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1 .void() havocbot_role;
2 void() havocbot_chooserole;
3 .float havocbot_keyboardskill;
4 .float facingwalltime, ignoregoaltime;
5 .entity ignoregoal;
6 .float lastfiredweapon;
7 .float lastcombotime;
8 .float havocbot_blockhead;
9
10 #ifdef DEBUG_BOT_GOALSTACK
11 void debuggoalstack();
12 #endif
13
14 vector havocbot_dodge()
15 {
16         // LordHavoc: disabled because this is too expensive
17         return '0 0 0';
18         /*
19         local entity head;
20         local vector dodge, v, n;
21         local float danger, bestdanger, vl, d;
22         dodge = '0 0 0';
23         bestdanger = -20;
24         // check for dangerous objects near bot or approaching bot
25         head = findchainfloat(bot_dodge, TRUE);
26         while(head)
27         {
28                 if (head.owner != self)
29                 {
30                         vl = vlen(head.velocity);
31                         if (vl > sv_maxspeed * 0.3)
32                         {
33                                 n = normalize(head.velocity);
34                                 v = self.origin - head.origin;
35                                 d = v * n;
36                                 if (d > (0 - head.bot_dodgerating))
37                                 if (d < (vl * 0.2 + head.bot_dodgerating))
38                                 {
39                                         // calculate direction and distance from the flight path, by removing the forward axis
40                                         v = v - (n * (v * n));
41                                         danger = head.bot_dodgerating - vlen(v);
42                                         if (bestdanger < danger)
43                                         {
44                                                 bestdanger = danger;
45                                                 // dodge to the side of the object
46                                                 dodge = normalize(v);
47                                         }
48                                 }
49                         }
50                         else
51                         {
52                                 danger = head.bot_dodgerating - vlen(head.origin - self.origin);
53                                 if (bestdanger < danger)
54                                 {
55                                         bestdanger = danger;
56                                         dodge = normalize(self.origin - head.origin);
57                                 }
58                         }
59                 }
60                 head = head.chain;
61         }
62         return dodge;
63         */
64 };
65
66 .float havocbot_keyboardtime;
67 .float havocbot_ducktime;
68 .vector havocbot_keyboard;
69 void havocbot_keyboard_movement(vector destorg)
70 {
71         local vector keyboard;
72         local float blend, maxspeed;
73
74         maxspeed = cvar("sv_maxspeed");
75
76         if (time < self.havocbot_keyboardtime)
77                 return;
78
79         self.havocbot_keyboardtime =
80                 max(
81                         self.havocbot_keyboardtime
82                                 + bound(0,0.05/(skill+self.havocbot_keyboardskill),0.05)
83                                 +random()*bound(0,0.025/(skill+self.havocbot_keyboardskill),100)
84                 , time);
85         keyboard = self.movement * (1.0 / maxspeed);
86
87         local float trigger, trigger1;
88         blend = bound(0,skill*0.1,1);
89         trigger = cvar("bot_ai_keyboard_treshold");
90         trigger1 = 0 - trigger;
91
92         // categorize forward movement
93         // at skill < 1.5 only forward
94         // at skill < 2.5 only individual directions
95         // at skill < 4.5 only individual directions, and forward diagonals
96         // at skill >= 4.5, all cases allowed
97         if (keyboard_x > trigger)
98         {
99                 keyboard_x = 1;
100                 if (skill < 2.5)
101                         keyboard_y = 0;
102         }
103         else if (keyboard_x < trigger1 && skill > 1.5)
104         {
105                 keyboard_x = -1;
106                 if (skill < 4.5)
107                         keyboard_y = 0;
108         }
109         else
110         {
111                 keyboard_x = 0;
112                 if (skill < 1.5)
113                         keyboard_y = 0;
114         }
115         if (skill < 4.5)
116                 keyboard_z = 0;
117
118         if (keyboard_y > trigger)
119                 keyboard_y = 1;
120         else if (keyboard_y < trigger1)
121                 keyboard_y = -1;
122         else
123                 keyboard_y = 0;
124
125         if (keyboard_z > trigger)
126                 keyboard_z = 1;
127         else if (keyboard_z < trigger1)
128                 keyboard_z = -1;
129         else
130                 keyboard_z = 0;
131
132         self.havocbot_keyboard = keyboard * maxspeed;
133         if (self.havocbot_ducktime>time) self.BUTTON_CROUCH=TRUE;
134
135         keyboard = self.havocbot_keyboard;
136         blend = bound(0,vlen(destorg-self.origin)/cvar("bot_ai_keyboard_distance"),1); // When getting close move with 360 degree
137         //dprint("movement ", vtos(self.movement), " keyboard ", vtos(keyboard), " blend ", ftos(blend), "\n");
138         self.movement = self.movement + (keyboard - self.movement) * blend;
139 };
140
141 .entity bot_lastseengoal;
142 .float bot_timelastseengoal;
143 .float bot_canruntogoal;
144 void havocbot_bunnyhop(vector dir)
145 {
146         local float maxspeed, bunnyhopdistance;
147         local vector deviation;
148         local entity nextgoal;
149
150         if(cvar("g_midair"))
151                 return;
152
153         // Don't jump when using some weapons
154         if(self.aistatus & AI_STATUS_ATTACKING)
155         if(self.weapon & WEP_CAMPINGRIFLE)
156                 return;
157
158         if(self.goalcurrent.classname == "player")
159                 return;
160
161         maxspeed = cvar("sv_maxspeed");
162
163         if(self.aistatus & AI_STATUS_DANGER_AHEAD)
164         {
165                 self.aistatus &~= AI_STATUS_RUNNING;
166                 self.BUTTON_JUMP = FALSE;
167                 self.bot_canruntogoal = 0;
168                 self.bot_timelastseengoal = 0;
169                 return;
170         }
171
172         if(self.waterlevel > WATERLEVEL_WETFEET)
173         {
174                 self.aistatus &~= AI_STATUS_RUNNING;
175                 return;
176         }
177
178         if(self.bot_lastseengoal != self.goalcurrent && !(self.aistatus & AI_STATUS_RUNNING))
179         {
180                 self.bot_canruntogoal = 0;
181                 self.bot_timelastseengoal = 0;
182         }
183
184         bunnyhopdistance = vlen(self.origin - self.goalcurrent.origin);
185
186         nextgoal = self.goalstack[0];
187
188         // Run only to visible goals
189         if(self.flags & FL_ONGROUND)
190         if(self.speed==maxspeed)
191         if(checkpvs(self.origin + self.view_ofs, self.goalcurrent))
192         {
193                         self.bot_lastseengoal = self.goalcurrent;
194
195                         // seen it before
196                         if(self.bot_timelastseengoal)
197                         {
198                                 // for a period of time
199                                 if(time - self.bot_timelastseengoal > cvar("bot_ai_bunnyhop_firstjumpdelay"))
200                                 {
201                                         local float checkdistance;
202                                         checkdistance = TRUE;
203
204                                         // don't run if it is too close
205                                         if(self.bot_canruntogoal==0)
206                                         {
207                                                 if(bunnyhopdistance > cvar("bot_ai_bunnyhop_startdistance"))
208                                                         self.bot_canruntogoal = 1;
209                                                 else
210                                                         self.bot_canruntogoal = -1;
211                                         }
212
213                                         if(self.bot_canruntogoal != 1)
214                                                 return;
215
216                                         if(self.aistatus & AI_STATUS_ROAMING)
217                                         if(self.goalcurrent.classname=="waypoint")
218                                         if not(self.goalcurrent.wpflags & WAYPOINTFLAG_PERSONAL)
219                                         if(fabs(self.goalcurrent.origin_z - self.origin_z) < self.maxs_z - self.mins_z)
220                                         if(nextgoal!=world)
221                                         {
222                                                 deviation = vectoangles(nextgoal.origin - self.origin) - vectoangles(self.goalcurrent.origin - self.origin);
223                                                 while (deviation_y < -180) deviation_y = deviation_y + 360;
224                                                 while (deviation_y > 180) deviation_y = deviation_y - 360;
225
226                                                 if(fabs(deviation_y) < 20)
227                                                 if(bunnyhopdistance < vlen(self.origin - nextgoal.origin))
228                                                 if(fabs(nextgoal.origin_z - self.goalcurrent.origin_z) < self.maxs_z - self.mins_z)
229                                                 {
230                                                         if(vlen(self.goalcurrent.origin - nextgoal.origin) > cvar("bot_ai_bunnyhop_startdistance"))
231                                                         if(checkpvs(self.origin + self.view_ofs, nextgoal))
232                                                         {
233                                                                 checkdistance = FALSE;
234                                                         }
235                                                 }
236                                         }
237
238                                         if(checkdistance)
239                                         {
240                                                 self.aistatus &~= AI_STATUS_RUNNING;
241                                                 if(bunnyhopdistance > cvar("bot_ai_bunnyhop_stopdistance"))
242                                                         self.BUTTON_JUMP = TRUE;
243                                         }
244                                         else
245                                         {
246                                                 self.aistatus |= AI_STATUS_RUNNING;
247                                                 self.BUTTON_JUMP = TRUE;
248                                         }
249                                 }
250                         }
251                         else
252                         {
253                                 self.bot_timelastseengoal = time;
254                         }
255         }
256         else
257         {
258                 self.bot_timelastseengoal = 0;
259         }
260
261         // Release jump button
262         if(self.flags & FL_ONGROUND == 0)
263         {
264                 if(self.velocity_z < 0 || vlen(self.velocity)<maxspeed)
265                         self.BUTTON_JUMP = FALSE;
266
267                 // Strafe
268                 if(self.aistatus & AI_STATUS_RUNNING)
269                 if(vlen(self.velocity)>maxspeed)
270                 {
271                         deviation = vectoangles(dir) - vectoangles(self.velocity);
272                         while (deviation_y < -180) deviation_y = deviation_y + 360;
273                         while (deviation_y > 180) deviation_y = deviation_y - 360;
274
275                         if(fabs(deviation_y)>10)
276                                 self.movement_x = 0;
277
278                         if(deviation_y>10)
279                                 self.movement_y = maxspeed * -1;
280                         else if(deviation_y<10)
281                                 self.movement_y = maxspeed;
282
283                 }
284         }
285 };
286
287 //.float havocbotignoretime;
288 //.vector bot_dodgevector;
289 //.float bot_dodgevector_time;
290 //.float bot_dodgevector_jumpbutton;
291 .float ladder_time;
292 .entity ladder_entity;
293 .float rocketjumptime;
294 void havocbot_movetogoal()
295 {
296         local vector destorg;
297         local vector diff;
298         local vector dir;
299         local vector flatdir;
300         local vector m1;
301         local vector m2;
302         local vector evadeobstacle;
303         local vector evadelava;
304         local float s;
305         local float maxspeed;
306         //local float dist;
307         local vector dodge;
308         //if (self.goalentity)
309         //      te_lightning2(self, self.origin, (self.goalentity.absmin + self.goalentity.absmax) * 0.5);
310         self.movement = '0 0 0';
311         maxspeed = cvar("sv_maxspeed");
312
313         // Jetpack navigation
314         if(self.navigation_jetpack_goal)
315         if(self.goalcurrent==self.navigation_jetpack_goal)
316         if(self.ammo_fuel)
317         {
318                 #ifdef DEBUG_BOT_GOALSTACK
319                         debuggoalstack();
320                         te_wizspike(self.navigation_jetpack_point);
321                 #endif
322
323                 // Take off
324                 if not(self.aistatus & AI_STATUS_JETPACK_FLYING)
325                 {
326                         // Brake almost completely so it can get a good direction
327                         if(vlen(self.velocity)>10)
328                                 return;
329                         self.aistatus |= AI_STATUS_JETPACK_FLYING;
330                 }
331
332                 makevectors(self.v_angle_y * '0 1 0');
333                 dir = normalize(self.navigation_jetpack_point - self.origin);
334
335                 // Landing
336                 if(self.aistatus & AI_STATUS_JETPACK_LANDING)
337                 {
338                         // Calculate brake distance in xy
339                         float db, v, d;
340                         vector dxy;
341
342                         dxy = self.origin - self.goalcurrent.origin; dxy_z = 0;
343                         d = vlen(dxy);
344                         v = vlen(self.velocity -  self.velocity_z * '0 0 1');
345                         db = (pow(v,2) / (cvar("g_jetpack_acceleration_side") * 2)) + 100;
346                 //      dprint("distance ", ftos(ceil(d)), " velocity ", ftos(ceil(v)), " brake at ", ftos(ceil(db)), "\n");
347                         if(d < db || d < 500)
348                         {
349                                 // Brake
350                                 if(fabs(self.velocity_x)>maxspeed*0.3)
351                                 {
352                                         self.movement_x = dir * v_forward * -maxspeed;
353                                         return;
354                                 }
355                                 // Switch to normal mode
356                                 self.navigation_jetpack_goal = world;
357                                 self.aistatus &~= AI_STATUS_JETPACK_LANDING;
358                                 self.aistatus &~= AI_STATUS_JETPACK_FLYING;
359                                 return;
360                         }
361                 }
362                 else if(checkpvs(self.origin,self.goalcurrent))
363                 {
364                         // If I can see the goal switch to landing code
365                         self.aistatus &~= AI_STATUS_JETPACK_FLYING;
366                         self.aistatus |= AI_STATUS_JETPACK_LANDING;
367                         return;
368                 }
369
370                 // Flying
371                 self.BUTTON_HOOK = TRUE;
372                 if(self.navigation_jetpack_point_z - PL_MAX_z + PL_MIN_z < self.origin_z)
373                 {
374                         self.movement_x = dir * v_forward * maxspeed;
375                         self.movement_y = dir * v_right * maxspeed;
376                 }
377                 return;
378         }
379
380         // Handling of jump pads
381         if(self.jumppadcount)
382         {
383                 if(self.flags & FL_ONGROUND)
384                 {
385                         self.jumppadcount = FALSE;
386                         if(self.aistatus & AI_STATUS_OUT_JUMPPAD)
387                                 self.aistatus &~= AI_STATUS_OUT_JUMPPAD;
388                 }
389
390                 // If got stuck on the jump pad try to reach the farther visible item
391                 if(self.aistatus & AI_STATUS_OUT_JUMPPAD)
392                 {
393                         if(fabs(self.velocity_z)<50)
394                         {
395                                 local entity head, newgoal;
396                                 local float distance, bestdistance;
397
398                                 for (head = findchainfloat(bot_pickup, TRUE); head; head = head.chain)
399                                 {
400                                         if(head.classname=="worldspawn")
401                                                 continue;
402
403                                         distance = vlen(head.origin - self.origin);
404                                         if(distance>1000)
405                                                 continue;
406
407                                         traceline(self.origin + self.view_ofs , head.origin, TRUE, world);
408
409                                         if(trace_fraction<1)
410                                                 continue;
411
412                                         if(distance>bestdistance)
413                                         {
414                                                 newgoal = head;
415                                                 bestdistance = distance;
416                                         }
417                                 }
418
419                                 if(newgoal)
420                                 {
421                                         self.ignoregoal = self.goalcurrent;
422                                         self.ignoregoaltime = time + cvar("bot_ai_ignoregoal_timeout");
423                                         navigation_clearroute();
424                                         navigation_routetogoal(newgoal, self.origin);
425                                         self.aistatus &~= AI_STATUS_OUT_JUMPPAD;
426                                 }
427                         }
428                         else
429                                 return;
430                 }
431                 else
432                 {
433                         if(self.velocity_z>0)
434                         {
435                                 local float threshold;
436                                 threshold = maxspeed * 0.2;
437                                 if(fabs(self.velocity_x) < threshold  &&  fabs(self.velocity_y) < threshold)
438                                         self.aistatus |= AI_STATUS_OUT_JUMPPAD;
439                                 return;
440                         }
441                 }
442         }
443
444         // If there is a trigger_hurt right below try to use the jetpack or make a rocketjump
445         if(skill>6)
446         if not(self.flags & FL_ONGROUND)
447         {
448                 tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 -65536', MOVE_NOMONSTERS, self);
449                 if(tracebox_hits_trigger_hurt(self.origin, self.mins, self.maxs, trace_endpos ))
450                 if(self.items & IT_JETPACK)
451                 {
452                         tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 65536', MOVE_NOMONSTERS, self);
453                         if(tracebox_hits_trigger_hurt(self.origin, self.mins, self.maxs, trace_endpos + '0 0 1' ))
454                         {
455                                 if(self.velocity_z<0)
456                                 {
457                                         self.BUTTON_HOOK = TRUE;
458                                 }
459                         }
460                         else
461                                 self.BUTTON_HOOK = TRUE;
462
463                         // If there is no goal try to move forward
464
465                         if(self.goalcurrent==world)
466                                 dir = v_forward;
467                         else
468                                 dir = normalize(self.goalcurrent.origin - self.origin);
469
470                         local vector xyvelocity = self.velocity; xyvelocity_z = 0;
471                         local float xyspeed = xyvelocity * dir;
472
473                         if(xyspeed < (maxspeed / 2))
474                         {
475                                 makevectors(self.v_angle_y * '0 1 0');
476                                 tracebox(self.origin, self.mins, self.maxs, self.origin + (dir * maxspeed * 3), MOVE_NOMONSTERS, self);
477                                 if(trace_fraction==1)
478                                 {
479                                         self.movement_x = dir * v_forward * maxspeed;
480                                         self.movement_y = dir * v_right * maxspeed;
481                                         if (skill < 10)
482                                                 havocbot_keyboard_movement(self.origin + dir * 100);
483                                 }
484                         }
485
486                         self.havocbot_blockhead = TRUE;
487
488                         return;
489                 }
490                 else if(self.health>cvar("g_balance_rocketlauncher_damage")*0.5)
491                 {
492                         if(self.velocity_z < 0)
493                         if(client_hasweapon(self, WEP_ROCKET_LAUNCHER, TRUE, FALSE))
494                         {
495                                 self.movement_x = maxspeed;
496
497                                 if(self.rocketjumptime)
498                                 {
499                                         if(time > self.rocketjumptime)
500                                         {
501                                                 self.BUTTON_ATCK2 = TRUE;
502                                                 self.rocketjumptime = 0;
503                                         }
504                                         return;
505                                 }
506
507                                 self.switchweapon = WEP_ROCKET_LAUNCHER;
508                                 self.v_angle_x = 90;
509                                 self.BUTTON_ATCK = TRUE;
510                                 self.rocketjumptime = time + cvar("g_balance_rocketlauncher_detonatedelay");
511                                 return;
512                         }
513                 }
514                 else
515                 {
516                         // If there is no goal try to move forward
517                         if(self.goalcurrent==world)
518                                 self.movement_x = maxspeed;
519                 }
520         }
521
522         // If we are under water with no goals, swim up
523         if(self.waterlevel)
524         if(self.goalcurrent==world)
525         {
526                 dir = '0 0 0';
527                 if(self.waterlevel>WATERLEVEL_SWIMMING)
528                         dir_z = 1;
529                 else if(self.velocity_z >= 0 && !(self.waterlevel == WATERLEVEL_WETFEET && self.watertype == CONTENT_WATER))
530                         self.BUTTON_JUMP = TRUE;
531                 else
532                         self.BUTTON_JUMP = FALSE;
533                 makevectors(self.v_angle_y * '0 1 0');
534                 self.movement_x = dir * v_forward * maxspeed;
535                 self.movement_y = dir * v_right * maxspeed;
536                 self.movement_z = dir * v_up * maxspeed;
537         }
538
539         // if there is nowhere to go, exit
540         if (self.goalcurrent == world)
541                 return;
542
543         if (self.goalcurrent)
544                 navigation_poptouchedgoals();
545
546         // if ran out of goals try to use an alternative goal or get a new strategy asap
547         if(self.goalcurrent == world)
548         {
549                 self.bot_strategytime = 0;
550                 return;
551         }
552
553 #ifdef DEBUG_BOT_GOALSTACK
554         debuggoalstack();
555 #endif
556
557         m1 = self.goalcurrent.origin + self.goalcurrent.mins;
558         m2 = self.goalcurrent.origin + self.goalcurrent.maxs;
559         destorg = self.origin;
560         destorg_x = bound(m1_x, destorg_x, m2_x);
561         destorg_y = bound(m1_y, destorg_y, m2_y);
562         destorg_z = bound(m1_z, destorg_z, m2_z);
563         diff = destorg - self.origin;
564         //dist = vlen(diff);
565         dir = normalize(diff);
566         flatdir = diff;flatdir_z = 0;
567         flatdir = normalize(flatdir);
568
569         //if (self.bot_dodgevector_time < time)
570         {
571         //      self.bot_dodgevector_time = time + cvar("bot_ai_dodgeupdateinterval");
572         //      self.bot_dodgevector_jumpbutton = 1;
573                 evadeobstacle = '0 0 0';
574                 evadelava = '0 0 0';
575
576                 if (self.waterlevel)
577                 {
578                         if(self.waterlevel>WATERLEVEL_SWIMMING)
579                         {
580                         //      flatdir_z = 1;
581                                 self.aistatus |= AI_STATUS_OUT_WATER;
582                         }
583                         else
584                         {
585                                 if(self.velocity_z >= 0 && !(self.watertype == CONTENT_WATER && self.goalcurrent.origin_z < self.origin_z) &&
586                                         ( !(self.waterlevel == WATERLEVEL_WETFEET && self.watertype == CONTENT_WATER) || self.aistatus & AI_STATUS_OUT_WATER))
587                                         self.BUTTON_JUMP = TRUE;
588                                 else
589                                         self.BUTTON_JUMP = FALSE;
590                         }
591                         dir = normalize(flatdir);
592                         makevectors(self.v_angle_y * '0 1 0');
593                 }
594                 else
595                 {
596                         if(self.aistatus & AI_STATUS_OUT_WATER)
597                                 self.aistatus &~= AI_STATUS_OUT_WATER;
598
599                         // jump if going toward an obstacle that doesn't look like stairs we
600                         // can walk up directly
601                         tracebox(self.origin, self.mins, self.maxs, self.origin + self.velocity * 0.2, FALSE, self);
602                         if (trace_fraction < 1)
603                         if (trace_plane_normal_z < 0.7)
604                         {
605                                 s = trace_fraction;
606                                 tracebox(self.origin + '0 0 16', self.mins, self.maxs, self.origin + self.velocity * 0.2 + '0 0 16', FALSE, self);
607                                 if (trace_fraction < s + 0.01)
608                                 if (trace_plane_normal_z < 0.7)
609                                 {
610                                         s = trace_fraction;
611                                         tracebox(self.origin + '0 0 48', self.mins, self.maxs, self.origin + self.velocity * 0.2 + '0 0 48', FALSE, self);
612                                         if (trace_fraction > s)
613                                                 self.BUTTON_JUMP = 1;
614                                 }
615                         }
616
617                         // avoiding dangers and obstacles
618                         local vector dst_ahead, dst_down;
619                         makevectors(self.v_angle_y * '0 1 0');
620                         dst_ahead = self.origin + self.view_ofs + (self.velocity * 0.4) + (v_forward * 32 * 3);
621                         dst_down = dst_ahead + '0 0 -1500';
622
623                         // Look ahead
624                         traceline(self.origin + self.view_ofs , dst_ahead, TRUE, world);
625
626                         // Check head-banging against walls
627                         if(vlen(self.origin + self.view_ofs - trace_endpos) < 25 && !(self.aistatus & AI_STATUS_OUT_WATER))
628                         {
629                                 self.BUTTON_JUMP = TRUE;
630                                 if(self.facingwalltime && time > self.facingwalltime)
631                                 {
632                                         self.ignoregoal = self.goalcurrent;
633                                         self.ignoregoaltime = time + cvar("bot_ai_ignoregoal_timeout");
634                                         self.bot_strategytime = 0;
635                                         return;
636                                 }
637                                 else
638                                 {
639                                         self.facingwalltime = time + 0.05;
640                                 }
641                         }
642                         else
643                         {
644                                 self.facingwalltime = 0;
645
646                                 if(self.ignoregoal != world && time > self.ignoregoaltime)
647                                 {
648                                         self.ignoregoal = world;
649                                         self.ignoregoaltime = 0;
650                                 }
651                         }
652
653                         // Check for water/slime/lava and dangerous edges
654                         // (only when the bot is on the ground or jumping intentionally)
655                         self.aistatus &~= AI_STATUS_DANGER_AHEAD;
656
657                         if(trace_fraction == 1)
658                         if(self.flags & FL_ONGROUND || self.aistatus & AI_STATUS_RUNNING || self.BUTTON_JUMP == TRUE)
659                         {
660                                 // Look downwards
661                                 traceline(dst_ahead , dst_down, TRUE, world);
662                         //      te_lightning2(world, self.origin, dst_ahead);   // Draw "ahead" look
663                         //      te_lightning2(world, dst_ahead, dst_down);              // Draw "downwards" look
664                                 if(trace_endpos_z < self.origin_z + self.mins_z)
665                                 {
666                                         s = pointcontents(trace_endpos + '0 0 1');
667                                         if (s != CONTENT_SOLID)
668                                         if (s == CONTENT_LAVA || s == CONTENT_SLIME)
669                                                 evadelava = normalize(self.velocity) * -1;
670                                         else if (s == CONTENT_SKY)
671                                                 evadeobstacle = normalize(self.velocity) * -1;
672                                         else if (!boxesoverlap(dst_ahead - self.view_ofs + self.mins, dst_ahead - self.view_ofs + self.maxs,
673                                                                 self.goalcurrent.absmin, self.goalcurrent.absmax))
674                                         {
675                                                 // if ain't a safe goal with "holes" (like the jumpad on soylent)
676                                                 // and there is a trigger_hurt below
677                                                 if(tracebox_hits_trigger_hurt(dst_ahead, self.mins, self.maxs, trace_endpos))
678                                                 {
679                                                         // Remove dangerous dynamic goals from stack
680                                                         if (self.goalcurrent.classname == "player" || self.goalcurrent.classname == "droppedweapon")
681                                                                 navigation_poproute();
682                                                         // try to stop
683                                                         flatdir = '0 0 0';
684                                                         evadeobstacle = normalize(self.velocity) * -1;
685                                                 }
686                                         }
687                                 }
688                         }
689
690                         dir = flatdir;
691                         evadeobstacle_z = 0;
692                         evadelava_z = 0;
693                         makevectors(self.v_angle_y * '0 1 0');
694
695                         if(evadeobstacle!='0 0 0'||evadelava!='0 0 0')
696                                 self.aistatus |= AI_STATUS_DANGER_AHEAD;
697                 }
698
699                 dodge = havocbot_dodge();
700                 dodge = dodge * bound(0,3+skill*0.1,1);
701                 evadelava = evadelava * bound(1,3-skill,3); //Noobs fear lava a lot and take more distance from it
702                 traceline(self.origin, self.enemy.origin, TRUE, world);
703                 if(trace_ent.classname == "player")
704                         dir = dir * bound(0,skill/7,1);
705
706                 dir = normalize(dir + dodge + evadeobstacle + evadelava);
707         //      self.bot_dodgevector = dir;
708         //      self.bot_dodgevector_jumpbutton = self.BUTTON_JUMP;
709         }
710
711         if(time < self.ladder_time)
712         {
713                 if(self.goalcurrent.origin_z + self.goalcurrent.mins_z > self.origin_z + self.mins_z)
714                 {
715                         if(self.origin_z + self.mins_z  < self.ladder_entity.origin_z + self.ladder_entity.maxs_z)
716                                 dir_z = 1;
717                 }
718                 else
719                 {
720                         if(self.origin_z + self.mins_z  > self.ladder_entity.origin_z + self.ladder_entity.mins_z)
721                                 dir_z = -1;
722                 }
723         }
724
725         //dir = self.bot_dodgevector;
726         //if (self.bot_dodgevector_jumpbutton)
727         //      self.BUTTON_JUMP = 1;
728         self.movement_x = dir * v_forward * maxspeed;
729         self.movement_y = dir * v_right * maxspeed;
730         self.movement_z = dir * v_up * maxspeed;
731
732         // Emulate keyboard interface
733         if (skill < 10)
734                 havocbot_keyboard_movement(destorg);
735
736         // Bunnyhop!
737 //      if(self.aistatus & AI_STATUS_ROAMING)
738         if(skill >= cvar("bot_ai_bunnyhop_skilloffset"))
739                 havocbot_bunnyhop(dir);
740
741         if ((dir * v_up) >= cvar("sv_jumpvelocity")*0.5 && (self.flags & FL_ONGROUND)) self.BUTTON_JUMP=1;
742         if (((dodge * v_up) > 0) && random()*frametime >= 0.2*bound(0,(10-skill)*0.1,1)) self.BUTTON_JUMP=TRUE;
743         if (((dodge * v_up) < 0) && random()*frametime >= 0.5*bound(0,(10-skill)*0.1,1)) self.havocbot_ducktime=time+0.3/bound(0.1,skill,10);
744 };
745
746 .float havocbot_chooseenemy_finished;
747 .float havocbot_stickenemy;
748 void havocbot_chooseenemy()
749 {
750         local entity head, best, head2;
751         local float rating, bestrating, i, f;
752         local vector eye, v;
753         if (cvar("bot_nofire") || IS_INDEPENDENT_PLAYER(self))
754         {
755                 self.enemy = world;
756                 return;
757         }
758         if (self.enemy)
759         {
760                 if (!bot_shouldattack(self.enemy))
761                 {
762                         // enemy died or something, find a new target
763                         self.enemy = world;
764                         self.havocbot_chooseenemy_finished = time;
765                 }
766                 else if (self.havocbot_stickenemy)
767                 {
768                         // tracking last chosen enemy
769                         // if enemy is visible
770                         // and not really really far away
771                         // and we're not severely injured
772                         // then keep tracking for a half second into the future
773                         traceline(self.origin+self.view_ofs, self.enemy.origin+self.enemy.view_ofs*0.5,FALSE,world);
774                         if (trace_ent == self.enemy || trace_fraction == 1)
775                         if (vlen(self.enemy.origin - self.origin) < 1000)
776                         if (self.health > 30)
777                         {
778                                 // remain tracking him for a shot while (case he went after a small corner or pilar
779                                 self.havocbot_chooseenemy_finished = time + cvar("bot_ai_enemydetectioninterval");
780                                 return;
781                         }
782                         // enemy isn't visible, or is far away, or we're injured severely
783                         // so stop preferring this enemy
784                         // (it will still take a half second until a new one is chosen)
785                         self.havocbot_stickenemy = 0;
786                 }
787         }
788         if (time < self.havocbot_chooseenemy_finished)
789                 return;
790         self.havocbot_chooseenemy_finished = time + cvar("bot_ai_enemydetectioninterval");
791         eye = self.origin + self.view_ofs;
792         best = world;
793         bestrating = 100000000;
794         head = head2 = findchainfloat(bot_attack, TRUE);
795
796         // Search for enemies, if no enemy can be seen directly try to look through transparent objects
797         for(;;)
798         {
799                 while (head)
800                 {
801                         v = (head.absmin + head.absmax) * 0.5;
802                         rating = vlen(v - eye);
803                         if (rating<cvar("bot_ai_enemydetectionradius"))
804                         if (bestrating > rating)
805                         if (bot_shouldattack(head))
806                         {
807                                 traceline(eye, v, TRUE, self);
808                                 if (trace_ent == head || trace_fraction >= 1)
809                                 {
810                                         best = head;
811                                         bestrating = rating;
812                                 }
813                         }
814                         head = head.chain;
815                 }
816
817                 // I want to do a second scan if no enemy was found or I don't have weapons
818                 // TODO: Perform the scan when using the rifle (requires changes on the rifle code)
819                 if(best || self.weapons) // || self.weapon == WEP_CAMPINGRIFLE
820                         break;
821                 if(i)
822                         break;
823
824                 // Set flags to see through transparent objects
825                 f = self.dphitcontentsmask;
826                 self.dphitcontentsmask = DPCONTENTS_OPAQUE;
827
828                 head = head2;
829                 ++i;
830         }
831
832         // Restore hit flags if needed
833         if(i)
834                 self.dphitcontentsmask = f;
835
836         self.enemy = best;
837         self.havocbot_stickenemy = TRUE;
838 };
839
840 .float bot_chooseweapontime;
841 float(entity e) w_getbestweapon;
842 void havocbot_chooseweapon()
843 {
844         local float i;
845
846         // ;)
847         if(g_weaponarena == WEPBIT_TUBA)
848         {
849                 self.switchweapon = WEP_TUBA;
850                 return;
851         }
852
853         // TODO: clean this up by moving it to weapon code
854         if(self.enemy==world)
855         {
856                 // If no weapon was chosen get the first available weapon
857                 if(self.weapon==0)
858                 for(i=WEP_LASER + 1; i < WEP_COUNT ; ++i)
859                 {
860                         if(client_hasweapon(self, i, TRUE, FALSE))
861                         {
862                                 self.switchweapon = i;
863                                 return;
864                         }
865                 }
866                 return;
867         }
868
869         // Do not change weapon during the next second after a combo
870         i = time - self.lastcombotime;
871         if(i < 1)
872                 return;
873
874         // Workaround for rifle reloading (..)
875         if(self.weapon == WEP_CAMPINGRIFLE)
876         if(i < cvar("g_balance_campingrifle_reloadtime") + 1)
877                 return;
878
879         local float w;
880         local float rocket  ; rocket   =-1000;
881         local float nex     ; nex      =-1000;
882         local float hagar   ; hagar    =-1000;
883         local float grenade ; grenade  =-1000;
884         local float electro ; electro  =-1000;
885         local float crylink ; crylink  =-1000;
886         local float uzi     ; uzi      =-1000;
887         local float shotgun ; shotgun  =-1000;
888         local float campingrifle ; campingrifle  =-1000;
889         local float laser   ; laser    =-1000;
890         local float minstanex ; minstanex =-1000;
891         local float bestscore; bestscore = 0;
892         local float bestweapon; bestweapon=self.switchweapon;
893         local float distance; distance=bound(10,vlen(self.origin-self.enemy.origin)-200,10000);
894         local float maxdelaytime=0.5;
895         local float spreadpenalty=10;
896
897         // Should it do a weapon combo?
898         local float af, ct, combo_time, combo;
899
900         af = ATTACK_FINISHED(self);
901         ct = cvar("bot_ai_weapon_combo_threshold");
902
903         // Bots with no skill will be 4 times more slower than "godlike" bots when doing weapon combos
904         // Ideally this 4 should be calculated as longest_weapon_refire / bot_ai_weapon_combo_threshold
905         combo_time = time + ct + (ct * ((-0.3*skill)+3));
906
907         combo = FALSE;
908
909         if(cvar("bot_ai_weapon_combo"))
910         if(self.weapon == self.lastfiredweapon)
911         if(af > combo_time)
912         {
913                 combo = TRUE;
914                 self.lastcombotime = time;
915         }
916
917         // Custom weapon list based on distance to the enemy
918         if(bot_custom_weapon){
919
920                 // Choose weapons for far distance
921                 if ( distance > bot_distance_far ) {
922                         for(i=0; i < WEP_COUNT && bot_weapons_far[i] != -1 ; ++i){
923                                 w = bot_weapons_far[i];
924                                 if ( client_hasweapon(self, w, TRUE, FALSE) ){
925                                         if ( self.weapon == w && combo)
926                                                 continue;
927                                         self.switchweapon = w;
928                                         return;
929                                 }
930                         }
931                 }
932
933                 // Choose weapons for mid distance
934                 if ( distance > bot_distance_close ) {
935                         for(i=0; i < WEP_COUNT && bot_weapons_mid[i] != -1 ; ++i){
936                                 w = bot_weapons_mid[i];
937                                 if ( client_hasweapon(self, w, TRUE, FALSE) ){
938                                         if ( self.weapon == w && combo)
939                                                 continue;
940                                         self.switchweapon = w;
941                                         return;
942                                 }
943                         }
944                 }
945
946                 // Choose weapons for close distance
947                 for(i=0; i < WEP_COUNT && bot_weapons_close[i] != -1 ; ++i){
948                         w = bot_weapons_close[i];
949                         if ( client_hasweapon(self, w, TRUE, FALSE) ){
950                                 if ( self.weapon == w && combo)
951                                         continue;
952                                 self.switchweapon = w;
953                                 return;
954                         }
955                 }
956         }
957
958 #ifdef 0
959         // TODO: This disabled code is not working well and got replaced by custom weapon priorities.
960         // However, this logic should be refactored and moved to weapons code so each new weapon can be
961         // evaluated dynamically by bots without updating the "ai" or config files.     --mand1nga
962         float s, distancefromfloor, currentscore;
963
964
965         // Formula:
966         //      (Damage/Sec * Weapon spefic change to get that damage)
967         //      *(Time to get to target * weapon specfic hitchange bonus) / (in a time of maxdelaytime)
968         //      *(Spread change of hit) // if it applies
969         //      *(Penality for target beeing in air)
970         // %weaponaddpoint
971
972         traceline(self.enemy.origin,self.enemy.origin-'0 0 1000',TRUE,world);
973         distancefromfloor = self.enemy.origin_z - trace_endpos_z;
974
975         if (client_hasweapon(self, WEP_MINSTANEX, TRUE, FALSE))
976                 minstanex = (1000/cvar("g_balance_minstanex_refire")*1.0)
977                         * (0.5);
978
979         if (client_hasweapon(self, WEP_ROCKET_LAUNCHER, TRUE, FALSE)  &&
980                 !(      cvar("bot_ai_weapon_combo") && self.weapon == WEP_ROCKET_LAUNCHER &&
981                         af > combo_time
982                 )
983         )
984                 rocket = (cvar("g_balance_rocketlauncher_damage")/cvar("g_balance_rocketlauncher_refire")*0.75)
985                         * bound(0,(cvar("g_balance_rocketlauncher_speed")/distance*maxdelaytime),1)*1.5;
986
987         if (client_hasweapon(self, WEP_NEX, TRUE, FALSE)  &&
988                 !(      cvar("bot_ai_weapon_combo") && self.weapon == WEP_NEX &&
989                         af > combo_time
990                 )
991         )
992                 nex = (cvar("g_balance_nex_damage")/cvar("g_balance_nex_refire")*1.0)
993                         * (0.5);
994
995         if (client_hasweapon(self, WEP_HAGAR, TRUE, FALSE) ) // &&
996         //      !( cvar("bot_ai_weapon_combo") && self.weapon == WEP_HAGAR &&  time < self.bot_lastshot + cvar("g_balance_hagar_primary_refire") ))
997                 hagar = (cvar("g_balance_hagar_primary_damage")/cvar("g_balance_hagar_primary_refire")*1.0)
998                         * bound(0,(cvar("g_balance_hagar_primary_speed")/distance*maxdelaytime),1)*0.2;
999
1000         if (client_hasweapon(self, WEP_GRENADE_LAUNCHER, TRUE, FALSE) &&
1001                 !(
1002                         cvar("bot_ai_weapon_combo") && self.weapon == WEP_GRENADE_LAUNCHER &&
1003                         af > combo_time
1004                 )
1005         )
1006                 grenade = (cvar("g_balance_grenadelauncher_primary_damage")/cvar("g_balance_grenadelauncher_primary_refire")*1.0)
1007                         * bound(0,(cvar("g_balance_grenadelauncher_primary_speed")/distance*maxdelaytime),1)*1.1;
1008
1009         if (client_hasweapon(self, WEP_ELECTRO, TRUE, FALSE) &&
1010                 !(      cvar("bot_ai_weapon_combo") && self.weapon == WEP_ELECTRO &&
1011                         af > combo_time
1012                 )
1013         )
1014                 electro = (cvar("g_balance_electro_primary_damage")/cvar("g_balance_electro_primary_refire")*0.75)
1015                         * bound(0,(cvar("g_balance_electro_primary_speed")/distance*maxdelaytime),1)*1.0;
1016
1017         if (client_hasweapon(self, WEP_CRYLINK, TRUE, FALSE) ) // &&
1018         //      !( self.weapon == WEP_CRYLINK &&  time < self.bot_lastshot + cvar("g_balance_crylink_primary_refire") ))
1019                 crylink = (cvar("g_balance_crylink_primary_damage")/cvar("g_balance_crylink_primary_refire")*1.0)
1020                         * bound(0,(cvar("g_balance_crylink_primary_speed")/distance*maxdelaytime),1)*(64/(32+cvar("g_balance_crylink_primary_spread")*distance))*1.0;
1021
1022         if (client_hasweapon(self, WEP_UZI, TRUE, FALSE) ) // &&
1023         //      !( self.weapon == WEP_UZI &&  time < self.bot_lastshot + cvar("g_balance_uzi_sustained_refire") ))
1024                 uzi = (cvar("g_balance_uzi_sustained_damage")/cvar("g_balance_uzi_sustained_refire")*1.0)
1025                         * bound(0,32/(32+cvar("g_balance_uzi_sustained_spread")*distance),1);
1026
1027         if (client_hasweapon(self, WEP_SHOTGUN, TRUE, FALSE) &&
1028                 !(      cvar("bot_ai_weapon_combo") && self.weapon == WEP_SHOTGUN &&
1029                         af > combo_time
1030                 )
1031         )
1032                 shotgun = (cvar("g_balance_shotgun_primary_damage")*cvar("g_balance_shotgun_primary_bullets")/cvar("g_balance_shotgun_primary_refire")*1.0)
1033                         * bound(0,32/(32+cvar("g_balance_shotgun_primary_spread")*distance),1);
1034
1035         if (client_hasweapon(self, WEP_LASER, FALSE, FALSE) &&
1036                 !(      cvar("bot_ai_weapon_combo") && self.weapon == WEP_LASER &&
1037                         af > combo_time
1038                 )
1039         )
1040                 laser = (cvar("g_balance_laser_primary_damage")/cvar("g_balance_laser_primary_refire")*1.0)
1041                         * bound(0,cvar("g_balance_laser_primary_speed")/distance*maxdelaytime,1);
1042
1043         if((self.enemy.flags & FL_ONGROUND)==FALSE){
1044                 rocket = rocket   * (1.5-bound(0, distancefromfloor/cvar("g_balance_rocketlauncher_radius"         ),0.9)); //slight bigger change
1045                 grenade = grenade * (1.5-bound(0,distancefromfloor/cvar("g_balance_grenadelauncher_primary_radius"),0.95));
1046                 electro = electro * (1.5-bound(0,distancefromfloor/cvar("g_balance_electro_primary_radius"        ),0.95));
1047                 laser = laser     * (1.5-bound(0,distancefromfloor/cvar("g_balance_laser_primary_radius"                  ),0.95));
1048         }
1049         /*
1050         dprint("Floor distance: ",ftos(distancefromfloor),"\n");
1051         dprint("Rocket: " , ftos(rocket  ), "\n");
1052         dprint("Nex: "    , ftos(nex     ), "\n");
1053         dprint("Hagar: "  , ftos(hagar   ), "\n");
1054         dprint("Grenade: ", ftos(grenade ), "\n");
1055         dprint("Electro: ", ftos(electro ), "\n");
1056         dprint("Crylink: ", ftos(crylink ), "\n");
1057         dprint("Uzi: "    , ftos(uzi     ), "\n");
1058         dprint("Shotgun :", ftos(shotgun ), "\n");
1059         dprint("Laser   :", ftos(laser   ), "\n\n");
1060         */
1061         currentscore = -1;
1062         w = WEP_MINSTANEX        ;s = minstanex;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
1063         w = WEP_ROCKET_LAUNCHER  ;s = rocket   ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
1064         w = WEP_NEX              ;s = nex      ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
1065         w = WEP_HAGAR            ;s = hagar    ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
1066         w = WEP_GRENADE_LAUNCHER ;s = grenade  ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
1067         w = WEP_ELECTRO          ;s = electro  ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
1068         w = WEP_CRYLINK          ;s = crylink  ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
1069         w = WEP_UZI              ;s = uzi      ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
1070         w = WEP_SHOTGUN          ;s = shotgun  ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
1071         w = WEP_LASER            ;s = laser    ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
1072
1073         // switch if the best weapon would provide a significant damage increase
1074         if (bestscore > currentscore*1.5){
1075                 self.switchweapon = bestweapon;
1076
1077                 // buys time for detonating the rocket. not tested yet
1078                 if ( cvar("bot_ai_weapon_combo") && bestweapon == WEP_ROCKET_LAUNCHER )
1079                         self.bot_chooseweapontime += (distance  / cvar("g_balance_rocketlauncher_speed"));
1080         }
1081 #endif
1082 };
1083
1084 .float nextaim;
1085 void havocbot_aim()
1086 {
1087         local vector selfvel, enemyvel;
1088 //      if(self.flags & FL_INWATER)
1089 //              return;
1090         if (time < self.nextaim)
1091                 return;
1092         self.nextaim = time + 0.1;
1093         selfvel = self.velocity;
1094         if (!self.waterlevel)
1095                 selfvel_z = 0;
1096         if (self.enemy)
1097         {
1098                 enemyvel = self.enemy.velocity;
1099                 if (!self.enemy.waterlevel)
1100                         enemyvel_z = 0;
1101                 lag_additem(time + self.ping, 0, 0, self.enemy, self.origin, selfvel, self.enemy.origin, enemyvel);
1102         }
1103         else
1104                 lag_additem(time + self.ping, 0, 0, world, self.origin, selfvel, self.goalcurrent.origin, '0 0 0');
1105 };
1106
1107 .entity draggedby;
1108 void havocbot_ai()
1109 {
1110         if(self.draggedby)
1111                 return;
1112
1113         if(bot_execute_commands())
1114                 return;
1115
1116         if (bot_strategytoken == self)
1117         if (!bot_strategytoken_taken)
1118         {
1119                 if(self.havocbot_blockhead)
1120                 {
1121                         self.havocbot_blockhead = FALSE;
1122                 }
1123                 else
1124                 {
1125                         self.havocbot_role();
1126                 }
1127
1128                 // TODO: tracewalk() should take care of this job (better path finding under water)
1129                 // if we don't have a goal and we're under water look for a waypoint near the "shore" and push it
1130                 if(self.deadflag != DEAD_NO)
1131                 if(self.goalcurrent==world)
1132                 if(self.waterlevel==WATERLEVEL_SWIMMING || self.aistatus & AI_STATUS_OUT_WATER)
1133                 {
1134                         // Look for the closest waypoint out of water
1135                         local entity newgoal, head;
1136                         local float bestdistance, distance;
1137
1138                         newgoal = world;
1139                         bestdistance = 10000;
1140                         for (head = findchain(classname, "waypoint"); head; head = head.chain)
1141                         {
1142                                 distance = vlen(head.origin - self.origin);
1143                                 if(distance>10000)
1144                                         continue;
1145
1146                                 if(head.origin_z < self.origin_z)
1147                                         continue;
1148
1149                                 if(head.origin_z - self.origin_z - self.view_ofs_z > 100)
1150                                         continue;
1151
1152                                 if (pointcontents(head.origin + head.maxs + '0 0 1') != CONTENT_EMPTY)
1153                                         continue;
1154
1155                                 traceline(self.origin + self.view_ofs , head.origin, TRUE, head);
1156
1157                                 if(trace_fraction<1)
1158                                         continue;
1159
1160                                 if(distance<bestdistance)
1161                                 {
1162                                         newgoal = head;
1163                                         bestdistance = distance;
1164                                 }
1165                         }
1166
1167                         if(newgoal)
1168                         {
1169                         //      te_wizspike(newgoal.origin);
1170                                 navigation_pushroute(newgoal);
1171                         }
1172                 }
1173
1174                 // token has been used this frame
1175                 bot_strategytoken_taken = TRUE;
1176         }
1177
1178         if(self.deadflag != DEAD_NO)
1179                 return;
1180
1181         havocbot_chooseenemy();
1182         if (self.bot_chooseweapontime < time )
1183         {
1184                 self.bot_chooseweapontime = time + cvar("bot_ai_chooseweaponinterval");
1185                 havocbot_chooseweapon();
1186         }
1187         havocbot_aim();
1188         lag_update();
1189         if (self.bot_aimtarg)
1190         {
1191                 self.aistatus |= AI_STATUS_ATTACKING;
1192                 self.aistatus &~= AI_STATUS_ROAMING;
1193
1194                 if(self.weapons)
1195                 {
1196                         weapon_action(self.weapon, WR_AIM);
1197                         if (cvar("bot_nofire") || IS_INDEPENDENT_PLAYER(self))
1198                         {
1199                                 self.BUTTON_ATCK = FALSE;
1200                                 self.BUTTON_ATCK2 = FALSE;
1201                         }
1202                         else
1203                         {
1204                                 if(self.BUTTON_ATCK||self.BUTTON_ATCK2)
1205                                         self.lastfiredweapon = self.weapon;
1206                         }
1207                 }
1208                 else
1209                 {
1210                         if(self.bot_aimtarg.classname=="player")
1211                                 bot_aimdir(self.bot_aimtarg.origin + self.bot_aimtarg.view_ofs - self.origin - self.view_ofs , -1);
1212                 }
1213         }
1214         else if (self.goalcurrent)
1215         {
1216                 self.aistatus |= AI_STATUS_ROAMING;
1217                 self.aistatus &~= AI_STATUS_ATTACKING;
1218
1219                 local vector now,v,next;//,heading;
1220                 local float aimdistance,skillblend,distanceblend,blend;
1221                 local entity nextgoal;
1222
1223                 nextgoal = self.goalstack[0];
1224                 next = now = self.goalcurrent.origin - (self.origin + self.view_ofs);
1225                 aimdistance = vlen(now);
1226                 //heading = self.velocity;
1227                 //dprint(self.goalstack01.classname,etos(self.goalstack01),"\n");
1228                 if(
1229                         nextgoal != self && nextgoal != world && self.aistatus & AI_STATUS_RUNNING == 0 &&
1230                         !(self.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
1231                 )
1232                         next = nextgoal.origin - (self.origin + self.view_ofs);
1233
1234                 skillblend=bound(0,(skill-2.5)*0.5,1); //lower skill player can't preturn
1235                 distanceblend=bound(0,aimdistance/cvar("bot_ai_keyboard_distance"),1);
1236                 blend = skillblend * (1-distanceblend);
1237                 //v = (now * (distanceblend) + next * (1-distanceblend)) * (skillblend) + now * (1-skillblend);
1238                 //v = now * (distanceblend) * (skillblend) + next * (1-distanceblend) * (skillblend) + now * (1-skillblend);
1239                 //v = now * ((1-skillblend) + (distanceblend) * (skillblend)) + next * (1-distanceblend) * (skillblend);
1240                 v = now + blend * (next - now);
1241                 //dprint(etos(self), " ");
1242                 //dprint(vtos(now), ":", vtos(next), "=", vtos(v), " (blend ", ftos(blend), ")\n");
1243                 //v = now * (distanceblend) + next * (1-distanceblend);
1244                 if (self.waterlevel < WATERLEVEL_SWIMMING)
1245                         v_z = 0;
1246                 //dprint("walk at:", vtos(v), "\n");
1247                 //te_lightning2(world, self.origin, self.goalcurrent.origin);
1248                 bot_aimdir(v, -1);
1249         }
1250         havocbot_movetogoal();
1251 };
1252
1253 .entity havocbot_personal_waypoint;
1254 .float havocbot_personal_waypoint_searchtime;
1255 float havocbot_moveto_refresh_route()
1256 {
1257         // Refresh path to goal if necessary
1258         entity wp;
1259         wp = self.havocbot_personal_waypoint;
1260         navigation_goalrating_start();
1261         navigation_routerating(wp, 10000, 10000);
1262         navigation_goalrating_end();
1263         return self.navigation_hasgoals;
1264 }
1265
1266 .float havocbot_personal_waypoint_failcounter;
1267 float havocbot_moveto(vector pos)
1268 {
1269         local entity wp;
1270
1271         if(self.aistatus & AI_STATUS_WAYPOINT_PERSONAL_GOING)
1272         {
1273                 // Step 4: Move to waypoint
1274                 if(self.havocbot_personal_waypoint==world)
1275                 {
1276                         dprint("Error: ", self.netname, " trying to walk to a non existent personal waypoint\n");
1277                         self.aistatus &~= AI_STATUS_WAYPOINT_PERSONAL_GOING;
1278                         return CMD_STATUS_ERROR;
1279                 }
1280
1281                 if (!bot_strategytoken_taken)
1282                 if(self.havocbot_personal_waypoint_searchtime<time)
1283                 {
1284                         bot_strategytoken_taken = TRUE;
1285                         if(havocbot_moveto_refresh_route())
1286                         {
1287                                 dprint(self.netname, " walking to its personal waypoint (after ", ftos(self.havocbot_personal_waypoint_failcounter), " failed attempts)\n");
1288                                 self.havocbot_personal_waypoint_searchtime = time + 10;
1289                                 self.havocbot_personal_waypoint_failcounter = 0;
1290                         }
1291                         else
1292                         {
1293                                 self.havocbot_personal_waypoint_failcounter += 1;
1294                                 self.havocbot_personal_waypoint_searchtime = time + 2;
1295                                 if(self.havocbot_personal_waypoint_failcounter >= 30)
1296                                 {
1297                                         dprint("Warning: can't walk to the personal waypoint located at ", vtos(self.havocbot_personal_waypoint.origin),"\n");
1298                                         self.aistatus &~= AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1299                                         remove(self.havocbot_personal_waypoint);
1300                                         return CMD_STATUS_ERROR;
1301                                 }
1302                                 else
1303                                         dprint(self.netname, " can't walk to its personal waypoint (after ", ftos(self.havocbot_personal_waypoint_failcounter), " failed attempts), trying later\n");
1304                         }
1305                 }
1306
1307                 #ifdef DEBUG_BOT_GOALSTACK
1308                         debuggoalstack();
1309                 #endif
1310
1311                 // Heading
1312                 local vector dir = self.goalcurrent.origin - (self.origin + self.view_ofs);
1313                 dir_z = 0;
1314                 bot_aimdir(dir, -1);
1315
1316                 // Go!
1317                 havocbot_movetogoal();
1318
1319                 if(self.aistatus & AI_STATUS_WAYPOINT_PERSONAL_REACHED)
1320                 {
1321                         // Step 5: Waypoint reached
1322                         dprint(self.netname, "'s personal waypoint reached\n");
1323                         remove(self.havocbot_personal_waypoint);
1324                         self.aistatus &~= AI_STATUS_WAYPOINT_PERSONAL_REACHED;
1325                         return CMD_STATUS_FINISHED;
1326                 }
1327
1328                 return CMD_STATUS_EXECUTING;
1329         }
1330
1331         // Step 2: Linking waypoint
1332         if(self.aistatus & AI_STATUS_WAYPOINT_PERSONAL_LINKING)
1333         {
1334                 // Wait until it is linked
1335                 if(!self.havocbot_personal_waypoint.wplinked)
1336                 {
1337                         dprint(self.netname, " waiting for personal waypoint to be linked\n");
1338                         return CMD_STATUS_EXECUTING;
1339                 }
1340
1341                 self.havocbot_personal_waypoint_searchtime = time; // so we set the route next frame
1342                 self.aistatus &~= AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1343                 self.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_GOING;
1344
1345                 // Step 3: Route to waypoint
1346                 dprint(self.netname, " walking to its personal waypoint\n");
1347
1348                 return CMD_STATUS_EXECUTING;
1349         }
1350
1351         // Step 1: Spawning waypoint
1352         wp = waypoint_spawnpersonal(pos);
1353         if(wp==world)
1354         {
1355                 dprint("Error: Can't spawn personal waypoint at ",vtos(pos),"\n");
1356                 return CMD_STATUS_ERROR;
1357         }
1358
1359         self.havocbot_personal_waypoint = wp;
1360         self.havocbot_personal_waypoint_failcounter = 0;
1361         self.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1362
1363         return CMD_STATUS_EXECUTING;
1364 }
1365
1366 float havocbot_resetgoal()
1367 {
1368         navigation_clearroute();
1369         return CMD_STATUS_FINISHED;
1370 }
1371
1372 void havocbot_setupbot()
1373 {
1374         self.bot_ai = havocbot_ai;
1375         self.cmd_moveto = havocbot_moveto;
1376         self.cmd_resetgoal = havocbot_resetgoal;
1377
1378         // will be updated by think code
1379         //Generate some random skill levels
1380         self.havocbot_keyboardskill=random()-0.5;
1381         havocbot_chooserole();
1382 }
1383
1384
1385 #ifdef DEBUG_BOT_GOALSTACK
1386
1387 .float goalcounter;
1388 .vector lastposition;
1389
1390 // Debug the goal stack visually
1391 void debuggoalstack()
1392 {
1393         local entity target;
1394         local vector org;
1395
1396         if(self.goalcounter==0)
1397                 target=self.goalcurrent;
1398         else if(self.goalcounter<=GOALSTACK_LENGTH)
1399                 target = self.goalstack[self.goalcounter-1];
1400
1401         if(target==world)
1402         {
1403                 self.goalcounter = 0;
1404                 self.lastposition='0 0 0';
1405                 return;
1406         }
1407
1408         if(self.lastposition=='0 0 0')
1409                 org = self.origin;
1410         else
1411                 org = self.lastposition;
1412
1413
1414         te_lightning2(world, org, target.origin);
1415         self.lastposition = target.origin;
1416
1417         self.goalcounter++;
1418 }
1419
1420 #endif