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74 lines
4.3 KiB
C
74 lines
4.3 KiB
C
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//
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// EvoBot - Neoptolemus' Natural Selection bot, based on Botman's HPB bot template
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//
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// bot_navigation.h
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//
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// Handles all bot path finding and movement
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//
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#pragma once
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#ifndef AVH_AI_COMMANDER_H
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#define AVH_AI_COMMANDER_H
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#include "AvHAIConstants.h"
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static const float MIN_COMMANDER_REMIND_TIME = 20.0f; // How frequently the commander can nag a player to do something, if they don't think they're doing it
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bool AICOMM_DeployStructure(AvHAIPlayer* pBot, const AvHAIDeployableStructureType StructureToDeploy, const Vector Location, StructurePurpose Purpose = STRUCTURE_PURPOSE_NONE);
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bool AICOMM_DeployItem(AvHAIPlayer* pBot, const AvHAIDeployableItemType ItemToDeploy, const Vector Location);
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bool AICOMM_UpgradeStructure(AvHAIPlayer* pBot, AvHAIBuildableStructure* StructureToUpgrade);
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bool AICOMM_ResearchTech(AvHAIPlayer* pBot, AvHAIBuildableStructure* StructureToResearch, AvHMessageID Research);
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bool AICOMM_RecycleStructure(AvHAIPlayer* pBot, AvHAIBuildableStructure* StructureToRecycle);
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bool AICOMM_IssueMovementOrder(AvHAIPlayer* pBot, edict_t* Recipient, const Vector MoveLocation);
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bool AICOMM_IssueBuildOrder(AvHAIPlayer* pBot, edict_t* Recipient, edict_t* TargetStructuree);
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bool AICOMM_IssueSecureHiveOrder(AvHAIPlayer* pBot, edict_t* Recipient, const AvHAIHiveDefinition* HiveToSecure);
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bool AICOMM_IssueSiegeHiveOrder(AvHAIPlayer* pBot, edict_t* Recipient, const AvHAIHiveDefinition* HiveToSiege, const Vector SiegePosition);
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bool AICOMM_IssueSecureResNodeOrder(AvHAIPlayer* pBot, edict_t* Recipient, const AvHAIResourceNode* ResNode);
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void AICOMM_AssignNewPlayerOrder(AvHAIPlayer* pBot, edict_t* Assignee, edict_t* TargetEntity, AvHAIOrderPurpose OrderPurpose);
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int AICOMM_GetNumPlayersAssignedToOrder(AvHAIPlayer* pBot, edict_t* TargetEntity, AvHAIOrderPurpose OrderPurpose);
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bool AICOMM_IsOrderStillValid(AvHAIPlayer* pBot, ai_commander_order* Order);
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void AICOMM_UpdatePlayerOrders(AvHAIPlayer* pBot);
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edict_t* AICOMM_GetPlayerWithNoOrderNearestLocation(AvHAIPlayer* pBot, Vector SearchLocation);
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bool AICOMM_DoesPlayerOrderNeedReminder(AvHAIPlayer* pBot, ai_commander_order* Order);
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void AICOMM_IssueOrderForAssignedJob(AvHAIPlayer* pBot, ai_commander_order* Order);
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void AICOMM_ClearAction(commander_action* Action);
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bool AICOMM_CheckForNextBuildAction(AvHAIPlayer* pBot);
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bool AICOMM_CheckForNextSupportAction(AvHAIPlayer* pBot);
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bool AICOMM_CheckForNextRecycleAction(AvHAIPlayer* pBot);
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bool AICOMM_CheckForNextResearchAction(AvHAIPlayer* pBot);
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bool AICOMM_CheckForNextSupplyAction(AvHAIPlayer* pBot);
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void AICOMM_SetDropHealthAction(AvHAIPlayer* pBot, commander_action* Action, edict_t* Recipient);
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void AICOMM_SetDropAmmoAction(AvHAIPlayer* pBot, commander_action* Action, edict_t* Recipient);
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void AICOMM_SetDeployStructureAction(AvHAIPlayer* pBot, commander_action* Action, AvHAIDeployableStructureType StructureToBuild, const Vector Location, bool bIsUrgent);
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void AICOMM_SetDeployItemAction(AvHAIPlayer* pBot, commander_action* Action, AvHAIDeployableItemType ItemToBuild, const Vector Location, bool bIsUrgent);
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void AICOMM_CommanderThink(AvHAIPlayer* pBot);
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const AvHAIHiveDefinition* AICOMM_GetEmptyHiveOpportunityNearestLocation(AvHAIPlayer* CommanderBot, const Vector SearchLocation);
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bool AICOMM_BuildInfantryPortal(AvHAIPlayer* pBot, edict_t* CommChair);
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bool AICOMM_PerformNextSiegeHiveAction(AvHAIPlayer* pBot, const AvHAIHiveDefinition* HiveToSiege);
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bool AICOMM_PerformNextSecureHiveAction(AvHAIPlayer* pBot, const AvHAIHiveDefinition* HiveToSecure);
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ai_commander_request* AICOMM_GetExistingRequestForPlayer(AvHAIPlayer* pBot, edict_t* Requestor);
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void AICOMM_CheckNewRequests(AvHAIPlayer* pBot);
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bool AICOMM_IsRequestValid(ai_commander_request* Request);
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bool AICOMM_IsHiveFullySecured(AvHAIPlayer* CommanderBot, const AvHAIHiveDefinition* Hive, bool bIncludeElectrical);
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bool AICOMM_ShouldCommanderLeaveChair(AvHAIPlayer* pBot);
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const AvHAIResourceNode* AICOMM_GetNearestResourceNodeCapOpportunity(const AvHTeamNumber Team, const Vector SearchLocation);
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const AvHAIHiveDefinition* AICOMM_GetHiveSiegeOpportunityNearestLocation(AvHAIPlayer* CommanderBot, const Vector SearchLocation);
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bool AICOMM_ShouldCommanderPrioritiseNodes(AvHAIPlayer* pBot);
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bool AICOMM_ShouldBeacon(AvHAIPlayer* pBot);
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void AICOMM_ReceiveChatRequest(AvHAIPlayer* Commander, edict_t* Requestor, const char* Request);
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#endif // AVH_AI_COMMANDER_H
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