NS/main/source/mod/AvHAIWeaponHelper.cpp

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Bot integration for v3.3b8 (#156) * Initial bot commit * Added server commands and cvars for adding AI players to the game. * Added auto modes for automating the adding and removal of bots * Bots connect to the server and join teams correctly * Added round restart and new map detection for AI system Push before new project added for detour * Initial bot integration * Integrated all basic bot code for navigation and task performing * Added support for multi_managers to better understand how buttons and triggers affect doors * Improved bot understanding of door triggers and weldables * Reworked nav profiles Nav profiles for bots are now dynamically updated to take into account changing capabilities, such as picking up a welder * Improved bot door usage * Added weldable obstacles back into navigation Bots now understand how to get around weldable barriers * Replaced fixed arrays with vectors * Resource node and hive lists are now vectors. * Further improved bot weld behaviour * Added dynamic reachability calculations When barriers and doors are open/closed, new reachability calculations are done for structures and items so bots understand when items/structures become reachable or unreachable as the match progresses. * Added team-based reachability calculations Reachabilities for structures and items are now based on the team, so bots understand when they can't reach a structure from their spawn point. * Implemented long-range off-mesh connections and dynamic off-mesh connections * Implemented fully dynamic off-mesh connections Phase gates now use connections rather than custom path finding. Much more performant. * Replaced arrays with vectors for simpler code * Started Bot Swimming * Bots understand trigger_changetarget Bots can now navigate doors operated with a trigger_changetarget so they understand the sequence in which triggers must be activated to make it work * Push before trying to fix long-range connections * Implement new off-mesh connection system * Redid population of door triggers * Fixed trigger types and links to doors * Added lift and moving platform support * Lift improvements * Bots avoid getting crushed under a lift when summoning it * Bots are better at judging which stop a platform needs to be at * Tweak lift and welder usage * Fixed bug with multiple off-mesh connections close together * Finish lift movement * Fixed dodgy path finding * Improved skulk ladder usage and lerk lift usage * Fix crash with path finding * Re-implement commander AI * Commander improvements * Improve commander sieging * Commander scanning tweak * Reimplemented regular marine AI * Start reimplementing alien AI * Implement gorge building behaviours * Start alien tactical decisioning * Continuing alien building and other non-combat logic * More alien role work * Adjusted base node definitions * Iterate Capper Logic * Alien assault AI * Alien Combat * Fix grenade throwing, better combat * Marine combat AI improvements * Commander improvements * Commander + nav improvements * Drop mines * Improved bot stuck detection * Commander supply improvements * Bot fill timing config * Added nsbots.cfg to configure internal bots * Changed bot config file to "nsbots.cfg" * Bug fixing with navigation * Fix skulk movement on ladders * Improved commander placement and tactical refresh * Fixed bug with ladder climbing * Doors block off-mesh connections * Finished doors blocking connections * Marine and alien tactical bug fixes * Add commander beacon back in * Start combat mode stuff * First pass at combat mode * Bots attack turrets * Fix ladder and wall climbing * Commander chat request * Improved skulk ladders * Added nav meshes for new bot code * Added bot configuration to listen server menu * Added bot config file * Added default bot config to listenserver.cfg * Added default bot settings to server.cfg * Include VS filter for bot files * Crash fixes * Bot improvements * Bot stability and mine placement improvements * Fixed crash on new map start with bots * Reverted Svencoop fix * Fixed crash, added more cvars * Performance improvement * Commander building improvements * Stop bot spasming when waiting to take command * Fixed doors not blocking connections * Added bot disabled guard to round start * Commander improvements, movement improvements * Tweaked level load sequence * Performance improvements * Bot load spread * Fixed commander update * Refactor bot frame handling * Bug fixes + Pierow's dynamic load spread * Minor bug fixes * Fix door detection, prep for test * Fixed commander siege spam * linux compile test * fix hardcoded inlcudes * O1 compile flag for detour - fix linux server crash * Revert detour compile flags to original for windows * linux build update * remove x64 build configs * update bot nav meshes and configs * fix bot physics at high server fps, update navmeshes. from @RGreenlees --------- Co-authored-by: RGreenlees <RGreenlees@users.noreply.github.com> Co-authored-by: RichardGreenlees <richard.greenlees@forecast.global>
2024-03-21 18:17:18 +00:00
#include "AvHAIWeaponHelper.h"
#include "AvHAIPlayerUtil.h"
#include "AvHAIMath.h"
#include "AvHAINavigation.h"
#include "AvHAIHelper.h"
#include "AvHAITactical.h"
#include "AvHAIPlayerManager.h"
#include "AvHGamerules.h"
#include "AvHAlienWeaponConstants.h"
#include "AvHAlienWeapons.h"
#include "AvHMarineEquipmentConstants.h"
#include "AvHServerUtil.h"
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
int GetPlayerCurrentWeaponClipAmmo(const AvHPlayer* Player)
{
AvHBasePlayerWeapon* theBasePlayerWeapon = dynamic_cast<AvHBasePlayerWeapon*>(Player->m_pActiveItem);
if (theBasePlayerWeapon)
{
return theBasePlayerWeapon->m_iClip;
}
return 0;
}
int GetPlayerCurrentWeaponMaxClipAmmo(const AvHPlayer* Player)
{
AvHBasePlayerWeapon* theBasePlayerWeapon = dynamic_cast<AvHBasePlayerWeapon*>(Player->m_pActiveItem);
if (theBasePlayerWeapon)
{
return theBasePlayerWeapon->iMaxClip();
}
return 0;
}
int GetPlayerCurrentWeaponReserveAmmo(const AvHPlayer* Player)
{
AvHBasePlayerWeapon* theBasePlayerWeapon = dynamic_cast<AvHBasePlayerWeapon*>(Player->m_pActiveItem);
if (theBasePlayerWeapon)
{
return Player->m_rgAmmo[theBasePlayerWeapon->m_iPrimaryAmmoType];
}
return 0;
}
float GetProjectileVelocityForWeapon(const AvHAIWeapon Weapon)
{
switch (Weapon)
{
case WEAPON_GORGE_SPIT:
return (float)BALANCE_VAR(kSpitVelocity);
case WEAPON_LERK_SPORES:
return (float)BALANCE_VAR(kShootCloudVelocity);
case WEAPON_FADE_ACIDROCKET:
return (float)BALANCE_VAR(kAcidRocketVelocity);
case WEAPON_GORGE_BILEBOMB:
return (float)BALANCE_VAR(kBileBombVelocity);
case WEAPON_MARINE_GRENADE:
case WEAPON_MARINE_GL:
return (float)BALANCE_VAR(kGrenadeForce);
default:
return 0.0f; // Hitscan. We don't bother with bile bomb as it's so short range that it doesn't really need leading the target
}
}
bool CanInterruptWeaponReload(AvHAIWeapon Weapon)
{
switch (Weapon)
{
case WEAPON_MARINE_SHOTGUN:
case WEAPON_MARINE_GL:
return true;
default:
return false;
}
return false;
}
float GetReloadTimeForWeapon(AvHAIWeapon Weapon)
{
switch (Weapon)
{
case WEAPON_MARINE_PISTOL:
case WEAPON_MARINE_MG:
return 3.0f;
case WEAPON_MARINE_HMG:
return 6.3f;
case WEAPON_MARINE_SHOTGUN:
return 0.22f;
case WEAPON_MARINE_GL:
return 1.5f;
default:
return 0.0f;
}
return 0.0f;
}
float GetEnergyCostForWeapon(const AvHAIWeapon Weapon)
{
switch (Weapon)
{
case WEAPON_SKULK_BITE:
return BALANCE_VAR(kBiteEnergyCost);
case WEAPON_SKULK_PARASITE:
return BALANCE_VAR(kParasiteEnergyCost);
case WEAPON_SKULK_LEAP:
return BALANCE_VAR(kLeapEnergyCost);
case WEAPON_SKULK_XENOCIDE:
return BALANCE_VAR(kDivineWindEnergyCost);
case WEAPON_GORGE_SPIT:
return BALANCE_VAR(kSpitEnergyCost);
case WEAPON_GORGE_HEALINGSPRAY:
return BALANCE_VAR(kHealingSprayEnergyCost);
case WEAPON_GORGE_BILEBOMB:
return BALANCE_VAR(kBileBombEnergyCost);
case WEAPON_GORGE_WEB:
return BALANCE_VAR(kWebEnergyCost);
case WEAPON_LERK_BITE:
return BALANCE_VAR(kBite2EnergyCost);
case WEAPON_LERK_SPORES:
return BALANCE_VAR(kSporesEnergyCost);
case WEAPON_LERK_UMBRA:
return BALANCE_VAR(kUmbraEnergyCost);
case WEAPON_LERK_PRIMALSCREAM:
return BALANCE_VAR(kPrimalScreamEnergyCost);
case WEAPON_FADE_SWIPE:
return BALANCE_VAR(kSwipeEnergyCost);
case WEAPON_FADE_BLINK:
return BALANCE_VAR(kBlinkEnergyCost);
case WEAPON_FADE_METABOLIZE:
return BALANCE_VAR(kMetabolizeEnergyCost);
case WEAPON_FADE_ACIDROCKET:
return BALANCE_VAR(kAcidRocketEnergyCost);
case WEAPON_ONOS_GORE:
return BALANCE_VAR(kClawsEnergyCost);
case WEAPON_ONOS_DEVOUR:
return BALANCE_VAR(kDevourEnergyCost);
case WEAPON_ONOS_STOMP:
return BALANCE_VAR(kStompEnergyCost);
case WEAPON_ONOS_CHARGE:
return BALANCE_VAR(kChargeEnergyCost);
default:
return 0.0f;
}
}
void InterruptReload(AvHAIPlayer* pBot)
{
pBot->Button |= IN_ATTACK;
}
AvHAIWeapon UTIL_GetPlayerPrimaryWeapon(const AvHPlayer* Player)
{
AvHBasePlayerWeapon* Weapon = dynamic_cast<AvHBasePlayerWeapon*>(Player->m_rgpPlayerItems[1]);
if (Weapon)
{
return (AvHAIWeapon)Weapon->m_iId;
}
return WEAPON_INVALID;
}
AvHAIWeapon UTIL_GetPlayerSecondaryWeapon(const AvHPlayer* Player)
{
AvHBasePlayerWeapon* Weapon = dynamic_cast<AvHBasePlayerWeapon*>(Player->m_rgpPlayerItems[2]);
if (Weapon)
{
return (AvHAIWeapon)Weapon->m_iId;
}
return WEAPON_INVALID;
}
bool IsHitscanWeapon(AvHAIWeapon Weapon)
{
switch (Weapon)
{
case WEAPON_MARINE_MG:
case WEAPON_MARINE_HMG:
case WEAPON_MARINE_PISTOL:
case WEAPON_MARINE_SHOTGUN:
case WEAPON_SKULK_PARASITE:
case WEAPON_MARINE_WELDER:
return true;
default:
return false;
}
return false;
}
float GetTimeUntilPlayerNextRefire(const AvHPlayer* Player)
{
AvHBasePlayerWeapon* WeaponRef = dynamic_cast<AvHBasePlayerWeapon*>(Player->m_pActiveItem);
if (!WeaponRef) { return 0.0f; }
return WeaponRef->m_flNextPrimaryAttack;
}
AvHAIWeapon GetBotMarineSecondaryWeapon(const AvHAIPlayer* pBot)
{
if (PlayerHasWeapon(pBot->Player, WEAPON_MARINE_PISTOL))
{
return WEAPON_MARINE_PISTOL;
}
return WEAPON_INVALID;
}
int UTIL_GetPlayerPrimaryMaxAmmoReserve(AvHPlayer* Player)
{
AvHBasePlayerWeapon* theBasePlayerWeapon = dynamic_cast<AvHBasePlayerWeapon*>(Player->m_rgpPlayerItems[1]);
if (theBasePlayerWeapon)
{
return theBasePlayerWeapon->iMaxAmmo1();
}
return 0;
}
int UTIL_GetPlayerPrimaryAmmoReserve(AvHPlayer* Player)
{
AvHBasePlayerWeapon* theBasePlayerWeapon = dynamic_cast<AvHBasePlayerWeapon*>(Player->m_rgpPlayerItems[1]);
if (theBasePlayerWeapon)
{
return Player->m_rgAmmo[theBasePlayerWeapon->m_iPrimaryAmmoType];
}
return 0;
}
int UTIL_GetPlayerSecondaryMaxAmmoReserve(AvHPlayer* Player)
{
AvHBasePlayerWeapon* theBasePlayerWeapon = dynamic_cast<AvHBasePlayerWeapon*>(Player->m_rgpPlayerItems[2]);
if (theBasePlayerWeapon)
{
return theBasePlayerWeapon->iMaxAmmo1();
}
return 0;
}
int UTIL_GetPlayerSecondaryAmmoReserve(AvHPlayer* Player)
{
AvHBasePlayerWeapon* theBasePlayerWeapon = dynamic_cast<AvHBasePlayerWeapon*>(Player->m_rgpPlayerItems[2]);
if (theBasePlayerWeapon)
{
return Player->m_rgAmmo[theBasePlayerWeapon->m_iPrimaryAmmoType];
}
return 0;
}
int BotGetSecondaryWeaponAmmoReserve(AvHAIPlayer* pBot)
{
AvHBasePlayerWeapon* theBasePlayerWeapon = dynamic_cast<AvHBasePlayerWeapon*>(pBot->Player->m_rgpPlayerItems[2]);
if (theBasePlayerWeapon)
{
return pBot->Player->m_rgAmmo[theBasePlayerWeapon->m_iPrimaryAmmoType];
}
return 0;
}
int UTIL_GetPlayerPrimaryWeaponClipAmmo(const AvHPlayer* Player)
{
AvHBasePlayerWeapon* theBasePlayerWeapon = dynamic_cast<AvHBasePlayerWeapon*>(Player->m_rgpPlayerItems[1]);
if (theBasePlayerWeapon)
{
return theBasePlayerWeapon->m_iClip;
}
return 0;
}
int BotGetSecondaryWeaponClipAmmo(const AvHAIPlayer* pBot)
{
AvHBasePlayerWeapon* theBasePlayerWeapon = dynamic_cast<AvHBasePlayerWeapon*>(pBot->Player->m_rgpPlayerItems[2]);
if (theBasePlayerWeapon)
{
return theBasePlayerWeapon->m_iClip;
}
return 0;
}
int UTIL_GetPlayerPrimaryWeaponMaxClipSize(const AvHPlayer* Player)
{
AvHBasePlayerWeapon* theBasePlayerWeapon = dynamic_cast<AvHBasePlayerWeapon*>(Player->m_rgpPlayerItems[1]);
if (theBasePlayerWeapon)
{
return theBasePlayerWeapon->iMaxClip();
}
return 0;
}
int UTIL_GetPlayerSecondaryWeaponClipAmmo(const AvHPlayer* Player)
{
AvHBasePlayerWeapon* theBasePlayerWeapon = dynamic_cast<AvHBasePlayerWeapon*>(Player->m_rgpPlayerItems[2]);
if (theBasePlayerWeapon)
{
return theBasePlayerWeapon->m_iClip;
}
return 0;
}
int UTIL_GetPlayerSecondaryWeaponMaxClipSize(const AvHPlayer* Player)
{
AvHBasePlayerWeapon* theBasePlayerWeapon = dynamic_cast<AvHBasePlayerWeapon*>(Player->m_rgpPlayerItems[2]);
if (theBasePlayerWeapon)
{
return theBasePlayerWeapon->iMaxClip();
}
return 0;
}
int BotGetSecondaryWeaponMaxClipSize(const AvHAIPlayer* pBot)
{
AvHBasePlayerWeapon* theBasePlayerWeapon = dynamic_cast<AvHBasePlayerWeapon*>(pBot->Player->m_rgpPlayerItems[2]);
if (theBasePlayerWeapon)
{
return theBasePlayerWeapon->iMaxClip();
}
return 0;
}
int BotGetSecondaryWeaponMaxAmmoReserve(AvHAIPlayer* pBot)
{
AvHBasePlayerWeapon* theBasePlayerWeapon = dynamic_cast<AvHBasePlayerWeapon*>(pBot->Player->m_rgpPlayerItems[2]);
if (theBasePlayerWeapon)
{
return theBasePlayerWeapon->iMaxClip();
}
return 0;
}
float GetMaxIdealWeaponRange(const AvHAIWeapon Weapon)
{
switch (Weapon)
{
case WEAPON_LERK_PRIMALSCREAM:
return UTIL_MetresToGoldSrcUnits(100.0f);
case WEAPON_LERK_SPORES:
case WEAPON_LERK_UMBRA:
case WEAPON_MARINE_GL:
case WEAPON_MARINE_MG:
case WEAPON_MARINE_PISTOL:
case WEAPON_FADE_ACIDROCKET:
case WEAPON_SKULK_PARASITE:
case WEAPON_SKULK_LEAP:
case WEAPON_ONOS_CHARGE:
case WEAPON_GORGE_SPIT:
2024-04-05 20:34:56 +00:00
return UTIL_MetresToGoldSrcUnits(50.0f);
Bot integration for v3.3b8 (#156) * Initial bot commit * Added server commands and cvars for adding AI players to the game. * Added auto modes for automating the adding and removal of bots * Bots connect to the server and join teams correctly * Added round restart and new map detection for AI system Push before new project added for detour * Initial bot integration * Integrated all basic bot code for navigation and task performing * Added support for multi_managers to better understand how buttons and triggers affect doors * Improved bot understanding of door triggers and weldables * Reworked nav profiles Nav profiles for bots are now dynamically updated to take into account changing capabilities, such as picking up a welder * Improved bot door usage * Added weldable obstacles back into navigation Bots now understand how to get around weldable barriers * Replaced fixed arrays with vectors * Resource node and hive lists are now vectors. * Further improved bot weld behaviour * Added dynamic reachability calculations When barriers and doors are open/closed, new reachability calculations are done for structures and items so bots understand when items/structures become reachable or unreachable as the match progresses. * Added team-based reachability calculations Reachabilities for structures and items are now based on the team, so bots understand when they can't reach a structure from their spawn point. * Implemented long-range off-mesh connections and dynamic off-mesh connections * Implemented fully dynamic off-mesh connections Phase gates now use connections rather than custom path finding. Much more performant. * Replaced arrays with vectors for simpler code * Started Bot Swimming * Bots understand trigger_changetarget Bots can now navigate doors operated with a trigger_changetarget so they understand the sequence in which triggers must be activated to make it work * Push before trying to fix long-range connections * Implement new off-mesh connection system * Redid population of door triggers * Fixed trigger types and links to doors * Added lift and moving platform support * Lift improvements * Bots avoid getting crushed under a lift when summoning it * Bots are better at judging which stop a platform needs to be at * Tweak lift and welder usage * Fixed bug with multiple off-mesh connections close together * Finish lift movement * Fixed dodgy path finding * Improved skulk ladder usage and lerk lift usage * Fix crash with path finding * Re-implement commander AI * Commander improvements * Improve commander sieging * Commander scanning tweak * Reimplemented regular marine AI * Start reimplementing alien AI * Implement gorge building behaviours * Start alien tactical decisioning * Continuing alien building and other non-combat logic * More alien role work * Adjusted base node definitions * Iterate Capper Logic * Alien assault AI * Alien Combat * Fix grenade throwing, better combat * Marine combat AI improvements * Commander improvements * Commander + nav improvements * Drop mines * Improved bot stuck detection * Commander supply improvements * Bot fill timing config * Added nsbots.cfg to configure internal bots * Changed bot config file to "nsbots.cfg" * Bug fixing with navigation * Fix skulk movement on ladders * Improved commander placement and tactical refresh * Fixed bug with ladder climbing * Doors block off-mesh connections * Finished doors blocking connections * Marine and alien tactical bug fixes * Add commander beacon back in * Start combat mode stuff * First pass at combat mode * Bots attack turrets * Fix ladder and wall climbing * Commander chat request * Improved skulk ladders * Added nav meshes for new bot code * Added bot configuration to listen server menu * Added bot config file * Added default bot config to listenserver.cfg * Added default bot settings to server.cfg * Include VS filter for bot files * Crash fixes * Bot improvements * Bot stability and mine placement improvements * Fixed crash on new map start with bots * Reverted Svencoop fix * Fixed crash, added more cvars * Performance improvement * Commander building improvements * Stop bot spasming when waiting to take command * Fixed doors not blocking connections * Added bot disabled guard to round start * Commander improvements, movement improvements * Tweaked level load sequence * Performance improvements * Bot load spread * Fixed commander update * Refactor bot frame handling * Bug fixes + Pierow's dynamic load spread * Minor bug fixes * Fix door detection, prep for test * Fixed commander siege spam * linux compile test * fix hardcoded inlcudes * O1 compile flag for detour - fix linux server crash * Revert detour compile flags to original for windows * linux build update * remove x64 build configs * update bot nav meshes and configs * fix bot physics at high server fps, update navmeshes. from @RGreenlees --------- Co-authored-by: RGreenlees <RGreenlees@users.noreply.github.com> Co-authored-by: RichardGreenlees <richard.greenlees@forecast.global>
2024-03-21 18:17:18 +00:00
case WEAPON_MARINE_HMG:
case WEAPON_MARINE_GRENADE:
return UTIL_MetresToGoldSrcUnits(10.0f);
case WEAPON_MARINE_SHOTGUN:
case WEAPON_GORGE_BILEBOMB:
case WEAPON_ONOS_STOMP:
return UTIL_MetresToGoldSrcUnits(8.0f);
case WEAPON_SKULK_XENOCIDE:
return (float)BALANCE_VAR(kDivineWindRadius) * 0.8f;
case WEAPON_ONOS_GORE:
return (float)BALANCE_VAR(kClawsRange) + 20.0f;
case WEAPON_ONOS_DEVOUR:
return (float)BALANCE_VAR(kDevourRange);
case WEAPON_FADE_SWIPE:
return (float)BALANCE_VAR(kSwipeRange) + 30.0f;
case WEAPON_SKULK_BITE:
return (float)BALANCE_VAR(kBiteRange) + 20.0f;
case WEAPON_LERK_BITE:
return (float)BALANCE_VAR(kBite2Range) + 20.0f;
case WEAPON_GORGE_HEALINGSPRAY:
return (float)BALANCE_VAR(kHealingSprayRange) * 0.5f;
case WEAPON_MARINE_WELDER:
return (float)BALANCE_VAR(kWelderRange) + 10.0f;
default:
return max_player_use_reach;
}
}
float GetMinIdealWeaponRange(const AvHAIWeapon Weapon)
{
switch (Weapon)
{
case WEAPON_MARINE_GL:
case WEAPON_MARINE_GRENADE:
case WEAPON_FADE_ACIDROCKET:
return UTIL_MetresToGoldSrcUnits(5.0f);
case WEAPON_SKULK_LEAP:
return UTIL_MetresToGoldSrcUnits(3.0f);
case WEAPON_MARINE_MG:
case WEAPON_MARINE_PISTOL:
case WEAPON_MARINE_HMG:
case WEAPON_SKULK_PARASITE:
return UTIL_MetresToGoldSrcUnits(5.0f);
case WEAPON_MARINE_SHOTGUN:
return UTIL_MetresToGoldSrcUnits(2.0f);
case WEAPON_GORGE_BILEBOMB:
case WEAPON_ONOS_STOMP:
return UTIL_MetresToGoldSrcUnits(2.0f);
default:
return max_player_use_reach * 0.5f;
}
}
bool IsMeleeWeapon(const AvHAIWeapon Weapon)
{
switch (Weapon)
{
case WEAPON_MARINE_KNIFE:
case WEAPON_SKULK_BITE:
case WEAPON_FADE_SWIPE:
case WEAPON_ONOS_GORE:
case WEAPON_ONOS_DEVOUR:
case WEAPON_LERK_BITE:
return true;
default:
return false;
}
}
bool WeaponCanBeReloaded(const AvHAIWeapon CheckWeapon)
{
switch (CheckWeapon)
{
case WEAPON_MARINE_GL:
case WEAPON_MARINE_HMG:
case WEAPON_MARINE_MG:
case WEAPON_MARINE_PISTOL:
case WEAPON_MARINE_SHOTGUN:
return true;
default:
return false;
}
}
Vector UTIL_GetGrenadeThrowTarget(edict_t* Player, const Vector TargetLocation, const float ExplosionRadius, bool bPrecise)
{
if (UTIL_PlayerHasLOSToLocation(Player, TargetLocation, UTIL_MetresToGoldSrcUnits(10.0f)))
{
return TargetLocation;
}
if (UTIL_PointIsDirectlyReachable(Player->v.origin, TargetLocation))
{
Vector Orientation = UTIL_GetVectorNormal(Player->v.origin - TargetLocation);
Vector NewSpot = TargetLocation + (Orientation * UTIL_MetresToGoldSrcUnits(1.5f));
NewSpot = UTIL_ProjectPointToNavmesh(NewSpot);
if (NewSpot != ZERO_VECTOR)
{
NewSpot.z += 10.0f;
}
return NewSpot;
}
vector<bot_path_node> CheckPath;
CheckPath.clear();
dtStatus Status = FindPathClosestToPoint(GetBaseNavProfile(ALL_NAV_PROFILE), Player->v.origin, TargetLocation, CheckPath, ExplosionRadius);
if (dtStatusSucceed(Status))
{
Vector FurthestPointVisible = UTIL_GetFurthestVisiblePointOnPath(GetPlayerEyePosition(Player), CheckPath, bPrecise);
if (vDist3DSq(FurthestPointVisible, TargetLocation) <= sqrf(ExplosionRadius))
{
return FurthestPointVisible;
}
Vector ThrowDir = UTIL_GetVectorNormal(FurthestPointVisible - Player->v.origin);
Vector LineEnd = FurthestPointVisible + (ThrowDir * UTIL_MetresToGoldSrcUnits(5.0f));
Vector ClosestPointInTrajectory = vClosestPointOnLine(FurthestPointVisible, LineEnd, TargetLocation);
ClosestPointInTrajectory = UTIL_ProjectPointToNavmesh(ClosestPointInTrajectory);
ClosestPointInTrajectory.z += 10.0f;
if (vDist2DSq(ClosestPointInTrajectory, TargetLocation) < sqrf(ExplosionRadius) && UTIL_PlayerHasLOSToLocation(Player, ClosestPointInTrajectory, UTIL_MetresToGoldSrcUnits(10.0f)) && UTIL_PointIsDirectlyReachable(ClosestPointInTrajectory, TargetLocation))
{
return ClosestPointInTrajectory;
}
else
{
return ZERO_VECTOR;
}
}
else
{
return ZERO_VECTOR;
}
}
AvHAIWeapon BotAlienChooseBestWeapon(AvHAIPlayer* pBot, edict_t* target)
{
if (FNullEnt(target))
{
return UTIL_GetPlayerPrimaryWeapon(pBot->Player);
}
return BotAlienChooseBestWeaponForStructure(pBot, target);
}
AvHAIWeapon BotMarineChooseBestWeapon(AvHAIPlayer* pBot, edict_t* target)
{
if (FNullEnt(target))
{
if (UTIL_GetPlayerPrimaryWeaponClipAmmo(pBot->Player) > 0 || UTIL_GetPlayerPrimaryAmmoReserve(pBot->Player) > 0)
{
return UTIL_GetPlayerPrimaryWeapon(pBot->Player);
}
else if (BotGetSecondaryWeaponClipAmmo(pBot) > 0 || BotGetSecondaryWeaponAmmoReserve(pBot) > 0)
{
return GetBotMarineSecondaryWeapon(pBot);
}
else
{
return UTIL_GetPlayerPrimaryWeapon(pBot->Player);
}
}
if (IsEdictPlayer(target))
{
float DistFromEnemy = vDist2DSq(pBot->Edict->v.origin, target->v.origin);
if (UTIL_GetPlayerPrimaryWeapon(pBot->Player) == WEAPON_MARINE_GL)
{
if (UTIL_GetPlayerPrimaryWeaponClipAmmo(pBot->Player) > 0 && DistFromEnemy > sqrf(UTIL_MetresToGoldSrcUnits(5.0f)))
{
return WEAPON_MARINE_GL;
}
if (BotGetSecondaryWeaponClipAmmo(pBot) > 0)
{
return GetBotMarineSecondaryWeapon(pBot);
}
return WEAPON_MARINE_KNIFE;
}
if (DistFromEnemy <= sqrf(UTIL_MetresToGoldSrcUnits(2.0f)))
{
if (UTIL_GetPlayerPrimaryWeaponClipAmmo(pBot->Player) == 0)
{
if (BotGetSecondaryWeaponClipAmmo(pBot) > 0)
{
return GetBotMarineSecondaryWeapon(pBot);
}
else
{
return WEAPON_MARINE_KNIFE;
}
}
else
{
return UTIL_GetPlayerPrimaryWeapon(pBot->Player);
}
}
else
{
AvHAIWeapon PrimaryWeapon = UTIL_GetPlayerPrimaryWeapon(pBot->Player);
if (PrimaryWeapon == WEAPON_MARINE_SHOTGUN)
{
if (DistFromEnemy > sqrf(UTIL_MetresToGoldSrcUnits(10.0f)))
{
if (BotGetSecondaryWeaponClipAmmo(pBot) > 0 || BotGetSecondaryWeaponAmmoReserve(pBot) > 0)
{
return GetBotMarineSecondaryWeapon(pBot);
}
else
{
if (UTIL_GetPlayerPrimaryWeaponClipAmmo(pBot->Player) > 0 || UTIL_GetPlayerPrimaryAmmoReserve(pBot->Player) > 0)
{
return PrimaryWeapon;
}
else
{
return WEAPON_MARINE_KNIFE;
}
}
}
else
{
if (UTIL_GetPlayerPrimaryWeaponClipAmmo(pBot->Player) > 0 || UTIL_GetPlayerPrimaryAmmoReserve(pBot->Player) > 0)
{
return PrimaryWeapon;
}
else
{
if (BotGetSecondaryWeaponClipAmmo(pBot) > 0)
{
return GetBotMarineSecondaryWeapon(pBot);
}
else
{
return WEAPON_MARINE_KNIFE;
}
}
}
}
else
{
if (DistFromEnemy > sqrf(UTIL_MetresToGoldSrcUnits(5.0f)))
{
if (UTIL_GetPlayerPrimaryWeaponClipAmmo(pBot->Player) > 0 || UTIL_GetPlayerPrimaryAmmoReserve(pBot->Player) > 0)
{
return PrimaryWeapon;
}
if (BotGetSecondaryWeaponClipAmmo(pBot) > 0 || BotGetSecondaryWeaponAmmoReserve(pBot) > 0)
{
return GetBotMarineSecondaryWeapon(pBot);
}
return WEAPON_MARINE_KNIFE;
}
else
{
if (UTIL_GetPlayerPrimaryWeaponClipAmmo(pBot->Player) > 0 || (DistFromEnemy > sqrf(UTIL_MetresToGoldSrcUnits(5.0f)) && UTIL_GetPlayerPrimaryAmmoReserve(pBot->Player) > 0))
{
return PrimaryWeapon;
}
else
{
if (BotGetSecondaryWeaponClipAmmo(pBot) > 0)
{
return GetBotMarineSecondaryWeapon(pBot);
}
else
{
return WEAPON_MARINE_KNIFE;
}
}
}
}
}
}
else
{
return BotMarineChooseBestWeaponForStructure(pBot, target);
}
}
AvHAIWeapon BotAlienChooseBestWeaponForStructure(AvHAIPlayer* pBot, edict_t* target)
{
AvHAIDeployableStructureType StructureType = GetStructureTypeFromEdict(target);
if (StructureType == STRUCTURE_NONE)
{
return UTIL_GetPlayerPrimaryWeapon(pBot->Player);
}
if (PlayerHasWeapon(pBot->Player, WEAPON_GORGE_BILEBOMB))
{
return WEAPON_GORGE_BILEBOMB;
}
if (PlayerHasWeapon(pBot->Player, WEAPON_FADE_ACIDROCKET) && (StructureType == STRUCTURE_ALIEN_HIVE || IsDamagingStructure(StructureType)))
{
return WEAPON_FADE_ACIDROCKET;
}
// If we have xenocide, then choose it if we have lots of good targets in blast radius
if (PlayerHasWeapon(pBot->Player, WEAPON_SKULK_XENOCIDE))
{
AvHTeamNumber EnemyTeam = AIMGR_GetEnemyTeam(pBot->Player->GetTeam());
int NumEnemyTargetsInArea = AITAC_GetNumPlayersOfTeamInArea(EnemyTeam, target->v.origin, UTIL_MetresToGoldSrcUnits(5.0f), false, nullptr, AVH_USER3_NONE);
AvHTeam* EnemyTeamRef = GetGameRules()->GetTeam(EnemyTeam);
if (EnemyTeamRef)
{
AvHAIDeployableStructureType StructureSearchType = (EnemyTeamRef->GetTeamType() == AVH_CLASS_TYPE_MARINE) ? SEARCH_ALL_MARINE_STRUCTURES : SEARCH_ALL_ALIEN_STRUCTURES;
DeployableSearchFilter SearchFilter;
SearchFilter.DeployableTypes = StructureSearchType;
SearchFilter.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(5.0f);
SearchFilter.DeployableTeam = EnemyTeam;
SearchFilter.ReachabilityTeam = TEAM_IND;
SearchFilter.ReachabilityFlags = AI_REACHABILITY_NONE;
NumEnemyTargetsInArea += AITAC_GetNumDeployablesNearLocation(target->v.origin, &SearchFilter);
}
if (NumEnemyTargetsInArea > 2)
{
return WEAPON_SKULK_XENOCIDE;
}
}
return UTIL_GetPlayerPrimaryWeapon(pBot->Player);
}
AvHAIWeapon BotMarineChooseBestWeaponForStructure(AvHAIPlayer* pBot, edict_t* target)
{
AvHAIDeployableStructureType StructureType = GetStructureTypeFromEdict(target);
if (StructureType == STRUCTURE_NONE || StructureType == STRUCTURE_ALIEN_HIVE || IsDamagingStructure(StructureType) || UTIL_IsStructureElectrified(target))
{
if (UTIL_GetPlayerPrimaryWeaponClipAmmo(pBot->Player) > 0 || UTIL_GetPlayerPrimaryAmmoReserve(pBot->Player) > 0)
{
return UTIL_GetPlayerPrimaryWeapon(pBot->Player);
}
else if (BotGetSecondaryWeaponClipAmmo(pBot) > 0 || BotGetSecondaryWeaponAmmoReserve(pBot) > 0)
{
return GetBotMarineSecondaryWeapon(pBot);
}
else
{
return WEAPON_MARINE_KNIFE;
}
}
AvHAIWeapon PrimaryWeapon = UTIL_GetPlayerPrimaryWeapon(pBot->Player);
if ((PrimaryWeapon == WEAPON_MARINE_GL || PrimaryWeapon == WEAPON_MARINE_SHOTGUN) && (UTIL_GetPlayerPrimaryWeaponClipAmmo(pBot->Player) > 0 || UTIL_GetPlayerPrimaryAmmoReserve(pBot->Player) > 0))
{
return PrimaryWeapon;
}
return WEAPON_MARINE_KNIFE;
}
AvHAIWeapon GorgeGetBestWeaponForCombatTarget(AvHAIPlayer* pBot, edict_t* Target)
{
// Apparently I only imagined bile bomb doing damage to marine armour. Leaving it commented out in case we want to enable it again in future
/*if (Target->v.armorvalue > 0.0f && PlayerHasWeapon(pBot->Edict, WEAPON_GORGE_BILEBOMB) && vDist2DSq(pBot->Edict->v.origin, Target->v.origin) < sqrf(GetMaxIdealWeaponRange(WEAPON_GORGE_BILEBOMB)))
{
return WEAPON_GORGE_BILEBOMB;
}*/
return WEAPON_GORGE_SPIT;
}
AvHAIWeapon SkulkGetBestWeaponForCombatTarget(AvHAIPlayer* pBot, edict_t* Target)
{
if (FNullEnt(Target) || IsPlayerDead(Target))
{
return WEAPON_SKULK_BITE;
}
// If we have xenocide, then choose it if we have lots of good targets in blast radius
if (PlayerHasWeapon(pBot->Player, WEAPON_SKULK_XENOCIDE))
{
AvHTeamNumber EnemyTeam = AIMGR_GetEnemyTeam(pBot->Player->GetTeam());
float XenocideRadius = GetMaxIdealWeaponRange(WEAPON_SKULK_XENOCIDE);
// Add one to include the target themselves
int NumEnemyTargetsInArea = AITAC_GetNumPlayersOnTeamWithLOS(EnemyTeam, Target->v.origin, XenocideRadius, Target) + 1;
if (NumEnemyTargetsInArea <= 2)
{
AvHTeam* EnemyTeamRef = GetGameRules()->GetTeam(EnemyTeam);
if (EnemyTeamRef)
{
AvHAIDeployableStructureType StructureSearchType = (EnemyTeamRef->GetTeamType() == AVH_CLASS_TYPE_MARINE) ? SEARCH_ALL_MARINE_STRUCTURES : SEARCH_ALL_ALIEN_STRUCTURES;
DeployableSearchFilter SearchFilter;
SearchFilter.DeployableTypes = StructureSearchType;
SearchFilter.MaxSearchRadius = XenocideRadius;
SearchFilter.DeployableTeam = EnemyTeam;
NumEnemyTargetsInArea += AITAC_GetNumDeployablesNearLocation(Target->v.origin, &SearchFilter);
}
}
if (NumEnemyTargetsInArea > 2)
{
return WEAPON_SKULK_XENOCIDE;
}
}
if (!IsPlayerParasited(Target))
{
float DistFromTarget = vDist2DSq(pBot->Edict->v.origin, Target->v.origin);
if (DistFromTarget >= sqrf(UTIL_MetresToGoldSrcUnits(5.0f)))
{
Vector EnemyFacing = UTIL_GetForwardVector2D(Target->v.angles);
Vector BotFacing = UTIL_GetVectorNormal2D(Target->v.origin - pBot->Edict->v.origin);
float Dot = UTIL_GetDotProduct2D(EnemyFacing, BotFacing);
// Only use parasite if the enemy is facing towards us. Means we don't ruin the element of surprise if sneaking up on an enemy
if (Dot < 0.0f)
{
return WEAPON_SKULK_PARASITE;
}
}
}
return WEAPON_SKULK_BITE;
}
AvHAIWeapon LerkGetBestWeaponForCombatTarget(AvHAIPlayer* pBot, edict_t* Target)
{
if (!IsPlayerBuffed(pBot->Edict) && PlayerHasWeapon(pBot->Player, WEAPON_LERK_PRIMALSCREAM) && GetPlayerEnergy(pBot->Edict) > (GetEnergyCostForWeapon(WEAPON_LERK_PRIMALSCREAM) * 1.25f))
{
int NumAllies = AITAC_GetNumPlayersOnTeamWithLOS(pBot->Player->GetTeam(), Target->v.origin, UTIL_MetresToGoldSrcUnits(15.0f), pBot->Edict);
if (NumAllies > 0)
{
return WEAPON_LERK_PRIMALSCREAM;
}
}
float DistFromEnemy = vDist2DSq(pBot->Edict->v.origin, Target->v.origin);
if (DistFromEnemy > sqrf(UTIL_MetresToGoldSrcUnits(5.0f)) && PlayerHasWeapon(pBot->Player, WEAPON_LERK_UMBRA) && GetPlayerEnergy(pBot->Edict) > (GetEnergyCostForWeapon(WEAPON_LERK_UMBRA) * 1.25f))
{
int NumAllies = AITAC_GetNumPlayersOfTeamInArea(pBot->Player->GetTeam(), Target->v.origin, BALANCE_VAR(kUmbraCloudRadius), false, pBot->Edict, AVH_USER3_NONE);
if (NumAllies > 0)
{
return WEAPON_LERK_UMBRA;
}
}
if (DistFromEnemy > sqrf(UTIL_MetresToGoldSrcUnits(5.0f)) && GetPlayerEnergy(pBot->Edict) > GetEnergyCostForWeapon(WEAPON_LERK_SPORES) && !IsAreaAffectedBySpores(Target->v.origin))
{
return WEAPON_LERK_SPORES;
}
return WEAPON_LERK_BITE;
}
AvHAIWeapon OnosGetBestWeaponForCombatTarget(AvHAIPlayer* pBot, edict_t* Target)
{
if (FNullEnt(Target) || IsPlayerDead(Target))
{
return WEAPON_ONOS_GORE;
}
float DistFromTarget = vDist2DSq(pBot->Edict->v.origin, Target->v.origin);
if (DistFromTarget > sqrf(UTIL_MetresToGoldSrcUnits(10.0f)))
{
if (PlayerHasWeapon(pBot->Player, WEAPON_ONOS_CHARGE) && UTIL_PointIsDirectlyReachable(pBot->Edict->v.origin, Target->v.origin))
{
return WEAPON_ONOS_CHARGE;
}
return WEAPON_ONOS_GORE;
}
if (PlayerHasWeapon(pBot->Player, WEAPON_ONOS_STOMP) && !IsPlayerStunned(Target) && DistFromTarget > sqrf(UTIL_MetresToGoldSrcUnits(2.0f)) && DistFromTarget < sqrf(UTIL_MetresToGoldSrcUnits(8.0f)))
{
return WEAPON_ONOS_STOMP;
}
AvHAIWeapon AttackWeapon = WEAPON_ONOS_GORE;
if (!IsPlayerDigesting(pBot->Edict))
{
AttackWeapon = WEAPON_ONOS_DEVOUR;
}
float AttackWeaponRange = GetMaxIdealWeaponRange(AttackWeapon);
BotAttackResult WeaponAttackResult = PerformAttackLOSCheck(pBot, AttackWeapon, Target);
if (PlayerHasWeapon(pBot->Player, WEAPON_ONOS_CHARGE) && UTIL_PointIsDirectlyReachable(pBot->Edict->v.origin, Target->v.origin) && WeaponAttackResult == ATTACK_OUTOFRANGE)
{
return WEAPON_ONOS_CHARGE;
}
return AttackWeapon;
}
AvHAIWeapon FadeGetBestWeaponForCombatTarget(AvHAIPlayer* pBot, edict_t* Target)
{
if (FNullEnt(Target) || IsPlayerDead(Target))
{
return WEAPON_FADE_SWIPE;
}
if (!PlayerHasWeapon(pBot->Player, WEAPON_FADE_ACIDROCKET))
{
return WEAPON_FADE_SWIPE;
}
float DistFromTarget = vDist2DSq(pBot->Edict->v.origin, Target->v.origin);
AvHTeamNumber EnemyTeam = AIMGR_GetEnemyTeam(pBot->Player->GetTeam());
int NumEnemyAllies = AITAC_GetNumPlayersOfTeamInArea(EnemyTeam, Target->v.origin, UTIL_MetresToGoldSrcUnits(5.0f), false, nullptr, AVH_USER3_NONE);
if (NumEnemyAllies > 2)
{
return WEAPON_FADE_ACIDROCKET;
}
AvHPlayer* EnemyPlayerRef = dynamic_cast<AvHPlayer*>(CBaseEntity::Instance(Target));
if (EnemyPlayerRef && PlayerHasWeapon(EnemyPlayerRef, WEAPON_MARINE_SHOTGUN))
{
if (DistFromTarget > sqrf(UTIL_MetresToGoldSrcUnits(5.0f)))
{
return WEAPON_FADE_ACIDROCKET;
}
}
return WEAPON_FADE_SWIPE;
}
void BotReloadCurrentWeapon(AvHAIPlayer* pBot)
{
AvHAIWeapon CurrentWeapon = GetPlayerCurrentWeapon(pBot->Player);
if (!WeaponCanBeReloaded(CurrentWeapon)) { return; }
if (!IsPlayerReloading(pBot->Player))
{
if (gpGlobals->time - pBot->LastUseTime > 1.0f)
{
pBot->Button |= IN_RELOAD;
pBot->LastUseTime = gpGlobals->time;
}
}
}
BotAttackResult PerformAttackLOSCheck(AvHAIPlayer* pBot, const AvHAIWeapon Weapon, const edict_t* Target)
{
if (FNullEnt(Target) || (Target->v.deadflag != DEAD_NO)) { return ATTACK_INVALIDTARGET; }
if (Weapon == WEAPON_NONE) { return ATTACK_NOWEAPON; }
// Don't need aiming or special LOS checks for primal scream as it's AoE buff
if (Weapon == WEAPON_LERK_PRIMALSCREAM)
{
return ATTACK_SUCCESS;
}
// Add a LITTLE bit of give to avoid edge cases where the bot is a smidge out of range
float MaxWeaponRange = GetMaxIdealWeaponRange(Weapon) - 5.0f;
// Don't need aiming or special LOS checks for Xenocide as it's an AOE attack, just make sure we're close enough and don't have a wall in the way
if (Weapon == WEAPON_SKULK_XENOCIDE)
{
if (vDist3DSq(pBot->Edict->v.origin, Target->v.origin) <= sqrf(MaxWeaponRange) && UTIL_QuickTrace(pBot->Edict, pBot->Edict->v.origin, Target->v.origin))
{
return ATTACK_SUCCESS;
}
else
{
return ATTACK_OUTOFRANGE;
}
}
// For charge and stomp, we can go through stuff so don't need to check for being blocked
if (Weapon == WEAPON_ONOS_CHARGE || Weapon == WEAPON_ONOS_STOMP)
{
if (vDist3DSq(pBot->Edict->v.origin, Target->v.origin) > sqrf(MaxWeaponRange)) { return ATTACK_OUTOFRANGE; }
if (!UTIL_QuickTrace(pBot->Edict, pBot->Edict->v.origin, Target->v.origin) || fabsf(Target->v.origin.z - Target->v.origin.z) > 50.0f) { return ATTACK_OUTOFRANGE; }
return ATTACK_SUCCESS;
}
TraceResult hit;
Vector StartTrace = pBot->CurrentEyePosition;
Vector AttackDir = UTIL_GetVectorNormal(UTIL_GetCentreOfEntity(Target) - StartTrace);
Vector EndTrace = pBot->CurrentEyePosition + (AttackDir * MaxWeaponRange);
UTIL_TraceLine(StartTrace, EndTrace, dont_ignore_monsters, dont_ignore_glass, pBot->Edict->v.pContainingEntity, &hit);
if (FNullEnt(hit.pHit)) { return ATTACK_OUTOFRANGE; }
if (hit.pHit != Target)
{
if (vDist3DSq(pBot->CurrentEyePosition, Target->v.origin) > sqrf(MaxWeaponRange))
{
return ATTACK_OUTOFRANGE;
}
else
{
return ATTACK_BLOCKED;
}
}
return ATTACK_SUCCESS;
}
BotAttackResult PerformAttackLOSCheck(AvHAIPlayer* pBot, const AvHAIWeapon Weapon, const Vector TargetLocation, const edict_t* Target)
{
if (!TargetLocation) { return ATTACK_INVALIDTARGET; }
if (Weapon == WEAPON_NONE) { return ATTACK_NOWEAPON; }
// Don't need aiming or special LOS checks for primal scream as it's AoE buff
if (Weapon == WEAPON_LERK_PRIMALSCREAM)
{
return ATTACK_SUCCESS;
}
// Add a LITTLE bit of give to avoid edge cases where the bot is a smidge out of range
float MaxWeaponRange = GetMaxIdealWeaponRange(Weapon) - 5.0f;
// Don't need aiming or special LOS checks for Xenocide as it's an AOE attack, just make sure we're close enough and don't have a wall in the way
if (Weapon == WEAPON_SKULK_XENOCIDE)
{
if (vDist3DSq(pBot->Edict->v.origin, TargetLocation) <= sqrf(MaxWeaponRange) && UTIL_QuickTrace(pBot->Edict, pBot->Edict->v.origin, TargetLocation))
{
return ATTACK_SUCCESS;
}
else
{
return ATTACK_OUTOFRANGE;
}
}
// For charge and stomp, we can go through stuff so don't need to check for being blocked
if (Weapon == WEAPON_ONOS_CHARGE || Weapon == WEAPON_ONOS_STOMP)
{
if (vDist3DSq(pBot->Edict->v.origin, TargetLocation) > sqrf(MaxWeaponRange)) { return ATTACK_OUTOFRANGE; }
if (!UTIL_QuickTrace(pBot->Edict, pBot->Edict->v.origin, TargetLocation) || fabsf(TargetLocation.z - TargetLocation.z) > 50.0f) { return ATTACK_OUTOFRANGE; }
return ATTACK_SUCCESS;
}
TraceResult hit;
Vector StartTrace = pBot->CurrentEyePosition;
Vector AttackDir = UTIL_GetVectorNormal(TargetLocation - StartTrace);
Vector EndTrace = pBot->CurrentEyePosition + (AttackDir * MaxWeaponRange);
UTIL_TraceLine(StartTrace, EndTrace, dont_ignore_monsters, dont_ignore_glass, pBot->Edict->v.pContainingEntity, &hit);
if (FNullEnt(hit.pHit)) { return ATTACK_OUTOFRANGE; }
if (hit.pHit != Target)
{
if (vDist3DSq(pBot->CurrentEyePosition, TargetLocation) > sqrf(MaxWeaponRange))
{
return ATTACK_OUTOFRANGE;
}
else
{
return ATTACK_BLOCKED;
}
}
return ATTACK_SUCCESS;
}
BotAttackResult PerformAttackLOSCheck(const Vector Location, const AvHAIWeapon Weapon, const edict_t* Target)
{
if (FNullEnt(Target) || (Target->v.deadflag != DEAD_NO)) { return ATTACK_INVALIDTARGET; }
if (Weapon == WEAPON_NONE) { return ATTACK_NOWEAPON; }
float MaxWeaponRange = GetMaxIdealWeaponRange(Weapon);
// Don't need aiming or special LOS checks for Xenocide as it's an AOE attack, just make sure we're close enough and don't have a wall in the way
if (Weapon == WEAPON_SKULK_XENOCIDE)
{
if (vDist3DSq(Location, Target->v.origin) <= sqrf(MaxWeaponRange) && UTIL_QuickTrace(nullptr, Location, Target->v.origin))
{
return ATTACK_SUCCESS;
}
else
{
return ATTACK_OUTOFRANGE;
}
}
// For charge and stomp, we can go through stuff so don't need to check for being blocked
if (Weapon == WEAPON_ONOS_CHARGE || Weapon == WEAPON_ONOS_STOMP)
{
if (vDist3DSq(Location, Target->v.origin) > sqrf(MaxWeaponRange)) { return ATTACK_OUTOFRANGE; }
if (!UTIL_QuickTrace(nullptr, Location, Target->v.origin) || fabsf(Target->v.origin.z - Target->v.origin.z) > 50.0f) { return ATTACK_OUTOFRANGE; }
return ATTACK_SUCCESS;
}
bool bIsMeleeWeapon = IsMeleeWeapon(Weapon);
TraceResult hit;
Vector StartTrace = Location;
Vector AttackDir = UTIL_GetVectorNormal(UTIL_GetCentreOfEntity(Target) - StartTrace);
Vector EndTrace = Location + (AttackDir * MaxWeaponRange);
UTIL_TraceLine(StartTrace, EndTrace, dont_ignore_monsters, dont_ignore_glass, nullptr, &hit);
if (FNullEnt(hit.pHit)) { return ATTACK_OUTOFRANGE; }
if (hit.pHit != Target)
{
if (vDist3DSq(Location, Target->v.origin) > sqrf(MaxWeaponRange))
{
return ATTACK_OUTOFRANGE;
}
else
{
return ATTACK_BLOCKED;
}
}
return ATTACK_SUCCESS;
}
bool IsAreaAffectedBySpores(const Vector Location)
{
bool Result = false;
FOR_ALL_ENTITIES(kwsSporeProjectile, AvHSporeProjectile*)
if (vDist2DSq(theEntity->pev->origin, Location) <= BALANCE_VAR(kSporeCloudRadius))
{
Result = true;
break;
}
END_FOR_ALL_ENTITIES(kwsSporeProjectile)
return Result;
}
float UTIL_GetProjectileVelocityForWeapon(const AvHAIWeapon Weapon)
{
switch (Weapon)
{
case WEAPON_GORGE_SPIT:
return (float)kSpitVelocity;
case WEAPON_LERK_SPORES:
return (float)kShootCloudVelocity;
case WEAPON_FADE_ACIDROCKET:
return (float)kAcidRocketVelocity;
case WEAPON_GORGE_BILEBOMB:
return (float)kBileBombVelocity;
case WEAPON_LERK_SPIKE:
return (float)kSpikeVelocity;
case WEAPON_MARINE_GRENADE:
case WEAPON_MARINE_GL:
return (float)BALANCE_VAR(kGrenadeForce);
default:
return 0.0f; // Hitscan.
}
}
char* UTIL_WeaponTypeToClassname(const AvHAIWeapon WeaponType)
{
switch (WeaponType)
{
case WEAPON_MARINE_MG:
return kwsMachineGun;
case WEAPON_MARINE_PISTOL:
return kwsPistol;
case WEAPON_MARINE_KNIFE:
return kwsKnife;
case WEAPON_MARINE_SHOTGUN:
return kwsShotGun;
case WEAPON_MARINE_HMG:
return kwsHeavyMachineGun;
case WEAPON_MARINE_WELDER:
return kwsWelder;
case WEAPON_MARINE_MINES:
return kwsMine;
case WEAPON_MARINE_GRENADE:
return kwsGrenade;
case WEAPON_MARINE_GL:
return kwsGrenadeGun;
case WEAPON_SKULK_BITE:
return kwsBiteGun;
case WEAPON_SKULK_PARASITE:
return kwsParasiteGun;
case WEAPON_SKULK_LEAP:
return kwsLeap;
case WEAPON_SKULK_XENOCIDE:
return kwsDivineWind;
case WEAPON_GORGE_SPIT:
return kwsSpitGun;
case WEAPON_GORGE_HEALINGSPRAY:
return kwsHealingSpray;
case WEAPON_GORGE_BILEBOMB:
return kwsBileBombGun;
case WEAPON_GORGE_WEB:
return kwsWebSpinner;
case WEAPON_LERK_BITE:
return kwsBite2Gun;
case WEAPON_LERK_SPORES:
return kwsSporeGun;
case WEAPON_LERK_UMBRA:
return kwsUmbraGun;
case WEAPON_LERK_PRIMALSCREAM:
return kwsPrimalScream;
case WEAPON_FADE_SWIPE:
return kwsSwipe;
case WEAPON_FADE_BLINK:
return kwsBlinkGun;
case WEAPON_FADE_METABOLIZE:
return kwsMetabolize;
case WEAPON_FADE_ACIDROCKET:
return kwsAcidRocketGun;
case WEAPON_ONOS_GORE:
return kwsClaws;
case WEAPON_ONOS_DEVOUR:
return kwsDevour;
case WEAPON_ONOS_STOMP:
return kwsStomp;
case WEAPON_ONOS_CHARGE:
return kwsCharge;
default:
return "";
}
return "";
}