
/*****************************************************************************
 * name:		ai_dmnet.c
 *
 * desc:		Quake3 bot AI
 *
 *
 *****************************************************************************/

#include "../game/g_local.h"
#include "../game/botlib.h"
#include "../game/be_aas.h"
#include "../game/be_ea.h"
#include "../game/be_ai_char.h"
#include "../game/be_ai_chat.h"
#include "../game/be_ai_gen.h"
#include "../game/be_ai_goal.h"
#include "../game/be_ai_move.h"
#include "../game/be_ai_weap.h"
#include "../botai/botai.h"
//
#include "ai_main.h"
#include "ai_dmq3.h"
#include "ai_chat.h"
#include "ai_cmd.h"
#include "ai_dmnet.h"
//data file headers
#include "chars.h"			//characteristics
#include "inv.h"			//indexes into the inventory
#include "syn.h"			//synonyms
#include "match.h"			//string matching types and vars

//goal flag, see be_ai_goal.h for the other GFL_*
#define GFL_AIR			16

int numnodeswitches;
char nodeswitch[MAX_NODESWITCHES+1][144];

#define LOOKAHEAD_DISTANCE		300

/*
==================
BotResetNodeSwitches
==================
*/
void BotResetNodeSwitches(void) {
	numnodeswitches = 0;
}

/*
==================
BotDumpNodeSwitches
==================
*/
void BotDumpNodeSwitches(bot_state_t *bs) {
	int i;
	char netname[MAX_NETNAME];

	ClientName(bs->client, netname, sizeof(netname));
	BotAI_Print(PRT_MESSAGE, "%s at %1.1f switched more than %d AI nodes\n", netname, trap_AAS_Time(), MAX_NODESWITCHES);
	for (i = 0; i < numnodeswitches; i++) {
		BotAI_Print(PRT_MESSAGE, nodeswitch[i]);
	}
	BotAI_Print(PRT_FATAL, "");
}

/*
==================
BotRecordNodeSwitch
==================
*/
void BotRecordNodeSwitch(bot_state_t *bs, char *node, char *str) {
	char netname[MAX_NETNAME];

	ClientName(bs->client, netname, sizeof(netname));
	Com_sprintf(nodeswitch[numnodeswitches], 144, "%s at %2.1f entered %s: %s\n", netname, trap_AAS_Time(), node, str);
#ifdef DEBUG
	if (0) {
		BotAI_Print(PRT_MESSAGE, nodeswitch[numnodeswitches]);
	}
#endif //DEBUG
	numnodeswitches++;
}

/*
==================
BotGetAirGoal
==================
*/
int BotGetAirGoal(bot_state_t *bs, bot_goal_t *goal) {
	bsp_trace_t bsptrace;
	vec3_t end, mins = {-15, -15, -2}, maxs = {15, 15, 2};
	int areanum;

	//trace up until we hit solid
	VectorCopy(bs->origin, end);
	end[2] += 1000;
	BotAI_Trace(&bsptrace, bs->origin, mins, maxs, end, bs->entitynum, CONTENTS_SOLID|CONTENTS_PLAYERCLIP);
	//trace down until we hit water
	VectorCopy(bsptrace.endpos, end);
	BotAI_Trace(&bsptrace, end, mins, maxs, bs->origin, bs->entitynum, CONTENTS_WATER|CONTENTS_SLIME|CONTENTS_LAVA);
	//if we found the water surface
	if (bsptrace.fraction > 0) {
		areanum = BotPointAreaNum(bsptrace.endpos);
		if (areanum) {
			VectorCopy(bsptrace.endpos, goal->origin);
			goal->origin[2] -= 2;
			goal->areanum = areanum;
			goal->mins[0] = -15;
			goal->mins[1] = -15;
			goal->mins[2] = -1;
			goal->maxs[0] = 15;
			goal->maxs[1] = 15;
			goal->maxs[2] = 1;
			goal->flags = GFL_AIR;
			goal->number = 0;
			goal->iteminfo = 0;
			goal->entitynum = 0;
			return qtrue;
		}
	}
	return qfalse;
}

/*
==================
BotGoForAir
==================
*/
int BotGoForAir(bot_state_t *bs, int tfl, bot_goal_t *ltg, float range) {
	bot_goal_t goal;

	//if the bot needs air
	if (bs->lastair_time < trap_AAS_Time() - 6) {
		//
#ifdef DEBUG
		//BotAI_Print(PRT_MESSAGE, "going for air\n");
#endif //DEBUG
		//if we can find an air goal
		if (BotGetAirGoal(bs, &goal)) {
			trap_BotPushGoal(bs->gs, &goal);
			return qtrue;
		}
		else {
			//get a nearby goal outside the water
			while(trap_BotChooseNBGItem(bs->gs, bs->origin, bs->inventory, tfl, ltg, range)) {
				trap_BotGetTopGoal(bs->gs, &goal);
				//if the goal is not in water
				if (!(trap_AAS_PointContents(goal.origin) & (CONTENTS_WATER|CONTENTS_SLIME|CONTENTS_LAVA))) {
					return qtrue;
				}
				trap_BotPopGoal(bs->gs);
			}
			trap_BotResetAvoidGoals(bs->gs);
		}
	}
	return qfalse;
}

/*
==================
BotNearbyGoal
==================
*/
int BotNearbyGoal(bot_state_t *bs, int tfl, bot_goal_t *ltg, float range) {
	int ret;

	if (BotGoForAir(bs, tfl, ltg, range)) return qtrue;

	ret = trap_BotChooseNBGItem(bs->gs, bs->origin, bs->inventory, tfl, ltg, range);
	/*
	if (ret)
	{
		char buf[128];
		//get the goal at the top of the stack
		trap_BotGetTopGoal(bs->gs, &goal);
		trap_BotGoalName(goal.number, buf, sizeof(buf));
		BotAI_Print(PRT_MESSAGE, "%1.1f: new nearby goal %s\n", trap_AAS_Time(), buf);
	}
  */
	return ret;
}

/*
==================
BotReachedGoal
==================
*/
int BotReachedGoal(bot_state_t *bs, bot_goal_t *goal) {
	if (goal->flags & GFL_ITEM) {
		//if touching the goal
		if (trap_BotTouchingGoal(bs->origin, goal)) return qtrue;
		//if the goal isn't there
		if (trap_BotItemGoalInVisButNotVisible(bs->entitynum, bs->eye, bs->viewangles, goal)) return qtrue;
		//if in the goal area and below or above the goal and not swimming
		if (bs->areanum == goal->areanum) {
			if (bs->origin[0] > goal->origin[0] + goal->mins[0] && bs->origin[0] < goal->origin[0] + goal->maxs[0]) {
				if (bs->origin[1] > goal->origin[1] + goal->mins[1] && bs->origin[1] < goal->origin[1] + goal->maxs[1]) {
					if (!trap_AAS_Swimming(bs->origin)) {
						return qtrue;
					}
				}
			}
		}
	}
	else if (goal->flags & GFL_AIR) {
		//if touching the goal
		if (trap_BotTouchingGoal(bs->origin, goal)) return qtrue;
		//if the bot got air
		if (bs->lastair_time > trap_AAS_Time() - 1) return qtrue;
	}
	else {
		//if touching the goal
		if (trap_BotTouchingGoal(bs->origin, goal)) return qtrue;
	}
	return qfalse;
}

/*
==================
BotGetItemLongTermGoal
==================
*/
int BotGetItemLongTermGoal(bot_state_t *bs, int tfl, bot_goal_t *goal) {
	//if the bot has no goal
	if (!trap_BotGetTopGoal(bs->gs, goal)) {
		//BotAI_Print(PRT_MESSAGE, "no ltg on stack\n");
		bs->ltg_time = 0;
	}
	//if the bot touches the current goal
	else if (BotReachedGoal(bs, goal)) {
		BotChooseWeapon(bs);
		bs->ltg_time = 0;
	}
	//if it is time to find a new long term goal
	if (bs->ltg_time < trap_AAS_Time()) {
		//pop the current goal from the stack
		trap_BotPopGoal(bs->gs);
		//BotAI_Print(PRT_MESSAGE, "%s: choosing new ltg\n", ClientName(bs->client, netname, sizeof(netname)));
		//choose a new goal
		//BotAI_Print(PRT_MESSAGE, "%6.1f client %d: BotChooseLTGItem\n", trap_AAS_Time(), bs->client);
		if (trap_BotChooseLTGItem(bs->gs, bs->origin, bs->inventory, tfl)) {
			/*
			char buf[128];
			//get the goal at the top of the stack
			trap_BotGetTopGoal(bs->gs, goal);
			trap_BotGoalName(goal->number, buf, sizeof(buf));
			BotAI_Print(PRT_MESSAGE, "%1.1f: new long term goal %s\n", trap_AAS_Time(), buf);
      */
			bs->ltg_time = trap_AAS_Time() + 20;
		}
		else {//the bot gets sorta stuck with all the avoid timings, shouldn't happen though
			//
#ifdef DEBUG
			char netname[128];

			BotAI_Print(PRT_MESSAGE, "%s: no valid ltg (probably stuck)\n", ClientName(bs->client, netname, sizeof(netname)));
#endif
			//trap_BotDumpAvoidGoals(bs->gs);
			//reset the avoid goals and the avoid reach
			trap_BotResetAvoidGoals(bs->gs);
			trap_BotResetAvoidReach(bs->ms);
		}
		//get the goal at the top of the stack
		return trap_BotGetTopGoal(bs->gs, goal);
	}
	return qtrue;
}

/*
==================
BotGetLongTermGoal

we could also create a seperate AI node for every long term goal type
however this saves us a lot of code
==================
*/
int BotGetLongTermGoal(bot_state_t *bs, int tfl, int retreat, bot_goal_t *goal) {
	vec3_t target, dir;
	char netname[MAX_NETNAME];
	char buf[MAX_MESSAGE_SIZE];
	int areanum;
	float croucher;
	aas_entityinfo_t entinfo;
	bot_waypoint_t *wp;

	if (bs->ltgtype == LTG_TEAMHELP && !retreat) {
		//check for bot typing status message
		if (bs->teammessage_time && bs->teammessage_time < trap_AAS_Time()) {
			BotAI_BotInitialChat(bs, "help_start", EasyClientName(bs->teammate, netname, sizeof(netname)), NULL);
			trap_BotEnterChat(bs->cs, bs->client, CHAT_TEAM);
			bs->teammessage_time = 0;
		}
		//if trying to help the team mate for more than a minute
		if (bs->teamgoal_time < trap_AAS_Time()) bs->ltgtype = 0;
		//if the team mate IS visible for quite some time
		if (bs->teammatevisible_time < trap_AAS_Time() - 10) bs->ltgtype = 0;
		//get entity information of the companion
		BotEntityInfo(bs->teammate, &entinfo);
		//if the team mate is visible
		if (BotEntityVisible(bs->entitynum, bs->eye, bs->viewangles, 360, bs->teammate)) {
			//if close just stand still there
			VectorSubtract(entinfo.origin, bs->origin, dir);
			if (VectorLength(dir) < 100) {
				trap_BotResetAvoidReach(bs->ms);
				return qfalse;
			}
		}
		else {
			//last time the bot was NOT visible
			bs->teammatevisible_time = trap_AAS_Time();
		}
		//if the entity information is valid (entity in PVS)
		if (entinfo.valid) {
			areanum = BotPointAreaNum(entinfo.origin);
			if (areanum && trap_AAS_AreaReachability(areanum)) {
				//update team goal
				bs->teamgoal.entitynum = bs->teammate;
				bs->teamgoal.areanum = areanum;
				VectorCopy(entinfo.origin, bs->teamgoal.origin);
				VectorSet(bs->teamgoal.mins, -8, -8, -8);
				VectorSet(bs->teamgoal.maxs, 8, 8, 8);
			}
		}
		memcpy(goal, &bs->teamgoal, sizeof(bot_goal_t));
		return qtrue;
	}
	//if the bot accompanies someone
	if (bs->ltgtype == LTG_TEAMACCOMPANY && !retreat) {
		//check for bot typing status message
		if (bs->teammessage_time && bs->teammessage_time < trap_AAS_Time()) {
			BotAI_BotInitialChat(bs, "accompany_start", EasyClientName(bs->teammate, netname, sizeof(netname)), NULL);
			trap_BotEnterChat(bs->cs, bs->client, CHAT_TEAM);
			bs->teammessage_time = 0;
		}
		//if accompanying the companion for 3 minutes
		if (bs->teamgoal_time < trap_AAS_Time()) {
			BotAI_BotInitialChat(bs, "accompany_stop", EasyClientName(bs->teammate, netname, sizeof(netname)), NULL);
			trap_BotEnterChat(bs->cs, bs->client, CHAT_TEAM);
			bs->ltgtype = 0;
		}
		//get entity information of the companion
		BotEntityInfo(bs->teammate, &entinfo);
		//if the companion is visible
		if (BotEntityVisible(bs->entitynum, bs->eye, bs->viewangles, 360, bs->teammate)) {
			//update visible time
			bs->teammatevisible_time = trap_AAS_Time();
			VectorSubtract(entinfo.origin, bs->origin, dir);
			if (VectorLength(dir) < bs->formation_dist) {
				//check if the bot wants to crouch
				//don't crouch if crouched less than 5 seconds ago
				if (bs->attackcrouch_time < trap_AAS_Time() - 5) {
					croucher = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_CROUCHER, 0, 1);
					if (random() < bs->thinktime * croucher) {
						bs->attackcrouch_time = trap_AAS_Time() + 5 + croucher * 15;
					}
				}
				//don't crouch when swimming
				if (trap_AAS_Swimming(bs->origin)) bs->attackcrouch_time = trap_AAS_Time() - 1;
				//if not arrived yet or arived some time ago
				if (bs->arrive_time < trap_AAS_Time() - 2) {
					//if not arrived yet
					if (!bs->arrive_time) {
						trap_EA_Gesture(bs->client);
						BotAI_BotInitialChat(bs, "accompany_arrive", EasyClientName(bs->teammate, netname, sizeof(netname)), NULL);
						trap_BotEnterChat(bs->cs, bs->client, CHAT_TEAM);
						bs->arrive_time = trap_AAS_Time();
					}
					//if the bot wants to crouch
					else if (bs->attackcrouch_time > trap_AAS_Time()) {
						trap_EA_Crouch(bs->client);
					}
					//else do some model taunts
					else if (random() < bs->thinktime * 0.3) {
						//do a gesture :)
						trap_EA_Gesture(bs->client);
					}
				}
				//if just arrived look at the companion
				if (bs->arrive_time > trap_AAS_Time() - 2) {
					VectorSubtract(entinfo.origin, bs->origin, dir);
					vectoangles(dir, bs->ideal_viewangles);
					bs->ideal_viewangles[2] *= 0.5;
				}
				//else look strategically around for enemies
				else if (random() < bs->thinktime * 0.8) {
					BotRoamGoal(bs, target);
					VectorSubtract(target, bs->origin, dir);
					vectoangles(dir, bs->ideal_viewangles);
					bs->ideal_viewangles[2] *= 0.5;
				}
				//check if the bot wants to go for air
				if (BotGoForAir(bs, bs->tfl, &bs->teamgoal, 400)) {
					trap_BotResetLastAvoidReach(bs->ms);
					//get the goal at the top of the stack
					//trap_BotGetTopGoal(bs->gs, &tmpgoal);
					//trap_BotGoalName(tmpgoal.number, buf, 144);
					//BotAI_Print(PRT_MESSAGE, "new nearby goal %s\n", buf);
					//time the bot gets to pick up the nearby goal item
					bs->nbg_time = trap_AAS_Time() + 8;
					AIEnter_Seek_NBG(bs);
					return qfalse;
				}
				//
				trap_BotResetAvoidReach(bs->ms);
				return qfalse;
			}
		}
		//if the entity information is valid (entity in PVS)
		if (entinfo.valid) {
			areanum = BotPointAreaNum(entinfo.origin);
			if (areanum && trap_AAS_AreaReachability(areanum)) {
				//update team goal so bot will accompany 
				bs->teamgoal.entitynum = bs->teammate;
				bs->teamgoal.areanum = areanum;
				VectorCopy(entinfo.origin, bs->teamgoal.origin);
				VectorSet(bs->teamgoal.mins, -8, -8, -8);
				VectorSet(bs->teamgoal.maxs, 8, 8, 8);
			}
		}
		//the goal the bot should go for
		memcpy(goal, &bs->teamgoal, sizeof(bot_goal_t));
		//if the companion is NOT visible for too long
		if (bs->teammatevisible_time < trap_AAS_Time() - 60) {
			BotAI_BotInitialChat(bs, "accompany_cannotfind", EasyClientName(bs->teammate, netname, sizeof(netname)), NULL);
			trap_BotEnterChat(bs->cs, bs->client, CHAT_TEAM);
			bs->ltgtype = 0;
		}
		return qtrue;
	}
	//
	if (bs->ltgtype == LTG_DEFENDKEYAREA) {
		if (trap_AAS_AreaTravelTimeToGoalArea(bs->areanum, bs->origin,
				bs->teamgoal.areanum, TFL_DEFAULT) > bs->defendaway_range) {
			bs->defendaway_time = 0;
		}
	}
	//if defending a key area
	if (bs->ltgtype == LTG_DEFENDKEYAREA && !retreat &&
				bs->defendaway_time < trap_AAS_Time()) {
		//check for bot typing status message
		if (bs->teammessage_time && bs->teammessage_time < trap_AAS_Time()) {
			trap_BotGoalName(bs->teamgoal.number, buf, sizeof(buf));
			BotAI_BotInitialChat(bs, "defend_start", buf, NULL);
			trap_BotEnterChat(bs->cs, bs->client, CHAT_TEAM);
			bs->teammessage_time = 0;
		}
		//set the bot goal
		memcpy(goal, &bs->teamgoal, sizeof(bot_goal_t));
		//stop after 2 minutes
		if (bs->teamgoal_time < trap_AAS_Time()) {
			trap_BotGoalName(bs->teamgoal.number, buf, sizeof(buf));
			BotAI_BotInitialChat(bs, "defend_stop", buf, NULL);
			trap_BotEnterChat(bs->cs, bs->client, CHAT_TEAM);
			bs->ltgtype = 0;
		}
		//if very close... go away for some time
		VectorSubtract(goal->origin, bs->origin, dir);
		if (VectorLength(dir) < 70) {
			trap_BotResetAvoidReach(bs->ms);
			bs->defendaway_time = trap_AAS_Time() + 2 + 5 * random();
			bs->defendaway_range = 300;
		}
		return qtrue;
	}
	//going to kill someone
	if (bs->ltgtype == LTG_KILL && !retreat) {
		//check for bot typing status message
		if (bs->teammessage_time && bs->teammessage_time < trap_AAS_Time()) {
			EasyClientName(bs->teamgoal.entitynum, buf, sizeof(buf));
			BotAI_BotInitialChat(bs, "kill_start", buf, NULL);
			trap_BotEnterChat(bs->cs, bs->client, CHAT_TEAM);
			bs->teammessage_time = 0;
		}
		//
		if (bs->lastkilledplayer == bs->teamgoal.entitynum) {
			EasyClientName(bs->teamgoal.entitynum, buf, sizeof(buf));
			BotAI_BotInitialChat(bs, "kill_done", buf, NULL);
			trap_BotEnterChat(bs->cs, bs->client, CHAT_TEAM);
			bs->lastkilledplayer = -1;
			bs->ltgtype = 0;
		}
		//
		if (bs->teamgoal_time < trap_AAS_Time()) {
			bs->ltgtype = 0;
		}
		//just roam around
		return BotGetItemLongTermGoal(bs, tfl, goal);
	}
	//get an item
	if (bs->ltgtype == LTG_GETITEM && !retreat) {
		//check for bot typing status message
		if (bs->teammessage_time && bs->teammessage_time < trap_AAS_Time()) {
			trap_BotGoalName(bs->teamgoal.number, buf, sizeof(buf));
			BotAI_BotInitialChat(bs, "getitem_start", buf, NULL);
			trap_BotEnterChat(bs->cs, bs->client, CHAT_TEAM);
			bs->teammessage_time = 0;
		}
		//set the bot goal
		memcpy(goal, &bs->teamgoal, sizeof(bot_goal_t));
		//stop after some time
		if (bs->teamgoal_time < trap_AAS_Time()) {
			bs->ltgtype = 0;
		}
		//
		if (trap_BotItemGoalInVisButNotVisible(bs->entitynum, bs->eye, bs->viewangles, goal)) {
			trap_BotGoalName(bs->teamgoal.number, buf, sizeof(buf));
			BotAI_BotInitialChat(bs, "getitem_notthere", buf, NULL);
			trap_BotEnterChat(bs->cs, bs->client, CHAT_TEAM);
			bs->ltgtype = 0;
		}
		else if (BotReachedGoal(bs, goal)) {
			trap_BotGoalName(bs->teamgoal.number, buf, sizeof(buf));
			BotAI_BotInitialChat(bs, "getitem_gotit", buf, NULL);
			trap_BotEnterChat(bs->cs, bs->client, CHAT_TEAM);
			bs->ltgtype = 0;
		}
		return qtrue;
	}
	//if camping somewhere
	if ((bs->ltgtype == LTG_CAMP || bs->ltgtype == LTG_CAMPORDER) && !retreat) {
		//check for bot typing status message
		if (bs->teammessage_time && bs->teammessage_time < trap_AAS_Time()) {
			if (bs->ltgtype == LTG_CAMPORDER) {
				BotAI_BotInitialChat(bs, "camp_start", EasyClientName(bs->teammate, netname, sizeof(netname)), NULL);
				trap_BotEnterChat(bs->cs, bs->client, CHAT_TEAM);
			}
			bs->teammessage_time = 0;
		}
		//set the bot goal
		memcpy(goal, &bs->teamgoal, sizeof(bot_goal_t));
		//
		if (bs->teamgoal_time < trap_AAS_Time()) {
			if (bs->ltgtype == LTG_CAMPORDER) {
				BotAI_BotInitialChat(bs, "camp_stop", NULL);
				trap_BotEnterChat(bs->cs, bs->client, CHAT_TEAM);
			}
			bs->ltgtype = 0;
		}
		//if really near the camp spot
		VectorSubtract(goal->origin, bs->origin, dir);
		if (VectorLength(dir) < 60)
		{
			//if not arrived yet
			if (!bs->arrive_time) {
				if (bs->ltgtype == LTG_CAMPORDER) {
					BotAI_BotInitialChat(bs, "camp_arrive", EasyClientName(bs->teammate, netname, sizeof(netname)), NULL);
					trap_BotEnterChat(bs->cs, bs->client, CHAT_TEAM);
				}
				bs->arrive_time = trap_AAS_Time();
			}
			//look strategically around for enemies
			if (random() < bs->thinktime * 0.8) {
				BotRoamGoal(bs, target);
				VectorSubtract(target, bs->origin, dir);
				vectoangles(dir, bs->ideal_viewangles);
				bs->ideal_viewangles[2] *= 0.5;
			}
			//check if the bot wants to crouch
			//don't crouch if crouched less than 5 seconds ago
			if (bs->attackcrouch_time < trap_AAS_Time() - 5) {
				croucher = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_CROUCHER, 0, 1);
				if (random() < bs->thinktime * croucher) {
					bs->attackcrouch_time = trap_AAS_Time() + 5 + croucher * 15;
				}
			}
			//if the bot wants to crouch
			if (bs->attackcrouch_time > trap_AAS_Time()) {
				trap_EA_Crouch(bs->client);
			}
			//don't crouch when swimming
			if (trap_AAS_Swimming(bs->origin)) bs->attackcrouch_time = trap_AAS_Time() - 1;
			//make sure the bot is not gonna drown
			if (trap_PointContents(bs->eye,bs->entitynum) & (CONTENTS_WATER|CONTENTS_SLIME|CONTENTS_LAVA)) {
				if (bs->ltgtype == LTG_CAMPORDER) {
					BotAI_BotInitialChat(bs, "camp_stop", NULL);
					trap_BotEnterChat(bs->cs, bs->client, CHAT_TEAM);
				}
				bs->ltgtype = 0;
			}
			//
			if (bs->camp_range > 0) {
				//FIXME: move around a bit
			}
			//
			trap_BotResetAvoidReach(bs->ms);
			return qfalse;
		}
		return qtrue;
	}
	//patrolling along several waypoints
	if (bs->ltgtype == LTG_PATROL && !retreat) {
		//check for bot typing status message
		if (bs->teammessage_time && bs->teammessage_time < trap_AAS_Time()) {
			strcpy(buf, "");
			for (wp = bs->patrolpoints; wp; wp = wp->next) {
				strcat(buf, wp->name);
				if (wp->next) strcat(buf, " to ");
			}
			BotAI_BotInitialChat(bs, "patrol_start", buf, NULL);
			trap_BotEnterChat(bs->cs, bs->client, CHAT_TEAM);
			bs->teammessage_time = 0;
		}
		//
		if (!bs->curpatrolpoint) {
			bs->ltgtype = 0;
			return qfalse;
		}
		//if the bot touches the current goal
		if (trap_BotTouchingGoal(bs->origin, &bs->curpatrolpoint->goal)) {
			if (bs->patrolflags & PATROL_BACK) {
				if (bs->curpatrolpoint->prev) {
					bs->curpatrolpoint = bs->curpatrolpoint->prev;
				}
				else {
					bs->curpatrolpoint = bs->curpatrolpoint->next;
					bs->patrolflags &= ~PATROL_BACK;
				}
			}
			else {
				if (bs->curpatrolpoint->next) {
					bs->curpatrolpoint = bs->curpatrolpoint->next;
				}
				else {
					bs->curpatrolpoint = bs->curpatrolpoint->prev;
					bs->patrolflags |= PATROL_BACK;
				}
			}
		}
		//stop after 5 minutes
		if (bs->teamgoal_time < trap_AAS_Time()) {
			BotAI_BotInitialChat(bs, "patrol_stop", NULL);
			trap_BotEnterChat(bs->cs, bs->client, CHAT_TEAM);
			bs->ltgtype = 0;
		}
		if (!bs->curpatrolpoint) {
			bs->ltgtype = 0;
			return qfalse;
		}
		memcpy(goal, &bs->curpatrolpoint->goal, sizeof(bot_goal_t));
		return qtrue;
	}
#ifdef CTF
	//if going for enemy flag
	if (bs->ltgtype == LTG_GETFLAG) {
		//check for bot typing status message
		if (bs->teammessage_time && bs->teammessage_time < trap_AAS_Time()) {
			BotAI_BotInitialChat(bs, "captureflag_start", NULL);
			trap_BotEnterChat(bs->cs, bs->client, CHAT_TEAM);
			bs->teammessage_time = 0;
		}
		//
		switch(BotCTFTeam(bs)) {
			case CTF_TEAM_RED: *goal = ctf_blueflag; break;
			case CTF_TEAM_BLUE: *goal = ctf_redflag; break;
			default: bs->ltgtype = 0; return qfalse;
		}
		//if touching the flag
		if (trap_BotTouchingGoal(bs->origin, goal)) bs->ltgtype = 0;
		//stop after 3 minutes
		if (bs->teamgoal_time < trap_AAS_Time()) {
#ifdef DEBUG
			BotAI_Print(PRT_MESSAGE, "%s: I quit getting the flag\n", ClientName(bs->client, netname, sizeof(netname)));
#endif //DEBUG
			bs->ltgtype = 0;
		}
		return qtrue;
	}
	//if rushing to the base
	if (bs->ltgtype == LTG_RUSHBASE && bs->rushbaseaway_time < trap_AAS_Time()) {
		switch(BotCTFTeam(bs)) {
			case CTF_TEAM_RED: *goal = ctf_redflag; break;
			case CTF_TEAM_BLUE: *goal = ctf_blueflag; break;
			default: bs->ltgtype = 0; return qfalse;
		}
		//quit rushing after 2 minutes
		if (bs->teamgoal_time < trap_AAS_Time()) bs->ltgtype = 0;
		//if touching the base flag the bot should loose the enemy flag
		if (trap_BotTouchingGoal(bs->origin, goal)) {
			//if the bot is still carrying the enemy flag then the
			//base flag is gone, now just walk near the base a bit
			if (BotCTFCarryingFlag(bs)) {
				trap_BotResetAvoidReach(bs->ms);
				bs->rushbaseaway_time = trap_AAS_Time() + 5 + 10 * random();
				//FIXME: add chat to tell the others to get back the flag
			}
			else {
				bs->ltgtype = 0;
			}
		}
		return qtrue;
	}
	//returning flag
	if (bs->ltgtype == LTG_RETURNFLAG) {
		//check for bot typing status message
		if (bs->teammessage_time && bs->teammessage_time < trap_AAS_Time()) {
			EasyClientName(bs->teamgoal.entitynum, buf, sizeof(buf));
			BotAI_BotInitialChat(bs, "returnflag_start", buf, NULL);
			trap_BotEnterChat(bs->cs, bs->client, CHAT_TEAM);
			bs->teammessage_time = 0;
		}
		//
		if (bs->teamgoal_time < trap_AAS_Time()) {
			bs->ltgtype = 0;
		}
		//just roam around
		return BotGetItemLongTermGoal(bs, tfl, goal);
	}
#endif //CTF
	//normal goal stuff
	return BotGetItemLongTermGoal(bs, tfl, goal);
}

/*
==================
BotLongTermGoal
==================
*/
int BotLongTermGoal(bot_state_t *bs, int tfl, int retreat, bot_goal_t *goal) {
	aas_entityinfo_t entinfo;
	char teammate[MAX_MESSAGE_SIZE];
	float dist;
	int areanum;
	vec3_t dir;

	//FIXME: also have air long term goals?
	//
	//if the bot is leading someone and not retreating
	if (bs->lead_time > 0 && !retreat) {
		if (bs->lead_time < trap_AAS_Time()) {
			//FIXME: add chat to tell the team mate that he/she's on his/her own
			bs->lead_time = 0;
			return BotGetLongTermGoal(bs, tfl, retreat, goal);
		}
		//
		if (bs->leadmessage_time < 0 && -bs->leadmessage_time < trap_AAS_Time()) {
			BotAI_BotInitialChat(bs, "followme", EasyClientName(bs->lead_teammate, teammate, sizeof(teammate)), NULL);
			trap_BotEnterChat(bs->cs, bs->client, CHAT_TEAM);
			bs->leadmessage_time = trap_AAS_Time();
		}
		//get entity information of the companion
		BotEntityInfo(bs->lead_teammate, &entinfo);
		//
		if (entinfo.valid) {
			areanum = BotPointAreaNum(entinfo.origin);
			if (areanum && trap_AAS_AreaReachability(areanum)) {
				//update team goal
				bs->lead_teamgoal.entitynum = bs->lead_teammate;
				bs->lead_teamgoal.areanum = areanum;
				VectorCopy(entinfo.origin, bs->lead_teamgoal.origin);
				VectorSet(bs->lead_teamgoal.mins, -8, -8, -8);
				VectorSet(bs->lead_teamgoal.maxs, 8, 8, 8);
			}
		}
		//if the team mate is visible
		if (BotEntityVisible(bs->entitynum, bs->eye, bs->viewangles, 360, bs->lead_teammate)) {
			bs->leadvisible_time = trap_AAS_Time();
		}
		//if the team mate is not visible for 1 seconds
		if (bs->leadvisible_time < trap_AAS_Time() - 1) {
			bs->leadbackup_time = trap_AAS_Time() + 2;
		}
		//distance towards the team mate
		VectorSubtract(bs->origin, bs->lead_teamgoal.origin, dir);
		dist = VectorLength(dir);
		//if backing up towards the team mate
		if (bs->leadbackup_time > trap_AAS_Time()) {
			if (bs->leadmessage_time < trap_AAS_Time() - 20) {
				BotAI_BotInitialChat(bs, "followme", EasyClientName(bs->lead_teammate, teammate, sizeof(teammate)), NULL);
				trap_BotEnterChat(bs->cs, bs->client, CHAT_TEAM);
				bs->leadmessage_time = trap_AAS_Time();
			}
			//if very close to the team mate
			if (dist < 100) {
				bs->leadbackup_time = 0;
			}
			//the bot should go back to the team mate
			memcpy(goal, &bs->lead_teamgoal, sizeof(bot_goal_t));
			return qtrue;
		}
		else {
			//if quite distant from the team mate
			if (dist > 500) {
				if (bs->leadmessage_time < trap_AAS_Time() - 20) {
					BotAI_BotInitialChat(bs, "followme", EasyClientName(bs->lead_teammate, teammate, sizeof(teammate)), NULL);
					trap_BotEnterChat(bs->cs, bs->client, CHAT_TEAM);
					bs->leadmessage_time = trap_AAS_Time();
				}
				//look at the team mate
				VectorSubtract(entinfo.origin, bs->origin, dir);
				vectoangles(dir, bs->ideal_viewangles);
				bs->ideal_viewangles[2] *= 0.5;
				//just wait for the team mate
				return qfalse;
			}
		}
	}
	return BotGetLongTermGoal(bs, tfl, retreat, goal);
}

/*
==================
AIEnter_Intermission
==================
*/
void AIEnter_Intermission(bot_state_t *bs) {
	BotRecordNodeSwitch(bs, "intermission", "");
	//reset the bot state
	BotResetState(bs);
	//check for end level chat
	if (BotChat_EndLevel(bs)) {
		trap_BotEnterChat(bs->cs, bs->client, bs->chatto);
	}
	bs->ainode = AINode_Intermission;
}

/*
==================
AINode_Intermission
==================
*/
int AINode_Intermission(bot_state_t *bs) {
	//if the intermission ended
	if (!BotIntermission(bs)) {
		if (BotChat_StartLevel(bs)) {
			bs->stand_time = trap_AAS_Time() + BotChatTime(bs);
		}
		else {
			bs->stand_time = trap_AAS_Time() + 2;
		}
		AIEnter_Stand(bs);
	}
	return qtrue;
}

/*
==================
AIEnter_Observer
==================
*/
void AIEnter_Observer(bot_state_t *bs) {
	BotRecordNodeSwitch(bs, "observer", "");
	//reset the bot state
	BotResetState(bs);
	bs->ainode = AINode_Observer;
}

/*
==================
AINode_Observer
==================
*/
int AINode_Observer(bot_state_t *bs) {
	//if the bot left observer mode
	if (!BotIsObserver(bs)) {
		AIEnter_Stand(bs);
	}
	return qtrue;
}

/*
==================
AIEnter_Stand
==================
*/
void AIEnter_Stand(bot_state_t *bs) {
	BotRecordNodeSwitch(bs, "stand", "");
	bs->standfindenemy_time = trap_AAS_Time() + 1;
	bs->ainode = AINode_Stand;
}

/*
==================
AINode_Stand
==================
*/
int AINode_Stand(bot_state_t *bs) {

	//if the bot's health decreased
	if (bs->lastframe_health > bs->inventory[INVENTORY_HEALTH]) {
		if (BotChat_HitTalking(bs)) {
			bs->standfindenemy_time = trap_AAS_Time() + BotChatTime(bs) + 0.1;
			bs->stand_time = trap_AAS_Time() + BotChatTime(bs) + 0.1;
		}
	}
	if (bs->standfindenemy_time < trap_AAS_Time()) {
		if (BotFindEnemy(bs, -1)) {
			AIEnter_Battle_Fight(bs);
			return qfalse;
		}
		bs->standfindenemy_time = trap_AAS_Time() + 1;
	}
	trap_EA_Talk(bs->client);
	if (bs->stand_time < trap_AAS_Time()) {
		trap_BotEnterChat(bs->cs, bs->client, bs->chatto);
		AIEnter_Seek_LTG(bs);
		return qfalse;
	}
	//
	return qtrue;
}

/*
==================
AIEnter_Respawn
==================
*/
void AIEnter_Respawn(bot_state_t *bs) {
	BotRecordNodeSwitch(bs, "respawn", "");
	//reset some states
	trap_BotResetMoveState(bs->ms);
	trap_BotResetGoalState(bs->gs);
	trap_BotResetAvoidGoals(bs->gs);
	trap_BotResetAvoidReach(bs->ms);
	//if the bot wants to chat
	if (BotChat_Death(bs)) {
		bs->respawn_time = trap_AAS_Time() + BotChatTime(bs);
		bs->respawnchat_time = trap_AAS_Time();
	}
	else {
		bs->respawn_time = trap_AAS_Time() + 1 + random();
		bs->respawnchat_time = 0;
	}
	//set respawn state
	bs->respawn_wait = qfalse;
	bs->ainode = AINode_Respawn;
}

/*
==================
AINode_Respawn
==================
*/
int AINode_Respawn(bot_state_t *bs) {
	if (bs->respawn_wait) {
		if (!BotIsDead(bs)) {
			AIEnter_Seek_LTG(bs);
		}
		else {
			trap_EA_Respawn(bs->client);
		}
	}
	else if (bs->respawn_time < trap_AAS_Time()) {
		//wait until respawned
		bs->respawn_wait = qtrue;
		//elementary action respawn
		trap_EA_Respawn(bs->client);
		//
		if (bs->respawnchat_time) {
			trap_BotEnterChat(bs->cs, bs->client, bs->chatto);
			bs->enemy = -1;
		}
	}
	if (bs->respawnchat_time && bs->respawnchat_time < trap_AAS_Time() - 0.5) {
		trap_EA_Talk(bs->client);
	}
	//
	return qtrue;
}

/*
==================
AIEnter_Seek_ActivateEntity
==================
*/
void AIEnter_Seek_ActivateEntity(bot_state_t *bs) {
	BotRecordNodeSwitch(bs, "activate entity", "");
	bs->ainode = AINode_Seek_ActivateEntity;
}

/*
==================
AINode_Seek_Activate_Entity
==================
*/
int AINode_Seek_ActivateEntity(bot_state_t *bs) {
	bot_goal_t *goal;
	vec3_t target, dir;
	bot_moveresult_t moveresult;

	if (BotIsObserver(bs)) {
		AIEnter_Observer(bs);
		return qfalse;
	}
	//if in the intermission
	if (BotIntermission(bs)) {
		AIEnter_Intermission(bs);
		return qfalse;
	}
	//respawn if dead
	if (BotIsDead(bs)) {
		AIEnter_Respawn(bs);
		return qfalse;
	}
	//
	bs->tfl = TFL_DEFAULT;
	if (bot_grapple.integer) bs->tfl |= TFL_GRAPPLEHOOK;
	//if in lava or slime the bot should be able to get out
	if (BotInLava(bs))	bs->tfl |= TFL_LAVA;
	if (BotInSlime(bs))	bs->tfl |= TFL_SLIME;
	//map specific code
	BotMapScripts(bs);
	//no enemy
	bs->enemy = -1;
	//
	goal = &bs->activategoal;
	//if the bot has no goal
	if (!goal) bs->activate_time = 0;
	//if the bot touches the current goal
	else if (trap_BotTouchingGoal(bs->origin, goal)) {
		BotChooseWeapon(bs);
#ifdef DEBUG
		BotAI_Print(PRT_MESSAGE, "touched button or trigger\n");
#endif //DEBUG
		bs->activate_time = 0;
	}
	//
	if (bs->activate_time < trap_AAS_Time()) {
		AIEnter_Seek_NBG(bs);
		return qfalse;
	}
	//initialize the movement state
	BotSetupForMovement(bs);
	//move towards the goal
	trap_BotMoveToGoal(&moveresult, bs->ms, goal, bs->tfl);
	//if the movement failed
	if (moveresult.failure) {
		//reset the avoid reach, otherwise bot is stuck in current area
		trap_BotResetAvoidReach(bs->ms);
		bs->nbg_time = 0;
	}
	//check if the bot is blocked
	BotAIBlocked(bs, &moveresult, qtrue);
	//
	if (moveresult.flags & (MOVERESULT_MOVEMENTVIEWSET|MOVERESULT_MOVEMENTVIEW|MOVERESULT_SWIMVIEW)) {
		VectorCopy(moveresult.ideal_viewangles, bs->ideal_viewangles);
	}
	//if waiting for something
	else if (moveresult.flags & MOVERESULT_WAITING) {
		if (random() < bs->thinktime * 0.8) {
			BotRoamGoal(bs, target);
			VectorSubtract(target, bs->origin, dir);
			vectoangles(dir, bs->ideal_viewangles);
			bs->ideal_viewangles[2] *= 0.5;
		}
	}
	else if (!(bs->flags & BFL_IDEALVIEWSET)) {
		if (trap_BotMovementViewTarget(bs->ms, goal, bs->tfl, 300, target)) {
			VectorSubtract(target, bs->origin, dir);
			vectoangles(dir, bs->ideal_viewangles);
		}
		else {
			//vectoangles(moveresult.movedir, bs->ideal_viewangles);
		}
		bs->ideal_viewangles[2] *= 0.5;
	}
	//if the weapon is used for the bot movement
	if (moveresult.flags & MOVERESULT_MOVEMENTWEAPON) bs->weaponnum = moveresult.weapon;
	//if there is an enemy
	if (BotFindEnemy(bs, -1)) {
		if (BotWantsToRetreat(bs)) {
			//keep the current long term goal and retreat
			AIEnter_Battle_NBG(bs);
		}
		else {
			trap_BotResetLastAvoidReach(bs->ms);
			//empty the goal stack
			trap_BotEmptyGoalStack(bs->gs);
			//go fight
			AIEnter_Battle_Fight(bs);
		}
	}
	return qtrue;
}

/*
==================
AIEnter_Seek_NBG
==================
*/
void AIEnter_Seek_NBG(bot_state_t *bs) {
	bot_goal_t goal;
	char buf[144];

	if (trap_BotGetTopGoal(bs->gs, &goal)) {
		trap_BotGoalName(goal.number, buf, 144);
		BotRecordNodeSwitch(bs, "seek NBG", buf);
	}
	else {
		BotRecordNodeSwitch(bs, "seek NBG", "no goal");
	}
	bs->ainode = AINode_Seek_NBG;
}

/*
==================
AINode_Seek_NBG
==================
*/
int AINode_Seek_NBG(bot_state_t *bs) {
	bot_goal_t goal;
	vec3_t target, dir;
	bot_moveresult_t moveresult;

	if (BotIsObserver(bs)) {
		AIEnter_Observer(bs);
		return qfalse;
	}
	//if in the intermission
	if (BotIntermission(bs)) {
		AIEnter_Intermission(bs);
		return qfalse;
	}
	//respawn if dead
	if (BotIsDead(bs)) {
		AIEnter_Respawn(bs);
		return qfalse;
	}
	//
	bs->tfl = TFL_DEFAULT;
	if (bot_grapple.integer) bs->tfl |= TFL_GRAPPLEHOOK;
	//if in lava or slime the bot should be able to get out
	if (BotInLava(bs))	bs->tfl |= TFL_LAVA;
	if (BotInSlime(bs)) bs->tfl |= TFL_SLIME;
	//
	if (BotCanAndWantsToRocketJump(bs)) {
		bs->tfl |= TFL_ROCKETJUMP;
	}
	//map specific code
	BotMapScripts(bs);
	//no enemy
	bs->enemy = -1;
	//if the bot has no goal
	if (!trap_BotGetTopGoal(bs->gs, &goal)) bs->nbg_time = 0;
	//if the bot touches the current goal
	else if (BotReachedGoal(bs, &goal)) {
		BotChooseWeapon(bs);
		bs->nbg_time = 0;
	}
	//
	if (bs->nbg_time < trap_AAS_Time()) {
		//pop the current goal from the stack
		trap_BotPopGoal(bs->gs);
		//check for new nearby items right away
		//NOTE: we canNOT reset the check_time to zero because it would create an endless loop of node switches
		bs->check_time = trap_AAS_Time() + 0.05;
		//go back to seek ltg
		AIEnter_Seek_LTG(bs);
		return qfalse;
	}
	//initialize the movement state
	BotSetupForMovement(bs);
	//move towards the goal
	trap_BotMoveToGoal(&moveresult, bs->ms, &goal, bs->tfl);
	//if the movement failed
	if (moveresult.failure) {
		//reset the avoid reach, otherwise bot is stuck in current area
		trap_BotResetAvoidReach(bs->ms);
		bs->nbg_time = 0;
	}
	//check if the bot is blocked
	BotAIBlocked(bs, &moveresult, qtrue);
	//if the viewangles are used for the movement
	if (moveresult.flags & (MOVERESULT_MOVEMENTVIEWSET|MOVERESULT_MOVEMENTVIEW|MOVERESULT_SWIMVIEW)) {
		VectorCopy(moveresult.ideal_viewangles, bs->ideal_viewangles);
	}
	//if waiting for something
	else if (moveresult.flags & MOVERESULT_WAITING) {
		if (random() < bs->thinktime * 0.8) {
			BotRoamGoal(bs, target);
			VectorSubtract(target, bs->origin, dir);
			vectoangles(dir, bs->ideal_viewangles);
			bs->ideal_viewangles[2] *= 0.5;
		}
	}
	else if (!(bs->flags & BFL_IDEALVIEWSET)) {
		if (!trap_BotGetSecondGoal(bs->gs, &goal)) trap_BotGetTopGoal(bs->gs, &goal);
		if (trap_BotMovementViewTarget(bs->ms, &goal, bs->tfl, 300, target)) {
			VectorSubtract(target, bs->origin, dir);
			vectoangles(dir, bs->ideal_viewangles);
		}
		//FIXME: look at cluster portals?
		else vectoangles(moveresult.movedir, bs->ideal_viewangles);
		bs->ideal_viewangles[2] *= 0.5;
	}
	//if the weapon is used for the bot movement
	if (moveresult.flags & MOVERESULT_MOVEMENTWEAPON) bs->weaponnum = moveresult.weapon;
	//if there is an enemy
	if (BotFindEnemy(bs, -1)) {
		if (BotWantsToRetreat(bs)) {
			//keep the current long term goal and retreat
			AIEnter_Battle_NBG(bs);
		}
		else {
			trap_BotResetLastAvoidReach(bs->ms);
			//empty the goal stack
			trap_BotEmptyGoalStack(bs->gs);
			//go fight
			AIEnter_Battle_Fight(bs);
		}
	}
	return qtrue;
}

/*
==================
AIEnter_Seek_LTG
==================
*/
void AIEnter_Seek_LTG(bot_state_t *bs) {
	bot_goal_t goal;
	char buf[144];

	if (trap_BotGetTopGoal(bs->gs, &goal)) {
		trap_BotGoalName(goal.number, buf, 144);
		BotRecordNodeSwitch(bs, "seek LTG", buf);
	}
	else {
		BotRecordNodeSwitch(bs, "seek LTG", "no goal");
	}
	bs->ainode = AINode_Seek_LTG;
}

/*
==================
AINode_Seek_LTG
==================
*/
int AINode_Seek_LTG(bot_state_t *bs)
{
	bot_goal_t goal;
	vec3_t target, dir;
	bot_moveresult_t moveresult;
	int range;
	//char buf[128];
	//bot_goal_t tmpgoal;

	if (BotIsObserver(bs)) {
		AIEnter_Observer(bs);
		return qfalse;
	}
	//if in the intermission
	if (BotIntermission(bs)) {
		AIEnter_Intermission(bs);
		return qfalse;
	}
	//respawn if dead
	if (BotIsDead(bs)) {
		AIEnter_Respawn(bs);
		return qfalse;
	}
	//
	if (BotChat_Random(bs)) {
		bs->stand_time = trap_AAS_Time() + BotChatTime(bs);
		AIEnter_Stand(bs);
		return qfalse;
	}
	//
	bs->tfl = TFL_DEFAULT;
	if (bot_grapple.integer) bs->tfl |= TFL_GRAPPLEHOOK;
	//if in lava or slime the bot should be able to get out
	if (BotInLava(bs))	bs->tfl |= TFL_LAVA;
	if (BotInSlime(bs))	bs->tfl |= TFL_SLIME;
	//
	if (BotCanAndWantsToRocketJump(bs)) {
		bs->tfl |= TFL_ROCKETJUMP;
	}
	//map specific code
	BotMapScripts(bs);
	//no enemy
	bs->enemy = -1;
	//
	if (bs->killedenemy_time > trap_AAS_Time() - 2) {
		if (random() < bs->thinktime * 1) {
			trap_EA_Gesture(bs->client);
		}
	}
	//if there is an enemy
	if (BotFindEnemy(bs, -1)) {
		if (BotWantsToRetreat(bs)) {
			//keep the current long term goal and retreat
			AIEnter_Battle_Retreat(bs);
			return qfalse;
		}
		else {
			trap_BotResetLastAvoidReach(bs->ms);
			//empty the goal stack
			trap_BotEmptyGoalStack(bs->gs);
			//go fight
			AIEnter_Battle_Fight(bs);
			return qfalse;
		}
	}
#ifdef CTF
	if (gametype == GT_CTF) {
		//decide what to do in CTF mode
		BotCTFSeekGoals(bs);
	}
#endif //CTF
	//get the current long term goal
	if (!BotLongTermGoal(bs, bs->tfl, qfalse, &goal)) {
		return qtrue;
	}
	//check for nearby goals periodicly
	if (bs->check_time < trap_AAS_Time()) {
		bs->check_time = trap_AAS_Time() + 0.5;
		//check if the bot wants to camp
		BotWantsToCamp(bs);
		//
		if (bs->ltgtype == LTG_DEFENDKEYAREA) range = 400;
		else range = 150;
		//
#ifdef CTF
		//if carrying a flag the bot shouldn't be distracted too much
		if (BotCTFCarryingFlag(bs)) range = 50;
#endif //CTF
		//
		if (BotNearbyGoal(bs, bs->tfl, &goal, range)) {
			trap_BotResetLastAvoidReach(bs->ms);
			//get the goal at the top of the stack
			//trap_BotGetTopGoal(bs->gs, &tmpgoal);
			//trap_BotGoalName(tmpgoal.number, buf, 144);
			//BotAI_Print(PRT_MESSAGE, "new nearby goal %s\n", buf);
			//time the bot gets to pick up the nearby goal item
			bs->nbg_time = trap_AAS_Time() + 4 + range * 0.01;
			AIEnter_Seek_NBG(bs);
			return qfalse;
		}
	}
	//initialize the movement state
	BotSetupForMovement(bs);
	//move towards the goal
	trap_BotMoveToGoal(&moveresult, bs->ms, &goal, bs->tfl);
	//if the movement failed
	if (moveresult.failure) {
		//reset the avoid reach, otherwise bot is stuck in current area
		trap_BotResetAvoidReach(bs->ms);
		//BotAI_Print(PRT_MESSAGE, "movement failure %d\n", moveresult.traveltype);
		bs->ltg_time = 0;
	}
	//
	BotAIBlocked(bs, &moveresult, qtrue);
	//if the viewangles are used for the movement
	if (moveresult.flags & (MOVERESULT_MOVEMENTVIEWSET|MOVERESULT_MOVEMENTVIEW|MOVERESULT_SWIMVIEW)) {
		VectorCopy(moveresult.ideal_viewangles, bs->ideal_viewangles);
	}
	//if waiting for something
	else if (moveresult.flags & MOVERESULT_WAITING) {
		if (random() < bs->thinktime * 0.8) {
			BotRoamGoal(bs, target);
			VectorSubtract(target, bs->origin, dir);
			vectoangles(dir, bs->ideal_viewangles);
			bs->ideal_viewangles[2] *= 0.5;
		}
	}
	else if (!(bs->flags & BFL_IDEALVIEWSET)) {
		if (trap_BotMovementViewTarget(bs->ms, &goal, bs->tfl, 300, target)) {
			VectorSubtract(target, bs->origin, dir);
			vectoangles(dir, bs->ideal_viewangles);
		}
		//FIXME: look at cluster portals?
		else if (VectorLength(moveresult.movedir)) {
			vectoangles(moveresult.movedir, bs->ideal_viewangles);
		}
		else if (random() < bs->thinktime * 0.8) {
			BotRoamGoal(bs, target);
			VectorSubtract(target, bs->origin, dir);
			vectoangles(dir, bs->ideal_viewangles);
			bs->ideal_viewangles[2] *= 0.5;
		}
		bs->ideal_viewangles[2] *= 0.5;
	}
	//if the weapon is used for the bot movement
	if (moveresult.flags & MOVERESULT_MOVEMENTWEAPON) bs->weaponnum = moveresult.weapon;
	//
	return qtrue;
}

/*
==================
AIEnter_Battle_Fight
==================
*/
void AIEnter_Battle_Fight(bot_state_t *bs) {
	BotRecordNodeSwitch(bs, "battle fight", "");
	trap_BotResetLastAvoidReach(bs->ms);
	bs->ainode = AINode_Battle_Fight;
}

/*
==================
AINode_Battle_Fight
==================
*/
int AINode_Battle_Fight(bot_state_t *bs) {
	int areanum;
	aas_entityinfo_t entinfo;
	bot_moveresult_t moveresult;

	if (BotIsObserver(bs)) {
		AIEnter_Observer(bs);
		return qfalse;
	}
	//if in the intermission
	if (BotIntermission(bs)) {
		AIEnter_Intermission(bs);
		return qfalse;
	}
	//respawn if dead
	if (BotIsDead(bs)) {
		AIEnter_Respawn(bs);
		return qfalse;
	}
	//if no enemy
	if (bs->enemy < 0) {
		AIEnter_Seek_LTG(bs);
		return qfalse;
	}
	//
	BotEntityInfo(bs->enemy, &entinfo);
	//if the enemy is dead
	if (bs->enemydeath_time) {
		if (bs->enemydeath_time < trap_AAS_Time() - 1.5) {
			bs->enemydeath_time = 0;
			if (bs->enemysuicide) {
				BotChat_EnemySuicide(bs);
			}
			if (bs->lastkilledplayer == bs->enemy && BotChat_Kill(bs)) {
				bs->stand_time = trap_AAS_Time() + BotChatTime(bs);
				AIEnter_Stand(bs);
			}
			else {
				bs->ltg_time = 0;
				AIEnter_Seek_LTG(bs);
			}
			return qfalse;
		}
	}
	else {
		if (EntityIsDead(&entinfo)) {
			bs->enemydeath_time = trap_AAS_Time();
		}
	}
	//if the enemy is invisible and not shooting the bot looses track easily
	if (EntityIsInvisible(&entinfo) && !EntityIsShooting(&entinfo)) {
		if (random() < 0.2) {
			AIEnter_Seek_LTG(bs);
			return qfalse;
		}
	}
	//update the reachability area and origin if possible
	areanum = BotPointAreaNum(entinfo.origin);
	if (areanum && trap_AAS_AreaReachability(areanum)) {
		VectorCopy(entinfo.origin, bs->lastenemyorigin);
		bs->lastenemyareanum = areanum;
	}
	//update the attack inventory values
	BotUpdateBattleInventory(bs, bs->enemy);
	//if the bot's health decreased
	if (bs->lastframe_health > bs->inventory[INVENTORY_HEALTH]) {
		if (BotChat_HitNoDeath(bs)) {
			bs->stand_time = trap_AAS_Time() + BotChatTime(bs);
			AIEnter_Stand(bs);
			return qfalse;
		}
	}
	//if the bot hit someone
	if (bs->cur_ps.persistant[PERS_HITS] > bs->lasthitcount) {
		if (BotChat_HitNoKill(bs)) {
			bs->stand_time = trap_AAS_Time() + BotChatTime(bs);
			AIEnter_Stand(bs);
			return qfalse;
		}
	}
	//if the enemy is not visible
	if (!BotEntityVisible(bs->entitynum, bs->eye, bs->viewangles, 360, bs->enemy)) {
		if (BotWantsToChase(bs)) {
			AIEnter_Battle_Chase(bs);
			return qfalse;
		}
		else {
			AIEnter_Seek_LTG(bs);
			return qfalse;
		}
	}
	//use holdable items
	BotBattleUseItems(bs);
	//
	bs->tfl = TFL_DEFAULT;
	if (bot_grapple.integer) bs->tfl |= TFL_GRAPPLEHOOK;
	//if in lava or slime the bot should be able to get out
	if (BotInLava(bs))	bs->tfl |= TFL_LAVA;
	if (BotInSlime(bs))	bs->tfl |= TFL_SLIME;
	//
	if (BotCanAndWantsToRocketJump(bs)) {
		bs->tfl |= TFL_ROCKETJUMP;
	}
	//choose the best weapon to fight with
	BotChooseWeapon(bs);
	//do attack movements
	moveresult = BotAttackMove(bs, bs->tfl);
	//if the movement failed
	if (moveresult.failure) {
		//reset the avoid reach, otherwise bot is stuck in current area
		trap_BotResetAvoidReach(bs->ms);
		//BotAI_Print(PRT_MESSAGE, "movement failure %d\n", moveresult.traveltype);
		bs->ltg_time = 0;
	}
	//
	BotAIBlocked(bs, &moveresult, qfalse);
	//aim at the enemy
	BotAimAtEnemy(bs);
	//attack the enemy if possible
	BotCheckAttack(bs);
	//if the bot wants to retreat
	if (BotWantsToRetreat(bs)) {
		AIEnter_Battle_Retreat(bs);
		return qtrue;
	}
	return qtrue;
}

/*
==================
AIEnter_Battle_Chase
==================
*/
void AIEnter_Battle_Chase(bot_state_t *bs) {
	BotRecordNodeSwitch(bs, "battle chase", "");
	bs->chase_time = trap_AAS_Time();
	bs->ainode = AINode_Battle_Chase;
}

/*
==================
AINode_Battle_Chase
==================
*/
int AINode_Battle_Chase(bot_state_t *bs)
{
	bot_goal_t goal;
	vec3_t target, dir;
	bot_moveresult_t moveresult;
	float range;

	if (BotIsObserver(bs)) {
		AIEnter_Observer(bs);
		return qfalse;
	}
	//if in the intermission
	if (BotIntermission(bs)) {
		AIEnter_Intermission(bs);
		return qfalse;
	}
	//respawn if dead
	if (BotIsDead(bs)) {
		AIEnter_Respawn(bs);
		return qfalse;
	}
	//if no enemy
	if (bs->enemy < 0) {
		AIEnter_Seek_LTG(bs);
		return qfalse;
	}
	//if the enemy is visible
	if (BotEntityVisible(bs->entitynum, bs->eye, bs->viewangles, 360, bs->enemy)) {
		AIEnter_Battle_Fight(bs);
		return qfalse;
	}
	//if there is another enemy
	if (BotFindEnemy(bs, -1)) {
		AIEnter_Battle_Fight(bs);
		return qfalse;
	}
	//there is no last enemy area
	if (!bs->lastenemyareanum) {
		AIEnter_Seek_LTG(bs);
		return qfalse;
	}
	//
	bs->tfl = TFL_DEFAULT;
	if (bot_grapple.integer) bs->tfl |= TFL_GRAPPLEHOOK;
	//if in lava or slime the bot should be able to get out
	if (BotInLava(bs))	bs->tfl |= TFL_LAVA;
	if (BotInSlime(bs))	bs->tfl |= TFL_SLIME;
	//
	if (BotCanAndWantsToRocketJump(bs)) {
		bs->tfl |= TFL_ROCKETJUMP;
	}
	//map specific code
	BotMapScripts(bs);
	//create the chase goal
	goal.entitynum = bs->enemy;
	goal.areanum = bs->lastenemyareanum;
	VectorCopy(bs->lastenemyorigin, goal.origin);
	VectorSet(goal.mins, -8, -8, -8);
	VectorSet(goal.maxs, 8, 8, 8);
	//if the last seen enemy spot is reached the enemy could not be found
	if (trap_BotTouchingGoal(bs->origin, &goal)) bs->chase_time = 0;
	//if there's no chase time left
	if (!bs->chase_time || bs->chase_time < trap_AAS_Time() - 10) {
		AIEnter_Seek_LTG(bs);
		return qfalse;
	}
	//check for nearby goals periodicly
	if (bs->check_time < trap_AAS_Time()) {
		bs->check_time = trap_AAS_Time() + 1;
		range = 150;
		//
		if (BotNearbyGoal(bs, bs->tfl, &goal, range)) {
			//the bot gets 5 seconds to pick up the nearby goal item
			bs->nbg_time = trap_AAS_Time() + 0.1 * range + 1;
			trap_BotResetLastAvoidReach(bs->ms);
			AIEnter_Battle_NBG(bs);
			return qfalse;
		}
	}
	//
	BotUpdateBattleInventory(bs, bs->enemy);
	//initialize the movement state
	BotSetupForMovement(bs);
	//move towards the goal
	trap_BotMoveToGoal(&moveresult, bs->ms, &goal, bs->tfl);
	//if the movement failed
	if (moveresult.failure) {
		//reset the avoid reach, otherwise bot is stuck in current area
		trap_BotResetAvoidReach(bs->ms);
		//BotAI_Print(PRT_MESSAGE, "movement failure %d\n", moveresult.traveltype);
		bs->ltg_time = 0;
	}
	//
	BotAIBlocked(bs, &moveresult, qfalse);
	//
	if (moveresult.flags & (MOVERESULT_MOVEMENTVIEWSET|MOVERESULT_MOVEMENTVIEW|MOVERESULT_SWIMVIEW)) {
		VectorCopy(moveresult.ideal_viewangles, bs->ideal_viewangles);
	}
	else if (!(bs->flags & BFL_IDEALVIEWSET)) {
		if (bs->chase_time > trap_AAS_Time() - 2) {
			BotAimAtEnemy(bs);
		}
		else {
			if (trap_BotMovementViewTarget(bs->ms, &goal, bs->tfl, 300, target)) {
				VectorSubtract(target, bs->origin, dir);
				vectoangles(dir, bs->ideal_viewangles);
			}
			else {
				vectoangles(moveresult.movedir, bs->ideal_viewangles);
			}
		}
		bs->ideal_viewangles[2] *= 0.5;
	}
	//if the weapon is used for the bot movement
	if (moveresult.flags & MOVERESULT_MOVEMENTWEAPON) bs->weaponnum = moveresult.weapon;
	//if the bot is in the area the enemy was last seen in
	if (bs->areanum == bs->lastenemyareanum) bs->chase_time = 0;
	//if the bot wants to retreat (the bot could have been damage during the chase)
	if (BotWantsToRetreat(bs)) {
		AIEnter_Battle_Retreat(bs);
		return qtrue;
	}
	return qtrue;
}

/*
==================
AIEnter_Battle_Retreat
==================
*/
void AIEnter_Battle_Retreat(bot_state_t *bs) {
	BotRecordNodeSwitch(bs, "battle retreat", "");
	bs->ainode = AINode_Battle_Retreat;
}

/*
==================
AINode_Battle_Retreat
==================
*/
int AINode_Battle_Retreat(bot_state_t *bs) {
	bot_goal_t goal;
	aas_entityinfo_t entinfo;
	bot_moveresult_t moveresult;
	vec3_t target, dir;
	float attack_skill, range;
	int areanum;

	if (BotIsObserver(bs)) {
		AIEnter_Observer(bs);
		return qfalse;
	}
	//if in the intermission
	if (BotIntermission(bs)) {
		AIEnter_Intermission(bs);
		return qfalse;
	}
	//respawn if dead
	if (BotIsDead(bs)) {
		AIEnter_Respawn(bs);
		return qfalse;
	}
	//if no enemy
	if (bs->enemy < 0) {
		AIEnter_Seek_LTG(bs);
		return qfalse;
	}
	//
	BotEntityInfo(bs->enemy, &entinfo);
	if (EntityIsDead(&entinfo)) {
		AIEnter_Seek_LTG(bs);
		return qfalse;
	}
	//
	bs->tfl = TFL_DEFAULT;
	if (bot_grapple.integer) bs->tfl |= TFL_GRAPPLEHOOK;
	//if in lava or slime the bot should be able to get out
	if (BotInLava(bs))	bs->tfl |= TFL_LAVA;
	if (BotInSlime(bs))	bs->tfl |= TFL_SLIME;
	//map specific code
	BotMapScripts(bs);
	//update the attack inventory values
	BotUpdateBattleInventory(bs, bs->enemy);
	//if the bot doesn't want to retreat anymore... probably picked up some nice items
	if (BotWantsToChase(bs)) {
		//empty the goal stack, when chasing, only the enemy is the goal
		trap_BotEmptyGoalStack(bs->gs);
		//go chase the enemy
		AIEnter_Battle_Chase(bs);
		return qfalse;
	}
	//update the last time the enemy was visible
	if (BotEntityVisible(bs->entitynum, bs->eye, bs->viewangles, 360, bs->enemy)) {
		bs->enemyvisible_time = trap_AAS_Time();
		//update the reachability area and origin if possible
		areanum = BotPointAreaNum(entinfo.origin);
		if (areanum && trap_AAS_AreaReachability(areanum)) {
			VectorCopy(entinfo.origin, bs->lastenemyorigin);
			bs->lastenemyareanum = areanum;
		}
	}
	//if the enemy is NOT visible for 4 seconds
	if (bs->enemyvisible_time < trap_AAS_Time() - 4) {
		AIEnter_Seek_LTG(bs);
		return qfalse;
	}
	//else if the enemy is NOT visible
	else if (bs->enemyvisible_time < trap_AAS_Time()) {
		//if there is another enemy
		if (BotFindEnemy(bs, -1)) {
			AIEnter_Battle_Fight(bs);
			return qfalse;
		}
	}
	//
#ifdef CTF
	if (gametype == GT_CTF) {
		BotCTFRetreatGoals(bs);
	}
#endif //CTF
	//use holdable items
	BotBattleUseItems(bs);
	//get the current long term goal while retreating
	if (!BotLongTermGoal(bs, bs->tfl, qtrue, &goal)) {
		return qtrue;
	}
	//check for nearby goals periodicly
	if (bs->check_time < trap_AAS_Time()) {
		bs->check_time = trap_AAS_Time() + 1;
		range = 150;
#ifdef CTF
		//if carrying a flag the bot shouldn't be distracted too much
		if (BotCTFCarryingFlag(bs)) range = 100;
#endif //CTF
		//
		if (BotNearbyGoal(bs, bs->tfl, &goal, range)) {
			trap_BotResetLastAvoidReach(bs->ms);
			//time the bot gets to pick up the nearby goal item
			bs->nbg_time = trap_AAS_Time() + range / 100 + 1;
			AIEnter_Battle_NBG(bs);
			return qfalse;
		}
	}
	//initialize the movement state
	BotSetupForMovement(bs);
	//move towards the goal
	trap_BotMoveToGoal(&moveresult, bs->ms, &goal, bs->tfl);
	//if the movement failed
	if (moveresult.failure) {
		//reset the avoid reach, otherwise bot is stuck in current area
		trap_BotResetAvoidReach(bs->ms);
		//BotAI_Print(PRT_MESSAGE, "movement failure %d\n", moveresult.traveltype);
		bs->ltg_time = 0;
	}
	//
	BotAIBlocked(bs, &moveresult, qfalse);
	//choose the best weapon to fight with
	BotChooseWeapon(bs);
	//if the view is fixed for the movement
	if (moveresult.flags & (MOVERESULT_MOVEMENTVIEW
			//|MOVERESULT_SWIMVIEW
			)) {
		VectorCopy(moveresult.ideal_viewangles, bs->ideal_viewangles);
	}
	else if (!(moveresult.flags & MOVERESULT_MOVEMENTVIEWSET)
				&& !(bs->flags & BFL_IDEALVIEWSET) ) {
		attack_skill = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_ATTACK_SKILL, 0, 1);
		//if the bot is skilled anough
		if (attack_skill > 0.3) {
			BotAimAtEnemy(bs);
		}
		else {
			if (trap_BotMovementViewTarget(bs->ms, &goal, bs->tfl, 300, target)) {
				VectorSubtract(target, bs->origin, dir);
				vectoangles(dir, bs->ideal_viewangles);
			}
			else {
				vectoangles(moveresult.movedir, bs->ideal_viewangles);
			}
			bs->ideal_viewangles[2] *= 0.5;
		}
	}
	//if the weapon is used for the bot movement
	if (moveresult.flags & MOVERESULT_MOVEMENTWEAPON) bs->weaponnum = moveresult.weapon;
	//attack the enemy if possible
	BotCheckAttack(bs);
	//
	return qtrue;
}

/*
==================
AIEnter_Battle_NBG
==================
*/
void AIEnter_Battle_NBG(bot_state_t *bs) {
	BotRecordNodeSwitch(bs, "battle NBG", "");
	bs->ainode = AINode_Battle_NBG;
}

/*
==================
AINode_Battle_NBG
==================
*/
int AINode_Battle_NBG(bot_state_t *bs) {
	int areanum;
	bot_goal_t goal;
	aas_entityinfo_t entinfo;
	bot_moveresult_t moveresult;
	float attack_skill;
	vec3_t target, dir;

	if (BotIsObserver(bs)) {
		AIEnter_Observer(bs);
		return qfalse;
	}
	//if in the intermission
	if (BotIntermission(bs)) {
		AIEnter_Intermission(bs);
		return qfalse;
	}
	//respawn if dead
	if (BotIsDead(bs)) {
		AIEnter_Respawn(bs);
		return qfalse;
	}
	//if no enemy
	if (bs->enemy < 0) {
		AIEnter_Seek_NBG(bs);
		return qfalse;
	}
	//
	BotEntityInfo(bs->enemy, &entinfo);
	if (EntityIsDead(&entinfo)) {
		AIEnter_Seek_NBG(bs);
		return qfalse;
	}
	//
	bs->tfl = TFL_DEFAULT;
	if (bot_grapple.integer) bs->tfl |= TFL_GRAPPLEHOOK;
	//if in lava or slime the bot should be able to get out
	if (BotInLava(bs))	bs->tfl |= TFL_LAVA;
	if (BotInSlime(bs))	bs->tfl |= TFL_SLIME;
	//
	if (BotCanAndWantsToRocketJump(bs)) {
		bs->tfl |= TFL_ROCKETJUMP;
	}
	//map specific code
	BotMapScripts(bs);
	//update the last time the enemy was visible
	if (BotEntityVisible(bs->entitynum, bs->eye, bs->viewangles, 360, bs->enemy)) {
		bs->enemyvisible_time = trap_AAS_Time();
		//update the reachability area and origin if possible
		areanum = BotPointAreaNum(entinfo.origin);
		if (areanum && trap_AAS_AreaReachability(areanum)) {
			VectorCopy(entinfo.origin, bs->lastenemyorigin);
			bs->lastenemyareanum = areanum;
		}
	}
	//if the bot has no goal or touches the current goal
	if (!trap_BotGetTopGoal(bs->gs, &goal)) {
		bs->nbg_time = 0;
	}
	else if (trap_BotTouchingGoal(bs->origin, &goal)) {
		bs->nbg_time = 0;
	}
	//
	if (bs->nbg_time < trap_AAS_Time()) {
		//pop the current goal from the stack
		trap_BotPopGoal(bs->gs);
		//if the bot still has a goal
		if (trap_BotGetTopGoal(bs->gs, &goal)) AIEnter_Battle_Retreat(bs);
		else AIEnter_Battle_Fight(bs);
		//
		return qfalse;
	}
	//initialize the movement state
	BotSetupForMovement(bs);
	//move towards the goal
	trap_BotMoveToGoal(&moveresult, bs->ms, &goal, bs->tfl);
	//if the movement failed
	if (moveresult.failure) {
		//reset the avoid reach, otherwise bot is stuck in current area
		trap_BotResetAvoidReach(bs->ms);
		//BotAI_Print(PRT_MESSAGE, "movement failure %d\n", moveresult.traveltype);
		bs->nbg_time = 0;
	}
	//
	BotAIBlocked(bs, &moveresult, qfalse);
	//update the attack inventory values
	BotUpdateBattleInventory(bs, bs->enemy);
	//choose the best weapon to fight with
	BotChooseWeapon(bs);
	//if the view is fixed for the movement
	if (moveresult.flags & MOVERESULT_MOVEMENTVIEW) {
		VectorCopy(moveresult.ideal_viewangles, bs->ideal_viewangles);
	}
	else if (!(moveresult.flags & MOVERESULT_MOVEMENTVIEWSET)
				&& !(bs->flags & BFL_IDEALVIEWSET)) {
		attack_skill = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_ATTACK_SKILL, 0, 1);
		//if the bot is skilled anough and the enemy is visible
		if (attack_skill > 0.3) {
			//&& BotEntityVisible(bs->entitynum, bs->eye, bs->viewangles, 360, bs->enemy)
			BotAimAtEnemy(bs);
		}
		else {
			if (trap_BotMovementViewTarget(bs->ms, &goal, bs->tfl, 300, target)) {
				VectorSubtract(target, bs->origin, dir);
				vectoangles(dir, bs->ideal_viewangles);
			}
			else {
				vectoangles(moveresult.movedir, bs->ideal_viewangles);
			}
			bs->ideal_viewangles[2] *= 0.5;
		}
	}
	//if the weapon is used for the bot movement
	if (moveresult.flags & MOVERESULT_MOVEMENTWEAPON) bs->weaponnum = moveresult.weapon;
	//attack the enemy if possible
	BotCheckAttack(bs);
	//
	return qtrue;
}
