2 void() havocbot_chooserole;
3 .float havocbot_keyboardskill;
4 .float facingwalltime, ignoregoaltime;
7 #ifdef DEBUG_BOT_GOALSTACK
11 vector havocbot_dodge()
13 // LordHavoc: disabled because this is too expensive
17 local vector dodge, v, n;
18 local float danger, bestdanger, vl, d;
21 // check for dangerous objects near bot or approaching bot
22 head = findchainfloat(bot_dodge, TRUE);
25 if (head.owner != self)
27 vl = vlen(head.velocity);
28 if (vl > sv_maxspeed * 0.3)
30 n = normalize(head.velocity);
31 v = self.origin - head.origin;
33 if (d > (0 - head.bot_dodgerating))
34 if (d < (vl * 0.2 + head.bot_dodgerating))
36 // calculate direction and distance from the flight path, by removing the forward axis
37 v = v - (n * (v * n));
38 danger = head.bot_dodgerating - vlen(v);
39 if (bestdanger < danger)
42 // dodge to the side of the object
49 danger = head.bot_dodgerating - vlen(head.origin - self.origin);
50 if (bestdanger < danger)
53 dodge = normalize(self.origin - head.origin);
63 .float havocbot_keyboardtime;
64 .float havocbot_ducktime;
65 .vector havocbot_keyboard;
66 void havocbot_keyboard_movement(vector destorg)
68 local vector keyboard;
69 local float blend, maxspeed;
71 maxspeed = cvar("sv_maxspeed");
73 if (time < self.havocbot_keyboardtime)
76 self.havocbot_keyboardtime =
78 self.havocbot_keyboardtime
79 + bound(0,0.05/(skill+self.havocbot_keyboardskill),0.05)
80 +random()*bound(0,0.025/(skill+self.havocbot_keyboardskill),100)
82 keyboard = self.movement * (1.0 / maxspeed);
84 local float trigger, trigger1;
85 blend = bound(0,skill*0.1,1);
86 trigger = cvar("bot_ai_keyboard_treshold");
87 trigger1 = 0 - trigger;
89 // categorize forward movement
90 // at skill < 1.5 only forward
91 // at skill < 2.5 only individual directions
92 // at skill < 4.5 only individual directions, and forward diagonals
93 // at skill >= 4.5, all cases allowed
94 if (keyboard_x > trigger)
100 else if (keyboard_x < trigger1 && skill > 1.5)
115 if (keyboard_y > trigger)
117 else if (keyboard_y < trigger1)
122 if (keyboard_z > trigger)
124 else if (keyboard_z < trigger1)
129 self.havocbot_keyboard = keyboard * maxspeed;
130 if (self.havocbot_ducktime>time) self.BUTTON_CROUCH=TRUE;
132 keyboard = self.havocbot_keyboard;
133 blend = bound(0,vlen(destorg-self.origin)/cvar("bot_ai_keyboard_distance"),1); // When getting close move with 360 degree
134 //dprint("movement ", vtos(self.movement), " keyboard ", vtos(keyboard), " blend ", ftos(blend), "\n");
135 self.movement = self.movement + (keyboard - self.movement) * blend;
138 .entity bot_lastseengoal;
139 .float bot_timelastseengoal;
140 .float bot_canruntogoal;
141 void havocbot_bunnyhop(vector dir)
143 local float distance;
144 local vector deviation;
146 if(self.goalcurrent.classname == "player")
149 if(self.aistatus & AI_STATUS_DANGER_AHEAD)
151 self.aistatus &~= AI_STATUS_RUNNING;
152 self.BUTTON_JUMP = FALSE;
156 if(self.waterlevel > 1)
158 self.aistatus &~= AI_STATUS_RUNNING;
162 if(self.bot_lastseengoal != self.goalcurrent && !(self.aistatus & AI_STATUS_RUNNING))
164 self.bot_canruntogoal = 0;
165 self.bot_timelastseengoal = 0;
168 distance = vlen(self.origin - self.goalcurrent.origin);
170 // Run only to visible goals
171 traceline(self.origin + self.view_ofs , self.goalcurrent.origin, TRUE, world);
172 if(self.flags & FL_ONGROUND)
173 if(trace_fraction == 1)
175 self.bot_lastseengoal = self.goalcurrent;
178 if(self.bot_timelastseengoal)
180 // for a period of time
181 if(time - self.bot_timelastseengoal > cvar("bot_ai_bunnyhop_firstjumpdelay"))
183 local float checkdistance;
184 checkdistance = TRUE;
186 // don't run if it is too close
187 if(self.bot_canruntogoal==0)
189 if(distance > cvar("bot_ai_bunnyhop_startdistance"))
190 self.bot_canruntogoal = 1;
192 self.bot_canruntogoal = -1;
195 if(self.bot_canruntogoal != 1)
198 if(self.aistatus & AI_STATUS_ROAMING)
199 if(self.goalcurrent.classname=="waypoint")
200 if(fabs(self.goalcurrent.origin_z - self.origin_z) < self.maxs_z - self.mins_z)
201 if(self.goalstack01!=world)
203 deviation = self.goalstack01.origin - (self.origin + self.view_ofs);
204 deviation = vectoangles(deviation) - self.v_angle;
205 while (deviation_y < -180) deviation_y = deviation_y + 360;
206 while (deviation_y > 180) deviation_y = deviation_y - 360;
208 if(fabs(deviation_y) < 15)
209 if(distance < vlen(self.origin - self.goalstack01.origin))
210 if(fabs(self.goalstack01.origin_z - self.goalcurrent.origin_z) < self.maxs_z - self.mins_z)
212 traceline(self.origin + self.view_ofs , self.goalstack01.origin, TRUE, world);
213 if(trace_fraction==1)
215 checkdistance = FALSE;
222 self.aistatus &~= AI_STATUS_RUNNING;
223 if(distance > cvar("bot_ai_bunnyhop_stopdistance"))
224 self.BUTTON_JUMP = TRUE;
228 self.aistatus |= AI_STATUS_RUNNING;
229 self.BUTTON_JUMP = TRUE;
235 self.bot_timelastseengoal = time;
240 self.bot_timelastseengoal = 0;
243 // Release jump button
244 if(self.flags & FL_ONGROUND == 0)
246 if(self.velocity_z < 0)
247 self.BUTTON_JUMP = FALSE;
250 local float maxspeed;
251 maxspeed = cvar("sv_maxspeed");
253 if(self.aistatus & AI_STATUS_RUNNING)
254 if(vlen(self.velocity)>maxspeed)
256 deviation = vectoangles(dir) - self.v_angle;
257 while (deviation_y < -180) deviation_y = deviation_y + 360;
258 while (deviation_y > 180) deviation_y = deviation_y - 360;
260 if ( deviation_y > 2 )
261 self.movement_y = maxspeed;
262 if ( deviation_y < -2 )
263 self.movement_y = maxspeed * -1;
268 //.float havocbotignoretime;
269 //.vector bot_dodgevector;
270 //.float bot_dodgevector_time;
271 //.float bot_dodgevector_jumpbutton;
272 void havocbot_movetogoal()
274 local vector destorg;
277 local vector flatdir;
280 local vector evadeobstacle;
281 local vector evadelava;
283 local float maxspeed;
286 //if (self.goalentity)
287 // te_lightning2(self, self.origin, (self.goalentity.absmin + self.goalentity.absmax) * 0.5);
288 self.movement = '0 0 0';
289 maxspeed = cvar("sv_maxspeed");
291 if(self.jumppadcount)
293 if(self.flags & FL_ONGROUND)
295 self.jumppadcount = FALSE;
296 if(self.aistatus & AI_STATUS_OUT_JUMPPAD)
297 self.aistatus &~= AI_STATUS_OUT_JUMPPAD;
300 // If got stuck on the jump pad try to reach the farther visible item
301 if(self.aistatus & AI_STATUS_OUT_JUMPPAD)
303 if(fabs(self.velocity_z)<50)
305 local entity head, newgoal;
306 local float distance, bestdistance;
308 for (head = findchainfloat(bot_pickup, TRUE); head; head = head.chain)
310 if(head.classname=="worldspawn")
313 distance = vlen(head.origin - self.origin);
317 traceline(self.origin + self.view_ofs , head.origin, TRUE, world);
322 if(distance>bestdistance)
325 bestdistance = distance;
331 self.ignoregoal = self.goalcurrent;
332 self.ignoregoaltime = time + cvar("bot_ai_ignoregoal_timeout");
333 navigation_routetogoal(newgoal);
334 self.aistatus &~= AI_STATUS_OUT_JUMPPAD;
342 if(self.velocity_z>0)
344 local float threshold;
345 threshold = maxspeed * 0.2;
346 if(fabs(self.velocity_x) < threshold && fabs(self.velocity_y) < threshold)
347 self.aistatus |= AI_STATUS_OUT_JUMPPAD;
353 // If we are under water with no goals, swim up
355 if(self.goalcurrent==world)
358 if(self.waterlevel>2)
360 else if(self.velocity_z >= 0 && !(self.waterlevel == 1 && self.watertype == CONTENT_WATER))
361 self.BUTTON_JUMP = TRUE;
363 self.BUTTON_JUMP = FALSE;
364 makevectors(self.v_angle_y * '0 1 0');
365 self.movement_x = dir * v_forward * maxspeed;
366 self.movement_y = dir * v_right * maxspeed;
367 self.movement_z = dir * v_up * maxspeed;
370 // if there is nowhere to go, exit
371 if (self.goalcurrent == world)
374 if (self.goalcurrent)
375 navigation_poptouchedgoals();
377 // if ran out of goals try to use an alternative goal or get a new strategy asap
378 if(self.goalcurrent == world)
379 if(self.flags & FL_ONGROUND || self.aistatus & AI_STATUS_RUNNING || self.BUTTON_JUMP == TRUE)
381 if(self.alternativegoal==world)
384 self.bot_strategytime = 0;
388 // use the alternative goal
389 if (bot_strategytoken == self)
390 if (!bot_strategytoken_taken)
392 navigation_findnearestwaypoint(self.alternativegoal, TRUE);
393 navigation_routetogoal(self.alternativegoal);
394 self.alternativegoal = world;
395 bot_strategytoken_taken = TRUE;
401 #ifdef DEBUG_BOT_GOALSTACK
405 m1 = self.goalcurrent.origin + self.goalcurrent.mins;
406 m2 = self.goalcurrent.origin + self.goalcurrent.maxs;
407 destorg = self.origin;
408 destorg_x = bound(m1_x, destorg_x, m2_x);
409 destorg_y = bound(m1_y, destorg_y, m2_y);
410 destorg_z = bound(m1_z, destorg_z, m2_z);
411 diff = destorg - self.origin;
413 dir = normalize(diff);
414 flatdir = diff;flatdir_z = 0;
415 flatdir = normalize(flatdir);
417 //if (self.bot_dodgevector_time < time)
419 // self.bot_dodgevector_time = time + cvar("bot_ai_dodgeupdateinterval");
420 // self.bot_dodgevector_jumpbutton = 1;
421 evadeobstacle = '0 0 0';
426 if(self.waterlevel>2)
429 self.aistatus |= AI_STATUS_OUT_WATER;
433 if(self.velocity_z >= 0 && !(self.watertype == CONTENT_WATER && self.goalcurrent.origin_z < self.origin_z) &&
434 ( !(self.waterlevel == 1 && self.watertype == CONTENT_WATER) || self.aistatus & AI_STATUS_OUT_WATER))
435 self.BUTTON_JUMP = TRUE;
437 self.BUTTON_JUMP = FALSE;
439 dir = normalize(flatdir);
440 makevectors(self.v_angle_y * '0 1 0');
444 if(self.aistatus & AI_STATUS_OUT_WATER)
445 self.aistatus &~= AI_STATUS_OUT_WATER;
447 // jump if going toward an obstacle that doesn't look like stairs we
448 // can walk up directly
449 tracebox(self.origin, self.mins, self.maxs, self.origin + self.velocity * 0.2, FALSE, self);
450 if (trace_fraction < 1)
451 if (trace_plane_normal_z < 0.7)
454 tracebox(self.origin + '0 0 16', self.mins, self.maxs, self.origin + self.velocity * 0.2 + '0 0 16', FALSE, self);
455 if (trace_fraction < s + 0.01)
456 if (trace_plane_normal_z < 0.7)
459 tracebox(self.origin + '0 0 48', self.mins, self.maxs, self.origin + self.velocity * 0.2 + '0 0 48', FALSE, self);
460 if (trace_fraction > s)
461 self.BUTTON_JUMP = 1;
465 // avoiding dangers and obstacles
466 local vector dst_ahead, dst_down;
467 dst_ahead = self.origin + self.view_ofs + (self.velocity * 0.32);
468 dst_down = dst_ahead + '0 0 -1500';
471 traceline(self.origin + self.view_ofs , dst_ahead, TRUE, world);
473 // Check head-banging against walls
474 if(vlen(self.origin + self.view_ofs - trace_endpos) < 2 && !(self.aistatus & AI_STATUS_OUT_WATER))
476 if(self.facingwalltime && time > self.facingwalltime)
478 self.ignoregoal = self.goalcurrent;
479 self.ignoregoaltime = time + cvar("bot_ai_ignoregoal_timeout");
480 navigation_poproute();
484 self.facingwalltime = time + 0.05;
489 self.facingwalltime = 0;
491 if(self.ignoregoal != world && time > self.ignoregoaltime)
493 self.ignoregoal = world;
494 self.ignoregoaltime = 0;
498 // Check for water/slime/lava and dangerous edges
499 // (only when the bot is on the ground or jumping intentionally)
500 self.aistatus &~= AI_STATUS_DANGER_AHEAD;
502 if(trace_fraction == 1)
503 if(self.flags & FL_ONGROUND || self.aistatus & AI_STATUS_RUNNING || self.BUTTON_JUMP == TRUE)
506 traceline(dst_ahead , dst_down, TRUE, world);
507 // te_lightning2(world, self.origin, dst_ahead); // Draw "ahead" look
508 // te_lightning2(world, dst_ahead, dst_down); // Draw "downwards" look
509 if(trace_endpos_z < self.origin_z + self.mins_z)
511 s = pointcontents(trace_endpos + '0 0 1');
512 if (s != CONTENT_SOLID)
513 if (s == CONTENT_LAVA || s == CONTENT_SLIME)
514 evadelava = normalize(self.velocity) * -1;
515 else if (s == CONTENT_SKY)
516 evadeobstacle = normalize(self.velocity) * -1;
517 else if (!boxesoverlap(dst_ahead - self.view_ofs + self.mins, dst_ahead - self.view_ofs + self.maxs,
518 self.goalcurrent.absmin, self.goalcurrent.absmax))
520 // if ain't a safe goal with "holes" (like the jumpad on soylent)
521 // and there is a trigger_hurt below
522 if(tracebox_hits_trigger_hurt(dst_ahead, self.mins, self.maxs, trace_endpos))
524 // Remove dangerous dynamic goals from stack
525 if (self.goalcurrent.classname == "player" || self.goalcurrent.classname == "droppedweapon")
526 navigation_poproute();
529 evadeobstacle = normalize(self.velocity) * -1;
538 makevectors(self.v_angle_y * '0 1 0');
540 if(evadeobstacle!='0 0 0'||evadelava!='0 0 0')
541 self.aistatus |= AI_STATUS_DANGER_AHEAD;
544 dodge = havocbot_dodge();
545 dodge = dodge * bound(0,3+skill*0.1,1);
546 evadelava = evadelava * bound(1,3-skill,3); //Noobs fear lava a lot and take more distance from it
547 traceline(self.origin, self.enemy.origin, TRUE, world);
548 if(trace_ent.classname == "player")
549 dir = dir * bound(0,skill/7,1);
551 dir = normalize(dir + dodge + evadeobstacle + evadelava);
552 // self.bot_dodgevector = dir;
553 // self.bot_dodgevector_jumpbutton = self.BUTTON_JUMP;
556 //dir = self.bot_dodgevector;
557 //if (self.bot_dodgevector_jumpbutton)
558 // self.BUTTON_JUMP = 1;
559 self.movement_x = dir * v_forward * maxspeed;
560 self.movement_y = dir * v_right * maxspeed;
561 self.movement_z = dir * v_up * maxspeed;
563 // Emulate keyboard interface
565 havocbot_keyboard_movement(destorg);
568 // if(self.aistatus & AI_STATUS_ROAMING)
569 if(skill >= cvar("bot_ai_bunnyhop_skilloffset"))
570 havocbot_bunnyhop(dir);
572 if ((dir * v_up) >= cvar("sv_jumpvelocity")*0.5 && (self.flags & FL_ONGROUND)) self.BUTTON_JUMP=1;
573 if (((dodge * v_up) > 0) && random()*frametime >= 0.2*bound(0,(10-skill)*0.1,1)) self.BUTTON_JUMP=TRUE;
574 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);
577 .float havocbot_chooseenemy_finished;
578 .float havocbot_stickenemy;
579 void havocbot_chooseenemy()
581 local entity head, best;
582 local float rating, bestrating;
584 if (cvar("bot_nofire") || IS_INDEPENDENT_PLAYER(self))
591 if (!bot_shouldattack(self.enemy))
593 // enemy died or something, find a new target
595 self.havocbot_chooseenemy_finished = time;
597 else if (self.havocbot_stickenemy)
599 // tracking last chosen enemy
600 // if enemy is visible
601 // and not really really far away
602 // and we're not severely injured
603 // then keep tracking for a half second into the future
604 traceline(self.origin+self.view_ofs, self.enemy.origin+self.enemy.view_ofs*0.5,FALSE,world);
605 if (trace_ent == self.enemy || trace_fraction == 1)
606 if (vlen(self.enemy.origin - self.origin) < 1000)
607 if (self.health > 30)
609 // remain tracking him for a shot while (case he went after a small corner or pilar
610 self.havocbot_chooseenemy_finished = time + cvar("bot_ai_enemydetectioninterval");
613 // enemy isn't visible, or is far away, or we're injured severely
614 // so stop preferring this enemy
615 // (it will still take a half second until a new one is chosen)
616 self.havocbot_stickenemy = 0;
619 if (time < self.havocbot_chooseenemy_finished)
621 self.havocbot_chooseenemy_finished = time + cvar("bot_ai_enemydetectioninterval");
622 eye = (self.origin + self.view_ofs);
624 bestrating = 100000000;
625 head = findchainfloat(bot_attack, TRUE);
628 v = (head.absmin + head.absmax) * 0.5;
629 rating = vlen(v - eye);
630 if (bestrating > rating)
631 if (bot_shouldattack(head))
633 traceline(eye, v, TRUE, self);
634 if (trace_ent == head || trace_fraction >= 1)
643 self.havocbot_stickenemy = TRUE;
646 .float bot_chooseweapontime;
647 float(entity e) w_getbestweapon;
648 void havocbot_chooseweapon()
650 // TODO: clean this up by moving it to weapon code
651 if(self.enemy.classname!="player")
653 // self.switchweapon = w_getbestweapon(self);
654 if(client_hasweapon(self, WEP_LASER, TRUE, FALSE))
655 self.switchweapon = WEP_LASER;
660 local float rocket ; rocket =-1000;
661 local float nex ; nex =-1000;
662 local float hagar ; hagar =-1000;
663 local float grenade ; grenade =-1000;
664 local float electro ; electro =-1000;
665 local float crylink ; crylink =-1000;
666 local float uzi ; uzi =-1000;
667 local float shotgun ; shotgun =-1000;
668 local float campingrifle ; campingrifle =-1000;
669 local float laser ; laser =-1000;
670 local float minstanex ; minstanex =-1000;
671 local float currentscore;
672 local float bestscore; bestscore = 0;
673 local float bestweapon; bestweapon=self.switchweapon;
674 local float distance; distance=bound(10,vlen(self.origin-self.enemy.origin)-200,10000);
675 local float maxdelaytime=0.5;
676 local float spreadpenalty=10;
677 local float distancefromfloor;
679 local float af, ct, combo_time;
681 traceline(self.enemy.origin,self.enemy.origin-'0 0 1000',TRUE,world);
682 distancefromfloor = self.enemy.origin_z - trace_endpos_z;
684 af = ATTACK_FINISHED(self);
685 ct = cvar("bot_ai_weapon_combo_threshold");
687 // Bots with no skill will be 4 times more slower than "godlike" bots when doing weapon combos
688 // Ideally this 4 should be calculated as longest_weapon_refire / bot_ai_weapon_combo_threshold
689 combo_time = time + ct + (ct * ((-0.3*skill)+3));
691 // Custom weapon list based on distance to the enemy
692 local float i; i = 0;
693 if(bot_custom_weapon){
695 // Choose weapons for far distance
696 if ( distance > bot_distance_far ) {
697 for(i=0; i < WEP_COUNT && bot_weapons_far[i] != -1 ; ++i){
698 w = bot_weapons_far[i];
699 if ( client_hasweapon(self, w, TRUE, FALSE) ){
700 if ( self.weapon == w){
701 if( cvar("bot_ai_weapon_combo") && af > combo_time)
704 self.switchweapon = w;
711 // Choose weapons for mid distance
712 if ( distance > bot_distance_close ) {
713 for(i= 0; i < WEP_COUNT && bot_weapons_mid[i] != -1 ; ++i){
714 w = bot_weapons_mid[i];
715 if ( client_hasweapon(self, w, TRUE, FALSE) ){
716 if ( self.weapon == w){
717 if( cvar("bot_ai_weapon_combo") && af > combo_time)
720 self.switchweapon = w;
727 // Choose weapons for close distance
728 for(i= 0; i < WEP_COUNT && bot_weapons_close[i] != -1 ; ++i){
729 w = bot_weapons_close[i];
730 if ( client_hasweapon(self, w, TRUE, FALSE) ){
731 if ( self.weapon == w){
732 if( cvar("bot_ai_weapon_combo") && af > combo_time)
735 self.switchweapon = w;
740 // If now weapon was chosen by this system fall back to the previous one
744 // (Damage/Sec * Weapon spefic change to get that damage)
745 // *(Time to get to target * weapon specfic hitchange bonus) / (in a time of maxdelaytime)
746 // *(Spread change of hit) // if it applies
747 // *(Penality for target beeing in air)
749 if (client_hasweapon(self, WEP_MINSTANEX, TRUE, FALSE))
750 minstanex = (1000/cvar("g_balance_minstanex_refire")*1.0)
753 if (client_hasweapon(self, WEP_ROCKET_LAUNCHER, TRUE, FALSE) &&
754 !( cvar("bot_ai_weapon_combo") && self.weapon == WEP_ROCKET_LAUNCHER &&
758 rocket = (cvar("g_balance_rocketlauncher_damage")/cvar("g_balance_rocketlauncher_refire")*0.75)
759 * bound(0,(cvar("g_balance_rocketlauncher_speed")/distance*maxdelaytime),1)*1.5;
761 if (client_hasweapon(self, WEP_NEX, TRUE, FALSE) &&
762 !( cvar("bot_ai_weapon_combo") && self.weapon == WEP_NEX &&
766 nex = (cvar("g_balance_nex_damage")/cvar("g_balance_nex_refire")*1.0)
769 if (client_hasweapon(self, WEP_HAGAR, TRUE, FALSE) ) // &&
770 // !( cvar("bot_ai_weapon_combo") && self.weapon == WEP_HAGAR && time < self.bot_lastshot + cvar("g_balance_hagar_primary_refire") ))
771 hagar = (cvar("g_balance_hagar_primary_damage")/cvar("g_balance_hagar_primary_refire")*1.0)
772 * bound(0,(cvar("g_balance_hagar_primary_speed")/distance*maxdelaytime),1)*0.2;
774 if (client_hasweapon(self, WEP_GRENADE_LAUNCHER, TRUE, FALSE) &&
776 cvar("bot_ai_weapon_combo") && self.weapon == WEP_GRENADE_LAUNCHER &&
780 grenade = (cvar("g_balance_grenadelauncher_primary_damage")/cvar("g_balance_grenadelauncher_primary_refire")*1.0)
781 * bound(0,(cvar("g_balance_grenadelauncher_primary_speed")/distance*maxdelaytime),1)*1.1;
783 if (client_hasweapon(self, WEP_ELECTRO, TRUE, FALSE) &&
784 !( cvar("bot_ai_weapon_combo") && self.weapon == WEP_ELECTRO &&
788 electro = (cvar("g_balance_electro_primary_damage")/cvar("g_balance_electro_primary_refire")*0.75)
789 * bound(0,(cvar("g_balance_electro_primary_speed")/distance*maxdelaytime),1)*1.0;
791 if (client_hasweapon(self, WEP_CRYLINK, TRUE, FALSE) ) // &&
792 // !( self.weapon == WEP_CRYLINK && time < self.bot_lastshot + cvar("g_balance_crylink_primary_refire") ))
793 crylink = (cvar("g_balance_crylink_primary_damage")/cvar("g_balance_crylink_primary_refire")*1.0)
794 * bound(0,(cvar("g_balance_crylink_primary_speed")/distance*maxdelaytime),1)*(64/(32+cvar("g_balance_crylink_primary_spread")*distance))*1.0;
796 if (client_hasweapon(self, WEP_UZI, TRUE, FALSE) ) // &&
797 // !( self.weapon == WEP_UZI && time < self.bot_lastshot + cvar("g_balance_uzi_sustained_refire") ))
798 uzi = (cvar("g_balance_uzi_sustained_damage")/cvar("g_balance_uzi_sustained_refire")*1.0)
799 * bound(0,32/(32+cvar("g_balance_uzi_sustained_spread")*distance),1);
801 if (client_hasweapon(self, WEP_SHOTGUN, TRUE, FALSE) &&
802 !( cvar("bot_ai_weapon_combo") && self.weapon == WEP_SHOTGUN &&
806 shotgun = (cvar("g_balance_shotgun_primary_damage")*cvar("g_balance_shotgun_primary_bullets")/cvar("g_balance_shotgun_primary_refire")*1.0)
807 * bound(0,32/(32+cvar("g_balance_shotgun_primary_spread")*distance),1);
809 if (client_hasweapon(self, WEP_LASER, FALSE, FALSE) &&
810 !( cvar("bot_ai_weapon_combo") && self.weapon == WEP_LASER &&
814 laser = (cvar("g_balance_laser_primary_damage")/cvar("g_balance_laser_primary_refire")*1.0)
815 * bound(0,cvar("g_balance_laser_primary_speed")/distance*maxdelaytime,1);
817 if((self.enemy.flags & FL_ONGROUND)==FALSE){
818 rocket = rocket * (1.5-bound(0, distancefromfloor/cvar("g_balance_rocketlauncher_radius" ),0.9)); //slight bigger change
819 grenade = grenade * (1.5-bound(0,distancefromfloor/cvar("g_balance_grenadelauncher_primary_radius"),0.95));
820 electro = electro * (1.5-bound(0,distancefromfloor/cvar("g_balance_electro_primary_radius" ),0.95));
821 laser = laser * (1.5-bound(0,distancefromfloor/cvar("g_balance_laser_primary_radius" ),0.95));
824 dprint("Floor distance: ",ftos(distancefromfloor),"\n");
825 dprint("Rocket: " , ftos(rocket ), "\n");
826 dprint("Nex: " , ftos(nex ), "\n");
827 dprint("Hagar: " , ftos(hagar ), "\n");
828 dprint("Grenade: ", ftos(grenade ), "\n");
829 dprint("Electro: ", ftos(electro ), "\n");
830 dprint("Crylink: ", ftos(crylink ), "\n");
831 dprint("Uzi: " , ftos(uzi ), "\n");
832 dprint("Shotgun :", ftos(shotgun ), "\n");
833 dprint("Laser :", ftos(laser ), "\n\n");
836 w = WEP_MINSTANEX ;s = minstanex;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
837 w = WEP_ROCKET_LAUNCHER ;s = rocket ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
838 w = WEP_NEX ;s = nex ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
839 w = WEP_HAGAR ;s = hagar ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
840 w = WEP_GRENADE_LAUNCHER ;s = grenade ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
841 w = WEP_ELECTRO ;s = electro ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
842 w = WEP_CRYLINK ;s = crylink ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
843 w = WEP_UZI ;s = uzi ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
844 w = WEP_SHOTGUN ;s = shotgun ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
845 w = WEP_LASER ;s = laser ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
847 // switch if the best weapon would provide a significant damage increase
848 if (bestscore > currentscore*1.5){
849 self.switchweapon = bestweapon;
851 // buys time for detonating the rocket. not tested yet
852 if ( cvar("bot_ai_weapon_combo") && bestweapon == WEP_ROCKET_LAUNCHER )
853 self.bot_chooseweapontime += (distance / cvar("g_balance_rocketlauncher_speed"));
860 local vector selfvel, enemyvel;
861 // if(self.flags & FL_INWATER)
863 if (time < self.nextaim)
865 self.nextaim = time + 0.1;
866 selfvel = self.velocity;
867 if (!self.waterlevel)
871 enemyvel = self.enemy.velocity;
872 if (!self.enemy.waterlevel)
874 lag_additem(time + self.ping, 0, 0, self.enemy, self.origin, selfvel, self.enemy.origin, enemyvel);
877 lag_additem(time + self.ping, 0, 0, world, self.origin, selfvel, self.goalcurrent.origin, '0 0 0');
882 if (bot_strategytoken == self)
883 if (!bot_strategytoken_taken)
885 self.havocbot_role();
887 // TODO: tracewalk() should take care of this job (better path finding under water)
888 // if we don't have a goal and we're under water look for a waypoint near the "shore" and push it
889 if(self.goalcurrent==world)
890 if(self.waterlevel==2 || self.aistatus & AI_STATUS_OUT_WATER)
892 // TODO: Make the bots detect and handle ladders and/or platforms
893 // Look for the closest waypoint out of water
894 local entity newgoal, head;
895 local float bestdistance, distance;
898 bestdistance = 10000;
899 for (head = findchain(classname, "waypoint"); head; head = head.chain)
901 distance = vlen(head.origin - self.origin);
905 if(head.origin_z < self.origin_z)
908 if(head.origin_z - self.origin_z - self.view_ofs_z > 100)
911 if (pointcontents(head.origin + head.maxs + '0 0 1') != CONTENT_EMPTY)
914 traceline(self.origin + self.view_ofs , head.origin, TRUE, head);
919 if(distance<bestdistance)
922 bestdistance = distance;
928 // te_wizspike(newgoal.origin);
929 navigation_pushroute(newgoal);
933 // token has been used this frame
934 bot_strategytoken_taken = TRUE;
936 havocbot_chooseenemy();
937 if (self.bot_chooseweapontime < time )
939 self.bot_chooseweapontime = time + cvar("bot_ai_chooseweaponinterval");
940 havocbot_chooseweapon();
944 if (self.bot_aimtarg)
946 self.aistatus |= AI_STATUS_ATTACKING;
947 self.aistatus &~= AI_STATUS_ROAMING;
949 weapon_action(self.weapon, WR_AIM);
950 if (cvar("bot_nofire") || IS_INDEPENDENT_PLAYER(self))
952 self.BUTTON_ATCK = FALSE;
953 self.BUTTON_ATCK2 = FALSE;
956 else if (self.goalcurrent)
958 self.aistatus |= AI_STATUS_ROAMING;
959 self.aistatus &~= AI_STATUS_ATTACKING;
961 local vector now,v,next;//,heading;
962 local float distance,skillblend,distanceblend,blend;
963 next = now = self.goalcurrent.origin - (self.origin + self.view_ofs);
964 distance = vlen(now);
965 //heading = self.velocity;
966 //dprint(self.goalstack01.classname,etos(self.goalstack01),"\n");
967 if(self.goalstack01 != self && self.goalstack01 != world && self.aistatus & AI_STATUS_RUNNING == 0)
968 next = self.goalstack01.origin - (self.origin + self.view_ofs);
969 skillblend=bound(0,(skill-2.5)*0.5,1); //lower skill player can't preturn
970 distanceblend=bound(0,distance/cvar("bot_ai_keyboard_distance"),1);
971 blend = skillblend * (1-distanceblend);
972 //v = (now * (distanceblend) + next * (1-distanceblend)) * (skillblend) + now * (1-skillblend);
973 //v = now * (distanceblend) * (skillblend) + next * (1-distanceblend) * (skillblend) + now * (1-skillblend);
974 //v = now * ((1-skillblend) + (distanceblend) * (skillblend)) + next * (1-distanceblend) * (skillblend);
975 v = now + blend * (next - now);
976 //dprint(etos(self), " ");
977 //dprint(vtos(now), ":", vtos(next), "=", vtos(v), " (blend ", ftos(blend), ")\n");
978 //v = now * (distanceblend) + next * (1-distanceblend);
979 if (self.waterlevel < 2)
981 //dprint("walk at:", vtos(v), "\n");
982 //te_lightning2(world, self.origin, self.goalcurrent.origin);
985 havocbot_movetogoal();
988 void havocbot_setupbot()
990 self.bot_ai = havocbot_ai;
991 // will be updated by think code
992 //Generate some random skill levels
993 self.havocbot_keyboardskill=random()-0.5;
994 havocbot_chooserole();
998 #ifdef DEBUG_BOT_GOALSTACK
1001 .vector lastposition;
1003 // Debug the goal stack visually
1004 void debuggoalstack()
1006 local entity target;
1009 if(self.goalcounter==0)target=self.goalcurrent;
1010 else if(self.goalcounter==1)target=self.goalstack01;
1011 else if(self.goalcounter==2)target=self.goalstack02;
1012 else if(self.goalcounter==3)target=self.goalstack03;
1013 else if(self.goalcounter==4)target=self.goalstack04;
1014 else if(self.goalcounter==5)target=self.goalstack05;
1015 else if(self.goalcounter==6)target=self.goalstack06;
1016 else if(self.goalcounter==7)target=self.goalstack07;
1017 else if(self.goalcounter==8)target=self.goalstack08;
1018 else if(self.goalcounter==9)target=self.goalstack09;
1019 else if(self.goalcounter==10)target=self.goalstack10;
1020 else if(self.goalcounter==11)target=self.goalstack11;
1021 else if(self.goalcounter==12)target=self.goalstack12;
1022 else if(self.goalcounter==13)target=self.goalstack13;
1023 else if(self.goalcounter==14)target=self.goalstack14;
1024 else if(self.goalcounter==15)target=self.goalstack15;
1025 else if(self.goalcounter==16)target=self.goalstack16;
1026 else if(self.goalcounter==17)target=self.goalstack17;
1027 else if(self.goalcounter==18)target=self.goalstack18;
1028 else if(self.goalcounter==19)target=self.goalstack19;
1029 else if(self.goalcounter==20)target=self.goalstack20;
1030 else if(self.goalcounter==21)target=self.goalstack21;
1031 else if(self.goalcounter==22)target=self.goalstack22;
1032 else if(self.goalcounter==23)target=self.goalstack23;
1033 else if(self.goalcounter==24)target=self.goalstack24;
1034 else if(self.goalcounter==25)target=self.goalstack25;
1035 else if(self.goalcounter==26)target=self.goalstack26;
1036 else if(self.goalcounter==27)target=self.goalstack27;
1037 else if(self.goalcounter==28)target=self.goalstack28;
1038 else if(self.goalcounter==29)target=self.goalstack29;
1039 else if(self.goalcounter==30)target=self.goalstack30;
1040 else if(self.goalcounter==31)target=self.goalstack31;
1044 self.goalcounter = 0;
1045 self.lastposition='0 0 0';
1049 if(self.lastposition=='0 0 0')
1052 org = self.lastposition;
1055 te_lightning2(world, org, target.origin);
1056 self.lastposition = target.origin;