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Slightly better dangers detection
[divverent/nexuiz.git] / data / qcsrc / server / havocbot.qc
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.bot_lastseengoal != self.goalcurrent && !(self.aistatus & AI_STATUS_RUNNING))
157         {
158                 self.bot_canruntogoal = 0;
159                 self.bot_timelastseengoal = 0;
160         }
161
162         distance = vlen(self.origin - self.goalcurrent.origin);
163
164         // Run only to visible goals
165         traceline(self.origin + self.view_ofs , self.goalcurrent.origin, TRUE, world);
166         if(self.flags & FL_ONGROUND)
167         if(trace_fraction == 1)
168         {
169                         self.bot_lastseengoal = self.goalcurrent;
170
171                         // seen it before
172                         if(self.bot_timelastseengoal)
173                         {
174                                 // for a period of time
175                                 if(time - self.bot_timelastseengoal > cvar("bot_ai_bunnyhop_firstjumpdelay"))
176                                 {
177                                         local float checkdistance;
178                                         checkdistance = TRUE;
179
180                                         // don't run if it is too close
181                                         if(self.bot_canruntogoal==0)
182                                         {
183                                                 if(distance > cvar("bot_ai_bunnyhop_startdistance"))
184                                                         self.bot_canruntogoal = 1;
185                                                 else    
186                                                         self.bot_canruntogoal = -1;
187                                         }
188
189                                         if(self.bot_canruntogoal != 1)
190                                                 return;
191
192                                         if(self.aistatus & AI_STATUS_ROAMING)
193                                         if(self.goalcurrent.classname=="waypoint")
194                                         if(fabs(self.goalcurrent.origin_z - self.origin_z) < self.maxs_z - self.mins_z)
195                                         if(self.goalstack01!=world)
196                                         {
197                                                 deviation = self.goalstack01.origin - (self.origin + self.view_ofs);
198                                                 deviation = vectoangles(deviation) - self.v_angle;
199                                                 while (deviation_y < -180) deviation_y = deviation_y + 360;
200                                                 while (deviation_y > 180) deviation_y = deviation_y - 360;
201
202                                                 if(deviation_y < 20 && deviation_y > -20)
203                                                 if(distance < vlen(self.origin - self.goalstack01.origin))
204                                                 if(fabs(self.goalstack01.origin_z - self.goalcurrent.origin_z) < self.maxs_z - self.mins_z)
205                                                 {
206                                                         traceline(self.origin + self.view_ofs , self.goalstack01.origin, TRUE, world);
207                                                         if(trace_fraction==1)
208                                                         {
209                                                                 checkdistance = FALSE;
210                                                         }
211                                                 }
212                                         }
213
214                                         if(checkdistance)
215                                         {
216                                                 self.aistatus &~= AI_STATUS_RUNNING;
217                                                 if(distance > cvar("bot_ai_bunnyhop_stopdistance"))
218                                                         self.BUTTON_JUMP = TRUE;
219                                         }
220                                         else
221                                         {
222                                                 self.aistatus |= AI_STATUS_RUNNING;
223                                                 self.BUTTON_JUMP = TRUE;
224                                         }
225                                 }
226                         }
227                         else
228                         {
229                                 self.bot_timelastseengoal = time;
230                         }
231         }
232         else
233         {
234                 self.bot_timelastseengoal = 0;
235         }
236
237         // Release jump button
238         if(self.flags & FL_ONGROUND == 0)
239         {
240                 if(self.velocity_z < 0)
241                         self.BUTTON_JUMP = FALSE;
242
243                 // Strafe 
244                 local float maxspeed;
245                 maxspeed = cvar("sv_maxspeed");
246
247                 if(self.aistatus & AI_STATUS_RUNNING)
248                 if(vlen(self.velocity)>maxspeed)
249                 {
250                         deviation = vectoangles(dir) - self.v_angle;
251                         while (deviation_y < -180) deviation_y = deviation_y + 360;
252                         while (deviation_y > 180) deviation_y = deviation_y - 360;
253
254                         if ( deviation_y > 2 )
255                                 self.movement_y = maxspeed;
256                         if ( deviation_y < -2 )
257                                 self.movement_y = maxspeed * -1;
258                 }
259         }
260 };
261
262 //.float havocbotignoretime;
263 //.vector bot_dodgevector;
264 //.float bot_dodgevector_time;
265 //.float bot_dodgevector_jumpbutton;
266 void havocbot_movetogoal()
267 {
268         local vector destorg;
269         local vector diff;
270         local vector dir;
271         local vector flatdir;
272         local vector m1;
273         local vector m2;
274         local vector evadeobstacle;
275         local vector evadelava;
276         local float s;
277         local float maxspeed;
278         //local float dist;
279         local vector dodge;
280         //if (self.goalentity)
281         //      te_lightning2(self, self.origin, (self.goalentity.absmin + self.goalentity.absmax) * 0.5);
282         self.movement = '0 0 0';
283         maxspeed = cvar("sv_maxspeed");
284
285         if(self.jumppadcount)
286         {
287                 if(self.flags & FL_ONGROUND)
288                         self.jumppadcount = FALSE;
289                 else
290                         return;
291         }
292
293         if (self.goalcurrent == world)
294                 return;
295
296         navigation_poptouchedgoals();
297         if (self.goalcurrent == world)
298         {
299                 if(self.alternativegoal==world)
300                 {
301                         // ran out of goals, rethink strategy as soon as possible
302                         self.bot_strategytime = 0;
303                         return;
304                 }
305                 // try to use the alternative goal
306                 navigation_findnearestwaypoint(self.alternativegoal, TRUE);
307                 navigation_routetogoal(self.alternativegoal);
308                 self.alternativegoal = world;
309                 return;
310         }
311
312 #ifdef DEBUG_BOT_GOALSTACK
313         debuggoalstack();
314 #endif
315
316         m1 = self.goalcurrent.origin + self.goalcurrent.mins;
317         m2 = self.goalcurrent.origin + self.goalcurrent.maxs;
318         destorg = self.origin;
319         destorg_x = bound(m1_x, destorg_x, m2_x);
320         destorg_y = bound(m1_y, destorg_y, m2_y);
321         destorg_z = bound(m1_z, destorg_z, m2_z);
322         diff = destorg - self.origin;
323         //dist = vlen(diff);
324         dir = normalize(diff);
325         flatdir = diff;flatdir_z = 0;
326         flatdir = normalize(flatdir);
327
328         //if (self.bot_dodgevector_time < time)
329         {
330         //      self.bot_dodgevector_time = time + cvar("bot_ai_dodgeupdateinterval");
331         //      self.bot_dodgevector_jumpbutton = 1;
332                 evadeobstacle = '0 0 0';
333                 evadelava = '0 0 0';
334                 if (self.waterlevel)
335                 {
336                         makevectors(self.v_angle);
337                         self.BUTTON_JUMP = TRUE;
338                         evadelava_z = 1;
339                 }
340                 else
341                 {
342                         // jump if going toward an obstacle that doesn't look like stairs we
343                         // can walk up directly
344                         tracebox(self.origin, self.mins, self.maxs, self.origin + self.velocity * 0.2, FALSE, self);
345                         if (trace_fraction < 1)
346                         if (trace_plane_normal_z < 0.7)
347                         {
348                                 s = trace_fraction;
349                                 tracebox(self.origin + '0 0 16', self.mins, self.maxs, self.origin + self.velocity * 0.2 + '0 0 16', FALSE, self);
350                                 if (trace_fraction < s + 0.01)
351                                 if (trace_plane_normal_z < 0.7)
352                                 {
353                                         s = trace_fraction;
354                                         tracebox(self.origin + '0 0 48', self.mins, self.maxs, self.origin + self.velocity * 0.2 + '0 0 48', FALSE, self);
355                                         if (trace_fraction > s)
356                                                 self.BUTTON_JUMP = 1;
357                                 }
358                         }
359
360                         // avoiding dangers and obstacles
361                         local vector dst_ahead, dst_down;
362                         dst_ahead = self.origin + self.view_ofs + (self.velocity * 0.32);
363                         dst_down = dst_ahead + '0 0 -1500';                             
364                         
365                         // Look ahead
366                         traceline(self.origin + self.view_ofs , dst_ahead, TRUE, world);
367
368                         // Check head-banging against walls
369                         if(vlen(self.origin + self.view_ofs - trace_endpos) < 2)
370                         {
371                                 if(self.facingwalltime && time > self.facingwalltime)
372                                 {
373                                         self.ignoregoal = self.goalcurrent;
374                                         self.ignoregoaltime = time + cvar("bot_ai_ignoregoal_timeout");
375                                         navigation_poproute();
376                                 }
377                                 else
378                                 {
379                                         self.facingwalltime = time + 0.05;
380                                 }
381                         }
382                         else
383                         {
384                                 self.facingwalltime = 0;
385
386                                 if(self.ignoregoal != world && time > self.ignoregoaltime)
387                                 {
388                                         self.ignoregoal = world;
389                                         self.ignoregoaltime = 0;
390                                 }
391                         }
392                 
393                         // Check for water/slime/lava and dangerous edges
394                         // (only when the bot is on the ground or jumping intentionally)
395                         self.aistatus &~= AI_STATUS_DANGER_AHEAD;
396
397                         if(trace_fraction == 1)
398                         if(self.flags & FL_ONGROUND || self.aistatus & AI_STATUS_RUNNING || self.BUTTON_JUMP == TRUE)
399                         {
400                                 // Look downwards
401                                 traceline(dst_ahead , dst_down, TRUE, world);
402                                 //      te_lightning2(world, self.origin, dst_ahead);   // Draw "ahead" look 
403                                 //      te_lightning2(world, dst_ahead, dst_down);              // Draw "downwards" look
404                                 if(trace_endpos_z < self.origin_z + self.mins_z)
405                                 {
406                                         s = pointcontents(trace_endpos + '0 0 1');
407                                         if (s != CONTENT_SOLID)
408                                         if (s == CONTENT_LAVA || s == CONTENT_SLIME)
409                                                 evadelava = normalize(self.velocity) * -1;
410                                         else if (s == CONTENT_SKY)
411                                                 evadeobstacle = normalize(self.velocity) * -1;
412                                         else if (!boxesoverlap(dst_ahead - self.view_ofs + self.mins, dst_ahead - self.view_ofs + self.maxs, 
413                                                                 self.goalcurrent.absmin, self.goalcurrent.absmax))
414                                         {
415                                                 // if ain't a safe goal with "holes" (like the jumpad on soylent)
416                                                 // and there is a trigger_hurt below
417                                                 if(tracebox_hits_trigger_hurt(dst_ahead, self.mins, self.maxs, trace_endpos))
418                                                 {
419                                                         // Remove dangerous dynamic goals from stack
420                                                         if (self.goalcurrent.classname == "player" || self.goalcurrent.classname == "droppedweapon")
421                                                                 navigation_poproute();
422                                                         // try to stop
423                                                         flatdir = '0 0 0';
424                                                         evadeobstacle = normalize(self.velocity) * -1;
425                                                 }
426                                         }
427                                 }
428                         }
429
430                         dir = flatdir;
431                         evadeobstacle_z = 0;
432                         evadelava_z = 0;
433                         makevectors(self.v_angle_y * '0 1 0');
434
435                         if(evadeobstacle!='0 0 0'||evadelava!='0 0 0')
436                                 self.aistatus |= AI_STATUS_DANGER_AHEAD;
437                 }
438
439                 dodge = havocbot_dodge();
440                 dodge = dodge * bound(0,3+skill*0.1,1);
441                 evadelava = evadelava * bound(1,3-skill,3); //Noobs fear lava a lot and take more distance from it
442                 traceline(self.origin, self.enemy.origin, TRUE, world);
443                 if(trace_ent.classname == "player")
444                         dir = dir * bound(0,skill/7,1);
445
446                 dir = normalize(dir + dodge + evadeobstacle + evadelava);
447         //      self.bot_dodgevector = dir;
448         //      self.bot_dodgevector_jumpbutton = self.BUTTON_JUMP;
449         }
450
451         //dir = self.bot_dodgevector;
452         //if (self.bot_dodgevector_jumpbutton)
453         //      self.BUTTON_JUMP = 1;
454         self.movement_x = dir * v_forward * maxspeed;
455         self.movement_y = dir * v_right * maxspeed;
456         self.movement_z = dir * v_up * maxspeed;
457
458         // Emulate keyboard interface
459         if (skill < 10)
460                 havocbot_keyboard_movement(destorg);
461
462         // Bunnyhop!
463 //      if(self.aistatus & AI_STATUS_ROAMING)
464         if(skill >= cvar("bot_ai_bunnyhop_skilloffset"))
465                 havocbot_bunnyhop(dir);
466
467         if ((dir * v_up) >= cvar("sv_jumpvelocity")*0.5 && (self.flags & FL_ONGROUND)) self.BUTTON_JUMP=1;
468         if (((dodge * v_up) > 0) && random()*frametime >= 0.2*bound(0,(10-skill)*0.1,1)) self.BUTTON_JUMP=TRUE;
469         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);
470 };
471
472 .float havocbot_chooseenemy_finished;
473 .float havocbot_stickenemy;
474 void havocbot_chooseenemy()
475 {
476         local entity head, best;
477         local float rating, bestrating;
478         local vector eye, v;
479         if (cvar("bot_nofire") || IS_INDEPENDENT_PLAYER(self))
480         {
481                 self.enemy = world;
482                 return;
483         }
484         if (self.enemy)
485         {
486                 if (!bot_shouldattack(self.enemy))
487                 {
488                         // enemy died or something, find a new target
489                         self.enemy = world;
490                         self.havocbot_chooseenemy_finished = time;
491                 }
492                 else if (self.havocbot_stickenemy)
493                 {
494                         // tracking last chosen enemy
495                         // if enemy is visible
496                         // and not really really far away
497                         // and we're not severely injured
498                         // then keep tracking for a half second into the future
499                         traceline(self.origin+self.view_ofs, self.enemy.origin+self.enemy.view_ofs*0.5,FALSE,world);
500                         if (trace_ent == self.enemy || trace_fraction == 1)
501                         if (vlen(self.enemy.origin - self.origin) < 1000)
502                         if (self.health > 30)
503                         {
504                                 // remain tracking him for a shot while (case he went after a small corner or pilar
505                                 self.havocbot_chooseenemy_finished = time + cvar("bot_ai_enemydetectioninterval");
506                                 return;
507                         }
508                         // enemy isn't visible, or is far away, or we're injured severely
509                         // so stop preferring this enemy
510                         // (it will still take a half second until a new one is chosen)
511                         self.havocbot_stickenemy = 0;
512                 }
513         }
514         if (time < self.havocbot_chooseenemy_finished)
515                 return;
516         self.havocbot_chooseenemy_finished = time + cvar("bot_ai_enemydetectioninterval");
517         eye = (self.origin + self.view_ofs);
518         best = world;
519         bestrating = 100000000;
520         head = findchainfloat(bot_attack, TRUE);
521         while (head)
522         {
523                 v = (head.absmin + head.absmax) * 0.5;
524                 rating = vlen(v - eye);
525                 if (bestrating > rating)
526                 if (bot_shouldattack(head))
527                 {
528                         traceline(eye, v, TRUE, self);
529                         if (trace_ent == head || trace_fraction >= 1)
530                         {
531                                 best = head;
532                                 bestrating = rating;
533                         }
534                 }
535                 head = head.chain;
536         }
537         self.enemy = best;
538         self.havocbot_stickenemy = TRUE;
539 };
540
541 .float bot_chooseweapontime;
542 float(entity e) w_getbestweapon;
543 void havocbot_chooseweapon()
544 {
545         // TODO: clean this up by moving it to weapon code
546         if(self.enemy.classname!="player")
547         {
548                 self.switchweapon = w_getbestweapon(self);
549                 return;
550         }
551
552         local float w, s;
553         local float rocket  ; rocket   =-1000;
554         local float nex     ; nex      =-1000;
555         local float hagar   ; hagar    =-1000;
556         local float grenade ; grenade  =-1000;
557         local float electro ; electro  =-1000;
558         local float crylink ; crylink  =-1000;
559         local float uzi     ; uzi      =-1000;
560         local float shotgun ; shotgun  =-1000;
561         local float campingrifle ; campingrifle  =-1000;
562         local float laser   ; laser    =-1000;
563         local float minstanex ; minstanex =-1000;
564         local float currentscore;
565         local float bestscore; bestscore = 0;
566         local float bestweapon; bestweapon=self.switchweapon;
567         local float distance; distance=bound(10,vlen(self.origin-self.enemy.origin)-200,10000);
568         local float maxdelaytime=0.5;
569         local float spreadpenalty=10;
570         local float distancefromfloor;
571
572         local float af, ct, combo_time;
573
574         traceline(self.enemy.origin,self.enemy.origin-'0 0 1000',TRUE,world);
575         distancefromfloor = self.enemy.origin_z - trace_endpos_z;
576         
577         af = ATTACK_FINISHED(self);
578         ct = cvar("bot_ai_weapon_combo_threshold");
579
580         // Bots with no skill will be 4 times more slower than "godlike" bots when doing weapon combos
581         // Ideally this 4 should be calculated as longest_weapon_refire / bot_ai_weapon_combo_threshold
582         combo_time = time + ct + (ct * ((-0.3*skill)+3));
583
584         // Custom weapon list based on distance to the enemy
585         local float i; i = 0;
586         if(bot_custom_weapon){
587
588                 // Choose weapons for far distance
589                 if ( distance > bot_distance_far ) {
590                         for(i=0; i < WEP_LAST && bot_weapons_far[i] != -1 ; ++i){
591                                 w = bot_weapons_far[i];
592                                 if ( client_hasweapon(self, w, TRUE, FALSE) ){
593                                         if ( self.weapon == w){
594                                                 if( cvar("bot_ai_weapon_combo") && af > combo_time)
595                                                         continue;
596                                         } else {
597                                                 self.switchweapon = w;
598                                         }
599                                         return;
600                                 }
601                         }
602                 }
603
604                 // Choose weapons for mid distance
605                 if ( distance > bot_distance_close ) {
606                         for(i=0; i < WEP_LAST && bot_weapons_mid[i] != -1 ; ++i){
607                                 w = bot_weapons_mid[i];
608                                 if ( client_hasweapon(self, w, TRUE, FALSE) ){
609                                         if ( self.weapon == w){
610                                                 if( cvar("bot_ai_weapon_combo") && af > combo_time)
611                                                         continue;
612                                         } else {
613                                                 self.switchweapon = w;
614                                         }
615                                         return;
616                                 }
617                         }
618                 }
619
620                 // Choose weapons for close distance
621                 for(i=0; i < WEP_LAST && bot_weapons_close[i] != -1 ; ++i){
622                         w = bot_weapons_close[i];
623                         if ( client_hasweapon(self, w, TRUE, FALSE) ){
624                                 if ( self.weapon == w){
625                                         if( cvar("bot_ai_weapon_combo") && af > combo_time)
626                                                 continue;
627                                 } else {
628                                         self.switchweapon = w;
629                                 }
630                                 return;
631                         }
632                 }
633                 // If now weapon was chosen by this system fall back to the previous one
634         }
635
636         // Formula:
637         //      (Damage/Sec * Weapon spefic change to get that damage)
638         //      *(Time to get to target * weapon specfic hitchange bonus) / (in a time of maxdelaytime)
639         //      *(Spread change of hit) // if it applies
640         //      *(Penality for target beeing in air)
641         // %weaponaddpoint
642         if (client_hasweapon(self, WEP_MINSTANEX, TRUE, FALSE))
643                 minstanex = (1000/cvar("g_balance_minstanex_refire")*1.0)
644                         * (0.5);
645
646         if (client_hasweapon(self, WEP_ROCKET_LAUNCHER, TRUE, FALSE)  && 
647                 !(      cvar("bot_ai_weapon_combo") && self.weapon == WEP_ROCKET_LAUNCHER && 
648                         af > combo_time
649                 )
650         )
651                 rocket = (cvar("g_balance_rocketlauncher_damage")/cvar("g_balance_rocketlauncher_refire")*0.75)
652                         * bound(0,(cvar("g_balance_rocketlauncher_speed")/distance*maxdelaytime),1)*1.5;
653                         
654         if (client_hasweapon(self, WEP_NEX, TRUE, FALSE)  && 
655                 !(      cvar("bot_ai_weapon_combo") && self.weapon == WEP_NEX && 
656                         af > combo_time
657                 )
658         )
659                 nex = (cvar("g_balance_nex_damage")/cvar("g_balance_nex_refire")*1.0)
660                         * (0.5);
661                         
662         if (client_hasweapon(self, WEP_HAGAR, TRUE, FALSE) ) // && 
663         //      !( cvar("bot_ai_weapon_combo") && self.weapon == WEP_HAGAR &&  time < self.bot_lastshot + cvar("g_balance_hagar_primary_refire") ))
664                 hagar = (cvar("g_balance_hagar_primary_damage")/cvar("g_balance_hagar_primary_refire")*1.0)
665                         * bound(0,(cvar("g_balance_hagar_primary_speed")/distance*maxdelaytime),1)*0.2;
666                         
667         if (client_hasweapon(self, WEP_GRENADE_LAUNCHER, TRUE, FALSE) && 
668                 !( 
669                         cvar("bot_ai_weapon_combo") && self.weapon == WEP_GRENADE_LAUNCHER && 
670                         af > combo_time
671                 )
672         )
673                 grenade = (cvar("g_balance_grenadelauncher_primary_damage")/cvar("g_balance_grenadelauncher_primary_refire")*1.0)
674                         * bound(0,(cvar("g_balance_grenadelauncher_primary_speed")/distance*maxdelaytime),1)*1.1;
675                         
676         if (client_hasweapon(self, WEP_ELECTRO, TRUE, FALSE) && 
677                 !(      cvar("bot_ai_weapon_combo") && self.weapon == WEP_ELECTRO && 
678                         af > combo_time
679                 )
680         )
681                 electro = (cvar("g_balance_electro_primary_damage")/cvar("g_balance_electro_primary_refire")*0.75)
682                         * bound(0,(cvar("g_balance_electro_primary_speed")/distance*maxdelaytime),1)*1.0;
683                         
684         if (client_hasweapon(self, WEP_CRYLINK, TRUE, FALSE) ) // && 
685         //      !( self.weapon == WEP_CRYLINK &&  time < self.bot_lastshot + cvar("g_balance_crylink_primary_refire") ))
686                 crylink = (cvar("g_balance_crylink_primary_damage")/cvar("g_balance_crylink_primary_refire")*1.0)
687                         * bound(0,(cvar("g_balance_crylink_primary_speed")/distance*maxdelaytime),1)*(64/(32+cvar("g_balance_crylink_primary_spread")*distance))*1.0;
688                         
689         if (client_hasweapon(self, WEP_UZI, TRUE, FALSE) ) // && 
690         //      !( self.weapon == WEP_UZI &&  time < self.bot_lastshot + cvar("g_balance_uzi_sustained_refire") ))
691                 uzi = (cvar("g_balance_uzi_sustained_damage")/cvar("g_balance_uzi_sustained_refire")*1.0)
692                         * bound(0,32/(32+cvar("g_balance_uzi_sustained_spread")*distance),1);
693                         
694         if (client_hasweapon(self, WEP_SHOTGUN, TRUE, FALSE) && 
695                 !(      cvar("bot_ai_weapon_combo") && self.weapon == WEP_SHOTGUN && 
696                         af > combo_time
697                 )
698         )
699                 shotgun = (cvar("g_balance_shotgun_primary_damage")*cvar("g_balance_shotgun_primary_bullets")/cvar("g_balance_shotgun_primary_refire")*1.0)
700                         * bound(0,32/(32+cvar("g_balance_shotgun_primary_spread")*distance),1);
701                         
702         if (client_hasweapon(self, WEP_LASER, FALSE, FALSE) && 
703                 !(      cvar("bot_ai_weapon_combo") && self.weapon == WEP_LASER && 
704                         af > combo_time
705                 )
706         )
707                 laser = (cvar("g_balance_laser_primary_damage")/cvar("g_balance_laser_primary_refire")*1.0)
708                         * bound(0,cvar("g_balance_laser_primary_speed")/distance*maxdelaytime,1);
709                         
710         if((self.enemy.flags & FL_ONGROUND)==FALSE){
711                 rocket = rocket   * (1.5-bound(0, distancefromfloor/cvar("g_balance_rocketlauncher_radius"         ),0.9)); //slight bigger change
712                 grenade = grenade * (1.5-bound(0,distancefromfloor/cvar("g_balance_grenadelauncher_primary_radius"),0.95));
713                 electro = electro * (1.5-bound(0,distancefromfloor/cvar("g_balance_electro_primary_radius"        ),0.95));
714                 laser = laser     * (1.5-bound(0,distancefromfloor/cvar("g_balance_laser_primary_radius"                  ),0.95));
715         }
716         /*
717         dprint("Floor distance: ",ftos(distancefromfloor),"\n");
718         dprint("Rocket: " , ftos(rocket  ), "\n");
719         dprint("Nex: "    , ftos(nex     ), "\n");
720         dprint("Hagar: "  , ftos(hagar   ), "\n");
721         dprint("Grenade: ", ftos(grenade ), "\n");
722         dprint("Electro: ", ftos(electro ), "\n");
723         dprint("Crylink: ", ftos(crylink ), "\n");
724         dprint("Uzi: "    , ftos(uzi     ), "\n");
725         dprint("Shotgun :", ftos(shotgun ), "\n");
726         dprint("Laser   :", ftos(laser   ), "\n\n");
727         */
728         currentscore = -1;
729         w = WEP_MINSTANEX        ;s = minstanex;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
730         w = WEP_ROCKET_LAUNCHER  ;s = rocket   ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
731         w = WEP_NEX              ;s = nex      ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
732         w = WEP_HAGAR            ;s = hagar    ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
733         w = WEP_GRENADE_LAUNCHER ;s = grenade  ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
734         w = WEP_ELECTRO          ;s = electro  ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
735         w = WEP_CRYLINK          ;s = crylink  ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
736         w = WEP_UZI              ;s = uzi      ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
737         w = WEP_SHOTGUN          ;s = shotgun  ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
738         w = WEP_LASER            ;s = laser    ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
739
740         // switch if the best weapon would provide a significant damage increase
741         if (bestscore > currentscore*1.5){
742                 self.switchweapon = bestweapon;
743                 
744                 // buys time for detonating the rocket. not tested yet
745                 if ( cvar("bot_ai_weapon_combo") && bestweapon == WEP_ROCKET_LAUNCHER )
746                         self.bot_chooseweapontime += (distance  / cvar("g_balance_rocketlauncher_speed"));
747         }
748 };
749
750 .float nextaim;
751 void havocbot_aim()
752 {
753         local vector selfvel, enemyvel;
754         if(self.flags & FL_INWATER)
755                 return;
756         if (time < self.nextaim)
757                 return;
758         self.nextaim = time + 0.1;
759         selfvel = self.velocity;
760         if (!self.waterlevel)
761                 selfvel_z = 0;
762         if (self.enemy)
763         {
764                 enemyvel = self.enemy.velocity;
765                 if (!self.enemy.waterlevel)
766                         enemyvel_z = 0;
767                 lag_additem(time + self.ping, 0, 0, self.enemy, self.origin, selfvel, self.enemy.origin, enemyvel);
768         }
769         else
770                 lag_additem(time + self.ping, 0, 0, world, self.origin, selfvel, self.goalcurrent.origin, '0 0 0');
771 };
772
773 void havocbot_ai()
774 {
775         if (bot_strategytoken == self)
776         if (!bot_strategytoken_taken)
777         {
778                 self.havocbot_role();
779                 // token has been used this frame
780                 bot_strategytoken_taken = TRUE;
781         }
782         if(self.deadflag)
783                 return;
784
785         havocbot_chooseenemy();
786         if (self.bot_chooseweapontime < time )
787         {
788                 self.bot_chooseweapontime = time + cvar("bot_ai_chooseweaponinterval");
789                 havocbot_chooseweapon();
790         }
791         havocbot_aim();
792         lag_update();
793         if (self.bot_aimtarg)
794         {
795                 self.aistatus |= AI_STATUS_ATTACKING;
796                 self.aistatus &~= AI_STATUS_ROAMING;
797
798                 weapon_action(self.weapon, WR_AIM);
799                 if (cvar("bot_nofire") || IS_INDEPENDENT_PLAYER(self))
800                 {
801                         self.BUTTON_ATCK = FALSE;
802                         self.BUTTON_ATCK2 = FALSE;
803                 }
804         }
805         else if (self.goalcurrent)
806         {
807                 self.aistatus |= AI_STATUS_ROAMING;
808                 self.aistatus &~= AI_STATUS_ATTACKING;
809
810                 local vector now,v,next;//,heading;
811                 local float distance,skillblend,distanceblend,blend;
812                 next = now = self.goalcurrent.origin - (self.origin + self.view_ofs);
813                 distance = vlen(now);
814                 //heading = self.velocity;
815                 //dprint(self.goalstack01.classname,etos(self.goalstack01),"\n");
816                 if(self.goalstack01 != self && self.goalstack01 != world && self.aistatus & AI_STATUS_RUNNING == 0)
817                         next = self.goalstack01.origin - (self.origin + self.view_ofs);
818                 skillblend=bound(0,(skill-2.5)*0.5,1); //lower skill player can't preturn
819                 distanceblend=bound(0,distance/cvar("bot_ai_keyboard_distance"),1);
820                 blend = skillblend * (1-distanceblend);
821                 //v = (now * (distanceblend) + next * (1-distanceblend)) * (skillblend) + now * (1-skillblend);
822                 //v = now * (distanceblend) * (skillblend) + next * (1-distanceblend) * (skillblend) + now * (1-skillblend);
823                 //v = now * ((1-skillblend) + (distanceblend) * (skillblend)) + next * (1-distanceblend) * (skillblend);
824                 v = now + blend * (next - now);
825                 //dprint(etos(self), " ");
826                 //dprint(vtos(now), ":", vtos(next), "=", vtos(v), " (blend ", ftos(blend), ")\n");
827                 //v = now * (distanceblend) + next * (1-distanceblend);
828                 if (self.waterlevel < 2)
829                         v_z = 0;
830                 //dprint("walk at:", vtos(v), "\n");
831                 //te_lightning2(world, self.origin, self.goalcurrent.origin);
832                 bot_aimdir(v, -1);
833         }
834         havocbot_movetogoal();
835 };
836
837 void havocbot_setupbot()
838 {
839         self.bot_ai = havocbot_ai;
840         // will be updated by think code
841         //Generate some random skill levels
842         self.havocbot_keyboardskill=random()-0.5;
843         havocbot_chooserole();
844 }
845
846
847 #ifdef DEBUG_BOT_GOALSTACK
848
849 .float goalcounter;
850 .vector lastposition;
851
852 // Debug the goal stack visually
853 void debuggoalstack()
854 {
855         local entity target;
856         local vector org;
857
858         if(self.goalcounter==0)target=self.goalcurrent;
859         else if(self.goalcounter==1)target=self.goalstack01;
860         else if(self.goalcounter==2)target=self.goalstack02;
861         else if(self.goalcounter==3)target=self.goalstack03;
862         else if(self.goalcounter==4)target=self.goalstack04;
863         else if(self.goalcounter==5)target=self.goalstack05;
864         else if(self.goalcounter==6)target=self.goalstack06;
865         else if(self.goalcounter==7)target=self.goalstack07;
866         else if(self.goalcounter==8)target=self.goalstack08;
867         else if(self.goalcounter==9)target=self.goalstack09;
868         else if(self.goalcounter==10)target=self.goalstack10;
869         else if(self.goalcounter==11)target=self.goalstack11;
870         else if(self.goalcounter==12)target=self.goalstack12;
871         else if(self.goalcounter==13)target=self.goalstack13;
872         else if(self.goalcounter==14)target=self.goalstack14;
873         else if(self.goalcounter==15)target=self.goalstack15;
874         else if(self.goalcounter==16)target=self.goalstack16;
875         else if(self.goalcounter==17)target=self.goalstack17;
876         else if(self.goalcounter==18)target=self.goalstack18;
877         else if(self.goalcounter==19)target=self.goalstack19;
878         else if(self.goalcounter==20)target=self.goalstack20;
879         else if(self.goalcounter==21)target=self.goalstack21;
880         else if(self.goalcounter==22)target=self.goalstack22;
881         else if(self.goalcounter==23)target=self.goalstack23;
882         else if(self.goalcounter==24)target=self.goalstack24;
883         else if(self.goalcounter==25)target=self.goalstack25;
884         else if(self.goalcounter==26)target=self.goalstack26;
885         else if(self.goalcounter==27)target=self.goalstack27;
886         else if(self.goalcounter==28)target=self.goalstack28;
887         else if(self.goalcounter==29)target=self.goalstack29;
888         else if(self.goalcounter==30)target=self.goalstack30;
889         else if(self.goalcounter==31)target=self.goalstack31;
890
891         if(target==world)
892         {
893                 self.goalcounter = 0;
894                 self.lastposition='0 0 0';
895                 return;
896         }
897
898         if(self.lastposition=='0 0 0')
899                 org = self.origin;
900         else
901                 org = self.lastposition;
902
903
904         te_lightning2(world, org, target.origin);
905         self.lastposition = target.origin;
906
907         self.goalcounter++;
908 }
909
910 #endif