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1 .void() havocbot_role;
2 void() havocbot_chooserole;
3 .float havocbot_keyboardskill;
4 .float facingwalltime, ignoregoaltime;
5 .entity ignoregoal;
6 .float lastfiredweapon;
7 .float lastcombotime;
8 .float havocbot_blockhead;
9
10 #ifdef DEBUG_BOT_GOALSTACK
11 void debuggoalstack();
12 #endif
13
14 vector havocbot_dodge()
15 {
16         // LordHavoc: disabled because this is too expensive
17         return '0 0 0';
18         /*
19         local entity head;
20         local vector dodge, v, n;
21         local float danger, bestdanger, vl, d;
22         dodge = '0 0 0';
23         bestdanger = -20;
24         // check for dangerous objects near bot or approaching bot
25         head = findchainfloat(bot_dodge, TRUE);
26         while(head)
27         {
28                 if (head.owner != self)
29                 {
30                         vl = vlen(head.velocity);
31                         if (vl > sv_maxspeed * 0.3)
32                         {
33                                 n = normalize(head.velocity);
34                                 v = self.origin - head.origin;
35                                 d = v * n;
36                                 if (d > (0 - head.bot_dodgerating))
37                                 if (d < (vl * 0.2 + head.bot_dodgerating))
38                                 {
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)
43                                         {
44                                                 bestdanger = danger;
45                                                 // dodge to the side of the object
46                                                 dodge = normalize(v);
47                                         }
48                                 }
49                         }
50                         else
51                         {
52                                 danger = head.bot_dodgerating - vlen(head.origin - self.origin);
53                                 if (bestdanger < danger)
54                                 {
55                                         bestdanger = danger;
56                                         dodge = normalize(self.origin - head.origin);
57                                 }
58                         }
59                 }
60                 head = head.chain;
61         }
62         return dodge;
63         */
64 };
65
66 .float havocbot_keyboardtime;
67 .float havocbot_ducktime;
68 .vector havocbot_keyboard;
69 void havocbot_keyboard_movement(vector destorg)
70 {
71         local vector keyboard;
72         local float blend, maxspeed;
73
74         maxspeed = cvar("sv_maxspeed");
75
76         if (time < self.havocbot_keyboardtime)
77                 return;
78
79         self.havocbot_keyboardtime =
80                 max(
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)
84                 , time);
85         keyboard = self.movement * (1.0 / maxspeed);
86
87         local float trigger, trigger1;
88         blend = bound(0,skill*0.1,1);
89         trigger = cvar("bot_ai_keyboard_treshold");
90         trigger1 = 0 - trigger;
91
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)
98         {
99                 keyboard_x = 1;
100                 if (skill < 2.5)
101                         keyboard_y = 0;
102         }
103         else if (keyboard_x < trigger1 && skill > 1.5)
104         {
105                 keyboard_x = -1;
106                 if (skill < 4.5)
107                         keyboard_y = 0;
108         }
109         else
110         {
111                 keyboard_x = 0;
112                 if (skill < 1.5)
113                         keyboard_y = 0;
114         }
115         if (skill < 4.5)
116                 keyboard_z = 0;
117
118         if (keyboard_y > trigger)
119                 keyboard_y = 1;
120         else if (keyboard_y < trigger1)
121                 keyboard_y = -1;
122         else
123                 keyboard_y = 0;
124
125         if (keyboard_z > trigger)
126                 keyboard_z = 1;
127         else if (keyboard_z < trigger1)
128                 keyboard_z = -1;
129         else
130                 keyboard_z = 0;
131
132         self.havocbot_keyboard = keyboard * maxspeed;
133         if (self.havocbot_ducktime>time) self.BUTTON_CROUCH=TRUE;
134
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;
139 };
140
141 .entity bot_lastseengoal;
142 .float bot_timelastseengoal;
143 .float bot_canruntogoal;
144 void havocbot_bunnyhop(vector dir)
145 {
146         local float bunnyhopdistance;
147         local vector deviation;
148         local float maxspeed;
149
150         if(cvar("g_midair"))
151                 return;
152
153         if(self.goalcurrent.classname == "player")
154                 return;
155
156         maxspeed = cvar("sv_maxspeed");
157
158         if(self.aistatus & AI_STATUS_DANGER_AHEAD)
159         {
160                 self.aistatus &~= AI_STATUS_RUNNING;
161                 self.BUTTON_JUMP = FALSE;
162                 self.bot_canruntogoal = 0;
163                 self.bot_timelastseengoal = 0;
164                 return;
165         }
166
167         if(self.waterlevel > WATERLEVEL_WETFEET)
168         {
169                 self.aistatus &~= AI_STATUS_RUNNING;
170                 return;
171         }
172
173         if(self.bot_lastseengoal != self.goalcurrent && !(self.aistatus & AI_STATUS_RUNNING))
174         {
175                 self.bot_canruntogoal = 0;
176                 self.bot_timelastseengoal = 0;
177         }
178
179         bunnyhopdistance = vlen(self.origin - self.goalcurrent.origin);
180
181         // Run only to visible goals
182         if(self.flags & FL_ONGROUND)
183         if(self.speed==maxspeed)
184         if(checkpvs(self.origin + self.view_ofs, self.goalcurrent))
185         {
186                         self.bot_lastseengoal = self.goalcurrent;
187
188                         // seen it before
189                         if(self.bot_timelastseengoal)
190                         {
191                                 // for a period of time
192                                 if(time - self.bot_timelastseengoal > cvar("bot_ai_bunnyhop_firstjumpdelay"))
193                                 {
194                                         local float checkdistance;
195                                         checkdistance = TRUE;
196
197                                         // don't run if it is too close
198                                         if(self.bot_canruntogoal==0)
199                                         {
200                                                 if(bunnyhopdistance > cvar("bot_ai_bunnyhop_startdistance"))
201                                                         self.bot_canruntogoal = 1;
202                                                 else
203                                                         self.bot_canruntogoal = -1;
204                                         }
205
206                                         if(self.bot_canruntogoal != 1)
207                                                 return;
208
209                                         if(self.aistatus & AI_STATUS_ROAMING)
210                                         if(self.goalcurrent.classname=="waypoint")
211                                         if(fabs(self.goalcurrent.origin_z - self.origin_z) < self.maxs_z - self.mins_z)
212                                         if(self.goalstack01!=world)
213                                         {
214                                                 deviation = vectoangles(self.goalstack01.origin - self.origin) - vectoangles(self.goalcurrent.origin - self.origin);
215                                                 while (deviation_y < -180) deviation_y = deviation_y + 360;
216                                                 while (deviation_y > 180) deviation_y = deviation_y - 360;
217
218                                                 if(fabs(deviation_y) < 20)
219                                                 if(bunnyhopdistance < vlen(self.origin - self.goalstack01.origin))
220                                                 if(fabs(self.goalstack01.origin_z - self.goalcurrent.origin_z) < self.maxs_z - self.mins_z)
221                                                 {
222                                                         if(vlen(self.goalcurrent.origin - self.goalstack01.origin) > cvar("bot_ai_bunnyhop_startdistance"))
223                                                         if(checkpvs(self.origin + self.view_ofs, self.goalstack01))
224                                                         {
225                                                                 checkdistance = FALSE;
226                                                         }
227                                                 }
228                                         }
229
230                                         if(checkdistance)
231                                         {
232                                                 self.aistatus &~= AI_STATUS_RUNNING;
233                                                 if(bunnyhopdistance > cvar("bot_ai_bunnyhop_stopdistance"))
234                                                         self.BUTTON_JUMP = TRUE;
235                                         }
236                                         else
237                                         {
238                                                 self.aistatus |= AI_STATUS_RUNNING;
239                                                 self.BUTTON_JUMP = TRUE;
240                                         }
241                                 }
242                         }
243                         else
244                         {
245                                 self.bot_timelastseengoal = time;
246                         }
247         }
248         else
249         {
250                 self.bot_timelastseengoal = 0;
251         }
252
253         // Release jump button
254         if(self.flags & FL_ONGROUND == 0)
255         {
256                 if(self.velocity_z < 0 || vlen(self.velocity)<maxspeed)
257                         self.BUTTON_JUMP = FALSE;
258
259                 // Strafe
260                 if(self.aistatus & AI_STATUS_RUNNING)
261                 if(vlen(self.velocity)>maxspeed)
262                 {
263                         deviation = vectoangles(dir) - vectoangles(self.velocity);
264                         while (deviation_y < -180) deviation_y = deviation_y + 360;
265                         while (deviation_y > 180) deviation_y = deviation_y - 360;
266
267                         if(fabs(deviation_y)>10)
268                                 self.movement_x = 0;
269
270                         if(deviation_y>10)
271                                 self.movement_y = maxspeed * -1;
272                         else if(deviation_y<10)
273                                 self.movement_y = maxspeed;
274
275                 }
276         }
277 };
278
279 //.float havocbotignoretime;
280 //.vector bot_dodgevector;
281 //.float bot_dodgevector_time;
282 //.float bot_dodgevector_jumpbutton;
283 .float ladder_time;
284 .entity ladder_entity;
285 .float rocketjumptime;
286 void havocbot_movetogoal()
287 {
288         local vector destorg;
289         local vector diff;
290         local vector dir;
291         local vector flatdir;
292         local vector m1;
293         local vector m2;
294         local vector evadeobstacle;
295         local vector evadelava;
296         local float s;
297         local float maxspeed;
298         //local float dist;
299         local vector dodge;
300         //if (self.goalentity)
301         //      te_lightning2(self, self.origin, (self.goalentity.absmin + self.goalentity.absmax) * 0.5);
302         self.movement = '0 0 0';
303         maxspeed = cvar("sv_maxspeed");
304
305         if(self.jumppadcount)
306         {
307                 if(self.flags & FL_ONGROUND)
308                 {
309                         self.jumppadcount = FALSE;
310                         if(self.aistatus & AI_STATUS_OUT_JUMPPAD)
311                                 self.aistatus &~= AI_STATUS_OUT_JUMPPAD;
312                 }
313
314                 // If got stuck on the jump pad try to reach the farther visible item
315                 if(self.aistatus & AI_STATUS_OUT_JUMPPAD)
316                 {
317                         if(fabs(self.velocity_z)<50)
318                         {
319                                 local entity head, newgoal;
320                                 local float distance, bestdistance;
321
322                                 for (head = findchainfloat(bot_pickup, TRUE); head; head = head.chain)
323                                 {
324                                         if(head.classname=="worldspawn")
325                                                 continue;
326
327                                         distance = vlen(head.origin - self.origin);
328                                         if(distance>1000)
329                                                 continue;
330
331                                         traceline(self.origin + self.view_ofs , head.origin, TRUE, world);
332
333                                         if(trace_fraction<1)
334                                                 continue;
335
336                                         if(distance>bestdistance)
337                                         {
338                                                 newgoal = head;
339                                                 bestdistance = distance;
340                                         }
341                                 }
342
343                                 if(newgoal)
344                                 {
345                                         self.ignoregoal = self.goalcurrent;
346                                         self.ignoregoaltime = time + cvar("bot_ai_ignoregoal_timeout");
347                                         navigation_clearroute();
348                                         navigation_routetogoal(newgoal, self.origin);
349                                         self.aistatus &~= AI_STATUS_OUT_JUMPPAD;
350                                 }
351                         }
352                         else
353                                 return;
354                 }
355                 else
356                 {
357                         if(self.velocity_z>0)
358                         {
359                                 local float threshold;
360                                 threshold = maxspeed * 0.2;
361                                 if(fabs(self.velocity_x) < threshold  &&  fabs(self.velocity_y) < threshold)
362                                         self.aistatus |= AI_STATUS_OUT_JUMPPAD;
363                                 return;
364                         }
365                 }
366         }
367
368         // If there is a trigger_hurt right below try to use the jetpack or make a rocketjump
369         if(skill>6)
370         if not(self.flags & FL_ONGROUND)
371         {
372                 tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 -65536', MOVE_NOMONSTERS, self);
373                 if(tracebox_hits_trigger_hurt(self.origin, self.mins, self.maxs, trace_endpos ))
374                 if(self.items & IT_JETPACK)
375                 {
376                         tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 65536', MOVE_NOMONSTERS, self);
377                         if(tracebox_hits_trigger_hurt(self.origin, self.mins, self.maxs, trace_endpos + '0 0 1' ))
378                         {
379                                 if(self.velocity_z<0)
380                                 {
381                                         self.BUTTON_HOOK = TRUE;
382                                 }
383                         }
384                         else
385                                 self.BUTTON_HOOK = TRUE;
386
387                         // If there is no goal try to move forward
388
389                         if(self.goalcurrent==world)
390                                 dir = v_forward;
391                         else
392                                 dir = normalize(self.goalcurrent.origin - self.origin);
393
394                         local vector xyvelocity = self.velocity; xyvelocity_z = 0;
395                         local float xyspeed = xyvelocity * dir;
396
397                         if(xyspeed < (maxspeed / 2))
398                         {
399                                 makevectors(self.v_angle_y * '0 1 0');
400                                 tracebox(self.origin, self.mins, self.maxs, self.origin + (dir * maxspeed * 3), MOVE_NOMONSTERS, self);
401                                 if(trace_fraction==1)
402                                 {
403                                         self.movement_x = dir * v_forward * maxspeed;
404                                         self.movement_y = dir * v_right * maxspeed;
405                                         if (skill < 10)
406                                                 havocbot_keyboard_movement(self.origin + dir * 100);
407                                 }
408                         }
409
410                         self.havocbot_blockhead = TRUE;
411
412                         return;
413                 }
414                 else if(self.health>cvar("g_balance_rocketlauncher_damage")*0.5)
415                 {
416                         if(self.velocity_z < 0)
417                         if(client_hasweapon(self, WEP_ROCKET_LAUNCHER, TRUE, FALSE))
418                         {
419                                 self.movement_x = maxspeed;
420
421                                 if(self.rocketjumptime)
422                                 {
423                                         if(time > self.rocketjumptime)
424                                         {
425                                                 self.BUTTON_ATCK2 = TRUE;
426                                                 self.rocketjumptime = 0;
427                                         }
428                                         return;
429                                 }
430
431                                 self.switchweapon = WEP_ROCKET_LAUNCHER;
432                                 self.v_angle_x = 90;
433                                 self.BUTTON_ATCK = TRUE;
434                                 self.rocketjumptime = time + cvar("g_balance_rocketlauncher_detonatedelay");
435                                 return;
436                         }
437                 }
438                 else
439                 {
440                         // If there is no goal try to move forward
441                         if(self.goalcurrent==world)
442                                 self.movement_x = maxspeed;
443                 }
444         }
445
446         // If we are under water with no goals, swim up
447         if(self.waterlevel)
448         if(self.goalcurrent==world)
449         {
450                 dir = '0 0 0';
451                 if(self.waterlevel>WATERLEVEL_SWIMMING)
452                         dir_z = 1;
453                 else if(self.velocity_z >= 0 && !(self.waterlevel == WATERLEVEL_WETFEET && self.watertype == CONTENT_WATER))
454                         self.BUTTON_JUMP = TRUE;
455                 else
456                         self.BUTTON_JUMP = FALSE;
457                 makevectors(self.v_angle_y * '0 1 0');
458                 self.movement_x = dir * v_forward * maxspeed;
459                 self.movement_y = dir * v_right * maxspeed;
460                 self.movement_z = dir * v_up * maxspeed;
461         }
462
463         // if there is nowhere to go, exit
464         if (self.goalcurrent == world)
465                 return;
466
467         if (self.goalcurrent)
468                 navigation_poptouchedgoals();
469
470         // if ran out of goals try to use an alternative goal or get a new strategy asap
471         if(self.goalcurrent == world)
472         {
473                 self.bot_strategytime = 0;
474                 return;
475         }
476
477 #ifdef DEBUG_BOT_GOALSTACK
478         debuggoalstack();
479 #endif
480
481         m1 = self.goalcurrent.origin + self.goalcurrent.mins;
482         m2 = self.goalcurrent.origin + self.goalcurrent.maxs;
483         destorg = self.origin;
484         destorg_x = bound(m1_x, destorg_x, m2_x);
485         destorg_y = bound(m1_y, destorg_y, m2_y);
486         destorg_z = bound(m1_z, destorg_z, m2_z);
487         diff = destorg - self.origin;
488         //dist = vlen(diff);
489         dir = normalize(diff);
490         flatdir = diff;flatdir_z = 0;
491         flatdir = normalize(flatdir);
492
493         //if (self.bot_dodgevector_time < time)
494         {
495         //      self.bot_dodgevector_time = time + cvar("bot_ai_dodgeupdateinterval");
496         //      self.bot_dodgevector_jumpbutton = 1;
497                 evadeobstacle = '0 0 0';
498                 evadelava = '0 0 0';
499
500                 if (self.waterlevel)
501                 {
502                         if(self.waterlevel>WATERLEVEL_SWIMMING)
503                         {
504                         //      flatdir_z = 1;
505                                 self.aistatus |= AI_STATUS_OUT_WATER;
506                         }
507                         else
508                         {
509                                 if(self.velocity_z >= 0 && !(self.watertype == CONTENT_WATER && self.goalcurrent.origin_z < self.origin_z) &&
510                                         ( !(self.waterlevel == WATERLEVEL_WETFEET && self.watertype == CONTENT_WATER) || self.aistatus & AI_STATUS_OUT_WATER))
511                                         self.BUTTON_JUMP = TRUE;
512                                 else
513                                         self.BUTTON_JUMP = FALSE;
514                         }
515                         dir = normalize(flatdir);
516                         makevectors(self.v_angle_y * '0 1 0');
517                 }
518                 else
519                 {
520                         if(self.aistatus & AI_STATUS_OUT_WATER)
521                                 self.aistatus &~= AI_STATUS_OUT_WATER;
522
523                         // jump if going toward an obstacle that doesn't look like stairs we
524                         // can walk up directly
525                         tracebox(self.origin, self.mins, self.maxs, self.origin + self.velocity * 0.2, FALSE, self);
526                         if (trace_fraction < 1)
527                         if (trace_plane_normal_z < 0.7)
528                         {
529                                 s = trace_fraction;
530                                 tracebox(self.origin + '0 0 16', self.mins, self.maxs, self.origin + self.velocity * 0.2 + '0 0 16', FALSE, self);
531                                 if (trace_fraction < s + 0.01)
532                                 if (trace_plane_normal_z < 0.7)
533                                 {
534                                         s = trace_fraction;
535                                         tracebox(self.origin + '0 0 48', self.mins, self.maxs, self.origin + self.velocity * 0.2 + '0 0 48', FALSE, self);
536                                         if (trace_fraction > s)
537                                                 self.BUTTON_JUMP = 1;
538                                 }
539                         }
540
541                         // avoiding dangers and obstacles
542                         local vector dst_ahead, dst_down;
543                         makevectors(self.v_angle_y * '0 1 0');
544                         dst_ahead = self.origin + self.view_ofs + (self.velocity * 0.4) + (v_forward * 32 * 3);
545                         dst_down = dst_ahead + '0 0 -1500';
546
547                         // Look ahead
548                         traceline(self.origin + self.view_ofs , dst_ahead, TRUE, world);
549
550                         // Check head-banging against walls
551                         if(vlen(self.origin + self.view_ofs - trace_endpos) < 25 && !(self.aistatus & AI_STATUS_OUT_WATER))
552                         {
553                                 self.BUTTON_JUMP = TRUE;
554                                 if(self.facingwalltime && time > self.facingwalltime)
555                                 {
556                                         self.ignoregoal = self.goalcurrent;
557                                         self.ignoregoaltime = time + cvar("bot_ai_ignoregoal_timeout");
558                                         self.bot_strategytime = 0;
559                                         return;
560                                 }
561                                 else
562                                 {
563                                         self.facingwalltime = time + 0.05;
564                                 }
565                         }
566                         else
567                         {
568                                 self.facingwalltime = 0;
569
570                                 if(self.ignoregoal != world && time > self.ignoregoaltime)
571                                 {
572                                         self.ignoregoal = world;
573                                         self.ignoregoaltime = 0;
574                                 }
575                         }
576
577                         // Check for water/slime/lava and dangerous edges
578                         // (only when the bot is on the ground or jumping intentionally)
579                         self.aistatus &~= AI_STATUS_DANGER_AHEAD;
580
581                         if(trace_fraction == 1)
582                         if(self.flags & FL_ONGROUND || self.aistatus & AI_STATUS_RUNNING || self.BUTTON_JUMP == TRUE)
583                         {
584                                 // Look downwards
585                                 traceline(dst_ahead , dst_down, TRUE, world);
586                         //      te_lightning2(world, self.origin, dst_ahead);   // Draw "ahead" look
587                         //      te_lightning2(world, dst_ahead, dst_down);              // Draw "downwards" look
588                                 if(trace_endpos_z < self.origin_z + self.mins_z)
589                                 {
590                                         s = pointcontents(trace_endpos + '0 0 1');
591                                         if (s != CONTENT_SOLID)
592                                         if (s == CONTENT_LAVA || s == CONTENT_SLIME)
593                                                 evadelava = normalize(self.velocity) * -1;
594                                         else if (s == CONTENT_SKY)
595                                                 evadeobstacle = normalize(self.velocity) * -1;
596                                         else if (!boxesoverlap(dst_ahead - self.view_ofs + self.mins, dst_ahead - self.view_ofs + self.maxs,
597                                                                 self.goalcurrent.absmin, self.goalcurrent.absmax))
598                                         {
599                                                 // if ain't a safe goal with "holes" (like the jumpad on soylent)
600                                                 // and there is a trigger_hurt below
601                                                 if(tracebox_hits_trigger_hurt(dst_ahead, self.mins, self.maxs, trace_endpos))
602                                                 {
603                                                         // Remove dangerous dynamic goals from stack
604                                                         if (self.goalcurrent.classname == "player" || self.goalcurrent.classname == "droppedweapon")
605                                                                 navigation_poproute();
606                                                         // try to stop
607                                                         flatdir = '0 0 0';
608                                                         evadeobstacle = normalize(self.velocity) * -1;
609                                                 }
610                                         }
611                                 }
612                         }
613
614                         dir = flatdir;
615                         evadeobstacle_z = 0;
616                         evadelava_z = 0;
617                         makevectors(self.v_angle_y * '0 1 0');
618
619                         if(evadeobstacle!='0 0 0'||evadelava!='0 0 0')
620                                 self.aistatus |= AI_STATUS_DANGER_AHEAD;
621                 }
622
623                 dodge = havocbot_dodge();
624                 dodge = dodge * bound(0,3+skill*0.1,1);
625                 evadelava = evadelava * bound(1,3-skill,3); //Noobs fear lava a lot and take more distance from it
626                 traceline(self.origin, self.enemy.origin, TRUE, world);
627                 if(trace_ent.classname == "player")
628                         dir = dir * bound(0,skill/7,1);
629
630                 dir = normalize(dir + dodge + evadeobstacle + evadelava);
631         //      self.bot_dodgevector = dir;
632         //      self.bot_dodgevector_jumpbutton = self.BUTTON_JUMP;
633         }
634
635         if(time < self.ladder_time)
636         {
637                 if(self.goalcurrent.origin_z + self.goalcurrent.mins_z > self.origin_z + self.mins_z)
638                 {
639                         if(self.origin_z + self.mins_z  < self.ladder_entity.origin_z + self.ladder_entity.maxs_z)
640                                 dir = '0 0 1';
641                 }
642                 else
643                 {
644                         if(self.origin_z + self.mins_z  > self.ladder_entity.origin_z + self.ladder_entity.mins_z)
645                                 dir = '0 0 -1';
646                 }
647         }
648
649         //dir = self.bot_dodgevector;
650         //if (self.bot_dodgevector_jumpbutton)
651         //      self.BUTTON_JUMP = 1;
652         self.movement_x = dir * v_forward * maxspeed;
653         self.movement_y = dir * v_right * maxspeed;
654         self.movement_z = dir * v_up * maxspeed;
655
656         // Emulate keyboard interface
657         if (skill < 10)
658                 havocbot_keyboard_movement(destorg);
659
660         // Bunnyhop!
661 //      if(self.aistatus & AI_STATUS_ROAMING)
662         if(skill >= cvar("bot_ai_bunnyhop_skilloffset"))
663                 havocbot_bunnyhop(dir);
664
665         if ((dir * v_up) >= cvar("sv_jumpvelocity")*0.5 && (self.flags & FL_ONGROUND)) self.BUTTON_JUMP=1;
666         if (((dodge * v_up) > 0) && random()*frametime >= 0.2*bound(0,(10-skill)*0.1,1)) self.BUTTON_JUMP=TRUE;
667         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);
668 };
669
670 .float havocbot_chooseenemy_finished;
671 .float havocbot_stickenemy;
672 void havocbot_chooseenemy()
673 {
674         local entity head, best;
675         local float rating, bestrating;
676         local vector eye, v;
677         if (cvar("bot_nofire") || IS_INDEPENDENT_PLAYER(self))
678         {
679                 self.enemy = world;
680                 return;
681         }
682         if (self.enemy)
683         {
684                 if (!bot_shouldattack(self.enemy))
685                 {
686                         // enemy died or something, find a new target
687                         self.enemy = world;
688                         self.havocbot_chooseenemy_finished = time;
689                 }
690                 else if (self.havocbot_stickenemy)
691                 {
692                         // tracking last chosen enemy
693                         // if enemy is visible
694                         // and not really really far away
695                         // and we're not severely injured
696                         // then keep tracking for a half second into the future
697                         traceline(self.origin+self.view_ofs, self.enemy.origin+self.enemy.view_ofs*0.5,FALSE,world);
698                         if (trace_ent == self.enemy || trace_fraction == 1)
699                         if (vlen(self.enemy.origin - self.origin) < 1000)
700                         if (self.health > 30)
701                         {
702                                 // remain tracking him for a shot while (case he went after a small corner or pilar
703                                 self.havocbot_chooseenemy_finished = time + cvar("bot_ai_enemydetectioninterval");
704                                 return;
705                         }
706                         // enemy isn't visible, or is far away, or we're injured severely
707                         // so stop preferring this enemy
708                         // (it will still take a half second until a new one is chosen)
709                         self.havocbot_stickenemy = 0;
710                 }
711         }
712         if (time < self.havocbot_chooseenemy_finished)
713                 return;
714         self.havocbot_chooseenemy_finished = time + cvar("bot_ai_enemydetectioninterval");
715         eye = (self.origin + self.view_ofs);
716         best = world;
717         bestrating = 100000000;
718         head = findchainfloat(bot_attack, TRUE);
719         while (head)
720         {
721                 v = (head.absmin + head.absmax) * 0.5;
722                 rating = vlen(v - eye);
723                 if (bestrating > rating)
724                 if (bot_shouldattack(head))
725                 {
726                         traceline(eye, v, TRUE, self);
727                         if (trace_ent == head || trace_fraction >= 1)
728                         {
729                                 best = head;
730                                 bestrating = rating;
731                         }
732                 }
733                 head = head.chain;
734         }
735         self.enemy = best;
736         self.havocbot_stickenemy = TRUE;
737 };
738
739 .float bot_chooseweapontime;
740 float(entity e) w_getbestweapon;
741 void havocbot_chooseweapon()
742 {
743         local float i;
744
745         // TODO: clean this up by moving it to weapon code
746         if(self.enemy.classname!="player")
747         {
748                 // If no weapon was chosen get the first available weapon
749                 if(self.weapon==0)
750                 for(i=WEP_LASER + 1; i < WEP_COUNT ; ++i)
751                 {
752                         if(client_hasweapon(self, i, TRUE, FALSE))
753                         {
754                                 self.switchweapon = i;
755                                 return;
756                         }
757                 }
758                 return;
759         }
760
761         // Do not change weapon during the next second after a combo
762         i = time - self.lastcombotime;
763         if(i < 1)
764                 return;
765
766         // Workaround for rifle reloading (..)
767         if(self.weapon == WEP_CAMPINGRIFLE)
768         if(i < cvar("g_balance_campingrifle_reloadtime") + 1)
769                 return;
770
771         local float w, s;
772         local float rocket  ; rocket   =-1000;
773         local float nex     ; nex      =-1000;
774         local float hagar   ; hagar    =-1000;
775         local float grenade ; grenade  =-1000;
776         local float electro ; electro  =-1000;
777         local float crylink ; crylink  =-1000;
778         local float uzi     ; uzi      =-1000;
779         local float shotgun ; shotgun  =-1000;
780         local float campingrifle ; campingrifle  =-1000;
781         local float laser   ; laser    =-1000;
782         local float minstanex ; minstanex =-1000;
783         local float currentscore;
784         local float bestscore; bestscore = 0;
785         local float bestweapon; bestweapon=self.switchweapon;
786         local float distance; distance=bound(10,vlen(self.origin-self.enemy.origin)-200,10000);
787         local float maxdelaytime=0.5;
788         local float spreadpenalty=10;
789         local float distancefromfloor;
790
791         // Should it do a weapon combo?
792         local float af, ct, combo_time, combo;
793
794         af = ATTACK_FINISHED(self);
795         ct = cvar("bot_ai_weapon_combo_threshold");
796
797         // Bots with no skill will be 4 times more slower than "godlike" bots when doing weapon combos
798         // Ideally this 4 should be calculated as longest_weapon_refire / bot_ai_weapon_combo_threshold
799         combo_time = time + ct + (ct * ((-0.3*skill)+3));
800
801         combo = FALSE;
802
803         if(cvar("bot_ai_weapon_combo"))
804         if(self.weapon == self.lastfiredweapon)
805         if(af > combo_time)
806         {
807                 combo = TRUE;
808                 self.lastcombotime = time;
809         }
810
811         // Custom weapon list based on distance to the enemy
812         if(bot_custom_weapon){
813
814                 // Choose weapons for far distance
815                 if ( distance > bot_distance_far ) {
816                         for(i=0; i < WEP_COUNT && bot_weapons_far[i] != -1 ; ++i){
817                                 w = bot_weapons_far[i];
818                                 if ( client_hasweapon(self, w, TRUE, FALSE) ){
819                                         if ( self.weapon == w && combo)
820                                                 continue;
821                                         self.switchweapon = w;
822                                         return;
823                                 }
824                         }
825                 }
826
827                 // Choose weapons for mid distance
828                 if ( distance > bot_distance_close ) {
829                         for(i=0; i < WEP_COUNT && bot_weapons_mid[i] != -1 ; ++i){
830                                 w = bot_weapons_mid[i];
831                                 if ( client_hasweapon(self, w, TRUE, FALSE) ){
832                                         if ( self.weapon == w && combo)
833                                                 continue;
834                                         self.switchweapon = w;
835                                         return;
836                                 }
837                         }
838                 }
839
840                 // Choose weapons for close distance
841                 for(i=0; i < WEP_COUNT && bot_weapons_close[i] != -1 ; ++i){
842                         w = bot_weapons_close[i];
843                         if ( client_hasweapon(self, w, TRUE, FALSE) ){
844                                 if ( self.weapon == w && combo)
845                                         continue;
846                                 self.switchweapon = w;
847                                 return;
848                         }
849                 }
850                 // If now weapon was chosen by this system fall back to the previous one
851         }
852
853         // Formula:
854         //      (Damage/Sec * Weapon spefic change to get that damage)
855         //      *(Time to get to target * weapon specfic hitchange bonus) / (in a time of maxdelaytime)
856         //      *(Spread change of hit) // if it applies
857         //      *(Penality for target beeing in air)
858         // %weaponaddpoint
859
860         traceline(self.enemy.origin,self.enemy.origin-'0 0 1000',TRUE,world);
861         distancefromfloor = self.enemy.origin_z - trace_endpos_z;
862
863         if (client_hasweapon(self, WEP_MINSTANEX, TRUE, FALSE))
864                 minstanex = (1000/cvar("g_balance_minstanex_refire")*1.0)
865                         * (0.5);
866
867         if (client_hasweapon(self, WEP_ROCKET_LAUNCHER, TRUE, FALSE)  &&
868                 !(      cvar("bot_ai_weapon_combo") && self.weapon == WEP_ROCKET_LAUNCHER &&
869                         af > combo_time
870                 )
871         )
872                 rocket = (cvar("g_balance_rocketlauncher_damage")/cvar("g_balance_rocketlauncher_refire")*0.75)
873                         * bound(0,(cvar("g_balance_rocketlauncher_speed")/distance*maxdelaytime),1)*1.5;
874
875         if (client_hasweapon(self, WEP_NEX, TRUE, FALSE)  &&
876                 !(      cvar("bot_ai_weapon_combo") && self.weapon == WEP_NEX &&
877                         af > combo_time
878                 )
879         )
880                 nex = (cvar("g_balance_nex_damage")/cvar("g_balance_nex_refire")*1.0)
881                         * (0.5);
882
883         if (client_hasweapon(self, WEP_HAGAR, TRUE, FALSE) ) // &&
884         //      !( cvar("bot_ai_weapon_combo") && self.weapon == WEP_HAGAR &&  time < self.bot_lastshot + cvar("g_balance_hagar_primary_refire") ))
885                 hagar = (cvar("g_balance_hagar_primary_damage")/cvar("g_balance_hagar_primary_refire")*1.0)
886                         * bound(0,(cvar("g_balance_hagar_primary_speed")/distance*maxdelaytime),1)*0.2;
887
888         if (client_hasweapon(self, WEP_GRENADE_LAUNCHER, TRUE, FALSE) &&
889                 !(
890                         cvar("bot_ai_weapon_combo") && self.weapon == WEP_GRENADE_LAUNCHER &&
891                         af > combo_time
892                 )
893         )
894                 grenade = (cvar("g_balance_grenadelauncher_primary_damage")/cvar("g_balance_grenadelauncher_primary_refire")*1.0)
895                         * bound(0,(cvar("g_balance_grenadelauncher_primary_speed")/distance*maxdelaytime),1)*1.1;
896
897         if (client_hasweapon(self, WEP_ELECTRO, TRUE, FALSE) &&
898                 !(      cvar("bot_ai_weapon_combo") && self.weapon == WEP_ELECTRO &&
899                         af > combo_time
900                 )
901         )
902                 electro = (cvar("g_balance_electro_primary_damage")/cvar("g_balance_electro_primary_refire")*0.75)
903                         * bound(0,(cvar("g_balance_electro_primary_speed")/distance*maxdelaytime),1)*1.0;
904
905         if (client_hasweapon(self, WEP_CRYLINK, TRUE, FALSE) ) // &&
906         //      !( self.weapon == WEP_CRYLINK &&  time < self.bot_lastshot + cvar("g_balance_crylink_primary_refire") ))
907                 crylink = (cvar("g_balance_crylink_primary_damage")/cvar("g_balance_crylink_primary_refire")*1.0)
908                         * bound(0,(cvar("g_balance_crylink_primary_speed")/distance*maxdelaytime),1)*(64/(32+cvar("g_balance_crylink_primary_spread")*distance))*1.0;
909
910         if (client_hasweapon(self, WEP_UZI, TRUE, FALSE) ) // &&
911         //      !( self.weapon == WEP_UZI &&  time < self.bot_lastshot + cvar("g_balance_uzi_sustained_refire") ))
912                 uzi = (cvar("g_balance_uzi_sustained_damage")/cvar("g_balance_uzi_sustained_refire")*1.0)
913                         * bound(0,32/(32+cvar("g_balance_uzi_sustained_spread")*distance),1);
914
915         if (client_hasweapon(self, WEP_SHOTGUN, TRUE, FALSE) &&
916                 !(      cvar("bot_ai_weapon_combo") && self.weapon == WEP_SHOTGUN &&
917                         af > combo_time
918                 )
919         )
920                 shotgun = (cvar("g_balance_shotgun_primary_damage")*cvar("g_balance_shotgun_primary_bullets")/cvar("g_balance_shotgun_primary_refire")*1.0)
921                         * bound(0,32/(32+cvar("g_balance_shotgun_primary_spread")*distance),1);
922
923         if (client_hasweapon(self, WEP_LASER, FALSE, FALSE) &&
924                 !(      cvar("bot_ai_weapon_combo") && self.weapon == WEP_LASER &&
925                         af > combo_time
926                 )
927         )
928                 laser = (cvar("g_balance_laser_primary_damage")/cvar("g_balance_laser_primary_refire")*1.0)
929                         * bound(0,cvar("g_balance_laser_primary_speed")/distance*maxdelaytime,1);
930
931         if((self.enemy.flags & FL_ONGROUND)==FALSE){
932                 rocket = rocket   * (1.5-bound(0, distancefromfloor/cvar("g_balance_rocketlauncher_radius"         ),0.9)); //slight bigger change
933                 grenade = grenade * (1.5-bound(0,distancefromfloor/cvar("g_balance_grenadelauncher_primary_radius"),0.95));
934                 electro = electro * (1.5-bound(0,distancefromfloor/cvar("g_balance_electro_primary_radius"        ),0.95));
935                 laser = laser     * (1.5-bound(0,distancefromfloor/cvar("g_balance_laser_primary_radius"                  ),0.95));
936         }
937         /*
938         dprint("Floor distance: ",ftos(distancefromfloor),"\n");
939         dprint("Rocket: " , ftos(rocket  ), "\n");
940         dprint("Nex: "    , ftos(nex     ), "\n");
941         dprint("Hagar: "  , ftos(hagar   ), "\n");
942         dprint("Grenade: ", ftos(grenade ), "\n");
943         dprint("Electro: ", ftos(electro ), "\n");
944         dprint("Crylink: ", ftos(crylink ), "\n");
945         dprint("Uzi: "    , ftos(uzi     ), "\n");
946         dprint("Shotgun :", ftos(shotgun ), "\n");
947         dprint("Laser   :", ftos(laser   ), "\n\n");
948         */
949         currentscore = -1;
950         w = WEP_MINSTANEX        ;s = minstanex;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
951         w = WEP_ROCKET_LAUNCHER  ;s = rocket   ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
952         w = WEP_NEX              ;s = nex      ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
953         w = WEP_HAGAR            ;s = hagar    ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
954         w = WEP_GRENADE_LAUNCHER ;s = grenade  ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
955         w = WEP_ELECTRO          ;s = electro  ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
956         w = WEP_CRYLINK          ;s = crylink  ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
957         w = WEP_UZI              ;s = uzi      ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
958         w = WEP_SHOTGUN          ;s = shotgun  ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
959         w = WEP_LASER            ;s = laser    ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
960
961         // switch if the best weapon would provide a significant damage increase
962         if (bestscore > currentscore*1.5){
963                 self.switchweapon = bestweapon;
964
965                 // buys time for detonating the rocket. not tested yet
966                 if ( cvar("bot_ai_weapon_combo") && bestweapon == WEP_ROCKET_LAUNCHER )
967                         self.bot_chooseweapontime += (distance  / cvar("g_balance_rocketlauncher_speed"));
968         }
969 };
970
971 .float nextaim;
972 void havocbot_aim()
973 {
974         local vector selfvel, enemyvel;
975 //      if(self.flags & FL_INWATER)
976 //              return;
977         if (time < self.nextaim)
978                 return;
979         self.nextaim = time + 0.1;
980         selfvel = self.velocity;
981         if (!self.waterlevel)
982                 selfvel_z = 0;
983         if (self.enemy)
984         {
985                 enemyvel = self.enemy.velocity;
986                 if (!self.enemy.waterlevel)
987                         enemyvel_z = 0;
988                 lag_additem(time + self.ping, 0, 0, self.enemy, self.origin, selfvel, self.enemy.origin, enemyvel);
989         }
990         else
991                 lag_additem(time + self.ping, 0, 0, world, self.origin, selfvel, self.goalcurrent.origin, '0 0 0');
992 };
993
994 void havocbot_ai()
995 {
996     if(bot_execute_commands())
997         return;
998
999         if (bot_strategytoken == self)
1000         if (!bot_strategytoken_taken)
1001         {
1002                 if(self.havocbot_blockhead)
1003                 {
1004                         self.havocbot_blockhead = FALSE;
1005                 }
1006                 else
1007                 {
1008                         self.havocbot_role();
1009                 }
1010
1011                 // TODO: tracewalk() should take care of this job (better path finding under water)
1012                 // if we don't have a goal and we're under water look for a waypoint near the "shore" and push it
1013                 if(self.goalcurrent==world)
1014                 if(self.waterlevel==WATERLEVEL_SWIMMING || self.aistatus & AI_STATUS_OUT_WATER)
1015                 {
1016                         // Look for the closest waypoint out of water
1017                         local entity newgoal, head;
1018                         local float bestdistance, distance;
1019
1020                         newgoal = world;
1021                         bestdistance = 10000;
1022                         for (head = findchain(classname, "waypoint"); head; head = head.chain)
1023                         {
1024                                 distance = vlen(head.origin - self.origin);
1025                                 if(distance>10000)
1026                                         continue;
1027
1028                                 if(head.origin_z < self.origin_z)
1029                                         continue;
1030
1031                                 if(head.origin_z - self.origin_z - self.view_ofs_z > 100)
1032                                         continue;
1033
1034                                 if (pointcontents(head.origin + head.maxs + '0 0 1') != CONTENT_EMPTY)
1035                                         continue;
1036
1037                                 traceline(self.origin + self.view_ofs , head.origin, TRUE, head);
1038
1039                                 if(trace_fraction<1)
1040                                         continue;
1041
1042                                 if(distance<bestdistance)
1043                                 {
1044                                         newgoal = head;
1045                                         bestdistance = distance;
1046                                 }
1047                         }
1048
1049                         if(newgoal)
1050                         {
1051                         //      te_wizspike(newgoal.origin);
1052                                 navigation_pushroute(newgoal);
1053                         }
1054                 }
1055
1056                 // token has been used this frame
1057                 bot_strategytoken_taken = TRUE;
1058         }
1059         havocbot_chooseenemy();
1060         if (self.bot_chooseweapontime < time )
1061         {
1062                 self.bot_chooseweapontime = time + cvar("bot_ai_chooseweaponinterval");
1063                 havocbot_chooseweapon();
1064         }
1065         havocbot_aim();
1066         lag_update();
1067         if (self.bot_aimtarg)
1068         {
1069                 self.aistatus |= AI_STATUS_ATTACKING;
1070                 self.aistatus &~= AI_STATUS_ROAMING;
1071
1072                 weapon_action(self.weapon, WR_AIM);
1073                 if (cvar("bot_nofire") || IS_INDEPENDENT_PLAYER(self))
1074                 {
1075                         self.BUTTON_ATCK = FALSE;
1076                         self.BUTTON_ATCK2 = FALSE;
1077                 }
1078                 else
1079                 {
1080                         if(self.BUTTON_ATCK||self.BUTTON_ATCK2)
1081                                 self.lastfiredweapon = self.weapon;
1082                 }
1083         }
1084         else if (self.goalcurrent)
1085         {
1086                 self.aistatus |= AI_STATUS_ROAMING;
1087                 self.aistatus &~= AI_STATUS_ATTACKING;
1088
1089                 local vector now,v,next;//,heading;
1090                 local float aimdistance,skillblend,distanceblend,blend;
1091                 next = now = self.goalcurrent.origin - (self.origin + self.view_ofs);
1092                 aimdistance = vlen(now);
1093                 //heading = self.velocity;
1094                 //dprint(self.goalstack01.classname,etos(self.goalstack01),"\n");
1095                 if(
1096                         self.goalstack01 != self && self.goalstack01 != world && self.aistatus & AI_STATUS_RUNNING == 0 &&
1097                         !(self.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
1098                 )
1099                         next = self.goalstack01.origin - (self.origin + self.view_ofs);
1100
1101                 skillblend=bound(0,(skill-2.5)*0.5,1); //lower skill player can't preturn
1102                 distanceblend=bound(0,aimdistance/cvar("bot_ai_keyboard_distance"),1);
1103                 blend = skillblend * (1-distanceblend);
1104                 //v = (now * (distanceblend) + next * (1-distanceblend)) * (skillblend) + now * (1-skillblend);
1105                 //v = now * (distanceblend) * (skillblend) + next * (1-distanceblend) * (skillblend) + now * (1-skillblend);
1106                 //v = now * ((1-skillblend) + (distanceblend) * (skillblend)) + next * (1-distanceblend) * (skillblend);
1107                 v = now + blend * (next - now);
1108                 //dprint(etos(self), " ");
1109                 //dprint(vtos(now), ":", vtos(next), "=", vtos(v), " (blend ", ftos(blend), ")\n");
1110                 //v = now * (distanceblend) + next * (1-distanceblend);
1111                 if (self.waterlevel < WATERLEVEL_SWIMMING)
1112                         v_z = 0;
1113                 //dprint("walk at:", vtos(v), "\n");
1114                 //te_lightning2(world, self.origin, self.goalcurrent.origin);
1115                 bot_aimdir(v, -1);
1116         }
1117         havocbot_movetogoal();
1118 };
1119
1120 void havocbot_setupbot()
1121 {
1122         self.bot_ai = havocbot_ai;
1123         // will be updated by think code
1124         //Generate some random skill levels
1125         self.havocbot_keyboardskill=random()-0.5;
1126         havocbot_chooserole();
1127 }
1128
1129
1130 #ifdef DEBUG_BOT_GOALSTACK
1131
1132 .float goalcounter;
1133 .vector lastposition;
1134
1135 // Debug the goal stack visually
1136 void debuggoalstack()
1137 {
1138         local entity target;
1139         local vector org;
1140
1141         if(self.goalcounter==0)target=self.goalcurrent;
1142         else if(self.goalcounter==1)target=self.goalstack01;
1143         else if(self.goalcounter==2)target=self.goalstack02;
1144         else if(self.goalcounter==3)target=self.goalstack03;
1145         else if(self.goalcounter==4)target=self.goalstack04;
1146         else if(self.goalcounter==5)target=self.goalstack05;
1147         else if(self.goalcounter==6)target=self.goalstack06;
1148         else if(self.goalcounter==7)target=self.goalstack07;
1149         else if(self.goalcounter==8)target=self.goalstack08;
1150         else if(self.goalcounter==9)target=self.goalstack09;
1151         else if(self.goalcounter==10)target=self.goalstack10;
1152         else if(self.goalcounter==11)target=self.goalstack11;
1153         else if(self.goalcounter==12)target=self.goalstack12;
1154         else if(self.goalcounter==13)target=self.goalstack13;
1155         else if(self.goalcounter==14)target=self.goalstack14;
1156         else if(self.goalcounter==15)target=self.goalstack15;
1157         else if(self.goalcounter==16)target=self.goalstack16;
1158         else if(self.goalcounter==17)target=self.goalstack17;
1159         else if(self.goalcounter==18)target=self.goalstack18;
1160         else if(self.goalcounter==19)target=self.goalstack19;
1161         else if(self.goalcounter==20)target=self.goalstack20;
1162         else if(self.goalcounter==21)target=self.goalstack21;
1163         else if(self.goalcounter==22)target=self.goalstack22;
1164         else if(self.goalcounter==23)target=self.goalstack23;
1165         else if(self.goalcounter==24)target=self.goalstack24;
1166         else if(self.goalcounter==25)target=self.goalstack25;
1167         else if(self.goalcounter==26)target=self.goalstack26;
1168         else if(self.goalcounter==27)target=self.goalstack27;
1169         else if(self.goalcounter==28)target=self.goalstack28;
1170         else if(self.goalcounter==29)target=self.goalstack29;
1171         else if(self.goalcounter==30)target=self.goalstack30;
1172         else if(self.goalcounter==31)target=self.goalstack31;
1173
1174         if(target==world)
1175         {
1176                 self.goalcounter = 0;
1177                 self.lastposition='0 0 0';
1178                 return;
1179         }
1180
1181         if(self.lastposition=='0 0 0')
1182                 org = self.origin;
1183         else
1184                 org = self.lastposition;
1185
1186
1187         te_lightning2(world, org, target.origin);
1188         self.lastposition = target.origin;
1189
1190         self.goalcounter++;
1191 }
1192
1193 #endif