#include "roles.qh" #include #include #include #include #include #include #include #include #include #include #include #include void havocbot_goalrating_waypoints(entity this, float ratingscale, vector org, float sradius) { // rate waypoints only if there's no alternative goal if(navigation_bestgoal) return; float f; float range = 500; sradius = max(range, (0.5 + random() * 0.5) * sradius); while(sradius > 100) { IL_EACH(g_waypoints, vdist(it.origin - org, <, sradius) && vdist(it.origin - org, >, max(100, sradius - range)) && !(it.wpflags & WAYPOINTFLAG_TELEPORT), { if(vdist(it.origin - this.wp_goal_prev0.origin, <, range * 1.5)) f = 0.1; else if(vdist(it.origin - this.wp_goal_prev1.origin, <, range * 1.5)) f = 0.1; else f = 0.5 + random() * 0.5; navigation_routerating(this, it, ratingscale * f, 2000); }); if(navigation_bestgoal) break; sradius -= range; } }; bool havocbot_goalrating_item_can_be_left_to_teammate(entity this, entity player, entity item) { if (GetResource(item, RES_HEALTH) && GetResource(player, RES_HEALTH) <= GetResource(this, RES_HEALTH)) {return true;} if (GetResource(item, RES_ARMOR) && GetResource(player, RES_ARMOR) <= GetResource(this, RES_ARMOR)) {return true;} if (STAT(WEAPONS, item) && !(STAT(WEAPONS, player) & STAT(WEAPONS, item))) {return true;} if (item.itemdef.instanceOfPowerup) {return true;} if (this.items & IT_UNLIMITED_AMMO) {return true;} if (GetResource(item, RES_SHELLS) && GetResource(player, RES_SHELLS) <= GetResource(this, RES_SHELLS)) {return true;} if (GetResource(item, RES_BULLETS) && GetResource(player, RES_BULLETS) <= GetResource(this, RES_BULLETS)) {return true;} if (GetResource(item, RES_ROCKETS) && GetResource(player, RES_ROCKETS) <= GetResource(this, RES_ROCKETS)) {return true;} if (GetResource(item, RES_CELLS) && GetResource(player, RES_CELLS) <= GetResource(this, RES_CELLS)) {return true;} return false; }; bool havocbot_goalrating_item_pickable_check_players(entity this, vector org, entity item, vector item_org) { if(!teamplay) return true; // these variables hold squared distances in order to optimize code float friend_dist2 = FLOAT_MAX; float enemy_dist2 = FLOAT_MAX; float dist2; FOREACH_CLIENT(IS_PLAYER(it) && it != this && !(IS_DEAD(it) || STAT(FROZEN, it)), { if (it.team == this.team) { if (!IS_REAL_CLIENT(it)) continue; dist2 = vlen2(it.origin - item_org); if (dist2 > friend_dist2) continue; if(havocbot_goalrating_item_can_be_left_to_teammate(this, it, item)) { friend_dist2 = dist2; continue; } } else { // If enemy only track distances // TODO: track only if visible ? dist2 = vlen2(it.origin - item_org); if (dist2 < enemy_dist2) enemy_dist2 = dist2; } }); // Rate the item only if no one needs it, or if an enemy is closer to it dist2 = vlen2(item_org - org); if ((enemy_dist2 < friend_dist2 && dist2 < enemy_dist2) || (friend_dist2 > autocvar_bot_ai_friends_aware_pickup_radius ** 2) || (dist2 < friend_dist2 && dist2 < 200 ** 2)) return true; return false; }; void havocbot_goalrating_items(entity this, float ratingscale, vector org, float sradius) { ratingscale = ratingscale * 0.0001; IL_EACH(g_items, it.bot_pickup, { // ignore if bot already rated this item with a higher ratingscale // NOTE: this code assumes each bot rates items in a different frame if(it.bot_ratingscale_time == time && ratingscale < it.bot_ratingscale) continue; if(!it.solid) { if(!autocvar_bot_ai_timeitems) continue; if(!it.scheduledrespawntime) continue; if(it.respawntime < max(11, autocvar_bot_ai_timeitems_minrespawndelay)) continue; if(it.respawntimejitter && !it.itemdef.instanceOfPowerup) continue; float t = 0; if(it.itemdef.instanceOfPowerup) t = bound(0, skill / 10, 1) * 6; else if(skill >= 9) t = 4; if(time < it.scheduledrespawntime - t) continue; it.bot_pickup_respawning = true; } vector o = (it.absmin + it.absmax) * 0.5; if(vdist(o - org, >, sradius) || (it == this.ignoregoal && time < this.ignoregoaltime) ) continue; // Check if the item can be picked up safely if(ITEM_IS_LOOT(it)) { if(!IS_ONGROUND(it)) continue; traceline(o, o + '0 0 -1500', true, NULL); if(IN_LAVA(trace_endpos + '0 0 1')) continue; // this tracebox_hits_trigger_hurt call isn't needed: // dropped weapons are removed as soon as they fall on a trigger_hurt // and can't be rated while they are in the air //if(tracebox_hits_trigger_hurt(it.origin, it.mins, it.maxs, trace_endpos)) // continue; } else { if(IN_LAVA(it.origin + (it.mins + it.maxs) * 0.5)) continue; } if(!havocbot_goalrating_item_pickable_check_players(this, org, it, o)) continue; it.bot_ratingscale_time = time; it.bot_ratingscale = ratingscale; float rating = it.bot_pickupevalfunc(this, it); if(rating > 0) navigation_routerating(this, it, rating * ratingscale, 2000); }); } void havocbot_goalrating_enemyplayers(entity this, float ratingscale, vector org, float sradius) { if (autocvar_bot_nofire) return; // don't chase players if we're under water if(this.waterlevel > WATERLEVEL_WETFEET) return; ratingscale = ratingscale * 0.0001; FOREACH_CLIENT(IS_PLAYER(it) && bot_shouldattack(this, it), { // TODO: Merge this logic with the bot_shouldattack function if(vdist(it.origin - org, <, 100) || vdist(it.origin - org, >, sradius)) continue; if(vdist(vec2(it.velocity), >, autocvar_sv_maxspeed * 2)) continue; // rate only visible enemies /* traceline(this.origin + this.view_ofs, it.origin, MOVE_NOMONSTERS, this); if (trace_fraction < 1 || trace_ent != it) continue; */ float t = ((GetResource(this, RES_HEALTH) + GetResource(this, RES_ARMOR)) - (GetResource(it, RES_HEALTH) + GetResource(it, RES_ARMOR))) / 150; t = bound(0, 1 + t, 3); if (skill > 3) { if (time < StatusEffects_gettime(STATUSEFFECT_Strength, this) - 1) t += 0.5; if (time < StatusEffects_gettime(STATUSEFFECT_Strength, it) - 1) t -= 0.5; if (time < StatusEffects_gettime(STATUSEFFECT_Shield, this) - 1) t += 0.2; if (time < StatusEffects_gettime(STATUSEFFECT_Shield, it) - 1) t -= 0.4; } t += max(0, 8 - skill) * 0.05; // less skilled bots attack more mindlessly ratingscale *= t; if (ratingscale > 0) navigation_routerating(this, it, ratingscale * BOT_RATING_ENEMY, 2000); }); } // legacy bot role for standard gamemodes // go to best items void havocbot_role_generic(entity this) { if(IS_DEAD(this)) return; if (navigation_goalrating_timeout(this)) { navigation_goalrating_start(this); havocbot_goalrating_items(this, 10000, this.origin, 10000); havocbot_goalrating_enemyplayers(this, 10000, this.origin, 10000); havocbot_goalrating_waypoints(this, 1, this.origin, 3000); navigation_goalrating_end(this); navigation_goalrating_timeout_set(this); } } void havocbot_chooserole_generic(entity this) { this.havocbot_role = havocbot_role_generic; } void havocbot_chooserole(entity this) { LOG_TRACE("choosing a role..."); navigation_goalrating_timeout_force(this); if(!MUTATOR_CALLHOOK(HavocBot_ChooseRole, this)) havocbot_chooserole_generic(this); }