@raft:
Currently, the bots are not very clever. What they basically do, is to wander around in the level by choosing a random target and moving towards this target by using a modifed A* (very similar to what i used in Paradroidz). The target is, as said, either random or, with a certain chance, a collectable item. Walls and bombs act as a blocker for A*, crates don't (but they are bit more expensive than free tiles). If the bot is blocked by a crate on the calculated way, he drops a bomb and chooses a target in the opposite direction to escape the blow. Something similar happens when he runs into another bot (or a human player). When trying to escape a bomb's blow, the crates do act as blockers for A* to avoid a situation where a bot tries to escape one blow by blowing up another crate...that just didn't work very well in most cases.
While the bombs are blockers, the blow itself isn't. It's very expensive to cross it though. Basically, that's all they do right now (there are some minor tweaks and such, but you got the idea...). They don't try to hunt the player and they don't shoot (right now, every player can shoot...i'm not sure if this works well in that kind of game so i might remove or limit it later).
I guess they have to be improved to offer a real challenge, but for now, they act ok. Basically, they are meant as a kind of filler when you don't get enough players together for a decent LAN. They are not supposed to be real opponents. Here's a video that shows them in action (the player in the foreground is me, not a bot):
http://www.jpct.net/img/proj/wip/bots.mpegAs you can see, the blow themselves up from time to time. While this is realistic to a degree, i don't really know why this happens. It shouldn't. Then again, they place a bomb, escape and wait until the bomb explodes before moving on. There is no code that explictly triggers this behaviour...again, i don't know why they are doing this...