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Bots will try to use the jetpack or rocket jump if they're falling :)
[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 not(self.flags & FL_ONGROUND)
360         {
361                 tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 -65536', MOVE_NOMONSTERS, self);
362
363                 if(tracebox_hits_trigger_hurt(self.origin, self.mins, self.maxs, trace_endpos ))
364                 if(self.items & IT_JETPACK)
365                 {
366                         tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 65536', MOVE_NOMONSTERS, self);
367
368                         if(tracebox_hits_trigger_hurt(self.origin, self.mins, self.maxs, trace_endpos + '0 0 1' ))
369                         {
370                                 if(self.velocity_z<0)
371                                 {
372                                         self.BUTTON_HOOK = TRUE;
373                                 }
374                         }
375                         else
376                                 self.BUTTON_HOOK = TRUE;
377                 }
378                 else if(self.health>cvar("g_balance_rocketlauncher_damage")*0.5)
379                 {
380                         if(self.velocity_z < -maxspeed)
381                         if(client_hasweapon(self, WEP_ROCKET_LAUNCHER, TRUE, FALSE))
382                         {
383                                 self.switchweapon = WEP_ROCKET_LAUNCHER;
384                                 self.v_angle_x = 90;
385                                 self.BUTTON_ATCK = TRUE;
386                                 self.BUTTON_ATCK2 = TRUE;
387                         }
388                 }
389         }
390
391         // If we are under water with no goals, swim up
392         if(self.waterlevel)
393         if(self.goalcurrent==world)
394         {
395                 dir = '0 0 0';
396                 if(self.waterlevel>WATERLEVEL_SWIMMING)
397                         dir_z = 1;
398                 else if(self.velocity_z >= 0 && !(self.waterlevel == WATERLEVEL_WETFEET && self.watertype == CONTENT_WATER))
399                         self.BUTTON_JUMP = TRUE;
400                 else
401                         self.BUTTON_JUMP = FALSE;
402                 makevectors(self.v_angle_y * '0 1 0');
403                 self.movement_x = dir * v_forward * maxspeed;
404                 self.movement_y = dir * v_right * maxspeed;
405                 self.movement_z = dir * v_up * maxspeed;
406         }
407
408         // if there is nowhere to go, exit
409         if (self.goalcurrent == world)
410                 return;
411
412         if (self.goalcurrent)
413                 navigation_poptouchedgoals();
414
415         // if ran out of goals try to use an alternative goal or get a new strategy asap
416         if(self.goalcurrent == world)
417         if(self.flags & FL_ONGROUND || self.aistatus & AI_STATUS_RUNNING || self.BUTTON_JUMP == TRUE)
418         {
419                 if(self.alternativegoal==world)
420                 {
421                         // ran out of goals
422                         self.bot_strategytime = 0;
423                         return;
424                 }
425
426                 // use the alternative goal
427                 navigation_findnearestwaypoint(self.alternativegoal, TRUE);
428                 navigation_routetogoal(self.alternativegoal);
429                 self.alternativegoal = world;
430                 bot_strategytoken_taken = TRUE;
431
432                 return;
433         }
434
435 #ifdef DEBUG_BOT_GOALSTACK
436         debuggoalstack();
437 #endif
438
439         m1 = self.goalcurrent.origin + self.goalcurrent.mins;
440         m2 = self.goalcurrent.origin + self.goalcurrent.maxs;
441         destorg = self.origin;
442         destorg_x = bound(m1_x, destorg_x, m2_x);
443         destorg_y = bound(m1_y, destorg_y, m2_y);
444         destorg_z = bound(m1_z, destorg_z, m2_z);
445         diff = destorg - self.origin;
446         //dist = vlen(diff);
447         dir = normalize(diff);
448         flatdir = diff;flatdir_z = 0;
449         flatdir = normalize(flatdir);
450
451         //if (self.bot_dodgevector_time < time)
452         {
453         //      self.bot_dodgevector_time = time + cvar("bot_ai_dodgeupdateinterval");
454         //      self.bot_dodgevector_jumpbutton = 1;
455                 evadeobstacle = '0 0 0';
456                 evadelava = '0 0 0';
457
458                 if (self.waterlevel)
459                 {
460                         if(self.waterlevel>WATERLEVEL_SWIMMING)
461                         {
462                         //      flatdir_z = 1;
463                                 self.aistatus |= AI_STATUS_OUT_WATER;
464                         }
465                         else
466                         {
467                                 if(self.velocity_z >= 0 && !(self.watertype == CONTENT_WATER && self.goalcurrent.origin_z < self.origin_z) &&
468                                         ( !(self.waterlevel == WATERLEVEL_WETFEET && self.watertype == CONTENT_WATER) || self.aistatus & AI_STATUS_OUT_WATER))
469                                         self.BUTTON_JUMP = TRUE;
470                                 else
471                                         self.BUTTON_JUMP = FALSE;
472                         }
473                         dir = normalize(flatdir);
474                         makevectors(self.v_angle_y * '0 1 0');
475                 }
476                 else
477                 {
478                         if(self.aistatus & AI_STATUS_OUT_WATER)
479                                 self.aistatus &~= AI_STATUS_OUT_WATER;
480
481                         // jump if going toward an obstacle that doesn't look like stairs we
482                         // can walk up directly
483                         tracebox(self.origin, self.mins, self.maxs, self.origin + self.velocity * 0.2, FALSE, self);
484                         if (trace_fraction < 1)
485                         if (trace_plane_normal_z < 0.7)
486                         {
487                                 s = trace_fraction;
488                                 tracebox(self.origin + '0 0 16', self.mins, self.maxs, self.origin + self.velocity * 0.2 + '0 0 16', FALSE, self);
489                                 if (trace_fraction < s + 0.01)
490                                 if (trace_plane_normal_z < 0.7)
491                                 {
492                                         s = trace_fraction;
493                                         tracebox(self.origin + '0 0 48', self.mins, self.maxs, self.origin + self.velocity * 0.2 + '0 0 48', FALSE, self);
494                                         if (trace_fraction > s)
495                                                 self.BUTTON_JUMP = 1;
496                                 }
497                         }
498
499                         // avoiding dangers and obstacles
500                         local vector dst_ahead, dst_down;
501                         dst_ahead = self.origin + self.view_ofs + (self.velocity * 0.32);
502                         dst_down = dst_ahead + '0 0 -1500';
503
504                         // Look ahead
505                         traceline(self.origin + self.view_ofs , dst_ahead, TRUE, world);
506
507                         // Check head-banging against walls
508                         if(vlen(self.origin + self.view_ofs - trace_endpos) < 2 && !(self.aistatus & AI_STATUS_OUT_WATER))
509                         {
510                                 if(self.facingwalltime && time > self.facingwalltime)
511                                 {
512                                         self.ignoregoal = self.goalcurrent;
513                                         self.ignoregoaltime = time + cvar("bot_ai_ignoregoal_timeout");
514                                         navigation_poproute();
515                                 }
516                                 else
517                                 {
518                                         self.facingwalltime = time + 0.05;
519                                 }
520                         }
521                         else
522                         {
523                                 self.facingwalltime = 0;
524
525                                 if(self.ignoregoal != world && time > self.ignoregoaltime)
526                                 {
527                                         self.ignoregoal = world;
528                                         self.ignoregoaltime = 0;
529                                 }
530                         }
531
532                         // Check for water/slime/lava and dangerous edges
533                         // (only when the bot is on the ground or jumping intentionally)
534                         self.aistatus &~= AI_STATUS_DANGER_AHEAD;
535
536                         if(trace_fraction == 1)
537                         if(self.flags & FL_ONGROUND || self.aistatus & AI_STATUS_RUNNING || self.BUTTON_JUMP == TRUE)
538                         {
539                                 // Look downwards
540                                 traceline(dst_ahead , dst_down, TRUE, world);
541                                 //      te_lightning2(world, self.origin, dst_ahead);   // Draw "ahead" look
542                                 //      te_lightning2(world, dst_ahead, dst_down);              // Draw "downwards" look
543                                 if(trace_endpos_z < self.origin_z + self.mins_z)
544                                 {
545                                         s = pointcontents(trace_endpos + '0 0 1');
546                                         if (s != CONTENT_SOLID)
547                                         if (s == CONTENT_LAVA || s == CONTENT_SLIME)
548                                                 evadelava = normalize(self.velocity) * -1;
549                                         else if (s == CONTENT_SKY)
550                                                 evadeobstacle = normalize(self.velocity) * -1;
551                                         else if (!boxesoverlap(dst_ahead - self.view_ofs + self.mins, dst_ahead - self.view_ofs + self.maxs,
552                                                                 self.goalcurrent.absmin, self.goalcurrent.absmax))
553                                         {
554                                                 // if ain't a safe goal with "holes" (like the jumpad on soylent)
555                                                 // and there is a trigger_hurt below
556                                                 if(tracebox_hits_trigger_hurt(dst_ahead, self.mins, self.maxs, trace_endpos))
557                                                 {
558                                                         // Remove dangerous dynamic goals from stack
559                                                         if (self.goalcurrent.classname == "player" || self.goalcurrent.classname == "droppedweapon")
560                                                                 navigation_poproute();
561                                                         // try to stop
562                                                         flatdir = '0 0 0';
563                                                         evadeobstacle = normalize(self.velocity) * -1;
564                                                 }
565                                         }
566                                 }
567                         }
568
569                         dir = flatdir;
570                         evadeobstacle_z = 0;
571                         evadelava_z = 0;
572                         makevectors(self.v_angle_y * '0 1 0');
573
574                         if(evadeobstacle!='0 0 0'||evadelava!='0 0 0')
575                                 self.aistatus |= AI_STATUS_DANGER_AHEAD;
576                 }
577
578                 dodge = havocbot_dodge();
579                 dodge = dodge * bound(0,3+skill*0.1,1);
580                 evadelava = evadelava * bound(1,3-skill,3); //Noobs fear lava a lot and take more distance from it
581                 traceline(self.origin, self.enemy.origin, TRUE, world);
582                 if(trace_ent.classname == "player")
583                         dir = dir * bound(0,skill/7,1);
584
585                 dir = normalize(dir + dodge + evadeobstacle + evadelava);
586         //      self.bot_dodgevector = dir;
587         //      self.bot_dodgevector_jumpbutton = self.BUTTON_JUMP;
588         }
589
590         if(time < self.ladder_time)
591         {
592                 if(self.goalcurrent.origin_z + self.goalcurrent.mins_z > self.origin_z + self.mins_z)
593                 {
594                         if(self.origin_z + self.mins_z  < self.ladder_entity.origin_z + self.ladder_entity.maxs_z)
595                                 dir = '0 0 1';
596                 }
597                 else
598                 {
599                         if(self.origin_z + self.mins_z  > self.ladder_entity.origin_z + self.ladder_entity.mins_z)
600                                 dir = '0 0 -1';
601                 }
602         }
603
604         //dir = self.bot_dodgevector;
605         //if (self.bot_dodgevector_jumpbutton)
606         //      self.BUTTON_JUMP = 1;
607         self.movement_x = dir * v_forward * maxspeed;
608         self.movement_y = dir * v_right * maxspeed;
609         self.movement_z = dir * v_up * maxspeed;
610
611         // Emulate keyboard interface
612         if (skill < 10)
613                 havocbot_keyboard_movement(destorg);
614
615         // Bunnyhop!
616 //      if(self.aistatus & AI_STATUS_ROAMING)
617         if(skill >= cvar("bot_ai_bunnyhop_skilloffset"))
618                 havocbot_bunnyhop(dir);
619
620         if ((dir * v_up) >= cvar("sv_jumpvelocity")*0.5 && (self.flags & FL_ONGROUND)) self.BUTTON_JUMP=1;
621         if (((dodge * v_up) > 0) && random()*frametime >= 0.2*bound(0,(10-skill)*0.1,1)) self.BUTTON_JUMP=TRUE;
622         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);
623 };
624
625 .float havocbot_chooseenemy_finished;
626 .float havocbot_stickenemy;
627 void havocbot_chooseenemy()
628 {
629         local entity head, best;
630         local float rating, bestrating;
631         local vector eye, v;
632         if (cvar("bot_nofire") || IS_INDEPENDENT_PLAYER(self))
633         {
634                 self.enemy = world;
635                 return;
636         }
637         if (self.enemy)
638         {
639                 if (!bot_shouldattack(self.enemy))
640                 {
641                         // enemy died or something, find a new target
642                         self.enemy = world;
643                         self.havocbot_chooseenemy_finished = time;
644                 }
645                 else if (self.havocbot_stickenemy)
646                 {
647                         // tracking last chosen enemy
648                         // if enemy is visible
649                         // and not really really far away
650                         // and we're not severely injured
651                         // then keep tracking for a half second into the future
652                         traceline(self.origin+self.view_ofs, self.enemy.origin+self.enemy.view_ofs*0.5,FALSE,world);
653                         if (trace_ent == self.enemy || trace_fraction == 1)
654                         if (vlen(self.enemy.origin - self.origin) < 1000)
655                         if (self.health > 30)
656                         {
657                                 // remain tracking him for a shot while (case he went after a small corner or pilar
658                                 self.havocbot_chooseenemy_finished = time + cvar("bot_ai_enemydetectioninterval");
659                                 return;
660                         }
661                         // enemy isn't visible, or is far away, or we're injured severely
662                         // so stop preferring this enemy
663                         // (it will still take a half second until a new one is chosen)
664                         self.havocbot_stickenemy = 0;
665                 }
666         }
667         if (time < self.havocbot_chooseenemy_finished)
668                 return;
669         self.havocbot_chooseenemy_finished = time + cvar("bot_ai_enemydetectioninterval");
670         eye = (self.origin + self.view_ofs);
671         best = world;
672         bestrating = 100000000;
673         head = findchainfloat(bot_attack, TRUE);
674         while (head)
675         {
676                 v = (head.absmin + head.absmax) * 0.5;
677                 rating = vlen(v - eye);
678                 if (bestrating > rating)
679                 if (bot_shouldattack(head))
680                 {
681                         traceline(eye, v, TRUE, self);
682                         if (trace_ent == head || trace_fraction >= 1)
683                         {
684                                 best = head;
685                                 bestrating = rating;
686                         }
687                 }
688                 head = head.chain;
689         }
690         self.enemy = best;
691         self.havocbot_stickenemy = TRUE;
692 };
693
694 .float bot_chooseweapontime;
695 float(entity e) w_getbestweapon;
696 void havocbot_chooseweapon()
697 {
698         local float i;
699
700         // TODO: clean this up by moving it to weapon code
701         if(self.enemy.classname!="player")
702         {
703                 // If there aren't enemies at sight use the laser (like most players)
704                 if(client_hasweapon(self, WEP_LASER, TRUE, FALSE))
705                 {
706                         self.switchweapon = WEP_LASER;
707                         return;
708                 }
709
710                 // Otherwise get the first available weapon
711                 for(i=WEP_LASER + 1; i < WEP_COUNT ; ++i)
712                 {
713                         if(client_hasweapon(self, i, TRUE, FALSE))
714                         {
715                                 self.switchweapon = i;
716                                 return;
717                         }
718                 }
719                 return;
720         }
721
722         local float w, s;
723         local float rocket  ; rocket   =-1000;
724         local float nex     ; nex      =-1000;
725         local float hagar   ; hagar    =-1000;
726         local float grenade ; grenade  =-1000;
727         local float electro ; electro  =-1000;
728         local float crylink ; crylink  =-1000;
729         local float uzi     ; uzi      =-1000;
730         local float shotgun ; shotgun  =-1000;
731         local float campingrifle ; campingrifle  =-1000;
732         local float laser   ; laser    =-1000;
733         local float minstanex ; minstanex =-1000;
734         local float currentscore;
735         local float bestscore; bestscore = 0;
736         local float bestweapon; bestweapon=self.switchweapon;
737         local float distance; distance=bound(10,vlen(self.origin-self.enemy.origin)-200,10000);
738         local float maxdelaytime=0.5;
739         local float spreadpenalty=10;
740         local float distancefromfloor;
741
742         local float af, ct, combo_time;
743
744         traceline(self.enemy.origin,self.enemy.origin-'0 0 1000',TRUE,world);
745         distancefromfloor = self.enemy.origin_z - trace_endpos_z;
746
747         af = ATTACK_FINISHED(self);
748         ct = cvar("bot_ai_weapon_combo_threshold");
749
750         // Bots with no skill will be 4 times more slower than "godlike" bots when doing weapon combos
751         // Ideally this 4 should be calculated as longest_weapon_refire / bot_ai_weapon_combo_threshold
752         combo_time = time + ct + (ct * ((-0.3*skill)+3));
753
754         // Custom weapon list based on distance to the enemy
755         i = 0;
756         if(bot_custom_weapon){
757
758                 // Choose weapons for far distance
759                 if ( distance > bot_distance_far ) {
760                         for(i=0; i < WEP_COUNT && bot_weapons_far[i] != -1 ; ++i){
761                                 w = bot_weapons_far[i];
762                                 if ( client_hasweapon(self, w, TRUE, FALSE) ){
763                                         if ( self.weapon == w){
764                                                 if( cvar("bot_ai_weapon_combo") && af > combo_time)
765                                                         continue;
766                                         } else {
767                                                 self.switchweapon = w;
768                                         }
769                                         return;
770                                 }
771                         }
772                 }
773
774                 // Choose weapons for mid distance
775                 if ( distance > bot_distance_close ) {
776                         for(i= 0; i < WEP_COUNT && bot_weapons_mid[i] != -1 ; ++i){
777                                 w = bot_weapons_mid[i];
778                                 if ( client_hasweapon(self, w, TRUE, FALSE) ){
779                                         if ( self.weapon == w){
780                                                 if( cvar("bot_ai_weapon_combo") && af > combo_time)
781                                                         continue;
782                                         } else {
783                                                 self.switchweapon = w;
784                                         }
785                                         return;
786                                 }
787                         }
788                 }
789
790                 // Choose weapons for close distance
791                 for(i= 0; i < WEP_COUNT && bot_weapons_close[i] != -1 ; ++i){
792                         w = bot_weapons_close[i];
793                         if ( client_hasweapon(self, w, TRUE, FALSE) ){
794                                 if ( self.weapon == w){
795                                         if( cvar("bot_ai_weapon_combo") && af > combo_time)
796                                                 continue;
797                                 } else {
798                                         self.switchweapon = w;
799                                 }
800                                 return;
801                         }
802                 }
803                 // If now weapon was chosen by this system fall back to the previous one
804         }
805
806         // Formula:
807         //      (Damage/Sec * Weapon spefic change to get that damage)
808         //      *(Time to get to target * weapon specfic hitchange bonus) / (in a time of maxdelaytime)
809         //      *(Spread change of hit) // if it applies
810         //      *(Penality for target beeing in air)
811         // %weaponaddpoint
812         if (client_hasweapon(self, WEP_MINSTANEX, TRUE, FALSE))
813                 minstanex = (1000/cvar("g_balance_minstanex_refire")*1.0)
814                         * (0.5);
815
816         if (client_hasweapon(self, WEP_ROCKET_LAUNCHER, TRUE, FALSE)  &&
817                 !(      cvar("bot_ai_weapon_combo") && self.weapon == WEP_ROCKET_LAUNCHER &&
818                         af > combo_time
819                 )
820         )
821                 rocket = (cvar("g_balance_rocketlauncher_damage")/cvar("g_balance_rocketlauncher_refire")*0.75)
822                         * bound(0,(cvar("g_balance_rocketlauncher_speed")/distance*maxdelaytime),1)*1.5;
823
824         if (client_hasweapon(self, WEP_NEX, TRUE, FALSE)  &&
825                 !(      cvar("bot_ai_weapon_combo") && self.weapon == WEP_NEX &&
826                         af > combo_time
827                 )
828         )
829                 nex = (cvar("g_balance_nex_damage")/cvar("g_balance_nex_refire")*1.0)
830                         * (0.5);
831
832         if (client_hasweapon(self, WEP_HAGAR, TRUE, FALSE) ) // &&
833         //      !( cvar("bot_ai_weapon_combo") && self.weapon == WEP_HAGAR &&  time < self.bot_lastshot + cvar("g_balance_hagar_primary_refire") ))
834                 hagar = (cvar("g_balance_hagar_primary_damage")/cvar("g_balance_hagar_primary_refire")*1.0)
835                         * bound(0,(cvar("g_balance_hagar_primary_speed")/distance*maxdelaytime),1)*0.2;
836
837         if (client_hasweapon(self, WEP_GRENADE_LAUNCHER, TRUE, FALSE) &&
838                 !(
839                         cvar("bot_ai_weapon_combo") && self.weapon == WEP_GRENADE_LAUNCHER &&
840                         af > combo_time
841                 )
842         )
843                 grenade = (cvar("g_balance_grenadelauncher_primary_damage")/cvar("g_balance_grenadelauncher_primary_refire")*1.0)
844                         * bound(0,(cvar("g_balance_grenadelauncher_primary_speed")/distance*maxdelaytime),1)*1.1;
845
846         if (client_hasweapon(self, WEP_ELECTRO, TRUE, FALSE) &&
847                 !(      cvar("bot_ai_weapon_combo") && self.weapon == WEP_ELECTRO &&
848                         af > combo_time
849                 )
850         )
851                 electro = (cvar("g_balance_electro_primary_damage")/cvar("g_balance_electro_primary_refire")*0.75)
852                         * bound(0,(cvar("g_balance_electro_primary_speed")/distance*maxdelaytime),1)*1.0;
853
854         if (client_hasweapon(self, WEP_CRYLINK, TRUE, FALSE) ) // &&
855         //      !( self.weapon == WEP_CRYLINK &&  time < self.bot_lastshot + cvar("g_balance_crylink_primary_refire") ))
856                 crylink = (cvar("g_balance_crylink_primary_damage")/cvar("g_balance_crylink_primary_refire")*1.0)
857                         * bound(0,(cvar("g_balance_crylink_primary_speed")/distance*maxdelaytime),1)*(64/(32+cvar("g_balance_crylink_primary_spread")*distance))*1.0;
858
859         if (client_hasweapon(self, WEP_UZI, TRUE, FALSE) ) // &&
860         //      !( self.weapon == WEP_UZI &&  time < self.bot_lastshot + cvar("g_balance_uzi_sustained_refire") ))
861                 uzi = (cvar("g_balance_uzi_sustained_damage")/cvar("g_balance_uzi_sustained_refire")*1.0)
862                         * bound(0,32/(32+cvar("g_balance_uzi_sustained_spread")*distance),1);
863
864         if (client_hasweapon(self, WEP_SHOTGUN, TRUE, FALSE) &&
865                 !(      cvar("bot_ai_weapon_combo") && self.weapon == WEP_SHOTGUN &&
866                         af > combo_time
867                 )
868         )
869                 shotgun = (cvar("g_balance_shotgun_primary_damage")*cvar("g_balance_shotgun_primary_bullets")/cvar("g_balance_shotgun_primary_refire")*1.0)
870                         * bound(0,32/(32+cvar("g_balance_shotgun_primary_spread")*distance),1);
871
872         if (client_hasweapon(self, WEP_LASER, FALSE, FALSE) &&
873                 !(      cvar("bot_ai_weapon_combo") && self.weapon == WEP_LASER &&
874                         af > combo_time
875                 )
876         )
877                 laser = (cvar("g_balance_laser_primary_damage")/cvar("g_balance_laser_primary_refire")*1.0)
878                         * bound(0,cvar("g_balance_laser_primary_speed")/distance*maxdelaytime,1);
879
880         if((self.enemy.flags & FL_ONGROUND)==FALSE){
881                 rocket = rocket   * (1.5-bound(0, distancefromfloor/cvar("g_balance_rocketlauncher_radius"         ),0.9)); //slight bigger change
882                 grenade = grenade * (1.5-bound(0,distancefromfloor/cvar("g_balance_grenadelauncher_primary_radius"),0.95));
883                 electro = electro * (1.5-bound(0,distancefromfloor/cvar("g_balance_electro_primary_radius"        ),0.95));
884                 laser = laser     * (1.5-bound(0,distancefromfloor/cvar("g_balance_laser_primary_radius"                  ),0.95));
885         }
886         /*
887         dprint("Floor distance: ",ftos(distancefromfloor),"\n");
888         dprint("Rocket: " , ftos(rocket  ), "\n");
889         dprint("Nex: "    , ftos(nex     ), "\n");
890         dprint("Hagar: "  , ftos(hagar   ), "\n");
891         dprint("Grenade: ", ftos(grenade ), "\n");
892         dprint("Electro: ", ftos(electro ), "\n");
893         dprint("Crylink: ", ftos(crylink ), "\n");
894         dprint("Uzi: "    , ftos(uzi     ), "\n");
895         dprint("Shotgun :", ftos(shotgun ), "\n");
896         dprint("Laser   :", ftos(laser   ), "\n\n");
897         */
898         currentscore = -1;
899         w = WEP_MINSTANEX        ;s = minstanex;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
900         w = WEP_ROCKET_LAUNCHER  ;s = rocket   ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
901         w = WEP_NEX              ;s = nex      ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
902         w = WEP_HAGAR            ;s = hagar    ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
903         w = WEP_GRENADE_LAUNCHER ;s = grenade  ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
904         w = WEP_ELECTRO          ;s = electro  ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
905         w = WEP_CRYLINK          ;s = crylink  ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
906         w = WEP_UZI              ;s = uzi      ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
907         w = WEP_SHOTGUN          ;s = shotgun  ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
908         w = WEP_LASER            ;s = laser    ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
909
910         // switch if the best weapon would provide a significant damage increase
911         if (bestscore > currentscore*1.5){
912                 self.switchweapon = bestweapon;
913
914                 // buys time for detonating the rocket. not tested yet
915                 if ( cvar("bot_ai_weapon_combo") && bestweapon == WEP_ROCKET_LAUNCHER )
916                         self.bot_chooseweapontime += (distance  / cvar("g_balance_rocketlauncher_speed"));
917         }
918 };
919
920 .float nextaim;
921 void havocbot_aim()
922 {
923         local vector selfvel, enemyvel;
924 //      if(self.flags & FL_INWATER)
925 //              return;
926         if (time < self.nextaim)
927                 return;
928         self.nextaim = time + 0.1;
929         selfvel = self.velocity;
930         if (!self.waterlevel)
931                 selfvel_z = 0;
932         if (self.enemy)
933         {
934                 enemyvel = self.enemy.velocity;
935                 if (!self.enemy.waterlevel)
936                         enemyvel_z = 0;
937                 lag_additem(time + self.ping, 0, 0, self.enemy, self.origin, selfvel, self.enemy.origin, enemyvel);
938         }
939         else
940                 lag_additem(time + self.ping, 0, 0, world, self.origin, selfvel, self.goalcurrent.origin, '0 0 0');
941 };
942
943 void havocbot_ai()
944 {
945         if (bot_strategytoken == self)
946         if (!bot_strategytoken_taken)
947         {
948                 self.havocbot_role();
949
950                 // TODO: tracewalk() should take care of this job (better path finding under water)
951                 // if we don't have a goal and we're under water look for a waypoint near the "shore" and push it
952                 if(self.goalcurrent==world)
953                 if(self.waterlevel==WATERLEVEL_SWIMMING || self.aistatus & AI_STATUS_OUT_WATER)
954                 {
955                         // Look for the closest waypoint out of water
956                         local entity newgoal, head;
957                         local float bestdistance, distance;
958
959                         newgoal = world;
960                         bestdistance = 10000;
961                         for (head = findchain(classname, "waypoint"); head; head = head.chain)
962                         {
963                                 distance = vlen(head.origin - self.origin);
964                                 if(distance>10000)
965                                         continue;
966
967                                 if(head.origin_z < self.origin_z)
968                                         continue;
969
970                                 if(head.origin_z - self.origin_z - self.view_ofs_z > 100)
971                                         continue;
972
973                                 if (pointcontents(head.origin + head.maxs + '0 0 1') != CONTENT_EMPTY)
974                                         continue;
975
976                                 traceline(self.origin + self.view_ofs , head.origin, TRUE, head);
977
978                                 if(trace_fraction<1)
979                                         continue;
980
981                                 if(distance<bestdistance)
982                                 {
983                                         newgoal = head;
984                                         bestdistance = distance;
985                                 }
986                         }
987
988                         if(newgoal)
989                         {
990                         //      te_wizspike(newgoal.origin);
991                                 navigation_pushroute(newgoal);
992                         }
993                 }
994
995                 // token has been used this frame
996                 bot_strategytoken_taken = TRUE;
997         }
998         havocbot_chooseenemy();
999         if (self.bot_chooseweapontime < time )
1000         {
1001                 self.bot_chooseweapontime = time + cvar("bot_ai_chooseweaponinterval");
1002                 havocbot_chooseweapon();
1003         }
1004         havocbot_aim();
1005         lag_update();
1006         if (self.bot_aimtarg)
1007         {
1008                 self.aistatus |= AI_STATUS_ATTACKING;
1009                 self.aistatus &~= AI_STATUS_ROAMING;
1010
1011                 weapon_action(self.weapon, WR_AIM);
1012                 if (cvar("bot_nofire") || IS_INDEPENDENT_PLAYER(self))
1013                 {
1014                         self.BUTTON_ATCK = FALSE;
1015                         self.BUTTON_ATCK2 = FALSE;
1016                 }
1017         }
1018         else if (self.goalcurrent)
1019         {
1020                 self.aistatus |= AI_STATUS_ROAMING;
1021                 self.aistatus &~= AI_STATUS_ATTACKING;
1022
1023                 local vector now,v,next;//,heading;
1024                 local float aimdistance,skillblend,distanceblend,blend;
1025                 next = now = self.goalcurrent.origin - (self.origin + self.view_ofs);
1026                 aimdistance = vlen(now);
1027                 //heading = self.velocity;
1028                 //dprint(self.goalstack01.classname,etos(self.goalstack01),"\n");
1029                 if(self.goalstack01 != self && self.goalstack01 != world && self.aistatus & AI_STATUS_RUNNING == 0)
1030                         next = self.goalstack01.origin - (self.origin + self.view_ofs);
1031                 skillblend=bound(0,(skill-2.5)*0.5,1); //lower skill player can't preturn
1032                 distanceblend=bound(0,aimdistance/cvar("bot_ai_keyboard_distance"),1);
1033                 blend = skillblend * (1-distanceblend);
1034                 //v = (now * (distanceblend) + next * (1-distanceblend)) * (skillblend) + now * (1-skillblend);
1035                 //v = now * (distanceblend) * (skillblend) + next * (1-distanceblend) * (skillblend) + now * (1-skillblend);
1036                 //v = now * ((1-skillblend) + (distanceblend) * (skillblend)) + next * (1-distanceblend) * (skillblend);
1037                 v = now + blend * (next - now);
1038                 //dprint(etos(self), " ");
1039                 //dprint(vtos(now), ":", vtos(next), "=", vtos(v), " (blend ", ftos(blend), ")\n");
1040                 //v = now * (distanceblend) + next * (1-distanceblend);
1041                 if (self.waterlevel < WATERLEVEL_SWIMMING)
1042                         v_z = 0;
1043                 //dprint("walk at:", vtos(v), "\n");
1044                 //te_lightning2(world, self.origin, self.goalcurrent.origin);
1045                 bot_aimdir(v, -1);
1046         }
1047         havocbot_movetogoal();
1048 };
1049
1050 void havocbot_setupbot()
1051 {
1052         self.bot_ai = havocbot_ai;
1053         // will be updated by think code
1054         //Generate some random skill levels
1055         self.havocbot_keyboardskill=random()-0.5;
1056         havocbot_chooserole();
1057 }
1058
1059
1060 #ifdef DEBUG_BOT_GOALSTACK
1061
1062 .float goalcounter;
1063 .vector lastposition;
1064
1065 // Debug the goal stack visually
1066 void debuggoalstack()
1067 {
1068         local entity target;
1069         local vector org;
1070
1071         if(self.goalcounter==0)target=self.goalcurrent;
1072         else if(self.goalcounter==1)target=self.goalstack01;
1073         else if(self.goalcounter==2)target=self.goalstack02;
1074         else if(self.goalcounter==3)target=self.goalstack03;
1075         else if(self.goalcounter==4)target=self.goalstack04;
1076         else if(self.goalcounter==5)target=self.goalstack05;
1077         else if(self.goalcounter==6)target=self.goalstack06;
1078         else if(self.goalcounter==7)target=self.goalstack07;
1079         else if(self.goalcounter==8)target=self.goalstack08;
1080         else if(self.goalcounter==9)target=self.goalstack09;
1081         else if(self.goalcounter==10)target=self.goalstack10;
1082         else if(self.goalcounter==11)target=self.goalstack11;
1083         else if(self.goalcounter==12)target=self.goalstack12;
1084         else if(self.goalcounter==13)target=self.goalstack13;
1085         else if(self.goalcounter==14)target=self.goalstack14;
1086         else if(self.goalcounter==15)target=self.goalstack15;
1087         else if(self.goalcounter==16)target=self.goalstack16;
1088         else if(self.goalcounter==17)target=self.goalstack17;
1089         else if(self.goalcounter==18)target=self.goalstack18;
1090         else if(self.goalcounter==19)target=self.goalstack19;
1091         else if(self.goalcounter==20)target=self.goalstack20;
1092         else if(self.goalcounter==21)target=self.goalstack21;
1093         else if(self.goalcounter==22)target=self.goalstack22;
1094         else if(self.goalcounter==23)target=self.goalstack23;
1095         else if(self.goalcounter==24)target=self.goalstack24;
1096         else if(self.goalcounter==25)target=self.goalstack25;
1097         else if(self.goalcounter==26)target=self.goalstack26;
1098         else if(self.goalcounter==27)target=self.goalstack27;
1099         else if(self.goalcounter==28)target=self.goalstack28;
1100         else if(self.goalcounter==29)target=self.goalstack29;
1101         else if(self.goalcounter==30)target=self.goalstack30;
1102         else if(self.goalcounter==31)target=self.goalstack31;
1103
1104         if(target==world)
1105         {
1106                 self.goalcounter = 0;
1107                 self.lastposition='0 0 0';
1108                 return;
1109         }
1110
1111         if(self.lastposition=='0 0 0')
1112                 org = self.origin;
1113         else
1114                 org = self.lastposition;
1115
1116
1117         te_lightning2(world, org, target.origin);
1118         self.lastposition = target.origin;
1119
1120         self.goalcounter++;
1121 }
1122
1123 #endif