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 if(self.jumppadcount)
313 if(self.flags & FL_ONGROUND)
315 self.jumppadcount = FALSE;
316 if(self.aistatus & AI_STATUS_OUT_JUMPPAD)
317 self.aistatus &~= AI_STATUS_OUT_JUMPPAD;
320 // If got stuck on the jump pad try to reach the farther visible item
321 if(self.aistatus & AI_STATUS_OUT_JUMPPAD)
323 if(fabs(self.velocity_z)<50)
325 local entity head, newgoal;
326 local float distance, bestdistance;
328 for (head = findchainfloat(bot_pickup, TRUE); head; head = head.chain)
330 if(head.classname=="worldspawn")
333 distance = vlen(head.origin - self.origin);
337 traceline(self.origin + self.view_ofs , head.origin, TRUE, world);
342 if(distance>bestdistance)
345 bestdistance = distance;
351 self.ignoregoal = self.goalcurrent;
352 self.ignoregoaltime = time + cvar("bot_ai_ignoregoal_timeout");
353 navigation_clearroute();
354 navigation_routetogoal(newgoal, self.origin);
355 self.aistatus &~= AI_STATUS_OUT_JUMPPAD;
363 if(self.velocity_z>0)
365 local float threshold;
366 threshold = maxspeed * 0.2;
367 if(fabs(self.velocity_x) < threshold && fabs(self.velocity_y) < threshold)
368 self.aistatus |= AI_STATUS_OUT_JUMPPAD;
374 // If there is a trigger_hurt right below try to use the jetpack or make a rocketjump
376 if not(self.flags & FL_ONGROUND)
378 tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 -65536', MOVE_NOMONSTERS, self);
379 if(tracebox_hits_trigger_hurt(self.origin, self.mins, self.maxs, trace_endpos ))
380 if(self.items & IT_JETPACK)
382 tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 65536', MOVE_NOMONSTERS, self);
383 if(tracebox_hits_trigger_hurt(self.origin, self.mins, self.maxs, trace_endpos + '0 0 1' ))
385 if(self.velocity_z<0)
387 self.BUTTON_HOOK = TRUE;
391 self.BUTTON_HOOK = TRUE;
393 // If there is no goal try to move forward
395 if(self.goalcurrent==world)
398 dir = normalize(self.goalcurrent.origin - self.origin);
400 local vector xyvelocity = self.velocity; xyvelocity_z = 0;
401 local float xyspeed = xyvelocity * dir;
403 if(xyspeed < (maxspeed / 2))
405 makevectors(self.v_angle_y * '0 1 0');
406 tracebox(self.origin, self.mins, self.maxs, self.origin + (dir * maxspeed * 3), MOVE_NOMONSTERS, self);
407 if(trace_fraction==1)
409 self.movement_x = dir * v_forward * maxspeed;
410 self.movement_y = dir * v_right * maxspeed;
412 havocbot_keyboard_movement(self.origin + dir * 100);
416 self.havocbot_blockhead = TRUE;
420 else if(self.health>cvar("g_balance_rocketlauncher_damage")*0.5)
422 if(self.velocity_z < 0)
423 if(client_hasweapon(self, WEP_ROCKET_LAUNCHER, TRUE, FALSE))
425 self.movement_x = maxspeed;
427 if(self.rocketjumptime)
429 if(time > self.rocketjumptime)
431 self.BUTTON_ATCK2 = TRUE;
432 self.rocketjumptime = 0;
437 self.switchweapon = WEP_ROCKET_LAUNCHER;
439 self.BUTTON_ATCK = TRUE;
440 self.rocketjumptime = time + cvar("g_balance_rocketlauncher_detonatedelay");
446 // If there is no goal try to move forward
447 if(self.goalcurrent==world)
448 self.movement_x = maxspeed;
452 // If we are under water with no goals, swim up
454 if(self.goalcurrent==world)
457 if(self.waterlevel>WATERLEVEL_SWIMMING)
459 else if(self.velocity_z >= 0 && !(self.waterlevel == WATERLEVEL_WETFEET && self.watertype == CONTENT_WATER))
460 self.BUTTON_JUMP = TRUE;
462 self.BUTTON_JUMP = FALSE;
463 makevectors(self.v_angle_y * '0 1 0');
464 self.movement_x = dir * v_forward * maxspeed;
465 self.movement_y = dir * v_right * maxspeed;
466 self.movement_z = dir * v_up * maxspeed;
469 // if there is nowhere to go, exit
470 if (self.goalcurrent == world)
473 if (self.goalcurrent)
474 navigation_poptouchedgoals();
476 // if ran out of goals try to use an alternative goal or get a new strategy asap
477 if(self.goalcurrent == world)
479 self.bot_strategytime = 0;
483 #ifdef DEBUG_BOT_GOALSTACK
487 m1 = self.goalcurrent.origin + self.goalcurrent.mins;
488 m2 = self.goalcurrent.origin + self.goalcurrent.maxs;
489 destorg = self.origin;
490 destorg_x = bound(m1_x, destorg_x, m2_x);
491 destorg_y = bound(m1_y, destorg_y, m2_y);
492 destorg_z = bound(m1_z, destorg_z, m2_z);
493 diff = destorg - self.origin;
495 dir = normalize(diff);
496 flatdir = diff;flatdir_z = 0;
497 flatdir = normalize(flatdir);
499 //if (self.bot_dodgevector_time < time)
501 // self.bot_dodgevector_time = time + cvar("bot_ai_dodgeupdateinterval");
502 // self.bot_dodgevector_jumpbutton = 1;
503 evadeobstacle = '0 0 0';
508 if(self.waterlevel>WATERLEVEL_SWIMMING)
511 self.aistatus |= AI_STATUS_OUT_WATER;
515 if(self.velocity_z >= 0 && !(self.watertype == CONTENT_WATER && self.goalcurrent.origin_z < self.origin_z) &&
516 ( !(self.waterlevel == WATERLEVEL_WETFEET && self.watertype == CONTENT_WATER) || self.aistatus & AI_STATUS_OUT_WATER))
517 self.BUTTON_JUMP = TRUE;
519 self.BUTTON_JUMP = FALSE;
521 dir = normalize(flatdir);
522 makevectors(self.v_angle_y * '0 1 0');
526 if(self.aistatus & AI_STATUS_OUT_WATER)
527 self.aistatus &~= AI_STATUS_OUT_WATER;
529 // jump if going toward an obstacle that doesn't look like stairs we
530 // can walk up directly
531 tracebox(self.origin, self.mins, self.maxs, self.origin + self.velocity * 0.2, FALSE, self);
532 if (trace_fraction < 1)
533 if (trace_plane_normal_z < 0.7)
536 tracebox(self.origin + '0 0 16', self.mins, self.maxs, self.origin + self.velocity * 0.2 + '0 0 16', FALSE, self);
537 if (trace_fraction < s + 0.01)
538 if (trace_plane_normal_z < 0.7)
541 tracebox(self.origin + '0 0 48', self.mins, self.maxs, self.origin + self.velocity * 0.2 + '0 0 48', FALSE, self);
542 if (trace_fraction > s)
543 self.BUTTON_JUMP = 1;
547 // avoiding dangers and obstacles
548 local vector dst_ahead, dst_down;
549 makevectors(self.v_angle_y * '0 1 0');
550 dst_ahead = self.origin + self.view_ofs + (self.velocity * 0.4) + (v_forward * 32 * 3);
551 dst_down = dst_ahead + '0 0 -1500';
554 traceline(self.origin + self.view_ofs , dst_ahead, TRUE, world);
556 // Check head-banging against walls
557 if(vlen(self.origin + self.view_ofs - trace_endpos) < 25 && !(self.aistatus & AI_STATUS_OUT_WATER))
559 self.BUTTON_JUMP = TRUE;
560 if(self.facingwalltime && time > self.facingwalltime)
562 self.ignoregoal = self.goalcurrent;
563 self.ignoregoaltime = time + cvar("bot_ai_ignoregoal_timeout");
564 self.bot_strategytime = 0;
569 self.facingwalltime = time + 0.05;
574 self.facingwalltime = 0;
576 if(self.ignoregoal != world && time > self.ignoregoaltime)
578 self.ignoregoal = world;
579 self.ignoregoaltime = 0;
583 // Check for water/slime/lava and dangerous edges
584 // (only when the bot is on the ground or jumping intentionally)
585 self.aistatus &~= AI_STATUS_DANGER_AHEAD;
587 if(trace_fraction == 1)
588 if(self.flags & FL_ONGROUND || self.aistatus & AI_STATUS_RUNNING || self.BUTTON_JUMP == TRUE)
591 traceline(dst_ahead , dst_down, TRUE, world);
592 // te_lightning2(world, self.origin, dst_ahead); // Draw "ahead" look
593 // te_lightning2(world, dst_ahead, dst_down); // Draw "downwards" look
594 if(trace_endpos_z < self.origin_z + self.mins_z)
596 s = pointcontents(trace_endpos + '0 0 1');
597 if (s != CONTENT_SOLID)
598 if (s == CONTENT_LAVA || s == CONTENT_SLIME)
599 evadelava = normalize(self.velocity) * -1;
600 else if (s == CONTENT_SKY)
601 evadeobstacle = normalize(self.velocity) * -1;
602 else if (!boxesoverlap(dst_ahead - self.view_ofs + self.mins, dst_ahead - self.view_ofs + self.maxs,
603 self.goalcurrent.absmin, self.goalcurrent.absmax))
605 // if ain't a safe goal with "holes" (like the jumpad on soylent)
606 // and there is a trigger_hurt below
607 if(tracebox_hits_trigger_hurt(dst_ahead, self.mins, self.maxs, trace_endpos))
609 // Remove dangerous dynamic goals from stack
610 if (self.goalcurrent.classname == "player" || self.goalcurrent.classname == "droppedweapon")
611 navigation_poproute();
614 evadeobstacle = normalize(self.velocity) * -1;
623 makevectors(self.v_angle_y * '0 1 0');
625 if(evadeobstacle!='0 0 0'||evadelava!='0 0 0')
626 self.aistatus |= AI_STATUS_DANGER_AHEAD;
629 dodge = havocbot_dodge();
630 dodge = dodge * bound(0,3+skill*0.1,1);
631 evadelava = evadelava * bound(1,3-skill,3); //Noobs fear lava a lot and take more distance from it
632 traceline(self.origin, self.enemy.origin, TRUE, world);
633 if(trace_ent.classname == "player")
634 dir = dir * bound(0,skill/7,1);
636 dir = normalize(dir + dodge + evadeobstacle + evadelava);
637 // self.bot_dodgevector = dir;
638 // self.bot_dodgevector_jumpbutton = self.BUTTON_JUMP;
641 if(time < self.ladder_time)
643 if(self.goalcurrent.origin_z + self.goalcurrent.mins_z > self.origin_z + self.mins_z)
645 if(self.origin_z + self.mins_z < self.ladder_entity.origin_z + self.ladder_entity.maxs_z)
650 if(self.origin_z + self.mins_z > self.ladder_entity.origin_z + self.ladder_entity.mins_z)
655 //dir = self.bot_dodgevector;
656 //if (self.bot_dodgevector_jumpbutton)
657 // self.BUTTON_JUMP = 1;
658 self.movement_x = dir * v_forward * maxspeed;
659 self.movement_y = dir * v_right * maxspeed;
660 self.movement_z = dir * v_up * maxspeed;
662 // Emulate keyboard interface
664 havocbot_keyboard_movement(destorg);
667 // if(self.aistatus & AI_STATUS_ROAMING)
668 if(skill >= cvar("bot_ai_bunnyhop_skilloffset"))
669 havocbot_bunnyhop(dir);
671 if ((dir * v_up) >= cvar("sv_jumpvelocity")*0.5 && (self.flags & FL_ONGROUND)) self.BUTTON_JUMP=1;
672 if (((dodge * v_up) > 0) && random()*frametime >= 0.2*bound(0,(10-skill)*0.1,1)) self.BUTTON_JUMP=TRUE;
673 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);
676 .float havocbot_chooseenemy_finished;
677 .float havocbot_stickenemy;
678 void havocbot_chooseenemy()
680 local entity head, best, head2;
681 local float rating, bestrating, i, f;
683 if (cvar("bot_nofire") || IS_INDEPENDENT_PLAYER(self))
690 if (!bot_shouldattack(self.enemy))
692 // enemy died or something, find a new target
694 self.havocbot_chooseenemy_finished = time;
696 else if (self.havocbot_stickenemy)
698 // tracking last chosen enemy
699 // if enemy is visible
700 // and not really really far away
701 // and we're not severely injured
702 // then keep tracking for a half second into the future
703 traceline(self.origin+self.view_ofs, self.enemy.origin+self.enemy.view_ofs*0.5,FALSE,world);
704 if (trace_ent == self.enemy || trace_fraction == 1)
705 if (vlen(self.enemy.origin - self.origin) < 1000)
706 if (self.health > 30)
708 // remain tracking him for a shot while (case he went after a small corner or pilar
709 self.havocbot_chooseenemy_finished = time + cvar("bot_ai_enemydetectioninterval");
712 // enemy isn't visible, or is far away, or we're injured severely
713 // so stop preferring this enemy
714 // (it will still take a half second until a new one is chosen)
715 self.havocbot_stickenemy = 0;
718 if (time < self.havocbot_chooseenemy_finished)
720 self.havocbot_chooseenemy_finished = time + cvar("bot_ai_enemydetectioninterval");
721 eye = self.origin + self.view_ofs;
723 bestrating = 100000000;
724 head = head2 = findchainfloat(bot_attack, TRUE);
726 // Search for enemies, if no enemy can be seen directly try to look through transparent objects
731 v = (head.absmin + head.absmax) * 0.5;
732 rating = vlen(v - eye);
733 if (rating<cvar("bot_ai_enemydetectionradius"))
734 if (bestrating > rating)
735 if (bot_shouldattack(head))
737 traceline(eye, v, TRUE, self);
738 if (trace_ent == head || trace_fraction >= 1)
747 // I want to do a second scan if no enemy was found or I don't have weapons
748 // TODO: Perform the scan when using the rifle (requires changes on the rifle code)
749 if(best || self.weapons) // || self.weapon == WEP_CAMPINGRIFLE
754 // Set flags to see through transparent objects
755 f = self.dphitcontentsmask;
756 self.dphitcontentsmask = DPCONTENTS_OPAQUE;
762 // Restore hit flags if needed
764 self.dphitcontentsmask = f;
767 self.havocbot_stickenemy = TRUE;
770 .float bot_chooseweapontime;
771 float(entity e) w_getbestweapon;
772 void havocbot_chooseweapon()
777 if(g_weaponarena == WEPBIT_TUBA)
779 self.switchweapon = WEP_TUBA;
783 // TODO: clean this up by moving it to weapon code
784 if(self.enemy==world)
786 // If no weapon was chosen get the first available weapon
788 for(i=WEP_LASER + 1; i < WEP_COUNT ; ++i)
790 if(client_hasweapon(self, i, TRUE, FALSE))
792 self.switchweapon = i;
799 // Do not change weapon during the next second after a combo
800 i = time - self.lastcombotime;
804 // Workaround for rifle reloading (..)
805 if(self.weapon == WEP_CAMPINGRIFLE)
806 if(i < cvar("g_balance_campingrifle_reloadtime") + 1)
810 local float rocket ; rocket =-1000;
811 local float nex ; nex =-1000;
812 local float hagar ; hagar =-1000;
813 local float grenade ; grenade =-1000;
814 local float electro ; electro =-1000;
815 local float crylink ; crylink =-1000;
816 local float uzi ; uzi =-1000;
817 local float shotgun ; shotgun =-1000;
818 local float campingrifle ; campingrifle =-1000;
819 local float laser ; laser =-1000;
820 local float minstanex ; minstanex =-1000;
821 local float currentscore;
822 local float bestscore; bestscore = 0;
823 local float bestweapon; bestweapon=self.switchweapon;
824 local float distance; distance=bound(10,vlen(self.origin-self.enemy.origin)-200,10000);
825 local float maxdelaytime=0.5;
826 local float spreadpenalty=10;
827 local float distancefromfloor;
829 // Should it do a weapon combo?
830 local float af, ct, combo_time, combo;
832 af = ATTACK_FINISHED(self);
833 ct = cvar("bot_ai_weapon_combo_threshold");
835 // Bots with no skill will be 4 times more slower than "godlike" bots when doing weapon combos
836 // Ideally this 4 should be calculated as longest_weapon_refire / bot_ai_weapon_combo_threshold
837 combo_time = time + ct + (ct * ((-0.3*skill)+3));
841 if(cvar("bot_ai_weapon_combo"))
842 if(self.weapon == self.lastfiredweapon)
846 self.lastcombotime = time;
849 // Custom weapon list based on distance to the enemy
850 if(bot_custom_weapon){
852 // Choose weapons for far distance
853 if ( distance > bot_distance_far ) {
854 for(i=0; i < WEP_COUNT && bot_weapons_far[i] != -1 ; ++i){
855 w = bot_weapons_far[i];
856 if ( client_hasweapon(self, w, TRUE, FALSE) ){
857 if ( self.weapon == w && combo)
859 self.switchweapon = w;
865 // Choose weapons for mid distance
866 if ( distance > bot_distance_close ) {
867 for(i=0; i < WEP_COUNT && bot_weapons_mid[i] != -1 ; ++i){
868 w = bot_weapons_mid[i];
869 if ( client_hasweapon(self, w, TRUE, FALSE) ){
870 if ( self.weapon == w && combo)
872 self.switchweapon = w;
878 // Choose weapons for close distance
879 for(i=0; i < WEP_COUNT && bot_weapons_close[i] != -1 ; ++i){
880 w = bot_weapons_close[i];
881 if ( client_hasweapon(self, w, TRUE, FALSE) ){
882 if ( self.weapon == w && combo)
884 self.switchweapon = w;
888 // If now weapon was chosen by this system fall back to the previous one
892 // (Damage/Sec * Weapon spefic change to get that damage)
893 // *(Time to get to target * weapon specfic hitchange bonus) / (in a time of maxdelaytime)
894 // *(Spread change of hit) // if it applies
895 // *(Penality for target beeing in air)
898 traceline(self.enemy.origin,self.enemy.origin-'0 0 1000',TRUE,world);
899 distancefromfloor = self.enemy.origin_z - trace_endpos_z;
901 if (client_hasweapon(self, WEP_MINSTANEX, TRUE, FALSE))
902 minstanex = (1000/cvar("g_balance_minstanex_refire")*1.0)
905 if (client_hasweapon(self, WEP_ROCKET_LAUNCHER, TRUE, FALSE) &&
906 !( cvar("bot_ai_weapon_combo") && self.weapon == WEP_ROCKET_LAUNCHER &&
910 rocket = (cvar("g_balance_rocketlauncher_damage")/cvar("g_balance_rocketlauncher_refire")*0.75)
911 * bound(0,(cvar("g_balance_rocketlauncher_speed")/distance*maxdelaytime),1)*1.5;
913 if (client_hasweapon(self, WEP_NEX, TRUE, FALSE) &&
914 !( cvar("bot_ai_weapon_combo") && self.weapon == WEP_NEX &&
918 nex = (cvar("g_balance_nex_damage")/cvar("g_balance_nex_refire")*1.0)
921 if (client_hasweapon(self, WEP_HAGAR, TRUE, FALSE) ) // &&
922 // !( cvar("bot_ai_weapon_combo") && self.weapon == WEP_HAGAR && time < self.bot_lastshot + cvar("g_balance_hagar_primary_refire") ))
923 hagar = (cvar("g_balance_hagar_primary_damage")/cvar("g_balance_hagar_primary_refire")*1.0)
924 * bound(0,(cvar("g_balance_hagar_primary_speed")/distance*maxdelaytime),1)*0.2;
926 if (client_hasweapon(self, WEP_GRENADE_LAUNCHER, TRUE, FALSE) &&
928 cvar("bot_ai_weapon_combo") && self.weapon == WEP_GRENADE_LAUNCHER &&
932 grenade = (cvar("g_balance_grenadelauncher_primary_damage")/cvar("g_balance_grenadelauncher_primary_refire")*1.0)
933 * bound(0,(cvar("g_balance_grenadelauncher_primary_speed")/distance*maxdelaytime),1)*1.1;
935 if (client_hasweapon(self, WEP_ELECTRO, TRUE, FALSE) &&
936 !( cvar("bot_ai_weapon_combo") && self.weapon == WEP_ELECTRO &&
940 electro = (cvar("g_balance_electro_primary_damage")/cvar("g_balance_electro_primary_refire")*0.75)
941 * bound(0,(cvar("g_balance_electro_primary_speed")/distance*maxdelaytime),1)*1.0;
943 if (client_hasweapon(self, WEP_CRYLINK, TRUE, FALSE) ) // &&
944 // !( self.weapon == WEP_CRYLINK && time < self.bot_lastshot + cvar("g_balance_crylink_primary_refire") ))
945 crylink = (cvar("g_balance_crylink_primary_damage")/cvar("g_balance_crylink_primary_refire")*1.0)
946 * bound(0,(cvar("g_balance_crylink_primary_speed")/distance*maxdelaytime),1)*(64/(32+cvar("g_balance_crylink_primary_spread")*distance))*1.0;
948 if (client_hasweapon(self, WEP_UZI, TRUE, FALSE) ) // &&
949 // !( self.weapon == WEP_UZI && time < self.bot_lastshot + cvar("g_balance_uzi_sustained_refire") ))
950 uzi = (cvar("g_balance_uzi_sustained_damage")/cvar("g_balance_uzi_sustained_refire")*1.0)
951 * bound(0,32/(32+cvar("g_balance_uzi_sustained_spread")*distance),1);
953 if (client_hasweapon(self, WEP_SHOTGUN, TRUE, FALSE) &&
954 !( cvar("bot_ai_weapon_combo") && self.weapon == WEP_SHOTGUN &&
958 shotgun = (cvar("g_balance_shotgun_primary_damage")*cvar("g_balance_shotgun_primary_bullets")/cvar("g_balance_shotgun_primary_refire")*1.0)
959 * bound(0,32/(32+cvar("g_balance_shotgun_primary_spread")*distance),1);
961 if (client_hasweapon(self, WEP_LASER, FALSE, FALSE) &&
962 !( cvar("bot_ai_weapon_combo") && self.weapon == WEP_LASER &&
966 laser = (cvar("g_balance_laser_primary_damage")/cvar("g_balance_laser_primary_refire")*1.0)
967 * bound(0,cvar("g_balance_laser_primary_speed")/distance*maxdelaytime,1);
969 if((self.enemy.flags & FL_ONGROUND)==FALSE){
970 rocket = rocket * (1.5-bound(0, distancefromfloor/cvar("g_balance_rocketlauncher_radius" ),0.9)); //slight bigger change
971 grenade = grenade * (1.5-bound(0,distancefromfloor/cvar("g_balance_grenadelauncher_primary_radius"),0.95));
972 electro = electro * (1.5-bound(0,distancefromfloor/cvar("g_balance_electro_primary_radius" ),0.95));
973 laser = laser * (1.5-bound(0,distancefromfloor/cvar("g_balance_laser_primary_radius" ),0.95));
976 dprint("Floor distance: ",ftos(distancefromfloor),"\n");
977 dprint("Rocket: " , ftos(rocket ), "\n");
978 dprint("Nex: " , ftos(nex ), "\n");
979 dprint("Hagar: " , ftos(hagar ), "\n");
980 dprint("Grenade: ", ftos(grenade ), "\n");
981 dprint("Electro: ", ftos(electro ), "\n");
982 dprint("Crylink: ", ftos(crylink ), "\n");
983 dprint("Uzi: " , ftos(uzi ), "\n");
984 dprint("Shotgun :", ftos(shotgun ), "\n");
985 dprint("Laser :", ftos(laser ), "\n\n");
988 w = WEP_MINSTANEX ;s = minstanex;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
989 w = WEP_ROCKET_LAUNCHER ;s = rocket ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
990 w = WEP_NEX ;s = nex ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
991 w = WEP_HAGAR ;s = hagar ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
992 w = WEP_GRENADE_LAUNCHER ;s = grenade ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
993 w = WEP_ELECTRO ;s = electro ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
994 w = WEP_CRYLINK ;s = crylink ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
995 w = WEP_UZI ;s = uzi ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
996 w = WEP_SHOTGUN ;s = shotgun ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
997 w = WEP_LASER ;s = laser ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
999 // switch if the best weapon would provide a significant damage increase
1000 if (bestscore > currentscore*1.5){
1001 self.switchweapon = bestweapon;
1003 // buys time for detonating the rocket. not tested yet
1004 if ( cvar("bot_ai_weapon_combo") && bestweapon == WEP_ROCKET_LAUNCHER )
1005 self.bot_chooseweapontime += (distance / cvar("g_balance_rocketlauncher_speed"));
1012 local vector selfvel, enemyvel;
1013 // if(self.flags & FL_INWATER)
1015 if (time < self.nextaim)
1017 self.nextaim = time + 0.1;
1018 selfvel = self.velocity;
1019 if (!self.waterlevel)
1023 enemyvel = self.enemy.velocity;
1024 if (!self.enemy.waterlevel)
1026 lag_additem(time + self.ping, 0, 0, self.enemy, self.origin, selfvel, self.enemy.origin, enemyvel);
1029 lag_additem(time + self.ping, 0, 0, world, self.origin, selfvel, self.goalcurrent.origin, '0 0 0');
1038 if(bot_execute_commands())
1041 if (bot_strategytoken == self)
1042 if (!bot_strategytoken_taken)
1044 if(self.havocbot_blockhead)
1046 self.havocbot_blockhead = FALSE;
1050 self.havocbot_role();
1053 // TODO: tracewalk() should take care of this job (better path finding under water)
1054 // if we don't have a goal and we're under water look for a waypoint near the "shore" and push it
1055 if(self.deadflag != DEAD_NO)
1056 if(self.goalcurrent==world)
1057 if(self.waterlevel==WATERLEVEL_SWIMMING || self.aistatus & AI_STATUS_OUT_WATER)
1059 // Look for the closest waypoint out of water
1060 local entity newgoal, head;
1061 local float bestdistance, distance;
1064 bestdistance = 10000;
1065 for (head = findchain(classname, "waypoint"); head; head = head.chain)
1067 distance = vlen(head.origin - self.origin);
1071 if(head.origin_z < self.origin_z)
1074 if(head.origin_z - self.origin_z - self.view_ofs_z > 100)
1077 if (pointcontents(head.origin + head.maxs + '0 0 1') != CONTENT_EMPTY)
1080 traceline(self.origin + self.view_ofs , head.origin, TRUE, head);
1082 if(trace_fraction<1)
1085 if(distance<bestdistance)
1088 bestdistance = distance;
1094 // te_wizspike(newgoal.origin);
1095 navigation_pushroute(newgoal);
1099 // token has been used this frame
1100 bot_strategytoken_taken = TRUE;
1103 if(self.deadflag != DEAD_NO)
1106 havocbot_chooseenemy();
1107 if (self.bot_chooseweapontime < time )
1109 self.bot_chooseweapontime = time + cvar("bot_ai_chooseweaponinterval");
1110 havocbot_chooseweapon();
1114 if (self.bot_aimtarg)
1116 self.aistatus |= AI_STATUS_ATTACKING;
1117 self.aistatus &~= AI_STATUS_ROAMING;
1121 weapon_action(self.weapon, WR_AIM);
1122 if (cvar("bot_nofire") || IS_INDEPENDENT_PLAYER(self))
1124 self.BUTTON_ATCK = FALSE;
1125 self.BUTTON_ATCK2 = FALSE;
1129 if(self.BUTTON_ATCK||self.BUTTON_ATCK2)
1130 self.lastfiredweapon = self.weapon;
1135 if(self.bot_aimtarg.classname=="player")
1136 bot_aimdir(self.bot_aimtarg.origin + self.bot_aimtarg.view_ofs - self.origin - self.view_ofs , -1);
1139 else if (self.goalcurrent)
1141 self.aistatus |= AI_STATUS_ROAMING;
1142 self.aistatus &~= AI_STATUS_ATTACKING;
1144 local vector now,v,next;//,heading;
1145 local float aimdistance,skillblend,distanceblend,blend;
1146 next = now = self.goalcurrent.origin - (self.origin + self.view_ofs);
1147 aimdistance = vlen(now);
1148 //heading = self.velocity;
1149 //dprint(self.goalstack01.classname,etos(self.goalstack01),"\n");
1151 self.goalstack01 != self && self.goalstack01 != world && self.aistatus & AI_STATUS_RUNNING == 0 &&
1152 !(self.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
1154 next = self.goalstack01.origin - (self.origin + self.view_ofs);
1156 skillblend=bound(0,(skill-2.5)*0.5,1); //lower skill player can't preturn
1157 distanceblend=bound(0,aimdistance/cvar("bot_ai_keyboard_distance"),1);
1158 blend = skillblend * (1-distanceblend);
1159 //v = (now * (distanceblend) + next * (1-distanceblend)) * (skillblend) + now * (1-skillblend);
1160 //v = now * (distanceblend) * (skillblend) + next * (1-distanceblend) * (skillblend) + now * (1-skillblend);
1161 //v = now * ((1-skillblend) + (distanceblend) * (skillblend)) + next * (1-distanceblend) * (skillblend);
1162 v = now + blend * (next - now);
1163 //dprint(etos(self), " ");
1164 //dprint(vtos(now), ":", vtos(next), "=", vtos(v), " (blend ", ftos(blend), ")\n");
1165 //v = now * (distanceblend) + next * (1-distanceblend);
1166 if (self.waterlevel < WATERLEVEL_SWIMMING)
1168 //dprint("walk at:", vtos(v), "\n");
1169 //te_lightning2(world, self.origin, self.goalcurrent.origin);
1172 havocbot_movetogoal();
1175 .entity havocbot_personal_waypoint;
1176 .float havocbot_personal_waypoint_searchtime;
1177 float havocbot_moveto_refresh_route()
1179 // Refresh path to goal if necessary
1181 wp = self.havocbot_personal_waypoint;
1182 navigation_goalrating_start();
1183 navigation_routerating(wp, 10000, 10000);
1184 navigation_goalrating_end();
1185 return self.navigation_hasgoals;
1188 .float havocbot_personal_waypoint_failcounter;
1189 float havocbot_moveto(vector pos)
1193 if(self.aistatus & AI_STATUS_WAYPOINT_PERSONAL_GOING)
1195 // Step 4: Move to waypoint
1196 if(self.havocbot_personal_waypoint==world)
1198 dprint("Error: ", self.netname, " trying to walk to a non existent personal waypoint\n");
1199 self.aistatus &~= AI_STATUS_WAYPOINT_PERSONAL_GOING;
1200 return CMD_STATUS_ERROR;
1203 if (!bot_strategytoken_taken)
1204 if(self.havocbot_personal_waypoint_searchtime<time)
1206 bot_strategytoken_taken = TRUE;
1207 if(havocbot_moveto_refresh_route())
1209 dprint(self.netname, " walking to its personal waypoint (after ", ftos(self.havocbot_personal_waypoint_failcounter), " failed attempts)\n");
1210 self.havocbot_personal_waypoint_searchtime = time + 10;
1211 self.havocbot_personal_waypoint_failcounter = 0;
1215 self.havocbot_personal_waypoint_failcounter += 1;
1216 self.havocbot_personal_waypoint_searchtime = time + 2;
1217 if(self.havocbot_personal_waypoint_failcounter >= 30)
1219 dprint("Warning: can't walk to the personal waypoint located at ", vtos(self.havocbot_personal_waypoint.origin),"\n");
1220 self.aistatus &~= AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1221 remove(self.havocbot_personal_waypoint);
1222 return CMD_STATUS_ERROR;
1225 dprint(self.netname, " can't walk to its personal waypoint (after ", ftos(self.havocbot_personal_waypoint_failcounter), " failed attempts), trying later\n");
1229 #ifdef DEBUG_BOT_GOALSTACK
1234 local vector dir = self.goalcurrent.origin - (self.origin + self.view_ofs);
1236 bot_aimdir(dir, -1);
1239 havocbot_movetogoal();
1241 if(self.aistatus & AI_STATUS_WAYPOINT_PERSONAL_REACHED)
1243 // Step 5: Waypoint reached
1244 dprint(self.netname, "'s personal waypoint reached\n");
1245 remove(self.havocbot_personal_waypoint);
1246 self.aistatus &~= AI_STATUS_WAYPOINT_PERSONAL_REACHED;
1247 return CMD_STATUS_FINISHED;
1250 return CMD_STATUS_EXECUTING;
1253 // Step 2: Linking waypoint
1254 if(self.aistatus & AI_STATUS_WAYPOINT_PERSONAL_LINKING)
1256 // Wait until it is linked
1257 if(!self.havocbot_personal_waypoint.wplinked)
1259 dprint(self.netname, " waiting for personal waypoint to be linked\n");
1260 return CMD_STATUS_EXECUTING;
1263 self.havocbot_personal_waypoint_searchtime = time; // so we set the route next frame
1264 self.aistatus &~= AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1265 self.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_GOING;
1267 // Step 3: Route to waypoint
1268 dprint(self.netname, " walking to its personal waypoint\n");
1270 return CMD_STATUS_EXECUTING;
1273 // Step 1: Spawning waypoint
1274 wp = waypoint_spawnpersonal(pos);
1277 dprint("Error: Can't spawn personal waypoint at ",vtos(pos),"\n");
1278 return CMD_STATUS_ERROR;
1281 self.havocbot_personal_waypoint = wp;
1282 self.havocbot_personal_waypoint_failcounter = 0;
1283 self.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1285 return CMD_STATUS_EXECUTING;
1288 float havocbot_resetgoal()
1290 navigation_clearroute();
1291 return CMD_STATUS_FINISHED;
1294 void havocbot_setupbot()
1296 self.bot_ai = havocbot_ai;
1297 self.cmd_moveto = havocbot_moveto;
1298 self.cmd_resetgoal = havocbot_resetgoal;
1300 // will be updated by think code
1301 //Generate some random skill levels
1302 self.havocbot_keyboardskill=random()-0.5;
1303 havocbot_chooserole();
1307 #ifdef DEBUG_BOT_GOALSTACK
1310 .vector lastposition;
1312 // Debug the goal stack visually
1313 void debuggoalstack()
1315 local entity target;
1318 if(self.goalcounter==0)target=self.goalcurrent;
1319 else if(self.goalcounter==1)target=self.goalstack01;
1320 else if(self.goalcounter==2)target=self.goalstack02;
1321 else if(self.goalcounter==3)target=self.goalstack03;
1322 else if(self.goalcounter==4)target=self.goalstack04;
1323 else if(self.goalcounter==5)target=self.goalstack05;
1324 else if(self.goalcounter==6)target=self.goalstack06;
1325 else if(self.goalcounter==7)target=self.goalstack07;
1326 else if(self.goalcounter==8)target=self.goalstack08;
1327 else if(self.goalcounter==9)target=self.goalstack09;
1328 else if(self.goalcounter==10)target=self.goalstack10;
1329 else if(self.goalcounter==11)target=self.goalstack11;
1330 else if(self.goalcounter==12)target=self.goalstack12;
1331 else if(self.goalcounter==13)target=self.goalstack13;
1332 else if(self.goalcounter==14)target=self.goalstack14;
1333 else if(self.goalcounter==15)target=self.goalstack15;
1334 else if(self.goalcounter==16)target=self.goalstack16;
1335 else if(self.goalcounter==17)target=self.goalstack17;
1336 else if(self.goalcounter==18)target=self.goalstack18;
1337 else if(self.goalcounter==19)target=self.goalstack19;
1338 else if(self.goalcounter==20)target=self.goalstack20;
1339 else if(self.goalcounter==21)target=self.goalstack21;
1340 else if(self.goalcounter==22)target=self.goalstack22;
1341 else if(self.goalcounter==23)target=self.goalstack23;
1342 else if(self.goalcounter==24)target=self.goalstack24;
1343 else if(self.goalcounter==25)target=self.goalstack25;
1344 else if(self.goalcounter==26)target=self.goalstack26;
1345 else if(self.goalcounter==27)target=self.goalstack27;
1346 else if(self.goalcounter==28)target=self.goalstack28;
1347 else if(self.goalcounter==29)target=self.goalstack29;
1348 else if(self.goalcounter==30)target=self.goalstack30;
1349 else if(self.goalcounter==31)target=self.goalstack31;
1353 self.goalcounter = 0;
1354 self.lastposition='0 0 0';
1358 if(self.lastposition=='0 0 0')
1361 org = self.lastposition;
1364 te_lightning2(world, org, target.origin);
1365 self.lastposition = target.origin;