1 // rough simulation of walking from one point to another to test if a path
2 // can be traveled, used by havocbot
6 float navigation_testtracewalk;
7 float(entity e, vector start, vector m1, vector m2, vector end) tracewalk =
13 local float totaldist;
16 local float ignorehazards;
17 if (navigation_testtracewalk)
19 if (navigation_testtracewalk > 1)
20 dprint("tracewalk: ");
22 //te_knightspike(end);
23 //te_lightning2(world, start, end);
28 dist = totaldist = vlen(move);
29 dir = normalize(move);
31 ignorehazards = FALSE;
32 //self.angles = vectoangles(dir);
33 traceline(start, start, FALSE, e);
34 if (trace_dpstartcontents & (DPCONTENTS_SLIME | DPCONTENTS_LAVA))
36 tracebox(start, m1, m2, start, TRUE, e);
40 if (navigation_testtracewalk)
42 if (navigation_testtracewalk > 1)
43 dprint("bad-start\n");
44 te_knightspike(start);
52 if (boxesoverlap(end, end, org + m1 + '-1 -1 -1', org + m2 + '1 1 1'))
54 if (navigation_testtracewalk)
56 if (navigation_testtracewalk > 1)
65 if (navigation_testtracewalk)
69 particle(org, '0 0 0', 104, 8);
73 dist = dist - stepdist;
74 traceline(org, org, FALSE, e);
77 if (trace_dpstartcontents & (DPCONTENTS_SLIME | DPCONTENTS_LAVA))
79 if (navigation_testtracewalk)
81 if (navigation_testtracewalk > 1)
85 // hazards blocking path
89 if (trace_dpstartcontents & DPCONTENTS_LIQUIDSMASK)
91 move = normalize(end - org);
92 tracebox(org, m1, m2, org + move * stepdist, MOVE_WORLDONLY, e);
93 if (trace_fraction < 1)
95 if (navigation_testtracewalk)
97 if (navigation_testtracewalk > 1)
98 dprint("swimming-hit-something\n");
99 //particle(org, move * 64, 104, 4);
109 move = dir * stepdist + org;
110 tracebox(org, m1, m2, move, MOVE_WORLDONLY, e);
111 if (trace_fraction < 1)
113 tracebox(org + stepheightvec, m1, m2, move + stepheightvec, MOVE_WORLDONLY, e);
114 if (trace_fraction < 1 || trace_startsolid)
116 if (navigation_testtracewalk)
118 if (navigation_testtracewalk > 1)
119 dprint("hit-something\n");
120 //move = normalize(end - org);
121 //particle(org, move * 64, 104, 4);
129 tracebox(move, m1, m2, move + '0 0 -65536', FALSE, e);
131 // trace down from stepheight as far as possible and move there,
132 // if this starts in solid we try again without the stepup, and
133 // if that also fails we assume it is a wall
134 // (this is the same logic as the Quake walkmove function used)
135 tracebox(move + '0 0 18', m1, m2, move + '0 0 -65536', FALSE, e);
136 if (trace_startsolid)
138 tracebox(move, m1, m2, move + '0 0 -65536', FALSE, e);
139 if (trace_startsolid)
141 if (navigation_testtracewalk)
143 if (navigation_testtracewalk > 1)
144 dprint("hit-something\n");
145 //move = normalize(end - org);
146 //particle(org, move * 64, 104, 4);
154 // moved successfully
155 if (navigation_testtracewalk > 1)
160 if (navigation_testtracewalk)
162 if (navigation_testtracewalk > 1)
163 dprint("wrong-place\n");
167 // moved but didn't arrive at the intended destination
172 // grenade tracing to decide the best pitch to fire at
175 entity tracetossfaketarget;
177 // traces multiple trajectories to find one that will impact the target
178 // 'end' vector is the place it aims for,
179 // returns TRUE only if it hit targ (don't target non-solid entities)
180 vector findtrajectory_velocity;
181 float(vector org, vector m1, vector m2, entity targ, float shotspeed, float shotspeedupward, float maxtime, float shotdelay, entity ignore) findtrajectorywithleading =
183 local float c, savesolid, shottime;
184 local vector dir, end, v;
186 return FALSE; // could cause division by zero if calculated
187 if (targ.solid < SOLID_BBOX) // SOLID_NOT and SOLID_TRIGGER
188 return FALSE; // could never hit it
190 tracetossent = spawn();
191 tracetossent.owner = ignore;
192 setsize(tracetossent, m1, m2);
193 savesolid = targ.solid;
194 targ.solid = SOLID_NOT;
195 shottime = ((vlen(targ.origin - org) / shotspeed) + shotdelay);
196 v = targ.velocity * shottime + targ.origin;
197 tracebox(targ.origin, targ.mins, targ.maxs, v, FALSE, targ);
199 end = v + (targ.mins + targ.maxs) * 0.5;
200 if ((vlen(end - org) / shotspeed + 0.2) > maxtime)
203 targ.solid = savesolid;
207 if (!tracetossfaketarget)
208 tracetossfaketarget = spawn();
209 tracetossfaketarget.solid = savesolid;
210 tracetossfaketarget.movetype = targ.movetype;
211 setmodel(tracetossfaketarget, targ.model); // no low precision
212 tracetossfaketarget.model = targ.model;
213 tracetossfaketarget.modelindex = targ.modelindex;
214 setsize(tracetossfaketarget, targ.mins, targ.maxs);
215 setorigin(tracetossfaketarget, v);
218 dir = normalize(end - org);
219 while (c < 10) // 10 traces
221 setorigin(tracetossent, org); // reset
222 tracetossent.velocity = findtrajectory_velocity = normalize(dir) * shotspeed + shotspeedupward * '0 0 1';
223 tracetoss(tracetossent, ignore); // love builtin functions...
224 if (trace_ent == tracetossfaketarget) // done
226 targ.solid = savesolid;
229 tracetossfaketarget.solid = SOLID_NOT;
230 tracetossfaketarget.movetype = MOVETYPE_NONE;
231 tracetossfaketarget.model = "";
232 tracetossfaketarget.modelindex = 0;
233 // relink to remove it from physics considerations
234 setorigin(tracetossfaketarget, v);
238 dir_z = dir_z + 0.1; // aim up a little more
241 targ.solid = savesolid;
244 tracetossfaketarget.solid = SOLID_NOT;
245 tracetossfaketarget.movetype = MOVETYPE_NONE;
246 tracetossfaketarget.model = "";
247 tracetossfaketarget.modelindex = 0;
248 // relink to remove it from physics considerations
249 setorigin(tracetossfaketarget, v);
251 // leave a valid one even if it won't reach
252 findtrajectory_velocity = normalize(end - org) * shotspeed + shotspeedupward * '0 0 1';
260 .void(float t, float f1, float f2, entity e1, vector v1, vector v2, vector v3, vector v4) lag_func;
262 // upto 5 queued messages
266 .entity lag1_entity1;
275 .entity lag2_entity1;
284 .entity lag3_entity1;
293 .entity lag4_entity1;
302 .entity lag5_entity1;
310 if (self.lag1_time) if (time > self.lag1_time) {self.lag_func(self.lag1_time, self.lag1_float1, self.lag1_float2, self.lag1_entity1, self.lag1_vec1, self.lag1_vec2, self.lag1_vec3, self.lag1_vec4);self.lag1_time = 0;}
311 if (self.lag2_time) if (time > self.lag2_time) {self.lag_func(self.lag2_time, self.lag2_float1, self.lag2_float2, self.lag2_entity1, self.lag2_vec1, self.lag2_vec2, self.lag2_vec3, self.lag2_vec4);self.lag2_time = 0;}
312 if (self.lag3_time) if (time > self.lag3_time) {self.lag_func(self.lag3_time, self.lag3_float1, self.lag3_float2, self.lag3_entity1, self.lag3_vec1, self.lag3_vec2, self.lag3_vec3, self.lag3_vec4);self.lag3_time = 0;}
313 if (self.lag4_time) if (time > self.lag4_time) {self.lag_func(self.lag4_time, self.lag4_float1, self.lag4_float2, self.lag4_entity1, self.lag4_vec1, self.lag4_vec2, self.lag4_vec3, self.lag4_vec4);self.lag4_time = 0;}
314 if (self.lag5_time) if (time > self.lag5_time) {self.lag_func(self.lag5_time, self.lag5_float1, self.lag5_float2, self.lag5_entity1, self.lag5_vec1, self.lag5_vec2, self.lag5_vec3, self.lag5_vec4);self.lag5_time = 0;}
317 float(float t, float f1, float f2, entity e1, vector v1, vector v2, vector v3, vector v4) lag_additem =
319 if (self.lag1_time == 0) {self.lag1_time = t;self.lag1_float1 = f1;self.lag1_float2 = f2;self.lag1_entity1 = e1;self.lag1_vec1 = v1;self.lag1_vec2 = v2;self.lag1_vec3 = v3;self.lag1_vec4 = v4;return TRUE;}
320 if (self.lag2_time == 0) {self.lag2_time = t;self.lag2_float1 = f1;self.lag2_float2 = f2;self.lag2_entity1 = e1;self.lag2_vec1 = v1;self.lag2_vec2 = v2;self.lag2_vec3 = v3;self.lag2_vec4 = v4;return TRUE;}
321 if (self.lag3_time == 0) {self.lag3_time = t;self.lag3_float1 = f1;self.lag3_float2 = f2;self.lag3_entity1 = e1;self.lag3_vec1 = v1;self.lag3_vec2 = v2;self.lag3_vec3 = v3;self.lag3_vec4 = v4;return TRUE;}
322 if (self.lag4_time == 0) {self.lag4_time = t;self.lag4_float1 = f1;self.lag4_float2 = f2;self.lag4_entity1 = e1;self.lag4_vec1 = v1;self.lag4_vec2 = v2;self.lag4_vec3 = v3;self.lag4_vec4 = v4;return TRUE;}
323 if (self.lag5_time == 0) {self.lag5_time = t;self.lag5_float1 = f1;self.lag5_float2 = f2;self.lag5_entity1 = e1;self.lag5_vec1 = v1;self.lag5_vec2 = v2;self.lag5_vec3 = v3;self.lag5_vec4 = v4;return TRUE;}
324 // no room for it (what is the best thing to do here??)
329 // Random skill system
330 .float bot_thinkskill;
331 .float bot_mouseskill;
332 .float bot_predictionskill;
333 .float bot_offsetskill;
336 // waypoint navigation system
338 // itemscore = (howmuchmoreIwant / howmuchIcanwant) / itemdistance
339 // waypointscore = 0.7 / waypointdistance
341 .entity wp00, wp01, wp02, wp03, wp04, wp05, wp06, wp07;
342 .entity wp08, wp09, wp10, wp11, wp12, wp13, wp14, wp15;
343 .entity wp16, wp17, wp18, wp19, wp20, wp21, wp22, wp23, wp24, wp25, wp26, wp27, wp28, wp29, wp30, wp31;
344 .float wp00mincost, wp01mincost, wp02mincost, wp03mincost, wp04mincost, wp05mincost, wp06mincost, wp07mincost;
345 .float wp08mincost, wp09mincost, wp10mincost, wp11mincost, wp12mincost, wp13mincost, wp14mincost, wp15mincost;
346 .float wp16mincost, wp17mincost, wp18mincost, wp19mincost, wp20mincost, wp21mincost, wp22mincost, wp23mincost, wp24mincost, wp25mincost, wp26mincost, wp27mincost, wp28mincost, wp29mincost, wp30mincost, wp31mincost;
347 .float wpfire, wpcost;
350 .vector wpnearestpoint;
352 // stack of current goals (the last one of which may be an item or other
353 // desirable object, the rest are typically waypoints to reach it)
354 .entity goalcurrent, goalstack01, goalstack02, goalstack03;
355 .entity goalstack04, goalstack05, goalstack06, goalstack07;
356 .entity goalstack08, goalstack09, goalstack10, goalstack11;
357 .entity goalstack12, goalstack13, goalstack14, goalstack15;
358 .entity goalstack16, goalstack17, goalstack18, goalstack19;
359 .entity goalstack20, goalstack21, goalstack22, goalstack23;
360 .entity goalstack24, goalstack25, goalstack26, goalstack27;
361 .entity goalstack28, goalstack29, goalstack30, goalstack31;
363 .entity nearestwaypoint;
364 .float nearestwaypointtimeout;
366 // used during navigation_goalrating_begin/end sessions
367 float navigation_bestrating;
368 entity navigation_bestgoal;
374 /////////////////////////////////////////////////////////////////////////////
375 // waypoint management
376 /////////////////////////////////////////////////////////////////////////////
378 // waypoints with this flag are not saved, they are automatically generated
379 // waypoints like jump pads, teleporters, and items
380 float WAYPOINTFLAG_GENERATED = 8388608;
381 float WAYPOINTFLAG_ITEM = 4194304;
382 float WAYPOINTFLAG_TELEPORT = 2097152;
383 float WAYPOINTFLAG_NORELINK = 1048576;
385 // add a new link to the waypoint, replacing the furthest link it already has
386 void(entity from, entity to) waypoint_addlink =
392 if (from.wpflags & WAYPOINTFLAG_NORELINK)
395 if (from.wp00 == to) return;if (from.wp01 == to) return;if (from.wp02 == to) return;if (from.wp03 == to) return;
396 if (from.wp04 == to) return;if (from.wp05 == to) return;if (from.wp06 == to) return;if (from.wp07 == to) return;
397 if (from.wp08 == to) return;if (from.wp09 == to) return;if (from.wp10 == to) return;if (from.wp11 == to) return;
398 if (from.wp12 == to) return;if (from.wp13 == to) return;if (from.wp14 == to) return;if (from.wp15 == to) return;
399 if (from.wp16 == to) return;if (from.wp17 == to) return;if (from.wp18 == to) return;if (from.wp19 == to) return;
400 if (from.wp20 == to) return;if (from.wp21 == to) return;if (from.wp22 == to) return;if (from.wp23 == to) return;
401 if (from.wp24 == to) return;if (from.wp25 == to) return;if (from.wp26 == to) return;if (from.wp27 == to) return;
402 if (from.wp28 == to) return;if (from.wp29 == to) return;if (from.wp30 == to) return;if (from.wp31 == to) return;
404 if (to.wpisbox || from.wpisbox)
406 // if either is a box we have to find the nearest points on them to
407 // calculate the distance properly
408 local vector v1, v2, m1, m2;
412 v1_x = bound(m1_x, v1_x, m2_x);
413 v1_y = bound(m1_y, v1_y, m2_y);
414 v1_z = bound(m1_z, v1_z, m2_z);
418 v2_x = bound(m1_x, v2_x, m2_x);
419 v2_y = bound(m1_y, v2_y, m2_y);
420 v2_z = bound(m1_z, v2_z, m2_z);
425 c = vlen(to.origin - from.origin);
427 if (from.wp31mincost < c) return;
428 if (from.wp30mincost < c) {from.wp31 = to;from.wp31mincost = c;return;} from.wp31 = from.wp30;from.wp31mincost = from.wp30mincost;
429 if (from.wp29mincost < c) {from.wp30 = to;from.wp30mincost = c;return;} from.wp30 = from.wp29;from.wp30mincost = from.wp29mincost;
430 if (from.wp28mincost < c) {from.wp29 = to;from.wp29mincost = c;return;} from.wp29 = from.wp28;from.wp29mincost = from.wp28mincost;
431 if (from.wp27mincost < c) {from.wp28 = to;from.wp28mincost = c;return;} from.wp28 = from.wp27;from.wp28mincost = from.wp27mincost;
432 if (from.wp26mincost < c) {from.wp27 = to;from.wp27mincost = c;return;} from.wp27 = from.wp26;from.wp27mincost = from.wp26mincost;
433 if (from.wp25mincost < c) {from.wp26 = to;from.wp26mincost = c;return;} from.wp26 = from.wp25;from.wp26mincost = from.wp25mincost;
434 if (from.wp24mincost < c) {from.wp25 = to;from.wp25mincost = c;return;} from.wp25 = from.wp24;from.wp25mincost = from.wp24mincost;
435 if (from.wp23mincost < c) {from.wp24 = to;from.wp24mincost = c;return;} from.wp24 = from.wp23;from.wp24mincost = from.wp23mincost;
436 if (from.wp22mincost < c) {from.wp23 = to;from.wp23mincost = c;return;} from.wp23 = from.wp22;from.wp23mincost = from.wp22mincost;
437 if (from.wp21mincost < c) {from.wp22 = to;from.wp22mincost = c;return;} from.wp22 = from.wp21;from.wp22mincost = from.wp21mincost;
438 if (from.wp20mincost < c) {from.wp21 = to;from.wp21mincost = c;return;} from.wp21 = from.wp20;from.wp21mincost = from.wp20mincost;
439 if (from.wp19mincost < c) {from.wp20 = to;from.wp20mincost = c;return;} from.wp20 = from.wp19;from.wp20mincost = from.wp19mincost;
440 if (from.wp18mincost < c) {from.wp19 = to;from.wp19mincost = c;return;} from.wp19 = from.wp18;from.wp19mincost = from.wp18mincost;
441 if (from.wp17mincost < c) {from.wp18 = to;from.wp18mincost = c;return;} from.wp18 = from.wp17;from.wp18mincost = from.wp17mincost;
442 if (from.wp16mincost < c) {from.wp17 = to;from.wp17mincost = c;return;} from.wp17 = from.wp16;from.wp17mincost = from.wp16mincost;
443 if (from.wp15mincost < c) {from.wp16 = to;from.wp16mincost = c;return;} from.wp16 = from.wp15;from.wp16mincost = from.wp15mincost;
444 if (from.wp14mincost < c) {from.wp15 = to;from.wp15mincost = c;return;} from.wp15 = from.wp14;from.wp15mincost = from.wp14mincost;
445 if (from.wp13mincost < c) {from.wp14 = to;from.wp14mincost = c;return;} from.wp14 = from.wp13;from.wp14mincost = from.wp13mincost;
446 if (from.wp12mincost < c) {from.wp13 = to;from.wp13mincost = c;return;} from.wp13 = from.wp12;from.wp13mincost = from.wp12mincost;
447 if (from.wp11mincost < c) {from.wp12 = to;from.wp12mincost = c;return;} from.wp12 = from.wp11;from.wp12mincost = from.wp11mincost;
448 if (from.wp10mincost < c) {from.wp11 = to;from.wp11mincost = c;return;} from.wp11 = from.wp10;from.wp11mincost = from.wp10mincost;
449 if (from.wp09mincost < c) {from.wp10 = to;from.wp10mincost = c;return;} from.wp10 = from.wp09;from.wp10mincost = from.wp09mincost;
450 if (from.wp08mincost < c) {from.wp09 = to;from.wp09mincost = c;return;} from.wp09 = from.wp08;from.wp09mincost = from.wp08mincost;
451 if (from.wp07mincost < c) {from.wp08 = to;from.wp08mincost = c;return;} from.wp08 = from.wp07;from.wp08mincost = from.wp07mincost;
452 if (from.wp06mincost < c) {from.wp07 = to;from.wp07mincost = c;return;} from.wp07 = from.wp06;from.wp07mincost = from.wp06mincost;
453 if (from.wp05mincost < c) {from.wp06 = to;from.wp06mincost = c;return;} from.wp06 = from.wp05;from.wp06mincost = from.wp05mincost;
454 if (from.wp04mincost < c) {from.wp05 = to;from.wp05mincost = c;return;} from.wp05 = from.wp04;from.wp05mincost = from.wp04mincost;
455 if (from.wp03mincost < c) {from.wp04 = to;from.wp04mincost = c;return;} from.wp04 = from.wp03;from.wp04mincost = from.wp03mincost;
456 if (from.wp02mincost < c) {from.wp03 = to;from.wp03mincost = c;return;} from.wp03 = from.wp02;from.wp03mincost = from.wp02mincost;
457 if (from.wp01mincost < c) {from.wp02 = to;from.wp02mincost = c;return;} from.wp02 = from.wp01;from.wp02mincost = from.wp01mincost;
458 if (from.wp00mincost < c) {from.wp01 = to;from.wp01mincost = c;return;} from.wp01 = from.wp00;from.wp01mincost = from.wp00mincost;
459 from.wp00 = to;from.wp00mincost = c;return;
462 // relink this waypoint
463 // (precompile a list of all reachable waypoints from this waypoint)
465 void() waypoint_think =
468 local vector sv, sm1, sm2, ev, em1, em2;
469 //dprint("waypoint_think wpisbox = ", ftos(self.wpisbox), "\n");
470 sm1 = self.origin + self.mins;
471 sm2 = self.origin + self.maxs;
472 e = find(world, classname, "waypoint");
473 stepheightvec = cvar("sv_stepheight") * '0 0 1';
476 if (boxesoverlap(self.absmin, self.absmax, e.absmin, e.absmax))
478 waypoint_addlink(self, e);
479 waypoint_addlink(e, self);
484 sv_x = bound(sm1_x, sv_x, sm2_x);
485 sv_y = bound(sm1_y, sv_y, sm2_y);
486 sv_z = bound(sm1_z, sv_z, sm2_z);
488 em1 = e.origin + e.mins;
489 em2 = e.origin + e.maxs;
490 ev_x = bound(em1_x, ev_x, em2_x);
491 ev_y = bound(em1_y, ev_y, em2_y);
492 ev_z = bound(em1_z, ev_z, em2_z);
493 if (vlen(ev - sv) < self.wp31mincost)
495 navigation_testtracewalk = 0;
498 tracebox(sv - PL_MIN_z * '0 0 1', PL_MIN, PL_MAX, sv, FALSE, self);
499 if (!trace_startsolid)
501 //dprint("sv deviation", vtos(trace_endpos - sv), "\n");
502 sv = trace_endpos + '0 0 1';
507 tracebox(ev - PL_MIN_z * '0 0 1', PL_MIN, PL_MAX, ev, FALSE, e);
508 if (!trace_startsolid)
510 //dprint("ev deviation", vtos(trace_endpos - ev), "\n");
511 ev = trace_endpos + '0 0 1';
514 //traceline(self.origin, e.origin, FALSE, world);
515 //if (trace_fraction == 1)
517 if (tracewalk(self, sv, PL_MIN, PL_MAX, ev))
518 waypoint_addlink(self, e);
520 if (tracewalk(e, ev, PL_MIN, PL_MAX, sv))
521 waypoint_addlink(e, self);
524 e = find(e, classname, "waypoint");
526 navigation_testtracewalk = 0;
529 void(entity wp) waypoint_clearlinks =
531 // clear links to other waypoints
533 f = 1050; // maximum search range for other waypoints
534 wp.wp00 = wp.wp01 = wp.wp02 = wp.wp03 = wp.wp04 = wp.wp05 = wp.wp06 = wp.wp07 = world;wp.wp00mincost = wp.wp01mincost = wp.wp02mincost = wp.wp03mincost = wp.wp04mincost = wp.wp05mincost = wp.wp06mincost = wp.wp07mincost = f;
535 wp.wp08 = wp.wp09 = wp.wp10 = wp.wp11 = wp.wp12 = wp.wp13 = wp.wp14 = wp.wp15 = world;wp.wp08mincost = wp.wp09mincost = wp.wp10mincost = wp.wp11mincost = wp.wp12mincost = wp.wp13mincost = wp.wp14mincost = wp.wp15mincost = f;
536 wp.wp16 = wp.wp17 = wp.wp18 = wp.wp19 = wp.wp20 = wp.wp21 = wp.wp22 = wp.wp23 = world;wp.wp16mincost = wp.wp17mincost = wp.wp18mincost = wp.wp19mincost = wp.wp20mincost = wp.wp21mincost = wp.wp22mincost = wp.wp23mincost = f;
537 wp.wp24 = wp.wp25 = wp.wp26 = wp.wp27 = wp.wp28 = wp.wp29 = wp.wp30 = wp.wp31 = world;wp.wp24mincost = wp.wp25mincost = wp.wp26mincost = wp.wp27mincost = wp.wp28mincost = wp.wp29mincost = wp.wp30mincost = wp.wp31mincost = f;
540 // tell a waypoint to relink
541 void(entity wp) waypoint_schedulerelink =
545 // TODO: add some sort of visible box in edit mode for box waypoints
546 if (cvar("g_waypointeditor"))
551 setmodel(wp, "models/runematch/rune.mdl"); wp.effects = EF_LOWPRECISION;
556 wp.wpisbox = vlen(wp.size) > 0;
559 if (!(wp.wpflags & WAYPOINTFLAG_NORELINK))
560 waypoint_clearlinks(wp);
561 // schedule an actual relink on next frame
562 wp.think = waypoint_think;
564 wp.effects = EF_LOWPRECISION;
567 // create a new waypoint and automatically link it to other waypoints, and link
568 // them back to it as well
569 // (suitable for waypoint editor)
570 entity(vector m1, vector m2, float f) waypoint_spawn =
574 org = (m1 + m2) * 0.5;
577 w = find(world, classname, "waypoint");
580 // if a matching waypoint already exists, don't add a duplicate
581 if (w.origin == org && w.mins == m1 && w.maxs == m2)
583 w = find(w, classname, "waypoint");
586 w.classname = "waypoint";
589 setsize(w, PL_MIN + m1, PL_MAX + m2);
591 if(!(f & WAYPOINTFLAG_GENERATED))
593 org = w.origin + '2 2 2';
594 tracebox(org, w.mins, w.maxs, w.origin, MOVE_WORLDONLY, w);
597 org = w.origin + '-2 -2 2';
598 tracebox(org, w.mins, w.maxs, w.origin, MOVE_WORLDONLY, w);
601 org = w.origin + '-2 2 2';
602 tracebox(org, w.mins, w.maxs, w.origin, MOVE_WORLDONLY, w);
605 org = w.origin + '2 -2 2';
606 tracebox(org, w.mins, w.maxs, w.origin, MOVE_WORLDONLY, w);
609 // this WP is in solid, refuse it
610 dprint("Killed a waypoint that was stuck in solid at ", vtos(org), "\n");
618 org = org * 0.05 + trace_endpos * 0.95; // don't trust the trace fully
619 tracebox(org, w.mins, w.maxs, org - '0 0 128', MOVE_WORLDONLY, w);
621 if(trace_fraction == 1 || trace_startsolid)
623 // this WP is in air, refuse it
624 dprint("Killed a waypoint that was stuck in air/ceiling at ", vtos(w.origin), "\n");
628 trace_endpos_z += 0.1; // don't trust the trace fully
630 // dprint("Moved waypoint at ", vtos(w.origin), " by ", ftos(vlen(w.origin - trace_endpos)));
631 // dprint(" direction: ", vtos((trace_endpos - w.origin)), "\n");
633 setorigin(w, trace_endpos);
638 waypoint_clearlinks(w);
639 //waypoint_schedulerelink(w);
643 // waypoint map entity
646 setorigin(self, self.origin);
647 // schedule a relink after other waypoints have had a chance to spawn
648 waypoint_clearlinks(self);
649 //waypoint_schedulerelink(self);
652 // remove a waypoint, and schedule all neighbors to relink
653 void(entity e) waypoint_remove =
655 // tell all linked waypoints that they need to relink
656 waypoint_schedulerelink(e.wp00);
657 waypoint_schedulerelink(e.wp01);
658 waypoint_schedulerelink(e.wp02);
659 waypoint_schedulerelink(e.wp03);
660 waypoint_schedulerelink(e.wp04);
661 waypoint_schedulerelink(e.wp05);
662 waypoint_schedulerelink(e.wp06);
663 waypoint_schedulerelink(e.wp07);
664 waypoint_schedulerelink(e.wp08);
665 waypoint_schedulerelink(e.wp09);
666 waypoint_schedulerelink(e.wp10);
667 waypoint_schedulerelink(e.wp11);
668 waypoint_schedulerelink(e.wp12);
669 waypoint_schedulerelink(e.wp13);
670 waypoint_schedulerelink(e.wp14);
671 waypoint_schedulerelink(e.wp15);
672 waypoint_schedulerelink(e.wp16);
673 waypoint_schedulerelink(e.wp17);
674 waypoint_schedulerelink(e.wp18);
675 waypoint_schedulerelink(e.wp19);
676 waypoint_schedulerelink(e.wp20);
677 waypoint_schedulerelink(e.wp21);
678 waypoint_schedulerelink(e.wp22);
679 waypoint_schedulerelink(e.wp23);
680 waypoint_schedulerelink(e.wp24);
681 waypoint_schedulerelink(e.wp25);
682 waypoint_schedulerelink(e.wp26);
683 waypoint_schedulerelink(e.wp27);
684 waypoint_schedulerelink(e.wp28);
685 waypoint_schedulerelink(e.wp29);
686 waypoint_schedulerelink(e.wp30);
687 waypoint_schedulerelink(e.wp31);
688 // and now remove the waypoint
692 // empties the map of waypoints
693 void() waypoint_removeall =
695 local entity head, next;
696 head = findchain(classname, "waypoint");
705 // tell all waypoints to relink
706 // (is this useful at all?)
707 void() waypoint_schedulerelinkall =
710 head = findchain(classname, "waypoint");
713 waypoint_schedulerelink(head);
718 // save waypoints to gamedir/data/maps/mapname.waypoints
719 // TODO: support saving wayboxes
720 void() waypoint_saveall =
722 local string filename, s;
725 filename = strcat("maps/", mapname);
726 filename = strcat(filename, ".waypoints");
727 file = fopen(filename, FILE_WRITE);
731 w = findchain(classname, "waypoint");
734 if (!(w.wpflags & WAYPOINTFLAG_GENERATED))
736 s = strcat(vtos(w.origin + w.mins), "\n");
737 s = strcat(s, vtos(w.origin + w.maxs));
739 s = strcat(s, ftos(w.wpflags));
749 bprint(" waypoints to maps/");
751 bprint(".waypoints\n");
755 bprint("waypoint save to ");
761 // load waypoints from file
762 float() waypoint_loadall =
764 local string filename, s;
765 local float file, cwp, cwb, fl;
769 filename = strcat("maps/", mapname);
770 filename = strcat(filename, ".waypoints");
771 file = fopen(filename, FILE_READ);
788 waypoint_spawn(m1, m2, fl);
797 dprint(" waypoints and ");
799 dprint(" wayboxes from maps/");
801 dprint(".waypoints\n");
805 dprint("waypoint load from ");
812 void(entity e) waypoint_spawnforitem =
817 if(!bot_waypoints_for_items)
820 org = e.origin + (e.mins + e.maxs) * 0.5;
821 org_z = e.origin_z + e.mins_z - PL_MIN_z + 1;
822 e.nearestwaypointtimeout = time + 1000000000;
823 // don't spawn an item waypoint if it already exists
824 w = findchain(classname, "waypoint");
827 if (vlen(w.size) > 1)
829 if (boxesoverlap(org, org, w.absmin, w.absmax))
831 e.nearestwaypoint = w;
837 if (vlen(w.origin - org) < 16)
839 e.nearestwaypoint = w;
845 e.nearestwaypoint = waypoint_spawn(org, org, WAYPOINTFLAG_GENERATED | WAYPOINTFLAG_ITEM);
848 void(entity e, vector destination, float timetaken) waypoint_spawnforteleporter =
852 w = waypoint_spawn(e.absmin, e.absmax, WAYPOINTFLAG_GENERATED | WAYPOINTFLAG_TELEPORT | WAYPOINTFLAG_NORELINK);
853 dw = waypoint_spawn(destination, destination, WAYPOINTFLAG_GENERATED);
854 // one way link to the destination
856 w.wp00mincost = timetaken; // this is just for jump pads
857 // the teleporter's nearest waypoint is this one
858 // (teleporters are not goals, so this is probably useless)
859 e.nearestwaypoint = w;
860 e.nearestwaypointtimeout = time + 1000000000;
867 /////////////////////////////////////////////////////////////////////////////
869 /////////////////////////////////////////////////////////////////////////////
871 // completely empty the goal stack, used when deciding where to go
872 void() navigation_clearroute =
874 self.goalcurrent = world;
875 self.goalstack01 = world;
876 self.goalstack02 = world;
877 self.goalstack03 = world;
878 self.goalstack04 = world;
879 self.goalstack05 = world;
880 self.goalstack06 = world;
881 self.goalstack07 = world;
882 self.goalstack08 = world;
883 self.goalstack09 = world;
884 self.goalstack10 = world;
885 self.goalstack11 = world;
886 self.goalstack12 = world;
887 self.goalstack13 = world;
888 self.goalstack14 = world;
889 self.goalstack15 = world;
890 self.goalstack16 = world;
891 self.goalstack17 = world;
892 self.goalstack18 = world;
893 self.goalstack19 = world;
894 self.goalstack20 = world;
895 self.goalstack21 = world;
896 self.goalstack22 = world;
897 self.goalstack23 = world;
898 self.goalstack24 = world;
899 self.goalstack25 = world;
900 self.goalstack26 = world;
901 self.goalstack27 = world;
902 self.goalstack28 = world;
903 self.goalstack29 = world;
904 self.goalstack30 = world;
905 self.goalstack31 = world;
908 // add a new goal at the beginning of the stack
909 // (in other words: add a new prerequisite before going to the later goals)
910 void(entity e) navigation_pushroute =
912 self.goalstack31 = self.goalstack30;
913 self.goalstack30 = self.goalstack29;
914 self.goalstack29 = self.goalstack28;
915 self.goalstack28 = self.goalstack27;
916 self.goalstack27 = self.goalstack26;
917 self.goalstack26 = self.goalstack25;
918 self.goalstack25 = self.goalstack24;
919 self.goalstack24 = self.goalstack23;
920 self.goalstack23 = self.goalstack22;
921 self.goalstack22 = self.goalstack21;
922 self.goalstack21 = self.goalstack20;
923 self.goalstack20 = self.goalstack19;
924 self.goalstack19 = self.goalstack18;
925 self.goalstack18 = self.goalstack17;
926 self.goalstack17 = self.goalstack16;
927 self.goalstack16 = self.goalstack15;
928 self.goalstack15 = self.goalstack14;
929 self.goalstack14 = self.goalstack13;
930 self.goalstack13 = self.goalstack12;
931 self.goalstack12 = self.goalstack11;
932 self.goalstack11 = self.goalstack10;
933 self.goalstack10 = self.goalstack09;
934 self.goalstack09 = self.goalstack08;
935 self.goalstack08 = self.goalstack07;
936 self.goalstack07 = self.goalstack06;
937 self.goalstack06 = self.goalstack05;
938 self.goalstack05 = self.goalstack04;
939 self.goalstack04 = self.goalstack03;
940 self.goalstack03 = self.goalstack02;
941 self.goalstack02 = self.goalstack01;
942 self.goalstack01 = self.goalcurrent;
943 self.goalcurrent = e;
946 // remove first goal from stack
947 // (in other words: remove a prerequisite for reaching the later goals)
948 // (used when a waypoint is reached)
949 void() navigation_poproute =
951 self.goalcurrent = self.goalstack01;
952 self.goalstack01 = self.goalstack02;
953 self.goalstack02 = self.goalstack03;
954 self.goalstack03 = self.goalstack04;
955 self.goalstack04 = self.goalstack05;
956 self.goalstack05 = self.goalstack06;
957 self.goalstack06 = self.goalstack07;
958 self.goalstack07 = self.goalstack08;
959 self.goalstack08 = self.goalstack09;
960 self.goalstack09 = self.goalstack10;
961 self.goalstack10 = self.goalstack11;
962 self.goalstack11 = self.goalstack12;
963 self.goalstack12 = self.goalstack13;
964 self.goalstack13 = self.goalstack14;
965 self.goalstack14 = self.goalstack15;
966 self.goalstack15 = self.goalstack16;
967 self.goalstack16 = self.goalstack17;
968 self.goalstack17 = self.goalstack18;
969 self.goalstack18 = self.goalstack19;
970 self.goalstack19 = self.goalstack20;
971 self.goalstack20 = self.goalstack21;
972 self.goalstack21 = self.goalstack22;
973 self.goalstack22 = self.goalstack23;
974 self.goalstack23 = self.goalstack24;
975 self.goalstack24 = self.goalstack25;
976 self.goalstack25 = self.goalstack26;
977 self.goalstack26 = self.goalstack27;
978 self.goalstack27 = self.goalstack28;
979 self.goalstack28 = self.goalstack29;
980 self.goalstack29 = self.goalstack30;
981 self.goalstack30 = self.goalstack31;
982 self.goalstack31 = world;
985 // find the waypoint near a dynamic goal such as a dropped weapon
986 entity(entity player, float walkfromwp) navigation_findnearestwaypoint =
988 local entity waylist, w, best;
989 local float dist, bestdist;
991 org = player.origin + (player.mins_z - PL_MIN_z) * '0 0 1';
992 if(player.tag_entity)
993 org = org + player.tag_entity.origin;
994 if (navigation_testtracewalk)
998 waylist = findchain(classname, "waypoint");
999 // do two scans, because box test is cheaper
1003 // if object is touching waypoint
1004 if (boxesoverlap(org, org, w.absmin, w.absmax))
1008 // box check failed, try walk
1012 // if object can walk from waypoint
1015 local vector wm1, wm2;
1016 wm1 = w.origin + w.mins;
1017 wm2 = w.origin + w.maxs;
1018 v_x = bound(wm1_x, org_x, wm2_x);
1019 v_y = bound(wm1_y, org_y, wm2_y);
1020 v_z = bound(wm1_z, org_z, wm2_z);
1024 dist = vlen(v - org);
1025 if (bestdist > dist)
1029 traceline(v, org, TRUE, player);
1030 if (trace_fraction == 1)
1031 if (tracewalk(player, v, PL_MIN, PL_MAX, org))
1039 traceline(v, org, TRUE, player);
1040 if (trace_fraction == 1)
1041 if (tracewalk(player, org, PL_MIN, PL_MAX, v))
1053 // finds the waypoints near the bot initiating a navigation query
1054 void() navigation_markroutes_nearestwaypoints =
1058 local vector v, m1, m2;
1059 //navigation_testtracewalk = TRUE;
1060 head = findchain(classname, "waypoint");
1063 m1 = head.origin + head.mins;
1064 m2 = head.origin + head.maxs;
1066 v_x = bound(m1_x, v_x, m2_x);
1067 v_y = bound(m1_y, v_y, m2_y);
1068 v_z = bound(m1_z, v_z, m2_z);
1069 dist = vlen(v - self.origin);
1074 // if bot is very near a waypoint don't bother doing a trace
1075 head.wpnearestpoint = v;
1076 head.wpcost = dist + head.dmg;
1082 tracebox(self.origin, '-16 -16 0', '16 16 0', v, TRUE, self);
1083 if (trace_fraction == 1)
1085 if (tracewalk(self, self.origin, self.mins, self.maxs, v))
1087 head.wpnearestpoint = v;
1088 head.wpcost = dist + head.dmg;
1097 //navigation_testtracewalk = FALSE;
1100 // updates a path link if a waypoint link is better than the current one
1101 void(entity w, entity wp, float cost2, vector p) navigation_markroutes_checkwaypoint =
1110 v_x = bound(m1_x, p_x, m2_x);
1111 v_y = bound(m1_y, p_y, m2_y);
1112 v_z = bound(m1_z, p_z, m2_z);
1116 cost2 = cost2 + vlen(v);
1117 if (wp.wpcost > cost2)
1122 wp.wpnearestpoint = v;
1126 // queries the entire waypoint network for pathes leading away from the bot
1127 void() navigation_markroutes =
1129 local entity w, wp, waylist;
1130 local float searching, cost, cost2;
1132 w = waylist = findchain(classname, "waypoint");
1135 w.wpnearestpoint = '0 0 0';
1136 w.wpcost = 10000000;
1141 navigation_markroutes_nearestwaypoints();
1154 p = w.wpnearestpoint;
1155 wp = w.wp00;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp00mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1156 wp = w.wp01;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp01mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1157 wp = w.wp02;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp02mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1158 wp = w.wp03;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp03mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1159 wp = w.wp04;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp04mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1160 wp = w.wp05;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp05mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1161 wp = w.wp06;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp06mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1162 wp = w.wp07;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp07mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1163 wp = w.wp08;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp08mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1164 wp = w.wp09;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp09mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1165 wp = w.wp10;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp10mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1166 wp = w.wp11;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp11mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1167 wp = w.wp12;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp12mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1168 wp = w.wp13;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp13mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1169 wp = w.wp14;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp14mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1170 wp = w.wp15;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp15mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1171 wp = w.wp16;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp16mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1172 wp = w.wp17;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp17mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1173 wp = w.wp18;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp18mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1174 wp = w.wp19;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp19mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1175 wp = w.wp20;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp20mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1176 wp = w.wp21;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp21mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1177 wp = w.wp22;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp22mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1178 wp = w.wp23;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp23mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1179 wp = w.wp24;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp24mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1180 wp = w.wp25;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp25mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1181 wp = w.wp26;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp26mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1182 wp = w.wp27;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp27mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1183 wp = w.wp28;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp28mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1184 wp = w.wp29;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp29mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1185 wp = w.wp30;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp30mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1186 wp = w.wp31;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp31mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1187 }}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}
1194 // updates the best goal according to a weighted calculation of travel cost and item value of a new proposed item
1195 void(entity e, float f) navigation_routerating =
1199 //te_wizspike(e.origin);
1202 // update the cached waypoint link on a dynamic item entity
1203 if (time > e.nearestwaypointtimeout)
1205 e.nearestwaypoint = navigation_findnearestwaypoint(e, TRUE);
1206 e.nearestwaypointtimeout = time + random() * 3 + 5;
1208 if (e.nearestwaypoint)
1209 if (e.nearestwaypoint.wpcost < 10000000)
1211 //te_wizspike(e.nearestwaypoint.wpnearestpoint);
1212 f = f / ((e.nearestwaypoint.wpcost + vlen(e.origin - e.nearestwaypoint.wpnearestpoint)) * 0.001 + 1);
1213 if (navigation_bestrating < f)
1215 navigation_bestrating = f;
1216 navigation_bestgoal = e;
1221 // replaces the goal stack with the path to a given item
1222 void(entity e) navigation_routetogoal =
1224 // if already going to this goal, don't stop
1225 //if (self.goalentity == e)
1227 // clear the route and add the new one
1228 navigation_clearroute();
1229 self.goalentity = e;
1230 // if there is no goal, just exit
1233 // put the entity on the goal stack as the only item
1234 navigation_pushroute(e);
1235 //te_smallflash((e.absmin + e.absmax) * 0.5);
1236 //bprint("navigation_routetogoal(");
1240 tracebox(self.origin, '-16 -16 0', '16 16 0', e.origin, TRUE, self);
1241 if (trace_fraction == 1)
1242 if (tracewalk(self, self.origin, PL_MIN, PL_MAX, e.origin))
1244 // see if there are waypoints describing a path to the item
1245 e = e.nearestwaypoint;
1250 //te_smallflash((e.absmin + e.absmax) * 0.5);
1251 //tracebox(self.origin, '-16 -16 0', '16 16 0', e.origin, TRUE, self);
1252 //if (trace_fraction == 1)
1253 //if (tracewalk(self, self.origin, PL_MIN, PL_MAX, e.origin))
1255 // add the waypoint to the path
1256 navigation_pushroute(e);
1262 // removes any currently touching waypoints from the goal stack
1263 // (this is how bots detect if they have reached a goal)
1264 void() navigation_poptouchedgoals =
1266 local vector org, m1, m2;
1267 org = self.origin;// + self.velocity * 0.1;
1268 m1 = org + self.mins;
1269 m2 = org + self.maxs;
1270 while (self.goalcurrent && boxesoverlap(m1, m2, self.goalcurrent.absmin, self.goalcurrent.absmax))
1271 navigation_poproute();
1274 // begin a goal selection session (queries waypoint network)
1275 void() navigation_goalrating_start =
1277 navigation_bestrating = -1;
1278 navigation_bestgoal = world;
1279 navigation_markroutes();
1282 // ends a goal selection session (updates goal stack to the best goal)
1283 void() navigation_goalrating_end =
1285 navigation_routetogoal(navigation_bestgoal);
1292 //////////////////////////////////////////////////////////////////////////////
1293 // general bot functions
1294 //////////////////////////////////////////////////////////////////////////////
1296 .float isbot; // true if this client is actually a bot
1307 .float bot_dodgerating;
1309 //.float bot_painintensity;
1310 .float bot_firetimer;
1311 //.float bot_oldhealth;
1314 .entity bot_aimtarg;
1315 .float bot_aimlatency;
1316 .vector bot_aimselforigin;
1317 .vector bot_aimselfvelocity;
1318 .vector bot_aimtargorigin;
1319 .vector bot_aimtargvelocity;
1322 .float(entity player, entity item) bot_pickupevalfunc;
1323 .float bot_pickupbasevalue;
1326 // used for aiming currently
1327 // FIXME: make the weapon code use these and then replace the calculations here with a call to the weapon code
1331 const float BOTSKINS = 19;
1332 const float BOTNAMES = 32;
1333 string(float r) bot_namefornumber =
1335 if (r < 1) return "Thunderstorm";
1336 if (r < 2) return "Darkness";
1337 if (r < 3) return "Scorcher";
1338 if (r < 4) return "Paranoia";
1339 if (r < 5) return "Eureka";
1340 if (r < 6) return "Mystery";
1341 if (r < 7) return "Toxic";
1342 if (r < 8) return "Dominion";
1343 if (r < 9) return "Pegasus";
1344 if (r < 10) return "Sensible";
1345 if (r < 11) return "Gator";
1346 if (r < 12) return "Kangaroo";
1347 if (r < 13) return "Deadline";
1348 if (r < 14) return "Frosty";
1349 if (r < 15) return "Roadkill";
1350 if (r < 16) return "Death";
1351 if (r < 17) return "Panic";
1352 if (r < 18) return "Discovery";
1353 if (r < 19) return "Shadow";
1354 if (r < 20) return "Acidic";
1355 if (r < 21) return "Dominator";
1356 if (r < 22) return "Hellfire";
1357 if (r < 23) return "Necrotic";
1358 if (r < 24) return "Newbie";
1359 if (r < 25) return "Spellbinder";
1360 if (r < 26) return "Lion";
1361 if (r < 27) return "Controlled";
1362 if (r < 28) return "Airhead";
1363 if (r < 29) return "Delirium";
1364 if (r < 30) return "Resurrection";
1365 if (r < 31) return "Danger";
1369 string(float r) bot_skinfornumber =
1371 if (r < 1) {self.playermodel = "models/player/carni.zym" ;self.playerskin = "0";return "Carni" ;}
1372 else if (r < 2) {self.playermodel = "models/player/carni.zym" ;self.playerskin = "1";return "Armored Carni" ;}
1373 else if (r < 3) {self.playermodel = "models/player/crash.zym" ;self.playerskin = "0";return "Quark" ;}
1374 else if (r < 4) {self.playermodel = "models/player/grunt.zym" ;self.playerskin = "0";return "Grunt" ;}
1375 else if (r < 5) {self.playermodel = "models/player/headhunter.zym" ;self.playerskin = "0";return "HeadHunter" ;}
1376 else if (r < 6) {self.playermodel = "models/player/insurrectionist.zym";self.playerskin = "0";return "Insurrectionist";}
1377 else if (r < 7) {self.playermodel = "models/player/lurk.zym" ;self.playerskin = "0";return "Lurk" ;}
1378 else if (r < 8) {self.playermodel = "models/player/lurk.zym" ;self.playerskin = "1";return "Reptile" ;}
1379 else if (r < 9) {self.playermodel = "models/player/lycanthrope.zym" ;self.playerskin = "0";return "Lycanthrope" ;}
1380 else if (r < 10) {self.playermodel = "models/player/marine.zym" ;self.playerskin = "0";return "Marine" ;}
1381 else if (r < 11) {self.playermodel = "models/player/nexus.zym" ;self.playerskin = "0";return "Nexus" ;}
1382 else if (r < 12) {self.playermodel = "models/player/nexus.zym" ;self.playerskin = "1";return "Mulder" ;}
1383 else if (r < 13) {self.playermodel = "models/player/nexus.zym" ;self.playerskin = "2";return "Xolar" ;}
1384 else if (r < 14) {self.playermodel = "models/player/pyria.zym" ;self.playerskin = "0";return "Pyria" ;}
1385 else if (r < 15) {self.playermodel = "models/player/shock.zym" ;self.playerskin = "0";return "Shock" ;}
1386 else if (r < 16) {self.playermodel = "models/player/skadi.zym" ;self.playerskin = "0";return "Skadi" ;}
1387 else if (r < 17) {self.playermodel = "models/player/specop.zym" ;self.playerskin = "0";return "Specop" ;}
1388 else {self.playermodel = "models/player/visitant.zym" ;self.playerskin = "0";return "Fricka" ;}
1391 void() bot_setnameandstuff =
1393 local string name, prefix, suffix;
1394 local float r, b, shirt, pants;
1396 prefix = cvar_string("bot_prefix");
1397 suffix = cvar_string("bot_suffix");
1399 // this is really only a default, JoinBestTeam is called later
1400 pants = bound(0, floor(random() * 13), 13);
1401 //shirt = bound(0, floor(random() * 16), 15);
1403 self.clientcolors = shirt * 16 + pants;
1404 self.team = pants + 1;
1406 // now pick a name...
1408 if (cvar("bot_usemodelnames"))
1410 // first see if all skins are taken
1414 name = bot_skinfornumber(b);
1417 while (b < BOTSKINS && find(world, netname, name));
1419 // randomly pick a skin, if it's taken either repeat until we find one,
1420 // or give up if we already know all skins are taken
1423 r = floor(random() * BOTSKINS);
1424 name = bot_skinfornumber(r);
1426 while (b < BOTSKINS && find(world, netname, name));
1430 // first see if all names are taken
1434 name = bot_namefornumber(b);
1437 while (b < BOTNAMES && find(world, netname, name));
1439 // randomly pick a name, if it's taken either repeat until we find one,
1440 // or give up if we already know all names are taken
1443 r = floor(random() * BOTNAMES);
1444 name = bot_namefornumber(r);
1446 while (b < BOTNAMES && find(world, netname, name));
1448 // randomly pick a skin
1449 bot_skinfornumber(floor(random() * BOTSKINS));
1451 if(!cvar("g_campaign"))
1452 self.netname = strzone(strcat(prefix, name, suffix));
1454 self.netname = name;
1457 float bot_ignore_bots; // let bots not attack other bots (only works in non-teamplay)
1458 float(entity e) bot_shouldattack =
1460 if (e.team == self.team)
1470 if(clienttype(e) == CLIENTTYPE_BOT)
1481 void(float t, float f1, float f2, entity e1, vector v1, vector v2, vector v3, vector v4) bot_lagfunc =
1483 self.bot_aimtarg = e1;
1484 self.bot_aimlatency = self.ping; // FIXME? Shouldn't this be in the lag item?
1485 self.bot_aimselforigin = v1;
1486 self.bot_aimselfvelocity = v2;
1487 self.bot_aimtargorigin = v3;
1488 self.bot_aimtargvelocity = v4;
1490 self.bot_canfire = (random() < 0.8);
1492 self.bot_canfire = (random() < 0.9);
1494 self.bot_canfire = (random() < 0.95);
1496 self.bot_canfire = 1;
1499 .float bot_badaimtime;
1500 .float bot_aimthinktime;
1501 .vector bot_mouseaim;
1502 .vector bot_badaimoffset;
1503 .vector bot_1st_order_aimfilter;
1504 .vector bot_2nd_order_aimfilter;
1505 .vector bot_3th_order_aimfilter;
1506 .vector bot_4th_order_aimfilter;
1507 .vector bot_5th_order_aimfilter;
1508 .vector bot_olddesiredang;
1509 float(vector v, float maxfiredeviation) bot_aimdir =
1512 local float snapcos;
1513 local vector olddir, newdir, desireddir;
1515 makevectors(self.v_angle);
1516 olddir = newdir = v_forward;
1517 desireddir = normalize(v);
1518 snapcos = cos(cvar("bot_ai_aimskill_snapangle") * frametime * (skill + 1) * 0.5);
1519 if (desireddir * olddir < v_forward_x)
1520 newdir = desireddir;
1523 local float blendrate;
1524 blendrate = cvar("bot_ai_aimskill_blendrate") * frametime * (skill + 1) * 0.5;
1525 newdir = olddir + (desireddir - olddir) * bound(0, blendrate, 1);
1528 // decide whether to fire this time
1529 if ((desireddir * newdir) >= cos(maxfiredeviation))
1530 self.bot_firetimer = time + 0.3;
1532 self.v_angle = vectoangles(newdir);
1533 self.v_angle_x = self.v_angle_x * -1;
1535 makevectors(self.v_angle);
1536 shotorg = self.origin + self.view_ofs;
1539 return time < self.bot_firetimer;
1543 local vector desiredang, diffang;
1545 //dprint("aim ", self.netname, ": old:", vtos(self.v_angle));
1546 // make sure v_angle is sane first
1547 //self.v_angle_x = bound(-180, self.v_angle_x, 180);
1548 //while (self.v_angle_x < -180) self.v_angle_x = self.v_angle_x + 360;
1549 //while (self.v_angle_x >= 180) self.v_angle_x = self.v_angle_x - 360;
1550 while (self.v_angle_y < -180) self.v_angle_y = self.v_angle_y + 360;
1551 while (self.v_angle_y >= 180) self.v_angle_y = self.v_angle_y - 360;
1552 //while (self.v_angle_z < -180) self.v_angle_z = self.v_angle_z + 360;
1553 //while (self.v_angle_z >= 180) self.v_angle_z = self.v_angle_z - 360;
1556 // get the desired angles to aim at
1557 //dprint(" at:", vtos(v));
1559 //te_lightning2(world, self.origin + self.view_ofs, self.origin + self.view_ofs + v * 200);
1560 if (time >= self.bot_badaimtime)
1562 self.bot_badaimtime = max(self.bot_badaimtime + 0.3, time);
1563 self.bot_badaimoffset = randomvec() * bound(0, 5 - 0.5 * (skill+self.bot_offsetskill), 5);
1565 desiredang = vectoangles(v) + self.bot_badaimoffset*cvar("bot_ai_aimskill_offset");
1566 //dprint(" desired:", vtos(desiredang));
1567 if (desiredang_x >= 180)
1568 desiredang_x = desiredang_x - 360;
1569 desiredang_x = 0 - desiredang_x;
1570 desiredang_z = self.v_angle_z;
1571 desiredang_x = bound(-90, desiredang_x, 90);
1572 //dprint(" / ", vtos(desiredang));
1574 //// pain throws off aim
1575 //if (self.bot_painintensity)
1577 // // shake from pain
1578 // desiredang = desiredang + randomvec() * self.bot_painintensity * 0.2;
1581 // calculate turn angles
1582 diffang = (desiredang - self.bot_olddesiredang)*(1/frametime);
1583 self.bot_olddesiredang = desiredang;
1584 //dprint(" diff:", vtos(diffang));
1587 while (diffang_y < -180)
1588 diffang_y = diffang_y + 360;
1589 while (diffang_y > 180)
1590 diffang_y = diffang_y - 360;
1592 // Here we will try to anticipate the comming aiming direction
1593 self.bot_1st_order_aimfilter= self.bot_1st_order_aimfilter
1594 + (diffang - self.bot_1st_order_aimfilter) * bound(0, cvar("bot_ai_aimskill_order_filter_1st"),1);
1595 self.bot_2nd_order_aimfilter= self.bot_2nd_order_aimfilter
1596 + (self.bot_1st_order_aimfilter - self.bot_2nd_order_aimfilter) * bound(0, cvar("bot_ai_aimskill_order_filter_2nd"),1);
1597 self.bot_3th_order_aimfilter= self.bot_3th_order_aimfilter
1598 + (self.bot_2nd_order_aimfilter - self.bot_3th_order_aimfilter) * bound(0, cvar("bot_ai_aimskill_order_filter_3th"),1);
1599 self.bot_4th_order_aimfilter= self.bot_4th_order_aimfilter
1600 + (self.bot_3th_order_aimfilter - self.bot_4th_order_aimfilter) * bound(0, cvar("bot_ai_aimskill_order_filter_4th"),1);
1601 self.bot_5th_order_aimfilter= self.bot_5th_order_aimfilter
1602 + (self.bot_4th_order_aimfilter - self.bot_5th_order_aimfilter) * bound(0, cvar("bot_ai_aimskill_order_filter_5th"),1);
1605 //blend = (bound(0,skill,10)*0.1)*pow(1-bound(0,skill,10)*0.05,2.5)*5.656854249; //Plot formule before changing !
1606 blend = bound(0,skill,10)*0.1;
1607 desiredang = desiredang + blend *
1609 self.bot_1st_order_aimfilter * cvar("bot_ai_aimskill_order_mix_1st")
1610 + self.bot_2nd_order_aimfilter * cvar("bot_ai_aimskill_order_mix_2nd")
1611 + self.bot_3th_order_aimfilter * cvar("bot_ai_aimskill_order_mix_3th")
1612 + self.bot_4th_order_aimfilter * cvar("bot_ai_aimskill_order_mix_4th")
1613 + self.bot_5th_order_aimfilter * cvar("bot_ai_aimskill_order_mix_5th")
1615 while (desiredang_z < -180)
1616 desiredang_z = desiredang_z + 360;
1617 while (desiredang_z > 180)
1618 desiredang_z = desiredang_z - 360;
1619 // calculate turn angles
1620 diffang = desiredang - self.bot_mouseaim;
1621 //dprint(" diff:", vtos(diffang));
1624 while (diffang_y < -180)
1625 diffang_y = diffang_y + 360;
1626 while (diffang_y > 180)
1627 diffang_y = diffang_y - 360;
1629 if (time >= self.bot_aimthinktime)
1631 self.bot_aimthinktime = max(self.bot_aimthinktime + 0.5 - 0.05*(skill+self.bot_thinkskill), time);
1632 self.bot_mouseaim = self.bot_mouseaim + diffang * (1-random()*0.1*bound(1,10-skill,10));
1635 //self.v_angle = self.v_angle + diffang * bound(0, r * frametime * (skill * 0.5 + 2), 1);
1637 desiredang = self.bot_mouseaim*bound(0,cvar("bot_ai_aimskill_think"),1) + desiredang * bound(0,(1-cvar("bot_ai_aimskill_think")),1);
1639 // calculate turn angles
1640 diffang = desiredang - self.v_angle;
1641 //dprint(" diff:", vtos(diffang));
1644 while (diffang_y < -180)
1645 diffang_y = diffang_y + 360;
1646 while (diffang_y > 180)
1647 diffang_y = diffang_y - 360;
1648 // calculate turn angles
1649 diffang = desiredang - self.v_angle;
1650 //dprint(" diff:", vtos(diffang));
1653 while (diffang_y < -180)
1654 diffang_y = diffang_y + 360;
1655 while (diffang_y > 180)
1656 diffang_y = diffang_y - 360;
1659 dist = vlen(diffang);
1660 //diffang = diffang + randomvec() * (dist * 0.05 * (3.5 - bound(0, skill, 3)));
1663 local float r, fixedrate, blendrate;
1664 fixedrate = cvar("bot_ai_aimskill_fixedrate") / bound(1,dist,1000);
1665 blendrate = cvar("bot_ai_aimskill_blendrate");
1666 r = max(fixedrate, blendrate);
1667 //self.v_angle = self.v_angle + diffang * bound(frametime, r * frametime * (2+skill*skill*0.05-random()*0.05*(10-skill)), 1);
1668 self.v_angle = self.v_angle + diffang * bound(frametime, r * frametime * (2+pow(skill+self.bot_mouseskill,3)*0.005-random()), 1);
1669 self.v_angle = self.v_angle * bound(0,cvar("bot_ai_aimskill_mouse"),1) + desiredang * bound(0,(1-cvar("bot_ai_aimskill_mouse")),1);
1670 //self.v_angle = self.v_angle + diffang * bound(0, r * frametime * (skill * 0.5 + 2), 1);
1671 //self.v_angle = self.v_angle + diffang * (1/ blendrate);
1673 while (self.v_angle_y < -180)
1674 self.v_angle_y = self.v_angle_y + 360;
1675 while (self.v_angle_y >= 180)
1676 self.v_angle_y = self.v_angle_y - 360;
1677 //dprint(" turn:", vtos(self.v_angle));
1679 makevectors(self.v_angle);
1680 shotorg = self.origin + self.view_ofs;
1681 shotdir = v_forward;
1683 //dprint(" dir:", vtos(v_forward));
1684 //te_lightning2(world, shotorg, shotorg + shotdir * 100);
1686 // calculate turn angles again
1687 diffang = desiredang - self.v_angle;
1688 while (diffang_y < -180)
1689 diffang_y = diffang_y + 360;
1690 while (diffang_y > 180)
1691 diffang_y = diffang_y - 360;
1693 //bprint("e ");bprintvector(diffang);bprint(" < ");bprintfloat(maxfiredeviation);bprint("\n");
1695 // decide whether to fire this time
1696 // note the maxfiredeviation is in degrees so this has to convert to radians first
1697 //if ((normalize(v) * shotdir) >= cos(maxfiredeviation * (3.14159265358979323846 / 180)))
1698 if ((normalize(v) * shotdir) >= cos(maxfiredeviation * (3.14159265358979323846 / 180)))
1699 self.bot_firetimer = time + 0.3/bound(1,skill*0.3,3);
1700 traceline(shotorg,shotorg+shotdir*1000,FALSE,world);
1701 if ( vlen(trace_endpos-shotorg)>bound(0,skill*20,20) && random()<bound(0,skill*0.5,10)*frametime*2 )
1702 self.bot_canfire = 0;
1703 //dprint(ftos(maxfiredeviation),"\n");
1704 //dprint(" diff:", vtos(diffang), "\n");
1706 return self.bot_canfire && (time < self.bot_firetimer);
1709 vector(vector targorigin, vector targvelocity, float shotspeed, float shotdelay) bot_shotlead =
1711 // Try to add code here that predicts gravity effect here, no clue HOW to though ... well not yet atleast...
1712 return targorigin + targvelocity * (shotdelay + vlen(targorigin - shotorg) / shotspeed);
1715 float(float shotspeed, float shotspeedupward, float maxshottime, float applygravity) bot_aim =
1721 dprint("bot_aim(", ftos(shotspeed));
1722 dprint(", ", ftos(shotspeedupward));
1723 dprint(", ", ftos(maxshottime));
1724 dprint(", ", ftos(applygravity));
1729 dprint("bot_aim: WARNING: weapon ", W_Name(self.weapon), " shotspeed is zero!\n");
1730 shotspeed = 1000000;
1734 dprint("bot_aim: WARNING: weapon ", W_Name(self.weapon), " maxshottime is zero!\n");
1737 makevectors(self.v_angle);
1738 shotorg = self.origin + self.view_ofs;
1739 shotdir = v_forward;
1740 v = bot_shotlead(self.bot_aimtargorigin, self.bot_aimtargvelocity, shotspeed, self.bot_aimlatency);
1741 local float distanceratio;
1742 distanceratio =sqrt(bound(0,skill,10000))*0.3*(vlen(v-shotorg)-100)/cvar("bot_ai_aimskill_firetolerance_distdegrees");
1743 distanceratio = bound(0,distanceratio,1);
1744 r = (cvar("bot_ai_aimskill_firetolerance_maxdegrees")-cvar("bot_ai_aimskill_firetolerance_mindegrees"))
1745 * (1-distanceratio) + cvar("bot_ai_aimskill_firetolerance_mindegrees");
1746 if (applygravity && self.bot_aimtarg)
1748 if (!findtrajectorywithleading(shotorg, '0 0 0', '0 0 0', self.bot_aimtarg, shotspeed, shotspeedupward, maxshottime, 0, self))
1750 f = bot_aimdir(findtrajectory_velocity - shotspeedupward * '0 0 1', r);
1754 f = bot_aimdir(v - shotorg, r);
1755 //dprint("AIM: ");dprint(vtos(self.bot_aimtargorigin));dprint(" + ");dprint(vtos(self.bot_aimtargvelocity));dprint(" * ");dprint(ftos(self.bot_aimlatency + vlen(self.bot_aimtargorigin - shotorg) / shotspeed));dprint(" = ");dprint(vtos(v));dprint(" : aimdir = ");dprint(vtos(normalize(v - shotorg)));dprint(" : ");dprint(vtos(shotdir));dprint("\n");
1756 traceline(shotorg, shotorg + shotdir * 10000, FALSE, self);
1757 if (trace_ent.takedamage)
1758 if (trace_fraction < 1)
1759 if (!bot_shouldattack(trace_ent))
1761 traceline(shotorg, self.bot_aimtargorigin, FALSE, self);
1762 if (trace_fraction < 1)
1763 if (trace_ent != self.enemy)
1764 if (!bot_shouldattack(trace_ent))
1767 if (r > maxshottime * shotspeed)
1772 // TODO: move this painintensity code to the player damage code
1775 //if (self.bot_painintensity > 0)
1776 // self.bot_painintensity = self.bot_painintensity - (skill + 1) * 40 * frametime;
1778 //self.bot_painintensity = self.bot_painintensity + self.bot_oldhealth - self.health;
1779 //self.bot_painintensity = bound(0, self.bot_painintensity, 100);
1781 if(cvar("g_campaign") && !campaign_bots_may_start)
1783 self.nextthink = time + 0.5;
1789 self.v_angle = self.angles;
1791 self.fixangle = FALSE;
1796 self.dmg_inflictor = world;
1798 // calculate an aiming latency based on the skill setting
1799 // (simulated network latency + naturally delayed reflexes)
1800 //self.ping = 0.7 - bound(0, 0.05 * skill, 0.5); // moved the reflexes to bot_aimdir (under the name 'think')
1801 // minimum ping 20+10 random
1802 self.ping = bound(0,0.07 - bound(0, skill * 0.005,0.05)+random()*0.01,0.65); // Now holds real lag to server, and higer skill players take a less laggy server
1803 // skill 10 = ping 0.2 (adrenaline)
1804 // skill 0 = ping 0.7 (slightly drunk)
1816 self.buttonchat = 0;
1819 // if dead, just wait until we can respawn
1822 if (self.deadflag == DEAD_DEAD)
1823 self.button2 = 1; // press jump to respawn
1827 // now call the current bot AI (havocbot for example)
1831 entity bot_strategytoken;
1834 void() bot_relinkplayerlist =
1837 local entity prevbot;
1840 player_list = e = findchainflags(flags, FL_CLIENT);
1845 player_count = player_count + 1;
1846 e.nextplayer = e.chain;
1847 if (clienttype(e) == CLIENTTYPE_BOT)
1850 prevbot.nextbot = e;
1854 currentbots = currentbots + 1;
1858 dprint(strcat("relink: ", ftos(currentbots), " bots seen.\n"));
1859 bot_strategytoken = bot_list;
1862 void() havocbot_setupbot;
1863 float JoinBestTeam(entity pl, float only_return_best);
1865 void() bot_clientconnect =
1867 if (clienttype(self) != CLIENTTYPE_BOT)
1869 self.lag_func = bot_lagfunc;
1871 self.createdtime = self.nextthink;
1872 JoinBestTeam(self, FALSE);
1873 havocbot_setupbot();
1874 self.bot_mouseskill=random()-0.5;
1875 self.bot_thinkskill=random()-0.5;
1876 self.bot_predictionskill=random()-0.5;
1877 self.bot_offsetskill=random()-0.5;
1880 entity() bot_spawn =
1882 local entity oldself, bot;
1883 bot = spawnclient();
1886 currentbots = currentbots + 1;
1889 bot_setnameandstuff();
1891 PutClientInServer();
1897 void() bot_removenewest =
1899 local float besttime;
1900 local entity best, head;
1901 head = findchainfloat(isbot, TRUE);
1905 besttime = head.createdtime;
1908 if (besttime < head.createdtime)
1910 besttime = head.createdtime;
1915 currentbots = currentbots - 1;
1919 float botframe_waypointeditorlightningtime;
1920 void() botframe_showwaypointlinks =
1922 local entity player, head, w;
1923 if (time < botframe_waypointeditorlightningtime)
1925 botframe_waypointeditorlightningtime = time + 0.5;
1926 player = find(world, classname, "player");
1930 if (player.flags & FL_ONGROUND)
1932 //navigation_testtracewalk = TRUE;
1933 head = navigation_findnearestwaypoint(player, FALSE);
1934 //navigation_testtracewalk = FALSE;
1937 w = head ;if (w) te_lightning2(world, w.origin, player.origin);
1938 w = head.wp00;if (w) te_lightning2(world, w.origin, head.origin);
1939 w = head.wp01;if (w) te_lightning2(world, w.origin, head.origin);
1940 w = head.wp02;if (w) te_lightning2(world, w.origin, head.origin);
1941 w = head.wp03;if (w) te_lightning2(world, w.origin, head.origin);
1942 w = head.wp04;if (w) te_lightning2(world, w.origin, head.origin);
1943 w = head.wp05;if (w) te_lightning2(world, w.origin, head.origin);
1944 w = head.wp06;if (w) te_lightning2(world, w.origin, head.origin);
1945 w = head.wp07;if (w) te_lightning2(world, w.origin, head.origin);
1946 w = head.wp08;if (w) te_lightning2(world, w.origin, head.origin);
1947 w = head.wp09;if (w) te_lightning2(world, w.origin, head.origin);
1948 w = head.wp10;if (w) te_lightning2(world, w.origin, head.origin);
1949 w = head.wp11;if (w) te_lightning2(world, w.origin, head.origin);
1950 w = head.wp12;if (w) te_lightning2(world, w.origin, head.origin);
1951 w = head.wp13;if (w) te_lightning2(world, w.origin, head.origin);
1952 w = head.wp14;if (w) te_lightning2(world, w.origin, head.origin);
1953 w = head.wp15;if (w) te_lightning2(world, w.origin, head.origin);
1954 w = head.wp16;if (w) te_lightning2(world, w.origin, head.origin);
1955 w = head.wp17;if (w) te_lightning2(world, w.origin, head.origin);
1956 w = head.wp18;if (w) te_lightning2(world, w.origin, head.origin);
1957 w = head.wp19;if (w) te_lightning2(world, w.origin, head.origin);
1958 w = head.wp20;if (w) te_lightning2(world, w.origin, head.origin);
1959 w = head.wp21;if (w) te_lightning2(world, w.origin, head.origin);
1960 w = head.wp22;if (w) te_lightning2(world, w.origin, head.origin);
1961 w = head.wp23;if (w) te_lightning2(world, w.origin, head.origin);
1962 w = head.wp24;if (w) te_lightning2(world, w.origin, head.origin);
1963 w = head.wp25;if (w) te_lightning2(world, w.origin, head.origin);
1964 w = head.wp26;if (w) te_lightning2(world, w.origin, head.origin);
1965 w = head.wp27;if (w) te_lightning2(world, w.origin, head.origin);
1966 w = head.wp28;if (w) te_lightning2(world, w.origin, head.origin);
1967 w = head.wp29;if (w) te_lightning2(world, w.origin, head.origin);
1968 w = head.wp30;if (w) te_lightning2(world, w.origin, head.origin);
1969 w = head.wp31;if (w) te_lightning2(world, w.origin, head.origin);
1972 player = find(player, classname, "player");
1976 entity botframe_dangerwaypoint;
1977 void() botframe_updatedangerousobjects =
1979 local entity head, bot_dodgelist;
1980 local vector m1, m2, v;
1981 local float c, d, danger;
1983 bot_dodgelist = findchainfloat(bot_dodge, TRUE);
1984 botframe_dangerwaypoint = find(botframe_dangerwaypoint, classname, "waypoint");
1985 while (botframe_dangerwaypoint != world)
1988 m1 = botframe_dangerwaypoint.mins;
1989 m2 = botframe_dangerwaypoint.maxs;
1990 head = bot_dodgelist;
1994 v_x = bound(m1_x, v_x, m2_x);
1995 v_y = bound(m1_y, v_y, m2_y);
1996 v_z = bound(m1_z, v_z, m2_z);
1997 d = head.bot_dodgerating - vlen(head.origin - v);
2000 traceline(head.origin, v, TRUE, world);
2001 if (trace_fraction == 1)
2002 danger = danger + d;
2006 botframe_dangerwaypoint.dmg = danger;
2010 botframe_dangerwaypoint = find(botframe_dangerwaypoint, classname, "waypoint");
2015 float botframe_spawnedwaypoints;
2016 void() bot_serverframe =
2018 float realplayers, bots;
2020 if (intermission_running)
2026 realplayers = player_count - currentbots;
2028 // add/remove bots if needed to make sure there are at least
2029 // minplayers+bot_number, or remove all bots if no one is playing
2030 // But don't remove bots immediately on level change, as the real players
2031 // usually haven't rejoined yet
2032 if (realplayers || cvar("bot_join_empty") || (currentbots > 0 && time < 5))
2034 float realminplayers, minplayers;
2035 realminplayers = cvar("minplayers");
2036 minplayers = bound(0, floor(realminplayers), maxclients - 1);
2037 if (realminplayers != minplayers)
2038 cvar_set("minplayers", ftos(minplayers));
2040 float realminbots, minbots;
2041 realminbots = cvar("bot_number");
2042 minbots = bound(0, floor(realminbots), maxclients - 1);
2043 if (realminbots != minbots)
2044 cvar_set("bot_number", ftos(minbots));
2046 bots = bound(minbots, minplayers - realplayers, maxclients);
2050 // if there are no players, remove bots
2054 bot_ignore_bots = cvar("bot_ignore_bots");
2056 // only add one bot per frame to avoid utter chaos
2057 while (currentbots < bots)
2059 if (bot_spawn() == world)
2061 bprint("Can not add bot, server full.\n");
2062 cvar_set("bot_number", ftos(currentbots));
2067 while (currentbots > bots)
2070 if(botframe_spawnedwaypoints)
2072 if(cvar("waypoint_benchmark"))
2076 if (bots > 0 || cvar("g_waypointeditor"))
2077 if (!botframe_spawnedwaypoints)
2079 botframe_spawnedwaypoints = TRUE;
2081 waypoint_schedulerelinkall();
2086 // cycle the goal token from one bot to the next each frame
2087 // (this prevents them from all doing waypoint searches on the same
2088 // frame, which causes choppy framerates)
2089 if (bot_strategytoken)
2090 bot_strategytoken = bot_strategytoken.nextbot;
2091 if (!bot_strategytoken)
2092 bot_strategytoken = bot_list;
2094 botframe_updatedangerousobjects();
2097 if (cvar("g_waypointeditor"))
2098 botframe_showwaypointlinks();