2 float AI_STATUS_ROAMING = 1; // Bot is just crawling the map. No enemies at sight
3 float AI_STATUS_ATTACKING = 2; // There are enemies at sight
4 float AI_STATUS_RUNNING = 4; // Bot is bunny hopping
5 float AI_STATUS_DANGER_AHEAD = 8; // There is lava/slime/trigger_hurt ahead
6 float AI_STATUS_OUT_JUMPPAD = 16; // Trying to get out of a "vertical" jump pad
7 float AI_STATUS_OUT_WATER = 32; // Trying to get out of water
8 float AI_STATUS_WAYPOINT_PERSONAL_LINKING = 64; // Waiting for the personal waypoint to be linked
9 float AI_STATUS_WAYPOINT_PERSONAL_GOING = 128; // Going to a personal waypoint
10 float AI_STATUS_WAYPOINT_PERSONAL_REACHED = 256; // Personal waypoint reached
11 float AI_STATUS_JETPACK_FLYING = 512;
12 float AI_STATUS_JETPACK_LANDING = 1024;
14 // utilities for path debugging
15 #ifdef DEBUG_TRACEWALK
17 float DEBUG_NODE_SUCCESS = 1;
18 float DEBUG_NODE_WARNING = 2;
19 float DEBUG_NODE_FAIL = 3;
23 void debugresetnodes()
25 debuglastnode = '0 0 0';
28 void debugnode(vector node)
30 if not(self.classname=="player")
33 if(debuglastnode=='0 0 0')
39 te_lightning2(world, node, debuglastnode);
43 void debugnodestatus(vector position, float status)
49 case DEBUG_NODE_SUCCESS:
52 case DEBUG_NODE_WARNING:
62 te_customflash(position, 40, 2, color);
67 // rough simulation of walking from one point to another to test if a path
68 // can be traveled, used for waypoint linking and havocbot
71 float bot_navigation_movemode;
72 float navigation_testtracewalk;
73 float tracewalk(entity e, vector start, vector m1, vector m2, vector end, float movemode)
79 local float totaldist;
82 local float ignorehazards;
85 #ifdef DEBUG_TRACEWALK
93 dist = totaldist = vlen(move);
94 dir = normalize(move);
96 ignorehazards = FALSE;
98 // Analyze starting point
99 traceline(start, start, MOVE_NORMAL, e);
100 if (trace_dpstartcontents & (DPCONTENTS_SLIME | DPCONTENTS_LAVA))
101 ignorehazards = TRUE;
104 traceline( start, start + '0 0 -65536', MOVE_NORMAL, e);
105 if (trace_dpstartcontents & (DPCONTENTS_SLIME | DPCONTENTS_LAVA))
107 ignorehazards = TRUE;
111 tracebox(start, m1, m2, start, MOVE_NOMONSTERS, e);
112 if (trace_startsolid)
115 #ifdef DEBUG_TRACEWALK
116 debugnodestatus(start, DEBUG_NODE_FAIL);
118 //print("tracewalk: ", vtos(start), " is a bad start\n");
123 yaw = vectoyaw(move);
127 if (boxesoverlap(end, end, org + m1 + '-1 -1 -1', org + m2 + '1 1 1'))
130 #ifdef DEBUG_TRACEWALK
131 debugnodestatus(org, DEBUG_NODE_SUCCESS);
133 //print("tracewalk: ", vtos(start), " can reach ", vtos(end), "\n");
136 #ifdef DEBUG_TRACEWALK
144 dist = dist - stepdist;
145 traceline(org, org, MOVE_NORMAL, e);
148 if (trace_dpstartcontents & (DPCONTENTS_SLIME | DPCONTENTS_LAVA))
150 // hazards blocking path
151 #ifdef DEBUG_TRACEWALK
152 debugnodestatus(org, DEBUG_NODE_FAIL);
154 //print("tracewalk: ", vtos(start), " hits a hazard when trying to reach ", vtos(end), "\n");
158 if (trace_dpstartcontents & DPCONTENTS_LIQUIDSMASK)
160 move = normalize(end - org);
161 tracebox(org, m1, m2, org + move * stepdist, movemode, e);
163 #ifdef DEBUG_TRACEWALK
164 debugnode(trace_endpos);
167 if (trace_fraction < 1)
170 org = trace_endpos - normalize(org - trace_endpos) * stepdist;
171 for(; org_z < end_z + self.maxs_z; org_z += stepdist)
173 #ifdef DEBUG_TRACEWALK
176 if(pointcontents(org) == CONTENT_EMPTY)
180 if not (pointcontents(org + '0 0 1') == CONTENT_EMPTY)
182 #ifdef DEBUG_TRACEWALK
183 debugnodestatus(org, DEBUG_NODE_FAIL);
186 //print("tracewalk: ", vtos(start), " failed under water\n");
196 move = dir * stepdist + org;
197 tracebox(org, m1, m2, move, movemode, e);
199 #ifdef DEBUG_TRACEWALK
200 debugnode(trace_endpos);
204 if (trace_fraction < 1)
206 // check if we can walk over this obstacle
207 tracebox(org + stepheightvec, m1, m2, move + stepheightvec, movemode, e);
208 if (trace_fraction < 1 || trace_startsolid)
210 #ifdef DEBUG_TRACEWALK
211 debugnodestatus(trace_endpos, DEBUG_NODE_WARNING);
215 traceline( org, move, movemode, e);
216 if ( trace_ent.classname == "door_rotating" || trace_ent.classname == "door")
218 local vector nextmove;
220 while(trace_ent.classname == "door_rotating" || trace_ent.classname == "door")
222 nextmove = move + (dir * stepdist);
223 traceline( move, nextmove, movemode, e);
229 #ifdef DEBUG_TRACEWALK
230 debugnodestatus(trace_endpos, DEBUG_NODE_FAIL);
232 //print("tracewalk: ", vtos(start), " hit something when trying to reach ", vtos(end), "\n");
233 //te_explosion(trace_endpos);
234 //print(ftos(e.dphitcontentsmask), "\n");
235 return FALSE; // failed
244 // trace down from stepheight as far as possible and move there,
245 // if this starts in solid we try again without the stepup, and
246 // if that also fails we assume it is a wall
247 // (this is the same logic as the Quake walkmove function used)
248 tracebox(move, m1, m2, move + '0 0 -65536', movemode, e);
250 // moved successfully
254 c = pointcontents(org + '0 0 1');
255 if not(c == CONTENT_WATER || c == CONTENT_LAVA || c == CONTENT_SLIME)
265 //print("tracewalk: ", vtos(start), " did not arrive at ", vtos(end), " but at ", vtos(org), "\n");
267 // moved but didn't arrive at the intended destination
268 #ifdef DEBUG_TRACEWALK
269 debugnodestatus(org, DEBUG_NODE_FAIL);
276 // grenade tracing to decide the best pitch to fire at
279 entity tracetossfaketarget;
281 // traces multiple trajectories to find one that will impact the target
282 // 'end' vector is the place it aims for,
283 // returns TRUE only if it hit targ (don't target non-solid entities)
284 vector findtrajectory_velocity;
285 float findtrajectorywithleading(vector org, vector m1, vector m2, entity targ, float shotspeed, float shotspeedupward, float maxtime, float shotdelay, entity ignore)
287 local float c, savesolid, shottime;
288 local vector dir, end, v;
290 return FALSE; // could cause division by zero if calculated
291 if (targ.solid < SOLID_BBOX) // SOLID_NOT and SOLID_TRIGGER
292 return FALSE; // could never hit it
294 tracetossent = spawn();
295 tracetossent.owner = ignore;
296 setsize(tracetossent, m1, m2);
297 savesolid = targ.solid;
298 targ.solid = SOLID_NOT;
299 shottime = ((vlen(targ.origin - org) / shotspeed) + shotdelay);
300 v = targ.velocity * shottime + targ.origin;
301 tracebox(targ.origin, targ.mins, targ.maxs, v, FALSE, targ);
303 end = v + (targ.mins + targ.maxs) * 0.5;
304 if ((vlen(end - org) / shotspeed + 0.2) > maxtime)
307 targ.solid = savesolid;
311 if (!tracetossfaketarget)
312 tracetossfaketarget = spawn();
313 tracetossfaketarget.solid = savesolid;
314 tracetossfaketarget.movetype = targ.movetype;
315 setmodel(tracetossfaketarget, targ.model); // no low precision
316 tracetossfaketarget.model = targ.model;
317 tracetossfaketarget.modelindex = targ.modelindex;
318 setsize(tracetossfaketarget, targ.mins, targ.maxs);
319 setorigin(tracetossfaketarget, v);
322 dir = normalize(end - org);
323 while (c < 10) // 10 traces
325 setorigin(tracetossent, org); // reset
326 tracetossent.velocity = findtrajectory_velocity = normalize(dir) * shotspeed + shotspeedupward * '0 0 1';
327 tracetoss(tracetossent, ignore); // love builtin functions...
328 if (trace_ent == tracetossfaketarget) // done
330 targ.solid = savesolid;
333 tracetossfaketarget.solid = SOLID_NOT;
334 tracetossfaketarget.movetype = MOVETYPE_NONE;
335 tracetossfaketarget.model = "";
336 tracetossfaketarget.modelindex = 0;
337 // relink to remove it from physics considerations
338 setorigin(tracetossfaketarget, v);
342 dir_z = dir_z + 0.1; // aim up a little more
345 targ.solid = savesolid;
348 tracetossfaketarget.solid = SOLID_NOT;
349 tracetossfaketarget.movetype = MOVETYPE_NONE;
350 tracetossfaketarget.model = "";
351 tracetossfaketarget.modelindex = 0;
352 // relink to remove it from physics considerations
353 setorigin(tracetossfaketarget, v);
355 // leave a valid one even if it won't reach
356 findtrajectory_velocity = normalize(end - org) * shotspeed + shotspeedupward * '0 0 1';
363 #define LAG_QUEUE_LENGTH 4
365 .void(float t, float f1, float f2, entity e1, vector v1, vector v2, vector v3, vector v4) lag_func;
367 .float lag_time[LAG_QUEUE_LENGTH];
368 .float lag_float1[LAG_QUEUE_LENGTH];
369 .float lag_float2[LAG_QUEUE_LENGTH];
370 .vector lag_vec1[LAG_QUEUE_LENGTH];
371 .vector lag_vec2[LAG_QUEUE_LENGTH];
372 .vector lag_vec3[LAG_QUEUE_LENGTH];
373 .vector lag_vec4[LAG_QUEUE_LENGTH];
374 .entity lag_entity1[LAG_QUEUE_LENGTH];
379 for(i=0;i<LAG_QUEUE_LENGTH;++i)
381 if (self.lag_time[i])
382 if (time > self.lag_time[i])
385 self.lag_time[i], self.lag_float1[i], self.lag_float2[i],
386 self.lag_entity1[i], self.lag_vec1[i], self.lag_vec2[i], self.lag_vec3[i],
389 // Clear this position on the queue
390 self.(lag_time[i]) = 0;
395 float lag_additem(float t, float f1, float f2, entity e1, vector v1, vector v2, vector v3, vector v4)
398 for(i=0;i<LAG_QUEUE_LENGTH;++i)
400 // Find a free position on the queue
401 if (self.lag_time[i] == 0)
403 self.(lag_time[i]) = t;
404 self.(lag_vec1[i]) = v1;
405 self.(lag_vec2[i]) = v2;
406 self.(lag_vec3[i]) = v3;
407 self.(lag_vec4[i]) = v4;
408 self.(lag_float1[i]) = f1;
409 self.(lag_float2[i]) = f2;
410 self.(lag_entity1[i]) = e1;
418 // Random skill system
419 .float bot_thinkskill;
420 .float bot_mouseskill;
421 .float bot_predictionskill;
422 .float bot_offsetskill;
425 // spawnfunc_waypoint navigation system
427 // itemscore = (howmuchmoreIwant / howmuchIcanwant) / itemdistance
428 // waypointscore = 0.7 / waypointdistance
430 #define MAX_WAYPOINTS_LINKS 32
431 .vector wpnearestpoint;
432 .entity wlink[MAX_WAYPOINTS_LINKS];
433 .float wpmincost[MAX_WAYPOINTS_LINKS];
434 .float wpfire, wpcost, wpconsidered, wpisbox, wpflags, wplinked;
436 // stack of current goals (the last one of which may be an item or other
437 // desirable object, the rest are typically waypoints to reach it)
438 #define GOALSTACK_LENGTH 32
439 .entity goalstack[GOALSTACK_LENGTH];
443 .entity nearestwaypoint;
444 .float nearestwaypointtimeout;
446 // used during navigation_goalrating_begin/end sessions
447 #define MAX_BESTGOALS 3
448 float bestgoalswindex;
449 float bestgoalsrindex;
450 float navigation_bestrating;
451 entity navigation_bestgoals[MAX_BESTGOALS];
452 .float navigation_hasgoals;
454 /////////////////////////////////////////////////////////////////////////////
455 // spawnfunc_waypoint management
456 /////////////////////////////////////////////////////////////////////////////
458 // waypoints with this flag are not saved, they are automatically generated
459 // waypoints like jump pads, teleporters, and items
460 float WAYPOINTFLAG_GENERATED = 8388608;
461 float WAYPOINTFLAG_ITEM = 4194304;
462 float WAYPOINTFLAG_TELEPORT = 2097152;
463 float WAYPOINTFLAG_NORELINK = 1048576;
464 float WAYPOINTFLAG_PERSONAL = 524288;
466 // add a new link to the spawnfunc_waypoint, replacing the furthest link it already has
467 void waypoint_addlink(entity from, entity to)
474 if (from.wpflags & WAYPOINTFLAG_NORELINK)
477 // return if already linked
478 for(i=0;i<MAX_WAYPOINTS_LINKS;++i)
480 if(from.wlink[i]==to)
484 // if either is a box we have to find the nearest points on them to
485 // calculate the distance properly
486 if (to.wpisbox || from.wpisbox)
488 local vector v1, v2, m1, m2;
492 v1_x = bound(m1_x, v1_x, m2_x);
493 v1_y = bound(m1_y, v1_y, m2_y);
494 v1_z = bound(m1_z, v1_z, m2_z);
498 v2_x = bound(m1_x, v2_x, m2_x);
499 v2_y = bound(m1_y, v2_y, m2_y);
500 v2_z = bound(m1_z, v2_z, m2_z);
505 c = vlen(to.origin - from.origin);
507 if (from.wpmincost[MAX_WAYPOINTS_LINKS - 1] < c)
510 for(i=MAX_WAYPOINTS_LINKS - 2;i>0;--i)
512 if (from.wpmincost[i] < c)
514 from.(wlink[i]) = to;
515 from.(wpmincost[i]) = c;
518 from.(wlink[i]) = from.wlink[i-1];
519 from.(wpmincost[i]) = from.wpmincost[i-1];
521 from.(wlink[0]) = to;
522 from.(wpmincost[0]) = c;
526 // fields you can query using prvm_global server to get some statistics about waypoint linking culling
527 float relink_total, relink_walkculled, relink_pvsculled, relink_lengthculled;
529 // relink this spawnfunc_waypoint
530 // (precompile a list of all reachable waypoints from this spawnfunc_waypoint)
532 void waypoint_think()
535 local vector sv, sm1, sm2, ev, em1, em2, dv;
537 stepheightvec = cvar("sv_stepheight") * '0 0 1';
538 bot_navigation_movemode = ((cvar("bot_navigation_ignoreplayers")) ? MOVE_NOMONSTERS : MOVE_NORMAL);
540 //dprint("waypoint_think wpisbox = ", ftos(self.wpisbox), "\n");
541 sm1 = self.origin + self.mins;
542 sm2 = self.origin + self.maxs;
543 for(e = world; (e = find(e, classname, "waypoint")); )
545 if (boxesoverlap(self.absmin, self.absmax, e.absmin, e.absmax))
547 waypoint_addlink(self, e);
548 waypoint_addlink(e, self);
553 if(!checkpvs(self.origin, e))
559 sv_x = bound(sm1_x, sv_x, sm2_x);
560 sv_y = bound(sm1_y, sv_y, sm2_y);
561 sv_z = bound(sm1_z, sv_z, sm2_z);
563 em1 = e.origin + e.mins;
564 em2 = e.origin + e.maxs;
565 ev_x = bound(em1_x, ev_x, em2_x);
566 ev_y = bound(em1_y, ev_y, em2_y);
567 ev_z = bound(em1_z, ev_z, em2_z);
570 if (vlen(dv) >= 1050) // max search distance in XY
572 ++relink_lengthculled;
575 navigation_testtracewalk = 0;
578 tracebox(sv - PL_MIN_z * '0 0 1', PL_MIN, PL_MAX, sv, FALSE, self);
579 if (!trace_startsolid)
581 //dprint("sv deviation", vtos(trace_endpos - sv), "\n");
582 sv = trace_endpos + '0 0 1';
587 tracebox(ev - PL_MIN_z * '0 0 1', PL_MIN, PL_MAX, ev, FALSE, e);
588 if (!trace_startsolid)
590 //dprint("ev deviation", vtos(trace_endpos - ev), "\n");
591 ev = trace_endpos + '0 0 1';
594 //traceline(self.origin, e.origin, FALSE, world);
595 //if (trace_fraction == 1)
596 if (!self.wpisbox && tracewalk(self, sv, PL_MIN, PL_MAX, ev, MOVE_NOMONSTERS))
597 waypoint_addlink(self, e);
599 relink_walkculled += 0.5;
600 if (!e.wpisbox && tracewalk(e, ev, PL_MIN, PL_MAX, sv, MOVE_NOMONSTERS))
601 waypoint_addlink(e, self);
603 relink_walkculled += 0.5;
606 navigation_testtracewalk = 0;
607 self.wplinked = TRUE;
610 void waypoint_clearlinks(entity w)
612 // clear links to other waypoints
616 for(i=0;i<MAX_WAYPOINTS_LINKS;++i)
618 w.(wlink[i]) = world;
619 w.(wpmincost[i]) = f;
624 // tell a spawnfunc_waypoint to relink
625 void waypoint_schedulerelink(entity w)
630 // TODO: add some sort of visible box in edit mode for box waypoints
631 if (cvar("g_waypointeditor"))
636 setmodel(w, "models/runematch/rune.mdl");
637 w.effects = EF_LOWPRECISION;
639 if (w.wpflags & WAYPOINTFLAG_ITEM)
640 w.colormod = '1 0 0';
641 else if (w.wpflags & WAYPOINTFLAG_GENERATED)
642 w.colormod = '1 1 0';
644 w.colormod = '1 1 1';
648 w.wpisbox = vlen(w.size) > 0;
650 if (!(w.wpflags & WAYPOINTFLAG_PERSONAL))
652 if (!(w.wpflags & WAYPOINTFLAG_NORELINK))
653 waypoint_clearlinks(w);
654 // schedule an actual relink on next frame
655 w.think = waypoint_think;
657 w.effects = EF_LOWPRECISION;
660 // create a new spawnfunc_waypoint and automatically link it to other waypoints, and link
661 // them back to it as well
662 // (suitable for spawnfunc_waypoint editor)
663 entity waypoint_spawn(vector m1, vector m2, float f)
667 w = find(world, classname, "waypoint");
669 if not(f & WAYPOINTFLAG_PERSONAL)
672 // if a matching spawnfunc_waypoint already exists, don't add a duplicate
673 if (boxesoverlap(m1, m2, w.absmin, w.absmax))
675 w = find(w, classname, "waypoint");
679 w.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
680 w.classname = "waypoint";
682 setorigin(w, (m1 + m2) * 0.5);
683 setsize(w, m1 - w.origin, m2 - w.origin);
684 if (vlen(w.size) > 0)
687 if(!(f & WAYPOINTFLAG_GENERATED))
690 traceline(w.origin + '0 0 1', w.origin + PL_MIN_z * '0 0 1' - '0 0 1', MOVE_NOMONSTERS, w);
691 if (trace_fraction < 1)
692 setorigin(w, trace_endpos - PL_MIN_z * '0 0 1');
694 // check if the start position is stuck
695 tracebox(w.origin, PL_MIN + '-1 -1 -1', PL_MAX + '1 1 1', w.origin, MOVE_NOMONSTERS, w);
696 if (trace_startsolid)
698 org = w.origin + '0 0 26';
699 tracebox(org, PL_MIN, PL_MAX, w.origin, MOVE_WORLDONLY, w);
702 org = w.origin + '2 2 2';
703 tracebox(org, PL_MIN, PL_MAX, w.origin, MOVE_WORLDONLY, w);
706 org = w.origin + '-2 -2 2';
707 tracebox(org, PL_MIN, PL_MAX, w.origin, MOVE_WORLDONLY, w);
710 org = w.origin + '-2 2 2';
711 tracebox(org, PL_MIN, PL_MAX, w.origin, MOVE_WORLDONLY, w);
714 org = w.origin + '2 -2 2';
715 tracebox(org, PL_MIN, PL_MAX, w.origin, MOVE_WORLDONLY, w);
718 // this WP is in solid, refuse it
719 dprint("Killed a waypoint that was stuck in solid at ", vtos(org), "\n");
727 setorigin(w, org * 0.05 + trace_endpos * 0.95); // don't trust the trace fully
730 tracebox(w.origin, PL_MIN, PL_MAX, w.origin - '0 0 128', MOVE_WORLDONLY, w);
733 dprint("Killed a waypoint that was stuck in solid ", vtos(w.origin), "\n");
739 if(trace_fraction == 1)
741 dprint("Killed a waypoint that was stuck in air at ", vtos(w.origin), "\n");
745 trace_endpos_z += 0.1; // don't trust the trace fully
746 // dprint("Moved waypoint at ", vtos(w.origin), " by ", ftos(vlen(w.origin - trace_endpos)));
747 // dprint(" direction: ", vtos((trace_endpos - w.origin)), "\n");
748 setorigin(w, trace_endpos);
752 waypoint_clearlinks(w);
753 //waypoint_schedulerelink(w);
755 if (cvar("g_waypointeditor"))
759 setmodel(w, "models/runematch/rune.mdl"); w.effects = EF_LOWPRECISION;
761 if (w.wpflags & WAYPOINTFLAG_ITEM)
762 w.colormod = '1 0 0';
763 else if (w.wpflags & WAYPOINTFLAG_GENERATED)
764 w.colormod = '1 1 0';
766 w.colormod = '1 1 1';
774 // spawnfunc_waypoint map entity
775 void spawnfunc_waypoint()
777 setorigin(self, self.origin);
778 // schedule a relink after other waypoints have had a chance to spawn
779 waypoint_clearlinks(self);
780 //waypoint_schedulerelink(self);
783 // remove a spawnfunc_waypoint, and schedule all neighbors to relink
784 void waypoint_remove(entity e)
788 // tell all linked waypoints that they need to relink
789 for(i=0;i<MAX_WAYPOINTS_LINKS;++i)
792 waypoint_schedulerelink(e.wlink[i]);
795 // and now remove the spawnfunc_waypoint
799 // empties the map of waypoints
800 void waypoint_removeall()
802 local entity head, next;
803 head = findchain(classname, "waypoint");
812 // tell all waypoints to relink
813 // (is this useful at all?)
814 void waypoint_schedulerelinkall()
817 relink_total = relink_walkculled = relink_pvsculled = relink_lengthculled = 0;
818 head = findchain(classname, "waypoint");
821 waypoint_schedulerelink(head);
826 // Load waypoint links from file
827 float botframe_cachedwaypointlinks;
828 float waypoint_load_links()
830 local string filename, s;
831 local float file, tokens, c, found;
832 local entity wp_from, wp_to;
833 local vector wp_to_pos, wp_from_pos;
834 filename = strcat("maps/", mapname);
835 filename = strcat(filename, ".waypoints.cache");
836 file = fopen(filename, FILE_READ);
840 dprint("waypoint links load from ");
852 tokens = tokenizebyseparator(s, "*");
861 wp_from_pos = stov(argv(0));
862 wp_to_pos = stov(argv(1));
864 // Search "from" waypoint
865 if(wp_from.origin!=wp_from_pos)
867 wp_from = findradius(wp_from_pos, 1);
871 if(vlen(wp_from.origin-wp_from_pos)<1)
872 if(wp_from.classname == "waypoint")
877 wp_from = wp_from.chain;
882 // can't find that waypoint
888 // Search "to" waypoint
889 wp_to = findradius(wp_to_pos, 1);
893 if(vlen(wp_to.origin-wp_to_pos)<1)
894 if(wp_to.classname == "waypoint")
904 // can't find that waypoint
910 waypoint_addlink(wp_from, wp_to);
917 dprint(" waypoint links from maps/");
919 dprint(".waypoints.cache\n");
921 botframe_cachedwaypointlinks = TRUE;
925 float botframe_loadedforcedlinks;
926 void waypoint_load_links_hardwired()
928 local string filename, s;
929 local float file, tokens, c, found;
930 local entity wp_from, wp_to;
931 local vector wp_to_pos, wp_from_pos;
932 filename = strcat("maps/", mapname);
933 filename = strcat(filename, ".waypoints.hardwired");
934 file = fopen(filename, FILE_READ);
936 botframe_loadedforcedlinks = TRUE;
940 dprint("waypoint links load from ");
952 if(substring(s, 0, 2)=="//")
955 if(substring(s, 0, 1)=="#")
958 tokens = tokenizebyseparator(s, "*");
963 wp_from_pos = stov(argv(0));
964 wp_to_pos = stov(argv(1));
966 // Search "from" waypoint
967 if(wp_from.origin!=wp_from_pos)
969 wp_from = findradius(wp_from_pos, 1);
973 if(vlen(wp_from.origin-wp_from_pos)<1)
974 if(wp_from.classname == "waypoint")
979 wp_from = wp_from.chain;
984 print(strcat("NOTICE: Can not find waypoint at ", vtos(wp_from_pos), ". Path skipped\n"));
989 // Search "to" waypoint
990 wp_to = findradius(wp_to_pos, 1);
994 if(vlen(wp_to.origin-wp_to_pos)<1)
995 if(wp_to.classname == "waypoint")
1000 wp_to = wp_to.chain;
1005 print(strcat("NOTICE: Can not find waypoint at ", vtos(wp_to_pos), ". Path skipped\n"));
1010 waypoint_addlink(wp_from, wp_to);
1017 dprint(" waypoint links from maps/");
1019 dprint(".waypoints.hardwired\n");
1023 // Save all waypoint links to a file
1024 void waypoint_save_links()
1026 local string filename, s;
1027 local float file, c, i;
1028 local entity w, link;
1029 filename = strcat("maps/", mapname);
1030 filename = strcat(filename, ".waypoints.cache");
1031 file = fopen(filename, FILE_WRITE);
1034 print("waypoint links save to ");
1039 w = findchain(classname, "waypoint");
1042 for(i=0;i<MAX_WAYPOINTS_LINKS;++i)
1049 s = strcat(vtos(w.origin), "*", vtos(link.origin), "\n");
1056 botframe_cachedwaypointlinks = TRUE;
1060 print(" waypoints links to maps/");
1062 print(".waypoints.cache\n");
1065 // save waypoints to gamedir/data/maps/mapname.waypoints
1066 void waypoint_saveall()
1068 local string filename, s;
1069 local float file, c;
1071 filename = strcat("maps/", mapname);
1072 filename = strcat(filename, ".waypoints");
1073 file = fopen(filename, FILE_WRITE);
1077 w = findchain(classname, "waypoint");
1080 if (!(w.wpflags & WAYPOINTFLAG_GENERATED))
1082 s = strcat(vtos(w.origin + w.mins), "\n");
1083 s = strcat(s, vtos(w.origin + w.maxs));
1084 s = strcat(s, "\n");
1085 s = strcat(s, ftos(w.wpflags));
1086 s = strcat(s, "\n");
1095 bprint(" waypoints to maps/");
1097 bprint(".waypoints\n");
1101 bprint("waypoint save to ");
1103 bprint(" failed\n");
1105 waypoint_save_links();
1106 botframe_loadedforcedlinks = FALSE;
1109 // load waypoints from file
1110 float waypoint_loadall()
1112 local string filename, s;
1113 local float file, cwp, cwb, fl;
1114 local vector m1, m2;
1117 filename = strcat("maps/", mapname);
1118 filename = strcat(filename, ".waypoints");
1119 file = fopen(filename, FILE_READ);
1136 waypoint_spawn(m1, m2, fl);
1145 dprint(" waypoints and ");
1147 dprint(" wayboxes from maps/");
1149 dprint(".waypoints\n");
1153 dprint("waypoint load from ");
1155 dprint(" failed\n");
1160 void waypoint_spawnforitem_force(entity e, vector org)
1164 // Fix the waypoint altitude if necessary
1165 traceline(org, org + '0 0 -65535', TRUE, e);
1167 org_z - trace_endpos_z > PL_MAX_z - PL_MIN_z + 10 // If middle of entiy is above player heigth
1168 || org_z - trace_endpos_z < (PL_MAX_z - PL_MIN_z) * 0.5 // or below half player height
1170 org_z = trace_endpos_z + PL_MAX_z - PL_MIN_z;
1172 // don't spawn an item spawnfunc_waypoint if it already exists
1173 w = findchain(classname, "waypoint");
1178 if (boxesoverlap(org, org, w.absmin, w.absmax))
1180 e.nearestwaypoint = w;
1186 if (vlen(w.origin - org) < 16)
1188 e.nearestwaypoint = w;
1194 e.nearestwaypoint = waypoint_spawn(org, org, WAYPOINTFLAG_GENERATED | WAYPOINTFLAG_ITEM);
1197 void waypoint_spawnforitem(entity e)
1199 if(!bot_waypoints_for_items)
1202 waypoint_spawnforitem_force(e, e.origin);
1205 void waypoint_spawnforteleporter(entity e, vector destination, float timetaken)
1209 w = waypoint_spawn(e.absmin, e.absmax, WAYPOINTFLAG_GENERATED | WAYPOINTFLAG_TELEPORT | WAYPOINTFLAG_NORELINK);
1210 dw = waypoint_spawn(destination, destination, WAYPOINTFLAG_GENERATED);
1211 // one way link to the destination
1213 w.(wpmincost[0]) = timetaken; // this is just for jump pads
1214 // the teleporter's nearest spawnfunc_waypoint is this one
1215 // (teleporters are not goals, so this is probably useless)
1216 e.nearestwaypoint = w;
1217 e.nearestwaypointtimeout = time + 1000000000;
1220 entity waypoint_spawnpersonal(vector position)
1224 // drop the waypoint to a proper location:
1225 // first move it up by a player height
1226 // then move it down to hit the floor with player bbox size
1227 traceline(position, position + '0 0 1' * (PL_MAX_z - PL_MIN_z), MOVE_NOMONSTERS, world);
1228 tracebox(trace_endpos, PL_MIN, PL_MAX, trace_endpos + '0 0 -1024', MOVE_NOMONSTERS, world);
1229 if(trace_fraction < 1)
1230 position = trace_endpos;
1232 w = waypoint_spawn(position, position, WAYPOINTFLAG_GENERATED | WAYPOINTFLAG_PERSONAL);
1233 w.nearestwaypoint = world;
1234 w.nearestwaypointtimeout = 0;
1237 waypoint_schedulerelink(w);
1242 /////////////////////////////////////////////////////////////////////////////
1244 /////////////////////////////////////////////////////////////////////////////
1246 // completely empty the goal stack, used when deciding where to go
1247 void navigation_clearroute()
1251 //print("bot ", etos(self), " clear\n");
1252 self.navigation_hasgoals = FALSE;
1254 self.goalcurrent = world;
1256 for(i=0; i<GOALSTACK_LENGTH; ++i)
1257 self.(goalstack[i]) = world;
1260 // add a new goal at the beginning of the stack
1261 // (in other words: add a new prerequisite before going to the later goals)
1262 void navigation_pushroute(entity e)
1266 //print("bot ", etos(self), " push ", etos(e), "\n");
1267 for(i=GOALSTACK_LENGTH-1; i>0; --i)
1268 self.(goalstack[i]) = self.goalstack[i-1];
1270 self.(goalstack[0]) = self.goalcurrent;
1271 self.goalcurrent = e;
1274 // remove first goal from stack
1275 // (in other words: remove a prerequisite for reaching the later goals)
1276 // (used when a spawnfunc_waypoint is reached)
1277 void navigation_poproute()
1280 //print("bot ", etos(self), " pop\n");
1281 self.goalcurrent = self.goalstack[0];
1283 for(i=0; i<GOALSTACK_LENGTH-1; ++i)
1285 if(self.goalstack[i])
1286 self.(goalstack[i]) = self.goalstack[i+1];
1291 self.(goalstack[i]) = world;
1294 // find the spawnfunc_waypoint near a dynamic goal such as a dropped weapon
1295 entity navigation_findnearestwaypoint(entity ent, float walkfromwp)
1297 local entity waylist, w, best;
1298 local float dist, bestdist;
1299 local vector v, org, pm1, pm2;
1300 pm1 = ent.origin + PL_MIN;
1301 pm2 = ent.origin + PL_MAX;
1302 waylist = findchain(classname, "waypoint");
1304 // do two scans, because box test is cheaper
1308 // if object is touching spawnfunc_waypoint
1310 if (boxesoverlap(pm1, pm2, w.absmin, w.absmax))
1315 org = ent.origin + (ent.mins_z - PL_MIN_z) * '0 0 1';
1317 org = org + ent.tag_entity.origin;
1318 if (navigation_testtracewalk)
1324 // box check failed, try walk
1328 // if object can walk from spawnfunc_waypoint
1333 local vector wm1, wm2;
1334 wm1 = w.origin + w.mins;
1335 wm2 = w.origin + w.maxs;
1336 v_x = bound(wm1_x, org_x, wm2_x);
1337 v_y = bound(wm1_y, org_y, wm2_y);
1338 v_z = bound(wm1_z, org_z, wm2_z);
1342 dist = vlen(v - org);
1343 if (bestdist > dist)
1345 traceline(v, org, TRUE, ent);
1346 if (trace_fraction == 1)
1350 //print("^1can I reach ", vtos(org), " from ", vtos(v), "?\n");
1351 if (tracewalk(ent, v, PL_MIN, PL_MAX, org, bot_navigation_movemode))
1359 if (tracewalk(ent, org, PL_MIN, PL_MAX, v, bot_navigation_movemode))
1373 // finds the waypoints near the bot initiating a navigation query
1374 float navigation_markroutes_nearestwaypoints(entity waylist, float maxdist)
1377 local vector v, m1, m2, diff;
1379 // navigation_testtracewalk = TRUE;
1384 if (!head.wpconsidered)
1388 m1 = head.origin + head.mins;
1389 m2 = head.origin + head.maxs;
1391 v_x = bound(m1_x, v_x, m2_x);
1392 v_y = bound(m1_y, v_y, m2_y);
1393 v_z = bound(m1_z, v_z, m2_z);
1397 diff = v - self.origin;
1398 diff_z = max(0, diff_z);
1399 if (vlen(diff) < maxdist)
1401 head.wpconsidered = TRUE;
1402 if (tracewalk(self, self.origin, self.mins, self.maxs, v, bot_navigation_movemode))
1404 head.wpnearestpoint = v;
1405 head.wpcost = vlen(v - self.origin) + head.dmg;
1414 //navigation_testtracewalk = FALSE;
1418 // updates a path link if a spawnfunc_waypoint link is better than the current one
1419 void navigation_markroutes_checkwaypoint(entity w, entity w2, float cost2, vector p)
1428 v_x = bound(m1_x, p_x, m2_x);
1429 v_y = bound(m1_y, p_y, m2_y);
1430 v_z = bound(m1_z, p_z, m2_z);
1434 cost2 = cost2 + vlen(v);
1435 if (w2.wpcost > cost2)
1440 w2.wpnearestpoint = v;
1444 // queries the entire spawnfunc_waypoint network for pathes leading away from the bot
1445 void navigation_markroutes()
1447 local entity w, wp, waylist;
1448 local float searching, cost, cost2;
1450 w = waylist = findchain(classname, "waypoint");
1453 w.wpconsidered = FALSE;
1454 w.wpnearestpoint = '0 0 0';
1455 w.wpcost = 10000000;
1461 // try a short range search for the nearest waypoints, and expand the search repeatedly if none are found
1462 // as this search is expensive we will use lower values if the bot is on the air
1463 local float i, increment, maxdistance;
1464 if(self.flags & FL_ONGROUND)
1467 maxdistance = 50000;
1475 for(i=increment;!navigation_markroutes_nearestwaypoints(waylist, i)&&i<maxdistance;i+=increment);
1489 p = w.wpnearestpoint;
1491 for(i=0;i<MAX_WAYPOINTS_LINKS;++i)
1497 cost2 = cost + wp.dmg;
1498 if (wp.wpcost > cost2 + wp.wpmincost[i])
1499 navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1510 void navigation_bestgoals_reset()
1514 bestgoalswindex = 0;
1515 bestgoalsrindex = 0;
1517 for(i=0;i>MAX_BESTGOALS-1;++i)
1519 navigation_bestgoals[i] = world;
1523 void navigation_add_bestgoal(entity goal)
1525 if(bestgoalsrindex>0)
1529 if(bestgoalsrindex==MAX_BESTGOALS)
1530 bestgoalsrindex = 0;
1533 if(bestgoalswindex==MAX_BESTGOALS)
1536 if(bestgoalsrindex==0)
1540 navigation_bestgoals[bestgoalswindex] = goal;
1545 entity navigation_get_bestgoal()
1549 ent = navigation_bestgoals[bestgoalsrindex];
1550 navigation_bestgoals[bestgoalsrindex] = world;
1554 if(bestgoalsrindex==MAX_BESTGOALS)
1555 bestgoalsrindex = 0;
1560 // fields required for jetpack navigation
1561 .entity navigation_jetpack_goal;
1562 .vector navigation_jetpack_point;
1564 // updates the best goal according to a weighted calculation of travel cost and item value of a new proposed item
1565 .void() havocbot_role;
1566 void() havocbot_role_ctf_offense;
1567 void navigation_routerating(entity e, float f, float rangebias)
1573 // Evaluate path using jetpack
1575 if(self.items & IT_JETPACK)
1576 if(cvar("bot_ai_navigation_jetpack"))
1577 if(vlen(self.origin - e.origin) > cvar("bot_ai_navigation_jetpack_mindistance"))
1579 vector pointa, pointb;
1581 // dprint("jetpack ai: evaluating path for ", e.classname,"\n");
1584 traceline(self.origin, self.origin + '0 0 65535', MOVE_NORMAL, self);
1585 pointa = trace_endpos - '0 0 1';
1588 traceline(e.origin, e.origin + '0 0 65535', MOVE_NORMAL, e);
1589 pointb = trace_endpos - '0 0 1';
1591 // Can I see these two points from the sky?
1592 traceline(pointa, pointb, MOVE_NORMAL, self);
1594 if(trace_fraction==1)
1596 // dprint("jetpack ai: can bridge these two points\n");
1598 // Lower the altitude of these points as much as possible
1599 local float zdistance, xydistance, cost, t, fuel;
1600 local vector down, npa, npb;
1602 down = '0 0 -1' * (PL_MAX_z - PL_MIN_z) * 10;
1605 npa = pointa + down;
1606 npb = pointb + down;
1608 if(npa_z<=self.absmax_z)
1611 if(npb_z<=e.absmax_z)
1614 traceline(npa, npb, MOVE_NORMAL, self);
1615 if(trace_fraction==1)
1621 while(trace_fraction == 1);
1624 // Rough estimation of fuel consumption
1625 // (ignores acceleration and current xyz velocity)
1626 xydistance = vlen(pointa - pointb);
1627 zdistance = fabs(pointa_z - self.origin_z);
1629 t = zdistance / cvar("g_jetpack_maxspeed_up");
1630 t += xydistance / cvar("g_jetpack_maxspeed_side");
1631 fuel = t * cvar("g_jetpack_fuel") * 0.8;
1633 // dprint("jetpack ai: required fuel ", ftos(fuel), " self.ammo_fuel ", ftos(self.ammo_fuel),"\n");
1636 if(self.ammo_fuel>fuel)
1639 // (as onground costs calculation is mostly based on distances, here we do the same establishing some relationship
1640 // - between air and ground speeds)
1642 cost = xydistance / (cvar("g_jetpack_maxspeed_side")/cvar("sv_maxspeed"));
1643 cost += zdistance / (cvar("g_jetpack_maxspeed_up")/cvar("sv_maxspeed"));
1646 // Compare against other goals
1647 f = f * rangebias / (rangebias + cost);
1649 if (navigation_bestrating < f)
1651 // dprint("jetpack path: added goal", e.classname, " (with rating ", ftos(f), ")\n");
1652 navigation_bestrating = f;
1653 navigation_add_bestgoal(e);
1654 self.navigation_jetpack_goal = e;
1655 self.navigation_jetpack_point = pointb;
1662 //te_wizspike(e.origin);
1665 // update the cached spawnfunc_waypoint link on a dynamic item entity
1666 if(e.classname == "waypoint" && !(e.wpflags & WAYPOINTFLAG_PERSONAL))
1672 if (time > e.nearestwaypointtimeout)
1674 e.nearestwaypoint = navigation_findnearestwaypoint(e, TRUE);
1676 // TODO: Cleaner solution, probably handling this timeout from ctf.qc
1677 if(e.classname=="item_flag_team")
1678 e.nearestwaypointtimeout = time + 2;
1680 e.nearestwaypointtimeout = time + random() * 3 + 5;
1682 nwp = e.nearestwaypoint;
1685 //dprint("-- checking ", e.classname, " (with cost ", ftos(nwp.wpcost), ")\n");
1687 if (nwp.wpcost < 10000000)
1689 //te_wizspike(nwp.wpnearestpoint);
1690 // dprint(e.classname, " ", ftos(f), "/(1+", ftos((nwp.wpcost + vlen(e.origin - nwp.wpnearestpoint))), "/", ftos(rangebias), ") = ");
1691 f = f * rangebias / (rangebias + (nwp.wpcost + vlen(e.origin - nwp.wpnearestpoint)));
1692 //if (self.havocbot_role == havocbot_role_ctf_offense)
1693 //dprint("considering ", e.classname, " (with rating ", ftos(f), ")\n");
1695 if (navigation_bestrating < f)
1697 // dprint("ground path: added goal ", e.classname, " (with rating ", ftos(f), ")\n");
1698 navigation_bestrating = f;
1699 navigation_add_bestgoal(e);
1705 // adds an item to the the goal stack with the path to a given item
1706 float navigation_routetogoal(entity e, vector startposition)
1708 self.goalentity = e;
1710 // if there is no goal, just exit
1714 self.navigation_hasgoals = TRUE;
1716 // put the entity on the goal stack
1717 navigation_pushroute(e);
1720 if(e==self.navigation_jetpack_goal)
1723 // if it can reach the goal there is nothing more to do
1724 if (tracewalk(self, startposition, PL_MIN, PL_MAX, e.origin, bot_navigation_movemode))
1727 // see if there are waypoints describing a path to the item
1728 if(e.classname != "waypoint" || (e.wpflags & WAYPOINTFLAG_PERSONAL))
1729 e = e.nearestwaypoint;
1735 // add the spawnfunc_waypoint to the path
1736 navigation_pushroute(e);
1746 void navigation_routetogoals()
1750 navigation_clearroute();
1752 g1 = navigation_get_bestgoal();
1756 g2 = navigation_get_bestgoal();
1760 navigation_routetogoal(g1, self.origin);
1764 if(navigation_routetogoal(g1, g2.origin))
1771 navigation_clearroute();
1777 // removes any currently touching waypoints from the goal stack
1778 // (this is how bots detect if they have reached a goal)
1779 .float lastteleporttime;
1781 void navigation_poptouchedgoals()
1783 local vector org, m1, m2;
1785 m1 = org + self.mins;
1786 m2 = org + self.maxs;
1788 if(self.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
1790 if(self.lastteleporttime>0)
1791 if(time-self.lastteleporttime<0.15)
1793 navigation_poproute();
1798 // Loose goal touching check when running
1799 if(self.aistatus & AI_STATUS_RUNNING)
1800 if(self.goalcurrent.classname=="waypoint")
1802 if(vlen(self.origin - self.goalcurrent.origin)<150)
1804 traceline(self.origin + self.view_ofs , self.goalcurrent.origin, TRUE, world);
1805 if(trace_fraction==1)
1807 // Detect personal waypoints
1808 if(self.aistatus & AI_STATUS_WAYPOINT_PERSONAL_GOING)
1809 if(self.goalcurrent.wpflags & WAYPOINTFLAG_PERSONAL && self.goalcurrent.owner==self)
1811 self.aistatus &~= AI_STATUS_WAYPOINT_PERSONAL_GOING;
1812 self.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_REACHED;
1815 navigation_poproute();
1820 while (self.goalcurrent && boxesoverlap(m1, m2, self.goalcurrent.absmin, self.goalcurrent.absmax))
1822 // Detect personal waypoints
1823 if(self.aistatus & AI_STATUS_WAYPOINT_PERSONAL_GOING)
1824 if(self.goalcurrent.wpflags & WAYPOINTFLAG_PERSONAL && self.goalcurrent.owner==self)
1826 self.aistatus &~= AI_STATUS_WAYPOINT_PERSONAL_GOING;
1827 self.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_REACHED;
1830 navigation_poproute();
1834 // begin a goal selection session (queries spawnfunc_waypoint network)
1835 void navigation_goalrating_start()
1837 self.navigation_jetpack_goal = world;
1838 navigation_bestrating = -1;
1839 self.navigation_hasgoals = FALSE;
1840 navigation_bestgoals_reset();
1841 navigation_markroutes();
1844 // ends a goal selection session (updates goal stack to the best goal)
1845 void navigation_goalrating_end()
1847 navigation_routetogoals();
1848 // dprint("best goal ", self.goalcurrent.classname , "\n");
1850 // Hack: if it can't walk to any goal just move blindly to the first visible waypoint
1851 if not (self.navigation_hasgoals)
1853 dprint(self.netname, " can't walk to any goal, going to a near waypoint\n");
1857 RandomSelection_Init();
1858 head = findradius(self.origin,1000);
1861 if(head.classname=="waypoint")
1862 if(!(head.wpflags & WAYPOINTFLAG_GENERATED))
1863 if(vlen(self.origin-head.origin)>100)
1864 if(checkpvs(self.view_ofs,head))
1865 RandomSelection_Add(head, 0, string_null, 1 + (vlen(self.origin-head.origin)<500), 0);
1868 if(RandomSelection_chosen_ent)
1869 navigation_routetogoal(RandomSelection_chosen_ent, self.origin);
1871 self.navigation_hasgoals = FALSE; // Reset this value
1876 //////////////////////////////////////////////////////////////////////////////
1877 // general bot functions
1878 //////////////////////////////////////////////////////////////////////////////
1880 .float isbot; // true if this client is actually a bot
1885 .string netname_freeme;
1886 .string playermodel_freeme;
1887 .string playerskin_freeme;
1892 .float bot_preferredcolors;
1896 .float bot_dodgerating;
1898 //.float bot_painintensity;
1899 .float bot_firetimer;
1900 //.float bot_oldhealth;
1903 .entity bot_aimtarg;
1904 .float bot_aimlatency;
1905 .vector bot_aimselforigin;
1906 .vector bot_aimselfvelocity;
1907 .vector bot_aimtargorigin;
1908 .vector bot_aimtargvelocity;
1911 .float(entity player, entity item) bot_pickupevalfunc;
1912 .float bot_pickupbasevalue;
1914 .float bot_strategytime;
1916 // used for aiming currently
1917 // FIXME: make the weapon code use these and then replace the calculations here with a call to the weapon code
1921 .float bot_forced_team;
1922 .float bot_config_loaded;
1924 void bot_setnameandstuff()
1927 float file, tokens, prio;
1930 string bot_name, bot_model, bot_skin, bot_shirt, bot_pants;
1931 string name, prefix, suffix;
1933 if(cvar("g_campaign"))
1940 prefix = cvar_string("bot_prefix");
1941 suffix = cvar_string("bot_suffix");
1944 file = fopen(cvar_string("bot_config_file"), FILE_READ);
1947 print(strcat("Error: Can not open the bot configuration file '",cvar_string("bot_config_file"),"'\n"));
1950 RandomSelection_Init();
1953 readfile = fgets(file);
1956 if(substring(readfile, 0, 2) == "//")
1958 if(substring(readfile, 0, 1) == "#")
1960 tokens = tokenizebyseparator(readfile, "\t");
1965 if(strcat(prefix, s, suffix) == p.netname)
1971 RandomSelection_Add(world, 0, readfile, 1, prio);
1973 readfile = RandomSelection_chosen_string;
1977 tokens = tokenizebyseparator(readfile, "\t");
1978 if(argv(0) != "") bot_name = argv(0);
1979 else bot_name = "Bot";
1981 if(argv(1) != "") bot_model = argv(1);
1982 else bot_model = "marine";
1984 if(argv(2) != "") bot_skin = argv(2);
1985 else bot_skin = "0";
1987 if(argv(3) != "" && stof(argv(3)) >= 0) bot_shirt = argv(3);
1988 else bot_shirt = ftos(floor(random() * 15));
1990 if(argv(4) != "" && stof(argv(4)) >= 0) bot_pants = argv(4);
1991 else bot_pants = ftos(floor(random() * 15));
1993 self.bot_forced_team = stof(argv(5));
1994 self.bot_config_loaded = TRUE;
1996 // this is really only a default, JoinBestTeam is called later
1997 setcolor(self, stof(bot_shirt) * 16 + stof(bot_pants));
1998 self.bot_preferredcolors = self.clientcolors;
2001 if (cvar("bot_usemodelnames"))
2006 // pick the model and skin
2007 if(substring(bot_model, -4, 1) != ".")
2008 bot_model = strcat(bot_model, ".zym");
2009 self.playermodel = self.playermodel_freeme = strzone(strcat("models/player/", bot_model));
2010 self.playerskin = self.playerskin_freeme = strzone(bot_skin);
2012 self.netname = self.netname_freeme = strzone(strcat(prefix, name, suffix));
2015 float bot_custom_weapon;
2016 float bot_distance_far;
2017 float bot_distance_close;
2019 float bot_weapons_far[WEP_LAST];
2020 float bot_weapons_mid[WEP_LAST];
2021 float bot_weapons_close[WEP_LAST];
2023 void bot_custom_weapon_priority_setup()
2025 local float tokens, i, c, w;
2027 bot_custom_weapon = FALSE;
2029 if( cvar_string("bot_ai_custom_weapon_priority_far") == "" ||
2030 cvar_string("bot_ai_custom_weapon_priority_mid") == "" ||
2031 cvar_string("bot_ai_custom_weapon_priority_close") == "" ||
2032 cvar_string("bot_ai_custom_weapon_priority_distances") == ""
2037 tokens = tokenizebyseparator(cvar_string("bot_ai_custom_weapon_priority_distances")," ");
2042 bot_distance_far = stof(argv(0));
2043 bot_distance_close = stof(argv(1));
2045 if(bot_distance_far < bot_distance_close){
2046 bot_distance_far = stof(argv(1));
2047 bot_distance_close = stof(argv(0));
2050 // Initialize list of weapons
2051 bot_weapons_far[0] = -1;
2052 bot_weapons_mid[0] = -1;
2053 bot_weapons_close[0] = -1;
2055 // Parse far distance weapon priorities
2056 tokens = tokenizebyseparator(cvar_string("bot_ai_custom_weapon_priority_far")," ");
2059 for(i=0; i < tokens && c < WEP_COUNT; ++i){
2061 if ( w >= WEP_FIRST && w <= WEP_LAST) {
2062 bot_weapons_far[c] = w;
2067 bot_weapons_far[c] = -1;
2069 // Parse mid distance weapon priorities
2070 tokens = tokenizebyseparator(cvar_string("bot_ai_custom_weapon_priority_mid")," ");
2073 for(i=0; i < tokens && c < WEP_COUNT; ++i){
2075 if ( w >= WEP_FIRST && w <= WEP_LAST) {
2076 bot_weapons_mid[c] = w;
2081 bot_weapons_mid[c] = -1;
2083 // Parse close distance weapon priorities
2084 tokens = tokenizebyseparator(cvar_string("bot_ai_custom_weapon_priority_close")," ");
2087 for(i=0; i < tokens && i < WEP_COUNT; ++i){
2089 if ( w >= WEP_FIRST && w <= WEP_LAST) {
2090 bot_weapons_close[c] = w;
2095 bot_weapons_close[c] = -1;
2097 bot_custom_weapon = TRUE;
2104 //dprint("bot_endgame\n");
2108 setcolor(e, e.bot_preferredcolors);
2111 // if dynamic waypoints are ever implemented, save them here
2114 float bot_ignore_bots; // let bots not attack other bots (only works in non-teamplay)
2115 float bot_shouldattack(entity e)
2117 if (e.team == self.team)
2131 else if(bot_ignore_bots)
2132 if(clienttype(e) == CLIENTTYPE_BOT)
2142 if(e.items & IT_STRENGTH)
2144 if(e.flags & FL_NOTARGET)
2149 void bot_lagfunc(float t, float f1, float f2, entity e1, vector v1, vector v2, vector v3, vector v4)
2151 if(self.flags & FL_INWATER)
2153 self.bot_aimtarg = world;
2156 self.bot_aimtarg = e1;
2157 self.bot_aimlatency = self.ping; // FIXME? Shouldn't this be in the lag item?
2158 self.bot_aimselforigin = v1;
2159 self.bot_aimselfvelocity = v2;
2160 self.bot_aimtargorigin = v3;
2161 self.bot_aimtargvelocity = v4;
2163 self.bot_canfire = (random() < 0.8);
2165 self.bot_canfire = (random() < 0.9);
2167 self.bot_canfire = (random() < 0.95);
2169 self.bot_canfire = 1;
2172 .float bot_nextthink;
2173 .float bot_badaimtime;
2174 .float bot_aimthinktime;
2175 .float bot_prevaimtime;
2176 .vector bot_mouseaim;
2177 .vector bot_badaimoffset;
2178 .vector bot_1st_order_aimfilter;
2179 .vector bot_2nd_order_aimfilter;
2180 .vector bot_3th_order_aimfilter;
2181 .vector bot_4th_order_aimfilter;
2182 .vector bot_5th_order_aimfilter;
2183 .vector bot_olddesiredang;
2184 float bot_aimdir(vector v, float maxfiredeviation)
2186 local float dist, delta_t, blend;
2187 local vector desiredang, diffang;
2189 //dprint("aim ", self.netname, ": old:", vtos(self.v_angle));
2190 // make sure v_angle is sane first
2191 self.v_angle_y = self.v_angle_y - floor(self.v_angle_y / 360) * 360;
2194 // get the desired angles to aim at
2195 //dprint(" at:", vtos(v));
2197 //te_lightning2(world, self.origin + self.view_ofs, self.origin + self.view_ofs + v * 200);
2198 if (time >= self.bot_badaimtime)
2200 self.bot_badaimtime = max(self.bot_badaimtime + 0.3, time);
2201 self.bot_badaimoffset = randomvec() * bound(0, 5 - 0.5 * (skill+self.bot_offsetskill), 5) * cvar("bot_ai_aimskill_offset");
2203 desiredang = vectoangles(v) + self.bot_badaimoffset;
2204 //dprint(" desired:", vtos(desiredang));
2205 if (desiredang_x >= 180)
2206 desiredang_x = desiredang_x - 360;
2207 desiredang_x = bound(-90, 0 - desiredang_x, 90);
2208 desiredang_z = self.v_angle_z;
2209 //dprint(" / ", vtos(desiredang));
2211 //// pain throws off aim
2212 //if (self.bot_painintensity)
2214 // // shake from pain
2215 // desiredang = desiredang + randomvec() * self.bot_painintensity * 0.2;
2218 // calculate turn angles
2219 diffang = (desiredang - self.bot_olddesiredang);
2221 diffang_y = diffang_y - floor(diffang_y / 360) * 360;
2222 if (diffang_y >= 180)
2223 diffang_y = diffang_y - 360;
2224 self.bot_olddesiredang = desiredang;
2225 //dprint(" diff:", vtos(diffang));
2227 delta_t = time-self.bot_prevaimtime;
2228 self.bot_prevaimtime = time;
2229 // Here we will try to anticipate the comming aiming direction
2230 self.bot_1st_order_aimfilter= self.bot_1st_order_aimfilter
2231 + (diffang * (1 / delta_t) - self.bot_1st_order_aimfilter) * bound(0, cvar("bot_ai_aimskill_order_filter_1st"),1);
2232 self.bot_2nd_order_aimfilter= self.bot_2nd_order_aimfilter
2233 + (self.bot_1st_order_aimfilter - self.bot_2nd_order_aimfilter) * bound(0, cvar("bot_ai_aimskill_order_filter_2nd"),1);
2234 self.bot_3th_order_aimfilter= self.bot_3th_order_aimfilter
2235 + (self.bot_2nd_order_aimfilter - self.bot_3th_order_aimfilter) * bound(0, cvar("bot_ai_aimskill_order_filter_3th"),1);
2236 self.bot_4th_order_aimfilter= self.bot_4th_order_aimfilter
2237 + (self.bot_3th_order_aimfilter - self.bot_4th_order_aimfilter) * bound(0, cvar("bot_ai_aimskill_order_filter_4th"),1);
2238 self.bot_5th_order_aimfilter= self.bot_5th_order_aimfilter
2239 + (self.bot_4th_order_aimfilter - self.bot_5th_order_aimfilter) * bound(0, cvar("bot_ai_aimskill_order_filter_5th"),1);
2241 //blend = (bound(0,skill,10)*0.1)*pow(1-bound(0,skill,10)*0.05,2.5)*5.656854249; //Plot formule before changing !
2242 blend = bound(0,skill,10)*0.1;
2243 desiredang = desiredang + blend *
2245 self.bot_1st_order_aimfilter * cvar("bot_ai_aimskill_order_mix_1st")
2246 + self.bot_2nd_order_aimfilter * cvar("bot_ai_aimskill_order_mix_2nd")
2247 + self.bot_3th_order_aimfilter * cvar("bot_ai_aimskill_order_mix_3th")
2248 + self.bot_4th_order_aimfilter * cvar("bot_ai_aimskill_order_mix_4th")
2249 + self.bot_5th_order_aimfilter * cvar("bot_ai_aimskill_order_mix_5th")
2252 // calculate turn angles
2253 diffang = desiredang - self.bot_mouseaim;
2255 diffang_y = diffang_y - floor(diffang_y / 360) * 360;
2256 if (diffang_y >= 180)
2257 diffang_y = diffang_y - 360;
2258 //dprint(" diff:", vtos(diffang));
2260 if (time >= self.bot_aimthinktime)
2262 self.bot_aimthinktime = max(self.bot_aimthinktime + 0.5 - 0.05*(skill+self.bot_thinkskill), time);
2263 self.bot_mouseaim = self.bot_mouseaim + diffang * (1-random()*0.1*bound(1,10-skill,10));
2266 //self.v_angle = self.v_angle + diffang * bound(0, r * frametime * (skill * 0.5 + 2), 1);
2268 diffang = self.bot_mouseaim - desiredang;
2270 diffang_y = diffang_y - floor(diffang_y / 360) * 360;
2271 if (diffang_y >= 180)
2272 diffang_y = diffang_y - 360;
2273 desiredang = desiredang + diffang * bound(0,cvar("bot_ai_aimskill_think"),1);
2275 // calculate turn angles
2276 diffang = desiredang - self.v_angle;
2278 diffang_y = diffang_y - floor(diffang_y / 360) * 360;
2279 if (diffang_y >= 180)
2280 diffang_y = diffang_y - 360;
2281 //dprint(" diff:", vtos(diffang));
2284 dist = vlen(diffang);
2285 //diffang = diffang + randomvec() * (dist * 0.05 * (3.5 - bound(0, skill, 3)));
2288 local float r, fixedrate, blendrate;
2289 fixedrate = cvar("bot_ai_aimskill_fixedrate") / bound(1,dist,1000);
2290 blendrate = cvar("bot_ai_aimskill_blendrate");
2291 r = max(fixedrate, blendrate);
2292 //self.v_angle = self.v_angle + diffang * bound(frametime, r * frametime * (2+skill*skill*0.05-random()*0.05*(10-skill)), 1);
2293 self.v_angle = self.v_angle + diffang * bound(delta_t, r * delta_t * (2+pow(skill+self.bot_mouseskill,3)*0.005-random()), 1);
2294 self.v_angle = self.v_angle * bound(0,cvar("bot_ai_aimskill_mouse"),1) + desiredang * bound(0,(1-cvar("bot_ai_aimskill_mouse")),1);
2295 //self.v_angle = self.v_angle + diffang * bound(0, r * frametime * (skill * 0.5 + 2), 1);
2296 //self.v_angle = self.v_angle + diffang * (1/ blendrate);
2298 self.v_angle_y = self.v_angle_y - floor(self.v_angle_y / 360) * 360;
2299 //dprint(" turn:", vtos(self.v_angle));
2301 makevectors(self.v_angle);
2302 shotorg = self.origin + self.view_ofs;
2303 shotdir = v_forward;
2305 //dprint(" dir:", vtos(v_forward));
2306 //te_lightning2(world, shotorg, shotorg + shotdir * 100);
2308 // calculate turn angles again
2309 //diffang = desiredang - self.v_angle;
2310 //diffang_y = diffang_y - floor(diffang_y / 360) * 360;
2311 //if (diffang_y >= 180)
2312 // diffang_y = diffang_y - 360;
2314 //dprint("e ", vtos(diffang), " < ", ftos(maxfiredeviation), "\n");
2316 // decide whether to fire this time
2317 // note the maxfiredeviation is in degrees so this has to convert to radians first
2318 //if ((normalize(v) * shotdir) >= cos(maxfiredeviation * (3.14159265358979323846 / 180)))
2319 if ((normalize(v) * shotdir) >= cos(maxfiredeviation * (3.14159265358979323846 / 180)))
2320 if (vlen(trace_endpos-shotorg) < 500+500*bound(0, skill, 10) || random()*random()>bound(0,skill*0.05,1))
2321 self.bot_firetimer = time + bound(0.1, 0.5-skill*0.05, 0.5);
2322 //traceline(shotorg,shotorg+shotdir*1000,FALSE,world);
2323 //dprint(ftos(maxfiredeviation),"\n");
2324 //dprint(" diff:", vtos(diffang), "\n");
2326 return self.bot_canfire && (time < self.bot_firetimer);
2329 vector bot_shotlead(vector targorigin, vector targvelocity, float shotspeed, float shotdelay)
2331 // Try to add code here that predicts gravity effect here, no clue HOW to though ... well not yet atleast...
2332 return targorigin + targvelocity * (shotdelay + vlen(targorigin - shotorg) / shotspeed);
2335 float bot_aim(float shotspeed, float shotspeedupward, float maxshottime, float applygravity)
2341 dprint("bot_aim(", ftos(shotspeed));
2342 dprint(", ", ftos(shotspeedupward));
2343 dprint(", ", ftos(maxshottime));
2344 dprint(", ", ftos(applygravity));
2347 shotspeed *= g_weaponspeedfactor;
2348 shotspeedupward *= g_weaponspeedfactor;
2351 dprint("bot_aim: WARNING: weapon ", W_Name(self.weapon), " shotspeed is zero!\n");
2352 shotspeed = 1000000;
2356 dprint("bot_aim: WARNING: weapon ", W_Name(self.weapon), " maxshottime is zero!\n");
2359 makevectors(self.v_angle);
2360 shotorg = self.origin + self.view_ofs;
2361 shotdir = v_forward;
2362 v = bot_shotlead(self.bot_aimtargorigin, self.bot_aimtargvelocity, shotspeed, self.bot_aimlatency);
2363 local float distanceratio;
2364 distanceratio =sqrt(bound(0,skill,10000))*0.3*(vlen(v-shotorg)-100)/cvar("bot_ai_aimskill_firetolerance_distdegrees");
2365 distanceratio = bound(0,distanceratio,1);
2366 r = (cvar("bot_ai_aimskill_firetolerance_maxdegrees")-cvar("bot_ai_aimskill_firetolerance_mindegrees"))
2367 * (1-distanceratio) + cvar("bot_ai_aimskill_firetolerance_mindegrees");
2368 if (applygravity && self.bot_aimtarg)
2370 if (!findtrajectorywithleading(shotorg, '0 0 0', '0 0 0', self.bot_aimtarg, shotspeed, shotspeedupward, maxshottime, 0, self))
2372 f = bot_aimdir(findtrajectory_velocity - shotspeedupward * '0 0 1', r);
2376 f = bot_aimdir(v - shotorg, r);
2377 //dprint("AIM: ");dprint(vtos(self.bot_aimtargorigin));dprint(" + ");dprint(vtos(self.bot_aimtargvelocity));dprint(" * ");dprint(ftos(self.bot_aimlatency + vlen(self.bot_aimtargorigin - shotorg) / shotspeed));dprint(" = ");dprint(vtos(v));dprint(" : aimdir = ");dprint(vtos(normalize(v - shotorg)));dprint(" : ");dprint(vtos(shotdir));dprint("\n");
2378 traceline(shotorg, shotorg + shotdir * 10000, FALSE, self);
2379 if (trace_ent.takedamage)
2380 if (trace_fraction < 1)
2381 if (!bot_shouldattack(trace_ent))
2383 traceline(shotorg, self.bot_aimtargorigin, FALSE, self);
2384 if (trace_fraction < 1)
2385 if (trace_ent != self.enemy)
2386 if (!bot_shouldattack(trace_ent))
2389 if (r > maxshottime * shotspeed)
2394 // TODO: move this painintensity code to the player damage code
2397 if (self.bot_nextthink > time)
2400 self.flags &~= FL_GODMODE;
2402 self.flags |= FL_GODMODE;
2404 self.bot_nextthink = self.bot_nextthink + cvar("bot_ai_thinkinterval");
2405 //if (self.bot_painintensity > 0)
2406 // self.bot_painintensity = self.bot_painintensity - (skill + 1) * 40 * frametime;
2408 //self.bot_painintensity = self.bot_painintensity + self.bot_oldhealth - self.health;
2409 //self.bot_painintensity = bound(0, self.bot_painintensity, 100);
2411 if(time < game_starttime || ((cvar("g_campaign") && !campaign_bots_may_start)))
2413 self.nextthink = time + 0.5;
2419 self.v_angle = self.angles;
2421 self.fixangle = FALSE;
2426 self.dmg_inflictor = world;
2428 // calculate an aiming latency based on the skill setting
2429 // (simulated network latency + naturally delayed reflexes)
2430 //self.ping = 0.7 - bound(0, 0.05 * skill, 0.5); // moved the reflexes to bot_aimdir (under the name 'think')
2431 // minimum ping 20+10 random
2432 self.ping = bound(0,0.07 - bound(0, skill * 0.005,0.05)+random()*0.01,0.65); // Now holds real lag to server, and higer skill players take a less laggy server
2433 // skill 10 = ping 0.2 (adrenaline)
2434 // skill 0 = ping 0.7 (slightly drunk)
2437 self.BUTTON_ATCK = 0;
2439 self.BUTTON_JUMP = 0;
2440 self.BUTTON_ATCK2 = 0;
2441 self.BUTTON_ZOOM = 0;
2442 self.BUTTON_CROUCH = 0;
2443 self.BUTTON_HOOK = 0;
2444 self.BUTTON_INFO = 0;
2446 self.BUTTON_CHAT = 0;
2447 self.BUTTON_USE = 0;
2449 // if dead, just wait until we can respawn
2452 if (self.deadflag == DEAD_DEAD)
2454 self.BUTTON_JUMP = 1; // press jump to respawn
2455 self.bot_strategytime = 0;
2459 // now call the current bot AI (havocbot for example)
2463 entity bot_strategytoken;
2464 float bot_strategytoken_taken;
2467 void bot_relinkplayerlist()
2470 local entity prevbot;
2473 player_list = e = findchainflags(flags, FL_CLIENT);
2478 player_count = player_count + 1;
2479 e.nextplayer = e.chain;
2480 if (clienttype(e) == CLIENTTYPE_BOT)
2483 prevbot.nextbot = e;
2487 bot_list.nextbot = world;
2490 currentbots = currentbots + 1;
2494 dprint(strcat("relink: ", ftos(currentbots), " bots seen.\n"));
2495 bot_strategytoken = bot_list;
2496 bot_strategytoken_taken = TRUE;
2499 void() havocbot_setupbot;
2500 float JoinBestTeam(entity pl, float only_return_best, float forcebestteam);
2502 void bot_clientdisconnect()
2504 if (clienttype(self) != CLIENTTYPE_BOT)
2506 if(self.netname_freeme)
2507 strunzone(self.netname_freeme);
2508 if(self.playermodel_freeme)
2509 strunzone(self.playermodel_freeme);
2510 if(self.playerskin_freeme)
2511 strunzone(self.playerskin_freeme);
2512 self.netname_freeme = string_null;
2513 self.playermodel_freeme = string_null;
2514 self.playerskin_freeme = string_null;
2517 void bot_clientconnect()
2519 if (clienttype(self) != CLIENTTYPE_BOT)
2521 self.bot_preferredcolors = self.clientcolors;
2522 self.bot_nextthink = time - random();
2523 self.lag_func = bot_lagfunc;
2525 self.createdtime = self.nextthink;
2527 if(!self.bot_config_loaded) // This is needed so team overrider doesn't break between matches
2528 bot_setnameandstuff();
2530 if(self.bot_forced_team==1)
2531 self.team = COLOR_TEAM1;
2532 else if(self.bot_forced_team==2)
2533 self.team = COLOR_TEAM2;
2534 else if(self.bot_forced_team==3)
2535 self.team = COLOR_TEAM3;
2536 else if(self.bot_forced_team==4)
2537 self.team = COLOR_TEAM4;
2539 JoinBestTeam(self, FALSE, TRUE);
2541 havocbot_setupbot();
2542 self.bot_mouseskill=random()-0.5;
2543 self.bot_thinkskill=random()-0.5;
2544 self.bot_predictionskill=random()-0.5;
2545 self.bot_offsetskill=random()-0.5;
2550 local entity oldself, bot;
2551 bot = spawnclient();
2554 currentbots = currentbots + 1;
2557 bot_setnameandstuff();
2559 PutClientInServer();
2565 void CheckAllowedTeams(entity for_whom); void GetTeamCounts(entity other); float c1, c2, c3, c4;
2566 void bot_removefromlargestteam()
2568 local float besttime, bestcount, thiscount;
2569 local entity best, head;
2570 CheckAllowedTeams(world);
2571 GetTeamCounts(world);
2572 head = findchainfloat(isbot, TRUE);
2576 besttime = head.createdtime;
2580 if(head.team == COLOR_TEAM1)
2582 else if(head.team == COLOR_TEAM2)
2584 else if(head.team == COLOR_TEAM3)
2586 else if(head.team == COLOR_TEAM4)
2590 if (thiscount > bestcount)
2592 bestcount = thiscount;
2593 besttime = head.createdtime;
2596 else if (thiscount == bestcount && besttime < head.createdtime)
2598 besttime = head.createdtime;
2603 currentbots = currentbots - 1;
2607 void bot_removenewest()
2609 local float besttime;
2610 local entity best, head;
2614 bot_removefromlargestteam();
2618 head = findchainfloat(isbot, TRUE);
2622 besttime = head.createdtime;
2625 if (besttime < head.createdtime)
2627 besttime = head.createdtime;
2632 currentbots = currentbots - 1;
2636 float botframe_waypointeditorlightningtime;
2637 void botframe_showwaypointlinks()
2639 local entity player, head, w;
2642 if (time < botframe_waypointeditorlightningtime)
2644 botframe_waypointeditorlightningtime = time + 0.5;
2645 player = find(world, classname, "player");
2649 if (player.flags & FL_ONGROUND || player.waterlevel > WATERLEVEL_NONE)
2651 //navigation_testtracewalk = TRUE;
2652 head = navigation_findnearestwaypoint(player, FALSE);
2653 // print("currently selected WP is ", etos(head), "\n");
2654 //navigation_testtracewalk = FALSE;
2657 te_lightning2(world, head.origin, player.origin);
2659 for(i=0;i<MAX_WAYPOINTS_LINKS;++i)
2663 te_lightning2(world, w.origin, head.origin);
2667 player = find(player, classname, "player");
2671 entity botframe_dangerwaypoint;
2672 void botframe_updatedangerousobjects(float maxupdate)
2674 local entity head, bot_dodgelist;
2675 local vector m1, m2, v;
2676 local float c, d, danger;
2678 bot_dodgelist = findchainfloat(bot_dodge, TRUE);
2679 botframe_dangerwaypoint = find(botframe_dangerwaypoint, classname, "waypoint");
2680 while (botframe_dangerwaypoint != world)
2683 m1 = botframe_dangerwaypoint.mins;
2684 m2 = botframe_dangerwaypoint.maxs;
2685 head = bot_dodgelist;
2689 v_x = bound(m1_x, v_x, m2_x);
2690 v_y = bound(m1_y, v_y, m2_y);
2691 v_z = bound(m1_z, v_z, m2_z);
2692 d = head.bot_dodgerating - vlen(head.origin - v);
2695 traceline(head.origin, v, TRUE, world);
2696 if (trace_fraction == 1)
2697 danger = danger + d;
2701 botframe_dangerwaypoint.dmg = danger;
2705 botframe_dangerwaypoint = find(botframe_dangerwaypoint, classname, "waypoint");
2710 float botframe_spawnedwaypoints;
2711 float botframe_nextthink;
2712 float botframe_nextdangertime;
2714 float autoskill_nextthink;
2715 .float totalfrags_lastcheck;
2716 void autoskill(float factor)
2724 FOR_EACH_PLAYER(head)
2726 if(clienttype(head) == CLIENTTYPE_REAL)
2727 bestplayer = max(bestplayer, head.totalfrags - head.totalfrags_lastcheck);
2729 bestbot = max(bestbot, head.totalfrags - head.totalfrags_lastcheck);
2732 dprint("autoskill: best player got ", ftos(bestplayer), ", ");
2733 dprint("best bot got ", ftos(bestbot), "; ");
2734 if(bestbot < 0 || bestplayer < 0)
2736 dprint("not doing anything\n");
2737 // don't return, let it reset all counters below
2739 else if(bestbot <= bestplayer * factor - 2)
2741 if(cvar("skill") < 17)
2743 dprint("2 frags difference, increasing skill\n");
2744 cvar_set("skill", ftos(cvar("skill") + 1));
2745 bprint("^2SKILL UP!^7 Now at level ", ftos(cvar("skill")), "\n");
2748 else if(bestbot >= bestplayer * factor + 2)
2750 if(cvar("skill") > 0)
2752 dprint("2 frags difference, decreasing skill\n");
2753 cvar_set("skill", ftos(cvar("skill") - 1));
2754 bprint("^1SKILL DOWN!^7 Now at level ", ftos(cvar("skill")), "\n");
2759 dprint("not doing anything\n");
2761 // don't reset counters, wait for them to accumulate
2764 FOR_EACH_PLAYER(head)
2765 head.totalfrags_lastcheck = head.totalfrags;
2768 float bot_cvar_nextthink;
2769 void bot_serverframe()
2771 float realplayers, bots, activerealplayers;
2774 if (intermission_running)
2780 stepheightvec = cvar("sv_stepheight") * '0 0 1';
2781 bot_navigation_movemode = ((cvar("bot_navigation_ignoreplayers")) ? MOVE_NOMONSTERS : MOVE_NORMAL);
2783 if(time > autoskill_nextthink)
2786 a = cvar("skill_auto");
2789 autoskill_nextthink = time + 5;
2792 activerealplayers = 0;
2795 FOR_EACH_REALCLIENT(head)
2797 if(head.classname == "player" || g_lms || g_arena)
2798 ++activerealplayers;
2802 // add/remove bots if needed to make sure there are at least
2803 // minplayers+bot_number, or remove all bots if no one is playing
2804 // But don't remove bots immediately on level change, as the real players
2805 // usually haven't rejoined yet
2806 bots_would_leave = FALSE;
2807 if ((realplayers || cvar("bot_join_empty") || (currentbots > 0 && time < 5)))
2809 float realminplayers, minplayers;
2810 realminplayers = cvar("minplayers");
2811 minplayers = max(0, floor(realminplayers));
2813 float realminbots, minbots;
2814 if(teamplay && cvar("bot_vs_human"))
2815 realminbots = ceil(fabs(cvar("bot_vs_human")) * activerealplayers);
2817 realminbots = cvar("bot_number");
2818 minbots = max(0, floor(realminbots));
2820 bots = min(max(minbots, minplayers - activerealplayers), maxclients - realplayers);
2822 bots_would_leave = TRUE;
2826 // if there are no players, remove bots
2830 bot_ignore_bots = cvar("bot_ignore_bots");
2832 // only add one bot per frame to avoid utter chaos
2833 if(time > botframe_nextthink)
2835 //dprint(ftos(bots), " ? ", ftos(currentbots), "\n");
2836 while (currentbots < bots)
2838 if (bot_spawn() == world)
2840 bprint("Can not add bot, server full.\n");
2841 botframe_nextthink = time + 10;
2845 while (currentbots > bots)
2849 if(botframe_spawnedwaypoints)
2851 if(cvar("waypoint_benchmark"))
2855 if (currentbots > 0 || cvar("g_waypointeditor"))
2856 if (botframe_spawnedwaypoints)
2858 if(botframe_cachedwaypointlinks)
2860 if(!botframe_loadedforcedlinks)
2861 waypoint_load_links_hardwired();
2865 // TODO: Make this check cleaner
2866 local entity w = findchain(classname, "waypoint");
2867 if(time - w.nextthink > 10)
2868 waypoint_save_links();
2873 botframe_spawnedwaypoints = TRUE;
2875 if(!waypoint_load_links())
2876 waypoint_schedulerelinkall();
2881 // cycle the goal token from one bot to the next each frame
2882 // (this prevents them from all doing spawnfunc_waypoint searches on the same
2883 // frame, which causes choppy framerates)
2884 if (bot_strategytoken_taken)
2886 bot_strategytoken_taken = FALSE;
2887 if (bot_strategytoken)
2888 bot_strategytoken = bot_strategytoken.nextbot;
2889 if (!bot_strategytoken)
2890 bot_strategytoken = bot_list;
2893 if (botframe_nextdangertime < time)
2895 local float interval;
2896 interval = cvar("bot_ai_dangerdetectioninterval");
2897 if (botframe_nextdangertime < time - interval * 1.5)
2898 botframe_nextdangertime = time;
2899 botframe_nextdangertime = botframe_nextdangertime + interval;
2900 botframe_updatedangerousobjects(cvar("bot_ai_dangerdetectionupdates"));
2904 if (cvar("g_waypointeditor"))
2905 botframe_showwaypointlinks();
2907 if(time > bot_cvar_nextthink)
2910 bot_custom_weapon_priority_setup();
2911 bot_cvar_nextthink = time + 5;
2915 FTEQCC_YOU_SUCK_THIS_IS_NOT_UNREFERENCED(lag_time);
2916 FTEQCC_YOU_SUCK_THIS_IS_NOT_UNREFERENCED(lag_float1);
2917 FTEQCC_YOU_SUCK_THIS_IS_NOT_UNREFERENCED(lag_float2);
2918 FTEQCC_YOU_SUCK_THIS_IS_NOT_UNREFERENCED(lag_vec1);
2919 FTEQCC_YOU_SUCK_THIS_IS_NOT_UNREFERENCED(lag_vec2);
2920 FTEQCC_YOU_SUCK_THIS_IS_NOT_UNREFERENCED(lag_vec3);
2921 FTEQCC_YOU_SUCK_THIS_IS_NOT_UNREFERENCED(lag_vec4);
2922 FTEQCC_YOU_SUCK_THIS_IS_NOT_UNREFERENCED(lag_entity1);
2923 FTEQCC_YOU_SUCK_THIS_IS_NOT_UNREFERENCED(wlink);
2924 FTEQCC_YOU_SUCK_THIS_IS_NOT_UNREFERENCED(wpmincost);
2925 FTEQCC_YOU_SUCK_THIS_IS_NOT_UNREFERENCED(goalstack);