2 void() havocbot_chooserole;
3 .float havocbot_keyboardskill;
4 .float facingwalltime, ignoregoaltime;
6 .float lastfiredweapon;
8 .float havocbot_blockhead;
10 #ifdef DEBUG_BOT_GOALSTACK
11 void debuggoalstack();
14 vector havocbot_dodge()
16 // LordHavoc: disabled because this is too expensive
20 local vector dodge, v, n;
21 local float danger, bestdanger, vl, d;
24 // check for dangerous objects near bot or approaching bot
25 head = findchainfloat(bot_dodge, TRUE);
28 if (head.owner != self)
30 vl = vlen(head.velocity);
31 if (vl > sv_maxspeed * 0.3)
33 n = normalize(head.velocity);
34 v = self.origin - head.origin;
36 if (d > (0 - head.bot_dodgerating))
37 if (d < (vl * 0.2 + head.bot_dodgerating))
39 // calculate direction and distance from the flight path, by removing the forward axis
40 v = v - (n * (v * n));
41 danger = head.bot_dodgerating - vlen(v);
42 if (bestdanger < danger)
45 // dodge to the side of the object
52 danger = head.bot_dodgerating - vlen(head.origin - self.origin);
53 if (bestdanger < danger)
56 dodge = normalize(self.origin - head.origin);
66 .float havocbot_keyboardtime;
67 .float havocbot_ducktime;
68 .vector havocbot_keyboard;
69 void havocbot_keyboard_movement(vector destorg)
71 local vector keyboard;
72 local float blend, maxspeed;
74 maxspeed = cvar("sv_maxspeed");
76 if (time < self.havocbot_keyboardtime)
79 self.havocbot_keyboardtime =
81 self.havocbot_keyboardtime
82 + bound(0,0.05/(skill+self.havocbot_keyboardskill),0.05)
83 +random()*bound(0,0.025/(skill+self.havocbot_keyboardskill),100)
85 keyboard = self.movement * (1.0 / maxspeed);
87 local float trigger, trigger1;
88 blend = bound(0,skill*0.1,1);
89 trigger = cvar("bot_ai_keyboard_treshold");
90 trigger1 = 0 - trigger;
92 // categorize forward movement
93 // at skill < 1.5 only forward
94 // at skill < 2.5 only individual directions
95 // at skill < 4.5 only individual directions, and forward diagonals
96 // at skill >= 4.5, all cases allowed
97 if (keyboard_x > trigger)
103 else if (keyboard_x < trigger1 && skill > 1.5)
118 if (keyboard_y > trigger)
120 else if (keyboard_y < trigger1)
125 if (keyboard_z > trigger)
127 else if (keyboard_z < trigger1)
132 self.havocbot_keyboard = keyboard * maxspeed;
133 if (self.havocbot_ducktime>time) self.BUTTON_CROUCH=TRUE;
135 keyboard = self.havocbot_keyboard;
136 blend = bound(0,vlen(destorg-self.origin)/cvar("bot_ai_keyboard_distance"),1); // When getting close move with 360 degree
137 //dprint("movement ", vtos(self.movement), " keyboard ", vtos(keyboard), " blend ", ftos(blend), "\n");
138 self.movement = self.movement + (keyboard - self.movement) * blend;
141 .entity bot_lastseengoal;
142 .float bot_timelastseengoal;
143 .float bot_canruntogoal;
144 void havocbot_bunnyhop(vector dir)
146 local float bunnyhopdistance;
147 local vector deviation;
148 local float maxspeed;
153 if(self.goalcurrent.classname == "player")
156 maxspeed = cvar("sv_maxspeed");
158 if(self.aistatus & AI_STATUS_DANGER_AHEAD)
160 self.aistatus &~= AI_STATUS_RUNNING;
161 self.BUTTON_JUMP = FALSE;
162 self.bot_canruntogoal = 0;
163 self.bot_timelastseengoal = 0;
167 if(self.waterlevel > WATERLEVEL_WETFEET)
169 self.aistatus &~= AI_STATUS_RUNNING;
173 if(self.bot_lastseengoal != self.goalcurrent && !(self.aistatus & AI_STATUS_RUNNING))
175 self.bot_canruntogoal = 0;
176 self.bot_timelastseengoal = 0;
179 bunnyhopdistance = vlen(self.origin - self.goalcurrent.origin);
181 // Run only to visible goals
182 if(self.flags & FL_ONGROUND)
183 if(self.speed==maxspeed)
184 if(checkpvs(self.origin + self.view_ofs, self.goalcurrent))
186 self.bot_lastseengoal = self.goalcurrent;
189 if(self.bot_timelastseengoal)
191 // for a period of time
192 if(time - self.bot_timelastseengoal > cvar("bot_ai_bunnyhop_firstjumpdelay"))
194 local float checkdistance;
195 checkdistance = TRUE;
197 // don't run if it is too close
198 if(self.bot_canruntogoal==0)
200 if(bunnyhopdistance > cvar("bot_ai_bunnyhop_startdistance"))
201 self.bot_canruntogoal = 1;
203 self.bot_canruntogoal = -1;
206 if(self.bot_canruntogoal != 1)
209 if(self.aistatus & AI_STATUS_ROAMING)
210 if(self.goalcurrent.classname=="waypoint")
211 if not(self.goalcurrent.wpflags & WAYPOINTFLAG_PERSONAL)
212 if(fabs(self.goalcurrent.origin_z - self.origin_z) < self.maxs_z - self.mins_z)
213 if(self.goalstack01!=world)
215 deviation = vectoangles(self.goalstack01.origin - self.origin) - vectoangles(self.goalcurrent.origin - self.origin);
216 while (deviation_y < -180) deviation_y = deviation_y + 360;
217 while (deviation_y > 180) deviation_y = deviation_y - 360;
219 if(fabs(deviation_y) < 20)
220 if(bunnyhopdistance < vlen(self.origin - self.goalstack01.origin))
221 if(fabs(self.goalstack01.origin_z - self.goalcurrent.origin_z) < self.maxs_z - self.mins_z)
223 if(vlen(self.goalcurrent.origin - self.goalstack01.origin) > cvar("bot_ai_bunnyhop_startdistance"))
224 if(checkpvs(self.origin + self.view_ofs, self.goalstack01))
226 checkdistance = FALSE;
233 self.aistatus &~= AI_STATUS_RUNNING;
234 if(bunnyhopdistance > cvar("bot_ai_bunnyhop_stopdistance"))
235 self.BUTTON_JUMP = TRUE;
239 self.aistatus |= AI_STATUS_RUNNING;
240 self.BUTTON_JUMP = TRUE;
246 self.bot_timelastseengoal = time;
251 self.bot_timelastseengoal = 0;
254 // Release jump button
255 if(self.flags & FL_ONGROUND == 0)
257 if(self.velocity_z < 0 || vlen(self.velocity)<maxspeed)
258 self.BUTTON_JUMP = FALSE;
261 if(self.aistatus & AI_STATUS_RUNNING)
262 if(vlen(self.velocity)>maxspeed)
264 deviation = vectoangles(dir) - vectoangles(self.velocity);
265 while (deviation_y < -180) deviation_y = deviation_y + 360;
266 while (deviation_y > 180) deviation_y = deviation_y - 360;
268 if(fabs(deviation_y)>10)
272 self.movement_y = maxspeed * -1;
273 else if(deviation_y<10)
274 self.movement_y = maxspeed;
280 //.float havocbotignoretime;
281 //.vector bot_dodgevector;
282 //.float bot_dodgevector_time;
283 //.float bot_dodgevector_jumpbutton;
285 .entity ladder_entity;
286 .float rocketjumptime;
287 void havocbot_movetogoal()
289 local vector destorg;
292 local vector flatdir;
295 local vector evadeobstacle;
296 local vector evadelava;
298 local float maxspeed;
301 //if (self.goalentity)
302 // te_lightning2(self, self.origin, (self.goalentity.absmin + self.goalentity.absmax) * 0.5);
303 self.movement = '0 0 0';
304 maxspeed = cvar("sv_maxspeed");
306 if(self.jumppadcount)
308 if(self.flags & FL_ONGROUND)
310 self.jumppadcount = FALSE;
311 if(self.aistatus & AI_STATUS_OUT_JUMPPAD)
312 self.aistatus &~= AI_STATUS_OUT_JUMPPAD;
315 // If got stuck on the jump pad try to reach the farther visible item
316 if(self.aistatus & AI_STATUS_OUT_JUMPPAD)
318 if(fabs(self.velocity_z)<50)
320 local entity head, newgoal;
321 local float distance, bestdistance;
323 for (head = findchainfloat(bot_pickup, TRUE); head; head = head.chain)
325 if(head.classname=="worldspawn")
328 distance = vlen(head.origin - self.origin);
332 traceline(self.origin + self.view_ofs , head.origin, TRUE, world);
337 if(distance>bestdistance)
340 bestdistance = distance;
346 self.ignoregoal = self.goalcurrent;
347 self.ignoregoaltime = time + cvar("bot_ai_ignoregoal_timeout");
348 navigation_clearroute();
349 navigation_routetogoal(newgoal, self.origin);
350 self.aistatus &~= AI_STATUS_OUT_JUMPPAD;
358 if(self.velocity_z>0)
360 local float threshold;
361 threshold = maxspeed * 0.2;
362 if(fabs(self.velocity_x) < threshold && fabs(self.velocity_y) < threshold)
363 self.aistatus |= AI_STATUS_OUT_JUMPPAD;
369 // If there is a trigger_hurt right below try to use the jetpack or make a rocketjump
371 if not(self.flags & FL_ONGROUND)
373 tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 -65536', MOVE_NOMONSTERS, self);
374 if(tracebox_hits_trigger_hurt(self.origin, self.mins, self.maxs, trace_endpos ))
375 if(self.items & IT_JETPACK)
377 tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 65536', MOVE_NOMONSTERS, self);
378 if(tracebox_hits_trigger_hurt(self.origin, self.mins, self.maxs, trace_endpos + '0 0 1' ))
380 if(self.velocity_z<0)
382 self.BUTTON_HOOK = TRUE;
386 self.BUTTON_HOOK = TRUE;
388 // If there is no goal try to move forward
390 if(self.goalcurrent==world)
393 dir = normalize(self.goalcurrent.origin - self.origin);
395 local vector xyvelocity = self.velocity; xyvelocity_z = 0;
396 local float xyspeed = xyvelocity * dir;
398 if(xyspeed < (maxspeed / 2))
400 makevectors(self.v_angle_y * '0 1 0');
401 tracebox(self.origin, self.mins, self.maxs, self.origin + (dir * maxspeed * 3), MOVE_NOMONSTERS, self);
402 if(trace_fraction==1)
404 self.movement_x = dir * v_forward * maxspeed;
405 self.movement_y = dir * v_right * maxspeed;
407 havocbot_keyboard_movement(self.origin + dir * 100);
411 self.havocbot_blockhead = TRUE;
415 else if(self.health>cvar("g_balance_rocketlauncher_damage")*0.5)
417 if(self.velocity_z < 0)
418 if(client_hasweapon(self, WEP_ROCKET_LAUNCHER, TRUE, FALSE))
420 self.movement_x = maxspeed;
422 if(self.rocketjumptime)
424 if(time > self.rocketjumptime)
426 self.BUTTON_ATCK2 = TRUE;
427 self.rocketjumptime = 0;
432 self.switchweapon = WEP_ROCKET_LAUNCHER;
434 self.BUTTON_ATCK = TRUE;
435 self.rocketjumptime = time + cvar("g_balance_rocketlauncher_detonatedelay");
441 // If there is no goal try to move forward
442 if(self.goalcurrent==world)
443 self.movement_x = maxspeed;
447 // If we are under water with no goals, swim up
449 if(self.goalcurrent==world)
452 if(self.waterlevel>WATERLEVEL_SWIMMING)
454 else if(self.velocity_z >= 0 && !(self.waterlevel == WATERLEVEL_WETFEET && self.watertype == CONTENT_WATER))
455 self.BUTTON_JUMP = TRUE;
457 self.BUTTON_JUMP = FALSE;
458 makevectors(self.v_angle_y * '0 1 0');
459 self.movement_x = dir * v_forward * maxspeed;
460 self.movement_y = dir * v_right * maxspeed;
461 self.movement_z = dir * v_up * maxspeed;
464 // if there is nowhere to go, exit
465 if (self.goalcurrent == world)
468 if (self.goalcurrent)
469 navigation_poptouchedgoals();
471 // if ran out of goals try to use an alternative goal or get a new strategy asap
472 if(self.goalcurrent == world)
474 self.bot_strategytime = 0;
478 #ifdef DEBUG_BOT_GOALSTACK
482 m1 = self.goalcurrent.origin + self.goalcurrent.mins;
483 m2 = self.goalcurrent.origin + self.goalcurrent.maxs;
484 destorg = self.origin;
485 destorg_x = bound(m1_x, destorg_x, m2_x);
486 destorg_y = bound(m1_y, destorg_y, m2_y);
487 destorg_z = bound(m1_z, destorg_z, m2_z);
488 diff = destorg - self.origin;
490 dir = normalize(diff);
491 flatdir = diff;flatdir_z = 0;
492 flatdir = normalize(flatdir);
494 //if (self.bot_dodgevector_time < time)
496 // self.bot_dodgevector_time = time + cvar("bot_ai_dodgeupdateinterval");
497 // self.bot_dodgevector_jumpbutton = 1;
498 evadeobstacle = '0 0 0';
503 if(self.waterlevel>WATERLEVEL_SWIMMING)
506 self.aistatus |= AI_STATUS_OUT_WATER;
510 if(self.velocity_z >= 0 && !(self.watertype == CONTENT_WATER && self.goalcurrent.origin_z < self.origin_z) &&
511 ( !(self.waterlevel == WATERLEVEL_WETFEET && self.watertype == CONTENT_WATER) || self.aistatus & AI_STATUS_OUT_WATER))
512 self.BUTTON_JUMP = TRUE;
514 self.BUTTON_JUMP = FALSE;
516 dir = normalize(flatdir);
517 makevectors(self.v_angle_y * '0 1 0');
521 if(self.aistatus & AI_STATUS_OUT_WATER)
522 self.aistatus &~= AI_STATUS_OUT_WATER;
524 // jump if going toward an obstacle that doesn't look like stairs we
525 // can walk up directly
526 tracebox(self.origin, self.mins, self.maxs, self.origin + self.velocity * 0.2, FALSE, self);
527 if (trace_fraction < 1)
528 if (trace_plane_normal_z < 0.7)
531 tracebox(self.origin + '0 0 16', self.mins, self.maxs, self.origin + self.velocity * 0.2 + '0 0 16', FALSE, self);
532 if (trace_fraction < s + 0.01)
533 if (trace_plane_normal_z < 0.7)
536 tracebox(self.origin + '0 0 48', self.mins, self.maxs, self.origin + self.velocity * 0.2 + '0 0 48', FALSE, self);
537 if (trace_fraction > s)
538 self.BUTTON_JUMP = 1;
542 // avoiding dangers and obstacles
543 local vector dst_ahead, dst_down;
544 makevectors(self.v_angle_y * '0 1 0');
545 dst_ahead = self.origin + self.view_ofs + (self.velocity * 0.4) + (v_forward * 32 * 3);
546 dst_down = dst_ahead + '0 0 -1500';
549 traceline(self.origin + self.view_ofs , dst_ahead, TRUE, world);
551 // Check head-banging against walls
552 if(vlen(self.origin + self.view_ofs - trace_endpos) < 25 && !(self.aistatus & AI_STATUS_OUT_WATER))
554 self.BUTTON_JUMP = TRUE;
555 if(self.facingwalltime && time > self.facingwalltime)
557 self.ignoregoal = self.goalcurrent;
558 self.ignoregoaltime = time + cvar("bot_ai_ignoregoal_timeout");
559 self.bot_strategytime = 0;
564 self.facingwalltime = time + 0.05;
569 self.facingwalltime = 0;
571 if(self.ignoregoal != world && time > self.ignoregoaltime)
573 self.ignoregoal = world;
574 self.ignoregoaltime = 0;
578 // Check for water/slime/lava and dangerous edges
579 // (only when the bot is on the ground or jumping intentionally)
580 self.aistatus &~= AI_STATUS_DANGER_AHEAD;
582 if(trace_fraction == 1)
583 if(self.flags & FL_ONGROUND || self.aistatus & AI_STATUS_RUNNING || self.BUTTON_JUMP == TRUE)
586 traceline(dst_ahead , dst_down, TRUE, world);
587 // te_lightning2(world, self.origin, dst_ahead); // Draw "ahead" look
588 // te_lightning2(world, dst_ahead, dst_down); // Draw "downwards" look
589 if(trace_endpos_z < self.origin_z + self.mins_z)
591 s = pointcontents(trace_endpos + '0 0 1');
592 if (s != CONTENT_SOLID)
593 if (s == CONTENT_LAVA || s == CONTENT_SLIME)
594 evadelava = normalize(self.velocity) * -1;
595 else if (s == CONTENT_SKY)
596 evadeobstacle = normalize(self.velocity) * -1;
597 else if (!boxesoverlap(dst_ahead - self.view_ofs + self.mins, dst_ahead - self.view_ofs + self.maxs,
598 self.goalcurrent.absmin, self.goalcurrent.absmax))
600 // if ain't a safe goal with "holes" (like the jumpad on soylent)
601 // and there is a trigger_hurt below
602 if(tracebox_hits_trigger_hurt(dst_ahead, self.mins, self.maxs, trace_endpos))
604 // Remove dangerous dynamic goals from stack
605 if (self.goalcurrent.classname == "player" || self.goalcurrent.classname == "droppedweapon")
606 navigation_poproute();
609 evadeobstacle = normalize(self.velocity) * -1;
618 makevectors(self.v_angle_y * '0 1 0');
620 if(evadeobstacle!='0 0 0'||evadelava!='0 0 0')
621 self.aistatus |= AI_STATUS_DANGER_AHEAD;
624 dodge = havocbot_dodge();
625 dodge = dodge * bound(0,3+skill*0.1,1);
626 evadelava = evadelava * bound(1,3-skill,3); //Noobs fear lava a lot and take more distance from it
627 traceline(self.origin, self.enemy.origin, TRUE, world);
628 if(trace_ent.classname == "player")
629 dir = dir * bound(0,skill/7,1);
631 dir = normalize(dir + dodge + evadeobstacle + evadelava);
632 // self.bot_dodgevector = dir;
633 // self.bot_dodgevector_jumpbutton = self.BUTTON_JUMP;
636 if(time < self.ladder_time)
638 if(self.goalcurrent.origin_z + self.goalcurrent.mins_z > self.origin_z + self.mins_z)
640 if(self.origin_z + self.mins_z < self.ladder_entity.origin_z + self.ladder_entity.maxs_z)
645 if(self.origin_z + self.mins_z > self.ladder_entity.origin_z + self.ladder_entity.mins_z)
650 //dir = self.bot_dodgevector;
651 //if (self.bot_dodgevector_jumpbutton)
652 // self.BUTTON_JUMP = 1;
653 self.movement_x = dir * v_forward * maxspeed;
654 self.movement_y = dir * v_right * maxspeed;
655 self.movement_z = dir * v_up * maxspeed;
657 // Emulate keyboard interface
659 havocbot_keyboard_movement(destorg);
662 // if(self.aistatus & AI_STATUS_ROAMING)
663 if(skill >= cvar("bot_ai_bunnyhop_skilloffset"))
664 havocbot_bunnyhop(dir);
666 if ((dir * v_up) >= cvar("sv_jumpvelocity")*0.5 && (self.flags & FL_ONGROUND)) self.BUTTON_JUMP=1;
667 if (((dodge * v_up) > 0) && random()*frametime >= 0.2*bound(0,(10-skill)*0.1,1)) self.BUTTON_JUMP=TRUE;
668 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);
671 .float havocbot_chooseenemy_finished;
672 .float havocbot_stickenemy;
673 void havocbot_chooseenemy()
675 local entity head, best;
676 local float rating, bestrating;
678 if (cvar("bot_nofire") || IS_INDEPENDENT_PLAYER(self))
685 if (!bot_shouldattack(self.enemy))
687 // enemy died or something, find a new target
689 self.havocbot_chooseenemy_finished = time;
691 else if (self.havocbot_stickenemy)
693 // tracking last chosen enemy
694 // if enemy is visible
695 // and not really really far away
696 // and we're not severely injured
697 // then keep tracking for a half second into the future
698 traceline(self.origin+self.view_ofs, self.enemy.origin+self.enemy.view_ofs*0.5,FALSE,world);
699 if (trace_ent == self.enemy || trace_fraction == 1)
700 if (vlen(self.enemy.origin - self.origin) < 1000)
701 if (self.health > 30)
703 // remain tracking him for a shot while (case he went after a small corner or pilar
704 self.havocbot_chooseenemy_finished = time + cvar("bot_ai_enemydetectioninterval");
707 // enemy isn't visible, or is far away, or we're injured severely
708 // so stop preferring this enemy
709 // (it will still take a half second until a new one is chosen)
710 self.havocbot_stickenemy = 0;
713 if (time < self.havocbot_chooseenemy_finished)
715 self.havocbot_chooseenemy_finished = time + cvar("bot_ai_enemydetectioninterval");
716 eye = self.origin + self.view_ofs;
718 bestrating = 100000000;
719 head = findchainfloat(bot_attack, TRUE);
722 v = (head.absmin + head.absmax) * 0.5;
723 rating = vlen(v - eye);
724 if (rating<cvar("bot_ai_enemydetectionradius"))
725 if (bestrating > rating)
726 if (bot_shouldattack(head))
728 traceline(eye, v, TRUE, self);
729 if (trace_ent == head || trace_fraction >= 1)
738 self.havocbot_stickenemy = TRUE;
741 .float bot_chooseweapontime;
742 float(entity e) w_getbestweapon;
743 void havocbot_chooseweapon()
748 if(g_weaponarena == WEPBIT_TUBA)
750 self.switchweapon = WEP_TUBA;
754 // TODO: clean this up by moving it to weapon code
755 if(self.enemy==world)
757 // If no weapon was chosen get the first available weapon
759 for(i=WEP_LASER + 1; i < WEP_COUNT ; ++i)
761 if(client_hasweapon(self, i, TRUE, FALSE))
763 self.switchweapon = i;
770 // Do not change weapon during the next second after a combo
771 i = time - self.lastcombotime;
775 // Workaround for rifle reloading (..)
776 if(self.weapon == WEP_CAMPINGRIFLE)
777 if(i < cvar("g_balance_campingrifle_reloadtime") + 1)
781 local float rocket ; rocket =-1000;
782 local float nex ; nex =-1000;
783 local float hagar ; hagar =-1000;
784 local float grenade ; grenade =-1000;
785 local float electro ; electro =-1000;
786 local float crylink ; crylink =-1000;
787 local float uzi ; uzi =-1000;
788 local float shotgun ; shotgun =-1000;
789 local float campingrifle ; campingrifle =-1000;
790 local float laser ; laser =-1000;
791 local float minstanex ; minstanex =-1000;
792 local float currentscore;
793 local float bestscore; bestscore = 0;
794 local float bestweapon; bestweapon=self.switchweapon;
795 local float distance; distance=bound(10,vlen(self.origin-self.enemy.origin)-200,10000);
796 local float maxdelaytime=0.5;
797 local float spreadpenalty=10;
798 local float distancefromfloor;
800 // Should it do a weapon combo?
801 local float af, ct, combo_time, combo;
803 af = ATTACK_FINISHED(self);
804 ct = cvar("bot_ai_weapon_combo_threshold");
806 // Bots with no skill will be 4 times more slower than "godlike" bots when doing weapon combos
807 // Ideally this 4 should be calculated as longest_weapon_refire / bot_ai_weapon_combo_threshold
808 combo_time = time + ct + (ct * ((-0.3*skill)+3));
812 if(cvar("bot_ai_weapon_combo"))
813 if(self.weapon == self.lastfiredweapon)
817 self.lastcombotime = time;
820 // Custom weapon list based on distance to the enemy
821 if(bot_custom_weapon){
823 // Choose weapons for far distance
824 if ( distance > bot_distance_far ) {
825 for(i=0; i < WEP_COUNT && bot_weapons_far[i] != -1 ; ++i){
826 w = bot_weapons_far[i];
827 if ( client_hasweapon(self, w, TRUE, FALSE) ){
828 if ( self.weapon == w && combo)
830 self.switchweapon = w;
836 // Choose weapons for mid distance
837 if ( distance > bot_distance_close ) {
838 for(i=0; i < WEP_COUNT && bot_weapons_mid[i] != -1 ; ++i){
839 w = bot_weapons_mid[i];
840 if ( client_hasweapon(self, w, TRUE, FALSE) ){
841 if ( self.weapon == w && combo)
843 self.switchweapon = w;
849 // Choose weapons for close distance
850 for(i=0; i < WEP_COUNT && bot_weapons_close[i] != -1 ; ++i){
851 w = bot_weapons_close[i];
852 if ( client_hasweapon(self, w, TRUE, FALSE) ){
853 if ( self.weapon == w && combo)
855 self.switchweapon = w;
859 // If now weapon was chosen by this system fall back to the previous one
863 // (Damage/Sec * Weapon spefic change to get that damage)
864 // *(Time to get to target * weapon specfic hitchange bonus) / (in a time of maxdelaytime)
865 // *(Spread change of hit) // if it applies
866 // *(Penality for target beeing in air)
869 traceline(self.enemy.origin,self.enemy.origin-'0 0 1000',TRUE,world);
870 distancefromfloor = self.enemy.origin_z - trace_endpos_z;
872 if (client_hasweapon(self, WEP_MINSTANEX, TRUE, FALSE))
873 minstanex = (1000/cvar("g_balance_minstanex_refire")*1.0)
876 if (client_hasweapon(self, WEP_ROCKET_LAUNCHER, TRUE, FALSE) &&
877 !( cvar("bot_ai_weapon_combo") && self.weapon == WEP_ROCKET_LAUNCHER &&
881 rocket = (cvar("g_balance_rocketlauncher_damage")/cvar("g_balance_rocketlauncher_refire")*0.75)
882 * bound(0,(cvar("g_balance_rocketlauncher_speed")/distance*maxdelaytime),1)*1.5;
884 if (client_hasweapon(self, WEP_NEX, TRUE, FALSE) &&
885 !( cvar("bot_ai_weapon_combo") && self.weapon == WEP_NEX &&
889 nex = (cvar("g_balance_nex_damage")/cvar("g_balance_nex_refire")*1.0)
892 if (client_hasweapon(self, WEP_HAGAR, TRUE, FALSE) ) // &&
893 // !( cvar("bot_ai_weapon_combo") && self.weapon == WEP_HAGAR && time < self.bot_lastshot + cvar("g_balance_hagar_primary_refire") ))
894 hagar = (cvar("g_balance_hagar_primary_damage")/cvar("g_balance_hagar_primary_refire")*1.0)
895 * bound(0,(cvar("g_balance_hagar_primary_speed")/distance*maxdelaytime),1)*0.2;
897 if (client_hasweapon(self, WEP_GRENADE_LAUNCHER, TRUE, FALSE) &&
899 cvar("bot_ai_weapon_combo") && self.weapon == WEP_GRENADE_LAUNCHER &&
903 grenade = (cvar("g_balance_grenadelauncher_primary_damage")/cvar("g_balance_grenadelauncher_primary_refire")*1.0)
904 * bound(0,(cvar("g_balance_grenadelauncher_primary_speed")/distance*maxdelaytime),1)*1.1;
906 if (client_hasweapon(self, WEP_ELECTRO, TRUE, FALSE) &&
907 !( cvar("bot_ai_weapon_combo") && self.weapon == WEP_ELECTRO &&
911 electro = (cvar("g_balance_electro_primary_damage")/cvar("g_balance_electro_primary_refire")*0.75)
912 * bound(0,(cvar("g_balance_electro_primary_speed")/distance*maxdelaytime),1)*1.0;
914 if (client_hasweapon(self, WEP_CRYLINK, TRUE, FALSE) ) // &&
915 // !( self.weapon == WEP_CRYLINK && time < self.bot_lastshot + cvar("g_balance_crylink_primary_refire") ))
916 crylink = (cvar("g_balance_crylink_primary_damage")/cvar("g_balance_crylink_primary_refire")*1.0)
917 * bound(0,(cvar("g_balance_crylink_primary_speed")/distance*maxdelaytime),1)*(64/(32+cvar("g_balance_crylink_primary_spread")*distance))*1.0;
919 if (client_hasweapon(self, WEP_UZI, TRUE, FALSE) ) // &&
920 // !( self.weapon == WEP_UZI && time < self.bot_lastshot + cvar("g_balance_uzi_sustained_refire") ))
921 uzi = (cvar("g_balance_uzi_sustained_damage")/cvar("g_balance_uzi_sustained_refire")*1.0)
922 * bound(0,32/(32+cvar("g_balance_uzi_sustained_spread")*distance),1);
924 if (client_hasweapon(self, WEP_SHOTGUN, TRUE, FALSE) &&
925 !( cvar("bot_ai_weapon_combo") && self.weapon == WEP_SHOTGUN &&
929 shotgun = (cvar("g_balance_shotgun_primary_damage")*cvar("g_balance_shotgun_primary_bullets")/cvar("g_balance_shotgun_primary_refire")*1.0)
930 * bound(0,32/(32+cvar("g_balance_shotgun_primary_spread")*distance),1);
932 if (client_hasweapon(self, WEP_LASER, FALSE, FALSE) &&
933 !( cvar("bot_ai_weapon_combo") && self.weapon == WEP_LASER &&
937 laser = (cvar("g_balance_laser_primary_damage")/cvar("g_balance_laser_primary_refire")*1.0)
938 * bound(0,cvar("g_balance_laser_primary_speed")/distance*maxdelaytime,1);
940 if((self.enemy.flags & FL_ONGROUND)==FALSE){
941 rocket = rocket * (1.5-bound(0, distancefromfloor/cvar("g_balance_rocketlauncher_radius" ),0.9)); //slight bigger change
942 grenade = grenade * (1.5-bound(0,distancefromfloor/cvar("g_balance_grenadelauncher_primary_radius"),0.95));
943 electro = electro * (1.5-bound(0,distancefromfloor/cvar("g_balance_electro_primary_radius" ),0.95));
944 laser = laser * (1.5-bound(0,distancefromfloor/cvar("g_balance_laser_primary_radius" ),0.95));
947 dprint("Floor distance: ",ftos(distancefromfloor),"\n");
948 dprint("Rocket: " , ftos(rocket ), "\n");
949 dprint("Nex: " , ftos(nex ), "\n");
950 dprint("Hagar: " , ftos(hagar ), "\n");
951 dprint("Grenade: ", ftos(grenade ), "\n");
952 dprint("Electro: ", ftos(electro ), "\n");
953 dprint("Crylink: ", ftos(crylink ), "\n");
954 dprint("Uzi: " , ftos(uzi ), "\n");
955 dprint("Shotgun :", ftos(shotgun ), "\n");
956 dprint("Laser :", ftos(laser ), "\n\n");
959 w = WEP_MINSTANEX ;s = minstanex;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
960 w = WEP_ROCKET_LAUNCHER ;s = rocket ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
961 w = WEP_NEX ;s = nex ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
962 w = WEP_HAGAR ;s = hagar ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
963 w = WEP_GRENADE_LAUNCHER ;s = grenade ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
964 w = WEP_ELECTRO ;s = electro ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
965 w = WEP_CRYLINK ;s = crylink ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
966 w = WEP_UZI ;s = uzi ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
967 w = WEP_SHOTGUN ;s = shotgun ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
968 w = WEP_LASER ;s = laser ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
970 // switch if the best weapon would provide a significant damage increase
971 if (bestscore > currentscore*1.5){
972 self.switchweapon = bestweapon;
974 // buys time for detonating the rocket. not tested yet
975 if ( cvar("bot_ai_weapon_combo") && bestweapon == WEP_ROCKET_LAUNCHER )
976 self.bot_chooseweapontime += (distance / cvar("g_balance_rocketlauncher_speed"));
983 local vector selfvel, enemyvel;
984 // if(self.flags & FL_INWATER)
986 if (time < self.nextaim)
988 self.nextaim = time + 0.1;
989 selfvel = self.velocity;
990 if (!self.waterlevel)
994 enemyvel = self.enemy.velocity;
995 if (!self.enemy.waterlevel)
997 lag_additem(time + self.ping, 0, 0, self.enemy, self.origin, selfvel, self.enemy.origin, enemyvel);
1000 lag_additem(time + self.ping, 0, 0, world, self.origin, selfvel, self.goalcurrent.origin, '0 0 0');
1005 if(bot_execute_commands())
1008 if (bot_strategytoken == self)
1009 if (!bot_strategytoken_taken)
1011 if(self.havocbot_blockhead)
1013 self.havocbot_blockhead = FALSE;
1017 self.havocbot_role();
1020 // TODO: tracewalk() should take care of this job (better path finding under water)
1021 // if we don't have a goal and we're under water look for a waypoint near the "shore" and push it
1022 if(self.deadflag != DEAD_NO)
1023 if(self.goalcurrent==world)
1024 if(self.waterlevel==WATERLEVEL_SWIMMING || self.aistatus & AI_STATUS_OUT_WATER)
1026 // Look for the closest waypoint out of water
1027 local entity newgoal, head;
1028 local float bestdistance, distance;
1031 bestdistance = 10000;
1032 for (head = findchain(classname, "waypoint"); head; head = head.chain)
1034 distance = vlen(head.origin - self.origin);
1038 if(head.origin_z < self.origin_z)
1041 if(head.origin_z - self.origin_z - self.view_ofs_z > 100)
1044 if (pointcontents(head.origin + head.maxs + '0 0 1') != CONTENT_EMPTY)
1047 traceline(self.origin + self.view_ofs , head.origin, TRUE, head);
1049 if(trace_fraction<1)
1052 if(distance<bestdistance)
1055 bestdistance = distance;
1061 // te_wizspike(newgoal.origin);
1062 navigation_pushroute(newgoal);
1066 // token has been used this frame
1067 bot_strategytoken_taken = TRUE;
1070 if(self.deadflag != DEAD_NO)
1073 havocbot_chooseenemy();
1074 if (self.bot_chooseweapontime < time )
1076 self.bot_chooseweapontime = time + cvar("bot_ai_chooseweaponinterval");
1077 havocbot_chooseweapon();
1081 if (self.bot_aimtarg)
1083 self.aistatus |= AI_STATUS_ATTACKING;
1084 self.aistatus &~= AI_STATUS_ROAMING;
1086 weapon_action(self.weapon, WR_AIM);
1087 if (cvar("bot_nofire") || IS_INDEPENDENT_PLAYER(self))
1089 self.BUTTON_ATCK = FALSE;
1090 self.BUTTON_ATCK2 = FALSE;
1094 if(self.BUTTON_ATCK||self.BUTTON_ATCK2)
1095 self.lastfiredweapon = self.weapon;
1098 else if (self.goalcurrent)
1100 self.aistatus |= AI_STATUS_ROAMING;
1101 self.aistatus &~= AI_STATUS_ATTACKING;
1103 local vector now,v,next;//,heading;
1104 local float aimdistance,skillblend,distanceblend,blend;
1105 next = now = self.goalcurrent.origin - (self.origin + self.view_ofs);
1106 aimdistance = vlen(now);
1107 //heading = self.velocity;
1108 //dprint(self.goalstack01.classname,etos(self.goalstack01),"\n");
1110 self.goalstack01 != self && self.goalstack01 != world && self.aistatus & AI_STATUS_RUNNING == 0 &&
1111 !(self.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
1113 next = self.goalstack01.origin - (self.origin + self.view_ofs);
1115 skillblend=bound(0,(skill-2.5)*0.5,1); //lower skill player can't preturn
1116 distanceblend=bound(0,aimdistance/cvar("bot_ai_keyboard_distance"),1);
1117 blend = skillblend * (1-distanceblend);
1118 //v = (now * (distanceblend) + next * (1-distanceblend)) * (skillblend) + now * (1-skillblend);
1119 //v = now * (distanceblend) * (skillblend) + next * (1-distanceblend) * (skillblend) + now * (1-skillblend);
1120 //v = now * ((1-skillblend) + (distanceblend) * (skillblend)) + next * (1-distanceblend) * (skillblend);
1121 v = now + blend * (next - now);
1122 //dprint(etos(self), " ");
1123 //dprint(vtos(now), ":", vtos(next), "=", vtos(v), " (blend ", ftos(blend), ")\n");
1124 //v = now * (distanceblend) + next * (1-distanceblend);
1125 if (self.waterlevel < WATERLEVEL_SWIMMING)
1127 //dprint("walk at:", vtos(v), "\n");
1128 //te_lightning2(world, self.origin, self.goalcurrent.origin);
1131 havocbot_movetogoal();
1134 .entity havocbot_personal_waypoint;
1135 float havocbot_moveto_refresh_route()
1137 // Refresh path to goal if necessary
1139 wp = self.havocbot_personal_waypoint;
1140 navigation_goalrating_start();
1141 navigation_routerating(wp, 10000, 10000);
1142 navigation_goalrating_end();
1144 if(self.navigation_hasgoals)
1146 dprint(self.netname, " walking to its personal waypoint\n");
1147 self.bot_strategytime = time + 10;
1152 dprint("(", self.netname, ") Warning: can't walk to the personal waypoint located at ", vtos(wp.origin),", trying again later\n");
1153 self.bot_strategytime = time + 1;
1158 .float havocbot_personal_waypoint_failcounter;
1159 float havocbot_moveto(vector pos)
1163 if(self.aistatus & AI_STATUS_WAYPOINT_PERSONAL_GOING)
1165 // Step 4: Move to waypoint
1166 if(self.havocbot_personal_waypoint==world)
1168 dprint("Error: ", self.netname, " trying to walk to a non existent personal waypoint\n");
1169 self.aistatus &~= AI_STATUS_WAYPOINT_PERSONAL_GOING;
1170 return CMD_STATUS_ERROR;
1173 if (!bot_strategytoken_taken)
1174 if(self.bot_strategytime<time)
1176 bot_strategytoken_taken = TRUE;
1177 if(havocbot_moveto_refresh_route())
1179 self.havocbot_personal_waypoint_failcounter = 0;
1183 self.havocbot_personal_waypoint_failcounter += 1;
1184 if(self.havocbot_personal_waypoint_failcounter >= 10)
1186 dprint("Warning: can't walk to the personal waypoint located at ", vtos(wp.origin),"\n");
1187 self.aistatus &~= AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1188 remove(self.havocbot_personal_waypoint);
1189 return CMD_STATUS_ERROR;
1194 #ifdef DEBUG_BOT_GOALSTACK
1199 local vector dir = self.goalcurrent.origin - (self.origin + self.view_ofs);
1201 bot_aimdir(dir, -1);
1204 havocbot_movetogoal();
1206 if(self.aistatus & AI_STATUS_WAYPOINT_PERSONAL_REACHED)
1208 // Step 5: Waypoint reached
1209 dprint(self.netname, "'s personal waypoint reached\n");
1210 remove(self.havocbot_personal_waypoint);
1211 self.aistatus &~= AI_STATUS_WAYPOINT_PERSONAL_REACHED;
1212 return CMD_STATUS_FINISHED;
1215 return CMD_STATUS_EXECUTING;
1218 // Step 2: Linking waypoint
1219 if(self.aistatus & AI_STATUS_WAYPOINT_PERSONAL_LINKING)
1221 // Wait until it is linked
1222 if(!self.havocbot_personal_waypoint.wplinked)
1224 dprint(self.netname, " waiting for personal waypoint to be linked\n");
1225 return CMD_STATUS_EXECUTING;
1228 self.bot_strategytime = time; // so we set the route next frame
1229 self.aistatus &~= AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1230 self.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_GOING;
1232 // Step 3: Route to waypoint
1233 dprint(self.netname, " walking to its personal waypoint\n");
1235 return CMD_STATUS_EXECUTING;
1238 // Step 1: Spawning waypoint
1239 wp = waypoint_spawnpersonal(pos);
1242 dprint("Error: Can't spawn personal waypoint at ",vtos(pos),"\n");
1243 return CMD_STATUS_ERROR;
1246 self.havocbot_personal_waypoint = wp;
1247 self.havocbot_personal_waypoint_failcounter = 0;
1248 self.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1250 return CMD_STATUS_EXECUTING;
1253 float havocbot_resetgoal()
1255 navigation_clearroute();
1256 return CMD_STATUS_FINISHED;
1259 void havocbot_setupbot()
1261 self.bot_ai = havocbot_ai;
1262 self.cmd_moveto = havocbot_moveto;
1263 self.cmd_resetgoal = havocbot_resetgoal;
1265 // will be updated by think code
1266 //Generate some random skill levels
1267 self.havocbot_keyboardskill=random()-0.5;
1268 havocbot_chooserole();
1272 #ifdef DEBUG_BOT_GOALSTACK
1275 .vector lastposition;
1277 // Debug the goal stack visually
1278 void debuggoalstack()
1280 local entity target;
1283 if(self.goalcounter==0)target=self.goalcurrent;
1284 else if(self.goalcounter==1)target=self.goalstack01;
1285 else if(self.goalcounter==2)target=self.goalstack02;
1286 else if(self.goalcounter==3)target=self.goalstack03;
1287 else if(self.goalcounter==4)target=self.goalstack04;
1288 else if(self.goalcounter==5)target=self.goalstack05;
1289 else if(self.goalcounter==6)target=self.goalstack06;
1290 else if(self.goalcounter==7)target=self.goalstack07;
1291 else if(self.goalcounter==8)target=self.goalstack08;
1292 else if(self.goalcounter==9)target=self.goalstack09;
1293 else if(self.goalcounter==10)target=self.goalstack10;
1294 else if(self.goalcounter==11)target=self.goalstack11;
1295 else if(self.goalcounter==12)target=self.goalstack12;
1296 else if(self.goalcounter==13)target=self.goalstack13;
1297 else if(self.goalcounter==14)target=self.goalstack14;
1298 else if(self.goalcounter==15)target=self.goalstack15;
1299 else if(self.goalcounter==16)target=self.goalstack16;
1300 else if(self.goalcounter==17)target=self.goalstack17;
1301 else if(self.goalcounter==18)target=self.goalstack18;
1302 else if(self.goalcounter==19)target=self.goalstack19;
1303 else if(self.goalcounter==20)target=self.goalstack20;
1304 else if(self.goalcounter==21)target=self.goalstack21;
1305 else if(self.goalcounter==22)target=self.goalstack22;
1306 else if(self.goalcounter==23)target=self.goalstack23;
1307 else if(self.goalcounter==24)target=self.goalstack24;
1308 else if(self.goalcounter==25)target=self.goalstack25;
1309 else if(self.goalcounter==26)target=self.goalstack26;
1310 else if(self.goalcounter==27)target=self.goalstack27;
1311 else if(self.goalcounter==28)target=self.goalstack28;
1312 else if(self.goalcounter==29)target=self.goalstack29;
1313 else if(self.goalcounter==30)target=self.goalstack30;
1314 else if(self.goalcounter==31)target=self.goalstack31;
1318 self.goalcounter = 0;
1319 self.lastposition='0 0 0';
1323 if(self.lastposition=='0 0 0')
1326 org = self.lastposition;
1329 te_lightning2(world, org, target.origin);
1330 self.lastposition = target.origin;