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Improved jetpack usage and rocket jumping
[divverent/nexuiz.git] / data / qcsrc / server / havocbot.qc
1 .void() havocbot_role;
2 void() havocbot_chooserole;
3 .float havocbot_keyboardskill;
4 .float facingwalltime, ignoregoaltime;
5 .entity ignoregoal;
6
7 #ifdef DEBUG_BOT_GOALSTACK
8 void debuggoalstack();
9 #endif
10
11 vector havocbot_dodge()
12 {
13         // LordHavoc: disabled because this is too expensive
14         return '0 0 0';
15         /*
16         local entity head;
17         local vector dodge, v, n;
18         local float danger, bestdanger, vl, d;
19         dodge = '0 0 0';
20         bestdanger = -20;
21         // check for dangerous objects near bot or approaching bot
22         head = findchainfloat(bot_dodge, TRUE);
23         while(head)
24         {
25                 if (head.owner != self)
26                 {
27                         vl = vlen(head.velocity);
28                         if (vl > sv_maxspeed * 0.3)
29                         {
30                                 n = normalize(head.velocity);
31                                 v = self.origin - head.origin;
32                                 d = v * n;
33                                 if (d > (0 - head.bot_dodgerating))
34                                 if (d < (vl * 0.2 + head.bot_dodgerating))
35                                 {
36                                         // calculate direction and distance from the flight path, by removing the forward axis
37                                         v = v - (n * (v * n));
38                                         danger = head.bot_dodgerating - vlen(v);
39                                         if (bestdanger < danger)
40                                         {
41                                                 bestdanger = danger;
42                                                 // dodge to the side of the object
43                                                 dodge = normalize(v);
44                                         }
45                                 }
46                         }
47                         else
48                         {
49                                 danger = head.bot_dodgerating - vlen(head.origin - self.origin);
50                                 if (bestdanger < danger)
51                                 {
52                                         bestdanger = danger;
53                                         dodge = normalize(self.origin - head.origin);
54                                 }
55                         }
56                 }
57                 head = head.chain;
58         }
59         return dodge;
60         */
61 };
62
63 .float havocbot_keyboardtime;
64 .float havocbot_ducktime;
65 .vector havocbot_keyboard;
66 void havocbot_keyboard_movement(vector destorg)
67 {
68         local vector keyboard;
69         local float blend, maxspeed;
70
71         maxspeed = cvar("sv_maxspeed");
72
73         if (time < self.havocbot_keyboardtime)
74                 return;
75
76         self.havocbot_keyboardtime =
77                 max(
78                         self.havocbot_keyboardtime
79                                 + bound(0,0.05/(skill+self.havocbot_keyboardskill),0.05)
80                                 +random()*bound(0,0.025/(skill+self.havocbot_keyboardskill),100)
81                 , time);
82         keyboard = self.movement * (1.0 / maxspeed);
83
84         local float trigger, trigger1;
85         blend = bound(0,skill*0.1,1);
86         trigger = cvar("bot_ai_keyboard_treshold");
87         trigger1 = 0 - trigger;
88
89         // categorize forward movement
90         // at skill < 1.5 only forward
91         // at skill < 2.5 only individual directions
92         // at skill < 4.5 only individual directions, and forward diagonals
93         // at skill >= 4.5, all cases allowed
94         if (keyboard_x > trigger)
95         {
96                 keyboard_x = 1;
97                 if (skill < 2.5)
98                         keyboard_y = 0;
99         }
100         else if (keyboard_x < trigger1 && skill > 1.5)
101         {
102                 keyboard_x = -1;
103                 if (skill < 4.5)
104                         keyboard_y = 0;
105         }
106         else
107         {
108                 keyboard_x = 0;
109                 if (skill < 1.5)
110                         keyboard_y = 0;
111         }
112         if (skill < 4.5)
113                 keyboard_z = 0;
114
115         if (keyboard_y > trigger)
116                 keyboard_y = 1;
117         else if (keyboard_y < trigger1)
118                 keyboard_y = -1;
119         else
120                 keyboard_y = 0;
121
122         if (keyboard_z > trigger)
123                 keyboard_z = 1;
124         else if (keyboard_z < trigger1)
125                 keyboard_z = -1;
126         else
127                 keyboard_z = 0;
128
129         self.havocbot_keyboard = keyboard * maxspeed;
130         if (self.havocbot_ducktime>time) self.BUTTON_CROUCH=TRUE;
131
132         keyboard = self.havocbot_keyboard;
133         blend = bound(0,vlen(destorg-self.origin)/cvar("bot_ai_keyboard_distance"),1); // When getting close move with 360 degree
134         //dprint("movement ", vtos(self.movement), " keyboard ", vtos(keyboard), " blend ", ftos(blend), "\n");
135         self.movement = self.movement + (keyboard - self.movement) * blend;
136 };
137
138 .entity bot_lastseengoal;
139 .float bot_timelastseengoal;
140 .float bot_canruntogoal;
141 void havocbot_bunnyhop(vector dir)
142 {
143         local float bunnyhopdistance;
144         local vector deviation;
145         local float maxspeed;
146
147         if(self.goalcurrent.classname == "player")
148                 return;
149
150         maxspeed = cvar("sv_maxspeed");
151
152         if(self.aistatus & AI_STATUS_DANGER_AHEAD)
153         {
154                 self.aistatus &~= AI_STATUS_RUNNING;
155                 self.BUTTON_JUMP = FALSE;
156                 return;
157         }
158
159         if(self.waterlevel > WATERLEVEL_WETFEET)
160         {
161                 self.aistatus &~= AI_STATUS_RUNNING;
162                 return;
163         }
164
165         if(self.bot_lastseengoal != self.goalcurrent && !(self.aistatus & AI_STATUS_RUNNING))
166         {
167                 self.bot_canruntogoal = 0;
168                 self.bot_timelastseengoal = 0;
169         }
170
171         bunnyhopdistance = vlen(self.origin - self.goalcurrent.origin);
172
173         // Run only to visible goals
174         if(self.flags & FL_ONGROUND)
175         if(self.speed==maxspeed)
176         if(checkpvs(self.origin + self.view_ofs, self.goalcurrent))
177         {
178                         self.bot_lastseengoal = self.goalcurrent;
179
180                         // seen it before
181                         if(self.bot_timelastseengoal)
182                         {
183                                 // for a period of time
184                                 if(time - self.bot_timelastseengoal > cvar("bot_ai_bunnyhop_firstjumpdelay"))
185                                 {
186                                         local float checkdistance;
187                                         checkdistance = TRUE;
188
189                                         // don't run if it is too close
190                                         if(self.bot_canruntogoal==0)
191                                         {
192                                                 if(bunnyhopdistance > cvar("bot_ai_bunnyhop_startdistance"))
193                                                         self.bot_canruntogoal = 1;
194                                                 else
195                                                         self.bot_canruntogoal = -1;
196                                         }
197
198                                         if(self.bot_canruntogoal != 1)
199                                                 return;
200
201                                         if(self.aistatus & AI_STATUS_ROAMING)
202                                         if(self.goalcurrent.classname=="waypoint")
203                                         if(fabs(self.goalcurrent.origin_z - self.origin_z) < self.maxs_z - self.mins_z)
204                                         if(self.goalstack01!=world)
205                                         {
206                                                 deviation = vectoangles(self.goalstack01.origin - self.origin) - vectoangles(self.goalcurrent.origin - self.origin);
207                                                 while (deviation_y < -180) deviation_y = deviation_y + 360;
208                                                 while (deviation_y > 180) deviation_y = deviation_y - 360;
209
210                                                 if(fabs(deviation_y) < 20)
211                                                 if(bunnyhopdistance < vlen(self.origin - self.goalstack01.origin))
212                                                 if(fabs(self.goalstack01.origin_z - self.goalcurrent.origin_z) < self.maxs_z - self.mins_z)
213                                                 {
214                                                         if(vlen(self.goalcurrent.origin - self.goalstack01.origin) > cvar("bot_ai_bunnyhop_startdistance"))
215                                                         if(checkpvs(self.origin + self.view_ofs, self.goalstack01))
216                                                         {
217                                                                 checkdistance = FALSE;
218                                                         }
219                                                 }
220                                         }
221
222                                         if(checkdistance)
223                                         {
224                                                 self.aistatus &~= AI_STATUS_RUNNING;
225                                                 if(bunnyhopdistance > cvar("bot_ai_bunnyhop_stopdistance"))
226                                                         self.BUTTON_JUMP = TRUE;
227                                         }
228                                         else
229                                         {
230                                                 self.aistatus |= AI_STATUS_RUNNING;
231                                                 self.BUTTON_JUMP = TRUE;
232                                         }
233                                 }
234                         }
235                         else
236                         {
237                                 self.bot_timelastseengoal = time;
238                         }
239         }
240         else
241         {
242                 self.bot_timelastseengoal = 0;
243         }
244
245         // Release jump button
246         if(self.flags & FL_ONGROUND == 0)
247         {
248                 if(self.velocity_z < 0 || vlen(self.velocity)<maxspeed)
249                         self.BUTTON_JUMP = FALSE;
250
251                 // Strafe
252                 if(self.aistatus & AI_STATUS_RUNNING)
253                 if(vlen(self.velocity)>maxspeed)
254                 {
255                         deviation = vectoangles(dir) - vectoangles(self.velocity);
256                         while (deviation_y < -180) deviation_y = deviation_y + 360;
257                         while (deviation_y > 180) deviation_y = deviation_y - 360;
258
259                         if(fabs(deviation_y)>10)
260                                 self.movement_x = 0;
261
262                         if(deviation_y>10)
263                                 self.movement_y = maxspeed * -1;
264                         else if(deviation_y<10)
265                                 self.movement_y = maxspeed;
266
267                 }
268         }
269 };
270
271 //.float havocbotignoretime;
272 //.vector bot_dodgevector;
273 //.float bot_dodgevector_time;
274 //.float bot_dodgevector_jumpbutton;
275 .float ladder_time;
276 .entity ladder_entity;
277 void havocbot_movetogoal()
278 {
279         local vector destorg;
280         local vector diff;
281         local vector dir;
282         local vector flatdir;
283         local vector m1;
284         local vector m2;
285         local vector evadeobstacle;
286         local vector evadelava;
287         local float s;
288         local float maxspeed;
289         //local float dist;
290         local vector dodge;
291         //if (self.goalentity)
292         //      te_lightning2(self, self.origin, (self.goalentity.absmin + self.goalentity.absmax) * 0.5);
293         self.movement = '0 0 0';
294         maxspeed = cvar("sv_maxspeed");
295
296         if(self.jumppadcount)
297         {
298                 if(self.flags & FL_ONGROUND)
299                 {
300                         self.jumppadcount = FALSE;
301                         if(self.aistatus & AI_STATUS_OUT_JUMPPAD)
302                                 self.aistatus &~= AI_STATUS_OUT_JUMPPAD;
303                 }
304
305                 // If got stuck on the jump pad try to reach the farther visible item
306                 if(self.aistatus & AI_STATUS_OUT_JUMPPAD)
307                 {
308                         if(fabs(self.velocity_z)<50)
309                         {
310                                 local entity head, newgoal;
311                                 local float distance, bestdistance;
312
313                                 for (head = findchainfloat(bot_pickup, TRUE); head; head = head.chain)
314                                 {
315                                         if(head.classname=="worldspawn")
316                                                 continue;
317
318                                         distance = vlen(head.origin - self.origin);
319                                         if(distance>1000)
320                                                 continue;
321
322                                         traceline(self.origin + self.view_ofs , head.origin, TRUE, world);
323
324                                         if(trace_fraction<1)
325                                                 continue;
326
327                                         if(distance>bestdistance)
328                                         {
329                                                 newgoal = head;
330                                                 bestdistance = distance;
331                                         }
332                                 }
333
334                                 if(newgoal)
335                                 {
336                                         self.ignoregoal = self.goalcurrent;
337                                         self.ignoregoaltime = time + cvar("bot_ai_ignoregoal_timeout");
338                                         navigation_routetogoal(newgoal);
339                                         self.aistatus &~= AI_STATUS_OUT_JUMPPAD;
340                                 }
341                         }
342                         else
343                                 return;
344                 }
345                 else
346                 {
347                         if(self.velocity_z>0)
348                         {
349                                 local float threshold;
350                                 threshold = maxspeed * 0.2;
351                                 if(fabs(self.velocity_x) < threshold  &&  fabs(self.velocity_y) < threshold)
352                                         self.aistatus |= AI_STATUS_OUT_JUMPPAD;
353                                 return;
354                         }
355                 }
356         }
357
358         // If there is a trigger_hurt right below try to use the jetpack or make a rocketjump
359         if(skill>6)
360         if not(self.flags & FL_ONGROUND)
361         {
362                 tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 -65536', MOVE_NOMONSTERS, self);
363
364                 if(tracebox_hits_trigger_hurt(self.origin, self.mins, self.maxs, trace_endpos ))
365                 if(self.items & IT_JETPACK)
366                 {
367                         tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 65536', MOVE_NOMONSTERS, self);
368
369                         if(tracebox_hits_trigger_hurt(self.origin, self.mins, self.maxs, trace_endpos + '0 0 1' ))
370                         {
371                                 if(self.velocity_z<0)
372                                 {
373                                         self.BUTTON_HOOK = TRUE;
374                                 }
375                         }
376                         else
377                                 self.BUTTON_HOOK = TRUE;
378
379                         // If there is no goal try to move forward
380                         if(self.goalcurrent==world)
381                         {
382                                 local float speed = fabs(self.velocity_x) + fabs(self.velocity_y);
383
384                                 if(speed > (maxspeed / 1.5) && speed > (maxspeed / 4))
385                                 {
386                                         self.movement_x = 0;
387                                 }
388                                 else
389                                 {
390                                         makevectors(self.v_angle_y * '0 1 0');
391                                         tracebox(self.origin, self.mins, self.maxs, self.origin + (v_forward * maxspeed * 3), MOVE_NOMONSTERS, self);
392
393                                         if(trace_fraction==1)
394                                         {
395                                                 if(speed < (maxspeed / 2))
396                                                         self.movement_x = maxspeed;
397                                         }
398                                 }
399                         }
400                 }
401                 else if(self.health>cvar("g_balance_rocketlauncher_damage")*0.5)
402                 {
403                         if(self.velocity_z < 0)
404                         if(client_hasweapon(self, WEP_ROCKET_LAUNCHER, TRUE, FALSE))
405                         {
406                                 self.switchweapon = WEP_ROCKET_LAUNCHER;
407                                 self.v_angle_x = 90;
408                                 self.movement_x = maxspeed;
409                                 self.BUTTON_ATCK = TRUE;
410                                 self.BUTTON_ATCK2 = TRUE;
411                                 return;
412                         }
413                 }
414                 else
415                 {
416                         // If there is no goal try to move forward
417                         if(self.velocity_z<0)
418                         if(self.goalcurrent==world)
419                                 self.movement_x = maxspeed;
420                 }
421         }
422
423         // If we are under water with no goals, swim up
424         if(self.waterlevel)
425         if(self.goalcurrent==world)
426         {
427                 dir = '0 0 0';
428                 if(self.waterlevel>WATERLEVEL_SWIMMING)
429                         dir_z = 1;
430                 else if(self.velocity_z >= 0 && !(self.waterlevel == WATERLEVEL_WETFEET && self.watertype == CONTENT_WATER))
431                         self.BUTTON_JUMP = TRUE;
432                 else
433                         self.BUTTON_JUMP = FALSE;
434                 makevectors(self.v_angle_y * '0 1 0');
435                 self.movement_x = dir * v_forward * maxspeed;
436                 self.movement_y = dir * v_right * maxspeed;
437                 self.movement_z = dir * v_up * maxspeed;
438         }
439
440         // if there is nowhere to go, exit
441         if (self.goalcurrent == world)
442                 return;
443
444         if (self.goalcurrent)
445                 navigation_poptouchedgoals();
446
447         // if ran out of goals try to use an alternative goal or get a new strategy asap
448         if(self.goalcurrent == world)
449         if(self.flags & FL_ONGROUND || self.aistatus & AI_STATUS_RUNNING || self.BUTTON_JUMP == TRUE)
450         {
451                 if(self.alternativegoal==world)
452                 {
453                         // ran out of goals
454                         self.bot_strategytime = 0;
455                         return;
456                 }
457
458                 // use the alternative goal
459                 navigation_findnearestwaypoint(self.alternativegoal, TRUE);
460                 navigation_routetogoal(self.alternativegoal);
461                 self.alternativegoal = world;
462                 bot_strategytoken_taken = TRUE;
463
464                 return;
465         }
466
467 #ifdef DEBUG_BOT_GOALSTACK
468         debuggoalstack();
469 #endif
470
471         m1 = self.goalcurrent.origin + self.goalcurrent.mins;
472         m2 = self.goalcurrent.origin + self.goalcurrent.maxs;
473         destorg = self.origin;
474         destorg_x = bound(m1_x, destorg_x, m2_x);
475         destorg_y = bound(m1_y, destorg_y, m2_y);
476         destorg_z = bound(m1_z, destorg_z, m2_z);
477         diff = destorg - self.origin;
478         //dist = vlen(diff);
479         dir = normalize(diff);
480         flatdir = diff;flatdir_z = 0;
481         flatdir = normalize(flatdir);
482
483         //if (self.bot_dodgevector_time < time)
484         {
485         //      self.bot_dodgevector_time = time + cvar("bot_ai_dodgeupdateinterval");
486         //      self.bot_dodgevector_jumpbutton = 1;
487                 evadeobstacle = '0 0 0';
488                 evadelava = '0 0 0';
489
490                 if (self.waterlevel)
491                 {
492                         if(self.waterlevel>WATERLEVEL_SWIMMING)
493                         {
494                         //      flatdir_z = 1;
495                                 self.aistatus |= AI_STATUS_OUT_WATER;
496                         }
497                         else
498                         {
499                                 if(self.velocity_z >= 0 && !(self.watertype == CONTENT_WATER && self.goalcurrent.origin_z < self.origin_z) &&
500                                         ( !(self.waterlevel == WATERLEVEL_WETFEET && self.watertype == CONTENT_WATER) || self.aistatus & AI_STATUS_OUT_WATER))
501                                         self.BUTTON_JUMP = TRUE;
502                                 else
503                                         self.BUTTON_JUMP = FALSE;
504                         }
505                         dir = normalize(flatdir);
506                         makevectors(self.v_angle_y * '0 1 0');
507                 }
508                 else
509                 {
510                         if(self.aistatus & AI_STATUS_OUT_WATER)
511                                 self.aistatus &~= AI_STATUS_OUT_WATER;
512
513                         // jump if going toward an obstacle that doesn't look like stairs we
514                         // can walk up directly
515                         tracebox(self.origin, self.mins, self.maxs, self.origin + self.velocity * 0.2, FALSE, self);
516                         if (trace_fraction < 1)
517                         if (trace_plane_normal_z < 0.7)
518                         {
519                                 s = trace_fraction;
520                                 tracebox(self.origin + '0 0 16', self.mins, self.maxs, self.origin + self.velocity * 0.2 + '0 0 16', FALSE, self);
521                                 if (trace_fraction < s + 0.01)
522                                 if (trace_plane_normal_z < 0.7)
523                                 {
524                                         s = trace_fraction;
525                                         tracebox(self.origin + '0 0 48', self.mins, self.maxs, self.origin + self.velocity * 0.2 + '0 0 48', FALSE, self);
526                                         if (trace_fraction > s)
527                                                 self.BUTTON_JUMP = 1;
528                                 }
529                         }
530
531                         // avoiding dangers and obstacles
532                         local vector dst_ahead, dst_down;
533                         dst_ahead = self.origin + self.view_ofs + (self.velocity * 0.32);
534                         dst_down = dst_ahead + '0 0 -1500';
535
536                         // Look ahead
537                         traceline(self.origin + self.view_ofs , dst_ahead, TRUE, world);
538
539                         // Check head-banging against walls
540                         if(vlen(self.origin + self.view_ofs - trace_endpos) < 2 && !(self.aistatus & AI_STATUS_OUT_WATER))
541                         {
542                                 if(self.facingwalltime && time > self.facingwalltime)
543                                 {
544                                         self.ignoregoal = self.goalcurrent;
545                                         self.ignoregoaltime = time + cvar("bot_ai_ignoregoal_timeout");
546                                         navigation_poproute();
547                                 }
548                                 else
549                                 {
550                                         self.facingwalltime = time + 0.05;
551                                 }
552                         }
553                         else
554                         {
555                                 self.facingwalltime = 0;
556
557                                 if(self.ignoregoal != world && time > self.ignoregoaltime)
558                                 {
559                                         self.ignoregoal = world;
560                                         self.ignoregoaltime = 0;
561                                 }
562                         }
563
564                         // Check for water/slime/lava and dangerous edges
565                         // (only when the bot is on the ground or jumping intentionally)
566                         self.aistatus &~= AI_STATUS_DANGER_AHEAD;
567
568                         if(trace_fraction == 1)
569                         if(self.flags & FL_ONGROUND || self.aistatus & AI_STATUS_RUNNING || self.BUTTON_JUMP == TRUE)
570                         {
571                                 // Look downwards
572                                 traceline(dst_ahead , dst_down, TRUE, world);
573                                 //      te_lightning2(world, self.origin, dst_ahead);   // Draw "ahead" look
574                                 //      te_lightning2(world, dst_ahead, dst_down);              // Draw "downwards" look
575                                 if(trace_endpos_z < self.origin_z + self.mins_z)
576                                 {
577                                         s = pointcontents(trace_endpos + '0 0 1');
578                                         if (s != CONTENT_SOLID)
579                                         if (s == CONTENT_LAVA || s == CONTENT_SLIME)
580                                                 evadelava = normalize(self.velocity) * -1;
581                                         else if (s == CONTENT_SKY)
582                                                 evadeobstacle = normalize(self.velocity) * -1;
583                                         else if (!boxesoverlap(dst_ahead - self.view_ofs + self.mins, dst_ahead - self.view_ofs + self.maxs,
584                                                                 self.goalcurrent.absmin, self.goalcurrent.absmax))
585                                         {
586                                                 // if ain't a safe goal with "holes" (like the jumpad on soylent)
587                                                 // and there is a trigger_hurt below
588                                                 if(tracebox_hits_trigger_hurt(dst_ahead, self.mins, self.maxs, trace_endpos))
589                                                 {
590                                                         // Remove dangerous dynamic goals from stack
591                                                         if (self.goalcurrent.classname == "player" || self.goalcurrent.classname == "droppedweapon")
592                                                                 navigation_poproute();
593                                                         // try to stop
594                                                         flatdir = '0 0 0';
595                                                         evadeobstacle = normalize(self.velocity) * -1;
596                                                 }
597                                         }
598                                 }
599                         }
600
601                         dir = flatdir;
602                         evadeobstacle_z = 0;
603                         evadelava_z = 0;
604                         makevectors(self.v_angle_y * '0 1 0');
605
606                         if(evadeobstacle!='0 0 0'||evadelava!='0 0 0')
607                                 self.aistatus |= AI_STATUS_DANGER_AHEAD;
608                 }
609
610                 dodge = havocbot_dodge();
611                 dodge = dodge * bound(0,3+skill*0.1,1);
612                 evadelava = evadelava * bound(1,3-skill,3); //Noobs fear lava a lot and take more distance from it
613                 traceline(self.origin, self.enemy.origin, TRUE, world);
614                 if(trace_ent.classname == "player")
615                         dir = dir * bound(0,skill/7,1);
616
617                 dir = normalize(dir + dodge + evadeobstacle + evadelava);
618         //      self.bot_dodgevector = dir;
619         //      self.bot_dodgevector_jumpbutton = self.BUTTON_JUMP;
620         }
621
622         if(time < self.ladder_time)
623         {
624                 if(self.goalcurrent.origin_z + self.goalcurrent.mins_z > self.origin_z + self.mins_z)
625                 {
626                         if(self.origin_z + self.mins_z  < self.ladder_entity.origin_z + self.ladder_entity.maxs_z)
627                                 dir = '0 0 1';
628                 }
629                 else
630                 {
631                         if(self.origin_z + self.mins_z  > self.ladder_entity.origin_z + self.ladder_entity.mins_z)
632                                 dir = '0 0 -1';
633                 }
634         }
635
636         //dir = self.bot_dodgevector;
637         //if (self.bot_dodgevector_jumpbutton)
638         //      self.BUTTON_JUMP = 1;
639         self.movement_x = dir * v_forward * maxspeed;
640         self.movement_y = dir * v_right * maxspeed;
641         self.movement_z = dir * v_up * maxspeed;
642
643         // Emulate keyboard interface
644         if (skill < 10)
645                 havocbot_keyboard_movement(destorg);
646
647         // Bunnyhop!
648 //      if(self.aistatus & AI_STATUS_ROAMING)
649         if(skill >= cvar("bot_ai_bunnyhop_skilloffset"))
650                 havocbot_bunnyhop(dir);
651
652         if ((dir * v_up) >= cvar("sv_jumpvelocity")*0.5 && (self.flags & FL_ONGROUND)) self.BUTTON_JUMP=1;
653         if (((dodge * v_up) > 0) && random()*frametime >= 0.2*bound(0,(10-skill)*0.1,1)) self.BUTTON_JUMP=TRUE;
654         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);
655 };
656
657 .float havocbot_chooseenemy_finished;
658 .float havocbot_stickenemy;
659 void havocbot_chooseenemy()
660 {
661         local entity head, best;
662         local float rating, bestrating;
663         local vector eye, v;
664         if (cvar("bot_nofire") || IS_INDEPENDENT_PLAYER(self))
665         {
666                 self.enemy = world;
667                 return;
668         }
669         if (self.enemy)
670         {
671                 if (!bot_shouldattack(self.enemy))
672                 {
673                         // enemy died or something, find a new target
674                         self.enemy = world;
675                         self.havocbot_chooseenemy_finished = time;
676                 }
677                 else if (self.havocbot_stickenemy)
678                 {
679                         // tracking last chosen enemy
680                         // if enemy is visible
681                         // and not really really far away
682                         // and we're not severely injured
683                         // then keep tracking for a half second into the future
684                         traceline(self.origin+self.view_ofs, self.enemy.origin+self.enemy.view_ofs*0.5,FALSE,world);
685                         if (trace_ent == self.enemy || trace_fraction == 1)
686                         if (vlen(self.enemy.origin - self.origin) < 1000)
687                         if (self.health > 30)
688                         {
689                                 // remain tracking him for a shot while (case he went after a small corner or pilar
690                                 self.havocbot_chooseenemy_finished = time + cvar("bot_ai_enemydetectioninterval");
691                                 return;
692                         }
693                         // enemy isn't visible, or is far away, or we're injured severely
694                         // so stop preferring this enemy
695                         // (it will still take a half second until a new one is chosen)
696                         self.havocbot_stickenemy = 0;
697                 }
698         }
699         if (time < self.havocbot_chooseenemy_finished)
700                 return;
701         self.havocbot_chooseenemy_finished = time + cvar("bot_ai_enemydetectioninterval");
702         eye = (self.origin + self.view_ofs);
703         best = world;
704         bestrating = 100000000;
705         head = findchainfloat(bot_attack, TRUE);
706         while (head)
707         {
708                 v = (head.absmin + head.absmax) * 0.5;
709                 rating = vlen(v - eye);
710                 if (bestrating > rating)
711                 if (bot_shouldattack(head))
712                 {
713                         traceline(eye, v, TRUE, self);
714                         if (trace_ent == head || trace_fraction >= 1)
715                         {
716                                 best = head;
717                                 bestrating = rating;
718                         }
719                 }
720                 head = head.chain;
721         }
722         self.enemy = best;
723         self.havocbot_stickenemy = TRUE;
724 };
725
726 .float bot_chooseweapontime;
727 float(entity e) w_getbestweapon;
728 void havocbot_chooseweapon()
729 {
730         local float i;
731
732         // TODO: clean this up by moving it to weapon code
733         if(self.enemy.classname!="player")
734         {
735                 // If there aren't enemies at sight use the laser (like most players)
736                 if(client_hasweapon(self, WEP_LASER, TRUE, FALSE))
737                 {
738                         self.switchweapon = WEP_LASER;
739                         return;
740                 }
741
742                 // Otherwise get the first available weapon
743                 for(i=WEP_LASER + 1; i < WEP_COUNT ; ++i)
744                 {
745                         if(client_hasweapon(self, i, TRUE, FALSE))
746                         {
747                                 self.switchweapon = i;
748                                 return;
749                         }
750                 }
751                 return;
752         }
753
754         local float w, s;
755         local float rocket  ; rocket   =-1000;
756         local float nex     ; nex      =-1000;
757         local float hagar   ; hagar    =-1000;
758         local float grenade ; grenade  =-1000;
759         local float electro ; electro  =-1000;
760         local float crylink ; crylink  =-1000;
761         local float uzi     ; uzi      =-1000;
762         local float shotgun ; shotgun  =-1000;
763         local float campingrifle ; campingrifle  =-1000;
764         local float laser   ; laser    =-1000;
765         local float minstanex ; minstanex =-1000;
766         local float currentscore;
767         local float bestscore; bestscore = 0;
768         local float bestweapon; bestweapon=self.switchweapon;
769         local float distance; distance=bound(10,vlen(self.origin-self.enemy.origin)-200,10000);
770         local float maxdelaytime=0.5;
771         local float spreadpenalty=10;
772         local float distancefromfloor;
773
774         local float af, ct, combo_time;
775
776         traceline(self.enemy.origin,self.enemy.origin-'0 0 1000',TRUE,world);
777         distancefromfloor = self.enemy.origin_z - trace_endpos_z;
778
779         af = ATTACK_FINISHED(self);
780         ct = cvar("bot_ai_weapon_combo_threshold");
781
782         // Bots with no skill will be 4 times more slower than "godlike" bots when doing weapon combos
783         // Ideally this 4 should be calculated as longest_weapon_refire / bot_ai_weapon_combo_threshold
784         combo_time = time + ct + (ct * ((-0.3*skill)+3));
785
786         // Custom weapon list based on distance to the enemy
787         i = 0;
788         if(bot_custom_weapon){
789
790                 // Choose weapons for far distance
791                 if ( distance > bot_distance_far ) {
792                         for(i=0; i < WEP_COUNT && bot_weapons_far[i] != -1 ; ++i){
793                                 w = bot_weapons_far[i];
794                                 if ( client_hasweapon(self, w, TRUE, FALSE) ){
795                                         if ( self.weapon == w){
796                                                 if( cvar("bot_ai_weapon_combo") && af > combo_time)
797                                                         continue;
798                                         } else {
799                                                 self.switchweapon = w;
800                                         }
801                                         return;
802                                 }
803                         }
804                 }
805
806                 // Choose weapons for mid distance
807                 if ( distance > bot_distance_close ) {
808                         for(i= 0; i < WEP_COUNT && bot_weapons_mid[i] != -1 ; ++i){
809                                 w = bot_weapons_mid[i];
810                                 if ( client_hasweapon(self, w, TRUE, FALSE) ){
811                                         if ( self.weapon == w){
812                                                 if( cvar("bot_ai_weapon_combo") && af > combo_time)
813                                                         continue;
814                                         } else {
815                                                 self.switchweapon = w;
816                                         }
817                                         return;
818                                 }
819                         }
820                 }
821
822                 // Choose weapons for close distance
823                 for(i= 0; i < WEP_COUNT && bot_weapons_close[i] != -1 ; ++i){
824                         w = bot_weapons_close[i];
825                         if ( client_hasweapon(self, w, TRUE, FALSE) ){
826                                 if ( self.weapon == w){
827                                         if( cvar("bot_ai_weapon_combo") && af > combo_time)
828                                                 continue;
829                                 } else {
830                                         self.switchweapon = w;
831                                 }
832                                 return;
833                         }
834                 }
835                 // If now weapon was chosen by this system fall back to the previous one
836         }
837
838         // Formula:
839         //      (Damage/Sec * Weapon spefic change to get that damage)
840         //      *(Time to get to target * weapon specfic hitchange bonus) / (in a time of maxdelaytime)
841         //      *(Spread change of hit) // if it applies
842         //      *(Penality for target beeing in air)
843         // %weaponaddpoint
844         if (client_hasweapon(self, WEP_MINSTANEX, TRUE, FALSE))
845                 minstanex = (1000/cvar("g_balance_minstanex_refire")*1.0)
846                         * (0.5);
847
848         if (client_hasweapon(self, WEP_ROCKET_LAUNCHER, TRUE, FALSE)  &&
849                 !(      cvar("bot_ai_weapon_combo") && self.weapon == WEP_ROCKET_LAUNCHER &&
850                         af > combo_time
851                 )
852         )
853                 rocket = (cvar("g_balance_rocketlauncher_damage")/cvar("g_balance_rocketlauncher_refire")*0.75)
854                         * bound(0,(cvar("g_balance_rocketlauncher_speed")/distance*maxdelaytime),1)*1.5;
855
856         if (client_hasweapon(self, WEP_NEX, TRUE, FALSE)  &&
857                 !(      cvar("bot_ai_weapon_combo") && self.weapon == WEP_NEX &&
858                         af > combo_time
859                 )
860         )
861                 nex = (cvar("g_balance_nex_damage")/cvar("g_balance_nex_refire")*1.0)
862                         * (0.5);
863
864         if (client_hasweapon(self, WEP_HAGAR, TRUE, FALSE) ) // &&
865         //      !( cvar("bot_ai_weapon_combo") && self.weapon == WEP_HAGAR &&  time < self.bot_lastshot + cvar("g_balance_hagar_primary_refire") ))
866                 hagar = (cvar("g_balance_hagar_primary_damage")/cvar("g_balance_hagar_primary_refire")*1.0)
867                         * bound(0,(cvar("g_balance_hagar_primary_speed")/distance*maxdelaytime),1)*0.2;
868
869         if (client_hasweapon(self, WEP_GRENADE_LAUNCHER, TRUE, FALSE) &&
870                 !(
871                         cvar("bot_ai_weapon_combo") && self.weapon == WEP_GRENADE_LAUNCHER &&
872                         af > combo_time
873                 )
874         )
875                 grenade = (cvar("g_balance_grenadelauncher_primary_damage")/cvar("g_balance_grenadelauncher_primary_refire")*1.0)
876                         * bound(0,(cvar("g_balance_grenadelauncher_primary_speed")/distance*maxdelaytime),1)*1.1;
877
878         if (client_hasweapon(self, WEP_ELECTRO, TRUE, FALSE) &&
879                 !(      cvar("bot_ai_weapon_combo") && self.weapon == WEP_ELECTRO &&
880                         af > combo_time
881                 )
882         )
883                 electro = (cvar("g_balance_electro_primary_damage")/cvar("g_balance_electro_primary_refire")*0.75)
884                         * bound(0,(cvar("g_balance_electro_primary_speed")/distance*maxdelaytime),1)*1.0;
885
886         if (client_hasweapon(self, WEP_CRYLINK, TRUE, FALSE) ) // &&
887         //      !( self.weapon == WEP_CRYLINK &&  time < self.bot_lastshot + cvar("g_balance_crylink_primary_refire") ))
888                 crylink = (cvar("g_balance_crylink_primary_damage")/cvar("g_balance_crylink_primary_refire")*1.0)
889                         * bound(0,(cvar("g_balance_crylink_primary_speed")/distance*maxdelaytime),1)*(64/(32+cvar("g_balance_crylink_primary_spread")*distance))*1.0;
890
891         if (client_hasweapon(self, WEP_UZI, TRUE, FALSE) ) // &&
892         //      !( self.weapon == WEP_UZI &&  time < self.bot_lastshot + cvar("g_balance_uzi_sustained_refire") ))
893                 uzi = (cvar("g_balance_uzi_sustained_damage")/cvar("g_balance_uzi_sustained_refire")*1.0)
894                         * bound(0,32/(32+cvar("g_balance_uzi_sustained_spread")*distance),1);
895
896         if (client_hasweapon(self, WEP_SHOTGUN, TRUE, FALSE) &&
897                 !(      cvar("bot_ai_weapon_combo") && self.weapon == WEP_SHOTGUN &&
898                         af > combo_time
899                 )
900         )
901                 shotgun = (cvar("g_balance_shotgun_primary_damage")*cvar("g_balance_shotgun_primary_bullets")/cvar("g_balance_shotgun_primary_refire")*1.0)
902                         * bound(0,32/(32+cvar("g_balance_shotgun_primary_spread")*distance),1);
903
904         if (client_hasweapon(self, WEP_LASER, FALSE, FALSE) &&
905                 !(      cvar("bot_ai_weapon_combo") && self.weapon == WEP_LASER &&
906                         af > combo_time
907                 )
908         )
909                 laser = (cvar("g_balance_laser_primary_damage")/cvar("g_balance_laser_primary_refire")*1.0)
910                         * bound(0,cvar("g_balance_laser_primary_speed")/distance*maxdelaytime,1);
911
912         if((self.enemy.flags & FL_ONGROUND)==FALSE){
913                 rocket = rocket   * (1.5-bound(0, distancefromfloor/cvar("g_balance_rocketlauncher_radius"         ),0.9)); //slight bigger change
914                 grenade = grenade * (1.5-bound(0,distancefromfloor/cvar("g_balance_grenadelauncher_primary_radius"),0.95));
915                 electro = electro * (1.5-bound(0,distancefromfloor/cvar("g_balance_electro_primary_radius"        ),0.95));
916                 laser = laser     * (1.5-bound(0,distancefromfloor/cvar("g_balance_laser_primary_radius"                  ),0.95));
917         }
918         /*
919         dprint("Floor distance: ",ftos(distancefromfloor),"\n");
920         dprint("Rocket: " , ftos(rocket  ), "\n");
921         dprint("Nex: "    , ftos(nex     ), "\n");
922         dprint("Hagar: "  , ftos(hagar   ), "\n");
923         dprint("Grenade: ", ftos(grenade ), "\n");
924         dprint("Electro: ", ftos(electro ), "\n");
925         dprint("Crylink: ", ftos(crylink ), "\n");
926         dprint("Uzi: "    , ftos(uzi     ), "\n");
927         dprint("Shotgun :", ftos(shotgun ), "\n");
928         dprint("Laser   :", ftos(laser   ), "\n\n");
929         */
930         currentscore = -1;
931         w = WEP_MINSTANEX        ;s = minstanex;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
932         w = WEP_ROCKET_LAUNCHER  ;s = rocket   ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
933         w = WEP_NEX              ;s = nex      ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
934         w = WEP_HAGAR            ;s = hagar    ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
935         w = WEP_GRENADE_LAUNCHER ;s = grenade  ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
936         w = WEP_ELECTRO          ;s = electro  ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
937         w = WEP_CRYLINK          ;s = crylink  ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
938         w = WEP_UZI              ;s = uzi      ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
939         w = WEP_SHOTGUN          ;s = shotgun  ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
940         w = WEP_LASER            ;s = laser    ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
941
942         // switch if the best weapon would provide a significant damage increase
943         if (bestscore > currentscore*1.5){
944                 self.switchweapon = bestweapon;
945
946                 // buys time for detonating the rocket. not tested yet
947                 if ( cvar("bot_ai_weapon_combo") && bestweapon == WEP_ROCKET_LAUNCHER )
948                         self.bot_chooseweapontime += (distance  / cvar("g_balance_rocketlauncher_speed"));
949         }
950 };
951
952 .float nextaim;
953 void havocbot_aim()
954 {
955         local vector selfvel, enemyvel;
956 //      if(self.flags & FL_INWATER)
957 //              return;
958         if (time < self.nextaim)
959                 return;
960         self.nextaim = time + 0.1;
961         selfvel = self.velocity;
962         if (!self.waterlevel)
963                 selfvel_z = 0;
964         if (self.enemy)
965         {
966                 enemyvel = self.enemy.velocity;
967                 if (!self.enemy.waterlevel)
968                         enemyvel_z = 0;
969                 lag_additem(time + self.ping, 0, 0, self.enemy, self.origin, selfvel, self.enemy.origin, enemyvel);
970         }
971         else
972                 lag_additem(time + self.ping, 0, 0, world, self.origin, selfvel, self.goalcurrent.origin, '0 0 0');
973 };
974
975 void havocbot_ai()
976 {
977         if (bot_strategytoken == self)
978         if (!bot_strategytoken_taken)
979         {
980                 self.havocbot_role();
981
982                 // TODO: tracewalk() should take care of this job (better path finding under water)
983                 // if we don't have a goal and we're under water look for a waypoint near the "shore" and push it
984                 if(self.goalcurrent==world)
985                 if(self.waterlevel==WATERLEVEL_SWIMMING || self.aistatus & AI_STATUS_OUT_WATER)
986                 {
987                         // Look for the closest waypoint out of water
988                         local entity newgoal, head;
989                         local float bestdistance, distance;
990
991                         newgoal = world;
992                         bestdistance = 10000;
993                         for (head = findchain(classname, "waypoint"); head; head = head.chain)
994                         {
995                                 distance = vlen(head.origin - self.origin);
996                                 if(distance>10000)
997                                         continue;
998
999                                 if(head.origin_z < self.origin_z)
1000                                         continue;
1001
1002                                 if(head.origin_z - self.origin_z - self.view_ofs_z > 100)
1003                                         continue;
1004
1005                                 if (pointcontents(head.origin + head.maxs + '0 0 1') != CONTENT_EMPTY)
1006                                         continue;
1007
1008                                 traceline(self.origin + self.view_ofs , head.origin, TRUE, head);
1009
1010                                 if(trace_fraction<1)
1011                                         continue;
1012
1013                                 if(distance<bestdistance)
1014                                 {
1015                                         newgoal = head;
1016                                         bestdistance = distance;
1017                                 }
1018                         }
1019
1020                         if(newgoal)
1021                         {
1022                         //      te_wizspike(newgoal.origin);
1023                                 navigation_pushroute(newgoal);
1024                         }
1025                 }
1026
1027                 // token has been used this frame
1028                 bot_strategytoken_taken = TRUE;
1029         }
1030         havocbot_chooseenemy();
1031         if (self.bot_chooseweapontime < time )
1032         {
1033                 self.bot_chooseweapontime = time + cvar("bot_ai_chooseweaponinterval");
1034                 havocbot_chooseweapon();
1035         }
1036         havocbot_aim();
1037         lag_update();
1038         if (self.bot_aimtarg)
1039         {
1040                 self.aistatus |= AI_STATUS_ATTACKING;
1041                 self.aistatus &~= AI_STATUS_ROAMING;
1042
1043                 weapon_action(self.weapon, WR_AIM);
1044                 if (cvar("bot_nofire") || IS_INDEPENDENT_PLAYER(self))
1045                 {
1046                         self.BUTTON_ATCK = FALSE;
1047                         self.BUTTON_ATCK2 = FALSE;
1048                 }
1049         }
1050         else if (self.goalcurrent)
1051         {
1052                 self.aistatus |= AI_STATUS_ROAMING;
1053                 self.aistatus &~= AI_STATUS_ATTACKING;
1054
1055                 local vector now,v,next;//,heading;
1056                 local float aimdistance,skillblend,distanceblend,blend;
1057                 next = now = self.goalcurrent.origin - (self.origin + self.view_ofs);
1058                 aimdistance = vlen(now);
1059                 //heading = self.velocity;
1060                 //dprint(self.goalstack01.classname,etos(self.goalstack01),"\n");
1061                 if(self.goalstack01 != self && self.goalstack01 != world && self.aistatus & AI_STATUS_RUNNING == 0)
1062                         next = self.goalstack01.origin - (self.origin + self.view_ofs);
1063                 skillblend=bound(0,(skill-2.5)*0.5,1); //lower skill player can't preturn
1064                 distanceblend=bound(0,aimdistance/cvar("bot_ai_keyboard_distance"),1);
1065                 blend = skillblend * (1-distanceblend);
1066                 //v = (now * (distanceblend) + next * (1-distanceblend)) * (skillblend) + now * (1-skillblend);
1067                 //v = now * (distanceblend) * (skillblend) + next * (1-distanceblend) * (skillblend) + now * (1-skillblend);
1068                 //v = now * ((1-skillblend) + (distanceblend) * (skillblend)) + next * (1-distanceblend) * (skillblend);
1069                 v = now + blend * (next - now);
1070                 //dprint(etos(self), " ");
1071                 //dprint(vtos(now), ":", vtos(next), "=", vtos(v), " (blend ", ftos(blend), ")\n");
1072                 //v = now * (distanceblend) + next * (1-distanceblend);
1073                 if (self.waterlevel < WATERLEVEL_SWIMMING)
1074                         v_z = 0;
1075                 //dprint("walk at:", vtos(v), "\n");
1076                 //te_lightning2(world, self.origin, self.goalcurrent.origin);
1077                 bot_aimdir(v, -1);
1078         }
1079         havocbot_movetogoal();
1080 };
1081
1082 void havocbot_setupbot()
1083 {
1084         self.bot_ai = havocbot_ai;
1085         // will be updated by think code
1086         //Generate some random skill levels
1087         self.havocbot_keyboardskill=random()-0.5;
1088         havocbot_chooserole();
1089 }
1090
1091
1092 #ifdef DEBUG_BOT_GOALSTACK
1093
1094 .float goalcounter;
1095 .vector lastposition;
1096
1097 // Debug the goal stack visually
1098 void debuggoalstack()
1099 {
1100         local entity target;
1101         local vector org;
1102
1103         if(self.goalcounter==0)target=self.goalcurrent;
1104         else if(self.goalcounter==1)target=self.goalstack01;
1105         else if(self.goalcounter==2)target=self.goalstack02;
1106         else if(self.goalcounter==3)target=self.goalstack03;
1107         else if(self.goalcounter==4)target=self.goalstack04;
1108         else if(self.goalcounter==5)target=self.goalstack05;
1109         else if(self.goalcounter==6)target=self.goalstack06;
1110         else if(self.goalcounter==7)target=self.goalstack07;
1111         else if(self.goalcounter==8)target=self.goalstack08;
1112         else if(self.goalcounter==9)target=self.goalstack09;
1113         else if(self.goalcounter==10)target=self.goalstack10;
1114         else if(self.goalcounter==11)target=self.goalstack11;
1115         else if(self.goalcounter==12)target=self.goalstack12;
1116         else if(self.goalcounter==13)target=self.goalstack13;
1117         else if(self.goalcounter==14)target=self.goalstack14;
1118         else if(self.goalcounter==15)target=self.goalstack15;
1119         else if(self.goalcounter==16)target=self.goalstack16;
1120         else if(self.goalcounter==17)target=self.goalstack17;
1121         else if(self.goalcounter==18)target=self.goalstack18;
1122         else if(self.goalcounter==19)target=self.goalstack19;
1123         else if(self.goalcounter==20)target=self.goalstack20;
1124         else if(self.goalcounter==21)target=self.goalstack21;
1125         else if(self.goalcounter==22)target=self.goalstack22;
1126         else if(self.goalcounter==23)target=self.goalstack23;
1127         else if(self.goalcounter==24)target=self.goalstack24;
1128         else if(self.goalcounter==25)target=self.goalstack25;
1129         else if(self.goalcounter==26)target=self.goalstack26;
1130         else if(self.goalcounter==27)target=self.goalstack27;
1131         else if(self.goalcounter==28)target=self.goalstack28;
1132         else if(self.goalcounter==29)target=self.goalstack29;
1133         else if(self.goalcounter==30)target=self.goalstack30;
1134         else if(self.goalcounter==31)target=self.goalstack31;
1135
1136         if(target==world)
1137         {
1138                 self.goalcounter = 0;
1139                 self.lastposition='0 0 0';
1140                 return;
1141         }
1142
1143         if(self.lastposition=='0 0 0')
1144                 org = self.origin;
1145         else
1146                 org = self.lastposition;
1147
1148
1149         te_lightning2(world, org, target.origin);
1150         self.lastposition = target.origin;
1151
1152         self.goalcounter++;
1153 }
1154
1155 #endif