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1 .void() havocbot_role;
2 void() havocbot_chooserole;
3 .float havocbot_keyboardskill;
4 .float facingwalltime, ignoregoaltime;
5 .entity ignoregoal;
6
7 #ifdef DEBUG_BOT_GOALSTACK
8 void debuggoalstack();
9 #endif
10
11 vector havocbot_dodge()
12 {
13         // LordHavoc: disabled because this is too expensive
14         return '0 0 0';
15         /*
16         local entity head;
17         local vector dodge, v, n;
18         local float danger, bestdanger, vl, d;
19         dodge = '0 0 0';
20         bestdanger = -20;
21         // check for dangerous objects near bot or approaching bot
22         head = findchainfloat(bot_dodge, TRUE);
23         while(head)
24         {
25                 if (head.owner != self)
26                 {
27                         vl = vlen(head.velocity);
28                         if (vl > sv_maxspeed * 0.3)
29                         {
30                                 n = normalize(head.velocity);
31                                 v = self.origin - head.origin;
32                                 d = v * n;
33                                 if (d > (0 - head.bot_dodgerating))
34                                 if (d < (vl * 0.2 + head.bot_dodgerating))
35                                 {
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)
40                                         {
41                                                 bestdanger = danger;
42                                                 // dodge to the side of the object
43                                                 dodge = normalize(v);
44                                         }
45                                 }
46                         }
47                         else
48                         {
49                                 danger = head.bot_dodgerating - vlen(head.origin - self.origin);
50                                 if (bestdanger < danger)
51                                 {
52                                         bestdanger = danger;
53                                         dodge = normalize(self.origin - head.origin);
54                                 }
55                         }
56                 }
57                 head = head.chain;
58         }
59         return dodge;
60         */
61 };
62
63 .float havocbot_keyboardtime;
64 .float havocbot_ducktime;
65 .vector havocbot_keyboard;
66 void havocbot_keyboard_movement(vector destorg)
67 {
68         local vector keyboard;
69         local float blend, maxspeed;
70
71         maxspeed = cvar("sv_maxspeed");
72
73         if (time < self.havocbot_keyboardtime)
74                 return;
75
76         self.havocbot_keyboardtime =
77                 max(
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)
81                 , time);
82         keyboard = self.movement * (1.0 / maxspeed);
83
84         local float trigger, trigger1;
85         blend = bound(0,skill*0.1,1);
86         trigger = cvar("bot_ai_keyboard_treshold");
87         trigger1 = 0 - trigger;
88
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)
95         {
96                 keyboard_x = 1;
97                 if (skill < 2.5)
98                         keyboard_y = 0;
99         }
100         else if (keyboard_x < trigger1 && skill > 1.5)
101         {
102                 keyboard_x = -1;
103                 if (skill < 4.5)
104                         keyboard_y = 0;
105         }
106         else
107         {
108                 keyboard_x = 0;
109                 if (skill < 1.5)
110                         keyboard_y = 0;
111         }
112         if (skill < 4.5)
113                 keyboard_z = 0;
114
115         if (keyboard_y > trigger)
116                 keyboard_y = 1;
117         else if (keyboard_y < trigger1)
118                 keyboard_y = -1;
119         else
120                 keyboard_y = 0;
121
122         if (keyboard_z > trigger)
123                 keyboard_z = 1;
124         else if (keyboard_z < trigger1)
125                 keyboard_z = -1;
126         else
127                 keyboard_z = 0;
128
129         self.havocbot_keyboard = keyboard * maxspeed;
130         if (self.havocbot_ducktime>time) self.BUTTON_CROUCH=TRUE;
131
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;
136 };
137
138 .entity bot_lastseengoal;
139 .float bot_timelastseengoal;
140 .float bot_canruntogoal;
141 void havocbot_bunnyhop(vector dir)
142 {
143         local float distance;
144         local vector deviation;
145
146         if(self.goalcurrent.classname == "player")
147                 return;
148
149         if(self.aistatus & AI_STATUS_DANGER_AHEAD)
150         {
151                 self.aistatus &~= AI_STATUS_RUNNING;
152                 self.BUTTON_JUMP = FALSE;
153                 return;
154         }
155
156         if(self.waterlevel > 1)
157         {
158                 self.aistatus &~= AI_STATUS_RUNNING;
159                 return;
160         }
161
162         if(self.bot_lastseengoal != self.goalcurrent && !(self.aistatus & AI_STATUS_RUNNING))
163         {
164                 self.bot_canruntogoal = 0;
165                 self.bot_timelastseengoal = 0;
166         }
167
168         distance = vlen(self.origin - self.goalcurrent.origin);
169
170         // Run only to visible goals
171         traceline(self.origin + self.view_ofs , self.goalcurrent.origin, TRUE, world);
172         if(self.flags & FL_ONGROUND)
173         if(trace_fraction == 1)
174         {
175                         self.bot_lastseengoal = self.goalcurrent;
176
177                         // seen it before
178                         if(self.bot_timelastseengoal)
179                         {
180                                 // for a period of time
181                                 if(time - self.bot_timelastseengoal > cvar("bot_ai_bunnyhop_firstjumpdelay"))
182                                 {
183                                         local float checkdistance;
184                                         checkdistance = TRUE;
185
186                                         // don't run if it is too close
187                                         if(self.bot_canruntogoal==0)
188                                         {
189                                                 if(distance > cvar("bot_ai_bunnyhop_startdistance"))
190                                                         self.bot_canruntogoal = 1;
191                                                 else
192                                                         self.bot_canruntogoal = -1;
193                                         }
194
195                                         if(self.bot_canruntogoal != 1)
196                                                 return;
197
198                                         if(self.aistatus & AI_STATUS_ROAMING)
199                                         if(self.goalcurrent.classname=="waypoint")
200                                         if(fabs(self.goalcurrent.origin_z - self.origin_z) < self.maxs_z - self.mins_z)
201                                         if(self.goalstack01!=world)
202                                         {
203                                                 deviation = self.goalstack01.origin - (self.origin + self.view_ofs);
204                                                 deviation = vectoangles(deviation) - self.v_angle;
205                                                 while (deviation_y < -180) deviation_y = deviation_y + 360;
206                                                 while (deviation_y > 180) deviation_y = deviation_y - 360;
207
208                                                 if(fabs(deviation_y) < 15)
209                                                 if(distance < vlen(self.origin - self.goalstack01.origin))
210                                                 if(fabs(self.goalstack01.origin_z - self.goalcurrent.origin_z) < self.maxs_z - self.mins_z)
211                                                 {
212                                                         traceline(self.origin + self.view_ofs , self.goalstack01.origin, TRUE, world);
213                                                         if(trace_fraction==1)
214                                                         {
215                                                                 checkdistance = FALSE;
216                                                         }
217                                                 }
218                                         }
219
220                                         if(checkdistance)
221                                         {
222                                                 self.aistatus &~= AI_STATUS_RUNNING;
223                                                 if(distance > cvar("bot_ai_bunnyhop_stopdistance"))
224                                                         self.BUTTON_JUMP = TRUE;
225                                         }
226                                         else
227                                         {
228                                                 self.aistatus |= AI_STATUS_RUNNING;
229                                                 self.BUTTON_JUMP = TRUE;
230                                         }
231                                 }
232                         }
233                         else
234                         {
235                                 self.bot_timelastseengoal = time;
236                         }
237         }
238         else
239         {
240                 self.bot_timelastseengoal = 0;
241         }
242
243         // Release jump button
244         if(self.flags & FL_ONGROUND == 0)
245         {
246                 if(self.velocity_z < 0)
247                         self.BUTTON_JUMP = FALSE;
248
249                 // Strafe
250                 local float maxspeed;
251                 maxspeed = cvar("sv_maxspeed");
252
253                 if(self.aistatus & AI_STATUS_RUNNING)
254                 if(vlen(self.velocity)>maxspeed)
255                 {
256                         deviation = vectoangles(dir) - self.v_angle;
257                         while (deviation_y < -180) deviation_y = deviation_y + 360;
258                         while (deviation_y > 180) deviation_y = deviation_y - 360;
259
260                         if ( deviation_y > 2 )
261                                 self.movement_y = maxspeed;
262                         if ( deviation_y < -2 )
263                                 self.movement_y = maxspeed * -1;
264                 }
265         }
266 };
267
268 //.float havocbotignoretime;
269 //.vector bot_dodgevector;
270 //.float bot_dodgevector_time;
271 //.float bot_dodgevector_jumpbutton;
272 .float ladder_time;
273 .entity ladder_entity;
274 void havocbot_movetogoal()
275 {
276         local vector destorg;
277         local vector diff;
278         local vector dir;
279         local vector flatdir;
280         local vector m1;
281         local vector m2;
282         local vector evadeobstacle;
283         local vector evadelava;
284         local float s;
285         local float maxspeed;
286         //local float dist;
287         local vector dodge;
288         //if (self.goalentity)
289         //      te_lightning2(self, self.origin, (self.goalentity.absmin + self.goalentity.absmax) * 0.5);
290         self.movement = '0 0 0';
291         maxspeed = cvar("sv_maxspeed");
292
293         if(self.jumppadcount)
294         {
295                 if(self.flags & FL_ONGROUND)
296                 {
297                         self.jumppadcount = FALSE;
298                         if(self.aistatus & AI_STATUS_OUT_JUMPPAD)
299                                 self.aistatus &~= AI_STATUS_OUT_JUMPPAD;
300                 }
301
302                 // If got stuck on the jump pad try to reach the farther visible item
303                 if(self.aistatus & AI_STATUS_OUT_JUMPPAD)
304                 {
305                         if(fabs(self.velocity_z)<50)
306                         {
307                                 local entity head, newgoal;
308                                 local float distance, bestdistance;
309
310                                 for (head = findchainfloat(bot_pickup, TRUE); head; head = head.chain)
311                                 {
312                                         if(head.classname=="worldspawn")
313                                                 continue;
314
315                                         distance = vlen(head.origin - self.origin);
316                                         if(distance>1000)
317                                                 continue;
318
319                                         traceline(self.origin + self.view_ofs , head.origin, TRUE, world);
320
321                                         if(trace_fraction<1)
322                                                 continue;
323
324                                         if(distance>bestdistance)
325                                         {
326                                                 newgoal = head;
327                                                 bestdistance = distance;
328                                         }
329                                 }
330
331                                 if(newgoal)
332                                 {
333                                         self.ignoregoal = self.goalcurrent;
334                                         self.ignoregoaltime = time + cvar("bot_ai_ignoregoal_timeout");
335                                         navigation_routetogoal(newgoal);
336                                         self.aistatus &~= AI_STATUS_OUT_JUMPPAD;
337                                 }
338                         }
339                         else
340                                 return;
341                 }
342                 else
343                 {
344                         if(self.velocity_z>0)
345                         {
346                                 local float threshold;
347                                 threshold = maxspeed * 0.2;
348                                 if(fabs(self.velocity_x) < threshold  &&  fabs(self.velocity_y) < threshold)
349                                         self.aistatus |= AI_STATUS_OUT_JUMPPAD;
350                                 return;
351                         }
352                 }
353         }
354
355         // If we are under water with no goals, swim up
356         if(self.waterlevel)
357         if(self.goalcurrent==world)
358         {
359                 dir = '0 0 0';
360                 if(self.waterlevel>2)
361                         dir_z = 1;
362                 else if(self.velocity_z >= 0 && !(self.waterlevel == 1 && self.watertype == CONTENT_WATER))
363                         self.BUTTON_JUMP = TRUE;
364                 else
365                         self.BUTTON_JUMP = FALSE;
366                 makevectors(self.v_angle_y * '0 1 0');
367                 self.movement_x = dir * v_forward * maxspeed;
368                 self.movement_y = dir * v_right * maxspeed;
369                 self.movement_z = dir * v_up * maxspeed;
370         }
371
372         // if there is nowhere to go, exit
373         if (self.goalcurrent == world)
374                 return;
375
376         if (self.goalcurrent)
377                 navigation_poptouchedgoals();
378
379         // if ran out of goals try to use an alternative goal or get a new strategy asap
380         if(self.goalcurrent == world)
381         if(self.flags & FL_ONGROUND || self.aistatus & AI_STATUS_RUNNING || self.BUTTON_JUMP == TRUE)
382         {
383                 if(self.alternativegoal==world)
384                 {
385                         // ran out of goals
386                         self.bot_strategytime = 0;
387                         return;
388                 }
389
390                 // use the alternative goal
391                 if (bot_strategytoken == self)
392                 if (!bot_strategytoken_taken)
393                 {
394                         navigation_findnearestwaypoint(self.alternativegoal, TRUE);
395                         navigation_routetogoal(self.alternativegoal);
396                         self.alternativegoal = world;
397                         bot_strategytoken_taken = TRUE;
398                 }
399
400                 return;
401         }
402
403 #ifdef DEBUG_BOT_GOALSTACK
404         debuggoalstack();
405 #endif
406
407         m1 = self.goalcurrent.origin + self.goalcurrent.mins;
408         m2 = self.goalcurrent.origin + self.goalcurrent.maxs;
409         destorg = self.origin;
410         destorg_x = bound(m1_x, destorg_x, m2_x);
411         destorg_y = bound(m1_y, destorg_y, m2_y);
412         destorg_z = bound(m1_z, destorg_z, m2_z);
413         diff = destorg - self.origin;
414         //dist = vlen(diff);
415         dir = normalize(diff);
416         flatdir = diff;flatdir_z = 0;
417         flatdir = normalize(flatdir);
418
419         //if (self.bot_dodgevector_time < time)
420         {
421         //      self.bot_dodgevector_time = time + cvar("bot_ai_dodgeupdateinterval");
422         //      self.bot_dodgevector_jumpbutton = 1;
423                 evadeobstacle = '0 0 0';
424                 evadelava = '0 0 0';
425
426                 if (self.waterlevel)
427                 {
428                         if(self.waterlevel>2)
429                         {
430                         //      flatdir_z = 1;
431                                 self.aistatus |= AI_STATUS_OUT_WATER;
432                         }
433                         else
434                         {
435                                 if(self.velocity_z >= 0 && !(self.watertype == CONTENT_WATER && self.goalcurrent.origin_z < self.origin_z) &&
436                                         ( !(self.waterlevel == 1 && self.watertype == CONTENT_WATER) || self.aistatus & AI_STATUS_OUT_WATER))
437                                         self.BUTTON_JUMP = TRUE;
438                                 else
439                                         self.BUTTON_JUMP = FALSE;
440                         }
441                         dir = normalize(flatdir);
442                         makevectors(self.v_angle_y * '0 1 0');
443                 }
444                 else
445                 {
446                         if(self.aistatus & AI_STATUS_OUT_WATER)
447                                 self.aistatus &~= AI_STATUS_OUT_WATER;
448
449                         // jump if going toward an obstacle that doesn't look like stairs we
450                         // can walk up directly
451                         tracebox(self.origin, self.mins, self.maxs, self.origin + self.velocity * 0.2, FALSE, self);
452                         if (trace_fraction < 1)
453                         if (trace_plane_normal_z < 0.7)
454                         {
455                                 s = trace_fraction;
456                                 tracebox(self.origin + '0 0 16', self.mins, self.maxs, self.origin + self.velocity * 0.2 + '0 0 16', FALSE, self);
457                                 if (trace_fraction < s + 0.01)
458                                 if (trace_plane_normal_z < 0.7)
459                                 {
460                                         s = trace_fraction;
461                                         tracebox(self.origin + '0 0 48', self.mins, self.maxs, self.origin + self.velocity * 0.2 + '0 0 48', FALSE, self);
462                                         if (trace_fraction > s)
463                                                 self.BUTTON_JUMP = 1;
464                                 }
465                         }
466
467                         // avoiding dangers and obstacles
468                         local vector dst_ahead, dst_down;
469                         dst_ahead = self.origin + self.view_ofs + (self.velocity * 0.32);
470                         dst_down = dst_ahead + '0 0 -1500';
471
472                         // Look ahead
473                         traceline(self.origin + self.view_ofs , dst_ahead, TRUE, world);
474
475                         // Check head-banging against walls
476                         if(vlen(self.origin + self.view_ofs - trace_endpos) < 2 && !(self.aistatus & AI_STATUS_OUT_WATER))
477                         {
478                                 if(self.facingwalltime && time > self.facingwalltime)
479                                 {
480                                         self.ignoregoal = self.goalcurrent;
481                                         self.ignoregoaltime = time + cvar("bot_ai_ignoregoal_timeout");
482                                         navigation_poproute();
483                                 }
484                                 else
485                                 {
486                                         self.facingwalltime = time + 0.05;
487                                 }
488                         }
489                         else
490                         {
491                                 self.facingwalltime = 0;
492
493                                 if(self.ignoregoal != world && time > self.ignoregoaltime)
494                                 {
495                                         self.ignoregoal = world;
496                                         self.ignoregoaltime = 0;
497                                 }
498                         }
499
500                         // Check for water/slime/lava and dangerous edges
501                         // (only when the bot is on the ground or jumping intentionally)
502                         self.aistatus &~= AI_STATUS_DANGER_AHEAD;
503
504                         if(trace_fraction == 1)
505                         if(self.flags & FL_ONGROUND || self.aistatus & AI_STATUS_RUNNING || self.BUTTON_JUMP == TRUE)
506                         {
507                                 // Look downwards
508                                 traceline(dst_ahead , dst_down, TRUE, world);
509                                 //      te_lightning2(world, self.origin, dst_ahead);   // Draw "ahead" look
510                                 //      te_lightning2(world, dst_ahead, dst_down);              // Draw "downwards" look
511                                 if(trace_endpos_z < self.origin_z + self.mins_z)
512                                 {
513                                         s = pointcontents(trace_endpos + '0 0 1');
514                                         if (s != CONTENT_SOLID)
515                                         if (s == CONTENT_LAVA || s == CONTENT_SLIME)
516                                                 evadelava = normalize(self.velocity) * -1;
517                                         else if (s == CONTENT_SKY)
518                                                 evadeobstacle = normalize(self.velocity) * -1;
519                                         else if (!boxesoverlap(dst_ahead - self.view_ofs + self.mins, dst_ahead - self.view_ofs + self.maxs,
520                                                                 self.goalcurrent.absmin, self.goalcurrent.absmax))
521                                         {
522                                                 // if ain't a safe goal with "holes" (like the jumpad on soylent)
523                                                 // and there is a trigger_hurt below
524                                                 if(tracebox_hits_trigger_hurt(dst_ahead, self.mins, self.maxs, trace_endpos))
525                                                 {
526                                                         // Remove dangerous dynamic goals from stack
527                                                         if (self.goalcurrent.classname == "player" || self.goalcurrent.classname == "droppedweapon")
528                                                                 navigation_poproute();
529                                                         // try to stop
530                                                         flatdir = '0 0 0';
531                                                         evadeobstacle = normalize(self.velocity) * -1;
532                                                 }
533                                         }
534                                 }
535                         }
536
537                         dir = flatdir;
538                         evadeobstacle_z = 0;
539                         evadelava_z = 0;
540                         makevectors(self.v_angle_y * '0 1 0');
541
542                         if(evadeobstacle!='0 0 0'||evadelava!='0 0 0')
543                                 self.aistatus |= AI_STATUS_DANGER_AHEAD;
544                 }
545
546                 dodge = havocbot_dodge();
547                 dodge = dodge * bound(0,3+skill*0.1,1);
548                 evadelava = evadelava * bound(1,3-skill,3); //Noobs fear lava a lot and take more distance from it
549                 traceline(self.origin, self.enemy.origin, TRUE, world);
550                 if(trace_ent.classname == "player")
551                         dir = dir * bound(0,skill/7,1);
552
553                 dir = normalize(dir + dodge + evadeobstacle + evadelava);
554         //      self.bot_dodgevector = dir;
555         //      self.bot_dodgevector_jumpbutton = self.BUTTON_JUMP;
556         }
557
558         if(time < self.ladder_time)
559         {
560                 if(self.goalcurrent.origin_z + self.goalcurrent.mins_z > self.origin_z + self.mins_z)
561                 {
562                         if(self.origin_z + self.mins_z  < self.ladder_entity.origin_z + self.ladder_entity.maxs_z)
563                                 dir = '0 0 1';
564                 }
565                 else
566                 {
567                         if(self.origin_z + self.mins_z  > self.ladder_entity.origin_z + self.ladder_entity.mins_z)
568                                 dir = '0 0 -1';
569                 }
570         }
571
572         //dir = self.bot_dodgevector;
573         //if (self.bot_dodgevector_jumpbutton)
574         //      self.BUTTON_JUMP = 1;
575         self.movement_x = dir * v_forward * maxspeed;
576         self.movement_y = dir * v_right * maxspeed;
577         self.movement_z = dir * v_up * maxspeed;
578
579         // Emulate keyboard interface
580         if (skill < 10)
581                 havocbot_keyboard_movement(destorg);
582
583         // Bunnyhop!
584 //      if(self.aistatus & AI_STATUS_ROAMING)
585         if(skill >= cvar("bot_ai_bunnyhop_skilloffset"))
586                 havocbot_bunnyhop(dir);
587
588         if ((dir * v_up) >= cvar("sv_jumpvelocity")*0.5 && (self.flags & FL_ONGROUND)) self.BUTTON_JUMP=1;
589         if (((dodge * v_up) > 0) && random()*frametime >= 0.2*bound(0,(10-skill)*0.1,1)) self.BUTTON_JUMP=TRUE;
590         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);
591 };
592
593 .float havocbot_chooseenemy_finished;
594 .float havocbot_stickenemy;
595 void havocbot_chooseenemy()
596 {
597         local entity head, best;
598         local float rating, bestrating;
599         local vector eye, v;
600         if (cvar("bot_nofire") || IS_INDEPENDENT_PLAYER(self))
601         {
602                 self.enemy = world;
603                 return;
604         }
605         if (self.enemy)
606         {
607                 if (!bot_shouldattack(self.enemy))
608                 {
609                         // enemy died or something, find a new target
610                         self.enemy = world;
611                         self.havocbot_chooseenemy_finished = time;
612                 }
613                 else if (self.havocbot_stickenemy)
614                 {
615                         // tracking last chosen enemy
616                         // if enemy is visible
617                         // and not really really far away
618                         // and we're not severely injured
619                         // then keep tracking for a half second into the future
620                         traceline(self.origin+self.view_ofs, self.enemy.origin+self.enemy.view_ofs*0.5,FALSE,world);
621                         if (trace_ent == self.enemy || trace_fraction == 1)
622                         if (vlen(self.enemy.origin - self.origin) < 1000)
623                         if (self.health > 30)
624                         {
625                                 // remain tracking him for a shot while (case he went after a small corner or pilar
626                                 self.havocbot_chooseenemy_finished = time + cvar("bot_ai_enemydetectioninterval");
627                                 return;
628                         }
629                         // enemy isn't visible, or is far away, or we're injured severely
630                         // so stop preferring this enemy
631                         // (it will still take a half second until a new one is chosen)
632                         self.havocbot_stickenemy = 0;
633                 }
634         }
635         if (time < self.havocbot_chooseenemy_finished)
636                 return;
637         self.havocbot_chooseenemy_finished = time + cvar("bot_ai_enemydetectioninterval");
638         eye = (self.origin + self.view_ofs);
639         best = world;
640         bestrating = 100000000;
641         head = findchainfloat(bot_attack, TRUE);
642         while (head)
643         {
644                 v = (head.absmin + head.absmax) * 0.5;
645                 rating = vlen(v - eye);
646                 if (bestrating > rating)
647                 if (bot_shouldattack(head))
648                 {
649                         traceline(eye, v, TRUE, self);
650                         if (trace_ent == head || trace_fraction >= 1)
651                         {
652                                 best = head;
653                                 bestrating = rating;
654                         }
655                 }
656                 head = head.chain;
657         }
658         self.enemy = best;
659         self.havocbot_stickenemy = TRUE;
660 };
661
662 .float bot_chooseweapontime;
663 float(entity e) w_getbestweapon;
664 void havocbot_chooseweapon()
665 {
666         // TODO: clean this up by moving it to weapon code
667         if(self.enemy.classname!="player")
668         {
669         //      self.switchweapon = w_getbestweapon(self);
670                 if(client_hasweapon(self, WEP_LASER, TRUE, FALSE))
671                         self.switchweapon = WEP_LASER;
672                 return;
673         }
674
675         local float w, s;
676         local float rocket  ; rocket   =-1000;
677         local float nex     ; nex      =-1000;
678         local float hagar   ; hagar    =-1000;
679         local float grenade ; grenade  =-1000;
680         local float electro ; electro  =-1000;
681         local float crylink ; crylink  =-1000;
682         local float uzi     ; uzi      =-1000;
683         local float shotgun ; shotgun  =-1000;
684         local float campingrifle ; campingrifle  =-1000;
685         local float laser   ; laser    =-1000;
686         local float minstanex ; minstanex =-1000;
687         local float currentscore;
688         local float bestscore; bestscore = 0;
689         local float bestweapon; bestweapon=self.switchweapon;
690         local float distance; distance=bound(10,vlen(self.origin-self.enemy.origin)-200,10000);
691         local float maxdelaytime=0.5;
692         local float spreadpenalty=10;
693         local float distancefromfloor;
694
695         local float af, ct, combo_time;
696
697         traceline(self.enemy.origin,self.enemy.origin-'0 0 1000',TRUE,world);
698         distancefromfloor = self.enemy.origin_z - trace_endpos_z;
699
700         af = ATTACK_FINISHED(self);
701         ct = cvar("bot_ai_weapon_combo_threshold");
702
703         // Bots with no skill will be 4 times more slower than "godlike" bots when doing weapon combos
704         // Ideally this 4 should be calculated as longest_weapon_refire / bot_ai_weapon_combo_threshold
705         combo_time = time + ct + (ct * ((-0.3*skill)+3));
706
707         // Custom weapon list based on distance to the enemy
708         local float i; i = 0;
709         if(bot_custom_weapon){
710
711                 // Choose weapons for far distance
712                 if ( distance > bot_distance_far ) {
713                         for(i=0; i < WEP_COUNT && bot_weapons_far[i] != -1 ; ++i){
714                                 w = bot_weapons_far[i];
715                                 if ( client_hasweapon(self, w, TRUE, FALSE) ){
716                                         if ( self.weapon == w){
717                                                 if( cvar("bot_ai_weapon_combo") && af > combo_time)
718                                                         continue;
719                                         } else {
720                                                 self.switchweapon = w;
721                                         }
722                                         return;
723                                 }
724                         }
725                 }
726
727                 // Choose weapons for mid distance
728                 if ( distance > bot_distance_close ) {
729                         for(i= 0; i < WEP_COUNT && bot_weapons_mid[i] != -1 ; ++i){
730                                 w = bot_weapons_mid[i];
731                                 if ( client_hasweapon(self, w, TRUE, FALSE) ){
732                                         if ( self.weapon == w){
733                                                 if( cvar("bot_ai_weapon_combo") && af > combo_time)
734                                                         continue;
735                                         } else {
736                                                 self.switchweapon = w;
737                                         }
738                                         return;
739                                 }
740                         }
741                 }
742
743                 // Choose weapons for close distance
744                 for(i= 0; i < WEP_COUNT && bot_weapons_close[i] != -1 ; ++i){
745                         w = bot_weapons_close[i];
746                         if ( client_hasweapon(self, w, TRUE, FALSE) ){
747                                 if ( self.weapon == w){
748                                         if( cvar("bot_ai_weapon_combo") && af > combo_time)
749                                                 continue;
750                                 } else {
751                                         self.switchweapon = w;
752                                 }
753                                 return;
754                         }
755                 }
756                 // If now weapon was chosen by this system fall back to the previous one
757         }
758
759         // Formula:
760         //      (Damage/Sec * Weapon spefic change to get that damage)
761         //      *(Time to get to target * weapon specfic hitchange bonus) / (in a time of maxdelaytime)
762         //      *(Spread change of hit) // if it applies
763         //      *(Penality for target beeing in air)
764         // %weaponaddpoint
765         if (client_hasweapon(self, WEP_MINSTANEX, TRUE, FALSE))
766                 minstanex = (1000/cvar("g_balance_minstanex_refire")*1.0)
767                         * (0.5);
768
769         if (client_hasweapon(self, WEP_ROCKET_LAUNCHER, TRUE, FALSE)  &&
770                 !(      cvar("bot_ai_weapon_combo") && self.weapon == WEP_ROCKET_LAUNCHER &&
771                         af > combo_time
772                 )
773         )
774                 rocket = (cvar("g_balance_rocketlauncher_damage")/cvar("g_balance_rocketlauncher_refire")*0.75)
775                         * bound(0,(cvar("g_balance_rocketlauncher_speed")/distance*maxdelaytime),1)*1.5;
776
777         if (client_hasweapon(self, WEP_NEX, TRUE, FALSE)  &&
778                 !(      cvar("bot_ai_weapon_combo") && self.weapon == WEP_NEX &&
779                         af > combo_time
780                 )
781         )
782                 nex = (cvar("g_balance_nex_damage")/cvar("g_balance_nex_refire")*1.0)
783                         * (0.5);
784
785         if (client_hasweapon(self, WEP_HAGAR, TRUE, FALSE) ) // &&
786         //      !( cvar("bot_ai_weapon_combo") && self.weapon == WEP_HAGAR &&  time < self.bot_lastshot + cvar("g_balance_hagar_primary_refire") ))
787                 hagar = (cvar("g_balance_hagar_primary_damage")/cvar("g_balance_hagar_primary_refire")*1.0)
788                         * bound(0,(cvar("g_balance_hagar_primary_speed")/distance*maxdelaytime),1)*0.2;
789
790         if (client_hasweapon(self, WEP_GRENADE_LAUNCHER, TRUE, FALSE) &&
791                 !(
792                         cvar("bot_ai_weapon_combo") && self.weapon == WEP_GRENADE_LAUNCHER &&
793                         af > combo_time
794                 )
795         )
796                 grenade = (cvar("g_balance_grenadelauncher_primary_damage")/cvar("g_balance_grenadelauncher_primary_refire")*1.0)
797                         * bound(0,(cvar("g_balance_grenadelauncher_primary_speed")/distance*maxdelaytime),1)*1.1;
798
799         if (client_hasweapon(self, WEP_ELECTRO, TRUE, FALSE) &&
800                 !(      cvar("bot_ai_weapon_combo") && self.weapon == WEP_ELECTRO &&
801                         af > combo_time
802                 )
803         )
804                 electro = (cvar("g_balance_electro_primary_damage")/cvar("g_balance_electro_primary_refire")*0.75)
805                         * bound(0,(cvar("g_balance_electro_primary_speed")/distance*maxdelaytime),1)*1.0;
806
807         if (client_hasweapon(self, WEP_CRYLINK, TRUE, FALSE) ) // &&
808         //      !( self.weapon == WEP_CRYLINK &&  time < self.bot_lastshot + cvar("g_balance_crylink_primary_refire") ))
809                 crylink = (cvar("g_balance_crylink_primary_damage")/cvar("g_balance_crylink_primary_refire")*1.0)
810                         * bound(0,(cvar("g_balance_crylink_primary_speed")/distance*maxdelaytime),1)*(64/(32+cvar("g_balance_crylink_primary_spread")*distance))*1.0;
811
812         if (client_hasweapon(self, WEP_UZI, TRUE, FALSE) ) // &&
813         //      !( self.weapon == WEP_UZI &&  time < self.bot_lastshot + cvar("g_balance_uzi_sustained_refire") ))
814                 uzi = (cvar("g_balance_uzi_sustained_damage")/cvar("g_balance_uzi_sustained_refire")*1.0)
815                         * bound(0,32/(32+cvar("g_balance_uzi_sustained_spread")*distance),1);
816
817         if (client_hasweapon(self, WEP_SHOTGUN, TRUE, FALSE) &&
818                 !(      cvar("bot_ai_weapon_combo") && self.weapon == WEP_SHOTGUN &&
819                         af > combo_time
820                 )
821         )
822                 shotgun = (cvar("g_balance_shotgun_primary_damage")*cvar("g_balance_shotgun_primary_bullets")/cvar("g_balance_shotgun_primary_refire")*1.0)
823                         * bound(0,32/(32+cvar("g_balance_shotgun_primary_spread")*distance),1);
824
825         if (client_hasweapon(self, WEP_LASER, FALSE, FALSE) &&
826                 !(      cvar("bot_ai_weapon_combo") && self.weapon == WEP_LASER &&
827                         af > combo_time
828                 )
829         )
830                 laser = (cvar("g_balance_laser_primary_damage")/cvar("g_balance_laser_primary_refire")*1.0)
831                         * bound(0,cvar("g_balance_laser_primary_speed")/distance*maxdelaytime,1);
832
833         if((self.enemy.flags & FL_ONGROUND)==FALSE){
834                 rocket = rocket   * (1.5-bound(0, distancefromfloor/cvar("g_balance_rocketlauncher_radius"         ),0.9)); //slight bigger change
835                 grenade = grenade * (1.5-bound(0,distancefromfloor/cvar("g_balance_grenadelauncher_primary_radius"),0.95));
836                 electro = electro * (1.5-bound(0,distancefromfloor/cvar("g_balance_electro_primary_radius"        ),0.95));
837                 laser = laser     * (1.5-bound(0,distancefromfloor/cvar("g_balance_laser_primary_radius"                  ),0.95));
838         }
839         /*
840         dprint("Floor distance: ",ftos(distancefromfloor),"\n");
841         dprint("Rocket: " , ftos(rocket  ), "\n");
842         dprint("Nex: "    , ftos(nex     ), "\n");
843         dprint("Hagar: "  , ftos(hagar   ), "\n");
844         dprint("Grenade: ", ftos(grenade ), "\n");
845         dprint("Electro: ", ftos(electro ), "\n");
846         dprint("Crylink: ", ftos(crylink ), "\n");
847         dprint("Uzi: "    , ftos(uzi     ), "\n");
848         dprint("Shotgun :", ftos(shotgun ), "\n");
849         dprint("Laser   :", ftos(laser   ), "\n\n");
850         */
851         currentscore = -1;
852         w = WEP_MINSTANEX        ;s = minstanex;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
853         w = WEP_ROCKET_LAUNCHER  ;s = rocket   ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
854         w = WEP_NEX              ;s = nex      ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
855         w = WEP_HAGAR            ;s = hagar    ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
856         w = WEP_GRENADE_LAUNCHER ;s = grenade  ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
857         w = WEP_ELECTRO          ;s = electro  ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
858         w = WEP_CRYLINK          ;s = crylink  ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
859         w = WEP_UZI              ;s = uzi      ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
860         w = WEP_SHOTGUN          ;s = shotgun  ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
861         w = WEP_LASER            ;s = laser    ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
862
863         // switch if the best weapon would provide a significant damage increase
864         if (bestscore > currentscore*1.5){
865                 self.switchweapon = bestweapon;
866
867                 // buys time for detonating the rocket. not tested yet
868                 if ( cvar("bot_ai_weapon_combo") && bestweapon == WEP_ROCKET_LAUNCHER )
869                         self.bot_chooseweapontime += (distance  / cvar("g_balance_rocketlauncher_speed"));
870         }
871 };
872
873 .float nextaim;
874 void havocbot_aim()
875 {
876         local vector selfvel, enemyvel;
877 //      if(self.flags & FL_INWATER)
878 //              return;
879         if (time < self.nextaim)
880                 return;
881         self.nextaim = time + 0.1;
882         selfvel = self.velocity;
883         if (!self.waterlevel)
884                 selfvel_z = 0;
885         if (self.enemy)
886         {
887                 enemyvel = self.enemy.velocity;
888                 if (!self.enemy.waterlevel)
889                         enemyvel_z = 0;
890                 lag_additem(time + self.ping, 0, 0, self.enemy, self.origin, selfvel, self.enemy.origin, enemyvel);
891         }
892         else
893                 lag_additem(time + self.ping, 0, 0, world, self.origin, selfvel, self.goalcurrent.origin, '0 0 0');
894 };
895
896 void havocbot_ai()
897 {
898         if (bot_strategytoken == self)
899         if (!bot_strategytoken_taken)
900         {
901                 self.havocbot_role();
902
903                 // TODO: tracewalk() should take care of this job (better path finding under water)
904                 // if we don't have a goal and we're under water look for a waypoint near the "shore" and push it
905                 if(self.goalcurrent==world)
906                 if(self.waterlevel==2 || self.aistatus & AI_STATUS_OUT_WATER)
907                 {
908                         // Look for the closest waypoint out of water
909                         local entity newgoal, head;
910                         local float bestdistance, distance;
911
912                         newgoal = world;
913                         bestdistance = 10000;
914                         for (head = findchain(classname, "waypoint"); head; head = head.chain)
915                         {
916                                 distance = vlen(head.origin - self.origin);
917                                 if(distance>10000)
918                                         continue;
919
920                                 if(head.origin_z < self.origin_z)
921                                         continue;
922
923                                 if(head.origin_z - self.origin_z - self.view_ofs_z > 100)
924                                         continue;
925
926                                 if (pointcontents(head.origin + head.maxs + '0 0 1') != CONTENT_EMPTY)
927                                         continue;
928
929                                 traceline(self.origin + self.view_ofs , head.origin, TRUE, head);
930
931                                 if(trace_fraction<1)
932                                         continue;
933
934                                 if(distance<bestdistance)
935                                 {
936                                         newgoal = head;
937                                         bestdistance = distance;
938                                 }
939                         }
940
941                         if(newgoal)
942                         {
943                         //      te_wizspike(newgoal.origin);
944                                 navigation_pushroute(newgoal);
945                         }
946                 }
947
948                 // token has been used this frame
949                 bot_strategytoken_taken = TRUE;
950         }
951         havocbot_chooseenemy();
952         if (self.bot_chooseweapontime < time )
953         {
954                 self.bot_chooseweapontime = time + cvar("bot_ai_chooseweaponinterval");
955                 havocbot_chooseweapon();
956         }
957         havocbot_aim();
958         lag_update();
959         if (self.bot_aimtarg)
960         {
961                 self.aistatus |= AI_STATUS_ATTACKING;
962                 self.aistatus &~= AI_STATUS_ROAMING;
963
964                 weapon_action(self.weapon, WR_AIM);
965                 if (cvar("bot_nofire") || IS_INDEPENDENT_PLAYER(self))
966                 {
967                         self.BUTTON_ATCK = FALSE;
968                         self.BUTTON_ATCK2 = FALSE;
969                 }
970         }
971         else if (self.goalcurrent)
972         {
973                 self.aistatus |= AI_STATUS_ROAMING;
974                 self.aistatus &~= AI_STATUS_ATTACKING;
975
976                 local vector now,v,next;//,heading;
977                 local float distance,skillblend,distanceblend,blend;
978                 next = now = self.goalcurrent.origin - (self.origin + self.view_ofs);
979                 distance = vlen(now);
980                 //heading = self.velocity;
981                 //dprint(self.goalstack01.classname,etos(self.goalstack01),"\n");
982                 if(self.goalstack01 != self && self.goalstack01 != world && self.aistatus & AI_STATUS_RUNNING == 0)
983                         next = self.goalstack01.origin - (self.origin + self.view_ofs);
984                 skillblend=bound(0,(skill-2.5)*0.5,1); //lower skill player can't preturn
985                 distanceblend=bound(0,distance/cvar("bot_ai_keyboard_distance"),1);
986                 blend = skillblend * (1-distanceblend);
987                 //v = (now * (distanceblend) + next * (1-distanceblend)) * (skillblend) + now * (1-skillblend);
988                 //v = now * (distanceblend) * (skillblend) + next * (1-distanceblend) * (skillblend) + now * (1-skillblend);
989                 //v = now * ((1-skillblend) + (distanceblend) * (skillblend)) + next * (1-distanceblend) * (skillblend);
990                 v = now + blend * (next - now);
991                 //dprint(etos(self), " ");
992                 //dprint(vtos(now), ":", vtos(next), "=", vtos(v), " (blend ", ftos(blend), ")\n");
993                 //v = now * (distanceblend) + next * (1-distanceblend);
994                 if (self.waterlevel < 2)
995                         v_z = 0;
996                 //dprint("walk at:", vtos(v), "\n");
997                 //te_lightning2(world, self.origin, self.goalcurrent.origin);
998                 bot_aimdir(v, -1);
999         }
1000         havocbot_movetogoal();
1001 };
1002
1003 void havocbot_setupbot()
1004 {
1005         self.bot_ai = havocbot_ai;
1006         // will be updated by think code
1007         //Generate some random skill levels
1008         self.havocbot_keyboardskill=random()-0.5;
1009         havocbot_chooserole();
1010 }
1011
1012
1013 #ifdef DEBUG_BOT_GOALSTACK
1014
1015 .float goalcounter;
1016 .vector lastposition;
1017
1018 // Debug the goal stack visually
1019 void debuggoalstack()
1020 {
1021         local entity target;
1022         local vector org;
1023
1024         if(self.goalcounter==0)target=self.goalcurrent;
1025         else if(self.goalcounter==1)target=self.goalstack01;
1026         else if(self.goalcounter==2)target=self.goalstack02;
1027         else if(self.goalcounter==3)target=self.goalstack03;
1028         else if(self.goalcounter==4)target=self.goalstack04;
1029         else if(self.goalcounter==5)target=self.goalstack05;
1030         else if(self.goalcounter==6)target=self.goalstack06;
1031         else if(self.goalcounter==7)target=self.goalstack07;
1032         else if(self.goalcounter==8)target=self.goalstack08;
1033         else if(self.goalcounter==9)target=self.goalstack09;
1034         else if(self.goalcounter==10)target=self.goalstack10;
1035         else if(self.goalcounter==11)target=self.goalstack11;
1036         else if(self.goalcounter==12)target=self.goalstack12;
1037         else if(self.goalcounter==13)target=self.goalstack13;
1038         else if(self.goalcounter==14)target=self.goalstack14;
1039         else if(self.goalcounter==15)target=self.goalstack15;
1040         else if(self.goalcounter==16)target=self.goalstack16;
1041         else if(self.goalcounter==17)target=self.goalstack17;
1042         else if(self.goalcounter==18)target=self.goalstack18;
1043         else if(self.goalcounter==19)target=self.goalstack19;
1044         else if(self.goalcounter==20)target=self.goalstack20;
1045         else if(self.goalcounter==21)target=self.goalstack21;
1046         else if(self.goalcounter==22)target=self.goalstack22;
1047         else if(self.goalcounter==23)target=self.goalstack23;
1048         else if(self.goalcounter==24)target=self.goalstack24;
1049         else if(self.goalcounter==25)target=self.goalstack25;
1050         else if(self.goalcounter==26)target=self.goalstack26;
1051         else if(self.goalcounter==27)target=self.goalstack27;
1052         else if(self.goalcounter==28)target=self.goalstack28;
1053         else if(self.goalcounter==29)target=self.goalstack29;
1054         else if(self.goalcounter==30)target=self.goalstack30;
1055         else if(self.goalcounter==31)target=self.goalstack31;
1056
1057         if(target==world)
1058         {
1059                 self.goalcounter = 0;
1060                 self.lastposition='0 0 0';
1061                 return;
1062         }
1063
1064         if(self.lastposition=='0 0 0')
1065                 org = self.origin;
1066         else
1067                 org = self.lastposition;
1068
1069
1070         te_lightning2(world, org, target.origin);
1071         self.lastposition = target.origin;
1072
1073         self.goalcounter++;
1074 }
1075
1076 #endif