2 void() havocbot_chooserole;
3 .float havocbot_keyboardskill;
4 .float facingwalltime, ignoregoaltime;
7 #ifdef DEBUG_BOT_GOALSTACK
11 vector havocbot_dodge()
13 // LordHavoc: disabled because this is too expensive
17 local vector dodge, v, n;
18 local float danger, bestdanger, vl, d;
21 // check for dangerous objects near bot or approaching bot
22 head = findchainfloat(bot_dodge, TRUE);
25 if (head.owner != self)
27 vl = vlen(head.velocity);
28 if (vl > sv_maxspeed * 0.3)
30 n = normalize(head.velocity);
31 v = self.origin - head.origin;
33 if (d > (0 - head.bot_dodgerating))
34 if (d < (vl * 0.2 + head.bot_dodgerating))
36 // calculate direction and distance from the flight path, by removing the forward axis
37 v = v - (n * (v * n));
38 danger = head.bot_dodgerating - vlen(v);
39 if (bestdanger < danger)
42 // dodge to the side of the object
49 danger = head.bot_dodgerating - vlen(head.origin - self.origin);
50 if (bestdanger < danger)
53 dodge = normalize(self.origin - head.origin);
63 .float havocbot_keyboardtime;
64 .float havocbot_ducktime;
65 .vector havocbot_keyboard;
66 void havocbot_keyboard_movement(vector destorg)
68 local vector keyboard;
69 local float blend, maxspeed;
71 maxspeed = cvar("sv_maxspeed");
73 if (time < self.havocbot_keyboardtime)
76 self.havocbot_keyboardtime =
78 self.havocbot_keyboardtime
79 + bound(0,0.05/(skill+self.havocbot_keyboardskill),0.05)
80 +random()*bound(0,0.025/(skill+self.havocbot_keyboardskill),100)
82 keyboard = self.movement * (1.0 / maxspeed);
84 local float trigger, trigger1;
85 blend = bound(0,skill*0.1,1);
86 trigger = cvar("bot_ai_keyboard_treshold");
87 trigger1 = 0 - trigger;
89 // categorize forward movement
90 // at skill < 1.5 only forward
91 // at skill < 2.5 only individual directions
92 // at skill < 4.5 only individual directions, and forward diagonals
93 // at skill >= 4.5, all cases allowed
94 if (keyboard_x > trigger)
100 else if (keyboard_x < trigger1 && skill > 1.5)
115 if (keyboard_y > trigger)
117 else if (keyboard_y < trigger1)
122 if (keyboard_z > trigger)
124 else if (keyboard_z < trigger1)
129 self.havocbot_keyboard = keyboard * maxspeed;
130 if (self.havocbot_ducktime>time) self.BUTTON_CROUCH=TRUE;
132 keyboard = self.havocbot_keyboard;
133 blend = bound(0,vlen(destorg-self.origin)/cvar("bot_ai_keyboard_distance"),1); // When getting close move with 360 degree
134 //dprint("movement ", vtos(self.movement), " keyboard ", vtos(keyboard), " blend ", ftos(blend), "\n");
135 self.movement = self.movement + (keyboard - self.movement) * blend;
138 .entity bot_lastseengoal;
139 .float bot_timelastseengoal;
140 .float bot_canruntogoal;
141 void havocbot_bunnyhop(vector dir)
143 local float bunnyhopdistance;
144 local vector deviation;
145 local float maxspeed;
147 if(self.goalcurrent.classname == "player")
150 maxspeed = cvar("sv_maxspeed");
152 if(self.aistatus & AI_STATUS_DANGER_AHEAD)
154 self.aistatus &~= AI_STATUS_RUNNING;
155 self.BUTTON_JUMP = FALSE;
159 if(self.waterlevel > WATERLEVEL_WETFEET)
161 self.aistatus &~= AI_STATUS_RUNNING;
165 if(self.bot_lastseengoal != self.goalcurrent && !(self.aistatus & AI_STATUS_RUNNING))
167 self.bot_canruntogoal = 0;
168 self.bot_timelastseengoal = 0;
171 bunnyhopdistance = vlen(self.origin - self.goalcurrent.origin);
173 // Run only to visible goals
174 if(self.flags & FL_ONGROUND)
175 if(self.speed==maxspeed)
176 if(checkpvs(self.origin + self.view_ofs, self.goalcurrent))
178 self.bot_lastseengoal = self.goalcurrent;
181 if(self.bot_timelastseengoal)
183 // for a period of time
184 if(time - self.bot_timelastseengoal > cvar("bot_ai_bunnyhop_firstjumpdelay"))
186 local float checkdistance;
187 checkdistance = TRUE;
189 // don't run if it is too close
190 if(self.bot_canruntogoal==0)
192 if(bunnyhopdistance > cvar("bot_ai_bunnyhop_startdistance"))
193 self.bot_canruntogoal = 1;
195 self.bot_canruntogoal = -1;
198 if(self.bot_canruntogoal != 1)
201 if(self.aistatus & AI_STATUS_ROAMING)
202 if(self.goalcurrent.classname=="waypoint")
203 if(fabs(self.goalcurrent.origin_z - self.origin_z) < self.maxs_z - self.mins_z)
204 if(self.goalstack01!=world)
206 deviation = vectoangles(self.goalstack01.origin - self.origin) - vectoangles(self.goalcurrent.origin - self.origin);
207 while (deviation_y < -180) deviation_y = deviation_y + 360;
208 while (deviation_y > 180) deviation_y = deviation_y - 360;
210 if(fabs(deviation_y) < 20)
211 if(bunnyhopdistance < vlen(self.origin - self.goalstack01.origin))
212 if(fabs(self.goalstack01.origin_z - self.goalcurrent.origin_z) < self.maxs_z - self.mins_z)
214 if(vlen(self.goalcurrent.origin - self.goalstack01.origin) > cvar("bot_ai_bunnyhop_startdistance"))
215 if(checkpvs(self.origin + self.view_ofs, self.goalstack01))
217 checkdistance = FALSE;
224 self.aistatus &~= AI_STATUS_RUNNING;
225 if(bunnyhopdistance > cvar("bot_ai_bunnyhop_stopdistance"))
226 self.BUTTON_JUMP = TRUE;
230 self.aistatus |= AI_STATUS_RUNNING;
231 self.BUTTON_JUMP = TRUE;
237 self.bot_timelastseengoal = time;
242 self.bot_timelastseengoal = 0;
245 // Release jump button
246 if(self.flags & FL_ONGROUND == 0)
248 if(self.velocity_z < 0 || vlen(self.velocity)<maxspeed)
249 self.BUTTON_JUMP = FALSE;
252 if(self.aistatus & AI_STATUS_RUNNING)
253 if(vlen(self.velocity)>maxspeed)
255 deviation = vectoangles(dir) - vectoangles(self.velocity);
256 while (deviation_y < -180) deviation_y = deviation_y + 360;
257 while (deviation_y > 180) deviation_y = deviation_y - 360;
259 if(fabs(deviation_y)>10)
263 self.movement_y = maxspeed * -1;
264 else if(deviation_y<10)
265 self.movement_y = maxspeed;
271 //.float havocbotignoretime;
272 //.vector bot_dodgevector;
273 //.float bot_dodgevector_time;
274 //.float bot_dodgevector_jumpbutton;
276 .entity ladder_entity;
277 .float rocketjumptime;
278 void havocbot_movetogoal()
280 local vector destorg;
283 local vector flatdir;
286 local vector evadeobstacle;
287 local vector evadelava;
289 local float maxspeed;
292 //if (self.goalentity)
293 // te_lightning2(self, self.origin, (self.goalentity.absmin + self.goalentity.absmax) * 0.5);
294 self.movement = '0 0 0';
295 maxspeed = cvar("sv_maxspeed");
297 if(self.jumppadcount)
299 if(self.flags & FL_ONGROUND)
301 self.jumppadcount = FALSE;
302 if(self.aistatus & AI_STATUS_OUT_JUMPPAD)
303 self.aistatus &~= AI_STATUS_OUT_JUMPPAD;
306 // If got stuck on the jump pad try to reach the farther visible item
307 if(self.aistatus & AI_STATUS_OUT_JUMPPAD)
309 if(fabs(self.velocity_z)<50)
311 local entity head, newgoal;
312 local float distance, bestdistance;
314 for (head = findchainfloat(bot_pickup, TRUE); head; head = head.chain)
316 if(head.classname=="worldspawn")
319 distance = vlen(head.origin - self.origin);
323 traceline(self.origin + self.view_ofs , head.origin, TRUE, world);
328 if(distance>bestdistance)
331 bestdistance = distance;
337 self.ignoregoal = self.goalcurrent;
338 self.ignoregoaltime = time + cvar("bot_ai_ignoregoal_timeout");
339 navigation_routetogoal(newgoal);
340 self.aistatus &~= AI_STATUS_OUT_JUMPPAD;
348 if(self.velocity_z>0)
350 local float threshold;
351 threshold = maxspeed * 0.2;
352 if(fabs(self.velocity_x) < threshold && fabs(self.velocity_y) < threshold)
353 self.aistatus |= AI_STATUS_OUT_JUMPPAD;
359 // If there is a trigger_hurt right below try to use the jetpack or make a rocketjump
361 if not(self.flags & FL_ONGROUND)
363 tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 -65536', MOVE_NOMONSTERS, self);
365 if(tracebox_hits_trigger_hurt(self.origin, self.mins, self.maxs, trace_endpos ))
366 if(self.items & IT_JETPACK)
368 tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 65536', MOVE_NOMONSTERS, self);
370 if(tracebox_hits_trigger_hurt(self.origin, self.mins, self.maxs, trace_endpos + '0 0 1' ))
372 if(self.velocity_z<0)
374 self.BUTTON_HOOK = TRUE;
378 self.BUTTON_HOOK = TRUE;
380 // If there is no goal try to move forward
381 if(self.goalcurrent==world)
383 local vector xyvelocity = self.velocity; xyvelocity_z = 0;
384 local float xyspeed = vlen(xyvelocity);
386 if(xyspeed > (maxspeed / 1.5) && xyspeed > (maxspeed / 4))
392 makevectors(self.v_angle_y * '0 1 0');
393 tracebox(self.origin, self.mins, self.maxs, self.origin + (v_forward * maxspeed * 3), MOVE_NOMONSTERS, self);
395 if(trace_fraction==1)
397 if(xyspeed < (maxspeed / 2))
398 self.movement_x = maxspeed;
403 else if(self.health>cvar("g_balance_rocketlauncher_damage")*0.5)
405 if(self.velocity_z < 0)
406 if(client_hasweapon(self, WEP_ROCKET_LAUNCHER, TRUE, FALSE))
408 self.movement_x = maxspeed;
410 if(self.rocketjumptime)
412 if(time > self.rocketjumptime)
414 self.BUTTON_ATCK2 = TRUE;
415 self.rocketjumptime = 0;
420 self.switchweapon = WEP_ROCKET_LAUNCHER;
422 self.BUTTON_ATCK = TRUE;
423 self.rocketjumptime = time + cvar("g_balance_rocketlauncher_detonatedelay");
429 // If there is no goal try to move forward
430 if(self.goalcurrent==world)
431 self.movement_x = maxspeed;
435 // If we are under water with no goals, swim up
437 if(self.goalcurrent==world)
440 if(self.waterlevel>WATERLEVEL_SWIMMING)
442 else if(self.velocity_z >= 0 && !(self.waterlevel == WATERLEVEL_WETFEET && self.watertype == CONTENT_WATER))
443 self.BUTTON_JUMP = TRUE;
445 self.BUTTON_JUMP = FALSE;
446 makevectors(self.v_angle_y * '0 1 0');
447 self.movement_x = dir * v_forward * maxspeed;
448 self.movement_y = dir * v_right * maxspeed;
449 self.movement_z = dir * v_up * maxspeed;
452 // if there is nowhere to go, exit
453 if (self.goalcurrent == world)
456 if (self.goalcurrent)
457 navigation_poptouchedgoals();
459 // if ran out of goals try to use an alternative goal or get a new strategy asap
460 if(self.goalcurrent == world)
461 if(self.flags & FL_ONGROUND || self.aistatus & AI_STATUS_RUNNING || self.BUTTON_JUMP == TRUE)
463 if(self.alternativegoal==world)
466 self.bot_strategytime = 0;
470 // use the alternative goal
471 navigation_findnearestwaypoint(self.alternativegoal, TRUE);
472 navigation_routetogoal(self.alternativegoal);
473 self.alternativegoal = world;
474 bot_strategytoken_taken = TRUE;
479 #ifdef DEBUG_BOT_GOALSTACK
483 m1 = self.goalcurrent.origin + self.goalcurrent.mins;
484 m2 = self.goalcurrent.origin + self.goalcurrent.maxs;
485 destorg = self.origin;
486 destorg_x = bound(m1_x, destorg_x, m2_x);
487 destorg_y = bound(m1_y, destorg_y, m2_y);
488 destorg_z = bound(m1_z, destorg_z, m2_z);
489 diff = destorg - self.origin;
491 dir = normalize(diff);
492 flatdir = diff;flatdir_z = 0;
493 flatdir = normalize(flatdir);
495 //if (self.bot_dodgevector_time < time)
497 // self.bot_dodgevector_time = time + cvar("bot_ai_dodgeupdateinterval");
498 // self.bot_dodgevector_jumpbutton = 1;
499 evadeobstacle = '0 0 0';
504 if(self.waterlevel>WATERLEVEL_SWIMMING)
507 self.aistatus |= AI_STATUS_OUT_WATER;
511 if(self.velocity_z >= 0 && !(self.watertype == CONTENT_WATER && self.goalcurrent.origin_z < self.origin_z) &&
512 ( !(self.waterlevel == WATERLEVEL_WETFEET && self.watertype == CONTENT_WATER) || self.aistatus & AI_STATUS_OUT_WATER))
513 self.BUTTON_JUMP = TRUE;
515 self.BUTTON_JUMP = FALSE;
517 dir = normalize(flatdir);
518 makevectors(self.v_angle_y * '0 1 0');
522 if(self.aistatus & AI_STATUS_OUT_WATER)
523 self.aistatus &~= AI_STATUS_OUT_WATER;
525 // jump if going toward an obstacle that doesn't look like stairs we
526 // can walk up directly
527 tracebox(self.origin, self.mins, self.maxs, self.origin + self.velocity * 0.2, FALSE, self);
528 if (trace_fraction < 1)
529 if (trace_plane_normal_z < 0.7)
532 tracebox(self.origin + '0 0 16', self.mins, self.maxs, self.origin + self.velocity * 0.2 + '0 0 16', FALSE, self);
533 if (trace_fraction < s + 0.01)
534 if (trace_plane_normal_z < 0.7)
537 tracebox(self.origin + '0 0 48', self.mins, self.maxs, self.origin + self.velocity * 0.2 + '0 0 48', FALSE, self);
538 if (trace_fraction > s)
539 self.BUTTON_JUMP = 1;
543 // avoiding dangers and obstacles
544 local vector dst_ahead, dst_down;
545 dst_ahead = self.origin + self.view_ofs + (self.velocity * 0.32);
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) < 2 && !(self.aistatus & AI_STATUS_OUT_WATER))
554 if(self.facingwalltime && time > self.facingwalltime)
556 self.ignoregoal = self.goalcurrent;
557 self.ignoregoaltime = time + cvar("bot_ai_ignoregoal_timeout");
558 navigation_poproute();
562 self.facingwalltime = time + 0.05;
567 self.facingwalltime = 0;
569 if(self.ignoregoal != world && time > self.ignoregoaltime)
571 self.ignoregoal = world;
572 self.ignoregoaltime = 0;
576 // Check for water/slime/lava and dangerous edges
577 // (only when the bot is on the ground or jumping intentionally)
578 self.aistatus &~= AI_STATUS_DANGER_AHEAD;
580 if(trace_fraction == 1)
581 if(self.flags & FL_ONGROUND || self.aistatus & AI_STATUS_RUNNING || self.BUTTON_JUMP == TRUE)
584 traceline(dst_ahead , dst_down, TRUE, world);
585 // te_lightning2(world, self.origin, dst_ahead); // Draw "ahead" look
586 // te_lightning2(world, dst_ahead, dst_down); // Draw "downwards" look
587 if(trace_endpos_z < self.origin_z + self.mins_z)
589 s = pointcontents(trace_endpos + '0 0 1');
590 if (s != CONTENT_SOLID)
591 if (s == CONTENT_LAVA || s == CONTENT_SLIME)
592 evadelava = normalize(self.velocity) * -1;
593 else if (s == CONTENT_SKY)
594 evadeobstacle = normalize(self.velocity) * -1;
595 else if (!boxesoverlap(dst_ahead - self.view_ofs + self.mins, dst_ahead - self.view_ofs + self.maxs,
596 self.goalcurrent.absmin, self.goalcurrent.absmax))
598 // if ain't a safe goal with "holes" (like the jumpad on soylent)
599 // and there is a trigger_hurt below
600 if(tracebox_hits_trigger_hurt(dst_ahead, self.mins, self.maxs, trace_endpos))
602 // Remove dangerous dynamic goals from stack
603 if (self.goalcurrent.classname == "player" || self.goalcurrent.classname == "droppedweapon")
604 navigation_poproute();
607 evadeobstacle = normalize(self.velocity) * -1;
616 makevectors(self.v_angle_y * '0 1 0');
618 if(evadeobstacle!='0 0 0'||evadelava!='0 0 0')
619 self.aistatus |= AI_STATUS_DANGER_AHEAD;
622 dodge = havocbot_dodge();
623 dodge = dodge * bound(0,3+skill*0.1,1);
624 evadelava = evadelava * bound(1,3-skill,3); //Noobs fear lava a lot and take more distance from it
625 traceline(self.origin, self.enemy.origin, TRUE, world);
626 if(trace_ent.classname == "player")
627 dir = dir * bound(0,skill/7,1);
629 dir = normalize(dir + dodge + evadeobstacle + evadelava);
630 // self.bot_dodgevector = dir;
631 // self.bot_dodgevector_jumpbutton = self.BUTTON_JUMP;
634 if(time < self.ladder_time)
636 if(self.goalcurrent.origin_z + self.goalcurrent.mins_z > self.origin_z + self.mins_z)
638 if(self.origin_z + self.mins_z < self.ladder_entity.origin_z + self.ladder_entity.maxs_z)
643 if(self.origin_z + self.mins_z > self.ladder_entity.origin_z + self.ladder_entity.mins_z)
648 //dir = self.bot_dodgevector;
649 //if (self.bot_dodgevector_jumpbutton)
650 // self.BUTTON_JUMP = 1;
651 self.movement_x = dir * v_forward * maxspeed;
652 self.movement_y = dir * v_right * maxspeed;
653 self.movement_z = dir * v_up * maxspeed;
655 // Emulate keyboard interface
657 havocbot_keyboard_movement(destorg);
660 // if(self.aistatus & AI_STATUS_ROAMING)
661 if(skill >= cvar("bot_ai_bunnyhop_skilloffset"))
662 havocbot_bunnyhop(dir);
664 if ((dir * v_up) >= cvar("sv_jumpvelocity")*0.5 && (self.flags & FL_ONGROUND)) self.BUTTON_JUMP=1;
665 if (((dodge * v_up) > 0) && random()*frametime >= 0.2*bound(0,(10-skill)*0.1,1)) self.BUTTON_JUMP=TRUE;
666 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);
669 .float havocbot_chooseenemy_finished;
670 .float havocbot_stickenemy;
671 void havocbot_chooseenemy()
673 local entity head, best;
674 local float rating, bestrating;
676 if (cvar("bot_nofire") || IS_INDEPENDENT_PLAYER(self))
683 if (!bot_shouldattack(self.enemy))
685 // enemy died or something, find a new target
687 self.havocbot_chooseenemy_finished = time;
689 else if (self.havocbot_stickenemy)
691 // tracking last chosen enemy
692 // if enemy is visible
693 // and not really really far away
694 // and we're not severely injured
695 // then keep tracking for a half second into the future
696 traceline(self.origin+self.view_ofs, self.enemy.origin+self.enemy.view_ofs*0.5,FALSE,world);
697 if (trace_ent == self.enemy || trace_fraction == 1)
698 if (vlen(self.enemy.origin - self.origin) < 1000)
699 if (self.health > 30)
701 // remain tracking him for a shot while (case he went after a small corner or pilar
702 self.havocbot_chooseenemy_finished = time + cvar("bot_ai_enemydetectioninterval");
705 // enemy isn't visible, or is far away, or we're injured severely
706 // so stop preferring this enemy
707 // (it will still take a half second until a new one is chosen)
708 self.havocbot_stickenemy = 0;
711 if (time < self.havocbot_chooseenemy_finished)
713 self.havocbot_chooseenemy_finished = time + cvar("bot_ai_enemydetectioninterval");
714 eye = (self.origin + self.view_ofs);
716 bestrating = 100000000;
717 head = findchainfloat(bot_attack, TRUE);
720 v = (head.absmin + head.absmax) * 0.5;
721 rating = vlen(v - eye);
722 if (bestrating > rating)
723 if (bot_shouldattack(head))
725 traceline(eye, v, TRUE, self);
726 if (trace_ent == head || trace_fraction >= 1)
735 self.havocbot_stickenemy = TRUE;
738 .float bot_chooseweapontime;
739 float(entity e) w_getbestweapon;
740 void havocbot_chooseweapon()
744 // TODO: clean this up by moving it to weapon code
745 if(self.enemy.classname!="player")
747 // If no weapon was chosen get the first available weapon
749 for(i=WEP_LASER + 1; i < WEP_COUNT ; ++i)
751 if(client_hasweapon(self, i, TRUE, FALSE))
753 self.switchweapon = i;
761 local float rocket ; rocket =-1000;
762 local float nex ; nex =-1000;
763 local float hagar ; hagar =-1000;
764 local float grenade ; grenade =-1000;
765 local float electro ; electro =-1000;
766 local float crylink ; crylink =-1000;
767 local float uzi ; uzi =-1000;
768 local float shotgun ; shotgun =-1000;
769 local float campingrifle ; campingrifle =-1000;
770 local float laser ; laser =-1000;
771 local float minstanex ; minstanex =-1000;
772 local float currentscore;
773 local float bestscore; bestscore = 0;
774 local float bestweapon; bestweapon=self.switchweapon;
775 local float distance; distance=bound(10,vlen(self.origin-self.enemy.origin)-200,10000);
776 local float maxdelaytime=0.5;
777 local float spreadpenalty=10;
778 local float distancefromfloor;
780 local float af, ct, combo_time;
782 traceline(self.enemy.origin,self.enemy.origin-'0 0 1000',TRUE,world);
783 distancefromfloor = self.enemy.origin_z - trace_endpos_z;
785 af = ATTACK_FINISHED(self);
786 ct = cvar("bot_ai_weapon_combo_threshold");
788 // Bots with no skill will be 4 times more slower than "godlike" bots when doing weapon combos
789 // Ideally this 4 should be calculated as longest_weapon_refire / bot_ai_weapon_combo_threshold
790 combo_time = time + ct + (ct * ((-0.3*skill)+3));
792 // Custom weapon list based on distance to the enemy
794 if(bot_custom_weapon){
796 // Choose weapons for far distance
797 if ( distance > bot_distance_far ) {
798 for(i=0; i < WEP_COUNT && bot_weapons_far[i] != -1 ; ++i){
799 w = bot_weapons_far[i];
800 if ( client_hasweapon(self, w, TRUE, FALSE) ){
801 if ( self.weapon == w){
802 if( cvar("bot_ai_weapon_combo") && af > combo_time)
805 self.switchweapon = w;
812 // Choose weapons for mid distance
813 if ( distance > bot_distance_close ) {
814 for(i= 0; i < WEP_COUNT && bot_weapons_mid[i] != -1 ; ++i){
815 w = bot_weapons_mid[i];
816 if ( client_hasweapon(self, w, TRUE, FALSE) ){
817 if ( self.weapon == w){
818 if( cvar("bot_ai_weapon_combo") && af > combo_time)
821 self.switchweapon = w;
828 // Choose weapons for close distance
829 for(i= 0; i < WEP_COUNT && bot_weapons_close[i] != -1 ; ++i){
830 w = bot_weapons_close[i];
831 if ( client_hasweapon(self, w, TRUE, FALSE) ){
832 if ( self.weapon == w){
833 if( cvar("bot_ai_weapon_combo") && af > combo_time)
836 self.switchweapon = w;
841 // If now weapon was chosen by this system fall back to the previous one
845 // (Damage/Sec * Weapon spefic change to get that damage)
846 // *(Time to get to target * weapon specfic hitchange bonus) / (in a time of maxdelaytime)
847 // *(Spread change of hit) // if it applies
848 // *(Penality for target beeing in air)
850 if (client_hasweapon(self, WEP_MINSTANEX, TRUE, FALSE))
851 minstanex = (1000/cvar("g_balance_minstanex_refire")*1.0)
854 if (client_hasweapon(self, WEP_ROCKET_LAUNCHER, TRUE, FALSE) &&
855 !( cvar("bot_ai_weapon_combo") && self.weapon == WEP_ROCKET_LAUNCHER &&
859 rocket = (cvar("g_balance_rocketlauncher_damage")/cvar("g_balance_rocketlauncher_refire")*0.75)
860 * bound(0,(cvar("g_balance_rocketlauncher_speed")/distance*maxdelaytime),1)*1.5;
862 if (client_hasweapon(self, WEP_NEX, TRUE, FALSE) &&
863 !( cvar("bot_ai_weapon_combo") && self.weapon == WEP_NEX &&
867 nex = (cvar("g_balance_nex_damage")/cvar("g_balance_nex_refire")*1.0)
870 if (client_hasweapon(self, WEP_HAGAR, TRUE, FALSE) ) // &&
871 // !( cvar("bot_ai_weapon_combo") && self.weapon == WEP_HAGAR && time < self.bot_lastshot + cvar("g_balance_hagar_primary_refire") ))
872 hagar = (cvar("g_balance_hagar_primary_damage")/cvar("g_balance_hagar_primary_refire")*1.0)
873 * bound(0,(cvar("g_balance_hagar_primary_speed")/distance*maxdelaytime),1)*0.2;
875 if (client_hasweapon(self, WEP_GRENADE_LAUNCHER, TRUE, FALSE) &&
877 cvar("bot_ai_weapon_combo") && self.weapon == WEP_GRENADE_LAUNCHER &&
881 grenade = (cvar("g_balance_grenadelauncher_primary_damage")/cvar("g_balance_grenadelauncher_primary_refire")*1.0)
882 * bound(0,(cvar("g_balance_grenadelauncher_primary_speed")/distance*maxdelaytime),1)*1.1;
884 if (client_hasweapon(self, WEP_ELECTRO, TRUE, FALSE) &&
885 !( cvar("bot_ai_weapon_combo") && self.weapon == WEP_ELECTRO &&
889 electro = (cvar("g_balance_electro_primary_damage")/cvar("g_balance_electro_primary_refire")*0.75)
890 * bound(0,(cvar("g_balance_electro_primary_speed")/distance*maxdelaytime),1)*1.0;
892 if (client_hasweapon(self, WEP_CRYLINK, TRUE, FALSE) ) // &&
893 // !( self.weapon == WEP_CRYLINK && time < self.bot_lastshot + cvar("g_balance_crylink_primary_refire") ))
894 crylink = (cvar("g_balance_crylink_primary_damage")/cvar("g_balance_crylink_primary_refire")*1.0)
895 * bound(0,(cvar("g_balance_crylink_primary_speed")/distance*maxdelaytime),1)*(64/(32+cvar("g_balance_crylink_primary_spread")*distance))*1.0;
897 if (client_hasweapon(self, WEP_UZI, TRUE, FALSE) ) // &&
898 // !( self.weapon == WEP_UZI && time < self.bot_lastshot + cvar("g_balance_uzi_sustained_refire") ))
899 uzi = (cvar("g_balance_uzi_sustained_damage")/cvar("g_balance_uzi_sustained_refire")*1.0)
900 * bound(0,32/(32+cvar("g_balance_uzi_sustained_spread")*distance),1);
902 if (client_hasweapon(self, WEP_SHOTGUN, TRUE, FALSE) &&
903 !( cvar("bot_ai_weapon_combo") && self.weapon == WEP_SHOTGUN &&
907 shotgun = (cvar("g_balance_shotgun_primary_damage")*cvar("g_balance_shotgun_primary_bullets")/cvar("g_balance_shotgun_primary_refire")*1.0)
908 * bound(0,32/(32+cvar("g_balance_shotgun_primary_spread")*distance),1);
910 if (client_hasweapon(self, WEP_LASER, FALSE, FALSE) &&
911 !( cvar("bot_ai_weapon_combo") && self.weapon == WEP_LASER &&
915 laser = (cvar("g_balance_laser_primary_damage")/cvar("g_balance_laser_primary_refire")*1.0)
916 * bound(0,cvar("g_balance_laser_primary_speed")/distance*maxdelaytime,1);
918 if((self.enemy.flags & FL_ONGROUND)==FALSE){
919 rocket = rocket * (1.5-bound(0, distancefromfloor/cvar("g_balance_rocketlauncher_radius" ),0.9)); //slight bigger change
920 grenade = grenade * (1.5-bound(0,distancefromfloor/cvar("g_balance_grenadelauncher_primary_radius"),0.95));
921 electro = electro * (1.5-bound(0,distancefromfloor/cvar("g_balance_electro_primary_radius" ),0.95));
922 laser = laser * (1.5-bound(0,distancefromfloor/cvar("g_balance_laser_primary_radius" ),0.95));
925 dprint("Floor distance: ",ftos(distancefromfloor),"\n");
926 dprint("Rocket: " , ftos(rocket ), "\n");
927 dprint("Nex: " , ftos(nex ), "\n");
928 dprint("Hagar: " , ftos(hagar ), "\n");
929 dprint("Grenade: ", ftos(grenade ), "\n");
930 dprint("Electro: ", ftos(electro ), "\n");
931 dprint("Crylink: ", ftos(crylink ), "\n");
932 dprint("Uzi: " , ftos(uzi ), "\n");
933 dprint("Shotgun :", ftos(shotgun ), "\n");
934 dprint("Laser :", ftos(laser ), "\n\n");
937 w = WEP_MINSTANEX ;s = minstanex;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
938 w = WEP_ROCKET_LAUNCHER ;s = rocket ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
939 w = WEP_NEX ;s = nex ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
940 w = WEP_HAGAR ;s = hagar ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
941 w = WEP_GRENADE_LAUNCHER ;s = grenade ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
942 w = WEP_ELECTRO ;s = electro ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
943 w = WEP_CRYLINK ;s = crylink ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
944 w = WEP_UZI ;s = uzi ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
945 w = WEP_SHOTGUN ;s = shotgun ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
946 w = WEP_LASER ;s = laser ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
948 // switch if the best weapon would provide a significant damage increase
949 if (bestscore > currentscore*1.5){
950 self.switchweapon = bestweapon;
952 // buys time for detonating the rocket. not tested yet
953 if ( cvar("bot_ai_weapon_combo") && bestweapon == WEP_ROCKET_LAUNCHER )
954 self.bot_chooseweapontime += (distance / cvar("g_balance_rocketlauncher_speed"));
961 local vector selfvel, enemyvel;
962 // if(self.flags & FL_INWATER)
964 if (time < self.nextaim)
966 self.nextaim = time + 0.1;
967 selfvel = self.velocity;
968 if (!self.waterlevel)
972 enemyvel = self.enemy.velocity;
973 if (!self.enemy.waterlevel)
975 lag_additem(time + self.ping, 0, 0, self.enemy, self.origin, selfvel, self.enemy.origin, enemyvel);
978 lag_additem(time + self.ping, 0, 0, world, self.origin, selfvel, self.goalcurrent.origin, '0 0 0');
983 if (bot_strategytoken == self)
984 if (!bot_strategytoken_taken)
986 self.havocbot_role();
988 // TODO: tracewalk() should take care of this job (better path finding under water)
989 // if we don't have a goal and we're under water look for a waypoint near the "shore" and push it
990 if(self.goalcurrent==world)
991 if(self.waterlevel==WATERLEVEL_SWIMMING || self.aistatus & AI_STATUS_OUT_WATER)
993 // Look for the closest waypoint out of water
994 local entity newgoal, head;
995 local float bestdistance, distance;
998 bestdistance = 10000;
999 for (head = findchain(classname, "waypoint"); head; head = head.chain)
1001 distance = vlen(head.origin - self.origin);
1005 if(head.origin_z < self.origin_z)
1008 if(head.origin_z - self.origin_z - self.view_ofs_z > 100)
1011 if (pointcontents(head.origin + head.maxs + '0 0 1') != CONTENT_EMPTY)
1014 traceline(self.origin + self.view_ofs , head.origin, TRUE, head);
1016 if(trace_fraction<1)
1019 if(distance<bestdistance)
1022 bestdistance = distance;
1028 // te_wizspike(newgoal.origin);
1029 navigation_pushroute(newgoal);
1033 // token has been used this frame
1034 bot_strategytoken_taken = TRUE;
1036 havocbot_chooseenemy();
1037 if (self.bot_chooseweapontime < time )
1039 self.bot_chooseweapontime = time + cvar("bot_ai_chooseweaponinterval");
1040 havocbot_chooseweapon();
1044 if (self.bot_aimtarg)
1046 self.aistatus |= AI_STATUS_ATTACKING;
1047 self.aistatus &~= AI_STATUS_ROAMING;
1049 weapon_action(self.weapon, WR_AIM);
1050 if (cvar("bot_nofire") || IS_INDEPENDENT_PLAYER(self))
1052 self.BUTTON_ATCK = FALSE;
1053 self.BUTTON_ATCK2 = FALSE;
1056 else if (self.goalcurrent)
1058 self.aistatus |= AI_STATUS_ROAMING;
1059 self.aistatus &~= AI_STATUS_ATTACKING;
1061 local vector now,v,next;//,heading;
1062 local float aimdistance,skillblend,distanceblend,blend;
1063 next = now = self.goalcurrent.origin - (self.origin + self.view_ofs);
1064 aimdistance = vlen(now);
1065 //heading = self.velocity;
1066 //dprint(self.goalstack01.classname,etos(self.goalstack01),"\n");
1067 if(self.goalstack01 != self && self.goalstack01 != world && self.aistatus & AI_STATUS_RUNNING == 0)
1068 next = self.goalstack01.origin - (self.origin + self.view_ofs);
1069 skillblend=bound(0,(skill-2.5)*0.5,1); //lower skill player can't preturn
1070 distanceblend=bound(0,aimdistance/cvar("bot_ai_keyboard_distance"),1);
1071 blend = skillblend * (1-distanceblend);
1072 //v = (now * (distanceblend) + next * (1-distanceblend)) * (skillblend) + now * (1-skillblend);
1073 //v = now * (distanceblend) * (skillblend) + next * (1-distanceblend) * (skillblend) + now * (1-skillblend);
1074 //v = now * ((1-skillblend) + (distanceblend) * (skillblend)) + next * (1-distanceblend) * (skillblend);
1075 v = now + blend * (next - now);
1076 //dprint(etos(self), " ");
1077 //dprint(vtos(now), ":", vtos(next), "=", vtos(v), " (blend ", ftos(blend), ")\n");
1078 //v = now * (distanceblend) + next * (1-distanceblend);
1079 if (self.waterlevel < WATERLEVEL_SWIMMING)
1081 //dprint("walk at:", vtos(v), "\n");
1082 //te_lightning2(world, self.origin, self.goalcurrent.origin);
1085 havocbot_movetogoal();
1088 void havocbot_setupbot()
1090 self.bot_ai = havocbot_ai;
1091 // will be updated by think code
1092 //Generate some random skill levels
1093 self.havocbot_keyboardskill=random()-0.5;
1094 havocbot_chooserole();
1098 #ifdef DEBUG_BOT_GOALSTACK
1101 .vector lastposition;
1103 // Debug the goal stack visually
1104 void debuggoalstack()
1106 local entity target;
1109 if(self.goalcounter==0)target=self.goalcurrent;
1110 else if(self.goalcounter==1)target=self.goalstack01;
1111 else if(self.goalcounter==2)target=self.goalstack02;
1112 else if(self.goalcounter==3)target=self.goalstack03;
1113 else if(self.goalcounter==4)target=self.goalstack04;
1114 else if(self.goalcounter==5)target=self.goalstack05;
1115 else if(self.goalcounter==6)target=self.goalstack06;
1116 else if(self.goalcounter==7)target=self.goalstack07;
1117 else if(self.goalcounter==8)target=self.goalstack08;
1118 else if(self.goalcounter==9)target=self.goalstack09;
1119 else if(self.goalcounter==10)target=self.goalstack10;
1120 else if(self.goalcounter==11)target=self.goalstack11;
1121 else if(self.goalcounter==12)target=self.goalstack12;
1122 else if(self.goalcounter==13)target=self.goalstack13;
1123 else if(self.goalcounter==14)target=self.goalstack14;
1124 else if(self.goalcounter==15)target=self.goalstack15;
1125 else if(self.goalcounter==16)target=self.goalstack16;
1126 else if(self.goalcounter==17)target=self.goalstack17;
1127 else if(self.goalcounter==18)target=self.goalstack18;
1128 else if(self.goalcounter==19)target=self.goalstack19;
1129 else if(self.goalcounter==20)target=self.goalstack20;
1130 else if(self.goalcounter==21)target=self.goalstack21;
1131 else if(self.goalcounter==22)target=self.goalstack22;
1132 else if(self.goalcounter==23)target=self.goalstack23;
1133 else if(self.goalcounter==24)target=self.goalstack24;
1134 else if(self.goalcounter==25)target=self.goalstack25;
1135 else if(self.goalcounter==26)target=self.goalstack26;
1136 else if(self.goalcounter==27)target=self.goalstack27;
1137 else if(self.goalcounter==28)target=self.goalstack28;
1138 else if(self.goalcounter==29)target=self.goalstack29;
1139 else if(self.goalcounter==30)target=self.goalstack30;
1140 else if(self.goalcounter==31)target=self.goalstack31;
1144 self.goalcounter = 0;
1145 self.lastposition='0 0 0';
1149 if(self.lastposition=='0 0 0')
1152 org = self.lastposition;
1155 te_lightning2(world, org, target.origin);
1156 self.lastposition = target.origin;