3 void() havocbot_chooserole;
4 .float havocbot_keyboardskill;
6 vector() havocbot_dodge =
9 local vector dodge, v, n;
10 local float danger, bestdanger, vl, d;
13 // check for dangerous objects near bot or approaching bot
14 head = findchainfloat(bot_dodge, TRUE);
17 if (head.owner != self)
19 vl = vlen(head.velocity);
20 if (vl > sv_maxspeed * 0.3)
22 n = normalize(head.velocity);
23 v = self.origin - head.origin;
25 if (d > (0 - head.bot_dodgerating))
26 if (d < (vl * 0.2 + head.bot_dodgerating))
28 // calculate direction and distance from the flight path, by removing the forward axis
29 v = v - (n * (v * n));
30 danger = head.bot_dodgerating - vlen(v);
31 if (bestdanger < danger)
34 // dodge to the side of the object
41 danger = head.bot_dodgerating - vlen(head.origin - self.origin);
42 if (bestdanger < danger)
45 dodge = normalize(self.origin - head.origin);
54 //.float havocbotignoretime;
55 .float havocbot_keyboardtime;
56 .float havocbot_ducktime;
57 .vector havocbot_keyboard;
58 void() havocbot_movetogoal =
66 local vector evadeobstacle;
67 local vector evadelava;
71 //if (self.goalentity)
72 // te_lightning2(self, self.origin, (self.goalentity.absmin + self.goalentity.absmax) * 0.5);
73 self.movement = '0 0 0';
77 if(self.flags & FL_ONGROUND)
78 self.jumppadcount = FALSE;
83 if (self.goalcurrent == world)
85 navigation_poptouchedgoals();
86 if (self.goalcurrent == world)
88 // ran out of goals, rethink strategy as soon as possible
89 self.bot_strategytime = 0;
92 evadeobstacle = '0 0 0';
94 m1 = self.goalcurrent.origin + self.goalcurrent.mins;
95 m2 = self.goalcurrent.origin + self.goalcurrent.maxs;
96 destorg = self.origin;
97 destorg_x = bound(m1_x, destorg_x, m2_x);
98 destorg_y = bound(m1_y, destorg_y, m2_y);
99 destorg_z = bound(m1_z, destorg_z, m2_z);
100 diff = destorg - self.origin;
102 dir = normalize(diff);
103 flatdir = diff;flatdir_z = 0;
104 flatdir = normalize(flatdir);
105 if (!self.waterlevel)
107 // Since new update in air contol, we can move in air
108 //if (!(self.flags & FL_ONGROUND))
110 // // prevent goal checks when we can't walk
111 // if (self.bot_strategytime < time + 0.1)
112 // self.bot_strategytime = time + 0.1;
116 // jump if going toward an obstacle that doesn't look like stairs we
117 // can walk up directly
118 tracebox(self.origin, self.mins, self.maxs, self.origin + self.velocity * 0.2, FALSE, self);
119 if (trace_fraction < 1)
120 if (trace_plane_normal_z < 0.7)
123 tracebox(self.origin + '0 0 16', self.mins, self.maxs, self.origin + self.velocity * 0.2 + '0 0 16', FALSE, self);
124 if (trace_fraction < s + 0.01)
125 if (trace_plane_normal_z < 0.7)
128 tracebox(self.origin + '0 0 48', self.mins, self.maxs, self.origin + self.velocity * 0.2 + '0 0 48', FALSE, self);
129 if (trace_fraction > s)
134 traceline(self.origin + self.velocity * 0.3, self.origin + self.velocity * 0.3 + '0 0 -1000', TRUE, world);
135 s = pointcontents(trace_endpos + '0 0 1');
136 if (s == CONTENT_LAVA || s == CONTENT_SLIME)
137 evadelava = normalize(self.velocity) * -1;
141 dodge = havocbot_dodge();
142 dodge = dodge * bound(0,3+skill*0.1,1);
143 evadelava = evadelava * bound(1,3-skill,3); //Noobs fear lava a lot and take more distance from it
144 traceline(self.origin, self.enemy.origin, TRUE, world);
145 if(trace_ent.classname == "player")
146 dir = dir * bound(0,skill/7,1);
148 dir = normalize(dir + dodge + evadeobstacle + evadelava);
152 // Emulate keyboard interface;
153 local vector keyboard,flatangle;
155 keyboard = self.havocbot_keyboard;
156 if (time >= self.havocbot_keyboardtime)
158 flatdir=dir; flatdir_z = 0;
159 self.havocbot_keyboardtime =
161 self.havocbot_keyboardtime
162 + bound(0,0.05/(skill+self.havocbot_keyboardskill),0.05)
163 +random()*bound(0,0.025/(skill+self.havocbot_keyboardskill),100)
167 flatangle = self.v_angle; flatangle_z=0;
168 makevectors(flatangle);
171 local vector v_forward_right;
172 local vector v_forward_left;
173 blend = bound(0,skill*0.1,1);
174 trigger = cvar("bot_ai_keyboard_treshold");
175 v_forward_right = normalize(v_forward + v_right);
176 v_forward_left = normalize(v_forward - v_right);
177 // Place in reverse order !! least important direction FIRST
181 if (flatdir * v_forward_right * -1 > trigger) keyboard = v_forward_right * -1;
182 if (flatdir * v_forward_left * -1 > trigger) keyboard = v_forward_left * -1;
186 if (flatdir * v_forward_right > trigger) keyboard = v_forward_right;
187 if (flatdir * v_forward_left > trigger) keyboard = v_forward_left;
188 if (flatdir * v_forward * 1 > trigger) keyboard = v_forward * -1;
192 if (flatdir * v_right > trigger) keyboard = v_right;
193 if (flatdir * v_right * -1 > trigger) keyboard = v_right * -1;
195 if (flatdir * v_forward > trigger) keyboard = v_forward;
196 //dprint(ftos(flatdir * v_forward),"\n");
197 keyboard = normalize(keyboard);
198 self.havocbot_keyboard = keyboard;
199 if (self.havocbot_ducktime>time) self.button5=TRUE;
201 blend = bound(0,vlen(self.goalcurrent.origin-self.origin)/cvar("bot_ai_keyboard_distance"),1); // When getting close move with 360 degree
202 dir = (keyboard * blend + dir * (1-blend))*cvar("sv_maxspeed");
204 self.movement_x = dir * v_forward;
205 self.movement_y = dir * v_right;
206 if (self.flags & FL_INWATER) self.movement_z = dir * v_up; else self.movement_z = 0;
208 if ((dir * v_up) >= cvar("sv_jumpvelocity")*0.5 && (self.flags & FL_ONGROUND)) self.button2=1;
209 if (((dodge * v_up) > 0) && random()*frametime >= 0.2*bound(0,(10-skill)*0.1,1)) self.button2=TRUE;
210 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);
214 .float havocbot_chooseenemy_finished;
215 .float havocbot_stickenemy;
216 void() havocbot_chooseenemy =
218 local entity head, best;
219 local float rating, bestrating;
221 if (cvar("bot_nofire"))
226 traceline(self.origin+self.view_ofs, self.enemy.origin+self.enemy.view_ofs*0.5,FALSE,world);
227 if (trace_ent.classname != "player")
228 self.havocbot_stickenemy =0;
229 else if ( (trace_ent != self.enemy) || (vlen(self.enemy.origin - self.origin) > 1000) )
231 self.havocbot_stickenemy =0;
232 if( (self.health < 30) || (self.enemy.health < 0))
233 self.havocbot_chooseenemy_finished = time;
235 //dprint(ftos(self.havocbot_stickenemy));dprint(etos(self.enemy),"\n");
236 //dprint(ftos(time),"-");dprint(ftos(self.havocbot_chooseenemy_finished),"\n");
237 if (self.havocbot_stickenemy == 1)
239 // remain tracking him for a shot while (case he went after a small corner or pilar
240 self.havocbot_chooseenemy_finished = time + bound(0,skill*0.1,1)*1.8;
243 if (time < self.havocbot_chooseenemy_finished)
245 self.havocbot_stickenemy = 1;
248 self.havocbot_chooseenemy_finished = time + cvar("bot_ai_enemydetectioninterval")*bound(0,(11-skill)*0.1,1);
249 self.havocbot_chooseenemy_finished = time + 0.01;
250 eye = (self.origin + self.view_ofs);
252 bestrating = 100000000;
253 head = findchainfloat(bot_attack, TRUE);
256 v = (head.absmin + head.absmax) * 0.5;
257 rating = vlen(v - eye);
258 if (bestrating > rating)
259 if (bot_shouldattack(head))
261 traceline(eye, v, TRUE, self);
262 if (trace_ent == head || trace_fraction >= 1)
271 self.havocbot_stickenemy = 1;
274 float(entity e) w_getbestweapon;
275 .float havocbot_chooseweapon_timer;
276 .float havocbot_chooseweapon_lastbestscore;
277 void() havocbot_chooseweapon =
279 // TODO: clean this up by moving it to weapon code
280 if(self.enemy.classname!="player")
282 self.switchweapon = w_getbestweapon(self);
286 local float rocket ; rocket =-1000;
287 local float nex ; nex =-1000;
288 local float hagar ; hagar =-1000;
289 local float grenade ; grenade =-1000;
290 local float electro ; electro =-1000;
291 local float crylink ; crylink =-1000;
292 local float uzi ; uzi =-1000;
293 local float shotgun ; shotgun =-1000;
294 local float laser ; laser =-1000;
295 local float bestscore; bestscore = 0;
296 local float bestweapon; bestweapon=self.switchweapon;
297 local float distance; distance=bound(10,vlen(self.origin-self.enemy.origin)-200,10000);
298 local float maxdelaytime=0.5;
299 local float spreadpenalty=10;
300 local float distancefromfloor;
301 traceline(self.enemy.origin,self.enemy.origin-'0 0 1000',TRUE,world);
302 distancefromfloor = self.enemy.origin_z - trace_endpos_z;
304 // (Damage/Sec * Weapon spefic change to get that damage)
305 // *(Time to get to target * weapon specfic hitchange bonus) / (in a time of maxdelaytime)
306 // *(Spread change of hit) // if it applies
307 // *(Penality for target beeing in air)
308 if (client_hasweapon(self, WEP_ROCKET_LAUNCHER, TRUE, FALSE))
309 rocket = (cvar("g_balance_rocketlauncher_damage")/cvar("g_balance_rocketlauncher_refire")*0.75)
310 * bound(0,(cvar("g_balance_rocketlauncher_speed")/distance*maxdelaytime),1)*1.5;
311 if (client_hasweapon(self, WEP_NEX, TRUE, FALSE))
312 nex = (cvar("g_balance_nex_damage")/cvar("g_balance_nex_refire")*1.0)
314 if (client_hasweapon(self, WEP_HAGAR, TRUE, FALSE))
315 hagar = (cvar("g_balance_hagar_primary_damage")/cvar("g_balance_hagar_primary_refire")*1.0)
316 * bound(0,(cvar("g_balance_hagar_primary_speed")/distance*maxdelaytime),1)*0.2;
317 if (client_hasweapon(self, WEP_GRENADE_LAUNCHER, TRUE, FALSE))
318 grenade = (cvar("g_balance_grenadelauncher_primary_damage")/cvar("g_balance_grenadelauncher_primary_refire")*1.0)
319 * bound(0,(cvar("g_balance_grenadelauncher_primary_speed")/distance*maxdelaytime),1)*1.1;
320 if (client_hasweapon(self, WEP_ELECTRO, TRUE, FALSE))
321 electro = (cvar("g_balance_electro_primary_damage")/cvar("g_balance_electro_primary_refire")*0.75)
322 * bound(0,(cvar("g_balance_electro_primary_speed")/distance*maxdelaytime),1)*1.0;
323 if (client_hasweapon(self, WEP_CRYLINK, TRUE, FALSE))
324 crylink = (cvar("g_balance_crylink_primary_damage")/cvar("g_balance_crylink_primary_refire")*1.0)
325 * bound(0,(cvar("g_balance_crylink_primary_speed")/distance*maxdelaytime),1)*1.0;
326 if (client_hasweapon(self, WEP_UZI, TRUE, FALSE))
327 uzi = (cvar("g_balance_uzi_sustained_damage")/cvar("g_balance_uzi_sustained_refire")*1.0)
328 * bound(0,1/cvar("g_balance_uzi_sustained_spread")/distance*spreadpenalty,1)*0.5;
329 if (client_hasweapon(self, WEP_SHOTGUN, TRUE, FALSE))
330 shotgun = (cvar("g_balance_shotgun_primary_damage")*cvar("g_balance_shotgun_primary_bullets")/cvar("g_balance_shotgun_primary_refire")*1.0)
331 * bound(0,1/cvar("g_balance_shotgun_primary_spread")/distance*spreadpenalty,1);
332 if (client_hasweapon(self, WEP_LASER, FALSE, FALSE))
333 laser = (cvar("g_balance_laser_primary_damage")/cvar("g_balance_laser_primary_refire")*1.0)
334 * bound(0,cvar("g_balance_laser_primary_speed")/distance*0.2*maxdelaytime,1);
335 if((self.enemy.flags & FL_ONGROUND)==FALSE){
336 rocket = rocket * (1-bound(0, distancefromfloor/cvar("g_balance_rocketlauncher_radius" ),0.9)); //slight bigger change
337 grenade = grenade * (1-bound(0,distancefromfloor/cvar("g_balance_grenadelauncher_primary_radius"),0.95));
338 electro = electro * (1-bound(0,distancefromfloor/cvar("g_balance_electro_primary_radius" ),0.95));
339 laser = laser * (1-bound(0,distancefromfloor/cvar("g_balance_laser_primary_radius" ),0.95));
342 dprint("Floor distance: ",ftos(distancefromfloor),"\n");
343 dprint("Rocket: " , ftos(rocket ), "\n");
344 dprint("Nex: " , ftos(nex ), "\n");
345 dprint("Hagar: " , ftos(hagar ), "\n");
346 dprint("Grenade: ", ftos(grenade ), "\n");
347 dprint("Electro: ", ftos(electro ), "\n");
348 dprint("Crylink: ", ftos(crylink ), "\n");
349 dprint("Uzi: " , ftos(uzi ), "\n");
350 dprint("Shotgun :", ftos(shotgun ), "\n");
351 dprint("Laser :", ftos(laser ), "\n\n");
353 if (rocket > bestscore){ bestscore = rocket ; bestweapon = WEP_ROCKET_LAUNCHER ;}
354 if (nex > bestscore){ bestscore = nex ; bestweapon = WEP_NEX ;}
355 if (hagar > bestscore){ bestscore = hagar ; bestweapon = WEP_HAGAR ;}
356 if (grenade > bestscore){ bestscore = grenade ; bestweapon = WEP_GRENADE_LAUNCHER ;}
357 if (electro > bestscore){ bestscore = electro ; bestweapon = WEP_ELECTRO ;}
358 if (crylink > bestscore){ bestscore = crylink ; bestweapon = WEP_CRYLINK ;}
359 if (uzi > bestscore){ bestscore = uzi ; bestweapon = WEP_UZI ;}
360 if (shotgun > bestscore){ bestscore = shotgun ; bestweapon = WEP_SHOTGUN ;}
361 if (laser > bestscore){ bestscore = laser ; bestweapon = WEP_LASER ;}
363 if(time>self.havocbot_chooseweapon_timer || self.havocbot_chooseweapon_lastbestscore<bestscore/10) //Or when the new damage is SOO much larger ! Or my gun runs out of ammo
365 self.havocbot_chooseweapon_timer=max(self.havocbot_chooseweapon_timer+cvar("g_balance_weaponswitchdelay")*120*(10-skill)*0.1,time);
366 if( self.havocbot_chooseweapon_lastbestscore*1.5<bestscore*bound(1,1+(skill*skill)*0.01,2))
368 self.switchweapon = bestweapon;
369 self.havocbot_chooseweapon_lastbestscore=bestscore;
375 void() havocbot_aim =
377 local vector selfvel, enemyvel;
378 if (time < self.nextaim)
380 self.nextaim = time + 0.1;
381 selfvel = self.velocity;
382 if (!self.waterlevel)
386 enemyvel = self.enemy.velocity;
387 if (!self.enemy.waterlevel)
389 lag_additem(time + self.ping, 0, 0, self.enemy, self.origin, selfvel, self.enemy.origin, enemyvel);
392 lag_additem(time + self.ping, 0, 0, world, self.origin, selfvel, self.goalcurrent.origin, '0 0 0');
397 if (bot_strategytoken == self)
398 self.havocbot_role();
399 havocbot_chooseenemy();
400 havocbot_chooseweapon();
403 if (self.bot_aimtarg)
404 weapon_action(self.weapon, WR_AIM);
405 else if (self.goalcurrent)
407 local vector now,v,next;//,heading;
408 local float distance,skillblend,distanceblend;
409 now = self.goalcurrent.origin - self.origin;
410 distance = vlen(now);
411 //heading = self.velocity;
412 //dprint(self.goalstack01.classname,etos(self.goalstack01),"\n");
413 if(self.goalstack01 != self && self.goalstack01 != world)
414 next = self.goalstack01.origin - self.origin;
417 skillblend=bound(0,(skill-2.5)*0.5,1); //lower skill player can't preturn
418 distanceblend=bound(0,distance/cvar("bot_ai_keyboard_distance"),1);
419 v = (now * (distanceblend) + next * (1-distanceblend)) * (skillblend) + now * (1-skillblend);
420 //v = now * (distanceblend) + next * (1-distanceblend);
421 if (self.waterlevel < 2)
423 //dprint("walk at:", vtos(v), "\n");
424 //te_lightning2(world, self.origin, self.goalcurrent.origin);
427 havocbot_movetogoal();
430 void() havocbot_setupbot =
432 self.bot_ai = havocbot_ai;
433 // will be updated by think code
434 //Generate some random skill levels
435 self.havocbot_keyboardskill=random()-0.5;
436 havocbot_chooserole();