2 float AI_STATUS_ROAMING = 1; // Bot is just crawling the map. No enemies at sight
3 float AI_STATUS_ATTACKING = 2; // There are enemies at sight
4 float AI_STATUS_RUNNING = 4; // Bot is bunny hopping
5 float AI_STATUS_DANGER_AHEAD = 8; // There is lava/slime/trigger_hurt ahead
6 float AI_STATUS_OUT_JUMPPAD = 16; // Trying to get out of a "vertical" jump pad
7 float AI_STATUS_OUT_WATER = 32; // Trying to get out of water
9 // utilities for path debugging
10 #ifdef DEBUG_TRACEWALK
12 float DEBUG_NODE_SUCCESS = 1;
13 float DEBUG_NODE_WARNING = 2;
14 float DEBUG_NODE_FAIL = 3;
18 void debugresetnodes()
20 debuglastnode = '0 0 0';
23 void debugnode(vector node)
25 if not(self.classname=="player")
28 if(debuglastnode=='0 0 0')
34 te_lightning2(world, node, debuglastnode);
38 void debugnodestatus(vector position, float status)
44 case DEBUG_NODE_SUCCESS:
47 case DEBUG_NODE_WARNING:
57 te_customflash(position, 40, 2, color);
62 // rough simulation of walking from one point to another to test if a path
63 // can be traveled, used for waypoint linking and havocbot
66 float navigation_testtracewalk;
67 float tracewalk(entity e, vector start, vector m1, vector m2, vector end, float movemode)
73 local float totaldist;
76 local float ignorehazards;
79 #ifdef DEBUG_TRACEWALK
87 dist = totaldist = vlen(move);
88 dir = normalize(move);
90 ignorehazards = FALSE;
92 // Analyze starting point
93 traceline(start, start, MOVE_NORMAL, e);
94 if (trace_dpstartcontents & (DPCONTENTS_SLIME | DPCONTENTS_LAVA))
98 traceline( start, start + '0 0 -65536', MOVE_NORMAL, e);
99 if (trace_dpstartcontents & (DPCONTENTS_SLIME | DPCONTENTS_LAVA))
101 ignorehazards = TRUE;
105 tracebox(start, m1, m2, start, MOVE_NOMONSTERS, e);
106 if (trace_startsolid)
109 #ifdef DEBUG_TRACEWALK
110 debugnodestatus(start, DEBUG_NODE_FAIL);
116 yaw = vectoyaw(move);
120 if (boxesoverlap(end, end, org + m1 + '-1 -1 -1', org + m2 + '1 1 1'))
123 #ifdef DEBUG_TRACEWALK
124 debugnodestatus(org, DEBUG_NODE_SUCCESS);
128 #ifdef DEBUG_TRACEWALK
136 dist = dist - stepdist;
137 traceline(org, org, MOVE_NORMAL, e);
140 if (trace_dpstartcontents & (DPCONTENTS_SLIME | DPCONTENTS_LAVA))
142 // hazards blocking path
143 #ifdef DEBUG_TRACEWALK
144 debugnodestatus(org, DEBUG_NODE_FAIL);
149 if (trace_dpstartcontents & DPCONTENTS_LIQUIDSMASK)
151 move = normalize(end - org);
152 tracebox(org, m1, m2, org + move * stepdist, movemode, e);
154 #ifdef DEBUG_TRACEWALK
155 debugnode(trace_endpos);
158 if (trace_fraction < 1)
161 org = trace_endpos - normalize(org - trace_endpos) * stepdist;
162 for(; org_z < end_z + self.maxs_z; org_z += stepdist)
164 #ifdef DEBUG_TRACEWALK
167 if(pointcontents(org) == CONTENT_EMPTY)
171 if not (pointcontents(org + '0 0 1') == CONTENT_EMPTY)
173 #ifdef DEBUG_TRACEWALK
174 debugnodestatus(org, DEBUG_NODE_FAIL);
186 move = dir * stepdist + org;
187 tracebox(org, m1, m2, move, movemode, e);
189 #ifdef DEBUG_TRACEWALK
190 debugnode(trace_endpos);
194 if (trace_fraction < 1)
196 // check if we can walk over this obstacle
197 tracebox(org + stepheightvec, m1, m2, move + stepheightvec, movemode, e);
198 if (trace_fraction < 1 || trace_startsolid)
200 #ifdef DEBUG_TRACEWALK
201 debugnodestatus(trace_endpos, DEBUG_NODE_WARNING);
205 traceline( org, move, movemode, e);
206 if ( trace_ent.classname == "door_rotating" || trace_ent.classname == "door")
208 local vector nextmove;
210 while(trace_ent.classname == "door_rotating" || trace_ent.classname == "door")
212 nextmove = move + (dir * stepdist);
213 traceline( move, nextmove, movemode, e);
219 #ifdef DEBUG_TRACEWALK
220 debugnodestatus(trace_endpos, DEBUG_NODE_FAIL);
222 return FALSE; // failed
231 // trace down from stepheight as far as possible and move there,
232 // if this starts in solid we try again without the stepup, and
233 // if that also fails we assume it is a wall
234 // (this is the same logic as the Quake walkmove function used)
235 tracebox(move, m1, m2, move + '0 0 -65536', movemode, e);
237 // moved successfully
241 c = pointcontents(org + '0 0 1');
242 if not(c == CONTENT_WATER || c == CONTENT_LAVA || c == CONTENT_SLIME)
252 // moved but didn't arrive at the intended destination
253 #ifdef DEBUG_TRACEWALK
254 debugnodestatus(org, DEBUG_NODE_FAIL);
261 // grenade tracing to decide the best pitch to fire at
264 entity tracetossfaketarget;
266 // traces multiple trajectories to find one that will impact the target
267 // 'end' vector is the place it aims for,
268 // returns TRUE only if it hit targ (don't target non-solid entities)
269 vector findtrajectory_velocity;
270 float findtrajectorywithleading(vector org, vector m1, vector m2, entity targ, float shotspeed, float shotspeedupward, float maxtime, float shotdelay, entity ignore)
272 local float c, savesolid, shottime;
273 local vector dir, end, v;
275 return FALSE; // could cause division by zero if calculated
276 if (targ.solid < SOLID_BBOX) // SOLID_NOT and SOLID_TRIGGER
277 return FALSE; // could never hit it
279 tracetossent = spawn();
280 tracetossent.owner = ignore;
281 setsize(tracetossent, m1, m2);
282 savesolid = targ.solid;
283 targ.solid = SOLID_NOT;
284 shottime = ((vlen(targ.origin - org) / shotspeed) + shotdelay);
285 v = targ.velocity * shottime + targ.origin;
286 tracebox(targ.origin, targ.mins, targ.maxs, v, FALSE, targ);
288 end = v + (targ.mins + targ.maxs) * 0.5;
289 if ((vlen(end - org) / shotspeed + 0.2) > maxtime)
292 targ.solid = savesolid;
296 if (!tracetossfaketarget)
297 tracetossfaketarget = spawn();
298 tracetossfaketarget.solid = savesolid;
299 tracetossfaketarget.movetype = targ.movetype;
300 setmodel(tracetossfaketarget, targ.model); // no low precision
301 tracetossfaketarget.model = targ.model;
302 tracetossfaketarget.modelindex = targ.modelindex;
303 setsize(tracetossfaketarget, targ.mins, targ.maxs);
304 setorigin(tracetossfaketarget, v);
307 dir = normalize(end - org);
308 while (c < 10) // 10 traces
310 setorigin(tracetossent, org); // reset
311 tracetossent.velocity = findtrajectory_velocity = normalize(dir) * shotspeed + shotspeedupward * '0 0 1';
312 tracetoss(tracetossent, ignore); // love builtin functions...
313 if (trace_ent == tracetossfaketarget) // done
315 targ.solid = savesolid;
318 tracetossfaketarget.solid = SOLID_NOT;
319 tracetossfaketarget.movetype = MOVETYPE_NONE;
320 tracetossfaketarget.model = "";
321 tracetossfaketarget.modelindex = 0;
322 // relink to remove it from physics considerations
323 setorigin(tracetossfaketarget, v);
327 dir_z = dir_z + 0.1; // aim up a little more
330 targ.solid = savesolid;
333 tracetossfaketarget.solid = SOLID_NOT;
334 tracetossfaketarget.movetype = MOVETYPE_NONE;
335 tracetossfaketarget.model = "";
336 tracetossfaketarget.modelindex = 0;
337 // relink to remove it from physics considerations
338 setorigin(tracetossfaketarget, v);
340 // leave a valid one even if it won't reach
341 findtrajectory_velocity = normalize(end - org) * shotspeed + shotspeedupward * '0 0 1';
349 .void(float t, float f1, float f2, entity e1, vector v1, vector v2, vector v3, vector v4) lag_func;
351 // upto 5 queued messages
355 .entity lag1_entity1;
364 .entity lag2_entity1;
373 .entity lag3_entity1;
382 .entity lag4_entity1;
391 .entity lag5_entity1;
399 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;}
400 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;}
401 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;}
402 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;}
403 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;}
406 float lag_additem(float t, float f1, float f2, entity e1, vector v1, vector v2, vector v3, vector v4)
408 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;}
409 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;}
410 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;}
411 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;}
412 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;}
413 // no room for it (what is the best thing to do here??)
418 // Random skill system
419 .float bot_thinkskill;
420 .float bot_mouseskill;
421 .float bot_predictionskill;
422 .float bot_offsetskill;
425 // spawnfunc_waypoint navigation system
427 // itemscore = (howmuchmoreIwant / howmuchIcanwant) / itemdistance
428 // waypointscore = 0.7 / waypointdistance
430 .entity wp00, wp01, wp02, wp03, wp04, wp05, wp06, wp07;
431 .entity wp08, wp09, wp10, wp11, wp12, wp13, wp14, wp15;
432 .entity wp16, wp17, wp18, wp19, wp20, wp21, wp22, wp23, wp24, wp25, wp26, wp27, wp28, wp29, wp30, wp31;
433 .float wp00mincost, wp01mincost, wp02mincost, wp03mincost, wp04mincost, wp05mincost, wp06mincost, wp07mincost;
434 .float wp08mincost, wp09mincost, wp10mincost, wp11mincost, wp12mincost, wp13mincost, wp14mincost, wp15mincost;
435 .float wp16mincost, wp17mincost, wp18mincost, wp19mincost, wp20mincost, wp21mincost, wp22mincost, wp23mincost, wp24mincost, wp25mincost, wp26mincost, wp27mincost, wp28mincost, wp29mincost, wp30mincost, wp31mincost;
436 .float wpfire, wpcost, wpconsidered;
439 .vector wpnearestpoint;
441 // stack of current goals (the last one of which may be an item or other
442 // desirable object, the rest are typically waypoints to reach it)
443 .entity goalcurrent, goalstack01, goalstack02, goalstack03;
444 .entity goalstack04, goalstack05, goalstack06, goalstack07;
445 .entity goalstack08, goalstack09, goalstack10, goalstack11;
446 .entity goalstack12, goalstack13, goalstack14, goalstack15;
447 .entity goalstack16, goalstack17, goalstack18, goalstack19;
448 .entity goalstack20, goalstack21, goalstack22, goalstack23;
449 .entity goalstack24, goalstack25, goalstack26, goalstack27;
450 .entity goalstack28, goalstack29, goalstack30, goalstack31;
452 .entity nearestwaypoint;
453 .float nearestwaypointtimeout;
455 // used during navigation_goalrating_begin/end sessions
456 float navigation_bestrating;
457 entity navigation_bestgoal;
458 entity navigation_alternativegoal;
459 .entity alternativegoal;
464 /////////////////////////////////////////////////////////////////////////////
465 // spawnfunc_waypoint management
466 /////////////////////////////////////////////////////////////////////////////
468 // waypoints with this flag are not saved, they are automatically generated
469 // waypoints like jump pads, teleporters, and items
470 float WAYPOINTFLAG_GENERATED = 8388608;
471 float WAYPOINTFLAG_ITEM = 4194304;
472 float WAYPOINTFLAG_TELEPORT = 2097152;
473 float WAYPOINTFLAG_NORELINK = 1048576;
475 // add a new link to the spawnfunc_waypoint, replacing the furthest link it already has
476 void waypoint_addlink(entity from, entity to)
482 if (from.wpflags & WAYPOINTFLAG_NORELINK)
485 if (from.wp00 == to) return;if (from.wp01 == to) return;if (from.wp02 == to) return;if (from.wp03 == to) return;
486 if (from.wp04 == to) return;if (from.wp05 == to) return;if (from.wp06 == to) return;if (from.wp07 == to) return;
487 if (from.wp08 == to) return;if (from.wp09 == to) return;if (from.wp10 == to) return;if (from.wp11 == to) return;
488 if (from.wp12 == to) return;if (from.wp13 == to) return;if (from.wp14 == to) return;if (from.wp15 == to) return;
489 if (from.wp16 == to) return;if (from.wp17 == to) return;if (from.wp18 == to) return;if (from.wp19 == to) return;
490 if (from.wp20 == to) return;if (from.wp21 == to) return;if (from.wp22 == to) return;if (from.wp23 == to) return;
491 if (from.wp24 == to) return;if (from.wp25 == to) return;if (from.wp26 == to) return;if (from.wp27 == to) return;
492 if (from.wp28 == to) return;if (from.wp29 == to) return;if (from.wp30 == to) return;if (from.wp31 == to) return;
494 if (to.wpisbox || from.wpisbox)
496 // if either is a box we have to find the nearest points on them to
497 // calculate the distance properly
498 local vector v1, v2, m1, m2;
502 v1_x = bound(m1_x, v1_x, m2_x);
503 v1_y = bound(m1_y, v1_y, m2_y);
504 v1_z = bound(m1_z, v1_z, m2_z);
508 v2_x = bound(m1_x, v2_x, m2_x);
509 v2_y = bound(m1_y, v2_y, m2_y);
510 v2_z = bound(m1_z, v2_z, m2_z);
515 c = vlen(to.origin - from.origin);
517 if (from.wp31mincost < c) return;
518 if (from.wp30mincost < c) {from.wp31 = to;from.wp31mincost = c;return;} from.wp31 = from.wp30;from.wp31mincost = from.wp30mincost;
519 if (from.wp29mincost < c) {from.wp30 = to;from.wp30mincost = c;return;} from.wp30 = from.wp29;from.wp30mincost = from.wp29mincost;
520 if (from.wp28mincost < c) {from.wp29 = to;from.wp29mincost = c;return;} from.wp29 = from.wp28;from.wp29mincost = from.wp28mincost;
521 if (from.wp27mincost < c) {from.wp28 = to;from.wp28mincost = c;return;} from.wp28 = from.wp27;from.wp28mincost = from.wp27mincost;
522 if (from.wp26mincost < c) {from.wp27 = to;from.wp27mincost = c;return;} from.wp27 = from.wp26;from.wp27mincost = from.wp26mincost;
523 if (from.wp25mincost < c) {from.wp26 = to;from.wp26mincost = c;return;} from.wp26 = from.wp25;from.wp26mincost = from.wp25mincost;
524 if (from.wp24mincost < c) {from.wp25 = to;from.wp25mincost = c;return;} from.wp25 = from.wp24;from.wp25mincost = from.wp24mincost;
525 if (from.wp23mincost < c) {from.wp24 = to;from.wp24mincost = c;return;} from.wp24 = from.wp23;from.wp24mincost = from.wp23mincost;
526 if (from.wp22mincost < c) {from.wp23 = to;from.wp23mincost = c;return;} from.wp23 = from.wp22;from.wp23mincost = from.wp22mincost;
527 if (from.wp21mincost < c) {from.wp22 = to;from.wp22mincost = c;return;} from.wp22 = from.wp21;from.wp22mincost = from.wp21mincost;
528 if (from.wp20mincost < c) {from.wp21 = to;from.wp21mincost = c;return;} from.wp21 = from.wp20;from.wp21mincost = from.wp20mincost;
529 if (from.wp19mincost < c) {from.wp20 = to;from.wp20mincost = c;return;} from.wp20 = from.wp19;from.wp20mincost = from.wp19mincost;
530 if (from.wp18mincost < c) {from.wp19 = to;from.wp19mincost = c;return;} from.wp19 = from.wp18;from.wp19mincost = from.wp18mincost;
531 if (from.wp17mincost < c) {from.wp18 = to;from.wp18mincost = c;return;} from.wp18 = from.wp17;from.wp18mincost = from.wp17mincost;
532 if (from.wp16mincost < c) {from.wp17 = to;from.wp17mincost = c;return;} from.wp17 = from.wp16;from.wp17mincost = from.wp16mincost;
533 if (from.wp15mincost < c) {from.wp16 = to;from.wp16mincost = c;return;} from.wp16 = from.wp15;from.wp16mincost = from.wp15mincost;
534 if (from.wp14mincost < c) {from.wp15 = to;from.wp15mincost = c;return;} from.wp15 = from.wp14;from.wp15mincost = from.wp14mincost;
535 if (from.wp13mincost < c) {from.wp14 = to;from.wp14mincost = c;return;} from.wp14 = from.wp13;from.wp14mincost = from.wp13mincost;
536 if (from.wp12mincost < c) {from.wp13 = to;from.wp13mincost = c;return;} from.wp13 = from.wp12;from.wp13mincost = from.wp12mincost;
537 if (from.wp11mincost < c) {from.wp12 = to;from.wp12mincost = c;return;} from.wp12 = from.wp11;from.wp12mincost = from.wp11mincost;
538 if (from.wp10mincost < c) {from.wp11 = to;from.wp11mincost = c;return;} from.wp11 = from.wp10;from.wp11mincost = from.wp10mincost;
539 if (from.wp09mincost < c) {from.wp10 = to;from.wp10mincost = c;return;} from.wp10 = from.wp09;from.wp10mincost = from.wp09mincost;
540 if (from.wp08mincost < c) {from.wp09 = to;from.wp09mincost = c;return;} from.wp09 = from.wp08;from.wp09mincost = from.wp08mincost;
541 if (from.wp07mincost < c) {from.wp08 = to;from.wp08mincost = c;return;} from.wp08 = from.wp07;from.wp08mincost = from.wp07mincost;
542 if (from.wp06mincost < c) {from.wp07 = to;from.wp07mincost = c;return;} from.wp07 = from.wp06;from.wp07mincost = from.wp06mincost;
543 if (from.wp05mincost < c) {from.wp06 = to;from.wp06mincost = c;return;} from.wp06 = from.wp05;from.wp06mincost = from.wp05mincost;
544 if (from.wp04mincost < c) {from.wp05 = to;from.wp05mincost = c;return;} from.wp05 = from.wp04;from.wp05mincost = from.wp04mincost;
545 if (from.wp03mincost < c) {from.wp04 = to;from.wp04mincost = c;return;} from.wp04 = from.wp03;from.wp04mincost = from.wp03mincost;
546 if (from.wp02mincost < c) {from.wp03 = to;from.wp03mincost = c;return;} from.wp03 = from.wp02;from.wp03mincost = from.wp02mincost;
547 if (from.wp01mincost < c) {from.wp02 = to;from.wp02mincost = c;return;} from.wp02 = from.wp01;from.wp02mincost = from.wp01mincost;
548 if (from.wp00mincost < c) {from.wp01 = to;from.wp01mincost = c;return;} from.wp01 = from.wp00;from.wp01mincost = from.wp00mincost;
549 from.wp00 = to;from.wp00mincost = c;return;
552 // fields you can query using prvm_global server to get some statistics about waypoint linking culling
553 float relink_total, relink_walkculled, relink_pvsculled, relink_lengthculled;
555 // relink this spawnfunc_waypoint
556 // (precompile a list of all reachable waypoints from this spawnfunc_waypoint)
558 void waypoint_think()
561 local vector sv, sm1, sm2, ev, em1, em2, dv;
562 //dprint("waypoint_think wpisbox = ", ftos(self.wpisbox), "\n");
563 sm1 = self.origin + self.mins;
564 sm2 = self.origin + self.maxs;
565 stepheightvec = cvar("sv_stepheight") * '0 0 1';
566 for(e = world; (e = find(e, classname, "waypoint")); )
568 if (boxesoverlap(self.absmin, self.absmax, e.absmin, e.absmax))
570 waypoint_addlink(self, e);
571 waypoint_addlink(e, self);
576 if(!checkpvs(self.origin, e))
582 sv_x = bound(sm1_x, sv_x, sm2_x);
583 sv_y = bound(sm1_y, sv_y, sm2_y);
584 sv_z = bound(sm1_z, sv_z, sm2_z);
586 em1 = e.origin + e.mins;
587 em2 = e.origin + e.maxs;
588 ev_x = bound(em1_x, ev_x, em2_x);
589 ev_y = bound(em1_y, ev_y, em2_y);
590 ev_z = bound(em1_z, ev_z, em2_z);
593 if (vlen(dv) >= 1050) // max search distance in XY
595 ++relink_lengthculled;
598 navigation_testtracewalk = 0;
601 tracebox(sv - PL_MIN_z * '0 0 1', PL_MIN, PL_MAX, sv, FALSE, self);
602 if (!trace_startsolid)
604 //dprint("sv deviation", vtos(trace_endpos - sv), "\n");
605 sv = trace_endpos + '0 0 1';
610 tracebox(ev - PL_MIN_z * '0 0 1', PL_MIN, PL_MAX, ev, FALSE, e);
611 if (!trace_startsolid)
613 //dprint("ev deviation", vtos(trace_endpos - ev), "\n");
614 ev = trace_endpos + '0 0 1';
617 //traceline(self.origin, e.origin, FALSE, world);
618 //if (trace_fraction == 1)
619 if (!self.wpisbox && tracewalk(self, sv, PL_MIN, PL_MAX, ev, MOVE_NOMONSTERS))
620 waypoint_addlink(self, e);
622 relink_walkculled += 0.5;
623 if (!e.wpisbox && tracewalk(e, ev, PL_MIN, PL_MAX, sv, MOVE_NOMONSTERS))
624 waypoint_addlink(e, self);
626 relink_walkculled += 0.5;
629 navigation_testtracewalk = 0;
632 void waypoint_clearlinks(entity wp)
634 // clear links to other waypoints
637 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;
638 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;
639 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;
640 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;
643 // tell a spawnfunc_waypoint to relink
644 void waypoint_schedulerelink(entity wp)
648 // TODO: add some sort of visible box in edit mode for box waypoints
649 if (cvar("g_waypointeditor"))
654 setmodel(wp, "models/runematch/rune.mdl"); wp.effects = EF_LOWPRECISION;
656 if (wp.wpflags & WAYPOINTFLAG_ITEM)
657 wp.colormod = '1 0 0';
658 else if (wp.wpflags & WAYPOINTFLAG_GENERATED)
659 wp.colormod = '1 1 0';
661 wp.colormod = '1 1 1';
665 wp.wpisbox = vlen(wp.size) > 0;
668 if (!(wp.wpflags & WAYPOINTFLAG_NORELINK))
669 waypoint_clearlinks(wp);
670 // schedule an actual relink on next frame
671 wp.think = waypoint_think;
673 wp.effects = EF_LOWPRECISION;
676 // create a new spawnfunc_waypoint and automatically link it to other waypoints, and link
677 // them back to it as well
678 // (suitable for spawnfunc_waypoint editor)
679 entity waypoint_spawn(vector m1, vector m2, float f)
683 w = find(world, classname, "waypoint");
686 // if a matching spawnfunc_waypoint already exists, don't add a duplicate
687 if (boxesoverlap(m1, m2, w.absmin, w.absmax))
689 w = find(w, classname, "waypoint");
692 w.classname = "waypoint";
694 setorigin(w, (m1 + m2) * 0.5);
695 setsize(w, m1 - w.origin, m2 - w.origin);
696 if (vlen(w.size) > 0)
699 if(!(f & WAYPOINTFLAG_GENERATED))
702 traceline(w.origin + '0 0 1', w.origin + PL_MIN_z * '0 0 1' - '0 0 1', MOVE_NOMONSTERS, w);
703 if (trace_fraction < 1)
704 setorigin(w, trace_endpos - PL_MIN_z * '0 0 1');
706 // check if the start position is stuck
707 tracebox(w.origin, PL_MIN + '-1 -1 -1', PL_MAX + '1 1 1', w.origin, MOVE_NOMONSTERS, w);
708 if (trace_startsolid)
710 org = w.origin + '0 0 26';
711 tracebox(org, PL_MIN, PL_MAX, w.origin, MOVE_WORLDONLY, w);
714 org = w.origin + '2 2 2';
715 tracebox(org, PL_MIN, PL_MAX, w.origin, MOVE_WORLDONLY, w);
718 org = w.origin + '-2 -2 2';
719 tracebox(org, PL_MIN, PL_MAX, w.origin, MOVE_WORLDONLY, w);
722 org = w.origin + '-2 2 2';
723 tracebox(org, PL_MIN, PL_MAX, w.origin, MOVE_WORLDONLY, w);
726 org = w.origin + '2 -2 2';
727 tracebox(org, PL_MIN, PL_MAX, w.origin, MOVE_WORLDONLY, w);
730 // this WP is in solid, refuse it
731 dprint("Killed a waypoint that was stuck in solid at ", vtos(org), "\n");
739 setorigin(w, org * 0.05 + trace_endpos * 0.95); // don't trust the trace fully
742 tracebox(w.origin, PL_MIN, PL_MAX, w.origin - '0 0 128', MOVE_WORLDONLY, w);
745 dprint("Killed a waypoint that was stuck in solid ", vtos(w.origin), "\n");
751 if(trace_fraction == 1)
753 dprint("Killed a waypoint that was stuck in air at ", vtos(w.origin), "\n");
757 trace_endpos_z += 0.1; // don't trust the trace fully
758 // dprint("Moved waypoint at ", vtos(w.origin), " by ", ftos(vlen(w.origin - trace_endpos)));
759 // dprint(" direction: ", vtos((trace_endpos - w.origin)), "\n");
760 setorigin(w, trace_endpos);
764 waypoint_clearlinks(w);
765 //waypoint_schedulerelink(w);
769 // spawnfunc_waypoint map entity
770 void spawnfunc_waypoint()
772 setorigin(self, self.origin);
773 // schedule a relink after other waypoints have had a chance to spawn
774 waypoint_clearlinks(self);
775 //waypoint_schedulerelink(self);
778 // remove a spawnfunc_waypoint, and schedule all neighbors to relink
779 void waypoint_remove(entity e)
781 // tell all linked waypoints that they need to relink
782 waypoint_schedulerelink(e.wp00);
783 waypoint_schedulerelink(e.wp01);
784 waypoint_schedulerelink(e.wp02);
785 waypoint_schedulerelink(e.wp03);
786 waypoint_schedulerelink(e.wp04);
787 waypoint_schedulerelink(e.wp05);
788 waypoint_schedulerelink(e.wp06);
789 waypoint_schedulerelink(e.wp07);
790 waypoint_schedulerelink(e.wp08);
791 waypoint_schedulerelink(e.wp09);
792 waypoint_schedulerelink(e.wp10);
793 waypoint_schedulerelink(e.wp11);
794 waypoint_schedulerelink(e.wp12);
795 waypoint_schedulerelink(e.wp13);
796 waypoint_schedulerelink(e.wp14);
797 waypoint_schedulerelink(e.wp15);
798 waypoint_schedulerelink(e.wp16);
799 waypoint_schedulerelink(e.wp17);
800 waypoint_schedulerelink(e.wp18);
801 waypoint_schedulerelink(e.wp19);
802 waypoint_schedulerelink(e.wp20);
803 waypoint_schedulerelink(e.wp21);
804 waypoint_schedulerelink(e.wp22);
805 waypoint_schedulerelink(e.wp23);
806 waypoint_schedulerelink(e.wp24);
807 waypoint_schedulerelink(e.wp25);
808 waypoint_schedulerelink(e.wp26);
809 waypoint_schedulerelink(e.wp27);
810 waypoint_schedulerelink(e.wp28);
811 waypoint_schedulerelink(e.wp29);
812 waypoint_schedulerelink(e.wp30);
813 waypoint_schedulerelink(e.wp31);
814 // and now remove the spawnfunc_waypoint
818 // empties the map of waypoints
819 void waypoint_removeall()
821 local entity head, next;
822 head = findchain(classname, "waypoint");
831 // tell all waypoints to relink
832 // (is this useful at all?)
833 void waypoint_schedulerelinkall()
836 relink_total = relink_walkculled = relink_pvsculled = relink_lengthculled = 0;
837 head = findchain(classname, "waypoint");
840 waypoint_schedulerelink(head);
845 // save waypoints to gamedir/data/maps/mapname.waypoints
846 // TODO: support saving wayboxes
847 void waypoint_saveall()
849 local string filename, s;
852 filename = strcat("maps/", mapname);
853 filename = strcat(filename, ".waypoints");
854 file = fopen(filename, FILE_WRITE);
858 w = findchain(classname, "waypoint");
861 if (!(w.wpflags & WAYPOINTFLAG_GENERATED))
863 s = strcat(vtos(w.origin + w.mins), "\n");
864 s = strcat(s, vtos(w.origin + w.maxs));
866 s = strcat(s, ftos(w.wpflags));
876 bprint(" waypoints to maps/");
878 bprint(".waypoints\n");
882 bprint("waypoint save to ");
888 // load waypoints from file
889 float waypoint_loadall()
891 local string filename, s;
892 local float file, cwp, cwb, fl;
896 filename = strcat("maps/", mapname);
897 filename = strcat(filename, ".waypoints");
898 file = fopen(filename, FILE_READ);
915 waypoint_spawn(m1, m2, fl);
924 dprint(" waypoints and ");
926 dprint(" wayboxes from maps/");
928 dprint(".waypoints\n");
932 dprint("waypoint load from ");
939 void waypoint_spawnforitem(entity e)
944 if(!bot_waypoints_for_items)
947 org = e.origin + (e.mins + e.maxs) * 0.5;
948 org_z = e.origin_z + e.mins_z - PL_MIN_z + 1;
949 e.nearestwaypointtimeout = time + 1000000000;
950 // don't spawn an item spawnfunc_waypoint if it already exists
951 w = findchain(classname, "waypoint");
956 if (boxesoverlap(org, org, w.absmin, w.absmax))
958 e.nearestwaypoint = w;
964 if (vlen(w.origin - org) < 16)
966 e.nearestwaypoint = w;
972 e.nearestwaypoint = waypoint_spawn(org, org, WAYPOINTFLAG_GENERATED | WAYPOINTFLAG_ITEM);
975 void waypoint_spawnforteleporter(entity e, vector destination, float timetaken)
979 w = waypoint_spawn(e.absmin, e.absmax, WAYPOINTFLAG_GENERATED | WAYPOINTFLAG_TELEPORT | WAYPOINTFLAG_NORELINK);
980 dw = waypoint_spawn(destination, destination, WAYPOINTFLAG_GENERATED);
981 // one way link to the destination
983 w.wp00mincost = timetaken; // this is just for jump pads
984 // the teleporter's nearest spawnfunc_waypoint is this one
985 // (teleporters are not goals, so this is probably useless)
986 e.nearestwaypoint = w;
987 e.nearestwaypointtimeout = time + 1000000000;
994 /////////////////////////////////////////////////////////////////////////////
996 /////////////////////////////////////////////////////////////////////////////
998 // completely empty the goal stack, used when deciding where to go
999 void navigation_clearroute()
1001 self.goalcurrent = world;
1002 self.goalstack01 = world;
1003 self.goalstack02 = world;
1004 self.goalstack03 = world;
1005 self.goalstack04 = world;
1006 self.goalstack05 = world;
1007 self.goalstack06 = world;
1008 self.goalstack07 = world;
1009 self.goalstack08 = world;
1010 self.goalstack09 = world;
1011 self.goalstack10 = world;
1012 self.goalstack11 = world;
1013 self.goalstack12 = world;
1014 self.goalstack13 = world;
1015 self.goalstack14 = world;
1016 self.goalstack15 = world;
1017 self.goalstack16 = world;
1018 self.goalstack17 = world;
1019 self.goalstack18 = world;
1020 self.goalstack19 = world;
1021 self.goalstack20 = world;
1022 self.goalstack21 = world;
1023 self.goalstack22 = world;
1024 self.goalstack23 = world;
1025 self.goalstack24 = world;
1026 self.goalstack25 = world;
1027 self.goalstack26 = world;
1028 self.goalstack27 = world;
1029 self.goalstack28 = world;
1030 self.goalstack29 = world;
1031 self.goalstack30 = world;
1032 self.goalstack31 = world;
1035 // add a new goal at the beginning of the stack
1036 // (in other words: add a new prerequisite before going to the later goals)
1037 void navigation_pushroute(entity e)
1039 self.goalstack31 = self.goalstack30;
1040 self.goalstack30 = self.goalstack29;
1041 self.goalstack29 = self.goalstack28;
1042 self.goalstack28 = self.goalstack27;
1043 self.goalstack27 = self.goalstack26;
1044 self.goalstack26 = self.goalstack25;
1045 self.goalstack25 = self.goalstack24;
1046 self.goalstack24 = self.goalstack23;
1047 self.goalstack23 = self.goalstack22;
1048 self.goalstack22 = self.goalstack21;
1049 self.goalstack21 = self.goalstack20;
1050 self.goalstack20 = self.goalstack19;
1051 self.goalstack19 = self.goalstack18;
1052 self.goalstack18 = self.goalstack17;
1053 self.goalstack17 = self.goalstack16;
1054 self.goalstack16 = self.goalstack15;
1055 self.goalstack15 = self.goalstack14;
1056 self.goalstack14 = self.goalstack13;
1057 self.goalstack13 = self.goalstack12;
1058 self.goalstack12 = self.goalstack11;
1059 self.goalstack11 = self.goalstack10;
1060 self.goalstack10 = self.goalstack09;
1061 self.goalstack09 = self.goalstack08;
1062 self.goalstack08 = self.goalstack07;
1063 self.goalstack07 = self.goalstack06;
1064 self.goalstack06 = self.goalstack05;
1065 self.goalstack05 = self.goalstack04;
1066 self.goalstack04 = self.goalstack03;
1067 self.goalstack03 = self.goalstack02;
1068 self.goalstack02 = self.goalstack01;
1069 self.goalstack01 = self.goalcurrent;
1070 self.goalcurrent = e;
1073 // remove first goal from stack
1074 // (in other words: remove a prerequisite for reaching the later goals)
1075 // (used when a spawnfunc_waypoint is reached)
1076 void navigation_poproute()
1078 self.goalcurrent = self.goalstack01;
1079 self.goalstack01 = self.goalstack02;
1080 self.goalstack02 = self.goalstack03;
1081 self.goalstack03 = self.goalstack04;
1082 self.goalstack04 = self.goalstack05;
1083 self.goalstack05 = self.goalstack06;
1084 self.goalstack06 = self.goalstack07;
1085 self.goalstack07 = self.goalstack08;
1086 self.goalstack08 = self.goalstack09;
1087 self.goalstack09 = self.goalstack10;
1088 self.goalstack10 = self.goalstack11;
1089 self.goalstack11 = self.goalstack12;
1090 self.goalstack12 = self.goalstack13;
1091 self.goalstack13 = self.goalstack14;
1092 self.goalstack14 = self.goalstack15;
1093 self.goalstack15 = self.goalstack16;
1094 self.goalstack16 = self.goalstack17;
1095 self.goalstack17 = self.goalstack18;
1096 self.goalstack18 = self.goalstack19;
1097 self.goalstack19 = self.goalstack20;
1098 self.goalstack20 = self.goalstack21;
1099 self.goalstack21 = self.goalstack22;
1100 self.goalstack22 = self.goalstack23;
1101 self.goalstack23 = self.goalstack24;
1102 self.goalstack24 = self.goalstack25;
1103 self.goalstack25 = self.goalstack26;
1104 self.goalstack26 = self.goalstack27;
1105 self.goalstack27 = self.goalstack28;
1106 self.goalstack28 = self.goalstack29;
1107 self.goalstack29 = self.goalstack30;
1108 self.goalstack30 = self.goalstack31;
1109 self.goalstack31 = world;
1112 // find the spawnfunc_waypoint near a dynamic goal such as a dropped weapon
1113 entity navigation_findnearestwaypoint(entity player, float walkfromwp)
1115 local entity waylist, w, best;
1116 local float dist, bestdist;
1117 local vector v, org, pm1, pm2;
1118 pm1 = player.origin + PL_MIN;
1119 pm2 = player.origin + PL_MAX;
1120 waylist = findchain(classname, "waypoint");
1121 // do two scans, because box test is cheaper
1125 // if object is touching spawnfunc_waypoint
1126 if (boxesoverlap(pm1, pm2, w.absmin, w.absmax))
1131 org = player.origin + (player.mins_z - PL_MIN_z) * '0 0 1';
1132 if(player.tag_entity)
1133 org = org + player.tag_entity.origin;
1134 if (navigation_testtracewalk)
1139 // box check failed, try walk
1143 // if object can walk from spawnfunc_waypoint
1146 local vector wm1, wm2;
1147 wm1 = w.origin + w.mins;
1148 wm2 = w.origin + w.maxs;
1149 v_x = bound(wm1_x, org_x, wm2_x);
1150 v_y = bound(wm1_y, org_y, wm2_y);
1151 v_z = bound(wm1_z, org_z, wm2_z);
1155 dist = vlen(v - org);
1156 if (bestdist > dist)
1160 traceline(v, org, TRUE, player);
1161 if (trace_fraction == 1)
1162 if (tracewalk(player, v, PL_MIN, PL_MAX, org, MOVE_NORMAL))
1170 traceline(v, org, TRUE, player);
1171 if (trace_fraction == 1)
1172 if (tracewalk(player, org, PL_MIN, PL_MAX, v, MOVE_NORMAL))
1184 // finds the waypoints near the bot initiating a navigation query
1185 float navigation_markroutes_nearestwaypoints(entity waylist, float maxdist)
1188 local vector v, m1, m2, diff;
1190 // navigation_testtracewalk = TRUE;
1195 if (!head.wpconsidered)
1199 m1 = head.origin + head.mins;
1200 m2 = head.origin + head.maxs;
1202 v_x = bound(m1_x, v_x, m2_x);
1203 v_y = bound(m1_y, v_y, m2_y);
1204 v_z = bound(m1_z, v_z, m2_z);
1208 diff = v - self.origin;
1209 diff_z = max(0, diff_z);
1210 if (vlen(diff) < maxdist)
1212 head.wpconsidered = TRUE;
1213 if (tracewalk(self, self.origin, self.mins, self.maxs, v, MOVE_NORMAL))
1215 head.wpnearestpoint = v;
1216 head.wpcost = vlen(v - self.origin) + head.dmg;
1225 //navigation_testtracewalk = FALSE;
1229 // updates a path link if a spawnfunc_waypoint link is better than the current one
1230 void navigation_markroutes_checkwaypoint(entity w, entity wp, float cost2, vector p)
1239 v_x = bound(m1_x, p_x, m2_x);
1240 v_y = bound(m1_y, p_y, m2_y);
1241 v_z = bound(m1_z, p_z, m2_z);
1245 cost2 = cost2 + vlen(v);
1246 if (wp.wpcost > cost2)
1251 wp.wpnearestpoint = v;
1255 // queries the entire spawnfunc_waypoint network for pathes leading away from the bot
1256 void navigation_markroutes()
1258 local entity w, wp, waylist;
1259 local float searching, cost, cost2;
1261 w = waylist = findchain(classname, "waypoint");
1264 w.wpconsidered = FALSE;
1265 w.wpnearestpoint = '0 0 0';
1266 w.wpcost = 10000000;
1272 // try a short range search for the nearest waypoints, and expand the search repeatedly if none are found
1273 // as this search is expensive we will use lower values if the bot is on the air
1274 local float i, increment, maxdistance;
1275 if(self.flags & FL_ONGROUND)
1278 maxdistance = 50000;
1286 for(i=increment;!navigation_markroutes_nearestwaypoints(waylist, i)&&i<maxdistance;i+=increment);
1300 p = w.wpnearestpoint;
1301 wp = w.wp00;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp00mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1302 wp = w.wp01;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp01mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1303 wp = w.wp02;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp02mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1304 wp = w.wp03;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp03mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1305 wp = w.wp04;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp04mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1306 wp = w.wp05;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp05mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1307 wp = w.wp06;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp06mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1308 wp = w.wp07;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp07mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1309 wp = w.wp08;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp08mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1310 wp = w.wp09;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp09mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1311 wp = w.wp10;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp10mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1312 wp = w.wp11;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp11mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1313 wp = w.wp12;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp12mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1314 wp = w.wp13;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp13mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1315 wp = w.wp14;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp14mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1316 wp = w.wp15;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp15mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1317 wp = w.wp16;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp16mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1318 wp = w.wp17;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp17mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1319 wp = w.wp18;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp18mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1320 wp = w.wp19;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp19mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1321 wp = w.wp20;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp20mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1322 wp = w.wp21;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp21mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1323 wp = w.wp22;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp22mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1324 wp = w.wp23;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp23mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1325 wp = w.wp24;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp24mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1326 wp = w.wp25;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp25mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1327 wp = w.wp26;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp26mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1328 wp = w.wp27;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp27mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1329 wp = w.wp28;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp28mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1330 wp = w.wp29;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp29mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1331 wp = w.wp30;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp30mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1332 wp = w.wp31;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp31mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1333 }}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}
1340 // updates the best goal according to a weighted calculation of travel cost and item value of a new proposed item
1341 .void() havocbot_role;
1342 void() havocbot_role_ctf_offense;
1343 void navigation_routerating(entity e, float f, float rangebias)
1347 //te_wizspike(e.origin);
1350 // update the cached spawnfunc_waypoint link on a dynamic item entity
1351 if (time > e.nearestwaypointtimeout)
1353 e.nearestwaypoint = navigation_findnearestwaypoint(e, TRUE);
1354 e.nearestwaypointtimeout = time + random() * 3 + 5;
1356 //dprint(e.classname, " ", ftos(f));
1357 //dprint("-- checking ", e.classname, " (with cost ", ftos(e.nearestwaypoint.wpcost), ")\n");
1358 if (e.nearestwaypoint)
1359 if (e.nearestwaypoint.wpcost < 10000000)
1361 //te_wizspike(e.nearestwaypoint.wpnearestpoint);
1362 //dprint(e.classname, " ", ftos(f), "/(1+", ftos((e.nearestwaypoint.wpcost + vlen(e.origin - e.nearestwaypoint.wpnearestpoint))), "/", ftos(rangebias), ") = ");
1363 f = f * rangebias / (rangebias + (e.nearestwaypoint.wpcost + vlen(e.origin - e.nearestwaypoint.wpnearestpoint)));
1364 //if (self.havocbot_role == havocbot_role_ctf_offense)
1365 // dprint("-- considering ", e.classname, " (with rating ", ftos(f), ")\n");
1367 if (navigation_bestrating < f)
1369 navigation_alternativegoal = navigation_bestgoal;
1370 navigation_bestrating = f;
1371 navigation_bestgoal = e;
1377 // replaces the goal stack with the path to a given item
1378 void navigation_routetogoal(entity e)
1380 // if already going to this goal, don't stop
1381 //if (self.goalentity == e)
1383 // clear the route and add the new one
1384 navigation_clearroute();
1385 self.goalentity = e;
1386 // if there is no goal, just exit
1389 // put the entity on the goal stack as the only item
1390 navigation_pushroute(e);
1391 //te_smallflash((e.absmin + e.absmax) * 0.5);
1392 //bprint("navigation_routetogoal(");
1396 //tracebox(self.origin, '-16 -16 0', '16 16 0', e.origin, TRUE, self);
1397 //if (trace_fraction == 1)
1398 if (tracewalk(self, self.origin, PL_MIN, PL_MAX, e.origin, MOVE_NORMAL))
1400 // see if there are waypoints describing a path to the item
1401 e = e.nearestwaypoint;
1406 //te_smallflash((e.absmin + e.absmax) * 0.5);
1407 //tracebox(self.origin, '-16 -16 0', '16 16 0', e.origin, TRUE, self);
1408 //if (trace_fraction == 1)
1409 //if (tracewalk(self, self.origin, PL_MIN, PL_MAX, e.origin, MOVE_NORMAL))
1411 // add the spawnfunc_waypoint to the path
1412 navigation_pushroute(e);
1418 // removes any currently touching waypoints from the goal stack
1419 // (this is how bots detect if they have reached a goal)
1420 void navigation_poptouchedgoals()
1422 local vector org, m1, m2;
1423 org = self.origin;// + self.velocity * 0.1;
1424 m1 = org + self.mins;
1425 m2 = org + self.maxs;
1427 // Loose goal touching check for running state
1428 if(self.aistatus & AI_STATUS_RUNNING)
1429 if(self.goalcurrent.classname=="waypoint")
1431 if(vlen(self.origin - self.goalcurrent.origin)<150)
1433 traceline(self.origin + self.view_ofs , self.goalcurrent.origin, TRUE, world);
1434 if(trace_fraction==1)
1436 navigation_poproute();
1441 while (self.goalcurrent && boxesoverlap(m1, m2, self.goalcurrent.absmin, self.goalcurrent.absmax))
1442 navigation_poproute();
1445 // begin a goal selection session (queries spawnfunc_waypoint network)
1446 void navigation_goalrating_start()
1448 navigation_bestrating = -1;
1449 navigation_bestgoal = world;
1450 navigation_markroutes();
1453 // ends a goal selection session (updates goal stack to the best goal)
1454 void navigation_goalrating_end()
1456 if (self.havocbot_role == havocbot_role_ctf_offense)
1457 dprint(navigation_bestgoal.classname, " (with rating ", ftos(navigation_bestrating), ")\n");
1458 self.alternativegoal = navigation_alternativegoal;
1459 navigation_routetogoal(navigation_bestgoal);
1463 //////////////////////////////////////////////////////////////////////////////
1464 // general bot functions
1465 //////////////////////////////////////////////////////////////////////////////
1467 .float isbot; // true if this client is actually a bot
1472 .string netname_freeme;
1477 .float bot_preferredcolors;
1481 .float bot_dodgerating;
1483 //.float bot_painintensity;
1484 .float bot_firetimer;
1485 //.float bot_oldhealth;
1488 .entity bot_aimtarg;
1489 .float bot_aimlatency;
1490 .vector bot_aimselforigin;
1491 .vector bot_aimselfvelocity;
1492 .vector bot_aimtargorigin;
1493 .vector bot_aimtargvelocity;
1496 .float(entity player, entity item) bot_pickupevalfunc;
1497 .float bot_pickupbasevalue;
1499 .float bot_strategytime;
1501 // used for aiming currently
1502 // FIXME: make the weapon code use these and then replace the calculations here with a call to the weapon code
1506 const float BOTSKINS = 19;
1507 const float BOTNAMES = 32;
1508 string bot_namefornumber(float r)
1510 if (r < 1) return "Thunderstorm";
1511 if (r < 2) return "Darkness";
1512 if (r < 3) return "Scorcher";
1513 if (r < 4) return "Paranoia";
1514 if (r < 5) return "Eureka";
1515 if (r < 6) return "Mystery";
1516 if (r < 7) return "Toxic";
1517 if (r < 8) return "Dominion";
1518 if (r < 9) return "Pegasus";
1519 if (r < 10) return "Sensible";
1520 if (r < 11) return "Gator";
1521 if (r < 12) return "Kangaroo";
1522 if (r < 13) return "Deadline";
1523 if (r < 14) return "Frosty";
1524 if (r < 15) return "Roadkill";
1525 if (r < 16) return "Death";
1526 if (r < 17) return "Panic";
1527 if (r < 18) return "Discovery";
1528 if (r < 19) return "Shadow";
1529 if (r < 20) return "Acidic";
1530 if (r < 21) return "Dominator";
1531 if (r < 22) return "Hellfire";
1532 if (r < 23) return "Necrotic";
1533 if (r < 24) return "Newbie";
1534 if (r < 25) return "Spellbinder";
1535 if (r < 26) return "Lion";
1536 if (r < 27) return "Controlled";
1537 if (r < 28) return "Airhead";
1538 if (r < 29) return "Delirium";
1539 if (r < 30) return "Resurrection";
1540 if (r < 31) return "Danger";
1544 string bot_skinfornumber(float r)
1546 if (r < 1) {self.playermodel = "models/player/carni.zym" ;self.playerskin = "0";return "Carni" ;}
1547 else if (r < 2) {self.playermodel = "models/player/carni.zym" ;self.playerskin = "1";return "Armored Carni" ;}
1548 else if (r < 3) {self.playermodel = "models/player/crash.zym" ;self.playerskin = "0";return "Quark" ;}
1549 else if (r < 4) {self.playermodel = "models/player/grunt.zym" ;self.playerskin = "0";return "Grunt" ;}
1550 else if (r < 5) {self.playermodel = "models/player/headhunter.zym" ;self.playerskin = "0";return "HeadHunter" ;}
1551 else if (r < 6) {self.playermodel = "models/player/insurrectionist.zym";self.playerskin = "0";return "Insurrectionist";}
1552 else if (r < 7) {self.playermodel = "models/player/lurk.zym" ;self.playerskin = "0";return "Lurk" ;}
1553 else if (r < 8) {self.playermodel = "models/player/lurk.zym" ;self.playerskin = "1";return "Reptile" ;}
1554 else if (r < 9) {self.playermodel = "models/player/lycanthrope.zym" ;self.playerskin = "0";return "Lycanthrope" ;}
1555 else if (r < 10) {self.playermodel = "models/player/marine.zym" ;self.playerskin = "0";return "Marine" ;}
1556 else if (r < 11) {self.playermodel = "models/player/nexus.zym" ;self.playerskin = "0";return "Nexus" ;}
1557 else if (r < 12) {self.playermodel = "models/player/nexus.zym" ;self.playerskin = "1";return "Mulder" ;}
1558 else if (r < 13) {self.playermodel = "models/player/nexus.zym" ;self.playerskin = "2";return "Xolar" ;}
1559 else if (r < 14) {self.playermodel = "models/player/pyria.zym" ;self.playerskin = "0";return "Pyria" ;}
1560 else if (r < 15) {self.playermodel = "models/player/shock.zym" ;self.playerskin = "0";return "Shock" ;}
1561 else if (r < 16) {self.playermodel = "models/player/skadi.zym" ;self.playerskin = "0";return "Skadi" ;}
1562 else if (r < 17) {self.playermodel = "models/player/specop.zym" ;self.playerskin = "0";return "Specop" ;}
1563 else {self.playermodel = "models/player/visitant.zym" ;self.playerskin = "0";return "Fricka" ;}
1566 void bot_setnameandstuff()
1568 local string name, prefix, suffix;
1569 local float r, b, shirt, pants;
1571 prefix = cvar_string("bot_prefix");
1572 suffix = cvar_string("bot_suffix");
1574 // this is really only a default, JoinBestTeam is called later
1575 pants = floor(random() * 15);
1576 shirt = floor(random() * 15);
1578 setcolor(self, shirt * 16 + pants);
1579 self.bot_preferredcolors = self.clientcolors;
1581 // now pick a name...
1583 if (cvar("bot_usemodelnames"))
1585 // first see if all skins are taken
1589 name = bot_skinfornumber(b);
1592 while (b < BOTSKINS && find(world, netname, name));
1594 // randomly pick a skin, if it's taken either repeat until we find one,
1595 // or give up if we already know all skins are taken
1598 r = floor(random() * BOTSKINS);
1599 name = bot_skinfornumber(r);
1601 while (b < BOTSKINS && find(world, netname, name));
1605 // first see if all names are taken
1609 name = bot_namefornumber(b);
1612 while (b < BOTNAMES && find(world, netname, name));
1614 // randomly pick a name, if it's taken either repeat until we find one,
1615 // or give up if we already know all names are taken
1618 r = floor(random() * BOTNAMES);
1619 name = bot_namefornumber(r);
1621 while (b < BOTNAMES && find(world, netname, name));
1623 // randomly pick a skin
1624 bot_skinfornumber(floor(random() * BOTSKINS));
1626 if(!cvar("g_campaign"))
1627 self.netname = self.netname_freeme = strzone(strcat(prefix, name, suffix));
1629 self.netname = name;
1632 float bot_custom_weapon;
1633 float bot_distance_far;
1634 float bot_distance_close;
1636 float bot_weapons_far[WEP_LAST];
1637 float bot_weapons_mid[WEP_LAST];
1638 float bot_weapons_close[WEP_LAST];
1640 void bot_custom_weapon_priority_setup()
1642 local float tokens, i, c, w;
1644 bot_custom_weapon = FALSE;
1646 if( cvar_string("bot_ai_custom_weapon_priority_far") == "" ||
1647 cvar_string("bot_ai_custom_weapon_priority_mid") == "" ||
1648 cvar_string("bot_ai_custom_weapon_priority_close") == "" ||
1649 cvar_string("bot_ai_custom_weapon_priority_distances") == ""
1654 tokens = tokenizebyseparator(cvar_string("bot_ai_custom_weapon_priority_distances")," ");
1659 bot_distance_far = stof(argv(0));
1660 bot_distance_close = stof(argv(1));
1662 if(bot_distance_far < bot_distance_close){
1663 bot_distance_far = stof(argv(1));
1664 bot_distance_close = stof(argv(0));
1667 // Initialize list of weapons
1668 bot_weapons_far[0] = -1;
1669 bot_weapons_mid[0] = -1;
1670 bot_weapons_close[0] = -1;
1672 // Parse far distance weapon priorities
1673 tokens = tokenizebyseparator(cvar_string("bot_ai_custom_weapon_priority_far")," ");
1676 for(i=0; i < tokens && c < WEP_COUNT; ++i){
1678 if ( w >= WEP_FIRST && w <= WEP_LAST) {
1679 bot_weapons_far[c] = w;
1684 bot_weapons_far[c] = -1;
1686 // Parse mid distance weapon priorities
1687 tokens = tokenizebyseparator(cvar_string("bot_ai_custom_weapon_priority_mid")," ");
1690 for(i=0; i < tokens && c < WEP_COUNT; ++i){
1692 if ( w >= WEP_FIRST && w <= WEP_LAST) {
1693 bot_weapons_mid[c] = w;
1698 bot_weapons_mid[c] = -1;
1700 // Parse close distance weapon priorities
1701 tokens = tokenizebyseparator(cvar_string("bot_ai_custom_weapon_priority_close")," ");
1704 for(i=0; i < tokens && i < WEP_COUNT; ++i){
1706 if ( w >= WEP_FIRST && w <= WEP_LAST) {
1707 bot_weapons_close[c] = w;
1712 bot_weapons_close[c] = -1;
1714 bot_custom_weapon = TRUE;
1721 //dprint("bot_endgame\n");
1725 setcolor(e, e.bot_preferredcolors);
1728 // if dynamic waypoints are ever implemented, save them here
1731 float bot_ignore_bots; // let bots not attack other bots (only works in non-teamplay)
1732 float bot_shouldattack(entity e)
1734 if (e.team == self.team)
1744 if(clienttype(e) == CLIENTTYPE_BOT)
1753 if(e.items & IT_STRENGTH)
1758 void bot_lagfunc(float t, float f1, float f2, entity e1, vector v1, vector v2, vector v3, vector v4)
1760 if(self.flags & FL_INWATER)
1762 self.bot_aimtarg = world;
1765 self.bot_aimtarg = e1;
1766 self.bot_aimlatency = self.ping; // FIXME? Shouldn't this be in the lag item?
1767 self.bot_aimselforigin = v1;
1768 self.bot_aimselfvelocity = v2;
1769 self.bot_aimtargorigin = v3;
1770 self.bot_aimtargvelocity = v4;
1772 self.bot_canfire = (random() < 0.8);
1774 self.bot_canfire = (random() < 0.9);
1776 self.bot_canfire = (random() < 0.95);
1778 self.bot_canfire = 1;
1781 .float bot_nextthink;
1782 .float bot_badaimtime;
1783 .float bot_aimthinktime;
1784 .float bot_prevaimtime;
1785 .vector bot_mouseaim;
1786 .vector bot_badaimoffset;
1787 .vector bot_1st_order_aimfilter;
1788 .vector bot_2nd_order_aimfilter;
1789 .vector bot_3th_order_aimfilter;
1790 .vector bot_4th_order_aimfilter;
1791 .vector bot_5th_order_aimfilter;
1792 .vector bot_olddesiredang;
1793 float bot_aimdir(vector v, float maxfiredeviation)
1795 local float dist, delta_t, blend;
1796 local vector desiredang, diffang;
1798 //dprint("aim ", self.netname, ": old:", vtos(self.v_angle));
1799 // make sure v_angle is sane first
1800 self.v_angle_y = self.v_angle_y - floor(self.v_angle_y / 360) * 360;
1803 // get the desired angles to aim at
1804 //dprint(" at:", vtos(v));
1806 //te_lightning2(world, self.origin + self.view_ofs, self.origin + self.view_ofs + v * 200);
1807 if (time >= self.bot_badaimtime)
1809 self.bot_badaimtime = max(self.bot_badaimtime + 0.3, time);
1810 self.bot_badaimoffset = randomvec() * bound(0, 5 - 0.5 * (skill+self.bot_offsetskill), 5) * cvar("bot_ai_aimskill_offset");
1812 desiredang = vectoangles(v) + self.bot_badaimoffset;
1813 //dprint(" desired:", vtos(desiredang));
1814 if (desiredang_x >= 180)
1815 desiredang_x = desiredang_x - 360;
1816 desiredang_x = bound(-90, 0 - desiredang_x, 90);
1817 desiredang_z = self.v_angle_z;
1818 //dprint(" / ", vtos(desiredang));
1820 //// pain throws off aim
1821 //if (self.bot_painintensity)
1823 // // shake from pain
1824 // desiredang = desiredang + randomvec() * self.bot_painintensity * 0.2;
1827 // calculate turn angles
1828 diffang = (desiredang - self.bot_olddesiredang);
1830 diffang_y = diffang_y - floor(diffang_y / 360) * 360;
1831 if (diffang_y >= 180)
1832 diffang_y = diffang_y - 360;
1833 self.bot_olddesiredang = desiredang;
1834 //dprint(" diff:", vtos(diffang));
1836 delta_t = time-self.bot_prevaimtime;
1837 self.bot_prevaimtime = time;
1838 // Here we will try to anticipate the comming aiming direction
1839 self.bot_1st_order_aimfilter= self.bot_1st_order_aimfilter
1840 + (diffang * (1 / delta_t) - self.bot_1st_order_aimfilter) * bound(0, cvar("bot_ai_aimskill_order_filter_1st"),1);
1841 self.bot_2nd_order_aimfilter= self.bot_2nd_order_aimfilter
1842 + (self.bot_1st_order_aimfilter - self.bot_2nd_order_aimfilter) * bound(0, cvar("bot_ai_aimskill_order_filter_2nd"),1);
1843 self.bot_3th_order_aimfilter= self.bot_3th_order_aimfilter
1844 + (self.bot_2nd_order_aimfilter - self.bot_3th_order_aimfilter) * bound(0, cvar("bot_ai_aimskill_order_filter_3th"),1);
1845 self.bot_4th_order_aimfilter= self.bot_4th_order_aimfilter
1846 + (self.bot_3th_order_aimfilter - self.bot_4th_order_aimfilter) * bound(0, cvar("bot_ai_aimskill_order_filter_4th"),1);
1847 self.bot_5th_order_aimfilter= self.bot_5th_order_aimfilter
1848 + (self.bot_4th_order_aimfilter - self.bot_5th_order_aimfilter) * bound(0, cvar("bot_ai_aimskill_order_filter_5th"),1);
1850 //blend = (bound(0,skill,10)*0.1)*pow(1-bound(0,skill,10)*0.05,2.5)*5.656854249; //Plot formule before changing !
1851 blend = bound(0,skill,10)*0.1;
1852 desiredang = desiredang + blend *
1854 self.bot_1st_order_aimfilter * cvar("bot_ai_aimskill_order_mix_1st")
1855 + self.bot_2nd_order_aimfilter * cvar("bot_ai_aimskill_order_mix_2nd")
1856 + self.bot_3th_order_aimfilter * cvar("bot_ai_aimskill_order_mix_3th")
1857 + self.bot_4th_order_aimfilter * cvar("bot_ai_aimskill_order_mix_4th")
1858 + self.bot_5th_order_aimfilter * cvar("bot_ai_aimskill_order_mix_5th")
1861 // calculate turn angles
1862 diffang = desiredang - self.bot_mouseaim;
1864 diffang_y = diffang_y - floor(diffang_y / 360) * 360;
1865 if (diffang_y >= 180)
1866 diffang_y = diffang_y - 360;
1867 //dprint(" diff:", vtos(diffang));
1869 if (time >= self.bot_aimthinktime)
1871 self.bot_aimthinktime = max(self.bot_aimthinktime + 0.5 - 0.05*(skill+self.bot_thinkskill), time);
1872 self.bot_mouseaim = self.bot_mouseaim + diffang * (1-random()*0.1*bound(1,10-skill,10));
1875 //self.v_angle = self.v_angle + diffang * bound(0, r * frametime * (skill * 0.5 + 2), 1);
1877 diffang = self.bot_mouseaim - desiredang;
1879 diffang_y = diffang_y - floor(diffang_y / 360) * 360;
1880 if (diffang_y >= 180)
1881 diffang_y = diffang_y - 360;
1882 desiredang = desiredang + diffang * bound(0,cvar("bot_ai_aimskill_think"),1);
1884 // calculate turn angles
1885 diffang = desiredang - self.v_angle;
1887 diffang_y = diffang_y - floor(diffang_y / 360) * 360;
1888 if (diffang_y >= 180)
1889 diffang_y = diffang_y - 360;
1890 //dprint(" diff:", vtos(diffang));
1893 dist = vlen(diffang);
1894 //diffang = diffang + randomvec() * (dist * 0.05 * (3.5 - bound(0, skill, 3)));
1897 local float r, fixedrate, blendrate;
1898 fixedrate = cvar("bot_ai_aimskill_fixedrate") / bound(1,dist,1000);
1899 blendrate = cvar("bot_ai_aimskill_blendrate");
1900 r = max(fixedrate, blendrate);
1901 //self.v_angle = self.v_angle + diffang * bound(frametime, r * frametime * (2+skill*skill*0.05-random()*0.05*(10-skill)), 1);
1902 self.v_angle = self.v_angle + diffang * bound(delta_t, r * delta_t * (2+pow(skill+self.bot_mouseskill,3)*0.005-random()), 1);
1903 self.v_angle = self.v_angle * bound(0,cvar("bot_ai_aimskill_mouse"),1) + desiredang * bound(0,(1-cvar("bot_ai_aimskill_mouse")),1);
1904 //self.v_angle = self.v_angle + diffang * bound(0, r * frametime * (skill * 0.5 + 2), 1);
1905 //self.v_angle = self.v_angle + diffang * (1/ blendrate);
1907 self.v_angle_y = self.v_angle_y - floor(self.v_angle_y / 360) * 360;
1908 //dprint(" turn:", vtos(self.v_angle));
1910 makevectors(self.v_angle);
1911 shotorg = self.origin + self.view_ofs;
1912 shotdir = v_forward;
1914 //dprint(" dir:", vtos(v_forward));
1915 //te_lightning2(world, shotorg, shotorg + shotdir * 100);
1917 // calculate turn angles again
1918 //diffang = desiredang - self.v_angle;
1919 //diffang_y = diffang_y - floor(diffang_y / 360) * 360;
1920 //if (diffang_y >= 180)
1921 // diffang_y = diffang_y - 360;
1923 //dprint("e ", vtos(diffang), " < ", ftos(maxfiredeviation), "\n");
1925 // decide whether to fire this time
1926 // note the maxfiredeviation is in degrees so this has to convert to radians first
1927 //if ((normalize(v) * shotdir) >= cos(maxfiredeviation * (3.14159265358979323846 / 180)))
1928 if ((normalize(v) * shotdir) >= cos(maxfiredeviation * (3.14159265358979323846 / 180)))
1929 if (vlen(trace_endpos-shotorg) < 500+500*bound(0, skill, 10) || random()*random()>bound(0,skill*0.05,1))
1930 self.bot_firetimer = time + bound(0.1, 0.5-skill*0.05, 0.5);
1931 //traceline(shotorg,shotorg+shotdir*1000,FALSE,world);
1932 //dprint(ftos(maxfiredeviation),"\n");
1933 //dprint(" diff:", vtos(diffang), "\n");
1935 return self.bot_canfire && (time < self.bot_firetimer);
1938 vector bot_shotlead(vector targorigin, vector targvelocity, float shotspeed, float shotdelay)
1940 // Try to add code here that predicts gravity effect here, no clue HOW to though ... well not yet atleast...
1941 return targorigin + targvelocity * (shotdelay + vlen(targorigin - shotorg) / shotspeed);
1944 float bot_aim(float shotspeed, float shotspeedupward, float maxshottime, float applygravity)
1950 dprint("bot_aim(", ftos(shotspeed));
1951 dprint(", ", ftos(shotspeedupward));
1952 dprint(", ", ftos(maxshottime));
1953 dprint(", ", ftos(applygravity));
1958 dprint("bot_aim: WARNING: weapon ", W_Name(self.weapon), " shotspeed is zero!\n");
1959 shotspeed = 1000000;
1963 dprint("bot_aim: WARNING: weapon ", W_Name(self.weapon), " maxshottime is zero!\n");
1966 makevectors(self.v_angle);
1967 shotorg = self.origin + self.view_ofs;
1968 shotdir = v_forward;
1969 v = bot_shotlead(self.bot_aimtargorigin, self.bot_aimtargvelocity, shotspeed, self.bot_aimlatency);
1970 local float distanceratio;
1971 distanceratio =sqrt(bound(0,skill,10000))*0.3*(vlen(v-shotorg)-100)/cvar("bot_ai_aimskill_firetolerance_distdegrees");
1972 distanceratio = bound(0,distanceratio,1);
1973 r = (cvar("bot_ai_aimskill_firetolerance_maxdegrees")-cvar("bot_ai_aimskill_firetolerance_mindegrees"))
1974 * (1-distanceratio) + cvar("bot_ai_aimskill_firetolerance_mindegrees");
1975 if (applygravity && self.bot_aimtarg)
1977 if (!findtrajectorywithleading(shotorg, '0 0 0', '0 0 0', self.bot_aimtarg, shotspeed, shotspeedupward, maxshottime, 0, self))
1979 f = bot_aimdir(findtrajectory_velocity - shotspeedupward * '0 0 1', r);
1983 f = bot_aimdir(v - shotorg, r);
1984 //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");
1985 traceline(shotorg, shotorg + shotdir * 10000, FALSE, self);
1986 if (trace_ent.takedamage)
1987 if (trace_fraction < 1)
1988 if (!bot_shouldattack(trace_ent))
1990 traceline(shotorg, self.bot_aimtargorigin, FALSE, self);
1991 if (trace_fraction < 1)
1992 if (trace_ent != self.enemy)
1993 if (!bot_shouldattack(trace_ent))
1996 if (r > maxshottime * shotspeed)
2001 // TODO: move this painintensity code to the player damage code
2004 if (self.bot_nextthink > time)
2006 self.bot_nextthink = self.bot_nextthink + cvar("bot_ai_thinkinterval");
2007 //if (self.bot_painintensity > 0)
2008 // self.bot_painintensity = self.bot_painintensity - (skill + 1) * 40 * frametime;
2010 //self.bot_painintensity = self.bot_painintensity + self.bot_oldhealth - self.health;
2011 //self.bot_painintensity = bound(0, self.bot_painintensity, 100);
2013 if(time < game_starttime || ((cvar("g_campaign") && !campaign_bots_may_start)))
2015 self.nextthink = time + 0.5;
2021 self.v_angle = self.angles;
2023 self.fixangle = FALSE;
2028 self.dmg_inflictor = world;
2030 // calculate an aiming latency based on the skill setting
2031 // (simulated network latency + naturally delayed reflexes)
2032 //self.ping = 0.7 - bound(0, 0.05 * skill, 0.5); // moved the reflexes to bot_aimdir (under the name 'think')
2033 // minimum ping 20+10 random
2034 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
2035 // skill 10 = ping 0.2 (adrenaline)
2036 // skill 0 = ping 0.7 (slightly drunk)
2039 self.BUTTON_ATCK = 0;
2041 self.BUTTON_JUMP = 0;
2042 self.BUTTON_ATCK2 = 0;
2043 self.BUTTON_ZOOM = 0;
2044 self.BUTTON_CROUCH = 0;
2045 self.BUTTON_HOOK = 0;
2046 self.BUTTON_INFO = 0;
2048 self.BUTTON_CHAT = 0;
2049 self.BUTTON_USE = 0;
2051 // if dead, just wait until we can respawn
2054 if (self.deadflag == DEAD_DEAD)
2056 self.BUTTON_JUMP = 1; // press jump to respawn
2057 self.bot_strategytime = 0;
2062 // now call the current bot AI (havocbot for example)
2066 entity bot_strategytoken;
2067 float bot_strategytoken_taken;
2070 void bot_relinkplayerlist()
2073 local entity prevbot;
2076 player_list = e = findchainflags(flags, FL_CLIENT);
2081 player_count = player_count + 1;
2082 e.nextplayer = e.chain;
2083 if (clienttype(e) == CLIENTTYPE_BOT)
2086 prevbot.nextbot = e;
2090 currentbots = currentbots + 1;
2094 dprint(strcat("relink: ", ftos(currentbots), " bots seen.\n"));
2095 bot_strategytoken = bot_list;
2096 bot_strategytoken_taken = TRUE;
2099 void() havocbot_setupbot;
2100 float JoinBestTeam(entity pl, float only_return_best, float forcebestteam);
2102 void bot_clientdisconnect()
2104 if (clienttype(self) != CLIENTTYPE_BOT)
2106 if(self.netname_freeme)
2107 strunzone(self.netname_freeme);
2108 self.netname_freeme = string_null;
2111 void bot_clientconnect()
2113 if (clienttype(self) != CLIENTTYPE_BOT)
2115 self.bot_preferredcolors = self.clientcolors;
2116 self.bot_nextthink = time - random();
2117 self.lag_func = bot_lagfunc;
2119 self.createdtime = self.nextthink;
2120 JoinBestTeam(self, FALSE, TRUE);
2121 havocbot_setupbot();
2122 self.bot_mouseskill=random()-0.5;
2123 self.bot_thinkskill=random()-0.5;
2124 self.bot_predictionskill=random()-0.5;
2125 self.bot_offsetskill=random()-0.5;
2130 local entity oldself, bot;
2131 bot = spawnclient();
2134 currentbots = currentbots + 1;
2137 bot_setnameandstuff();
2139 PutClientInServer();
2145 void CheckAllowedTeams(entity for_whom); void GetTeamCounts(entity other); float c1, c2, c3, c4;
2146 void bot_removefromlargestteam()
2148 local float besttime, bestcount, thiscount;
2149 local entity best, head;
2150 CheckAllowedTeams(world);
2151 GetTeamCounts(world);
2152 head = findchainfloat(isbot, TRUE);
2156 besttime = head.createdtime;
2160 if(head.team == COLOR_TEAM1)
2162 else if(head.team == COLOR_TEAM2)
2164 else if(head.team == COLOR_TEAM3)
2166 else if(head.team == COLOR_TEAM4)
2170 if (thiscount > bestcount)
2172 bestcount = thiscount;
2173 besttime = head.createdtime;
2176 else if (thiscount == bestcount && besttime < head.createdtime)
2178 besttime = head.createdtime;
2183 currentbots = currentbots - 1;
2187 void bot_removenewest()
2189 local float besttime;
2190 local entity best, head;
2194 bot_removefromlargestteam();
2198 head = findchainfloat(isbot, TRUE);
2202 besttime = head.createdtime;
2205 if (besttime < head.createdtime)
2207 besttime = head.createdtime;
2212 currentbots = currentbots - 1;
2216 float botframe_waypointeditorlightningtime;
2217 void botframe_showwaypointlinks()
2219 local entity player, head, w;
2220 if (time < botframe_waypointeditorlightningtime)
2222 botframe_waypointeditorlightningtime = time + 0.5;
2223 player = find(world, classname, "player");
2227 if (player.flags & FL_ONGROUND || player.waterlevel > WATERLEVEL_NONE)
2229 //navigation_testtracewalk = TRUE;
2230 head = navigation_findnearestwaypoint(player, FALSE);
2231 //navigation_testtracewalk = FALSE;
2234 w = head ;if (w) te_lightning2(world, w.origin, player.origin);
2235 w = head.wp00;if (w) te_lightning2(world, w.origin, head.origin);
2236 w = head.wp01;if (w) te_lightning2(world, w.origin, head.origin);
2237 w = head.wp02;if (w) te_lightning2(world, w.origin, head.origin);
2238 w = head.wp03;if (w) te_lightning2(world, w.origin, head.origin);
2239 w = head.wp04;if (w) te_lightning2(world, w.origin, head.origin);
2240 w = head.wp05;if (w) te_lightning2(world, w.origin, head.origin);
2241 w = head.wp06;if (w) te_lightning2(world, w.origin, head.origin);
2242 w = head.wp07;if (w) te_lightning2(world, w.origin, head.origin);
2243 w = head.wp08;if (w) te_lightning2(world, w.origin, head.origin);
2244 w = head.wp09;if (w) te_lightning2(world, w.origin, head.origin);
2245 w = head.wp10;if (w) te_lightning2(world, w.origin, head.origin);
2246 w = head.wp11;if (w) te_lightning2(world, w.origin, head.origin);
2247 w = head.wp12;if (w) te_lightning2(world, w.origin, head.origin);
2248 w = head.wp13;if (w) te_lightning2(world, w.origin, head.origin);
2249 w = head.wp14;if (w) te_lightning2(world, w.origin, head.origin);
2250 w = head.wp15;if (w) te_lightning2(world, w.origin, head.origin);
2251 w = head.wp16;if (w) te_lightning2(world, w.origin, head.origin);
2252 w = head.wp17;if (w) te_lightning2(world, w.origin, head.origin);
2253 w = head.wp18;if (w) te_lightning2(world, w.origin, head.origin);
2254 w = head.wp19;if (w) te_lightning2(world, w.origin, head.origin);
2255 w = head.wp20;if (w) te_lightning2(world, w.origin, head.origin);
2256 w = head.wp21;if (w) te_lightning2(world, w.origin, head.origin);
2257 w = head.wp22;if (w) te_lightning2(world, w.origin, head.origin);
2258 w = head.wp23;if (w) te_lightning2(world, w.origin, head.origin);
2259 w = head.wp24;if (w) te_lightning2(world, w.origin, head.origin);
2260 w = head.wp25;if (w) te_lightning2(world, w.origin, head.origin);
2261 w = head.wp26;if (w) te_lightning2(world, w.origin, head.origin);
2262 w = head.wp27;if (w) te_lightning2(world, w.origin, head.origin);
2263 w = head.wp28;if (w) te_lightning2(world, w.origin, head.origin);
2264 w = head.wp29;if (w) te_lightning2(world, w.origin, head.origin);
2265 w = head.wp30;if (w) te_lightning2(world, w.origin, head.origin);
2266 w = head.wp31;if (w) te_lightning2(world, w.origin, head.origin);
2269 player = find(player, classname, "player");
2273 entity botframe_dangerwaypoint;
2274 void botframe_updatedangerousobjects(float maxupdate)
2276 local entity head, bot_dodgelist;
2277 local vector m1, m2, v;
2278 local float c, d, danger;
2280 bot_dodgelist = findchainfloat(bot_dodge, TRUE);
2281 botframe_dangerwaypoint = find(botframe_dangerwaypoint, classname, "waypoint");
2282 while (botframe_dangerwaypoint != world)
2285 m1 = botframe_dangerwaypoint.mins;
2286 m2 = botframe_dangerwaypoint.maxs;
2287 head = bot_dodgelist;
2291 v_x = bound(m1_x, v_x, m2_x);
2292 v_y = bound(m1_y, v_y, m2_y);
2293 v_z = bound(m1_z, v_z, m2_z);
2294 d = head.bot_dodgerating - vlen(head.origin - v);
2297 traceline(head.origin, v, TRUE, world);
2298 if (trace_fraction == 1)
2299 danger = danger + d;
2303 botframe_dangerwaypoint.dmg = danger;
2307 botframe_dangerwaypoint = find(botframe_dangerwaypoint, classname, "waypoint");
2312 float botframe_spawnedwaypoints;
2313 float botframe_nextthink;
2314 float botframe_nextdangertime;
2316 float autoskill_nextthink;
2317 .float totalfrags_lastcheck;
2318 void autoskill(float factor)
2326 FOR_EACH_PLAYER(head)
2328 if(clienttype(head) == CLIENTTYPE_REAL)
2329 bestplayer = max(bestplayer, head.totalfrags - head.totalfrags_lastcheck);
2331 bestbot = max(bestbot, head.totalfrags - head.totalfrags_lastcheck);
2334 dprint("autoskill: best player got ", ftos(bestplayer), ", ");
2335 dprint("best bot got ", ftos(bestbot), "; ");
2336 if(bestbot < 0 || bestplayer < 0)
2338 dprint("not doing anything\n");
2339 // don't return, let it reset all counters below
2341 else if(bestbot <= bestplayer * factor - 2)
2343 if(cvar("skill") < 17)
2345 dprint("2 frags difference, increasing skill\n");
2346 cvar_set("skill", ftos(cvar("skill") + 1));
2347 bprint("^2SKILL UP!^7 Now at level ", ftos(cvar("skill")), "\n");
2350 else if(bestbot >= bestplayer * factor + 2)
2352 if(cvar("skill") > 0)
2354 dprint("2 frags difference, decreasing skill\n");
2355 cvar_set("skill", ftos(cvar("skill") - 1));
2356 bprint("^1SKILL DOWN!^7 Now at level ", ftos(cvar("skill")), "\n");
2361 dprint("not doing anything\n");
2363 // don't reset counters, wait for them to accumulate
2366 FOR_EACH_PLAYER(head)
2367 head.totalfrags_lastcheck = head.totalfrags;
2370 float bot_cvar_nextthink;
2371 void bot_serverframe()
2373 float realplayers, bots, activerealplayers;
2376 if (intermission_running)
2382 if(time > autoskill_nextthink)
2385 a = cvar("skill_auto");
2388 autoskill_nextthink = time + 5;
2391 activerealplayers = 0;
2394 FOR_EACH_REALCLIENT(head)
2396 if(head.classname == "player" || g_lms || g_arena)
2397 ++activerealplayers;
2401 // add/remove bots if needed to make sure there are at least
2402 // minplayers+bot_number, or remove all bots if no one is playing
2403 // But don't remove bots immediately on level change, as the real players
2404 // usually haven't rejoined yet
2405 bots_would_leave = FALSE;
2406 if (realplayers || cvar("bot_join_empty") || (currentbots > 0 && time < 5))
2408 float realminplayers, minplayers;
2409 realminplayers = cvar("minplayers");
2410 minplayers = max(0, floor(realminplayers));
2412 float realminbots, minbots;
2413 if(cvar("bot_vs_human"))
2414 realminbots = ceil(fabs(cvar("bot_vs_human")) * activerealplayers);
2416 realminbots = cvar("bot_number");
2417 minbots = max(0, floor(realminbots));
2419 bots = min(max(minbots, minplayers - activerealplayers), maxclients - realplayers);
2421 bots_would_leave = TRUE;
2425 // if there are no players, remove bots
2429 bot_ignore_bots = cvar("bot_ignore_bots");
2431 // only add one bot per frame to avoid utter chaos
2432 if(time > botframe_nextthink)
2434 //dprint(ftos(bots), " ? ", ftos(currentbots), "\n");
2435 while (currentbots < bots)
2437 if (bot_spawn() == world)
2439 bprint("Can not add bot, server full.\n");
2440 botframe_nextthink = time + 10;
2444 while (currentbots > bots)
2448 if(botframe_spawnedwaypoints)
2450 if(cvar("waypoint_benchmark"))
2454 if (currentbots > 0 || cvar("g_waypointeditor"))
2455 if (!botframe_spawnedwaypoints)
2457 botframe_spawnedwaypoints = TRUE;
2459 waypoint_schedulerelinkall();
2464 // cycle the goal token from one bot to the next each frame
2465 // (this prevents them from all doing spawnfunc_waypoint searches on the same
2466 // frame, which causes choppy framerates)
2467 if (bot_strategytoken_taken)
2469 bot_strategytoken_taken = FALSE;
2470 if (bot_strategytoken)
2471 bot_strategytoken = bot_strategytoken.nextbot;
2472 if (!bot_strategytoken)
2473 bot_strategytoken = bot_list;
2476 if (botframe_nextdangertime < time)
2478 local float interval;
2479 interval = cvar("bot_ai_dangerdetectioninterval");
2480 if (botframe_nextdangertime < time - interval * 1.5)
2481 botframe_nextdangertime = time;
2482 botframe_nextdangertime = botframe_nextdangertime + interval;
2483 botframe_updatedangerousobjects(cvar("bot_ai_dangerdetectionupdates"));
2487 if (cvar("g_waypointeditor"))
2488 botframe_showwaypointlinks();
2490 if(time > bot_cvar_nextthink)
2493 bot_custom_weapon_priority_setup();
2494 bot_cvar_nextthink = time + 5;