
949         self.goalcurrent = e;
950 };
951
952 // remove first goal from stack
953 // (in other words: remove a prerequisite for reaching the later goals)
954 // (used when a waypoint is reached)
955 void() navigation_poproute =
956 {
957         self.goalcurrent = self.goalstack01;
958         self.goalstack01 = self.goalstack02;
959         self.goalstack02 = self.goalstack03;
960         self.goalstack03 = self.goalstack04;
961         self.goalstack04 = self.goalstack05;
962         self.goalstack05 = self.goalstack06;
963         self.goalstack06 = self.goalstack07;
964         self.goalstack07 = self.goalstack08;
965         self.goalstack08 = self.goalstack09;
966         self.goalstack09 = self.goalstack10;
967         self.goalstack10 = self.goalstack11;
968         self.goalstack11 = self.goalstack12;
969         self.goalstack12 = self.goalstack13;
970         self.goalstack13 = self.goalstack14;
971         self.goalstack14 = self.goalstack15;
972         self.goalstack15 = self.goalstack16;
973         self.goalstack16 = self.goalstack17;
974         self.goalstack17 = self.goalstack18;
975         self.goalstack18 = self.goalstack19;
976         self.goalstack19 = self.goalstack20;
977         self.goalstack20 = self.goalstack21;
978         self.goalstack21 = self.goalstack22;
979         self.goalstack22 = self.goalstack23;
980         self.goalstack23 = self.goalstack24;
981         self.goalstack24 = self.goalstack25;
982         self.goalstack25 = self.goalstack26;
983         self.goalstack26 = self.goalstack27;
984         self.goalstack27 = self.goalstack28;
985         self.goalstack28 = self.goalstack29;
986         self.goalstack29 = self.goalstack30;
987         self.goalstack30 = self.goalstack31;
988         self.goalstack31 = world;
989 };
990
991 // find the waypoint near a dynamic goal such as a dropped weapon
992 entity(entity player, float walkfromwp) navigation_findnearestwaypoint =
993 {
994         local entity waylist, w, best;
995         local float dist, bestdist;
996         local vector v, org, pm1, pm2;
997         pm1 = player.origin + PL_MIN;
998         pm2 = player.origin + PL_MAX;
999         waylist = findchain(classname, "waypoint");
1000         // do two scans, because box test is cheaper
1001         w = waylist;
1002         while (w)
1003         {
1004                 // if object is touching waypoint
1005                 if (boxesoverlap(pm1, pm2, w.absmin, w.absmax))
1006                         return w;
1007                 w = w.chain;
1008         }
1009
1010         org = player.origin + (player.mins_z - PL_MIN_z) * '0 0 1';
1011         if(player.tag_entity)
1012                 org = org + player.tag_entity.origin;
1013         if (navigation_testtracewalk)
1014                 te_plasmaburn(org);
1015         best = world;
1016         bestdist = 1050;
1017
1018         // box check failed, try walk
1019         w = waylist;
1020         while (w)
1021         {
1022                 // if object can walk from waypoint
1023                 if (w.wpisbox)
1024                 {
1025                         local vector wm1, wm2;
1026                         wm1 = w.origin + w.mins;
1027                         wm2 = w.origin + w.maxs;
1028                         v_x = bound(wm1_x, org_x, wm2_x);
1029                         v_y = bound(wm1_y, org_y, wm2_y);
1030                         v_z = bound(wm1_z, org_z, wm2_z);
1031                 }
1032                 else
1033                         v = w.origin;
1034                 dist = vlen(v - org);
1035                 if (bestdist > dist)
1036                 {
1037                         if (walkfromwp)
1038                         {
1039                                 traceline(v, org, TRUE, player);
1040                                 if (trace_fraction == 1)
1041                                 if (tracewalk(player, v, PL_MIN, PL_MAX, org, MOVE_NORMAL))
1042                                 {
1043                                         bestdist = dist;
1044                                         best = w;
1045                                 }
1046                         }
1047                         else
1048                         {
1049                                 traceline(v, org, TRUE, player);
1050                                 if (trace_fraction == 1)
1051                                 if (tracewalk(player, org, PL_MIN, PL_MAX, v, MOVE_NORMAL))
1052                                 {
1053                                         bestdist = dist;
1054                                         best = w;
1055                                 }
1056                         }
1057                 }
1058                 w = w.chain;
1059         }
1060         return best;
1061 }
1062
1063 // finds the waypoints near the bot initiating a navigation query
1064 float(entity waylist, float maxdist) navigation_markroutes_nearestwaypoints =
1065 {
1066         local entity head;
1067         local vector v, m1, m2, diff;
1068         local float c;
1069         //navigation_testtracewalk = TRUE;
1070         c = 0;
1071         head = waylist;
1072         while (head)
1073         {
1074                 if (!head.wpconsidered)
1075                 {
1076                         if (head.wpisbox)
1077                         {
1078                                 m1 = head.origin + head.mins;
1079                                 m2 = head.origin + head.maxs;
1080                                 v = self.origin;
1081                                 v_x = bound(m1_x, v_x, m2_x);
1082                                 v_y = bound(m1_y, v_y, m2_y);
1083                                 v_z = bound(m1_z, v_z, m2_z);
1084                         }
1085                         else
1086                                 v = head.origin;
1087                         diff = v - self.origin;
1088                         diff_z = max(0, diff_z);
1089                         if (vlen(diff) < maxdist)
1090                         {
1091                                 head.wpconsidered = TRUE;
1092                                 if (tracewalk(self, self.origin, self.mins, self.maxs, v, MOVE_NORMAL))
1093                                 {
1094                                         head.wpnearestpoint = v;
1095                                         head.wpcost = vlen(v - self.origin) + head.dmg;
1096                                         head.wpfire = 1;
1097                                         head.enemy = world;
1098                                         c = c + 1;
1099                                 }
1100                         }
1101                 }
1102                 head = head.chain;
1103         }
1104         //navigation_testtracewalk = FALSE;
1105         return c;
1106 }
1107
1108 // updates a path link if a waypoint link is better than the current one
1109 void(entity w, entity wp, float cost2, vector p) navigation_markroutes_checkwaypoint =
1110 {
1111         local vector m1;
1112         local vector m2;
1113         local vector v;
1114         if (wp.wpisbox)
1115         {
1116                 m1 = wp.absmin;
1117                 m2 = wp.absmax;
1118                 v_x = bound(m1_x, p_x, m2_x);
1119                 v_y = bound(m1_y, p_y, m2_y);
1120                 v_z = bound(m1_z, p_z, m2_z);
1121         }
1122         else
1123                 v = wp.origin;
1124         cost2 = cost2 + vlen(v);
1125         if (wp.wpcost > cost2)
1126         {
1127                 wp.wpcost = cost2;
1128                 wp.enemy = w;
1129                 wp.wpfire = 1;
1130                 wp.wpnearestpoint = v;
1131         }
1132 };
1133
1134 // queries the entire waypoint network for pathes leading away from the bot
1135 void() navigation_markroutes =
1136 {
1137         local entity w, wp, waylist;
1138         local float searching, cost, cost2;
1139         local vector p;
1140         w = waylist = findchain(classname, "waypoint");
1141         while (w)
1142         {
1143                 w.wpconsidered = FALSE;
1144                 w.wpnearestpoint = '0 0 0';
1145                 w.wpcost = 10000000;
1146                 w.wpfire = 0;
1147                 w.enemy = world;
1148                 w = w.chain;
1149         }
1150         // try a short range search for the nearest waypoints, and expand the
1151         // search repeatedly if none are found
1152         if (!navigation_markroutes_nearestwaypoints(waylist, 250))
1153                 if (!navigation_markroutes_nearestwaypoints(waylist, 1000))
1154                         navigation_markroutes_nearestwaypoints(waylist, 1000000);
1155         searching = TRUE;
1156         while (searching)
1157         {
1158                 searching = FALSE;
1159                 w = waylist;
1160                 while (w)
1161                 {
1162                         if (w.wpfire)
1163                         {
1164                                 searching = TRUE;
1165                                 w.wpfire = 0;
1166                                 cost = w.wpcost;
1167                                 p = w.wpnearestpoint;
1168                                 wp = w.wp00;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp00mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1169                                 wp = w.wp01;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp01mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1170                                 wp = w.wp02;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp02mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1171                                 wp = w.wp03;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp03mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1172                                 wp = w.wp04;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp04mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1173                                 wp = w.wp05;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp05mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1174                                 wp = w.wp06;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp06mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1175                                 wp = w.wp07;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp07mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1176                                 wp = w.wp08;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp08mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1177                                 wp = w.wp09;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp09mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1178                                 wp = w.wp10;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp10mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1179                                 wp = w.wp11;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp11mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1180                                 wp = w.wp12;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp12mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1181                                 wp = w.wp13;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp13mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1182                                 wp = w.wp14;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp14mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1183                                 wp = w.wp15;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp15mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1184                                 wp = w.wp16;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp16mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1185                                 wp = w.wp17;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp17mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1186                                 wp = w.wp18;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp18mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1187                                 wp = w.wp19;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp19mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1188                                 wp = w.wp20;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp20mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1189                                 wp = w.wp21;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp21mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1190                                 wp = w.wp22;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp22mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1191                                 wp = w.wp23;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp23mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1192                                 wp = w.wp24;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp24mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1193                                 wp = w.wp25;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp25mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1194                                 wp = w.wp26;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp26mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1195                                 wp = w.wp27;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp27mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1196                                 wp = w.wp28;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp28mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1197                                 wp = w.wp29;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp29mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1198                                 wp = w.wp30;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp30mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1199                                 wp = w.wp31;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp31mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1200                                 }}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}
1201                         }
1202                         w = w.chain;
1203                 }
1204         }
1205 };
1206
1207 // updates the best goal according to a weighted calculation of travel cost and item value of a new proposed item
1208 void(entity e, float f) navigation_routerating =
1209 {
1210         if (!e)
1211                 return;
1212         //te_wizspike(e.origin);
1213         //bprint(etos(e));
1214         //bprint("\n");
1215         // update the cached waypoint link on a dynamic item entity
1216         if (time > e.nearestwaypointtimeout)
1217         {
1218                 e.nearestwaypoint = navigation_findnearestwaypoint(e, TRUE);
1219                 e.nearestwaypointtimeout = time + random() * 3 + 5;
1220         }
1221         //dprint(e.classname, " ", ftos(f));
1222         if (e.nearestwaypoint)
1223         if (e.nearestwaypoint.wpcost < 10000000)
1224         {
1225                 //te_wizspike(e.nearestwaypoint.wpnearestpoint);
1226                 //dprint(e.classname, " ", ftos(f), "*(500/(500+", ftos((e.nearestwaypoint.wpcost + vlen(e.origin - e.nearestwaypoint.wpnearestpoint))), " = ");
1227                 f = f * 500 / ((e.nearestwaypoint.wpcost + vlen(e.origin - e.nearestwaypoint.wpnearestpoint)) + 500);
1228                 //dprint(ftos(f));
1229                 if (navigation_bestrating < f)
1230                 {
1231                         navigation_bestrating = f;
1232                         navigation_bestgoal = e;
1233                 }
1234         }
1235         //dprint("\n");
1236 };
1237
1238 // replaces the goal stack with the path to a given item
1239 void(entity e) navigation_routetogoal =
1240 {
1241         // if already going to this goal, don't stop
1242         //if (self.goalentity == e)
1243         //      return;
1244         // clear the route and add the new one
1245         navigation_clearroute();
1246         self.goalentity = e;
1247         // if there is no goal, just exit
1248         if (!e)
1249                 return;
1250         // put the entity on the goal stack as the only item
1251         navigation_pushroute(e);
1252         //te_smallflash((e.absmin + e.absmax) * 0.5);
1253         //bprint("navigation_routetogoal(");
1254         //bprint(etos(e));
1255         //bprint(") : ");
1256         //bprint(etos(e));
1257         //tracebox(self.origin, '-16 -16 0', '16 16 0', e.origin, TRUE, self);
1258         //if (trace_fraction == 1)
1259         if (tracewalk(self, self.origin, PL_MIN, PL_MAX, e.origin, MOVE_NORMAL))
1260                 return;
1261         // see if there are waypoints describing a path to the item
1262         e = e.nearestwaypoint;
1263         while (e != world)
1264         {
1265                 //bprint(" ");
1266                 //bprint(etos(e));
1267                 //te_smallflash((e.absmin + e.absmax) * 0.5);
1268                 //tracebox(self.origin, '-16 -16 0', '16 16 0', e.origin, TRUE, self);
1269                 //if (trace_fraction == 1)
1270                 //if (tracewalk(self, self.origin, PL_MIN, PL_MAX, e.origin, MOVE_NORMAL))
1271                 //      break;
1272                 // add the waypoint to the path
1273                 navigation_pushroute(e);
1274                 e = e.enemy;
1275         }
1276         //bprint("\n");
1277 };
1278
1279 // removes any currently touching waypoints from the goal stack
1280 // (this is how bots detect if they have reached a goal)
1281 void() navigation_poptouchedgoals =
1282 {
1283         local vector org, m1, m2;
1284         org = self.origin;// + self.velocity * 0.1;
1285         m1 = org + self.mins;
1286         m2 = org + self.maxs;
1287         while (self.goalcurrent && boxesoverlap(m1, m2, self.goalcurrent.absmin, self.goalcurrent.absmax))
1288                 navigation_poproute();
1289 }
1290
1291 // begin a goal selection session (queries waypoint network)
1292 void() navigation_goalrating_start =
1293 {
1294         navigation_bestrating = -1;
1295         navigation_bestgoal = world;
1296         navigation_markroutes();
1297 };
1298
1299 // ends a goal selection session (updates goal stack to the best goal)
1300 void() navigation_goalrating_end =
1301 {
1302         navigation_routetogoal(navigation_bestgoal);
1303 };
1304
1305
1306
1307
1308
1309 //////////////////////////////////////////////////////////////////////////////
1310 // general bot functions
1311 //////////////////////////////////////////////////////////////////////////////
1312
1313 .float isbot; // true if this client is actually a bot
1314
1315 float skill;
1316 entity bot_list;
1317 .entity nextbot;
1318
1319 float sv_maxspeed;
1320 .float createdtime;
1321
1322 .float bot_preferredcolors;
1323
1324 .float bot_attack;
1325 .float bot_dodge;
1326 .float bot_dodgerating;
1327
1328 //.float bot_painintensity;
1329 .float bot_firetimer;
1330 //.float bot_oldhealth;
1331 .void() bot_ai;
1332
1333 .entity bot_aimtarg;
1334 .float bot_aimlatency;
1335 .vector bot_aimselforigin;
1336 .vector bot_aimselfvelocity;
1337 .vector bot_aimtargorigin;
1338 .vector bot_aimtargvelocity;
1339
1340 .float bot_pickup;
1341 .float(entity player, entity item) bot_pickupevalfunc;
1342 .float bot_pickupbasevalue;
1343 .float bot_canfire;
1344
1345 // used for aiming currently
1346 // FIXME: make the weapon code use these and then replace the calculations here with a call to the weapon code
1347 vector shotorg;
1348 vector shotdir;
1349
1350 const float BOTSKINS = 19;
1351 const float BOTNAMES = 32;
1352 string(float r) bot_namefornumber =
1353 {
1354         if (r <  1) return "Thunderstorm";
1355         if (r <  2) return "Darkness";
1356         if (r <  3) return "Scorcher";
1357         if (r <  4) return "Paranoia";
1358         if (r <  5) return "Eureka";
1359         if (r <  6) return "Mystery";
1360         if (r <  7) return "Toxic";
1361         if (r <  8) return "Dominion";
1362         if (r <  9) return "Pegasus";
1363         if (r < 10) return "Sensible";
1364         if (r < 11) return "Gator";
1365         if (r < 12) return "Kangaroo";
1366         if (r < 13) return "Deadline";
1367         if (r < 14) return "Frosty";
1368         if (r < 15) return "Roadkill";
1369         if (r < 16) return "Death";
1370         if (r < 17) return "Panic";
1371         if (r < 18) return "Discovery";
1372         if (r < 19) return "Shadow";
1373         if (r < 20) return "Acidic";
1374         if (r < 21) return "Dominator";
1375         if (r < 22) return "Hellfire";
1376         if (r < 23) return "Necrotic";
1377         if (r < 24) return "Newbie";
1378         if (r < 25) return "Spellbinder";
1379         if (r < 26) return "Lion";
1380         if (r < 27) return "Controlled";
1381         if (r < 28) return "Airhead";
1382         if (r < 29) return "Delirium";
1383         if (r < 30) return "Resurrection";
1384         if (r < 31) return "Danger";
1385         return "Flatline";
1386 };
1387
1388 string(float r) bot_skinfornumber =
1389 {
1390              if (r <  1) {self.playermodel = "models/player/carni.zym"          ;self.playerskin = "0";return "Carni"          ;}
1391         else if (r <  2) {self.playermodel = "models/player/carni.zym"          ;self.playerskin = "1";return "Armored Carni"  ;}
1392         else if (r <  3) {self.playermodel = "models/player/crash.zym"          ;self.playerskin = "0";return "Quark"          ;}
1393         else if (r <  4) {self.playermodel = "models/player/grunt.zym"          ;self.playerskin = "0";return "Grunt"          ;}
1394         else if (r <  5) {self.playermodel = "models/player/headhunter.zym"     ;self.playerskin = "0";return "HeadHunter"     ;}
1395         else if (r <  6) {self.playermodel = "models/player/insurrectionist.zym";self.playerskin = "0";return "Insurrectionist";}
1396         else if (r <  7) {self.playermodel = "models/player/lurk.zym"           ;self.playerskin = "0";return "Lurk"           ;}
1397         else if (r <  8) {self.playermodel = "models/player/lurk.zym"           ;self.playerskin = "1";return "Reptile"        ;}
1398         else if (r <  9) {self.playermodel = "models/player/lycanthrope.zym"    ;self.playerskin = "0";return "Lycanthrope"    ;}
1399         else if (r < 10) {self.playermodel = "models/player/marine.zym"         ;self.playerskin = "0";return "Marine"         ;}
1400         else if (r < 11) {self.playermodel = "models/player/nexus.zym"          ;self.playerskin = "0";return "Nexus"          ;}
1401         else if (r < 12) {self.playermodel = "models/player/nexus.zym"          ;self.playerskin = "1";return "Mulder"         ;}
1402         else if (r < 13) {self.playermodel = "models/player/nexus.zym"          ;self.playerskin = "2";return "Xolar"          ;}
1403         else if (r < 14) {self.playermodel = "models/player/pyria.zym"          ;self.playerskin = "0";return "Pyria"          ;}
1404         else if (r < 15) {self.playermodel = "models/player/shock.zym"          ;self.playerskin = "0";return "Shock"          ;}
1405         else if (r < 16) {self.playermodel = "models/player/skadi.zym"          ;self.playerskin = "0";return "Skadi"          ;}
1406         else if (r < 17) {self.playermodel = "models/player/specop.zym"         ;self.playerskin = "0";return "Specop"         ;}
1407         else             {self.playermodel = "models/player/visitant.zym"       ;self.playerskin = "0";return "Fricka"         ;}
1408 };
1409
1410 void() bot_setnameandstuff =
1411 {
1412         local string name, prefix, suffix;
1413         local float r, b, shirt, pants;
1414
1415         prefix = cvar_string("bot_prefix");
1416         suffix = cvar_string("bot_suffix");
1417
1418         // this is really only a default, JoinBestTeam is called later
1419         pants = bound(0, floor(random() * 13), 13);
1420         //shirt = bound(0, floor(random() * 16), 15);
1421         shirt = pants;
1422         self.clientcolors = shirt * 16 + pants;
1423         self.bot_preferredcolors = self.clientcolors;
1424         self.team = pants + 1;
1425
1426         // now pick a name...
1427
1428         if (cvar("bot_usemodelnames"))
1429         {
1430                 // first see if all skins are taken
1431                 b = 0;
1432                 do
1433                 {
1434                         name = bot_skinfornumber(b);
1435                         b = b + 1;
1436                 }
1437                 while (b < BOTSKINS && find(world, netname, name));
1438
1439                 // randomly pick a skin, if it's taken either repeat until we find one,
1440                 // or give up if we already know all skins are taken
1441                 do
1442                 {
1443                         r = floor(random() * BOTSKINS);
1444                         name = bot_skinfornumber(r);
1445                 }
1446                 while (b < BOTSKINS && find(world, netname, name));
1447         }
1448         else
1449         {
1450                 // first see if all names are taken
1451                 b = 0;
1452                 do
1453                 {
1454                         name = bot_namefornumber(b);
1455                         b = b + 1;
1456                 }
1457                 while (b < BOTNAMES && find(world, netname, name));
1458
1459                 // randomly pick a name, if it's taken either repeat until we find one,
1460                 // or give up if we already know all names are taken
1461                 do
1462                 {
1463                         r = floor(random() * BOTNAMES);
1464                         name = bot_namefornumber(r);
1465                 }
1466                 while (b < BOTNAMES && find(world, netname, name));
1467
1468                 // randomly pick a skin
1469                 bot_skinfornumber(floor(random() * BOTSKINS));
1470         }
1471         if(!cvar("g_campaign"))
1472                 self.netname = strzone(strcat(prefix, name, suffix));
1473         else
1474                 self.netname = name;
1475 };
1476
1477 void() bot_endgame =
1478 {
1479         local entity e;
1480         //dprint("bot_endgame\n");
1481         e = bot_list;
1482         while (e)
1483         {
1484                 setcolor(e, e.bot_preferredcolors);
1485                 e = e.nextbot;
1486         }
1487         // if dynamic waypoints are ever implemented, save them here
1488 };
1489
1490 float bot_ignore_bots; // let bots not attack other bots (only works in non-teamplay)
1491 float(entity e) bot_shouldattack =
1492 {
1493         if (e.team == self.team)
1494         {
1495                 if (e == self)
1496                         return FALSE;
1497                 if (teamplay)
1498                 if (e.team != 0)
1499                         return FALSE;
1500         }
1501         if(!teamplay)
1502                 if(bot_ignore_bots)
1503                         if(clienttype(e) == CLIENTTYPE_BOT)
1504                                 return FALSE;
1505         if (!e.takedamage)
1506                 return FALSE;
1507         if (e.deadflag)
1508                 return FALSE;
1509         if (e.buttonchat)
1510                 return FALSE;
1511         return TRUE;
1512 };
1513
1514 void(float t, float f1, float f2, entity e1, vector v1, vector v2, vector v3, vector v4) bot_lagfunc =
1515 {
1516         self.bot_aimtarg = e1;
1517         self.bot_aimlatency = self.ping; // FIXME?  Shouldn't this be in the lag item?
1518         self.bot_aimselforigin = v1;
1519         self.bot_aimselfvelocity = v2;
1520         self.bot_aimtargorigin = v3;
1521         self.bot_aimtargvelocity = v4;
1522         if(skill <= 0)
1523                 self.bot_canfire = (random() < 0.8);
1524         else if(skill <= 1)
1525                 self.bot_canfire = (random() < 0.9);
1526         else if(skill <= 2)
1527                 self.bot_canfire = (random() < 0.95);
1528         else
1529                 self.bot_canfire = 1;
1530 };
1531
1532 .float bot_nextthink;
1533 .float bot_badaimtime;
1534 .float bot_aimthinktime;
1535 .vector bot_mouseaim;
1536 .vector bot_badaimoffset;
1537 .vector bot_1st_order_aimfilter;
1538 .vector bot_2nd_order_aimfilter;
1539 .vector bot_3th_order_aimfilter;
1540 .vector bot_4th_order_aimfilter;
1541 .vector bot_5th_order_aimfilter;
1542 .vector bot_olddesiredang;
1543 float(vector v, float maxfiredeviation) bot_aimdir =
1544 {
1545 /*
1546         local float snapcos;
1547         local vector olddir, newdir, desireddir;
1548
1549         makevectors(self.v_angle);
1550         olddir = newdir = v_forward;
1551         desireddir = normalize(v);
1552         snapcos = cos(cvar("bot_ai_aimskill_snapangle") * frametime * (skill + 1) * 0.5);
1553         if (desireddir * olddir < v_forward_x)
1554                 newdir = desireddir;
1555         else
1556         {
1557                 local float blendrate;
1558                 blendrate = cvar("bot_ai_aimskill_blendrate") * frametime * (skill + 1) * 0.5;
1559                 newdir = olddir + (desireddir - olddir) * bound(0, blendrate, 1);
1560         }
1561
1562         // decide whether to fire this time
1563         if ((desireddir * newdir) >= cos(maxfiredeviation))
1564                 self.bot_firetimer = time + 0.3;
1565
1566         self.v_angle = vectoangles(newdir);
1567         self.v_angle_x = self.v_angle_x * -1;
1568
1569         makevectors(self.v_angle);
1570         shotorg = self.origin + self.view_ofs;
1571         shotdir = newdir;
1572
1573         return time < self.bot_firetimer;
1574 */
1575
1576         local float dist;
1577         local vector desiredang, diffang;
1578
1579         //dprint("aim ", self.netname, ": old:", vtos(self.v_angle));
1580         // make sure v_angle is sane first
1581         self.v_angle_y = self.v_angle_y - floor(self.v_angle_y / 360) * 360;
1582         self.v_angle_z = 0;
1583
1584         // get the desired angles to aim at
1585         //dprint(" at:", vtos(v));
1586         v = normalize(v);
1587         //te_lightning2(world, self.origin + self.view_ofs, self.origin + self.view_ofs + v * 200);
1588         if (time >= self.bot_badaimtime)
1589         {
1590                 self.bot_badaimtime = max(self.bot_badaimtime + 0.3, time);
1591                 self.bot_badaimoffset = randomvec() * bound(0, 5 - 0.5 * (skill+self.bot_offsetskill), 5) * cvar("bot_ai_aimskill_offset");
1592         }
1593         desiredang = vectoangles(v) + self.bot_badaimoffset;
1594         //dprint(" desired:", vtos(desiredang));
1595         if (desiredang_x >= 180)
1596                 desiredang_x = desiredang_x - 360;
1597         desiredang_x = bound(-90, 0 - desiredang_x, 90);
1598         desiredang_z = self.v_angle_z;
1599         //dprint(" / ", vtos(desiredang));
1600
1601         //// pain throws off aim
1602         //if (self.bot_painintensity)
1603         //{
1604         //      // shake from pain
1605         //      desiredang = desiredang + randomvec() * self.bot_painintensity * 0.2;
1606         //}
1607
1608         // calculate turn angles
1609         diffang = (desiredang - self.bot_olddesiredang);
1610         // wrap yaw turn
1611         diffang_y = diffang_y - floor(diffang_y / 360) * 360;
1612         if (diffang_y >= 180)
1613                 diffang_y = diffang_y - 360;
1614         self.bot_olddesiredang = desiredang;
1615         //dprint(" diff:", vtos(diffang));
1616
1617         // Here we will try to anticipate the comming aiming direction
1618         self.bot_1st_order_aimfilter= self.bot_1st_order_aimfilter
1619                 + (diffang * (1 / frametime)    - self.bot_1st_order_aimfilter) * bound(0, cvar("bot_ai_aimskill_order_filter_1st"),1);
1620         self.bot_2nd_order_aimfilter= self.bot_2nd_order_aimfilter
1621                 + (self.bot_1st_order_aimfilter - self.bot_2nd_order_aimfilter) * bound(0, cvar("bot_ai_aimskill_order_filter_2nd"),1);
1622         self.bot_3th_order_aimfilter= self.bot_3th_order_aimfilter
1623                 + (self.bot_2nd_order_aimfilter - self.bot_3th_order_aimfilter) * bound(0, cvar("bot_ai_aimskill_order_filter_3th"),1);
1624         self.bot_4th_order_aimfilter= self.bot_4th_order_aimfilter
1625                 + (self.bot_3th_order_aimfilter - self.bot_4th_order_aimfilter) * bound(0, cvar("bot_ai_aimskill_order_filter_4th"),1);
1626         self.bot_5th_order_aimfilter= self.bot_5th_order_aimfilter
1627                 + (self.bot_4th_order_aimfilter - self.bot_5th_order_aimfilter) * bound(0, cvar("bot_ai_aimskill_order_filter_5th"),1);
1628
1629         local float blend;
1630         //blend = (bound(0,skill,10)*0.1)*pow(1-bound(0,skill,10)*0.05,2.5)*5.656854249; //Plot formule before changing !
1631         blend = bound(0,skill,10)*0.1;
1632         desiredang = desiredang + blend *
1633         (
1634                   self.bot_1st_order_aimfilter * cvar("bot_ai_aimskill_order_mix_1st")
1635                 + self.bot_2nd_order_aimfilter * cvar("bot_ai_aimskill_order_mix_2nd")
1636                 + self.bot_3th_order_aimfilter * cvar("bot_ai_aimskill_order_mix_3th")
1637                 + self.bot_4th_order_aimfilter * cvar("bot_ai_aimskill_order_mix_4th")
1638                 + self.bot_5th_order_aimfilter * cvar("bot_ai_aimskill_order_mix_5th")
1639         );
1640
1641         // calculate turn angles
1642         diffang = desiredang - self.bot_mouseaim;
1643         // wrap yaw turn
1644         diffang_y = diffang_y - floor(diffang_y / 360) * 360;
1645         if (diffang_y >= 180)
1646                 diffang_y = diffang_y - 360;
1647         //dprint(" diff:", vtos(diffang));
1648
1649         if (time >= self.bot_aimthinktime)
1650         {
1651                 self.bot_aimthinktime = max(self.bot_aimthinktime + 0.5 - 0.05*(skill+self.bot_thinkskill), time);
1652                 self.bot_mouseaim = self.bot_mouseaim + diffang * (1-random()*0.1*bound(1,10-skill,10));
1653         }
1654
1655         //self.v_angle = self.v_angle + diffang * bound(0, r * frametime * (skill * 0.5 + 2), 1);
1656
1657         diffang = self.bot_mouseaim - desiredang;
1658         // wrap yaw turn
1659         diffang_y = diffang_y - floor(diffang_y / 360) * 360;
1660         if (diffang_y >= 180)
1661                 diffang_y = diffang_y - 360;
1662         desiredang = desiredang + diffang * bound(0,cvar("bot_ai_aimskill_think"),1);
1663
1664         // calculate turn angles
1665         diffang = desiredang - self.v_angle;
1666         // wrap yaw turn
1667         diffang_y = diffang_y - floor(diffang_y / 360) * 360;
1668         if (diffang_y >= 180)
1669                 diffang_y = diffang_y - 360;
1670         //dprint(" diff:", vtos(diffang));
1671
1672         // jitter tracking
1673         dist = vlen(diffang);
1674         //diffang = diffang + randomvec() * (dist * 0.05 * (3.5 - bound(0, skill, 3)));
1675
1676         // turn
1677         local float r, fixedrate, blendrate;
1678         fixedrate = cvar("bot_ai_aimskill_fixedrate") / bound(1,dist,1000);
1679         blendrate = cvar("bot_ai_aimskill_blendrate");
1680         r = max(fixedrate, blendrate);
1681         //self.v_angle = self.v_angle + diffang * bound(frametime, r * frametime * (2+skill*skill*0.05-random()*0.05*(10-skill)), 1);
1682         self.v_angle = self.v_angle + diffang * bound(frametime, r * frametime * (2+pow(skill+self.bot_mouseskill,3)*0.005-random()), 1);
1683         self.v_angle = self.v_angle * bound(0,cvar("bot_ai_aimskill_mouse"),1) + desiredang * bound(0,(1-cvar("bot_ai_aimskill_mouse")),1);
1684         //self.v_angle = self.v_angle + diffang * bound(0, r * frametime * (skill * 0.5 + 2), 1);
1685         //self.v_angle = self.v_angle + diffang * (1/ blendrate);
1686         self.v_angle_z = 0;
1687         self.v_angle_y = self.v_angle_y - floor(self.v_angle_y / 360) * 360;
1688         //dprint(" turn:", vtos(self.v_angle));
1689
1690         makevectors(self.v_angle);
1691         shotorg = self.origin + self.view_ofs;
1692         shotdir = v_forward;
1693
1694         //dprint(" dir:", vtos(v_forward));
1695         //te_lightning2(world, shotorg, shotorg + shotdir * 100);
1696
1697         // calculate turn angles again
1698         //diffang = desiredang - self.v_angle;
1699         //diffang_y = diffang_y - floor(diffang_y / 360) * 360;
1700         //if (diffang_y >= 180)
1701         //      diffang_y = diffang_y - 360;
1702
1703         //dprint("e ", vtos(diffang), " < ", ftos(maxfiredeviation), "\n");
1704
1705         // decide whether to fire this time
1706         // note the maxfiredeviation is in degrees so this has to convert to radians first
1707         //if ((normalize(v) * shotdir) >= cos(maxfiredeviation * (3.14159265358979323846 / 180)))
1708         if ((normalize(v) * shotdir) >= cos(maxfiredeviation * (3.14159265358979323846 / 180)))
1709         if (vlen(trace_endpos-shotorg) < 500+500*bound(0, skill, 10) || random()*random()>bound(0,skill*0.05,1))
1710                 self.bot_firetimer = time + bound(0.1, 0.5-skill*0.05, 0.5);
1711         //traceline(shotorg,shotorg+shotdir*1000,FALSE,world);
1712         //dprint(ftos(maxfiredeviation),"\n");
1713         //dprint(" diff:", vtos(diffang), "\n");
1714
1715         return self.bot_canfire && (time < self.bot_firetimer);
1716 };
1717
1718 vector(vector targorigin, vector targvelocity, float shotspeed, float shotdelay) bot_shotlead =
1719 {
1720         // Try to add code here that predicts gravity effect here, no clue HOW to though ... well not yet atleast...
1721         return targorigin + targvelocity * (shotdelay + vlen(targorigin - shotorg) / shotspeed);
1722 };
1723
1724 float(float shotspeed, float shotspeedupward, float maxshottime, float applygravity) bot_aim =
1725 {
1726         local float f, r;
1727         local vector v;
1728         /*
1729         eprint(self);
1730         dprint("bot_aim(", ftos(shotspeed));
1731         dprint(", ", ftos(shotspeedupward));
1732         dprint(", ", ftos(maxshottime));
1733         dprint(", ", ftos(applygravity));
1734         dprint(");\n");
1735         */
1736         if (!shotspeed)
1737         {
1738                 dprint("bot_aim: WARNING: weapon ", W_Name(self.weapon), " shotspeed is zero!\n");
1739                 shotspeed = 1000000;
1740         }
1741         if (!maxshottime)
1742         {
1743                 dprint("bot_aim: WARNING: weapon ", W_Name(self.weapon), " maxshottime is zero!\n");
1744                 maxshottime = 1;
1745         }
1746         makevectors(self.v_angle);
1747         shotorg = self.origin + self.view_ofs;
1748         shotdir = v_forward;
1749         v = bot_shotlead(self.bot_aimtargorigin, self.bot_aimtargvelocity, shotspeed, self.bot_aimlatency);
1750         local float distanceratio;
1751         distanceratio =sqrt(bound(0,skill,10000))*0.3*(vlen(v-shotorg)-100)/cvar("bot_ai_aimskill_firetolerance_distdegrees");
1752         distanceratio = bound(0,distanceratio,1);
1753         r =  (cvar("bot_ai_aimskill_firetolerance_maxdegrees")-cvar("bot_ai_aimskill_firetolerance_mindegrees"))
1754                 * (1-distanceratio) + cvar("bot_ai_aimskill_firetolerance_mindegrees");
1755         if (applygravity && self.bot_aimtarg)
1756         {
1757                 if (!findtrajectorywithleading(shotorg, '0 0 0', '0 0 0', self.bot_aimtarg, shotspeed, shotspeedupward, maxshottime, 0, self))
1758                         return FALSE;
1759                 f = bot_aimdir(findtrajectory_velocity - shotspeedupward * '0 0 1', r);
1760         }
1761         else
1762         {
1763                 f = bot_aimdir(v - shotorg, r);
1764                 //dprint("AIM: ");dprint(vtos(self.bot_aimtargorigin));dprint(" + ");dprint(vtos(self.bot_aimtargvelocity));dprint(" * ");dprint(ftos(self.bot_aimlatency + vlen(self.bot_aimtargorigin - shotorg) / shotspeed));dprint(" = ");dprint(vtos(v));dprint(" : aimdir = ");dprint(vtos(normalize(v - shotorg)));dprint(" : ");dprint(vtos(shotdir));dprint("\n");
1765                 traceline(shotorg, shotorg + shotdir * 10000, FALSE, self);
1766                 if (trace_ent.takedamage)
1767                 if (trace_fraction < 1)
1768                 if (!bot_shouldattack(trace_ent))
1769                         return FALSE;
1770                 traceline(shotorg, self.bot_aimtargorigin, FALSE, self);
1771                 if (trace_fraction < 1)
1772                 if (trace_ent != self.enemy)
1773                 if (!bot_shouldattack(trace_ent))
1774                         return FALSE;
1775         }
1776         if (r > maxshottime * shotspeed)
1777                 return FALSE;
1778         return f;
1779 };
1780
1781 // TODO: move this painintensity code to the player damage code
1782 void() bot_think =
1783 {
1784         if (self.bot_nextthink > time)
1785                 return;
1786         self.bot_nextthink = self.bot_nextthink + cvar("bot_ai_thinkinterval");
1787         //if (self.bot_painintensity > 0)
1788         //      self.bot_painintensity = self.bot_painintensity - (skill + 1) * 40 * frametime;
1789
1790         //self.bot_painintensity = self.bot_painintensity + self.bot_oldhealth - self.health;
1791         //self.bot_painintensity = bound(0, self.bot_painintensity, 100);
1792
1793         if(time < restart_countdown || ((cvar("g_campaign") && !campaign_bots_may_start)))
1794         {
1795                 self.nextthink = time + 0.5;
1796                 return;
1797         }
1798
1799         if (self.fixangle)
1800         {
1801                 self.v_angle = self.angles;
1802                 self.v_angle_z = 0;
1803                 self.fixangle = FALSE;
1804         }
1805
1806         self.dmg_take = 0;
1807         self.dmg_save = 0;
1808         self.dmg_inflictor = world;
1809
1810         // calculate an aiming latency based on the skill setting
1811         // (simulated network latency + naturally delayed reflexes)
1812         //self.ping = 0.7 - bound(0, 0.05 * skill, 0.5); // moved the reflexes to bot_aimdir (under the name 'think')
1813         // minimum ping 20+10 random
1814         self.ping = bound(0,0.07 - bound(0, skill * 0.005,0.05)+random()*0.01,0.65); // Now holds real lag to server, and higer skill players take a less laggy server
1815         // skill 10 = ping 0.2 (adrenaline)
1816         // skill 0 = ping 0.7 (slightly drunk)
1817
1818         // clear buttons
1819         self.button0 = 0;
1820         self.button1 = 0;
1821         self.button2 = 0;
1822         self.button3 = 0;
1823         self.button4 = 0;
1824         self.button5 = 0;
1825         self.button6 = 0;
1826         self.button7 = 0;
1827         self.button8 = 0;
1828         self.buttonchat = 0;
1829         self.buttonuse = 0;
1830
1831         // if dead, just wait until we can respawn
1832         if (self.deadflag)
1833         {
1834                 if (self.deadflag == DEAD_DEAD)
1835                         self.button2 = 1; // press jump to respawn
1836                 return;
1837         }
1838
1839         // now call the current bot AI (havocbot for example)
1840         self.bot_ai();
1841 };
1842
1843 entity bot_strategytoken;
1844 float bot_strategytoken_taken;
1845 entity player_list;
1846 .entity nextplayer;
1847 void() bot_relinkplayerlist =
1848 {
1849         local entity e;
1850         local entity prevbot;
1851         player_count = 0;
1852         currentbots = 0;
1853         player_list = e = findchainflags(flags, FL_CLIENT);
1854         bot_list = world;
1855         prevbot = world;
1856         while (e)
1857         {
1858                 player_count = player_count + 1;
1859                 e.nextplayer = e.chain;
1860                 if (clienttype(e) == CLIENTTYPE_BOT)
1861                 {
1862                         if (prevbot)
1863                                 prevbot.nextbot = e;
1864                         else
1865                                 bot_list = e;
1866                         prevbot = e;
1867                         currentbots = currentbots + 1;
1868                 }
1869                 e = e.chain;
1870         }
1871         dprint(strcat("relink: ", ftos(currentbots), " bots seen.\n"));
1872         bot_strategytoken = bot_list;
1873         bot_strategytoken_taken = TRUE;
1874 };
1875
1876 void() havocbot_setupbot;
1877 float JoinBestTeam(entity pl, float only_return_best);
1878
1879 void() bot_clientconnect =
1880 {
1881         if (clienttype(self) != CLIENTTYPE_BOT)
1882                 return;
1883         self.bot_nextthink = time - random();
1884         self.lag_func = bot_lagfunc;
1885         self.isbot = TRUE;
1886         self.createdtime = self.nextthink;
1887         JoinBestTeam(self, FALSE);
1888         havocbot_setupbot();
1889         self.bot_mouseskill=random()-0.5;
1890         self.bot_thinkskill=random()-0.5;
1891         self.bot_predictionskill=random()-0.5;
1892         self.bot_offsetskill=random()-0.5;
1893 };
1894
1895 entity() bot_spawn =
1896 {
1897         local entity oldself, bot;
1898         bot = spawnclient();
1899         if (bot)
1900         {
1901                 currentbots = currentbots + 1;
1902                 oldself = self;
1903                 self = bot;
1904                 bot_setnameandstuff();
1905                 ClientConnect();
1906                 PutClientInServer();
1907                 self = oldself;
1908         }
1909         return bot;
1910 };
1911
1912 void CheckAllowedTeams(entity for_whom); void GetTeamCounts(entity other); float c1, c2, c3, c4;
1913 void() bot_removefromlargestteam =
1914 {
1915         local float besttime, bestcount, thiscount;
1916         local entity best, head;
1917         CheckAllowedTeams(world);
1918         GetTeamCounts(world);
1919         head = findchainfloat(isbot, TRUE);
1920         if (!head)
1921                 return;
1922         best = head;
1923         besttime = head.createdtime;
1924         bestcount = 0;
1925         while (head)
1926         {
1927                 if(head.team == COLOR_TEAM1)
1928                         thiscount = c1;
1929                 else if(head.team == COLOR_TEAM2)
1930                         thiscount = c2;
1931                 else if(head.team == COLOR_TEAM3)
1932                         thiscount = c3;
1933                 else if(head.team == COLOR_TEAM4)
1934                         thiscount = c4;
1935                 else
1936                         thiscount = 0;
1937                 if (thiscount > bestcount)
1938                 {
1939                         bestcount = thiscount;
1940                         besttime = head.createdtime;
1941                         best = head;
1942                 }
1943                 else if (thiscount == bestcount && besttime < head.createdtime)
1944                 {
1945                         besttime = head.createdtime;
1946                         best = head;
1947                 }
1948                 head = head.chain;
1949         }
1950         currentbots = currentbots - 1;
1951         dropclient(best);
1952 };
1953
1954 void() bot_removenewest =
1955 {
1956         local float besttime;
1957         local entity best, head;
1958
1959         if(teams_matter)
1960         {
1961                 bot_removefromlargestteam();
1962                 return;
1963         }
1964
1965         head = findchainfloat(isbot, TRUE);
1966         if (!head)
1967                 return;
1968         best = head;
1969         besttime = head.createdtime;
1970         while (head)
1971         {
1972                 if (besttime < head.createdtime)
1973                 {
1974                         besttime = head.createdtime;
1975                         best = head;
1976                 }
1977                 head = head.chain;
1978         }
1979         currentbots = currentbots - 1;
1980         dropclient(best);
1981 };
1982
1983 float botframe_waypointeditorlightningtime;
1984 void() botframe_showwaypointlinks =
1985 {
1986         local entity player, head, w;
1987         if (time < botframe_waypointeditorlightningtime)
1988                 return;
1989         botframe_waypointeditorlightningtime = time + 0.5;
1990         player = find(world, classname, "player");
1991         while (player)
1992         {
1993                 if (!player.isbot)
1994                 if (player.flags & FL_ONGROUND)
1995                 {
1996                         //navigation_testtracewalk = TRUE;
1997                         head = navigation_findnearestwaypoint(player, FALSE);
1998                         //navigation_testtracewalk = FALSE;
1999                         if (head)
2000                         {
2001                                 w = head     ;if (w) te_lightning2(world, w.origin, player.origin);
2002                                 w = head.wp00;if (w) te_lightning2(world, w.origin, head.origin);
2003                                 w = head.wp01;if (w) te_lightning2(world, w.origin, head.origin);
2004                                 w = head.wp02;if (w) te_lightning2(world, w.origin, head.origin);
2005                                 w = head.wp03;if (w) te_lightning2(world, w.origin, head.origin);
2006                                 w = head.wp04;if (w) te_lightning2(world, w.origin, head.origin);
2007                                 w = head.wp05;if (w) te_lightning2(world, w.origin, head.origin);
2008                                 w = head.wp06;if (w) te_lightning2(world, w.origin, head.origin);
2009                                 w = head.wp07;if (w) te_lightning2(world, w.origin, head.origin);
2010                                 w = head.wp08;if (w) te_lightning2(world, w.origin, head.origin);
2011                                 w = head.wp09;if (w) te_lightning2(world, w.origin, head.origin);
2012                                 w = head.wp10;if (w) te_lightning2(world, w.origin, head.origin);
2013                                 w = head.wp11;if (w) te_lightning2(world, w.origin, head.origin);
2014                                 w = head.wp12;if (w) te_lightning2(world, w.origin, head.origin);
2015                                 w = head.wp13;if (w) te_lightning2(world, w.origin, head.origin);
2016                                 w = head.wp14;if (w) te_lightning2(world, w.origin, head.origin);
2017                                 w = head.wp15;if (w) te_lightning2(world, w.origin, head.origin);
2018                                 w = head.wp16;if (w) te_lightning2(world, w.origin, head.origin);
2019                                 w = head.wp17;if (w) te_lightning2(world, w.origin, head.origin);
2020                                 w = head.wp18;if (w) te_lightning2(world, w.origin, head.origin);
2021                                 w = head.wp19;if (w) te_lightning2(world, w.origin, head.origin);
2022                                 w = head.wp20;if (w) te_lightning2(world, w.origin, head.origin);
2023                                 w = head.wp21;if (w) te_lightning2(world, w.origin, head.origin);
2024                                 w = head.wp22;if (w) te_lightning2(world, w.origin, head.origin);
2025                                 w = head.wp23;if (w) te_lightning2(world, w.origin, head.origin);
2026                                 w = head.wp24;if (w) te_lightning2(world, w.origin, head.origin);
2027                                 w = head.wp25;if (w) te_lightning2(world, w.origin, head.origin);
2028                                 w = head.wp26;if (w) te_lightning2(world, w.origin, head.origin);
2029                                 w = head.wp27;if (w) te_lightning2(world, w.origin, head.origin);
2030                                 w = head.wp28;if (w) te_lightning2(world, w.origin, head.origin);
2031                                 w = head.wp29;if (w) te_lightning2(world, w.origin, head.origin);
2032                                 w = head.wp30;if (w) te_lightning2(world, w.origin, head.origin);
2033                                 w = head.wp31;if (w) te_lightning2(world, w.origin, head.origin);
2034                         }
2035                 }
2036                 player = find(player, classname, "player");
2037         }
2038 };
2039
2040 entity botframe_dangerwaypoint;
2041 void(float maxupdate) botframe_updatedangerousobjects =
2042 {
2043         local entity head, bot_dodgelist;
2044         local vector m1, m2, v;
2045         local float c, d, danger;
2046         c = 0;
2047         bot_dodgelist = findchainfloat(bot_dodge, TRUE);
2048         botframe_dangerwaypoint = find(botframe_dangerwaypoint, classname, "waypoint");
2049         while (botframe_dangerwaypoint != world)
2050         {
2051                 danger = 0;
2052                 m1 = botframe_dangerwaypoint.mins;
2053                 m2 = botframe_dangerwaypoint.maxs;
2054                 head = bot_dodgelist;
2055                 while (head)
2056                 {
2057                         v = head.origin;
2058                         v_x = bound(m1_x, v_x, m2_x);
2059                         v_y = bound(m1_y, v_y, m2_y);
2060                         v_z = bound(m1_z, v_z, m2_z);
2061                         d = head.bot_dodgerating - vlen(head.origin - v);
2062                         if (d > 0)
2063                         {
2064                                 traceline(head.origin, v, TRUE, world);
2065                                 if (trace_fraction == 1)
2066                                         danger = danger + d;
2067                         }
2068                         head = head.chain;
2069                 }
2070                 botframe_dangerwaypoint.dmg = danger;
2071                 c = c + 1;
2072                 if (c >= maxupdate)
2073                         break;
2074                 botframe_dangerwaypoint = find(botframe_dangerwaypoint, classname, "waypoint");
2075         }
2076 };
2077
2078
2079 float botframe_spawnedwaypoints;
2080 float botframe_nextthink;
2081 float botframe_nextdangertime;
2082
2083 float autoskill_nextthink;
2084 .float totalfrags_lastcheck;
2085 void(float factor) autoskill =
2086 {
2087         float bestbot;
2088         float bestplayer;
2089         entity head;
2090
2091         bestbot = -1;
2092         bestplayer = -1;
2093         FOR_EACH_PLAYER(head)
2094         {
2095                 if(clienttype(head) == CLIENTTYPE_REAL)
2096                         bestplayer = max(bestplayer, head.totalfrags - head.totalfrags_lastcheck);
2097                 else
2098                         bestbot = max(bestbot, head.totalfrags - head.totalfrags_lastcheck);
2099         }
2100
2101         dprint("autoskill: best player got ", ftos(bestplayer), ", ");
2102         dprint("best bot got ", ftos(bestbot), "; ");
2103         if(bestbot < 0 || bestplayer < 0)
2104         {
2105                 dprint("not doing anything\n");
2106                 // don't return, let it reset all counters below
2107         }
2108         else if(bestbot <= bestplayer * factor - 2)
2109         {
2110                 if(cvar("skill") < 17)
2111                 {
2112                         dprint("2 frags difference, increasing skill\n");
2113                         cvar_set("skill", ftos(cvar("skill") + 1));
2114                         bprint("^2SKILL UP!^7 Now at level ", ftos(cvar("skill")), "\n");
2115                 }
2116         }
2117         else if(bestbot >= bestplayer * factor + 2)
2118         {
2119                 if(cvar("skill") > 0)
2120                 {
2121                         dprint("2 frags difference, decreasing skill\n");
2122                         cvar_set("skill", ftos(cvar("skill") - 1));
2123                         bprint("^1SKILL DOWN!^7 Now at level ", ftos(cvar("skill")), "\n");
2124                 }
2125         }
2126         else
2127         {
2128                 dprint("not doing anything\n");
2129                 return;
2130                 // don't reset counters, wait for them to accumulate
2131         }
2132
2133         FOR_EACH_PLAYER(head)
2134                 head.totalfrags_lastcheck = head.totalfrags;
2135 }
2136
2137 void() bot_serverframe =
2138 {
2139         float realplayers, bots, activerealplayers;
2140         entity head;
2141
2142         if (intermission_running)
2143                 return;
2144
2145         if (time < 2)
2146                 return;
2147
2148         if(time > autoskill_nextthink)
2149         {
2150                 float a;
2151                 a = cvar("skill_auto");
2152                 if(!cvar("g_campaign"))
2153                         if(a)
2154                                 autoskill(a);
2155                 autoskill_nextthink = time + 5;
2156         }
2157
2158         activerealplayers = 0;
2159         realplayers = 0;
2160
2161         FOR_EACH_REALCLIENT(head)
2162         {
2163                 if(head.classname == "player" || g_lms || g_arena)
2164                         ++activerealplayers;
2165                 ++realplayers;
2166         }
2167
2168         // add/remove bots if needed to make sure there are at least
2169         // minplayers+bot_number, or remove all bots if no one is playing
2170         // But don't remove bots immediately on level change, as the real players
2171         // usually haven't rejoined yet
2172         bots_would_leave = FALSE;
2173         if (realplayers || cvar("bot_join_empty") || (currentbots > 0 && time < 5))
2174         {
2175                 float realminplayers, minplayers;
2176                 realminplayers = cvar("minplayers");
2177                 minplayers = max(0, floor(realminplayers));
2178
2179                 float realminbots, minbots;
2180                 if(cvar("bot_vs_human"))
2181                         realminbots = ceil(fabs(cvar("bot_vs_human")) * activerealplayers);
2182                 else
2183                         realminbots = cvar("bot_number");
2184                 minbots = max(0, floor(realminbots));
2185
2186                 bots = min(max(minbots, minplayers - activerealplayers), maxclients - realplayers);
2187                 if(bots > minbots)
2188                         bots_would_leave = TRUE;
2189         }
2190         else
2191         {
2192                 // if there are no players, remove bots
2193                 bots = 0;
2194         }
2195
2196         bot_ignore_bots = cvar("bot_ignore_bots");
2197
2198         // only add one bot per frame to avoid utter chaos
2199         if(time > botframe_nextthink)
2200         {
2201                 //dprint(ftos(bots), " ? ", ftos(currentbots), "\n");
2202                 while (currentbots < bots)
2203                 {
2204                         if (bot_spawn() == world)
2205                         {
2206                                 bprint("Can not add bot, server full.\n");
2207                                 botframe_nextthink = time + 10;
2208                                 break;
2209                         }
2210                 }
2211                 while (currentbots > bots)
2212                         bot_removenewest();
2213         }
2214
2215         if(botframe_spawnedwaypoints)
2216         {
2217                 if(cvar("waypoint_benchmark"))
2218                         localcmd("quit\n");
2219         }
2220
2221         if (currentbots > 0 || cvar("g_waypointeditor"))
2222         if (!botframe_spawnedwaypoints)
2223         {
2224                 botframe_spawnedwaypoints = TRUE;
2225                 waypoint_loadall();
2226                 waypoint_schedulerelinkall();
2227         }
2228
2229         if (bot_list)
2230         {
2231                 // cycle the goal token from one bot to the next each frame
2232                 // (this prevents them from all doing waypoint searches on the same
2233                 //  frame, which causes choppy framerates)
2234                 if (bot_strategytoken_taken)
2235                 {
2236                         bot_strategytoken_taken = FALSE;
2237                         if (bot_strategytoken)
2238                                 bot_strategytoken = bot_strategytoken.nextbot;
2239                         if (!bot_strategytoken)
2240                                 bot_strategytoken = bot_list;
2241                 }
2242
2243                 if (botframe_nextdangertime < time)
2244                 {
2245                         local float interval;
2246                         interval = cvar("bot_ai_dangerdetectioninterval");
2247                         if (botframe_nextdangertime < time - interval * 1.5)
2248                                 botframe_nextdangertime = time;
2249                         botframe_nextdangertime = botframe_nextdangertime + interval;
2250                         botframe_updatedangerousobjects(cvar("bot_ai_dangerdetectionupdates"));
2251                 }
2252         }
2253
2254         if (cvar("g_waypointeditor"))
2255                 botframe_showwaypointlinks();
2256 };