3 #include "role_onslaught.qc"
4 #include "role_keyhunt.qc"
12 if(bot_execute_commands())
15 if (bot_strategytoken == self)
16 if (!bot_strategytoken_taken)
18 if(self.havocbot_blockhead)
20 self.havocbot_blockhead = FALSE;
27 // TODO: tracewalk() should take care of this job (better path finding under water)
28 // if we don't have a goal and we're under water look for a waypoint near the "shore" and push it
29 if(self.deadflag != DEAD_NO)
30 if(self.goalcurrent==world)
31 if(self.waterlevel==WATERLEVEL_SWIMMING || self.aistatus & AI_STATUS_OUT_WATER)
33 // Look for the closest waypoint out of water
34 local entity newgoal, head;
35 local float bestdistance, distance;
39 for (head = findchain(classname, "waypoint"); head; head = head.chain)
41 distance = vlen(head.origin - self.origin);
45 if(head.origin_z < self.origin_z)
48 if(head.origin_z - self.origin_z - self.view_ofs_z > 100)
51 if (pointcontents(head.origin + head.maxs + '0 0 1') != CONTENT_EMPTY)
54 traceline(self.origin + self.view_ofs , head.origin, TRUE, head);
59 if(distance<bestdistance)
62 bestdistance = distance;
68 // te_wizspike(newgoal.origin);
69 navigation_pushroute(newgoal);
73 // token has been used this frame
74 bot_strategytoken_taken = TRUE;
77 if(self.deadflag != DEAD_NO)
80 havocbot_chooseenemy();
81 if (self.bot_chooseweapontime < time )
83 self.bot_chooseweapontime = time + cvar("bot_ai_chooseweaponinterval");
84 havocbot_chooseweapon();
90 self.aistatus |= AI_STATUS_ATTACKING;
91 self.aistatus &~= AI_STATUS_ROAMING;
95 weapon_action(self.weapon, WR_AIM);
96 if (cvar("bot_nofire") || IS_INDEPENDENT_PLAYER(self))
98 self.BUTTON_ATCK = FALSE;
99 self.BUTTON_ATCK2 = FALSE;
103 if(self.BUTTON_ATCK||self.BUTTON_ATCK2)
104 self.lastfiredweapon = self.weapon;
109 if(self.bot_aimtarg.classname=="player")
110 bot_aimdir(self.bot_aimtarg.origin + self.bot_aimtarg.view_ofs - self.origin - self.view_ofs , -1);
113 else if (self.goalcurrent)
115 self.aistatus |= AI_STATUS_ROAMING;
116 self.aistatus &~= AI_STATUS_ATTACKING;
118 local vector now,v,next;//,heading;
119 local float aimdistance,skillblend,distanceblend,blend;
120 next = now = self.goalcurrent.origin - (self.origin + self.view_ofs);
121 aimdistance = vlen(now);
122 //heading = self.velocity;
123 //dprint(self.goalstack01.classname,etos(self.goalstack01),"\n");
125 self.goalstack01 != self && self.goalstack01 != world && self.aistatus & AI_STATUS_RUNNING == 0 &&
126 !(self.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
128 next = self.goalstack01.origin - (self.origin + self.view_ofs);
130 skillblend=bound(0,(skill+self.bot_moveskill-2.5)*0.5,1); //lower skill player can't preturn
131 distanceblend=bound(0,aimdistance/cvar("bot_ai_keyboard_distance"),1);
132 blend = skillblend * (1-distanceblend);
133 //v = (now * (distanceblend) + next * (1-distanceblend)) * (skillblend) + now * (1-skillblend);
134 //v = now * (distanceblend) * (skillblend) + next * (1-distanceblend) * (skillblend) + now * (1-skillblend);
135 //v = now * ((1-skillblend) + (distanceblend) * (skillblend)) + next * (1-distanceblend) * (skillblend);
136 v = now + blend * (next - now);
137 //dprint(etos(self), " ");
138 //dprint(vtos(now), ":", vtos(next), "=", vtos(v), " (blend ", ftos(blend), ")\n");
139 //v = now * (distanceblend) + next * (1-distanceblend);
140 if (self.waterlevel < WATERLEVEL_SWIMMING)
142 //dprint("walk at:", vtos(v), "\n");
143 //te_lightning2(world, self.origin, self.goalcurrent.origin);
148 void havocbot_keyboard_movement(vector destorg)
150 local vector keyboard;
151 local float blend, maxspeed;
154 sk = skill + self.bot_moveskill;
156 maxspeed = cvar("sv_maxspeed");
158 if (time < self.havocbot_keyboardtime)
161 self.havocbot_keyboardtime =
163 self.havocbot_keyboardtime
164 + bound(0,0.05/(sk+self.havocbot_keyboardskill),0.05)
165 +random()*bound(0,0.025/(skill+self.havocbot_keyboardskill),100)
167 keyboard = self.movement * (1.0 / maxspeed);
169 local float trigger, trigger1;
170 blend = bound(0,sk*0.1,1);
171 trigger = cvar("bot_ai_keyboard_treshold");
172 trigger1 = 0 - trigger;
174 // categorize forward movement
175 // at skill < 1.5 only forward
176 // at skill < 2.5 only individual directions
177 // at skill < 4.5 only individual directions, and forward diagonals
178 // at skill >= 4.5, all cases allowed
179 if (keyboard_x > trigger)
185 else if (keyboard_x < trigger1 && sk > 1.5)
200 if (keyboard_y > trigger)
202 else if (keyboard_y < trigger1)
207 if (keyboard_z > trigger)
209 else if (keyboard_z < trigger1)
214 self.havocbot_keyboard = keyboard * maxspeed;
215 if (self.havocbot_ducktime>time) self.BUTTON_CROUCH=TRUE;
217 keyboard = self.havocbot_keyboard;
218 blend = bound(0,vlen(destorg-self.origin)/cvar("bot_ai_keyboard_distance"),1); // When getting close move with 360 degree
219 //dprint("movement ", vtos(self.movement), " keyboard ", vtos(keyboard), " blend ", ftos(blend), "\n");
220 self.movement = self.movement + (keyboard - self.movement) * blend;
223 void havocbot_bunnyhop(vector dir)
225 local float bunnyhopdistance;
226 local vector deviation;
227 local float maxspeed;
232 // Don't jump when using some weapons
233 if(self.aistatus & AI_STATUS_ATTACKING)
234 if(self.weapon & WEP_CAMPINGRIFLE)
237 if(self.goalcurrent.classname == "player")
240 maxspeed = cvar("sv_maxspeed");
242 if(self.aistatus & AI_STATUS_DANGER_AHEAD)
244 self.aistatus &~= AI_STATUS_RUNNING;
245 self.BUTTON_JUMP = FALSE;
246 self.bot_canruntogoal = 0;
247 self.bot_timelastseengoal = 0;
251 if(self.waterlevel > WATERLEVEL_WETFEET)
253 self.aistatus &~= AI_STATUS_RUNNING;
257 if(self.bot_lastseengoal != self.goalcurrent && !(self.aistatus & AI_STATUS_RUNNING))
259 self.bot_canruntogoal = 0;
260 self.bot_timelastseengoal = 0;
263 bunnyhopdistance = vlen(self.origin - self.goalcurrent.origin);
265 // Run only to visible goals
266 if(self.flags & FL_ONGROUND)
267 if(self.speed==maxspeed)
268 if(checkpvs(self.origin + self.view_ofs, self.goalcurrent))
270 self.bot_lastseengoal = self.goalcurrent;
273 if(self.bot_timelastseengoal)
275 // for a period of time
276 if(time - self.bot_timelastseengoal > cvar("bot_ai_bunnyhop_firstjumpdelay"))
278 local float checkdistance;
279 checkdistance = TRUE;
281 // don't run if it is too close
282 if(self.bot_canruntogoal==0)
284 if(bunnyhopdistance > cvar("bot_ai_bunnyhop_startdistance"))
285 self.bot_canruntogoal = 1;
287 self.bot_canruntogoal = -1;
290 if(self.bot_canruntogoal != 1)
293 if(self.aistatus & AI_STATUS_ROAMING)
294 if(self.goalcurrent.classname=="waypoint")
295 if not(self.goalcurrent.wpflags & WAYPOINTFLAG_PERSONAL)
296 if(fabs(self.goalcurrent.origin_z - self.origin_z) < self.maxs_z - self.mins_z)
297 if(self.goalstack01!=world)
299 deviation = vectoangles(self.goalstack01.origin - self.origin) - vectoangles(self.goalcurrent.origin - self.origin);
300 while (deviation_y < -180) deviation_y = deviation_y + 360;
301 while (deviation_y > 180) deviation_y = deviation_y - 360;
303 if(fabs(deviation_y) < 20)
304 if(bunnyhopdistance < vlen(self.origin - self.goalstack01.origin))
305 if(fabs(self.goalstack01.origin_z - self.goalcurrent.origin_z) < self.maxs_z - self.mins_z)
307 if(vlen(self.goalcurrent.origin - self.goalstack01.origin) > cvar("bot_ai_bunnyhop_startdistance"))
308 if(checkpvs(self.origin + self.view_ofs, self.goalstack01))
310 checkdistance = FALSE;
317 self.aistatus &~= AI_STATUS_RUNNING;
318 if(bunnyhopdistance > cvar("bot_ai_bunnyhop_stopdistance"))
319 self.BUTTON_JUMP = TRUE;
323 self.aistatus |= AI_STATUS_RUNNING;
324 self.BUTTON_JUMP = TRUE;
330 self.bot_timelastseengoal = time;
335 self.bot_timelastseengoal = 0;
338 // Release jump button
339 if(self.flags & FL_ONGROUND == 0)
341 if(self.velocity_z < 0 || vlen(self.velocity)<maxspeed)
342 self.BUTTON_JUMP = FALSE;
345 if(self.aistatus & AI_STATUS_RUNNING)
346 if(vlen(self.velocity)>maxspeed)
348 deviation = vectoangles(dir) - vectoangles(self.velocity);
349 while (deviation_y < -180) deviation_y = deviation_y + 360;
350 while (deviation_y > 180) deviation_y = deviation_y - 360;
352 if(fabs(deviation_y)>10)
356 self.movement_y = maxspeed * -1;
357 else if(deviation_y<10)
358 self.movement_y = maxspeed;
364 void havocbot_movetogoal()
366 local vector destorg;
369 local vector flatdir;
372 local vector evadeobstacle;
373 local vector evadelava;
375 local float maxspeed;
378 //if (self.goalentity)
379 // te_lightning2(self, self.origin, (self.goalentity.absmin + self.goalentity.absmax) * 0.5);
380 self.movement = '0 0 0';
381 maxspeed = cvar("sv_maxspeed");
383 // Jetpack navigation
385 if(self.navigation_jetpack_goal)
386 if(self.goalcurrent==self.navigation_jetpack_goal)
389 #ifdef DEBUG_BOT_GOALSTACK
391 te_wizspike(self.navigation_jetpack_point);
395 if not(self.aistatus & AI_STATUS_JETPACK_FLYING)
397 // Brake almost completely so it can get a good direction
398 if(vlen(self.velocity)>10)
400 self.aistatus |= AI_STATUS_JETPACK_FLYING;
403 makevectors(self.v_angle_y * '0 1 0');
404 dir = normalize(self.navigation_jetpack_point - self.origin);
407 if(self.aistatus & AI_STATUS_JETPACK_LANDING)
409 // Calculate brake distance in xy
413 dxy = self.origin - self.goalcurrent.origin; dxy_z = 0;
415 v = vlen(self.velocity - self.velocity_z * '0 0 1');
416 db = (pow(v,2) / (cvar("g_jetpack_acceleration_side") * 2)) + 100;
417 // dprint("distance ", ftos(ceil(d)), " velocity ", ftos(ceil(v)), " brake at ", ftos(ceil(db)), "\n");
418 if(d < db || d < 500)
421 if(fabs(self.velocity_x)>maxspeed*0.3)
423 self.movement_x = dir * v_forward * -maxspeed;
426 // Switch to normal mode
427 self.navigation_jetpack_goal = world;
428 self.aistatus &~= AI_STATUS_JETPACK_LANDING;
429 self.aistatus &~= AI_STATUS_JETPACK_FLYING;
433 else if(checkpvs(self.origin,self.goalcurrent))
435 // If I can see the goal switch to landing code
436 self.aistatus &~= AI_STATUS_JETPACK_FLYING;
437 self.aistatus |= AI_STATUS_JETPACK_LANDING;
442 self.BUTTON_HOOK = TRUE;
443 if(self.navigation_jetpack_point_z - PL_MAX_z + PL_MIN_z < self.origin_z)
445 self.movement_x = dir * v_forward * maxspeed;
446 self.movement_y = dir * v_right * maxspeed;
451 // Handling of jump pads
452 if(self.jumppadcount)
454 if(self.flags & FL_ONGROUND)
456 self.jumppadcount = FALSE;
457 if(self.aistatus & AI_STATUS_OUT_JUMPPAD)
458 self.aistatus &~= AI_STATUS_OUT_JUMPPAD;
461 // If got stuck on the jump pad try to reach the farther visible item
462 if(self.aistatus & AI_STATUS_OUT_JUMPPAD)
464 if(fabs(self.velocity_z)<50)
466 local entity head, newgoal;
467 local float distance, bestdistance;
469 for (head = findchainfloat(bot_pickup, TRUE); head; head = head.chain)
471 if(head.classname=="worldspawn")
474 distance = vlen(head.origin - self.origin);
478 traceline(self.origin + self.view_ofs , head.origin, TRUE, world);
483 if(distance>bestdistance)
486 bestdistance = distance;
492 self.ignoregoal = self.goalcurrent;
493 self.ignoregoaltime = time + cvar("bot_ai_ignoregoal_timeout");
494 navigation_clearroute();
495 navigation_routetogoal(newgoal, self.origin);
496 self.aistatus &~= AI_STATUS_OUT_JUMPPAD;
504 if(self.velocity_z>0)
506 local float threshold;
507 threshold = maxspeed * 0.2;
508 if(fabs(self.velocity_x) < threshold && fabs(self.velocity_y) < threshold)
509 self.aistatus |= AI_STATUS_OUT_JUMPPAD;
515 // If there is a trigger_hurt right below try to use the jetpack or make a rocketjump
517 if not(self.flags & FL_ONGROUND)
519 tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 -65536', MOVE_NOMONSTERS, self);
520 if(tracebox_hits_trigger_hurt(self.origin, self.mins, self.maxs, trace_endpos ))
521 if(self.items & IT_JETPACK)
523 tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 65536', MOVE_NOMONSTERS, self);
524 if(tracebox_hits_trigger_hurt(self.origin, self.mins, self.maxs, trace_endpos + '0 0 1' ))
526 if(self.velocity_z<0)
528 self.BUTTON_HOOK = TRUE;
532 self.BUTTON_HOOK = TRUE;
534 // If there is no goal try to move forward
536 if(self.goalcurrent==world)
539 dir = normalize(self.goalcurrent.origin - self.origin);
541 local vector xyvelocity = self.velocity; xyvelocity_z = 0;
542 local float xyspeed = xyvelocity * dir;
544 if(xyspeed < (maxspeed / 2))
546 makevectors(self.v_angle_y * '0 1 0');
547 tracebox(self.origin, self.mins, self.maxs, self.origin + (dir * maxspeed * 3), MOVE_NOMONSTERS, self);
548 if(trace_fraction==1)
550 self.movement_x = dir * v_forward * maxspeed;
551 self.movement_y = dir * v_right * maxspeed;
553 havocbot_keyboard_movement(self.origin + dir * 100);
557 self.havocbot_blockhead = TRUE;
561 else if(self.health>cvar("g_balance_rocketlauncher_damage")*0.5)
563 if(self.velocity_z < 0)
564 if(client_hasweapon(self, WEP_ROCKET_LAUNCHER, TRUE, FALSE))
566 self.movement_x = maxspeed;
568 if(self.rocketjumptime)
570 if(time > self.rocketjumptime)
572 self.BUTTON_ATCK2 = TRUE;
573 self.rocketjumptime = 0;
578 self.switchweapon = WEP_ROCKET_LAUNCHER;
580 self.BUTTON_ATCK = TRUE;
581 self.rocketjumptime = time + cvar("g_balance_rocketlauncher_detonatedelay");
587 // If there is no goal try to move forward
588 if(self.goalcurrent==world)
589 self.movement_x = maxspeed;
593 // If we are under water with no goals, swim up
595 if(self.goalcurrent==world)
598 if(self.waterlevel>WATERLEVEL_SWIMMING)
600 else if(self.velocity_z >= 0 && !(self.waterlevel == WATERLEVEL_WETFEET && self.watertype == CONTENT_WATER))
601 self.BUTTON_JUMP = TRUE;
603 self.BUTTON_JUMP = FALSE;
604 makevectors(self.v_angle_y * '0 1 0');
605 self.movement_x = dir * v_forward * maxspeed;
606 self.movement_y = dir * v_right * maxspeed;
607 self.movement_z = dir * v_up * maxspeed;
610 // if there is nowhere to go, exit
611 if (self.goalcurrent == world)
614 if (self.goalcurrent)
615 navigation_poptouchedgoals();
617 // if ran out of goals try to use an alternative goal or get a new strategy asap
618 if(self.goalcurrent == world)
620 self.bot_strategytime = 0;
624 #ifdef DEBUG_BOT_GOALSTACK
628 m1 = self.goalcurrent.origin + self.goalcurrent.mins;
629 m2 = self.goalcurrent.origin + self.goalcurrent.maxs;
630 destorg = self.origin;
631 destorg_x = bound(m1_x, destorg_x, m2_x);
632 destorg_y = bound(m1_y, destorg_y, m2_y);
633 destorg_z = bound(m1_z, destorg_z, m2_z);
634 diff = destorg - self.origin;
636 dir = normalize(diff);
637 flatdir = diff;flatdir_z = 0;
638 flatdir = normalize(flatdir);
640 //if (self.bot_dodgevector_time < time)
642 // self.bot_dodgevector_time = time + cvar("bot_ai_dodgeupdateinterval");
643 // self.bot_dodgevector_jumpbutton = 1;
644 evadeobstacle = '0 0 0';
649 if(self.waterlevel>WATERLEVEL_SWIMMING)
652 self.aistatus |= AI_STATUS_OUT_WATER;
656 if(self.velocity_z >= 0 && !(self.watertype == CONTENT_WATER && self.goalcurrent.origin_z < self.origin_z) &&
657 ( !(self.waterlevel == WATERLEVEL_WETFEET && self.watertype == CONTENT_WATER) || self.aistatus & AI_STATUS_OUT_WATER))
658 self.BUTTON_JUMP = TRUE;
660 self.BUTTON_JUMP = FALSE;
662 dir = normalize(flatdir);
663 makevectors(self.v_angle_y * '0 1 0');
667 if(self.aistatus & AI_STATUS_OUT_WATER)
668 self.aistatus &~= AI_STATUS_OUT_WATER;
670 // jump if going toward an obstacle that doesn't look like stairs we
671 // can walk up directly
672 tracebox(self.origin, self.mins, self.maxs, self.origin + self.velocity * 0.2, FALSE, self);
673 if (trace_fraction < 1)
674 if (trace_plane_normal_z < 0.7)
677 tracebox(self.origin + '0 0 16', self.mins, self.maxs, self.origin + self.velocity * 0.2 + '0 0 16', FALSE, self);
678 if (trace_fraction < s + 0.01)
679 if (trace_plane_normal_z < 0.7)
682 tracebox(self.origin + '0 0 48', self.mins, self.maxs, self.origin + self.velocity * 0.2 + '0 0 48', FALSE, self);
683 if (trace_fraction > s)
684 self.BUTTON_JUMP = 1;
688 // avoiding dangers and obstacles
689 local vector dst_ahead, dst_down;
690 makevectors(self.v_angle_y * '0 1 0');
691 dst_ahead = self.origin + self.view_ofs + (self.velocity * 0.4) + (v_forward * 32 * 3);
692 dst_down = dst_ahead + '0 0 -1500';
695 traceline(self.origin + self.view_ofs , dst_ahead, TRUE, world);
697 // Check head-banging against walls
698 if(vlen(self.origin + self.view_ofs - trace_endpos) < 25 && !(self.aistatus & AI_STATUS_OUT_WATER))
700 self.BUTTON_JUMP = TRUE;
701 if(self.facingwalltime && time > self.facingwalltime)
703 self.ignoregoal = self.goalcurrent;
704 self.ignoregoaltime = time + cvar("bot_ai_ignoregoal_timeout");
705 self.bot_strategytime = 0;
710 self.facingwalltime = time + 0.05;
715 self.facingwalltime = 0;
717 if(self.ignoregoal != world && time > self.ignoregoaltime)
719 self.ignoregoal = world;
720 self.ignoregoaltime = 0;
724 // Check for water/slime/lava and dangerous edges
725 // (only when the bot is on the ground or jumping intentionally)
726 self.aistatus &~= AI_STATUS_DANGER_AHEAD;
728 if(trace_fraction == 1)
729 if(self.flags & FL_ONGROUND || self.aistatus & AI_STATUS_RUNNING || self.BUTTON_JUMP == TRUE)
732 traceline(dst_ahead , dst_down, TRUE, world);
733 // te_lightning2(world, self.origin, dst_ahead); // Draw "ahead" look
734 // te_lightning2(world, dst_ahead, dst_down); // Draw "downwards" look
735 if(trace_endpos_z < self.origin_z + self.mins_z)
737 s = pointcontents(trace_endpos + '0 0 1');
738 if (s != CONTENT_SOLID)
739 if (s == CONTENT_LAVA || s == CONTENT_SLIME)
740 evadelava = normalize(self.velocity) * -1;
741 else if (s == CONTENT_SKY)
742 evadeobstacle = normalize(self.velocity) * -1;
743 else if (!boxesoverlap(dst_ahead - self.view_ofs + self.mins, dst_ahead - self.view_ofs + self.maxs,
744 self.goalcurrent.absmin, self.goalcurrent.absmax))
746 // if ain't a safe goal with "holes" (like the jumpad on soylent)
747 // and there is a trigger_hurt below
748 if(tracebox_hits_trigger_hurt(dst_ahead, self.mins, self.maxs, trace_endpos))
750 // Remove dangerous dynamic goals from stack
751 if (self.goalcurrent.classname == "player" || self.goalcurrent.classname == "droppedweapon")
752 navigation_poproute();
755 evadeobstacle = normalize(self.velocity) * -1;
764 makevectors(self.v_angle_y * '0 1 0');
766 if(evadeobstacle!='0 0 0'||evadelava!='0 0 0')
767 self.aistatus |= AI_STATUS_DANGER_AHEAD;
770 dodge = havocbot_dodge();
771 dodge = dodge * bound(0,0.5+(skill+self.bot_dodgeskill)*0.1,1);
772 evadelava = evadelava * bound(1,3-(skill+self.bot_dodgeskill),3); //Noobs fear lava a lot and take more distance from it
773 traceline(self.origin, self.enemy.origin, TRUE, world);
774 if(trace_ent.classname == "player")
775 dir = dir * bound(0,(skill+self.bot_dodgeskill)/7,1);
777 dir = normalize(dir + dodge + evadeobstacle + evadelava);
778 // self.bot_dodgevector = dir;
779 // self.bot_dodgevector_jumpbutton = self.BUTTON_JUMP;
782 if(time < self.ladder_time)
784 if(self.goalcurrent.origin_z + self.goalcurrent.mins_z > self.origin_z + self.mins_z)
786 if(self.origin_z + self.mins_z < self.ladder_entity.origin_z + self.ladder_entity.maxs_z)
791 if(self.origin_z + self.mins_z > self.ladder_entity.origin_z + self.ladder_entity.mins_z)
796 //dir = self.bot_dodgevector;
797 //if (self.bot_dodgevector_jumpbutton)
798 // self.BUTTON_JUMP = 1;
799 self.movement_x = dir * v_forward * maxspeed;
800 self.movement_y = dir * v_right * maxspeed;
801 self.movement_z = dir * v_up * maxspeed;
803 // Emulate keyboard interface
805 havocbot_keyboard_movement(destorg);
808 // if(self.aistatus & AI_STATUS_ROAMING)
810 if(skill+self.bot_moveskill >= cvar("bot_ai_bunnyhop_skilloffset"))
811 havocbot_bunnyhop(dir);
813 if ((dir * v_up) >= cvar("sv_jumpvelocity")*0.5 && (self.flags & FL_ONGROUND)) self.BUTTON_JUMP=1;
814 if (((dodge * v_up) > 0) && random()*frametime >= 0.2*bound(0,(10-skill-self.bot_dodgeskill)*0.1,1)) self.BUTTON_JUMP=TRUE;
815 if (((dodge * v_up) < 0) && random()*frametime >= 0.5*bound(0,(10-skill-self.bot_dodgeskill)*0.1,1)) self.havocbot_ducktime=time+0.3/bound(0.1,skill+self.bot_dodgeskill,10);
818 void havocbot_chooseenemy()
820 local entity head, best, head2;
821 local float rating, bestrating, i, f;
823 if (cvar("bot_nofire") || IS_INDEPENDENT_PLAYER(self))
830 if (!bot_shouldattack(self.enemy))
832 // enemy died or something, find a new target
834 self.havocbot_chooseenemy_finished = time;
836 else if (self.havocbot_stickenemy)
838 // tracking last chosen enemy
839 // if enemy is visible
840 // and not really really far away
841 // and we're not severely injured
842 // then keep tracking for a half second into the future
843 traceline(self.origin+self.view_ofs, self.enemy.origin+self.enemy.view_ofs*0.5,FALSE,world);
844 if (trace_ent == self.enemy || trace_fraction == 1)
845 if (vlen(self.enemy.origin - self.origin) < 1000)
846 if (self.health > 30)
848 // remain tracking him for a shot while (case he went after a small corner or pilar
849 self.havocbot_chooseenemy_finished = time + cvar("bot_ai_enemydetectioninterval");
852 // enemy isn't visible, or is far away, or we're injured severely
853 // so stop preferring this enemy
854 // (it will still take a half second until a new one is chosen)
855 self.havocbot_stickenemy = 0;
858 if (time < self.havocbot_chooseenemy_finished)
860 self.havocbot_chooseenemy_finished = time + cvar("bot_ai_enemydetectioninterval");
861 eye = self.origin + self.view_ofs;
863 bestrating = 100000000;
864 head = head2 = findchainfloat(bot_attack, TRUE);
866 // Search for enemies, if no enemy can be seen directly try to look through transparent objects
871 v = (head.absmin + head.absmax) * 0.5;
872 rating = vlen(v - eye);
873 if (rating<cvar("bot_ai_enemydetectionradius"))
874 if (bestrating > rating)
875 if (bot_shouldattack(head))
877 traceline(eye, v, TRUE, self);
878 if (trace_ent == head || trace_fraction >= 1)
887 // I want to do a second scan if no enemy was found or I don't have weapons
888 // TODO: Perform the scan when using the rifle (requires changes on the rifle code)
889 if(best || self.weapons) // || self.weapon == WEP_CAMPINGRIFLE
894 // Set flags to see through transparent objects
895 f = self.dphitcontentsmask;
896 self.dphitcontentsmask = DPCONTENTS_OPAQUE;
902 // Restore hit flags if needed
904 self.dphitcontentsmask = f;
907 self.havocbot_stickenemy = TRUE;
910 void havocbot_chooseweapon()
915 if(g_weaponarena == WEPBIT_TUBA)
917 self.switchweapon = WEP_TUBA;
921 // TODO: clean this up by moving it to weapon code
922 if(self.enemy==world)
924 // If no weapon was chosen get the first available weapon
926 for(i=WEP_LASER + 1; i < WEP_COUNT ; ++i)
928 if(client_hasweapon(self, i, TRUE, FALSE))
930 self.switchweapon = i;
937 // Do not change weapon during the next second after a combo
938 i = time - self.lastcombotime;
942 // Workaround for rifle reloading (..)
943 if(self.weapon == WEP_CAMPINGRIFLE)
944 if(i < cvar("g_balance_campingrifle_reloadtime") + 1)
948 local float rocket ; rocket =-1000;
949 local float nex ; nex =-1000;
950 local float hagar ; hagar =-1000;
951 local float grenade ; grenade =-1000;
952 local float electro ; electro =-1000;
953 local float crylink ; crylink =-1000;
954 local float uzi ; uzi =-1000;
955 local float shotgun ; shotgun =-1000;
956 local float campingrifle ; campingrifle =-1000;
957 local float laser ; laser =-1000;
958 local float minstanex ; minstanex =-1000;
959 local float bestscore; bestscore = 0;
960 local float bestweapon; bestweapon=self.switchweapon;
961 local float distance; distance=bound(10,vlen(self.origin-self.enemy.origin)-200,10000);
962 local float maxdelaytime=0.5;
963 local float spreadpenalty=10;
965 // Should it do a weapon combo?
966 local float af, ct, combo_time, combo;
968 af = ATTACK_FINISHED(self);
969 ct = cvar("bot_ai_weapon_combo_threshold");
971 // Bots with no skill will be 4 times more slower than "godlike" bots when doing weapon combos
972 // Ideally this 4 should be calculated as longest_weapon_refire / bot_ai_weapon_combo_threshold
973 combo_time = time + ct + (ct * ((-0.3*(skill+self.bot_weaponskill))+3));
977 if(cvar("bot_ai_weapon_combo"))
978 if(self.weapon == self.lastfiredweapon)
982 self.lastcombotime = time;
985 distance *= pow(2, self.bot_rangepreference);
987 // Custom weapon list based on distance to the enemy
988 if(bot_custom_weapon){
990 // Choose weapons for far distance
991 if ( distance > bot_distance_far ) {
992 for(i=0; i < WEP_COUNT && bot_weapons_far[i] != -1 ; ++i){
993 w = bot_weapons_far[i];
994 if ( client_hasweapon(self, w, TRUE, FALSE) ){
995 if ( self.weapon == w && combo)
997 self.switchweapon = w;
1003 // Choose weapons for mid distance
1004 if ( distance > bot_distance_close) {
1005 for(i=0; i < WEP_COUNT && bot_weapons_mid[i] != -1 ; ++i){
1006 w = bot_weapons_mid[i];
1007 if ( client_hasweapon(self, w, TRUE, FALSE) ){
1008 if ( self.weapon == w && combo)
1010 self.switchweapon = w;
1016 // Choose weapons for close distance
1017 for(i=0; i < WEP_COUNT && bot_weapons_close[i] != -1 ; ++i){
1018 w = bot_weapons_close[i];
1019 if ( client_hasweapon(self, w, TRUE, FALSE) ){
1020 if ( self.weapon == w && combo)
1022 self.switchweapon = w;
1029 // TODO: This disabled code is not working well and got replaced by custom weapon priorities.
1030 // However, this logic should be refactored and moved to weapons code so each new weapon can be
1031 // evaluated dynamically by bots without updating the "ai" or config files. --mand1nga
1032 float s, distancefromfloor, currentscore;
1036 // (Damage/Sec * Weapon spefic change to get that damage)
1037 // *(Time to get to target * weapon specfic hitchange bonus) / (in a time of maxdelaytime)
1038 // *(Spread change of hit) // if it applies
1039 // *(Penality for target beeing in air)
1042 traceline(self.enemy.origin,self.enemy.origin-'0 0 1000',TRUE,world);
1043 distancefromfloor = self.enemy.origin_z - trace_endpos_z;
1045 if (client_hasweapon(self, WEP_MINSTANEX, TRUE, FALSE))
1046 minstanex = (1000/cvar("g_balance_minstanex_refire")*1.0)
1049 if (client_hasweapon(self, WEP_ROCKET_LAUNCHER, TRUE, FALSE) &&
1050 !( cvar("bot_ai_weapon_combo") && self.weapon == WEP_ROCKET_LAUNCHER &&
1054 rocket = (cvar("g_balance_rocketlauncher_damage")/cvar("g_balance_rocketlauncher_refire")*0.75)
1055 * bound(0,(cvar("g_balance_rocketlauncher_speed")/distance*maxdelaytime),1)*1.5;
1057 if (client_hasweapon(self, WEP_NEX, TRUE, FALSE) &&
1058 !( cvar("bot_ai_weapon_combo") && self.weapon == WEP_NEX &&
1062 nex = (cvar("g_balance_nex_damage")/cvar("g_balance_nex_refire")*1.0)
1065 if (client_hasweapon(self, WEP_HAGAR, TRUE, FALSE) ) // &&
1066 // !( cvar("bot_ai_weapon_combo") && self.weapon == WEP_HAGAR && time < self.bot_lastshot + cvar("g_balance_hagar_primary_refire") ))
1067 hagar = (cvar("g_balance_hagar_primary_damage")/cvar("g_balance_hagar_primary_refire")*1.0)
1068 * bound(0,(cvar("g_balance_hagar_primary_speed")/distance*maxdelaytime),1)*0.2;
1070 if (client_hasweapon(self, WEP_GRENADE_LAUNCHER, TRUE, FALSE) &&
1072 cvar("bot_ai_weapon_combo") && self.weapon == WEP_GRENADE_LAUNCHER &&
1076 grenade = (cvar("g_balance_grenadelauncher_primary_damage")/cvar("g_balance_grenadelauncher_primary_refire")*1.0)
1077 * bound(0,(cvar("g_balance_grenadelauncher_primary_speed")/distance*maxdelaytime),1)*1.1;
1079 if (client_hasweapon(self, WEP_ELECTRO, TRUE, FALSE) &&
1080 !( cvar("bot_ai_weapon_combo") && self.weapon == WEP_ELECTRO &&
1084 electro = (cvar("g_balance_electro_primary_damage")/cvar("g_balance_electro_primary_refire")*0.75)
1085 * bound(0,(cvar("g_balance_electro_primary_speed")/distance*maxdelaytime),1)*1.0;
1087 if (client_hasweapon(self, WEP_CRYLINK, TRUE, FALSE) ) // &&
1088 // !( self.weapon == WEP_CRYLINK && time < self.bot_lastshot + cvar("g_balance_crylink_primary_refire") ))
1089 crylink = (cvar("g_balance_crylink_primary_damage")/cvar("g_balance_crylink_primary_refire")*1.0)
1090 * bound(0,(cvar("g_balance_crylink_primary_speed")/distance*maxdelaytime),1)*(64/(32+cvar("g_balance_crylink_primary_spread")*distance))*1.0;
1092 if (client_hasweapon(self, WEP_UZI, TRUE, FALSE) ) // &&
1093 // !( self.weapon == WEP_UZI && time < self.bot_lastshot + cvar("g_balance_uzi_sustained_refire") ))
1094 uzi = (cvar("g_balance_uzi_sustained_damage")/cvar("g_balance_uzi_sustained_refire")*1.0)
1095 * bound(0,32/(32+cvar("g_balance_uzi_sustained_spread")*distance),1);
1097 if (client_hasweapon(self, WEP_SHOTGUN, TRUE, FALSE) &&
1098 !( cvar("bot_ai_weapon_combo") && self.weapon == WEP_SHOTGUN &&
1102 shotgun = (cvar("g_balance_shotgun_primary_damage")*cvar("g_balance_shotgun_primary_bullets")/cvar("g_balance_shotgun_primary_refire")*1.0)
1103 * bound(0,32/(32+cvar("g_balance_shotgun_primary_spread")*distance),1);
1105 if (client_hasweapon(self, WEP_LASER, FALSE, FALSE) &&
1106 !( cvar("bot_ai_weapon_combo") && self.weapon == WEP_LASER &&
1110 laser = (cvar("g_balance_laser_primary_damage")/cvar("g_balance_laser_primary_refire")*1.0)
1111 * bound(0,cvar("g_balance_laser_primary_speed")/distance*maxdelaytime,1);
1113 if((self.enemy.flags & FL_ONGROUND)==FALSE){
1114 rocket = rocket * (1.5-bound(0, distancefromfloor/cvar("g_balance_rocketlauncher_radius" ),0.9)); //slight bigger change
1115 grenade = grenade * (1.5-bound(0,distancefromfloor/cvar("g_balance_grenadelauncher_primary_radius"),0.95));
1116 electro = electro * (1.5-bound(0,distancefromfloor/cvar("g_balance_electro_primary_radius" ),0.95));
1117 laser = laser * (1.5-bound(0,distancefromfloor/cvar("g_balance_laser_primary_radius" ),0.95));
1120 dprint("Floor distance: ",ftos(distancefromfloor),"\n");
1121 dprint("Rocket: " , ftos(rocket ), "\n");
1122 dprint("Nex: " , ftos(nex ), "\n");
1123 dprint("Hagar: " , ftos(hagar ), "\n");
1124 dprint("Grenade: ", ftos(grenade ), "\n");
1125 dprint("Electro: ", ftos(electro ), "\n");
1126 dprint("Crylink: ", ftos(crylink ), "\n");
1127 dprint("Uzi: " , ftos(uzi ), "\n");
1128 dprint("Shotgun :", ftos(shotgun ), "\n");
1129 dprint("Laser :", ftos(laser ), "\n\n");
1132 w = WEP_MINSTANEX ;s = minstanex;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
1133 w = WEP_ROCKET_LAUNCHER ;s = rocket ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
1134 w = WEP_NEX ;s = nex ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
1135 w = WEP_HAGAR ;s = hagar ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
1136 w = WEP_GRENADE_LAUNCHER ;s = grenade ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
1137 w = WEP_ELECTRO ;s = electro ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
1138 w = WEP_CRYLINK ;s = crylink ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
1139 w = WEP_UZI ;s = uzi ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
1140 w = WEP_SHOTGUN ;s = shotgun ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
1141 w = WEP_LASER ;s = laser ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
1143 // switch if the best weapon would provide a significant damage increase
1144 if (bestscore > currentscore*1.5){
1145 self.switchweapon = bestweapon;
1147 // buys time for detonating the rocket. not tested yet
1148 if ( cvar("bot_ai_weapon_combo") && bestweapon == WEP_ROCKET_LAUNCHER )
1149 self.bot_chooseweapontime += (distance / cvar("g_balance_rocketlauncher_speed"));
1156 local vector selfvel, enemyvel;
1157 // if(self.flags & FL_INWATER)
1159 if (time < self.nextaim)
1161 self.nextaim = time + 0.1;
1162 selfvel = self.velocity;
1163 if (!self.waterlevel)
1167 enemyvel = self.enemy.velocity;
1168 if (!self.enemy.waterlevel)
1170 lag_additem(time + self.ping, 0, 0, self.enemy, self.origin, selfvel, self.enemy.origin, enemyvel);
1173 lag_additem(time + self.ping, 0, 0, world, self.origin, selfvel, self.goalcurrent.origin, '0 0 0');
1176 float havocbot_moveto_refresh_route()
1178 // Refresh path to goal if necessary
1180 wp = self.havocbot_personal_waypoint;
1181 navigation_goalrating_start();
1182 navigation_routerating(wp, 10000, 10000);
1183 navigation_goalrating_end();
1184 return self.navigation_hasgoals;
1187 float havocbot_moveto(vector pos)
1191 if(self.aistatus & AI_STATUS_WAYPOINT_PERSONAL_GOING)
1193 // Step 4: Move to waypoint
1194 if(self.havocbot_personal_waypoint==world)
1196 dprint("Error: ", self.netname, " trying to walk to a non existent personal waypoint\n");
1197 self.aistatus &~= AI_STATUS_WAYPOINT_PERSONAL_GOING;
1198 return CMD_STATUS_ERROR;
1201 if (!bot_strategytoken_taken)
1202 if(self.havocbot_personal_waypoint_searchtime<time)
1204 bot_strategytoken_taken = TRUE;
1205 if(havocbot_moveto_refresh_route())
1207 dprint(self.netname, " walking to its personal waypoint (after ", ftos(self.havocbot_personal_waypoint_failcounter), " failed attempts)\n");
1208 self.havocbot_personal_waypoint_searchtime = time + 10;
1209 self.havocbot_personal_waypoint_failcounter = 0;
1213 self.havocbot_personal_waypoint_failcounter += 1;
1214 self.havocbot_personal_waypoint_searchtime = time + 2;
1215 if(self.havocbot_personal_waypoint_failcounter >= 30)
1217 dprint("Warning: can't walk to the personal waypoint located at ", vtos(self.havocbot_personal_waypoint.origin),"\n");
1218 self.aistatus &~= AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1219 remove(self.havocbot_personal_waypoint);
1220 return CMD_STATUS_ERROR;
1223 dprint(self.netname, " can't walk to its personal waypoint (after ", ftos(self.havocbot_personal_waypoint_failcounter), " failed attempts), trying later\n");
1227 #ifdef DEBUG_BOT_GOALSTACK
1232 local vector dir = self.goalcurrent.origin - (self.origin + self.view_ofs);
1234 bot_aimdir(dir, -1);
1237 havocbot_movetogoal();
1239 if(self.aistatus & AI_STATUS_WAYPOINT_PERSONAL_REACHED)
1241 // Step 5: Waypoint reached
1242 dprint(self.netname, "'s personal waypoint reached\n");
1243 remove(self.havocbot_personal_waypoint);
1244 self.aistatus &~= AI_STATUS_WAYPOINT_PERSONAL_REACHED;
1245 return CMD_STATUS_FINISHED;
1248 return CMD_STATUS_EXECUTING;
1251 // Step 2: Linking waypoint
1252 if(self.aistatus & AI_STATUS_WAYPOINT_PERSONAL_LINKING)
1254 // Wait until it is linked
1255 if(!self.havocbot_personal_waypoint.wplinked)
1257 dprint(self.netname, " waiting for personal waypoint to be linked\n");
1258 return CMD_STATUS_EXECUTING;
1261 self.havocbot_personal_waypoint_searchtime = time; // so we set the route next frame
1262 self.aistatus &~= AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1263 self.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_GOING;
1265 // Step 3: Route to waypoint
1266 dprint(self.netname, " walking to its personal waypoint\n");
1268 return CMD_STATUS_EXECUTING;
1271 // Step 1: Spawning waypoint
1272 wp = waypoint_spawnpersonal(pos);
1275 dprint("Error: Can't spawn personal waypoint at ",vtos(pos),"\n");
1276 return CMD_STATUS_ERROR;
1279 self.havocbot_personal_waypoint = wp;
1280 self.havocbot_personal_waypoint_failcounter = 0;
1281 self.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1283 return CMD_STATUS_EXECUTING;
1286 float havocbot_resetgoal()
1288 navigation_clearroute();
1289 return CMD_STATUS_FINISHED;
1292 void havocbot_setupbot()
1294 self.bot_ai = havocbot_ai;
1295 self.cmd_moveto = havocbot_moveto;
1296 self.cmd_resetgoal = havocbot_resetgoal;
1298 havocbot_chooserole();
1301 vector havocbot_dodge()
1303 // LordHavoc: disabled because this is too expensive
1307 local vector dodge, v, n;
1308 local float danger, bestdanger, vl, d;
1311 // check for dangerous objects near bot or approaching bot
1312 head = findchainfloat(bot_dodge, TRUE);
1315 if (head.owner != self)
1317 vl = vlen(head.velocity);
1318 if (vl > sv_maxspeed * 0.3)
1320 n = normalize(head.velocity);
1321 v = self.origin - head.origin;
1323 if (d > (0 - head.bot_dodgerating))
1324 if (d < (vl * 0.2 + head.bot_dodgerating))
1326 // calculate direction and distance from the flight path, by removing the forward axis
1327 v = v - (n * (v * n));
1328 danger = head.bot_dodgerating - vlen(v);
1329 if (bestdanger < danger)
1331 bestdanger = danger;
1332 // dodge to the side of the object
1333 dodge = normalize(v);
1339 danger = head.bot_dodgerating - vlen(head.origin - self.origin);
1340 if (bestdanger < danger)
1342 bestdanger = danger;
1343 dodge = normalize(self.origin - head.origin);