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Fix a bug in the strafing code
[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 bunnyhopdistance;
144         local vector deviation;
145         local float maxspeed;
146
147         if(self.goalcurrent.classname == "player")
148                 return;
149
150         maxspeed = cvar("sv_maxspeed");
151
152         if(self.aistatus & AI_STATUS_DANGER_AHEAD)
153         {
154                 self.aistatus &~= AI_STATUS_RUNNING;
155                 self.BUTTON_JUMP = FALSE;
156                 return;
157         }
158
159         if(self.waterlevel > WATERLEVEL_WETFEET)
160         {
161                 self.aistatus &~= AI_STATUS_RUNNING;
162                 return;
163         }
164
165         if(self.bot_lastseengoal != self.goalcurrent && !(self.aistatus & AI_STATUS_RUNNING))
166         {
167                 self.bot_canruntogoal = 0;
168                 self.bot_timelastseengoal = 0;
169         }
170
171         bunnyhopdistance = vlen(self.origin - self.goalcurrent.origin);
172
173         // Run only to visible goals
174         if(self.flags & FL_ONGROUND)
175         if(self.speed==maxspeed)
176         if(checkpvs(self.origin + self.view_ofs, self.goalcurrent))
177         {
178                         self.bot_lastseengoal = self.goalcurrent;
179
180                         // seen it before
181                         if(self.bot_timelastseengoal)
182                         {
183                                 // for a period of time
184                                 if(time - self.bot_timelastseengoal > cvar("bot_ai_bunnyhop_firstjumpdelay"))
185                                 {
186                                         local float checkdistance;
187                                         checkdistance = TRUE;
188
189                                         // don't run if it is too close
190                                         if(self.bot_canruntogoal==0)
191                                         {
192                                                 if(bunnyhopdistance > cvar("bot_ai_bunnyhop_startdistance"))
193                                                         self.bot_canruntogoal = 1;
194                                                 else
195                                                         self.bot_canruntogoal = -1;
196                                         }
197
198                                         if(self.bot_canruntogoal != 1)
199                                                 return;
200
201                                         if(self.aistatus & AI_STATUS_ROAMING)
202                                         if(self.goalcurrent.classname=="waypoint")
203                                         if(fabs(self.goalcurrent.origin_z - self.origin_z) < self.maxs_z - self.mins_z)
204                                         if(self.goalstack01!=world)
205                                         {
206                                                 deviation = vectoangles(self.goalstack01.origin - self.origin) - vectoangles(self.goalcurrent.origin - self.origin);
207                                                 while (deviation_y < -180) deviation_y = deviation_y + 360;
208                                                 while (deviation_y > 180) deviation_y = deviation_y - 360;
209
210                                                 if(fabs(deviation_y) < 20)
211                                                 if(bunnyhopdistance < vlen(self.origin - self.goalstack01.origin))
212                                                 if(fabs(self.goalstack01.origin_z - self.goalcurrent.origin_z) < self.maxs_z - self.mins_z)
213                                                 {
214                                                         if(vlen(self.goalcurrent.origin - self.goalstack01.origin) > cvar("bot_ai_bunnyhop_startdistance"))
215                                                         if(checkpvs(self.origin + self.view_ofs, self.goalstack01))
216                                                         {
217                                                                 checkdistance = FALSE;
218                                                         }
219                                                 }
220                                         }
221
222                                         if(checkdistance)
223                                         {
224                                                 self.aistatus &~= AI_STATUS_RUNNING;
225                                                 if(bunnyhopdistance > cvar("bot_ai_bunnyhop_stopdistance"))
226                                                         self.BUTTON_JUMP = TRUE;
227                                         }
228                                         else
229                                         {
230                                                 self.aistatus |= AI_STATUS_RUNNING;
231                                                 self.BUTTON_JUMP = TRUE;
232                                         }
233                                 }
234                         }
235                         else
236                         {
237                                 self.bot_timelastseengoal = time;
238                         }
239         }
240         else
241         {
242                 self.bot_timelastseengoal = 0;
243         }
244
245         // Release jump button
246         if(self.flags & FL_ONGROUND == 0)
247         {
248                 if(self.velocity_z < 0 || vlen(self.velocity)<maxspeed)
249                         self.BUTTON_JUMP = FALSE;
250
251                 // Strafe
252                 if(self.aistatus & AI_STATUS_RUNNING)
253                 if(vlen(self.velocity)>maxspeed)
254                 {
255                         deviation = vectoangles(dir) - vectoangles(self.velocity);
256                         while (deviation_y < -180) deviation_y = deviation_y + 360;
257                         while (deviation_y > 180) deviation_y = deviation_y - 360;
258
259                         if(fabs(deviation_y)>10)
260                                 self.movement_x = 0;
261
262                         if(deviation_y>10)
263                                 self.movement_y = maxspeed * -1;
264                         else if(deviation_y<10)
265                                 self.movement_y = maxspeed;
266
267                 }
268         }
269 };
270
271 //.float havocbotignoretime;
272 //.vector bot_dodgevector;
273 //.float bot_dodgevector_time;
274 //.float bot_dodgevector_jumpbutton;
275 .float ladder_time;
276 .entity ladder_entity;
277 void havocbot_movetogoal()
278 {
279         local vector destorg;
280         local vector diff;
281         local vector dir;
282         local vector flatdir;
283         local vector m1;
284         local vector m2;
285         local vector evadeobstacle;
286         local vector evadelava;
287         local float s;
288         local float maxspeed;
289         //local float dist;
290         local vector dodge;
291         //if (self.goalentity)
292         //      te_lightning2(self, self.origin, (self.goalentity.absmin + self.goalentity.absmax) * 0.5);
293         self.movement = '0 0 0';
294         maxspeed = cvar("sv_maxspeed");
295
296         if(self.jumppadcount)
297         {
298                 if(self.flags & FL_ONGROUND)
299                 {
300                         self.jumppadcount = FALSE;
301                         if(self.aistatus & AI_STATUS_OUT_JUMPPAD)
302                                 self.aistatus &~= AI_STATUS_OUT_JUMPPAD;
303                 }
304
305                 // If got stuck on the jump pad try to reach the farther visible item
306                 if(self.aistatus & AI_STATUS_OUT_JUMPPAD)
307                 {
308                         if(fabs(self.velocity_z)<50)
309                         {
310                                 local entity head, newgoal;
311                                 local float distance, bestdistance;
312
313                                 for (head = findchainfloat(bot_pickup, TRUE); head; head = head.chain)
314                                 {
315                                         if(head.classname=="worldspawn")
316                                                 continue;
317
318                                         distance = vlen(head.origin - self.origin);
319                                         if(distance>1000)
320                                                 continue;
321
322                                         traceline(self.origin + self.view_ofs , head.origin, TRUE, world);
323
324                                         if(trace_fraction<1)
325                                                 continue;
326
327                                         if(distance>bestdistance)
328                                         {
329                                                 newgoal = head;
330                                                 bestdistance = distance;
331                                         }
332                                 }
333
334                                 if(newgoal)
335                                 {
336                                         self.ignoregoal = self.goalcurrent;
337                                         self.ignoregoaltime = time + cvar("bot_ai_ignoregoal_timeout");
338                                         navigation_routetogoal(newgoal);
339                                         self.aistatus &~= AI_STATUS_OUT_JUMPPAD;
340                                 }
341                         }
342                         else
343                                 return;
344                 }
345                 else
346                 {
347                         if(self.velocity_z>0)
348                         {
349                                 local float threshold;
350                                 threshold = maxspeed * 0.2;
351                                 if(fabs(self.velocity_x) < threshold  &&  fabs(self.velocity_y) < threshold)
352                                         self.aistatus |= AI_STATUS_OUT_JUMPPAD;
353                                 return;
354                         }
355                 }
356         }
357
358         // If we are under water with no goals, swim up
359         if(self.waterlevel)
360         if(self.goalcurrent==world)
361         {
362                 dir = '0 0 0';
363                 if(self.waterlevel>WATERLEVEL_SWIMMING)
364                         dir_z = 1;
365                 else if(self.velocity_z >= 0 && !(self.waterlevel == WATERLEVEL_WETFEET && self.watertype == CONTENT_WATER))
366                         self.BUTTON_JUMP = TRUE;
367                 else
368                         self.BUTTON_JUMP = FALSE;
369                 makevectors(self.v_angle_y * '0 1 0');
370                 self.movement_x = dir * v_forward * maxspeed;
371                 self.movement_y = dir * v_right * maxspeed;
372                 self.movement_z = dir * v_up * maxspeed;
373         }
374
375         // if there is nowhere to go, exit
376         if (self.goalcurrent == world)
377                 return;
378
379         if (self.goalcurrent)
380                 navigation_poptouchedgoals();
381
382         // if ran out of goals try to use an alternative goal or get a new strategy asap
383         if(self.goalcurrent == world)
384         if(self.flags & FL_ONGROUND || self.aistatus & AI_STATUS_RUNNING || self.BUTTON_JUMP == TRUE)
385         {
386                 if(self.alternativegoal==world)
387                 {
388                         // ran out of goals
389                         self.bot_strategytime = 0;
390                         return;
391                 }
392
393                 // use the alternative goal
394                 navigation_findnearestwaypoint(self.alternativegoal, TRUE);
395                 navigation_routetogoal(self.alternativegoal);
396                 self.alternativegoal = world;
397                 bot_strategytoken_taken = TRUE;
398
399                 return;
400         }
401
402 #ifdef DEBUG_BOT_GOALSTACK
403         debuggoalstack();
404 #endif
405
406         m1 = self.goalcurrent.origin + self.goalcurrent.mins;
407         m2 = self.goalcurrent.origin + self.goalcurrent.maxs;
408         destorg = self.origin;
409         destorg_x = bound(m1_x, destorg_x, m2_x);
410         destorg_y = bound(m1_y, destorg_y, m2_y);
411         destorg_z = bound(m1_z, destorg_z, m2_z);
412         diff = destorg - self.origin;
413         //dist = vlen(diff);
414         dir = normalize(diff);
415         flatdir = diff;flatdir_z = 0;
416         flatdir = normalize(flatdir);
417
418         //if (self.bot_dodgevector_time < time)
419         {
420         //      self.bot_dodgevector_time = time + cvar("bot_ai_dodgeupdateinterval");
421         //      self.bot_dodgevector_jumpbutton = 1;
422                 evadeobstacle = '0 0 0';
423                 evadelava = '0 0 0';
424
425                 if (self.waterlevel)
426                 {
427                         if(self.waterlevel>WATERLEVEL_SWIMMING)
428                         {
429                         //      flatdir_z = 1;
430                                 self.aistatus |= AI_STATUS_OUT_WATER;
431                         }
432                         else
433                         {
434                                 if(self.velocity_z >= 0 && !(self.watertype == CONTENT_WATER && self.goalcurrent.origin_z < self.origin_z) &&
435                                         ( !(self.waterlevel == WATERLEVEL_WETFEET && self.watertype == CONTENT_WATER) || self.aistatus & AI_STATUS_OUT_WATER))
436                                         self.BUTTON_JUMP = TRUE;
437                                 else
438                                         self.BUTTON_JUMP = FALSE;
439                         }
440                         dir = normalize(flatdir);
441                         makevectors(self.v_angle_y * '0 1 0');
442                 }
443                 else
444                 {
445                         if(self.aistatus & AI_STATUS_OUT_WATER)
446                                 self.aistatus &~= AI_STATUS_OUT_WATER;
447
448                         // jump if going toward an obstacle that doesn't look like stairs we
449                         // can walk up directly
450                         tracebox(self.origin, self.mins, self.maxs, self.origin + self.velocity * 0.2, FALSE, self);
451                         if (trace_fraction < 1)
452                         if (trace_plane_normal_z < 0.7)
453                         {
454                                 s = trace_fraction;
455                                 tracebox(self.origin + '0 0 16', self.mins, self.maxs, self.origin + self.velocity * 0.2 + '0 0 16', FALSE, self);
456                                 if (trace_fraction < s + 0.01)
457                                 if (trace_plane_normal_z < 0.7)
458                                 {
459                                         s = trace_fraction;
460                                         tracebox(self.origin + '0 0 48', self.mins, self.maxs, self.origin + self.velocity * 0.2 + '0 0 48', FALSE, self);
461                                         if (trace_fraction > s)
462                                                 self.BUTTON_JUMP = 1;
463                                 }
464                         }
465
466                         // avoiding dangers and obstacles
467                         local vector dst_ahead, dst_down;
468                         dst_ahead = self.origin + self.view_ofs + (self.velocity * 0.32);
469                         dst_down = dst_ahead + '0 0 -1500';
470
471                         // Look ahead
472                         traceline(self.origin + self.view_ofs , dst_ahead, TRUE, world);
473
474                         // Check head-banging against walls
475                         if(vlen(self.origin + self.view_ofs - trace_endpos) < 2 && !(self.aistatus & AI_STATUS_OUT_WATER))
476                         {
477                                 if(self.facingwalltime && time > self.facingwalltime)
478                                 {
479                                         self.ignoregoal = self.goalcurrent;
480                                         self.ignoregoaltime = time + cvar("bot_ai_ignoregoal_timeout");
481                                         navigation_poproute();
482                                 }
483                                 else
484                                 {
485                                         self.facingwalltime = time + 0.05;
486                                 }
487                         }
488                         else
489                         {
490                                 self.facingwalltime = 0;
491
492                                 if(self.ignoregoal != world && time > self.ignoregoaltime)
493                                 {
494                                         self.ignoregoal = world;
495                                         self.ignoregoaltime = 0;
496                                 }
497                         }
498
499                         // Check for water/slime/lava and dangerous edges
500                         // (only when the bot is on the ground or jumping intentionally)
501                         self.aistatus &~= AI_STATUS_DANGER_AHEAD;
502
503                         if(trace_fraction == 1)
504                         if(self.flags & FL_ONGROUND || self.aistatus & AI_STATUS_RUNNING || self.BUTTON_JUMP == TRUE)
505                         {
506                                 // Look downwards
507                                 traceline(dst_ahead , dst_down, TRUE, world);
508                                 //      te_lightning2(world, self.origin, dst_ahead);   // Draw "ahead" look
509                                 //      te_lightning2(world, dst_ahead, dst_down);              // Draw "downwards" look
510                                 if(trace_endpos_z < self.origin_z + self.mins_z)
511                                 {
512                                         s = pointcontents(trace_endpos + '0 0 1');
513                                         if (s != CONTENT_SOLID)
514                                         if (s == CONTENT_LAVA || s == CONTENT_SLIME)
515                                                 evadelava = normalize(self.velocity) * -1;
516                                         else if (s == CONTENT_SKY)
517                                                 evadeobstacle = normalize(self.velocity) * -1;
518                                         else if (!boxesoverlap(dst_ahead - self.view_ofs + self.mins, dst_ahead - self.view_ofs + self.maxs,
519                                                                 self.goalcurrent.absmin, self.goalcurrent.absmax))
520                                         {
521                                                 // if ain't a safe goal with "holes" (like the jumpad on soylent)
522                                                 // and there is a trigger_hurt below
523                                                 if(tracebox_hits_trigger_hurt(dst_ahead, self.mins, self.maxs, trace_endpos))
524                                                 {
525                                                         // Remove dangerous dynamic goals from stack
526                                                         if (self.goalcurrent.classname == "player" || self.goalcurrent.classname == "droppedweapon")
527                                                                 navigation_poproute();
528                                                         // try to stop
529                                                         flatdir = '0 0 0';
530                                                         evadeobstacle = normalize(self.velocity) * -1;
531                                                 }
532                                         }
533                                 }
534                         }
535
536                         dir = flatdir;
537                         evadeobstacle_z = 0;
538                         evadelava_z = 0;
539                         makevectors(self.v_angle_y * '0 1 0');
540
541                         if(evadeobstacle!='0 0 0'||evadelava!='0 0 0')
542                                 self.aistatus |= AI_STATUS_DANGER_AHEAD;
543                 }
544
545                 dodge = havocbot_dodge();
546                 dodge = dodge * bound(0,3+skill*0.1,1);
547                 evadelava = evadelava * bound(1,3-skill,3); //Noobs fear lava a lot and take more distance from it
548                 traceline(self.origin, self.enemy.origin, TRUE, world);
549                 if(trace_ent.classname == "player")
550                         dir = dir * bound(0,skill/7,1);
551
552                 dir = normalize(dir + dodge + evadeobstacle + evadelava);
553         //      self.bot_dodgevector = dir;
554         //      self.bot_dodgevector_jumpbutton = self.BUTTON_JUMP;
555         }
556
557         if(time < self.ladder_time)
558         {
559                 if(self.goalcurrent.origin_z + self.goalcurrent.mins_z > self.origin_z + self.mins_z)
560                 {
561                         if(self.origin_z + self.mins_z  < self.ladder_entity.origin_z + self.ladder_entity.maxs_z)
562                                 dir = '0 0 1';
563                 }
564                 else
565                 {
566                         if(self.origin_z + self.mins_z  > self.ladder_entity.origin_z + self.ladder_entity.mins_z)
567                                 dir = '0 0 -1';
568                 }
569         }
570
571         //dir = self.bot_dodgevector;
572         //if (self.bot_dodgevector_jumpbutton)
573         //      self.BUTTON_JUMP = 1;
574         self.movement_x = dir * v_forward * maxspeed;
575         self.movement_y = dir * v_right * maxspeed;
576         self.movement_z = dir * v_up * maxspeed;
577
578         // Emulate keyboard interface
579         if (skill < 10)
580                 havocbot_keyboard_movement(destorg);
581
582         // Bunnyhop!
583 //      if(self.aistatus & AI_STATUS_ROAMING)
584         if(skill >= cvar("bot_ai_bunnyhop_skilloffset"))
585                 havocbot_bunnyhop(dir);
586
587         if ((dir * v_up) >= cvar("sv_jumpvelocity")*0.5 && (self.flags & FL_ONGROUND)) self.BUTTON_JUMP=1;
588         if (((dodge * v_up) > 0) && random()*frametime >= 0.2*bound(0,(10-skill)*0.1,1)) self.BUTTON_JUMP=TRUE;
589         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);
590 };
591
592 .float havocbot_chooseenemy_finished;
593 .float havocbot_stickenemy;
594 void havocbot_chooseenemy()
595 {
596         local entity head, best;
597         local float rating, bestrating;
598         local vector eye, v;
599         if (cvar("bot_nofire") || IS_INDEPENDENT_PLAYER(self))
600         {
601                 self.enemy = world;
602                 return;
603         }
604         if (self.enemy)
605         {
606                 if (!bot_shouldattack(self.enemy))
607                 {
608                         // enemy died or something, find a new target
609                         self.enemy = world;
610                         self.havocbot_chooseenemy_finished = time;
611                 }
612                 else if (self.havocbot_stickenemy)
613                 {
614                         // tracking last chosen enemy
615                         // if enemy is visible
616                         // and not really really far away
617                         // and we're not severely injured
618                         // then keep tracking for a half second into the future
619                         traceline(self.origin+self.view_ofs, self.enemy.origin+self.enemy.view_ofs*0.5,FALSE,world);
620                         if (trace_ent == self.enemy || trace_fraction == 1)
621                         if (vlen(self.enemy.origin - self.origin) < 1000)
622                         if (self.health > 30)
623                         {
624                                 // remain tracking him for a shot while (case he went after a small corner or pilar
625                                 self.havocbot_chooseenemy_finished = time + cvar("bot_ai_enemydetectioninterval");
626                                 return;
627                         }
628                         // enemy isn't visible, or is far away, or we're injured severely
629                         // so stop preferring this enemy
630                         // (it will still take a half second until a new one is chosen)
631                         self.havocbot_stickenemy = 0;
632                 }
633         }
634         if (time < self.havocbot_chooseenemy_finished)
635                 return;
636         self.havocbot_chooseenemy_finished = time + cvar("bot_ai_enemydetectioninterval");
637         eye = (self.origin + self.view_ofs);
638         best = world;
639         bestrating = 100000000;
640         head = findchainfloat(bot_attack, TRUE);
641         while (head)
642         {
643                 v = (head.absmin + head.absmax) * 0.5;
644                 rating = vlen(v - eye);
645                 if (bestrating > rating)
646                 if (bot_shouldattack(head))
647                 {
648                         traceline(eye, v, TRUE, self);
649                         if (trace_ent == head || trace_fraction >= 1)
650                         {
651                                 best = head;
652                                 bestrating = rating;
653                         }
654                 }
655                 head = head.chain;
656         }
657         self.enemy = best;
658         self.havocbot_stickenemy = TRUE;
659 };
660
661 .float bot_chooseweapontime;
662 float(entity e) w_getbestweapon;
663 void havocbot_chooseweapon()
664 {
665         local float i;
666
667         // TODO: clean this up by moving it to weapon code
668         if(self.enemy.classname!="player")
669         {
670                 // If there aren't enemies at sight use the laser (like most players)
671                 if(client_hasweapon(self, WEP_LASER, TRUE, FALSE))
672                 {
673                         self.switchweapon = WEP_LASER;
674                         return;
675                 }
676
677                 // Otherwise get the first available weapon
678                 for(i=WEP_LASER + 1; i < WEP_COUNT ; ++i)
679                 {
680                         if(client_hasweapon(self, i, TRUE, FALSE))
681                         {
682                                 self.switchweapon = i;
683                                 return;
684                         }
685                 }
686                 return;
687         }
688
689         local float w, s;
690         local float rocket  ; rocket   =-1000;
691         local float nex     ; nex      =-1000;
692         local float hagar   ; hagar    =-1000;
693         local float grenade ; grenade  =-1000;
694         local float electro ; electro  =-1000;
695         local float crylink ; crylink  =-1000;
696         local float uzi     ; uzi      =-1000;
697         local float shotgun ; shotgun  =-1000;
698         local float campingrifle ; campingrifle  =-1000;
699         local float laser   ; laser    =-1000;
700         local float minstanex ; minstanex =-1000;
701         local float currentscore;
702         local float bestscore; bestscore = 0;
703         local float bestweapon; bestweapon=self.switchweapon;
704         local float distance; distance=bound(10,vlen(self.origin-self.enemy.origin)-200,10000);
705         local float maxdelaytime=0.5;
706         local float spreadpenalty=10;
707         local float distancefromfloor;
708
709         local float af, ct, combo_time;
710
711         traceline(self.enemy.origin,self.enemy.origin-'0 0 1000',TRUE,world);
712         distancefromfloor = self.enemy.origin_z - trace_endpos_z;
713
714         af = ATTACK_FINISHED(self);
715         ct = cvar("bot_ai_weapon_combo_threshold");
716
717         // Bots with no skill will be 4 times more slower than "godlike" bots when doing weapon combos
718         // Ideally this 4 should be calculated as longest_weapon_refire / bot_ai_weapon_combo_threshold
719         combo_time = time + ct + (ct * ((-0.3*skill)+3));
720
721         // Custom weapon list based on distance to the enemy
722         i = 0;
723         if(bot_custom_weapon){
724
725                 // Choose weapons for far distance
726                 if ( distance > bot_distance_far ) {
727                         for(i=0; i < WEP_COUNT && bot_weapons_far[i] != -1 ; ++i){
728                                 w = bot_weapons_far[i];
729                                 if ( client_hasweapon(self, w, TRUE, FALSE) ){
730                                         if ( self.weapon == w){
731                                                 if( cvar("bot_ai_weapon_combo") && af > combo_time)
732                                                         continue;
733                                         } else {
734                                                 self.switchweapon = w;
735                                         }
736                                         return;
737                                 }
738                         }
739                 }
740
741                 // Choose weapons for mid distance
742                 if ( distance > bot_distance_close ) {
743                         for(i= 0; i < WEP_COUNT && bot_weapons_mid[i] != -1 ; ++i){
744                                 w = bot_weapons_mid[i];
745                                 if ( client_hasweapon(self, w, TRUE, FALSE) ){
746                                         if ( self.weapon == w){
747                                                 if( cvar("bot_ai_weapon_combo") && af > combo_time)
748                                                         continue;
749                                         } else {
750                                                 self.switchweapon = w;
751                                         }
752                                         return;
753                                 }
754                         }
755                 }
756
757                 // Choose weapons for close distance
758                 for(i= 0; i < WEP_COUNT && bot_weapons_close[i] != -1 ; ++i){
759                         w = bot_weapons_close[i];
760                         if ( client_hasweapon(self, w, TRUE, FALSE) ){
761                                 if ( self.weapon == w){
762                                         if( cvar("bot_ai_weapon_combo") && af > combo_time)
763                                                 continue;
764                                 } else {
765                                         self.switchweapon = w;
766                                 }
767                                 return;
768                         }
769                 }
770                 // If now weapon was chosen by this system fall back to the previous one
771         }
772
773         // Formula:
774         //      (Damage/Sec * Weapon spefic change to get that damage)
775         //      *(Time to get to target * weapon specfic hitchange bonus) / (in a time of maxdelaytime)
776         //      *(Spread change of hit) // if it applies
777         //      *(Penality for target beeing in air)
778         // %weaponaddpoint
779         if (client_hasweapon(self, WEP_MINSTANEX, TRUE, FALSE))
780                 minstanex = (1000/cvar("g_balance_minstanex_refire")*1.0)
781                         * (0.5);
782
783         if (client_hasweapon(self, WEP_ROCKET_LAUNCHER, TRUE, FALSE)  &&
784                 !(      cvar("bot_ai_weapon_combo") && self.weapon == WEP_ROCKET_LAUNCHER &&
785                         af > combo_time
786                 )
787         )
788                 rocket = (cvar("g_balance_rocketlauncher_damage")/cvar("g_balance_rocketlauncher_refire")*0.75)
789                         * bound(0,(cvar("g_balance_rocketlauncher_speed")/distance*maxdelaytime),1)*1.5;
790
791         if (client_hasweapon(self, WEP_NEX, TRUE, FALSE)  &&
792                 !(      cvar("bot_ai_weapon_combo") && self.weapon == WEP_NEX &&
793                         af > combo_time
794                 )
795         )
796                 nex = (cvar("g_balance_nex_damage")/cvar("g_balance_nex_refire")*1.0)
797                         * (0.5);
798
799         if (client_hasweapon(self, WEP_HAGAR, TRUE, FALSE) ) // &&
800         //      !( cvar("bot_ai_weapon_combo") && self.weapon == WEP_HAGAR &&  time < self.bot_lastshot + cvar("g_balance_hagar_primary_refire") ))
801                 hagar = (cvar("g_balance_hagar_primary_damage")/cvar("g_balance_hagar_primary_refire")*1.0)
802                         * bound(0,(cvar("g_balance_hagar_primary_speed")/distance*maxdelaytime),1)*0.2;
803
804         if (client_hasweapon(self, WEP_GRENADE_LAUNCHER, TRUE, FALSE) &&
805                 !(
806                         cvar("bot_ai_weapon_combo") && self.weapon == WEP_GRENADE_LAUNCHER &&
807                         af > combo_time
808                 )
809         )
810                 grenade = (cvar("g_balance_grenadelauncher_primary_damage")/cvar("g_balance_grenadelauncher_primary_refire")*1.0)
811                         * bound(0,(cvar("g_balance_grenadelauncher_primary_speed")/distance*maxdelaytime),1)*1.1;
812
813         if (client_hasweapon(self, WEP_ELECTRO, TRUE, FALSE) &&
814                 !(      cvar("bot_ai_weapon_combo") && self.weapon == WEP_ELECTRO &&
815                         af > combo_time
816                 )
817         )
818                 electro = (cvar("g_balance_electro_primary_damage")/cvar("g_balance_electro_primary_refire")*0.75)
819                         * bound(0,(cvar("g_balance_electro_primary_speed")/distance*maxdelaytime),1)*1.0;
820
821         if (client_hasweapon(self, WEP_CRYLINK, TRUE, FALSE) ) // &&
822         //      !( self.weapon == WEP_CRYLINK &&  time < self.bot_lastshot + cvar("g_balance_crylink_primary_refire") ))
823                 crylink = (cvar("g_balance_crylink_primary_damage")/cvar("g_balance_crylink_primary_refire")*1.0)
824                         * bound(0,(cvar("g_balance_crylink_primary_speed")/distance*maxdelaytime),1)*(64/(32+cvar("g_balance_crylink_primary_spread")*distance))*1.0;
825
826         if (client_hasweapon(self, WEP_UZI, TRUE, FALSE) ) // &&
827         //      !( self.weapon == WEP_UZI &&  time < self.bot_lastshot + cvar("g_balance_uzi_sustained_refire") ))
828                 uzi = (cvar("g_balance_uzi_sustained_damage")/cvar("g_balance_uzi_sustained_refire")*1.0)
829                         * bound(0,32/(32+cvar("g_balance_uzi_sustained_spread")*distance),1);
830
831         if (client_hasweapon(self, WEP_SHOTGUN, TRUE, FALSE) &&
832                 !(      cvar("bot_ai_weapon_combo") && self.weapon == WEP_SHOTGUN &&
833                         af > combo_time
834                 )
835         )
836                 shotgun = (cvar("g_balance_shotgun_primary_damage")*cvar("g_balance_shotgun_primary_bullets")/cvar("g_balance_shotgun_primary_refire")*1.0)
837                         * bound(0,32/(32+cvar("g_balance_shotgun_primary_spread")*distance),1);
838
839         if (client_hasweapon(self, WEP_LASER, FALSE, FALSE) &&
840                 !(      cvar("bot_ai_weapon_combo") && self.weapon == WEP_LASER &&
841                         af > combo_time
842                 )
843         )
844                 laser = (cvar("g_balance_laser_primary_damage")/cvar("g_balance_laser_primary_refire")*1.0)
845                         * bound(0,cvar("g_balance_laser_primary_speed")/distance*maxdelaytime,1);
846
847         if((self.enemy.flags & FL_ONGROUND)==FALSE){
848                 rocket = rocket   * (1.5-bound(0, distancefromfloor/cvar("g_balance_rocketlauncher_radius"         ),0.9)); //slight bigger change
849                 grenade = grenade * (1.5-bound(0,distancefromfloor/cvar("g_balance_grenadelauncher_primary_radius"),0.95));
850                 electro = electro * (1.5-bound(0,distancefromfloor/cvar("g_balance_electro_primary_radius"        ),0.95));
851                 laser = laser     * (1.5-bound(0,distancefromfloor/cvar("g_balance_laser_primary_radius"                  ),0.95));
852         }
853         /*
854         dprint("Floor distance: ",ftos(distancefromfloor),"\n");
855         dprint("Rocket: " , ftos(rocket  ), "\n");
856         dprint("Nex: "    , ftos(nex     ), "\n");
857         dprint("Hagar: "  , ftos(hagar   ), "\n");
858         dprint("Grenade: ", ftos(grenade ), "\n");
859         dprint("Electro: ", ftos(electro ), "\n");
860         dprint("Crylink: ", ftos(crylink ), "\n");
861         dprint("Uzi: "    , ftos(uzi     ), "\n");
862         dprint("Shotgun :", ftos(shotgun ), "\n");
863         dprint("Laser   :", ftos(laser   ), "\n\n");
864         */
865         currentscore = -1;
866         w = WEP_MINSTANEX        ;s = minstanex;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
867         w = WEP_ROCKET_LAUNCHER  ;s = rocket   ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
868         w = WEP_NEX              ;s = nex      ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
869         w = WEP_HAGAR            ;s = hagar    ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
870         w = WEP_GRENADE_LAUNCHER ;s = grenade  ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
871         w = WEP_ELECTRO          ;s = electro  ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
872         w = WEP_CRYLINK          ;s = crylink  ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
873         w = WEP_UZI              ;s = uzi      ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
874         w = WEP_SHOTGUN          ;s = shotgun  ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
875         w = WEP_LASER            ;s = laser    ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
876
877         // switch if the best weapon would provide a significant damage increase
878         if (bestscore > currentscore*1.5){
879                 self.switchweapon = bestweapon;
880
881                 // buys time for detonating the rocket. not tested yet
882                 if ( cvar("bot_ai_weapon_combo") && bestweapon == WEP_ROCKET_LAUNCHER )
883                         self.bot_chooseweapontime += (distance  / cvar("g_balance_rocketlauncher_speed"));
884         }
885 };
886
887 .float nextaim;
888 void havocbot_aim()
889 {
890         local vector selfvel, enemyvel;
891 //      if(self.flags & FL_INWATER)
892 //              return;
893         if (time < self.nextaim)
894                 return;
895         self.nextaim = time + 0.1;
896         selfvel = self.velocity;
897         if (!self.waterlevel)
898                 selfvel_z = 0;
899         if (self.enemy)
900         {
901                 enemyvel = self.enemy.velocity;
902                 if (!self.enemy.waterlevel)
903                         enemyvel_z = 0;
904                 lag_additem(time + self.ping, 0, 0, self.enemy, self.origin, selfvel, self.enemy.origin, enemyvel);
905         }
906         else
907                 lag_additem(time + self.ping, 0, 0, world, self.origin, selfvel, self.goalcurrent.origin, '0 0 0');
908 };
909
910 void havocbot_ai()
911 {
912         if (bot_strategytoken == self)
913         if (!bot_strategytoken_taken)
914         {
915                 self.havocbot_role();
916
917                 // TODO: tracewalk() should take care of this job (better path finding under water)
918                 // if we don't have a goal and we're under water look for a waypoint near the "shore" and push it
919                 if(self.goalcurrent==world)
920                 if(self.waterlevel==WATERLEVEL_SWIMMING || self.aistatus & AI_STATUS_OUT_WATER)
921                 {
922                         // Look for the closest waypoint out of water
923                         local entity newgoal, head;
924                         local float bestdistance, distance;
925
926                         newgoal = world;
927                         bestdistance = 10000;
928                         for (head = findchain(classname, "waypoint"); head; head = head.chain)
929                         {
930                                 distance = vlen(head.origin - self.origin);
931                                 if(distance>10000)
932                                         continue;
933
934                                 if(head.origin_z < self.origin_z)
935                                         continue;
936
937                                 if(head.origin_z - self.origin_z - self.view_ofs_z > 100)
938                                         continue;
939
940                                 if (pointcontents(head.origin + head.maxs + '0 0 1') != CONTENT_EMPTY)
941                                         continue;
942
943                                 traceline(self.origin + self.view_ofs , head.origin, TRUE, head);
944
945                                 if(trace_fraction<1)
946                                         continue;
947
948                                 if(distance<bestdistance)
949                                 {
950                                         newgoal = head;
951                                         bestdistance = distance;
952                                 }
953                         }
954
955                         if(newgoal)
956                         {
957                         //      te_wizspike(newgoal.origin);
958                                 navigation_pushroute(newgoal);
959                         }
960                 }
961
962                 // token has been used this frame
963                 bot_strategytoken_taken = TRUE;
964         }
965         havocbot_chooseenemy();
966         if (self.bot_chooseweapontime < time )
967         {
968                 self.bot_chooseweapontime = time + cvar("bot_ai_chooseweaponinterval");
969                 havocbot_chooseweapon();
970         }
971         havocbot_aim();
972         lag_update();
973         if (self.bot_aimtarg)
974         {
975                 self.aistatus |= AI_STATUS_ATTACKING;
976                 self.aistatus &~= AI_STATUS_ROAMING;
977
978                 weapon_action(self.weapon, WR_AIM);
979                 if (cvar("bot_nofire") || IS_INDEPENDENT_PLAYER(self))
980                 {
981                         self.BUTTON_ATCK = FALSE;
982                         self.BUTTON_ATCK2 = FALSE;
983                 }
984         }
985         else if (self.goalcurrent)
986         {
987                 self.aistatus |= AI_STATUS_ROAMING;
988                 self.aistatus &~= AI_STATUS_ATTACKING;
989
990                 local vector now,v,next;//,heading;
991                 local float aimdistance,skillblend,distanceblend,blend;
992                 next = now = self.goalcurrent.origin - (self.origin + self.view_ofs);
993                 aimdistance = vlen(now);
994                 //heading = self.velocity;
995                 //dprint(self.goalstack01.classname,etos(self.goalstack01),"\n");
996                 if(self.goalstack01 != self && self.goalstack01 != world && self.aistatus & AI_STATUS_RUNNING == 0)
997                         next = self.goalstack01.origin - (self.origin + self.view_ofs);
998                 skillblend=bound(0,(skill-2.5)*0.5,1); //lower skill player can't preturn
999                 distanceblend=bound(0,aimdistance/cvar("bot_ai_keyboard_distance"),1);
1000                 blend = skillblend * (1-distanceblend);
1001                 //v = (now * (distanceblend) + next * (1-distanceblend)) * (skillblend) + now * (1-skillblend);
1002                 //v = now * (distanceblend) * (skillblend) + next * (1-distanceblend) * (skillblend) + now * (1-skillblend);
1003                 //v = now * ((1-skillblend) + (distanceblend) * (skillblend)) + next * (1-distanceblend) * (skillblend);
1004                 v = now + blend * (next - now);
1005                 //dprint(etos(self), " ");
1006                 //dprint(vtos(now), ":", vtos(next), "=", vtos(v), " (blend ", ftos(blend), ")\n");
1007                 //v = now * (distanceblend) + next * (1-distanceblend);
1008                 if (self.waterlevel < WATERLEVEL_SWIMMING)
1009                         v_z = 0;
1010                 //dprint("walk at:", vtos(v), "\n");
1011                 //te_lightning2(world, self.origin, self.goalcurrent.origin);
1012                 bot_aimdir(v, -1);
1013         }
1014         havocbot_movetogoal();
1015 };
1016
1017 void havocbot_setupbot()
1018 {
1019         self.bot_ai = havocbot_ai;
1020         // will be updated by think code
1021         //Generate some random skill levels
1022         self.havocbot_keyboardskill=random()-0.5;
1023         havocbot_chooserole();
1024 }
1025
1026
1027 #ifdef DEBUG_BOT_GOALSTACK
1028
1029 .float goalcounter;
1030 .vector lastposition;
1031
1032 // Debug the goal stack visually
1033 void debuggoalstack()
1034 {
1035         local entity target;
1036         local vector org;
1037
1038         if(self.goalcounter==0)target=self.goalcurrent;
1039         else if(self.goalcounter==1)target=self.goalstack01;
1040         else if(self.goalcounter==2)target=self.goalstack02;
1041         else if(self.goalcounter==3)target=self.goalstack03;
1042         else if(self.goalcounter==4)target=self.goalstack04;
1043         else if(self.goalcounter==5)target=self.goalstack05;
1044         else if(self.goalcounter==6)target=self.goalstack06;
1045         else if(self.goalcounter==7)target=self.goalstack07;
1046         else if(self.goalcounter==8)target=self.goalstack08;
1047         else if(self.goalcounter==9)target=self.goalstack09;
1048         else if(self.goalcounter==10)target=self.goalstack10;
1049         else if(self.goalcounter==11)target=self.goalstack11;
1050         else if(self.goalcounter==12)target=self.goalstack12;
1051         else if(self.goalcounter==13)target=self.goalstack13;
1052         else if(self.goalcounter==14)target=self.goalstack14;
1053         else if(self.goalcounter==15)target=self.goalstack15;
1054         else if(self.goalcounter==16)target=self.goalstack16;
1055         else if(self.goalcounter==17)target=self.goalstack17;
1056         else if(self.goalcounter==18)target=self.goalstack18;
1057         else if(self.goalcounter==19)target=self.goalstack19;
1058         else if(self.goalcounter==20)target=self.goalstack20;
1059         else if(self.goalcounter==21)target=self.goalstack21;
1060         else if(self.goalcounter==22)target=self.goalstack22;
1061         else if(self.goalcounter==23)target=self.goalstack23;
1062         else if(self.goalcounter==24)target=self.goalstack24;
1063         else if(self.goalcounter==25)target=self.goalstack25;
1064         else if(self.goalcounter==26)target=self.goalstack26;
1065         else if(self.goalcounter==27)target=self.goalstack27;
1066         else if(self.goalcounter==28)target=self.goalstack28;
1067         else if(self.goalcounter==29)target=self.goalstack29;
1068         else if(self.goalcounter==30)target=self.goalstack30;
1069         else if(self.goalcounter==31)target=self.goalstack31;
1070
1071         if(target==world)
1072         {
1073                 self.goalcounter = 0;
1074                 self.lastposition='0 0 0';
1075                 return;
1076         }
1077
1078         if(self.lastposition=='0 0 0')
1079                 org = self.origin;
1080         else
1081                 org = self.lastposition;
1082
1083
1084         te_lightning2(world, org, target.origin);
1085         self.lastposition = target.origin;
1086
1087         self.goalcounter++;
1088 }
1089
1090 #endif