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/abism ahead
6 float AI_STATUS_BAD_JUMPPAD = 16; // Trying to get out of a "vertical" jump pad
8 .string netname_freeme;
9 // rough simulation of walking from one point to another to test if a path
10 // can be traveled, used by havocbot
13 float navigation_testtracewalk;
14 float tracewalk(entity e, vector start, vector m1, vector m2, vector end, float movemode)
20 local float totaldist;
23 local float ignorehazards;
24 if (navigation_testtracewalk)
26 if (navigation_testtracewalk > 1)
27 dprint("tracewalk: ");
29 //te_knightspike(end);
30 //te_lightning2(world, start, end);
35 dist = totaldist = vlen(move);
36 dir = normalize(move);
38 ignorehazards = FALSE;
39 //self.angles = vectoangles(dir);
40 traceline(start, start, MOVE_NORMAL, e);
41 if (trace_dpstartcontents & (DPCONTENTS_SLIME | DPCONTENTS_LAVA))
43 tracebox(start, m1, m2, start, MOVE_NOMONSTERS, e);
47 if (navigation_testtracewalk)
49 if (navigation_testtracewalk > 1)
50 dprint("bad-start\n");
51 te_knightspike(start);
59 if (boxesoverlap(end, end, org + m1 + '-1 -1 -1', org + m2 + '1 1 1'))
61 if (navigation_testtracewalk)
63 if (navigation_testtracewalk > 1)
72 if (navigation_testtracewalk)
76 particle(org, '0 0 0', 104, 8);
80 dist = dist - stepdist;
81 traceline(org, org, MOVE_NORMAL, e);
84 if (trace_dpstartcontents & (DPCONTENTS_SLIME | DPCONTENTS_LAVA))
86 if (navigation_testtracewalk)
88 if (navigation_testtracewalk > 1)
92 // hazards blocking path
96 if (trace_dpstartcontents & DPCONTENTS_LIQUIDSMASK)
98 move = normalize(end - org);
99 tracebox(org, m1, m2, org + move * stepdist, movemode, e);
100 if (trace_fraction < 1)
102 if (navigation_testtracewalk)
104 if (navigation_testtracewalk > 1)
105 dprint("swimming-hit-something\n");
106 //particle(org, move * 64, 104, 4);
116 move = dir * stepdist + org;
117 tracebox(org, m1, m2, move, movemode, e);
118 if (trace_fraction < 1)
120 tracebox(org + stepheightvec, m1, m2, move + stepheightvec, movemode, e);
121 if (trace_fraction < 1 || trace_startsolid)
123 if (navigation_testtracewalk)
125 if (navigation_testtracewalk > 1)
126 dprint("hit-something\n");
127 //move = normalize(end - org);
128 //particle(org, move * 64, 104, 4);
136 // trace down from stepheight as far as possible and move there,
137 // if this starts in solid we try again without the stepup, and
138 // if that also fails we assume it is a wall
139 // (this is the same logic as the Quake walkmove function used)
140 tracebox(move, m1, m2, move + '0 0 -65536', movemode, e);
142 if (trace_startsolid)
144 tracebox(move, m1, m2, move + '0 0 -65536', FALSE, e);
145 if (trace_startsolid)
147 if (navigation_testtracewalk)
149 if (navigation_testtracewalk > 1)
150 dprint("hit-something\n");
151 //move = normalize(end - org);
152 //particle(org, move * 64, 104, 4);
160 // moved successfully
161 if (navigation_testtracewalk > 1)
166 if (navigation_testtracewalk)
168 if (navigation_testtracewalk > 1)
169 dprint("wrong-place\n");
173 // moved but didn't arrive at the intended destination
178 // grenade tracing to decide the best pitch to fire at
181 entity tracetossfaketarget;
183 // traces multiple trajectories to find one that will impact the target
184 // 'end' vector is the place it aims for,
185 // returns TRUE only if it hit targ (don't target non-solid entities)
186 vector findtrajectory_velocity;
187 float findtrajectorywithleading(vector org, vector m1, vector m2, entity targ, float shotspeed, float shotspeedupward, float maxtime, float shotdelay, entity ignore)
189 local float c, savesolid, shottime;
190 local vector dir, end, v;
192 return FALSE; // could cause division by zero if calculated
193 if (targ.solid < SOLID_BBOX) // SOLID_NOT and SOLID_TRIGGER
194 return FALSE; // could never hit it
196 tracetossent = spawn();
197 tracetossent.owner = ignore;
198 setsize(tracetossent, m1, m2);
199 savesolid = targ.solid;
200 targ.solid = SOLID_NOT;
201 shottime = ((vlen(targ.origin - org) / shotspeed) + shotdelay);
202 v = targ.velocity * shottime + targ.origin;
203 tracebox(targ.origin, targ.mins, targ.maxs, v, FALSE, targ);
205 end = v + (targ.mins + targ.maxs) * 0.5;
206 if ((vlen(end - org) / shotspeed + 0.2) > maxtime)
209 targ.solid = savesolid;
213 if (!tracetossfaketarget)
214 tracetossfaketarget = spawn();
215 tracetossfaketarget.solid = savesolid;
216 tracetossfaketarget.movetype = targ.movetype;
217 setmodel(tracetossfaketarget, targ.model); // no low precision
218 tracetossfaketarget.model = targ.model;
219 tracetossfaketarget.modelindex = targ.modelindex;
220 setsize(tracetossfaketarget, targ.mins, targ.maxs);
221 setorigin(tracetossfaketarget, v);
224 dir = normalize(end - org);
225 while (c < 10) // 10 traces
227 setorigin(tracetossent, org); // reset
228 tracetossent.velocity = findtrajectory_velocity = normalize(dir) * shotspeed + shotspeedupward * '0 0 1';
229 tracetoss(tracetossent, ignore); // love builtin functions...
230 if (trace_ent == tracetossfaketarget) // done
232 targ.solid = savesolid;
235 tracetossfaketarget.solid = SOLID_NOT;
236 tracetossfaketarget.movetype = MOVETYPE_NONE;
237 tracetossfaketarget.model = "";
238 tracetossfaketarget.modelindex = 0;
239 // relink to remove it from physics considerations
240 setorigin(tracetossfaketarget, v);
244 dir_z = dir_z + 0.1; // aim up a little more
247 targ.solid = savesolid;
250 tracetossfaketarget.solid = SOLID_NOT;
251 tracetossfaketarget.movetype = MOVETYPE_NONE;
252 tracetossfaketarget.model = "";
253 tracetossfaketarget.modelindex = 0;
254 // relink to remove it from physics considerations
255 setorigin(tracetossfaketarget, v);
257 // leave a valid one even if it won't reach
258 findtrajectory_velocity = normalize(end - org) * shotspeed + shotspeedupward * '0 0 1';
266 .void(float t, float f1, float f2, entity e1, vector v1, vector v2, vector v3, vector v4) lag_func;
268 // upto 5 queued messages
272 .entity lag1_entity1;
281 .entity lag2_entity1;
290 .entity lag3_entity1;
299 .entity lag4_entity1;
308 .entity lag5_entity1;
316 if (self.lag1_time) if (time > self.lag1_time) {self.lag_func(self.lag1_time, self.lag1_float1, self.lag1_float2, self.lag1_entity1, self.lag1_vec1, self.lag1_vec2, self.lag1_vec3, self.lag1_vec4);self.lag1_time = 0;}
317 if (self.lag2_time) if (time > self.lag2_time) {self.lag_func(self.lag2_time, self.lag2_float1, self.lag2_float2, self.lag2_entity1, self.lag2_vec1, self.lag2_vec2, self.lag2_vec3, self.lag2_vec4);self.lag2_time = 0;}
318 if (self.lag3_time) if (time > self.lag3_time) {self.lag_func(self.lag3_time, self.lag3_float1, self.lag3_float2, self.lag3_entity1, self.lag3_vec1, self.lag3_vec2, self.lag3_vec3, self.lag3_vec4);self.lag3_time = 0;}
319 if (self.lag4_time) if (time > self.lag4_time) {self.lag_func(self.lag4_time, self.lag4_float1, self.lag4_float2, self.lag4_entity1, self.lag4_vec1, self.lag4_vec2, self.lag4_vec3, self.lag4_vec4);self.lag4_time = 0;}
320 if (self.lag5_time) if (time > self.lag5_time) {self.lag_func(self.lag5_time, self.lag5_float1, self.lag5_float2, self.lag5_entity1, self.lag5_vec1, self.lag5_vec2, self.lag5_vec3, self.lag5_vec4);self.lag5_time = 0;}
323 float lag_additem(float t, float f1, float f2, entity e1, vector v1, vector v2, vector v3, vector v4)
325 if (self.lag1_time == 0) {self.lag1_time = t;self.lag1_float1 = f1;self.lag1_float2 = f2;self.lag1_entity1 = e1;self.lag1_vec1 = v1;self.lag1_vec2 = v2;self.lag1_vec3 = v3;self.lag1_vec4 = v4;return TRUE;}
326 if (self.lag2_time == 0) {self.lag2_time = t;self.lag2_float1 = f1;self.lag2_float2 = f2;self.lag2_entity1 = e1;self.lag2_vec1 = v1;self.lag2_vec2 = v2;self.lag2_vec3 = v3;self.lag2_vec4 = v4;return TRUE;}
327 if (self.lag3_time == 0) {self.lag3_time = t;self.lag3_float1 = f1;self.lag3_float2 = f2;self.lag3_entity1 = e1;self.lag3_vec1 = v1;self.lag3_vec2 = v2;self.lag3_vec3 = v3;self.lag3_vec4 = v4;return TRUE;}
328 if (self.lag4_time == 0) {self.lag4_time = t;self.lag4_float1 = f1;self.lag4_float2 = f2;self.lag4_entity1 = e1;self.lag4_vec1 = v1;self.lag4_vec2 = v2;self.lag4_vec3 = v3;self.lag4_vec4 = v4;return TRUE;}
329 if (self.lag5_time == 0) {self.lag5_time = t;self.lag5_float1 = f1;self.lag5_float2 = f2;self.lag5_entity1 = e1;self.lag5_vec1 = v1;self.lag5_vec2 = v2;self.lag5_vec3 = v3;self.lag5_vec4 = v4;return TRUE;}
330 // no room for it (what is the best thing to do here??)
335 // Random skill system
336 .float bot_thinkskill;
337 .float bot_mouseskill;
338 .float bot_predictionskill;
339 .float bot_offsetskill;
342 // spawnfunc_waypoint navigation system
344 // itemscore = (howmuchmoreIwant / howmuchIcanwant) / itemdistance
345 // waypointscore = 0.7 / waypointdistance
347 .entity wp00, wp01, wp02, wp03, wp04, wp05, wp06, wp07;
348 .entity wp08, wp09, wp10, wp11, wp12, wp13, wp14, wp15;
349 .entity wp16, wp17, wp18, wp19, wp20, wp21, wp22, wp23, wp24, wp25, wp26, wp27, wp28, wp29, wp30, wp31;
350 .float wp00mincost, wp01mincost, wp02mincost, wp03mincost, wp04mincost, wp05mincost, wp06mincost, wp07mincost;
351 .float wp08mincost, wp09mincost, wp10mincost, wp11mincost, wp12mincost, wp13mincost, wp14mincost, wp15mincost;
352 .float wp16mincost, wp17mincost, wp18mincost, wp19mincost, wp20mincost, wp21mincost, wp22mincost, wp23mincost, wp24mincost, wp25mincost, wp26mincost, wp27mincost, wp28mincost, wp29mincost, wp30mincost, wp31mincost;
353 .float wpfire, wpcost, wpconsidered;
356 .vector wpnearestpoint;
358 // stack of current goals (the last one of which may be an item or other
359 // desirable object, the rest are typically waypoints to reach it)
360 .entity goalcurrent, goalstack01, goalstack02, goalstack03;
361 .entity goalstack04, goalstack05, goalstack06, goalstack07;
362 .entity goalstack08, goalstack09, goalstack10, goalstack11;
363 .entity goalstack12, goalstack13, goalstack14, goalstack15;
364 .entity goalstack16, goalstack17, goalstack18, goalstack19;
365 .entity goalstack20, goalstack21, goalstack22, goalstack23;
366 .entity goalstack24, goalstack25, goalstack26, goalstack27;
367 .entity goalstack28, goalstack29, goalstack30, goalstack31;
369 .entity nearestwaypoint;
370 .float nearestwaypointtimeout;
372 // used during navigation_goalrating_begin/end sessions
373 float navigation_bestrating;
374 entity navigation_bestgoal;
375 entity navigation_alternativegoal;
376 .entity alternativegoal;
381 /////////////////////////////////////////////////////////////////////////////
382 // spawnfunc_waypoint management
383 /////////////////////////////////////////////////////////////////////////////
385 // waypoints with this flag are not saved, they are automatically generated
386 // waypoints like jump pads, teleporters, and items
387 float WAYPOINTFLAG_GENERATED = 8388608;
388 float WAYPOINTFLAG_ITEM = 4194304;
389 float WAYPOINTFLAG_TELEPORT = 2097152;
390 float WAYPOINTFLAG_NORELINK = 1048576;
392 // add a new link to the spawnfunc_waypoint, replacing the furthest link it already has
393 void waypoint_addlink(entity from, entity to)
399 if (from.wpflags & WAYPOINTFLAG_NORELINK)
402 if (from.wp00 == to) return;if (from.wp01 == to) return;if (from.wp02 == to) return;if (from.wp03 == to) return;
403 if (from.wp04 == to) return;if (from.wp05 == to) return;if (from.wp06 == to) return;if (from.wp07 == to) return;
404 if (from.wp08 == to) return;if (from.wp09 == to) return;if (from.wp10 == to) return;if (from.wp11 == to) return;
405 if (from.wp12 == to) return;if (from.wp13 == to) return;if (from.wp14 == to) return;if (from.wp15 == to) return;
406 if (from.wp16 == to) return;if (from.wp17 == to) return;if (from.wp18 == to) return;if (from.wp19 == to) return;
407 if (from.wp20 == to) return;if (from.wp21 == to) return;if (from.wp22 == to) return;if (from.wp23 == to) return;
408 if (from.wp24 == to) return;if (from.wp25 == to) return;if (from.wp26 == to) return;if (from.wp27 == to) return;
409 if (from.wp28 == to) return;if (from.wp29 == to) return;if (from.wp30 == to) return;if (from.wp31 == to) return;
411 if (to.wpisbox || from.wpisbox)
413 // if either is a box we have to find the nearest points on them to
414 // calculate the distance properly
415 local vector v1, v2, m1, m2;
419 v1_x = bound(m1_x, v1_x, m2_x);
420 v1_y = bound(m1_y, v1_y, m2_y);
421 v1_z = bound(m1_z, v1_z, m2_z);
425 v2_x = bound(m1_x, v2_x, m2_x);
426 v2_y = bound(m1_y, v2_y, m2_y);
427 v2_z = bound(m1_z, v2_z, m2_z);
432 c = vlen(to.origin - from.origin);
434 if (from.wp31mincost < c) return;
435 if (from.wp30mincost < c) {from.wp31 = to;from.wp31mincost = c;return;} from.wp31 = from.wp30;from.wp31mincost = from.wp30mincost;
436 if (from.wp29mincost < c) {from.wp30 = to;from.wp30mincost = c;return;} from.wp30 = from.wp29;from.wp30mincost = from.wp29mincost;
437 if (from.wp28mincost < c) {from.wp29 = to;from.wp29mincost = c;return;} from.wp29 = from.wp28;from.wp29mincost = from.wp28mincost;
438 if (from.wp27mincost < c) {from.wp28 = to;from.wp28mincost = c;return;} from.wp28 = from.wp27;from.wp28mincost = from.wp27mincost;
439 if (from.wp26mincost < c) {from.wp27 = to;from.wp27mincost = c;return;} from.wp27 = from.wp26;from.wp27mincost = from.wp26mincost;
440 if (from.wp25mincost < c) {from.wp26 = to;from.wp26mincost = c;return;} from.wp26 = from.wp25;from.wp26mincost = from.wp25mincost;
441 if (from.wp24mincost < c) {from.wp25 = to;from.wp25mincost = c;return;} from.wp25 = from.wp24;from.wp25mincost = from.wp24mincost;
442 if (from.wp23mincost < c) {from.wp24 = to;from.wp24mincost = c;return;} from.wp24 = from.wp23;from.wp24mincost = from.wp23mincost;
443 if (from.wp22mincost < c) {from.wp23 = to;from.wp23mincost = c;return;} from.wp23 = from.wp22;from.wp23mincost = from.wp22mincost;
444 if (from.wp21mincost < c) {from.wp22 = to;from.wp22mincost = c;return;} from.wp22 = from.wp21;from.wp22mincost = from.wp21mincost;
445 if (from.wp20mincost < c) {from.wp21 = to;from.wp21mincost = c;return;} from.wp21 = from.wp20;from.wp21mincost = from.wp20mincost;
446 if (from.wp19mincost < c) {from.wp20 = to;from.wp20mincost = c;return;} from.wp20 = from.wp19;from.wp20mincost = from.wp19mincost;
447 if (from.wp18mincost < c) {from.wp19 = to;from.wp19mincost = c;return;} from.wp19 = from.wp18;from.wp19mincost = from.wp18mincost;
448 if (from.wp17mincost < c) {from.wp18 = to;from.wp18mincost = c;return;} from.wp18 = from.wp17;from.wp18mincost = from.wp17mincost;
449 if (from.wp16mincost < c) {from.wp17 = to;from.wp17mincost = c;return;} from.wp17 = from.wp16;from.wp17mincost = from.wp16mincost;
450 if (from.wp15mincost < c) {from.wp16 = to;from.wp16mincost = c;return;} from.wp16 = from.wp15;from.wp16mincost = from.wp15mincost;
451 if (from.wp14mincost < c) {from.wp15 = to;from.wp15mincost = c;return;} from.wp15 = from.wp14;from.wp15mincost = from.wp14mincost;
452 if (from.wp13mincost < c) {from.wp14 = to;from.wp14mincost = c;return;} from.wp14 = from.wp13;from.wp14mincost = from.wp13mincost;
453 if (from.wp12mincost < c) {from.wp13 = to;from.wp13mincost = c;return;} from.wp13 = from.wp12;from.wp13mincost = from.wp12mincost;
454 if (from.wp11mincost < c) {from.wp12 = to;from.wp12mincost = c;return;} from.wp12 = from.wp11;from.wp12mincost = from.wp11mincost;
455 if (from.wp10mincost < c) {from.wp11 = to;from.wp11mincost = c;return;} from.wp11 = from.wp10;from.wp11mincost = from.wp10mincost;
456 if (from.wp09mincost < c) {from.wp10 = to;from.wp10mincost = c;return;} from.wp10 = from.wp09;from.wp10mincost = from.wp09mincost;
457 if (from.wp08mincost < c) {from.wp09 = to;from.wp09mincost = c;return;} from.wp09 = from.wp08;from.wp09mincost = from.wp08mincost;
458 if (from.wp07mincost < c) {from.wp08 = to;from.wp08mincost = c;return;} from.wp08 = from.wp07;from.wp08mincost = from.wp07mincost;
459 if (from.wp06mincost < c) {from.wp07 = to;from.wp07mincost = c;return;} from.wp07 = from.wp06;from.wp07mincost = from.wp06mincost;
460 if (from.wp05mincost < c) {from.wp06 = to;from.wp06mincost = c;return;} from.wp06 = from.wp05;from.wp06mincost = from.wp05mincost;
461 if (from.wp04mincost < c) {from.wp05 = to;from.wp05mincost = c;return;} from.wp05 = from.wp04;from.wp05mincost = from.wp04mincost;
462 if (from.wp03mincost < c) {from.wp04 = to;from.wp04mincost = c;return;} from.wp04 = from.wp03;from.wp04mincost = from.wp03mincost;
463 if (from.wp02mincost < c) {from.wp03 = to;from.wp03mincost = c;return;} from.wp03 = from.wp02;from.wp03mincost = from.wp02mincost;
464 if (from.wp01mincost < c) {from.wp02 = to;from.wp02mincost = c;return;} from.wp02 = from.wp01;from.wp02mincost = from.wp01mincost;
465 if (from.wp00mincost < c) {from.wp01 = to;from.wp01mincost = c;return;} from.wp01 = from.wp00;from.wp01mincost = from.wp00mincost;
466 from.wp00 = to;from.wp00mincost = c;return;
469 // relink this spawnfunc_waypoint
470 // (precompile a list of all reachable waypoints from this spawnfunc_waypoint)
472 void waypoint_think()
475 local vector sv, sm1, sm2, ev, em1, em2, dv;
476 //dprint("waypoint_think wpisbox = ", ftos(self.wpisbox), "\n");
477 sm1 = self.origin + self.mins;
478 sm2 = self.origin + self.maxs;
479 e = find(world, classname, "waypoint");
480 stepheightvec = cvar("sv_stepheight") * '0 0 1';
483 if (boxesoverlap(self.absmin, self.absmax, e.absmin, e.absmax))
485 waypoint_addlink(self, e);
486 waypoint_addlink(e, self);
491 sv_x = bound(sm1_x, sv_x, sm2_x);
492 sv_y = bound(sm1_y, sv_y, sm2_y);
493 sv_z = bound(sm1_z, sv_z, sm2_z);
495 em1 = e.origin + e.mins;
496 em2 = e.origin + e.maxs;
497 ev_x = bound(em1_x, ev_x, em2_x);
498 ev_y = bound(em1_y, ev_y, em2_y);
499 ev_z = bound(em1_z, ev_z, em2_z);
502 if (vlen(dv) < 1050) // max search distance in XY
504 navigation_testtracewalk = 0;
507 tracebox(sv - PL_MIN_z * '0 0 1', PL_MIN, PL_MAX, sv, FALSE, self);
508 if (!trace_startsolid)
510 //dprint("sv deviation", vtos(trace_endpos - sv), "\n");
511 sv = trace_endpos + '0 0 1';
516 tracebox(ev - PL_MIN_z * '0 0 1', PL_MIN, PL_MAX, ev, FALSE, e);
517 if (!trace_startsolid)
519 //dprint("ev deviation", vtos(trace_endpos - ev), "\n");
520 ev = trace_endpos + '0 0 1';
523 //traceline(self.origin, e.origin, FALSE, world);
524 //if (trace_fraction == 1)
526 if (tracewalk(self, sv, PL_MIN, PL_MAX, ev, MOVE_NOMONSTERS))
527 waypoint_addlink(self, e);
529 if (tracewalk(e, ev, PL_MIN, PL_MAX, sv, MOVE_NOMONSTERS))
530 waypoint_addlink(e, self);
533 e = find(e, classname, "waypoint");
535 navigation_testtracewalk = 0;
538 void waypoint_clearlinks(entity wp)
540 // clear links to other waypoints
543 wp.wp00 = wp.wp01 = wp.wp02 = wp.wp03 = wp.wp04 = wp.wp05 = wp.wp06 = wp.wp07 = world;wp.wp00mincost = wp.wp01mincost = wp.wp02mincost = wp.wp03mincost = wp.wp04mincost = wp.wp05mincost = wp.wp06mincost = wp.wp07mincost = f;
544 wp.wp08 = wp.wp09 = wp.wp10 = wp.wp11 = wp.wp12 = wp.wp13 = wp.wp14 = wp.wp15 = world;wp.wp08mincost = wp.wp09mincost = wp.wp10mincost = wp.wp11mincost = wp.wp12mincost = wp.wp13mincost = wp.wp14mincost = wp.wp15mincost = f;
545 wp.wp16 = wp.wp17 = wp.wp18 = wp.wp19 = wp.wp20 = wp.wp21 = wp.wp22 = wp.wp23 = world;wp.wp16mincost = wp.wp17mincost = wp.wp18mincost = wp.wp19mincost = wp.wp20mincost = wp.wp21mincost = wp.wp22mincost = wp.wp23mincost = f;
546 wp.wp24 = wp.wp25 = wp.wp26 = wp.wp27 = wp.wp28 = wp.wp29 = wp.wp30 = wp.wp31 = world;wp.wp24mincost = wp.wp25mincost = wp.wp26mincost = wp.wp27mincost = wp.wp28mincost = wp.wp29mincost = wp.wp30mincost = wp.wp31mincost = f;
549 // tell a spawnfunc_waypoint to relink
550 void waypoint_schedulerelink(entity wp)
554 // TODO: add some sort of visible box in edit mode for box waypoints
555 if (cvar("g_waypointeditor"))
560 setmodel(wp, "models/runematch/rune.mdl"); wp.effects = EF_LOWPRECISION;
562 if (wp.wpflags & WAYPOINTFLAG_ITEM)
563 wp.colormod = '1 0 0';
564 else if (wp.wpflags & WAYPOINTFLAG_GENERATED)
565 wp.colormod = '1 1 0';
567 wp.colormod = '1 1 1';
571 wp.wpisbox = vlen(wp.size) > 0;
574 if (!(wp.wpflags & WAYPOINTFLAG_NORELINK))
575 waypoint_clearlinks(wp);
576 // schedule an actual relink on next frame
577 wp.think = waypoint_think;
579 wp.effects = EF_LOWPRECISION;
582 // create a new spawnfunc_waypoint and automatically link it to other waypoints, and link
583 // them back to it as well
584 // (suitable for spawnfunc_waypoint editor)
585 entity waypoint_spawn(vector m1, vector m2, float f)
589 w = find(world, classname, "waypoint");
592 // if a matching spawnfunc_waypoint already exists, don't add a duplicate
593 if (boxesoverlap(m1, m2, w.absmin, w.absmax))
595 w = find(w, classname, "waypoint");
598 w.classname = "waypoint";
600 setorigin(w, (m1 + m2) * 0.5);
601 setsize(w, m1 - w.origin, m2 - w.origin);
602 if (vlen(w.size) > 0)
605 if(!(f & WAYPOINTFLAG_GENERATED))
608 traceline(w.origin + '0 0 1', w.origin + PL_MIN_z * '0 0 1' - '0 0 1', MOVE_NOMONSTERS, w);
609 if (trace_fraction < 1)
610 setorigin(w, trace_endpos - PL_MIN_z * '0 0 1');
612 // check if the start position is stuck
613 tracebox(w.origin, PL_MIN + '-1 -1 -1', PL_MAX + '1 1 1', w.origin, MOVE_NOMONSTERS, w);
614 if (trace_startsolid)
616 org = w.origin + '0 0 26';
617 tracebox(org, PL_MIN, PL_MAX, w.origin, MOVE_WORLDONLY, w);
620 org = w.origin + '2 2 2';
621 tracebox(org, PL_MIN, PL_MAX, w.origin, MOVE_WORLDONLY, w);
624 org = w.origin + '-2 -2 2';
625 tracebox(org, PL_MIN, PL_MAX, w.origin, MOVE_WORLDONLY, w);
628 org = w.origin + '-2 2 2';
629 tracebox(org, PL_MIN, PL_MAX, w.origin, MOVE_WORLDONLY, w);
632 org = w.origin + '2 -2 2';
633 tracebox(org, PL_MIN, PL_MAX, w.origin, MOVE_WORLDONLY, w);
636 // this WP is in solid, refuse it
637 dprint("Killed a waypoint that was stuck in solid at ", vtos(org), "\n");
645 setorigin(w, org * 0.05 + trace_endpos * 0.95); // don't trust the trace fully
648 tracebox(w.origin, PL_MIN, PL_MAX, w.origin - '0 0 128', MOVE_WORLDONLY, w);
651 dprint("Killed a waypoint that was stuck in solid ", vtos(w.origin), "\n");
657 if(trace_fraction == 1)
659 dprint("Killed a waypoint that was stuck in air at ", vtos(w.origin), "\n");
663 trace_endpos_z += 0.1; // don't trust the trace fully
664 // dprint("Moved waypoint at ", vtos(w.origin), " by ", ftos(vlen(w.origin - trace_endpos)));
665 // dprint(" direction: ", vtos((trace_endpos - w.origin)), "\n");
666 setorigin(w, trace_endpos);
670 waypoint_clearlinks(w);
671 //waypoint_schedulerelink(w);
675 // spawnfunc_waypoint map entity
676 void spawnfunc_waypoint()
678 setorigin(self, self.origin);
679 // schedule a relink after other waypoints have had a chance to spawn
680 waypoint_clearlinks(self);
681 //waypoint_schedulerelink(self);
684 // remove a spawnfunc_waypoint, and schedule all neighbors to relink
685 void waypoint_remove(entity e)
687 // tell all linked waypoints that they need to relink
688 waypoint_schedulerelink(e.wp00);
689 waypoint_schedulerelink(e.wp01);
690 waypoint_schedulerelink(e.wp02);
691 waypoint_schedulerelink(e.wp03);
692 waypoint_schedulerelink(e.wp04);
693 waypoint_schedulerelink(e.wp05);
694 waypoint_schedulerelink(e.wp06);
695 waypoint_schedulerelink(e.wp07);
696 waypoint_schedulerelink(e.wp08);
697 waypoint_schedulerelink(e.wp09);
698 waypoint_schedulerelink(e.wp10);
699 waypoint_schedulerelink(e.wp11);
700 waypoint_schedulerelink(e.wp12);
701 waypoint_schedulerelink(e.wp13);
702 waypoint_schedulerelink(e.wp14);
703 waypoint_schedulerelink(e.wp15);
704 waypoint_schedulerelink(e.wp16);
705 waypoint_schedulerelink(e.wp17);
706 waypoint_schedulerelink(e.wp18);
707 waypoint_schedulerelink(e.wp19);
708 waypoint_schedulerelink(e.wp20);
709 waypoint_schedulerelink(e.wp21);
710 waypoint_schedulerelink(e.wp22);
711 waypoint_schedulerelink(e.wp23);
712 waypoint_schedulerelink(e.wp24);
713 waypoint_schedulerelink(e.wp25);
714 waypoint_schedulerelink(e.wp26);
715 waypoint_schedulerelink(e.wp27);
716 waypoint_schedulerelink(e.wp28);
717 waypoint_schedulerelink(e.wp29);
718 waypoint_schedulerelink(e.wp30);
719 waypoint_schedulerelink(e.wp31);
720 // and now remove the spawnfunc_waypoint
724 // empties the map of waypoints
725 void waypoint_removeall()
727 local entity head, next;
728 head = findchain(classname, "waypoint");
737 // tell all waypoints to relink
738 // (is this useful at all?)
739 void waypoint_schedulerelinkall()
742 head = findchain(classname, "waypoint");
745 waypoint_schedulerelink(head);
750 // save waypoints to gamedir/data/maps/mapname.waypoints
751 // TODO: support saving wayboxes
752 void waypoint_saveall()
754 local string filename, s;
757 filename = strcat("maps/", mapname);
758 filename = strcat(filename, ".waypoints");
759 file = fopen(filename, FILE_WRITE);
763 w = findchain(classname, "waypoint");
766 if (!(w.wpflags & WAYPOINTFLAG_GENERATED))
768 s = strcat(vtos(w.origin + w.mins), "\n");
769 s = strcat(s, vtos(w.origin + w.maxs));
771 s = strcat(s, ftos(w.wpflags));
781 bprint(" waypoints to maps/");
783 bprint(".waypoints\n");
787 bprint("waypoint save to ");
793 // load waypoints from file
794 float waypoint_loadall()
796 local string filename, s;
797 local float file, cwp, cwb, fl;
801 filename = strcat("maps/", mapname);
802 filename = strcat(filename, ".waypoints");
803 file = fopen(filename, FILE_READ);
820 waypoint_spawn(m1, m2, fl);
829 dprint(" waypoints and ");
831 dprint(" wayboxes from maps/");
833 dprint(".waypoints\n");
837 dprint("waypoint load from ");
844 void waypoint_spawnforitem(entity e)
849 if(!bot_waypoints_for_items)
852 org = e.origin + (e.mins + e.maxs) * 0.5;
853 org_z = e.origin_z + e.mins_z - PL_MIN_z + 1;
854 e.nearestwaypointtimeout = time + 1000000000;
855 // don't spawn an item spawnfunc_waypoint if it already exists
856 w = findchain(classname, "waypoint");
861 if (boxesoverlap(org, org, w.absmin, w.absmax))
863 e.nearestwaypoint = w;
869 if (vlen(w.origin - org) < 16)
871 e.nearestwaypoint = w;
877 e.nearestwaypoint = waypoint_spawn(org, org, WAYPOINTFLAG_GENERATED | WAYPOINTFLAG_ITEM);
880 void waypoint_spawnforteleporter(entity e, vector destination, float timetaken)
884 w = waypoint_spawn(e.absmin, e.absmax, WAYPOINTFLAG_GENERATED | WAYPOINTFLAG_TELEPORT | WAYPOINTFLAG_NORELINK);
885 dw = waypoint_spawn(destination, destination, WAYPOINTFLAG_GENERATED);
886 // one way link to the destination
888 w.wp00mincost = timetaken; // this is just for jump pads
889 // the teleporter's nearest spawnfunc_waypoint is this one
890 // (teleporters are not goals, so this is probably useless)
891 e.nearestwaypoint = w;
892 e.nearestwaypointtimeout = time + 1000000000;
899 /////////////////////////////////////////////////////////////////////////////
901 /////////////////////////////////////////////////////////////////////////////
903 // completely empty the goal stack, used when deciding where to go
904 void navigation_clearroute()
906 self.goalcurrent = world;
907 self.goalstack01 = world;
908 self.goalstack02 = world;
909 self.goalstack03 = world;
910 self.goalstack04 = world;
911 self.goalstack05 = world;
912 self.goalstack06 = world;
913 self.goalstack07 = world;
914 self.goalstack08 = world;
915 self.goalstack09 = world;
916 self.goalstack10 = world;
917 self.goalstack11 = world;
918 self.goalstack12 = world;
919 self.goalstack13 = world;
920 self.goalstack14 = world;
921 self.goalstack15 = world;
922 self.goalstack16 = world;
923 self.goalstack17 = world;
924 self.goalstack18 = world;
925 self.goalstack19 = world;
926 self.goalstack20 = world;
927 self.goalstack21 = world;
928 self.goalstack22 = world;
929 self.goalstack23 = world;
930 self.goalstack24 = world;
931 self.goalstack25 = world;
932 self.goalstack26 = world;
933 self.goalstack27 = world;
934 self.goalstack28 = world;
935 self.goalstack29 = world;
936 self.goalstack30 = world;
937 self.goalstack31 = world;
940 // add a new goal at the beginning of the stack
941 // (in other words: add a new prerequisite before going to the later goals)
942 void navigation_pushroute(entity e)
944 self.goalstack31 = self.goalstack30;
945 self.goalstack30 = self.goalstack29;
946 self.goalstack29 = self.goalstack28;
947 self.goalstack28 = self.goalstack27;
948 self.goalstack27 = self.goalstack26;
949 self.goalstack26 = self.goalstack25;
950 self.goalstack25 = self.goalstack24;
951 self.goalstack24 = self.goalstack23;
952 self.goalstack23 = self.goalstack22;
953 self.goalstack22 = self.goalstack21;
954 self.goalstack21 = self.goalstack20;
955 self.goalstack20 = self.goalstack19;
956 self.goalstack19 = self.goalstack18;
957 self.goalstack18 = self.goalstack17;
958 self.goalstack17 = self.goalstack16;
959 self.goalstack16 = self.goalstack15;
960 self.goalstack15 = self.goalstack14;
961 self.goalstack14 = self.goalstack13;
962 self.goalstack13 = self.goalstack12;
963 self.goalstack12 = self.goalstack11;
964 self.goalstack11 = self.goalstack10;
965 self.goalstack10 = self.goalstack09;
966 self.goalstack09 = self.goalstack08;
967 self.goalstack08 = self.goalstack07;
968 self.goalstack07 = self.goalstack06;
969 self.goalstack06 = self.goalstack05;
970 self.goalstack05 = self.goalstack04;
971 self.goalstack04 = self.goalstack03;
972 self.goalstack03 = self.goalstack02;
973 self.goalstack02 = self.goalstack01;
974 self.goalstack01 = self.goalcurrent;
975 self.goalcurrent = e;
978 // remove first goal from stack
979 // (in other words: remove a prerequisite for reaching the later goals)
980 // (used when a spawnfunc_waypoint is reached)
981 void navigation_poproute()
983 self.goalcurrent = self.goalstack01;
984 self.goalstack01 = self.goalstack02;
985 self.goalstack02 = self.goalstack03;
986 self.goalstack03 = self.goalstack04;
987 self.goalstack04 = self.goalstack05;
988 self.goalstack05 = self.goalstack06;
989 self.goalstack06 = self.goalstack07;
990 self.goalstack07 = self.goalstack08;
991 self.goalstack08 = self.goalstack09;
992 self.goalstack09 = self.goalstack10;
993 self.goalstack10 = self.goalstack11;
994 self.goalstack11 = self.goalstack12;
995 self.goalstack12 = self.goalstack13;
996 self.goalstack13 = self.goalstack14;
997 self.goalstack14 = self.goalstack15;
998 self.goalstack15 = self.goalstack16;
999 self.goalstack16 = self.goalstack17;
1000 self.goalstack17 = self.goalstack18;
1001 self.goalstack18 = self.goalstack19;
1002 self.goalstack19 = self.goalstack20;
1003 self.goalstack20 = self.goalstack21;
1004 self.goalstack21 = self.goalstack22;
1005 self.goalstack22 = self.goalstack23;
1006 self.goalstack23 = self.goalstack24;
1007 self.goalstack24 = self.goalstack25;
1008 self.goalstack25 = self.goalstack26;
1009 self.goalstack26 = self.goalstack27;
1010 self.goalstack27 = self.goalstack28;
1011 self.goalstack28 = self.goalstack29;
1012 self.goalstack29 = self.goalstack30;
1013 self.goalstack30 = self.goalstack31;
1014 self.goalstack31 = world;
1017 // find the spawnfunc_waypoint near a dynamic goal such as a dropped weapon
1018 entity navigation_findnearestwaypoint(entity player, float walkfromwp)
1020 local entity waylist, w, best;
1021 local float dist, bestdist;
1022 local vector v, org, pm1, pm2;
1023 pm1 = player.origin + PL_MIN;
1024 pm2 = player.origin + PL_MAX;
1025 waylist = findchain(classname, "waypoint");
1026 // do two scans, because box test is cheaper
1030 // if object is touching spawnfunc_waypoint
1031 if (boxesoverlap(pm1, pm2, w.absmin, w.absmax))
1036 org = player.origin + (player.mins_z - PL_MIN_z) * '0 0 1';
1037 if(player.tag_entity)
1038 org = org + player.tag_entity.origin;
1039 if (navigation_testtracewalk)
1044 // box check failed, try walk
1048 // if object can walk from spawnfunc_waypoint
1051 local vector wm1, wm2;
1052 wm1 = w.origin + w.mins;
1053 wm2 = w.origin + w.maxs;
1054 v_x = bound(wm1_x, org_x, wm2_x);
1055 v_y = bound(wm1_y, org_y, wm2_y);
1056 v_z = bound(wm1_z, org_z, wm2_z);
1060 dist = vlen(v - org);
1061 if (bestdist > dist)
1065 traceline(v, org, TRUE, player);
1066 if (trace_fraction == 1)
1067 if (tracewalk(player, v, PL_MIN, PL_MAX, org, MOVE_NORMAL))
1075 traceline(v, org, TRUE, player);
1076 if (trace_fraction == 1)
1077 if (tracewalk(player, org, PL_MIN, PL_MAX, v, MOVE_NORMAL))
1089 // finds the waypoints near the bot initiating a navigation query
1090 float navigation_markroutes_nearestwaypoints(entity waylist, float maxdist)
1093 local vector v, m1, m2, diff;
1095 //navigation_testtracewalk = TRUE;
1100 if (!head.wpconsidered)
1104 m1 = head.origin + head.mins;
1105 m2 = head.origin + head.maxs;
1107 v_x = bound(m1_x, v_x, m2_x);
1108 v_y = bound(m1_y, v_y, m2_y);
1109 v_z = bound(m1_z, v_z, m2_z);
1113 diff = v - self.origin;
1114 diff_z = max(0, diff_z);
1115 if (vlen(diff) < maxdist)
1117 head.wpconsidered = TRUE;
1118 if (tracewalk(self, self.origin, self.mins, self.maxs, v, MOVE_NORMAL))
1120 head.wpnearestpoint = v;
1121 head.wpcost = vlen(v - self.origin) + head.dmg;
1130 //navigation_testtracewalk = FALSE;
1134 // updates a path link if a spawnfunc_waypoint link is better than the current one
1135 void navigation_markroutes_checkwaypoint(entity w, entity wp, float cost2, vector p)
1144 v_x = bound(m1_x, p_x, m2_x);
1145 v_y = bound(m1_y, p_y, m2_y);
1146 v_z = bound(m1_z, p_z, m2_z);
1150 cost2 = cost2 + vlen(v);
1151 if (wp.wpcost > cost2)
1156 wp.wpnearestpoint = v;
1160 // queries the entire spawnfunc_waypoint network for pathes leading away from the bot
1161 void navigation_markroutes()
1163 local entity w, wp, waylist;
1164 local float searching, cost, cost2;
1166 w = waylist = findchain(classname, "waypoint");
1169 w.wpconsidered = FALSE;
1170 w.wpnearestpoint = '0 0 0';
1171 w.wpcost = 10000000;
1176 // try a short range search for the nearest waypoints, and expand the
1177 // search repeatedly if none are found
1178 if (!navigation_markroutes_nearestwaypoints(waylist, 250))
1179 if (!navigation_markroutes_nearestwaypoints(waylist, 1000))
1180 navigation_markroutes_nearestwaypoints(waylist, 1000000);
1193 p = w.wpnearestpoint;
1194 wp = w.wp00;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp00mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1195 wp = w.wp01;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp01mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1196 wp = w.wp02;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp02mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1197 wp = w.wp03;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp03mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1198 wp = w.wp04;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp04mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1199 wp = w.wp05;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp05mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1200 wp = w.wp06;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp06mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1201 wp = w.wp07;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp07mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1202 wp = w.wp08;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp08mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1203 wp = w.wp09;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp09mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1204 wp = w.wp10;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp10mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1205 wp = w.wp11;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp11mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1206 wp = w.wp12;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp12mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1207 wp = w.wp13;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp13mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1208 wp = w.wp14;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp14mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1209 wp = w.wp15;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp15mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1210 wp = w.wp16;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp16mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1211 wp = w.wp17;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp17mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1212 wp = w.wp18;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp18mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1213 wp = w.wp19;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp19mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1214 wp = w.wp20;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp20mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1215 wp = w.wp21;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp21mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1216 wp = w.wp22;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp22mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1217 wp = w.wp23;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp23mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1218 wp = w.wp24;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp24mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1219 wp = w.wp25;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp25mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1220 wp = w.wp26;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp26mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1221 wp = w.wp27;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp27mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1222 wp = w.wp28;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp28mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1223 wp = w.wp29;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp29mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1224 wp = w.wp30;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp30mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1225 wp = w.wp31;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp31mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1226 }}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}
1233 // updates the best goal according to a weighted calculation of travel cost and item value of a new proposed item
1234 .void() havocbot_role;
1235 void() havocbot_role_ctf_offense;
1236 void navigation_routerating(entity e, float f, float rangebias)
1240 //te_wizspike(e.origin);
1243 // update the cached spawnfunc_waypoint link on a dynamic item entity
1244 if (time > e.nearestwaypointtimeout)
1246 e.nearestwaypoint = navigation_findnearestwaypoint(e, TRUE);
1247 e.nearestwaypointtimeout = time + random() * 3 + 5;
1249 //dprint(e.classname, " ", ftos(f));
1250 //dprint("-- checking ", e.classname, " (with cost ", ftos(e.nearestwaypoint.wpcost), ")\n");
1251 if (e.nearestwaypoint)
1252 if (e.nearestwaypoint.wpcost < 10000000)
1254 //te_wizspike(e.nearestwaypoint.wpnearestpoint);
1255 //dprint(e.classname, " ", ftos(f), "/(1+", ftos((e.nearestwaypoint.wpcost + vlen(e.origin - e.nearestwaypoint.wpnearestpoint))), "/", ftos(rangebias), ") = ");
1256 f = f * rangebias / (rangebias + (e.nearestwaypoint.wpcost + vlen(e.origin - e.nearestwaypoint.wpnearestpoint)));
1257 //if (self.havocbot_role == havocbot_role_ctf_offense)
1258 // dprint("-- considering ", e.classname, " (with rating ", ftos(f), ")\n");
1260 if (navigation_bestrating < f)
1262 navigation_alternativegoal = navigation_bestgoal;
1263 navigation_bestrating = f;
1264 navigation_bestgoal = e;
1270 // replaces the goal stack with the path to a given item
1271 void navigation_routetogoal(entity e)
1273 // if already going to this goal, don't stop
1274 //if (self.goalentity == e)
1276 // clear the route and add the new one
1277 navigation_clearroute();
1278 self.goalentity = e;
1279 // if there is no goal, just exit
1282 // put the entity on the goal stack as the only item
1283 navigation_pushroute(e);
1284 //te_smallflash((e.absmin + e.absmax) * 0.5);
1285 //bprint("navigation_routetogoal(");
1289 //tracebox(self.origin, '-16 -16 0', '16 16 0', e.origin, TRUE, self);
1290 //if (trace_fraction == 1)
1291 if (tracewalk(self, self.origin, PL_MIN, PL_MAX, e.origin, MOVE_NORMAL))
1293 // see if there are waypoints describing a path to the item
1294 e = e.nearestwaypoint;
1299 //te_smallflash((e.absmin + e.absmax) * 0.5);
1300 //tracebox(self.origin, '-16 -16 0', '16 16 0', e.origin, TRUE, self);
1301 //if (trace_fraction == 1)
1302 //if (tracewalk(self, self.origin, PL_MIN, PL_MAX, e.origin, MOVE_NORMAL))
1304 // add the spawnfunc_waypoint to the path
1305 navigation_pushroute(e);
1311 // removes any currently touching waypoints from the goal stack
1312 // (this is how bots detect if they have reached a goal)
1313 void navigation_poptouchedgoals()
1315 local vector org, m1, m2;
1316 org = self.origin;// + self.velocity * 0.1;
1317 m1 = org + self.mins;
1318 m2 = org + self.maxs;
1320 // Loose goal touching check for running state
1321 if(self.aistatus & AI_STATUS_RUNNING)
1322 if(self.goalcurrent.classname=="waypoint")
1324 if(vlen(self.origin - self.goalcurrent.origin)<150)
1326 traceline(self.origin + self.view_ofs , self.goalcurrent.origin, TRUE, world);
1327 if(trace_fraction==1)
1329 navigation_poproute();
1334 while (self.goalcurrent && boxesoverlap(m1, m2, self.goalcurrent.absmin, self.goalcurrent.absmax))
1335 navigation_poproute();
1338 // begin a goal selection session (queries spawnfunc_waypoint network)
1339 void navigation_goalrating_start()
1341 navigation_bestrating = -1;
1342 navigation_bestgoal = world;
1343 navigation_markroutes();
1346 // ends a goal selection session (updates goal stack to the best goal)
1347 void navigation_goalrating_end()
1349 if (self.havocbot_role == havocbot_role_ctf_offense)
1350 dprint(navigation_bestgoal.classname, " (with rating ", ftos(navigation_bestrating), ")\n");
1351 self.alternativegoal = navigation_alternativegoal;
1352 navigation_routetogoal(navigation_bestgoal);
1359 //////////////////////////////////////////////////////////////////////////////
1360 // general bot functions
1361 //////////////////////////////////////////////////////////////////////////////
1363 .float isbot; // true if this client is actually a bot
1372 .float bot_preferredcolors;
1376 .float bot_dodgerating;
1378 //.float bot_painintensity;
1379 .float bot_firetimer;
1380 //.float bot_oldhealth;
1383 .entity bot_aimtarg;
1384 .float bot_aimlatency;
1385 .vector bot_aimselforigin;
1386 .vector bot_aimselfvelocity;
1387 .vector bot_aimtargorigin;
1388 .vector bot_aimtargvelocity;
1391 .float(entity player, entity item) bot_pickupevalfunc;
1392 .float bot_pickupbasevalue;
1394 .float bot_strategytime;
1396 // used for aiming currently
1397 // FIXME: make the weapon code use these and then replace the calculations here with a call to the weapon code
1401 const float BOTSKINS = 19;
1402 const float BOTNAMES = 32;
1403 string bot_namefornumber(float r)
1405 if (r < 1) return "Thunderstorm";
1406 if (r < 2) return "Darkness";
1407 if (r < 3) return "Scorcher";
1408 if (r < 4) return "Paranoia";
1409 if (r < 5) return "Eureka";
1410 if (r < 6) return "Mystery";
1411 if (r < 7) return "Toxic";
1412 if (r < 8) return "Dominion";
1413 if (r < 9) return "Pegasus";
1414 if (r < 10) return "Sensible";
1415 if (r < 11) return "Gator";
1416 if (r < 12) return "Kangaroo";
1417 if (r < 13) return "Deadline";
1418 if (r < 14) return "Frosty";
1419 if (r < 15) return "Roadkill";
1420 if (r < 16) return "Death";
1421 if (r < 17) return "Panic";
1422 if (r < 18) return "Discovery";
1423 if (r < 19) return "Shadow";
1424 if (r < 20) return "Acidic";
1425 if (r < 21) return "Dominator";
1426 if (r < 22) return "Hellfire";
1427 if (r < 23) return "Necrotic";
1428 if (r < 24) return "Newbie";
1429 if (r < 25) return "Spellbinder";
1430 if (r < 26) return "Lion";
1431 if (r < 27) return "Controlled";
1432 if (r < 28) return "Airhead";
1433 if (r < 29) return "Delirium";
1434 if (r < 30) return "Resurrection";
1435 if (r < 31) return "Danger";
1439 string bot_skinfornumber(float r)
1441 if (r < 1) {self.playermodel = "models/player/carni.zym" ;self.playerskin = "0";return "Carni" ;}
1442 else if (r < 2) {self.playermodel = "models/player/carni.zym" ;self.playerskin = "1";return "Armored Carni" ;}
1443 else if (r < 3) {self.playermodel = "models/player/crash.zym" ;self.playerskin = "0";return "Quark" ;}
1444 else if (r < 4) {self.playermodel = "models/player/grunt.zym" ;self.playerskin = "0";return "Grunt" ;}
1445 else if (r < 5) {self.playermodel = "models/player/headhunter.zym" ;self.playerskin = "0";return "HeadHunter" ;}
1446 else if (r < 6) {self.playermodel = "models/player/insurrectionist.zym";self.playerskin = "0";return "Insurrectionist";}
1447 else if (r < 7) {self.playermodel = "models/player/lurk.zym" ;self.playerskin = "0";return "Lurk" ;}
1448 else if (r < 8) {self.playermodel = "models/player/lurk.zym" ;self.playerskin = "1";return "Reptile" ;}
1449 else if (r < 9) {self.playermodel = "models/player/lycanthrope.zym" ;self.playerskin = "0";return "Lycanthrope" ;}
1450 else if (r < 10) {self.playermodel = "models/player/marine.zym" ;self.playerskin = "0";return "Marine" ;}
1451 else if (r < 11) {self.playermodel = "models/player/nexus.zym" ;self.playerskin = "0";return "Nexus" ;}
1452 else if (r < 12) {self.playermodel = "models/player/nexus.zym" ;self.playerskin = "1";return "Mulder" ;}
1453 else if (r < 13) {self.playermodel = "models/player/nexus.zym" ;self.playerskin = "2";return "Xolar" ;}
1454 else if (r < 14) {self.playermodel = "models/player/pyria.zym" ;self.playerskin = "0";return "Pyria" ;}
1455 else if (r < 15) {self.playermodel = "models/player/shock.zym" ;self.playerskin = "0";return "Shock" ;}
1456 else if (r < 16) {self.playermodel = "models/player/skadi.zym" ;self.playerskin = "0";return "Skadi" ;}
1457 else if (r < 17) {self.playermodel = "models/player/specop.zym" ;self.playerskin = "0";return "Specop" ;}
1458 else {self.playermodel = "models/player/visitant.zym" ;self.playerskin = "0";return "Fricka" ;}
1461 void bot_setnameandstuff()
1463 local string name, prefix, suffix;
1464 local float r, b, shirt, pants;
1466 prefix = cvar_string("bot_prefix");
1467 suffix = cvar_string("bot_suffix");
1469 // this is really only a default, JoinBestTeam is called later
1470 pants = floor(random() * 15);
1471 shirt = floor(random() * 15);
1473 setcolor(self, shirt * 16 + pants);
1474 self.bot_preferredcolors = self.clientcolors;
1476 // now pick a name...
1478 if (cvar("bot_usemodelnames"))
1480 // first see if all skins are taken
1484 name = bot_skinfornumber(b);
1487 while (b < BOTSKINS && find(world, netname, name));
1489 // randomly pick a skin, if it's taken either repeat until we find one,
1490 // or give up if we already know all skins are taken
1493 r = floor(random() * BOTSKINS);
1494 name = bot_skinfornumber(r);
1496 while (b < BOTSKINS && find(world, netname, name));
1500 // first see if all names are taken
1504 name = bot_namefornumber(b);
1507 while (b < BOTNAMES && find(world, netname, name));
1509 // randomly pick a name, if it's taken either repeat until we find one,
1510 // or give up if we already know all names are taken
1513 r = floor(random() * BOTNAMES);
1514 name = bot_namefornumber(r);
1516 while (b < BOTNAMES && find(world, netname, name));
1518 // randomly pick a skin
1519 bot_skinfornumber(floor(random() * BOTSKINS));
1521 if(!cvar("g_campaign"))
1522 self.netname = self.netname_freeme = strzone(strcat(prefix, name, suffix));
1524 self.netname = name;
1527 float bot_custom_weapon;
1528 float bot_distance_far;
1529 float bot_distance_close;
1531 float bot_weapons_far[WEP_LAST];
1532 float bot_weapons_mid[WEP_LAST];
1533 float bot_weapons_close[WEP_LAST];
1535 void bot_custom_weapon_priority_setup()
1537 local float tokens, i, c, w;
1539 bot_custom_weapon = FALSE;
1541 if( cvar_string("bot_ai_custom_weapon_priority_far") == "" ||
1542 cvar_string("bot_ai_custom_weapon_priority_mid") == "" ||
1543 cvar_string("bot_ai_custom_weapon_priority_close") == "" ||
1544 cvar_string("bot_ai_custom_weapon_priority_distances") == ""
1549 tokens = tokenizebyseparator(cvar_string("bot_ai_custom_weapon_priority_distances")," ");
1554 bot_distance_far = stof(argv(0));
1555 bot_distance_close = stof(argv(1));
1557 if(bot_distance_far < bot_distance_close){
1558 bot_distance_far = stof(argv(1));
1559 bot_distance_close = stof(argv(0));
1562 // Initialize list of weapons
1563 bot_weapons_far[0] = -1;
1564 bot_weapons_mid[0] = -1;
1565 bot_weapons_close[0] = -1;
1567 // Parse far distance weapon priorities
1568 tokens = tokenizebyseparator(cvar_string("bot_ai_custom_weapon_priority_far")," ");
1571 for(i=0; i < tokens && c < WEP_COUNT; ++i){
1573 if ( w >= WEP_FIRST && w <= WEP_LAST) {
1574 bot_weapons_far[c] = w;
1579 bot_weapons_far[c] = -1;
1581 // Parse mid distance weapon priorities
1582 tokens = tokenizebyseparator(cvar_string("bot_ai_custom_weapon_priority_mid")," ");
1585 for(i=0; i < tokens && c < WEP_COUNT; ++i){
1587 if ( w >= WEP_FIRST && w <= WEP_LAST) {
1588 bot_weapons_mid[c] = w;
1593 bot_weapons_mid[c] = -1;
1595 // Parse close distance weapon priorities
1596 tokens = tokenizebyseparator(cvar_string("bot_ai_custom_weapon_priority_close")," ");
1599 for(i=0; i < tokens && i < WEP_COUNT; ++i){
1601 if ( w >= WEP_FIRST && w <= WEP_LAST) {
1602 bot_weapons_close[c] = w;
1607 bot_weapons_close[c] = -1;
1609 bot_custom_weapon = TRUE;
1616 //dprint("bot_endgame\n");
1620 setcolor(e, e.bot_preferredcolors);
1623 // if dynamic waypoints are ever implemented, save them here
1626 float bot_ignore_bots; // let bots not attack other bots (only works in non-teamplay)
1627 float bot_shouldattack(entity e)
1629 if (e.team == self.team)
1639 if(clienttype(e) == CLIENTTYPE_BOT)
1648 if(e.items & IT_STRENGTH)
1653 void bot_lagfunc(float t, float f1, float f2, entity e1, vector v1, vector v2, vector v3, vector v4)
1655 if(self.flags & FL_INWATER)
1657 self.bot_aimtarg = world;
1660 self.bot_aimtarg = e1;
1661 self.bot_aimlatency = self.ping; // FIXME? Shouldn't this be in the lag item?
1662 self.bot_aimselforigin = v1;
1663 self.bot_aimselfvelocity = v2;
1664 self.bot_aimtargorigin = v3;
1665 self.bot_aimtargvelocity = v4;
1667 self.bot_canfire = (random() < 0.8);
1669 self.bot_canfire = (random() < 0.9);
1671 self.bot_canfire = (random() < 0.95);
1673 self.bot_canfire = 1;
1676 .float bot_nextthink;
1677 .float bot_badaimtime;
1678 .float bot_aimthinktime;
1679 .vector bot_mouseaim;
1680 .vector bot_badaimoffset;
1681 .vector bot_1st_order_aimfilter;
1682 .vector bot_2nd_order_aimfilter;
1683 .vector bot_3th_order_aimfilter;
1684 .vector bot_4th_order_aimfilter;
1685 .vector bot_5th_order_aimfilter;
1686 .vector bot_olddesiredang;
1687 float bot_aimdir(vector v, float maxfiredeviation)
1690 local float snapcos;
1691 local vector olddir, newdir, desireddir;
1693 makevectors(self.v_angle);
1694 olddir = newdir = v_forward;
1695 desireddir = normalize(v);
1696 snapcos = cos(cvar("bot_ai_aimskill_snapangle") * frametime * (skill + 1) * 0.5);
1697 if (desireddir * olddir < v_forward_x)
1698 newdir = desireddir;
1701 local float blendrate;
1702 blendrate = cvar("bot_ai_aimskill_blendrate") * frametime * (skill + 1) * 0.5;
1703 newdir = olddir + (desireddir - olddir) * bound(0, blendrate, 1);
1706 // decide whether to fire this time
1707 if ((desireddir * newdir) >= cos(maxfiredeviation))
1708 self.bot_firetimer = time + 0.3;
1710 self.v_angle = vectoangles(newdir);
1711 self.v_angle_x = self.v_angle_x * -1;
1713 makevectors(self.v_angle);
1714 shotorg = self.origin + self.view_ofs;
1717 return time < self.bot_firetimer;
1721 local vector desiredang, diffang;
1723 //dprint("aim ", self.netname, ": old:", vtos(self.v_angle));
1724 // make sure v_angle is sane first
1725 self.v_angle_y = self.v_angle_y - floor(self.v_angle_y / 360) * 360;
1728 // get the desired angles to aim at
1729 //dprint(" at:", vtos(v));
1731 //te_lightning2(world, self.origin + self.view_ofs, self.origin + self.view_ofs + v * 200);
1732 if (time >= self.bot_badaimtime)
1734 self.bot_badaimtime = max(self.bot_badaimtime + 0.3, time);
1735 self.bot_badaimoffset = randomvec() * bound(0, 5 - 0.5 * (skill+self.bot_offsetskill), 5) * cvar("bot_ai_aimskill_offset");
1737 desiredang = vectoangles(v) + self.bot_badaimoffset;
1738 //dprint(" desired:", vtos(desiredang));
1739 if (desiredang_x >= 180)
1740 desiredang_x = desiredang_x - 360;
1741 desiredang_x = bound(-90, 0 - desiredang_x, 90);
1742 desiredang_z = self.v_angle_z;
1743 //dprint(" / ", vtos(desiredang));
1745 //// pain throws off aim
1746 //if (self.bot_painintensity)
1748 // // shake from pain
1749 // desiredang = desiredang + randomvec() * self.bot_painintensity * 0.2;
1752 // calculate turn angles
1753 diffang = (desiredang - self.bot_olddesiredang);
1755 diffang_y = diffang_y - floor(diffang_y / 360) * 360;
1756 if (diffang_y >= 180)
1757 diffang_y = diffang_y - 360;
1758 self.bot_olddesiredang = desiredang;
1759 //dprint(" diff:", vtos(diffang));
1761 // Here we will try to anticipate the comming aiming direction
1762 self.bot_1st_order_aimfilter= self.bot_1st_order_aimfilter
1763 + (diffang * (1 / frametime) - self.bot_1st_order_aimfilter) * bound(0, cvar("bot_ai_aimskill_order_filter_1st"),1);
1764 self.bot_2nd_order_aimfilter= self.bot_2nd_order_aimfilter
1765 + (self.bot_1st_order_aimfilter - self.bot_2nd_order_aimfilter) * bound(0, cvar("bot_ai_aimskill_order_filter_2nd"),1);
1766 self.bot_3th_order_aimfilter= self.bot_3th_order_aimfilter
1767 + (self.bot_2nd_order_aimfilter - self.bot_3th_order_aimfilter) * bound(0, cvar("bot_ai_aimskill_order_filter_3th"),1);
1768 self.bot_4th_order_aimfilter= self.bot_4th_order_aimfilter
1769 + (self.bot_3th_order_aimfilter - self.bot_4th_order_aimfilter) * bound(0, cvar("bot_ai_aimskill_order_filter_4th"),1);
1770 self.bot_5th_order_aimfilter= self.bot_5th_order_aimfilter
1771 + (self.bot_4th_order_aimfilter - self.bot_5th_order_aimfilter) * bound(0, cvar("bot_ai_aimskill_order_filter_5th"),1);
1774 //blend = (bound(0,skill,10)*0.1)*pow(1-bound(0,skill,10)*0.05,2.5)*5.656854249; //Plot formule before changing !
1775 blend = bound(0,skill,10)*0.1;
1776 desiredang = desiredang + blend *
1778 self.bot_1st_order_aimfilter * cvar("bot_ai_aimskill_order_mix_1st")
1779 + self.bot_2nd_order_aimfilter * cvar("bot_ai_aimskill_order_mix_2nd")
1780 + self.bot_3th_order_aimfilter * cvar("bot_ai_aimskill_order_mix_3th")
1781 + self.bot_4th_order_aimfilter * cvar("bot_ai_aimskill_order_mix_4th")
1782 + self.bot_5th_order_aimfilter * cvar("bot_ai_aimskill_order_mix_5th")
1785 // calculate turn angles
1786 diffang = desiredang - self.bot_mouseaim;
1788 diffang_y = diffang_y - floor(diffang_y / 360) * 360;
1789 if (diffang_y >= 180)
1790 diffang_y = diffang_y - 360;
1791 //dprint(" diff:", vtos(diffang));
1793 if (time >= self.bot_aimthinktime)
1795 self.bot_aimthinktime = max(self.bot_aimthinktime + 0.5 - 0.05*(skill+self.bot_thinkskill), time);
1796 self.bot_mouseaim = self.bot_mouseaim + diffang * (1-random()*0.1*bound(1,10-skill,10));
1799 //self.v_angle = self.v_angle + diffang * bound(0, r * frametime * (skill * 0.5 + 2), 1);
1801 diffang = self.bot_mouseaim - desiredang;
1803 diffang_y = diffang_y - floor(diffang_y / 360) * 360;
1804 if (diffang_y >= 180)
1805 diffang_y = diffang_y - 360;
1806 desiredang = desiredang + diffang * bound(0,cvar("bot_ai_aimskill_think"),1);
1808 // calculate turn angles
1809 diffang = desiredang - self.v_angle;
1811 diffang_y = diffang_y - floor(diffang_y / 360) * 360;
1812 if (diffang_y >= 180)
1813 diffang_y = diffang_y - 360;
1814 //dprint(" diff:", vtos(diffang));
1817 dist = vlen(diffang);
1818 //diffang = diffang + randomvec() * (dist * 0.05 * (3.5 - bound(0, skill, 3)));
1821 local float r, fixedrate, blendrate;
1822 fixedrate = cvar("bot_ai_aimskill_fixedrate") / bound(1,dist,1000);
1823 blendrate = cvar("bot_ai_aimskill_blendrate");
1824 r = max(fixedrate, blendrate);
1825 //self.v_angle = self.v_angle + diffang * bound(frametime, r * frametime * (2+skill*skill*0.05-random()*0.05*(10-skill)), 1);
1826 self.v_angle = self.v_angle + diffang * bound(frametime, r * frametime * (2+pow(skill+self.bot_mouseskill,3)*0.005-random()), 1);
1827 self.v_angle = self.v_angle * bound(0,cvar("bot_ai_aimskill_mouse"),1) + desiredang * bound(0,(1-cvar("bot_ai_aimskill_mouse")),1);
1828 //self.v_angle = self.v_angle + diffang * bound(0, r * frametime * (skill * 0.5 + 2), 1);
1829 //self.v_angle = self.v_angle + diffang * (1/ blendrate);
1831 self.v_angle_y = self.v_angle_y - floor(self.v_angle_y / 360) * 360;
1832 //dprint(" turn:", vtos(self.v_angle));
1834 makevectors(self.v_angle);
1835 shotorg = self.origin + self.view_ofs;
1836 shotdir = v_forward;
1838 //dprint(" dir:", vtos(v_forward));
1839 //te_lightning2(world, shotorg, shotorg + shotdir * 100);
1841 // calculate turn angles again
1842 //diffang = desiredang - self.v_angle;
1843 //diffang_y = diffang_y - floor(diffang_y / 360) * 360;
1844 //if (diffang_y >= 180)
1845 // diffang_y = diffang_y - 360;
1847 //dprint("e ", vtos(diffang), " < ", ftos(maxfiredeviation), "\n");
1849 // decide whether to fire this time
1850 // note the maxfiredeviation is in degrees so this has to convert to radians first
1851 //if ((normalize(v) * shotdir) >= cos(maxfiredeviation * (3.14159265358979323846 / 180)))
1852 if ((normalize(v) * shotdir) >= cos(maxfiredeviation * (3.14159265358979323846 / 180)))
1853 if (vlen(trace_endpos-shotorg) < 500+500*bound(0, skill, 10) || random()*random()>bound(0,skill*0.05,1))
1854 self.bot_firetimer = time + bound(0.1, 0.5-skill*0.05, 0.5);
1855 //traceline(shotorg,shotorg+shotdir*1000,FALSE,world);
1856 //dprint(ftos(maxfiredeviation),"\n");
1857 //dprint(" diff:", vtos(diffang), "\n");
1859 return self.bot_canfire && (time < self.bot_firetimer);
1862 vector bot_shotlead(vector targorigin, vector targvelocity, float shotspeed, float shotdelay)
1864 // Try to add code here that predicts gravity effect here, no clue HOW to though ... well not yet atleast...
1865 return targorigin + targvelocity * (shotdelay + vlen(targorigin - shotorg) / shotspeed);
1868 float bot_aim(float shotspeed, float shotspeedupward, float maxshottime, float applygravity)
1874 dprint("bot_aim(", ftos(shotspeed));
1875 dprint(", ", ftos(shotspeedupward));
1876 dprint(", ", ftos(maxshottime));
1877 dprint(", ", ftos(applygravity));
1882 dprint("bot_aim: WARNING: weapon ", W_Name(self.weapon), " shotspeed is zero!\n");
1883 shotspeed = 1000000;
1887 dprint("bot_aim: WARNING: weapon ", W_Name(self.weapon), " maxshottime is zero!\n");
1890 makevectors(self.v_angle);
1891 shotorg = self.origin + self.view_ofs;
1892 shotdir = v_forward;
1893 v = bot_shotlead(self.bot_aimtargorigin, self.bot_aimtargvelocity, shotspeed, self.bot_aimlatency);
1894 local float distanceratio;
1895 distanceratio =sqrt(bound(0,skill,10000))*0.3*(vlen(v-shotorg)-100)/cvar("bot_ai_aimskill_firetolerance_distdegrees");
1896 distanceratio = bound(0,distanceratio,1);
1897 r = (cvar("bot_ai_aimskill_firetolerance_maxdegrees")-cvar("bot_ai_aimskill_firetolerance_mindegrees"))
1898 * (1-distanceratio) + cvar("bot_ai_aimskill_firetolerance_mindegrees");
1899 if (applygravity && self.bot_aimtarg)
1901 if (!findtrajectorywithleading(shotorg, '0 0 0', '0 0 0', self.bot_aimtarg, shotspeed, shotspeedupward, maxshottime, 0, self))
1903 f = bot_aimdir(findtrajectory_velocity - shotspeedupward * '0 0 1', r);
1907 f = bot_aimdir(v - shotorg, r);
1908 //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");
1909 traceline(shotorg, shotorg + shotdir * 10000, FALSE, self);
1910 if (trace_ent.takedamage)
1911 if (trace_fraction < 1)
1912 if (!bot_shouldattack(trace_ent))
1914 traceline(shotorg, self.bot_aimtargorigin, FALSE, self);
1915 if (trace_fraction < 1)
1916 if (trace_ent != self.enemy)
1917 if (!bot_shouldattack(trace_ent))
1920 if (r > maxshottime * shotspeed)
1925 // TODO: move this painintensity code to the player damage code
1928 if (self.bot_nextthink > time)
1930 self.bot_nextthink = self.bot_nextthink + cvar("bot_ai_thinkinterval");
1931 //if (self.bot_painintensity > 0)
1932 // self.bot_painintensity = self.bot_painintensity - (skill + 1) * 40 * frametime;
1934 //self.bot_painintensity = self.bot_painintensity + self.bot_oldhealth - self.health;
1935 //self.bot_painintensity = bound(0, self.bot_painintensity, 100);
1937 if(time < game_starttime || ((cvar("g_campaign") && !campaign_bots_may_start)))
1939 self.nextthink = time + 0.5;
1945 self.v_angle = self.angles;
1947 self.fixangle = FALSE;
1952 self.dmg_inflictor = world;
1954 // calculate an aiming latency based on the skill setting
1955 // (simulated network latency + naturally delayed reflexes)
1956 //self.ping = 0.7 - bound(0, 0.05 * skill, 0.5); // moved the reflexes to bot_aimdir (under the name 'think')
1957 // minimum ping 20+10 random
1958 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
1959 // skill 10 = ping 0.2 (adrenaline)
1960 // skill 0 = ping 0.7 (slightly drunk)
1963 self.BUTTON_ATCK = 0;
1965 self.BUTTON_JUMP = 0;
1966 self.BUTTON_ATCK2 = 0;
1967 self.BUTTON_ZOOM = 0;
1968 self.BUTTON_CROUCH = 0;
1969 self.BUTTON_HOOK = 0;
1970 self.BUTTON_INFO = 0;
1972 self.BUTTON_CHAT = 0;
1973 self.BUTTON_USE = 0;
1975 // if dead, just wait until we can respawn
1978 if (self.deadflag == DEAD_DEAD)
1980 self.BUTTON_JUMP = 1; // press jump to respawn
1981 self.bot_strategytime = 0;
1986 // now call the current bot AI (havocbot for example)
1990 entity bot_strategytoken;
1991 float bot_strategytoken_taken;
1994 void bot_relinkplayerlist()
1997 local entity prevbot;
2000 player_list = e = findchainflags(flags, FL_CLIENT);
2005 player_count = player_count + 1;
2006 e.nextplayer = e.chain;
2007 if (clienttype(e) == CLIENTTYPE_BOT)
2010 prevbot.nextbot = e;
2014 currentbots = currentbots + 1;
2018 dprint(strcat("relink: ", ftos(currentbots), " bots seen.\n"));
2019 bot_strategytoken = bot_list;
2020 bot_strategytoken_taken = TRUE;
2023 void() havocbot_setupbot;
2024 float JoinBestTeam(entity pl, float only_return_best, float forcebestteam);
2026 void bot_clientdisconnect()
2028 if (clienttype(self) != CLIENTTYPE_BOT)
2030 if(self.netname_freeme)
2031 strunzone(self.netname_freeme);
2032 self.netname_freeme = string_null;
2035 void bot_clientconnect()
2037 if (clienttype(self) != CLIENTTYPE_BOT)
2039 self.bot_preferredcolors = self.clientcolors;
2040 self.bot_nextthink = time - random();
2041 self.lag_func = bot_lagfunc;
2043 self.createdtime = self.nextthink;
2044 JoinBestTeam(self, FALSE, TRUE);
2045 havocbot_setupbot();
2046 self.bot_mouseskill=random()-0.5;
2047 self.bot_thinkskill=random()-0.5;
2048 self.bot_predictionskill=random()-0.5;
2049 self.bot_offsetskill=random()-0.5;
2054 local entity oldself, bot;
2055 bot = spawnclient();
2058 currentbots = currentbots + 1;
2061 bot_setnameandstuff();
2063 PutClientInServer();
2069 void CheckAllowedTeams(entity for_whom); void GetTeamCounts(entity other); float c1, c2, c3, c4;
2070 void bot_removefromlargestteam()
2072 local float besttime, bestcount, thiscount;
2073 local entity best, head;
2074 CheckAllowedTeams(world);
2075 GetTeamCounts(world);
2076 head = findchainfloat(isbot, TRUE);
2080 besttime = head.createdtime;
2084 if(head.team == COLOR_TEAM1)
2086 else if(head.team == COLOR_TEAM2)
2088 else if(head.team == COLOR_TEAM3)
2090 else if(head.team == COLOR_TEAM4)
2094 if (thiscount > bestcount)
2096 bestcount = thiscount;
2097 besttime = head.createdtime;
2100 else if (thiscount == bestcount && besttime < head.createdtime)
2102 besttime = head.createdtime;
2107 currentbots = currentbots - 1;
2111 void bot_removenewest()
2113 local float besttime;
2114 local entity best, head;
2118 bot_removefromlargestteam();
2122 head = findchainfloat(isbot, TRUE);
2126 besttime = head.createdtime;
2129 if (besttime < head.createdtime)
2131 besttime = head.createdtime;
2136 currentbots = currentbots - 1;
2140 float botframe_waypointeditorlightningtime;
2141 void botframe_showwaypointlinks()
2143 local entity player, head, w;
2144 if (time < botframe_waypointeditorlightningtime)
2146 botframe_waypointeditorlightningtime = time + 0.5;
2147 player = find(world, classname, "player");
2151 if (player.flags & FL_ONGROUND)
2153 //navigation_testtracewalk = TRUE;
2154 head = navigation_findnearestwaypoint(player, FALSE);
2155 //navigation_testtracewalk = FALSE;
2158 w = head ;if (w) te_lightning2(world, w.origin, player.origin);
2159 w = head.wp00;if (w) te_lightning2(world, w.origin, head.origin);
2160 w = head.wp01;if (w) te_lightning2(world, w.origin, head.origin);
2161 w = head.wp02;if (w) te_lightning2(world, w.origin, head.origin);
2162 w = head.wp03;if (w) te_lightning2(world, w.origin, head.origin);
2163 w = head.wp04;if (w) te_lightning2(world, w.origin, head.origin);
2164 w = head.wp05;if (w) te_lightning2(world, w.origin, head.origin);
2165 w = head.wp06;if (w) te_lightning2(world, w.origin, head.origin);
2166 w = head.wp07;if (w) te_lightning2(world, w.origin, head.origin);
2167 w = head.wp08;if (w) te_lightning2(world, w.origin, head.origin);
2168 w = head.wp09;if (w) te_lightning2(world, w.origin, head.origin);
2169 w = head.wp10;if (w) te_lightning2(world, w.origin, head.origin);
2170 w = head.wp11;if (w) te_lightning2(world, w.origin, head.origin);
2171 w = head.wp12;if (w) te_lightning2(world, w.origin, head.origin);
2172 w = head.wp13;if (w) te_lightning2(world, w.origin, head.origin);
2173 w = head.wp14;if (w) te_lightning2(world, w.origin, head.origin);
2174 w = head.wp15;if (w) te_lightning2(world, w.origin, head.origin);
2175 w = head.wp16;if (w) te_lightning2(world, w.origin, head.origin);
2176 w = head.wp17;if (w) te_lightning2(world, w.origin, head.origin);
2177 w = head.wp18;if (w) te_lightning2(world, w.origin, head.origin);
2178 w = head.wp19;if (w) te_lightning2(world, w.origin, head.origin);
2179 w = head.wp20;if (w) te_lightning2(world, w.origin, head.origin);
2180 w = head.wp21;if (w) te_lightning2(world, w.origin, head.origin);
2181 w = head.wp22;if (w) te_lightning2(world, w.origin, head.origin);
2182 w = head.wp23;if (w) te_lightning2(world, w.origin, head.origin);
2183 w = head.wp24;if (w) te_lightning2(world, w.origin, head.origin);
2184 w = head.wp25;if (w) te_lightning2(world, w.origin, head.origin);
2185 w = head.wp26;if (w) te_lightning2(world, w.origin, head.origin);
2186 w = head.wp27;if (w) te_lightning2(world, w.origin, head.origin);
2187 w = head.wp28;if (w) te_lightning2(world, w.origin, head.origin);
2188 w = head.wp29;if (w) te_lightning2(world, w.origin, head.origin);
2189 w = head.wp30;if (w) te_lightning2(world, w.origin, head.origin);
2190 w = head.wp31;if (w) te_lightning2(world, w.origin, head.origin);
2193 player = find(player, classname, "player");
2197 entity botframe_dangerwaypoint;
2198 void botframe_updatedangerousobjects(float maxupdate)
2200 local entity head, bot_dodgelist;
2201 local vector m1, m2, v;
2202 local float c, d, danger;
2204 bot_dodgelist = findchainfloat(bot_dodge, TRUE);
2205 botframe_dangerwaypoint = find(botframe_dangerwaypoint, classname, "waypoint");
2206 while (botframe_dangerwaypoint != world)
2209 m1 = botframe_dangerwaypoint.mins;
2210 m2 = botframe_dangerwaypoint.maxs;
2211 head = bot_dodgelist;
2215 v_x = bound(m1_x, v_x, m2_x);
2216 v_y = bound(m1_y, v_y, m2_y);
2217 v_z = bound(m1_z, v_z, m2_z);
2218 d = head.bot_dodgerating - vlen(head.origin - v);
2221 traceline(head.origin, v, TRUE, world);
2222 if (trace_fraction == 1)
2223 danger = danger + d;
2227 botframe_dangerwaypoint.dmg = danger;
2231 botframe_dangerwaypoint = find(botframe_dangerwaypoint, classname, "waypoint");
2236 float botframe_spawnedwaypoints;
2237 float botframe_nextthink;
2238 float botframe_nextdangertime;
2240 float autoskill_nextthink;
2241 .float totalfrags_lastcheck;
2242 void autoskill(float factor)
2250 FOR_EACH_PLAYER(head)
2252 if(clienttype(head) == CLIENTTYPE_REAL)
2253 bestplayer = max(bestplayer, head.totalfrags - head.totalfrags_lastcheck);
2255 bestbot = max(bestbot, head.totalfrags - head.totalfrags_lastcheck);
2258 dprint("autoskill: best player got ", ftos(bestplayer), ", ");
2259 dprint("best bot got ", ftos(bestbot), "; ");
2260 if(bestbot < 0 || bestplayer < 0)
2262 dprint("not doing anything\n");
2263 // don't return, let it reset all counters below
2265 else if(bestbot <= bestplayer * factor - 2)
2267 if(cvar("skill") < 17)
2269 dprint("2 frags difference, increasing skill\n");
2270 cvar_set("skill", ftos(cvar("skill") + 1));
2271 bprint("^2SKILL UP!^7 Now at level ", ftos(cvar("skill")), "\n");
2274 else if(bestbot >= bestplayer * factor + 2)
2276 if(cvar("skill") > 0)
2278 dprint("2 frags difference, decreasing skill\n");
2279 cvar_set("skill", ftos(cvar("skill") - 1));
2280 bprint("^1SKILL DOWN!^7 Now at level ", ftos(cvar("skill")), "\n");
2285 dprint("not doing anything\n");
2287 // don't reset counters, wait for them to accumulate
2290 FOR_EACH_PLAYER(head)
2291 head.totalfrags_lastcheck = head.totalfrags;
2294 float bot_cvar_nextthink;
2295 void bot_serverframe()
2297 float realplayers, bots, activerealplayers;
2300 if (intermission_running)
2306 if(time > autoskill_nextthink)
2309 a = cvar("skill_auto");
2310 if(!cvar("g_campaign"))
2313 autoskill_nextthink = time + 5;
2316 activerealplayers = 0;
2319 FOR_EACH_REALCLIENT(head)
2321 if(head.classname == "player" || g_lms || g_arena)
2322 ++activerealplayers;
2326 // add/remove bots if needed to make sure there are at least
2327 // minplayers+bot_number, or remove all bots if no one is playing
2328 // But don't remove bots immediately on level change, as the real players
2329 // usually haven't rejoined yet
2330 bots_would_leave = FALSE;
2331 if (realplayers || cvar("bot_join_empty") || (currentbots > 0 && time < 5))
2333 float realminplayers, minplayers;
2334 realminplayers = cvar("minplayers");
2335 minplayers = max(0, floor(realminplayers));
2337 float realminbots, minbots;
2338 if(cvar("bot_vs_human"))
2339 realminbots = ceil(fabs(cvar("bot_vs_human")) * activerealplayers);
2341 realminbots = cvar("bot_number");
2342 minbots = max(0, floor(realminbots));
2344 bots = min(max(minbots, minplayers - activerealplayers), maxclients - realplayers);
2346 bots_would_leave = TRUE;
2350 // if there are no players, remove bots
2354 bot_ignore_bots = cvar("bot_ignore_bots");
2356 // only add one bot per frame to avoid utter chaos
2357 if(time > botframe_nextthink)
2359 //dprint(ftos(bots), " ? ", ftos(currentbots), "\n");
2360 while (currentbots < bots)
2362 if (bot_spawn() == world)
2364 bprint("Can not add bot, server full.\n");
2365 botframe_nextthink = time + 10;
2369 while (currentbots > bots)
2373 if(botframe_spawnedwaypoints)
2375 if(cvar("waypoint_benchmark"))
2379 if (currentbots > 0 || cvar("g_waypointeditor"))
2380 if (!botframe_spawnedwaypoints)
2382 botframe_spawnedwaypoints = TRUE;
2384 waypoint_schedulerelinkall();
2389 // cycle the goal token from one bot to the next each frame
2390 // (this prevents them from all doing spawnfunc_waypoint searches on the same
2391 // frame, which causes choppy framerates)
2392 if (bot_strategytoken_taken)
2394 bot_strategytoken_taken = FALSE;
2395 if (bot_strategytoken)
2396 bot_strategytoken = bot_strategytoken.nextbot;
2397 if (!bot_strategytoken)
2398 bot_strategytoken = bot_list;
2401 if (botframe_nextdangertime < time)
2403 local float interval;
2404 interval = cvar("bot_ai_dangerdetectioninterval");
2405 if (botframe_nextdangertime < time - interval * 1.5)
2406 botframe_nextdangertime = time;
2407 botframe_nextdangertime = botframe_nextdangertime + interval;
2408 botframe_updatedangerousobjects(cvar("bot_ai_dangerdetectionupdates"));
2412 if (cvar("g_waypointeditor"))
2413 botframe_showwaypointlinks();
2415 if(time > bot_cvar_nextthink)
2418 bot_custom_weapon_priority_setup();
2419 bot_cvar_nextthink = time + 5;