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;
150 if(self.goalcurrent.classname == "player")
153 maxspeed = cvar("sv_maxspeed");
155 if(self.aistatus & AI_STATUS_DANGER_AHEAD)
157 self.aistatus &~= AI_STATUS_RUNNING;
158 self.BUTTON_JUMP = FALSE;
159 self.bot_canruntogoal = 0;
160 self.bot_timelastseengoal = 0;
164 if(self.waterlevel > WATERLEVEL_WETFEET)
166 self.aistatus &~= AI_STATUS_RUNNING;
170 if(self.bot_lastseengoal != self.goalcurrent && !(self.aistatus & AI_STATUS_RUNNING))
172 self.bot_canruntogoal = 0;
173 self.bot_timelastseengoal = 0;
176 bunnyhopdistance = vlen(self.origin - self.goalcurrent.origin);
178 // Run only to visible goals
179 if(self.flags & FL_ONGROUND)
180 if(self.speed==maxspeed)
181 if(checkpvs(self.origin + self.view_ofs, self.goalcurrent))
183 self.bot_lastseengoal = self.goalcurrent;
186 if(self.bot_timelastseengoal)
188 // for a period of time
189 if(time - self.bot_timelastseengoal > cvar("bot_ai_bunnyhop_firstjumpdelay"))
191 local float checkdistance;
192 checkdistance = TRUE;
194 // don't run if it is too close
195 if(self.bot_canruntogoal==0)
197 if(bunnyhopdistance > cvar("bot_ai_bunnyhop_startdistance"))
198 self.bot_canruntogoal = 1;
200 self.bot_canruntogoal = -1;
203 if(self.bot_canruntogoal != 1)
206 if(self.aistatus & AI_STATUS_ROAMING)
207 if(self.goalcurrent.classname=="waypoint")
208 if(fabs(self.goalcurrent.origin_z - self.origin_z) < self.maxs_z - self.mins_z)
209 if(self.goalstack01!=world)
211 deviation = vectoangles(self.goalstack01.origin - self.origin) - vectoangles(self.goalcurrent.origin - self.origin);
212 while (deviation_y < -180) deviation_y = deviation_y + 360;
213 while (deviation_y > 180) deviation_y = deviation_y - 360;
215 if(fabs(deviation_y) < 20)
216 if(bunnyhopdistance < vlen(self.origin - self.goalstack01.origin))
217 if(fabs(self.goalstack01.origin_z - self.goalcurrent.origin_z) < self.maxs_z - self.mins_z)
219 if(vlen(self.goalcurrent.origin - self.goalstack01.origin) > cvar("bot_ai_bunnyhop_startdistance"))
220 if(checkpvs(self.origin + self.view_ofs, self.goalstack01))
222 checkdistance = FALSE;
229 self.aistatus &~= AI_STATUS_RUNNING;
230 if(bunnyhopdistance > cvar("bot_ai_bunnyhop_stopdistance"))
231 self.BUTTON_JUMP = TRUE;
235 self.aistatus |= AI_STATUS_RUNNING;
236 self.BUTTON_JUMP = TRUE;
242 self.bot_timelastseengoal = time;
247 self.bot_timelastseengoal = 0;
250 // Release jump button
251 if(self.flags & FL_ONGROUND == 0)
253 if(self.velocity_z < 0 || vlen(self.velocity)<maxspeed)
254 self.BUTTON_JUMP = FALSE;
257 if(self.aistatus & AI_STATUS_RUNNING)
258 if(vlen(self.velocity)>maxspeed)
260 deviation = vectoangles(dir) - vectoangles(self.velocity);
261 while (deviation_y < -180) deviation_y = deviation_y + 360;
262 while (deviation_y > 180) deviation_y = deviation_y - 360;
264 if(fabs(deviation_y)>10)
268 self.movement_y = maxspeed * -1;
269 else if(deviation_y<10)
270 self.movement_y = maxspeed;
276 //.float havocbotignoretime;
277 //.vector bot_dodgevector;
278 //.float bot_dodgevector_time;
279 //.float bot_dodgevector_jumpbutton;
281 .entity ladder_entity;
282 .float rocketjumptime;
283 void havocbot_movetogoal()
285 local vector destorg;
288 local vector flatdir;
291 local vector evadeobstacle;
292 local vector evadelava;
294 local float maxspeed;
297 //if (self.goalentity)
298 // te_lightning2(self, self.origin, (self.goalentity.absmin + self.goalentity.absmax) * 0.5);
299 self.movement = '0 0 0';
300 maxspeed = cvar("sv_maxspeed");
302 if(self.jumppadcount)
304 if(self.flags & FL_ONGROUND)
306 self.jumppadcount = FALSE;
307 if(self.aistatus & AI_STATUS_OUT_JUMPPAD)
308 self.aistatus &~= AI_STATUS_OUT_JUMPPAD;
311 // If got stuck on the jump pad try to reach the farther visible item
312 if(self.aistatus & AI_STATUS_OUT_JUMPPAD)
314 if(fabs(self.velocity_z)<50)
316 local entity head, newgoal;
317 local float distance, bestdistance;
319 for (head = findchainfloat(bot_pickup, TRUE); head; head = head.chain)
321 if(head.classname=="worldspawn")
324 distance = vlen(head.origin - self.origin);
328 traceline(self.origin + self.view_ofs , head.origin, TRUE, world);
333 if(distance>bestdistance)
336 bestdistance = distance;
342 self.ignoregoal = self.goalcurrent;
343 self.ignoregoaltime = time + cvar("bot_ai_ignoregoal_timeout");
344 navigation_routetogoal(newgoal);
345 self.aistatus &~= AI_STATUS_OUT_JUMPPAD;
353 if(self.velocity_z>0)
355 local float threshold;
356 threshold = maxspeed * 0.2;
357 if(fabs(self.velocity_x) < threshold && fabs(self.velocity_y) < threshold)
358 self.aistatus |= AI_STATUS_OUT_JUMPPAD;
364 // If there is a trigger_hurt right below try to use the jetpack or make a rocketjump
366 if not(self.flags & FL_ONGROUND)
368 tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 -65536', MOVE_NOMONSTERS, self);
369 if(tracebox_hits_trigger_hurt(self.origin, self.mins, self.maxs, trace_endpos ))
370 if(self.items & IT_JETPACK)
372 tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 65536', MOVE_NOMONSTERS, self);
373 if(tracebox_hits_trigger_hurt(self.origin, self.mins, self.maxs, trace_endpos + '0 0 1' ))
375 if(self.velocity_z<0)
377 self.BUTTON_HOOK = TRUE;
381 self.BUTTON_HOOK = TRUE;
383 // If there is no goal try to move forward
385 if(self.goalcurrent==world)
388 dir = normalize(self.goalcurrent.origin - self.origin);
390 local vector xyvelocity = self.velocity; xyvelocity_z = 0;
391 local float xyspeed = xyvelocity * dir;
393 if(xyspeed < (maxspeed / 2))
395 makevectors(self.v_angle_y * '0 1 0');
396 tracebox(self.origin, self.mins, self.maxs, self.origin + (dir * maxspeed * 3), MOVE_NOMONSTERS, self);
397 if(trace_fraction==1)
399 self.movement_x = dir * v_forward * maxspeed;
400 self.movement_y = dir * v_right * maxspeed;
402 havocbot_keyboard_movement(self.origin + dir * 100);
406 self.havocbot_blockhead = TRUE;
410 else if(self.health>cvar("g_balance_rocketlauncher_damage")*0.5)
412 if(self.velocity_z < 0)
413 if(client_hasweapon(self, WEP_ROCKET_LAUNCHER, TRUE, FALSE))
415 self.movement_x = maxspeed;
417 if(self.rocketjumptime)
419 if(time > self.rocketjumptime)
421 self.BUTTON_ATCK2 = TRUE;
422 self.rocketjumptime = 0;
427 self.switchweapon = WEP_ROCKET_LAUNCHER;
429 self.BUTTON_ATCK = TRUE;
430 self.rocketjumptime = time + cvar("g_balance_rocketlauncher_detonatedelay");
436 // If there is no goal try to move forward
437 if(self.goalcurrent==world)
438 self.movement_x = maxspeed;
442 // If we are under water with no goals, swim up
444 if(self.goalcurrent==world)
447 if(self.waterlevel>WATERLEVEL_SWIMMING)
449 else if(self.velocity_z >= 0 && !(self.waterlevel == WATERLEVEL_WETFEET && self.watertype == CONTENT_WATER))
450 self.BUTTON_JUMP = TRUE;
452 self.BUTTON_JUMP = FALSE;
453 makevectors(self.v_angle_y * '0 1 0');
454 self.movement_x = dir * v_forward * maxspeed;
455 self.movement_y = dir * v_right * maxspeed;
456 self.movement_z = dir * v_up * maxspeed;
459 // if there is nowhere to go, exit
460 if (self.goalcurrent == world)
463 if (self.goalcurrent)
464 navigation_poptouchedgoals();
466 // if ran out of goals try to use an alternative goal or get a new strategy asap
467 if(self.goalcurrent == world)
468 if(self.flags & FL_ONGROUND || self.aistatus & AI_STATUS_RUNNING || self.BUTTON_JUMP == TRUE)
470 if(self.alternativegoal==world)
473 self.bot_strategytime = 0;
477 // use the alternative goal
478 navigation_findnearestwaypoint(self.alternativegoal, TRUE);
479 navigation_routetogoal(self.alternativegoal);
480 self.alternativegoal = world;
481 bot_strategytoken_taken = TRUE;
486 #ifdef DEBUG_BOT_GOALSTACK
490 m1 = self.goalcurrent.origin + self.goalcurrent.mins;
491 m2 = self.goalcurrent.origin + self.goalcurrent.maxs;
492 destorg = self.origin;
493 destorg_x = bound(m1_x, destorg_x, m2_x);
494 destorg_y = bound(m1_y, destorg_y, m2_y);
495 destorg_z = bound(m1_z, destorg_z, m2_z);
496 diff = destorg - self.origin;
498 dir = normalize(diff);
499 flatdir = diff;flatdir_z = 0;
500 flatdir = normalize(flatdir);
502 //if (self.bot_dodgevector_time < time)
504 // self.bot_dodgevector_time = time + cvar("bot_ai_dodgeupdateinterval");
505 // self.bot_dodgevector_jumpbutton = 1;
506 evadeobstacle = '0 0 0';
511 if(self.waterlevel>WATERLEVEL_SWIMMING)
514 self.aistatus |= AI_STATUS_OUT_WATER;
518 if(self.velocity_z >= 0 && !(self.watertype == CONTENT_WATER && self.goalcurrent.origin_z < self.origin_z) &&
519 ( !(self.waterlevel == WATERLEVEL_WETFEET && self.watertype == CONTENT_WATER) || self.aistatus & AI_STATUS_OUT_WATER))
520 self.BUTTON_JUMP = TRUE;
522 self.BUTTON_JUMP = FALSE;
524 dir = normalize(flatdir);
525 makevectors(self.v_angle_y * '0 1 0');
529 if(self.aistatus & AI_STATUS_OUT_WATER)
530 self.aistatus &~= AI_STATUS_OUT_WATER;
532 // jump if going toward an obstacle that doesn't look like stairs we
533 // can walk up directly
534 tracebox(self.origin, self.mins, self.maxs, self.origin + self.velocity * 0.2, FALSE, self);
535 if (trace_fraction < 1)
536 if (trace_plane_normal_z < 0.7)
539 tracebox(self.origin + '0 0 16', self.mins, self.maxs, self.origin + self.velocity * 0.2 + '0 0 16', FALSE, self);
540 if (trace_fraction < s + 0.01)
541 if (trace_plane_normal_z < 0.7)
544 tracebox(self.origin + '0 0 48', self.mins, self.maxs, self.origin + self.velocity * 0.2 + '0 0 48', FALSE, self);
545 if (trace_fraction > s)
546 self.BUTTON_JUMP = 1;
550 // avoiding dangers and obstacles
551 local vector dst_ahead, dst_down;
552 makevectors(self.v_angle_y * '0 1 0');
553 dst_ahead = self.origin + self.view_ofs + (self.velocity * 0.4) + (v_forward * 32 * 2);
554 dst_down = dst_ahead + '0 0 -1500';
557 traceline(self.origin + self.view_ofs , dst_ahead, TRUE, world);
559 // Check head-banging against walls
560 if(vlen(self.origin + self.view_ofs - trace_endpos) < 2 && !(self.aistatus & AI_STATUS_OUT_WATER))
562 if(self.facingwalltime && time > self.facingwalltime)
564 self.ignoregoal = self.goalcurrent;
565 self.ignoregoaltime = time + cvar("bot_ai_ignoregoal_timeout");
566 navigation_poproute();
570 self.facingwalltime = time + 0.05;
575 self.facingwalltime = 0;
577 if(self.ignoregoal != world && time > self.ignoregoaltime)
579 self.ignoregoal = world;
580 self.ignoregoaltime = 0;
584 // Check for water/slime/lava and dangerous edges
585 // (only when the bot is on the ground or jumping intentionally)
586 self.aistatus &~= AI_STATUS_DANGER_AHEAD;
588 if(trace_fraction == 1)
589 if(self.flags & FL_ONGROUND || self.aistatus & AI_STATUS_RUNNING || self.BUTTON_JUMP == TRUE)
592 traceline(dst_ahead , dst_down, TRUE, world);
593 // te_lightning2(world, self.origin, dst_ahead); // Draw "ahead" look
594 // te_lightning2(world, dst_ahead, dst_down); // Draw "downwards" look
595 if(trace_endpos_z < self.origin_z + self.mins_z)
597 s = pointcontents(trace_endpos + '0 0 1');
598 if (s != CONTENT_SOLID)
599 if (s == CONTENT_LAVA || s == CONTENT_SLIME)
600 evadelava = normalize(self.velocity) * -1;
601 else if (s == CONTENT_SKY)
602 evadeobstacle = normalize(self.velocity) * -1;
603 else if (!boxesoverlap(dst_ahead - self.view_ofs + self.mins, dst_ahead - self.view_ofs + self.maxs,
604 self.goalcurrent.absmin, self.goalcurrent.absmax))
606 // if ain't a safe goal with "holes" (like the jumpad on soylent)
607 // and there is a trigger_hurt below
608 if(tracebox_hits_trigger_hurt(dst_ahead, self.mins, self.maxs, trace_endpos))
610 // Remove dangerous dynamic goals from stack
611 if (self.goalcurrent.classname == "player" || self.goalcurrent.classname == "droppedweapon")
612 navigation_poproute();
615 evadeobstacle = normalize(self.velocity) * -1;
624 makevectors(self.v_angle_y * '0 1 0');
626 if(evadeobstacle!='0 0 0'||evadelava!='0 0 0')
627 self.aistatus |= AI_STATUS_DANGER_AHEAD;
630 dodge = havocbot_dodge();
631 dodge = dodge * bound(0,3+skill*0.1,1);
632 evadelava = evadelava * bound(1,3-skill,3); //Noobs fear lava a lot and take more distance from it
633 traceline(self.origin, self.enemy.origin, TRUE, world);
634 if(trace_ent.classname == "player")
635 dir = dir * bound(0,skill/7,1);
637 dir = normalize(dir + dodge + evadeobstacle + evadelava);
638 // self.bot_dodgevector = dir;
639 // self.bot_dodgevector_jumpbutton = self.BUTTON_JUMP;
642 if(time < self.ladder_time)
644 if(self.goalcurrent.origin_z + self.goalcurrent.mins_z > self.origin_z + self.mins_z)
646 if(self.origin_z + self.mins_z < self.ladder_entity.origin_z + self.ladder_entity.maxs_z)
651 if(self.origin_z + self.mins_z > self.ladder_entity.origin_z + self.ladder_entity.mins_z)
656 //dir = self.bot_dodgevector;
657 //if (self.bot_dodgevector_jumpbutton)
658 // self.BUTTON_JUMP = 1;
659 self.movement_x = dir * v_forward * maxspeed;
660 self.movement_y = dir * v_right * maxspeed;
661 self.movement_z = dir * v_up * maxspeed;
663 // Emulate keyboard interface
665 havocbot_keyboard_movement(destorg);
668 // if(self.aistatus & AI_STATUS_ROAMING)
669 if(skill >= cvar("bot_ai_bunnyhop_skilloffset"))
670 havocbot_bunnyhop(dir);
672 if ((dir * v_up) >= cvar("sv_jumpvelocity")*0.5 && (self.flags & FL_ONGROUND)) self.BUTTON_JUMP=1;
673 if (((dodge * v_up) > 0) && random()*frametime >= 0.2*bound(0,(10-skill)*0.1,1)) self.BUTTON_JUMP=TRUE;
674 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);
677 .float havocbot_chooseenemy_finished;
678 .float havocbot_stickenemy;
679 void havocbot_chooseenemy()
681 local entity head, best;
682 local float rating, bestrating;
684 if (cvar("bot_nofire") || IS_INDEPENDENT_PLAYER(self))
691 if (!bot_shouldattack(self.enemy))
693 // enemy died or something, find a new target
695 self.havocbot_chooseenemy_finished = time;
697 else if (self.havocbot_stickenemy)
699 // tracking last chosen enemy
700 // if enemy is visible
701 // and not really really far away
702 // and we're not severely injured
703 // then keep tracking for a half second into the future
704 traceline(self.origin+self.view_ofs, self.enemy.origin+self.enemy.view_ofs*0.5,FALSE,world);
705 if (trace_ent == self.enemy || trace_fraction == 1)
706 if (vlen(self.enemy.origin - self.origin) < 1000)
707 if (self.health > 30)
709 // remain tracking him for a shot while (case he went after a small corner or pilar
710 self.havocbot_chooseenemy_finished = time + cvar("bot_ai_enemydetectioninterval");
713 // enemy isn't visible, or is far away, or we're injured severely
714 // so stop preferring this enemy
715 // (it will still take a half second until a new one is chosen)
716 self.havocbot_stickenemy = 0;
719 if (time < self.havocbot_chooseenemy_finished)
721 self.havocbot_chooseenemy_finished = time + cvar("bot_ai_enemydetectioninterval");
722 eye = (self.origin + self.view_ofs);
724 bestrating = 100000000;
725 head = findchainfloat(bot_attack, TRUE);
728 v = (head.absmin + head.absmax) * 0.5;
729 rating = vlen(v - eye);
730 if (bestrating > rating)
731 if (bot_shouldattack(head))
733 traceline(eye, v, TRUE, self);
734 if (trace_ent == head || trace_fraction >= 1)
743 self.havocbot_stickenemy = TRUE;
746 .float bot_chooseweapontime;
747 float(entity e) w_getbestweapon;
748 void havocbot_chooseweapon()
752 // TODO: clean this up by moving it to weapon code
753 if(self.enemy.classname!="player")
755 // If no weapon was chosen get the first available weapon
757 for(i=WEP_LASER + 1; i < WEP_COUNT ; ++i)
759 if(client_hasweapon(self, i, TRUE, FALSE))
761 self.switchweapon = i;
768 // Do not change weapon during the next second after a combo
769 i = time - self.lastcombotime;
773 // Workaround for rifle reloading (..)
774 if(self.weapon == WEP_CAMPINGRIFLE)
775 if(i < cvar("g_balance_campingrifle_reloadtime") + 1)
779 local float rocket ; rocket =-1000;
780 local float nex ; nex =-1000;
781 local float hagar ; hagar =-1000;
782 local float grenade ; grenade =-1000;
783 local float electro ; electro =-1000;
784 local float crylink ; crylink =-1000;
785 local float uzi ; uzi =-1000;
786 local float shotgun ; shotgun =-1000;
787 local float campingrifle ; campingrifle =-1000;
788 local float laser ; laser =-1000;
789 local float minstanex ; minstanex =-1000;
790 local float currentscore;
791 local float bestscore; bestscore = 0;
792 local float bestweapon; bestweapon=self.switchweapon;
793 local float distance; distance=bound(10,vlen(self.origin-self.enemy.origin)-200,10000);
794 local float maxdelaytime=0.5;
795 local float spreadpenalty=10;
796 local float distancefromfloor;
798 // Should it do a weapon combo?
799 local float af, ct, combo_time, combo;
801 af = ATTACK_FINISHED(self);
802 ct = cvar("bot_ai_weapon_combo_threshold");
804 // Bots with no skill will be 4 times more slower than "godlike" bots when doing weapon combos
805 // Ideally this 4 should be calculated as longest_weapon_refire / bot_ai_weapon_combo_threshold
806 combo_time = time + ct + (ct * ((-0.3*skill)+3));
810 if(cvar("bot_ai_weapon_combo"))
811 if(self.weapon == self.lastfiredweapon)
815 self.lastcombotime = time;
818 // Custom weapon list based on distance to the enemy
819 if(bot_custom_weapon){
821 // Choose weapons for far distance
822 if ( distance > bot_distance_far ) {
823 for(i=0; i < WEP_COUNT && bot_weapons_far[i] != -1 ; ++i){
824 w = bot_weapons_far[i];
825 if ( client_hasweapon(self, w, TRUE, FALSE) ){
826 if ( self.weapon == w && combo)
828 self.switchweapon = w;
834 // Choose weapons for mid distance
835 if ( distance > bot_distance_close ) {
836 for(i=0; i < WEP_COUNT && bot_weapons_mid[i] != -1 ; ++i){
837 w = bot_weapons_mid[i];
838 if ( client_hasweapon(self, w, TRUE, FALSE) ){
839 if ( self.weapon == w && combo)
841 self.switchweapon = w;
847 // Choose weapons for close distance
848 for(i=0; i < WEP_COUNT && bot_weapons_close[i] != -1 ; ++i){
849 w = bot_weapons_close[i];
850 if ( client_hasweapon(self, w, TRUE, FALSE) ){
851 if ( self.weapon == w && combo)
853 self.switchweapon = w;
857 // If now weapon was chosen by this system fall back to the previous one
861 // (Damage/Sec * Weapon spefic change to get that damage)
862 // *(Time to get to target * weapon specfic hitchange bonus) / (in a time of maxdelaytime)
863 // *(Spread change of hit) // if it applies
864 // *(Penality for target beeing in air)
867 traceline(self.enemy.origin,self.enemy.origin-'0 0 1000',TRUE,world);
868 distancefromfloor = self.enemy.origin_z - trace_endpos_z;
870 if (client_hasweapon(self, WEP_MINSTANEX, TRUE, FALSE))
871 minstanex = (1000/cvar("g_balance_minstanex_refire")*1.0)
874 if (client_hasweapon(self, WEP_ROCKET_LAUNCHER, TRUE, FALSE) &&
875 !( cvar("bot_ai_weapon_combo") && self.weapon == WEP_ROCKET_LAUNCHER &&
879 rocket = (cvar("g_balance_rocketlauncher_damage")/cvar("g_balance_rocketlauncher_refire")*0.75)
880 * bound(0,(cvar("g_balance_rocketlauncher_speed")/distance*maxdelaytime),1)*1.5;
882 if (client_hasweapon(self, WEP_NEX, TRUE, FALSE) &&
883 !( cvar("bot_ai_weapon_combo") && self.weapon == WEP_NEX &&
887 nex = (cvar("g_balance_nex_damage")/cvar("g_balance_nex_refire")*1.0)
890 if (client_hasweapon(self, WEP_HAGAR, TRUE, FALSE) ) // &&
891 // !( cvar("bot_ai_weapon_combo") && self.weapon == WEP_HAGAR && time < self.bot_lastshot + cvar("g_balance_hagar_primary_refire") ))
892 hagar = (cvar("g_balance_hagar_primary_damage")/cvar("g_balance_hagar_primary_refire")*1.0)
893 * bound(0,(cvar("g_balance_hagar_primary_speed")/distance*maxdelaytime),1)*0.2;
895 if (client_hasweapon(self, WEP_GRENADE_LAUNCHER, TRUE, FALSE) &&
897 cvar("bot_ai_weapon_combo") && self.weapon == WEP_GRENADE_LAUNCHER &&
901 grenade = (cvar("g_balance_grenadelauncher_primary_damage")/cvar("g_balance_grenadelauncher_primary_refire")*1.0)
902 * bound(0,(cvar("g_balance_grenadelauncher_primary_speed")/distance*maxdelaytime),1)*1.1;
904 if (client_hasweapon(self, WEP_ELECTRO, TRUE, FALSE) &&
905 !( cvar("bot_ai_weapon_combo") && self.weapon == WEP_ELECTRO &&
909 electro = (cvar("g_balance_electro_primary_damage")/cvar("g_balance_electro_primary_refire")*0.75)
910 * bound(0,(cvar("g_balance_electro_primary_speed")/distance*maxdelaytime),1)*1.0;
912 if (client_hasweapon(self, WEP_CRYLINK, TRUE, FALSE) ) // &&
913 // !( self.weapon == WEP_CRYLINK && time < self.bot_lastshot + cvar("g_balance_crylink_primary_refire") ))
914 crylink = (cvar("g_balance_crylink_primary_damage")/cvar("g_balance_crylink_primary_refire")*1.0)
915 * bound(0,(cvar("g_balance_crylink_primary_speed")/distance*maxdelaytime),1)*(64/(32+cvar("g_balance_crylink_primary_spread")*distance))*1.0;
917 if (client_hasweapon(self, WEP_UZI, TRUE, FALSE) ) // &&
918 // !( self.weapon == WEP_UZI && time < self.bot_lastshot + cvar("g_balance_uzi_sustained_refire") ))
919 uzi = (cvar("g_balance_uzi_sustained_damage")/cvar("g_balance_uzi_sustained_refire")*1.0)
920 * bound(0,32/(32+cvar("g_balance_uzi_sustained_spread")*distance),1);
922 if (client_hasweapon(self, WEP_SHOTGUN, TRUE, FALSE) &&
923 !( cvar("bot_ai_weapon_combo") && self.weapon == WEP_SHOTGUN &&
927 shotgun = (cvar("g_balance_shotgun_primary_damage")*cvar("g_balance_shotgun_primary_bullets")/cvar("g_balance_shotgun_primary_refire")*1.0)
928 * bound(0,32/(32+cvar("g_balance_shotgun_primary_spread")*distance),1);
930 if (client_hasweapon(self, WEP_LASER, FALSE, FALSE) &&
931 !( cvar("bot_ai_weapon_combo") && self.weapon == WEP_LASER &&
935 laser = (cvar("g_balance_laser_primary_damage")/cvar("g_balance_laser_primary_refire")*1.0)
936 * bound(0,cvar("g_balance_laser_primary_speed")/distance*maxdelaytime,1);
938 if((self.enemy.flags & FL_ONGROUND)==FALSE){
939 rocket = rocket * (1.5-bound(0, distancefromfloor/cvar("g_balance_rocketlauncher_radius" ),0.9)); //slight bigger change
940 grenade = grenade * (1.5-bound(0,distancefromfloor/cvar("g_balance_grenadelauncher_primary_radius"),0.95));
941 electro = electro * (1.5-bound(0,distancefromfloor/cvar("g_balance_electro_primary_radius" ),0.95));
942 laser = laser * (1.5-bound(0,distancefromfloor/cvar("g_balance_laser_primary_radius" ),0.95));
945 dprint("Floor distance: ",ftos(distancefromfloor),"\n");
946 dprint("Rocket: " , ftos(rocket ), "\n");
947 dprint("Nex: " , ftos(nex ), "\n");
948 dprint("Hagar: " , ftos(hagar ), "\n");
949 dprint("Grenade: ", ftos(grenade ), "\n");
950 dprint("Electro: ", ftos(electro ), "\n");
951 dprint("Crylink: ", ftos(crylink ), "\n");
952 dprint("Uzi: " , ftos(uzi ), "\n");
953 dprint("Shotgun :", ftos(shotgun ), "\n");
954 dprint("Laser :", ftos(laser ), "\n\n");
957 w = WEP_MINSTANEX ;s = minstanex;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
958 w = WEP_ROCKET_LAUNCHER ;s = rocket ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
959 w = WEP_NEX ;s = nex ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
960 w = WEP_HAGAR ;s = hagar ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
961 w = WEP_GRENADE_LAUNCHER ;s = grenade ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
962 w = WEP_ELECTRO ;s = electro ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
963 w = WEP_CRYLINK ;s = crylink ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
964 w = WEP_UZI ;s = uzi ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
965 w = WEP_SHOTGUN ;s = shotgun ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
966 w = WEP_LASER ;s = laser ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
968 // switch if the best weapon would provide a significant damage increase
969 if (bestscore > currentscore*1.5){
970 self.switchweapon = bestweapon;
972 // buys time for detonating the rocket. not tested yet
973 if ( cvar("bot_ai_weapon_combo") && bestweapon == WEP_ROCKET_LAUNCHER )
974 self.bot_chooseweapontime += (distance / cvar("g_balance_rocketlauncher_speed"));
981 local vector selfvel, enemyvel;
982 // if(self.flags & FL_INWATER)
984 if (time < self.nextaim)
986 self.nextaim = time + 0.1;
987 selfvel = self.velocity;
988 if (!self.waterlevel)
992 enemyvel = self.enemy.velocity;
993 if (!self.enemy.waterlevel)
995 lag_additem(time + self.ping, 0, 0, self.enemy, self.origin, selfvel, self.enemy.origin, enemyvel);
998 lag_additem(time + self.ping, 0, 0, world, self.origin, selfvel, self.goalcurrent.origin, '0 0 0');
1003 if (bot_strategytoken == self)
1004 if (!bot_strategytoken_taken)
1006 if(self.havocbot_blockhead)
1008 self.havocbot_blockhead = FALSE;
1012 self.havocbot_role();
1015 // TODO: tracewalk() should take care of this job (better path finding under water)
1016 // if we don't have a goal and we're under water look for a waypoint near the "shore" and push it
1017 if(self.goalcurrent==world)
1018 if(self.waterlevel==WATERLEVEL_SWIMMING || self.aistatus & AI_STATUS_OUT_WATER)
1020 // Look for the closest waypoint out of water
1021 local entity newgoal, head;
1022 local float bestdistance, distance;
1025 bestdistance = 10000;
1026 for (head = findchain(classname, "waypoint"); head; head = head.chain)
1028 distance = vlen(head.origin - self.origin);
1032 if(head.origin_z < self.origin_z)
1035 if(head.origin_z - self.origin_z - self.view_ofs_z > 100)
1038 if (pointcontents(head.origin + head.maxs + '0 0 1') != CONTENT_EMPTY)
1041 traceline(self.origin + self.view_ofs , head.origin, TRUE, head);
1043 if(trace_fraction<1)
1046 if(distance<bestdistance)
1049 bestdistance = distance;
1055 // te_wizspike(newgoal.origin);
1056 navigation_pushroute(newgoal);
1060 // token has been used this frame
1061 bot_strategytoken_taken = TRUE;
1063 havocbot_chooseenemy();
1064 if (self.bot_chooseweapontime < time )
1066 self.bot_chooseweapontime = time + cvar("bot_ai_chooseweaponinterval");
1067 havocbot_chooseweapon();
1071 if (self.bot_aimtarg)
1073 self.aistatus |= AI_STATUS_ATTACKING;
1074 self.aistatus &~= AI_STATUS_ROAMING;
1076 weapon_action(self.weapon, WR_AIM);
1077 if (cvar("bot_nofire") || IS_INDEPENDENT_PLAYER(self))
1079 self.BUTTON_ATCK = FALSE;
1080 self.BUTTON_ATCK2 = FALSE;
1084 if(self.BUTTON_ATCK||self.BUTTON_ATCK2)
1085 self.lastfiredweapon = self.weapon;
1088 else if (self.goalcurrent)
1090 self.aistatus |= AI_STATUS_ROAMING;
1091 self.aistatus &~= AI_STATUS_ATTACKING;
1093 local vector now,v,next;//,heading;
1094 local float aimdistance,skillblend,distanceblend,blend;
1095 next = now = self.goalcurrent.origin - (self.origin + self.view_ofs);
1096 aimdistance = vlen(now);
1097 //heading = self.velocity;
1098 //dprint(self.goalstack01.classname,etos(self.goalstack01),"\n");
1099 if(self.goalstack01 != self && self.goalstack01 != world && self.aistatus & AI_STATUS_RUNNING == 0)
1100 next = self.goalstack01.origin - (self.origin + self.view_ofs);
1101 skillblend=bound(0,(skill-2.5)*0.5,1); //lower skill player can't preturn
1102 distanceblend=bound(0,aimdistance/cvar("bot_ai_keyboard_distance"),1);
1103 blend = skillblend * (1-distanceblend);
1104 //v = (now * (distanceblend) + next * (1-distanceblend)) * (skillblend) + now * (1-skillblend);
1105 //v = now * (distanceblend) * (skillblend) + next * (1-distanceblend) * (skillblend) + now * (1-skillblend);
1106 //v = now * ((1-skillblend) + (distanceblend) * (skillblend)) + next * (1-distanceblend) * (skillblend);
1107 v = now + blend * (next - now);
1108 //dprint(etos(self), " ");
1109 //dprint(vtos(now), ":", vtos(next), "=", vtos(v), " (blend ", ftos(blend), ")\n");
1110 //v = now * (distanceblend) + next * (1-distanceblend);
1111 if (self.waterlevel < WATERLEVEL_SWIMMING)
1113 //dprint("walk at:", vtos(v), "\n");
1114 //te_lightning2(world, self.origin, self.goalcurrent.origin);
1117 havocbot_movetogoal();
1120 void havocbot_setupbot()
1122 self.bot_ai = havocbot_ai;
1123 // will be updated by think code
1124 //Generate some random skill levels
1125 self.havocbot_keyboardskill=random()-0.5;
1126 havocbot_chooserole();
1130 #ifdef DEBUG_BOT_GOALSTACK
1133 .vector lastposition;
1135 // Debug the goal stack visually
1136 void debuggoalstack()
1138 local entity target;
1141 if(self.goalcounter==0)target=self.goalcurrent;
1142 else if(self.goalcounter==1)target=self.goalstack01;
1143 else if(self.goalcounter==2)target=self.goalstack02;
1144 else if(self.goalcounter==3)target=self.goalstack03;
1145 else if(self.goalcounter==4)target=self.goalstack04;
1146 else if(self.goalcounter==5)target=self.goalstack05;
1147 else if(self.goalcounter==6)target=self.goalstack06;
1148 else if(self.goalcounter==7)target=self.goalstack07;
1149 else if(self.goalcounter==8)target=self.goalstack08;
1150 else if(self.goalcounter==9)target=self.goalstack09;
1151 else if(self.goalcounter==10)target=self.goalstack10;
1152 else if(self.goalcounter==11)target=self.goalstack11;
1153 else if(self.goalcounter==12)target=self.goalstack12;
1154 else if(self.goalcounter==13)target=self.goalstack13;
1155 else if(self.goalcounter==14)target=self.goalstack14;
1156 else if(self.goalcounter==15)target=self.goalstack15;
1157 else if(self.goalcounter==16)target=self.goalstack16;
1158 else if(self.goalcounter==17)target=self.goalstack17;
1159 else if(self.goalcounter==18)target=self.goalstack18;
1160 else if(self.goalcounter==19)target=self.goalstack19;
1161 else if(self.goalcounter==20)target=self.goalstack20;
1162 else if(self.goalcounter==21)target=self.goalstack21;
1163 else if(self.goalcounter==22)target=self.goalstack22;
1164 else if(self.goalcounter==23)target=self.goalstack23;
1165 else if(self.goalcounter==24)target=self.goalstack24;
1166 else if(self.goalcounter==25)target=self.goalstack25;
1167 else if(self.goalcounter==26)target=self.goalstack26;
1168 else if(self.goalcounter==27)target=self.goalstack27;
1169 else if(self.goalcounter==28)target=self.goalstack28;
1170 else if(self.goalcounter==29)target=self.goalstack29;
1171 else if(self.goalcounter==30)target=self.goalstack30;
1172 else if(self.goalcounter==31)target=self.goalstack31;
1176 self.goalcounter = 0;
1177 self.lastposition='0 0 0';
1181 if(self.lastposition=='0 0 0')
1184 org = self.lastposition;
1187 te_lightning2(world, org, target.origin);
1188 self.lastposition = target.origin;