NS/main/source/mod/AvHAIWeaponHelper.h

81 lines
3.6 KiB
C
Raw Normal View History

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
#pragma once
#ifndef AVH_AI_WEAPON_HELPER_H
#define AVH_AI_WEAPON_HELPER_H
#include "AvHAIPlayer.h"
int GetPlayerCurrentWeaponClipAmmo(const AvHPlayer* Player);
int GetPlayerCurrentWeaponMaxClipAmmo(const AvHPlayer* Player);
int GetPlayerCurrentWeaponReserveAmmo(const AvHPlayer* Player);
AvHAIWeapon GetPlayerCurrentWeapon(const AvHPlayer* Player);
AvHBasePlayerWeapon* GetPlayerCurrentWeaponReference(const AvHPlayer* Player);
AvHAIWeapon UTIL_GetPlayerPrimaryWeapon(const AvHPlayer* Player);
AvHAIWeapon UTIL_GetPlayerSecondaryWeapon(const AvHPlayer* Player);
int UTIL_GetPlayerPrimaryWeaponClipAmmo(const AvHPlayer* Player);
int UTIL_GetPlayerPrimaryWeaponMaxClipSize(const AvHPlayer* Player);
int UTIL_GetPlayerPrimaryAmmoReserve(AvHPlayer* Player);
int UTIL_GetPlayerPrimaryMaxAmmoReserve(AvHPlayer* Player);
int UTIL_GetPlayerSecondaryWeaponClipAmmo(const AvHPlayer* Player);
int UTIL_GetPlayerSecondaryWeaponMaxClipSize(const AvHPlayer* Player);
int UTIL_GetPlayerSecondaryAmmoReserve(AvHPlayer* Player);
int UTIL_GetPlayerSecondaryMaxAmmoReserve(AvHPlayer* Player);
AvHAIWeapon GetBotMarineSecondaryWeapon(const AvHAIPlayer* pBot);
int BotGetSecondaryWeaponClipAmmo(const AvHAIPlayer* pBot);
int BotGetSecondaryWeaponMaxClipSize(const AvHAIPlayer* pBot);
int BotGetSecondaryWeaponAmmoReserve(AvHAIPlayer* pBot);
int BotGetSecondaryWeaponMaxAmmoReserve(AvHAIPlayer* pBot);
float GetEnergyCostForWeapon(const AvHAIWeapon Weapon);
float GetProjectileVelocityForWeapon(const AvHAIWeapon Weapon);
float GetMaxIdealWeaponRange(const AvHAIWeapon Weapon);
float GetMinIdealWeaponRange(const AvHAIWeapon Weapon);
bool WeaponCanBeReloaded(const AvHAIWeapon CheckWeapon);
bool IsMeleeWeapon(const AvHAIWeapon Weapon);
Vector UTIL_GetGrenadeThrowTarget(edict_t* Player, const Vector TargetLocation, const float ExplosionRadius, bool bPrecise);
AvHAIWeapon BotMarineChooseBestWeaponForStructure(AvHAIPlayer* pBot, edict_t* target);
AvHAIWeapon MarineGetBestWeaponForPlayerTarget(AvHAIPlayer* pBot, AvHPlayer* Target);
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
AvHAIWeapon BotAlienChooseBestWeaponForStructure(AvHAIPlayer* pBot, edict_t* target);
bool BotAnyWeaponNeedsReloading(AvHAIPlayer* pBot);
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
// Helper function to pick the best weapon for any given situation and target type.
AvHAIWeapon BotMarineChooseBestWeapon(AvHAIPlayer* pBot, edict_t* target);
AvHAIWeapon BotAlienChooseBestWeapon(AvHAIPlayer* pBot, edict_t* target);
AvHAIWeapon FadeGetBestWeaponForCombatTarget(AvHAIPlayer* pBot, edict_t* Target);
AvHAIWeapon OnosGetBestWeaponForCombatTarget(AvHAIPlayer* pBot, edict_t* Target);
AvHAIWeapon SkulkGetBestWeaponForCombatTarget(AvHAIPlayer* pBot, edict_t* Target);
AvHAIWeapon GorgeGetBestWeaponForCombatTarget(AvHAIPlayer* pBot, edict_t* Target);
AvHAIWeapon LerkGetBestWeaponForCombatTarget(AvHAIPlayer* pBot, edict_t* Target);
void BotReloadCurrentWeapon(AvHAIPlayer* pBot);
float GetReloadTimeForWeapon(AvHAIWeapon Weapon);
bool CanInterruptWeaponReload(AvHAIWeapon Weapon);
void InterruptReload(AvHAIPlayer* pBot);
bool IsHitscanWeapon(AvHAIWeapon Weapon);
float GetTimeUntilPlayerNextRefire(const AvHPlayer* Player);
BotAttackResult PerformAttackLOSCheck(AvHAIPlayer* pBot, const AvHAIWeapon Weapon, const edict_t* Target);
BotAttackResult PerformAttackLOSCheck(AvHAIPlayer* pBot, const AvHAIWeapon Weapon, const Vector TargetLocation, const edict_t* Target);
BotAttackResult PerformAttackLOSCheck(const Vector Location, const AvHAIWeapon Weapon, const edict_t* Target);
float UTIL_GetProjectileVelocityForWeapon(const AvHAIWeapon Weapon);
bool IsAreaAffectedBySpores(const Vector Location);
char* UTIL_WeaponTypeToClassname(const AvHAIWeapon WeaponType);
#endif