2 void() havocbot_chooserole;
3 .float havocbot_keyboardskill;
4 .float facingwalltime, ignoregoaltime;
6 .float lastfiredweapon;
8 .float havocbot_blockhead;
10 #ifdef DEBUG_BOT_GOALSTACK
11 void debuggoalstack();
14 vector havocbot_dodge()
16 // LordHavoc: disabled because this is too expensive
20 local vector dodge, v, n;
21 local float danger, bestdanger, vl, d;
24 // check for dangerous objects near bot or approaching bot
25 head = findchainfloat(bot_dodge, TRUE);
28 if (head.owner != self)
30 vl = vlen(head.velocity);
31 if (vl > sv_maxspeed * 0.3)
33 n = normalize(head.velocity);
34 v = self.origin - head.origin;
36 if (d > (0 - head.bot_dodgerating))
37 if (d < (vl * 0.2 + head.bot_dodgerating))
39 // calculate direction and distance from the flight path, by removing the forward axis
40 v = v - (n * (v * n));
41 danger = head.bot_dodgerating - vlen(v);
42 if (bestdanger < danger)
45 // dodge to the side of the object
52 danger = head.bot_dodgerating - vlen(head.origin - self.origin);
53 if (bestdanger < danger)
56 dodge = normalize(self.origin - head.origin);
66 .float havocbot_keyboardtime;
67 .float havocbot_ducktime;
68 .vector havocbot_keyboard;
69 void havocbot_keyboard_movement(vector destorg)
71 local vector keyboard;
72 local float blend, maxspeed;
74 maxspeed = cvar("sv_maxspeed");
76 if (time < self.havocbot_keyboardtime)
79 self.havocbot_keyboardtime =
81 self.havocbot_keyboardtime
82 + bound(0,0.05/(skill+self.havocbot_keyboardskill),0.05)
83 +random()*bound(0,0.025/(skill+self.havocbot_keyboardskill),100)
85 keyboard = self.movement * (1.0 / maxspeed);
87 local float trigger, trigger1;
88 blend = bound(0,skill*0.1,1);
89 trigger = cvar("bot_ai_keyboard_treshold");
90 trigger1 = 0 - trigger;
92 // categorize forward movement
93 // at skill < 1.5 only forward
94 // at skill < 2.5 only individual directions
95 // at skill < 4.5 only individual directions, and forward diagonals
96 // at skill >= 4.5, all cases allowed
97 if (keyboard_x > trigger)
103 else if (keyboard_x < trigger1 && skill > 1.5)
118 if (keyboard_y > trigger)
120 else if (keyboard_y < trigger1)
125 if (keyboard_z > trigger)
127 else if (keyboard_z < trigger1)
132 self.havocbot_keyboard = keyboard * maxspeed;
133 if (self.havocbot_ducktime>time) self.BUTTON_CROUCH=TRUE;
135 keyboard = self.havocbot_keyboard;
136 blend = bound(0,vlen(destorg-self.origin)/cvar("bot_ai_keyboard_distance"),1); // When getting close move with 360 degree
137 //dprint("movement ", vtos(self.movement), " keyboard ", vtos(keyboard), " blend ", ftos(blend), "\n");
138 self.movement = self.movement + (keyboard - self.movement) * blend;
141 .entity bot_lastseengoal;
142 .float bot_timelastseengoal;
143 .float bot_canruntogoal;
144 void havocbot_bunnyhop(vector dir)
146 local float bunnyhopdistance;
147 local vector deviation;
148 local float maxspeed;
153 // Don't jump when using some weapons
154 if(self.aistatus & AI_STATUS_ATTACKING)
155 if(self.weapon & WEP_CAMPINGRIFLE)
158 if(self.goalcurrent.classname == "player")
161 maxspeed = cvar("sv_maxspeed");
163 if(self.aistatus & AI_STATUS_DANGER_AHEAD)
165 self.aistatus &~= AI_STATUS_RUNNING;
166 self.BUTTON_JUMP = FALSE;
167 self.bot_canruntogoal = 0;
168 self.bot_timelastseengoal = 0;
172 if(self.waterlevel > WATERLEVEL_WETFEET)
174 self.aistatus &~= AI_STATUS_RUNNING;
178 if(self.bot_lastseengoal != self.goalcurrent && !(self.aistatus & AI_STATUS_RUNNING))
180 self.bot_canruntogoal = 0;
181 self.bot_timelastseengoal = 0;
184 bunnyhopdistance = vlen(self.origin - self.goalcurrent.origin);
186 // Run only to visible goals
187 if(self.flags & FL_ONGROUND)
188 if(self.speed==maxspeed)
189 if(checkpvs(self.origin + self.view_ofs, self.goalcurrent))
191 self.bot_lastseengoal = self.goalcurrent;
194 if(self.bot_timelastseengoal)
196 // for a period of time
197 if(time - self.bot_timelastseengoal > cvar("bot_ai_bunnyhop_firstjumpdelay"))
199 local float checkdistance;
200 checkdistance = TRUE;
202 // don't run if it is too close
203 if(self.bot_canruntogoal==0)
205 if(bunnyhopdistance > cvar("bot_ai_bunnyhop_startdistance"))
206 self.bot_canruntogoal = 1;
208 self.bot_canruntogoal = -1;
211 if(self.bot_canruntogoal != 1)
214 if(self.aistatus & AI_STATUS_ROAMING)
215 if(self.goalcurrent.classname=="waypoint")
216 if not(self.goalcurrent.wpflags & WAYPOINTFLAG_PERSONAL)
217 if(fabs(self.goalcurrent.origin_z - self.origin_z) < self.maxs_z - self.mins_z)
218 if(self.goalstack01!=world)
220 deviation = vectoangles(self.goalstack01.origin - self.origin) - vectoangles(self.goalcurrent.origin - self.origin);
221 while (deviation_y < -180) deviation_y = deviation_y + 360;
222 while (deviation_y > 180) deviation_y = deviation_y - 360;
224 if(fabs(deviation_y) < 20)
225 if(bunnyhopdistance < vlen(self.origin - self.goalstack01.origin))
226 if(fabs(self.goalstack01.origin_z - self.goalcurrent.origin_z) < self.maxs_z - self.mins_z)
228 if(vlen(self.goalcurrent.origin - self.goalstack01.origin) > cvar("bot_ai_bunnyhop_startdistance"))
229 if(checkpvs(self.origin + self.view_ofs, self.goalstack01))
231 checkdistance = FALSE;
238 self.aistatus &~= AI_STATUS_RUNNING;
239 if(bunnyhopdistance > cvar("bot_ai_bunnyhop_stopdistance"))
240 self.BUTTON_JUMP = TRUE;
244 self.aistatus |= AI_STATUS_RUNNING;
245 self.BUTTON_JUMP = TRUE;
251 self.bot_timelastseengoal = time;
256 self.bot_timelastseengoal = 0;
259 // Release jump button
260 if(self.flags & FL_ONGROUND == 0)
262 if(self.velocity_z < 0 || vlen(self.velocity)<maxspeed)
263 self.BUTTON_JUMP = FALSE;
266 if(self.aistatus & AI_STATUS_RUNNING)
267 if(vlen(self.velocity)>maxspeed)
269 deviation = vectoangles(dir) - vectoangles(self.velocity);
270 while (deviation_y < -180) deviation_y = deviation_y + 360;
271 while (deviation_y > 180) deviation_y = deviation_y - 360;
273 if(fabs(deviation_y)>10)
277 self.movement_y = maxspeed * -1;
278 else if(deviation_y<10)
279 self.movement_y = maxspeed;
285 //.float havocbotignoretime;
286 //.vector bot_dodgevector;
287 //.float bot_dodgevector_time;
288 //.float bot_dodgevector_jumpbutton;
290 .entity ladder_entity;
291 .float rocketjumptime;
292 void havocbot_movetogoal()
294 local vector destorg;
297 local vector flatdir;
300 local vector evadeobstacle;
301 local vector evadelava;
303 local float maxspeed;
306 //if (self.goalentity)
307 // te_lightning2(self, self.origin, (self.goalentity.absmin + self.goalentity.absmax) * 0.5);
308 self.movement = '0 0 0';
309 maxspeed = cvar("sv_maxspeed");
311 // Jetpack navigation
312 if(self.navigation_jetpack_goal)
313 if(self.goalcurrent==self.navigation_jetpack_goal)
316 #ifdef DEBUG_BOT_GOALSTACK
318 te_wizspike(self.navigation_jetpack_point);
322 if not(self.aistatus & AI_STATUS_JETPACK_FLYING)
324 // Brake almost completely so it can get a good direction
325 if(vlen(self.velocity)>10)
327 self.aistatus |= AI_STATUS_JETPACK_FLYING;
330 makevectors(self.v_angle_y * '0 1 0');
331 dir = normalize(self.navigation_jetpack_point - self.origin);
334 if(self.aistatus & AI_STATUS_JETPACK_LANDING)
336 // Calculate brake distance in xy
340 dxy = self.origin - self.goalcurrent.origin; dxy_z = 0;
342 v = vlen(self.velocity - self.velocity_z * '0 0 1');
343 db = (pow(v,2) / (cvar("g_jetpack_acceleration_side") * 2)) + 100;
344 // dprint("distance ", ftos(ceil(d)), " velocity ", ftos(ceil(v)), " brake at ", ftos(ceil(db)), "\n");
345 if(d < db || d < 500)
348 if(fabs(self.velocity_x)>maxspeed*0.3)
350 self.movement_x = dir * v_forward * -maxspeed;
353 // Switch to normal mode
354 self.navigation_jetpack_goal = world;
355 self.aistatus &~= AI_STATUS_JETPACK_LANDING;
356 self.aistatus &~= AI_STATUS_JETPACK_FLYING;
360 else if(checkpvs(self.origin,self.goalcurrent))
362 // If I can see the goal switch to landing code
363 self.aistatus &~= AI_STATUS_JETPACK_FLYING;
364 self.aistatus |= AI_STATUS_JETPACK_LANDING;
369 self.BUTTON_HOOK = TRUE;
370 if(self.navigation_jetpack_point_z - PL_MAX_z + PL_MIN_z < self.origin_z)
372 self.movement_x = dir * v_forward * maxspeed;
373 self.movement_y = dir * v_right * maxspeed;
378 // Handling of jump pads
379 if(self.jumppadcount)
381 if(self.flags & FL_ONGROUND)
383 self.jumppadcount = FALSE;
384 if(self.aistatus & AI_STATUS_OUT_JUMPPAD)
385 self.aistatus &~= AI_STATUS_OUT_JUMPPAD;
388 // If got stuck on the jump pad try to reach the farther visible item
389 if(self.aistatus & AI_STATUS_OUT_JUMPPAD)
391 if(fabs(self.velocity_z)<50)
393 local entity head, newgoal;
394 local float distance, bestdistance;
396 for (head = findchainfloat(bot_pickup, TRUE); head; head = head.chain)
398 if(head.classname=="worldspawn")
401 distance = vlen(head.origin - self.origin);
405 traceline(self.origin + self.view_ofs , head.origin, TRUE, world);
410 if(distance>bestdistance)
413 bestdistance = distance;
419 self.ignoregoal = self.goalcurrent;
420 self.ignoregoaltime = time + cvar("bot_ai_ignoregoal_timeout");
421 navigation_clearroute();
422 navigation_routetogoal(newgoal, self.origin);
423 self.aistatus &~= AI_STATUS_OUT_JUMPPAD;
431 if(self.velocity_z>0)
433 local float threshold;
434 threshold = maxspeed * 0.2;
435 if(fabs(self.velocity_x) < threshold && fabs(self.velocity_y) < threshold)
436 self.aistatus |= AI_STATUS_OUT_JUMPPAD;
442 // If there is a trigger_hurt right below try to use the jetpack or make a rocketjump
444 if not(self.flags & FL_ONGROUND)
446 tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 -65536', MOVE_NOMONSTERS, self);
447 if(tracebox_hits_trigger_hurt(self.origin, self.mins, self.maxs, trace_endpos ))
448 if(self.items & IT_JETPACK)
450 tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 65536', MOVE_NOMONSTERS, self);
451 if(tracebox_hits_trigger_hurt(self.origin, self.mins, self.maxs, trace_endpos + '0 0 1' ))
453 if(self.velocity_z<0)
455 self.BUTTON_HOOK = TRUE;
459 self.BUTTON_HOOK = TRUE;
461 // If there is no goal try to move forward
463 if(self.goalcurrent==world)
466 dir = normalize(self.goalcurrent.origin - self.origin);
468 local vector xyvelocity = self.velocity; xyvelocity_z = 0;
469 local float xyspeed = xyvelocity * dir;
471 if(xyspeed < (maxspeed / 2))
473 makevectors(self.v_angle_y * '0 1 0');
474 tracebox(self.origin, self.mins, self.maxs, self.origin + (dir * maxspeed * 3), MOVE_NOMONSTERS, self);
475 if(trace_fraction==1)
477 self.movement_x = dir * v_forward * maxspeed;
478 self.movement_y = dir * v_right * maxspeed;
480 havocbot_keyboard_movement(self.origin + dir * 100);
484 self.havocbot_blockhead = TRUE;
488 else if(self.health>cvar("g_balance_rocketlauncher_damage")*0.5)
490 if(self.velocity_z < 0)
491 if(client_hasweapon(self, WEP_ROCKET_LAUNCHER, TRUE, FALSE))
493 self.movement_x = maxspeed;
495 if(self.rocketjumptime)
497 if(time > self.rocketjumptime)
499 self.BUTTON_ATCK2 = TRUE;
500 self.rocketjumptime = 0;
505 self.switchweapon = WEP_ROCKET_LAUNCHER;
507 self.BUTTON_ATCK = TRUE;
508 self.rocketjumptime = time + cvar("g_balance_rocketlauncher_detonatedelay");
514 // If there is no goal try to move forward
515 if(self.goalcurrent==world)
516 self.movement_x = maxspeed;
520 // If we are under water with no goals, swim up
522 if(self.goalcurrent==world)
525 if(self.waterlevel>WATERLEVEL_SWIMMING)
527 else if(self.velocity_z >= 0 && !(self.waterlevel == WATERLEVEL_WETFEET && self.watertype == CONTENT_WATER))
528 self.BUTTON_JUMP = TRUE;
530 self.BUTTON_JUMP = FALSE;
531 makevectors(self.v_angle_y * '0 1 0');
532 self.movement_x = dir * v_forward * maxspeed;
533 self.movement_y = dir * v_right * maxspeed;
534 self.movement_z = dir * v_up * maxspeed;
537 // if there is nowhere to go, exit
538 if (self.goalcurrent == world)
541 if (self.goalcurrent)
542 navigation_poptouchedgoals();
544 // if ran out of goals try to use an alternative goal or get a new strategy asap
545 if(self.goalcurrent == world)
547 self.bot_strategytime = 0;
551 #ifdef DEBUG_BOT_GOALSTACK
555 m1 = self.goalcurrent.origin + self.goalcurrent.mins;
556 m2 = self.goalcurrent.origin + self.goalcurrent.maxs;
557 destorg = self.origin;
558 destorg_x = bound(m1_x, destorg_x, m2_x);
559 destorg_y = bound(m1_y, destorg_y, m2_y);
560 destorg_z = bound(m1_z, destorg_z, m2_z);
561 diff = destorg - self.origin;
563 dir = normalize(diff);
564 flatdir = diff;flatdir_z = 0;
565 flatdir = normalize(flatdir);
567 //if (self.bot_dodgevector_time < time)
569 // self.bot_dodgevector_time = time + cvar("bot_ai_dodgeupdateinterval");
570 // self.bot_dodgevector_jumpbutton = 1;
571 evadeobstacle = '0 0 0';
576 if(self.waterlevel>WATERLEVEL_SWIMMING)
579 self.aistatus |= AI_STATUS_OUT_WATER;
583 if(self.velocity_z >= 0 && !(self.watertype == CONTENT_WATER && self.goalcurrent.origin_z < self.origin_z) &&
584 ( !(self.waterlevel == WATERLEVEL_WETFEET && self.watertype == CONTENT_WATER) || self.aistatus & AI_STATUS_OUT_WATER))
585 self.BUTTON_JUMP = TRUE;
587 self.BUTTON_JUMP = FALSE;
589 dir = normalize(flatdir);
590 makevectors(self.v_angle_y * '0 1 0');
594 if(self.aistatus & AI_STATUS_OUT_WATER)
595 self.aistatus &~= AI_STATUS_OUT_WATER;
597 // jump if going toward an obstacle that doesn't look like stairs we
598 // can walk up directly
599 tracebox(self.origin, self.mins, self.maxs, self.origin + self.velocity * 0.2, FALSE, self);
600 if (trace_fraction < 1)
601 if (trace_plane_normal_z < 0.7)
604 tracebox(self.origin + '0 0 16', self.mins, self.maxs, self.origin + self.velocity * 0.2 + '0 0 16', FALSE, self);
605 if (trace_fraction < s + 0.01)
606 if (trace_plane_normal_z < 0.7)
609 tracebox(self.origin + '0 0 48', self.mins, self.maxs, self.origin + self.velocity * 0.2 + '0 0 48', FALSE, self);
610 if (trace_fraction > s)
611 self.BUTTON_JUMP = 1;
615 // avoiding dangers and obstacles
616 local vector dst_ahead, dst_down;
617 makevectors(self.v_angle_y * '0 1 0');
618 dst_ahead = self.origin + self.view_ofs + (self.velocity * 0.4) + (v_forward * 32 * 3);
619 dst_down = dst_ahead + '0 0 -1500';
622 traceline(self.origin + self.view_ofs , dst_ahead, TRUE, world);
624 // Check head-banging against walls
625 if(vlen(self.origin + self.view_ofs - trace_endpos) < 25 && !(self.aistatus & AI_STATUS_OUT_WATER))
627 self.BUTTON_JUMP = TRUE;
628 if(self.facingwalltime && time > self.facingwalltime)
630 self.ignoregoal = self.goalcurrent;
631 self.ignoregoaltime = time + cvar("bot_ai_ignoregoal_timeout");
632 self.bot_strategytime = 0;
637 self.facingwalltime = time + 0.05;
642 self.facingwalltime = 0;
644 if(self.ignoregoal != world && time > self.ignoregoaltime)
646 self.ignoregoal = world;
647 self.ignoregoaltime = 0;
651 // Check for water/slime/lava and dangerous edges
652 // (only when the bot is on the ground or jumping intentionally)
653 self.aistatus &~= AI_STATUS_DANGER_AHEAD;
655 if(trace_fraction == 1)
656 if(self.flags & FL_ONGROUND || self.aistatus & AI_STATUS_RUNNING || self.BUTTON_JUMP == TRUE)
659 traceline(dst_ahead , dst_down, TRUE, world);
660 // te_lightning2(world, self.origin, dst_ahead); // Draw "ahead" look
661 // te_lightning2(world, dst_ahead, dst_down); // Draw "downwards" look
662 if(trace_endpos_z < self.origin_z + self.mins_z)
664 s = pointcontents(trace_endpos + '0 0 1');
665 if (s != CONTENT_SOLID)
666 if (s == CONTENT_LAVA || s == CONTENT_SLIME)
667 evadelava = normalize(self.velocity) * -1;
668 else if (s == CONTENT_SKY)
669 evadeobstacle = normalize(self.velocity) * -1;
670 else if (!boxesoverlap(dst_ahead - self.view_ofs + self.mins, dst_ahead - self.view_ofs + self.maxs,
671 self.goalcurrent.absmin, self.goalcurrent.absmax))
673 // if ain't a safe goal with "holes" (like the jumpad on soylent)
674 // and there is a trigger_hurt below
675 if(tracebox_hits_trigger_hurt(dst_ahead, self.mins, self.maxs, trace_endpos))
677 // Remove dangerous dynamic goals from stack
678 if (self.goalcurrent.classname == "player" || self.goalcurrent.classname == "droppedweapon")
679 navigation_poproute();
682 evadeobstacle = normalize(self.velocity) * -1;
691 makevectors(self.v_angle_y * '0 1 0');
693 if(evadeobstacle!='0 0 0'||evadelava!='0 0 0')
694 self.aistatus |= AI_STATUS_DANGER_AHEAD;
697 dodge = havocbot_dodge();
698 dodge = dodge * bound(0,3+skill*0.1,1);
699 evadelava = evadelava * bound(1,3-skill,3); //Noobs fear lava a lot and take more distance from it
700 traceline(self.origin, self.enemy.origin, TRUE, world);
701 if(trace_ent.classname == "player")
702 dir = dir * bound(0,skill/7,1);
704 dir = normalize(dir + dodge + evadeobstacle + evadelava);
705 // self.bot_dodgevector = dir;
706 // self.bot_dodgevector_jumpbutton = self.BUTTON_JUMP;
709 if(time < self.ladder_time)
711 if(self.goalcurrent.origin_z + self.goalcurrent.mins_z > self.origin_z + self.mins_z)
713 if(self.origin_z + self.mins_z < self.ladder_entity.origin_z + self.ladder_entity.maxs_z)
718 if(self.origin_z + self.mins_z > self.ladder_entity.origin_z + self.ladder_entity.mins_z)
723 //dir = self.bot_dodgevector;
724 //if (self.bot_dodgevector_jumpbutton)
725 // self.BUTTON_JUMP = 1;
726 self.movement_x = dir * v_forward * maxspeed;
727 self.movement_y = dir * v_right * maxspeed;
728 self.movement_z = dir * v_up * maxspeed;
730 // Emulate keyboard interface
732 havocbot_keyboard_movement(destorg);
735 // if(self.aistatus & AI_STATUS_ROAMING)
736 if(skill >= cvar("bot_ai_bunnyhop_skilloffset"))
737 havocbot_bunnyhop(dir);
739 if ((dir * v_up) >= cvar("sv_jumpvelocity")*0.5 && (self.flags & FL_ONGROUND)) self.BUTTON_JUMP=1;
740 if (((dodge * v_up) > 0) && random()*frametime >= 0.2*bound(0,(10-skill)*0.1,1)) self.BUTTON_JUMP=TRUE;
741 if (((dodge * v_up) < 0) && random()*frametime >= 0.5*bound(0,(10-skill)*0.1,1)) self.havocbot_ducktime=time+0.3/bound(0.1,skill,10);
744 .float havocbot_chooseenemy_finished;
745 .float havocbot_stickenemy;
746 void havocbot_chooseenemy()
748 local entity head, best, head2;
749 local float rating, bestrating, i, f;
751 if (cvar("bot_nofire") || IS_INDEPENDENT_PLAYER(self))
758 if (!bot_shouldattack(self.enemy))
760 // enemy died or something, find a new target
762 self.havocbot_chooseenemy_finished = time;
764 else if (self.havocbot_stickenemy)
766 // tracking last chosen enemy
767 // if enemy is visible
768 // and not really really far away
769 // and we're not severely injured
770 // then keep tracking for a half second into the future
771 traceline(self.origin+self.view_ofs, self.enemy.origin+self.enemy.view_ofs*0.5,FALSE,world);
772 if (trace_ent == self.enemy || trace_fraction == 1)
773 if (vlen(self.enemy.origin - self.origin) < 1000)
774 if (self.health > 30)
776 // remain tracking him for a shot while (case he went after a small corner or pilar
777 self.havocbot_chooseenemy_finished = time + cvar("bot_ai_enemydetectioninterval");
780 // enemy isn't visible, or is far away, or we're injured severely
781 // so stop preferring this enemy
782 // (it will still take a half second until a new one is chosen)
783 self.havocbot_stickenemy = 0;
786 if (time < self.havocbot_chooseenemy_finished)
788 self.havocbot_chooseenemy_finished = time + cvar("bot_ai_enemydetectioninterval");
789 eye = self.origin + self.view_ofs;
791 bestrating = 100000000;
792 head = head2 = findchainfloat(bot_attack, TRUE);
794 // Search for enemies, if no enemy can be seen directly try to look through transparent objects
799 v = (head.absmin + head.absmax) * 0.5;
800 rating = vlen(v - eye);
801 if (rating<cvar("bot_ai_enemydetectionradius"))
802 if (bestrating > rating)
803 if (bot_shouldattack(head))
805 traceline(eye, v, TRUE, self);
806 if (trace_ent == head || trace_fraction >= 1)
815 // I want to do a second scan if no enemy was found or I don't have weapons
816 // TODO: Perform the scan when using the rifle (requires changes on the rifle code)
817 if(best || self.weapons) // || self.weapon == WEP_CAMPINGRIFLE
822 // Set flags to see through transparent objects
823 f = self.dphitcontentsmask;
824 self.dphitcontentsmask = DPCONTENTS_OPAQUE;
830 // Restore hit flags if needed
832 self.dphitcontentsmask = f;
835 self.havocbot_stickenemy = TRUE;
838 .float bot_chooseweapontime;
839 float(entity e) w_getbestweapon;
840 void havocbot_chooseweapon()
845 if(g_weaponarena == WEPBIT_TUBA)
847 self.switchweapon = WEP_TUBA;
851 // TODO: clean this up by moving it to weapon code
852 if(self.enemy==world)
854 // If no weapon was chosen get the first available weapon
856 for(i=WEP_LASER + 1; i < WEP_COUNT ; ++i)
858 if(client_hasweapon(self, i, TRUE, FALSE))
860 self.switchweapon = i;
867 // Do not change weapon during the next second after a combo
868 i = time - self.lastcombotime;
872 // Workaround for rifle reloading (..)
873 if(self.weapon == WEP_CAMPINGRIFLE)
874 if(i < cvar("g_balance_campingrifle_reloadtime") + 1)
878 local float rocket ; rocket =-1000;
879 local float nex ; nex =-1000;
880 local float hagar ; hagar =-1000;
881 local float grenade ; grenade =-1000;
882 local float electro ; electro =-1000;
883 local float crylink ; crylink =-1000;
884 local float uzi ; uzi =-1000;
885 local float shotgun ; shotgun =-1000;
886 local float campingrifle ; campingrifle =-1000;
887 local float laser ; laser =-1000;
888 local float minstanex ; minstanex =-1000;
889 local float bestscore; bestscore = 0;
890 local float bestweapon; bestweapon=self.switchweapon;
891 local float distance; distance=bound(10,vlen(self.origin-self.enemy.origin)-200,10000);
892 local float maxdelaytime=0.5;
893 local float spreadpenalty=10;
895 // Should it do a weapon combo?
896 local float af, ct, combo_time, combo;
898 af = ATTACK_FINISHED(self);
899 ct = cvar("bot_ai_weapon_combo_threshold");
901 // Bots with no skill will be 4 times more slower than "godlike" bots when doing weapon combos
902 // Ideally this 4 should be calculated as longest_weapon_refire / bot_ai_weapon_combo_threshold
903 combo_time = time + ct + (ct * ((-0.3*skill)+3));
907 if(cvar("bot_ai_weapon_combo"))
908 if(self.weapon == self.lastfiredweapon)
912 self.lastcombotime = time;
915 // Custom weapon list based on distance to the enemy
916 if(bot_custom_weapon){
918 // Choose weapons for far distance
919 if ( distance > bot_distance_far ) {
920 for(i=0; i < WEP_COUNT && bot_weapons_far[i] != -1 ; ++i){
921 w = bot_weapons_far[i];
922 if ( client_hasweapon(self, w, TRUE, FALSE) ){
923 if ( self.weapon == w && combo)
925 self.switchweapon = w;
931 // Choose weapons for mid distance
932 if ( distance > bot_distance_close ) {
933 for(i=0; i < WEP_COUNT && bot_weapons_mid[i] != -1 ; ++i){
934 w = bot_weapons_mid[i];
935 if ( client_hasweapon(self, w, TRUE, FALSE) ){
936 if ( self.weapon == w && combo)
938 self.switchweapon = w;
944 // Choose weapons for close distance
945 for(i=0; i < WEP_COUNT && bot_weapons_close[i] != -1 ; ++i){
946 w = bot_weapons_close[i];
947 if ( client_hasweapon(self, w, TRUE, FALSE) ){
948 if ( self.weapon == w && combo)
950 self.switchweapon = w;
957 // TODO: This disabled code is not working well and got replaced by custom weapon priorities.
958 // However, this logic should be refactored and moved to weapons code so each new weapon can be
959 // evaluated dynamically by bots without updating the "ai" or config files. --mand1nga
960 float s, distancefromfloor, currentscore;
964 // (Damage/Sec * Weapon spefic change to get that damage)
965 // *(Time to get to target * weapon specfic hitchange bonus) / (in a time of maxdelaytime)
966 // *(Spread change of hit) // if it applies
967 // *(Penality for target beeing in air)
970 traceline(self.enemy.origin,self.enemy.origin-'0 0 1000',TRUE,world);
971 distancefromfloor = self.enemy.origin_z - trace_endpos_z;
973 if (client_hasweapon(self, WEP_MINSTANEX, TRUE, FALSE))
974 minstanex = (1000/cvar("g_balance_minstanex_refire")*1.0)
977 if (client_hasweapon(self, WEP_ROCKET_LAUNCHER, TRUE, FALSE) &&
978 !( cvar("bot_ai_weapon_combo") && self.weapon == WEP_ROCKET_LAUNCHER &&
982 rocket = (cvar("g_balance_rocketlauncher_damage")/cvar("g_balance_rocketlauncher_refire")*0.75)
983 * bound(0,(cvar("g_balance_rocketlauncher_speed")/distance*maxdelaytime),1)*1.5;
985 if (client_hasweapon(self, WEP_NEX, TRUE, FALSE) &&
986 !( cvar("bot_ai_weapon_combo") && self.weapon == WEP_NEX &&
990 nex = (cvar("g_balance_nex_damage")/cvar("g_balance_nex_refire")*1.0)
993 if (client_hasweapon(self, WEP_HAGAR, TRUE, FALSE) ) // &&
994 // !( cvar("bot_ai_weapon_combo") && self.weapon == WEP_HAGAR && time < self.bot_lastshot + cvar("g_balance_hagar_primary_refire") ))
995 hagar = (cvar("g_balance_hagar_primary_damage")/cvar("g_balance_hagar_primary_refire")*1.0)
996 * bound(0,(cvar("g_balance_hagar_primary_speed")/distance*maxdelaytime),1)*0.2;
998 if (client_hasweapon(self, WEP_GRENADE_LAUNCHER, TRUE, FALSE) &&
1000 cvar("bot_ai_weapon_combo") && self.weapon == WEP_GRENADE_LAUNCHER &&
1004 grenade = (cvar("g_balance_grenadelauncher_primary_damage")/cvar("g_balance_grenadelauncher_primary_refire")*1.0)
1005 * bound(0,(cvar("g_balance_grenadelauncher_primary_speed")/distance*maxdelaytime),1)*1.1;
1007 if (client_hasweapon(self, WEP_ELECTRO, TRUE, FALSE) &&
1008 !( cvar("bot_ai_weapon_combo") && self.weapon == WEP_ELECTRO &&
1012 electro = (cvar("g_balance_electro_primary_damage")/cvar("g_balance_electro_primary_refire")*0.75)
1013 * bound(0,(cvar("g_balance_electro_primary_speed")/distance*maxdelaytime),1)*1.0;
1015 if (client_hasweapon(self, WEP_CRYLINK, TRUE, FALSE) ) // &&
1016 // !( self.weapon == WEP_CRYLINK && time < self.bot_lastshot + cvar("g_balance_crylink_primary_refire") ))
1017 crylink = (cvar("g_balance_crylink_primary_damage")/cvar("g_balance_crylink_primary_refire")*1.0)
1018 * bound(0,(cvar("g_balance_crylink_primary_speed")/distance*maxdelaytime),1)*(64/(32+cvar("g_balance_crylink_primary_spread")*distance))*1.0;
1020 if (client_hasweapon(self, WEP_UZI, TRUE, FALSE) ) // &&
1021 // !( self.weapon == WEP_UZI && time < self.bot_lastshot + cvar("g_balance_uzi_sustained_refire") ))
1022 uzi = (cvar("g_balance_uzi_sustained_damage")/cvar("g_balance_uzi_sustained_refire")*1.0)
1023 * bound(0,32/(32+cvar("g_balance_uzi_sustained_spread")*distance),1);
1025 if (client_hasweapon(self, WEP_SHOTGUN, TRUE, FALSE) &&
1026 !( cvar("bot_ai_weapon_combo") && self.weapon == WEP_SHOTGUN &&
1030 shotgun = (cvar("g_balance_shotgun_primary_damage")*cvar("g_balance_shotgun_primary_bullets")/cvar("g_balance_shotgun_primary_refire")*1.0)
1031 * bound(0,32/(32+cvar("g_balance_shotgun_primary_spread")*distance),1);
1033 if (client_hasweapon(self, WEP_LASER, FALSE, FALSE) &&
1034 !( cvar("bot_ai_weapon_combo") && self.weapon == WEP_LASER &&
1038 laser = (cvar("g_balance_laser_primary_damage")/cvar("g_balance_laser_primary_refire")*1.0)
1039 * bound(0,cvar("g_balance_laser_primary_speed")/distance*maxdelaytime,1);
1041 if((self.enemy.flags & FL_ONGROUND)==FALSE){
1042 rocket = rocket * (1.5-bound(0, distancefromfloor/cvar("g_balance_rocketlauncher_radius" ),0.9)); //slight bigger change
1043 grenade = grenade * (1.5-bound(0,distancefromfloor/cvar("g_balance_grenadelauncher_primary_radius"),0.95));
1044 electro = electro * (1.5-bound(0,distancefromfloor/cvar("g_balance_electro_primary_radius" ),0.95));
1045 laser = laser * (1.5-bound(0,distancefromfloor/cvar("g_balance_laser_primary_radius" ),0.95));
1048 dprint("Floor distance: ",ftos(distancefromfloor),"\n");
1049 dprint("Rocket: " , ftos(rocket ), "\n");
1050 dprint("Nex: " , ftos(nex ), "\n");
1051 dprint("Hagar: " , ftos(hagar ), "\n");
1052 dprint("Grenade: ", ftos(grenade ), "\n");
1053 dprint("Electro: ", ftos(electro ), "\n");
1054 dprint("Crylink: ", ftos(crylink ), "\n");
1055 dprint("Uzi: " , ftos(uzi ), "\n");
1056 dprint("Shotgun :", ftos(shotgun ), "\n");
1057 dprint("Laser :", ftos(laser ), "\n\n");
1060 w = WEP_MINSTANEX ;s = minstanex;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
1061 w = WEP_ROCKET_LAUNCHER ;s = rocket ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
1062 w = WEP_NEX ;s = nex ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
1063 w = WEP_HAGAR ;s = hagar ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
1064 w = WEP_GRENADE_LAUNCHER ;s = grenade ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
1065 w = WEP_ELECTRO ;s = electro ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
1066 w = WEP_CRYLINK ;s = crylink ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
1067 w = WEP_UZI ;s = uzi ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
1068 w = WEP_SHOTGUN ;s = shotgun ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
1069 w = WEP_LASER ;s = laser ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
1071 // switch if the best weapon would provide a significant damage increase
1072 if (bestscore > currentscore*1.5){
1073 self.switchweapon = bestweapon;
1075 // buys time for detonating the rocket. not tested yet
1076 if ( cvar("bot_ai_weapon_combo") && bestweapon == WEP_ROCKET_LAUNCHER )
1077 self.bot_chooseweapontime += (distance / cvar("g_balance_rocketlauncher_speed"));
1085 local vector selfvel, enemyvel;
1086 // if(self.flags & FL_INWATER)
1088 if (time < self.nextaim)
1090 self.nextaim = time + 0.1;
1091 selfvel = self.velocity;
1092 if (!self.waterlevel)
1096 enemyvel = self.enemy.velocity;
1097 if (!self.enemy.waterlevel)
1099 lag_additem(time + self.ping, 0, 0, self.enemy, self.origin, selfvel, self.enemy.origin, enemyvel);
1102 lag_additem(time + self.ping, 0, 0, world, self.origin, selfvel, self.goalcurrent.origin, '0 0 0');
1111 if(bot_execute_commands())
1114 if (bot_strategytoken == self)
1115 if (!bot_strategytoken_taken)
1117 if(self.havocbot_blockhead)
1119 self.havocbot_blockhead = FALSE;
1123 self.havocbot_role();
1126 // TODO: tracewalk() should take care of this job (better path finding under water)
1127 // if we don't have a goal and we're under water look for a waypoint near the "shore" and push it
1128 if(self.deadflag != DEAD_NO)
1129 if(self.goalcurrent==world)
1130 if(self.waterlevel==WATERLEVEL_SWIMMING || self.aistatus & AI_STATUS_OUT_WATER)
1132 // Look for the closest waypoint out of water
1133 local entity newgoal, head;
1134 local float bestdistance, distance;
1137 bestdistance = 10000;
1138 for (head = findchain(classname, "waypoint"); head; head = head.chain)
1140 distance = vlen(head.origin - self.origin);
1144 if(head.origin_z < self.origin_z)
1147 if(head.origin_z - self.origin_z - self.view_ofs_z > 100)
1150 if (pointcontents(head.origin + head.maxs + '0 0 1') != CONTENT_EMPTY)
1153 traceline(self.origin + self.view_ofs , head.origin, TRUE, head);
1155 if(trace_fraction<1)
1158 if(distance<bestdistance)
1161 bestdistance = distance;
1167 // te_wizspike(newgoal.origin);
1168 navigation_pushroute(newgoal);
1172 // token has been used this frame
1173 bot_strategytoken_taken = TRUE;
1176 if(self.deadflag != DEAD_NO)
1179 havocbot_chooseenemy();
1180 if (self.bot_chooseweapontime < time )
1182 self.bot_chooseweapontime = time + cvar("bot_ai_chooseweaponinterval");
1183 havocbot_chooseweapon();
1187 if (self.bot_aimtarg)
1189 self.aistatus |= AI_STATUS_ATTACKING;
1190 self.aistatus &~= AI_STATUS_ROAMING;
1194 weapon_action(self.weapon, WR_AIM);
1195 if (cvar("bot_nofire") || IS_INDEPENDENT_PLAYER(self))
1197 self.BUTTON_ATCK = FALSE;
1198 self.BUTTON_ATCK2 = FALSE;
1202 if(self.BUTTON_ATCK||self.BUTTON_ATCK2)
1203 self.lastfiredweapon = self.weapon;
1208 if(self.bot_aimtarg.classname=="player")
1209 bot_aimdir(self.bot_aimtarg.origin + self.bot_aimtarg.view_ofs - self.origin - self.view_ofs , -1);
1212 else if (self.goalcurrent)
1214 self.aistatus |= AI_STATUS_ROAMING;
1215 self.aistatus &~= AI_STATUS_ATTACKING;
1217 local vector now,v,next;//,heading;
1218 local float aimdistance,skillblend,distanceblend,blend;
1219 next = now = self.goalcurrent.origin - (self.origin + self.view_ofs);
1220 aimdistance = vlen(now);
1221 //heading = self.velocity;
1222 //dprint(self.goalstack01.classname,etos(self.goalstack01),"\n");
1224 self.goalstack01 != self && self.goalstack01 != world && self.aistatus & AI_STATUS_RUNNING == 0 &&
1225 !(self.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
1227 next = self.goalstack01.origin - (self.origin + self.view_ofs);
1229 skillblend=bound(0,(skill-2.5)*0.5,1); //lower skill player can't preturn
1230 distanceblend=bound(0,aimdistance/cvar("bot_ai_keyboard_distance"),1);
1231 blend = skillblend * (1-distanceblend);
1232 //v = (now * (distanceblend) + next * (1-distanceblend)) * (skillblend) + now * (1-skillblend);
1233 //v = now * (distanceblend) * (skillblend) + next * (1-distanceblend) * (skillblend) + now * (1-skillblend);
1234 //v = now * ((1-skillblend) + (distanceblend) * (skillblend)) + next * (1-distanceblend) * (skillblend);
1235 v = now + blend * (next - now);
1236 //dprint(etos(self), " ");
1237 //dprint(vtos(now), ":", vtos(next), "=", vtos(v), " (blend ", ftos(blend), ")\n");
1238 //v = now * (distanceblend) + next * (1-distanceblend);
1239 if (self.waterlevel < WATERLEVEL_SWIMMING)
1241 //dprint("walk at:", vtos(v), "\n");
1242 //te_lightning2(world, self.origin, self.goalcurrent.origin);
1245 havocbot_movetogoal();
1248 .entity havocbot_personal_waypoint;
1249 .float havocbot_personal_waypoint_searchtime;
1250 float havocbot_moveto_refresh_route()
1252 // Refresh path to goal if necessary
1254 wp = self.havocbot_personal_waypoint;
1255 navigation_goalrating_start();
1256 navigation_routerating(wp, 10000, 10000);
1257 navigation_goalrating_end();
1258 return self.navigation_hasgoals;
1261 .float havocbot_personal_waypoint_failcounter;
1262 float havocbot_moveto(vector pos)
1266 if(self.aistatus & AI_STATUS_WAYPOINT_PERSONAL_GOING)
1268 // Step 4: Move to waypoint
1269 if(self.havocbot_personal_waypoint==world)
1271 dprint("Error: ", self.netname, " trying to walk to a non existent personal waypoint\n");
1272 self.aistatus &~= AI_STATUS_WAYPOINT_PERSONAL_GOING;
1273 return CMD_STATUS_ERROR;
1276 if (!bot_strategytoken_taken)
1277 if(self.havocbot_personal_waypoint_searchtime<time)
1279 bot_strategytoken_taken = TRUE;
1280 if(havocbot_moveto_refresh_route())
1282 dprint(self.netname, " walking to its personal waypoint (after ", ftos(self.havocbot_personal_waypoint_failcounter), " failed attempts)\n");
1283 self.havocbot_personal_waypoint_searchtime = time + 10;
1284 self.havocbot_personal_waypoint_failcounter = 0;
1288 self.havocbot_personal_waypoint_failcounter += 1;
1289 self.havocbot_personal_waypoint_searchtime = time + 2;
1290 if(self.havocbot_personal_waypoint_failcounter >= 30)
1292 dprint("Warning: can't walk to the personal waypoint located at ", vtos(self.havocbot_personal_waypoint.origin),"\n");
1293 self.aistatus &~= AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1294 remove(self.havocbot_personal_waypoint);
1295 return CMD_STATUS_ERROR;
1298 dprint(self.netname, " can't walk to its personal waypoint (after ", ftos(self.havocbot_personal_waypoint_failcounter), " failed attempts), trying later\n");
1302 #ifdef DEBUG_BOT_GOALSTACK
1307 local vector dir = self.goalcurrent.origin - (self.origin + self.view_ofs);
1309 bot_aimdir(dir, -1);
1312 havocbot_movetogoal();
1314 if(self.aistatus & AI_STATUS_WAYPOINT_PERSONAL_REACHED)
1316 // Step 5: Waypoint reached
1317 dprint(self.netname, "'s personal waypoint reached\n");
1318 remove(self.havocbot_personal_waypoint);
1319 self.aistatus &~= AI_STATUS_WAYPOINT_PERSONAL_REACHED;
1320 return CMD_STATUS_FINISHED;
1323 return CMD_STATUS_EXECUTING;
1326 // Step 2: Linking waypoint
1327 if(self.aistatus & AI_STATUS_WAYPOINT_PERSONAL_LINKING)
1329 // Wait until it is linked
1330 if(!self.havocbot_personal_waypoint.wplinked)
1332 dprint(self.netname, " waiting for personal waypoint to be linked\n");
1333 return CMD_STATUS_EXECUTING;
1336 self.havocbot_personal_waypoint_searchtime = time; // so we set the route next frame
1337 self.aistatus &~= AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1338 self.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_GOING;
1340 // Step 3: Route to waypoint
1341 dprint(self.netname, " walking to its personal waypoint\n");
1343 return CMD_STATUS_EXECUTING;
1346 // Step 1: Spawning waypoint
1347 wp = waypoint_spawnpersonal(pos);
1350 dprint("Error: Can't spawn personal waypoint at ",vtos(pos),"\n");
1351 return CMD_STATUS_ERROR;
1354 self.havocbot_personal_waypoint = wp;
1355 self.havocbot_personal_waypoint_failcounter = 0;
1356 self.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1358 return CMD_STATUS_EXECUTING;
1361 float havocbot_resetgoal()
1363 navigation_clearroute();
1364 return CMD_STATUS_FINISHED;
1367 void havocbot_setupbot()
1369 self.bot_ai = havocbot_ai;
1370 self.cmd_moveto = havocbot_moveto;
1371 self.cmd_resetgoal = havocbot_resetgoal;
1373 // will be updated by think code
1374 //Generate some random skill levels
1375 self.havocbot_keyboardskill=random()-0.5;
1376 havocbot_chooserole();
1380 #ifdef DEBUG_BOT_GOALSTACK
1383 .vector lastposition;
1385 // Debug the goal stack visually
1386 void debuggoalstack()
1388 local entity target;
1391 if(self.goalcounter==0)target=self.goalcurrent;
1392 else if(self.goalcounter==1)target=self.goalstack01;
1393 else if(self.goalcounter==2)target=self.goalstack02;
1394 else if(self.goalcounter==3)target=self.goalstack03;
1395 else if(self.goalcounter==4)target=self.goalstack04;
1396 else if(self.goalcounter==5)target=self.goalstack05;
1397 else if(self.goalcounter==6)target=self.goalstack06;
1398 else if(self.goalcounter==7)target=self.goalstack07;
1399 else if(self.goalcounter==8)target=self.goalstack08;
1400 else if(self.goalcounter==9)target=self.goalstack09;
1401 else if(self.goalcounter==10)target=self.goalstack10;
1402 else if(self.goalcounter==11)target=self.goalstack11;
1403 else if(self.goalcounter==12)target=self.goalstack12;
1404 else if(self.goalcounter==13)target=self.goalstack13;
1405 else if(self.goalcounter==14)target=self.goalstack14;
1406 else if(self.goalcounter==15)target=self.goalstack15;
1407 else if(self.goalcounter==16)target=self.goalstack16;
1408 else if(self.goalcounter==17)target=self.goalstack17;
1409 else if(self.goalcounter==18)target=self.goalstack18;
1410 else if(self.goalcounter==19)target=self.goalstack19;
1411 else if(self.goalcounter==20)target=self.goalstack20;
1412 else if(self.goalcounter==21)target=self.goalstack21;
1413 else if(self.goalcounter==22)target=self.goalstack22;
1414 else if(self.goalcounter==23)target=self.goalstack23;
1415 else if(self.goalcounter==24)target=self.goalstack24;
1416 else if(self.goalcounter==25)target=self.goalstack25;
1417 else if(self.goalcounter==26)target=self.goalstack26;
1418 else if(self.goalcounter==27)target=self.goalstack27;
1419 else if(self.goalcounter==28)target=self.goalstack28;
1420 else if(self.goalcounter==29)target=self.goalstack29;
1421 else if(self.goalcounter==30)target=self.goalstack30;
1422 else if(self.goalcounter==31)target=self.goalstack31;
1426 self.goalcounter = 0;
1427 self.lastposition='0 0 0';
1431 if(self.lastposition=='0 0 0')
1434 org = self.lastposition;
1437 te_lightning2(world, org, target.origin);
1438 self.lastposition = target.origin;