Overview
In Deathmatch, enemies are uniform player hulls with instant or predicted projectile mechanics. In the Quake 1 campaign, single-player monsters feature highly telegraphic, specialized attack profiles. Applying generic DM combat behaviors results in avoidable deaths (e.g. charging directly into Ogre chainsaws or standing still during Fiend leaps).
Drawing from classic co-op bot heritage (Zeus Bot, FrikBot) and companion AI design, the companion bot should recognize monster classnames and execute tailored combat doctrines.
Target Monster Doctrines
1. Fiend (\monster_demon1) - Leap Sidestep & Counter
- Telegraph: When a Fiend enters its leap attack (\�elocity_z > 150\ or leap frame sequence).
- Maneuver: Sidestep 90 degrees perpendicular to the incoming leap trajectory.
- Counter: Turn and engage with Super Shotgun immediately upon the Fiend landing.
2. Shambler (\monster_shambler) - Lightning Cover & Melee Buffer
- Telegraph: Wind-up lightning charging animation / sound.
- Maneuver: Prioritize breaking line-of-sight behind pillars, crates, or corners during the charge.
- Range Control: Hard clamp maintaining >200u distance; never enter claw melee reach (82 HP damage).
3. Ogre (\monster_ogre) - Grenade Circle-Strafing & Chainsaw Defense
- Maneuver: Circle-strafe laterally around bounced grenade trajectories while holding medium shotgun range.
- Melee Defense: Maintain >= 128u buffer to prevent chainsaw engagement.
4. Vore / Shalrath (\monster_shalrath) - Homing Pod Geometry Kiting
- Telegraph: Active incoming purple homing pod targeting the bot or teammate.
- Maneuver: Rather than running in a straight line (which guarantees impact), steer sharply around doorway lintels, archways, or wall corners to detonate the projectile on world geometry.
5. Scrag / Wizard (\monster_wizard) - Distance Buffer & Spit Dodge
- Maneuver: Maintain distance to allow nail/shotgun spread to connect, sidestepping acidic spit bursts.
Acceptance Criteria
- Verified in campaign lab simulation on e1m1-e1m3.
- Companion bot demonstrates reduced damage intake and zero melee claw/chainsaw deaths against common bestiary encounters.
Overview
In Deathmatch, enemies are uniform player hulls with instant or predicted projectile mechanics. In the Quake 1 campaign, single-player monsters feature highly telegraphic, specialized attack profiles. Applying generic DM combat behaviors results in avoidable deaths (e.g. charging directly into Ogre chainsaws or standing still during Fiend leaps).
Drawing from classic co-op bot heritage (Zeus Bot, FrikBot) and companion AI design, the companion bot should recognize monster classnames and execute tailored combat doctrines.
Target Monster Doctrines
1. Fiend (\monster_demon1) - Leap Sidestep & Counter
2. Shambler (\monster_shambler) - Lightning Cover & Melee Buffer
3. Ogre (\monster_ogre) - Grenade Circle-Strafing & Chainsaw Defense
4. Vore / Shalrath (\monster_shalrath) - Homing Pod Geometry Kiting
5. Scrag / Wizard (\monster_wizard) - Distance Buffer & Spit Dodge
Acceptance Criteria