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