.void() havocbot_role; void() havocbot_chooserole; .float havocbot_keyboardskill; vector() havocbot_dodge = { // LordHavoc: disabled because this is too expensive return '0 0 0'; /* local entity head; local vector dodge, v, n; local float danger, bestdanger, vl, d; dodge = '0 0 0'; bestdanger = -20; // check for dangerous objects near bot or approaching bot head = findchainfloat(bot_dodge, TRUE); while(head) { if (head.owner != self) { vl = vlen(head.velocity); if (vl > sv_maxspeed * 0.3) { n = normalize(head.velocity); v = self.origin - head.origin; d = v * n; if (d > (0 - head.bot_dodgerating)) if (d < (vl * 0.2 + head.bot_dodgerating)) { // calculate direction and distance from the flight path, by removing the forward axis v = v - (n * (v * n)); danger = head.bot_dodgerating - vlen(v); if (bestdanger < danger) { bestdanger = danger; // dodge to the side of the object dodge = normalize(v); } } } else { danger = head.bot_dodgerating - vlen(head.origin - self.origin); if (bestdanger < danger) { bestdanger = danger; dodge = normalize(self.origin - head.origin); } } } head = head.chain; } return dodge; */ }; //.float havocbotignoretime; .float havocbot_keyboardtime; .float havocbot_ducktime; .vector havocbot_keyboard; //.vector bot_dodgevector; //.float bot_dodgevector_time; //.float bot_dodgevector_jumpbutton; void() havocbot_movetogoal = { local vector destorg; local vector diff; local vector dir; local vector flatdir; local vector m1; local vector m2; local vector evadeobstacle; local vector evadelava; local float s; local float maxspeed; //local float dist; local vector dodge; //if (self.goalentity) // te_lightning2(self, self.origin, (self.goalentity.absmin + self.goalentity.absmax) * 0.5); self.movement = '0 0 0'; maxspeed = cvar("sv_maxspeed"); if(self.jumppadcount) { if(self.flags & FL_ONGROUND) self.jumppadcount = FALSE; else return; } if (self.goalcurrent == world) return; navigation_poptouchedgoals(); if (self.goalcurrent == world) { // ran out of goals, rethink strategy as soon as possible self.bot_strategytime = 0; return; } m1 = self.goalcurrent.origin + self.goalcurrent.mins; m2 = self.goalcurrent.origin + self.goalcurrent.maxs; destorg = self.origin; destorg_x = bound(m1_x, destorg_x, m2_x); destorg_y = bound(m1_y, destorg_y, m2_y); destorg_z = bound(m1_z, destorg_z, m2_z); diff = destorg - self.origin; //dist = vlen(diff); dir = normalize(diff); flatdir = diff;flatdir_z = 0; flatdir = normalize(flatdir); //if (self.bot_dodgevector_time < time) { // self.bot_dodgevector_time = time + cvar("bot_ai_dodgeupdateinterval"); // self.bot_dodgevector_jumpbutton = 1; evadeobstacle = '0 0 0'; evadelava = '0 0 0'; if (!self.waterlevel) { // Since new update in air contol, we can move in air //if (!(self.flags & FL_ONGROUND)) //{ // // prevent goal checks when we can't walk // if (self.bot_strategytime < time + 0.1) // self.bot_strategytime = time + 0.1; // return; //} // jump if going toward an obstacle that doesn't look like stairs we // can walk up directly tracebox(self.origin, self.mins, self.maxs, self.origin + self.velocity * 0.2, FALSE, self); if (trace_fraction < 1) if (trace_plane_normal_z < 0.7) { s = trace_fraction; tracebox(self.origin + '0 0 16', self.mins, self.maxs, self.origin + self.velocity * 0.2 + '0 0 16', FALSE, self); if (trace_fraction < s + 0.01) if (trace_plane_normal_z < 0.7) { s = trace_fraction; tracebox(self.origin + '0 0 48', self.mins, self.maxs, self.origin + self.velocity * 0.2 + '0 0 48', FALSE, self); if (trace_fraction > s) self.button2 = 1; } } traceline(self.origin + self.velocity * 0.3, self.origin + self.velocity * 0.3 + '0 0 -1000', TRUE, world); s = pointcontents(trace_endpos + '0 0 1'); if (s == CONTENT_LAVA || s == CONTENT_SLIME) evadelava = normalize(self.velocity) * -1; dir = flatdir; evadeobstacle_z = 0; evadelava_z = 0; makevectors(self.v_angle_y * '0 1 0'); } else makevectors(self.v_angle); dodge = havocbot_dodge(); dodge = dodge * bound(0,3+skill*0.1,1); evadelava = evadelava * bound(1,3-skill,3); //Noobs fear lava a lot and take more distance from it traceline(self.origin, self.enemy.origin, TRUE, world); if(trace_ent.classname == "player") dir = dir * bound(0,skill/7,1); dir = normalize(dir + dodge + evadeobstacle + evadelava); // self.bot_dodgevector = dir; // self.bot_dodgevector_jumpbutton = self.button2; } //dir = self.bot_dodgevector; //if (self.bot_dodgevector_jumpbutton) // self.button2 = 1; self.movement_x = dir * v_forward * maxspeed; self.movement_y = dir * v_right * maxspeed; self.movement_z = dir * v_up * maxspeed; if (skill < 10) { // Emulate keyboard interface; local vector keyboard; local float blend; if (time >= self.havocbot_keyboardtime) { self.havocbot_keyboardtime = max( self.havocbot_keyboardtime + bound(0,0.05/(skill+self.havocbot_keyboardskill),0.05) +random()*bound(0,0.025/(skill+self.havocbot_keyboardskill),100) , time); keyboard = self.movement * (1.0 / maxspeed); local float trigger, trigger1; blend = bound(0,skill*0.1,1); trigger = cvar("bot_ai_keyboard_treshold"); trigger1 = 0 - trigger; // categorize forward movement // at skill < 1.5 only forward // at skill < 2.5 only individual directions // at skill < 4.5 only individual directions, and forward diagonals // at skill >= 4.5, all cases allowed if (keyboard_x > trigger) { keyboard_x = 1; if (skill < 2.5) keyboard_y = 0; } else if (keyboard_x < trigger1 && skill > 1.5) { keyboard_x = -1; if (skill < 4.5) keyboard_y = 0; } else { keyboard_x = 0; if (skill < 1.5) keyboard_y = 0; } if (skill < 4.5) keyboard_z = 0; if (keyboard_y > trigger) keyboard_y = 1; else if (keyboard_y < trigger1) keyboard_y = -1; else keyboard_y = 0; if (keyboard_z > trigger) keyboard_z = 1; else if (keyboard_z < trigger1) keyboard_z = -1; else keyboard_z = 0; self.havocbot_keyboard = keyboard * maxspeed; if (self.havocbot_ducktime>time) self.button5=TRUE; } keyboard = self.havocbot_keyboard; blend = bound(0,vlen(destorg-self.origin)/cvar("bot_ai_keyboard_distance"),1); // When getting close move with 360 degree //dprint("movement ", vtos(self.movement), " keyboard ", vtos(keyboard), " blend ", ftos(blend), "\n"); self.movement = self.movement + (keyboard - self.movement) * blend; } if ((dir * v_up) >= cvar("sv_jumpvelocity")*0.5 && (self.flags & FL_ONGROUND)) self.button2=1; if (((dodge * v_up) > 0) && random()*frametime >= 0.2*bound(0,(10-skill)*0.1,1)) self.button2=TRUE; 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); }; .float havocbot_chooseenemy_finished; .float havocbot_stickenemy; void() havocbot_chooseenemy = { local entity head, best; local float rating, bestrating; local vector eye, v; if (cvar("bot_nofire")) { self.enemy = world; return; } if (self.enemy) { if (!bot_shouldattack(self.enemy)) { // enemy died or something, find a new target self.enemy = world; self.havocbot_chooseenemy_finished = time; } else if (self.havocbot_stickenemy) { // tracking last chosen enemy // if enemy is visible // and not really really far away // and we're not severely injured // then keep tracking for a half second into the future traceline(self.origin+self.view_ofs, self.enemy.origin+self.enemy.view_ofs*0.5,FALSE,world); if (trace_ent == self.enemy || trace_fraction == 1) if (vlen(self.enemy.origin - self.origin) < 1000) if (self.health > 30) { // remain tracking him for a shot while (case he went after a small corner or pilar self.havocbot_chooseenemy_finished = time + cvar("bot_ai_enemydetectioninterval"); return; } // enemy isn't visible, or is far away, or we're injured severely // so stop preferring this enemy // (it will still take a half second until a new one is chosen) self.havocbot_stickenemy = 0; } } if (time < self.havocbot_chooseenemy_finished) return; self.havocbot_chooseenemy_finished = time + cvar("bot_ai_enemydetectioninterval"); eye = (self.origin + self.view_ofs); best = world; bestrating = 100000000; head = findchainfloat(bot_attack, TRUE); while (head) { v = (head.absmin + head.absmax) * 0.5; rating = vlen(v - eye); if (bestrating > rating) if (bot_shouldattack(head)) { traceline(eye, v, TRUE, self); if (trace_ent == head || trace_fraction >= 1) { best = head; bestrating = rating; } } head = head.chain; } self.enemy = best; self.havocbot_stickenemy = 1; }; float(entity e) w_getbestweapon; void() havocbot_chooseweapon = { // TODO: clean this up by moving it to weapon code if(self.enemy.classname!="player") { self.switchweapon = w_getbestweapon(self); return; } local float w, s; local float rocket ; rocket =-1000; local float nex ; nex =-1000; local float hagar ; hagar =-1000; local float grenade ; grenade =-1000; local float electro ; electro =-1000; local float crylink ; crylink =-1000; local float uzi ; uzi =-1000; local float shotgun ; shotgun =-1000; local float laser ; laser =-1000; local float currentscore; local float bestscore; bestscore = 0; local float bestweapon; bestweapon=self.switchweapon; local float distance; distance=bound(10,vlen(self.origin-self.enemy.origin)-200,10000); local float maxdelaytime=0.5; local float spreadpenalty=10; local float distancefromfloor; traceline(self.enemy.origin,self.enemy.origin-'0 0 1000',TRUE,world); distancefromfloor = self.enemy.origin_z - trace_endpos_z; // Formula: // (Damage/Sec * Weapon spefic change to get that damage) // *(Time to get to target * weapon specfic hitchange bonus) / (in a time of maxdelaytime) // *(Spread change of hit) // if it applies // *(Penality for target beeing in air) if (client_hasweapon(self, WEP_ROCKET_LAUNCHER, TRUE, FALSE)) rocket = (cvar("g_balance_rocketlauncher_damage")/cvar("g_balance_rocketlauncher_refire")*0.75) * bound(0,(cvar("g_balance_rocketlauncher_speed")/distance*maxdelaytime),1)*1.5; if (client_hasweapon(self, WEP_NEX, TRUE, FALSE)) nex = (cvar("g_balance_nex_damage")/cvar("g_balance_nex_refire")*1.0) * (0.5); if (client_hasweapon(self, WEP_HAGAR, TRUE, FALSE)) hagar = (cvar("g_balance_hagar_primary_damage")/cvar("g_balance_hagar_primary_refire")*1.0) * bound(0,(cvar("g_balance_hagar_primary_speed")/distance*maxdelaytime),1)*0.2; if (client_hasweapon(self, WEP_GRENADE_LAUNCHER, TRUE, FALSE)) grenade = (cvar("g_balance_grenadelauncher_primary_damage")/cvar("g_balance_grenadelauncher_primary_refire")*1.0) * bound(0,(cvar("g_balance_grenadelauncher_primary_speed")/distance*maxdelaytime),1)*1.1; if (client_hasweapon(self, WEP_ELECTRO, TRUE, FALSE)) electro = (cvar("g_balance_electro_primary_damage")/cvar("g_balance_electro_primary_refire")*0.75) * bound(0,(cvar("g_balance_electro_primary_speed")/distance*maxdelaytime),1)*1.0; if (client_hasweapon(self, WEP_CRYLINK, TRUE, FALSE)) crylink = (cvar("g_balance_crylink_primary_damage")/cvar("g_balance_crylink_primary_refire")*1.0) * bound(0,(cvar("g_balance_crylink_primary_speed")/distance*maxdelaytime),1)*(64/(32+cvar("g_balance_crylink_primary_spread")*distance))*1.0; if (client_hasweapon(self, WEP_UZI, TRUE, FALSE)) uzi = (cvar("g_balance_uzi_sustained_damage")/cvar("g_balance_uzi_sustained_refire")*1.0) * bound(0,32/(32+cvar("g_balance_uzi_sustained_spread")*distance),1); if (client_hasweapon(self, WEP_SHOTGUN, TRUE, FALSE)) shotgun = (cvar("g_balance_shotgun_primary_damage")*cvar("g_balance_shotgun_primary_bullets")/cvar("g_balance_shotgun_primary_refire")*1.0) * bound(0,32/(32+cvar("g_balance_shotgun_primary_spread")*distance),1); if (client_hasweapon(self, WEP_LASER, FALSE, FALSE)) laser = (cvar("g_balance_laser_primary_damage")/cvar("g_balance_laser_primary_refire")*1.0) * bound(0,cvar("g_balance_laser_primary_speed")/distance*maxdelaytime,1); if((self.enemy.flags & FL_ONGROUND)==FALSE){ rocket = rocket * (1.5-bound(0, distancefromfloor/cvar("g_balance_rocketlauncher_radius" ),0.9)); //slight bigger change grenade = grenade * (1.5-bound(0,distancefromfloor/cvar("g_balance_grenadelauncher_primary_radius"),0.95)); electro = electro * (1.5-bound(0,distancefromfloor/cvar("g_balance_electro_primary_radius" ),0.95)); laser = laser * (1.5-bound(0,distancefromfloor/cvar("g_balance_laser_primary_radius" ),0.95)); } /* dprint("Floor distance: ",ftos(distancefromfloor),"\n"); dprint("Rocket: " , ftos(rocket ), "\n"); dprint("Nex: " , ftos(nex ), "\n"); dprint("Hagar: " , ftos(hagar ), "\n"); dprint("Grenade: ", ftos(grenade ), "\n"); dprint("Electro: ", ftos(electro ), "\n"); dprint("Crylink: ", ftos(crylink ), "\n"); dprint("Uzi: " , ftos(uzi ), "\n"); dprint("Shotgun :", ftos(shotgun ), "\n"); dprint("Laser :", ftos(laser ), "\n\n"); */ currentscore = -1; w = WEP_ROCKET_LAUNCHER ;s = rocket ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s; w = WEP_NEX ;s = nex ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s; w = WEP_HAGAR ;s = hagar ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s; w = WEP_GRENADE_LAUNCHER ;s = grenade;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s; w = WEP_ELECTRO ;s = electro;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s; w = WEP_CRYLINK ;s = crylink;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s; w = WEP_UZI ;s = uzi ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s; w = WEP_SHOTGUN ;s = shotgun;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s; w = WEP_LASER ;s = laser ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s; // switch if the best weapon would provide a significant damage increase if (bestscore > currentscore*1.5) self.switchweapon = bestweapon; }; .float nextaim; void() havocbot_aim = { local vector selfvel, enemyvel; if (time < self.nextaim) return; self.nextaim = time + 0.1; selfvel = self.velocity; if (!self.waterlevel) selfvel_z = 0; if (self.enemy) { enemyvel = self.enemy.velocity; if (!self.enemy.waterlevel) enemyvel_z = 0; lag_additem(time + self.ping, 0, 0, self.enemy, self.origin, selfvel, self.enemy.origin, enemyvel); } else lag_additem(time + self.ping, 0, 0, world, self.origin, selfvel, self.goalcurrent.origin, '0 0 0'); }; .float bot_chooseweapontime; void() havocbot_ai = { if (bot_strategytoken == self) if (!bot_strategytoken_taken) { self.havocbot_role(); // token has been used this frame bot_strategytoken_taken = TRUE; } havocbot_chooseenemy(); if (self.bot_chooseweapontime < time) { self.bot_chooseweapontime = time + cvar("bot_ai_chooseweaponinterval"); havocbot_chooseweapon(); } havocbot_aim(); lag_update(); if (self.bot_aimtarg) { weapon_action(self.weapon, WR_AIM); if (cvar("bot_nofire")) { self.button0 = FALSE; self.button3 = FALSE; } } else if (self.goalcurrent) { local vector now,v,next;//,heading; local float distance,skillblend,distanceblend,blend; next = now = self.goalcurrent.origin - (self.origin + self.view_ofs); distance = vlen(now); //heading = self.velocity; //dprint(self.goalstack01.classname,etos(self.goalstack01),"\n"); if(self.goalstack01 != self && self.goalstack01 != world) next = self.goalstack01.origin - (self.origin + self.view_ofs); skillblend=bound(0,(skill-2.5)*0.5,1); //lower skill player can't preturn distanceblend=bound(0,distance/cvar("bot_ai_keyboard_distance"),1); blend = skillblend * (1-distanceblend); //v = (now * (distanceblend) + next * (1-distanceblend)) * (skillblend) + now * (1-skillblend); //v = now * (distanceblend) * (skillblend) + next * (1-distanceblend) * (skillblend) + now * (1-skillblend); //v = now * ((1-skillblend) + (distanceblend) * (skillblend)) + next * (1-distanceblend) * (skillblend); v = now + blend * (next - now); //dprint(etos(self), " "); //dprint(vtos(now), ":", vtos(next), "=", vtos(v), " (blend ", ftos(blend), ")\n"); //v = now * (distanceblend) + next * (1-distanceblend); if (self.waterlevel < 2) v_z = 0; //dprint("walk at:", vtos(v), "\n"); //te_lightning2(world, self.origin, self.goalcurrent.origin); bot_aimdir(v, -1); } havocbot_movetogoal(); }; void() havocbot_setupbot = { self.bot_ai = havocbot_ai; // will be updated by think code //Generate some random skill levels self.havocbot_keyboardskill=random()-0.5; havocbot_chooserole(); }