3 void() havocbot_chooserole;
4 .float havocbot_keyboardskill;
6 vector havocbot_dodge()
8 // LordHavoc: disabled because this is too expensive
12 local vector dodge, v, n;
13 local float danger, bestdanger, vl, d;
16 // check for dangerous objects near bot or approaching bot
17 head = findchainfloat(bot_dodge, TRUE);
20 if (head.owner != self)
22 vl = vlen(head.velocity);
23 if (vl > sv_maxspeed * 0.3)
25 n = normalize(head.velocity);
26 v = self.origin - head.origin;
28 if (d > (0 - head.bot_dodgerating))
29 if (d < (vl * 0.2 + head.bot_dodgerating))
31 // calculate direction and distance from the flight path, by removing the forward axis
32 v = v - (n * (v * n));
33 danger = head.bot_dodgerating - vlen(v);
34 if (bestdanger < danger)
37 // dodge to the side of the object
44 danger = head.bot_dodgerating - vlen(head.origin - self.origin);
45 if (bestdanger < danger)
48 dodge = normalize(self.origin - head.origin);
58 //.float havocbotignoretime;
59 .float havocbot_keyboardtime;
60 .float havocbot_ducktime;
61 .vector havocbot_keyboard;
62 //.vector bot_dodgevector;
63 //.float bot_dodgevector_time;
64 //.float bot_dodgevector_jumpbutton;
65 void havocbot_movetogoal()
73 local vector evadeobstacle;
74 local vector evadelava;
79 //if (self.goalentity)
80 // te_lightning2(self, self.origin, (self.goalentity.absmin + self.goalentity.absmax) * 0.5);
81 self.movement = '0 0 0';
82 maxspeed = cvar("sv_maxspeed");
86 if(self.flags & FL_ONGROUND)
87 self.jumppadcount = FALSE;
92 if (self.goalcurrent == world)
94 navigation_poptouchedgoals();
95 if (self.goalcurrent == world)
97 // ran out of goals, rethink strategy as soon as possible
98 self.bot_strategytime = 0;
101 m1 = self.goalcurrent.origin + self.goalcurrent.mins;
102 m2 = self.goalcurrent.origin + self.goalcurrent.maxs;
103 destorg = self.origin;
104 destorg_x = bound(m1_x, destorg_x, m2_x);
105 destorg_y = bound(m1_y, destorg_y, m2_y);
106 destorg_z = bound(m1_z, destorg_z, m2_z);
107 diff = destorg - self.origin;
109 dir = normalize(diff);
110 flatdir = diff;flatdir_z = 0;
111 flatdir = normalize(flatdir);
112 //if (self.bot_dodgevector_time < time)
114 // self.bot_dodgevector_time = time + cvar("bot_ai_dodgeupdateinterval");
115 // self.bot_dodgevector_jumpbutton = 1;
116 evadeobstacle = '0 0 0';
118 if (!self.waterlevel)
120 // Since new update in air contol, we can move in air
121 //if (!(self.flags & FL_ONGROUND))
123 // // prevent goal checks when we can't walk
124 // if (self.bot_strategytime < time + 0.1)
125 // self.bot_strategytime = time + 0.1;
129 // jump if going toward an obstacle that doesn't look like stairs we
130 // can walk up directly
131 tracebox(self.origin, self.mins, self.maxs, self.origin + self.velocity * 0.2, FALSE, self);
132 if (trace_fraction < 1)
133 if (trace_plane_normal_z < 0.7)
136 tracebox(self.origin + '0 0 16', self.mins, self.maxs, self.origin + self.velocity * 0.2 + '0 0 16', FALSE, self);
137 if (trace_fraction < s + 0.01)
138 if (trace_plane_normal_z < 0.7)
141 tracebox(self.origin + '0 0 48', self.mins, self.maxs, self.origin + self.velocity * 0.2 + '0 0 48', FALSE, self);
142 if (trace_fraction > s)
143 self.BUTTON_JUMP = 1;
147 traceline(self.origin + self.velocity * 0.3, self.origin + self.velocity * 0.3 + '0 0 -1000', TRUE, world);
148 s = pointcontents(trace_endpos + '0 0 1');
149 if (s == CONTENT_LAVA || s == CONTENT_SLIME)
150 evadelava = normalize(self.velocity) * -1;
155 makevectors(self.v_angle_y * '0 1 0');
158 makevectors(self.v_angle);
159 dodge = havocbot_dodge();
160 dodge = dodge * bound(0,3+skill*0.1,1);
161 evadelava = evadelava * bound(1,3-skill,3); //Noobs fear lava a lot and take more distance from it
162 traceline(self.origin, self.enemy.origin, TRUE, world);
163 if(trace_ent.classname == "player")
164 dir = dir * bound(0,skill/7,1);
166 dir = normalize(dir + dodge + evadeobstacle + evadelava);
167 // self.bot_dodgevector = dir;
168 // self.bot_dodgevector_jumpbutton = self.BUTTON_JUMP;
171 //dir = self.bot_dodgevector;
172 //if (self.bot_dodgevector_jumpbutton)
173 // self.BUTTON_JUMP = 1;
175 self.movement_x = dir * v_forward * maxspeed;
176 self.movement_y = dir * v_right * maxspeed;
177 self.movement_z = dir * v_up * maxspeed;
181 // Emulate keyboard interface;
182 local vector keyboard;
184 if (time >= self.havocbot_keyboardtime)
186 self.havocbot_keyboardtime =
188 self.havocbot_keyboardtime
189 + bound(0,0.05/(skill+self.havocbot_keyboardskill),0.05)
190 +random()*bound(0,0.025/(skill+self.havocbot_keyboardskill),100)
192 keyboard = self.movement * (1.0 / maxspeed);
194 local float trigger, trigger1;
195 blend = bound(0,skill*0.1,1);
196 trigger = cvar("bot_ai_keyboard_treshold");
197 trigger1 = 0 - trigger;
199 // categorize forward movement
200 // at skill < 1.5 only forward
201 // at skill < 2.5 only individual directions
202 // at skill < 4.5 only individual directions, and forward diagonals
203 // at skill >= 4.5, all cases allowed
204 if (keyboard_x > trigger)
210 else if (keyboard_x < trigger1 && skill > 1.5)
225 if (keyboard_y > trigger)
227 else if (keyboard_y < trigger1)
232 if (keyboard_z > trigger)
234 else if (keyboard_z < trigger1)
239 self.havocbot_keyboard = keyboard * maxspeed;
240 if (self.havocbot_ducktime>time) self.BUTTON_CROUCH=TRUE;
242 keyboard = self.havocbot_keyboard;
243 blend = bound(0,vlen(destorg-self.origin)/cvar("bot_ai_keyboard_distance"),1); // When getting close move with 360 degree
244 //dprint("movement ", vtos(self.movement), " keyboard ", vtos(keyboard), " blend ", ftos(blend), "\n");
245 self.movement = self.movement + (keyboard - self.movement) * blend;
248 if ((dir * v_up) >= cvar("sv_jumpvelocity")*0.5 && (self.flags & FL_ONGROUND)) self.BUTTON_JUMP=1;
249 if (((dodge * v_up) > 0) && random()*frametime >= 0.2*bound(0,(10-skill)*0.1,1)) self.BUTTON_JUMP=TRUE;
250 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);
254 .float havocbot_chooseenemy_finished;
255 .float havocbot_stickenemy;
256 void havocbot_chooseenemy()
258 local entity head, best;
259 local float rating, bestrating;
261 if (cvar("bot_nofire") || IS_INDEPENDENT_PLAYER(self))
268 if (!bot_shouldattack(self.enemy))
270 // enemy died or something, find a new target
272 self.havocbot_chooseenemy_finished = time;
274 else if (self.havocbot_stickenemy)
276 // tracking last chosen enemy
277 // if enemy is visible
278 // and not really really far away
279 // and we're not severely injured
280 // then keep tracking for a half second into the future
281 traceline(self.origin+self.view_ofs, self.enemy.origin+self.enemy.view_ofs*0.5,FALSE,world);
282 if (trace_ent == self.enemy || trace_fraction == 1)
283 if (vlen(self.enemy.origin - self.origin) < 1000)
284 if (self.health > 30)
286 // remain tracking him for a shot while (case he went after a small corner or pilar
287 self.havocbot_chooseenemy_finished = time + cvar("bot_ai_enemydetectioninterval");
290 // enemy isn't visible, or is far away, or we're injured severely
291 // so stop preferring this enemy
292 // (it will still take a half second until a new one is chosen)
293 self.havocbot_stickenemy = 0;
296 if (time < self.havocbot_chooseenemy_finished)
298 self.havocbot_chooseenemy_finished = time + cvar("bot_ai_enemydetectioninterval");
299 eye = (self.origin + self.view_ofs);
301 bestrating = 100000000;
302 head = findchainfloat(bot_attack, TRUE);
305 v = (head.absmin + head.absmax) * 0.5;
306 rating = vlen(v - eye);
307 if (bestrating > rating)
308 if (bot_shouldattack(head))
310 traceline(eye, v, TRUE, self);
311 if (trace_ent == head || trace_fraction >= 1)
320 self.havocbot_stickenemy = 1;
323 float(entity e) w_getbestweapon;
324 void havocbot_chooseweapon()
326 // TODO: clean this up by moving it to weapon code
327 if(self.enemy.classname!="player")
329 self.switchweapon = w_getbestweapon(self);
334 local float rocket ; rocket =-1000;
335 local float nex ; nex =-1000;
336 local float hagar ; hagar =-1000;
337 local float grenade ; grenade =-1000;
338 local float electro ; electro =-1000;
339 local float crylink ; crylink =-1000;
340 local float uzi ; uzi =-1000;
341 local float shotgun ; shotgun =-1000;
342 local float laser ; laser =-1000;
343 local float minstanex ; minstanex =-1000;
344 local float currentscore;
345 local float bestscore; bestscore = 0;
346 local float bestweapon; bestweapon=self.switchweapon;
347 local float distance; distance=bound(10,vlen(self.origin-self.enemy.origin)-200,10000);
348 local float maxdelaytime=0.5;
349 local float spreadpenalty=10;
350 local float distancefromfloor;
351 traceline(self.enemy.origin,self.enemy.origin-'0 0 1000',TRUE,world);
352 distancefromfloor = self.enemy.origin_z - trace_endpos_z;
354 // (Damage/Sec * Weapon spefic change to get that damage)
355 // *(Time to get to target * weapon specfic hitchange bonus) / (in a time of maxdelaytime)
356 // *(Spread change of hit) // if it applies
357 // *(Penality for target beeing in air)
359 if (client_hasweapon(self, WEP_MINSTANEX, TRUE, FALSE))
360 minstanex = (1000/cvar("g_balance_minstanex_refire")*1.0)
362 if (client_hasweapon(self, WEP_ROCKET_LAUNCHER, TRUE, FALSE))
363 rocket = (cvar("g_balance_rocketlauncher_damage")/cvar("g_balance_rocketlauncher_refire")*0.75)
364 * bound(0,(cvar("g_balance_rocketlauncher_speed")/distance*maxdelaytime),1)*1.5;
365 if (client_hasweapon(self, WEP_NEX, TRUE, FALSE))
366 nex = (cvar("g_balance_nex_damage")/cvar("g_balance_nex_refire")*1.0)
368 if (client_hasweapon(self, WEP_HAGAR, TRUE, FALSE))
369 hagar = (cvar("g_balance_hagar_primary_damage")/cvar("g_balance_hagar_primary_refire")*1.0)
370 * bound(0,(cvar("g_balance_hagar_primary_speed")/distance*maxdelaytime),1)*0.2;
371 if (client_hasweapon(self, WEP_GRENADE_LAUNCHER, TRUE, FALSE))
372 grenade = (cvar("g_balance_grenadelauncher_primary_damage")/cvar("g_balance_grenadelauncher_primary_refire")*1.0)
373 * bound(0,(cvar("g_balance_grenadelauncher_primary_speed")/distance*maxdelaytime),1)*1.1;
374 if (client_hasweapon(self, WEP_ELECTRO, TRUE, FALSE))
375 electro = (cvar("g_balance_electro_primary_damage")/cvar("g_balance_electro_primary_refire")*0.75)
376 * bound(0,(cvar("g_balance_electro_primary_speed")/distance*maxdelaytime),1)*1.0;
377 if (client_hasweapon(self, WEP_CRYLINK, TRUE, FALSE))
378 crylink = (cvar("g_balance_crylink_primary_damage")/cvar("g_balance_crylink_primary_refire")*1.0)
379 * bound(0,(cvar("g_balance_crylink_primary_speed")/distance*maxdelaytime),1)*(64/(32+cvar("g_balance_crylink_primary_spread")*distance))*1.0;
380 if (client_hasweapon(self, WEP_UZI, TRUE, FALSE))
381 uzi = (cvar("g_balance_uzi_sustained_damage")/cvar("g_balance_uzi_sustained_refire")*1.0)
382 * bound(0,32/(32+cvar("g_balance_uzi_sustained_spread")*distance),1);
383 if (client_hasweapon(self, WEP_SHOTGUN, TRUE, FALSE))
384 shotgun = (cvar("g_balance_shotgun_primary_damage")*cvar("g_balance_shotgun_primary_bullets")/cvar("g_balance_shotgun_primary_refire")*1.0)
385 * bound(0,32/(32+cvar("g_balance_shotgun_primary_spread")*distance),1);
386 if (client_hasweapon(self, WEP_LASER, FALSE, FALSE))
387 laser = (cvar("g_balance_laser_primary_damage")/cvar("g_balance_laser_primary_refire")*1.0)
388 * bound(0,cvar("g_balance_laser_primary_speed")/distance*maxdelaytime,1);
389 if((self.enemy.flags & FL_ONGROUND)==FALSE){
390 rocket = rocket * (1.5-bound(0, distancefromfloor/cvar("g_balance_rocketlauncher_radius" ),0.9)); //slight bigger change
391 grenade = grenade * (1.5-bound(0,distancefromfloor/cvar("g_balance_grenadelauncher_primary_radius"),0.95));
392 electro = electro * (1.5-bound(0,distancefromfloor/cvar("g_balance_electro_primary_radius" ),0.95));
393 laser = laser * (1.5-bound(0,distancefromfloor/cvar("g_balance_laser_primary_radius" ),0.95));
396 dprint("Floor distance: ",ftos(distancefromfloor),"\n");
397 dprint("Rocket: " , ftos(rocket ), "\n");
398 dprint("Nex: " , ftos(nex ), "\n");
399 dprint("Hagar: " , ftos(hagar ), "\n");
400 dprint("Grenade: ", ftos(grenade ), "\n");
401 dprint("Electro: ", ftos(electro ), "\n");
402 dprint("Crylink: ", ftos(crylink ), "\n");
403 dprint("Uzi: " , ftos(uzi ), "\n");
404 dprint("Shotgun :", ftos(shotgun ), "\n");
405 dprint("Laser :", ftos(laser ), "\n\n");
408 w = WEP_MINSTANEX ;s = minstanex;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
409 w = WEP_ROCKET_LAUNCHER ;s = rocket ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
410 w = WEP_NEX ;s = nex ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
411 w = WEP_HAGAR ;s = hagar ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
412 w = WEP_GRENADE_LAUNCHER ;s = grenade ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
413 w = WEP_ELECTRO ;s = electro ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
414 w = WEP_CRYLINK ;s = crylink ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
415 w = WEP_UZI ;s = uzi ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
416 w = WEP_SHOTGUN ;s = shotgun ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
417 w = WEP_LASER ;s = laser ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
419 // switch if the best weapon would provide a significant damage increase
420 if (bestscore > currentscore*1.5)
421 self.switchweapon = bestweapon;
427 local vector selfvel, enemyvel;
428 if (time < self.nextaim)
430 self.nextaim = time + 0.1;
431 selfvel = self.velocity;
432 if (!self.waterlevel)
436 enemyvel = self.enemy.velocity;
437 if (!self.enemy.waterlevel)
439 lag_additem(time + self.ping, 0, 0, self.enemy, self.origin, selfvel, self.enemy.origin, enemyvel);
442 lag_additem(time + self.ping, 0, 0, world, self.origin, selfvel, self.goalcurrent.origin, '0 0 0');
445 .float bot_chooseweapontime;
448 if (bot_strategytoken == self)
449 if (!bot_strategytoken_taken)
451 self.havocbot_role();
452 // token has been used this frame
453 bot_strategytoken_taken = TRUE;
455 havocbot_chooseenemy();
456 if (self.bot_chooseweapontime < time)
458 self.bot_chooseweapontime = time + cvar("bot_ai_chooseweaponinterval");
459 havocbot_chooseweapon();
463 if (self.bot_aimtarg)
465 weapon_action(self.weapon, WR_AIM);
466 if (cvar("bot_nofire") || IS_INDEPENDENT_PLAYER(self))
468 self.BUTTON_ATCK = FALSE;
469 self.BUTTON_ATCK2 = FALSE;
472 else if (self.goalcurrent)
474 local vector now,v,next;//,heading;
475 local float distance,skillblend,distanceblend,blend;
476 next = now = self.goalcurrent.origin - (self.origin + self.view_ofs);
477 distance = vlen(now);
478 //heading = self.velocity;
479 //dprint(self.goalstack01.classname,etos(self.goalstack01),"\n");
480 if(self.goalstack01 != self && self.goalstack01 != world)
481 next = self.goalstack01.origin - (self.origin + self.view_ofs);
482 skillblend=bound(0,(skill-2.5)*0.5,1); //lower skill player can't preturn
483 distanceblend=bound(0,distance/cvar("bot_ai_keyboard_distance"),1);
484 blend = skillblend * (1-distanceblend);
485 //v = (now * (distanceblend) + next * (1-distanceblend)) * (skillblend) + now * (1-skillblend);
486 //v = now * (distanceblend) * (skillblend) + next * (1-distanceblend) * (skillblend) + now * (1-skillblend);
487 //v = now * ((1-skillblend) + (distanceblend) * (skillblend)) + next * (1-distanceblend) * (skillblend);
488 v = now + blend * (next - now);
489 //dprint(etos(self), " ");
490 //dprint(vtos(now), ":", vtos(next), "=", vtos(v), " (blend ", ftos(blend), ")\n");
491 //v = now * (distanceblend) + next * (1-distanceblend);
492 if (self.waterlevel < 2)
494 //dprint("walk at:", vtos(v), "\n");
495 //te_lightning2(world, self.origin, self.goalcurrent.origin);
498 havocbot_movetogoal();
501 void havocbot_setupbot()
503 self.bot_ai = havocbot_ai;
504 // will be updated by think code
505 //Generate some random skill levels
506 self.havocbot_keyboardskill=random()-0.5;
507 havocbot_chooserole();