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Bots: Swimming support (only to get out of water)
[divverent/nexuiz.git] / data / qcsrc / server / havocbot.qc
1 .void() havocbot_role;
2 void() havocbot_chooserole;
3 .float havocbot_keyboardskill;
4 .float facingwalltime, ignoregoaltime;
5 .entity ignoregoal;
6
7 #ifdef DEBUG_BOT_GOALSTACK
8 void debuggoalstack();
9 #endif
10
11 vector havocbot_dodge()
12 {
13         // LordHavoc: disabled because this is too expensive
14         return '0 0 0';
15         /*
16         local entity head;
17         local vector dodge, v, n;
18         local float danger, bestdanger, vl, d;
19         dodge = '0 0 0';
20         bestdanger = -20;
21         // check for dangerous objects near bot or approaching bot
22         head = findchainfloat(bot_dodge, TRUE);
23         while(head)
24         {
25                 if (head.owner != self)
26                 {
27                         vl = vlen(head.velocity);
28                         if (vl > sv_maxspeed * 0.3)
29                         {
30                                 n = normalize(head.velocity);
31                                 v = self.origin - head.origin;
32                                 d = v * n;
33                                 if (d > (0 - head.bot_dodgerating))
34                                 if (d < (vl * 0.2 + head.bot_dodgerating))
35                                 {
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)
40                                         {
41                                                 bestdanger = danger;
42                                                 // dodge to the side of the object
43                                                 dodge = normalize(v);
44                                         }
45                                 }
46                         }
47                         else
48                         {
49                                 danger = head.bot_dodgerating - vlen(head.origin - self.origin);
50                                 if (bestdanger < danger)
51                                 {
52                                         bestdanger = danger;
53                                         dodge = normalize(self.origin - head.origin);
54                                 }
55                         }
56                 }
57                 head = head.chain;
58         }
59         return dodge;
60         */
61 };
62
63 .float havocbot_keyboardtime;
64 .float havocbot_ducktime;
65 .vector havocbot_keyboard;
66 void havocbot_keyboard_movement(vector destorg)
67 {
68         local vector keyboard;
69         local float blend, maxspeed;
70
71         maxspeed = cvar("sv_maxspeed");
72
73         if (time < self.havocbot_keyboardtime)
74                 return;
75
76         self.havocbot_keyboardtime =
77                 max(
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)
81                 , time);
82         keyboard = self.movement * (1.0 / maxspeed);
83
84         local float trigger, trigger1;
85         blend = bound(0,skill*0.1,1);
86         trigger = cvar("bot_ai_keyboard_treshold");
87         trigger1 = 0 - trigger;
88
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)
95         {
96                 keyboard_x = 1;
97                 if (skill < 2.5)
98                         keyboard_y = 0;
99         }
100         else if (keyboard_x < trigger1 && skill > 1.5)
101         {
102                 keyboard_x = -1;
103                 if (skill < 4.5)
104                         keyboard_y = 0;
105         }
106         else
107         {
108                 keyboard_x = 0;
109                 if (skill < 1.5)
110                         keyboard_y = 0;
111         }
112         if (skill < 4.5)
113                 keyboard_z = 0;
114
115         if (keyboard_y > trigger)
116                 keyboard_y = 1;
117         else if (keyboard_y < trigger1)
118                 keyboard_y = -1;
119         else
120                 keyboard_y = 0;
121
122         if (keyboard_z > trigger)
123                 keyboard_z = 1;
124         else if (keyboard_z < trigger1)
125                 keyboard_z = -1;
126         else
127                 keyboard_z = 0;
128
129         self.havocbot_keyboard = keyboard * maxspeed;
130         if (self.havocbot_ducktime>time) self.BUTTON_CROUCH=TRUE;
131
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;
136 };
137
138 .entity bot_lastseengoal;
139 .float bot_timelastseengoal;
140 .float bot_canruntogoal;
141 void havocbot_bunnyhop(vector dir)
142 {
143         local float distance;
144         local vector deviation;
145
146         if(self.goalcurrent.classname == "player")
147                 return;
148
149         if(self.aistatus & AI_STATUS_DANGER_AHEAD)
150         {
151                 self.aistatus &~= AI_STATUS_RUNNING;
152                 self.BUTTON_JUMP = FALSE;
153                 return;
154         }
155
156         if(self.waterlevel > 1)
157         {
158                 self.aistatus &~= AI_STATUS_RUNNING;
159                 return;
160         }
161
162         if(self.bot_lastseengoal != self.goalcurrent && !(self.aistatus & AI_STATUS_RUNNING))
163         {
164                 self.bot_canruntogoal = 0;
165                 self.bot_timelastseengoal = 0;
166         }
167
168         distance = vlen(self.origin - self.goalcurrent.origin);
169
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)
174         {
175                         self.bot_lastseengoal = self.goalcurrent;
176
177                         // seen it before
178                         if(self.bot_timelastseengoal)
179                         {
180                                 // for a period of time
181                                 if(time - self.bot_timelastseengoal > cvar("bot_ai_bunnyhop_firstjumpdelay"))
182                                 {
183                                         local float checkdistance;
184                                         checkdistance = TRUE;
185
186                                         // don't run if it is too close
187                                         if(self.bot_canruntogoal==0)
188                                         {
189                                                 if(distance > cvar("bot_ai_bunnyhop_startdistance"))
190                                                         self.bot_canruntogoal = 1;
191                                                 else
192                                                         self.bot_canruntogoal = -1;
193                                         }
194
195                                         if(self.bot_canruntogoal != 1)
196                                                 return;
197
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)
202                                         {
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;
207
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)
211                                                 {
212                                                         traceline(self.origin + self.view_ofs , self.goalstack01.origin, TRUE, world);
213                                                         if(trace_fraction==1)
214                                                         {
215                                                                 checkdistance = FALSE;
216                                                         }
217                                                 }
218                                         }
219
220                                         if(checkdistance)
221                                         {
222                                                 self.aistatus &~= AI_STATUS_RUNNING;
223                                                 if(distance > cvar("bot_ai_bunnyhop_stopdistance"))
224                                                         self.BUTTON_JUMP = TRUE;
225                                         }
226                                         else
227                                         {
228                                                 self.aistatus |= AI_STATUS_RUNNING;
229                                                 self.BUTTON_JUMP = TRUE;
230                                         }
231                                 }
232                         }
233                         else
234                         {
235                                 self.bot_timelastseengoal = time;
236                         }
237         }
238         else
239         {
240                 self.bot_timelastseengoal = 0;
241         }
242
243         // Release jump button
244         if(self.flags & FL_ONGROUND == 0)
245         {
246                 if(self.velocity_z < 0)
247                         self.BUTTON_JUMP = FALSE;
248
249                 // Strafe
250                 local float maxspeed;
251                 maxspeed = cvar("sv_maxspeed");
252
253                 if(self.aistatus & AI_STATUS_RUNNING)
254                 if(vlen(self.velocity)>maxspeed)
255                 {
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;
259
260                         if ( deviation_y > 2 )
261                                 self.movement_y = maxspeed;
262                         if ( deviation_y < -2 )
263                                 self.movement_y = maxspeed * -1;
264                 }
265         }
266 };
267
268 //.float havocbotignoretime;
269 //.vector bot_dodgevector;
270 //.float bot_dodgevector_time;
271 //.float bot_dodgevector_jumpbutton;
272 void havocbot_movetogoal()
273 {
274         local vector destorg;
275         local vector diff;
276         local vector dir;
277         local vector flatdir;
278         local vector m1;
279         local vector m2;
280         local vector evadeobstacle;
281         local vector evadelava;
282         local float s;
283         local float maxspeed;
284         //local float dist;
285         local vector dodge;
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");
290
291         if(self.jumppadcount)
292         {
293                 if(self.flags & FL_ONGROUND)
294                 {
295                         self.jumppadcount = FALSE;
296                         if(self.aistatus & AI_STATUS_OUT_JUMPPAD)
297                                 self.aistatus &~= AI_STATUS_OUT_JUMPPAD;
298                 }
299
300                 // If got stuck on the jump pad try to reach the farther visible item
301                 if(self.aistatus & AI_STATUS_OUT_JUMPPAD)
302                 {
303                         if(fabs(self.velocity_z)<50)
304                         {
305                                 local entity head, newgoal;
306                                 local float distance, bestdistance;
307
308                                 for (head = findchainfloat(bot_pickup, TRUE); head; head = head.chain)
309                                 {
310                                         if(head.classname=="worldspawn")
311                                                 continue;
312
313                                         distance = vlen(head.origin - self.origin);
314                                         if(distance>1000)
315                                                 continue;
316
317                                         traceline(self.origin + self.view_ofs , head.origin, TRUE, world);
318
319                                         if(trace_fraction<1)
320                                                 continue;
321
322                                         if(distance>bestdistance)
323                                         {
324                                                 newgoal = head;
325                                                 bestdistance = distance;
326                                         }
327                                 }
328
329                                 if(newgoal)
330                                 {
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;
335                                 }
336                         }
337                         else
338                                 return;
339                 }
340                 else
341                 {
342                         if(self.velocity_z>0)
343                         {
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;
348                                 return;
349                         }
350                 }
351         }
352
353         // If we are under water with no goals, swim up
354         if(self.waterlevel)
355         if(self.goalcurrent==world)
356         {
357                 dir = '0 0 0';
358                 if(self.waterlevel>2)
359                         dir_z = 1;
360                 else if(self.velocity_z >= 0 && !(self.waterlevel == 1 && self.watertype == CONTENT_WATER))
361                         self.BUTTON_JUMP = TRUE;
362                 else
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;
368         }
369
370         // if there is nowhere to go, exit
371         if (self.goalcurrent == world)
372                 return;
373
374         if (self.goalcurrent)
375                 navigation_poptouchedgoals();
376
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)
380         {
381                 if(self.alternativegoal==world)
382                 {
383                         // ran out of goals
384                         self.bot_strategytime = 0;
385                         return;
386                 }
387
388                 // use the alternative goal
389                 if (bot_strategytoken == self)
390                 if (!bot_strategytoken_taken)
391                 {
392                         navigation_findnearestwaypoint(self.alternativegoal, TRUE);
393                         navigation_routetogoal(self.alternativegoal);
394                         self.alternativegoal = world;
395                         bot_strategytoken_taken = TRUE;
396                 }
397
398                 return;
399         }
400
401 #ifdef DEBUG_BOT_GOALSTACK
402         debuggoalstack();
403 #endif
404
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;
412         //dist = vlen(diff);
413         dir = normalize(diff);
414         flatdir = diff;flatdir_z = 0;
415         flatdir = normalize(flatdir);
416
417         //if (self.bot_dodgevector_time < time)
418         {
419         //      self.bot_dodgevector_time = time + cvar("bot_ai_dodgeupdateinterval");
420         //      self.bot_dodgevector_jumpbutton = 1;
421                 evadeobstacle = '0 0 0';
422                 evadelava = '0 0 0';
423
424                 if (self.waterlevel)
425                 {
426                         if(self.waterlevel>2)
427                         {
428                         //      flatdir_z = 1;
429                                 self.aistatus |= AI_STATUS_OUT_WATER;
430                         }
431                         else
432                         {
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;
436                                 else
437                                         self.BUTTON_JUMP = FALSE;
438                         }
439                         dir = normalize(flatdir);
440                         makevectors(self.v_angle_y * '0 1 0');
441                 }
442                 else
443                 {
444                         if(self.aistatus & AI_STATUS_OUT_WATER)
445                                 self.aistatus &~= AI_STATUS_OUT_WATER;
446
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)
452                         {
453                                 s = trace_fraction;
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)
457                                 {
458                                         s = trace_fraction;
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;
462                                 }
463                         }
464
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';
469
470                         // Look ahead
471                         traceline(self.origin + self.view_ofs , dst_ahead, TRUE, world);
472
473                         // Check head-banging against walls
474                         if(vlen(self.origin + self.view_ofs - trace_endpos) < 2 && !(self.aistatus & AI_STATUS_OUT_WATER))
475                         {
476                                 if(self.facingwalltime && time > self.facingwalltime)
477                                 {
478                                         self.ignoregoal = self.goalcurrent;
479                                         self.ignoregoaltime = time + cvar("bot_ai_ignoregoal_timeout");
480                                         navigation_poproute();
481                                 }
482                                 else
483                                 {
484                                         self.facingwalltime = time + 0.05;
485                                 }
486                         }
487                         else
488                         {
489                                 self.facingwalltime = 0;
490
491                                 if(self.ignoregoal != world && time > self.ignoregoaltime)
492                                 {
493                                         self.ignoregoal = world;
494                                         self.ignoregoaltime = 0;
495                                 }
496                         }
497
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;
501
502                         if(trace_fraction == 1)
503                         if(self.flags & FL_ONGROUND || self.aistatus & AI_STATUS_RUNNING || self.BUTTON_JUMP == TRUE)
504                         {
505                                 // Look downwards
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)
510                                 {
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))
519                                         {
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))
523                                                 {
524                                                         // Remove dangerous dynamic goals from stack
525                                                         if (self.goalcurrent.classname == "player" || self.goalcurrent.classname == "droppedweapon")
526                                                                 navigation_poproute();
527                                                         // try to stop
528                                                         flatdir = '0 0 0';
529                                                         evadeobstacle = normalize(self.velocity) * -1;
530                                                 }
531                                         }
532                                 }
533                         }
534
535                         dir = flatdir;
536                         evadeobstacle_z = 0;
537                         evadelava_z = 0;
538                         makevectors(self.v_angle_y * '0 1 0');
539
540                         if(evadeobstacle!='0 0 0'||evadelava!='0 0 0')
541                                 self.aistatus |= AI_STATUS_DANGER_AHEAD;
542                 }
543
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);
550
551                 dir = normalize(dir + dodge + evadeobstacle + evadelava);
552         //      self.bot_dodgevector = dir;
553         //      self.bot_dodgevector_jumpbutton = self.BUTTON_JUMP;
554         }
555
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;
562
563         // Emulate keyboard interface
564         if (skill < 10)
565                 havocbot_keyboard_movement(destorg);
566
567         // Bunnyhop!
568 //      if(self.aistatus & AI_STATUS_ROAMING)
569         if(skill >= cvar("bot_ai_bunnyhop_skilloffset"))
570                 havocbot_bunnyhop(dir);
571
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);
575 };
576
577 .float havocbot_chooseenemy_finished;
578 .float havocbot_stickenemy;
579 void havocbot_chooseenemy()
580 {
581         local entity head, best;
582         local float rating, bestrating;
583         local vector eye, v;
584         if (cvar("bot_nofire") || IS_INDEPENDENT_PLAYER(self))
585         {
586                 self.enemy = world;
587                 return;
588         }
589         if (self.enemy)
590         {
591                 if (!bot_shouldattack(self.enemy))
592                 {
593                         // enemy died or something, find a new target
594                         self.enemy = world;
595                         self.havocbot_chooseenemy_finished = time;
596                 }
597                 else if (self.havocbot_stickenemy)
598                 {
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)
608                         {
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");
611                                 return;
612                         }
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;
617                 }
618         }
619         if (time < self.havocbot_chooseenemy_finished)
620                 return;
621         self.havocbot_chooseenemy_finished = time + cvar("bot_ai_enemydetectioninterval");
622         eye = (self.origin + self.view_ofs);
623         best = world;
624         bestrating = 100000000;
625         head = findchainfloat(bot_attack, TRUE);
626         while (head)
627         {
628                 v = (head.absmin + head.absmax) * 0.5;
629                 rating = vlen(v - eye);
630                 if (bestrating > rating)
631                 if (bot_shouldattack(head))
632                 {
633                         traceline(eye, v, TRUE, self);
634                         if (trace_ent == head || trace_fraction >= 1)
635                         {
636                                 best = head;
637                                 bestrating = rating;
638                         }
639                 }
640                 head = head.chain;
641         }
642         self.enemy = best;
643         self.havocbot_stickenemy = TRUE;
644 };
645
646 .float bot_chooseweapontime;
647 float(entity e) w_getbestweapon;
648 void havocbot_chooseweapon()
649 {
650         // TODO: clean this up by moving it to weapon code
651         if(self.enemy.classname!="player")
652         {
653         //      self.switchweapon = w_getbestweapon(self);
654                 if(client_hasweapon(self, WEP_LASER, TRUE, FALSE))
655                         self.switchweapon = WEP_LASER;
656                 return;
657         }
658
659         local float w, s;
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;
678
679         local float af, ct, combo_time;
680
681         traceline(self.enemy.origin,self.enemy.origin-'0 0 1000',TRUE,world);
682         distancefromfloor = self.enemy.origin_z - trace_endpos_z;
683
684         af = ATTACK_FINISHED(self);
685         ct = cvar("bot_ai_weapon_combo_threshold");
686
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));
690
691         // Custom weapon list based on distance to the enemy
692         local float i; i = 0;
693         if(bot_custom_weapon){
694
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)
702                                                         continue;
703                                         } else {
704                                                 self.switchweapon = w;
705                                         }
706                                         return;
707                                 }
708                         }
709                 }
710
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)
718                                                         continue;
719                                         } else {
720                                                 self.switchweapon = w;
721                                         }
722                                         return;
723                                 }
724                         }
725                 }
726
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)
733                                                 continue;
734                                 } else {
735                                         self.switchweapon = w;
736                                 }
737                                 return;
738                         }
739                 }
740                 // If now weapon was chosen by this system fall back to the previous one
741         }
742
743         // Formula:
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)
748         // %weaponaddpoint
749         if (client_hasweapon(self, WEP_MINSTANEX, TRUE, FALSE))
750                 minstanex = (1000/cvar("g_balance_minstanex_refire")*1.0)
751                         * (0.5);
752
753         if (client_hasweapon(self, WEP_ROCKET_LAUNCHER, TRUE, FALSE)  &&
754                 !(      cvar("bot_ai_weapon_combo") && self.weapon == WEP_ROCKET_LAUNCHER &&
755                         af > combo_time
756                 )
757         )
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;
760
761         if (client_hasweapon(self, WEP_NEX, TRUE, FALSE)  &&
762                 !(      cvar("bot_ai_weapon_combo") && self.weapon == WEP_NEX &&
763                         af > combo_time
764                 )
765         )
766                 nex = (cvar("g_balance_nex_damage")/cvar("g_balance_nex_refire")*1.0)
767                         * (0.5);
768
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;
773
774         if (client_hasweapon(self, WEP_GRENADE_LAUNCHER, TRUE, FALSE) &&
775                 !(
776                         cvar("bot_ai_weapon_combo") && self.weapon == WEP_GRENADE_LAUNCHER &&
777                         af > combo_time
778                 )
779         )
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;
782
783         if (client_hasweapon(self, WEP_ELECTRO, TRUE, FALSE) &&
784                 !(      cvar("bot_ai_weapon_combo") && self.weapon == WEP_ELECTRO &&
785                         af > combo_time
786                 )
787         )
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;
790
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;
795
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);
800
801         if (client_hasweapon(self, WEP_SHOTGUN, TRUE, FALSE) &&
802                 !(      cvar("bot_ai_weapon_combo") && self.weapon == WEP_SHOTGUN &&
803                         af > combo_time
804                 )
805         )
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);
808
809         if (client_hasweapon(self, WEP_LASER, FALSE, FALSE) &&
810                 !(      cvar("bot_ai_weapon_combo") && self.weapon == WEP_LASER &&
811                         af > combo_time
812                 )
813         )
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);
816
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));
822         }
823         /*
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");
834         */
835         currentscore = -1;
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;
846
847         // switch if the best weapon would provide a significant damage increase
848         if (bestscore > currentscore*1.5){
849                 self.switchweapon = bestweapon;
850
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"));
854         }
855 };
856
857 .float nextaim;
858 void havocbot_aim()
859 {
860         local vector selfvel, enemyvel;
861 //      if(self.flags & FL_INWATER)
862 //              return;
863         if (time < self.nextaim)
864                 return;
865         self.nextaim = time + 0.1;
866         selfvel = self.velocity;
867         if (!self.waterlevel)
868                 selfvel_z = 0;
869         if (self.enemy)
870         {
871                 enemyvel = self.enemy.velocity;
872                 if (!self.enemy.waterlevel)
873                         enemyvel_z = 0;
874                 lag_additem(time + self.ping, 0, 0, self.enemy, self.origin, selfvel, self.enemy.origin, enemyvel);
875         }
876         else
877                 lag_additem(time + self.ping, 0, 0, world, self.origin, selfvel, self.goalcurrent.origin, '0 0 0');
878 };
879
880 void havocbot_ai()
881 {
882         if (bot_strategytoken == self)
883         if (!bot_strategytoken_taken)
884         {
885                 self.havocbot_role();
886
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)
891                 {
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;
896
897                         newgoal = world;
898                         bestdistance = 10000;
899                         for (head = findchain(classname, "waypoint"); head; head = head.chain)
900                         {
901                                 distance = vlen(head.origin - self.origin);
902                                 if(distance>10000)
903                                         continue;
904
905                                 if(head.origin_z < self.origin_z)
906                                         continue;
907
908                                 if(head.origin_z - self.origin_z - self.view_ofs_z > 100)
909                                         continue;
910
911                                 if (pointcontents(head.origin + head.maxs + '0 0 1') != CONTENT_EMPTY)
912                                         continue;
913
914                                 traceline(self.origin + self.view_ofs , head.origin, TRUE, head);
915
916                                 if(trace_fraction<1)
917                                         continue;
918
919                                 if(distance<bestdistance)
920                                 {
921                                         newgoal = head;
922                                         bestdistance = distance;
923                                 }
924                         }
925
926                         if(newgoal)
927                         {
928                         //      te_wizspike(newgoal.origin);
929                                 navigation_pushroute(newgoal);
930                         }
931                 }
932
933                 // token has been used this frame
934                 bot_strategytoken_taken = TRUE;
935         }
936         havocbot_chooseenemy();
937         if (self.bot_chooseweapontime < time )
938         {
939                 self.bot_chooseweapontime = time + cvar("bot_ai_chooseweaponinterval");
940                 havocbot_chooseweapon();
941         }
942         havocbot_aim();
943         lag_update();
944         if (self.bot_aimtarg)
945         {
946                 self.aistatus |= AI_STATUS_ATTACKING;
947                 self.aistatus &~= AI_STATUS_ROAMING;
948
949                 weapon_action(self.weapon, WR_AIM);
950                 if (cvar("bot_nofire") || IS_INDEPENDENT_PLAYER(self))
951                 {
952                         self.BUTTON_ATCK = FALSE;
953                         self.BUTTON_ATCK2 = FALSE;
954                 }
955         }
956         else if (self.goalcurrent)
957         {
958                 self.aistatus |= AI_STATUS_ROAMING;
959                 self.aistatus &~= AI_STATUS_ATTACKING;
960
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)
980                         v_z = 0;
981                 //dprint("walk at:", vtos(v), "\n");
982                 //te_lightning2(world, self.origin, self.goalcurrent.origin);
983                 bot_aimdir(v, -1);
984         }
985         havocbot_movetogoal();
986 };
987
988 void havocbot_setupbot()
989 {
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();
995 }
996
997
998 #ifdef DEBUG_BOT_GOALSTACK
999
1000 .float goalcounter;
1001 .vector lastposition;
1002
1003 // Debug the goal stack visually
1004 void debuggoalstack()
1005 {
1006         local entity target;
1007         local vector org;
1008
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;
1041
1042         if(target==world)
1043         {
1044                 self.goalcounter = 0;
1045                 self.lastposition='0 0 0';
1046                 return;
1047         }
1048
1049         if(self.lastposition=='0 0 0')
1050                 org = self.origin;
1051         else
1052                 org = self.lastposition;
1053
1054
1055         te_lightning2(world, org, target.origin);
1056         self.lastposition = target.origin;
1057
1058         self.goalcounter++;
1059 }
1060
1061 #endif