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 #ifdef BOT_JETPACK_NAVIGATION
312 // Jetpack navigation
313 if(self.navigation_jetpack_goal)
314 if(self.goalcurrent==self.navigation_jetpack_goal)
317 #ifdef DEBUG_BOT_GOALSTACK
319 te_wizspike(self.navigation_jetpack_point);
323 if not(self.aistatus & AI_STATUS_JETPACK_FLYING)
325 // Brake almost completely so it can get a good direction
326 if(vlen(self.velocity)>10)
328 self.aistatus |= AI_STATUS_JETPACK_FLYING;
331 makevectors(self.v_angle_y * '0 1 0');
332 dir = normalize(self.navigation_jetpack_point - self.origin);
335 if(self.aistatus & AI_STATUS_JETPACK_LANDING)
337 // TODO: more accurate landing (with optimum fuel usage)
338 vector p = self.origin - self.goalcurrent.origin; p_z = 0;
339 if( vlen(p) < max(cvar("g_jetpack_maxspeed_side"), vlen(self.velocity)))
342 if(fabs(self.velocity_x)>maxspeed)
344 self.BUTTON_HOOK = TRUE;
345 self.movement_x = dir * v_forward * -maxspeed;
348 // Switch to normal mode
349 self.navigation_jetpack_goal = world;
350 self.aistatus &~= AI_STATUS_JETPACK_LANDING;
351 self.aistatus &~= AI_STATUS_JETPACK_FLYING;
355 else if(checkpvs(self.origin,self.goalcurrent))
357 // If I can see the goal switch to landing code
358 self.aistatus &~= AI_STATUS_JETPACK_FLYING;
359 self.aistatus |= AI_STATUS_JETPACK_LANDING;
364 self.BUTTON_HOOK = TRUE;
365 if(self.navigation_jetpack_point_z - PL_MAX_z + PL_MIN_z < self.origin_z)
367 self.movement_x = dir * v_forward * maxspeed;
368 self.movement_y = dir * v_right * maxspeed;
374 // Handling of jump pads
375 if(self.jumppadcount)
377 if(self.flags & FL_ONGROUND)
379 self.jumppadcount = FALSE;
380 if(self.aistatus & AI_STATUS_OUT_JUMPPAD)
381 self.aistatus &~= AI_STATUS_OUT_JUMPPAD;
384 // If got stuck on the jump pad try to reach the farther visible item
385 if(self.aistatus & AI_STATUS_OUT_JUMPPAD)
387 if(fabs(self.velocity_z)<50)
389 local entity head, newgoal;
390 local float distance, bestdistance;
392 for (head = findchainfloat(bot_pickup, TRUE); head; head = head.chain)
394 if(head.classname=="worldspawn")
397 distance = vlen(head.origin - self.origin);
401 traceline(self.origin + self.view_ofs , head.origin, TRUE, world);
406 if(distance>bestdistance)
409 bestdistance = distance;
415 self.ignoregoal = self.goalcurrent;
416 self.ignoregoaltime = time + cvar("bot_ai_ignoregoal_timeout");
417 navigation_clearroute();
418 navigation_routetogoal(newgoal, self.origin);
419 self.aistatus &~= AI_STATUS_OUT_JUMPPAD;
427 if(self.velocity_z>0)
429 local float threshold;
430 threshold = maxspeed * 0.2;
431 if(fabs(self.velocity_x) < threshold && fabs(self.velocity_y) < threshold)
432 self.aistatus |= AI_STATUS_OUT_JUMPPAD;
438 // If there is a trigger_hurt right below try to use the jetpack or make a rocketjump
440 if not(self.flags & FL_ONGROUND)
442 tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 -65536', MOVE_NOMONSTERS, self);
443 if(tracebox_hits_trigger_hurt(self.origin, self.mins, self.maxs, trace_endpos ))
444 if(self.items & IT_JETPACK)
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 + '0 0 1' ))
449 if(self.velocity_z<0)
451 self.BUTTON_HOOK = TRUE;
455 self.BUTTON_HOOK = TRUE;
457 // If there is no goal try to move forward
459 if(self.goalcurrent==world)
462 dir = normalize(self.goalcurrent.origin - self.origin);
464 local vector xyvelocity = self.velocity; xyvelocity_z = 0;
465 local float xyspeed = xyvelocity * dir;
467 if(xyspeed < (maxspeed / 2))
469 makevectors(self.v_angle_y * '0 1 0');
470 tracebox(self.origin, self.mins, self.maxs, self.origin + (dir * maxspeed * 3), MOVE_NOMONSTERS, self);
471 if(trace_fraction==1)
473 self.movement_x = dir * v_forward * maxspeed;
474 self.movement_y = dir * v_right * maxspeed;
476 havocbot_keyboard_movement(self.origin + dir * 100);
480 self.havocbot_blockhead = TRUE;
484 else if(self.health>cvar("g_balance_rocketlauncher_damage")*0.5)
486 if(self.velocity_z < 0)
487 if(client_hasweapon(self, WEP_ROCKET_LAUNCHER, TRUE, FALSE))
489 self.movement_x = maxspeed;
491 if(self.rocketjumptime)
493 if(time > self.rocketjumptime)
495 self.BUTTON_ATCK2 = TRUE;
496 self.rocketjumptime = 0;
501 self.switchweapon = WEP_ROCKET_LAUNCHER;
503 self.BUTTON_ATCK = TRUE;
504 self.rocketjumptime = time + cvar("g_balance_rocketlauncher_detonatedelay");
510 // If there is no goal try to move forward
511 if(self.goalcurrent==world)
512 self.movement_x = maxspeed;
516 // If we are under water with no goals, swim up
518 if(self.goalcurrent==world)
521 if(self.waterlevel>WATERLEVEL_SWIMMING)
523 else if(self.velocity_z >= 0 && !(self.waterlevel == WATERLEVEL_WETFEET && self.watertype == CONTENT_WATER))
524 self.BUTTON_JUMP = TRUE;
526 self.BUTTON_JUMP = FALSE;
527 makevectors(self.v_angle_y * '0 1 0');
528 self.movement_x = dir * v_forward * maxspeed;
529 self.movement_y = dir * v_right * maxspeed;
530 self.movement_z = dir * v_up * maxspeed;
533 // if there is nowhere to go, exit
534 if (self.goalcurrent == world)
537 if (self.goalcurrent)
538 navigation_poptouchedgoals();
540 // if ran out of goals try to use an alternative goal or get a new strategy asap
541 if(self.goalcurrent == world)
543 self.bot_strategytime = 0;
547 #ifdef DEBUG_BOT_GOALSTACK
551 m1 = self.goalcurrent.origin + self.goalcurrent.mins;
552 m2 = self.goalcurrent.origin + self.goalcurrent.maxs;
553 destorg = self.origin;
554 destorg_x = bound(m1_x, destorg_x, m2_x);
555 destorg_y = bound(m1_y, destorg_y, m2_y);
556 destorg_z = bound(m1_z, destorg_z, m2_z);
557 diff = destorg - self.origin;
559 dir = normalize(diff);
560 flatdir = diff;flatdir_z = 0;
561 flatdir = normalize(flatdir);
563 //if (self.bot_dodgevector_time < time)
565 // self.bot_dodgevector_time = time + cvar("bot_ai_dodgeupdateinterval");
566 // self.bot_dodgevector_jumpbutton = 1;
567 evadeobstacle = '0 0 0';
572 if(self.waterlevel>WATERLEVEL_SWIMMING)
575 self.aistatus |= AI_STATUS_OUT_WATER;
579 if(self.velocity_z >= 0 && !(self.watertype == CONTENT_WATER && self.goalcurrent.origin_z < self.origin_z) &&
580 ( !(self.waterlevel == WATERLEVEL_WETFEET && self.watertype == CONTENT_WATER) || self.aistatus & AI_STATUS_OUT_WATER))
581 self.BUTTON_JUMP = TRUE;
583 self.BUTTON_JUMP = FALSE;
585 dir = normalize(flatdir);
586 makevectors(self.v_angle_y * '0 1 0');
590 if(self.aistatus & AI_STATUS_OUT_WATER)
591 self.aistatus &~= AI_STATUS_OUT_WATER;
593 // jump if going toward an obstacle that doesn't look like stairs we
594 // can walk up directly
595 tracebox(self.origin, self.mins, self.maxs, self.origin + self.velocity * 0.2, FALSE, self);
596 if (trace_fraction < 1)
597 if (trace_plane_normal_z < 0.7)
600 tracebox(self.origin + '0 0 16', self.mins, self.maxs, self.origin + self.velocity * 0.2 + '0 0 16', FALSE, self);
601 if (trace_fraction < s + 0.01)
602 if (trace_plane_normal_z < 0.7)
605 tracebox(self.origin + '0 0 48', self.mins, self.maxs, self.origin + self.velocity * 0.2 + '0 0 48', FALSE, self);
606 if (trace_fraction > s)
607 self.BUTTON_JUMP = 1;
611 // avoiding dangers and obstacles
612 local vector dst_ahead, dst_down;
613 makevectors(self.v_angle_y * '0 1 0');
614 dst_ahead = self.origin + self.view_ofs + (self.velocity * 0.4) + (v_forward * 32 * 3);
615 dst_down = dst_ahead + '0 0 -1500';
618 traceline(self.origin + self.view_ofs , dst_ahead, TRUE, world);
620 // Check head-banging against walls
621 if(vlen(self.origin + self.view_ofs - trace_endpos) < 25 && !(self.aistatus & AI_STATUS_OUT_WATER))
623 self.BUTTON_JUMP = TRUE;
624 if(self.facingwalltime && time > self.facingwalltime)
626 self.ignoregoal = self.goalcurrent;
627 self.ignoregoaltime = time + cvar("bot_ai_ignoregoal_timeout");
628 self.bot_strategytime = 0;
633 self.facingwalltime = time + 0.05;
638 self.facingwalltime = 0;
640 if(self.ignoregoal != world && time > self.ignoregoaltime)
642 self.ignoregoal = world;
643 self.ignoregoaltime = 0;
647 // Check for water/slime/lava and dangerous edges
648 // (only when the bot is on the ground or jumping intentionally)
649 self.aistatus &~= AI_STATUS_DANGER_AHEAD;
651 if(trace_fraction == 1)
652 if(self.flags & FL_ONGROUND || self.aistatus & AI_STATUS_RUNNING || self.BUTTON_JUMP == TRUE)
655 traceline(dst_ahead , dst_down, TRUE, world);
656 // te_lightning2(world, self.origin, dst_ahead); // Draw "ahead" look
657 // te_lightning2(world, dst_ahead, dst_down); // Draw "downwards" look
658 if(trace_endpos_z < self.origin_z + self.mins_z)
660 s = pointcontents(trace_endpos + '0 0 1');
661 if (s != CONTENT_SOLID)
662 if (s == CONTENT_LAVA || s == CONTENT_SLIME)
663 evadelava = normalize(self.velocity) * -1;
664 else if (s == CONTENT_SKY)
665 evadeobstacle = normalize(self.velocity) * -1;
666 else if (!boxesoverlap(dst_ahead - self.view_ofs + self.mins, dst_ahead - self.view_ofs + self.maxs,
667 self.goalcurrent.absmin, self.goalcurrent.absmax))
669 // if ain't a safe goal with "holes" (like the jumpad on soylent)
670 // and there is a trigger_hurt below
671 if(tracebox_hits_trigger_hurt(dst_ahead, self.mins, self.maxs, trace_endpos))
673 // Remove dangerous dynamic goals from stack
674 if (self.goalcurrent.classname == "player" || self.goalcurrent.classname == "droppedweapon")
675 navigation_poproute();
678 evadeobstacle = normalize(self.velocity) * -1;
687 makevectors(self.v_angle_y * '0 1 0');
689 if(evadeobstacle!='0 0 0'||evadelava!='0 0 0')
690 self.aistatus |= AI_STATUS_DANGER_AHEAD;
693 dodge = havocbot_dodge();
694 dodge = dodge * bound(0,3+skill*0.1,1);
695 evadelava = evadelava * bound(1,3-skill,3); //Noobs fear lava a lot and take more distance from it
696 traceline(self.origin, self.enemy.origin, TRUE, world);
697 if(trace_ent.classname == "player")
698 dir = dir * bound(0,skill/7,1);
700 dir = normalize(dir + dodge + evadeobstacle + evadelava);
701 // self.bot_dodgevector = dir;
702 // self.bot_dodgevector_jumpbutton = self.BUTTON_JUMP;
705 if(time < self.ladder_time)
707 if(self.goalcurrent.origin_z + self.goalcurrent.mins_z > self.origin_z + self.mins_z)
709 if(self.origin_z + self.mins_z < self.ladder_entity.origin_z + self.ladder_entity.maxs_z)
714 if(self.origin_z + self.mins_z > self.ladder_entity.origin_z + self.ladder_entity.mins_z)
719 //dir = self.bot_dodgevector;
720 //if (self.bot_dodgevector_jumpbutton)
721 // self.BUTTON_JUMP = 1;
722 self.movement_x = dir * v_forward * maxspeed;
723 self.movement_y = dir * v_right * maxspeed;
724 self.movement_z = dir * v_up * maxspeed;
726 // Emulate keyboard interface
728 havocbot_keyboard_movement(destorg);
731 // if(self.aistatus & AI_STATUS_ROAMING)
732 if(skill >= cvar("bot_ai_bunnyhop_skilloffset"))
733 havocbot_bunnyhop(dir);
735 if ((dir * v_up) >= cvar("sv_jumpvelocity")*0.5 && (self.flags & FL_ONGROUND)) self.BUTTON_JUMP=1;
736 if (((dodge * v_up) > 0) && random()*frametime >= 0.2*bound(0,(10-skill)*0.1,1)) self.BUTTON_JUMP=TRUE;
737 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);
740 .float havocbot_chooseenemy_finished;
741 .float havocbot_stickenemy;
742 void havocbot_chooseenemy()
744 local entity head, best, head2;
745 local float rating, bestrating, i, f;
747 if (cvar("bot_nofire") || IS_INDEPENDENT_PLAYER(self))
754 if (!bot_shouldattack(self.enemy))
756 // enemy died or something, find a new target
758 self.havocbot_chooseenemy_finished = time;
760 else if (self.havocbot_stickenemy)
762 // tracking last chosen enemy
763 // if enemy is visible
764 // and not really really far away
765 // and we're not severely injured
766 // then keep tracking for a half second into the future
767 traceline(self.origin+self.view_ofs, self.enemy.origin+self.enemy.view_ofs*0.5,FALSE,world);
768 if (trace_ent == self.enemy || trace_fraction == 1)
769 if (vlen(self.enemy.origin - self.origin) < 1000)
770 if (self.health > 30)
772 // remain tracking him for a shot while (case he went after a small corner or pilar
773 self.havocbot_chooseenemy_finished = time + cvar("bot_ai_enemydetectioninterval");
776 // enemy isn't visible, or is far away, or we're injured severely
777 // so stop preferring this enemy
778 // (it will still take a half second until a new one is chosen)
779 self.havocbot_stickenemy = 0;
782 if (time < self.havocbot_chooseenemy_finished)
784 self.havocbot_chooseenemy_finished = time + cvar("bot_ai_enemydetectioninterval");
785 eye = self.origin + self.view_ofs;
787 bestrating = 100000000;
788 head = head2 = findchainfloat(bot_attack, TRUE);
790 // Search for enemies, if no enemy can be seen directly try to look through transparent objects
795 v = (head.absmin + head.absmax) * 0.5;
796 rating = vlen(v - eye);
797 if (rating<cvar("bot_ai_enemydetectionradius"))
798 if (bestrating > rating)
799 if (bot_shouldattack(head))
801 traceline(eye, v, TRUE, self);
802 if (trace_ent == head || trace_fraction >= 1)
811 // I want to do a second scan if no enemy was found or I don't have weapons
812 // TODO: Perform the scan when using the rifle (requires changes on the rifle code)
813 if(best || self.weapons) // || self.weapon == WEP_CAMPINGRIFLE
818 // Set flags to see through transparent objects
819 f = self.dphitcontentsmask;
820 self.dphitcontentsmask = DPCONTENTS_OPAQUE;
826 // Restore hit flags if needed
828 self.dphitcontentsmask = f;
831 self.havocbot_stickenemy = TRUE;
834 .float bot_chooseweapontime;
835 float(entity e) w_getbestweapon;
836 void havocbot_chooseweapon()
841 if(g_weaponarena == WEPBIT_TUBA)
843 self.switchweapon = WEP_TUBA;
847 // TODO: clean this up by moving it to weapon code
848 if(self.enemy==world)
850 // If no weapon was chosen get the first available weapon
852 for(i=WEP_LASER + 1; i < WEP_COUNT ; ++i)
854 if(client_hasweapon(self, i, TRUE, FALSE))
856 self.switchweapon = i;
863 // Do not change weapon during the next second after a combo
864 i = time - self.lastcombotime;
868 // Workaround for rifle reloading (..)
869 if(self.weapon == WEP_CAMPINGRIFLE)
870 if(i < cvar("g_balance_campingrifle_reloadtime") + 1)
874 local float rocket ; rocket =-1000;
875 local float nex ; nex =-1000;
876 local float hagar ; hagar =-1000;
877 local float grenade ; grenade =-1000;
878 local float electro ; electro =-1000;
879 local float crylink ; crylink =-1000;
880 local float uzi ; uzi =-1000;
881 local float shotgun ; shotgun =-1000;
882 local float campingrifle ; campingrifle =-1000;
883 local float laser ; laser =-1000;
884 local float minstanex ; minstanex =-1000;
885 local float currentscore;
886 local float bestscore; bestscore = 0;
887 local float bestweapon; bestweapon=self.switchweapon;
888 local float distance; distance=bound(10,vlen(self.origin-self.enemy.origin)-200,10000);
889 local float maxdelaytime=0.5;
890 local float spreadpenalty=10;
891 local float distancefromfloor;
893 // Should it do a weapon combo?
894 local float af, ct, combo_time, combo;
896 af = ATTACK_FINISHED(self);
897 ct = cvar("bot_ai_weapon_combo_threshold");
899 // Bots with no skill will be 4 times more slower than "godlike" bots when doing weapon combos
900 // Ideally this 4 should be calculated as longest_weapon_refire / bot_ai_weapon_combo_threshold
901 combo_time = time + ct + (ct * ((-0.3*skill)+3));
905 if(cvar("bot_ai_weapon_combo"))
906 if(self.weapon == self.lastfiredweapon)
910 self.lastcombotime = time;
913 // Custom weapon list based on distance to the enemy
914 if(bot_custom_weapon){
916 // Choose weapons for far distance
917 if ( distance > bot_distance_far ) {
918 for(i=0; i < WEP_COUNT && bot_weapons_far[i] != -1 ; ++i){
919 w = bot_weapons_far[i];
920 if ( client_hasweapon(self, w, TRUE, FALSE) ){
921 if ( self.weapon == w && combo)
923 self.switchweapon = w;
929 // Choose weapons for mid distance
930 if ( distance > bot_distance_close ) {
931 for(i=0; i < WEP_COUNT && bot_weapons_mid[i] != -1 ; ++i){
932 w = bot_weapons_mid[i];
933 if ( client_hasweapon(self, w, TRUE, FALSE) ){
934 if ( self.weapon == w && combo)
936 self.switchweapon = w;
942 // Choose weapons for close distance
943 for(i=0; i < WEP_COUNT && bot_weapons_close[i] != -1 ; ++i){
944 w = bot_weapons_close[i];
945 if ( client_hasweapon(self, w, TRUE, FALSE) ){
946 if ( self.weapon == w && combo)
948 self.switchweapon = w;
952 // If now weapon was chosen by this system fall back to the previous one
956 // (Damage/Sec * Weapon spefic change to get that damage)
957 // *(Time to get to target * weapon specfic hitchange bonus) / (in a time of maxdelaytime)
958 // *(Spread change of hit) // if it applies
959 // *(Penality for target beeing in air)
962 traceline(self.enemy.origin,self.enemy.origin-'0 0 1000',TRUE,world);
963 distancefromfloor = self.enemy.origin_z - trace_endpos_z;
965 if (client_hasweapon(self, WEP_MINSTANEX, TRUE, FALSE))
966 minstanex = (1000/cvar("g_balance_minstanex_refire")*1.0)
969 if (client_hasweapon(self, WEP_ROCKET_LAUNCHER, TRUE, FALSE) &&
970 !( cvar("bot_ai_weapon_combo") && self.weapon == WEP_ROCKET_LAUNCHER &&
974 rocket = (cvar("g_balance_rocketlauncher_damage")/cvar("g_balance_rocketlauncher_refire")*0.75)
975 * bound(0,(cvar("g_balance_rocketlauncher_speed")/distance*maxdelaytime),1)*1.5;
977 if (client_hasweapon(self, WEP_NEX, TRUE, FALSE) &&
978 !( cvar("bot_ai_weapon_combo") && self.weapon == WEP_NEX &&
982 nex = (cvar("g_balance_nex_damage")/cvar("g_balance_nex_refire")*1.0)
985 if (client_hasweapon(self, WEP_HAGAR, TRUE, FALSE) ) // &&
986 // !( cvar("bot_ai_weapon_combo") && self.weapon == WEP_HAGAR && time < self.bot_lastshot + cvar("g_balance_hagar_primary_refire") ))
987 hagar = (cvar("g_balance_hagar_primary_damage")/cvar("g_balance_hagar_primary_refire")*1.0)
988 * bound(0,(cvar("g_balance_hagar_primary_speed")/distance*maxdelaytime),1)*0.2;
990 if (client_hasweapon(self, WEP_GRENADE_LAUNCHER, TRUE, FALSE) &&
992 cvar("bot_ai_weapon_combo") && self.weapon == WEP_GRENADE_LAUNCHER &&
996 grenade = (cvar("g_balance_grenadelauncher_primary_damage")/cvar("g_balance_grenadelauncher_primary_refire")*1.0)
997 * bound(0,(cvar("g_balance_grenadelauncher_primary_speed")/distance*maxdelaytime),1)*1.1;
999 if (client_hasweapon(self, WEP_ELECTRO, TRUE, FALSE) &&
1000 !( cvar("bot_ai_weapon_combo") && self.weapon == WEP_ELECTRO &&
1004 electro = (cvar("g_balance_electro_primary_damage")/cvar("g_balance_electro_primary_refire")*0.75)
1005 * bound(0,(cvar("g_balance_electro_primary_speed")/distance*maxdelaytime),1)*1.0;
1007 if (client_hasweapon(self, WEP_CRYLINK, TRUE, FALSE) ) // &&
1008 // !( self.weapon == WEP_CRYLINK && time < self.bot_lastshot + cvar("g_balance_crylink_primary_refire") ))
1009 crylink = (cvar("g_balance_crylink_primary_damage")/cvar("g_balance_crylink_primary_refire")*1.0)
1010 * bound(0,(cvar("g_balance_crylink_primary_speed")/distance*maxdelaytime),1)*(64/(32+cvar("g_balance_crylink_primary_spread")*distance))*1.0;
1012 if (client_hasweapon(self, WEP_UZI, TRUE, FALSE) ) // &&
1013 // !( self.weapon == WEP_UZI && time < self.bot_lastshot + cvar("g_balance_uzi_sustained_refire") ))
1014 uzi = (cvar("g_balance_uzi_sustained_damage")/cvar("g_balance_uzi_sustained_refire")*1.0)
1015 * bound(0,32/(32+cvar("g_balance_uzi_sustained_spread")*distance),1);
1017 if (client_hasweapon(self, WEP_SHOTGUN, TRUE, FALSE) &&
1018 !( cvar("bot_ai_weapon_combo") && self.weapon == WEP_SHOTGUN &&
1022 shotgun = (cvar("g_balance_shotgun_primary_damage")*cvar("g_balance_shotgun_primary_bullets")/cvar("g_balance_shotgun_primary_refire")*1.0)
1023 * bound(0,32/(32+cvar("g_balance_shotgun_primary_spread")*distance),1);
1025 if (client_hasweapon(self, WEP_LASER, FALSE, FALSE) &&
1026 !( cvar("bot_ai_weapon_combo") && self.weapon == WEP_LASER &&
1030 laser = (cvar("g_balance_laser_primary_damage")/cvar("g_balance_laser_primary_refire")*1.0)
1031 * bound(0,cvar("g_balance_laser_primary_speed")/distance*maxdelaytime,1);
1033 if((self.enemy.flags & FL_ONGROUND)==FALSE){
1034 rocket = rocket * (1.5-bound(0, distancefromfloor/cvar("g_balance_rocketlauncher_radius" ),0.9)); //slight bigger change
1035 grenade = grenade * (1.5-bound(0,distancefromfloor/cvar("g_balance_grenadelauncher_primary_radius"),0.95));
1036 electro = electro * (1.5-bound(0,distancefromfloor/cvar("g_balance_electro_primary_radius" ),0.95));
1037 laser = laser * (1.5-bound(0,distancefromfloor/cvar("g_balance_laser_primary_radius" ),0.95));
1040 dprint("Floor distance: ",ftos(distancefromfloor),"\n");
1041 dprint("Rocket: " , ftos(rocket ), "\n");
1042 dprint("Nex: " , ftos(nex ), "\n");
1043 dprint("Hagar: " , ftos(hagar ), "\n");
1044 dprint("Grenade: ", ftos(grenade ), "\n");
1045 dprint("Electro: ", ftos(electro ), "\n");
1046 dprint("Crylink: ", ftos(crylink ), "\n");
1047 dprint("Uzi: " , ftos(uzi ), "\n");
1048 dprint("Shotgun :", ftos(shotgun ), "\n");
1049 dprint("Laser :", ftos(laser ), "\n\n");
1052 w = WEP_MINSTANEX ;s = minstanex;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
1053 w = WEP_ROCKET_LAUNCHER ;s = rocket ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
1054 w = WEP_NEX ;s = nex ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
1055 w = WEP_HAGAR ;s = hagar ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
1056 w = WEP_GRENADE_LAUNCHER ;s = grenade ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
1057 w = WEP_ELECTRO ;s = electro ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
1058 w = WEP_CRYLINK ;s = crylink ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
1059 w = WEP_UZI ;s = uzi ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
1060 w = WEP_SHOTGUN ;s = shotgun ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
1061 w = WEP_LASER ;s = laser ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
1063 // switch if the best weapon would provide a significant damage increase
1064 if (bestscore > currentscore*1.5){
1065 self.switchweapon = bestweapon;
1067 // buys time for detonating the rocket. not tested yet
1068 if ( cvar("bot_ai_weapon_combo") && bestweapon == WEP_ROCKET_LAUNCHER )
1069 self.bot_chooseweapontime += (distance / cvar("g_balance_rocketlauncher_speed"));
1076 local vector selfvel, enemyvel;
1077 // if(self.flags & FL_INWATER)
1079 if (time < self.nextaim)
1081 self.nextaim = time + 0.1;
1082 selfvel = self.velocity;
1083 if (!self.waterlevel)
1087 enemyvel = self.enemy.velocity;
1088 if (!self.enemy.waterlevel)
1090 lag_additem(time + self.ping, 0, 0, self.enemy, self.origin, selfvel, self.enemy.origin, enemyvel);
1093 lag_additem(time + self.ping, 0, 0, world, self.origin, selfvel, self.goalcurrent.origin, '0 0 0');
1102 if(bot_execute_commands())
1105 if (bot_strategytoken == self)
1106 if (!bot_strategytoken_taken)
1108 if(self.havocbot_blockhead)
1110 self.havocbot_blockhead = FALSE;
1114 self.havocbot_role();
1117 // TODO: tracewalk() should take care of this job (better path finding under water)
1118 // if we don't have a goal and we're under water look for a waypoint near the "shore" and push it
1119 if(self.deadflag != DEAD_NO)
1120 if(self.goalcurrent==world)
1121 if(self.waterlevel==WATERLEVEL_SWIMMING || self.aistatus & AI_STATUS_OUT_WATER)
1123 // Look for the closest waypoint out of water
1124 local entity newgoal, head;
1125 local float bestdistance, distance;
1128 bestdistance = 10000;
1129 for (head = findchain(classname, "waypoint"); head; head = head.chain)
1131 distance = vlen(head.origin - self.origin);
1135 if(head.origin_z < self.origin_z)
1138 if(head.origin_z - self.origin_z - self.view_ofs_z > 100)
1141 if (pointcontents(head.origin + head.maxs + '0 0 1') != CONTENT_EMPTY)
1144 traceline(self.origin + self.view_ofs , head.origin, TRUE, head);
1146 if(trace_fraction<1)
1149 if(distance<bestdistance)
1152 bestdistance = distance;
1158 // te_wizspike(newgoal.origin);
1159 navigation_pushroute(newgoal);
1163 // token has been used this frame
1164 bot_strategytoken_taken = TRUE;
1167 if(self.deadflag != DEAD_NO)
1170 havocbot_chooseenemy();
1171 if (self.bot_chooseweapontime < time )
1173 self.bot_chooseweapontime = time + cvar("bot_ai_chooseweaponinterval");
1174 havocbot_chooseweapon();
1178 if (self.bot_aimtarg)
1180 self.aistatus |= AI_STATUS_ATTACKING;
1181 self.aistatus &~= AI_STATUS_ROAMING;
1185 weapon_action(self.weapon, WR_AIM);
1186 if (cvar("bot_nofire") || IS_INDEPENDENT_PLAYER(self))
1188 self.BUTTON_ATCK = FALSE;
1189 self.BUTTON_ATCK2 = FALSE;
1193 if(self.BUTTON_ATCK||self.BUTTON_ATCK2)
1194 self.lastfiredweapon = self.weapon;
1199 if(self.bot_aimtarg.classname=="player")
1200 bot_aimdir(self.bot_aimtarg.origin + self.bot_aimtarg.view_ofs - self.origin - self.view_ofs , -1);
1203 else if (self.goalcurrent)
1205 self.aistatus |= AI_STATUS_ROAMING;
1206 self.aistatus &~= AI_STATUS_ATTACKING;
1208 local vector now,v,next;//,heading;
1209 local float aimdistance,skillblend,distanceblend,blend;
1210 next = now = self.goalcurrent.origin - (self.origin + self.view_ofs);
1211 aimdistance = vlen(now);
1212 //heading = self.velocity;
1213 //dprint(self.goalstack01.classname,etos(self.goalstack01),"\n");
1215 self.goalstack01 != self && self.goalstack01 != world && self.aistatus & AI_STATUS_RUNNING == 0 &&
1216 !(self.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
1218 next = self.goalstack01.origin - (self.origin + self.view_ofs);
1220 skillblend=bound(0,(skill-2.5)*0.5,1); //lower skill player can't preturn
1221 distanceblend=bound(0,aimdistance/cvar("bot_ai_keyboard_distance"),1);
1222 blend = skillblend * (1-distanceblend);
1223 //v = (now * (distanceblend) + next * (1-distanceblend)) * (skillblend) + now * (1-skillblend);
1224 //v = now * (distanceblend) * (skillblend) + next * (1-distanceblend) * (skillblend) + now * (1-skillblend);
1225 //v = now * ((1-skillblend) + (distanceblend) * (skillblend)) + next * (1-distanceblend) * (skillblend);
1226 v = now + blend * (next - now);
1227 //dprint(etos(self), " ");
1228 //dprint(vtos(now), ":", vtos(next), "=", vtos(v), " (blend ", ftos(blend), ")\n");
1229 //v = now * (distanceblend) + next * (1-distanceblend);
1230 if (self.waterlevel < WATERLEVEL_SWIMMING)
1232 //dprint("walk at:", vtos(v), "\n");
1233 //te_lightning2(world, self.origin, self.goalcurrent.origin);
1236 havocbot_movetogoal();
1239 .entity havocbot_personal_waypoint;
1240 .float havocbot_personal_waypoint_searchtime;
1241 float havocbot_moveto_refresh_route()
1243 // Refresh path to goal if necessary
1245 wp = self.havocbot_personal_waypoint;
1246 navigation_goalrating_start();
1247 navigation_routerating(wp, 10000, 10000);
1248 navigation_goalrating_end();
1249 return self.navigation_hasgoals;
1252 .float havocbot_personal_waypoint_failcounter;
1253 float havocbot_moveto(vector pos)
1257 if(self.aistatus & AI_STATUS_WAYPOINT_PERSONAL_GOING)
1259 // Step 4: Move to waypoint
1260 if(self.havocbot_personal_waypoint==world)
1262 dprint("Error: ", self.netname, " trying to walk to a non existent personal waypoint\n");
1263 self.aistatus &~= AI_STATUS_WAYPOINT_PERSONAL_GOING;
1264 return CMD_STATUS_ERROR;
1267 if (!bot_strategytoken_taken)
1268 if(self.havocbot_personal_waypoint_searchtime<time)
1270 bot_strategytoken_taken = TRUE;
1271 if(havocbot_moveto_refresh_route())
1273 dprint(self.netname, " walking to its personal waypoint (after ", ftos(self.havocbot_personal_waypoint_failcounter), " failed attempts)\n");
1274 self.havocbot_personal_waypoint_searchtime = time + 10;
1275 self.havocbot_personal_waypoint_failcounter = 0;
1279 self.havocbot_personal_waypoint_failcounter += 1;
1280 self.havocbot_personal_waypoint_searchtime = time + 2;
1281 if(self.havocbot_personal_waypoint_failcounter >= 30)
1283 dprint("Warning: can't walk to the personal waypoint located at ", vtos(self.havocbot_personal_waypoint.origin),"\n");
1284 self.aistatus &~= AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1285 remove(self.havocbot_personal_waypoint);
1286 return CMD_STATUS_ERROR;
1289 dprint(self.netname, " can't walk to its personal waypoint (after ", ftos(self.havocbot_personal_waypoint_failcounter), " failed attempts), trying later\n");
1293 #ifdef DEBUG_BOT_GOALSTACK
1298 local vector dir = self.goalcurrent.origin - (self.origin + self.view_ofs);
1300 bot_aimdir(dir, -1);
1303 havocbot_movetogoal();
1305 if(self.aistatus & AI_STATUS_WAYPOINT_PERSONAL_REACHED)
1307 // Step 5: Waypoint reached
1308 dprint(self.netname, "'s personal waypoint reached\n");
1309 remove(self.havocbot_personal_waypoint);
1310 self.aistatus &~= AI_STATUS_WAYPOINT_PERSONAL_REACHED;
1311 return CMD_STATUS_FINISHED;
1314 return CMD_STATUS_EXECUTING;
1317 // Step 2: Linking waypoint
1318 if(self.aistatus & AI_STATUS_WAYPOINT_PERSONAL_LINKING)
1320 // Wait until it is linked
1321 if(!self.havocbot_personal_waypoint.wplinked)
1323 dprint(self.netname, " waiting for personal waypoint to be linked\n");
1324 return CMD_STATUS_EXECUTING;
1327 self.havocbot_personal_waypoint_searchtime = time; // so we set the route next frame
1328 self.aistatus &~= AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1329 self.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_GOING;
1331 // Step 3: Route to waypoint
1332 dprint(self.netname, " walking to its personal waypoint\n");
1334 return CMD_STATUS_EXECUTING;
1337 // Step 1: Spawning waypoint
1338 wp = waypoint_spawnpersonal(pos);
1341 dprint("Error: Can't spawn personal waypoint at ",vtos(pos),"\n");
1342 return CMD_STATUS_ERROR;
1345 self.havocbot_personal_waypoint = wp;
1346 self.havocbot_personal_waypoint_failcounter = 0;
1347 self.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1349 return CMD_STATUS_EXECUTING;
1352 float havocbot_resetgoal()
1354 navigation_clearroute();
1355 return CMD_STATUS_FINISHED;
1358 void havocbot_setupbot()
1360 self.bot_ai = havocbot_ai;
1361 self.cmd_moveto = havocbot_moveto;
1362 self.cmd_resetgoal = havocbot_resetgoal;
1364 // will be updated by think code
1365 //Generate some random skill levels
1366 self.havocbot_keyboardskill=random()-0.5;
1367 havocbot_chooserole();
1371 #ifdef DEBUG_BOT_GOALSTACK
1374 .vector lastposition;
1376 // Debug the goal stack visually
1377 void debuggoalstack()
1379 local entity target;
1382 if(self.goalcounter==0)target=self.goalcurrent;
1383 else if(self.goalcounter==1)target=self.goalstack01;
1384 else if(self.goalcounter==2)target=self.goalstack02;
1385 else if(self.goalcounter==3)target=self.goalstack03;
1386 else if(self.goalcounter==4)target=self.goalstack04;
1387 else if(self.goalcounter==5)target=self.goalstack05;
1388 else if(self.goalcounter==6)target=self.goalstack06;
1389 else if(self.goalcounter==7)target=self.goalstack07;
1390 else if(self.goalcounter==8)target=self.goalstack08;
1391 else if(self.goalcounter==9)target=self.goalstack09;
1392 else if(self.goalcounter==10)target=self.goalstack10;
1393 else if(self.goalcounter==11)target=self.goalstack11;
1394 else if(self.goalcounter==12)target=self.goalstack12;
1395 else if(self.goalcounter==13)target=self.goalstack13;
1396 else if(self.goalcounter==14)target=self.goalstack14;
1397 else if(self.goalcounter==15)target=self.goalstack15;
1398 else if(self.goalcounter==16)target=self.goalstack16;
1399 else if(self.goalcounter==17)target=self.goalstack17;
1400 else if(self.goalcounter==18)target=self.goalstack18;
1401 else if(self.goalcounter==19)target=self.goalstack19;
1402 else if(self.goalcounter==20)target=self.goalstack20;
1403 else if(self.goalcounter==21)target=self.goalstack21;
1404 else if(self.goalcounter==22)target=self.goalstack22;
1405 else if(self.goalcounter==23)target=self.goalstack23;
1406 else if(self.goalcounter==24)target=self.goalstack24;
1407 else if(self.goalcounter==25)target=self.goalstack25;
1408 else if(self.goalcounter==26)target=self.goalstack26;
1409 else if(self.goalcounter==27)target=self.goalstack27;
1410 else if(self.goalcounter==28)target=self.goalstack28;
1411 else if(self.goalcounter==29)target=self.goalstack29;
1412 else if(self.goalcounter==30)target=self.goalstack30;
1413 else if(self.goalcounter==31)target=self.goalstack31;
1417 self.goalcounter = 0;
1418 self.lastposition='0 0 0';
1422 if(self.lastposition=='0 0 0')
1425 org = self.lastposition;
1428 te_lightning2(world, org, target.origin);
1429 self.lastposition = target.origin;