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# pragma once
# ifndef AVH_AI_PLAYER_HELPER_H
# define AVH_AI_PLAYER_HELPER_H
# include "AvHPlayer.h"
# include "AvHAIConstants.h"
// How far a bot can be from a useable object when trying to interact with it. Used also for melee attacks
static const float max_player_use_reach = 55.0f ;
// Minimum time a bot can wait between attempts to use something in seconds (when not holding the use key down)
static const float min_player_use_interval = 0.5f ;
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// Max height reachable by crouch-jumping
static const float max_player_normaljump_height = 44.0f ;
// Max height reachable by crouch-jumping
static const float max_player_crouchjump_height = 62.0f ;
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/****************
Player Status Checks
* * * * * * * * * * * * * * * * */
// Is the player currently a Skulk?
bool IsPlayerSkulk ( const edict_t * Player ) ;
// Is the player currently a Gorge?
bool IsPlayerGorge ( const edict_t * Player ) ;
// Is the player currently a Lerk?
bool IsPlayerLerk ( const edict_t * Player ) ;
// Is the player currently a Fade?
bool IsPlayerFade ( const edict_t * Player ) ;
// Is the player currently an Onos?
bool IsPlayerOnos ( const edict_t * Player ) ;
// Is the player currently a Marine (not commander)? Includes both light and heavy marines
bool IsPlayerMarine ( const edict_t * Player ) ;
bool IsPlayerMarine ( const AvHPlayer * Player ) ;
// Is the player currently a Marine (not commander)? Includes both light and heavy marines
bool IsPlayerAlien ( const edict_t * Player ) ;
// Is the player the commander?
bool IsPlayerCommander ( const edict_t * Player ) ;
// Is the player currently climbing a wall?
bool IsPlayerClimbingWall ( const edict_t * Player ) ;
// Is the player in the ready room (i.e. not in the map proper)?
bool IsPlayerInReadyRoom ( const edict_t * Player ) ;
// Returns true if the player is not in the ready room, is on a team, is alive, is not being digested, and is not commander
bool IsPlayerActiveInGame ( const edict_t * Player ) ;
// Is the player a human?
bool IsPlayerHuman ( const edict_t * Player ) ;
// Is the player a bot (includes non-EvoBot fake clients)?
bool IsPlayerBot ( const edict_t * Player ) ;
// Is the player dead and waiting to respawn?
bool IsPlayerDead ( const edict_t * Player ) ;
// Is player stunned by Onos stomp?
bool IsPlayerStunned ( const edict_t * Player ) ;
// Is the player currently spectating?
bool IsPlayerSpectator ( const edict_t * Player ) ;
// Is the player currently being digested by an Onos?
bool IsPlayerBeingDigested ( const edict_t * Player ) ;
// Is the player an Onos and currently digesting someone?
bool IsPlayerDigesting ( const edict_t * Player ) ;
// Is the player currently gestating?
bool IsPlayerGestating ( const edict_t * Player ) ;
// Is the player affected by parasite?
bool IsPlayerParasited ( const edict_t * Player ) ;
// Is the player being marked through walls to enemies through being sighted by an ally or affected by motion tracking?
bool IsPlayerMotionTracked ( const edict_t * Player ) ;
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// Is the player being marked through walls by a nearby sensory chamber or scent of fear?
bool IsPlayerSOF ( const edict_t * Player ) ;
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// Is the player currently on a ladder? Always false for Skulks and Lerks as they can't climb ladders
bool IsPlayerOnLadder ( const edict_t * Player ) ;
// Is the player an onos under the effect of charge?
bool IsPlayerCharging ( const edict_t * Player ) ;
// Is the player buffed by catalysts (for marines) or primal scream (for aliens)?
bool IsPlayerBuffed ( const edict_t * Player ) ;
void AIPlayer_Say ( edict_t * pEntity , int teamonly , const char * Msg ) ;
// Returns the player's max armour, based on armour research levels (marines) or class and carapace level (aliens)
int GetPlayerMaxArmour ( const edict_t * Player ) ;
// Returns the player's current energy (between 0.0 and 1.0)
float GetPlayerEnergy ( const edict_t * Player ) ;
// Can the player duck? Skulks, gorges and lerks cannot
bool CanPlayerCrouch ( const edict_t * Player ) ;
// Returns player resources (for marines will be team resources)
int GetPlayerResources ( const edict_t * Player ) ;
// For combat mode, returns the player's current experience
int GetPlayerCombatExperience ( const edict_t * Player ) ;
// For combat mode, returns the player's current level
int GetPlayerCombatLevel ( const AvHPlayer * Player ) ;
// Returns the player radius based on their current state
float GetPlayerRadius ( const AvHPlayer * Player ) ;
float GetPlayerRadius ( const edict_t * Player ) ;
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bool CanPlayerClimb ( const edict_t * Player ) ;
float GetPlayerMaxJumpHeight ( const edict_t * Player ) ;
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// Returns the hull index that should be used for this player when performing hull traces. Depends on if player is crouching right now or not
int GetPlayerHullIndex ( const edict_t * Player ) ;
// Returns the hull index that should be used for this player when performing hull traces, can manually specify if it's their crouching hull index or not
int GetPlayerHullIndex ( const edict_t * Player , const bool bIsCrouching ) ;
// How fast the player current regenerates energy, taking adrenaline upgrades into account
float GetPlayerEnergyRegenPerSecond ( edict_t * Player ) ;
// Expresses the combined health and armour of a player vs max
float GetPlayerOverallHealthPercent ( const edict_t * Player ) ;
// Gets the world position of the player's viewpoint (origin + view_ofs)
Vector GetPlayerEyePosition ( const edict_t * Player ) ;
// Player's current height based on their player class, can manually specify if you want the crouched height or not
float GetPlayerHeight ( const edict_t * Player , const bool bIsCrouching ) ;
// The origin offset from the bottom of the player's collision box, depending on crouching or not
Vector GetPlayerOriginOffsetFromFloor ( const edict_t * pEdict , const bool bIsCrouching ) ;
// The bottom-centre of the player's collision box
Vector GetPlayerBottomOfCollisionHull ( const edict_t * pEdict ) ;
// The top-centre of the player's collision box based on their player class and if they're currently crouching
Vector GetPlayerTopOfCollisionHull ( const edict_t * pEdict ) ;
// The top-centre of the player's collision box based on their player class, manually specifying if they're crouching or not
Vector GetPlayerTopOfCollisionHull ( const edict_t * pEdict , const bool bIsCrouching ) ;
// Based on current movement inputs from the player, what direction are they trying to move? Ignores actual velocity.
Vector GetPlayerAttemptedMoveDirection ( const edict_t * Player ) ;
// The player's index into the clients array (see game_state.h)
int GetPlayerIndex ( AvHPlayer * Player ) ;
// Returns true if the supplied edict is a player (bot or human)
bool IsEdictPlayer ( const edict_t * edict ) ;
bool IsPlayerTouchingEntity ( const edict_t * Player , const edict_t * TargetEntity ) ;
bool IsPlayerInUseRange ( const edict_t * Player , const edict_t * Target ) ;
bool PlayerHasHeavyArmour ( const edict_t * Player ) ;
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bool PlayerHasJetpack ( const edict_t * Player ) ;
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bool PlayerHasWeapon ( const AvHPlayer * Player , const AvHAIWeapon DesiredCombatWeapon ) ;
bool PlayerHasEquipment ( edict_t * Player ) ;
bool PlayerHasSpecialWeapon ( const AvHPlayer * Player ) ;
bool UTIL_PlayerHasLOSToEntity ( const edict_t * Player , const edict_t * Target , const float MaxRange , const bool bUseHullSweep ) ;
bool UTIL_PlayerHasLOSToLocation ( const edict_t * Player , const Vector Target , const float MaxRange ) ;
bool PlayerHasAlienUpgradeOfType ( const edict_t * Player , const HiveTechStatus TechType ) ;
float GetPlayerCloakAmount ( const edict_t * Player ) ;
bool IsPlayerReloading ( const AvHPlayer * Player ) ;
bool IsPlayerStandingOnPlayer ( const edict_t * Player ) ;
// If the player is gestating, will return the target evolution. Otherwise, returns the iuser3
AvHUser3 GetPlayerActiveClass ( const AvHPlayer * Player ) ;
edict_t * UTIL_GetNearestLadderAtPoint ( const Vector SearchLocation ) ;
Vector UTIL_GetNearestLadderNormal ( edict_t * pEdict ) ;
Vector UTIL_GetNearestLadderNormal ( Vector SearchLocation ) ;
Vector UTIL_GetNearestLadderCentrePoint ( edict_t * pEdict ) ;
Vector UTIL_GetNearestLadderCentrePoint ( const Vector SearchLocation ) ;
Vector UTIL_GetNearestLadderTopPoint ( edict_t * pEdict ) ;
Vector UTIL_GetNearestLadderTopPoint ( const Vector SearchLocation ) ;
Vector UTIL_GetNearestLadderBottomPoint ( edict_t * pEdict ) ;
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Vector UTIL_GetLadderNormal ( Vector SearchLocation , edict_t * Ladder ) ;
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bool UTIL_QuickCollisionTrace ( Vector StartTrace , Vector EndTrace ) ;
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Vector UTIL_GetNearestSurfaceNormal ( Vector SearchLocation ) ;
# endif