}
};
+bool havocbot_goalrating_item_pickable_check_players(entity this, vector org, entity item, vector item_org)
+{
+ if(!teamplay)
+ return true;
+
+ float friend_distance = FLOAT_MAX;
+ float enemy_distance = FLOAT_MAX;
+ bool discard = false;
+
+ FOREACH_CLIENT(IS_PLAYER(it) && it != this && !IS_DEAD(it),
+ {
+ if (it.team == this.team)
+ {
+ if (!IS_REAL_CLIENT(it) || discard)
+ continue;
+
+ if(vdist(it.origin - item_org, >, friend_distance))
+ continue;
+
+ friend_distance = vlen(it.origin - item_org);
+ discard = true;
+
+ if (item.health && it.health > this.health) continue;
+ if (item.armorvalue && it.armorvalue > this.armorvalue) continue;
+
+ if (item.weapons && (item.weapons & ~it.weapons)) continue;
+
+ if (item.ammo_shells && it.ammo_shells > this.ammo_shells) continue;
+ if (item.ammo_nails && it.ammo_nails > this.ammo_nails) continue;
+ if (item.ammo_rockets && it.ammo_rockets > this.ammo_rockets) continue;
+ if (item.ammo_cells && it.ammo_cells > this.ammo_cells) continue;
+ if (item.ammo_plasma && it.ammo_plasma > this.ammo_plasma) continue;
+
+ discard = false;
+ }
+ else
+ {
+ // If enemy only track distances
+ // TODO: track only if visible ?
+ if(vdist(it.origin - item_org, <, enemy_distance))
+ enemy_distance = vlen(it.origin - item_org);
+ }
+ });
+
+ // Rate the item only if no one needs it, or if an enemy is closer to it
+ if ((enemy_distance < friend_distance && vdist(item_org - org, <, enemy_distance)) ||
+ (friend_distance > autocvar_bot_ai_friends_aware_pickup_radius) || !discard)
+ return true;
+ return false;
+};
+
void havocbot_goalrating_items(entity this, float ratingscale, vector org, float sradius)
{
- float rating, discard, friend_distance, enemy_distance;
+ float rating;
vector o;
ratingscale = ratingscale * 0.0001; // items are rated around 10000 already
IL_EACH(g_items, it.bot_pickup,
{
- rating = 0;
-
if(!it.solid)
{
if(!autocvar_bot_ai_timeitems)
continue;
}
- if(teamplay)
- {
- friend_distance = 10000; enemy_distance = 10000;
- discard = false;
-
- entity picker = it;
- FOREACH_CLIENT(IS_PLAYER(it) && it != this && !IS_DEAD(it),
- {
- if ( it.team == this.team )
- {
- if ( !IS_REAL_CLIENT(it) || discard )
- continue;
-
- if( vdist(it.origin - o, >, friend_distance) )
- continue;
-
- friend_distance = vlen(it.origin - o); // distance between player and item
- discard = true;
-
- if (picker.health && it.health > this.health) continue;
- if (picker.armorvalue && it.armorvalue > this.armorvalue) continue;
-
- if (picker.weapons && (picker.weapons & ~it.weapons)) continue;
-
- if (picker.ammo_shells && it.ammo_shells > this.ammo_shells) continue;
- if (picker.ammo_nails && it.ammo_nails > this.ammo_nails) continue;
- if (picker.ammo_rockets && it.ammo_rockets > this.ammo_rockets) continue;
- if (picker.ammo_cells && it.ammo_cells > this.ammo_cells) continue;
- if (picker.ammo_plasma && it.ammo_plasma > this.ammo_plasma) continue;
-
- discard = false;
- }
- else
- {
- // If enemy only track distances
- // TODO: track only if visible ?
- if( vdist(it.origin - o, <, enemy_distance) )
- enemy_distance = vlen(it.origin - o); // distance between player and item
- }
- });
-
- // Rate the item only if no one needs it, or if an enemy is closer to it
- if ( (enemy_distance < friend_distance && vdist(o - org, <, enemy_distance)) ||
- (friend_distance > autocvar_bot_ai_friends_aware_pickup_radius ) || !discard )
- rating = it.bot_pickupevalfunc(this, it);
- }
- else
- rating = it.bot_pickupevalfunc(this, it);
+ if(!havocbot_goalrating_item_pickable_check_players(this, org, it, o))
+ continue;
+
+ rating = it.bot_pickupevalfunc(this, it);
if(rating > 0)
navigation_routerating(this, it, rating * ratingscale, 2000);