2 void() havocbot_chooserole;
3 .float havocbot_keyboardskill;
4 .float facingwalltime, ignoregoaltime;
7 #ifdef DEBUG_BOT_GOALSTACK
11 vector havocbot_dodge()
13 // LordHavoc: disabled because this is too expensive
17 local vector dodge, v, n;
18 local float danger, bestdanger, vl, d;
21 // check for dangerous objects near bot or approaching bot
22 head = findchainfloat(bot_dodge, TRUE);
25 if (head.owner != self)
27 vl = vlen(head.velocity);
28 if (vl > sv_maxspeed * 0.3)
30 n = normalize(head.velocity);
31 v = self.origin - head.origin;
33 if (d > (0 - head.bot_dodgerating))
34 if (d < (vl * 0.2 + head.bot_dodgerating))
36 // calculate direction and distance from the flight path, by removing the forward axis
37 v = v - (n * (v * n));
38 danger = head.bot_dodgerating - vlen(v);
39 if (bestdanger < danger)
42 // dodge to the side of the object
49 danger = head.bot_dodgerating - vlen(head.origin - self.origin);
50 if (bestdanger < danger)
53 dodge = normalize(self.origin - head.origin);
63 .float havocbot_keyboardtime;
64 .float havocbot_ducktime;
65 .vector havocbot_keyboard;
66 void havocbot_keyboard_movement(vector destorg)
68 local vector keyboard;
69 local float blend, maxspeed;
71 maxspeed = cvar("sv_maxspeed");
73 if (time < self.havocbot_keyboardtime)
76 self.havocbot_keyboardtime =
78 self.havocbot_keyboardtime
79 + bound(0,0.05/(skill+self.havocbot_keyboardskill),0.05)
80 +random()*bound(0,0.025/(skill+self.havocbot_keyboardskill),100)
82 keyboard = self.movement * (1.0 / maxspeed);
84 local float trigger, trigger1;
85 blend = bound(0,skill*0.1,1);
86 trigger = cvar("bot_ai_keyboard_treshold");
87 trigger1 = 0 - trigger;
89 // categorize forward movement
90 // at skill < 1.5 only forward
91 // at skill < 2.5 only individual directions
92 // at skill < 4.5 only individual directions, and forward diagonals
93 // at skill >= 4.5, all cases allowed
94 if (keyboard_x > trigger)
100 else if (keyboard_x < trigger1 && skill > 1.5)
115 if (keyboard_y > trigger)
117 else if (keyboard_y < trigger1)
122 if (keyboard_z > trigger)
124 else if (keyboard_z < trigger1)
129 self.havocbot_keyboard = keyboard * maxspeed;
130 if (self.havocbot_ducktime>time) self.BUTTON_CROUCH=TRUE;
132 keyboard = self.havocbot_keyboard;
133 blend = bound(0,vlen(destorg-self.origin)/cvar("bot_ai_keyboard_distance"),1); // When getting close move with 360 degree
134 //dprint("movement ", vtos(self.movement), " keyboard ", vtos(keyboard), " blend ", ftos(blend), "\n");
135 self.movement = self.movement + (keyboard - self.movement) * blend;
138 .entity bot_lastseengoal;
139 .float bot_timelastseengoal;
140 .float bot_canruntogoal;
141 void havocbot_bunnyhop(vector dir)
143 local float distance;
144 local vector deviation;
146 if(self.goalcurrent.classname == "player")
149 if(self.aistatus & AI_STATUS_DANGER_AHEAD)
152 if(self.bot_lastseengoal != self.goalcurrent && !(self.aistatus & AI_STATUS_RUNNING))
154 self.bot_canruntogoal = 0;
155 self.bot_timelastseengoal = 0;
158 distance = vlen(self.origin - self.goalcurrent.origin);
160 // Run only to visible goals
161 traceline(self.origin + self.view_ofs , self.goalcurrent.origin, TRUE, world);
162 if(self.flags & FL_ONGROUND)
163 if(trace_fraction == 1)
165 self.bot_lastseengoal = self.goalcurrent;
168 if(self.bot_timelastseengoal)
170 // for a period of time
171 if(time - self.bot_timelastseengoal > cvar("bot_ai_bunnyhop_firstjumpdelay"))
173 local float checkdistance;
174 checkdistance = TRUE;
176 // don't run if it is too close
177 if(self.bot_canruntogoal==0)
179 if(distance > cvar("bot_ai_bunnyhop_startdistance"))
180 self.bot_canruntogoal = 1;
182 self.bot_canruntogoal = -1;
185 if(self.bot_canruntogoal != 1)
188 if(self.aistatus & AI_STATUS_ROAMING)
189 if(self.goalcurrent.classname=="waypoint")
190 if(fabs(self.goalcurrent.origin_z - self.origin_z) < self.maxs_z - self.mins_z)
191 if(self.goalstack01!=world)
193 deviation = self.goalstack01.origin - (self.origin + self.view_ofs);
194 deviation = vectoangles(deviation) - self.v_angle;
195 while (deviation_y < -180) deviation_y = deviation_y + 360;
196 while (deviation_y > 180) deviation_y = deviation_y - 360;
198 if(deviation_y < 20 && deviation_y > -20)
199 if(distance < vlen(self.origin - self.goalstack01.origin))
200 if(fabs(self.goalstack01.origin_z - self.goalcurrent.origin_z) < self.maxs_z - self.mins_z)
202 traceline(self.origin + self.view_ofs , self.goalstack01.origin, TRUE, world);
203 if(trace_fraction==1)
205 checkdistance = FALSE;
212 self.aistatus &~= AI_STATUS_RUNNING;
213 if(distance > cvar("bot_ai_bunnyhop_stopdistance"))
214 self.BUTTON_JUMP = TRUE;
218 self.aistatus |= AI_STATUS_RUNNING;
219 self.BUTTON_JUMP = TRUE;
225 self.bot_timelastseengoal = time;
230 self.bot_timelastseengoal = 0;
233 // Release jump button
234 if(self.flags & FL_ONGROUND == 0)
236 if(self.velocity_z < 0)
237 self.BUTTON_JUMP = FALSE;
240 local float maxspeed;
241 maxspeed = cvar("sv_maxspeed");
243 if(self.aistatus & AI_STATUS_RUNNING)
244 if(vlen(self.velocity)>maxspeed)
246 deviation = vectoangles(dir) - self.v_angle;
247 while (deviation_y < -180) deviation_y = deviation_y + 360;
248 while (deviation_y > 180) deviation_y = deviation_y - 360;
250 if ( deviation_y > 2 )
251 self.movement_y = maxspeed;
252 if ( deviation_y < -2 )
253 self.movement_y = maxspeed * -1;
258 //.float havocbotignoretime;
259 //.vector bot_dodgevector;
260 //.float bot_dodgevector_time;
261 //.float bot_dodgevector_jumpbutton;
262 void havocbot_movetogoal()
264 local vector destorg;
267 local vector flatdir;
270 local vector evadeobstacle;
271 local vector evadelava;
273 local float maxspeed;
276 //if (self.goalentity)
277 // te_lightning2(self, self.origin, (self.goalentity.absmin + self.goalentity.absmax) * 0.5);
278 self.movement = '0 0 0';
279 maxspeed = cvar("sv_maxspeed");
281 if(self.jumppadcount)
283 if(self.flags & FL_ONGROUND)
284 self.jumppadcount = FALSE;
289 if (self.goalcurrent == world)
292 navigation_poptouchedgoals();
293 if (self.goalcurrent == world)
295 if(self.alternativegoal==world)
297 // ran out of goals, rethink strategy as soon as possible
298 self.bot_strategytime = 0;
301 // try to use the alternative goal
302 navigation_findnearestwaypoint(self.alternativegoal, TRUE);
303 navigation_routetogoal(self.alternativegoal);
304 self.alternativegoal = world;
308 #ifdef DEBUG_BOT_GOALSTACK
312 m1 = self.goalcurrent.origin + self.goalcurrent.mins;
313 m2 = self.goalcurrent.origin + self.goalcurrent.maxs;
314 destorg = self.origin;
315 destorg_x = bound(m1_x, destorg_x, m2_x);
316 destorg_y = bound(m1_y, destorg_y, m2_y);
317 destorg_z = bound(m1_z, destorg_z, m2_z);
318 diff = destorg - self.origin;
320 dir = normalize(diff);
321 flatdir = diff;flatdir_z = 0;
322 flatdir = normalize(flatdir);
324 //if (self.bot_dodgevector_time < time)
326 // self.bot_dodgevector_time = time + cvar("bot_ai_dodgeupdateinterval");
327 // self.bot_dodgevector_jumpbutton = 1;
328 evadeobstacle = '0 0 0';
332 makevectors(self.v_angle);
333 self.BUTTON_JUMP = TRUE;
338 // jump if going toward an obstacle that doesn't look like stairs we
339 // can walk up directly
340 tracebox(self.origin, self.mins, self.maxs, self.origin + self.velocity * 0.2, FALSE, self);
341 if (trace_fraction < 1)
342 if (trace_plane_normal_z < 0.7)
345 tracebox(self.origin + '0 0 16', self.mins, self.maxs, self.origin + self.velocity * 0.2 + '0 0 16', FALSE, self);
346 if (trace_fraction < s + 0.01)
347 if (trace_plane_normal_z < 0.7)
350 tracebox(self.origin + '0 0 48', self.mins, self.maxs, self.origin + self.velocity * 0.2 + '0 0 48', FALSE, self);
351 if (trace_fraction > s)
352 self.BUTTON_JUMP = 1;
356 // avoiding dangers and obstacles
357 // TODO: don't make this check every frame
358 local vector dst_ahead, dst_down;
359 dst_ahead = self.origin + self.view_ofs + (self.velocity * 0.32);
360 dst_down = dst_ahead + '0 0 -1500';
362 traceline(self.origin + self.view_ofs , dst_ahead, TRUE, world);
364 // Check head-banging against walls
365 if(vlen(self.origin + self.view_ofs - trace_endpos) < 2)
367 if(self.facingwalltime && time > self.facingwalltime)
369 self.ignoregoal = self.goalcurrent;
370 self.ignoregoaltime = time + cvar("bot_ai_ignoregoal_timeout");
371 navigation_poproute();
375 self.facingwalltime = time + 0.05;
380 self.facingwalltime = 0;
382 if(self.ignoregoal != world && time > self.ignoregoaltime)
384 self.ignoregoal = world;
385 self.ignoregoaltime = 0;
389 // Check for water/slime/lava and edges
390 self.aistatus &~= AI_STATUS_DANGER_AHEAD;
391 if(trace_fraction == 1){
392 traceline(dst_ahead , dst_down, TRUE, world);
393 // te_lightning2(world, self.origin, dst_ahead); // Draw "ahead" look
394 s = pointcontents(trace_endpos + '0 0 1');
395 if (s != CONTENT_SOLID)
396 if (s == CONTENT_LAVA || s == CONTENT_SLIME)
397 evadelava = normalize(self.velocity) * -1;
398 else if (s == CONTENT_SKY)
399 evadeobstacle = normalize(self.velocity) * -1;
400 else if (tracebox_hits_trigger_hurt(dst_ahead, self.mins, self.maxs, trace_endpos))
402 // te_lightning2(world, dst_ahead, dst_down); // Draw "downwards" look
403 // if ain't a safe goal with "holes" (like the soylent jumpad)
404 if(!boxesoverlap(dst_ahead - self.view_ofs + self.mins, dst_ahead - self.view_ofs + self.maxs,
405 self.goalcurrent.absmin, self.goalcurrent.absmax))
407 // Remove dangerous dynamic goals from stack
408 if (self.goalcurrent.classname == "player" || self.goalcurrent.classname == "droppedweapon")
409 navigation_poproute();
412 evadeobstacle = normalize(self.velocity) * -1;
420 makevectors(self.v_angle_y * '0 1 0');
422 if(evadeobstacle!='0 0 0'||evadelava!='0 0 0')
423 self.aistatus |= AI_STATUS_DANGER_AHEAD;
426 dodge = havocbot_dodge();
427 dodge = dodge * bound(0,3+skill*0.1,1);
428 evadelava = evadelava * bound(1,3-skill,3); //Noobs fear lava a lot and take more distance from it
429 traceline(self.origin, self.enemy.origin, TRUE, world);
430 if(trace_ent.classname == "player")
431 dir = dir * bound(0,skill/7,1);
433 dir = normalize(dir + dodge + evadeobstacle + evadelava);
434 // self.bot_dodgevector = dir;
435 // self.bot_dodgevector_jumpbutton = self.BUTTON_JUMP;
438 //dir = self.bot_dodgevector;
439 //if (self.bot_dodgevector_jumpbutton)
440 // self.BUTTON_JUMP = 1;
441 self.movement_x = dir * v_forward * maxspeed;
442 self.movement_y = dir * v_right * maxspeed;
443 self.movement_z = dir * v_up * maxspeed;
445 // Emulate keyboard interface
447 havocbot_keyboard_movement(destorg);
450 // if(self.aistatus & AI_STATUS_ROAMING)
451 if(skill >= cvar("bot_ai_bunnyhop_skilloffset"))
452 havocbot_bunnyhop(dir);
454 if ((dir * v_up) >= cvar("sv_jumpvelocity")*0.5 && (self.flags & FL_ONGROUND)) self.BUTTON_JUMP=1;
455 if (((dodge * v_up) > 0) && random()*frametime >= 0.2*bound(0,(10-skill)*0.1,1)) self.BUTTON_JUMP=TRUE;
456 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);
459 .float havocbot_chooseenemy_finished;
460 .float havocbot_stickenemy;
461 void havocbot_chooseenemy()
463 local entity head, best;
464 local float rating, bestrating;
466 if (cvar("bot_nofire") || IS_INDEPENDENT_PLAYER(self))
473 if (!bot_shouldattack(self.enemy))
475 // enemy died or something, find a new target
477 self.havocbot_chooseenemy_finished = time;
479 else if (self.havocbot_stickenemy)
481 // tracking last chosen enemy
482 // if enemy is visible
483 // and not really really far away
484 // and we're not severely injured
485 // then keep tracking for a half second into the future
486 traceline(self.origin+self.view_ofs, self.enemy.origin+self.enemy.view_ofs*0.5,FALSE,world);
487 if (trace_ent == self.enemy || trace_fraction == 1)
488 if (vlen(self.enemy.origin - self.origin) < 1000)
489 if (self.health > 30)
491 // remain tracking him for a shot while (case he went after a small corner or pilar
492 self.havocbot_chooseenemy_finished = time + cvar("bot_ai_enemydetectioninterval");
495 // enemy isn't visible, or is far away, or we're injured severely
496 // so stop preferring this enemy
497 // (it will still take a half second until a new one is chosen)
498 self.havocbot_stickenemy = 0;
501 if (time < self.havocbot_chooseenemy_finished)
503 self.havocbot_chooseenemy_finished = time + cvar("bot_ai_enemydetectioninterval");
504 eye = (self.origin + self.view_ofs);
506 bestrating = 100000000;
507 head = findchainfloat(bot_attack, TRUE);
510 v = (head.absmin + head.absmax) * 0.5;
511 rating = vlen(v - eye);
512 if (bestrating > rating)
513 if (bot_shouldattack(head))
515 traceline(eye, v, TRUE, self);
516 if (trace_ent == head || trace_fraction >= 1)
525 self.havocbot_stickenemy = TRUE;
528 .float bot_chooseweapontime;
529 float(entity e) w_getbestweapon;
530 void havocbot_chooseweapon()
532 // TODO: clean this up by moving it to weapon code
533 if(self.enemy.classname!="player")
535 self.switchweapon = w_getbestweapon(self);
540 local float rocket ; rocket =-1000;
541 local float nex ; nex =-1000;
542 local float hagar ; hagar =-1000;
543 local float grenade ; grenade =-1000;
544 local float electro ; electro =-1000;
545 local float crylink ; crylink =-1000;
546 local float uzi ; uzi =-1000;
547 local float shotgun ; shotgun =-1000;
548 local float campingrifle ; campingrifle =-1000;
549 local float laser ; laser =-1000;
550 local float minstanex ; minstanex =-1000;
551 local float currentscore;
552 local float bestscore; bestscore = 0;
553 local float bestweapon; bestweapon=self.switchweapon;
554 local float distance; distance=bound(10,vlen(self.origin-self.enemy.origin)-200,10000);
555 local float maxdelaytime=0.5;
556 local float spreadpenalty=10;
557 local float distancefromfloor;
559 local float af, ct, combo_time;
561 traceline(self.enemy.origin,self.enemy.origin-'0 0 1000',TRUE,world);
562 distancefromfloor = self.enemy.origin_z - trace_endpos_z;
564 af = ATTACK_FINISHED(self);
565 ct = cvar("bot_ai_weapon_combo_threshold");
567 // Bots with no skill will be 4 times more slower than "godlike" bots when doing weapon combos
568 // Ideally this 4 should be calculated as longest_weapon_refire / bot_ai_weapon_combo_threshold
569 combo_time = time + ct + (ct * ((-0.3*skill)+3));
571 // Custom weapon list based on distance to the enemy
572 local float i; i = 0;
573 if(bot_custom_weapon){
575 // Choose weapons for far distance
576 if ( distance > bot_distance_far ) {
577 for(i=0; i < WEP_LAST && bot_weapons_far[i] != -1 ; ++i){
578 w = bot_weapons_far[i];
579 if ( client_hasweapon(self, w, TRUE, FALSE) ){
580 if ( self.weapon == w){
581 if( cvar("bot_ai_weapon_combo") && af > combo_time)
584 self.switchweapon = w;
591 // Choose weapons for mid distance
592 if ( distance > bot_distance_close ) {
593 for(i=0; i < WEP_LAST && bot_weapons_mid[i] != -1 ; ++i){
594 w = bot_weapons_mid[i];
595 if ( client_hasweapon(self, w, TRUE, FALSE) ){
596 if ( self.weapon == w){
597 if( cvar("bot_ai_weapon_combo") && af > combo_time)
600 self.switchweapon = w;
607 // Choose weapons for close distance
608 for(i=0; i < WEP_LAST && bot_weapons_close[i] != -1 ; ++i){
609 w = bot_weapons_close[i];
610 if ( client_hasweapon(self, w, TRUE, FALSE) ){
611 if ( self.weapon == w){
612 if( cvar("bot_ai_weapon_combo") && af > combo_time)
615 self.switchweapon = w;
620 // If now weapon was chosen by this system fall back to the previous one
624 // (Damage/Sec * Weapon spefic change to get that damage)
625 // *(Time to get to target * weapon specfic hitchange bonus) / (in a time of maxdelaytime)
626 // *(Spread change of hit) // if it applies
627 // *(Penality for target beeing in air)
629 if (client_hasweapon(self, WEP_MINSTANEX, TRUE, FALSE))
630 minstanex = (1000/cvar("g_balance_minstanex_refire")*1.0)
633 if (client_hasweapon(self, WEP_ROCKET_LAUNCHER, TRUE, FALSE) &&
634 !( cvar("bot_ai_weapon_combo") && self.weapon == WEP_ROCKET_LAUNCHER &&
638 rocket = (cvar("g_balance_rocketlauncher_damage")/cvar("g_balance_rocketlauncher_refire")*0.75)
639 * bound(0,(cvar("g_balance_rocketlauncher_speed")/distance*maxdelaytime),1)*1.5;
641 if (client_hasweapon(self, WEP_NEX, TRUE, FALSE) &&
642 !( cvar("bot_ai_weapon_combo") && self.weapon == WEP_NEX &&
646 nex = (cvar("g_balance_nex_damage")/cvar("g_balance_nex_refire")*1.0)
649 if (client_hasweapon(self, WEP_HAGAR, TRUE, FALSE) ) // &&
650 // !( cvar("bot_ai_weapon_combo") && self.weapon == WEP_HAGAR && time < self.bot_lastshot + cvar("g_balance_hagar_primary_refire") ))
651 hagar = (cvar("g_balance_hagar_primary_damage")/cvar("g_balance_hagar_primary_refire")*1.0)
652 * bound(0,(cvar("g_balance_hagar_primary_speed")/distance*maxdelaytime),1)*0.2;
654 if (client_hasweapon(self, WEP_GRENADE_LAUNCHER, TRUE, FALSE) &&
656 cvar("bot_ai_weapon_combo") && self.weapon == WEP_GRENADE_LAUNCHER &&
660 grenade = (cvar("g_balance_grenadelauncher_primary_damage")/cvar("g_balance_grenadelauncher_primary_refire")*1.0)
661 * bound(0,(cvar("g_balance_grenadelauncher_primary_speed")/distance*maxdelaytime),1)*1.1;
663 if (client_hasweapon(self, WEP_ELECTRO, TRUE, FALSE) &&
664 !( cvar("bot_ai_weapon_combo") && self.weapon == WEP_ELECTRO &&
668 electro = (cvar("g_balance_electro_primary_damage")/cvar("g_balance_electro_primary_refire")*0.75)
669 * bound(0,(cvar("g_balance_electro_primary_speed")/distance*maxdelaytime),1)*1.0;
671 if (client_hasweapon(self, WEP_CRYLINK, TRUE, FALSE) ) // &&
672 // !( self.weapon == WEP_CRYLINK && time < self.bot_lastshot + cvar("g_balance_crylink_primary_refire") ))
673 crylink = (cvar("g_balance_crylink_primary_damage")/cvar("g_balance_crylink_primary_refire")*1.0)
674 * bound(0,(cvar("g_balance_crylink_primary_speed")/distance*maxdelaytime),1)*(64/(32+cvar("g_balance_crylink_primary_spread")*distance))*1.0;
676 if (client_hasweapon(self, WEP_UZI, TRUE, FALSE) ) // &&
677 // !( self.weapon == WEP_UZI && time < self.bot_lastshot + cvar("g_balance_uzi_sustained_refire") ))
678 uzi = (cvar("g_balance_uzi_sustained_damage")/cvar("g_balance_uzi_sustained_refire")*1.0)
679 * bound(0,32/(32+cvar("g_balance_uzi_sustained_spread")*distance),1);
681 if (client_hasweapon(self, WEP_SHOTGUN, TRUE, FALSE) &&
682 !( cvar("bot_ai_weapon_combo") && self.weapon == WEP_SHOTGUN &&
686 shotgun = (cvar("g_balance_shotgun_primary_damage")*cvar("g_balance_shotgun_primary_bullets")/cvar("g_balance_shotgun_primary_refire")*1.0)
687 * bound(0,32/(32+cvar("g_balance_shotgun_primary_spread")*distance),1);
689 if (client_hasweapon(self, WEP_LASER, FALSE, FALSE) &&
690 !( cvar("bot_ai_weapon_combo") && self.weapon == WEP_LASER &&
694 laser = (cvar("g_balance_laser_primary_damage")/cvar("g_balance_laser_primary_refire")*1.0)
695 * bound(0,cvar("g_balance_laser_primary_speed")/distance*maxdelaytime,1);
697 if((self.enemy.flags & FL_ONGROUND)==FALSE){
698 rocket = rocket * (1.5-bound(0, distancefromfloor/cvar("g_balance_rocketlauncher_radius" ),0.9)); //slight bigger change
699 grenade = grenade * (1.5-bound(0,distancefromfloor/cvar("g_balance_grenadelauncher_primary_radius"),0.95));
700 electro = electro * (1.5-bound(0,distancefromfloor/cvar("g_balance_electro_primary_radius" ),0.95));
701 laser = laser * (1.5-bound(0,distancefromfloor/cvar("g_balance_laser_primary_radius" ),0.95));
704 dprint("Floor distance: ",ftos(distancefromfloor),"\n");
705 dprint("Rocket: " , ftos(rocket ), "\n");
706 dprint("Nex: " , ftos(nex ), "\n");
707 dprint("Hagar: " , ftos(hagar ), "\n");
708 dprint("Grenade: ", ftos(grenade ), "\n");
709 dprint("Electro: ", ftos(electro ), "\n");
710 dprint("Crylink: ", ftos(crylink ), "\n");
711 dprint("Uzi: " , ftos(uzi ), "\n");
712 dprint("Shotgun :", ftos(shotgun ), "\n");
713 dprint("Laser :", ftos(laser ), "\n\n");
716 w = WEP_MINSTANEX ;s = minstanex;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
717 w = WEP_ROCKET_LAUNCHER ;s = rocket ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
718 w = WEP_NEX ;s = nex ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
719 w = WEP_HAGAR ;s = hagar ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
720 w = WEP_GRENADE_LAUNCHER ;s = grenade ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
721 w = WEP_ELECTRO ;s = electro ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
722 w = WEP_CRYLINK ;s = crylink ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
723 w = WEP_UZI ;s = uzi ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
724 w = WEP_SHOTGUN ;s = shotgun ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
725 w = WEP_LASER ;s = laser ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
727 // switch if the best weapon would provide a significant damage increase
728 if (bestscore > currentscore*1.5){
729 self.switchweapon = bestweapon;
731 // buys time for detonating the rocket. not tested yet
732 if ( cvar("bot_ai_weapon_combo") && bestweapon == WEP_ROCKET_LAUNCHER )
733 self.bot_chooseweapontime += (distance / cvar("g_balance_rocketlauncher_speed"));
740 local vector selfvel, enemyvel;
741 if(self.flags & FL_INWATER)
743 if (time < self.nextaim)
745 self.nextaim = time + 0.1;
746 selfvel = self.velocity;
747 if (!self.waterlevel)
751 enemyvel = self.enemy.velocity;
752 if (!self.enemy.waterlevel)
754 lag_additem(time + self.ping, 0, 0, self.enemy, self.origin, selfvel, self.enemy.origin, enemyvel);
757 lag_additem(time + self.ping, 0, 0, world, self.origin, selfvel, self.goalcurrent.origin, '0 0 0');
762 if (bot_strategytoken == self)
763 if (!bot_strategytoken_taken)
765 self.havocbot_role();
766 // token has been used this frame
767 bot_strategytoken_taken = TRUE;
772 havocbot_chooseenemy();
773 if (self.bot_chooseweapontime < time )
775 self.bot_chooseweapontime = time + cvar("bot_ai_chooseweaponinterval");
776 havocbot_chooseweapon();
780 if (self.bot_aimtarg)
782 self.aistatus |= AI_STATUS_ATTACKING;
783 self.aistatus &~= AI_STATUS_ROAMING;
785 weapon_action(self.weapon, WR_AIM);
786 if (cvar("bot_nofire") || IS_INDEPENDENT_PLAYER(self))
788 self.BUTTON_ATCK = FALSE;
789 self.BUTTON_ATCK2 = FALSE;
792 else if (self.goalcurrent)
794 self.aistatus |= AI_STATUS_ROAMING;
795 self.aistatus &~= AI_STATUS_ATTACKING;
797 local vector now,v,next;//,heading;
798 local float distance,skillblend,distanceblend,blend;
799 next = now = self.goalcurrent.origin - (self.origin + self.view_ofs);
800 distance = vlen(now);
801 //heading = self.velocity;
802 //dprint(self.goalstack01.classname,etos(self.goalstack01),"\n");
803 if(self.goalstack01 != self && self.goalstack01 != world && self.aistatus & AI_STATUS_RUNNING == 0)
804 next = self.goalstack01.origin - (self.origin + self.view_ofs);
805 skillblend=bound(0,(skill-2.5)*0.5,1); //lower skill player can't preturn
806 distanceblend=bound(0,distance/cvar("bot_ai_keyboard_distance"),1);
807 blend = skillblend * (1-distanceblend);
808 //v = (now * (distanceblend) + next * (1-distanceblend)) * (skillblend) + now * (1-skillblend);
809 //v = now * (distanceblend) * (skillblend) + next * (1-distanceblend) * (skillblend) + now * (1-skillblend);
810 //v = now * ((1-skillblend) + (distanceblend) * (skillblend)) + next * (1-distanceblend) * (skillblend);
811 v = now + blend * (next - now);
812 //dprint(etos(self), " ");
813 //dprint(vtos(now), ":", vtos(next), "=", vtos(v), " (blend ", ftos(blend), ")\n");
814 //v = now * (distanceblend) + next * (1-distanceblend);
815 if (self.waterlevel < 2)
817 //dprint("walk at:", vtos(v), "\n");
818 //te_lightning2(world, self.origin, self.goalcurrent.origin);
821 havocbot_movetogoal();
824 void havocbot_setupbot()
826 self.bot_ai = havocbot_ai;
827 // will be updated by think code
828 //Generate some random skill levels
829 self.havocbot_keyboardskill=random()-0.5;
830 havocbot_chooserole();
834 #ifdef DEBUG_BOT_GOALSTACK
837 .vector lastposition;
839 // Debug the goal stack visually
840 void debuggoalstack()
845 if(self.goalcounter==0)target=self.goalcurrent;
846 else if(self.goalcounter==1)target=self.goalstack01;
847 else if(self.goalcounter==2)target=self.goalstack02;
848 else if(self.goalcounter==3)target=self.goalstack03;
849 else if(self.goalcounter==4)target=self.goalstack04;
850 else if(self.goalcounter==5)target=self.goalstack05;
851 else if(self.goalcounter==6)target=self.goalstack06;
852 else if(self.goalcounter==7)target=self.goalstack07;
853 else if(self.goalcounter==8)target=self.goalstack08;
854 else if(self.goalcounter==9)target=self.goalstack09;
855 else if(self.goalcounter==10)target=self.goalstack10;
856 else if(self.goalcounter==11)target=self.goalstack11;
857 else if(self.goalcounter==12)target=self.goalstack12;
858 else if(self.goalcounter==13)target=self.goalstack13;
859 else if(self.goalcounter==14)target=self.goalstack14;
860 else if(self.goalcounter==15)target=self.goalstack15;
861 else if(self.goalcounter==16)target=self.goalstack16;
862 else if(self.goalcounter==17)target=self.goalstack17;
863 else if(self.goalcounter==18)target=self.goalstack18;
864 else if(self.goalcounter==19)target=self.goalstack19;
865 else if(self.goalcounter==20)target=self.goalstack20;
866 else if(self.goalcounter==21)target=self.goalstack21;
867 else if(self.goalcounter==22)target=self.goalstack22;
868 else if(self.goalcounter==23)target=self.goalstack23;
869 else if(self.goalcounter==24)target=self.goalstack24;
870 else if(self.goalcounter==25)target=self.goalstack25;
871 else if(self.goalcounter==26)target=self.goalstack26;
872 else if(self.goalcounter==27)target=self.goalstack27;
873 else if(self.goalcounter==28)target=self.goalstack28;
874 else if(self.goalcounter==29)target=self.goalstack29;
875 else if(self.goalcounter==30)target=self.goalstack30;
876 else if(self.goalcounter==31)target=self.goalstack31;
880 self.goalcounter = 0;
881 self.lastposition='0 0 0';
885 if(self.lastposition=='0 0 0')
888 org = self.lastposition;
891 te_lightning2(world, org, target.origin);
892 self.lastposition = target.origin;