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//
// EvoBot - Neoptolemus' Natural Selection bot, based on Botman's HPB bot template
//
// bot_gorge.cpp
//
// Contains gorge-related functions. Needs refactoring into helper function file
//
# include "AvHAITactical.h"
# include "AvHAINavigation.h"
# include "AvHAITask.h"
# include "AvHAIMath.h"
# include "AvHAIPlayerUtil.h"
# include "AvHAIHelper.h"
# include "AvHAIConstants.h"
# include "AvHAIPlayerManager.h"
# include "AvHAIConfig.h"
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# include "AvHAICommander.h"
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# include "AvHGamerules.h"
# include "AvHServerUtil.h"
# include "AvHSharedUtil.h"
# include "AvHMarineEquipment.h"
# include "AvHTurret.h"
# include <float.h>
# include "DetourTileCacheBuilder.h"
# include <unordered_map>
vector < AvHAIResourceNode > ResourceNodes ;
vector < AvHAIHiveDefinition > Hives ;
float CommanderViewZHeight ;
std : : unordered_map < int , AvHAIBuildableStructure > TeamAStructureMap ;
std : : unordered_map < int , AvHAIBuildableStructure > TeamBStructureMap ;
std : : unordered_map < int , AvHAIDroppedItem > MarineDroppedItemMap ;
float last_structure_refresh_time = 0.0f ;
float last_item_refresh_time = 0.0f ;
// Increments by 1 every time the structure list is refreshed. Used to detect if structures have been destroyed and no longer show up
unsigned int StructureRefreshFrame = 1 ;
// Increments by 1 every time the item list is refreshed. Used to detect if items have been removed from play and no longer show up
unsigned int ItemRefreshFrame = 0 ;
Vector TeamAStartingLocation = ZERO_VECTOR ;
Vector TeamBStartingLocation = ZERO_VECTOR ;
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Vector TeamARelocationPoint = ZERO_VECTOR ;
Vector TeamBRelocationPoint = ZERO_VECTOR ;
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bool bEnableRelocationAtStart = false ; // For this round, should the AI commander try relocating at the start of the match?
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extern nav_mesh NavMeshes [ MAX_NAV_MESHES ] ; // Array of nav meshes. Currently only 3 are used (building, onos, and regular)
extern nav_profile BaseNavProfiles [ MAX_NAV_PROFILES ] ; // Array of nav profiles
bool bNavMeshModified = false ;
extern bool bTileCacheUpToDate ;
edict_t * LastSeenLerkTeamA = nullptr ; // Track who went lerk on team A last time. This ensures we don't get endless cycles of lerks
edict_t * LastSeenLerkTeamB = nullptr ; // Track who went lerk on team B last time. This ensures we don't get endless cycles of lerks
float LastSeenLerkTeamATime = 0.0f ;
float LastSeenLerkTeamBTime = 0.0f ;
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vector < AvHAISquad > ActiveSquads ;
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vector < AvHAIMarineBase > ActiveTeamABases ; // If Team A are marines, any active bases they have established around the map
vector < AvHAIMarineBase > ActiveTeamBBases ; // If Team B are marines, any active bases they have established around the map
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std : : vector < AvHAIBuildableStructure > AITAC_FindAllDeployables ( const Vector & Location , const DeployableSearchFilter * Filter )
{
std : : vector < AvHAIBuildableStructure > Result ;
AvHTeamNumber TeamA = GetGameRules ( ) - > GetTeamANumber ( ) ;
AvHTeamNumber TeamB = GetGameRules ( ) - > GetTeamBNumber ( ) ;
float CurrMinDist = 0.0f ;
float MinDistSq = sqrf ( Filter - > MinSearchRadius ) ;
float MaxDistSq = sqrf ( Filter - > MaxSearchRadius ) ;
bool bUseMinDist = MinDistSq > 0.1f ;
bool bUseMaxDist = MaxDistSq > 0.1f ;
if ( Filter - > DeployableTeam = = TeamA | | Filter - > DeployableTeam = = TEAM_IND )
{
for ( auto & it : TeamAStructureMap )
{
if ( FNullEnt ( it . second . edict ) | | it . second . edict - > v . deadflag ! = DEAD_NO | | ( it . second . edict - > v . effects & EF_NODRAW ) ) { continue ; }
if ( it . second . StructureStatusFlags & Filter - > ExcludeStatusFlags ) { continue ; }
if ( ( it . second . StructureStatusFlags & Filter - > IncludeStatusFlags ) ! = Filter - > IncludeStatusFlags ) { continue ; }
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if ( it . second . Purpose ! = Filter - > PurposeFlags & & ( it . second . Purpose & Filter - > PurposeFlags ) ! = it . second . Purpose ) { continue ; }
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if ( Filter - > ReachabilityFlags ! = AI_REACHABILITY_NONE )
{
unsigned int StructureReachabilityFlags = ( it . second . TeamAReachabilityFlags | it . second . TeamBReachabilityFlags ) ;
if ( Filter - > ReachabilityTeam ! = TEAM_IND )
{
StructureReachabilityFlags = ( Filter - > ReachabilityTeam = = TeamA ) ? it . second . TeamAReachabilityFlags : it . second . TeamBReachabilityFlags ;
}
if ( ! ( StructureReachabilityFlags & Filter - > ReachabilityFlags ) ) { continue ; }
}
if ( it . second . StructureType & Filter - > DeployableTypes )
{
float DistSq = ( Filter - > bConsiderPhaseDistance ) ? sqrf ( AITAC_GetPhaseDistanceBetweenPoints ( it . second . Location , Location ) ) : vDist2DSq ( it . second . Location , Location ) ;
if ( ( ! bUseMinDist | | DistSq > = MinDistSq ) & & ( ! bUseMaxDist | | DistSq < = MaxDistSq ) )
{
Result . push_back ( it . second ) ;
}
}
}
}
if ( Filter - > DeployableTeam = = TeamB | | Filter - > DeployableTeam = = TEAM_IND )
{
for ( auto & it : TeamBStructureMap )
{
if ( FNullEnt ( it . second . edict ) | | it . second . edict - > v . deadflag ! = DEAD_NO | | ( it . second . edict - > v . effects & EF_NODRAW ) ) { continue ; }
if ( it . second . StructureStatusFlags & Filter - > ExcludeStatusFlags ) { continue ; }
if ( ( it . second . StructureStatusFlags & Filter - > IncludeStatusFlags ) ! = Filter - > IncludeStatusFlags ) { continue ; }
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if ( it . second . Purpose ! = Filter - > PurposeFlags & & ( it . second . Purpose & Filter - > PurposeFlags ) ! = it . second . Purpose ) { continue ; }
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if ( Filter - > ReachabilityFlags ! = AI_REACHABILITY_NONE )
{
unsigned int StructureReachabilityFlags = ( it . second . TeamAReachabilityFlags | it . second . TeamBReachabilityFlags ) ;
if ( Filter - > ReachabilityTeam ! = TEAM_IND )
{
StructureReachabilityFlags = ( Filter - > ReachabilityTeam = = TeamA ) ? it . second . TeamAReachabilityFlags : it . second . TeamBReachabilityFlags ;
}
if ( ! ( StructureReachabilityFlags & Filter - > ReachabilityFlags ) ) { continue ; }
}
if ( it . second . StructureType & Filter - > DeployableTypes )
{
float DistSq = ( Filter - > bConsiderPhaseDistance ) ? sqrf ( AITAC_GetPhaseDistanceBetweenPoints ( it . second . Location , Location ) ) : vDist2DSq ( it . second . Location , Location ) ;
if ( ( ! bUseMinDist | | DistSq > = MinDistSq ) & & ( ! bUseMaxDist | | DistSq < = MaxDistSq ) )
{
Result . push_back ( it . second ) ;
}
}
}
}
return Result ;
}
std : : vector < AvHAIBuildableStructure * > AITAC_FindAllDeployablesByRef ( const Vector & Location , const DeployableSearchFilter * Filter )
{
std : : vector < AvHAIBuildableStructure * > Result ;
AvHTeamNumber TeamA = GetGameRules ( ) - > GetTeamANumber ( ) ;
AvHTeamNumber TeamB = GetGameRules ( ) - > GetTeamBNumber ( ) ;
float CurrMinDist = 0.0f ;
float MinDistSq = sqrf ( Filter - > MinSearchRadius ) ;
float MaxDistSq = sqrf ( Filter - > MaxSearchRadius ) ;
bool bUseMinDist = MinDistSq > 0.1f ;
bool bUseMaxDist = MaxDistSq > 0.1f ;
if ( Filter - > DeployableTeam = = TeamA | | Filter - > DeployableTeam = = TEAM_IND )
{
for ( auto & it : TeamAStructureMap )
{
if ( FNullEnt ( it . second . edict ) | | it . second . edict - > v . deadflag ! = DEAD_NO | | ( it . second . edict - > v . effects & EF_NODRAW ) ) { continue ; }
if ( it . second . StructureStatusFlags & Filter - > ExcludeStatusFlags ) { continue ; }
if ( ( it . second . StructureStatusFlags & Filter - > IncludeStatusFlags ) ! = Filter - > IncludeStatusFlags ) { continue ; }
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if ( it . second . Purpose ! = Filter - > PurposeFlags & & ( it . second . Purpose & Filter - > PurposeFlags ) ! = it . second . Purpose ) { continue ; }
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if ( Filter - > ReachabilityFlags ! = AI_REACHABILITY_NONE )
{
unsigned int StructureReachabilityFlags = ( it . second . TeamAReachabilityFlags | it . second . TeamBReachabilityFlags ) ;
if ( Filter - > ReachabilityTeam ! = TEAM_IND )
{
StructureReachabilityFlags = ( Filter - > ReachabilityTeam = = TeamA ) ? it . second . TeamAReachabilityFlags : it . second . TeamBReachabilityFlags ;
}
if ( ! ( StructureReachabilityFlags & Filter - > ReachabilityFlags ) ) { continue ; }
}
if ( it . second . StructureType & Filter - > DeployableTypes )
{
float DistSq = ( Filter - > bConsiderPhaseDistance ) ? sqrf ( AITAC_GetPhaseDistanceBetweenPoints ( it . second . Location , Location ) ) : vDist2DSq ( it . second . Location , Location ) ;
if ( ( ! bUseMinDist | | DistSq > = MinDistSq ) & & ( ! bUseMaxDist | | DistSq < = MaxDistSq ) )
{
Result . push_back ( & it . second ) ;
}
}
}
}
if ( Filter - > DeployableTeam = = TeamB | | Filter - > DeployableTeam = = TEAM_IND )
{
for ( auto & it : TeamBStructureMap )
{
if ( FNullEnt ( it . second . edict ) | | it . second . edict - > v . deadflag ! = DEAD_NO | | ( it . second . edict - > v . effects & EF_NODRAW ) ) { continue ; }
if ( it . second . StructureStatusFlags & Filter - > ExcludeStatusFlags ) { continue ; }
if ( ( it . second . StructureStatusFlags & Filter - > IncludeStatusFlags ) ! = Filter - > IncludeStatusFlags ) { continue ; }
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if ( it . second . Purpose ! = Filter - > PurposeFlags & & ( it . second . Purpose & Filter - > PurposeFlags ) ! = it . second . Purpose ) { continue ; }
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if ( Filter - > ReachabilityFlags ! = AI_REACHABILITY_NONE )
{
unsigned int StructureReachabilityFlags = ( it . second . TeamAReachabilityFlags | it . second . TeamBReachabilityFlags ) ;
if ( Filter - > ReachabilityTeam ! = TEAM_IND )
{
StructureReachabilityFlags = ( Filter - > ReachabilityTeam = = TeamA ) ? it . second . TeamAReachabilityFlags : it . second . TeamBReachabilityFlags ;
}
if ( ! ( StructureReachabilityFlags & Filter - > ReachabilityFlags ) ) { continue ; }
}
if ( it . second . StructureType & Filter - > DeployableTypes )
{
float DistSq = ( Filter - > bConsiderPhaseDistance ) ? sqrf ( AITAC_GetPhaseDistanceBetweenPoints ( it . second . Location , Location ) ) : vDist2DSq ( it . second . Location , Location ) ;
if ( ( ! bUseMinDist | | DistSq > = MinDistSq ) & & ( ! bUseMaxDist | | DistSq < = MaxDistSq ) )
{
Result . push_back ( & it . second ) ;
}
}
}
}
return Result ;
}
bool AITAC_DeployableExistsAtLocation ( const Vector & Location , const DeployableSearchFilter * Filter )
{
AvHTeamNumber TeamA = GetGameRules ( ) - > GetTeamANumber ( ) ;
AvHTeamNumber TeamB = GetGameRules ( ) - > GetTeamBNumber ( ) ;
float MinDistSq = sqrf ( Filter - > MinSearchRadius ) ;
float MaxDistSq = sqrf ( Filter - > MaxSearchRadius ) ;
bool bUseMinDist = MinDistSq > 0.1f ;
bool bUseMaxDist = MaxDistSq > 0.1f ;
if ( Filter - > DeployableTeam = = TeamA | | Filter - > DeployableTeam = = TEAM_IND )
{
for ( auto & it : TeamAStructureMap )
{
if ( FNullEnt ( it . second . edict ) | | it . second . edict - > v . deadflag ! = DEAD_NO | | ( it . second . edict - > v . effects & EF_NODRAW ) ) { continue ; }
if ( it . second . StructureStatusFlags & Filter - > ExcludeStatusFlags ) { continue ; }
if ( ( it . second . StructureStatusFlags & Filter - > IncludeStatusFlags ) ! = Filter - > IncludeStatusFlags ) { continue ; }
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if ( it . second . Purpose ! = Filter - > PurposeFlags & & ( it . second . Purpose & Filter - > PurposeFlags ) ! = it . second . Purpose ) { continue ; }
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unsigned int StructureReachabilityFlags = ( it . second . TeamAReachabilityFlags | it . second . TeamBReachabilityFlags ) ;
if ( Filter - > ReachabilityTeam ! = TEAM_IND )
{
StructureReachabilityFlags = ( Filter - > ReachabilityTeam = = TeamA ) ? it . second . TeamAReachabilityFlags : it . second . TeamBReachabilityFlags ;
}
if ( Filter - > ReachabilityFlags ! = AI_REACHABILITY_NONE & & ! ( StructureReachabilityFlags & Filter - > ReachabilityFlags ) ) { continue ; }
if ( it . second . StructureType & Filter - > DeployableTypes )
{
float DistSq = ( Filter - > bConsiderPhaseDistance ) ? sqrf ( AITAC_GetPhaseDistanceBetweenPoints ( it . second . Location , Location ) ) : vDist2DSq ( it . second . Location , Location ) ;
if ( ( ! bUseMinDist | | DistSq > = MinDistSq ) & & ( ! bUseMaxDist | | DistSq < = MaxDistSq ) )
{
return true ;
}
}
}
}
if ( Filter - > DeployableTeam = = TeamB | | Filter - > DeployableTeam = = TEAM_IND )
{
for ( auto & it : TeamBStructureMap )
{
if ( FNullEnt ( it . second . edict ) | | it . second . edict - > v . deadflag ! = DEAD_NO | | ( it . second . edict - > v . effects & EF_NODRAW ) ) { continue ; }
if ( it . second . StructureStatusFlags & Filter - > ExcludeStatusFlags ) { continue ; }
if ( ( it . second . StructureStatusFlags & Filter - > IncludeStatusFlags ) ! = Filter - > IncludeStatusFlags ) { continue ; }
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if ( it . second . Purpose ! = Filter - > PurposeFlags & & ( it . second . Purpose & Filter - > PurposeFlags ) ! = it . second . Purpose ) { continue ; }
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unsigned int StructureReachabilityFlags = ( it . second . TeamAReachabilityFlags | it . second . TeamBReachabilityFlags ) ;
if ( Filter - > ReachabilityTeam ! = TEAM_IND )
{
StructureReachabilityFlags = ( Filter - > ReachabilityTeam = = TeamA ) ? it . second . TeamAReachabilityFlags : it . second . TeamBReachabilityFlags ;
}
if ( Filter - > ReachabilityFlags ! = AI_REACHABILITY_NONE & & ! ( StructureReachabilityFlags & Filter - > ReachabilityFlags ) ) { continue ; }
if ( it . second . StructureType & Filter - > DeployableTypes )
{
float DistSq = ( Filter - > bConsiderPhaseDistance ) ? sqrf ( AITAC_GetPhaseDistanceBetweenPoints ( it . second . Location , Location ) ) : vDist2DSq ( it . second . Location , Location ) ;
if ( ( ! bUseMinDist | | DistSq > = MinDistSq ) & & ( ! bUseMaxDist | | DistSq < = MaxDistSq ) )
{
return true ;
}
}
}
}
return false ;
}
AvHAIBuildableStructure AITAC_FindClosestDeployableToLocation ( const Vector & Location , const DeployableSearchFilter * Filter )
{
AvHTeamNumber TeamA = GetGameRules ( ) - > GetTeamANumber ( ) ;
AvHTeamNumber TeamB = GetGameRules ( ) - > GetTeamBNumber ( ) ;
AvHAIBuildableStructure Result ;
float CurrMinDist = 0.0f ;
float MinDistSq = sqrf ( Filter - > MinSearchRadius ) ;
float MaxDistSq = sqrf ( Filter - > MaxSearchRadius ) ;
bool bUseMinDist = MinDistSq > 0.1f ;
bool bUseMaxDist = MaxDistSq > 0.1f ;
if ( Filter - > DeployableTeam = = TeamA | | Filter - > DeployableTeam = = TEAM_IND )
{
for ( auto & it : TeamAStructureMap )
{
if ( FNullEnt ( it . second . edict ) | | it . second . edict - > v . deadflag ! = DEAD_NO | | ( it . second . edict - > v . effects & EF_NODRAW ) ) { continue ; }
if ( ! ( it . second . StructureType & Filter - > DeployableTypes ) ) { continue ; }
if ( it . second . StructureStatusFlags & Filter - > ExcludeStatusFlags ) { continue ; }
if ( ( it . second . StructureStatusFlags & Filter - > IncludeStatusFlags ) ! = Filter - > IncludeStatusFlags ) { continue ; }
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if ( it . second . Purpose ! = Filter - > PurposeFlags & & ( it . second . Purpose & Filter - > PurposeFlags ) ! = it . second . Purpose ) { continue ; }
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unsigned int StructureReachabilityFlags = ( it . second . TeamAReachabilityFlags | it . second . TeamBReachabilityFlags ) ;
if ( Filter - > ReachabilityTeam ! = TEAM_IND )
{
StructureReachabilityFlags = ( Filter - > ReachabilityTeam = = TeamA ) ? it . second . TeamAReachabilityFlags : it . second . TeamBReachabilityFlags ;
}
if ( Filter - > ReachabilityFlags ! = AI_REACHABILITY_NONE & & ! ( StructureReachabilityFlags & Filter - > ReachabilityFlags ) ) { continue ; }
float DistSq = ( Filter - > bConsiderPhaseDistance ) ? sqrf ( AITAC_GetPhaseDistanceBetweenPoints ( it . second . Location , Location ) ) : vDist2DSq ( it . second . Location , Location ) ;
if ( ( ! bUseMinDist | | DistSq > = MinDistSq ) & & ( ! bUseMaxDist | | DistSq < = MaxDistSq ) & & ( FNullEnt ( Result . edict ) | | DistSq < CurrMinDist ) )
{
Result = it . second ;
CurrMinDist = DistSq ;
}
}
}
if ( Filter - > DeployableTeam = = TeamB | | Filter - > DeployableTeam = = TEAM_IND )
{
for ( auto & it : TeamBStructureMap )
{
if ( FNullEnt ( it . second . edict ) | | it . second . edict - > v . deadflag ! = DEAD_NO | | ( it . second . edict - > v . effects & EF_NODRAW ) ) { continue ; }
if ( ! ( it . second . StructureType & Filter - > DeployableTypes ) ) { continue ; }
if ( it . second . StructureStatusFlags & Filter - > ExcludeStatusFlags ) { continue ; }
if ( ( it . second . StructureStatusFlags & Filter - > IncludeStatusFlags ) ! = Filter - > IncludeStatusFlags ) { continue ; }
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if ( it . second . Purpose ! = Filter - > PurposeFlags & & ( it . second . Purpose & Filter - > PurposeFlags ) ! = it . second . Purpose ) { continue ; }
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unsigned int StructureReachabilityFlags = ( it . second . TeamAReachabilityFlags | it . second . TeamBReachabilityFlags ) ;
if ( Filter - > ReachabilityTeam ! = TEAM_IND )
{
StructureReachabilityFlags = ( Filter - > ReachabilityTeam = = TeamA ) ? it . second . TeamAReachabilityFlags : it . second . TeamBReachabilityFlags ;
}
if ( Filter - > ReachabilityFlags ! = AI_REACHABILITY_NONE & & ! ( StructureReachabilityFlags & Filter - > ReachabilityFlags ) ) { continue ; }
float DistSq = ( Filter - > bConsiderPhaseDistance ) ? sqrf ( AITAC_GetPhaseDistanceBetweenPoints ( it . second . Location , Location ) ) : vDist2DSq ( it . second . Location , Location ) ;
if ( ( ! bUseMinDist | | DistSq > = MinDistSq ) & & ( ! bUseMaxDist | | DistSq < = MaxDistSq ) & & ( FNullEnt ( Result . edict ) | | DistSq < CurrMinDist ) )
{
Result = it . second ;
CurrMinDist = DistSq ;
}
}
}
return Result ;
}
AvHAIBuildableStructure * AITAC_FindClosestDeployableToLocationByRef ( const Vector & Location , const DeployableSearchFilter * Filter )
{
AvHTeamNumber TeamA = GetGameRules ( ) - > GetTeamANumber ( ) ;
AvHTeamNumber TeamB = GetGameRules ( ) - > GetTeamBNumber ( ) ;
AvHAIBuildableStructure * Result = NULL ;
float CurrMinDist = 0.0f ;
float MinDistSq = sqrf ( Filter - > MinSearchRadius ) ;
float MaxDistSq = sqrf ( Filter - > MaxSearchRadius ) ;
bool bUseMinDist = MinDistSq > 0.1f ;
bool bUseMaxDist = MaxDistSq > 0.1f ;
if ( Filter - > DeployableTeam = = TeamA | | Filter - > DeployableTeam = = TEAM_IND )
{
for ( auto & it : TeamAStructureMap )
{
if ( FNullEnt ( it . second . edict ) | | it . second . edict - > v . deadflag ! = DEAD_NO | | ( it . second . edict - > v . effects & EF_NODRAW ) ) { continue ; }
if ( ! ( it . second . StructureType & Filter - > DeployableTypes ) ) { continue ; }
if ( it . second . StructureStatusFlags & Filter - > ExcludeStatusFlags ) { continue ; }
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if ( ( it . second . StructureStatusFlags & Filter - > IncludeStatusFlags ) ! = Filter - > IncludeStatusFlags ) { continue ; }
if ( it . second . Purpose ! = Filter - > PurposeFlags & & ( it . second . Purpose & Filter - > PurposeFlags ) ! = it . second . Purpose ) { continue ; }
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unsigned int StructureReachabilityFlags = ( it . second . TeamAReachabilityFlags | it . second . TeamBReachabilityFlags ) ;
if ( Filter - > ReachabilityTeam ! = TEAM_IND )
{
StructureReachabilityFlags = ( Filter - > ReachabilityTeam = = TeamA ) ? it . second . TeamAReachabilityFlags : it . second . TeamBReachabilityFlags ;
}
if ( Filter - > ReachabilityFlags ! = AI_REACHABILITY_NONE & & ! ( StructureReachabilityFlags & Filter - > ReachabilityFlags ) ) { continue ; }
float DistSq = ( Filter - > bConsiderPhaseDistance ) ? sqrf ( AITAC_GetPhaseDistanceBetweenPoints ( it . second . Location , Location ) ) : vDist2DSq ( it . second . Location , Location ) ;
if ( ( ! bUseMinDist | | DistSq > = MinDistSq ) & & ( ! bUseMaxDist | | DistSq < = MaxDistSq ) & & ( ! Result | | DistSq < CurrMinDist ) )
{
Result = & it . second ;
CurrMinDist = DistSq ;
}
}
}
if ( Filter - > DeployableTeam = = TeamB | | Filter - > DeployableTeam = = TEAM_IND )
{
for ( auto & it : TeamBStructureMap )
{
if ( FNullEnt ( it . second . edict ) | | it . second . edict - > v . deadflag ! = DEAD_NO | | ( it . second . edict - > v . effects & EF_NODRAW ) ) { continue ; }
if ( ! ( it . second . StructureType & Filter - > DeployableTypes ) ) { continue ; }
if ( it . second . StructureStatusFlags & Filter - > ExcludeStatusFlags ) { continue ; }
if ( ( it . second . StructureStatusFlags & Filter - > IncludeStatusFlags ) ! = Filter - > IncludeStatusFlags ) { continue ; }
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if ( it . second . Purpose ! = Filter - > PurposeFlags & & ( it . second . Purpose & Filter - > PurposeFlags ) ! = it . second . Purpose ) { continue ; }
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unsigned int StructureReachabilityFlags = ( it . second . TeamAReachabilityFlags | it . second . TeamBReachabilityFlags ) ;
if ( Filter - > ReachabilityTeam ! = TEAM_IND )
{
StructureReachabilityFlags = ( Filter - > ReachabilityTeam = = TeamA ) ? it . second . TeamAReachabilityFlags : it . second . TeamBReachabilityFlags ;
}
if ( Filter - > ReachabilityFlags ! = AI_REACHABILITY_NONE & & ! ( StructureReachabilityFlags & Filter - > ReachabilityFlags ) ) { continue ; }
float DistSq = ( Filter - > bConsiderPhaseDistance ) ? sqrf ( AITAC_GetPhaseDistanceBetweenPoints ( it . second . Location , Location ) ) : vDist2DSq ( it . second . Location , Location ) ;
if ( ( ! bUseMinDist | | DistSq > = MinDistSq ) & & ( ! bUseMaxDist | | DistSq < = MaxDistSq ) & & ( ! Result | | DistSq < CurrMinDist ) )
{
Result = & it . second ;
CurrMinDist = DistSq ;
}
}
}
return Result ;
}
AvHAIBuildableStructure AITAC_FindFurthestDeployableFromLocation ( const Vector & Location , const DeployableSearchFilter * Filter )
{
AvHTeamNumber TeamA = GetGameRules ( ) - > GetTeamANumber ( ) ;
AvHTeamNumber TeamB = GetGameRules ( ) - > GetTeamBNumber ( ) ;
AvHAIBuildableStructure Result ;
float CurrMinDist = 0.0f ;
float MinDistSq = sqrf ( Filter - > MinSearchRadius ) ;
float MaxDistSq = sqrf ( Filter - > MaxSearchRadius ) ;
bool bUseMinDist = MinDistSq > 0.1f ;
bool bUseMaxDist = MaxDistSq > 0.1f ;
if ( Filter - > DeployableTeam = = TeamA | | Filter - > DeployableTeam = = TEAM_IND )
{
for ( auto & it : TeamAStructureMap )
{
if ( FNullEnt ( it . second . edict ) | | it . second . edict - > v . deadflag ! = DEAD_NO | | ( it . second . edict - > v . effects & EF_NODRAW ) ) { continue ; }
if ( it . second . StructureStatusFlags & Filter - > ExcludeStatusFlags ) { continue ; }
if ( ( it . second . StructureStatusFlags & Filter - > IncludeStatusFlags ) ! = Filter - > IncludeStatusFlags ) { continue ; }
if ( ! ( it . second . StructureType & Filter - > DeployableTypes ) ) { continue ; }
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if ( it . second . Purpose ! = Filter - > PurposeFlags & & ( it . second . Purpose & Filter - > PurposeFlags ) ! = it . second . Purpose ) { continue ; }
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unsigned int StructureReachabilityFlags = ( it . second . TeamAReachabilityFlags | it . second . TeamBReachabilityFlags ) ;
if ( Filter - > ReachabilityTeam ! = TEAM_IND )
{
StructureReachabilityFlags = ( Filter - > ReachabilityTeam = = TeamA ) ? it . second . TeamAReachabilityFlags : it . second . TeamBReachabilityFlags ;
}
if ( Filter - > ReachabilityFlags ! = AI_REACHABILITY_NONE & & ! ( StructureReachabilityFlags & Filter - > ReachabilityFlags ) ) { continue ; }
float DistSq = ( Filter - > bConsiderPhaseDistance ) ? sqrf ( AITAC_GetPhaseDistanceBetweenPoints ( it . second . Location , Location ) ) : vDist2DSq ( it . second . Location , Location ) ;
if ( ( ! bUseMinDist | | DistSq > = MinDistSq ) & & ( ! bUseMaxDist | | DistSq < = MaxDistSq ) & & DistSq > CurrMinDist )
{
Result = it . second ;
CurrMinDist = DistSq ;
}
}
}
if ( Filter - > DeployableTeam = = TeamB | | Filter - > DeployableTeam = = TEAM_IND )
{
for ( auto & it : TeamBStructureMap )
{
if ( FNullEnt ( it . second . edict ) | | it . second . edict - > v . deadflag ! = DEAD_NO | | ( it . second . edict - > v . effects & EF_NODRAW ) ) { continue ; }
if ( it . second . StructureStatusFlags & Filter - > ExcludeStatusFlags ) { continue ; }
if ( ( it . second . StructureStatusFlags & Filter - > IncludeStatusFlags ) ! = Filter - > IncludeStatusFlags ) { continue ; }
if ( ! ( it . second . StructureType & Filter - > DeployableTypes ) ) { continue ; }
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if ( it . second . Purpose ! = Filter - > PurposeFlags & & ( it . second . Purpose & Filter - > PurposeFlags ) ! = it . second . Purpose ) { continue ; }
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unsigned int StructureReachabilityFlags = ( it . second . TeamAReachabilityFlags | it . second . TeamBReachabilityFlags ) ;
if ( Filter - > ReachabilityTeam ! = TEAM_IND )
{
StructureReachabilityFlags = ( Filter - > ReachabilityTeam = = TeamA ) ? it . second . TeamAReachabilityFlags : it . second . TeamBReachabilityFlags ;
}
if ( Filter - > ReachabilityFlags ! = AI_REACHABILITY_NONE & & ! ( StructureReachabilityFlags & Filter - > ReachabilityFlags ) ) { continue ; }
float DistSq = ( Filter - > bConsiderPhaseDistance ) ? sqrf ( AITAC_GetPhaseDistanceBetweenPoints ( it . second . Location , Location ) ) : vDist2DSq ( it . second . Location , Location ) ;
if ( ( ! bUseMinDist | | DistSq > = MinDistSq ) & & ( ! bUseMaxDist | | DistSq < = MaxDistSq ) & & DistSq > CurrMinDist )
{
Result = it . second ;
CurrMinDist = DistSq ;
}
}
}
return Result ;
}
AvHAIBuildableStructure * AITAC_FindFurthestDeployableFromLocationByRef ( const Vector & Location , const DeployableSearchFilter * Filter )
{
AvHTeamNumber TeamA = GetGameRules ( ) - > GetTeamANumber ( ) ;
AvHTeamNumber TeamB = GetGameRules ( ) - > GetTeamBNumber ( ) ;
AvHAIBuildableStructure * Result = nullptr ;
float CurrMinDist = 0.0f ;
float MinDistSq = sqrf ( Filter - > MinSearchRadius ) ;
float MaxDistSq = sqrf ( Filter - > MaxSearchRadius ) ;
bool bUseMinDist = MinDistSq > 0.1f ;
bool bUseMaxDist = MaxDistSq > 0.1f ;
if ( Filter - > DeployableTeam = = TeamA | | Filter - > DeployableTeam = = TEAM_IND )
{
for ( auto & it : TeamAStructureMap )
{
if ( FNullEnt ( it . second . edict ) | | it . second . edict - > v . deadflag ! = DEAD_NO | | ( it . second . edict - > v . effects & EF_NODRAW ) ) { continue ; }
if ( it . second . StructureStatusFlags & Filter - > ExcludeStatusFlags ) { continue ; }
if ( ( it . second . StructureStatusFlags & Filter - > IncludeStatusFlags ) ! = Filter - > IncludeStatusFlags ) { continue ; }
if ( ! ( it . second . StructureType & Filter - > DeployableTypes ) ) { continue ; }
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if ( it . second . Purpose ! = Filter - > PurposeFlags & & ( it . second . Purpose & Filter - > PurposeFlags ) ! = it . second . Purpose ) { continue ; }
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unsigned int StructureReachabilityFlags = ( it . second . TeamAReachabilityFlags | it . second . TeamBReachabilityFlags ) ;
if ( Filter - > ReachabilityTeam ! = TEAM_IND )
{
StructureReachabilityFlags = ( Filter - > ReachabilityTeam = = TeamA ) ? it . second . TeamAReachabilityFlags : it . second . TeamBReachabilityFlags ;
}
if ( Filter - > ReachabilityFlags ! = AI_REACHABILITY_NONE & & ! ( StructureReachabilityFlags & Filter - > ReachabilityFlags ) ) { continue ; }
float DistSq = ( Filter - > bConsiderPhaseDistance ) ? sqrf ( AITAC_GetPhaseDistanceBetweenPoints ( it . second . Location , Location ) ) : vDist2DSq ( it . second . Location , Location ) ;
if ( ( ! bUseMinDist | | DistSq > = MinDistSq ) & & ( ! bUseMaxDist | | DistSq < = MaxDistSq ) & & DistSq > CurrMinDist )
{
Result = & it . second ;
CurrMinDist = DistSq ;
}
}
}
if ( Filter - > DeployableTeam = = TeamB | | Filter - > DeployableTeam = = TEAM_IND )
{
for ( auto & it : TeamBStructureMap )
{
if ( FNullEnt ( it . second . edict ) | | it . second . edict - > v . deadflag ! = DEAD_NO | | ( it . second . edict - > v . effects & EF_NODRAW ) ) { continue ; }
if ( it . second . StructureStatusFlags & Filter - > ExcludeStatusFlags ) { continue ; }
if ( ( it . second . StructureStatusFlags & Filter - > IncludeStatusFlags ) ! = Filter - > IncludeStatusFlags ) { continue ; }
if ( ! ( it . second . StructureType & Filter - > DeployableTypes ) ) { continue ; }
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if ( it . second . Purpose ! = Filter - > PurposeFlags & & ( it . second . Purpose & Filter - > PurposeFlags ) ! = it . second . Purpose ) { continue ; }
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unsigned int StructureReachabilityFlags = ( it . second . TeamAReachabilityFlags | it . second . TeamBReachabilityFlags ) ;
if ( Filter - > ReachabilityTeam ! = TEAM_IND )
{
StructureReachabilityFlags = ( Filter - > ReachabilityTeam = = TeamA ) ? it . second . TeamAReachabilityFlags : it . second . TeamBReachabilityFlags ;
}
if ( Filter - > ReachabilityFlags ! = AI_REACHABILITY_NONE & & ! ( StructureReachabilityFlags & Filter - > ReachabilityFlags ) ) { continue ; }
float DistSq = ( Filter - > bConsiderPhaseDistance ) ? sqrf ( AITAC_GetPhaseDistanceBetweenPoints ( it . second . Location , Location ) ) : vDist2DSq ( it . second . Location , Location ) ;
if ( ( ! bUseMinDist | | DistSq > = MinDistSq ) & & ( ! bUseMaxDist | | DistSq < = MaxDistSq ) & & DistSq > CurrMinDist )
{
Result = & it . second ;
CurrMinDist = DistSq ;
}
}
}
return Result ;
}
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AvHAIDroppedItem AITAC_GetDroppedItemRefFromEdict ( edict_t * ItemEdict )
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{
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AvHAIDroppedItem Result ;
if ( FNullEnt ( ItemEdict ) ) { return Result ; }
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int EntIndex = ENTINDEX ( ItemEdict ) ;
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if ( EntIndex < 0 ) { return Result ; }
Result = MarineDroppedItemMap [ EntIndex ] ;
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return Result ;
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}
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AvHAIDroppedItem AITAC_FindClosestItemToLocation ( const Vector & Location , const AvHAIDeployableItemType ItemType , AvHTeamNumber SearchingTeam , const unsigned int ReachabilityFlags , float MinRadius , float MaxRadius , bool bConsiderPhaseDistance )
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{
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AvHAIDroppedItem Result ;
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float CurrMinDist = 0.0f ;
float MinDistSq = sqrf ( MinRadius ) ;
float MaxDistSq = sqrf ( MaxRadius ) ;
bool bUseMinDist = MinDistSq > 0.1f ;
bool bUseMaxDist = MaxDistSq > 0.1f ;
for ( auto & it : MarineDroppedItemMap )
{
if ( FNullEnt ( it . second . edict ) | | it . second . edict - > v . deadflag ! = DEAD_NO | | ( it . second . edict - > v . effects & EF_NODRAW ) ) { continue ; }
unsigned int StructureReachabilityFlags = ( it . second . TeamAReachabilityFlags | it . second . TeamBReachabilityFlags ) ;
if ( SearchingTeam ! = TEAM_IND )
{
StructureReachabilityFlags = ( SearchingTeam = = GetGameRules ( ) - > GetTeamANumber ( ) ) ? it . second . TeamAReachabilityFlags : it . second . TeamBReachabilityFlags ;
}
if ( ReachabilityFlags ! = AI_REACHABILITY_NONE & & ! ( StructureReachabilityFlags & ReachabilityFlags ) ) { continue ; }
if ( it . second . ItemType ! = ItemType ) { continue ; }
float DistSq = ( bConsiderPhaseDistance ) ? sqrf ( AITAC_GetPhaseDistanceBetweenPoints ( it . second . Location , Location ) ) : vDist2DSq ( it . second . Location , Location ) ;
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if ( ( ! bUseMinDist | | DistSq > = MinDistSq ) & & ( ! bUseMaxDist | | DistSq < = MaxDistSq ) & & ( ! Result . IsValid ( ) | | DistSq < CurrMinDist ) )
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{
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Result = it . second ;
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CurrMinDist = DistSq ;
}
}
return Result ;
}
int AITAC_GetNumItemsInLocation ( const Vector & Location , const AvHAIDeployableItemType ItemType , AvHTeamNumber SearchingTeam , const unsigned int ReachabilityFlags , float MinRadius , float MaxRadius , bool bConsiderPhaseDistance )
{
int Result = 0 ;
float MinDistSq = sqrf ( MinRadius ) ;
float MaxDistSq = sqrf ( MaxRadius ) ;
bool bUseMinDist = MinDistSq > 0.1f ;
bool bUseMaxDist = MaxDistSq > 0.1f ;
for ( auto & it : MarineDroppedItemMap )
{
if ( FNullEnt ( it . second . edict ) | | it . second . edict - > v . deadflag ! = DEAD_NO | | ( it . second . edict - > v . effects & EF_NODRAW ) ) { continue ; }
if ( it . second . ItemType ! = ItemType ) { continue ; }
unsigned int StructureReachabilityFlags = ( it . second . TeamAReachabilityFlags | it . second . TeamBReachabilityFlags ) ;
if ( SearchingTeam ! = TEAM_IND )
{
StructureReachabilityFlags = ( SearchingTeam = = GetGameRules ( ) - > GetTeamANumber ( ) ) ? it . second . TeamAReachabilityFlags : it . second . TeamBReachabilityFlags ;
}
if ( ReachabilityFlags ! = AI_REACHABILITY_NONE & & ! ( StructureReachabilityFlags & ReachabilityFlags ) ) { continue ; }
float DistSq = ( bConsiderPhaseDistance ) ? sqrf ( AITAC_GetPhaseDistanceBetweenPoints ( it . second . Location , Location ) ) : vDist2DSq ( it . second . Location , Location ) ;
if ( ( ! bUseMinDist | | DistSq > = MinDistSq ) & & ( ! bUseMaxDist | | DistSq < = MaxDistSq ) )
{
Result + + ;
}
}
return Result ;
}
bool AITAC_ItemExistsInLocation ( const Vector & Location , const AvHAIDeployableItemType ItemType , AvHTeamNumber SearchingTeam , const unsigned int ReachabilityFlags , float MinRadius , float MaxRadius , bool bConsiderPhaseDistance )
{
float MinDistSq = sqrf ( MinRadius ) ;
float MaxDistSq = sqrf ( MaxRadius ) ;
bool bUseMinDist = MinDistSq > 0.1f ;
bool bUseMaxDist = MaxDistSq > 0.1f ;
for ( auto & it : MarineDroppedItemMap )
{
if ( FNullEnt ( it . second . edict ) | | it . second . edict - > v . deadflag ! = DEAD_NO | | ( it . second . edict - > v . effects & EF_NODRAW ) ) { continue ; }
unsigned int StructureReachabilityFlags = ( it . second . TeamAReachabilityFlags | it . second . TeamBReachabilityFlags ) ;
if ( SearchingTeam ! = TEAM_IND )
{
StructureReachabilityFlags = ( SearchingTeam = = GetGameRules ( ) - > GetTeamANumber ( ) ) ? it . second . TeamAReachabilityFlags : it . second . TeamBReachabilityFlags ;
}
if ( ReachabilityFlags ! = AI_REACHABILITY_NONE & & ! ( StructureReachabilityFlags & ReachabilityFlags ) ) { continue ; }
if ( it . second . ItemType ! = ItemType ) { continue ; }
float DistSq = ( bConsiderPhaseDistance ) ? sqrf ( AITAC_GetPhaseDistanceBetweenPoints ( it . second . Location , Location ) ) : vDist2DSq ( it . second . Location , Location ) ;
if ( ( ! bUseMinDist | | DistSq > = MinDistSq ) & & ( ! bUseMaxDist | | DistSq < = MaxDistSq ) )
{
return true ;
}
}
return false ;
}
AvHAIBuildableStructure AITAC_GetDeployableFromEdict ( const edict_t * Structure )
{
AvHAIBuildableStructure Result ;
if ( FNullEnt ( Structure ) ) { return Result ; }
int EntIndex = ENTINDEX ( Structure ) ;
if ( EntIndex < 0 ) { return Result ; }
AvHTeamNumber TeamA = GetGameRules ( ) - > GetTeamANumber ( ) ;
AvHTeamNumber TeamB = GetGameRules ( ) - > GetTeamBNumber ( ) ;
Result = ( Structure - > v . team = = TeamA ) ? TeamAStructureMap [ EntIndex ] : TeamBStructureMap [ EntIndex ] ;
return Result ;
}
AvHAIBuildableStructure * AITAC_GetDeployableRefFromEdict ( const edict_t * Structure )
{
if ( FNullEnt ( Structure ) ) { return nullptr ; }
int EntIndex = ENTINDEX ( Structure ) ;
if ( EntIndex < 0 ) { return nullptr ; }
AvHTeamNumber TeamA = GetGameRules ( ) - > GetTeamANumber ( ) ;
AvHTeamNumber TeamB = GetGameRules ( ) - > GetTeamBNumber ( ) ;
return ( Structure - > v . team = = TeamA ) ? & TeamAStructureMap [ EntIndex ] : & TeamBStructureMap [ EntIndex ] ;
}
AvHAIBuildableStructure AITAC_GetNearestDeployableDirectlyReachable ( AvHAIPlayer * pBot , const Vector Location , const DeployableSearchFilter * Filter )
{
AvHTeamNumber TeamA = GetGameRules ( ) - > GetTeamANumber ( ) ;
AvHTeamNumber TeamB = GetGameRules ( ) - > GetTeamBNumber ( ) ;
AvHAIBuildableStructure Result ;
float CurrMinDist = 0.0f ;
float MinDistSq = sqrf ( Filter - > MinSearchRadius ) ;
float MaxDistSq = sqrf ( Filter - > MaxSearchRadius ) ;
bool bUseMinDist = MinDistSq > 0.1f ;
bool bUseMaxDist = MaxDistSq > 0.1f ;
if ( Filter - > DeployableTeam = = TeamA | | Filter - > DeployableTeam = = TEAM_IND )
{
for ( auto & it : TeamAStructureMap )
{
if ( FNullEnt ( it . second . edict ) | | it . second . edict - > v . deadflag ! = DEAD_NO | | ( it . second . edict - > v . effects & EF_NODRAW ) ) { continue ; }
if ( it . second . StructureStatusFlags & Filter - > ExcludeStatusFlags ) { continue ; }
if ( ( it . second . StructureStatusFlags & Filter - > IncludeStatusFlags ) ! = Filter - > IncludeStatusFlags ) { continue ; }
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if ( it . second . Purpose ! = Filter - > PurposeFlags & & ( it . second . Purpose & Filter - > PurposeFlags ) ! = it . second . Purpose ) { continue ; }
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unsigned int StructureReachabilityFlags = ( it . second . TeamAReachabilityFlags | it . second . TeamBReachabilityFlags ) ;
if ( Filter - > ReachabilityTeam ! = TEAM_IND )
{
StructureReachabilityFlags = ( Filter - > ReachabilityTeam = = TeamA ) ? it . second . TeamAReachabilityFlags : it . second . TeamBReachabilityFlags ;
}
if ( Filter - > ReachabilityFlags ! = AI_REACHABILITY_NONE & & ! ( StructureReachabilityFlags & Filter - > ReachabilityFlags ) ) { continue ; }
if ( it . second . StructureType & Filter - > DeployableTypes )
{
if ( ! UTIL_PointIsDirectlyReachable ( pBot - > BotNavInfo . NavProfile , pBot - > Edict - > v . origin , it . second . Location ) ) { continue ; }
float DistSq = ( Filter - > bConsiderPhaseDistance ) ? sqrf ( AITAC_GetPhaseDistanceBetweenPoints ( it . second . Location , Location ) ) : vDist2DSq ( it . second . Location , Location ) ;
if ( ( ! bUseMinDist | | DistSq > = MinDistSq ) & & ( ! bUseMaxDist | | DistSq < = MaxDistSq ) & & ( ! Result . IsValid ( ) | | DistSq < CurrMinDist ) )
{
Result = it . second ;
CurrMinDist = DistSq ;
}
}
}
}
if ( Filter - > DeployableTeam = = TeamB | | Filter - > DeployableTeam = = TEAM_IND )
{
for ( auto & it : TeamBStructureMap )
{
if ( FNullEnt ( it . second . edict ) | | it . second . edict - > v . deadflag ! = DEAD_NO | | ( it . second . edict - > v . effects & EF_NODRAW ) ) { continue ; }
if ( it . second . StructureStatusFlags & Filter - > ExcludeStatusFlags ) { continue ; }
if ( ( it . second . StructureStatusFlags & Filter - > IncludeStatusFlags ) ! = Filter - > IncludeStatusFlags ) { continue ; }
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if ( it . second . Purpose ! = Filter - > PurposeFlags & & ( it . second . Purpose & Filter - > PurposeFlags ) ! = it . second . Purpose ) { continue ; }
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unsigned int StructureReachabilityFlags = ( it . second . TeamAReachabilityFlags | it . second . TeamBReachabilityFlags ) ;
if ( Filter - > ReachabilityTeam ! = TEAM_IND )
{
StructureReachabilityFlags = ( Filter - > ReachabilityTeam = = TeamA ) ? it . second . TeamAReachabilityFlags : it . second . TeamBReachabilityFlags ;
}
if ( Filter - > ReachabilityFlags ! = AI_REACHABILITY_NONE & & ! ( StructureReachabilityFlags & Filter - > ReachabilityFlags ) ) { continue ; }
if ( it . second . StructureType & Filter - > DeployableTypes )
{
if ( ! UTIL_PointIsDirectlyReachable ( pBot - > BotNavInfo . NavProfile , pBot - > Edict - > v . origin , it . second . Location ) ) { continue ; }
float DistSq = ( Filter - > bConsiderPhaseDistance ) ? sqrf ( AITAC_GetPhaseDistanceBetweenPoints ( it . second . Location , Location ) ) : vDist2DSq ( it . second . Location , Location ) ;
if ( ( ! bUseMinDist | | DistSq > = MinDistSq ) & & ( ! bUseMaxDist | | DistSq < = MaxDistSq ) & & ( ! Result . IsValid ( ) | | DistSq < CurrMinDist ) )
{
Result = it . second ;
CurrMinDist = DistSq ;
}
}
}
}
return Result ;
}
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AvHAIBuildableStructure AITAC_GetDeployableStructureByEntIndex ( AvHTeamNumber Team , int EntIndex )
{
return ( Team = = AIMGR_GetTeamANumber ( ) ) ? TeamAStructureMap [ EntIndex ] : TeamBStructureMap [ EntIndex ] ;
}
AvHAIBuildableStructure * AITAC_GetDeployableStructureRefByEntIndex ( AvHTeamNumber Team , int EntIndex )
{
return ( Team = = AIMGR_GetTeamANumber ( ) ) ? & TeamAStructureMap [ EntIndex ] : & TeamBStructureMap [ EntIndex ] ;
}
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AvHAIBuildableStructure * AITAC_GetNearestDeployableDirectlyReachableByRef ( AvHAIPlayer * pBot , const Vector Location , const DeployableSearchFilter * Filter )
{
AvHTeamNumber TeamA = GetGameRules ( ) - > GetTeamANumber ( ) ;
AvHTeamNumber TeamB = GetGameRules ( ) - > GetTeamBNumber ( ) ;
AvHAIBuildableStructure * Result = nullptr ;
float CurrMinDist = 0.0f ;
float MinDistSq = sqrf ( Filter - > MinSearchRadius ) ;
float MaxDistSq = sqrf ( Filter - > MaxSearchRadius ) ;
bool bUseMinDist = MinDistSq > 0.1f ;
bool bUseMaxDist = MaxDistSq > 0.1f ;
if ( Filter - > DeployableTeam = = TeamA | | Filter - > DeployableTeam = = TEAM_IND )
{
for ( auto & it : TeamAStructureMap )
{
if ( FNullEnt ( it . second . edict ) | | it . second . edict - > v . deadflag ! = DEAD_NO | | ( it . second . edict - > v . effects & EF_NODRAW ) ) { continue ; }
if ( it . second . StructureStatusFlags & Filter - > ExcludeStatusFlags ) { continue ; }
if ( ( it . second . StructureStatusFlags & Filter - > IncludeStatusFlags ) ! = Filter - > IncludeStatusFlags ) { continue ; }
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if ( it . second . Purpose ! = Filter - > PurposeFlags & & ( it . second . Purpose & Filter - > PurposeFlags ) ! = it . second . Purpose ) { continue ; }
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unsigned int StructureReachabilityFlags = ( it . second . TeamAReachabilityFlags | it . second . TeamBReachabilityFlags ) ;
if ( Filter - > ReachabilityTeam ! = TEAM_IND )
{
StructureReachabilityFlags = ( Filter - > ReachabilityTeam = = TeamA ) ? it . second . TeamAReachabilityFlags : it . second . TeamBReachabilityFlags ;
}
if ( Filter - > ReachabilityFlags ! = AI_REACHABILITY_NONE & & ! ( StructureReachabilityFlags & Filter - > ReachabilityFlags ) ) { continue ; }
if ( it . second . StructureType & Filter - > DeployableTypes )
{
if ( ! UTIL_PointIsDirectlyReachable ( pBot - > BotNavInfo . NavProfile , pBot - > Edict - > v . origin , it . second . Location ) ) { continue ; }
float DistSq = ( Filter - > bConsiderPhaseDistance ) ? sqrf ( AITAC_GetPhaseDistanceBetweenPoints ( it . second . Location , Location ) ) : vDist2DSq ( it . second . Location , Location ) ;
if ( ( ! bUseMinDist | | DistSq > = MinDistSq ) & & ( ! bUseMaxDist | | DistSq < = MaxDistSq ) & & ( ! Result | | DistSq < CurrMinDist ) )
{
Result = & it . second ;
CurrMinDist = DistSq ;
}
}
}
}
if ( Filter - > DeployableTeam = = TeamB | | Filter - > DeployableTeam = = TEAM_IND )
{
for ( auto & it : TeamBStructureMap )
{
if ( FNullEnt ( it . second . edict ) | | it . second . edict - > v . deadflag ! = DEAD_NO | | ( it . second . edict - > v . effects & EF_NODRAW ) ) { continue ; }
if ( it . second . StructureStatusFlags & Filter - > ExcludeStatusFlags ) { continue ; }
if ( ( it . second . StructureStatusFlags & Filter - > IncludeStatusFlags ) ! = Filter - > IncludeStatusFlags ) { continue ; }
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if ( it . second . Purpose ! = Filter - > PurposeFlags & & ( it . second . Purpose & Filter - > PurposeFlags ) ! = it . second . Purpose ) { continue ; }
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unsigned int StructureReachabilityFlags = ( it . second . TeamAReachabilityFlags | it . second . TeamBReachabilityFlags ) ;
if ( Filter - > ReachabilityTeam ! = TEAM_IND )
{
StructureReachabilityFlags = ( Filter - > ReachabilityTeam = = TeamA ) ? it . second . TeamAReachabilityFlags : it . second . TeamBReachabilityFlags ;
}
if ( Filter - > ReachabilityFlags ! = AI_REACHABILITY_NONE & & ! ( StructureReachabilityFlags & Filter - > ReachabilityFlags ) ) { continue ; }
if ( it . second . StructureType & Filter - > DeployableTypes )
{
if ( ! UTIL_PointIsDirectlyReachable ( pBot - > BotNavInfo . NavProfile , pBot - > Edict - > v . origin , it . second . Location ) ) { continue ; }
float DistSq = ( Filter - > bConsiderPhaseDistance ) ? sqrf ( AITAC_GetPhaseDistanceBetweenPoints ( it . second . Location , Location ) ) : vDist2DSq ( it . second . Location , Location ) ;
if ( ( ! bUseMinDist | | DistSq > = MinDistSq ) & & ( ! bUseMaxDist | | DistSq < = MaxDistSq ) & & ( ! Result | | DistSq < CurrMinDist ) )
{
Result = & it . second ;
CurrMinDist = DistSq ;
}
}
}
}
return Result ;
}
int AITAC_GetNumDeployablesNearLocation ( const Vector & Location , const DeployableSearchFilter * Filter )
{
AvHTeamNumber TeamA = GetGameRules ( ) - > GetTeamANumber ( ) ;
AvHTeamNumber TeamB = GetGameRules ( ) - > GetTeamBNumber ( ) ;
float MinDistSq = sqrf ( Filter - > MinSearchRadius ) ;
float MaxDistSq = sqrf ( Filter - > MaxSearchRadius ) ;
bool bUseMinDist = MinDistSq > 0.1f ;
bool bUseMaxDist = MaxDistSq > 0.1f ;
int Result = 0 ;
if ( Filter - > DeployableTeam = = TeamA | | Filter - > DeployableTeam = = TEAM_IND )
{
for ( auto & it : TeamAStructureMap )
{
if ( FNullEnt ( it . second . edict ) | | it . second . edict - > v . deadflag ! = DEAD_NO | | ( it . second . edict - > v . effects & EF_NODRAW ) ) { continue ; }
if ( it . second . StructureStatusFlags & Filter - > ExcludeStatusFlags ) { continue ; }
if ( ( it . second . StructureStatusFlags & Filter - > IncludeStatusFlags ) ! = Filter - > IncludeStatusFlags ) { continue ; }
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if ( it . second . Purpose ! = Filter - > PurposeFlags & & ( it . second . Purpose & Filter - > PurposeFlags ) ! = it . second . Purpose ) { continue ; }
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unsigned int StructureReachabilityFlags = ( it . second . TeamAReachabilityFlags | it . second . TeamBReachabilityFlags ) ;
if ( Filter - > ReachabilityTeam ! = TEAM_IND )
{
StructureReachabilityFlags = ( Filter - > ReachabilityTeam = = TeamA ) ? it . second . TeamAReachabilityFlags : it . second . TeamBReachabilityFlags ;
}
if ( Filter - > ReachabilityFlags ! = AI_REACHABILITY_NONE & & ! ( StructureReachabilityFlags & Filter - > ReachabilityFlags ) ) { continue ; }
if ( it . second . StructureType & Filter - > DeployableTypes )
{
float DistSq = ( Filter - > bConsiderPhaseDistance ) ? sqrf ( AITAC_GetPhaseDistanceBetweenPoints ( it . second . Location , Location ) ) : vDist2DSq ( it . second . Location , Location ) ;
if ( ( ! bUseMinDist | | DistSq > = MinDistSq ) & & ( ! bUseMaxDist | | DistSq < = MaxDistSq ) )
{
Result + + ;
}
}
}
}
if ( Filter - > DeployableTeam = = TeamB | | Filter - > DeployableTeam = = TEAM_IND )
{
for ( auto & it : TeamBStructureMap )
{
if ( FNullEnt ( it . second . edict ) | | it . second . edict - > v . deadflag ! = DEAD_NO | | ( it . second . edict - > v . effects & EF_NODRAW ) ) { continue ; }
if ( it . second . StructureStatusFlags & Filter - > ExcludeStatusFlags ) { continue ; }
if ( ( it . second . StructureStatusFlags & Filter - > IncludeStatusFlags ) ! = Filter - > IncludeStatusFlags ) { continue ; }
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if ( it . second . Purpose ! = Filter - > PurposeFlags & & ( it . second . Purpose & Filter - > PurposeFlags ) ! = it . second . Purpose ) { continue ; }
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unsigned int StructureReachabilityFlags = ( it . second . TeamAReachabilityFlags | it . second . TeamBReachabilityFlags ) ;
if ( Filter - > ReachabilityTeam ! = TEAM_IND )
{
StructureReachabilityFlags = ( Filter - > ReachabilityTeam = = TeamA ) ? it . second . TeamAReachabilityFlags : it . second . TeamBReachabilityFlags ;
}
if ( Filter - > ReachabilityFlags ! = AI_REACHABILITY_NONE & & ! ( StructureReachabilityFlags & Filter - > ReachabilityFlags ) ) { continue ; }
if ( it . second . StructureType & Filter - > DeployableTypes )
{
float DistSq = ( Filter - > bConsiderPhaseDistance ) ? sqrf ( AITAC_GetPhaseDistanceBetweenPoints ( it . second . Location , Location ) ) : vDist2DSq ( it . second . Location , Location ) ;
if ( ( ! bUseMinDist | | DistSq > = MinDistSq ) & & ( ! bUseMaxDist | | DistSq < = MaxDistSq ) )
{
Result + + ;
}
}
}
}
return Result ;
}
Vector AITAC_GetFloorLocationForHive ( const AvHAIHiveDefinition * Hive )
{
if ( ! Hive ) { return ZERO_VECTOR ; }
Vector HiveFloorLoc = UTIL_GetFloorUnderEntity ( Hive - > HiveEdict ) ;
Vector NearestNavigableLoc = ZERO_VECTOR ;
nav_profile TestNavProfile = GetBaseNavProfile ( MARINE_BASE_NAV_PROFILE ) ;
TestNavProfile . Filters . addIncludeFlags ( SAMPLE_POLYFLAGS_WELD ) ;
TestNavProfile . ReachabilityFlag = AI_REACHABILITY_WELDER ;
FOR_ALL_ENTITIES ( kwsTeamCommand , AvHCommandStation * )
if ( vIsZero ( NearestNavigableLoc ) )
{
NearestNavigableLoc = FindClosestNavigablePointToDestination ( TestNavProfile , theEntity - > pev - > origin , HiveFloorLoc , UTIL_MetresToGoldSrcUnits ( 10.0f ) ) ;
}
END_FOR_ALL_ENTITIES ( kwsTeamCommand ) ;
if ( ! vIsZero ( NearestNavigableLoc ) )
{
Vector ProjectedPoint = UTIL_ProjectPointToNavmesh ( NearestNavigableLoc , Vector ( 500.0f , 500.0f , 500.0f ) , GetBaseNavProfile ( STRUCTURE_BASE_NAV_PROFILE ) ) ;
if ( ! vIsZero ( ProjectedPoint ) ) { return ProjectedPoint ; }
return NearestNavigableLoc ;
}
else
{
Vector ProjectedPoint = UTIL_ProjectPointToNavmesh ( HiveFloorLoc , Vector ( 500.0f , 500.0f , 500.0f ) , GetBaseNavProfile ( STRUCTURE_BASE_NAV_PROFILE ) ) ;
if ( ! vIsZero ( ProjectedPoint ) ) { return ProjectedPoint ; }
return HiveFloorLoc ;
}
}
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string AITAC_GetLocationName ( Vector Location )
{
string Result ;
string theLocationName ;
if ( AvHSHUGetNameOfLocation ( GetGameRules ( ) - > GetInfoLocations ( ) , Location , theLocationName ) )
{
UTIL_LocalizeText ( theLocationName . c_str ( ) , theLocationName ) ;
Result = theLocationName ;
}
return Result ;
}
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void AITAC_PopulateHiveData ( )
{
Hives . clear ( ) ;
const AvHBaseInfoLocationListType & theInfoLocations = GetGameRules ( ) - > GetInfoLocations ( ) ;
FOR_ALL_ENTITIES ( kesTeamHive , AvHHive * )
AvHAIHiveDefinition NewHive ;
NewHive . HiveEntity = theEntity ;
NewHive . HiveEdict = theEntity - > edict ( ) ;
NewHive . Location = theEntity - > pev - > origin ;
memset ( & NewHive . ObstacleRefs , 0 , sizeof ( NewHive . ObstacleRefs ) ) ;
AvHAIResourceNode * NearestNode = AITAC_GetNearestResourceNodeToLocation ( theEntity - > pev - > origin ) ;
if ( NearestNode )
{
NewHive . HiveResNodeRef = NearestNode ;
NearestNode - > ParentHive = NewHive . HiveEdict ;
}
NewHive . FloorLocation = UTIL_GetFloorUnderEntity ( NewHive . HiveEdict ) ; // Some hives are suspended in the air, this is the floor location directly beneath it
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string HiveName = AITAC_GetLocationName ( NewHive . Location ) ;
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if ( HiveName . empty ( ) )
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{
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sprintf ( NewHive . HiveName , " Hive " ) ;
}
else
{
sprintf ( NewHive . HiveName , HiveName . c_str ( ) , " %s " ) ;
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}
Hives . push_back ( NewHive ) ;
END_FOR_ALL_ENTITIES ( kesTeamHive )
}
void AITAC_RefreshHiveData ( )
{
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if ( ResourceNodes . size ( ) = = 0 )
{
AITAC_PopulateResourceNodes ( ) ;
}
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if ( Hives . size ( ) = = 0 )
{
AITAC_PopulateHiveData ( ) ;
}
int NextRefresh = 0 ;
for ( auto it = Hives . begin ( ) ; it ! = Hives . end ( ) ; it + + )
{
AvHHive * theEntity = it - > HiveEntity ;
it - > TechStatus = theEntity - > GetTechnology ( ) ;
it - > bIsUnderAttack = GetGameRules ( ) - > GetIsEntityUnderAttack ( theEntity - > entindex ( ) ) ;
AvHTeamNumber CurrentOwningTeam = theEntity - > GetTeamNumber ( ) ;
HiveStatusType CurrentStatus = ( theEntity - > GetIsActive ( ) ? HIVE_STATUS_BUILT : ( theEntity - > GetIsSpawning ( ) ? HIVE_STATUS_BUILDING : HIVE_STATUS_UNBUILT ) ) ;
if ( CurrentStatus = = HIVE_STATUS_BUILT )
{
it - > HealthPercent = ( it - > HiveEdict - > v . health / it - > HiveEdict - > v . max_health ) ;
}
else
{
it - > HealthPercent = 1.0f ;
}
bool bHiveDestroyed = ( CurrentOwningTeam ! = it - > OwningTeam ) | | ( it - > Status = = HIVE_STATUS_BUILT & & CurrentStatus ! = it - > Status ) ;
if ( bHiveDestroyed )
{
if ( it - > OwningTeam = = GetGameRules ( ) - > GetTeamANumber ( ) )
{
TeamAStartingLocation = ZERO_VECTOR ;
}
else
{
TeamBStartingLocation = ZERO_VECTOR ;
}
AITAC_GetTeamStartingLocation ( it - > OwningTeam ) ; // Force refresh
}
it - > OwningTeam = CurrentOwningTeam ;
it - > Status = CurrentStatus ;
if ( it - > HiveResNodeRef )
{
it - > HiveResNodeRef - > bIsBaseNode = ( it - > Status ! = HIVE_STATUS_UNBUILT ) ;
}
if ( it - > Status ! = HIVE_STATUS_UNBUILT & & it - > ObstacleRefs [ REGULAR_NAV_MESH ] = = 0 )
{
UTIL_AddTemporaryObstacles ( UTIL_GetCentreOfEntity ( it - > HiveEdict ) - Vector ( 0.0f , 0.0f , 25.0f ) , 125.0f , 300.0f , DT_AREA_NULL , it - > ObstacleRefs ) ;
it - > NextFloorLocationCheck = gpGlobals - > time + 1.0f ;
}
else if ( it - > Status = = HIVE_STATUS_UNBUILT & & it - > ObstacleRefs [ REGULAR_NAV_MESH ] ! = 0 )
{
UTIL_RemoveTemporaryObstacles ( it - > ObstacleRefs ) ;
it - > NextFloorLocationCheck = gpGlobals - > time + 1.0f ;
}
if ( gpGlobals - > time > = it - > NextFloorLocationCheck )
{
it - > FloorLocation = AITAC_GetFloorLocationForHive ( & ( * it ) ) ;
it - > NextFloorLocationCheck = gpGlobals - > time + ( 5.0f + ( 0.1f * NextRefresh ) ) ;
AITAC_RefreshReachabilityForHive ( & ( * it ) ) ;
}
NextRefresh + + ;
}
}
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Vector AITAC_GetTeamRelocationPoint ( AvHTeamNumber Team )
{
Vector CurrentRelocationPoint = ( Team = = GetGameRules ( ) - > GetTeamANumber ( ) ) ? TeamARelocationPoint : TeamBRelocationPoint ;
if ( ! AITAC_IsRelocationPointStillValid ( Team , CurrentRelocationPoint ) )
{
CurrentRelocationPoint = AITAC_FindNewTeamRelocationPoint ( Team ) ;
}
if ( Team = = GetGameRules ( ) - > GetTeamANumber ( ) )
{
TeamARelocationPoint = CurrentRelocationPoint ;
}
else
{
TeamBRelocationPoint = CurrentRelocationPoint ;
}
return ( Team = = GetGameRules ( ) - > GetTeamANumber ( ) ) ? TeamARelocationPoint : TeamBRelocationPoint ;
}
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Vector AITAC_GetTeamOriginalStartLocation ( AvHTeamNumber Team )
{
AvHTeam * TeamRef = AIMGR_GetTeamRef ( Team ) ;
if ( ! TeamRef ) { return ZERO_VECTOR ; }
return TeamRef - > GetStartingLocation ( ) ;
}
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Vector AITAC_GetTeamStartingLocation ( AvHTeamNumber Team )
{
if ( vIsZero ( TeamAStartingLocation ) | | vIsZero ( TeamBStartingLocation ) )
{
AvHTeamNumber TeamANum = GetGameRules ( ) - > GetTeamANumber ( ) ;
AvHTeamNumber TeamBNum = GetGameRules ( ) - > GetTeamBNumber ( ) ;
AvHTeam * AvHTeamARef = GetGameRules ( ) - > GetTeamA ( ) ;
AvHTeam * AvHTeamBRef = GetGameRules ( ) - > GetTeamB ( ) ;
if ( AvHTeamARef )
{
Vector TeamStartLocation = AvHTeamARef - > GetStartingLocation ( ) ;
if ( AvHTeamARef - > GetTeamType ( ) = = AVH_CLASS_TYPE_MARINE )
{
DeployableSearchFilter IFFilter ;
IFFilter . DeployableTeam = TeamANum ;
IFFilter . DeployableTypes = STRUCTURE_MARINE_INFANTRYPORTAL ;
IFFilter . IncludeStatusFlags = STRUCTURE_STATUS_COMPLETED ;
IFFilter . ExcludeStatusFlags = STRUCTURE_STATUS_RECYCLING ;
AvHAIBuildableStructure InfantryPortal = AITAC_FindClosestDeployableToLocation ( ZERO_VECTOR , & IFFilter ) ;
if ( InfantryPortal . IsValid ( ) )
{
TeamAStartingLocation = InfantryPortal . Location ;
}
else
{
Vector CommChairLocation = AITAC_GetCommChairLocation ( TeamANum ) ;
TeamAStartingLocation = ( ! vIsZero ( CommChairLocation ) ) ? CommChairLocation : TeamStartLocation ;
TeamAStartingLocation = UTIL_ProjectPointToNavmesh ( TeamAStartingLocation , GetBaseNavProfile ( STRUCTURE_BASE_NAV_PROFILE ) ) ;
}
}
else
{
TeamAStartingLocation = TeamStartLocation ;
const AvHAIHiveDefinition * Hive = AITAC_GetActiveHiveNearestLocation ( TeamANum , TeamStartLocation ) ;
if ( Hive )
{
TeamAStartingLocation = AITAC_GetFloorLocationForHive ( Hive ) ;
}
else
{
TeamBStartingLocation = ZERO_VECTOR ;
}
}
}
if ( AvHTeamBRef )
{
Vector TeamStartLocation = AvHTeamBRef - > GetStartingLocation ( ) ;
if ( AvHTeamBRef - > GetTeamType ( ) = = AVH_CLASS_TYPE_MARINE )
{
DeployableSearchFilter IFFilter ;
IFFilter . DeployableTeam = TeamBNum ;
IFFilter . DeployableTypes = STRUCTURE_MARINE_INFANTRYPORTAL ;
IFFilter . IncludeStatusFlags = STRUCTURE_STATUS_COMPLETED ;
IFFilter . ExcludeStatusFlags = STRUCTURE_STATUS_RECYCLING ;
AvHAIBuildableStructure InfantryPortal = AITAC_FindClosestDeployableToLocation ( ZERO_VECTOR , & IFFilter ) ;
if ( InfantryPortal . IsValid ( ) )
{
TeamBStartingLocation = InfantryPortal . Location ;
}
else
{
Vector CommChairLocation = AITAC_GetCommChairLocation ( TeamBNum ) ;
TeamBStartingLocation = ( ! vIsZero ( CommChairLocation ) ) ? CommChairLocation : TeamStartLocation ;
TeamBStartingLocation = UTIL_ProjectPointToNavmesh ( TeamBStartingLocation , GetBaseNavProfile ( STRUCTURE_BASE_NAV_PROFILE ) ) ;
}
}
else
{
TeamBStartingLocation = TeamStartLocation ;
const AvHAIHiveDefinition * Hive = AITAC_GetActiveHiveNearestLocation ( TeamBNum , TeamStartLocation ) ;
if ( Hive )
{
TeamBStartingLocation = AITAC_GetFloorLocationForHive ( Hive ) ;
}
else
{
TeamBStartingLocation = ZERO_VECTOR ;
}
}
}
// Update reachabilities since team starting points have been modified
bNavMeshModified = true ;
AITAC_OnTeamStartsModified ( ) ;
}
return ( Team = = GetGameRules ( ) - > GetTeamANumber ( ) ) ? TeamAStartingLocation : TeamBStartingLocation ;
}
void AITAC_OnTeamStartsModified ( )
{
AvHTeamNumber TeamANum = GetGameRules ( ) - > GetTeamANumber ( ) ;
AvHTeamNumber TeamBNum = GetGameRules ( ) - > GetTeamBNumber ( ) ;
bool bTeamAIsMarine = ( AIMGR_GetTeamType ( TeamANum ) = = AVH_CLASS_TYPE_MARINE ) ;
bool bTeamBIsMarine = ( AIMGR_GetTeamType ( TeamBNum ) = = AVH_CLASS_TYPE_MARINE ) ;
if ( ! bTeamAIsMarine & & ! bTeamBIsMarine ) { return ; }
AvHAIResourceNode * TeamAMarineNode = nullptr ;
AvHAIResourceNode * TeamBMarineNode = nullptr ;
if ( bTeamAIsMarine )
{
TeamAMarineNode = AITAC_GetNearestResourceNodeToLocation ( TeamAStartingLocation ) ;
}
if ( bTeamBIsMarine )
{
TeamBMarineNode = AITAC_GetNearestResourceNodeToLocation ( TeamBStartingLocation ) ;
}
vector < AvHAIResourceNode * > AllNodes = AITAC_GetAllResourceNodes ( ) ;
for ( auto it = AllNodes . begin ( ) ; it ! = AllNodes . end ( ) ; it + + )
{
AvHAIResourceNode * ThisNode = ( * it ) ;
if ( ! ThisNode ) { continue ; }
ThisNode - > bIsBaseNode = ( ! ThisNode - > ParentHive ) & & ( ThisNode = = TeamAMarineNode | | ThisNode = = TeamBMarineNode ) ;
}
}
Vector AITAC_GetCommChairLocation ( AvHTeamNumber Team )
{
if ( Team ! = TEAM_IND )
{
AvHTeam * TeamRef = GetGameRules ( ) - > GetTeam ( Team ) ;
if ( TeamRef - > GetTeamType ( ) ! = AVH_CLASS_TYPE_MARINE )
{
return ZERO_VECTOR ;
}
}
edict_t * Chair = AITAC_GetCommChair ( Team ) ;
if ( ! FNullEnt ( Chair ) )
{
return Chair - > v . origin ;
}
return ZERO_VECTOR ;
}
void AITAC_RefreshReachabilityForItem ( AvHAIDroppedItem * Item )
{
if ( FNullEnt ( Item - > edict ) | | Item - > edict - > v . deadflag ! = DEAD_NO | | ( Item - > edict - > v . effects & EF_NODRAW ) ) { return ; }
if ( Item - > ItemType = = DEPLOYABLE_ITEM_SCAN )
{
Item - > TeamAReachabilityFlags = AI_REACHABILITY_ALL ;
Item - > TeamBReachabilityFlags = AI_REACHABILITY_ALL ;
return ;
}
Item - > TeamAReachabilityFlags = AI_REACHABILITY_NONE ;
Item - > TeamBReachabilityFlags = AI_REACHABILITY_NONE ;
bool bOnNavMesh = UTIL_PointIsOnNavmesh ( BaseNavProfiles [ MARINE_BASE_NAV_PROFILE ] , Item - > edict - > v . origin , Vector ( max_player_use_reach , max_player_use_reach , max_player_use_reach ) ) ;
if ( ! bOnNavMesh )
{
Item - > TeamAReachabilityFlags = AI_REACHABILITY_UNREACHABLE ;
Item - > TeamBReachabilityFlags = AI_REACHABILITY_UNREACHABLE ;
return ;
}
if ( GetGameRules ( ) - > GetTeamA ( ) - > GetTeamType ( ) = = AVH_CLASS_TYPE_MARINE )
{
bool bIsReachableMarine = UTIL_PointIsReachable ( BaseNavProfiles [ MARINE_BASE_NAV_PROFILE ] , AITAC_GetTeamStartingLocation ( GetGameRules ( ) - > GetTeamANumber ( ) ) , Item - > edict - > v . origin , max_player_use_reach ) ;
if ( bIsReachableMarine )
{
Item - > TeamAReachabilityFlags | = AI_REACHABILITY_MARINE ;
Item - > TeamAReachabilityFlags | = AI_REACHABILITY_WELDER ;
}
else
{
nav_profile WelderProfile ;
memcpy ( & WelderProfile , & BaseNavProfiles [ MARINE_BASE_NAV_PROFILE ] , sizeof ( nav_profile ) ) ;
WelderProfile . Filters . addIncludeFlags ( SAMPLE_POLYFLAGS_WELD ) ;
bool bIsReachableWelder = UTIL_PointIsReachable ( WelderProfile , AITAC_GetTeamStartingLocation ( GetGameRules ( ) - > GetTeamANumber ( ) ) , Item - > edict - > v . origin , max_player_use_reach ) ;
if ( bIsReachableWelder )
{
Item - > TeamAReachabilityFlags | = AI_REACHABILITY_WELDER ;
}
else
{
Item - > TeamAReachabilityFlags = AI_REACHABILITY_UNREACHABLE ;
}
}
}
if ( GetGameRules ( ) - > GetTeamB ( ) - > GetTeamType ( ) = = AVH_CLASS_TYPE_MARINE )
{
bool bIsReachableMarine = UTIL_PointIsReachable ( BaseNavProfiles [ MARINE_BASE_NAV_PROFILE ] , AITAC_GetTeamStartingLocation ( GetGameRules ( ) - > GetTeamBNumber ( ) ) , Item - > edict - > v . origin , max_player_use_reach ) ;
if ( bIsReachableMarine )
{
Item - > TeamBReachabilityFlags | = AI_REACHABILITY_MARINE ;
Item - > TeamBReachabilityFlags | = AI_REACHABILITY_WELDER ;
}
else
{
nav_profile WelderProfile ;
memcpy ( & WelderProfile , & BaseNavProfiles [ MARINE_BASE_NAV_PROFILE ] , sizeof ( nav_profile ) ) ;
WelderProfile . Filters . addIncludeFlags ( SAMPLE_POLYFLAGS_WELD ) ;
bool bIsReachableWelder = UTIL_PointIsReachable ( WelderProfile , AITAC_GetTeamStartingLocation ( GetGameRules ( ) - > GetTeamBNumber ( ) ) , Item - > edict - > v . origin , max_player_use_reach ) ;
if ( bIsReachableWelder )
{
Item - > TeamBReachabilityFlags | = AI_REACHABILITY_WELDER ;
}
else
{
Item - > TeamBReachabilityFlags = AI_REACHABILITY_UNREACHABLE ;
}
}
}
}
void AITAC_RefreshAllResNodeReachability ( )
{
for ( auto it = ResourceNodes . begin ( ) ; it ! = ResourceNodes . end ( ) ; it + + )
{
AITAC_RefreshReachabilityForResNode ( & ( * it ) ) ;
}
}
void AITAC_RefreshReachabilityForHive ( AvHAIHiveDefinition * Hive )
{
if ( ! bTileCacheUpToDate ) { return ; }
Hive - > TeamAReachabilityFlags = AI_REACHABILITY_NONE ;
Hive - > TeamBReachabilityFlags = AI_REACHABILITY_NONE ;
Vector HiveLocation = Hive - > FloorLocation ;
bool bOnNavMesh = UTIL_PointIsOnNavmesh ( GetBaseNavProfile ( MARINE_BASE_NAV_PROFILE ) , HiveLocation , Vector ( max_player_use_reach , max_player_use_reach , max_player_use_reach ) ) ;
if ( ! bOnNavMesh )
{
Hive - > TeamAReachabilityFlags = AI_REACHABILITY_UNREACHABLE ;
Hive - > TeamBReachabilityFlags = AI_REACHABILITY_UNREACHABLE ;
return ;
}
Vector TeamAStart = AITAC_GetTeamStartingLocation ( GetGameRules ( ) - > GetTeamANumber ( ) ) ;
Vector TeamBStart = AITAC_GetTeamStartingLocation ( GetGameRules ( ) - > GetTeamBNumber ( ) ) ;
if ( GetGameRules ( ) - > GetTeamA ( ) - > GetTeamType ( ) = = AVH_CLASS_TYPE_MARINE )
{
bool bIsReachableMarine = UTIL_PointIsReachable ( GetBaseNavProfile ( MARINE_BASE_NAV_PROFILE ) , TeamAStart , HiveLocation , max_player_use_reach ) ;
if ( bIsReachableMarine )
{
Hive - > TeamAReachabilityFlags | = AI_REACHABILITY_MARINE ;
Hive - > TeamAReachabilityFlags | = AI_REACHABILITY_WELDER ;
}
else
{
nav_profile WelderProfile ;
memcpy ( & WelderProfile , & BaseNavProfiles [ MARINE_BASE_NAV_PROFILE ] , sizeof ( nav_profile ) ) ;
WelderProfile . Filters . addIncludeFlags ( SAMPLE_POLYFLAGS_WELD ) ;
bool bIsReachableWelder = UTIL_PointIsReachable ( WelderProfile , TeamAStart , HiveLocation , max_player_use_reach ) ;
if ( bIsReachableWelder )
{
Hive - > TeamAReachabilityFlags | = AI_REACHABILITY_WELDER ;
}
else
{
Hive - > TeamAReachabilityFlags = AI_REACHABILITY_UNREACHABLE ;
}
}
}
else
{
bool bIsReachableSkulk = UTIL_PointIsReachable ( GetBaseNavProfile ( SKULK_BASE_NAV_PROFILE ) , TeamAStart , HiveLocation , max_player_use_reach ) ;
bool bIsReachableGorge = UTIL_PointIsReachable ( GetBaseNavProfile ( GORGE_BASE_NAV_PROFILE ) , TeamAStart , HiveLocation , max_player_use_reach ) ;
bool bIsReachableOnos = UTIL_PointIsReachable ( GetBaseNavProfile ( ONOS_BASE_NAV_PROFILE ) , TeamAStart , HiveLocation , max_player_use_reach ) ;
if ( bIsReachableSkulk )
{
Hive - > TeamAReachabilityFlags | = AI_REACHABILITY_SKULK ;
}
if ( bIsReachableGorge )
{
Hive - > TeamAReachabilityFlags | = AI_REACHABILITY_GORGE ;
}
if ( bIsReachableOnos )
{
Hive - > TeamAReachabilityFlags | = AI_REACHABILITY_ONOS ;
}
if ( Hive - > TeamAReachabilityFlags = = AI_REACHABILITY_NONE )
{
Hive - > TeamAReachabilityFlags = AI_REACHABILITY_UNREACHABLE ;
}
}
if ( GetGameRules ( ) - > GetTeamB ( ) - > GetTeamType ( ) = = AVH_CLASS_TYPE_MARINE )
{
bool bIsReachableMarine = UTIL_PointIsReachable ( GetBaseNavProfile ( MARINE_BASE_NAV_PROFILE ) , TeamBStart , HiveLocation , max_player_use_reach ) ;
if ( bIsReachableMarine )
{
Hive - > TeamBReachabilityFlags | = AI_REACHABILITY_MARINE ;
Hive - > TeamBReachabilityFlags | = AI_REACHABILITY_WELDER ;
}
else
{
nav_profile WelderProfile ;
memcpy ( & WelderProfile , & BaseNavProfiles [ MARINE_BASE_NAV_PROFILE ] , sizeof ( nav_profile ) ) ;
WelderProfile . Filters . addIncludeFlags ( SAMPLE_POLYFLAGS_WELD ) ;
bool bIsReachableWelder = UTIL_PointIsReachable ( WelderProfile , TeamBStart , HiveLocation , max_player_use_reach ) ;
if ( bIsReachableWelder )
{
Hive - > TeamBReachabilityFlags | = AI_REACHABILITY_WELDER ;
}
else
{
Hive - > TeamBReachabilityFlags = AI_REACHABILITY_UNREACHABLE ;
}
}
}
else
{
bool bIsReachableSkulk = UTIL_PointIsReachable ( GetBaseNavProfile ( SKULK_BASE_NAV_PROFILE ) , TeamBStart , HiveLocation , max_player_use_reach ) ;
bool bIsReachableGorge = UTIL_PointIsReachable ( GetBaseNavProfile ( GORGE_BASE_NAV_PROFILE ) , TeamBStart , HiveLocation , max_player_use_reach ) ;
bool bIsReachableOnos = UTIL_PointIsReachable ( GetBaseNavProfile ( ONOS_BASE_NAV_PROFILE ) , TeamBStart , HiveLocation , max_player_use_reach ) ;
if ( bIsReachableSkulk )
{
Hive - > TeamBReachabilityFlags | = AI_REACHABILITY_SKULK ;
}
if ( bIsReachableGorge )
{
Hive - > TeamBReachabilityFlags | = AI_REACHABILITY_GORGE ;
}
if ( bIsReachableOnos )
{
Hive - > TeamBReachabilityFlags | = AI_REACHABILITY_ONOS ;
}
if ( Hive - > TeamBReachabilityFlags = = AI_REACHABILITY_NONE )
{
Hive - > TeamBReachabilityFlags = AI_REACHABILITY_UNREACHABLE ;
}
}
}
void AITAC_RefreshReachabilityForResNode ( AvHAIResourceNode * ResNode )
{
if ( Hives . size ( ) = = 0 )
{
AITAC_RefreshHiveData ( ) ;
}
if ( ! bTileCacheUpToDate ) { return ; }
ResNode - > bReachabilityMarkedDirty = false ;
ResNode - > NextReachabilityRefreshTime = 0.0f ;
ResNode - > TeamAReachabilityFlags = AI_REACHABILITY_NONE ;
ResNode - > TeamBReachabilityFlags = AI_REACHABILITY_NONE ;
Vector ResNodeLocation = ResNode - > Location ;
bool bOnNavMesh = UTIL_PointIsOnNavmesh ( GetBaseNavProfile ( MARINE_BASE_NAV_PROFILE ) , ResNodeLocation , Vector ( max_player_use_reach , max_player_use_reach , max_player_use_reach ) ) ;
if ( ! bOnNavMesh )
{
ResNode - > TeamAReachabilityFlags = AI_REACHABILITY_UNREACHABLE ;
ResNode - > TeamBReachabilityFlags = AI_REACHABILITY_UNREACHABLE ;
return ;
}
Vector TeamAStart = AITAC_GetTeamStartingLocation ( GetGameRules ( ) - > GetTeamANumber ( ) ) ;
Vector TeamBStart = AITAC_GetTeamStartingLocation ( GetGameRules ( ) - > GetTeamBNumber ( ) ) ;
if ( GetGameRules ( ) - > GetTeamA ( ) - > GetTeamType ( ) = = AVH_CLASS_TYPE_MARINE )
{
bool bIsReachableMarine = UTIL_PointIsReachable ( GetBaseNavProfile ( MARINE_BASE_NAV_PROFILE ) , TeamAStart , ResNodeLocation , 4.0f ) ;
if ( bIsReachableMarine )
{
ResNode - > TeamAReachabilityFlags | = AI_REACHABILITY_MARINE ;
ResNode - > TeamAReachabilityFlags | = AI_REACHABILITY_WELDER ;
}
else
{
nav_profile WelderProfile ;
memcpy ( & WelderProfile , & BaseNavProfiles [ MARINE_BASE_NAV_PROFILE ] , sizeof ( nav_profile ) ) ;
WelderProfile . Filters . addIncludeFlags ( SAMPLE_POLYFLAGS_WELD ) ;
bool bIsReachableWelder = UTIL_PointIsReachable ( WelderProfile , TeamAStart , ResNodeLocation , 4.0f ) ;
if ( bIsReachableWelder )
{
ResNode - > TeamAReachabilityFlags | = AI_REACHABILITY_WELDER ;
}
else
{
ResNode - > TeamAReachabilityFlags = AI_REACHABILITY_UNREACHABLE ;
}
}
}
else
{
bool bIsReachableSkulk = UTIL_PointIsReachable ( GetBaseNavProfile ( SKULK_BASE_NAV_PROFILE ) , TeamAStart , ResNodeLocation , 4.0f ) ;
bool bIsReachableGorge = UTIL_PointIsReachable ( GetBaseNavProfile ( GORGE_BASE_NAV_PROFILE ) , TeamAStart , ResNodeLocation , 4.0f ) ;
bool bIsReachableOnos = UTIL_PointIsReachable ( GetBaseNavProfile ( ONOS_BASE_NAV_PROFILE ) , TeamAStart , ResNodeLocation , 4.0f ) ;
if ( bIsReachableSkulk )
{
ResNode - > TeamAReachabilityFlags | = AI_REACHABILITY_SKULK ;
}
if ( bIsReachableGorge )
{
ResNode - > TeamAReachabilityFlags | = AI_REACHABILITY_GORGE ;
}
if ( bIsReachableOnos )
{
ResNode - > TeamAReachabilityFlags | = AI_REACHABILITY_ONOS ;
}
if ( ResNode - > TeamAReachabilityFlags = = AI_REACHABILITY_NONE )
{
ResNode - > TeamAReachabilityFlags = AI_REACHABILITY_UNREACHABLE ;
}
}
if ( GetGameRules ( ) - > GetTeamB ( ) - > GetTeamType ( ) = = AVH_CLASS_TYPE_MARINE )
{
bool bIsReachableMarine = UTIL_PointIsReachable ( GetBaseNavProfile ( MARINE_BASE_NAV_PROFILE ) , TeamBStart , ResNodeLocation , 4.0f ) ;
if ( bIsReachableMarine )
{
ResNode - > TeamBReachabilityFlags | = AI_REACHABILITY_MARINE ;
ResNode - > TeamBReachabilityFlags | = AI_REACHABILITY_WELDER ;
}
else
{
nav_profile WelderProfile ;
memcpy ( & WelderProfile , & BaseNavProfiles [ MARINE_BASE_NAV_PROFILE ] , sizeof ( nav_profile ) ) ;
WelderProfile . Filters . addIncludeFlags ( SAMPLE_POLYFLAGS_WELD ) ;
bool bIsReachableWelder = UTIL_PointIsReachable ( WelderProfile , TeamBStart , ResNodeLocation , 4.0f ) ;
if ( bIsReachableWelder )
{
ResNode - > TeamBReachabilityFlags | = AI_REACHABILITY_WELDER ;
}
else
{
ResNode - > TeamBReachabilityFlags = AI_REACHABILITY_UNREACHABLE ;
}
}
}
else
{
bool bIsReachableSkulk = UTIL_PointIsReachable ( GetBaseNavProfile ( SKULK_BASE_NAV_PROFILE ) , TeamBStart , ResNodeLocation , 4.0f ) ;
bool bIsReachableGorge = UTIL_PointIsReachable ( GetBaseNavProfile ( GORGE_BASE_NAV_PROFILE ) , TeamBStart , ResNodeLocation , 4.0f ) ;
bool bIsReachableOnos = UTIL_PointIsReachable ( GetBaseNavProfile ( ONOS_BASE_NAV_PROFILE ) , TeamBStart , ResNodeLocation , 4.0f ) ;
if ( bIsReachableSkulk )
{
ResNode - > TeamBReachabilityFlags | = AI_REACHABILITY_SKULK ;
}
if ( bIsReachableGorge )
{
ResNode - > TeamBReachabilityFlags | = AI_REACHABILITY_GORGE ;
}
if ( bIsReachableOnos )
{
ResNode - > TeamBReachabilityFlags | = AI_REACHABILITY_ONOS ;
}
if ( ResNode - > TeamBReachabilityFlags = = AI_REACHABILITY_NONE )
{
ResNode - > TeamBReachabilityFlags = AI_REACHABILITY_UNREACHABLE ;
}
}
}
void AITAC_PopulateResourceNodes ( )
{
ResourceNodes . clear ( ) ;
FOR_ALL_ENTITIES ( kesFuncResource , AvHFuncResource * )
AvHAIResourceNode NewResNode ;
NewResNode . ResourceEntity = theEntity ;
NewResNode . ResourceEdict = theEntity - > edict ( ) ;
NewResNode . Location = theEntity - > pev - > origin ;
NewResNode . TeamAReachabilityFlags = AI_REACHABILITY_NONE ;
NewResNode . TeamBReachabilityFlags = AI_REACHABILITY_NONE ;
NewResNode . bReachabilityMarkedDirty = true ;
NewResNode . NextReachabilityRefreshTime = 0.0f ;
ResourceNodes . push_back ( NewResNode ) ;
END_FOR_ALL_ENTITIES ( kesFuncResource )
}
void AITAC_RefreshResourceNodes ( )
{
if ( ResourceNodes . size ( ) = = 0 )
{
AITAC_PopulateResourceNodes ( ) ;
}
for ( auto it = ResourceNodes . begin ( ) ; it ! = ResourceNodes . end ( ) ; it + + )
{
AvHFuncResource * ResourceEntity = it - > ResourceEntity ;
it - > bIsOccupied = ResourceEntity - > GetIsOccupied ( ) ;
if ( it - > bIsOccupied )
{
DeployableSearchFilter TowerFilter ;
TowerFilter . DeployableTypes = ( STRUCTURE_MARINE_RESTOWER | STRUCTURE_ALIEN_RESTOWER ) ;
AvHAIBuildableStructure OccupyingTower = AITAC_FindClosestDeployableToLocation ( it - > Location , & TowerFilter ) ;
if ( OccupyingTower . IsValid ( ) )
{
it - > ActiveTowerEntity = OccupyingTower . edict ;
it - > OwningTeam = OccupyingTower . EntityRef - > GetTeamNumber ( ) ;
}
}
else
{
it - > ActiveTowerEntity = nullptr ;
it - > OwningTeam = TEAM_IND ;
}
if ( it - > bReachabilityMarkedDirty )
{
if ( it - > NextReachabilityRefreshTime = = 0.0f )
{
it - > NextReachabilityRefreshTime = gpGlobals - > time + frandrange ( 0.5f , 1.5f ) ;
}
else
{
if ( gpGlobals - > time > it - > NextReachabilityRefreshTime )
{
AITAC_RefreshReachabilityForResNode ( & ( * it ) ) ;
}
}
}
}
}
AvHAIResourceNode * AITAC_GetRandomResourceNode ( AvHTeamNumber SearchingTeam , const unsigned int ReachabilityFlags )
{
AvHAIResourceNode * Result = nullptr ;
float MaxScore = 0.0f ;
for ( auto it = ResourceNodes . begin ( ) ; it ! = ResourceNodes . end ( ) ; it + + )
{
if ( ReachabilityFlags ! = AI_REACHABILITY_NONE )
{
unsigned int StructureReachabilityFlags = ( it - > TeamAReachabilityFlags | it - > TeamBReachabilityFlags ) ;
if ( SearchingTeam ! = TEAM_IND )
{
StructureReachabilityFlags = ( SearchingTeam = = GetGameRules ( ) - > GetTeamANumber ( ) ) ? it - > TeamAReachabilityFlags : it - > TeamBReachabilityFlags ;
}
if ( ! ( StructureReachabilityFlags & ReachabilityFlags ) ) { continue ; }
}
float ThisScore = frandrange ( 0.0f , 1.0f ) ;
if ( ! Result | | ThisScore > MaxScore )
{
Result = & ( * it ) ;
MaxScore = ThisScore ;
}
}
return Result ;
}
void AITAC_UpdateMapAIData ( )
{
AITAC_RefreshHiveData ( ) ;
UTIL_UpdateDoors ( false ) ;
UTIL_UpdateWeldableObstacles ( ) ;
if ( gpGlobals - > time - last_structure_refresh_time > = structure_inventory_refresh_rate )
{
AITAC_RefreshBuildableStructures ( ) ;
AITAC_RefreshResourceNodes ( ) ;
last_structure_refresh_time = gpGlobals - > time ;
}
if ( gpGlobals - > time - last_item_refresh_time > = item_inventory_refresh_rate )
{
AITAC_RefreshMarineItems ( ) ;
last_item_refresh_time = gpGlobals - > time ;
}
vector < AvHPlayer * > AllTeamAPlayers = AITAC_GetAllPlayersOnTeamOfClass ( GetGameRules ( ) - > GetTeamANumber ( ) , AVH_USER3_ALIEN_PLAYER3 , nullptr ) ;
edict_t * LastTeamALerk = LastSeenLerkTeamA ;
if ( ! FNullEnt ( LastTeamALerk ) & & IsPlayerLerk ( LastTeamALerk ) )
{
LastSeenLerkTeamATime = gpGlobals - > time ;
}
else
{
for ( auto it = AllTeamAPlayers . begin ( ) ; it ! = AllTeamAPlayers . end ( ) ; it + + )
{
edict_t * PlayerEdict = ( * it ) - > edict ( ) ;
if ( FNullEnt ( LastTeamALerk ) | | IsPlayerHuman ( PlayerEdict ) )
{
LastTeamALerk = PlayerEdict ;
LastSeenLerkTeamATime = gpGlobals - > time ;
}
}
LastSeenLerkTeamA = LastTeamALerk ;
}
vector < AvHPlayer * > AllTeamBPlayers = AITAC_GetAllPlayersOnTeamOfClass ( GetGameRules ( ) - > GetTeamBNumber ( ) , AVH_USER3_ALIEN_PLAYER3 , nullptr ) ;
edict_t * LastTeamBLerk = LastSeenLerkTeamB ;
if ( ! FNullEnt ( LastTeamBLerk ) & & IsPlayerLerk ( LastTeamBLerk ) )
{
LastSeenLerkTeamBTime = gpGlobals - > time ;
}
else
{
for ( auto it = AllTeamBPlayers . begin ( ) ; it ! = AllTeamBPlayers . end ( ) ; it + + )
{
edict_t * PlayerEdict = ( * it ) - > edict ( ) ;
if ( FNullEnt ( LastTeamBLerk ) | | IsPlayerHuman ( PlayerEdict ) )
{
LastTeamBLerk = PlayerEdict ;
LastSeenLerkTeamBTime = gpGlobals - > time ;
}
}
LastSeenLerkTeamB = LastTeamBLerk ;
}
}
void AITAC_CheckNavMeshModified ( )
{
if ( bNavMeshModified )
{
AITAC_OnNavMeshModified ( ) ;
}
}
void AITAC_OnNavMeshModified ( )
{
if ( ! NavmeshLoaded ( ) ) { return ; }
for ( auto it = TeamAStructureMap . begin ( ) ; it ! = TeamAStructureMap . end ( ) ; it + + )
{
it - > second . bReachabilityMarkedDirty = true ;
}
for ( auto it = TeamBStructureMap . begin ( ) ; it ! = TeamBStructureMap . end ( ) ; it + + )
{
it - > second . bReachabilityMarkedDirty = true ;
}
for ( auto it = MarineDroppedItemMap . begin ( ) ; it ! = MarineDroppedItemMap . end ( ) ; it + + )
{
it - > second . bReachabilityMarkedDirty = true ;
}
for ( auto it = ResourceNodes . begin ( ) ; it ! = ResourceNodes . end ( ) ; it + + )
{
it - > bReachabilityMarkedDirty = true ;
}
vector < AvHAIPlayer * > AllAIPlayers = AIMGR_GetAllAIPlayers ( ) ;
for ( auto it = AllAIPlayers . begin ( ) ; it ! = AllAIPlayers . end ( ) ; it + + )
{
AvHAIPlayer * ThisPlayer = ( * it ) ;
if ( IsPlayerActiveInGame ( ThisPlayer - > Edict ) & & ThisPlayer - > BotNavInfo . CurrentPath . size ( ) > 0 )
{
ThisPlayer - > BotNavInfo . NextForceRecalc = gpGlobals - > time + frandrange ( 0.0f , 1.0f ) ;
}
}
bNavMeshModified = false ;
}
void AITAC_RefreshBuildableStructures ( )
{
if ( ! NavmeshLoaded ( ) ) { return ; }
CBaseEntity * currStructure = NULL ;
// Marine Structures
while ( ( ( currStructure = UTIL_FindEntityByClassname ( currStructure , " team_command " ) ) ! = NULL ) & & currStructure )
{
AITAC_UpdateBuildableStructure ( currStructure ) ;
}
currStructure = NULL ;
while ( ( ( currStructure = UTIL_FindEntityByClassname ( currStructure , " resourcetower " ) ) ! = NULL ) & & currStructure )
{
AITAC_UpdateBuildableStructure ( currStructure ) ;
}
currStructure = NULL ;
while ( ( ( currStructure = UTIL_FindEntityByClassname ( currStructure , " team_infportal " ) ) ! = NULL ) & & currStructure )
{
AITAC_UpdateBuildableStructure ( currStructure ) ;
}
currStructure = NULL ;
while ( ( ( currStructure = UTIL_FindEntityByClassname ( currStructure , " team_armory " ) ) ! = NULL ) & & currStructure )
{
AITAC_UpdateBuildableStructure ( currStructure ) ;
}
currStructure = NULL ;
while ( ( ( currStructure = UTIL_FindEntityByClassname ( currStructure , " team_turretfactory " ) ) ! = NULL ) & & currStructure )
{
AITAC_UpdateBuildableStructure ( currStructure ) ;
}
currStructure = NULL ;
while ( ( ( currStructure = UTIL_FindEntityByClassname ( currStructure , " team_advturretfactory " ) ) ! = NULL ) & & currStructure )
{
AITAC_UpdateBuildableStructure ( currStructure ) ;
}
currStructure = NULL ;
while ( ( ( currStructure = UTIL_FindEntityByClassname ( currStructure , " siegeturret " ) ) ! = NULL ) & & currStructure )
{
AITAC_UpdateBuildableStructure ( currStructure ) ;
}
currStructure = NULL ;
while ( ( ( currStructure = UTIL_FindEntityByClassname ( currStructure , " turret " ) ) ! = NULL ) & & currStructure )
{
AITAC_UpdateBuildableStructure ( currStructure ) ;
}
currStructure = NULL ;
while ( ( ( currStructure = UTIL_FindEntityByClassname ( currStructure , " team_advarmory " ) ) ! = NULL ) & & currStructure )
{
AITAC_UpdateBuildableStructure ( currStructure ) ;
}
currStructure = NULL ;
while ( ( ( currStructure = UTIL_FindEntityByClassname ( currStructure , " team_armslab " ) ) ! = NULL ) & & currStructure )
{
AITAC_UpdateBuildableStructure ( currStructure ) ;
}
currStructure = NULL ;
while ( ( ( currStructure = UTIL_FindEntityByClassname ( currStructure , " team_prototypelab " ) ) ! = NULL ) & & currStructure )
{
AITAC_UpdateBuildableStructure ( currStructure ) ;
}
currStructure = NULL ;
while ( ( ( currStructure = UTIL_FindEntityByClassname ( currStructure , " team_observatory " ) ) ! = NULL ) & & currStructure )
{
AITAC_UpdateBuildableStructure ( currStructure ) ;
}
currStructure = NULL ;
while ( ( ( currStructure = UTIL_FindEntityByClassname ( currStructure , " phasegate " ) ) ! = NULL ) & & currStructure )
{
AITAC_UpdateBuildableStructure ( currStructure ) ;
}
currStructure = NULL ;
while ( ( ( currStructure = UTIL_FindEntityByClassname ( currStructure , " item_mine " ) ) ! = NULL ) & & currStructure )
{
AITAC_UpdateBuildableStructure ( currStructure ) ;
}
// Alien Structures
currStructure = NULL ;
while ( ( ( currStructure = UTIL_FindEntityByClassname ( currStructure , " alienresourcetower " ) ) ! = NULL ) & & currStructure )
{
AITAC_UpdateBuildableStructure ( currStructure ) ;
}
currStructure = NULL ;
while ( ( ( currStructure = UTIL_FindEntityByClassname ( currStructure , " defensechamber " ) ) ! = NULL ) & & currStructure )
{
AITAC_UpdateBuildableStructure ( currStructure ) ;
}
currStructure = NULL ;
while ( ( ( currStructure = UTIL_FindEntityByClassname ( currStructure , " offensechamber " ) ) ! = NULL ) & & currStructure )
{
AITAC_UpdateBuildableStructure ( currStructure ) ;
}
currStructure = NULL ;
while ( ( ( currStructure = UTIL_FindEntityByClassname ( currStructure , " movementchamber " ) ) ! = NULL ) & & currStructure )
{
AITAC_UpdateBuildableStructure ( currStructure ) ;
}
currStructure = NULL ;
while ( ( ( currStructure = UTIL_FindEntityByClassname ( currStructure , " sensorychamber " ) ) ! = NULL ) & & currStructure )
{
AITAC_UpdateBuildableStructure ( currStructure ) ;
}
int NumReachabilitiesCalculated = 0 ;
for ( auto it = TeamAStructureMap . begin ( ) ; it ! = TeamAStructureMap . end ( ) ; )
{
if ( it - > second . LastSeen < StructureRefreshFrame | | FNullEnt ( it - > second . edict ) | | it - > second . edict - > v . deadflag ! = DEAD_NO | | ( it - > second . edict - > v . effects & EF_NODRAW ) )
{
AITAC_OnStructureDestroyed ( & it - > second ) ;
it = TeamAStructureMap . erase ( it ) ;
}
else
{
if ( NumReachabilitiesCalculated < 3 & & it - > second . bReachabilityMarkedDirty )
{
AITAC_RefreshReachabilityForStructure ( & it - > second ) ;
NumReachabilitiesCalculated + + ;
}
it + + ;
}
}
for ( auto it = TeamBStructureMap . begin ( ) ; it ! = TeamBStructureMap . end ( ) ; )
{
if ( it - > second . LastSeen < StructureRefreshFrame | | FNullEnt ( it - > second . edict ) | | it - > second . edict - > v . deadflag ! = DEAD_NO | | ( it - > second . edict - > v . effects & EF_NODRAW ) )
{
AITAC_OnStructureDestroyed ( & it - > second ) ;
it = TeamBStructureMap . erase ( it ) ;
}
else
{
if ( NumReachabilitiesCalculated < 3 & & it - > second . bReachabilityMarkedDirty )
{
AITAC_RefreshReachabilityForStructure ( & it - > second ) ;
NumReachabilitiesCalculated + + ;
}
it + + ;
}
}
StructureRefreshFrame + + ;
}
void AITAC_RefreshMarineItems ( )
{
if ( ! NavmeshLoaded ( ) ) { return ; }
CBaseEntity * currItem = NULL ;
while ( ( currItem = UTIL_FindEntityByClassname ( currItem , " item_health " ) ) ! = NULL )
{
AITAC_UpdateMarineItem ( currItem , DEPLOYABLE_ITEM_HEALTHPACK ) ;
}
currItem = NULL ;
while ( ( currItem = UTIL_FindEntityByClassname ( currItem , " item_genericammo " ) ) ! = NULL )
{
AITAC_UpdateMarineItem ( currItem , DEPLOYABLE_ITEM_AMMO ) ;
}
currItem = NULL ;
while ( ( currItem = UTIL_FindEntityByClassname ( currItem , " item_heavyarmor " ) ) ! = NULL )
{
AITAC_UpdateMarineItem ( currItem , DEPLOYABLE_ITEM_HEAVYARMOUR ) ;
}
currItem = NULL ;
while ( ( currItem = UTIL_FindEntityByClassname ( currItem , " item_jetpack " ) ) ! = NULL )
{
AITAC_UpdateMarineItem ( currItem , DEPLOYABLE_ITEM_JETPACK ) ;
}
currItem = NULL ;
while ( ( currItem = UTIL_FindEntityByClassname ( currItem , " item_catalyst " ) ) ! = NULL )
{
AITAC_UpdateMarineItem ( currItem , DEPLOYABLE_ITEM_CATALYSTS ) ;
}
currItem = NULL ;
while ( ( currItem = UTIL_FindEntityByClassname ( currItem , " weapon_mine " ) ) ! = NULL )
{
AITAC_UpdateMarineItem ( currItem , DEPLOYABLE_ITEM_MINES ) ;
}
currItem = NULL ;
while ( ( currItem = UTIL_FindEntityByClassname ( currItem , " weapon_shotgun " ) ) ! = NULL )
{
AITAC_UpdateMarineItem ( currItem , DEPLOYABLE_ITEM_SHOTGUN ) ;
}
currItem = NULL ;
while ( ( currItem = UTIL_FindEntityByClassname ( currItem , " weapon_heavymachinegun " ) ) ! = NULL )
{
AITAC_UpdateMarineItem ( currItem , DEPLOYABLE_ITEM_HMG ) ;
}
currItem = NULL ;
while ( ( currItem = UTIL_FindEntityByClassname ( currItem , " weapon_grenadegun " ) ) ! = NULL )
{
AITAC_UpdateMarineItem ( currItem , DEPLOYABLE_ITEM_GRENADELAUNCHER ) ;
}
currItem = NULL ;
while ( ( currItem = UTIL_FindEntityByClassname ( currItem , " weapon_welder " ) ) ! = NULL )
{
AITAC_UpdateMarineItem ( currItem , DEPLOYABLE_ITEM_WELDER ) ;
}
currItem = NULL ;
while ( ( currItem = UTIL_FindEntityByClassname ( currItem , " weapon_mine " ) ) ! = NULL )
{
AITAC_UpdateMarineItem ( currItem , DEPLOYABLE_ITEM_MINES ) ;
}
currItem = NULL ;
while ( ( currItem = UTIL_FindEntityByClassname ( currItem , " scan " ) ) ! = NULL )
{
AITAC_UpdateMarineItem ( currItem , DEPLOYABLE_ITEM_SCAN ) ;
}
int NumReachabilitiesCalculated = 0 ;
for ( auto it = MarineDroppedItemMap . begin ( ) ; it ! = MarineDroppedItemMap . end ( ) ; )
{
if ( it - > second . LastSeen < ItemRefreshFrame )
{
it = MarineDroppedItemMap . erase ( it ) ;
}
else
{
if ( NumReachabilitiesCalculated < 3 & & it - > second . bReachabilityMarkedDirty )
{
AITAC_RefreshReachabilityForItem ( & it - > second ) ;
NumReachabilitiesCalculated + + ;
}
it + + ;
}
}
ItemRefreshFrame + + ;
}
void AITAC_UpdateMarineItem ( CBaseEntity * Item , AvHAIDeployableItemType ItemType )
{
if ( ! Item ) { return ; }
edict_t * ItemEdict = Item - > edict ( ) ;
if ( FNullEnt ( ItemEdict ) | | ItemEdict - > v . deadflag ! = DEAD_NO | | ( ItemEdict - > v . effects & EF_NODRAW ) ) { return ; }
// All items except scans are of interest only if they're collectable. Without this check, marines will attempt to grab weapons from other players.
if ( ItemType ! = DEPLOYABLE_ITEM_SCAN )
{
if ( ItemEdict - > v . solid ! = SOLID_TRIGGER ) { return ; }
if ( ItemEdict - > v . effects & EF_NODRAW ) { return ; }
}
int EntIndex = ENTINDEX ( ItemEdict ) ;
if ( EntIndex < 0 ) { return ; }
MarineDroppedItemMap [ EntIndex ] . edict = ItemEdict ;
MarineDroppedItemMap [ EntIndex ] . ItemType = ItemType ;
if ( MarineDroppedItemMap [ EntIndex ] . LastSeen = = 0 | | ! vEquals ( ItemEdict - > v . origin , MarineDroppedItemMap [ EntIndex ] . Location , 5.0f ) )
{
AITAC_RefreshReachabilityForItem ( & MarineDroppedItemMap [ EntIndex ] ) ;
}
MarineDroppedItemMap [ EntIndex ] . Location = ItemEdict - > v . origin ;
if ( MarineDroppedItemMap [ EntIndex ] . LastSeen = = 0 )
{
AITAC_OnItemDropped ( & MarineDroppedItemMap [ EntIndex ] ) ;
}
MarineDroppedItemMap [ EntIndex ] . LastSeen = ItemRefreshFrame ;
}
void AITAC_OnItemDropped ( const AvHAIDroppedItem * NewItem )
{
AvHTeamNumber TeamANumber = GetGameRules ( ) - > GetTeamANumber ( ) ;
AvHTeamNumber TeamBNumber = GetGameRules ( ) - > GetTeamBNumber ( ) ;
AvHAIPlayer * TeamACommander = AIMGR_GetAICommander ( TeamANumber ) ;
AvHAIPlayer * TeamBCommander = AIMGR_GetAICommander ( TeamBNumber ) ;
if ( TeamACommander )
{
AITAC_LinkDeployedItemToAction ( TeamACommander , NewItem ) ;
}
if ( TeamBCommander )
{
AITAC_LinkDeployedItemToAction ( TeamBCommander , NewItem ) ;
}
}
void AITAC_RefreshReachabilityForStructure ( AvHAIBuildableStructure * Structure )
{
if ( Hives . size ( ) = = 0 )
{
AITAC_RefreshHiveData ( ) ;
}
if ( ! Structure | | FNullEnt ( Structure - > edict ) | | Structure - > edict - > v . deadflag ! = DEAD_NO | | ( Structure - > edict - > v . effects & EF_NODRAW ) ) { return ; }
if ( Structure - > StructureType = = STRUCTURE_MARINE_DEPLOYEDMINE )
{
Structure - > TeamAReachabilityFlags = AI_REACHABILITY_ALL ;
Structure - > TeamBReachabilityFlags = AI_REACHABILITY_ALL ;
return ;
}
Structure - > bReachabilityMarkedDirty = false ;
Structure - > TeamAReachabilityFlags = AI_REACHABILITY_NONE ;
Structure - > TeamBReachabilityFlags = AI_REACHABILITY_NONE ;
bool bIsOnNavMesh = UTIL_PointIsOnNavmesh ( BaseNavProfiles [ MARINE_BASE_NAV_PROFILE ] , UTIL_GetEntityGroundLocation ( Structure - > edict ) , Vector ( max_player_use_reach , max_player_use_reach , max_player_use_reach ) ) ;
if ( ! bIsOnNavMesh )
{
Structure - > TeamAReachabilityFlags = AI_REACHABILITY_UNREACHABLE ;
Structure - > TeamBReachabilityFlags = AI_REACHABILITY_UNREACHABLE ;
return ;
}
if ( GetGameRules ( ) - > GetTeamA ( ) - > GetTeamType ( ) = = AVH_CLASS_TYPE_MARINE )
{
bool bIsReachableMarine = UTIL_PointIsReachable ( BaseNavProfiles [ MARINE_BASE_NAV_PROFILE ] , AITAC_GetTeamStartingLocation ( GetGameRules ( ) - > GetTeamANumber ( ) ) , UTIL_GetEntityGroundLocation ( Structure - > edict ) , max_player_use_reach ) ;
// Check if basic marines can reach. If they can then no need to separately check welder marines as they automatically can. If not, separately check for welders.
if ( bIsReachableMarine )
{
Structure - > TeamAReachabilityFlags | = AI_REACHABILITY_MARINE ;
Structure - > TeamAReachabilityFlags | = AI_REACHABILITY_WELDER ;
}
else
{
nav_profile WelderProfile ;
memcpy ( & WelderProfile , & BaseNavProfiles [ MARINE_BASE_NAV_PROFILE ] , sizeof ( nav_profile ) ) ;
WelderProfile . Filters . addIncludeFlags ( SAMPLE_POLYFLAGS_WELD ) ;
bool bIsReachableWelder = UTIL_PointIsReachable ( WelderProfile , AITAC_GetTeamStartingLocation ( GetGameRules ( ) - > GetTeamANumber ( ) ) , UTIL_GetEntityGroundLocation ( Structure - > edict ) , max_player_use_reach ) ;
if ( bIsReachableWelder )
{
Structure - > TeamAReachabilityFlags | = AI_REACHABILITY_WELDER ;
}
else
{
Structure - > TeamAReachabilityFlags = AI_REACHABILITY_UNREACHABLE ;
}
}
}
else
{
bool bIsReachableSkulk = UTIL_PointIsReachable ( BaseNavProfiles [ SKULK_BASE_NAV_PROFILE ] , AITAC_GetTeamStartingLocation ( GetGameRules ( ) - > GetTeamANumber ( ) ) , UTIL_GetEntityGroundLocation ( Structure - > edict ) , max_player_use_reach ) ;
bool bIsReachableGorge = UTIL_PointIsReachable ( BaseNavProfiles [ GORGE_BASE_NAV_PROFILE ] , AITAC_GetTeamStartingLocation ( GetGameRules ( ) - > GetTeamANumber ( ) ) , UTIL_GetEntityGroundLocation ( Structure - > edict ) , max_player_use_reach ) ;
bool bIsReachableOnos = UTIL_PointIsReachable ( BaseNavProfiles [ ONOS_BASE_NAV_PROFILE ] , AITAC_GetTeamStartingLocation ( GetGameRules ( ) - > GetTeamANumber ( ) ) , UTIL_GetEntityGroundLocation ( Structure - > edict ) , max_player_use_reach ) ;
if ( bIsReachableSkulk )
{
Structure - > TeamAReachabilityFlags | = AI_REACHABILITY_SKULK ;
}
if ( bIsReachableGorge )
{
Structure - > TeamAReachabilityFlags | = AI_REACHABILITY_GORGE ;
}
if ( bIsReachableOnos )
{
Structure - > TeamAReachabilityFlags | = AI_REACHABILITY_ONOS ;
}
if ( Structure - > TeamAReachabilityFlags = = AI_REACHABILITY_NONE )
{
Structure - > TeamAReachabilityFlags = AI_REACHABILITY_UNREACHABLE ;
}
}
if ( GetGameRules ( ) - > GetTeamB ( ) - > GetTeamType ( ) = = AVH_CLASS_TYPE_MARINE )
{
bool bIsReachableMarine = UTIL_PointIsReachable ( BaseNavProfiles [ MARINE_BASE_NAV_PROFILE ] , AITAC_GetTeamStartingLocation ( GetGameRules ( ) - > GetTeamBNumber ( ) ) , UTIL_GetEntityGroundLocation ( Structure - > edict ) , max_player_use_reach ) ;
// Check if basic marines can reach. If they can then no need to separately check welder marines as they automatically can. If not, separately check for welders.
if ( bIsReachableMarine )
{
Structure - > TeamBReachabilityFlags | = AI_REACHABILITY_MARINE ;
Structure - > TeamBReachabilityFlags | = AI_REACHABILITY_WELDER ;
}
else
{
nav_profile WelderProfile ;
memcpy ( & WelderProfile , & BaseNavProfiles [ MARINE_BASE_NAV_PROFILE ] , sizeof ( nav_profile ) ) ;
WelderProfile . Filters . addIncludeFlags ( SAMPLE_POLYFLAGS_WELD ) ;
bool bIsReachableWelder = UTIL_PointIsReachable ( WelderProfile , AITAC_GetTeamStartingLocation ( GetGameRules ( ) - > GetTeamANumber ( ) ) , UTIL_GetEntityGroundLocation ( Structure - > edict ) , max_player_use_reach ) ;
if ( bIsReachableWelder )
{
Structure - > TeamBReachabilityFlags | = AI_REACHABILITY_WELDER ;
}
else
{
Structure - > TeamBReachabilityFlags = AI_REACHABILITY_UNREACHABLE ;
}
}
}
else
{
bool bIsReachableSkulk = UTIL_PointIsReachable ( BaseNavProfiles [ SKULK_BASE_NAV_PROFILE ] , AITAC_GetTeamStartingLocation ( GetGameRules ( ) - > GetTeamBNumber ( ) ) , UTIL_GetEntityGroundLocation ( Structure - > edict ) , max_player_use_reach ) ;
bool bIsReachableGorge = UTIL_PointIsReachable ( BaseNavProfiles [ GORGE_BASE_NAV_PROFILE ] , AITAC_GetTeamStartingLocation ( GetGameRules ( ) - > GetTeamBNumber ( ) ) , UTIL_GetEntityGroundLocation ( Structure - > edict ) , max_player_use_reach ) ;
bool bIsReachableOnos = UTIL_PointIsReachable ( BaseNavProfiles [ ONOS_BASE_NAV_PROFILE ] , AITAC_GetTeamStartingLocation ( GetGameRules ( ) - > GetTeamBNumber ( ) ) , UTIL_GetEntityGroundLocation ( Structure - > edict ) , max_player_use_reach ) ;
if ( bIsReachableSkulk )
{
Structure - > TeamBReachabilityFlags | = AI_REACHABILITY_SKULK ;
}
if ( bIsReachableGorge )
{
Structure - > TeamBReachabilityFlags | = AI_REACHABILITY_GORGE ;
}
if ( bIsReachableOnos )
{
Structure - > TeamBReachabilityFlags | = AI_REACHABILITY_ONOS ;
}
if ( Structure - > TeamBReachabilityFlags = = AI_REACHABILITY_NONE )
{
Structure - > TeamBReachabilityFlags = AI_REACHABILITY_UNREACHABLE ;
}
}
}
AvHAIBuildableStructure * AITAC_UpdateBuildableStructure ( CBaseEntity * Structure )
{
if ( ! Structure | | ( Structure - > pev - > effects & EF_NODRAW ) | | ( Structure - > pev - > deadflag ! = DEAD_NO ) ) { return nullptr ; }
edict_t * BuildingEdict = Structure - > edict ( ) ;
AvHAIDeployableStructureType StructureType = UTIL_IUSER3ToStructureType ( BuildingEdict - > v . iuser3 ) ;
if ( StructureType = = STRUCTURE_NONE ) { return nullptr ; }
int EntIndex = ENTINDEX ( BuildingEdict ) ;
if ( EntIndex < 0 ) { return nullptr ; }
AvHTeamNumber TeamANumber = GetGameRules ( ) - > GetTeamANumber ( ) ;
AvHTeamNumber TeamBNumber = GetGameRules ( ) - > GetTeamBNumber ( ) ;
std : : unordered_map < int , AvHAIBuildableStructure > & BuildingMap = ( ( AvHTeamNumber ) BuildingEdict - > v . team = = TeamANumber ) ? TeamAStructureMap : TeamBStructureMap ;
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AvHAIBuildableStructure * StructureRef = & BuildingMap [ EntIndex ] ;
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if ( StructureType = = STRUCTURE_MARINE_DEPLOYEDMINE )
{
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StructureRef - > StructureType = StructureType ;
if ( StructureRef - > LastSeen = = 0 )
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{
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StructureRef - > Location = BuildingEdict - > v . origin ;
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StructureRef - > EntIndex = EntIndex ;
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StructureRef - > edict = BuildingEdict ;
StructureRef - > healthPercent = 1.0f ;
StructureRef - > EntityRef = nullptr ;
StructureRef - > StructureStatusFlags = STRUCTURE_STATUS_COMPLETED ;
StructureRef - > TeamAReachabilityFlags = ( AI_REACHABILITY_ALL & ~ ( AI_REACHABILITY_UNREACHABLE ) ) ;
StructureRef - > TeamBReachabilityFlags = ( AI_REACHABILITY_ALL & ~ ( AI_REACHABILITY_UNREACHABLE ) ) ;
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AITAC_OnStructureCreated ( & BuildingMap [ EntIndex ] ) ;
}
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StructureRef - > LastSeen = StructureRefreshFrame ;
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return StructureRef ;
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}
AvHBaseBuildable * BaseBuildable = dynamic_cast < AvHBaseBuildable * > ( Structure ) ;
if ( ! BaseBuildable )
{
return nullptr ;
}
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StructureRef - > StructureType = StructureType ;
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// This is the first time we've seen this structure, so it must be new
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if ( StructureRef - > LastSeen = = 0 )
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{
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StructureRef - > EntityRef = BaseBuildable ;
StructureRef - > edict = BuildingEdict ;
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StructureRef - > EntIndex = EntIndex ;
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StructureRef - > OffMeshConnections . clear ( ) ;
StructureRef - > Obstacles . clear ( ) ;
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StructureRef - > Location = g_vecZero ; // We set this just below after calculating reachability
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AITAC_OnStructureCreated ( & BuildingMap [ EntIndex ] ) ;
}
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if ( vIsZero ( StructureRef - > Location ) | | ! vEquals ( BaseBuildable - > pev - > origin , StructureRef - > Location , 5.0f ) )
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{
AITAC_RefreshReachabilityForStructure ( & BuildingMap [ EntIndex ] ) ;
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StructureRef - > Location = BaseBuildable - > pev - > origin ;
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}
unsigned int NewFlags = STRUCTURE_STATUS_NONE ;
bool bJustCompleted = false ;
bool bJustRecycled = false ;
bool bJustDestroyed = false ;
if ( BaseBuildable - > GetIsBuilt ( ) )
{
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if ( ! ( StructureRef - > StructureStatusFlags & STRUCTURE_STATUS_COMPLETED ) )
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{
bJustCompleted = true ;
}
NewFlags | = STRUCTURE_STATUS_COMPLETED ;
}
if ( UTIL_IsStructureElectrified ( BuildingEdict ) )
{
NewFlags | = STRUCTURE_STATUS_ELECTRIFIED ;
}
if ( BuildingEdict - > v . iuser4 & MASK_PARASITED )
{
NewFlags | = STRUCTURE_STATUS_PARASITED ;
}
if ( BaseBuildable - > GetIsRecycling ( ) )
{
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if ( ! ( StructureRef - > StructureStatusFlags & STRUCTURE_STATUS_RECYCLING ) )
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{
bJustRecycled = true ;
}
NewFlags | = STRUCTURE_STATUS_RECYCLING ;
}
if ( BaseBuildable - > GetIsResearching ( ) )
{
NewFlags | = STRUCTURE_STATUS_RESEARCHING ;
}
if ( StructureType = = STRUCTURE_MARINE_TURRET )
{
AvHTurret * TurretRef = dynamic_cast < AvHTurret * > ( BaseBuildable ) ;
if ( TurretRef & & ! TurretRef - > GetEnabledState ( ) )
{
NewFlags | = STRUCTURE_STATUS_DISABLED ;
}
}
float NewHealthPercent = ( BuildingEdict - > v . health / BuildingEdict - > v . max_health ) ;
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if ( NewHealthPercent < StructureRef - > healthPercent )
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{
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StructureRef - > lastDamagedTime = gpGlobals - > time ;
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}
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StructureRef - > healthPercent = NewHealthPercent ;
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if ( StructureRef - > healthPercent < 0.99f & & BaseBuildable - > GetIsBuilt ( ) )
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{
NewFlags | = STRUCTURE_STATUS_DAMAGED ;
}
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if ( gpGlobals - > time - StructureRef - > lastDamagedTime < 10.0f )
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{
NewFlags | = STRUCTURE_STATUS_UNDERATTACK ;
}
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StructureRef - > StructureStatusFlags = NewFlags ;
StructureRef - > LastSeen = StructureRefreshFrame ;
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if ( bJustCompleted )
{
AITAC_OnStructureCompleted ( & BuildingMap [ EntIndex ] ) ;
}
if ( bJustRecycled )
{
AITAC_OnStructureBeginRecycling ( & BuildingMap [ EntIndex ] ) ;
}
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if ( StructureRef - > Purpose = = STRUCTURE_PURPOSE_NONE )
{
AvHTeamNumber StructureTeam = ( AvHTeamNumber ) StructureRef - > edict - > v . team ;
if ( AIMGR_GetTeamType ( StructureTeam ) = = AVH_CLASS_TYPE_MARINE )
{
switch ( StructureRef - > StructureType )
{
case STRUCTURE_MARINE_COMMCHAIR :
case STRUCTURE_MARINE_INFANTRYPORTAL :
case STRUCTURE_MARINE_ARMSLAB :
case STRUCTURE_MARINE_PROTOTYPELAB :
StructureRef - > Purpose = STRUCTURE_PURPOSE_BASE ;
break ;
case STRUCTURE_MARINE_RESTOWER :
StructureRef - > Purpose = STRUCTURE_PURPOSE_GENERAL ;
break ;
case STRUCTURE_MARINE_TURRET :
StructureRef - > Purpose = STRUCTURE_PURPOSE_FORTIFY ;
break ;
case STRUCTURE_MARINE_SIEGETURRET :
StructureRef - > Purpose = STRUCTURE_PURPOSE_SIEGE ;
break ;
default :
{
Vector TeamStart = AITAC_GetTeamStartingLocation ( StructureTeam ) ;
if ( vDist2DSq ( StructureRef - > Location , TeamStart ) < sqrf ( UTIL_MetresToGoldSrcUnits ( 15.0f ) ) )
{
StructureRef - > Purpose = STRUCTURE_PURPOSE_BASE ;
}
else
{
AvHTeamNumber EnemyTeam = AIMGR_GetEnemyTeam ( StructureTeam ) ;
const AvHAIHiveDefinition * NearestHive = AITAC_GetHiveNearestLocation ( StructureRef - > Location ) ;
if ( NearestHive )
{
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if ( NearestHive - > Status = = HIVE_STATUS_UNBUILT & & vDist2DSq ( NearestHive - > FloorLocation , StructureRef - > Location ) < sqrf ( UTIL_MetresToGoldSrcUnits ( 15.0f ) ) )
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{
StructureRef - > Purpose = STRUCTURE_PURPOSE_FORTIFY ;
}
else if ( NearestHive - > Status ! = HIVE_STATUS_UNBUILT & & vDist2DSq ( NearestHive - > FloorLocation , StructureRef - > Location ) < sqrf ( UTIL_MetresToGoldSrcUnits ( 25.0f ) ) )
{
StructureRef - > Purpose = STRUCTURE_PURPOSE_SIEGE ;
}
else
{
StructureRef - > Purpose = STRUCTURE_PURPOSE_GENERAL ;
}
}
else
{
StructureRef - > Purpose = STRUCTURE_PURPOSE_GENERAL ;
}
}
}
break ;
}
}
else
{
StructureRef - > Purpose = STRUCTURE_PURPOSE_GENERAL ;
}
}
return StructureRef ;
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}
void AITAC_OnStructureCreated ( AvHAIBuildableStructure * NewStructure )
{
if ( ! NewStructure | | FNullEnt ( NewStructure - > edict ) | | NewStructure - > edict - > v . deadflag ! = DEAD_NO | | ( NewStructure - > edict - > v . effects & EF_NODRAW ) ) { return ; }
UTIL_AddStructureTemporaryObstacles ( NewStructure ) ;
AvHTeamNumber StructureTeam = ( AvHTeamNumber ) NewStructure - > edict - > v . team ;
AITAC_RefreshReachabilityForStructure ( NewStructure ) ;
vector < NavHint * > NavHints = NAV_GetHintsOfType ( STRUCTURE_NONE ) ;
for ( auto it = NavHints . begin ( ) ; it ! = NavHints . end ( ) ; it + + )
{
NavHint * ThisHint = ( * it ) ;
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if ( vDist2DSq ( NewStructure - > edict - > v . origin , ThisHint - > Position ) < sqrf ( 64.0f ) & & fabsf ( NewStructure - > Location . z - ThisHint - > Position . z ) < 50.0f )
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{
ThisHint - > OccupyingBuilding = NewStructure - > edict ;
}
}
if ( StructureTeam = = TEAM_IND ) { return ; }
AvHTeam * Team = GetGameRules ( ) - > GetTeam ( StructureTeam ) ;
if ( ! Team ) { return ; }
if ( Team - > GetTeamType ( ) = = AVH_CLASS_TYPE_ALIEN | | NewStructure - > StructureType = = STRUCTURE_MARINE_DEPLOYEDMINE )
{
AITAC_LinkStructureToPlayer ( NewStructure ) ;
}
}
void AITAC_OnStructureCompleted ( AvHAIBuildableStructure * NewStructure )
{
if ( ! NewStructure | | FNullEnt ( NewStructure - > edict ) | | NewStructure - > edict - > v . deadflag ! = DEAD_NO | | ( NewStructure - > edict - > v . effects & EF_NODRAW ) ) { return ; }
if ( NewStructure - > StructureType = = STRUCTURE_MARINE_PHASEGATE )
{
DeployableSearchFilter Filter ;
Filter . DeployableTypes = STRUCTURE_MARINE_PHASEGATE ;
Filter . DeployableTeam = ( AvHTeamNumber ) NewStructure - > edict - > v . team ;
Filter . ReachabilityFlags = AI_REACHABILITY_NONE ;
Filter . IncludeStatusFlags = STRUCTURE_STATUS_COMPLETED ;
// Get all other completed phase gates for this team and add bidirectional connections to them
std : : vector < AvHAIBuildableStructure > OtherPhaseGates = AITAC_FindAllDeployables ( NewStructure - > Location , & Filter ) ;
SamplePolyFlags NewFlag = ( ( AvHTeamNumber ) NewStructure - > edict - > v . team = = GetGameRules ( ) - > GetTeamANumber ( ) ) ? SAMPLE_POLYFLAGS_TEAM1PHASEGATE : SAMPLE_POLYFLAGS_TEAM2PHASEGATE ;
for ( auto pg = OtherPhaseGates . begin ( ) ; pg ! = OtherPhaseGates . end ( ) ; pg + + )
{
// Don't add off-mesh connections to ourselves!
if ( pg - > edict = = NewStructure - > edict ) { continue ; }
AvHAIBuildableStructure OtherPhaseGate = ( * pg ) ;
AvHAIOffMeshConnection NewConnection ;
NewConnection . FromLocation = NewStructure - > Location ;
NewConnection . ToLocation = OtherPhaseGate . Location ;
NewConnection . ConnectionFlags = NewFlag ;
NewConnection . TargetObject = OtherPhaseGate . edict ;
memset ( & NewConnection . ConnectionRefs [ 0 ] , 0 , sizeof ( NewConnection . ConnectionRefs ) ) ;
UTIL_AddOffMeshConnection ( NewStructure - > Location , OtherPhaseGate . Location , SAMPLE_POLYAREA_PHASEGATE , NewFlag , true , & NewConnection ) ;
NewStructure - > OffMeshConnections . push_back ( NewConnection ) ;
}
}
if ( NewStructure - > StructureType = = STRUCTURE_MARINE_INFANTRYPORTAL )
{
AvHTeamNumber Team = ( AvHTeamNumber ) NewStructure - > edict - > v . team ;
if ( Team = = GetGameRules ( ) - > GetTeamANumber ( ) )
{
TeamAStartingLocation = ZERO_VECTOR ;
}
else
{
TeamBStartingLocation = ZERO_VECTOR ;
}
AITAC_GetTeamStartingLocation ( Team ) ; // Force refresh of reachabilities and team starting locations
}
}
void AITAC_RemovePhaseGateConnections ( AvHAIBuildableStructure * SourceGate , AvHAIBuildableStructure * TargetGate )
{
if ( ! SourceGate | | ! TargetGate ) { return ; }
for ( auto it = SourceGate - > OffMeshConnections . begin ( ) ; it ! = SourceGate - > OffMeshConnections . end ( ) ; )
{
if ( it - > TargetObject = = TargetGate - > edict )
{
UTIL_RemoveOffMeshConnections ( & ( * it ) ) ;
it = SourceGate - > OffMeshConnections . erase ( it ) ;
}
else
{
it + + ;
}
}
}
void AITAC_OnStructureBeginRecycling ( AvHAIBuildableStructure * RecyclingStructure )
{
if ( ! RecyclingStructure | | FNullEnt ( RecyclingStructure - > edict ) | | RecyclingStructure - > edict - > v . deadflag ! = DEAD_NO | | ( RecyclingStructure - > edict - > v . effects & EF_NODRAW ) ) { return ; }
// For phase gates, treat them like they've been destroyed
if ( RecyclingStructure - > StructureType = = STRUCTURE_MARINE_PHASEGATE )
{
AITAC_OnStructureDestroyed ( RecyclingStructure ) ;
}
}
void AITAC_OnStructureDestroyed ( AvHAIBuildableStructure * DestroyedStructure )
{
if ( ! DestroyedStructure | | FNullEnt ( DestroyedStructure - > edict ) ) { return ; }
UTIL_RemoveStructureTemporaryObstacles ( DestroyedStructure ) ;
if ( DestroyedStructure - > StructureType = = STRUCTURE_MARINE_PHASEGATE )
{
// Eliminate all connections from this phase gate
for ( auto it = DestroyedStructure - > OffMeshConnections . begin ( ) ; it ! = DestroyedStructure - > OffMeshConnections . end ( ) ; it + + )
{
UTIL_RemoveOffMeshConnections ( & ( * it ) ) ;
}
DestroyedStructure - > OffMeshConnections . clear ( ) ;
DeployableSearchFilter Filter ;
Filter . DeployableTypes = STRUCTURE_MARINE_PHASEGATE ;
Filter . DeployableTeam = ( AvHTeamNumber ) DestroyedStructure - > edict - > v . team ;
Filter . ReachabilityFlags = AI_REACHABILITY_NONE ;
Filter . IncludeStatusFlags = STRUCTURE_STATUS_COMPLETED ;
// Get all other completed phase gates for this team and remove any connections going to this structure
std : : vector < AvHAIBuildableStructure * > OtherPhaseGates = AITAC_FindAllDeployablesByRef ( DestroyedStructure - > Location , & Filter ) ;
for ( auto it = OtherPhaseGates . begin ( ) ; it ! = OtherPhaseGates . end ( ) ; it + + )
{
// Don't check for off-mesh connections from ourselves!
if ( ( * it ) - > edict = = DestroyedStructure - > edict ) { continue ; }
AvHAIBuildableStructure * OtherPhaseGate = ( * it ) ;
AITAC_RemovePhaseGateConnections ( OtherPhaseGate , DestroyedStructure ) ;
}
}
if ( DestroyedStructure - > StructureType = = STRUCTURE_MARINE_INFANTRYPORTAL )
{
AvHTeamNumber Team = ( AvHTeamNumber ) DestroyedStructure - > edict - > v . team ;
if ( Team = = GetGameRules ( ) - > GetTeamANumber ( ) )
{
TeamAStartingLocation = ZERO_VECTOR ;
}
else
{
TeamBStartingLocation = ZERO_VECTOR ;
}
AITAC_GetTeamStartingLocation ( Team ) ; // Force refresh of reachabilities and team starting locations
}
vector < NavHint * > NavHints = NAV_GetHintsOfType ( DestroyedStructure - > StructureType ) ;
for ( auto it = NavHints . begin ( ) ; it ! = NavHints . end ( ) ; it + + )
{
NavHint * ThisHint = ( * it ) ;
if ( ThisHint - > OccupyingBuilding = = DestroyedStructure - > edict )
{
ThisHint - > OccupyingBuilding = nullptr ;
}
}
}
void AITAC_LinkStructureToPlayer ( AvHAIBuildableStructure * NewStructure )
{
vector < AvHAIPlayer * > AllTeamPlayers = AIMGR_GetAIPlayersOnTeam ( ( AvHTeamNumber ) NewStructure - > edict - > v . team ) ;
for ( auto it = AllTeamPlayers . begin ( ) ; it ! = AllTeamPlayers . end ( ) ; it + + )
{
AvHAIPlayer * Player = ( * it ) ;
if ( Player - > PrimaryBotTask . ActiveBuildInfo . BuildStatus = = BUILD_ATTEMPT_PENDING & & Player - > PrimaryBotTask . ActiveBuildInfo . AttemptedStructureType = = NewStructure - > StructureType )
{
if ( vDist2DSq ( NewStructure - > Location , Player - > PrimaryBotTask . ActiveBuildInfo . AttemptedLocation ) < sqrf ( UTIL_MetresToGoldSrcUnits ( 2.0f ) ) )
{
Player - > PrimaryBotTask . ActiveBuildInfo . BuildStatus = BUILD_ATTEMPT_SUCCESS ;
Player - > PrimaryBotTask . ActiveBuildInfo . LinkedStructure = NewStructure ;
}
}
if ( Player - > SecondaryBotTask . ActiveBuildInfo . BuildStatus = = BUILD_ATTEMPT_PENDING & & Player - > SecondaryBotTask . ActiveBuildInfo . AttemptedStructureType = = NewStructure - > StructureType )
{
if ( vDist2DSq ( NewStructure - > Location , Player - > SecondaryBotTask . ActiveBuildInfo . AttemptedLocation ) < sqrf ( UTIL_MetresToGoldSrcUnits ( 2.0f ) ) )
{
Player - > SecondaryBotTask . ActiveBuildInfo . BuildStatus = BUILD_ATTEMPT_SUCCESS ;
Player - > SecondaryBotTask . ActiveBuildInfo . LinkedStructure = NewStructure ;
}
}
}
}
void AITAC_LinkDeployedItemToAction ( AvHAIPlayer * CommanderBot , const AvHAIDroppedItem * NewItem )
{
}
void AITAC_ClearStructureNavData ( )
{
for ( auto & it : TeamAStructureMap )
{
AITAC_OnStructureDestroyed ( & it . second ) ;
}
for ( auto & it : TeamBStructureMap )
{
AITAC_OnStructureDestroyed ( & it . second ) ;
}
}
void AITAC_ClearMapAIData ( bool bInitialMapLoad )
{
UTIL_ClearLocalizations ( ) ;
ResourceNodes . clear ( ) ;
// If we're clearing AI data due to a map load, then we just clear the hive data immediately since we've reloaded the nav mesh
// If we're clearing AI data due to a round restart, then ensure we properly clear all temp obstacles and connections since we're not reloading the mesh
if ( ! bInitialMapLoad )
{
AITAC_ClearHiveInfo ( ) ;
AITAC_ClearStructureNavData ( ) ;
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int NumAttempts = 0 ;
while ( ! bTileCacheUpToDate & & NumAttempts < 30 )
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{
UTIL_UpdateTileCache ( ) ;
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NumAttempts + + ;
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}
}
else
{
Hives . clear ( ) ;
}
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AITAC_ClearSquads ( ) ;
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MarineDroppedItemMap . clear ( ) ;
TeamAStructureMap . clear ( ) ;
TeamBStructureMap . clear ( ) ;
StructureRefreshFrame = 1 ;
ItemRefreshFrame = 1 ;
last_structure_refresh_time = 0.0f ;
last_item_refresh_time = 0.0f ;
TeamAStartingLocation = ZERO_VECTOR ;
TeamBStartingLocation = ZERO_VECTOR ;
}
void AITAC_RefreshTeamStartingLocations ( )
{
TeamAStartingLocation = ZERO_VECTOR ;
TeamBStartingLocation = ZERO_VECTOR ;
AITAC_GetTeamStartingLocation ( GetGameRules ( ) - > GetTeamANumber ( ) ) ;
}
void AITAC_ClearHiveInfo ( )
{
for ( auto it = Hives . begin ( ) ; it ! = Hives . end ( ) ; it + + )
{
if ( it - > ObstacleRefs [ REGULAR_NAV_MESH ] ! = 0 )
{
UTIL_RemoveTemporaryObstacles ( it - > ObstacleRefs ) ;
}
}
Hives . clear ( ) ;
}
bool AITAC_AlienHiveNeedsReinforcing ( const AvHAIHiveDefinition * Hive )
{
if ( ! Hive ) { return false ; }
DeployableSearchFilter SearchFilter ;
SearchFilter . DeployableTypes = STRUCTURE_ALIEN_OFFENCECHAMBER ;
SearchFilter . IncludeStatusFlags = 0 ;
SearchFilter . MaxSearchRadius = UTIL_MetresToGoldSrcUnits ( 10.0f ) ;
SearchFilter . DeployableTeam = Hive - > OwningTeam ;
SearchFilter . ReachabilityTeam = TEAM_IND ;
int NumOffenceChambers = AITAC_GetNumDeployablesNearLocation ( Hive - > FloorLocation , & SearchFilter ) ;
if ( NumOffenceChambers < 2 ) { return true ; }
if ( AITAC_TeamHiveWithTechExists ( Hive - > OwningTeam , ALIEN_BUILD_DEFENSE_CHAMBER ) )
{
SearchFilter . DeployableTypes = STRUCTURE_ALIEN_DEFENCECHAMBER ;
int NumDefenceChambers = AITAC_GetNumDeployablesNearLocation ( Hive - > FloorLocation , & SearchFilter ) ;
if ( NumDefenceChambers < 2 ) { return true ; }
}
if ( AITAC_TeamHiveWithTechExists ( Hive - > OwningTeam , ALIEN_BUILD_MOVEMENT_CHAMBER ) )
{
SearchFilter . DeployableTypes = STRUCTURE_ALIEN_MOVEMENTCHAMBER ;
bool bHasMoveChamber = AITAC_DeployableExistsAtLocation ( Hive - > FloorLocation , & SearchFilter ) ;
if ( ! bHasMoveChamber ) { return true ; }
}
if ( AITAC_TeamHiveWithTechExists ( Hive - > OwningTeam , ALIEN_BUILD_SENSORY_CHAMBER ) )
{
SearchFilter . DeployableTypes = STRUCTURE_ALIEN_SENSORYCHAMBER ;
bool bHasSensoryChamber = AITAC_DeployableExistsAtLocation ( Hive - > FloorLocation , & SearchFilter ) ;
if ( ! bHasSensoryChamber ) { return true ; }
}
return false ;
}
const AvHAIHiveDefinition * AITAC_GetHiveAtIndex ( int Index )
{
if ( Index > - 1 & & Index < Hives . size ( ) )
{
return & Hives [ Index ] ;
}
return nullptr ;
}
float AITAC_GetPhaseDistanceBetweenPoints ( const Vector StartPoint , const Vector EndPoint )
{
DeployableSearchFilter PGFilter ;
PGFilter . DeployableTypes = STRUCTURE_MARINE_PHASEGATE ;
PGFilter . IncludeStatusFlags = STRUCTURE_STATUS_COMPLETED ;
PGFilter . bConsiderPhaseDistance = false ;
int NumPhaseGates = AITAC_GetNumDeployablesNearLocation ( ZERO_VECTOR , & PGFilter ) ;
float DirectDist = vDist2D ( StartPoint , EndPoint ) ;
if ( NumPhaseGates < 2 )
{
return DirectDist ;
}
PGFilter . MaxSearchRadius = DirectDist ;
AvHAIBuildableStructure StartPhase = AITAC_FindClosestDeployableToLocation ( StartPoint , & PGFilter ) ;
if ( ! StartPhase . IsValid ( ) )
{
return DirectDist ;
}
AvHAIBuildableStructure EndPhase = AITAC_FindClosestDeployableToLocation ( EndPoint , & PGFilter ) ;
if ( FNullEnt ( EndPhase . edict ) | | EndPhase . edict = = StartPhase . edict )
{
return DirectDist ;
}
float PhaseDist = vDist2DSq ( StartPoint , StartPhase . edict - > v . origin ) + vDist2DSq ( EndPoint , EndPhase . edict - > v . origin ) ;
PhaseDist = sqrtf ( PhaseDist ) ;
return fminf ( DirectDist , PhaseDist ) ;
}
AvHAIDeployableStructureType UTIL_IUSER3ToStructureType ( const int inIUSER3 )
{
if ( inIUSER3 = = AVH_USER3_COMMANDER_STATION ) { return STRUCTURE_MARINE_COMMCHAIR ; }
if ( inIUSER3 = = AVH_USER3_RESTOWER ) { return STRUCTURE_MARINE_RESTOWER ; }
if ( inIUSER3 = = AVH_USER3_INFANTRYPORTAL ) { return STRUCTURE_MARINE_INFANTRYPORTAL ; }
if ( inIUSER3 = = AVH_USER3_ARMORY ) { return STRUCTURE_MARINE_ARMOURY ; }
if ( inIUSER3 = = AVH_USER3_ADVANCED_ARMORY ) { return STRUCTURE_MARINE_ADVARMOURY ; }
if ( inIUSER3 = = AVH_USER3_TURRET_FACTORY ) { return STRUCTURE_MARINE_TURRETFACTORY ; }
if ( inIUSER3 = = AVH_USER3_ADVANCED_TURRET_FACTORY ) { return STRUCTURE_MARINE_ADVTURRETFACTORY ; }
if ( inIUSER3 = = AVH_USER3_TURRET ) { return STRUCTURE_MARINE_TURRET ; }
if ( inIUSER3 = = AVH_USER3_SIEGETURRET ) { return STRUCTURE_MARINE_SIEGETURRET ; }
if ( inIUSER3 = = AVH_USER3_ARMSLAB ) { return STRUCTURE_MARINE_ARMSLAB ; }
if ( inIUSER3 = = AVH_USER3_PROTOTYPE_LAB ) { return STRUCTURE_MARINE_PROTOTYPELAB ; }
if ( inIUSER3 = = AVH_USER3_OBSERVATORY ) { return STRUCTURE_MARINE_OBSERVATORY ; }
if ( inIUSER3 = = AVH_USER3_PHASEGATE ) { return STRUCTURE_MARINE_PHASEGATE ; }
if ( inIUSER3 = = AVH_USER3_MINE ) { return STRUCTURE_MARINE_DEPLOYEDMINE ; }
if ( inIUSER3 = = AVH_USER3_HIVE ) { return STRUCTURE_ALIEN_HIVE ; }
if ( inIUSER3 = = AVH_USER3_ALIENRESTOWER ) { return STRUCTURE_ALIEN_RESTOWER ; }
if ( inIUSER3 = = AVH_USER3_DEFENSE_CHAMBER ) { return STRUCTURE_ALIEN_DEFENCECHAMBER ; }
if ( inIUSER3 = = AVH_USER3_SENSORY_CHAMBER ) { return STRUCTURE_ALIEN_SENSORYCHAMBER ; }
if ( inIUSER3 = = AVH_USER3_MOVEMENT_CHAMBER ) { return STRUCTURE_ALIEN_MOVEMENTCHAMBER ; }
if ( inIUSER3 = = AVH_USER3_OFFENSE_CHAMBER ) { return STRUCTURE_ALIEN_OFFENCECHAMBER ; }
return STRUCTURE_NONE ;
}
unsigned char UTIL_GetAreaForObstruction ( AvHAIDeployableStructureType StructureType , const edict_t * BuildingEdict )
{
if ( StructureType = = STRUCTURE_NONE ) { return DT_TILECACHE_NULL_AREA ; }
AvHTeamNumber TeamA = GetGameRules ( ) - > GetTeamANumber ( ) ;
AvHTeamNumber TeamB = GetGameRules ( ) - > GetTeamBNumber ( ) ;
unsigned char TeamStructureArea = ( BuildingEdict - > v . team = = TeamA ) ? DT_TILECACHE_TEAM1STRUCTURE_AREA : DT_TILECACHE_TEAM2STRUCTURE_AREA ;
switch ( StructureType )
{
case STRUCTURE_MARINE_COMMCHAIR :
case STRUCTURE_MARINE_ARMOURY :
case STRUCTURE_MARINE_ADVARMOURY :
case STRUCTURE_MARINE_OBSERVATORY :
case STRUCTURE_ALIEN_RESTOWER :
case STRUCTURE_MARINE_RESTOWER :
case STRUCTURE_ALIEN_HIVE :
return TeamStructureArea ;
default :
return DT_TILECACHE_BLOCKED_AREA ;
}
return DT_TILECACHE_BLOCKED_AREA ;
}
float UTIL_GetStructureRadiusForObstruction ( AvHAIDeployableStructureType StructureType )
{
if ( StructureType = = STRUCTURE_NONE ) { return 0.0f ; }
switch ( StructureType )
{
case STRUCTURE_MARINE_TURRETFACTORY :
case STRUCTURE_MARINE_COMMCHAIR :
return 60.0f ;
case STRUCTURE_MARINE_TURRET :
return 30.0f ;
case STRUCTURE_MARINE_DEPLOYEDMINE :
return 12.0f ;
default :
return 40.0f ;
}
return 40.0f ;
}
bool UTIL_ShouldStructureCollide ( AvHAIDeployableStructureType StructureType )
{
if ( StructureType = = STRUCTURE_NONE ) { return false ; }
switch ( StructureType )
{
case STRUCTURE_MARINE_INFANTRYPORTAL :
case STRUCTURE_MARINE_PHASEGATE :
case STRUCTURE_MARINE_DEPLOYEDMINE :
return false ;
default :
return true ;
}
return true ;
}
bool UTIL_IsStructureElectrified ( edict_t * Structure )
{
if ( FNullEnt ( Structure ) ) { return false ; }
return ( ! UTIL_StructureIsRecycling ( Structure ) & & ( Structure - > v . iuser4 & MASK_UPGRADE_11 ) ) ;
}
bool UTIL_StructureIsFullyBuilt ( edict_t * Structure )
{
if ( FNullEnt ( Structure ) ) { return false ; }
AvHAIDeployableStructureType StructureType = GetStructureTypeFromEdict ( Structure ) ;
if ( StructureType = = STRUCTURE_ALIEN_HIVE )
{
const AvHAIHiveDefinition * Hive = AITAC_GetHiveFromEdict ( Structure ) ;
return ( Hive & & Hive - > Status ! = HIVE_STATUS_UNBUILT ) ;
}
else
{
if ( ! Structure ) { return false ; }
AvHBaseBuildable * StructureRef = dynamic_cast < AvHBaseBuildable * > ( CBaseEntity : : Instance ( Structure ) ) ;
return ( StructureRef & & StructureRef - > GetIsBuilt ( ) ) ;
}
}
bool UTIL_IsBuildableStructureStillReachable ( AvHAIPlayer * pBot , const edict_t * Structure )
{
int Index = ENTINDEX ( Structure ) ;
if ( Index < 0 ) { return false ; }
// Hives have static positions so should always be considered reachable.
// Resource towers technically do too, but there could be some built by humans which the bots can't get to
AvHAIDeployableStructureType StructureType = GetStructureTypeFromEdict ( Structure ) ;
if ( StructureType = = STRUCTURE_ALIEN_HIVE | | StructureType = = STRUCTURE_NONE ) { return true ; }
AvHAIBuildableStructure StructureRef = AITAC_GetDeployableFromEdict ( Structure ) ;
if ( ! StructureRef . IsValid ( ) ) { return false ; }
unsigned int TeamReachability = ( pBot - > Edict - > v . team = = GetGameRules ( ) - > GetTeamANumber ( ) ) ? StructureRef . TeamAReachabilityFlags : StructureRef . TeamBReachabilityFlags ;
return ( TeamReachability & pBot - > BotNavInfo . NavProfile . ReachabilityFlag ) ;
}
bool UTIL_IsDroppedItemStillReachable ( AvHAIPlayer * pBot , const edict_t * Item )
{
int Index = ENTINDEX ( Item ) ;
if ( Index < 0 ) { return false ; }
unsigned int TeamReachability = ( pBot - > Edict - > v . team = = GetGameRules ( ) - > GetTeamANumber ( ) ) ? MarineDroppedItemMap [ Index ] . TeamAReachabilityFlags : MarineDroppedItemMap [ Index ] . TeamBReachabilityFlags ;
return ( TeamReachability & pBot - > BotNavInfo . NavProfile . ReachabilityFlag ) ;
}
AvHAIWeapon UTIL_GetWeaponTypeFromEdict ( const edict_t * ItemEdict )
{
int Index = ENTINDEX ( ItemEdict ) ;
if ( Index < 0 ) { return WEAPON_INVALID ; }
AvHAIDeployableItemType ItemType = MarineDroppedItemMap [ Index ] . ItemType ;
switch ( ItemType )
{
case DEPLOYABLE_ITEM_WELDER :
return WEAPON_MARINE_WELDER ;
case DEPLOYABLE_ITEM_HMG :
return WEAPON_MARINE_HMG ;
case DEPLOYABLE_ITEM_GRENADELAUNCHER :
return WEAPON_MARINE_GL ;
case DEPLOYABLE_ITEM_SHOTGUN :
return WEAPON_MARINE_SHOTGUN ;
case DEPLOYABLE_ITEM_MINES :
return WEAPON_MARINE_MINES ;
default :
return WEAPON_INVALID ;
}
return WEAPON_INVALID ;
}
bool UTIL_StructureIsRecycling ( edict_t * Structure )
{
if ( ! Structure ) { return false ; }
AvHBaseBuildable * StructureRef = dynamic_cast < AvHBaseBuildable * > ( CBaseEntity : : Instance ( Structure ) ) ;
return ( StructureRef & & StructureRef - > GetIsRecycling ( ) ) ;
}
bool UTIL_StructureIsUpgrading ( edict_t * Structure )
{
if ( ! Structure ) { return false ; }
AvHBaseBuildable * StructureRef = dynamic_cast < AvHBaseBuildable * > ( CBaseEntity : : Instance ( Structure ) ) ;
return ( StructureRef & & StructureRef - > GetIsResearching ( ) & & ( Structure - > v . iuser2 = = ARMORY_UPGRADE | | Structure - > v . iuser2 = = TURRET_FACTORY_UPGRADE ) ) ;
}
bool UTIL_StructureIsResearching ( edict_t * Structure )
{
if ( ! Structure ) { return false ; }
AvHBaseBuildable * StructureRef = dynamic_cast < AvHBaseBuildable * > ( CBaseEntity : : Instance ( Structure ) ) ;
return ( StructureRef & & StructureRef - > GetIsResearching ( ) ) ;
}
bool UTIL_StructureIsResearching ( edict_t * Structure , const AvHMessageID Research )
{
if ( ! Structure ) { return false ; }
AvHBaseBuildable * StructureRef = dynamic_cast < AvHBaseBuildable * > ( CBaseEntity : : Instance ( Structure ) ) ;
return ( StructureRef & & StructureRef - > GetIsResearching ( ) & & Structure - > v . iuser2 = = ( int ) Research ) ;
}
bool AITAC_MarineResearchIsAvailable ( const AvHTeamNumber Team , const AvHMessageID Research )
{
AvHTeam * PlayerTeam = GetGameRules ( ) - > GetTeam ( Team ) ;
if ( ! PlayerTeam ) { return false ; }
AvHMessageID Message = Research ;
return PlayerTeam - > GetResearchManager ( ) . GetIsMessageAvailable ( Message ) ;
}
bool AITAC_ElectricalResearchIsAvailable ( edict_t * Structure )
{
if ( FNullEnt ( Structure ) ) { return false ; }
if ( UTIL_IsStructureElectrified ( Structure ) ) { return false ; }
AvHAIDeployableStructureType StructureTypeToElectrify = GetStructureTypeFromEdict ( Structure ) ;
AvHAIDeployableStructureType ElectrifyableStructureTypes = ( AvHAIDeployableStructureType ) ( STRUCTURE_MARINE_ARMOURY | STRUCTURE_MARINE_ADVARMOURY | STRUCTURE_MARINE_RESTOWER ) ;
if ( ! ( ElectrifyableStructureTypes & StructureTypeToElectrify ) ) { return false ; }
DeployableSearchFilter TFFilter ;
TFFilter . DeployableTypes = STRUCTURE_MARINE_TURRETFACTORY | STRUCTURE_MARINE_ADVTURRETFACTORY ;
TFFilter . ExcludeStatusFlags = STRUCTURE_STATUS_RECYCLING ;
TFFilter . IncludeStatusFlags = STRUCTURE_STATUS_COMPLETED ;
TFFilter . DeployableTeam = ( AvHTeamNumber ) Structure - > v . team ;
if ( ! AITAC_DeployableExistsAtLocation ( AITAC_GetCommChairLocation ( ( AvHTeamNumber ) Structure - > v . team ) , & TFFilter ) ) { return false ; }
return ( Structure - > v . iuser4 & MASK_UPGRADE_1 ) ;
}
AvHAIHiveDefinition * AITAC_GetHiveFromEdict ( const edict_t * Edict )
{
if ( Edict - > v . iuser3 ! = AVH_USER3_HIVE ) { return nullptr ; }
for ( auto it = Hives . begin ( ) ; it ! = Hives . end ( ) ; it + + )
{
if ( it - > HiveEdict = = Edict )
{
return & ( * it ) ;
}
}
return nullptr ;
}
AvHAIResourceNode * AITAC_GetResourceNodeFromEdict ( const edict_t * Edict )
{
for ( auto it = ResourceNodes . begin ( ) ; it ! = ResourceNodes . end ( ) ; it + + )
{
if ( it - > ResourceEdict = = Edict )
{
return & ( * it ) ;
}
}
return nullptr ;
}
const AvHAIHiveDefinition * AITAC_GetHiveNearestLocation ( const Vector SearchLocation )
{
AvHAIHiveDefinition * Result = nullptr ;
float MinDist = 0.0f ;
for ( auto it = Hives . begin ( ) ; it ! = Hives . end ( ) ; it + + )
{
float ThisDist = vDist3DSq ( SearchLocation , it - > Location ) ;
if ( ! Result | | ThisDist < MinDist )
{
Result = & ( * it ) ;
MinDist = ThisDist ;
}
}
return Result ;
}
const AvHAIHiveDefinition * AITAC_GetActiveHiveNearestLocation ( AvHTeamNumber Team , const Vector SearchLocation )
{
AvHAIHiveDefinition * Result = nullptr ;
float MinDist = 0.0f ;
for ( auto it = Hives . begin ( ) ; it ! = Hives . end ( ) ; it + + )
{
if ( it - > Status ! = HIVE_STATUS_BUILT | | it - > OwningTeam ! = Team ) { continue ; }
float ThisDist = vDist3DSq ( SearchLocation , it - > Location ) ;
if ( ! Result | | ThisDist < MinDist )
{
Result = & ( * it ) ;
MinDist = ThisDist ;
}
}
return Result ;
}
const AvHAIHiveDefinition * AITAC_GetNonEmptyHiveNearestLocation ( const Vector SearchLocation )
{
AvHAIHiveDefinition * Result = nullptr ;
float MinDist = 0.0f ;
for ( auto it = Hives . begin ( ) ; it ! = Hives . end ( ) ; it + + )
{
if ( it - > Status = = HIVE_STATUS_UNBUILT ) { continue ; }
float ThisDist = vDist3DSq ( SearchLocation , it - > Location ) ;
if ( ! Result | | ThisDist < MinDist )
{
Result = & ( * it ) ;
MinDist = ThisDist ;
}
}
return Result ;
}
AvHAIResourceNode * AITAC_GetNearestResourceNodeToLocation ( const Vector Location )
{
AvHAIResourceNode * Result = nullptr ;
float CurrMinDist = 0 ;
for ( auto it = ResourceNodes . begin ( ) ; it ! = ResourceNodes . end ( ) ; it + + )
{
float DistSq = vDist2DSq ( it - > Location , Location ) ;
if ( ! Result | | DistSq < CurrMinDist )
{
Result = & ( * it ) ;
CurrMinDist = DistSq ;
}
}
return Result ;
}
float AITAC_GetTeamResNodeOwnership ( const AvHTeamNumber Team , bool bIncludeBaseNodes )
{
int NumViableResNodes = 0 ;
int NumOwnedResNodes = 0 ;
AvHAIResourceNode * MarineBaseNode = nullptr ;
bool bIsMarineType = AIMGR_GetTeamType ( Team ) = = AVH_CLASS_TYPE_MARINE ;
if ( bIsMarineType )
{
MarineBaseNode = AITAC_GetNearestResourceNodeToLocation ( AITAC_GetCommChairLocation ( Team ) ) ;
}
for ( auto it = ResourceNodes . begin ( ) ; it ! = ResourceNodes . end ( ) ; it + + )
{
unsigned int CheckReachabilityFlags = ( it - > TeamAReachabilityFlags | it - > TeamBReachabilityFlags ) ;
if ( Team ! = TEAM_IND )
{
CheckReachabilityFlags = ( Team = = GetGameRules ( ) - > GetTeamANumber ( ) ) ? it - > TeamAReachabilityFlags : it - > TeamBReachabilityFlags ;
}
if ( CheckReachabilityFlags = = AI_REACHABILITY_UNREACHABLE ) { continue ; }
if ( ! bIncludeBaseNodes )
{
if ( it - > bIsBaseNode )
{
if ( bIsMarineType )
{
if ( it - > ResourceEntity = = MarineBaseNode - > ResourceEntity ) { continue ; }
}
else
{
const AvHAIHiveDefinition * NearestHive = AITAC_GetHiveNearestLocation ( it - > Location ) ;
if ( NearestHive - > Status ! = HIVE_STATUS_UNBUILT ) { continue ; }
}
}
}
NumViableResNodes + + ;
if ( it - > OwningTeam = = Team )
{
NumOwnedResNodes + + ;
}
}
// If there are no viable resource nodes, then report we own them all to avoid divide by zero
if ( NumViableResNodes = = 0 ) { return 1.0f ; }
return ( float ) NumOwnedResNodes / ( float ) NumViableResNodes ;
}
int AITAC_GetNumResourceNodesNearLocation ( const Vector Location , const DeployableSearchFilter * Filter )
{
int Result = 0 ;
float MinDistSq = sqrf ( Filter - > MinSearchRadius ) ;
float MaxDistSq = sqrf ( Filter - > MaxSearchRadius ) ;
bool bUseMinDist = MinDistSq > 0.1f ;
bool bUseMaxDist = MaxDistSq > 0.1f ;
float CurrMinDist = 0 ;
for ( auto it = ResourceNodes . begin ( ) ; it ! = ResourceNodes . end ( ) ; it + + )
{
if ( Filter - > ReachabilityFlags ! = AI_REACHABILITY_NONE )
{
unsigned int CheckReachabilityFlags = ( it - > TeamAReachabilityFlags | it - > TeamBReachabilityFlags ) ;
if ( Filter - > ReachabilityTeam ! = TEAM_IND )
{
CheckReachabilityFlags = ( Filter - > ReachabilityTeam = = GetGameRules ( ) - > GetTeamANumber ( ) ) ? it - > TeamAReachabilityFlags : it - > TeamBReachabilityFlags ;
}
if ( ! ( CheckReachabilityFlags & Filter - > ReachabilityFlags ) ) { continue ; }
}
if ( it - > OwningTeam ! = Filter - > DeployableTeam ) { continue ; }
float DistSq = ( Filter - > bConsiderPhaseDistance ) ? sqrf ( AITAC_GetPhaseDistanceBetweenPoints ( it - > Location , Location ) ) : vDist2DSq ( it - > Location , Location ) ;
if ( ( ! bUseMinDist | | DistSq > = MinDistSq ) & & ( ! bUseMaxDist | | DistSq < = MaxDistSq ) & & ( ! Result | | DistSq < CurrMinDist ) )
{
Result + + ;
}
}
return Result ;
}
vector < AvHAIResourceNode * > AITAC_GetAllMatchingResourceNodes ( const Vector Location , const DeployableSearchFilter * Filter )
{
vector < AvHAIResourceNode * > Results ;
float MinDistSq = sqrf ( Filter - > MinSearchRadius ) ;
float MaxDistSq = sqrf ( Filter - > MaxSearchRadius ) ;
bool bUseMinDist = MinDistSq > 0.1f ;
bool bUseMaxDist = MaxDistSq > 0.1f ;
float CurrMinDist = 0 ;
for ( auto it = ResourceNodes . begin ( ) ; it ! = ResourceNodes . end ( ) ; it + + )
{
if ( Filter - > ReachabilityFlags ! = AI_REACHABILITY_NONE )
{
unsigned int CheckReachabilityFlags = ( it - > TeamAReachabilityFlags | it - > TeamBReachabilityFlags ) ;
if ( Filter - > ReachabilityTeam ! = TEAM_IND )
{
CheckReachabilityFlags = ( Filter - > ReachabilityTeam = = GetGameRules ( ) - > GetTeamANumber ( ) ) ? it - > TeamAReachabilityFlags : it - > TeamBReachabilityFlags ;
}
if ( ! ( CheckReachabilityFlags & Filter - > ReachabilityFlags ) ) { continue ; }
}
if ( it - > OwningTeam ! = Filter - > DeployableTeam ) { continue ; }
float DistSq = ( Filter - > bConsiderPhaseDistance ) ? sqrf ( AITAC_GetPhaseDistanceBetweenPoints ( it - > Location , Location ) ) : vDist2DSq ( it - > Location , Location ) ;
if ( ( ! bUseMinDist | | DistSq > = MinDistSq ) & & ( ! bUseMaxDist | | DistSq < = MaxDistSq ) )
{
Results . push_back ( & ( * it ) ) ;
}
}
return Results ;
}
AvHAIResourceNode * AITAC_FindNearestResourceNodeToLocation ( const Vector Location , const DeployableSearchFilter * Filter )
{
AvHAIResourceNode * Result = nullptr ;
float MinDistSq = sqrf ( Filter - > MinSearchRadius ) ;
float MaxDistSq = sqrf ( Filter - > MaxSearchRadius ) ;
bool bUseMinDist = MinDistSq > 0.1f ;
bool bUseMaxDist = MaxDistSq > 0.1f ;
float CurrMinDist = 0 ;
for ( auto it = ResourceNodes . begin ( ) ; it ! = ResourceNodes . end ( ) ; it + + )
{
if ( Filter - > ReachabilityFlags ! = AI_REACHABILITY_NONE )
{
unsigned int CheckReachabilityFlags = ( it - > TeamAReachabilityFlags | it - > TeamBReachabilityFlags ) ;
if ( Filter - > ReachabilityTeam ! = TEAM_IND )
{
CheckReachabilityFlags = ( Filter - > ReachabilityTeam = = GetGameRules ( ) - > GetTeamANumber ( ) ) ? it - > TeamAReachabilityFlags : it - > TeamBReachabilityFlags ;
}
if ( ! ( CheckReachabilityFlags & Filter - > ReachabilityFlags ) ) { continue ; }
}
if ( it - > OwningTeam ! = Filter - > DeployableTeam ) { continue ; }
float DistSq = ( Filter - > bConsiderPhaseDistance ) ? sqrf ( AITAC_GetPhaseDistanceBetweenPoints ( it - > Location , Location ) ) : vDist2DSq ( it - > Location , Location ) ;
if ( ( ! bUseMinDist | | DistSq > = MinDistSq ) & & ( ! bUseMaxDist | | DistSq < = MaxDistSq ) & & ( ! Result | | DistSq < CurrMinDist ) )
{
Result = & ( * it ) ;
}
}
return Result ;
}
int AITAC_GetNumActivePlayersOnTeam ( const AvHTeamNumber Team )
{
int Result = 0 ;
for ( int i = 1 ; i < = gpGlobals - > maxClients ; i + + )
{
edict_t * PlayerEdict = INDEXENT ( i ) ;
if ( ! FNullEnt ( PlayerEdict ) & & ! PlayerEdict - > free & & IsPlayerActiveInGame ( PlayerEdict ) ) { Result + + ; }
}
return Result ;
}
int AITAC_GetNumPlayersOfTeamAndClassInArea ( const AvHTeamNumber Team , const Vector SearchLocation , const float SearchRadius , const bool bConsiderPhaseDist , const edict_t * IgnorePlayer , const AvHUser3 SearchClass )
{
int Result = 0 ;
float MaxRadiusSq = sqrf ( SearchRadius ) ;
for ( int i = 1 ; i < = gpGlobals - > maxClients ; i + + )
{
edict_t * PlayerEdict = INDEXENT ( i ) ;
if ( FNullEnt ( PlayerEdict ) | | PlayerEdict - > free | | PlayerEdict = = IgnorePlayer ) { continue ; }
AvHPlayer * PlayerRef = dynamic_cast < AvHPlayer * > ( CBaseEntity : : Instance ( PlayerEdict ) ) ;
if ( PlayerRef ! = nullptr & & GetPlayerActiveClass ( PlayerRef ) = = SearchClass & & ( Team = = TEAM_IND | | PlayerRef - > GetTeam ( ) = = Team ) & & IsPlayerActiveInGame ( PlayerEdict ) )
{
float Dist = ( bConsiderPhaseDist ) ? sqrf ( AITAC_GetPhaseDistanceBetweenPoints ( PlayerEdict - > v . origin , SearchLocation ) ) : vDist2DSq ( PlayerEdict - > v . origin , SearchLocation ) ;
if ( Dist < = MaxRadiusSq )
{
Result + + ;
}
}
}
return Result ;
}
vector < AvHPlayer * > AITAC_GetAllPlayersOfTeamInArea ( const AvHTeamNumber Team , const Vector SearchLocation , const float SearchRadius , const bool bConsiderPhaseDist , const edict_t * IgnorePlayer , const AvHUser3 IgnoreClass )
{
vector < AvHPlayer * > Result ;
float MaxRadiusSq = sqrf ( SearchRadius ) ;
for ( int i = 1 ; i < = gpGlobals - > maxClients ; i + + )
{
edict_t * PlayerEdict = INDEXENT ( i ) ;
if ( FNullEnt ( PlayerEdict ) | | PlayerEdict - > free | | PlayerEdict = = IgnorePlayer ) { continue ; }
AvHPlayer * PlayerRef = dynamic_cast < AvHPlayer * > ( CBaseEntity : : Instance ( PlayerEdict ) ) ;
if ( PlayerRef ! = nullptr & & GetPlayerActiveClass ( PlayerRef ) ! = IgnoreClass & & ( Team = = TEAM_IND | | PlayerRef - > GetTeam ( ) = = Team ) & & IsPlayerActiveInGame ( PlayerEdict ) )
{
float Dist = ( bConsiderPhaseDist ) ? sqrf ( AITAC_GetPhaseDistanceBetweenPoints ( PlayerEdict - > v . origin , SearchLocation ) ) : vDist2DSq ( PlayerEdict - > v . origin , SearchLocation ) ;
if ( Dist < = MaxRadiusSq )
{
Result . push_back ( PlayerRef ) ;
}
}
}
return Result ;
}
int AITAC_GetNumPlayersOfTeamInArea ( const AvHTeamNumber Team , const Vector SearchLocation , const float SearchRadius , const bool bConsiderPhaseDist , const edict_t * IgnorePlayer , const AvHUser3 IgnoreClass )
{
int Result = 0 ;
float MaxRadiusSq = sqrf ( SearchRadius ) ;
for ( int i = 1 ; i < = gpGlobals - > maxClients ; i + + )
{
edict_t * PlayerEdict = INDEXENT ( i ) ;
if ( FNullEnt ( PlayerEdict ) | | PlayerEdict - > free | | PlayerEdict = = IgnorePlayer ) { continue ; }
AvHPlayer * PlayerRef = dynamic_cast < AvHPlayer * > ( CBaseEntity : : Instance ( PlayerEdict ) ) ;
if ( PlayerRef ! = nullptr & & GetPlayerActiveClass ( PlayerRef ) ! = IgnoreClass & & ( Team = = TEAM_IND | | PlayerRef - > GetTeam ( ) = = Team ) & & IsPlayerActiveInGame ( PlayerEdict ) )
{
float Dist = ( bConsiderPhaseDist ) ? sqrf ( AITAC_GetPhaseDistanceBetweenPoints ( PlayerEdict - > v . origin , SearchLocation ) ) : vDist2DSq ( PlayerEdict - > v . origin , SearchLocation ) ;
if ( Dist < = MaxRadiusSq )
{
Result + + ;
}
}
}
return Result ;
}
bool AITAC_AnyPlayersOfTeamInArea ( const AvHTeamNumber Team , const Vector SearchLocation , const float SearchRadius , const bool bConsiderPhaseDist , const edict_t * IgnorePlayer , const AvHUser3 IgnoreClass )
{
float MaxRadiusSq = sqrf ( SearchRadius ) ;
for ( int i = 1 ; i < = gpGlobals - > maxClients ; i + + )
{
edict_t * PlayerEdict = INDEXENT ( i ) ;
if ( FNullEnt ( PlayerEdict ) | | PlayerEdict - > free | | PlayerEdict = = IgnorePlayer ) { continue ; }
AvHPlayer * PlayerRef = dynamic_cast < AvHPlayer * > ( CBaseEntity : : Instance ( PlayerEdict ) ) ;
if ( PlayerRef ! = nullptr & & GetPlayerActiveClass ( PlayerRef ) ! = IgnoreClass & & ( Team = = TEAM_IND | | PlayerRef - > GetTeam ( ) = = Team ) & & IsPlayerActiveInGame ( PlayerEdict ) )
{
float Dist = ( bConsiderPhaseDist ) ? sqrf ( AITAC_GetPhaseDistanceBetweenPoints ( PlayerEdict - > v . origin , SearchLocation ) ) : vDist2DSq ( PlayerEdict - > v . origin , SearchLocation ) ;
if ( Dist < = MaxRadiusSq )
{
return true ;
}
}
}
return false ;
}
vector < AvHPlayer * > AITAC_GetAllPlayersOnTeamOfClass ( const AvHTeamNumber Team , const AvHUser3 SearchClass , const edict_t * IgnorePlayer )
{
vector < AvHPlayer * > Result ;
for ( int i = 1 ; i < = gpGlobals - > maxClients ; i + + )
{
edict_t * PlayerEdict = INDEXENT ( i ) ;
if ( FNullEnt ( PlayerEdict ) | | PlayerEdict - > free | | PlayerEdict = = IgnorePlayer ) { continue ; }
AvHPlayer * PlayerRef = dynamic_cast < AvHPlayer * > ( CBaseEntity : : Instance ( PlayerEdict ) ) ;
if ( PlayerRef ! = nullptr & & ( SearchClass = = AVH_USER3_NONE | | GetPlayerActiveClass ( PlayerRef ) = = SearchClass ) & & ( Team = = TEAM_IND | | PlayerRef - > GetTeam ( ) = = Team ) & & IsPlayerActiveInGame ( PlayerEdict ) )
{
Result . push_back ( PlayerRef ) ;
}
}
return Result ;
}
int AITAC_GetNumPlayersOnTeamOfClass ( const AvHTeamNumber Team , const AvHUser3 SearchClass , const edict_t * IgnorePlayer )
{
int Result = 0 ;
for ( int i = 1 ; i < = gpGlobals - > maxClients ; i + + )
{
edict_t * PlayerEdict = INDEXENT ( i ) ;
if ( FNullEnt ( PlayerEdict ) | | PlayerEdict - > free | | PlayerEdict = = IgnorePlayer ) { continue ; }
AvHPlayer * PlayerRef = dynamic_cast < AvHPlayer * > ( CBaseEntity : : Instance ( PlayerEdict ) ) ;
if ( PlayerRef ! = nullptr & & ( SearchClass = = AVH_USER3_NONE | | GetPlayerActiveClass ( PlayerRef ) = = SearchClass ) & & ( Team = = TEAM_IND | | PlayerRef - > GetTeam ( ) = = Team ) & & IsPlayerActiveInGame ( PlayerEdict ) )
{
Result + + ;
}
}
return Result ;
}
edict_t * AITAC_GetNearestPlayerOfClassInArea ( const AvHTeamNumber Team , const Vector SearchLocation , const float SearchRadius , const bool bConsiderPhaseDist , const edict_t * IgnorePlayer , const AvHUser3 SearchClass )
{
edict_t * Result = nullptr ;
float MaxRadiusSq = sqrf ( SearchRadius ) ;
float MinDistSq = 0.0f ;
for ( int i = 1 ; i < = gpGlobals - > maxClients ; i + + )
{
edict_t * PlayerEdict = INDEXENT ( i ) ;
if ( FNullEnt ( PlayerEdict ) | | PlayerEdict - > free | | PlayerEdict = = IgnorePlayer ) { continue ; }
AvHPlayer * PlayerRef = dynamic_cast < AvHPlayer * > ( CBaseEntity : : Instance ( PlayerEdict ) ) ;
if ( PlayerRef ! = nullptr & & ( SearchClass = = AVH_USER3_NONE | | GetPlayerActiveClass ( PlayerRef ) = = SearchClass ) & & ( Team = = TEAM_IND | | PlayerRef - > GetTeam ( ) = = Team ) & & IsPlayerActiveInGame ( PlayerEdict ) )
{
float Dist = ( bConsiderPhaseDist ) ? sqrf ( AITAC_GetPhaseDistanceBetweenPoints ( PlayerEdict - > v . origin , SearchLocation ) ) : vDist2DSq ( PlayerEdict - > v . origin , SearchLocation ) ;
if ( Dist < = MaxRadiusSq & & ( FNullEnt ( Result ) | | Dist < MinDistSq ) )
{
Result = PlayerEdict ;
MinDistSq = Dist ;
}
}
}
return Result ;
}
vector < edict_t * > AITAC_GetAllPlayersOfClassInArea ( const AvHTeamNumber Team , const Vector SearchLocation , const float SearchRadius , const bool bConsiderPhaseDist , const edict_t * IgnorePlayer , const AvHUser3 SearchClass )
{
vector < edict_t * > Result ;
float MaxRadiusSq = sqrf ( SearchRadius ) ;
float MinDistSq = 0.0f ;
for ( int i = 1 ; i < = gpGlobals - > maxClients ; i + + )
{
edict_t * PlayerEdict = INDEXENT ( i ) ;
if ( FNullEnt ( PlayerEdict ) | | PlayerEdict - > free | | PlayerEdict = = IgnorePlayer ) { continue ; }
AvHPlayer * PlayerRef = dynamic_cast < AvHPlayer * > ( CBaseEntity : : Instance ( PlayerEdict ) ) ;
if ( PlayerRef ! = nullptr & & ( SearchClass = = AVH_USER3_NONE | | GetPlayerActiveClass ( PlayerRef ) = = SearchClass ) & & ( Team = = TEAM_IND | | PlayerRef - > GetTeam ( ) = = Team ) & & IsPlayerActiveInGame ( PlayerEdict ) )
{
float Dist = ( bConsiderPhaseDist ) ? sqrf ( AITAC_GetPhaseDistanceBetweenPoints ( PlayerEdict - > v . origin , SearchLocation ) ) : vDist2DSq ( PlayerEdict - > v . origin , SearchLocation ) ;
if ( Dist < = MaxRadiusSq )
{
Result . push_back ( PlayerEdict ) ;
MinDistSq = Dist ;
}
}
}
return Result ;
}
AvHAIHiveDefinition * AITAC_GetTeamHiveWithTech ( const AvHTeamNumber Team , const AvHMessageID Tech )
{
AvHTeam * TeamRef = GetGameRules ( ) - > GetTeam ( Team ) ;
// If the team is invalid or marine team, return nothing since marines can't own hives.
if ( ! TeamRef | | TeamRef - > GetTeamType ( ) ! = AVH_CLASS_TYPE_ALIEN ) { return nullptr ; }
for ( auto it = Hives . begin ( ) ; it ! = Hives . end ( ) ; it + + )
{
// Only return active hives with the tech
if ( it - > OwningTeam = = Team & & it - > Status = = HIVE_STATUS_BUILT & & it - > TechStatus = = Tech )
{
return & ( * it ) ;
}
}
return nullptr ;
}
bool AITAC_TeamHiveWithTechExists ( const AvHTeamNumber Team , const AvHMessageID Tech )
{
AvHTeam * TeamRef = GetGameRules ( ) - > GetTeam ( Team ) ;
// If the team is invalid or marine team, return nothing since marines can't own hives.
if ( ! TeamRef | | TeamRef - > GetTeamType ( ) ! = AVH_CLASS_TYPE_ALIEN ) { return false ; }
for ( auto it = Hives . begin ( ) ; it ! = Hives . end ( ) ; it + + )
{
// Only return active hives with the tech
if ( it - > OwningTeam = = Team & & it - > Status = = HIVE_STATUS_BUILT & & it - > TechStatus = = Tech )
{
return true ;
}
}
return false ;
}
AvHAIDeployableItemType UTIL_GetItemTypeFromEdict ( const edict_t * ItemEdict )
{
if ( FNullEnt ( ItemEdict ) ) { return DEPLOYABLE_ITEM_NONE ; }
int ItemIndex = ENTINDEX ( ItemEdict ) ;
if ( ItemIndex < 0 ) { return DEPLOYABLE_ITEM_NONE ; }
return MarineDroppedItemMap [ ItemIndex ] . ItemType ;
}
bool UTIL_DroppedItemIsPrimaryWeapon ( const AvHAIDeployableItemType ItemType )
{
switch ( ItemType )
{
case DEPLOYABLE_ITEM_GRENADELAUNCHER :
case DEPLOYABLE_ITEM_HMG :
case DEPLOYABLE_ITEM_SHOTGUN :
return true ;
default :
return false ;
}
return false ;
}
AvHAIWeapon UTIL_GetWeaponTypeFromDroppedItem ( const AvHAIDeployableItemType ItemType )
{
switch ( ItemType )
{
case DEPLOYABLE_ITEM_GRENADELAUNCHER :
return WEAPON_MARINE_GL ;
case DEPLOYABLE_ITEM_HMG :
return WEAPON_MARINE_HMG ;
case DEPLOYABLE_ITEM_SHOTGUN :
return WEAPON_MARINE_SHOTGUN ;
case DEPLOYABLE_ITEM_WELDER :
return WEAPON_MARINE_WELDER ;
case DEPLOYABLE_ITEM_MINES :
return WEAPON_MARINE_MINES ;
default :
return WEAPON_INVALID ;
}
return WEAPON_INVALID ;
}
Vector UTIL_GetNextMinePosition2 ( edict_t * StructureToMine )
{
if ( FNullEnt ( StructureToMine ) ) { return ZERO_VECTOR ; }
AvHTeamNumber StructureTeam = ( AvHTeamNumber ) StructureToMine - > v . team ;
nav_profile MineCheckProfile = GetBaseNavProfile ( MARINE_BASE_NAV_PROFILE ) ;
MineCheckProfile . Filters . removeIncludeFlags ( SAMPLE_POLYFLAGS_BLOCKED ) ;
MineCheckProfile . Filters . removeIncludeFlags ( SAMPLE_POLYFLAGS_TEAM1STRUCTURE ) ;
MineCheckProfile . Filters . removeIncludeFlags ( SAMPLE_POLYFLAGS_TEAM2STRUCTURE ) ;
MineCheckProfile . Filters . removeIncludeFlags ( SAMPLE_POLYFLAGS_WELD ) ;
MineCheckProfile . Filters . removeIncludeFlags ( SAMPLE_POLYFLAGS_DOOR ) ;
MineCheckProfile . Filters . addExcludeFlags ( SAMPLE_POLYFLAGS_BLOCKED ) ;
MineCheckProfile . Filters . addExcludeFlags ( SAMPLE_POLYFLAGS_TEAM1STRUCTURE ) ;
MineCheckProfile . Filters . addExcludeFlags ( SAMPLE_POLYFLAGS_TEAM2STRUCTURE ) ;
MineCheckProfile . Filters . addExcludeFlags ( SAMPLE_POLYFLAGS_WELD ) ;
MineCheckProfile . Filters . addExcludeFlags ( SAMPLE_POLYFLAGS_DOOR ) ;
Vector FwdVector = UTIL_GetForwardVector2D ( StructureToMine - > v . angles ) ;
Vector RightVector = UTIL_GetVectorNormal2D ( UTIL_GetCrossProduct ( FwdVector , UP_VECTOR ) ) ;
bool bFwd = false ;
bool bRight = false ;
bool bBack = false ;
bool bLeft = false ;
DeployableSearchFilter MineFilter ;
MineFilter . DeployableTeam = StructureTeam ;
MineFilter . DeployableTypes = STRUCTURE_MARINE_DEPLOYEDMINE ;
MineFilter . MaxSearchRadius = UTIL_MetresToGoldSrcUnits ( 3.0f ) ;
vector < AvHAIBuildableStructure > SurroundingMines = AITAC_FindAllDeployables ( StructureToMine - > v . origin , & MineFilter ) ;
for ( auto it = SurroundingMines . begin ( ) ; it ! = SurroundingMines . end ( ) ; it + + )
{
AvHAIBuildableStructure ThisMine = ( * it ) ;
Vector Dir = UTIL_GetVectorNormal2D ( ThisMine . Location - StructureToMine - > v . origin ) ;
if ( UTIL_GetDotProduct2D ( FwdVector , Dir ) > 0.7f )
{
bFwd = true ;
}
if ( UTIL_GetDotProduct2D ( FwdVector , Dir ) < - 0.7f )
{
bBack = true ;
}
if ( UTIL_GetDotProduct2D ( RightVector , Dir ) > 0.7f )
{
bRight = true ;
}
if ( UTIL_GetDotProduct2D ( RightVector , Dir ) < - 0.7f )
{
bLeft = true ;
}
}
float Size = fmaxf ( StructureToMine - > v . size . x , StructureToMine - > v . size . y ) ;
Size + = 8.0f ;
if ( ! bFwd )
{
Vector SearchLocation = StructureToMine - > v . origin + ( FwdVector * Size ) ;
Vector BuildLocation = UTIL_ProjectPointToNavmesh ( SearchLocation , MineCheckProfile ) ;
if ( BuildLocation ! = ZERO_VECTOR )
{
return BuildLocation ;
}
}
if ( ! bBack )
{
Vector SearchLocation = StructureToMine - > v . origin - ( FwdVector * Size ) ;
Vector BuildLocation = UTIL_ProjectPointToNavmesh ( SearchLocation , MineCheckProfile ) ;
if ( BuildLocation ! = ZERO_VECTOR )
{
return BuildLocation ;
}
}
if ( ! bRight )
{
Vector SearchLocation = StructureToMine - > v . origin + ( RightVector * Size ) ;
Vector BuildLocation = UTIL_ProjectPointToNavmesh ( SearchLocation , MineCheckProfile ) ;
if ( BuildLocation ! = ZERO_VECTOR )
{
return BuildLocation ;
}
}
if ( ! bLeft )
{
Vector SearchLocation = StructureToMine - > v . origin - ( RightVector * Size ) ;
Vector BuildLocation = UTIL_ProjectPointToNavmesh ( SearchLocation , MineCheckProfile ) ;
if ( BuildLocation ! = ZERO_VECTOR )
{
return BuildLocation ;
}
}
Vector BuildLocation = UTIL_GetRandomPointOnNavmeshInRadiusIgnoreReachability ( MineCheckProfile , StructureToMine - > v . origin , Size ) ;
return BuildLocation ;
}
Vector UTIL_GetNextMinePosition ( edict_t * StructureToMine )
{
if ( FNullEnt ( StructureToMine ) ) { return ZERO_VECTOR ; }
AvHTeamNumber StructureTeam = ( AvHTeamNumber ) StructureToMine - > v . team ;
Vector FwdVector = UTIL_GetForwardVector2D ( StructureToMine - > v . angles ) ;
Vector RightVector = UTIL_GetVectorNormal2D ( UTIL_GetCrossProduct ( FwdVector , UP_VECTOR ) ) ;
bool bFwd = false ;
bool bRight = false ;
bool bBack = false ;
bool bLeft = false ;
DeployableSearchFilter MineFilter ;
MineFilter . DeployableTeam = StructureTeam ;
MineFilter . DeployableTypes = STRUCTURE_MARINE_DEPLOYEDMINE ;
MineFilter . MaxSearchRadius = UTIL_MetresToGoldSrcUnits ( 3.0f ) ;
vector < AvHAIBuildableStructure > SurroundingMines = AITAC_FindAllDeployables ( StructureToMine - > v . origin , & MineFilter ) ;
for ( auto it = SurroundingMines . begin ( ) ; it ! = SurroundingMines . end ( ) ; it + + )
{
AvHAIBuildableStructure ThisMine = ( * it ) ;
Vector Dir = UTIL_GetVectorNormal2D ( ThisMine . Location - StructureToMine - > v . origin ) ;
if ( UTIL_GetDotProduct2D ( FwdVector , Dir ) > 0.7f )
{
bFwd = true ;
}
if ( UTIL_GetDotProduct2D ( FwdVector , Dir ) < - 0.7f )
{
bBack = true ;
}
if ( UTIL_GetDotProduct2D ( RightVector , Dir ) > 0.7f )
{
bRight = true ;
}
if ( UTIL_GetDotProduct2D ( RightVector , Dir ) < - 0.7f )
{
bLeft = true ;
}
}
float Size = fmaxf ( StructureToMine - > v . size . x , StructureToMine - > v . size . y ) ;
Size + = 8.0f ;
if ( ! bFwd )
{
Vector SearchLocation = StructureToMine - > v . origin + ( FwdVector * Size ) ;
Vector BuildLocation = UTIL_ProjectPointToNavmesh ( SearchLocation ) ;
if ( BuildLocation ! = ZERO_VECTOR )
{
return BuildLocation ;
}
}
if ( ! bBack )
{
Vector SearchLocation = StructureToMine - > v . origin - ( FwdVector * Size ) ;
Vector BuildLocation = UTIL_ProjectPointToNavmesh ( SearchLocation ) ;
if ( BuildLocation ! = ZERO_VECTOR )
{
return BuildLocation ;
}
}
if ( ! bRight )
{
Vector SearchLocation = StructureToMine - > v . origin + ( RightVector * Size ) ;
Vector BuildLocation = UTIL_ProjectPointToNavmesh ( SearchLocation ) ;
if ( BuildLocation ! = ZERO_VECTOR )
{
return BuildLocation ;
}
}
if ( ! bLeft )
{
Vector SearchLocation = StructureToMine - > v . origin - ( RightVector * Size ) ;
Vector BuildLocation = UTIL_ProjectPointToNavmesh ( SearchLocation ) ;
if ( BuildLocation ! = ZERO_VECTOR )
{
return BuildLocation ;
}
}
Vector BuildLocation = UTIL_GetRandomPointOnNavmeshInRadiusIgnoreReachability ( GetBaseNavProfile ( STRUCTURE_BASE_NAV_PROFILE ) , StructureToMine - > v . origin , Size ) ;
return BuildLocation ;
}
int UTIL_GetCostOfStructureType ( AvHAIDeployableStructureType StructureType )
{
switch ( StructureType )
{
case STRUCTURE_MARINE_ARMOURY :
return BALANCE_VAR ( kArmoryCost ) ;
case STRUCTURE_MARINE_ARMSLAB :
return BALANCE_VAR ( kArmsLabCost ) ;
case STRUCTURE_MARINE_COMMCHAIR :
return BALANCE_VAR ( kCommandStationCost ) ;
case STRUCTURE_MARINE_INFANTRYPORTAL :
return BALANCE_VAR ( kInfantryPortalCost ) ;
case STRUCTURE_MARINE_OBSERVATORY :
return BALANCE_VAR ( kObservatoryCost ) ;
case STRUCTURE_MARINE_PHASEGATE :
return BALANCE_VAR ( kPhaseGateCost ) ;
case STRUCTURE_MARINE_PROTOTYPELAB :
return BALANCE_VAR ( kPrototypeLabCost ) ;
case STRUCTURE_MARINE_RESTOWER :
case STRUCTURE_ALIEN_RESTOWER :
return BALANCE_VAR ( kResourceTowerCost ) ;
case STRUCTURE_MARINE_SIEGETURRET :
return BALANCE_VAR ( kSiegeCost ) ;
case STRUCTURE_MARINE_TURRET :
return BALANCE_VAR ( kSentryCost ) ;
case STRUCTURE_MARINE_TURRETFACTORY :
return BALANCE_VAR ( kTurretFactoryCost ) ;
case STRUCTURE_ALIEN_HIVE :
return BALANCE_VAR ( kHiveCost ) ;
case STRUCTURE_ALIEN_OFFENCECHAMBER :
return BALANCE_VAR ( kOffenseChamberCost ) ;
case STRUCTURE_ALIEN_DEFENCECHAMBER :
return BALANCE_VAR ( kDefenseChamberCost ) ;
case STRUCTURE_ALIEN_MOVEMENTCHAMBER :
return BALANCE_VAR ( kMovementChamberCost ) ;
case STRUCTURE_ALIEN_SENSORYCHAMBER :
return BALANCE_VAR ( kSensoryChamberCost ) ;
default :
return 0 ;
}
return 0 ;
}
int AITAC_GetNumHives ( )
{
return Hives . size ( ) ;
}
int AITAC_GetNumTeamHives ( AvHTeamNumber Team , bool bFullyCompletedOnly )
{
int Result = 0 ;
for ( auto it = Hives . begin ( ) ; it ! = Hives . end ( ) ; it + + )
{
if ( it - > OwningTeam = = Team & & ( ! bFullyCompletedOnly | | it - > Status = = HIVE_STATUS_BUILT ) )
{
Result + + ;
}
}
return Result ;
}
AvHMessageID UTIL_StructureTypeToImpulseCommand ( const AvHAIDeployableStructureType StructureType )
{
switch ( StructureType )
{
case STRUCTURE_MARINE_ARMOURY :
return BUILD_ARMORY ;
case STRUCTURE_MARINE_ARMSLAB :
return BUILD_ARMSLAB ;
case STRUCTURE_MARINE_COMMCHAIR :
return BUILD_COMMANDSTATION ;
case STRUCTURE_MARINE_INFANTRYPORTAL :
return BUILD_INFANTRYPORTAL ;
case STRUCTURE_MARINE_OBSERVATORY :
return BUILD_OBSERVATORY ;
case STRUCTURE_MARINE_PHASEGATE :
return BUILD_PHASEGATE ;
case STRUCTURE_MARINE_PROTOTYPELAB :
return BUILD_PROTOTYPE_LAB ;
case STRUCTURE_MARINE_RESTOWER :
return BUILD_RESOURCES ;
case STRUCTURE_MARINE_SIEGETURRET :
return BUILD_SIEGE ;
case STRUCTURE_MARINE_TURRET :
return BUILD_TURRET ;
case STRUCTURE_MARINE_TURRETFACTORY :
return BUILD_TURRET_FACTORY ;
case STRUCTURE_ALIEN_DEFENCECHAMBER :
return ALIEN_BUILD_DEFENSE_CHAMBER ;
case STRUCTURE_ALIEN_MOVEMENTCHAMBER :
return ALIEN_BUILD_MOVEMENT_CHAMBER ;
case STRUCTURE_ALIEN_SENSORYCHAMBER :
return ALIEN_BUILD_SENSORY_CHAMBER ;
case STRUCTURE_ALIEN_OFFENCECHAMBER :
return ALIEN_BUILD_OFFENSE_CHAMBER ;
case STRUCTURE_ALIEN_RESTOWER :
return ALIEN_BUILD_RESOURCES ;
case STRUCTURE_ALIEN_HIVE :
return ALIEN_BUILD_HIVE ;
default :
return MESSAGE_NULL ;
}
return MESSAGE_NULL ;
}
AvHMessageID UTIL_ItemTypeToImpulseCommand ( const AvHAIDeployableItemType ItemType )
{
switch ( ItemType )
{
case DEPLOYABLE_ITEM_HEAVYARMOUR :
return BUILD_HEAVY ;
case DEPLOYABLE_ITEM_JETPACK :
return BUILD_JETPACK ;
case DEPLOYABLE_ITEM_CATALYSTS :
return BUILD_CAT ;
case DEPLOYABLE_ITEM_SCAN :
return BUILD_SCAN ;
case DEPLOYABLE_ITEM_HEALTHPACK :
return BUILD_HEALTH ;
case DEPLOYABLE_ITEM_AMMO :
return BUILD_AMMO ;
case DEPLOYABLE_ITEM_MINES :
return BUILD_MINES ;
case DEPLOYABLE_ITEM_WELDER :
return BUILD_WELDER ;
case DEPLOYABLE_ITEM_SHOTGUN :
return BUILD_SHOTGUN ;
case DEPLOYABLE_ITEM_HMG :
return BUILD_HMG ;
case DEPLOYABLE_ITEM_GRENADELAUNCHER :
return BUILD_GRENADE_GUN ;
default :
return MESSAGE_NULL ;
}
return MESSAGE_NULL ;
}
edict_t * AITAC_GetClosestPlayerOnTeamWithLOS ( AvHTeamNumber Team , const Vector & Location , float SearchRadius , edict_t * IgnorePlayer )
{
float distSq = sqrf ( SearchRadius ) ;
float MinDist = 0.0f ;
edict_t * Result = nullptr ;
for ( int i = 1 ; i < = gpGlobals - > maxClients ; i + + )
{
edict_t * PlayerEdict = INDEXENT ( i ) ;
if ( ! FNullEnt ( PlayerEdict ) & & PlayerEdict ! = IgnorePlayer & & PlayerEdict - > v . team = = Team & & IsPlayerActiveInGame ( PlayerEdict ) )
{
float ThisDist = vDist2DSq ( PlayerEdict - > v . origin , Location ) ;
if ( ThisDist < = distSq & & UTIL_QuickTrace ( PlayerEdict , GetPlayerEyePosition ( PlayerEdict ) , Location ) )
{
if ( FNullEnt ( Result ) | | ThisDist < MinDist )
{
Result = PlayerEdict ;
MinDist = ThisDist ;
}
}
}
}
return Result ;
}
bool AITAC_AnyPlayerOnTeamHasLOSToLocation ( AvHTeamNumber Team , const Vector & Location , float SearchRadius , edict_t * IgnorePlayer )
{
float distSq = sqrf ( SearchRadius ) ;
for ( int i = 1 ; i < = gpGlobals - > maxClients ; i + + )
{
edict_t * PlayerEdict = INDEXENT ( i ) ;
if ( ! FNullEnt ( PlayerEdict ) & & PlayerEdict ! = IgnorePlayer & & PlayerEdict - > v . team = = Team & & IsPlayerActiveInGame ( PlayerEdict ) )
{
float ThisDist = vDist2DSq ( PlayerEdict - > v . origin , Location ) ;
if ( ThisDist < = distSq & & UTIL_QuickTrace ( PlayerEdict , GetPlayerEyePosition ( PlayerEdict ) , Location ) )
{
return true ;
}
}
}
return false ;
}
vector < AvHPlayer * > AITAC_GetAllPlayersOnTeamWithLOS ( AvHTeamNumber Team , const Vector & Location , float SearchRadius , edict_t * IgnorePlayer )
{
vector < AvHPlayer * > Results ;
float distSq = sqrf ( SearchRadius ) ;
for ( int i = 1 ; i < = gpGlobals - > maxClients ; i + + )
{
edict_t * PlayerEdict = INDEXENT ( i ) ;
if ( ! FNullEnt ( PlayerEdict ) & & PlayerEdict ! = IgnorePlayer & & PlayerEdict - > v . team = = Team & & IsPlayerActiveInGame ( PlayerEdict ) )
{
float ThisDist = vDist2DSq ( PlayerEdict - > v . origin , Location ) ;
if ( ThisDist < = distSq & & UTIL_QuickTrace ( PlayerEdict , GetPlayerEyePosition ( PlayerEdict ) , Location ) )
{
AvHPlayer * PlayerRef = dynamic_cast < AvHPlayer * > ( CBaseEntity : : Instance ( PlayerEdict ) ) ;
if ( PlayerRef )
{
Results . push_back ( PlayerRef ) ;
}
}
}
}
return Results ;
}
int AITAC_GetNumPlayersOnTeamWithLOS ( AvHTeamNumber Team , const Vector & Location , float SearchRadius , edict_t * IgnorePlayer )
{
int Result = 0 ;
float distSq = sqrf ( SearchRadius ) ;
for ( int i = 1 ; i < = gpGlobals - > maxClients ; i + + )
{
edict_t * PlayerEdict = INDEXENT ( i ) ;
if ( ! FNullEnt ( PlayerEdict ) & & PlayerEdict ! = IgnorePlayer & & PlayerEdict - > v . team = = Team & & IsPlayerActiveInGame ( PlayerEdict ) )
{
float ThisDist = vDist2DSq ( PlayerEdict - > v . origin , Location ) ;
if ( ThisDist < = distSq & & UTIL_QuickTrace ( PlayerEdict , GetPlayerEyePosition ( PlayerEdict ) , Location ) )
{
Result + + ;
}
}
}
return Result ;
}
bool AITAC_ShouldBotBeCautious ( AvHAIPlayer * pBot )
{
if ( pBot - > BotNavInfo . CurrentPath . size ( ) = = 0 | | pBot - > BotNavInfo . CurrentPathPoint > = pBot - > BotNavInfo . CurrentPath . size ( ) ) { return false ; }
bot_path_node CurrentPathNode = pBot - > BotNavInfo . CurrentPath [ pBot - > BotNavInfo . CurrentPathPoint ] ;
if ( CurrentPathNode . area ! = SAMPLE_POLYAREA_GROUND ) { return false ; }
AvHTeamNumber EnemyTeam = AIMGR_GetEnemyTeam ( pBot - > Player - > GetTeam ( ) ) ;
if ( AITAC_AnyPlayerOnTeamHasLOSToLocation ( EnemyTeam , pBot - > Edict - > v . origin , UTIL_MetresToGoldSrcUnits ( 50.0f ) , nullptr ) ) { return false ; }
int NumEnemiesAtDestination = AITAC_GetNumPlayersOnTeamWithLOS ( EnemyTeam , CurrentPathNode . Location , UTIL_MetresToGoldSrcUnits ( 50.0f ) , pBot - > Edict ) ;
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if ( NumEnemiesAtDestination < = 1 )
{
DeployableSearchFilter TurretFilter ;
TurretFilter . DeployableTeam = EnemyTeam ;
TurretFilter . DeployableTypes = ( STRUCTURE_MARINE_TURRET | STRUCTURE_ALIEN_OFFENCECHAMBER ) ;
TurretFilter . IncludeStatusFlags = STRUCTURE_STATUS_COMPLETED ;
TurretFilter . ExcludeStatusFlags = STRUCTURE_STATUS_RECYCLING ;
TurretFilter . MaxSearchRadius = BALANCE_VAR ( kTurretRange ) ;
vector < AvHAIBuildableStructure > Turrets = AITAC_FindAllDeployables ( CurrentPathNode . Location , & TurretFilter ) ;
for ( auto it = Turrets . begin ( ) ; it ! = Turrets . end ( ) ; it + + )
{
if ( UTIL_QuickTrace ( pBot - > Edict , GetPlayerTopOfCollisionHull ( it - > edict ) , CurrentPathNode . Location ) )
{
NumEnemiesAtDestination + + ;
}
}
}
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if ( NumEnemiesAtDestination > 1 )
{
return ( vDist2DSq ( pBot - > Edict - > v . origin , CurrentPathNode . Location ) < sqrf ( UTIL_MetresToGoldSrcUnits ( 5.0f ) ) ) ;
}
return false ;
}
edict_t * AITAC_GetCommChair ( AvHTeamNumber Team )
{
// Invalid team, or team is alien and don't have a comm chair
if ( ! GetGameRules ( ) - > GetTeam ( Team ) | | GetGameRules ( ) - > GetTeam ( Team ) - > GetTeamType ( ) ! = AVH_CLASS_TYPE_MARINE ) { return nullptr ; }
DeployableSearchFilter ChairFilter ;
ChairFilter . DeployableTypes = STRUCTURE_MARINE_COMMCHAIR ;
ChairFilter . IncludeStatusFlags = STRUCTURE_STATUS_COMPLETED ;
ChairFilter . DeployableTeam = Team ;
vector < AvHAIBuildableStructure > CommChairs = AITAC_FindAllDeployables ( ZERO_VECTOR , & ChairFilter ) ;
edict_t * MainCommChair = nullptr ;
edict_t * BackupChair = nullptr ;
// If the team has more than one comm chair, pick the one in use
for ( auto it = CommChairs . begin ( ) ; it ! = CommChairs . end ( ) ; it + + )
{
AvHCommandStation * ChairRef = dynamic_cast < AvHCommandStation * > ( ( * it ) . EntityRef ) ;
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if ( ! ChairRef ) { continue ; }
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// Idle animation will be 3 if the chair is in use (closed animation). See AvHCommandStation::GetIdleAnimation
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if ( ChairRef - > GetIdleAnimation ( ) = = 3 )
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{
MainCommChair = ChairRef - > edict ( ) ;
}
else
{
BackupChair = ChairRef - > edict ( ) ;
}
}
if ( ! FNullEnt ( MainCommChair ) ) { return MainCommChair ; }
return BackupChair ;
}
edict_t * AITAC_GetNearestHumanAtLocation ( const AvHTeamNumber Team , const Vector Location , const float MaxSearchRadius )
{
edict_t * Result = nullptr ;
float distSq = sqrf ( MaxSearchRadius ) ;
for ( int i = 1 ; i < = gpGlobals - > maxClients ; i + + )
{
edict_t * PlayerEdict = INDEXENT ( i ) ;
if ( ! FNullEnt ( PlayerEdict ) & & PlayerEdict - > v . team = = Team & & ! ( PlayerEdict - > v . flags & FL_FAKECLIENT ) & & IsPlayerActiveInGame ( PlayerEdict ) )
{
float ThisDist = vDist2DSq ( PlayerEdict - > v . origin , Location ) ;
if ( ThisDist < = distSq )
{
Result = PlayerEdict ;
}
}
}
return Result ;
}
AvHAIDeployableStructureType UTIL_GetChamberTypeForHiveTech ( AvHMessageID HiveTech )
{
switch ( HiveTech )
{
case ALIEN_BUILD_DEFENSE_CHAMBER :
return STRUCTURE_ALIEN_DEFENCECHAMBER ;
case ALIEN_BUILD_MOVEMENT_CHAMBER :
return STRUCTURE_ALIEN_MOVEMENTCHAMBER ;
case ALIEN_BUILD_SENSORY_CHAMBER :
return STRUCTURE_ALIEN_SENSORYCHAMBER ;
default :
return STRUCTURE_NONE ;
}
return STRUCTURE_NONE ;
}
bool AITAC_ResearchIsComplete ( const AvHTeamNumber Team , const AvHTechID Research )
{
AvHTeam * TeamRef = GetGameRules ( ) - > GetTeam ( Team ) ;
if ( ! TeamRef ) { return false ; }
AvHResearchManager ResearchManager = TeamRef - > GetResearchManager ( ) ;
return ResearchManager . GetTechNodes ( ) . GetIsTechResearched ( Research ) ;
}
bool AITAC_PhaseGatesAvailable ( const AvHTeamNumber Team )
{
DeployableSearchFilter ObsFilter ;
ObsFilter . IncludeStatusFlags = STRUCTURE_STATUS_COMPLETED ;
ObsFilter . ExcludeStatusFlags = STRUCTURE_STATUS_RECYCLING ;
ObsFilter . DeployableTypes = STRUCTURE_MARINE_OBSERVATORY ;
ObsFilter . DeployableTeam = Team ;
bool bObsExists = AITAC_DeployableExistsAtLocation ( AITAC_GetTeamStartingLocation ( Team ) , & ObsFilter ) ;
return bObsExists & & AITAC_ResearchIsComplete ( Team , TECH_RESEARCH_PHASETECH ) ;
}
int AITAC_GetNumDeadPlayersOnTeam ( const AvHTeamNumber Team )
{
AvHTeam * TeamRef = GetGameRules ( ) - > GetTeam ( Team ) ;
if ( ! TeamRef ) { return 0 ; }
return TeamRef - > GetPlayerCount ( true ) ;
}
bool AITAC_StructureCanBeUpgraded ( edict_t * Structure )
{
// We can't upgrade a structure if it's not built, destroyed, or already doing something
if ( FNullEnt ( Structure )
| | Structure - > v . deadflag ! = DEAD_NO
| | ! UTIL_StructureIsFullyBuilt ( Structure )
| | UTIL_StructureIsRecycling ( Structure )
| | UTIL_StructureIsResearching ( Structure )
| | UTIL_StructureIsUpgrading ( Structure ) )
{
return false ;
}
return ( GetStructureTypeFromEdict ( Structure ) = = STRUCTURE_MARINE_ARMOURY | | GetStructureTypeFromEdict ( Structure ) = = STRUCTURE_MARINE_TURRETFACTORY ) ;
}
const AvHAIHiveDefinition * AITAC_GetNearestHiveUnderActiveSiege ( AvHTeamNumber SiegingTeam , const Vector SearchLocation )
{
AvHAIHiveDefinition * Result = nullptr ;
float MinDist = 0.0f ;
// Only marines can siege, so return nothing if the enemy are not marines
if ( AIMGR_GetTeamType ( SiegingTeam ) ! = AVH_CLASS_TYPE_MARINE ) { return nullptr ; }
for ( auto it = Hives . begin ( ) ; it ! = Hives . end ( ) ; it + + )
{
if ( it - > Status = = HIVE_STATUS_UNBUILT ) { continue ; }
DeployableSearchFilter SiegeFilter ;
SiegeFilter . DeployableTypes = STRUCTURE_MARINE_ADVTURRETFACTORY ;
SiegeFilter . DeployableTeam = SiegingTeam ;
SiegeFilter . MaxSearchRadius = UTIL_MetresToGoldSrcUnits ( 25.0f ) ;
SiegeFilter . IncludeStatusFlags = STRUCTURE_STATUS_COMPLETED ;
SiegeFilter . ExcludeStatusFlags = STRUCTURE_STATUS_RECYCLING ;
AvHAIBuildableStructure AdvTF = AITAC_FindClosestDeployableToLocation ( it - > Location , & SiegeFilter ) ;
if ( ! AdvTF . IsValid ( ) ) { continue ; }
SiegeFilter . DeployableTypes = STRUCTURE_MARINE_SIEGETURRET ;
SiegeFilter . MaxSearchRadius = UTIL_MetresToGoldSrcUnits ( 5.0f ) ;
bool bSTExists = AITAC_DeployableExistsAtLocation ( AdvTF . Location , & SiegeFilter ) ;
if ( bSTExists )
{
float ThisDist = vDist2DSq ( SearchLocation , it - > Location ) ;
if ( ! Result | | ThisDist < MinDist )
{
Result = & ( * it ) ;
MinDist = ThisDist ;
}
}
}
return Result ;
}
edict_t * AITAC_GetMarineEligibleToBuildSiege ( AvHTeamNumber Team , const AvHAIHiveDefinition * Hive )
{
if ( ! Hive ) { return nullptr ; }
edict_t * Result = nullptr ;
vector < AvHPlayer * > TeamPlayers = AIMGR_GetAllPlayersOnTeam ( Team ) ;
float MinDist = 0.0f ;
for ( auto it = TeamPlayers . begin ( ) ; it ! = TeamPlayers . end ( ) ; it + + )
{
edict_t * PlayerEdict = ( * it ) - > edict ( ) ;
// Find a player who is alive and not currently sighted by the enemy
if ( ! IsPlayerActiveInGame ( PlayerEdict ) | | ( PlayerEdict - > v . iuser4 & MASK_VIS_SIGHTED ) ) { continue ; }
float ThisDist = vDist2DSq ( PlayerEdict - > v . origin , Hive - > Location ) ;
if ( ThisDist < sqrf ( UTIL_MetresToGoldSrcUnits ( 25.0f ) ) & & ! UTIL_QuickTrace ( PlayerEdict , GetPlayerEyePosition ( PlayerEdict ) , Hive - > Location ) )
{
if ( FNullEnt ( Result ) | | ThisDist < MinDist )
{
Result = PlayerEdict ;
MinDist = ThisDist ;
}
}
}
return Result ;
}
edict_t * AITAC_GetNearestHiddenPlayerInLocation ( AvHTeamNumber Team , const Vector Location , const float MaxRadius )
{
edict_t * Result = nullptr ;
float MaxRadiusSq = sqrf ( MaxRadius ) ;
vector < AvHPlayer * > TeamPlayers = AIMGR_GetAllPlayersOnTeam ( Team ) ;
float MinDist = 0.0f ;
for ( auto it = TeamPlayers . begin ( ) ; it ! = TeamPlayers . end ( ) ; it + + )
{
edict_t * PlayerEdict = ( * it ) - > edict ( ) ;
// Find a player who is alive and not currently sighted by the enemy
if ( ! IsPlayerActiveInGame ( PlayerEdict ) | | ( PlayerEdict - > v . iuser4 & MASK_VIS_SIGHTED ) ) { continue ; }
float ThisDist = vDist2DSq ( PlayerEdict - > v . origin , Location ) ;
if ( ThisDist < MaxRadiusSq )
{
if ( FNullEnt ( Result ) | | ThisDist < MinDist )
{
Result = PlayerEdict ;
MinDist = ThisDist ;
}
}
}
return Result ;
}
const vector < AvHAIResourceNode * > AITAC_GetAllReachableResourceNodes ( AvHTeamNumber Team )
{
vector < AvHAIResourceNode * > Results ;
for ( auto it = ResourceNodes . begin ( ) ; it ! = ResourceNodes . end ( ) ; it + + )
{
unsigned int CheckReachabilityFlags = ( Team = = GetGameRules ( ) - > GetTeamANumber ( ) ) ? it - > TeamAReachabilityFlags : it - > TeamBReachabilityFlags ;
if ( CheckReachabilityFlags ! = AI_REACHABILITY_UNREACHABLE & & CheckReachabilityFlags ! = AI_REACHABILITY_NONE )
{
Results . push_back ( & ( * it ) ) ;
}
}
return Results ;
}
const vector < AvHAIResourceNode * > AITAC_GetAllResourceNodes ( )
{
vector < AvHAIResourceNode * > Results ;
for ( auto it = ResourceNodes . begin ( ) ; it ! = ResourceNodes . end ( ) ; it + + )
{
Results . push_back ( & ( * it ) ) ;
}
return Results ;
}
const vector < AvHAIHiveDefinition * > AITAC_GetAllHives ( )
{
vector < AvHAIHiveDefinition * > Results ;
for ( auto it = Hives . begin ( ) ; it ! = Hives . end ( ) ; it + + )
{
Results . push_back ( & ( * it ) ) ;
}
return Results ;
}
const AvHAIHiveDefinition * AITAC_GetNearestTeamHive ( AvHTeamNumber Team , const Vector SearchLocation , bool bFullyBuiltOnly )
{
AvHAIHiveDefinition * Result = nullptr ;
float MinDist = 0.0f ;
for ( auto it = Hives . begin ( ) ; it ! = Hives . end ( ) ; it + + )
{
if ( it - > OwningTeam = = Team & & ( ! bFullyBuiltOnly | | it - > Status = = HIVE_STATUS_BUILT ) )
{
float ThisDist = vDist2DSq ( it - > FloorLocation , SearchLocation ) ;
if ( ! Result | | ThisDist < MinDist )
{
Result = & ( * it ) ;
MinDist = ThisDist ;
}
}
}
return Result ;
}
const vector < AvHAIHiveDefinition * > AITAC_GetAllTeamHives ( AvHTeamNumber Team , bool bFullyBuiltOnly )
{
vector < AvHAIHiveDefinition * > Results ;
for ( auto it = Hives . begin ( ) ; it ! = Hives . end ( ) ; it + + )
{
if ( it - > OwningTeam = = Team & & ( ! bFullyBuiltOnly | | it - > Status = = HIVE_STATUS_BUILT ) )
{
Results . push_back ( & ( * it ) ) ;
}
}
return Results ;
}
bool AITAC_AnyPlayerOnTeamWithLOS ( AvHTeamNumber Team , const Vector & Location , float SearchRadius )
{
float distSq = sqrf ( SearchRadius ) ;
vector < AvHPlayer * > Players = AIMGR_GetAllPlayersOnTeam ( Team ) ;
for ( auto it = Players . begin ( ) ; it ! = Players . end ( ) ; it + + )
{
edict_t * PlayerRef = ( * it ) - > edict ( ) ;
if ( ! IsPlayerActiveInGame ( PlayerRef ) ) { continue ; }
if ( vDist2DSq ( PlayerRef - > v . origin , Location ) < = distSq & & UTIL_QuickTrace ( PlayerRef , GetPlayerEyePosition ( PlayerRef ) , Location ) )
{
return true ;
}
}
return false ;
}
bool AITAC_IsAlienHarasserNeeded ( AvHAIPlayer * pBot )
{
if ( IsPlayerLerk ( pBot - > Edict ) ) { return true ; }
if ( ! CONFIG_IsLerkAllowed ( ) ) { return false ; }
// Don't downgrade to lerk if already a fade or onos!
if ( IsPlayerFade ( pBot - > Edict ) | | IsPlayerOnos ( pBot - > Edict ) ) { return false ; }
if ( pBot - > Player - > GetResources ( ) < BALANCE_VAR ( kLerkCost ) ) { return false ; }
AvHTeamNumber BotTeam = pBot - > Player - > GetTeam ( ) ;
if ( pBot - > BotRole = = BOT_ROLE_ASSAULT & & pBot - > Player - > GetResources ( ) > ( BALANCE_VAR ( kFadeCost ) * 0.8f ) )
{
int NumFades = AITAC_GetNumPlayersOnTeamOfClass ( BotTeam , AVH_USER3_ALIEN_PLAYER4 , pBot - > Edict ) ;
int NumOnos = AITAC_GetNumPlayersOnTeamOfClass ( BotTeam , AVH_USER3_ALIEN_PLAYER5 , pBot - > Edict ) ;
int NumTeamHives = AITAC_GetNumTeamHives ( BotTeam , false ) ;
if ( NumFades = = 0 | | ( NumOnos = = 0 & & NumTeamHives > 1 ) ) { return false ; }
}
int NumTeamPlayers = AIMGR_GetNumPlayersOnTeam ( BotTeam ) ;
int DesiredLerks = ( int ) ceilf ( ( float ) NumTeamPlayers * 0.1f ) ;
int NumLerks = imaxi ( AITAC_GetNumPlayersOnTeamOfClass ( BotTeam , AVH_USER3_ALIEN_PLAYER3 , nullptr ) , AIMGR_GetNumAIPlayersWithRoleOnTeam ( BotTeam , BOT_ROLE_HARASS , pBot ) ) ;
if ( NumLerks < DesiredLerks )
{
if ( DesiredLerks > 1 ) { return true ; }
float LastSeenTime ;
edict_t * PreviousLerk = AITAC_GetLastSeenLerkForTeam ( BotTeam , LastSeenTime ) ;
// We only go lerk if the last lerk we had in the match was either us, or we've not had another lerk in 60 seconds
// It avoids aliens spending all their resources on evolving lerks if they keep dying
// It also means that if a human was playing lerk and died, a bot doesn't immediately take over that role, and lets the human try again if they want
return ( FNullEnt ( PreviousLerk ) | | ( gpGlobals - > time - LastSeenTime > CONFIG_GetLerkCooldown ( ) ) | | PreviousLerk = = pBot - > Edict ) ;
}
return false ;
}
bool AITAC_ShouldBotBuildHive ( AvHAIPlayer * pBot , AvHAIHiveDefinition * * EligibleHive )
{
* EligibleHive = nullptr ;
float HiveCost = BALANCE_VAR ( kHiveCost ) ;
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if ( GetPlayerActiveClass ( pBot - > Player ) ! = AVH_USER3_ALIEN_PLAYER2 )
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{
HiveCost + = BALANCE_VAR ( kGorgeCost ) ;
}
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if ( pBot - > Player - > GetResources ( ) < HiveCost - 10 ) { return false ; }
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AvHTeamNumber BotTeam = pBot - > Player - > GetTeam ( ) ;
AvHTeamNumber EnemyTeam = AIMGR_GetEnemyTeam ( BotTeam ) ;
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AvHAIPlayer * ExistingBuilder = GetFirstBotWithBuildTask ( BotTeam , STRUCTURE_ALIEN_HIVE , pBot - > Edict ) ;
// Another bot already plans to do it
if ( ExistingBuilder & & IsPlayerActiveInGame ( ExistingBuilder - > Edict ) ) { return false ; }
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// Prioritise getting at least one fade or Onos on the team before putting up a second hive, or we're likely to lose it pretty quickly
int NumHeavyHitters = AITAC_GetNumPlayersOnTeamOfClass ( BotTeam , AVH_USER3_ALIEN_PLAYER4 , nullptr ) + AITAC_GetNumPlayersOnTeamOfClass ( BotTeam , AVH_USER3_ALIEN_PLAYER5 , nullptr ) ;
if ( NumHeavyHitters = = 0 ) { return false ; }
// If we're a higher lifeform, ensure we can't leave this to someone else before considering losing those resources
// We will ignore humans and third party bots, because we don't know if they will drop the hive or not. Not everyone can be as team-spirited as us...
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if ( ! IsPlayerSkulk ( pBot - > Edict ) & & GetPlayerActiveClass ( pBot - > Player ) ! = AVH_USER3_ALIEN_PLAYER2 )
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{
vector < AvHAIPlayer * > OtherAITeamMates = AIMGR_GetAIPlayersOnTeam ( BotTeam ) ;
for ( auto it = OtherAITeamMates . begin ( ) ; it ! = OtherAITeamMates . end ( ) ; it + + )
{
AvHAIPlayer * OtherBot = ( * it ) ;
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if ( OtherBot = = pBot ) { continue ; }
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// If the other bot has enough resources to drop a hive, and they're a less expensive life form than us, let them do it.
if ( OtherBot - > Player - > GetResources ( ) > = BALANCE_VAR ( kHiveCost ) * 0.8f & & OtherBot - > Player - > GetUser3 ( ) < pBot - > Player - > GetUser3 ( ) ) { return false ; }
}
}
AvHAIHiveDefinition * SuitableHive = nullptr ;
float MinDist = 0.0f ;
vector < AvHAIHiveDefinition * > AllHives = AITAC_GetAllHives ( ) ;
for ( auto it = AllHives . begin ( ) ; it ! = AllHives . end ( ) ; it + + )
{
AvHAIHiveDefinition * ThisHive = ( * it ) ;
if ( ThisHive - > Status = = HIVE_STATUS_BUILT ) { continue ; }
if ( ThisHive - > Status = = HIVE_STATUS_BUILDING )
{
// Aliens can only build one hive at a time, so if we have one already under construction then automatic no
if ( ThisHive - > OwningTeam = = BotTeam )
{
return false ;
}
else
{
// It's an enemy hive under construction, so we can't build this one but can keep searching
continue ;
}
}
// Check to make sure someone else isn't planning to drop a hive, otherwise don't bother
bool bHasOtherBuilder = false ;
vector < edict_t * > OtherBuilders = AITAC_GetAllPlayersOfClassInArea ( BotTeam , ThisHive - > FloorLocation , UTIL_MetresToGoldSrcUnits ( 10.0f ) , false , pBot - > Edict , AVH_USER3_ALIEN_PLAYER2 ) ;
for ( auto BuildIt = OtherBuilders . begin ( ) ; BuildIt ! = OtherBuilders . end ( ) ; BuildIt + + )
{
edict_t * OtherBuilder = ( * BuildIt ) ;
if ( vDist2DSq ( OtherBuilder - > v . origin , ThisHive - > FloorLocation ) & & GetPlayerResources ( OtherBuilder ) > = BALANCE_VAR ( kHiveCost ) * 0.8f ) { bHasOtherBuilder = true ; }
}
if ( bHasOtherBuilder ) { return false ; }
// Enemy are in here right now, wait until they're cleared out
if ( AITAC_GetNumPlayersOfTeamInArea ( EnemyTeam , ThisHive - > FloorLocation , UTIL_MetresToGoldSrcUnits ( 10.0f ) , false , nullptr , AVH_USER3_COMMANDER_PLAYER ) > 2 ) { continue ; }
// Must be an empty hive
DeployableSearchFilter EnemyFortificationsFilter ;
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EnemyFortificationsFilter . DeployableTeam = EnemyTeam ;
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if ( AIMGR_GetTeamType ( EnemyTeam ) = = AVH_CLASS_TYPE_MARINE )
{
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EnemyFortificationsFilter . MaxSearchRadius = UTIL_MetresToGoldSrcUnits ( 20.0f ) ;
EnemyFortificationsFilter . DeployableTypes = ( STRUCTURE_MARINE_PHASEGATE | STRUCTURE_MARINE_TURRETFACTORY | STRUCTURE_MARINE_ADVTURRETFACTORY | STRUCTURE_MARINE_SIEGETURRET ) ;
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EnemyFortificationsFilter . ExcludeStatusFlags = STRUCTURE_STATUS_RECYCLING ;
EnemyFortificationsFilter . IncludeStatusFlags = STRUCTURE_STATUS_COMPLETED ; // This is important to prevent exploiting the AI. Those structures have to be built first!
}
else
{
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EnemyFortificationsFilter . MaxSearchRadius = UTIL_MetresToGoldSrcUnits ( 10.0f ) ;
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EnemyFortificationsFilter . DeployableTypes = ( STRUCTURE_ALIEN_OFFENCECHAMBER ) ;
}
// Enemy have built some stuff, wait until it's clear before building
if ( AITAC_DeployableExistsAtLocation ( ThisHive - > FloorLocation , & EnemyFortificationsFilter ) ) { continue ; }
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// Should be clear to drop dat hive!
float ThisDist = vDist2DSq ( pBot - > Edict - > v . origin , ThisHive - > FloorLocation ) ;
if ( ! SuitableHive | | ThisDist < MinDist )
{
SuitableHive = ThisHive ;
MinDist = ThisDist ;
}
}
* EligibleHive = SuitableHive ;
return ( SuitableHive ! = nullptr ) ;
}
bool AITAC_IsAlienCapperNeeded ( AvHAIPlayer * pBot )
{
// Ok so this logic is fairly involved:
// A node is eligible if it is reachable, and not in the enemy base (either marine spawn or a live enemy hive).
// We set a max acceptable % of team allowed to be capping nodes at one time (default 50%).
// The number of desired cappers is expressed as an inverse function of how many nodes we own, so the more nodes we own = the smaller % of team should be capping
// Max desired cappers is also limited by how many available nodes there are so we can't end up with more cappers than available nodes
AvHTeamNumber BotTeam = pBot - > Player - > GetTeam ( ) ;
AvHTeamNumber EnemyTeam = AIMGR_GetEnemyTeam ( BotTeam ) ;
int NumOwnedNodes = 0 ;
int NumEnemyNodes = 0 ;
int NumEligibleNodes = 0 ;
// First get ours and the enemy's ownership of all eligible nodes (we can reach them, and they're in the enemy base)
vector < AvHAIResourceNode * > AllNodes = AITAC_GetAllReachableResourceNodes ( BotTeam ) ;
for ( auto it = AllNodes . begin ( ) ; it ! = AllNodes . end ( ) ; it + + )
{
AvHAIResourceNode * ThisNode = ( * it ) ;
// We don't care about the node at marine spawn or enemy hives, ignore then in our calculations
if ( ThisNode - > OwningTeam = = EnemyTeam & & ThisNode - > bIsBaseNode ) { continue ; }
NumEligibleNodes + + ;
if ( ThisNode - > OwningTeam = = BotTeam ) { NumOwnedNodes + + ; }
if ( ThisNode - > OwningTeam = = EnemyTeam ) { NumEnemyNodes + + ; }
}
// If we are currently an assault bot and we are almost able to go fade, only sacrifice that if we are truly desperate and have fades already on the team
if ( pBot - > BotRole = = BOT_ROLE_ASSAULT )
{
if ( pBot - > Player - > GetResources ( ) > BALANCE_VAR ( kFadeCost ) * 0.8f )
{
if ( NumOwnedNodes > = 3 ) { return false ; }
int NumFades = AITAC_GetNumPlayersOnTeamOfClass ( BotTeam , AVH_USER3_ALIEN_PLAYER4 , pBot - > Edict ) ;
if ( NumFades < 1 ) { return false ; }
}
}
int NumNodesLeft = NumEligibleNodes - NumOwnedNodes ;
if ( NumNodesLeft = = 0 ) { return false ; }
float OurNodeOwnership = ( float ) NumOwnedNodes / ( float ) NumEligibleNodes ;
float EnemyNodeOwnership = ( float ) NumEnemyNodes / ( float ) NumEligibleNodes ;
int NumTeamPlayers = AIMGR_GetNumPlayersOnTeam ( BotTeam ) ;
float MaxCapperPercent = 0.5f ;
int NumCurrentCappers = AIMGR_GetNumAIPlayersWithRoleOnTeam ( BotTeam , BOT_ROLE_FIND_RESOURCES , pBot ) ;
float DesiredCapperPercent = MaxCapperPercent * ( 1.0f - OurNodeOwnership ) ;
int DesiredCappers = imini ( NumNodesLeft , ( int ) roundf ( DesiredCapperPercent * ( float ) NumTeamPlayers ) ) ;
if ( NumCurrentCappers > = DesiredCappers ) { return false ; }
int CapperDeficit = DesiredCappers - NumCurrentCappers ;
// Ok, we have established that we need cappers, but let's see if WE should be capping
float ResourcesNeeded = BALANCE_VAR ( kResourceTowerCost ) ;
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if ( GetPlayerActiveClass ( pBot - > Player ) ! = AVH_USER3_ALIEN_PLAYER2 )
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{
ResourcesNeeded + = BALANCE_VAR ( kGorgeCost ) ;
}
if ( pBot - > Player - > GetResources ( ) < ResourcesNeeded )
{
if ( EnemyNodeOwnership < 0.35f ) { return false ; }
}
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bool bIsHigherLifeform = ( ! IsPlayerSkulk ( pBot - > Edict ) & & GetPlayerActiveClass ( pBot - > Player ) ! = AVH_USER3_ALIEN_PLAYER2 ) ;
bool bIsBuilder = ( GetPlayerActiveClass ( pBot - > Player ) = = AVH_USER3_ALIEN_PLAYER2 & & pBot - > BotRole = = BOT_ROLE_BUILDER ) ;
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if ( bIsHigherLifeform | | bIsBuilder )
{
if ( OurNodeOwnership > 0.35f ) { return false ; }
int NumAlternativeCandidates = 0 ;
vector < AvHPlayer * > CandidateTeamMates = AIMGR_GetNonAIPlayersOnTeam ( BotTeam ) ;
vector < AvHAIPlayer * > AITeamMates = AIMGR_GetAIPlayersOnTeam ( BotTeam ) ;
for ( auto it = AITeamMates . begin ( ) ; it ! = AITeamMates . end ( ) ; it + + )
{
AvHAIPlayer * ThisBot = ( * it ) ;
if ( ThisBot = = pBot ) { continue ; }
if ( ThisBot - > BotRole ! = BOT_ROLE_FIND_RESOURCES )
{
CandidateTeamMates . push_back ( ThisBot - > Player ) ;
}
}
for ( auto it = CandidateTeamMates . begin ( ) ; it ! = CandidateTeamMates . end ( ) ; it + + )
{
AvHPlayer * ThisPlayer = ( * it ) ;
if ( ThisPlayer = = pBot - > Player ) { continue ; }
if ( ThisPlayer - > GetUser3 ( ) < pBot - > Player - > GetUser3 ( ) | | ( ThisPlayer - > GetUser3 ( ) = = pBot - > Player - > GetUser3 ( ) & & ThisPlayer - > GetResources ( ) > pBot - > Player - > GetResources ( ) ) )
{
NumAlternativeCandidates + + ;
}
if ( NumAlternativeCandidates > = CapperDeficit ) { return false ; }
}
}
// Nobody better to do the job
return true ;
}
bool AITAC_IsAlienBuilderNeeded ( AvHAIPlayer * pBot )
{
// The basic logic here is that we have a max number of builders based on team size.
// We add one extra required builder for every empty hive that needs fortifications placed
// One for any missing upgrade chambers
// and one if there are any resource towers that need reinforcing which aren't part of a hive
// This should mean that we could have up to 3 builders at the start if the team is big enough, then that should reduce down to just 1 eventually
AvHTeamNumber BotTeam = pBot - > Player - > GetTeam ( ) ;
AvHTeamNumber EnemyTeam = AIMGR_GetEnemyTeam ( BotTeam ) ;
float ResNodeOwnership = AITAC_GetTeamResNodeOwnership ( BotTeam , true ) ;
// Don't lose all those resources if we're a higher lifeform!
if ( pBot - > Player - > GetUser3 ( ) > AVH_USER3_ALIEN_PLAYER2 )
{
if ( IsPlayerLerk ( pBot - > Edict ) ) { return false ; }
int NumFades = AITAC_GetNumPlayersOnTeamOfClass ( BotTeam , AVH_USER3_ALIEN_PLAYER4 , pBot - > Edict ) ;
int NumOnos = AITAC_GetNumPlayersOnTeamOfClass ( BotTeam , AVH_USER3_ALIEN_PLAYER5 , pBot - > Edict ) ;
// Don't downgrade to gorge if we're the only fade or onos on the team
if ( ( IsPlayerFade ( pBot - > Edict ) & & NumFades = = 0 ) | | ( IsPlayerOnos ( pBot - > Edict ) & & NumOnos = = 0 ) ) { return false ; }
// Only waste those resources if we have loads of res nodes and can easily replenish the lost resources
if ( pBot - > Player - > GetResources ( ) < 75 | | ResNodeOwnership < 0.6f )
{
return false ;
}
}
AvHMessageID HiveTechOne = CONFIG_GetHiveTechAtIndex ( 0 ) ;
AvHMessageID HiveTechTwo = CONFIG_GetHiveTechAtIndex ( 1 ) ;
AvHMessageID HiveTechThree = CONFIG_GetHiveTechAtIndex ( 2 ) ;
AvHAIDeployableStructureType ChamberTypeOne = UTIL_GetChamberTypeForHiveTech ( HiveTechOne ) ;
AvHAIDeployableStructureType ChamberTypeTwo = UTIL_GetChamberTypeForHiveTech ( HiveTechTwo ) ;
AvHAIDeployableStructureType ChamberTypeThree = UTIL_GetChamberTypeForHiveTech ( HiveTechThree ) ;
DeployableSearchFilter StructureFilter ;
StructureFilter . DeployableTeam = BotTeam ;
int NumTeamPlayers = AIMGR_GetNumPlayersOnTeam ( BotTeam ) ;
int MaxBuilders = ( int ) ceilf ( ( float ) NumTeamPlayers * 0.3f ) ; // Max 1/3 of team can be builder at any one time
// If we're struggling for resources, then cut back on max number of builders to have more focused on capping nodes
if ( ResNodeOwnership < 0.25f )
{
MaxBuilders = ( imaxi ( 1 , MaxBuilders - 1 ) ) ;
}
// Don't build if we're a higher lifeform and there are others who could do the job instead
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if ( ! IsPlayerSkulk ( pBot - > Edict ) & & GetPlayerActiveClass ( pBot - > Player ) ! = AVH_USER3_ALIEN_PLAYER2 )
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{
int NumSkulks = AITAC_GetNumPlayersOnTeamOfClass ( BotTeam , AVH_USER3_ALIEN_PLAYER1 , nullptr ) ;
int NumGorges = AITAC_GetNumPlayersOnTeamOfClass ( BotTeam , AVH_USER3_ALIEN_PLAYER2 , nullptr ) ;
int NumDead = AITAC_GetNumDeadPlayersOnTeam ( BotTeam ) ;
if ( ( NumSkulks + NumGorges + NumDead ) > MaxBuilders ) { return false ; }
}
int NumCurrentBuilders = AIMGR_GetNumAIPlayersWithRoleOnTeam ( BotTeam , BOT_ROLE_BUILDER , pBot ) ;
vector < AvHPlayer * > NonAIPlayers = AIMGR_GetNonAIPlayersOnTeam ( BotTeam ) ;
for ( auto it = NonAIPlayers . begin ( ) ; it ! = NonAIPlayers . end ( ) ; it + + )
{
AvHPlayer * ThisPlayer = ( * it ) ;
if ( GetPlayerActiveClass ( ThisPlayer ) = = AVH_USER3_ALIEN_PLAYER2 )
{
NumCurrentBuilders + + ;
}
}
// We already have too many gorges running around
if ( NumCurrentBuilders > = MaxBuilders ) { return false ; }
int DesiredBuilders = 0 ;
vector < AvHAIHiveDefinition * > AllHives = AITAC_GetAllHives ( ) ;
for ( auto it = AllHives . begin ( ) ; it ! = AllHives . end ( ) ; it + + )
{
const AvHAIHiveDefinition * ThisHive = ( * it ) ;
// Can't build in an enemy hive (if playing AvA)
if ( ThisHive - > OwningTeam = = EnemyTeam ) { continue ; }
if ( ThisHive - > OwningTeam = = BotTeam )
{
if ( ThisHive - > Status = = HIVE_STATUS_BUILT )
{
// Hive hasn't got a chamber assigned yet, we need at least one builder for that
if ( ThisHive - > TechStatus = = MESSAGE_NULL )
{
DesiredBuilders + + ;
if ( DesiredBuilders > = MaxBuilders )
{
return NumCurrentBuilders < DesiredBuilders ;
}
}
continue ;
}
}
bool bEnemyIsMarines = ( AIMGR_GetEnemyTeamType ( BotTeam ) = = AVH_CLASS_TYPE_MARINE ) ;
DeployableSearchFilter EnemyStructures ;
EnemyStructures . DeployableTeam = EnemyTeam ;
EnemyStructures . ReachabilityTeam = EnemyTeam ;
EnemyStructures . ReachabilityFlags = ( bEnemyIsMarines ) ? AI_REACHABILITY_MARINE : AI_REACHABILITY_SKULK ;
EnemyStructures . MaxSearchRadius = UTIL_MetresToGoldSrcUnits ( 15.0f ) ;
if ( bEnemyIsMarines )
{
EnemyStructures . IncludeStatusFlags = STRUCTURE_STATUS_COMPLETED ;
EnemyStructures . ExcludeStatusFlags = STRUCTURE_STATUS_RECYCLING ;
EnemyStructures . DeployableTypes = STRUCTURE_MARINE_PHASEGATE | STRUCTURE_MARINE_TURRETFACTORY | STRUCTURE_MARINE_ADVTURRETFACTORY ;
}
else
{
EnemyStructures . DeployableTypes = STRUCTURE_ALIEN_OFFENCECHAMBER ;
}
// Enemy have a foothold here, don't get involved
if ( AITAC_GetNumDeployablesNearLocation ( ThisHive - > Location , & EnemyStructures ) > 0 )
{
continue ;
}
// The enemy don't have a proper foothold yet
DeployableSearchFilter ExistingReinforcementFilter ;
ExistingReinforcementFilter . DeployableTeam = BotTeam ;
ExistingReinforcementFilter . MaxSearchRadius = UTIL_MetresToGoldSrcUnits ( 10.0f ) ;
ExistingReinforcementFilter . DeployableTypes = SEARCH_ALL_ALIEN_STRUCTURES ;
vector < AvHAIBuildableStructure > AllReinforcingStructures = AITAC_FindAllDeployables ( ThisHive - > FloorLocation , & ExistingReinforcementFilter ) ;
int NumOCs = 0 ;
int NumDCs = 0 ;
int NumMCs = 0 ;
int NumSCs = 0 ;
for ( auto it = AllReinforcingStructures . begin ( ) ; it ! = AllReinforcingStructures . end ( ) ; it + + )
{
switch ( ( * it ) . StructureType )
{
case STRUCTURE_ALIEN_OFFENCECHAMBER :
NumOCs + + ;
break ;
case STRUCTURE_ALIEN_DEFENCECHAMBER :
NumDCs + + ;
break ;
case STRUCTURE_ALIEN_MOVEMENTCHAMBER :
NumMCs + + ;
break ;
case STRUCTURE_ALIEN_SENSORYCHAMBER :
NumSCs + + ;
break ;
default :
break ;
}
}
if ( NumOCs < 3
| | ( AITAC_TeamHiveWithTechExists ( BotTeam , ALIEN_BUILD_DEFENSE_CHAMBER ) & & NumDCs < 2 )
| | ( AITAC_TeamHiveWithTechExists ( BotTeam , ALIEN_BUILD_MOVEMENT_CHAMBER ) & & NumMCs < 1 )
| | ( AITAC_TeamHiveWithTechExists ( BotTeam , ALIEN_BUILD_SENSORY_CHAMBER ) & & NumSCs < 1 ) )
{
DesiredBuilders + + ;
if ( DesiredBuilders > = MaxBuilders )
{
return NumCurrentBuilders < DesiredBuilders ;
}
}
}
// We have hives to fortify and upgrades to enable. Ignore resource nodes for now. We will get a bot assigned to those once we've done everything else
if ( DesiredBuilders > 0 )
{
return NumCurrentBuilders < DesiredBuilders ;
}
DeployableSearchFilter ResNodeFilter ;
ResNodeFilter . DeployableTeam = BotTeam ;
ResNodeFilter . ReachabilityTeam = BotTeam ;
ResNodeFilter . ReachabilityFlags = pBot - > BotNavInfo . NavProfile . ReachabilityFlag ;
vector < AvHAIResourceNode * > OwnedNodes = AITAC_GetAllMatchingResourceNodes ( pBot - > Edict - > v . origin , & ResNodeFilter ) ;
for ( auto it = OwnedNodes . begin ( ) ; it ! = OwnedNodes . end ( ) ; it + + )
{
AvHAIResourceNode * ThisNode = ( * it ) ;
if ( ThisNode - > bIsBaseNode & & ! FNullEnt ( ThisNode - > ParentHive ) )
{
AvHAIHiveDefinition * HiveRef = AITAC_GetHiveFromEdict ( ThisNode - > ParentHive ) ;
if ( HiveRef & & HiveRef - > Status ! = HIVE_STATUS_UNBUILT )
{
continue ;
}
}
DeployableSearchFilter ExistingReinforcementFilter ;
ExistingReinforcementFilter . DeployableTeam = BotTeam ;
ExistingReinforcementFilter . MaxSearchRadius = UTIL_MetresToGoldSrcUnits ( 5.0f ) ;
ExistingReinforcementFilter . DeployableTypes = SEARCH_ALL_ALIEN_STRUCTURES ;
vector < AvHAIBuildableStructure > AllReinforcingStructures = AITAC_FindAllDeployables ( ThisNode - > Location , & ExistingReinforcementFilter ) ;
int NumOCs = 0 ;
int NumDCs = 0 ;
int NumMCs = 0 ;
int NumSCs = 0 ;
for ( auto it = AllReinforcingStructures . begin ( ) ; it ! = AllReinforcingStructures . end ( ) ; it + + )
{
switch ( ( * it ) . StructureType )
{
case STRUCTURE_ALIEN_OFFENCECHAMBER :
NumOCs + + ;
break ;
case STRUCTURE_ALIEN_DEFENCECHAMBER :
NumDCs + + ;
break ;
case STRUCTURE_ALIEN_MOVEMENTCHAMBER :
NumMCs + + ;
break ;
case STRUCTURE_ALIEN_SENSORYCHAMBER :
NumSCs + + ;
break ;
default :
break ;
}
}
if ( NumOCs < 2
| | ( AITAC_TeamHiveWithTechExists ( BotTeam , ALIEN_BUILD_DEFENSE_CHAMBER ) & & NumDCs < 2 )
| | ( AITAC_TeamHiveWithTechExists ( BotTeam , ALIEN_BUILD_MOVEMENT_CHAMBER ) & & NumDCs < 1 )
| | ( AITAC_TeamHiveWithTechExists ( BotTeam , ALIEN_BUILD_SENSORY_CHAMBER ) & & NumDCs < 1 ) )
{
DesiredBuilders + + ;
if ( DesiredBuilders > = MaxBuilders )
{
return NumCurrentBuilders < DesiredBuilders ;
}
break ;
}
}
return NumCurrentBuilders < DesiredBuilders ;
}
AvHAIDeployableStructureType AITAC_GetNextMissingUpgradeChamberForTeam ( AvHTeamNumber Team , int & NumMissing )
{
if ( AIMGR_GetTeamType ( Team ) ! = AVH_CLASS_TYPE_ALIEN ) { return STRUCTURE_NONE ; }
AvHMessageID HiveTechOne = CONFIG_GetHiveTechAtIndex ( 0 ) ;
AvHMessageID HiveTechTwo = CONFIG_GetHiveTechAtIndex ( 1 ) ;
AvHMessageID HiveTechThree = CONFIG_GetHiveTechAtIndex ( 2 ) ;
AvHAIDeployableStructureType ChamberTypeOne = UTIL_GetChamberTypeForHiveTech ( HiveTechOne ) ;
AvHAIDeployableStructureType ChamberTypeTwo = UTIL_GetChamberTypeForHiveTech ( HiveTechTwo ) ;
AvHAIDeployableStructureType ChamberTypeThree = UTIL_GetChamberTypeForHiveTech ( HiveTechThree ) ;
DeployableSearchFilter SearchFilter ;
SearchFilter . DeployableTeam = Team ;
bool bHasFreeHive = AITAC_TeamHiveWithTechExists ( Team , MESSAGE_NULL ) ;
if ( ChamberTypeOne ! = STRUCTURE_NONE & & ( bHasFreeHive | | AITAC_TeamHiveWithTechExists ( Team , HiveTechOne ) ) )
{
SearchFilter . DeployableTypes = ChamberTypeOne ;
int NumChambers = AITAC_GetNumDeployablesNearLocation ( AITAC_GetTeamStartingLocation ( Team ) , & SearchFilter ) ;
if ( NumChambers < 3 )
{
NumMissing = 3 - NumChambers ;
return ChamberTypeOne ;
}
}
if ( ChamberTypeTwo ! = STRUCTURE_NONE & & ( bHasFreeHive | | AITAC_TeamHiveWithTechExists ( Team , HiveTechTwo ) ) )
{
SearchFilter . DeployableTypes = ChamberTypeTwo ;
int NumChambers = AITAC_GetNumDeployablesNearLocation ( AITAC_GetTeamStartingLocation ( Team ) , & SearchFilter ) ;
if ( NumChambers < 3 )
{
NumMissing = 3 - NumChambers ;
return ChamberTypeTwo ;
}
}
if ( ChamberTypeThree ! = STRUCTURE_NONE & & ( bHasFreeHive | | AITAC_TeamHiveWithTechExists ( Team , HiveTechThree ) ) )
{
SearchFilter . DeployableTypes = ChamberTypeThree ;
int NumChambers = AITAC_GetNumDeployablesNearLocation ( AITAC_GetTeamStartingLocation ( Team ) , & SearchFilter ) ;
if ( NumChambers < 3 )
{
NumMissing = 3 - NumChambers ;
return ChamberTypeThree ;
}
}
return STRUCTURE_NONE ;
}
edict_t * AITAC_AlienFindNearestHealingSource ( AvHTeamNumber Team , Vector SearchLocation , edict_t * SearchingPlayer , bool bIncludeGorges )
{
edict_t * Result = nullptr ;
float MinDist = 0.0f ;
vector < AvHAIHiveDefinition * > AllTeamHives = AITAC_GetAllTeamHives ( Team , true ) ;
for ( auto it = AllTeamHives . begin ( ) ; it ! = AllTeamHives . end ( ) ; it + + )
{
float ThisDist = vDist2DSq ( ( * it ) - > Location , SearchLocation ) ;
// Factor healing radius into the distance checks, we don't have to be right at the hive to heal
ThisDist - = BALANCE_VAR ( kHiveHealRadius ) * 0.75f ;
// We're already in healing distance of a hive, that's our healing source
if ( ThisDist < = 0.0f ) { return ( * it ) - > HiveEdict ; }
if ( FNullEnt ( Result ) | | ThisDist < MinDist )
{
Result = ( * it ) - > HiveEdict ;
MinDist = ThisDist ;
}
}
DeployableSearchFilter DCFilter ;
DCFilter . DeployableTeam = Team ;
DCFilter . DeployableTypes = STRUCTURE_ALIEN_DEFENCECHAMBER ;
DCFilter . MaxSearchRadius = ( ! FNullEnt ( Result ) ) ? MinDist : 0.0f ; // We should always have a result, unless we have no hives left. That's our benchmark: only look for DCs closer than the hive
vector < AvHAIBuildableStructure > AllDCs = AITAC_FindAllDeployables ( SearchLocation , & DCFilter ) ;
for ( auto it = AllDCs . begin ( ) ; it ! = AllDCs . end ( ) ; it + + )
{
AvHAIBuildableStructure ThisDC = ( * it ) ;
float ThisDist = vDist2DSq ( ThisDC . Location , SearchLocation ) ;
// Factor healing radius into the distance checks, we don't have to be sat on top of the DC to heal
ThisDist - = BALANCE_VAR ( kHiveHealRadius ) * 0.75f ;
// We're already in healing distance of a DC, that's our healing source
if ( ThisDist < = 0.0f ) { return ThisDC . edict ; }
if ( FNullEnt ( Result ) | | ThisDist < MinDist )
{
Result = ThisDC . edict ;
MinDist = ThisDist ;
}
}
edict_t * FriendlyGorge = nullptr ;
if ( bIncludeGorges )
{
float PlayerSearchDist = ( ! FNullEnt ( Result ) ) ? MinDist : 0.0f ; // As before, we only want players closer than our current "winner"
FriendlyGorge = AITAC_GetNearestPlayerOfClassInArea ( Team , SearchLocation , PlayerSearchDist , false , SearchingPlayer , AVH_USER3_ALIEN_PLAYER2 ) ;
}
return ( ! FNullEnt ( FriendlyGorge ) ? FriendlyGorge : Result ) ;
}
bool AITAC_IsAlienUpgradeAvailableForTeam ( AvHTeamNumber Team , HiveTechStatus DesiredTech )
{
AvHAIDeployableStructureType SearchType ;
switch ( DesiredTech )
{
case HIVE_TECH_DEFENCE :
SearchType = STRUCTURE_ALIEN_DEFENCECHAMBER ;
break ;
case HIVE_TECH_MOVEMENT :
SearchType = STRUCTURE_ALIEN_MOVEMENTCHAMBER ;
break ;
case HIVE_TECH_SENSORY :
SearchType = STRUCTURE_ALIEN_SENSORYCHAMBER ;
break ;
default :
return false ;
}
DeployableSearchFilter ChamberFilter ;
ChamberFilter . DeployableTeam = Team ;
ChamberFilter . IncludeStatusFlags = STRUCTURE_STATUS_COMPLETED ;
ChamberFilter . DeployableTypes = SearchType ;
return ( AITAC_DeployableExistsAtLocation ( ZERO_VECTOR , & ChamberFilter ) ) ;
}
int AITAC_GetNumWeaponsInPlay ( AvHTeamNumber Team , AvHAIWeapon WeaponType )
{
int Result = 0 ;
vector < AvHPlayer * > PlayerList = AIMGR_GetAllPlayersOnTeam ( Team ) ;
for ( auto it = PlayerList . begin ( ) ; it ! = PlayerList . end ( ) ; it + + )
{
AvHPlayer * PlayerRef = ( * it ) ;
if ( ! PlayerRef ) { continue ; }
edict_t * PlayerEdict = PlayerRef - > edict ( ) ;
if ( PlayerRef & & ! FNullEnt ( PlayerEdict ) & & IsPlayerActiveInGame ( PlayerEdict ) & & PlayerHasWeapon ( PlayerRef , WeaponType ) )
{
Result + + ;
}
}
for ( auto it = MarineDroppedItemMap . begin ( ) ; it ! = MarineDroppedItemMap . end ( ) ; it + + )
{
AvHAIWeapon ThisWeaponType = UTIL_GetWeaponTypeFromDroppedItem ( it - > second . ItemType ) ;
if ( ThisWeaponType ! = WeaponType ) { continue ; }
unsigned int ReachabilityFlags = ( Team = = TEAM_IND ) ? ( it - > second . TeamAReachabilityFlags | it - > second . TeamBReachabilityFlags ) : ( ( Team = = GetGameRules ( ) - > GetTeamANumber ( ) ) ? it - > second . TeamAReachabilityFlags : it - > second . TeamBReachabilityFlags ) ;
if ( ReachabilityFlags ! = AI_REACHABILITY_UNREACHABLE )
{
DeployableSearchFilter ArmouryFilter ;
ArmouryFilter . DeployableTypes = ( STRUCTURE_MARINE_ARMOURY | STRUCTURE_MARINE_ADVARMOURY ) ;
ArmouryFilter . DeployableTeam = Team ;
ArmouryFilter . MaxSearchRadius = UTIL_MetresToGoldSrcUnits ( 10.0f ) ;
if ( AITAC_DeployableExistsAtLocation ( it - > second . Location , & ArmouryFilter ) )
{
Result + + ;
}
}
}
return Result ;
}
edict_t * AITAC_GetLastSeenLerkForTeam ( AvHTeamNumber Team , float & LastSeenTime )
{
if ( Team = = GetGameRules ( ) - > GetTeamANumber ( ) )
{
LastSeenTime = LastSeenLerkTeamATime ;
return LastSeenLerkTeamA ;
}
else
{
LastSeenTime = LastSeenLerkTeamBTime ;
return LastSeenLerkTeamB ;
}
}
bool AITAC_IsCompletedStructureOfTypeNearLocation ( AvHTeamNumber Team , unsigned int StructureType , Vector SearchLocation , float SearchRadius )
{
DeployableSearchFilter SearchFilter ;
SearchFilter . DeployableTeam = Team ;
SearchFilter . DeployableTypes = StructureType ;
SearchFilter . IncludeStatusFlags = STRUCTURE_STATUS_COMPLETED ;
SearchFilter . ExcludeStatusFlags = STRUCTURE_STATUS_RECYCLING ;
SearchFilter . MaxSearchRadius = SearchRadius ;
return AITAC_DeployableExistsAtLocation ( SearchLocation , & SearchFilter ) ;
}
bool AITAC_IsStructureOfTypeNearLocation ( AvHTeamNumber Team , unsigned int StructureType , Vector SearchLocation , float SearchRadius )
{
DeployableSearchFilter SearchFilter ;
SearchFilter . DeployableTeam = Team ;
SearchFilter . DeployableTypes = StructureType ;
SearchFilter . ExcludeStatusFlags = STRUCTURE_STATUS_RECYCLING ;
SearchFilter . MaxSearchRadius = SearchRadius ;
return AITAC_DeployableExistsAtLocation ( SearchLocation , & SearchFilter ) ;
}
Vector AITAC_GetRandomBuildHintInLocation ( const unsigned int StructureType , const Vector SearchLocation , const float SearchRadius )
{
Vector Result = ZERO_VECTOR ;
vector < NavHint * > IPHints = NAV_GetHintsOfTypeInRadius ( StructureType , SearchLocation , SearchRadius , true ) ;
int WinningRoll = 0 ;
for ( auto it = IPHints . begin ( ) ; it ! = IPHints . end ( ) ; it + + )
{
NavHint * ThisHint = ( * it ) ;
int ThisRoll = irandrange ( 0 , 10 ) ;
if ( vIsZero ( Result ) | | ThisRoll > WinningRoll )
{
Result = ThisHint - > Position ;
WinningRoll = ThisRoll ;
}
}
return Result ;
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}
bool AITAC_IsBotPursuingSquadObjective ( AvHAIPlayer * pBot , AvHAISquad * Squad )
{
// Bot is dead, no longer playing, or otherwise incapacitated
if ( ! IsPlayerActiveInGame ( pBot - > Edict ) | | pBot - > Player - > GetTeam ( ) ! = Squad - > SquadTeam ) { return false ; }
// Bot no longer has this squad's objective as its primary task
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if ( pBot - > PrimaryBotTask . TaskType ! = Squad - > SquadObjective | | ( ! FNullEnt ( Squad - > SquadTarget ) & & pBot - > PrimaryBotTask . TaskTarget ! = Squad - > SquadTarget ) | | ( FNullEnt ( Squad - > SquadTarget ) & & ! vEquals ( pBot - > PrimaryBotTask . TaskLocation , Squad - > ObjectiveLocation ) ) ) { return false ; }
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// Bot is focused on the job at hand
if ( ! pBot - > CurrentTask | | pBot - > CurrentTask = = & pBot - > PrimaryBotTask ) { return true ; }
// Bot isn't currently pursuing squad objective, so check if it's doing something in the vicinity
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Vector BotTaskLocation = ( ! FNullEnt ( pBot - > CurrentTask - > TaskTarget ) ) ? pBot - > CurrentTask - > TaskTarget - > v . origin : pBot - > CurrentTask - > TaskLocation ;
Vector SquadTaskLocation = ( ! FNullEnt ( Squad - > SquadTarget ) ) ? Squad - > SquadTarget - > v . origin : Squad - > ObjectiveLocation ;
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return vDist2DSq ( BotTaskLocation , SquadTaskLocation ) < sqrf ( UTIL_MetresToGoldSrcUnits ( 10.0f ) ) ;
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}
void AITAC_ManageSquads ( )
{
for ( auto it = ActiveSquads . begin ( ) ; it ! = ActiveSquads . end ( ) ; )
{
for ( auto pIt = it - > SquadMembers . begin ( ) ; pIt ! = it - > SquadMembers . end ( ) ; )
{
AvHAIPlayer * ThisPlayer = ( * pIt ) ;
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if ( ! ThisPlayer | | FNullEnt ( ThisPlayer - > Edict ) | | ! AITAC_IsBotPursuingSquadObjective ( ThisPlayer , & ( * it ) ) )
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{
pIt = it - > SquadMembers . erase ( pIt ) ;
}
else
{
pIt + + ;
}
}
if ( it - > SquadMembers . size ( ) = = 0 )
{
it = ActiveSquads . erase ( it ) ;
}
else
{
it + + ;
}
}
}
void AITAC_UpdateSquads ( )
{
AITAC_ManageSquads ( ) ;
for ( auto it = ActiveSquads . begin ( ) ; it ! = ActiveSquads . end ( ) ; it + + )
{
if ( it - > SquadMembers . size ( ) > 1 )
{
if ( vIsZero ( it - > SquadGatherLocation ) )
{
vector < bot_path_node > TravelPath ;
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Vector TargetLocation = ( ! FNullEnt ( it - > SquadTarget ) ) ? UTIL_GetEntityGroundLocation ( it - > SquadTarget ) : it - > ObjectiveLocation ;
dtStatus PathFindResult = FindPathClosestToPoint ( GetBaseNavProfile ( ONOS_BASE_NAV_PROFILE ) , AITAC_GetTeamStartingLocation ( it - > SquadTeam ) , TargetLocation , TravelPath , UTIL_MetresToGoldSrcUnits ( 20.0f ) ) ;
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if ( dtStatusSucceed ( PathFindResult ) )
{
for ( auto pIt = TravelPath . rbegin ( ) ; pIt ! = TravelPath . rend ( ) ; pIt + + )
{
if ( pIt - > area ! = SAMPLE_POLYAREA_GROUND | | pIt - > flag ! = SAMPLE_POLYFLAGS_WALK ) { continue ; }
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if ( ! FNullEnt ( it - > SquadTarget ) )
{
if ( UTIL_QuickTrace ( nullptr , pIt - > Location , it - > SquadTarget - > v . origin ) ) { continue ; }
}
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if ( vDist2DSq ( pIt - > Location , TargetLocation ) > sqrf ( UTIL_MetresToGoldSrcUnits ( 20.0f ) ) )
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{
DeployableSearchFilter EnemyStuff ;
EnemyStuff . DeployableTeam = AIMGR_GetEnemyTeam ( it - > SquadTeam ) ;
EnemyStuff . ExcludeStatusFlags = STRUCTURE_STATUS_RECYCLING ;
EnemyStuff . MaxSearchRadius = UTIL_MetresToGoldSrcUnits ( 5.0f ) ;
if ( AITAC_DeployableExistsAtLocation ( pIt - > Location , & EnemyStuff ) )
{
continue ;
}
it - > SquadGatherLocation = pIt - > Location ;
break ;
}
}
}
}
}
else
{
it - > SquadGatherLocation = ZERO_VECTOR ;
}
if ( ! it - > bExecuteObjective & & ! vIsZero ( it - > SquadGatherLocation ) )
{
bool bAllHaveGathered = true ;
for ( auto playerIt = it - > SquadMembers . begin ( ) ; playerIt ! = it - > SquadMembers . end ( ) ; playerIt + + )
{
AvHAIPlayer * ThisBot = ( * playerIt ) ;
if ( vDist2DSq ( ThisBot - > Edict - > v . origin , it - > SquadGatherLocation ) > sqrf ( UTIL_MetresToGoldSrcUnits ( 5.0f ) ) )
{
bAllHaveGathered = false ;
}
}
if ( bAllHaveGathered )
{
it - > bExecuteObjective = true ;
}
}
}
}
AvHAISquad * AITAC_GetSquadForObjective ( AvHAIPlayer * pBot , edict_t * TaskTarget , BotTaskType ObjectiveType )
{
AvHAISquad * JoinSquad = nullptr ;
for ( auto it = ActiveSquads . begin ( ) ; it ! = ActiveSquads . end ( ) ; it + + )
{
if ( it - > SquadTeam = = pBot - > Player - > GetTeam ( ) & & it - > SquadTarget = = TaskTarget & & it - > SquadObjective = = ObjectiveType )
{
auto element = std : : find ( it - > SquadMembers . begin ( ) , it - > SquadMembers . end ( ) , pBot ) ;
if ( element ! = it - > SquadMembers . end ( ) )
{
return & ( * it ) ;
}
else
{
if ( ! JoinSquad & & ! it - > bExecuteObjective )
{
JoinSquad = & ( * it ) ;
}
}
}
}
if ( JoinSquad )
{
JoinSquad - > SquadMembers . push_back ( pBot ) ;
return JoinSquad ;
}
AvHAISquad NewSquad ;
NewSquad . SquadTeam = pBot - > Player - > GetTeam ( ) ;
NewSquad . SquadTarget = TaskTarget ;
NewSquad . SquadObjective = ObjectiveType ;
NewSquad . bExecuteObjective = false ;
NewSquad . SquadGatherLocation = ZERO_VECTOR ;
ActiveSquads . push_back ( NewSquad ) ;
return nullptr ;
}
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AvHAISquad * AITAC_GetSquadForObjective ( AvHAIPlayer * pBot , Vector TaskLocation , BotTaskType ObjectiveType )
{
AvHAISquad * JoinSquad = nullptr ;
for ( auto it = ActiveSquads . begin ( ) ; it ! = ActiveSquads . end ( ) ; it + + )
{
if ( it - > SquadTeam = = pBot - > Player - > GetTeam ( ) & & vEquals ( it - > ObjectiveLocation , TaskLocation ) & & it - > SquadObjective = = ObjectiveType )
{
auto element = std : : find ( it - > SquadMembers . begin ( ) , it - > SquadMembers . end ( ) , pBot ) ;
if ( element ! = it - > SquadMembers . end ( ) )
{
return & ( * it ) ;
}
else
{
if ( ! JoinSquad & & ! it - > bExecuteObjective )
{
JoinSquad = & ( * it ) ;
}
}
}
}
if ( JoinSquad )
{
JoinSquad - > SquadMembers . push_back ( pBot ) ;
return JoinSquad ;
}
AvHAISquad NewSquad ;
NewSquad . SquadTeam = pBot - > Player - > GetTeam ( ) ;
NewSquad . ObjectiveLocation = TaskLocation ;
NewSquad . SquadObjective = ObjectiveType ;
NewSquad . bExecuteObjective = false ;
NewSquad . SquadGatherLocation = ZERO_VECTOR ;
ActiveSquads . push_back ( NewSquad ) ;
return nullptr ;
}
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void AITAC_ClearSquads ( )
{
ActiveSquads . clear ( ) ;
}
Vector AITAC_GetGatherLocationForSquad ( AvHAISquad * Squad )
{
if ( ! Squad | | FNullEnt ( Squad - > SquadTarget ) ) { return ZERO_VECTOR ; }
vector < bot_path_node > TravelPath ;
dtStatus PathFindResult = FindPathClosestToPoint ( GetBaseNavProfile ( ONOS_BASE_NAV_PROFILE ) , AITAC_GetTeamStartingLocation ( Squad - > SquadTeam ) , UTIL_GetEntityGroundLocation ( Squad - > SquadTarget ) , TravelPath , UTIL_MetresToGoldSrcUnits ( 20.0f ) ) ;
if ( dtStatusSucceed ( PathFindResult ) )
{
for ( auto pIt = TravelPath . rend ( ) ; pIt ! = TravelPath . rbegin ( ) ; pIt + + )
{
if ( pIt - > area ! = SAMPLE_POLYAREA_GROUND | | pIt - > flag ! = SAMPLE_POLYFLAGS_WALK ) { continue ; }
if ( UTIL_QuickTrace ( nullptr , pIt - > Location , Squad - > SquadTarget - > v . origin ) ) { continue ; }
if ( vDist2DSq ( pIt - > Location , Squad - > SquadTarget - > v . origin ) > sqrf ( UTIL_MetresToGoldSrcUnits ( 20.0f ) ) )
{
DeployableSearchFilter EnemyStuff ;
EnemyStuff . DeployableTeam = AIMGR_GetEnemyTeam ( Squad - > SquadTeam ) ;
EnemyStuff . ExcludeStatusFlags = STRUCTURE_STATUS_RECYCLING ;
EnemyStuff . MaxSearchRadius = UTIL_MetresToGoldSrcUnits ( 5.0f ) ;
if ( AITAC_DeployableExistsAtLocation ( pIt - > Location , & EnemyStuff ) )
{
continue ;
}
return pIt - > Location ;
}
}
}
return ZERO_VECTOR ;
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}
Vector AITAC_FindNewTeamRelocationPoint ( AvHTeamNumber Team )
{
AvHTeamNumber EnemyTeam = AIMGR_GetEnemyTeam ( Team ) ;
// Only relocate if:
// There is a hive to relocate to with a marine ready to build
// The current base is overrun and lost
// Or we decide we want to, and the current base isn't too built up
Vector CurrentTeamStartLocation = AITAC_GetTeamStartingLocation ( Team ) ;
const AvHAIHiveDefinition * RelocationHive = nullptr ;
float MinDist = 0.0f ;
vector < AvHAIHiveDefinition * > AllHives = AITAC_GetAllHives ( ) ;
for ( auto it = AllHives . begin ( ) ; it ! = AllHives . end ( ) ; it + + )
{
const AvHAIHiveDefinition * ThisHive = ( * it ) ;
// Obviously don't relocate to an active enemy hive...
if ( ThisHive - > Status ! = HIVE_STATUS_UNBUILT ) { continue ; }
// Don't relocate if we're already located close to this hive
if ( vDist2DSq ( CurrentTeamStartLocation , ThisHive - > FloorLocation ) < sqrf ( UTIL_MetresToGoldSrcUnits ( 10.0f ) ) ) { continue ; }
// Don't relocate if the enemy has a foothold here
DeployableSearchFilter EnemyStuff ;
EnemyStuff . DeployableTeam = EnemyTeam ;
EnemyStuff . ExcludeStatusFlags = STRUCTURE_STATUS_RECYCLING ;
EnemyStuff . IncludeStatusFlags = STRUCTURE_STATUS_COMPLETED ;
EnemyStuff . DeployableTypes = ( STRUCTURE_MARINE_PHASEGATE | STRUCTURE_MARINE_COMMCHAIR | STRUCTURE_MARINE_INFANTRYPORTAL | STRUCTURE_MARINE_TURRETFACTORY | STRUCTURE_MARINE_ADVTURRETFACTORY | STRUCTURE_ALIEN_OFFENCECHAMBER ) ;
EnemyStuff . MaxSearchRadius = UTIL_MetresToGoldSrcUnits ( 15.0f ) ;
if ( AITAC_DeployableExistsAtLocation ( ThisHive - > FloorLocation , & EnemyStuff ) ) { continue ; }
const AvHAIHiveDefinition * NearestEnemyHive = AITAC_GetActiveHiveNearestLocation ( EnemyTeam , ThisHive - > FloorLocation ) ;
float ThisDist = 0.0f ;
// Either pick an empty hive furthest from the nearest enemy hive (if they have one)
// Or the closest one to us if the enemy don't (e.g. it's MvM)
if ( NearestEnemyHive )
{
ThisDist = vDist2DSq ( NearestEnemyHive - > FloorLocation , ThisHive - > FloorLocation ) ;
if ( ! RelocationHive | | ThisDist > MinDist )
{
RelocationHive = ThisHive ;
MinDist = ThisDist ;
}
}
else
{
ThisDist = vDist2DSq ( CurrentTeamStartLocation , ThisHive - > FloorLocation ) ;
if ( ! RelocationHive | | ThisDist < MinDist )
{
RelocationHive = ThisHive ;
MinDist = ThisDist ;
}
}
}
// No hives to relocate to
if ( ! RelocationHive ) { return ZERO_VECTOR ; }
return RelocationHive - > FloorLocation ;
}
bool AITAC_IsRelocationPointStillValid ( AvHTeamNumber RelocationTeam , Vector RelocationPoint )
{
if ( vIsZero ( RelocationPoint ) ) { return false ; }
const AvHAIHiveDefinition * ThisHive = AITAC_GetHiveNearestLocation ( RelocationPoint ) ;
// Obviously don't relocate to an active enemy hive...
if ( ThisHive - > Status ! = HIVE_STATUS_UNBUILT ) { return false ; }
AvHTeamNumber EnemyTeam = AIMGR_GetEnemyTeam ( RelocationTeam ) ;
// Don't relocate if the enemy has a foothold here
DeployableSearchFilter EnemyStuff ;
EnemyStuff . DeployableTeam = EnemyTeam ;
EnemyStuff . ExcludeStatusFlags = STRUCTURE_STATUS_RECYCLING ;
EnemyStuff . IncludeStatusFlags = STRUCTURE_STATUS_COMPLETED ;
EnemyStuff . DeployableTypes = ( STRUCTURE_MARINE_PHASEGATE | STRUCTURE_MARINE_COMMCHAIR | STRUCTURE_MARINE_INFANTRYPORTAL | STRUCTURE_MARINE_TURRETFACTORY | STRUCTURE_MARINE_ADVTURRETFACTORY | STRUCTURE_ALIEN_OFFENCECHAMBER ) ;
EnemyStuff . MaxSearchRadius = UTIL_MetresToGoldSrcUnits ( 15.0f ) ;
if ( AITAC_DeployableExistsAtLocation ( ThisHive - > FloorLocation , & EnemyStuff ) ) { return false ; }
return true ;
}
bool AITAC_IsRelocationCompleted ( AvHTeamNumber RelocationTeam , Vector RelocationPoint )
{
if ( vIsZero ( RelocationPoint ) ) { return true ; }
// Don't relocate if the enemy has a foothold here
DeployableSearchFilter BaseStuffFilter ;
BaseStuffFilter . DeployableTeam = RelocationTeam ;
BaseStuffFilter . ExcludeStatusFlags = STRUCTURE_STATUS_RECYCLING ;
BaseStuffFilter . IncludeStatusFlags = STRUCTURE_STATUS_COMPLETED ;
BaseStuffFilter . DeployableTypes = ( STRUCTURE_MARINE_COMMCHAIR | STRUCTURE_MARINE_INFANTRYPORTAL ) ;
BaseStuffFilter . MaxSearchRadius = UTIL_MetresToGoldSrcUnits ( 15.0f ) ;
edict_t * RelocationChair = nullptr ;
edict_t * CurrentCommChair = AITAC_GetCommChair ( RelocationTeam ) ;
int NumInfPortals = 0 ;
vector < AvHAIBuildableStructure > RelocationStructures = AITAC_FindAllDeployables ( RelocationPoint , & BaseStuffFilter ) ;
for ( auto it = RelocationStructures . begin ( ) ; it ! = RelocationStructures . end ( ) ; it + + )
{
if ( it - > StructureType = = STRUCTURE_MARINE_COMMCHAIR )
{
RelocationChair = it - > edict ;
}
if ( it - > StructureType = = STRUCTURE_MARINE_INFANTRYPORTAL )
{
NumInfPortals + + ;
}
}
if ( FNullEnt ( RelocationChair ) | | NumInfPortals < 2 ) { return false ; }
DeployableSearchFilter OldStuffFilter ;
OldStuffFilter . DeployableTeam = RelocationTeam ;
OldStuffFilter . ExcludeStatusFlags = STRUCTURE_STATUS_RECYCLING ;
OldStuffFilter . DeployableTypes = SEARCH_ALL_STRUCTURES ;
OldStuffFilter . MinSearchRadius = UTIL_MetresToGoldSrcUnits ( 20.0f ) ;
OldStuffFilter . PurposeFlags = STRUCTURE_PURPOSE_BASE ;
vector < AvHAIBuildableStructure > AllOldStructures = AITAC_FindAllDeployables ( RelocationPoint , & OldStuffFilter ) ;
for ( auto it = AllOldStructures . begin ( ) ; it ! = AllOldStructures . end ( ) ; it + + )
{
if ( it - > edict ! = CurrentCommChair ) { return false ; }
}
return true ;
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}
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bool AITAC_IsRelocationAtStartEnabled ( )
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{
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return bEnableRelocationAtStart ;
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}
void AITAC_DetermineRelocationEnabled ( )
{
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bEnableRelocationAtStart = false ;
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if ( CONFIG_IsRelocationAllowed ( ) )
{
float RandomRoll = frandrange ( 0.0f , 1.0f ) ;
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bEnableRelocationAtStart = ( RandomRoll < = CONFIG_GetRelocationChance ( ) ) ;
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}
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}
bool AITAC_IsMarineBaseValid ( AvHAIMarineBase * Base )
{
if ( Base - > PlacedStructures . size ( ) > 0 ) { return true ; }
if ( ( Base - > bRecycleBase | | Base - > bBaseInitialised ) & & Base - > PlacedStructures . size ( ) = = 0 ) { return false ; }
return true ;
}
void AITAC_ManageActiveMarineBases ( )
{
for ( auto it = ActiveTeamABases . begin ( ) ; it ! = ActiveTeamABases . end ( ) ; )
{
for ( auto structIt = it - > PlacedStructures . begin ( ) ; structIt ! = it - > PlacedStructures . end ( ) ; )
{
AvHAIBuildableStructure StructureRef = TeamAStructureMap [ * structIt ] ;
if ( ! StructureRef . IsValid ( ) | | ( StructureRef . StructureStatusFlags & STRUCTURE_STATUS_RECYCLING ) )
{
structIt = it - > PlacedStructures . erase ( structIt ) ;
}
else
{
structIt + + ;
}
}
if ( ! AITAC_IsMarineBaseValid ( & ( * it ) ) )
{
it = ActiveTeamABases . erase ( it ) ;
}
else
{
it + + ;
}
}
for ( auto it = ActiveTeamBBases . begin ( ) ; it ! = ActiveTeamBBases . end ( ) ; )
{
for ( auto structIt = it - > PlacedStructures . begin ( ) ; structIt ! = it - > PlacedStructures . end ( ) ; )
{
AvHAIBuildableStructure StructureRef = TeamBStructureMap [ * structIt ] ;
if ( ! StructureRef . IsValid ( ) | | ( StructureRef . StructureStatusFlags & STRUCTURE_STATUS_RECYCLING ) )
{
structIt = it - > PlacedStructures . erase ( structIt ) ;
}
else
{
structIt + + ;
}
}
if ( ! AITAC_IsMarineBaseValid ( & ( * it ) ) )
{
it = ActiveTeamBBases . erase ( it ) ;
}
else
{
it + + ;
}
}
}
void AITAC_AddNewBase ( AvHTeamNumber Team , Vector NewBaseLocation , MarineBaseType NewBaseType )
{
vector < AvHAIMarineBase > & BaseList = ( Team = = AIMGR_GetTeamANumber ( ) ) ? ActiveTeamABases : ActiveTeamBBases ;
AvHAIMarineBase NewBase ;
NewBase . BaseLocation = NewBaseLocation ;
NewBase . BaseType = NewBaseType ;
NewBase . BaseTeam = Team ;
BaseList . push_back ( NewBase ) ;
}
bool AITAC_CanBuildOutBase ( const AvHAIMarineBase * Base )
{
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if ( ! Base | | Base - > bRecycleBase | | ! Base - > bIsActive ) { return false ; }
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switch ( Base - > BaseType )
{
case MARINE_BASE_MAINBASE :
return AITAC_CanBuildOutMainBase ( Base ) ;
case MARINE_BASE_OUTPOST :
return AITAC_CanBuildOutOutpost ( Base ) ;
case MARINE_BASE_SIEGE :
return AITAC_CanBuildOutSiege ( Base ) ;
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case MARINE_BASE_GUARDPOST :
return AITAC_CanBuildOutGuardPost ( Base ) ;
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}
return false ;
}
bool AITAC_CanBuildOutMainBase ( const AvHAIMarineBase * Base )
{
bool bHasCommChair = false ;
int NumInfPortals = 0 ;
bool bHasArmoury = false ;
bool bHasAdvArmoury = false ;
bool bArmouryCompleted = false ;
bool bHasArmsLab = false ;
bool bArmsLabCompleted = false ;
bool bHasProtoLab = false ;
bool bHasObs = false ;
bool bHasPhase = false ;
bool bHasTF = false ;
int NumTurrets = 0 ;
std : : unordered_map < int , AvHAIBuildableStructure > & BuildingMap = ( Base - > BaseTeam = = AIMGR_GetTeamANumber ( ) ) ? TeamAStructureMap : TeamBStructureMap ;
for ( auto it = Base - > PlacedStructures . begin ( ) ; it ! = Base - > PlacedStructures . end ( ) ; it + + )
{
AvHAIBuildableStructure StructureRef = BuildingMap [ * it ] ;
switch ( StructureRef . StructureType )
{
case STRUCTURE_MARINE_COMMCHAIR :
bHasCommChair = true ;
break ;
case STRUCTURE_MARINE_INFANTRYPORTAL :
NumInfPortals + + ;
break ;
case STRUCTURE_MARINE_ARMOURY :
bArmouryCompleted = ( StructureRef . StructureStatusFlags & STRUCTURE_STATUS_COMPLETED ) ;
bHasArmoury = true ;
break ;
case STRUCTURE_MARINE_ADVARMOURY :
bArmouryCompleted = ( StructureRef . StructureStatusFlags & STRUCTURE_STATUS_COMPLETED ) ;
bHasArmoury = true ;
bHasAdvArmoury = true ;
break ;
case STRUCTURE_MARINE_ARMSLAB :
bHasArmsLab = true ;
bArmsLabCompleted = ( StructureRef . StructureStatusFlags & STRUCTURE_STATUS_COMPLETED ) ;
break ;
case STRUCTURE_MARINE_PROTOTYPELAB :
bHasProtoLab = true ;
break ;
case STRUCTURE_MARINE_OBSERVATORY :
bHasObs = true ;
break ;
case STRUCTURE_MARINE_PHASEGATE :
bHasPhase = true ;
break ;
case STRUCTURE_MARINE_TURRETFACTORY :
case STRUCTURE_MARINE_ADVTURRETFACTORY :
bHasTF = true ;
break ;
case STRUCTURE_MARINE_TURRET :
NumTurrets + + ;
break ;
default :
break ;
}
}
return ( ! bHasCommChair
| | NumInfPortals < 2
| | ! bHasArmoury
| | ! bHasAdvArmoury
| | ( ! bHasArmsLab & & bArmouryCompleted )
| | ( ! bHasProtoLab & & bHasAdvArmoury & & bArmsLabCompleted )
| | ( ! bHasObs & & bArmouryCompleted )
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| | ( ! bHasPhase & & AITAC_ResearchIsComplete ( Base - > BaseTeam , TECH_RESEARCH_PHASETECH ) )
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| | ! bHasTF
| | NumTurrets < 5 ) ;
}
bool AITAC_CanBuildOutOutpost ( const AvHAIMarineBase * Base )
{
bool bHasArmoury = false ;
bool bHasObs = false ;
bool bHasPhase = false ;
bool bHasTF = false ;
int NumTurrets = 0 ;
std : : unordered_map < int , AvHAIBuildableStructure > & BuildingMap = ( Base - > BaseTeam = = AIMGR_GetTeamANumber ( ) ) ? TeamAStructureMap : TeamBStructureMap ;
for ( auto it = Base - > PlacedStructures . begin ( ) ; it ! = Base - > PlacedStructures . end ( ) ; it + + )
{
AvHAIBuildableStructure StructureRef = BuildingMap [ * it ] ;
switch ( StructureRef . StructureType )
{
case STRUCTURE_MARINE_ARMOURY :
case STRUCTURE_MARINE_ADVARMOURY :
bHasArmoury = true ;
break ;
case STRUCTURE_MARINE_OBSERVATORY :
bHasObs = true ;
break ;
case STRUCTURE_MARINE_PHASEGATE :
bHasPhase = true ;
break ;
case STRUCTURE_MARINE_TURRETFACTORY :
case STRUCTURE_MARINE_ADVTURRETFACTORY :
bHasTF = true ;
break ;
case STRUCTURE_MARINE_TURRET :
NumTurrets + + ;
break ;
default :
break ;
}
}
return ( ! bHasArmoury
| | ! bHasObs
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| | ( ! bHasPhase & & AITAC_ResearchIsComplete ( Base - > BaseTeam , TECH_RESEARCH_PHASETECH ) )
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| | ! bHasTF
| | NumTurrets < 5 ) ;
}
bool AITAC_CanBuildOutSiege ( const AvHAIMarineBase * Base )
{
bool bHasArmoury = false ;
bool bHasObs = false ;
bool bHasPhase = false ;
bool bHasTF = false ;
int NumTurrets = 0 ;
std : : unordered_map < int , AvHAIBuildableStructure > & BuildingMap = ( Base - > BaseTeam = = AIMGR_GetTeamANumber ( ) ) ? TeamAStructureMap : TeamBStructureMap ;
for ( auto it = Base - > PlacedStructures . begin ( ) ; it ! = Base - > PlacedStructures . end ( ) ; it + + )
{
AvHAIBuildableStructure StructureRef = BuildingMap [ * it ] ;
switch ( StructureRef . StructureType )
{
case STRUCTURE_MARINE_ARMOURY :
case STRUCTURE_MARINE_ADVARMOURY :
bHasArmoury = true ;
break ;
case STRUCTURE_MARINE_OBSERVATORY :
bHasObs = true ;
break ;
case STRUCTURE_MARINE_PHASEGATE :
bHasPhase = true ;
break ;
case STRUCTURE_MARINE_ADVTURRETFACTORY :
bHasTF = true ;
break ;
case STRUCTURE_MARINE_SIEGETURRET :
NumTurrets + + ;
break ;
default :
break ;
}
}
return ( ! bHasArmoury
| | ! bHasObs
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| | ( ! bHasPhase & & AITAC_ResearchIsComplete ( Base - > BaseTeam , TECH_RESEARCH_PHASETECH ) )
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| | ! bHasTF
| | NumTurrets < 3 ) ;
}
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bool AITAC_CanBuildOutGuardPost ( const AvHAIMarineBase * Base )
{
bool bHasObs = false ;
bool bHasTF = false ;
int NumTurrets = 0 ;
std : : unordered_map < int , AvHAIBuildableStructure > & BuildingMap = ( Base - > BaseTeam = = AIMGR_GetTeamANumber ( ) ) ? TeamAStructureMap : TeamBStructureMap ;
for ( auto it = Base - > PlacedStructures . begin ( ) ; it ! = Base - > PlacedStructures . end ( ) ; it + + )
{
AvHAIBuildableStructure StructureRef = BuildingMap [ * it ] ;
switch ( StructureRef . StructureType )
{
case STRUCTURE_MARINE_OBSERVATORY :
bHasObs = true ;
break ;
case STRUCTURE_MARINE_TURRETFACTORY :
case STRUCTURE_MARINE_ADVTURRETFACTORY :
bHasTF = true ;
break ;
case STRUCTURE_MARINE_TURRET :
NumTurrets + + ;
break ;
default :
break ;
}
}
return ( ! bHasObs
| | ! bHasTF
| | NumTurrets < 5 ) ;
}
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vector < AvHAIMarineBase > & AITAC_GetTeamBases ( AvHTeamNumber Team )
{
return ( Team = = AIMGR_GetTeamANumber ( ) ) ? ActiveTeamABases : ActiveTeamBBases ;
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}