NS/main/source/mod/AvHAICommander.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 "AvHAICommander.h"
#include "AvHAITactical.h"
#include "AvHAIMath.h"
#include "AvHAIPlayerUtil.h"
#include "AvHAIWeaponHelper.h"
#include "AvHAINavigation.h"
#include "AvHAITask.h"
#include "AvHAIHelper.h"
#include "AvHAIPlayerManager.h"
#include "AvHSharedUtil.h"
#include "AvHServerUtil.h"
bool AICOMM_DeployStructure(AvHAIPlayer* pBot, const AvHAIDeployableStructureType StructureToDeploy, const Vector Location, StructurePurpose Purpose)
{
if (vIsZero(Location)) { return false; }
nav_profile WelderProfile = GetBaseNavProfile(MARINE_BASE_NAV_PROFILE);
WelderProfile.Filters.addIncludeFlags(SAMPLE_POLYFLAGS_WELD);
// Don't allow the commander to place a structure somewhere unreachable to marines
if (!UTIL_PointIsReachable(WelderProfile, AITAC_GetTeamStartingLocation(pBot->Player->GetTeam()), Location, max_player_use_reach))
{
return false;
}
AvHMessageID StructureID = UTIL_StructureTypeToImpulseCommand(StructureToDeploy);
Vector BuildLocation = Location;
BuildLocation.z += 4.0f;
// This would be rejected if a human was trying to build here, so don't let the bot do it
if (!AvHSHUGetIsSiteValidForBuild(StructureID, &BuildLocation))
{
return false;
}
string theErrorMessage;
int theCost = 0;
bool thePurchaseAllowed = pBot->Player->GetPurchaseAllowed(StructureID, theCost, &theErrorMessage);
if (!thePurchaseAllowed) { return false; }
CBaseEntity* NewStructureEntity = AvHSUBuildTechForPlayer(StructureID, BuildLocation, pBot->Player);
if (!NewStructureEntity) { return false; }
AvHAIBuildableStructure* NewStructure = AITAC_UpdateBuildableStructure(NewStructureEntity);
if (NewStructure)
{
NewStructure->Purpose = Purpose;
}
pBot->Player->PayPurchaseCost(theCost);
pBot->next_commander_action_time = gpGlobals->time + 1.0f;
return true;
}
bool AICOMM_DeployItem(AvHAIPlayer* pBot, const AvHAIDeployableItemType ItemToDeploy, const Vector Location)
{
AvHMessageID StructureID = UTIL_ItemTypeToImpulseCommand(ItemToDeploy);
Vector BuildLocation = Location;
string theErrorMessage;
int theCost = 0;
bool thePurchaseAllowed = pBot->Player->GetPurchaseAllowed(StructureID, theCost, &theErrorMessage);
if (!thePurchaseAllowed) { return false; }
if (!AvHSHUGetIsSiteValidForBuild(StructureID, &BuildLocation)) { return false; }
CBaseEntity* NewItem = AvHSUBuildTechForPlayer(StructureID, BuildLocation, pBot->Player);
if (!NewItem) { return false; }
AITAC_UpdateMarineItem(NewItem, ItemToDeploy);
pBot->Player->PayPurchaseCost(theCost);
pBot->next_commander_action_time = gpGlobals->time + 0.2f;
return true;
}
bool AICOMM_ResearchTech(AvHAIPlayer* pBot, AvHAIBuildableStructure* StructureToResearch, AvHMessageID Research)
{
if (!StructureToResearch || FNullEnt(StructureToResearch->edict) || !StructureToResearch->EntityRef) { return false; }
// Don't do anything if the structure is being recycled, or we DON'T want to recycle but the structure is already busy
if (StructureToResearch->EntityRef->GetIsRecycling() || (Research != BUILD_RECYCLE && StructureToResearch->EntityRef->GetIsResearching())) { return false; }
int StructureIndex = ENTINDEX(StructureToResearch->edict);
if (StructureIndex < 0) { return false; }
if (!StructureToResearch->EntityRef->GetIsTechnologyAvailable(Research)) { return false; }
AvHTeam* CommanderTeamRef = AIMGR_GetTeamRef(pBot->Player->GetTeam());
if (!CommanderTeamRef) { return false; }
AvHResearchManager& theResearchManager = CommanderTeamRef->GetResearchManager();
bool theIsResearchable = false;
int theResearchCost = 0.0f;
float theResearchTime = 0.0f;
theResearchManager.GetResearchInfo(Research, theIsResearchable, theResearchCost, theResearchTime);
if (pBot->Player->GetResources() < theResearchCost) { return false; }
pBot->Player->SetSelection(StructureIndex, true);
pBot->Button |= IN_ATTACK2;
pBot->Impulse = Research;
pBot->next_commander_action_time = gpGlobals->time + 1.0f;
return true;
}
bool AICOMM_UpgradeStructure(AvHAIPlayer* pBot, AvHAIBuildableStructure* StructureToUpgrade)
{
AvHMessageID UpgradeImpulse = MESSAGE_NULL;
switch (StructureToUpgrade->StructureType)
{
case STRUCTURE_MARINE_ARMOURY:
UpgradeImpulse = ARMORY_UPGRADE;
break;
case STRUCTURE_MARINE_TURRETFACTORY:
UpgradeImpulse = TURRET_FACTORY_UPGRADE;
break;
default:
return false;
}
return AICOMM_ResearchTech(pBot, StructureToUpgrade, UpgradeImpulse);
}
bool AICOMM_RecycleStructure(AvHAIPlayer* pBot, AvHAIBuildableStructure* StructureToRecycle)
{
if (!StructureToRecycle || StructureToRecycle->StructureType == STRUCTURE_MARINE_DEPLOYEDMINE || UTIL_StructureIsRecycling(StructureToRecycle->edict)) { return false; }
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
return AICOMM_ResearchTech(pBot, StructureToRecycle, BUILD_RECYCLE);
}
bool AICOMM_IssueMovementOrder(AvHAIPlayer* pBot, edict_t* Recipient, const Vector MoveLocation)
{
if (FNullEnt(Recipient) || !IsPlayerActiveInGame(Recipient) || vIsZero(MoveLocation)) { return false; }
int ReceiverIndex = ENTINDEX(Recipient);
if (ReceiverIndex <= 0) { return false; }
AvHOrder NewOrder;
NewOrder.SetOrderType(ORDERTYPEL_MOVE);
NewOrder.SetReceiver(ReceiverIndex);
NewOrder.SetLocation(MoveLocation);
NewOrder.SetOrderID();
pBot->Player->SetSelection(ReceiverIndex, true);
pBot->Player->GiveOrderToSelection(NewOrder);
return true;
}
bool AICOMM_IssueBuildOrder(AvHAIPlayer* pBot, edict_t* Recipient, edict_t* TargetStructure)
{
if (FNullEnt(Recipient) || !IsPlayerActiveInGame(Recipient) || FNullEnt(TargetStructure) || UTIL_StructureIsFullyBuilt(TargetStructure)) { return false; }
int ReceiverIndex = ENTINDEX(Recipient);
int TargetIndex = ENTINDEX(TargetStructure);
if (ReceiverIndex <= 0 || TargetIndex <= 0) { return false; }
AvHBaseBuildable* BuildingRef = dynamic_cast<AvHBaseBuildable*>(CBaseEntity::Instance(TargetStructure));
if (!BuildingRef) { return false; }
AvHOrder NewOrder;
NewOrder.SetOrderType(ORDERTYPET_BUILD);
NewOrder.SetReceiver(ReceiverIndex);
NewOrder.SetTargetIndex(TargetIndex);
NewOrder.SetUser3TargetType((AvHUser3)TargetStructure->v.iuser3);
NewOrder.SetOrderTargetType(ORDERTARGETTYPE_LOCATION);
NewOrder.SetLocation(TargetStructure->v.origin);
NewOrder.SetOrderID();
pBot->Player->SetSelection(ReceiverIndex, true);
pBot->Player->GiveOrderToSelection(NewOrder);
return true;
}
void AICOMM_AssignNewPlayerOrder(AvHAIPlayer* pBot, edict_t* Assignee, edict_t* TargetEntity, AvHAIOrderPurpose OrderPurpose)
{
if (FNullEnt(Assignee) || FNullEnt(TargetEntity) || OrderPurpose == ORDERPURPOSE_NONE) { return; }
// Clear any existing order we have for this player
for (auto it = pBot->ActiveOrders.begin(); it != pBot->ActiveOrders.end();)
{
if (it->Assignee == Assignee)
{
it = pBot->ActiveOrders.erase(it);
}
else
{
it++;
}
}
ai_commander_order NewOrder;
NewOrder.Assignee = Assignee;
NewOrder.OrderTarget = TargetEntity;
NewOrder.OrderPurpose = OrderPurpose;
NewOrder.LastReminderTime = 0.0f;
NewOrder.LastPlayerDistance = 0.0f;
pBot->ActiveOrders.push_back(NewOrder);
if (AICOMM_DoesPlayerOrderNeedReminder(pBot, &NewOrder))
{
AICOMM_IssueOrderForAssignedJob(pBot, &NewOrder);
}
}
void AICOMM_IssueOrderForAssignedJob(AvHAIPlayer* pBot, ai_commander_order* Order)
{
if (Order->OrderPurpose == ORDERPURPOSE_SIEGE_HIVE || Order->OrderPurpose == ORDERPURPOSE_SECURE_HIVE)
{
bool bIsSiegeHiveOrder = (Order->OrderPurpose == ORDERPURPOSE_SIEGE_HIVE);
const AvHAIHiveDefinition* Hive = AITAC_GetHiveFromEdict(Order->OrderTarget);
if (Hive)
{
Vector OrderLocation = Hive->FloorLocation;
DeployableSearchFilter StructureFilter;
StructureFilter.DeployableTeam = pBot->Player->GetTeam();
StructureFilter.DeployableTypes = STRUCTURE_MARINE_PHASEGATE | STRUCTURE_MARINE_TURRETFACTORY | STRUCTURE_MARINE_ADVTURRETFACTORY;
StructureFilter.ExcludeStatusFlags = STRUCTURE_STATUS_RECYCLING;
StructureFilter.MaxSearchRadius = (bIsSiegeHiveOrder) ? UTIL_MetresToGoldSrcUnits(25.0f) : UTIL_MetresToGoldSrcUnits(10.0f);
AvHAIBuildableStructure NearestToHive = AITAC_FindClosestDeployableToLocation(Hive->Location, &StructureFilter);
if (NearestToHive.IsValid())
{
if (!(NearestToHive.StructureStatusFlags & STRUCTURE_STATUS_COMPLETED))
{
AICOMM_IssueBuildOrder(pBot, Order->Assignee, NearestToHive.edict);
Order->LastReminderTime = gpGlobals->time;
Order->LastPlayerDistance = vDist2DSq(Order->Assignee->v.origin, NearestToHive.Location);
Order->OrderLocation = NearestToHive.Location;
return;
}
else
{
Vector MoveLoc = UTIL_GetRandomPointOnNavmeshInRadius(GetBaseNavProfile(MARINE_BASE_NAV_PROFILE), NearestToHive.Location, UTIL_MetresToGoldSrcUnits(3.0f));
AICOMM_IssueMovementOrder(pBot, Order->Assignee, MoveLoc);
Order->LastReminderTime = gpGlobals->time;
Order->LastPlayerDistance = vDist2DSq(Order->Assignee->v.origin, MoveLoc);
Order->OrderLocation = MoveLoc;
return;
}
}
else
{
Vector MoveLoc = (bIsSiegeHiveOrder) ? UTIL_GetRandomPointOnNavmeshInDonutIgnoreReachability(GetBaseNavProfile(STRUCTURE_BASE_NAV_PROFILE), Hive->FloorLocation, UTIL_MetresToGoldSrcUnits(10.0f), UTIL_MetresToGoldSrcUnits(20.0f)) : Hive->FloorLocation;
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
AICOMM_IssueMovementOrder(pBot, Order->Assignee, MoveLoc);
Order->LastReminderTime = gpGlobals->time;
Order->LastPlayerDistance = vDist2DSq(Order->Assignee->v.origin, MoveLoc);
Order->OrderLocation = MoveLoc;
return;
}
}
Order->LastReminderTime = gpGlobals->time;
return;
}
if (Order->OrderPurpose == ORDERPURPOSE_SECURE_RESNODE)
{
const AvHAIResourceNode* ResNode = AITAC_GetResourceNodeFromEdict(Order->OrderTarget);
if (ResNode)
{
if (ResNode->OwningTeam == pBot->Player->GetTeam() && ResNode->ActiveTowerEntity && !UTIL_StructureIsFullyBuilt(ResNode->ActiveTowerEntity))
{
AICOMM_IssueBuildOrder(pBot, Order->Assignee, ResNode->ActiveTowerEntity);
Order->LastReminderTime = gpGlobals->time;
Order->LastPlayerDistance = vDist2DSq(Order->Assignee->v.origin, ResNode->Location);
Order->OrderLocation = ResNode->Location;
return;
}
Vector MoveLoc = UTIL_GetRandomPointOnNavmeshInRadius(GetBaseNavProfile(MARINE_BASE_NAV_PROFILE), ResNode->Location, UTIL_MetresToGoldSrcUnits(3.0f));
AICOMM_IssueMovementOrder(pBot, Order->Assignee, MoveLoc);
Order->LastReminderTime = gpGlobals->time;
Order->LastPlayerDistance = vDist2DSq(Order->Assignee->v.origin, MoveLoc);
Order->OrderLocation = MoveLoc;
return;
}
return;
}
}
int AICOMM_GetNumPlayersAssignedToOrder(AvHAIPlayer* pBot, edict_t* TargetEntity, AvHAIOrderPurpose OrderPurpose)
{
int Result = 0;
for (auto it = pBot->ActiveOrders.begin(); it != pBot->ActiveOrders.end(); it++)
{
if (it->OrderTarget == TargetEntity && it->OrderPurpose == OrderPurpose)
{
Result++;
}
}
return Result;
}
bool AICOMM_IsOrderStillValid(AvHAIPlayer* pBot, ai_commander_order* Order)
{
if (FNullEnt(Order->Assignee) || FNullEnt(Order->OrderTarget) || !IsPlayerActiveInGame(Order->Assignee) || Order->OrderPurpose == ORDERPURPOSE_NONE) { return false; }
switch (Order->OrderPurpose)
{
case ORDERPURPOSE_SECURE_HIVE:
{
const AvHAIHiveDefinition* Hive = AITAC_GetHiveFromEdict(Order->OrderTarget);
if (!Hive || Hive->Status != HIVE_STATUS_UNBUILT) { return false; }
return !AICOMM_IsHiveFullySecured(pBot, Hive, false);
}
break;
case ORDERPURPOSE_SIEGE_HIVE:
{
const AvHAIHiveDefinition* Hive = AITAC_GetHiveFromEdict(Order->OrderTarget);
// Hive has been destroyed, no longer needs sieging
return (Hive && Hive->Status != HIVE_STATUS_UNBUILT);
}
break;
case ORDERPURPOSE_SECURE_RESNODE:
{
if (!AICOMM_ShouldCommanderPrioritiseNodes(pBot)) { return false; }
const AvHAIResourceNode* ResNode = AITAC_GetResourceNodeFromEdict(Order->OrderTarget);
if (!ResNode) { return false; }
return (ResNode->OwningTeam != pBot->Player->GetTeam() || !ResNode->ActiveTowerEntity || !UTIL_StructureIsFullyBuilt(ResNode->ActiveTowerEntity));
}
break;
default:
return false;
}
return false;
}
bool AICOMM_DoesPlayerOrderNeedReminder(AvHAIPlayer* pBot, ai_commander_order* Order)
{
float NewDist = vDist2DSq(Order->Assignee->v.origin, Order->OrderLocation);
float OldDist = Order->LastPlayerDistance;
Order->LastPlayerDistance = NewDist;
if (gpGlobals->time - Order->LastReminderTime < MIN_COMMANDER_REMIND_TIME) { return false; }
if (Order->OrderPurpose == ORDERPURPOSE_SECURE_RESNODE)
{
if (vDist2DSq(Order->Assignee->v.origin, Order->OrderTarget->v.origin) < sqrf(UTIL_MetresToGoldSrcUnits(5.0f))) { return false; }
}
if (Order->OrderPurpose == ORDERPURPOSE_SIEGE_HIVE)
{
if (vDist2DSq(Order->Assignee->v.origin, Order->OrderTarget->v.origin) < sqrf(UTIL_MetresToGoldSrcUnits(25.0f))) { return false; }
}
if (Order->OrderPurpose == ORDERPURPOSE_SECURE_HIVE)
{
if (vDist2DSq(Order->Assignee->v.origin, Order->OrderTarget->v.origin) < sqrf(UTIL_MetresToGoldSrcUnits(15.0f))) { return false; }
}
return NewDist >= OldDist;
}
bool AICOMM_ShouldCommanderPrioritiseNodes(AvHAIPlayer* pBot)
{
AvHTeamNumber BotTeam = pBot->Player->GetTeam();
AvHTeamNumber EnemyTeam = AIMGR_GetEnemyTeam(BotTeam);
int NumOwnedNodes = 0;
int NumEligibleNodes = 0;
int NumFreeNodes = 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; }
if (ThisNode->OwningTeam == TEAM_IND)
{
NumFreeNodes++;
}
NumEligibleNodes++;
if (ThisNode->OwningTeam == BotTeam) { NumOwnedNodes++; }
}
int NumDesiredNodes = imini(4, (int)ceilf((float)NumEligibleNodes * 0.5f));
int NumNodesLeft = NumEligibleNodes - NumOwnedNodes;
if (NumNodesLeft == 0) { return false; }
return NumOwnedNodes < NumDesiredNodes || NumFreeNodes > 1;
}
void AICOMM_UpdatePlayerOrders(AvHAIPlayer* pBot)
{
// Clear out any orders which aren't relevant any more
for (auto it = pBot->ActiveOrders.begin(); it != pBot->ActiveOrders.end();)
{
if (!AICOMM_IsOrderStillValid(pBot, &(*it)))
{
it = pBot->ActiveOrders.erase(it);
}
else
{
// If the person we're ordering around isn't doing as they're told, then issue them a reminder
if (AICOMM_DoesPlayerOrderNeedReminder(pBot, &(*it)))
{
AICOMM_IssueOrderForAssignedJob(pBot, &(*it));
}
it++;
}
}
int NumPlayersOnTeam = AITAC_GetNumActivePlayersOnTeam(pBot->Player->GetTeam());
int DesiredPlayers = imini(2, (int)ceilf((float)NumPlayersOnTeam *0.5f));
AvHTeamNumber BotTeam = pBot->Player->GetTeam();
AvHTeamNumber EnemyTeam = AIMGR_GetEnemyTeam(BotTeam);
Vector TeamStartingLocation = AITAC_GetTeamStartingLocation(BotTeam);
const AvHAIHiveDefinition* SiegedHive = AITAC_GetNearestHiveUnderActiveSiege(pBot->Player->GetTeam(), AITAC_GetCommChairLocation(pBot->Player->GetTeam()));
if (SiegedHive)
{
int NumAssignedPlayers = AICOMM_GetNumPlayersAssignedToOrder(pBot, SiegedHive->HiveEdict, ORDERPURPOSE_SIEGE_HIVE);
if (NumAssignedPlayers < DesiredPlayers)
{
for (int i = 0; i < (DesiredPlayers - NumAssignedPlayers); i++)
{
edict_t* NewAssignee = AICOMM_GetPlayerWithNoOrderNearestLocation(pBot, SiegedHive->FloorLocation);
if (!FNullEnt(NewAssignee))
{
AICOMM_AssignNewPlayerOrder(pBot, NewAssignee, SiegedHive->HiveEdict, ORDERPURPOSE_SIEGE_HIVE);
}
}
}
}
if (AICOMM_ShouldCommanderPrioritiseNodes(pBot))
{
DeployableSearchFilter ResNodeFilter;
ResNodeFilter.ReachabilityTeam = pBot->Player->GetTeam();
ResNodeFilter.ReachabilityFlags = AI_REACHABILITY_MARINE;
vector<AvHAIResourceNode*> EligibleResNodes = AITAC_GetAllMatchingResourceNodes(ZERO_VECTOR, &ResNodeFilter);
AvHAIResourceNode* NearestNode = nullptr;
float MinDist = 0.0f;
for (auto it = EligibleResNodes.begin(); it != EligibleResNodes.end(); it++)
{
AvHAIResourceNode* ThisNode = (*it);
if (!ThisNode || ThisNode->OwningTeam == BotTeam) { continue; }
int NumDesiredPlayers = (ThisNode->OwningTeam == EnemyTeam) ? 2 : 1;
int NumAssignedPlayers = AICOMM_GetNumPlayersAssignedToOrder(pBot, ThisNode->ResourceEntity->edict(), ORDERPURPOSE_SECURE_RESNODE);
if (NumAssignedPlayers >= NumDesiredPlayers) { continue; }
float ThisDist = vDist2DSq(TeamStartingLocation, ThisNode->Location);
if (ThisNode->OwningTeam == EnemyTeam)
{
ThisDist *= 2.0f;
}
if (!NearestNode || ThisDist < MinDist)
{
NearestNode = ThisNode;
MinDist = ThisDist;
}
}
if (NearestNode)
{
edict_t* NewAssignee = AICOMM_GetPlayerWithNoOrderNearestLocation(pBot, NearestNode->Location);
if (!FNullEnt(NewAssignee))
{
AICOMM_AssignNewPlayerOrder(pBot, NewAssignee, NearestNode->ResourceEntity->edict(), ORDERPURPOSE_SECURE_RESNODE);
}
}
return;
}
vector<AvHAIHiveDefinition*> Hives = AITAC_GetAllHives();
AvHAIHiveDefinition* EmptyHive = nullptr;
float MinDist = 0.0f;
int MinNumAssignedPlayers = 0;
for (auto it = Hives.begin(); it != Hives.end(); it++)
{
AvHAIHiveDefinition* ThisHive = (*it);
if (ThisHive->Status != HIVE_STATUS_UNBUILT) { continue; }
if (AICOMM_IsHiveFullySecured(pBot, ThisHive, false)) { continue; }
int NumAssignedPlayers = AICOMM_GetNumPlayersAssignedToOrder(pBot, ThisHive->HiveEdict, ORDERPURPOSE_SECURE_HIVE);
if (NumAssignedPlayers < DesiredPlayers)
{
float ThisDist = vDist2DSq(TeamStartingLocation, ThisHive->Location);
if (!EmptyHive || ThisDist < MinDist)
{
MinNumAssignedPlayers = NumAssignedPlayers;
EmptyHive = ThisHive;
MinDist = ThisDist;
}
}
}
if (EmptyHive)
{
for (int i = 0; i < (DesiredPlayers - MinNumAssignedPlayers); i++)
{
edict_t* NewAssignee = AICOMM_GetPlayerWithNoOrderNearestLocation(pBot, EmptyHive->FloorLocation);
if (!FNullEnt(NewAssignee))
{
AICOMM_AssignNewPlayerOrder(pBot, NewAssignee, EmptyHive->HiveEdict, ORDERPURPOSE_SECURE_HIVE);
}
}
}
if (!AITAC_ResearchIsComplete(BotTeam, TECH_RESEARCH_PHASETECH)) { return; }
if (AIMGR_GetTeamType(EnemyTeam) == AVH_CLASS_TYPE_ALIEN)
{
AvHAIHiveDefinition* HiveSiegeOpportunity = nullptr;
float MinDist = 0.0f;
for (auto it = Hives.begin(); it != Hives.end(); it++)
{
AvHAIHiveDefinition* ThisHive = (*it);
if (ThisHive->Status == HIVE_STATUS_UNBUILT) { continue; }
DeployableSearchFilter ExistingSiegeFilter;
ExistingSiegeFilter.DeployableTeam = BotTeam;
ExistingSiegeFilter.ExcludeStatusFlags = STRUCTURE_STATUS_RECYCLING;
ExistingSiegeFilter.DeployableTypes = (STRUCTURE_MARINE_PHASEGATE | STRUCTURE_MARINE_TURRETFACTORY | STRUCTURE_MARINE_ADVTURRETFACTORY);
ExistingSiegeFilter.ReachabilityTeam = BotTeam;
ExistingSiegeFilter.ReachabilityFlags = AI_REACHABILITY_MARINE;
ExistingSiegeFilter.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(25.0f);
AvHAIBuildableStructure SiegeStructure = AITAC_FindClosestDeployableToLocation(ThisHive->Location, &ExistingSiegeFilter);
if (SiegeStructure.IsValid())
{
HiveSiegeOpportunity = ThisHive;
break;
}
else
{
float ThisDist = vDist2DSq(ThisHive->FloorLocation, TeamStartingLocation);
if (!HiveSiegeOpportunity || ThisDist < MinDist)
{
HiveSiegeOpportunity = ThisHive;
MinDist = ThisDist;
}
}
}
if (HiveSiegeOpportunity)
{
for(int i = 0; i < (DesiredPlayers - MinNumAssignedPlayers); i++)
{
edict_t* NewAssignee = AICOMM_GetPlayerWithNoOrderNearestLocation(pBot, HiveSiegeOpportunity->FloorLocation);
if (!FNullEnt(NewAssignee))
{
AICOMM_AssignNewPlayerOrder(pBot, NewAssignee, HiveSiegeOpportunity->HiveEdict, ORDERPURPOSE_SIEGE_HIVE);
}
}
}
}
}
edict_t* AICOMM_GetPlayerWithNoOrderNearestLocation(AvHAIPlayer* pBot, Vector SearchLocation)
{
edict_t* Result = nullptr;
float MinDist = 0.0f;
vector<AvHPlayer*> PlayerList = AIMGR_GetAllPlayersOnTeam(pBot->Player->GetTeam());
// First, remove all players who are dead or otherwise not active with boots on the ground (e.g. commander, or being digested)
for (auto it = PlayerList.begin(); it != PlayerList.end();)
{
AvHPlayer* PlayerRef = (*it);
AvHAIPlayer* AIPlayerRef = AIMGR_GetBotRefFromPlayer(PlayerRef);
// Don't give orders to incapacitated players, or if the bot is currently playing a defensive role. Stops the commander sending everyone out
// and leaving nobody at base
if (!IsPlayerActiveInGame(PlayerRef->edict()) || (AIPlayerRef && AIPlayerRef->BotRole == BOT_ROLE_SWEEPER))
{
it = PlayerList.erase(it);
}
else
{
it++;
}
}
// Next, erase all players with orders so we only have a list of players without orders assigned to them
for (auto it = pBot->ActiveOrders.begin(); it != pBot->ActiveOrders.end(); it++)
{
AvHPlayer* ThisPlayer = dynamic_cast<AvHPlayer*>(CBaseEntity::Instance(it->Assignee));
if (!ThisPlayer) { continue; }
std::vector<AvHPlayer*>::iterator FoundPlayer = std::find(PlayerList.begin(), PlayerList.end(), ThisPlayer);
if (FoundPlayer != PlayerList.end())
{
PlayerList.erase(FoundPlayer);
}
}
// Now rank them by distance and return the result
for (auto it = PlayerList.begin(); it != PlayerList.end(); it++)
{
edict_t* PlayerEdict = (*it)->edict();
float ThisDist = vDist2DSq(PlayerEdict->v.origin, SearchLocation);
if (!Result || ThisDist < MinDist)
{
Result = PlayerEdict;
MinDist = ThisDist;
}
}
return Result;
}
bool AICOMM_IssueSecureHiveOrder(AvHAIPlayer* pBot, edict_t* Recipient, const AvHAIHiveDefinition* HiveToSecure)
{
if (!HiveToSecure || FNullEnt(Recipient) || !IsPlayerActiveInGame(Recipient)) { return false; }
int ReceiverIndex = ENTINDEX(Recipient);
if (ReceiverIndex <= 0) { return false; }
AvHTeamNumber CommanderTeam = pBot->Player->GetTeam();
bool bPhaseGatesAvailable = AITAC_PhaseGatesAvailable(CommanderTeam);
if (bPhaseGatesAvailable)
{
DeployableSearchFilter PGFilter;
PGFilter.DeployableTeam = CommanderTeam;
PGFilter.DeployableTypes = STRUCTURE_MARINE_PHASEGATE;
PGFilter.IncludeStatusFlags = STRUCTURE_STATUS_COMPLETED;
PGFilter.ExcludeStatusFlags = STRUCTURE_STATUS_RECYCLING;
PGFilter.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(15.0f);
bool bPhaseExists = AITAC_DeployableExistsAtLocation(HiveToSecure->FloorLocation, &PGFilter);
if (!bPhaseExists)
{
Vector OrderLocation = UTIL_GetRandomPointOnNavmeshInRadius(GetBaseNavProfile(MARINE_BASE_NAV_PROFILE), HiveToSecure->FloorLocation, UTIL_MetresToGoldSrcUnits(5.0f));
return AICOMM_IssueMovementOrder(pBot, Recipient, OrderLocation);
}
}
DeployableSearchFilter TFFilter;
TFFilter.DeployableTeam = CommanderTeam;
TFFilter.DeployableTypes = STRUCTURE_MARINE_TURRETFACTORY;
TFFilter.IncludeStatusFlags = STRUCTURE_STATUS_COMPLETED;
TFFilter.ExcludeStatusFlags = STRUCTURE_STATUS_RECYCLING;
TFFilter.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(15.0f);
AvHAIBuildableStructure TF = AITAC_FindClosestDeployableToLocation(HiveToSecure->FloorLocation, &TFFilter);
if (!TF.IsValid())
{
Vector OrderLocation = UTIL_GetRandomPointOnNavmeshInRadius(GetBaseNavProfile(MARINE_BASE_NAV_PROFILE), HiveToSecure->FloorLocation, UTIL_MetresToGoldSrcUnits(5.0f));
return AICOMM_IssueMovementOrder(pBot, Recipient, OrderLocation);
}
DeployableSearchFilter TurretFilter;
TurretFilter.DeployableTeam = CommanderTeam;
TurretFilter.DeployableTypes = STRUCTURE_MARINE_TURRET;
TurretFilter.IncludeStatusFlags = STRUCTURE_STATUS_COMPLETED;
TurretFilter.ExcludeStatusFlags = STRUCTURE_STATUS_RECYCLING;
TurretFilter.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(5.0f);
int NumTurrets = AITAC_GetNumDeployablesNearLocation(TF.Location, &TurretFilter);
if (NumTurrets < 5)
{
Vector OrderLocation = UTIL_GetRandomPointOnNavmeshInRadius(GetBaseNavProfile(MARINE_BASE_NAV_PROFILE), HiveToSecure->FloorLocation, UTIL_MetresToGoldSrcUnits(5.0f));
return AICOMM_IssueMovementOrder(pBot, Recipient, OrderLocation);
}
AvHAIResourceNode* HiveNode = HiveToSecure->HiveResNodeRef;
if (HiveNode && (FNullEnt(HiveNode->ActiveTowerEntity) || HiveNode->ActiveTowerEntity->v.team != CommanderTeam || !UTIL_StructureIsFullyBuilt(HiveNode->ActiveTowerEntity)))
{
Vector OrderLocation = UTIL_GetRandomPointOnNavmeshInRadius(GetBaseNavProfile(MARINE_BASE_NAV_PROFILE), HiveNode->Location, UTIL_MetresToGoldSrcUnits(2.0f));
return AICOMM_IssueMovementOrder(pBot, Recipient, OrderLocation);
}
Vector OrderLocation = UTIL_GetRandomPointOnNavmeshInRadius(GetBaseNavProfile(MARINE_BASE_NAV_PROFILE), HiveToSecure->FloorLocation, UTIL_MetresToGoldSrcUnits(5.0f));
return AICOMM_IssueMovementOrder(pBot, Recipient, OrderLocation);
}
bool AICOMM_IssueSiegeHiveOrder(AvHAIPlayer* pBot, edict_t* Recipient, const AvHAIHiveDefinition* HiveToSiege, const Vector SiegePosition)
{
if (!HiveToSiege || FNullEnt(Recipient) || !IsPlayerActiveInGame(Recipient)) { return false; }
return AICOMM_IssueMovementOrder(pBot, Recipient, SiegePosition);
}
bool AICOMM_IssueSecureResNodeOrder(AvHAIPlayer* pBot, edict_t* Recipient, const AvHAIResourceNode* ResNode)
{
if (!ResNode || FNullEnt(Recipient) || !IsPlayerActiveInGame(Recipient)) { return false; }
Vector MoveLocation = UTIL_GetRandomPointOnNavmeshInRadius(GetBaseNavProfile(MARINE_BASE_NAV_PROFILE), ResNode->Location, UTIL_MetresToGoldSrcUnits(3.0f));
if (MoveLocation == ZERO_VECTOR)
{
MoveLocation = ResNode->Location;
}
return AICOMM_IssueMovementOrder(pBot, Recipient, MoveLocation);
}
ai_commander_request* AICOMM_GetExistingRequestForPlayer(AvHAIPlayer* pBot, edict_t* Requestor)
{
for (auto it = pBot->ActiveRequests.begin(); it != pBot->ActiveRequests.end(); it++)
{
if (it->Requestor == Requestor)
{
return &(*it);
}
}
return nullptr;
}
void AICOMM_CheckNewRequests(AvHAIPlayer* pBot)
{
// Clear all expired requests
for (auto it = pBot->ActiveRequests.begin(); it != pBot->ActiveRequests.end();)
{
if (gpGlobals->time - it->RequestTime > BALANCE_VAR(kAlertExpireTime))
{
it = pBot->ActiveRequests.erase(it);
}
else
{
it++;
}
}
AvHTeam* TeamRef = pBot->Player->GetTeamPointer();
AlertListType HealthRequests = TeamRef->GetAlerts(COMMANDER_NEXTHEALTH);
AlertListType AmmoRequests = TeamRef->GetAlerts(COMMANDER_NEXTAMMO);
AlertListType OrderRequests = TeamRef->GetAlerts(COMMANDER_NEXTIDLE);
// Cycle through all active health requests and see if any are new or overriding existing ones
for (auto it = HealthRequests.begin(); it != HealthRequests.end(); it++)
{
edict_t* Requestor = INDEXENT(it->GetEntityIndex());
ai_commander_request* ExistingRequest = AICOMM_GetExistingRequestForPlayer(pBot, Requestor);
// This is a new request from the player, update our list accordingly
if (!ExistingRequest || ExistingRequest->RequestTime < it->GetTime())
{
ai_commander_request NewRequest;
ai_commander_request* RequestRef = (ExistingRequest) ? ExistingRequest : &NewRequest;
RequestRef->bNewRequest = true;
RequestRef->bResponded = false;
RequestRef->RequestTime = it->GetTime();
RequestRef->RequestType = COMMANDER_NEXTHEALTH;
RequestRef->Requestor = Requestor;
if (!ExistingRequest)
{
pBot->ActiveRequests.push_back(NewRequest);
}
}
}
// Do same for ammo requests
for (auto it = AmmoRequests.begin(); it != AmmoRequests.end(); it++)
{
edict_t* Requestor = INDEXENT(it->GetEntityIndex());
ai_commander_request* ExistingRequest = AICOMM_GetExistingRequestForPlayer(pBot, Requestor);
if (!ExistingRequest || ExistingRequest->RequestTime < it->GetTime())
{
ai_commander_request NewRequest;
ai_commander_request* RequestRef = (ExistingRequest) ? ExistingRequest : &NewRequest;
RequestRef->bNewRequest = true;
RequestRef->bResponded = false;
RequestRef->RequestTime = it->GetTime();
RequestRef->RequestType = COMMANDER_NEXTAMMO;
RequestRef->Requestor = Requestor;
if (!ExistingRequest)
{
pBot->ActiveRequests.push_back(NewRequest);
}
}
}
// And for order requests
for (auto it = OrderRequests.begin(); it != OrderRequests.end(); it++)
{
edict_t* Requestor = INDEXENT(it->GetEntityIndex());
ai_commander_request* ExistingRequest = AICOMM_GetExistingRequestForPlayer(pBot, Requestor);
if (!ExistingRequest || ExistingRequest->RequestTime < it->GetTime())
{
ai_commander_request NewRequest;
ai_commander_request* RequestRef = (ExistingRequest) ? ExistingRequest : &NewRequest;
RequestRef->bNewRequest = true;
RequestRef->bResponded = false;
RequestRef->RequestTime = it->GetTime();
RequestRef->RequestType = COMMANDER_NEXTIDLE;
RequestRef->Requestor = Requestor;
if (!ExistingRequest)
{
pBot->ActiveRequests.push_back(NewRequest);
}
}
}
}
bool AICOMM_IsRequestValid(ai_commander_request* Request)
{
if (Request->bResponded) { return false; }
// We tried and failed to respond 5 times, give up so we don't block the queue of people needing help
if (Request->ResponseAttempts > 5) { return false; }
edict_t* Requestor = Request->Requestor;
if (FNullEnt(Requestor) || !IsPlayerActiveInGame(Requestor)) { return false; }
AvHPlayer* PlayerRef = dynamic_cast<AvHPlayer*>(CBaseEntity::Instance(Requestor));
if (!PlayerRef) { return false; }
AvHTeamNumber RequestorTeam = PlayerRef->GetTeam();
switch (Request->RequestType)
{
case COMMANDER_NEXTHEALTH:
return Requestor->v.health < Requestor->v.max_health;
case BUILD_SHOTGUN:
return !PlayerHasWeapon(PlayerRef, WEAPON_MARINE_SHOTGUN)
&& !AITAC_ItemExistsInLocation(Requestor->v.origin, DEPLOYABLE_ITEM_SHOTGUN, RequestorTeam, AI_REACHABILITY_MARINE, 0.0f, UTIL_MetresToGoldSrcUnits(5.0f), false) ;
case BUILD_WELDER:
return !PlayerHasWeapon(PlayerRef, WEAPON_MARINE_WELDER)
&& !AITAC_ItemExistsInLocation(Requestor->v.origin, DEPLOYABLE_ITEM_WELDER, RequestorTeam, AI_REACHABILITY_MARINE, 0.0f, UTIL_MetresToGoldSrcUnits(5.0f), false);
case BUILD_HMG:
return !PlayerHasWeapon(PlayerRef, WEAPON_MARINE_HMG)
&& !AITAC_ItemExistsInLocation(Requestor->v.origin, DEPLOYABLE_ITEM_HMG, RequestorTeam, AI_REACHABILITY_MARINE, 0.0f, UTIL_MetresToGoldSrcUnits(5.0f), false);
case BUILD_HEAVY:
return !PlayerHasEquipment(Requestor)
&& !AITAC_ItemExistsInLocation(Requestor->v.origin, DEPLOYABLE_ITEM_HEAVYARMOUR, RequestorTeam, AI_REACHABILITY_MARINE, 0.0f, UTIL_MetresToGoldSrcUnits(5.0f), false);
case BUILD_JETPACK:
return !PlayerHasEquipment(Requestor)
&& !AITAC_ItemExistsInLocation(Requestor->v.origin, DEPLOYABLE_ITEM_JETPACK, RequestorTeam, AI_REACHABILITY_MARINE, 0.0f, UTIL_MetresToGoldSrcUnits(5.0f), false);
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 BUILD_GRENADE_GUN:
return !PlayerHasWeapon(PlayerRef, WEAPON_MARINE_GL)
&& !AITAC_ItemExistsInLocation(Requestor->v.origin, DEPLOYABLE_ITEM_GRENADELAUNCHER, RequestorTeam, AI_REACHABILITY_MARINE, 0.0f, UTIL_MetresToGoldSrcUnits(5.0f), false);
case BUILD_MINES:
return !PlayerHasWeapon(PlayerRef, WEAPON_MARINE_MINES)
&& !AITAC_ItemExistsInLocation(Requestor->v.origin, DEPLOYABLE_ITEM_MINES, RequestorTeam, AI_REACHABILITY_MARINE, 0.0f, UTIL_MetresToGoldSrcUnits(5.0f), false);
case BUILD_CAT:
return !IsPlayerBuffed(Requestor)
&& !AITAC_ItemExistsInLocation(Requestor->v.origin, DEPLOYABLE_ITEM_CATALYSTS, RequestorTeam, AI_REACHABILITY_MARINE, 0.0f, UTIL_MetresToGoldSrcUnits(5.0f), false);
case BUILD_PHASEGATE:
return !AITAC_IsStructureOfTypeNearLocation(RequestorTeam, STRUCTURE_MARINE_PHASEGATE, Requestor->v.origin, UTIL_MetresToGoldSrcUnits(10.0f));
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 BUILD_TURRET_FACTORY:
return !AITAC_IsStructureOfTypeNearLocation(RequestorTeam, (STRUCTURE_MARINE_TURRETFACTORY | STRUCTURE_MARINE_ADVTURRETFACTORY), Requestor->v.origin, UTIL_MetresToGoldSrcUnits(15.0f));
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 BUILD_ARMORY:
return !AITAC_IsStructureOfTypeNearLocation(RequestorTeam, (STRUCTURE_MARINE_ARMOURY | STRUCTURE_MARINE_ADVARMOURY), Requestor->v.origin, UTIL_MetresToGoldSrcUnits(15.0f));
case BUILD_COMMANDSTATION:
return !AITAC_IsStructureOfTypeNearLocation(RequestorTeam, STRUCTURE_MARINE_COMMCHAIR, Requestor->v.origin, UTIL_MetresToGoldSrcUnits(10.0f));
case BUILD_SCAN:
return !AITAC_ItemExistsInLocation(Requestor->v.origin, DEPLOYABLE_ITEM_SCAN, RequestorTeam, AI_REACHABILITY_NONE, 0.0f, UTIL_MetresToGoldSrcUnits(5.0f), false);
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
default:
return true;
}
return true;
}
bool AICOMM_CheckForNextBuildAction(AvHAIPlayer* pBot)
{
AvHTeamNumber TeamNumber = pBot->Player->GetTeam();
edict_t* CommChair = AITAC_GetCommChair(TeamNumber);
if (FNullEnt(CommChair)) { return false; }
DeployableSearchFilter StructureFilter;
StructureFilter.DeployableTypes = STRUCTURE_MARINE_INFANTRYPORTAL;
StructureFilter.ExcludeStatusFlags = STRUCTURE_STATUS_RECYCLING;
StructureFilter.DeployableTeam = TeamNumber;
StructureFilter.ReachabilityFlags = AI_REACHABILITY_MARINE;
StructureFilter.ReachabilityTeam = TeamNumber;
StructureFilter.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(15.0f);
edict_t* BaseBuilder = AITAC_GetNearestHiddenPlayerInLocation(TeamNumber, CommChair->v.origin, UTIL_MetresToGoldSrcUnits(10.0f));
int NumInfantryPortals = AITAC_GetNumDeployablesNearLocation(CommChair->v.origin, &StructureFilter);
if (NumInfantryPortals < 2 && !FNullEnt(BaseBuilder))
{
bool bEnemyInBase = NumInfantryPortals > 1 && AITAC_AnyPlayerOnTeamWithLOS(AIMGR_GetEnemyTeam(TeamNumber), CommChair->v.origin, UTIL_MetresToGoldSrcUnits(10.0f));
bool bSuccess = !bEnemyInBase && AICOMM_BuildInfantryPortal(pBot, CommChair);
return (bSuccess || pBot->Player->GetResources() <= BALANCE_VAR(kInfantryPortalCost) + 10);
}
StructureFilter.DeployableTypes = (STRUCTURE_MARINE_ARMOURY | STRUCTURE_MARINE_ADVARMOURY);
AvHAIBuildableStructure BaseArmoury = AITAC_FindClosestDeployableToLocation(CommChair->v.origin, &StructureFilter);
if (!BaseArmoury.IsValid() && !FNullEnt(BaseBuilder))
{
Vector BuildLocation = AITAC_GetRandomBuildHintInLocation(STRUCTURE_MARINE_ARMOURY, CommChair->v.origin, UTIL_MetresToGoldSrcUnits(10.0f));
if (!vIsZero(BuildLocation))
{
bool bEnemyInBase = AITAC_AnyPlayerOnTeamWithLOS(AIMGR_GetEnemyTeam(TeamNumber), BuildLocation + Vector(0.0f, 0.0f, 32.0f), UTIL_MetresToGoldSrcUnits(10.0f));
if (!bEnemyInBase)
{
bool bSuccess = AICOMM_DeployStructure(pBot, STRUCTURE_MARINE_ARMOURY, BuildLocation);
if (bSuccess) { return true; }
}
}
StructureFilter.DeployableTypes = STRUCTURE_MARINE_INFANTRYPORTAL;
AvHAIBuildableStructure NearestInfantryPortal = AITAC_FindClosestDeployableToLocation(CommChair->v.origin, &StructureFilter);
if (NearestInfantryPortal.IsValid())
{
BuildLocation = UTIL_GetRandomPointOnNavmeshInRadiusIgnoreReachability(GetBaseNavProfile(STRUCTURE_BASE_NAV_PROFILE), NearestInfantryPortal.Location, UTIL_MetresToGoldSrcUnits(5.0f));
if (!vIsZero(BuildLocation))
{
bool bEnemyInBase = AITAC_AnyPlayerOnTeamWithLOS(AIMGR_GetEnemyTeam(TeamNumber), BuildLocation + Vector(0.0f, 0.0f, 32.0f), UTIL_MetresToGoldSrcUnits(10.0f));
if (!bEnemyInBase)
{
bool bSuccess = AICOMM_DeployStructure(pBot, STRUCTURE_MARINE_ARMOURY, BuildLocation);
if (bSuccess) { return true; }
}
}
}
BuildLocation = UTIL_GetRandomPointOnNavmeshInRadiusIgnoreReachability(GetBaseNavProfile(STRUCTURE_BASE_NAV_PROFILE), CommChair->v.origin, UTIL_MetresToGoldSrcUnits(10.0f));
if (!vIsZero(BuildLocation))
{
bool bEnemyInBase = AITAC_AnyPlayerOnTeamWithLOS(AIMGR_GetEnemyTeam(TeamNumber), BuildLocation + Vector(0.0f, 0.0f, 32.0f), UTIL_MetresToGoldSrcUnits(10.0f));
if (!bEnemyInBase)
{
bool bSuccess = AICOMM_DeployStructure(pBot, STRUCTURE_MARINE_ARMOURY, BuildLocation);
if (bSuccess) { return true; }
}
}
if (pBot->Player->GetResources() <= BALANCE_VAR(kArmoryCost) + 5) { return true; }
}
const AvHAIHiveDefinition* HiveUnderSiege = AITAC_GetNearestHiveUnderActiveSiege(pBot->Player->GetTeam(), AITAC_GetCommChairLocation(pBot->Player->GetTeam()));
if (HiveUnderSiege)
{
bool bAlreadyScanning = AITAC_ItemExistsInLocation(HiveUnderSiege->Location, DEPLOYABLE_ITEM_SCAN, pBot->Player->GetTeam(), AI_REACHABILITY_NONE, 0.0f, UTIL_MetresToGoldSrcUnits(5.0f), false);
if (!bAlreadyScanning)
{
Vector BuildLocation = UTIL_GetRandomPointOnNavmeshInRadiusIgnoreReachability(GetBaseNavProfile(MARINE_BASE_NAV_PROFILE), HiveUnderSiege->FloorLocation, UTIL_MetresToGoldSrcUnits(3.0f));
if (AICOMM_DeployItem(pBot, DEPLOYABLE_ITEM_SCAN, BuildLocation))
{
return true;
}
}
}
if (AITAC_PhaseGatesAvailable(TeamNumber))
{
StructureFilter.DeployableTypes = STRUCTURE_MARINE_PHASEGATE;
StructureFilter.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(15.0f);
bool bPhaseNearBase = AITAC_DeployableExistsAtLocation(CommChair->v.origin, &StructureFilter);
if (!bPhaseNearBase && !FNullEnt(BaseBuilder))
{
Vector BuildLocation = AITAC_GetRandomBuildHintInLocation(STRUCTURE_MARINE_PHASEGATE, CommChair->v.origin, UTIL_MetresToGoldSrcUnits(10.0f));
if (!vIsZero(BuildLocation))
{
bool bEnemyInBase = AITAC_AnyPlayerOnTeamWithLOS(AIMGR_GetEnemyTeam(TeamNumber), BuildLocation + Vector(0.0f, 0.0f, 32.0f), UTIL_MetresToGoldSrcUnits(10.0f));
if (!bEnemyInBase)
{
bool bSuccess = AICOMM_DeployStructure(pBot, STRUCTURE_MARINE_PHASEGATE, BuildLocation);
if (bSuccess) { return true; }
}
}
BuildLocation = UTIL_GetRandomPointOnNavmeshInRadiusIgnoreReachability(GetBaseNavProfile(STRUCTURE_BASE_NAV_PROFILE), CommChair->v.origin, UTIL_MetresToGoldSrcUnits(10.0f));
if (!vIsZero(BuildLocation))
{
bool bEnemyInBase = AITAC_AnyPlayerOnTeamWithLOS(AIMGR_GetEnemyTeam(TeamNumber), BuildLocation + Vector(0.0f, 0.0f, 32.0f), UTIL_MetresToGoldSrcUnits(10.0f));
bool bSuccess = !bEnemyInBase && AICOMM_DeployStructure(pBot, STRUCTURE_MARINE_PHASEGATE, BuildLocation);
if (bSuccess || pBot->Player->GetResources() <= BALANCE_VAR(kPhaseGateCost) + 10) { return true; }
}
}
}
const AvHAIResourceNode* CappableNode = AICOMM_GetNearestResourceNodeCapOpportunity(TeamNumber, CommChair->v.origin);
if (CappableNode)
{
bool bSuccess = AICOMM_DeployStructure(pBot, STRUCTURE_MARINE_RESTOWER, CappableNode->Location);
if (bSuccess || pBot->Player->GetResources() <= BALANCE_VAR(kResourceTowerCost) + 10) { return true; }
}
const AvHAIHiveDefinition* HiveToSecure = AICOMM_GetEmptyHiveOpportunityNearestLocation(pBot, AITAC_GetCommChairLocation(TeamNumber));
if (HiveToSecure)
{
bool bSuccess = AICOMM_PerformNextSecureHiveAction(pBot, HiveToSecure);
if (bSuccess || pBot->Player->GetResources() <= BALANCE_VAR(kTurretFactoryCost) + 5) { return true; }
}
if (AICOMM_ShouldCommanderPrioritiseNodes(pBot) && pBot->Player->GetResources() < 30) { return false; }
StructureFilter.DeployableTypes = STRUCTURE_MARINE_ARMSLAB;
StructureFilter.MaxSearchRadius = 0.0f;
bool bHasArmsLab = AITAC_DeployableExistsAtLocation(CommChair->v.origin, &StructureFilter);
if (!bHasArmsLab && !FNullEnt(BaseBuilder))
{
Vector BuildLocation = AITAC_GetRandomBuildHintInLocation(STRUCTURE_MARINE_ARMSLAB, CommChair->v.origin, UTIL_MetresToGoldSrcUnits(15.0f));
if (!vIsZero(BuildLocation))
{
bool bEnemyInBase = AITAC_AnyPlayerOnTeamWithLOS(AIMGR_GetEnemyTeam(TeamNumber), BuildLocation + Vector(0.0f, 0.0f, 32.0f), UTIL_MetresToGoldSrcUnits(10.0f));
if (!bEnemyInBase)
{
bool bSuccess = AICOMM_DeployStructure(pBot, STRUCTURE_MARINE_ARMSLAB, BuildLocation);
if (bSuccess) { return true; }
}
}
BuildLocation = UTIL_GetRandomPointOnNavmeshInRadiusIgnoreReachability(GetBaseNavProfile(STRUCTURE_BASE_NAV_PROFILE), CommChair->v.origin, UTIL_MetresToGoldSrcUnits(10.0f));
if (!vIsZero(BuildLocation))
{
bool bEnemyInBase = AITAC_AnyPlayerOnTeamWithLOS(AIMGR_GetEnemyTeam(TeamNumber), BuildLocation + Vector(0.0f, 0.0f, 32.0f), UTIL_MetresToGoldSrcUnits(10.0f));
bool bSuccess = !bEnemyInBase && AICOMM_DeployStructure(pBot, STRUCTURE_MARINE_ARMSLAB, BuildLocation);
if (bSuccess || pBot->Player->GetResources() <= BALANCE_VAR(kArmsLabCost) + 10) { return true; }
}
}
StructureFilter.DeployableTypes = STRUCTURE_MARINE_OBSERVATORY;
bool bHasObservatory = AITAC_DeployableExistsAtLocation(CommChair->v.origin, &StructureFilter);
if (!bHasObservatory && !FNullEnt(BaseBuilder))
{
Vector BuildLocation = AITAC_GetRandomBuildHintInLocation(STRUCTURE_MARINE_OBSERVATORY, CommChair->v.origin, UTIL_MetresToGoldSrcUnits(15.0f));
if (!vIsZero(BuildLocation))
{
bool bEnemyInBase = AITAC_AnyPlayerOnTeamWithLOS(AIMGR_GetEnemyTeam(TeamNumber), BuildLocation + Vector(0.0f, 0.0f, 32.0f), UTIL_MetresToGoldSrcUnits(10.0f));
if (!bEnemyInBase)
{
bool bSuccess = AICOMM_DeployStructure(pBot, STRUCTURE_MARINE_OBSERVATORY, BuildLocation);
if (bSuccess) { return true; }
}
}
BuildLocation = UTIL_GetRandomPointOnNavmeshInRadiusIgnoreReachability(GetBaseNavProfile(STRUCTURE_BASE_NAV_PROFILE), CommChair->v.origin, UTIL_MetresToGoldSrcUnits(10.0f));
if (!vIsZero(BuildLocation))
{
bool bEnemyInBase = AITAC_AnyPlayerOnTeamWithLOS(AIMGR_GetEnemyTeam(TeamNumber), BuildLocation + Vector(0.0f, 0.0f, 32.0f), UTIL_MetresToGoldSrcUnits(10.0f));
bool bSuccess = !bEnemyInBase && AICOMM_DeployStructure(pBot, STRUCTURE_MARINE_OBSERVATORY, BuildLocation);
if (bSuccess || pBot->Player->GetResources() <= BALANCE_VAR(kObservatoryCost) + 10) { return true; }
}
}
if (!AITAC_ResearchIsComplete(TeamNumber, TECH_RESEARCH_PHASETECH))
{
return false;
}
const AvHAIHiveDefinition* HiveToSiege = AICOMM_GetHiveSiegeOpportunityNearestLocation(pBot, AITAC_GetCommChairLocation(TeamNumber));
if (HiveToSiege)
{
bool bSuccess = AICOMM_PerformNextSiegeHiveAction(pBot, HiveToSiege);
if (bSuccess || pBot->Player->GetResources() <= BALANCE_VAR(kTurretFactoryCost) + 5) { return true; }
}
StructureFilter.DeployableTypes = STRUCTURE_MARINE_ADVARMOURY;
bool bHasAdvArmoury = AITAC_DeployableExistsAtLocation(CommChair->v.origin, &StructureFilter);
bool bIsResearchingArmoury = false;
if (!bHasAdvArmoury)
{
StructureFilter.DeployableTypes = STRUCTURE_MARINE_ARMOURY;
StructureFilter.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(15.0f);
StructureFilter.IncludeStatusFlags = STRUCTURE_STATUS_COMPLETED;
StructureFilter.ExcludeStatusFlags = STRUCTURE_STATUS_RECYCLING | STRUCTURE_STATUS_RESEARCHING;
AvHAIBuildableStructure NearestArmoury = AITAC_FindClosestDeployableToLocation(CommChair->v.origin, &StructureFilter);
if (NearestArmoury.IsValid())
{
bIsResearchingArmoury = UTIL_StructureIsUpgrading(NearestArmoury.edict);
if (!bIsResearchingArmoury)
{
if (AICOMM_UpgradeStructure(pBot, &NearestArmoury))
{
return true;
}
}
}
}
StructureFilter.DeployableTypes = STRUCTURE_MARINE_PROTOTYPELAB;
StructureFilter.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(20.0f);
StructureFilter.IncludeStatusFlags = STRUCTURE_STATUS_NONE;
StructureFilter.ExcludeStatusFlags = STRUCTURE_STATUS_RECYCLING;
bool bHasPrototypeLab = AITAC_DeployableExistsAtLocation(CommChair->v.origin, &StructureFilter);
if (!bHasPrototypeLab && bHasAdvArmoury && !FNullEnt(BaseBuilder))
{
Vector BuildLocation = AITAC_GetRandomBuildHintInLocation(STRUCTURE_MARINE_PROTOTYPELAB, CommChair->v.origin, UTIL_MetresToGoldSrcUnits(15.0f));
if(!vIsZero(BuildLocation))
{
bool bEnemyInBase = AITAC_AnyPlayerOnTeamWithLOS(AIMGR_GetEnemyTeam(TeamNumber), BuildLocation + Vector(0.0f, 0.0f, 32.0f), UTIL_MetresToGoldSrcUnits(10.0f));
if (!bEnemyInBase)
{
bool bSuccess = AICOMM_DeployStructure(pBot, STRUCTURE_MARINE_PROTOTYPELAB, BuildLocation);
if (bSuccess) { return true; }
}
}
BuildLocation = UTIL_GetRandomPointOnNavmeshInRadiusIgnoreReachability(GetBaseNavProfile(STRUCTURE_BASE_NAV_PROFILE), CommChair->v.origin, UTIL_MetresToGoldSrcUnits(10.0f));
if (!vIsZero(BuildLocation))
{
bool bEnemyInBase = AITAC_AnyPlayerOnTeamWithLOS(AIMGR_GetEnemyTeam(TeamNumber), BuildLocation + Vector(0.0f, 0.0f, 32.0f), UTIL_MetresToGoldSrcUnits(10.0f));
if (!bEnemyInBase)
{
bool bSuccess = AICOMM_DeployStructure(pBot, STRUCTURE_MARINE_PROTOTYPELAB, BuildLocation);
if (bSuccess) { return true; }
}
}
BuildLocation = UTIL_GetRandomPointOnNavmeshInRadiusIgnoreReachability(GetBaseNavProfile(STRUCTURE_BASE_NAV_PROFILE), CommChair->v.origin, UTIL_MetresToGoldSrcUnits(20.0f));
if (!vIsZero(BuildLocation))
{
bool bEnemyInBase = AITAC_AnyPlayerOnTeamWithLOS(AIMGR_GetEnemyTeam(TeamNumber), BuildLocation + Vector(0.0f, 0.0f, 32.0f), UTIL_MetresToGoldSrcUnits(10.0f));
if (!bEnemyInBase)
{
bool bSuccess = AICOMM_DeployStructure(pBot, STRUCTURE_MARINE_PROTOTYPELAB, BuildLocation);
if (bSuccess || pBot->Player->GetResources() < BALANCE_VAR(kPrototypeLabCost) + 20) { return true; }
}
}
}
int Resources = pBot->Player->GetResources();
if (Resources > 100)
{
StructureFilter.DeployableTypes = STRUCTURE_MARINE_RESTOWER;
StructureFilter.IncludeStatusFlags = STRUCTURE_STATUS_COMPLETED;
StructureFilter.ExcludeStatusFlags = STRUCTURE_STATUS_RECYCLING | STRUCTURE_STATUS_ELECTRIFIED;
StructureFilter.MaxSearchRadius = 0.0f;
AvHAIBuildableStructure ResTower = AITAC_FindFurthestDeployableFromLocation(CommChair->v.origin, &StructureFilter);
if (ResTower.IsValid() && AITAC_ElectricalResearchIsAvailable(ResTower.edict))
{
if (AICOMM_ResearchTech(pBot, &ResTower, RESEARCH_ELECTRICAL))
{
return true;
}
}
}
return false;
}
bool AICOMM_CheckForNextSupplyAction(AvHAIPlayer* pBot)
{
AvHTeamNumber CommanderTeam = pBot->Player->GetTeam();
// First thing: if our base is damaged and there's nobody able to weld, drop a welder so we don't let the base die
bool bBaseIsDamaged = false;
DeployableSearchFilter DamagedBaseStructures;
DamagedBaseStructures.DeployableTypes = (STRUCTURE_MARINE_COMMCHAIR | STRUCTURE_MARINE_INFANTRYPORTAL);
DamagedBaseStructures.DeployableTeam = CommanderTeam;
DamagedBaseStructures.ReachabilityTeam = CommanderTeam;
DamagedBaseStructures.ReachabilityFlags = pBot->BotNavInfo.NavProfile.ReachabilityFlag;
DamagedBaseStructures.IncludeStatusFlags = STRUCTURE_STATUS_COMPLETED;
DamagedBaseStructures.IncludeStatusFlags = STRUCTURE_STATUS_DAMAGED;
DamagedBaseStructures.ExcludeStatusFlags = STRUCTURE_STATUS_RECYCLING;
DamagedBaseStructures.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(15.0f);
bBaseIsDamaged = AITAC_DeployableExistsAtLocation(AITAC_GetCommChairLocation(CommanderTeam), &DamagedBaseStructures);
if (bBaseIsDamaged)
{
AvHAIDroppedItem* NearestWelder = AITAC_FindClosestItemToLocation(AITAC_GetCommChairLocation(CommanderTeam), DEPLOYABLE_ITEM_WELDER, CommanderTeam, AI_REACHABILITY_MARINE, 0.0f, UTIL_MetresToGoldSrcUnits(15.0f), false);
bool bPlayerHasWelder = false;
if (!NearestWelder)
{
vector<AvHPlayer*> PlayersAtBase = AITAC_GetAllPlayersOfTeamInArea(CommanderTeam, AITAC_GetCommChairLocation(CommanderTeam), UTIL_MetresToGoldSrcUnits(15.0f), false, pBot->Edict, AVH_USER3_COMMANDER_PLAYER);
for (auto it = PlayersAtBase.begin(); it != PlayersAtBase.end(); it++)
{
AvHPlayer* ThisPlayer = (*it);
if (PlayerHasWeapon(ThisPlayer, WEAPON_MARINE_WELDER))
{
bPlayerHasWelder = true;
}
}
}
if (!NearestWelder && !bPlayerHasWelder)
{
DeployableSearchFilter ArmouryFilter;
ArmouryFilter.DeployableTypes = (STRUCTURE_MARINE_ARMOURY | STRUCTURE_MARINE_ADVARMOURY);
ArmouryFilter.DeployableTeam = CommanderTeam;
ArmouryFilter.IncludeStatusFlags = STRUCTURE_STATUS_COMPLETED;
ArmouryFilter.ExcludeStatusFlags = STRUCTURE_STATUS_RECYCLING;
AvHAIBuildableStructure NearestArmoury = AITAC_FindClosestDeployableToLocation(AITAC_GetTeamStartingLocation(CommanderTeam), &ArmouryFilter);
if (NearestArmoury.IsValid())
{
Vector DeployLocation = UTIL_GetRandomPointOnNavmeshInRadius(GetBaseNavProfile(MARINE_BASE_NAV_PROFILE), NearestArmoury.Location, UTIL_MetresToGoldSrcUnits(3.0f));
bool bSuccess = AICOMM_DeployItem(pBot, DEPLOYABLE_ITEM_WELDER, DeployLocation);
return bSuccess;
}
}
}
// Now work out how many welders we want on the team generally
int NumDesiredWelders = 1;
if (!AICOMM_ShouldCommanderPrioritiseNodes(pBot) && pBot->Player->GetResources() >= 20)
{
NumDesiredWelders = (int)ceilf((float)AIMGR_GetNumPlayersOnTeam(CommanderTeam) * 0.3f);
}
int NumTeamWelders = AITAC_GetNumWeaponsInPlay(CommanderTeam, WEAPON_MARINE_WELDER);
// Add additional welders to the team if we have hives or resource nodes which can only be reached with a welder
vector<AvHAIResourceNode*> AllNodes = AITAC_GetAllResourceNodes();
for (auto it = AllNodes.begin(); it != AllNodes.end(); it++)
{
AvHAIResourceNode* ThisNode = (*it);
unsigned int TeamReachabilityFlags = (CommanderTeam == AIMGR_GetTeamANumber()) ? ThisNode->TeamAReachabilityFlags : ThisNode->TeamBReachabilityFlags;
if ((TeamReachabilityFlags & AI_REACHABILITY_WELDER) && !(TeamReachabilityFlags & AI_REACHABILITY_MARINE))
{
NumDesiredWelders++;
break;
}
}
vector<AvHAIHiveDefinition*> AllHives = AITAC_GetAllHives();
for (auto it = AllHives.begin(); it != AllHives.end(); it++)
{
AvHAIHiveDefinition* ThisHive = (*it);
unsigned int TeamReachabilityFlags = (CommanderTeam == AIMGR_GetTeamANumber()) ? ThisHive->TeamAReachabilityFlags : ThisHive->TeamBReachabilityFlags;
if ((TeamReachabilityFlags & AI_REACHABILITY_WELDER) && !(TeamReachabilityFlags & AI_REACHABILITY_MARINE))
{
NumDesiredWelders++;
break;
}
}
NumDesiredWelders = imini(NumDesiredWelders, (int)(ceilf((float)AIMGR_GetNumPlayersOnTeam(CommanderTeam) * 0.5f)));
if (NumTeamWelders < NumDesiredWelders)
{
DeployableSearchFilter ArmouryFilter;
ArmouryFilter.DeployableTypes = (STRUCTURE_MARINE_ARMOURY | STRUCTURE_MARINE_ADVARMOURY);
ArmouryFilter.DeployableTeam = CommanderTeam;
ArmouryFilter.IncludeStatusFlags = STRUCTURE_STATUS_COMPLETED;
ArmouryFilter.ExcludeStatusFlags = STRUCTURE_STATUS_RECYCLING;
AvHAIBuildableStructure NearestArmoury = AITAC_FindClosestDeployableToLocation(AITAC_GetTeamStartingLocation(CommanderTeam), &ArmouryFilter);
if (NearestArmoury.IsValid())
{
Vector DeployLocation = UTIL_GetRandomPointOnNavmeshInRadius(GetBaseNavProfile(MARINE_BASE_NAV_PROFILE), NearestArmoury.Location, UTIL_MetresToGoldSrcUnits(3.0f));
bool bSuccess = AICOMM_DeployItem(pBot, DEPLOYABLE_ITEM_WELDER, DeployLocation);
return bSuccess;
}
}
// Don't drop stuff if we badly need resource nodes
if (AICOMM_ShouldCommanderPrioritiseNodes(pBot) && pBot->Player->GetResources() < 20) { return false; }
int NumDesiredShotguns = (int)ceilf(AIMGR_GetNumPlayersOnTeam(CommanderTeam) * 0.33f);
int NumShottysInPlay = AITAC_GetNumWeaponsInPlay(CommanderTeam, WEAPON_MARINE_SHOTGUN);
if (NumShottysInPlay < NumDesiredShotguns)
{
DeployableSearchFilter ArmouryFilter;
ArmouryFilter.DeployableTypes = (STRUCTURE_MARINE_ARMOURY | STRUCTURE_MARINE_ADVARMOURY);
ArmouryFilter.DeployableTeam = CommanderTeam;
ArmouryFilter.IncludeStatusFlags = STRUCTURE_STATUS_COMPLETED;
ArmouryFilter.ExcludeStatusFlags = STRUCTURE_STATUS_RECYCLING;
AvHAIBuildableStructure NearestArmoury = AITAC_FindClosestDeployableToLocation(AITAC_GetTeamStartingLocation(CommanderTeam), &ArmouryFilter);
if (NearestArmoury.IsValid())
{
Vector DeployLocation = UTIL_GetRandomPointOnNavmeshInRadius(GetBaseNavProfile(MARINE_BASE_NAV_PROFILE), NearestArmoury.Location, UTIL_MetresToGoldSrcUnits(3.0f));
bool bSuccess = AICOMM_DeployItem(pBot, DEPLOYABLE_ITEM_SHOTGUN, DeployLocation);
return bSuccess;
}
}
int NumMinesInPlay = AITAC_GetNumWeaponsInPlay(CommanderTeam, WEAPON_MARINE_MINES);
bool bNeedsMines = false;
int DesiredMines = 0;
DeployableSearchFilter MineFilter;
MineFilter.DeployableTypes = STRUCTURE_MARINE_DEPLOYEDMINE;
int NumDeployedMines = AITAC_GetNumDeployablesNearLocation(ZERO_VECTOR, &MineFilter);
if (NumMinesInPlay < 2 && NumDeployedMines < 32)
{
int UnminedStructures = 0;
DeployableSearchFilter MineStructures;
MineStructures.DeployableTeam = CommanderTeam;
MineStructures.DeployableTypes = (STRUCTURE_MARINE_TURRETFACTORY | STRUCTURE_MARINE_ADVTURRETFACTORY | STRUCTURE_MARINE_PHASEGATE | STRUCTURE_MARINE_INFANTRYPORTAL);
MineStructures.IncludeStatusFlags = STRUCTURE_STATUS_COMPLETED;
MineStructures.ExcludeStatusFlags = STRUCTURE_STATUS_RECYCLING;
MineStructures.ReachabilityTeam = CommanderTeam;
MineStructures.ReachabilityFlags = AI_REACHABILITY_MARINE;
vector <AvHAIBuildableStructure> MineableStructures = AITAC_FindAllDeployables(ZERO_VECTOR, &MineStructures);
MineStructures.DeployableTypes = STRUCTURE_MARINE_DEPLOYEDMINE;
MineStructures.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(3.0f);
for (auto it = MineableStructures.begin(); it != MineableStructures.end(); it++)
{
AvHAIBuildableStructure ThisStructure = (*it);
int NumMines = AITAC_GetNumDeployablesNearLocation(ThisStructure.Location, &MineStructures);
if (NumMines < 2)
{
UnminedStructures++;
}
}
DesiredMines = (int)ceilf((float)UnminedStructures / 2.0f);
DesiredMines = clampi(DesiredMines, 0, 2);
}
if (NumMinesInPlay < DesiredMines)
{
DeployableSearchFilter ArmouryFilter;
ArmouryFilter.DeployableTypes = (STRUCTURE_MARINE_ARMOURY | STRUCTURE_MARINE_ADVARMOURY);
ArmouryFilter.DeployableTeam = CommanderTeam;
ArmouryFilter.IncludeStatusFlags = STRUCTURE_STATUS_COMPLETED;
ArmouryFilter.ExcludeStatusFlags = STRUCTURE_STATUS_RECYCLING;
AvHAIBuildableStructure NearestArmoury = AITAC_FindClosestDeployableToLocation(AITAC_GetTeamStartingLocation(CommanderTeam), &ArmouryFilter);
if (NearestArmoury.IsValid())
{
Vector DeployLocation = UTIL_GetRandomPointOnNavmeshInRadius(GetBaseNavProfile(MARINE_BASE_NAV_PROFILE), NearestArmoury.Location, UTIL_MetresToGoldSrcUnits(3.0f));
bool bSuccess = AICOMM_DeployItem(pBot, DEPLOYABLE_ITEM_MINES, DeployLocation);
return bSuccess;
}
}
if (!AITAC_ResearchIsComplete(CommanderTeam, TECH_RESEARCH_HEAVYARMOR)) { return false; }
DeployableSearchFilter StructureFilter;
StructureFilter.DeployableTypes = STRUCTURE_MARINE_ADVARMOURY;
StructureFilter.DeployableTeam = CommanderTeam;
StructureFilter.IncludeStatusFlags = STRUCTURE_STATUS_COMPLETED;
StructureFilter.ExcludeStatusFlags = STRUCTURE_STATUS_RECYCLING;
AvHAIBuildableStructure NearestAdvArmoury = AITAC_FindClosestDeployableToLocation(AITAC_GetTeamStartingLocation(CommanderTeam), &StructureFilter);
StructureFilter.DeployableTypes = STRUCTURE_MARINE_PROTOTYPELAB;
AvHAIBuildableStructure NearestPrototypeLab = AITAC_FindClosestDeployableToLocation(AITAC_GetTeamStartingLocation(CommanderTeam), &StructureFilter);
if (!NearestAdvArmoury.IsValid() || !NearestPrototypeLab.IsValid()) { return false; }
AvHAIDroppedItem* ExistingHA = AITAC_FindClosestItemToLocation(NearestPrototypeLab.Location, DEPLOYABLE_ITEM_HEAVYARMOUR, CommanderTeam, AI_REACHABILITY_MARINE, 0.0f, UTIL_MetresToGoldSrcUnits(5.0f), false);
AvHAIDroppedItem* ExistingHMG = AITAC_FindClosestItemToLocation(NearestAdvArmoury.Location, DEPLOYABLE_ITEM_HMG, CommanderTeam, AI_REACHABILITY_MARINE, 0.0f, UTIL_MetresToGoldSrcUnits(5.0f), false);
AvHAIDroppedItem* ExistingWelder = AITAC_FindClosestItemToLocation(NearestAdvArmoury.Location, DEPLOYABLE_ITEM_WELDER, CommanderTeam, AI_REACHABILITY_MARINE, 0.0f, UTIL_MetresToGoldSrcUnits(5.0f), false);
if (ExistingHA && ExistingHMG && ExistingWelder) { return false; }
vector<edict_t*> NearbyPlayers = AITAC_GetAllPlayersOfClassInArea(CommanderTeam, NearestAdvArmoury.Location, UTIL_MetresToGoldSrcUnits(10.0f), false, pBot->Edict, AVH_USER3_MARINE_PLAYER);
bool bDropWeapon = false;
bool bDropWelder = false;
for (auto it = NearbyPlayers.begin(); it != NearbyPlayers.end(); it++)
{
edict_t* PlayerEdict = (*it);
AvHPlayer* PlayerRef = dynamic_cast<AvHPlayer*>(CBaseEntity::Instance(PlayerEdict));
if (!PlayerEdict) { continue; }
if (PlayerHasHeavyArmour(PlayerEdict) || PlayerHasJetpack(PlayerEdict))
{
if (PlayerHasWeapon(PlayerRef, WEAPON_MARINE_MG) || UTIL_GetPlayerPrimaryWeapon(PlayerRef) == WEAPON_INVALID)
{
bDropWeapon = true;
}
else
{
if (!PlayerHasWeapon(PlayerRef, WEAPON_MARINE_WELDER))
{
bDropWelder = true;
}
}
}
}
if (!ExistingHA && !bDropWelder && !bDropWeapon)
{
Vector DeployLocation = UTIL_GetRandomPointOnNavmeshInRadiusIgnoreReachability(GetBaseNavProfile(STRUCTURE_BASE_NAV_PROFILE), NearestPrototypeLab.Location, UTIL_MetresToGoldSrcUnits(3.0f));
if (vIsZero(DeployLocation))
{
DeployLocation = UTIL_GetRandomPointOnNavmeshInRadius(GetBaseNavProfile(MARINE_BASE_NAV_PROFILE), NearestPrototypeLab.Location, UTIL_MetresToGoldSrcUnits(3.0f));
}
bool bSuccess = AICOMM_DeployItem(pBot, DEPLOYABLE_ITEM_HEAVYARMOUR, DeployLocation);
return bSuccess;
}
if (bDropWeapon && !ExistingHMG)
{
Vector DeployLocation = UTIL_GetRandomPointOnNavmeshInRadiusIgnoreReachability(GetBaseNavProfile(STRUCTURE_BASE_NAV_PROFILE), NearestAdvArmoury.Location, UTIL_MetresToGoldSrcUnits(3.0f));
if (vIsZero(DeployLocation))
{
DeployLocation = UTIL_GetRandomPointOnNavmeshInRadius(GetBaseNavProfile(MARINE_BASE_NAV_PROFILE), NearestAdvArmoury.Location, UTIL_MetresToGoldSrcUnits(3.0f));
}
bool bSuccess = AICOMM_DeployItem(pBot, DEPLOYABLE_ITEM_HMG, DeployLocation);
return bSuccess;
}
if (bDropWelder && !ExistingWelder)
{
Vector DeployLocation = UTIL_GetRandomPointOnNavmeshInRadiusIgnoreReachability(GetBaseNavProfile(STRUCTURE_BASE_NAV_PROFILE), NearestAdvArmoury.Location, UTIL_MetresToGoldSrcUnits(3.0f));
if (vIsZero(DeployLocation))
{
DeployLocation = UTIL_GetRandomPointOnNavmeshInRadius(GetBaseNavProfile(MARINE_BASE_NAV_PROFILE), NearestAdvArmoury.Location, UTIL_MetresToGoldSrcUnits(3.0f));
}
bool bSuccess = AICOMM_DeployItem(pBot, DEPLOYABLE_ITEM_WELDER, DeployLocation);
return bSuccess;
}
return false;
}
bool AICOMM_CheckForNextResearchAction(AvHAIPlayer* pBot)
{
AvHTeamNumber CommanderTeam = pBot->Player->GetTeam();
vector<AvHAIHiveDefinition*> Hives = AITAC_GetAllHives();
for (auto it = Hives.begin(); it != Hives.end(); it++)
{
AvHAIHiveDefinition* Hive = (*it);
if (Hive->Status != HIVE_STATUS_UNBUILT) { continue; }
DeployableSearchFilter TFFilter;
TFFilter.DeployableTeam = pBot->Player->GetTeam();
TFFilter.DeployableTypes = STRUCTURE_MARINE_TURRETFACTORY | STRUCTURE_MARINE_ADVTURRETFACTORY;
TFFilter.IncludeStatusFlags = STRUCTURE_STATUS_COMPLETED;
TFFilter.ExcludeStatusFlags = STRUCTURE_STATUS_RECYCLING | STRUCTURE_STATUS_ELECTRIFIED;
TFFilter.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(15.0f);
AvHAIBuildableStructure NearestTF = AITAC_FindClosestDeployableToLocation(Hive->FloorLocation, &TFFilter);
if (NearestTF.IsValid())
{
TFFilter.DeployableTypes = STRUCTURE_MARINE_TURRET;
TFFilter.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(5.0f);
int NumTurrets = AITAC_GetNumDeployablesNearLocation(NearestTF.Location, &TFFilter);
if (NumTurrets > 0)
{
if (AICOMM_ResearchTech(pBot, &NearestTF, RESEARCH_ELECTRICAL))
{
return true;
}
}
}
if (pBot->Player->GetResources() > 60)
{
if (Hive->HiveResNodeRef && Hive->HiveResNodeRef->OwningTeam == pBot->Player->GetTeam())
{
edict_t* Tower = Hive->HiveResNodeRef->ActiveTowerEntity;
if (!FNullEnt(Tower) && UTIL_StructureIsFullyBuilt(Tower) && !UTIL_IsStructureElectrified(Tower))
{
AvHAIBuildableStructure ResTower = AITAC_GetDeployableFromEdict(Tower);
if (ResTower.IsValid() && AICOMM_ResearchTech(pBot, &ResTower, RESEARCH_ELECTRICAL))
{
return true;
}
}
}
}
}
DeployableSearchFilter StructureFilter;
StructureFilter.DeployableTeam = CommanderTeam;
StructureFilter.ReachabilityTeam = CommanderTeam;
StructureFilter.ReachabilityFlags = AI_REACHABILITY_MARINE;
StructureFilter.ExcludeStatusFlags = STRUCTURE_STATUS_RECYCLING;
if (AITAC_MarineResearchIsAvailable(CommanderTeam, RESEARCH_GRENADES))
{
StructureFilter.DeployableTypes = STRUCTURE_MARINE_ARMOURY | STRUCTURE_MARINE_ADVARMOURY;
StructureFilter.ExcludeStatusFlags |= STRUCTURE_STATUS_RESEARCHING;
AvHAIBuildableStructure Armoury = AITAC_FindClosestDeployableToLocation(AITAC_GetTeamStartingLocation(CommanderTeam), &StructureFilter);
if (Armoury.IsValid())
{
return AICOMM_ResearchTech(pBot, &Armoury, RESEARCH_GRENADES);
}
}
StructureFilter.DeployableTypes = STRUCTURE_MARINE_ARMSLAB;
StructureFilter.ExcludeStatusFlags |= STRUCTURE_STATUS_RESEARCHING;
AvHAIBuildableStructure ArmsLab = AITAC_FindClosestDeployableToLocation(AITAC_GetTeamStartingLocation(CommanderTeam), &StructureFilter);
if (AITAC_MarineResearchIsAvailable(CommanderTeam, RESEARCH_ARMOR_ONE))
{
if (ArmsLab.IsValid())
{
return AICOMM_ResearchTech(pBot, &ArmsLab, RESEARCH_ARMOR_ONE);
}
}
if (AITAC_MarineResearchIsAvailable(CommanderTeam, RESEARCH_WEAPONS_ONE))
{
if (ArmsLab.IsValid())
{
return AICOMM_ResearchTech(pBot, &ArmsLab, RESEARCH_WEAPONS_ONE);
}
}
StructureFilter.DeployableTypes = STRUCTURE_MARINE_OBSERVATORY;
StructureFilter.ExcludeStatusFlags |= STRUCTURE_STATUS_RESEARCHING;
AvHAIBuildableStructure Observatory = AITAC_FindClosestDeployableToLocation(AITAC_GetTeamStartingLocation(CommanderTeam), &StructureFilter);
if (AITAC_MarineResearchIsAvailable(CommanderTeam, RESEARCH_PHASETECH))
{
if (Observatory.IsValid())
{
return AICOMM_ResearchTech(pBot, &Observatory, RESEARCH_PHASETECH);
}
}
if (AITAC_MarineResearchIsAvailable(CommanderTeam, RESEARCH_MOTIONTRACK))
{
if (Observatory.IsValid())
{
return AICOMM_ResearchTech(pBot, &Observatory, RESEARCH_MOTIONTRACK);
}
}
if (AITAC_MarineResearchIsAvailable(CommanderTeam, RESEARCH_ARMOR_TWO))
{
if (ArmsLab.IsValid())
{
return AICOMM_ResearchTech(pBot, &ArmsLab, RESEARCH_ARMOR_TWO);
}
}
if (AITAC_MarineResearchIsAvailable(CommanderTeam, RESEARCH_WEAPONS_TWO))
{
if (ArmsLab.IsValid())
{
return AICOMM_ResearchTech(pBot, &ArmsLab, RESEARCH_WEAPONS_TWO);
}
}
if (AITAC_MarineResearchIsAvailable(CommanderTeam, RESEARCH_CATALYSTS))
{
if (ArmsLab.IsValid())
{
return AICOMM_ResearchTech(pBot, &ArmsLab, RESEARCH_CATALYSTS);
}
}
StructureFilter.DeployableTypes = STRUCTURE_MARINE_PROTOTYPELAB;
StructureFilter.ExcludeStatusFlags |= STRUCTURE_STATUS_RESEARCHING;
AvHAIBuildableStructure ProtoLab = AITAC_FindClosestDeployableToLocation(AITAC_GetTeamStartingLocation(CommanderTeam), &StructureFilter);
if (AITAC_MarineResearchIsAvailable(CommanderTeam, RESEARCH_HEAVYARMOR))
{
if (ProtoLab.IsValid())
{
return AICOMM_ResearchTech(pBot, &ProtoLab, RESEARCH_HEAVYARMOR);
}
}
if (AITAC_MarineResearchIsAvailable(CommanderTeam, RESEARCH_JETPACKS))
{
if (ProtoLab.IsValid())
{
return AICOMM_ResearchTech(pBot, &ProtoLab, RESEARCH_JETPACKS);
}
}
if (AITAC_MarineResearchIsAvailable(CommanderTeam, RESEARCH_ARMOR_THREE))
{
if (ArmsLab.IsValid())
{
return AICOMM_ResearchTech(pBot, &ArmsLab, RESEARCH_ARMOR_THREE);
}
}
if (AITAC_MarineResearchIsAvailable(CommanderTeam, RESEARCH_WEAPONS_THREE))
{
if (ArmsLab.IsValid())
{
return AICOMM_ResearchTech(pBot, &ArmsLab, RESEARCH_WEAPONS_THREE);
}
}
return false;
}
const AvHAIHiveDefinition* AICOMM_GetHiveSiegeOpportunityNearestLocation(AvHAIPlayer* CommanderBot, const Vector SearchLocation)
{
AvHTeamNumber CommanderTeam = CommanderBot->Player->GetTeam();
bool bPhaseGatesAvailable = AITAC_PhaseGatesAvailable(CommanderTeam);
// Only siege if we have phase gates available
if (!bPhaseGatesAvailable) { return nullptr; }
const AvHAIHiveDefinition* Result = nullptr;
float MinDist = 0.0f;
const vector<AvHAIHiveDefinition*> Hives = AITAC_GetAllHives();
for (auto it = Hives.begin(); it != Hives.end(); it++)
{
const AvHAIHiveDefinition* Hive = (*it);
if (Hive->Status == HIVE_STATUS_UNBUILT) { continue; }
DeployableSearchFilter StructureFilter;
StructureFilter.DeployableTypes = STRUCTURE_MARINE_PHASEGATE;
StructureFilter.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(20.0f);
StructureFilter.IncludeStatusFlags = STRUCTURE_STATUS_COMPLETED;
StructureFilter.ExcludeStatusFlags = STRUCTURE_STATUS_RECYCLING;
AvHAIBuildableStructure BuiltPhaseGate = AITAC_FindClosestDeployableToLocation(Hive->Location, &StructureFilter);
// If we have a phase gate already in place, then keep building as long as someone is there. If we don't have a phase gate, only build if there is a marine who isn't sighted by the enemy (to allow element of surprise)
if (BuiltPhaseGate.IsValid())
{
int NumBuilders = AITAC_GetNumPlayersOfTeamInArea(CommanderTeam, BuiltPhaseGate.Location, UTIL_MetresToGoldSrcUnits(5.0f), false, CommanderBot->Edict, AVH_USER3_COMMANDER_PLAYER);
if (NumBuilders == 0) { continue; }
}
else
{
if (AITAC_GetMarineEligibleToBuildSiege(CommanderTeam, Hive) == nullptr) { continue; }
}
float ThisDist = vDist2DSq(Hive->FloorLocation, SearchLocation);
if (!Result || ThisDist < MinDist)
{
Result = Hive;
MinDist = ThisDist;
}
}
return Result;
}
const AvHAIResourceNode* AICOMM_GetNearestResourceNodeCapOpportunity(const AvHTeamNumber Team, const Vector SearchLocation)
{
vector<AvHAIResourceNode*> AllNodes = AITAC_GetAllResourceNodes();
AvHAIResourceNode* Result = nullptr;
float MinDist = 0.0f;
for (auto it = AllNodes.begin(); it != AllNodes.end(); it++)
{
AvHAIResourceNode* ResNode = (*it);
if (ResNode->bIsOccupied) { continue; }
if (!AITAC_AnyPlayerOnTeamWithLOS(Team, (ResNode->Location + Vector(0.0f, 0.0f, 32.0f)), UTIL_MetresToGoldSrcUnits(5.0f))) { continue; }
if (AITAC_AnyPlayerOnTeamWithLOS(AIMGR_GetEnemyTeam(Team), (ResNode->Location + Vector(0.0f, 0.0f, 32.0f)), UTIL_MetresToGoldSrcUnits(10.0f))) { continue; }
float ThisDist = vDist2DSq(ResNode->Location, SearchLocation);
if (!Result || ThisDist < MinDist)
{
Result = ResNode;
MinDist = ThisDist;
}
}
return Result;
}
bool AICOMM_PerformNextSiegeHiveAction(AvHAIPlayer* pBot, const AvHAIHiveDefinition* HiveToSiege)
{
AvHTeamNumber CommanderTeam = pBot->Player->GetTeam();
DeployableSearchFilter StructureFilter;
StructureFilter.DeployableTeam = CommanderTeam;
StructureFilter.ReachabilityFlags = AI_REACHABILITY_MARINE;
StructureFilter.ReachabilityTeam = CommanderTeam;
StructureFilter.ExcludeStatusFlags = STRUCTURE_STATUS_RECYCLING;
StructureFilter.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(25.0f);
Vector SiegeLocation = ZERO_VECTOR;
StructureFilter.DeployableTypes = STRUCTURE_MARINE_PHASEGATE;
AvHAIBuildableStructure ExistingPG = AITAC_FindClosestDeployableToLocation(HiveToSiege->Location, &StructureFilter);
StructureFilter.DeployableTypes = (STRUCTURE_MARINE_TURRETFACTORY | STRUCTURE_MARINE_ADVTURRETFACTORY);
AvHAIBuildableStructure ExistingTF = AITAC_FindClosestDeployableToLocation(HiveToSiege->Location, &StructureFilter);
StructureFilter.DeployableTypes = (STRUCTURE_MARINE_ARMOURY | STRUCTURE_MARINE_ADVARMOURY);
AvHAIBuildableStructure ExistingArmoury = AITAC_FindClosestDeployableToLocation(HiveToSiege->Location, &StructureFilter);
edict_t* NearestBuilder = nullptr;
// We only build one of these at a time, so we don't drop a bunch of structures and then our intrepid sieger gets killed and the aliens nom them all
if (ExistingPG.IsValid())
{
if (ExistingPG.IsCompleted())
{
SiegeLocation = ExistingPG.Location;
NearestBuilder = AITAC_GetClosestPlayerOnTeamWithLOS(CommanderTeam, ExistingPG.Location, UTIL_MetresToGoldSrcUnits(5.0f), pBot->Edict);
}
else
{
// Don't do anything else until we've finished building the phase gate
return false;
}
}
if (ExistingTF.IsValid())
{
if (ExistingTF.IsCompleted())
{
if (vIsZero(SiegeLocation))
{
SiegeLocation = ExistingTF.Location;
}
if (FNullEnt(NearestBuilder))
{
NearestBuilder = AITAC_GetClosestPlayerOnTeamWithLOS(CommanderTeam, ExistingTF.Location, UTIL_MetresToGoldSrcUnits(5.0f), pBot->Edict);
}
}
else
{
// Don't do anything else until we've finished building the turret factory
return false;
}
}
else
{
if (FNullEnt(NearestBuilder))
{
NearestBuilder = AITAC_GetNearestHiddenPlayerInLocation(CommanderTeam, HiveToSiege->Location, UTIL_MetresToGoldSrcUnits(20.0f));
}
}
if (FNullEnt(NearestBuilder)) { return false; }
bool bPhaseGatesAvailable = AITAC_PhaseGatesAvailable(CommanderTeam);
if (vIsZero(SiegeLocation))
{
SiegeLocation = NearestBuilder->v.origin;
}
AvHAIDeployableStructureType NextStructure = STRUCTURE_NONE;
if (!ExistingPG.IsValid() && bPhaseGatesAvailable)
{
NextStructure = STRUCTURE_MARINE_PHASEGATE;
}
else if (!ExistingTF.IsValid())
{
NextStructure = STRUCTURE_MARINE_TURRETFACTORY;
}
else if (!ExistingArmoury.IsValid())
{
NextStructure = STRUCTURE_MARINE_ARMOURY;
}
if (NextStructure != STRUCTURE_NONE)
{
Vector NextBuildPosition = UTIL_GetRandomPointOnNavmeshInRadius(GetBaseNavProfile(STRUCTURE_BASE_NAV_PROFILE), SiegeLocation, UTIL_MetresToGoldSrcUnits(3.0f));
if (!vIsZero(NextBuildPosition) && vDist2DSq(NextBuildPosition, HiveToSiege->Location) < sqrf(UTIL_MetresToGoldSrcUnits(22.0f)))
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
{
bool bSuccess = AICOMM_DeployStructure(pBot, NextStructure, NextBuildPosition, STRUCTURE_PURPOSE_SIEGE);
if (bSuccess) { return true; }
}
NextBuildPosition = UTIL_GetRandomPointOnNavmeshInRadiusIgnoreReachability(GetBaseNavProfile(STRUCTURE_BASE_NAV_PROFILE), SiegeLocation, UTIL_MetresToGoldSrcUnits(5.0f));
if (!vIsZero(NextBuildPosition) && vDist2DSq(NextBuildPosition, HiveToSiege->Location) < sqrf(UTIL_MetresToGoldSrcUnits(22.0f)))
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
{
bool bSuccess = AICOMM_DeployStructure(pBot, NextStructure, NextBuildPosition, STRUCTURE_PURPOSE_SIEGE);
if (bSuccess) { return true; }
}
NextBuildPosition = UTIL_GetRandomPointOnNavmeshInRadius(GetBaseNavProfile(MARINE_BASE_NAV_PROFILE), SiegeLocation, UTIL_MetresToGoldSrcUnits(5.0f));
if (!vIsZero(NextBuildPosition) && vDist2DSq(NextBuildPosition, HiveToSiege->Location) < sqrf(UTIL_MetresToGoldSrcUnits(22.0f)))
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
{
bool bSuccess = AICOMM_DeployStructure(pBot, NextStructure, NextBuildPosition, STRUCTURE_PURPOSE_SIEGE);
if (bSuccess) { return true; }
}
return false;
}
if (!ExistingTF.IsValid()) { return false; }
if ((ExistingTF.StructureStatusFlags & STRUCTURE_STATUS_RESEARCHING)) { return false; }
if (ExistingTF.StructureType != STRUCTURE_MARINE_ADVTURRETFACTORY)
{
return AICOMM_UpgradeStructure(pBot, &ExistingTF);
}
StructureFilter.DeployableTypes = STRUCTURE_MARINE_SIEGETURRET;
StructureFilter.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(5.0f);
int NumSiegeTurrets = AITAC_GetNumDeployablesNearLocation(ExistingTF.Location, &StructureFilter);
if (NumSiegeTurrets == 0 || (NumSiegeTurrets < 3 && UTIL_IsStructureElectrified(ExistingTF.edict)))
{
Vector NextBuildPosition = UTIL_GetRandomPointOnNavmeshInRadius(GetBaseNavProfile(STRUCTURE_BASE_NAV_PROFILE), ExistingTF.Location, UTIL_MetresToGoldSrcUnits(5.0f));
if (!vIsZero(NextBuildPosition) && vDist2DSq(NextBuildPosition, HiveToSiege->Location) <= sqrf(BALANCE_VAR(kSiegeTurretRange)))
{
bool bSuccess = AICOMM_DeployStructure(pBot, STRUCTURE_MARINE_SIEGETURRET, NextBuildPosition, STRUCTURE_PURPOSE_SIEGE);
if (bSuccess) { return true; }
}
NextBuildPosition = UTIL_GetRandomPointOnNavmeshInRadiusIgnoreReachability(GetBaseNavProfile(STRUCTURE_BASE_NAV_PROFILE), ExistingTF.Location, UTIL_MetresToGoldSrcUnits(5.0f));
if (!vIsZero(NextBuildPosition) && vDist2DSq(NextBuildPosition, HiveToSiege->Location) <= sqrf(BALANCE_VAR(kSiegeTurretRange)))
{
bool bSuccess = AICOMM_DeployStructure(pBot, STRUCTURE_MARINE_SIEGETURRET, NextBuildPosition, STRUCTURE_PURPOSE_SIEGE);
if (bSuccess) { return true; }
}
NextBuildPosition = UTIL_GetRandomPointOnNavmeshInRadius(GetBaseNavProfile(MARINE_BASE_NAV_PROFILE), ExistingTF.Location, UTIL_MetresToGoldSrcUnits(5.0f));
if (!vIsZero(NextBuildPosition) && vDist2DSq(NextBuildPosition, HiveToSiege->Location) <= sqrf(BALANCE_VAR(kSiegeTurretRange)))
{
bool bSuccess = AICOMM_DeployStructure(pBot, STRUCTURE_MARINE_SIEGETURRET, NextBuildPosition, STRUCTURE_PURPOSE_SIEGE);
if (bSuccess) { return true; }
}
}
if (!UTIL_IsStructureElectrified(ExistingTF.edict))
{
return AICOMM_ResearchTech(pBot, &ExistingTF, RESEARCH_ELECTRICAL);
}
return false;
}
bool AICOMM_PerformNextSecureHiveAction(AvHAIPlayer* pBot, const AvHAIHiveDefinition* HiveToSecure)
{
DeployableSearchFilter StructureFilter;
StructureFilter.DeployableTypes = STRUCTURE_MARINE_TURRETFACTORY | STRUCTURE_MARINE_ADVTURRETFACTORY | STRUCTURE_MARINE_PHASEGATE;
StructureFilter.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(10.0f);
StructureFilter.DeployableTeam = pBot->Player->GetTeam();
StructureFilter.ReachabilityFlags = AI_REACHABILITY_MARINE;
StructureFilter.ReachabilityTeam = pBot->Player->GetTeam();
StructureFilter.ExcludeStatusFlags = STRUCTURE_STATUS_RECYCLING;
AvHAIBuildableStructure ExistingStructure = AITAC_FindClosestDeployableToLocation(HiveToSecure->FloorLocation, &StructureFilter);
AvHAIBuildableStructure ExistingPG;
AvHAIBuildableStructure ExistingTF;
Vector OutpostLocation = (ExistingStructure.IsValid()) ? ExistingStructure.Location : HiveToSecure->FloorLocation;
if (HiveToSecure->HiveResNodeRef && HiveToSecure->HiveResNodeRef->OwningTeam == TEAM_IND)
{
AICOMM_DeployStructure(pBot, STRUCTURE_MARINE_RESTOWER, HiveToSecure->HiveResNodeRef->Location);
return true;
}
if (ExistingStructure.IsValid())
{
if (ExistingStructure.StructureType == STRUCTURE_MARINE_PHASEGATE)
{
ExistingPG = ExistingStructure;
}
else
{
ExistingTF = ExistingStructure;
}
}
if (AITAC_PhaseGatesAvailable(pBot->Player->GetTeam()))
{
if (!ExistingPG.IsValid())
{
StructureFilter.DeployableTypes = STRUCTURE_MARINE_PHASEGATE;
ExistingPG = AITAC_FindClosestDeployableToLocation(OutpostLocation, &StructureFilter);
if (!ExistingPG.IsValid())
{
Vector BuildLocation = UTIL_GetRandomPointOnNavmeshInRadius(GetBaseNavProfile(STRUCTURE_BASE_NAV_PROFILE), OutpostLocation, UTIL_MetresToGoldSrcUnits(5.0f));
if (!vIsZero(BuildLocation))
{
bool bSuccess = AICOMM_DeployStructure(pBot, STRUCTURE_MARINE_PHASEGATE, BuildLocation, STRUCTURE_PURPOSE_FORTIFY);
if (bSuccess) { return true; }
}
BuildLocation = UTIL_GetRandomPointOnNavmeshInRadiusIgnoreReachability(GetBaseNavProfile(STRUCTURE_BASE_NAV_PROFILE), OutpostLocation, UTIL_MetresToGoldSrcUnits(5.0f));
if (!vIsZero(BuildLocation))
{
bool bSuccess = AICOMM_DeployStructure(pBot, STRUCTURE_MARINE_PHASEGATE, BuildLocation, STRUCTURE_PURPOSE_FORTIFY);
if (bSuccess) { return true; }
}
BuildLocation = UTIL_GetRandomPointOnNavmeshInRadiusIgnoreReachability(GetBaseNavProfile(STRUCTURE_BASE_NAV_PROFILE), HiveToSecure->FloorLocation, UTIL_MetresToGoldSrcUnits(5.0f));
if (!vIsZero(BuildLocation))
{
bool bSuccess = AICOMM_DeployStructure(pBot, STRUCTURE_MARINE_PHASEGATE, BuildLocation, STRUCTURE_PURPOSE_FORTIFY);
if (bSuccess) { return true; }
}
return false;
}
}
}
if (!ExistingTF.IsValid())
{
StructureFilter.DeployableTypes = STRUCTURE_MARINE_TURRETFACTORY;
ExistingTF = AITAC_FindClosestDeployableToLocation(OutpostLocation, &StructureFilter);
if (!ExistingTF.IsValid())
{
// First, try and put the TF near any existing phasegate (if it exists)
Vector BuildLocation = UTIL_GetRandomPointOnNavmeshInRadius(GetBaseNavProfile(STRUCTURE_BASE_NAV_PROFILE), OutpostLocation, UTIL_MetresToGoldSrcUnits(3.0f));
if (!vIsZero(BuildLocation))
{
bool bSuccess = AICOMM_DeployStructure(pBot, STRUCTURE_MARINE_TURRETFACTORY, BuildLocation, STRUCTURE_PURPOSE_FORTIFY);
if (bSuccess) { return true; }
}
// That failed, now try expanding the radius a bit and ignoring reachability
BuildLocation = UTIL_GetRandomPointOnNavmeshInRadiusIgnoreReachability(GetBaseNavProfile(STRUCTURE_BASE_NAV_PROFILE), OutpostLocation, UTIL_MetresToGoldSrcUnits(5.0f));
if (!vIsZero(BuildLocation))
{
bool bSuccess = AICOMM_DeployStructure(pBot, STRUCTURE_MARINE_TURRETFACTORY, BuildLocation, STRUCTURE_PURPOSE_FORTIFY);
if (bSuccess) { return true; }
}
// That failed too, try putting it anywhere near the hive location
BuildLocation = UTIL_GetRandomPointOnNavmeshInRadiusIgnoreReachability(GetBaseNavProfile(STRUCTURE_BASE_NAV_PROFILE), HiveToSecure->FloorLocation, UTIL_MetresToGoldSrcUnits(5.0f));
if (!vIsZero(BuildLocation))
{
bool bSuccess = AICOMM_DeployStructure(pBot, STRUCTURE_MARINE_TURRETFACTORY, BuildLocation, STRUCTURE_PURPOSE_FORTIFY);
if (bSuccess) { return true; }
}
return false;
}
}
StructureFilter.DeployableTypes = STRUCTURE_MARINE_TURRET;
StructureFilter.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(10.0f);
int NumTurrets = AITAC_GetNumDeployablesNearLocation(ExistingTF.Location, &StructureFilter);
if (NumTurrets < 5)
{
Vector BuildLocation = UTIL_GetRandomPointOnNavmeshInRadiusIgnoreReachability(GetBaseNavProfile(STRUCTURE_BASE_NAV_PROFILE), ExistingTF.Location, (BALANCE_VAR(kCommandStationBuildDistance) * 0.8f));
if (!vIsZero(BuildLocation))
{
bool bSuccess = AICOMM_DeployStructure(pBot, STRUCTURE_MARINE_TURRET, BuildLocation, STRUCTURE_PURPOSE_FORTIFY);
if (bSuccess) { return true; }
}
BuildLocation = UTIL_GetRandomPointOnNavmeshInRadius(GetBaseNavProfile(MARINE_BASE_NAV_PROFILE), ExistingTF.Location, (BALANCE_VAR(kCommandStationBuildDistance) * 0.8f));
if (!vIsZero(BuildLocation))
{
bool bSuccess = AICOMM_DeployStructure(pBot, STRUCTURE_MARINE_TURRET, BuildLocation, STRUCTURE_PURPOSE_FORTIFY);
if (bSuccess) { return true; }
}
return false;
}
return false;
}
bool AICOMM_BuildInfantryPortal(AvHAIPlayer* pBot, edict_t* CommChair)
{
if (FNullEnt(CommChair) || !UTIL_StructureIsFullyBuilt(CommChair)) { return false; }
Vector BuildLocation = AITAC_GetRandomBuildHintInLocation(STRUCTURE_MARINE_INFANTRYPORTAL, CommChair->v.origin, BALANCE_VAR(kCommandStationBuildDistance));
if (vIsZero(BuildLocation))
{
DeployableSearchFilter ExistingPortalFilter;
ExistingPortalFilter.DeployableTypes = STRUCTURE_MARINE_INFANTRYPORTAL;
ExistingPortalFilter.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(10.0f);
ExistingPortalFilter.DeployableTeam = pBot->Player->GetTeam();
ExistingPortalFilter.ReachabilityFlags = AI_REACHABILITY_MARINE;
ExistingPortalFilter.ReachabilityTeam = pBot->Player->GetTeam();
AvHAIBuildableStructure ExistingInfantryPortal = AITAC_FindClosestDeployableToLocation(CommChair->v.origin, &ExistingPortalFilter);
// First see if we can place the next infantry portal next to the first one
if (ExistingInfantryPortal.IsValid())
{
BuildLocation = UTIL_GetRandomPointOnNavmeshInDonutIgnoreReachability(GetBaseNavProfile(STRUCTURE_BASE_NAV_PROFILE), ExistingInfantryPortal.edict->v.origin, UTIL_MetresToGoldSrcUnits(2.0f), UTIL_MetresToGoldSrcUnits(3.0f));
if (!vIsZero(BuildLocation))
{
bool bSuccess = AICOMM_DeployStructure(pBot, STRUCTURE_MARINE_INFANTRYPORTAL, BuildLocation);
if (bSuccess) { return true; }
}
}
Vector SearchPoint = ZERO_VECTOR;
DeployableSearchFilter ResNodeFilter;
ResNodeFilter.ReachabilityFlags = AI_REACHABILITY_MARINE;
ResNodeFilter.ReachabilityTeam = pBot->Player->GetTeam();
const AvHAIResourceNode* ResNode = AITAC_FindNearestResourceNodeToLocation(CommChair->v.origin, &ResNodeFilter);
if (ResNode)
{
SearchPoint = ResNode->Location;
}
else
{
return false;
}
Vector NearestPointToChair = FindClosestNavigablePointToDestination(GetBaseNavProfile(MARINE_BASE_NAV_PROFILE), SearchPoint, CommChair->v.origin, UTIL_MetresToGoldSrcUnits(5.0f));
if (!vIsZero(NearestPointToChair))
{
float Distance = vDist2D(NearestPointToChair, CommChair->v.origin);
float RandomDist = UTIL_MetresToGoldSrcUnits(5.0f) - Distance;
BuildLocation = UTIL_GetRandomPointOnNavmeshInRadiusIgnoreReachability(GetBaseNavProfile(STRUCTURE_BASE_NAV_PROFILE), NearestPointToChair, RandomDist);
if (!vIsZero(BuildLocation))
{
bool bSuccess = AICOMM_DeployStructure(pBot, STRUCTURE_MARINE_INFANTRYPORTAL, BuildLocation);
if (bSuccess) { return true; }
}
}
BuildLocation = UTIL_GetRandomPointOnNavmeshInRadiusIgnoreReachability(GetBaseNavProfile(STRUCTURE_BASE_NAV_PROFILE), CommChair->v.origin, UTIL_MetresToGoldSrcUnits(5.0f));
}
if (vIsZero(BuildLocation)) { return false; }
return AICOMM_DeployStructure(pBot, STRUCTURE_MARINE_INFANTRYPORTAL, BuildLocation);
}
bool AICOMM_CheckForNextRecycleAction(AvHAIPlayer* pBot)
{
DeployableSearchFilter UnreachableFilter;
UnreachableFilter.DeployableTypes = SEARCH_ALL_STRUCTURES;
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
UnreachableFilter.DeployableTeam = pBot->Player->GetTeam();
UnreachableFilter.ReachabilityTeam = pBot->Player->GetTeam();
UnreachableFilter.ReachabilityFlags = AI_REACHABILITY_UNREACHABLE;
UnreachableFilter.ExcludeStatusFlags = STRUCTURE_STATUS_RECYCLING | STRUCTURE_STATUS_RESEARCHING;
AvHAIBuildableStructure UnreachableStructure = AITAC_FindClosestDeployableToLocation(AITAC_GetCommChairLocation(pBot->Player->GetTeam()), &UnreachableFilter);
// Recycle any structures which are unreachable (e.g. sunk below the map)
if (UnreachableStructure.IsValid())
{
return AICOMM_RecycleStructure(pBot, &UnreachableStructure);
}
vector<AvHAIHiveDefinition*> Hives = AITAC_GetAllHives();
for (auto HiveIt = Hives.begin(); HiveIt != Hives.end(); HiveIt++)
{
AvHAIHiveDefinition* Hive = (*HiveIt);
// If the hive is still active or growing, then clearly we should keep any siege bases
if (Hive->Status != HIVE_STATUS_UNBUILT) { continue; }
// If the hive is empty, but we've not secured it yet, then keep any siege bases nearby in case we need to re-siege later
DeployableSearchFilter SecuringStructuresFilter;
SecuringStructuresFilter.DeployableTypes = (STRUCTURE_MARINE_PHASEGATE | STRUCTURE_MARINE_TURRETFACTORY | STRUCTURE_MARINE_ADVTURRETFACTORY | STRUCTURE_MARINE_TURRET);
SecuringStructuresFilter.DeployableTeam = pBot->Player->GetTeam();
SecuringStructuresFilter.IncludeStatusFlags = STRUCTURE_STATUS_COMPLETED;
SecuringStructuresFilter.ExcludeStatusFlags = STRUCTURE_STATUS_RECYCLING;
SecuringStructuresFilter.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(15.0f);
vector<AvHAIBuildableStructure> NearbySecuringStructures = AITAC_FindAllDeployables(Hive->Location, &SecuringStructuresFilter);
bool bHiveHasPG = false;
bool bHiveHasTF = false;
bool bHiveHasTurret = false;
for (auto SecureIt = NearbySecuringStructures.begin(); SecureIt != NearbySecuringStructures.end(); SecureIt++)
{
AvHAIBuildableStructure Structure = (*SecureIt);
if (Structure.Purpose == STRUCTURE_PURPOSE_FORTIFY)
{
if (Structure.StructureType == STRUCTURE_MARINE_PHASEGATE)
{
bHiveHasPG = true;
}
if (Structure.StructureType == STRUCTURE_MARINE_TURRETFACTORY || Structure.StructureType == STRUCTURE_MARINE_ADVTURRETFACTORY)
{
bHiveHasTF = true;
}
if (Structure.StructureType == STRUCTURE_MARINE_TURRET)
{
bHiveHasTurret = true;
}
}
}
bool bHiveIsSecureEnough = (bHiveHasPG && bHiveHasTF && bHiveHasTurret);
if (!bHiveIsSecureEnough) { continue; }
// Ok, hive is secured by us, now we can check if there are any siege objects to be got rid of
DeployableSearchFilter RedundantFilter;
RedundantFilter.DeployableTypes = SEARCH_ALL_STRUCTURES;
RedundantFilter.DeployableTeam = pBot->Player->GetTeam();
RedundantFilter.ExcludeStatusFlags = STRUCTURE_STATUS_RECYCLING;
RedundantFilter.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(30.0f);
vector<AvHAIBuildableStructure> NearbyStructures = AITAC_FindAllDeployables(Hive->Location, &RedundantFilter);
for (auto StructIt = NearbyStructures.begin(); StructIt != NearbyStructures.end(); StructIt++)
{
AvHAIBuildableStructure Structure = (*StructIt);
if (Structure.Purpose == STRUCTURE_PURPOSE_SIEGE)
{
// Check for the potential situation where we can siege more than one hive at a time
const AvHAIHiveDefinition* NearestHive = AITAC_GetNonEmptyHiveNearestLocation(Structure.Location);
if (!NearestHive || vDist2DSq(NearestHive->Location, Structure.Location) > sqrf(UTIL_MetresToGoldSrcUnits(25.0f)))
{
return AICOMM_RecycleStructure(pBot, &Structure);
}
}
}
}
return false;
}
bool AICOMM_CheckForNextSupportAction(AvHAIPlayer* pBot)
{
AvHTeamNumber CommanderTeam = pBot->Player->GetTeam();
AICOMM_CheckNewRequests(pBot);
ai_commander_request* NextRequest = nullptr;
float OldestTime = 0.0f;
// Find the oldest request we haven't fulfilled yet
for (auto it = pBot->ActiveRequests.begin(); it != pBot->ActiveRequests.end(); it++)
{
// Ignore if we've already responded, or the request is too new (leave a nice 1 second response time to requests)
if (it->bResponded || (gpGlobals->time - it->RequestTime) < 1.0f) { continue; }
// Ignore the request if it's not valid (e.g. request for health while not injured)
if (!AICOMM_IsRequestValid(&(*it)))
{
it->bResponded = true;
continue;
}
float ThisTime = gpGlobals->time - it->RequestTime;
if (ThisTime > OldestTime)
{
NextRequest = &(*it);
OldestTime = ThisTime;
}
}
// We didn't find any unresponded requests outstanding
if (!NextRequest) { return false; }
edict_t* Requestor = NextRequest->Requestor;
if (FNullEnt(Requestor) || !IsEdictPlayer(Requestor) || !IsPlayerActiveInGame(Requestor))
{
NextRequest->bResponded = true;
return false;
}
int NumDesiredHealthPacks = 0;
int NumDesiredAmmoPacks = 0;
float RequestorHealthDeficit = Requestor->v.max_health - Requestor->v.health;
float HealthPerPack = BALANCE_VAR(kPointsPerHealth);
if (RequestorHealthDeficit > 10.0f)
{
NumDesiredHealthPacks = (int)ceilf(RequestorHealthDeficit / HealthPerPack);
int NumHealthPacksPresent = AITAC_GetNumItemsInLocation(Requestor->v.origin, DEPLOYABLE_ITEM_HEALTHPACK, (AvHTeamNumber)Requestor->v.team, AI_REACHABILITY_MARINE, 0.0f, UTIL_MetresToGoldSrcUnits(5.0f), false);
NumDesiredHealthPacks -= NumHealthPacksPresent;
}
if (NumDesiredHealthPacks > 0)
{
Vector DeployLocation = UTIL_GetRandomPointOnNavmeshInRadius(GetBaseNavProfile(MARINE_BASE_NAV_PROFILE), Requestor->v.origin, UTIL_MetresToGoldSrcUnits(2.0f));
bool bSuccess = AICOMM_DeployItem(pBot, DEPLOYABLE_ITEM_HEALTHPACK, DeployLocation);
if (bSuccess)
{
if (NextRequest->RequestType == COMMANDER_NEXTHEALTH && NumDesiredHealthPacks <= 1)
{
NextRequest->bResponded = true;
}
}
else
{
NextRequest->ResponseAttempts++;
}
return true;
}
else
{
if (NextRequest->RequestType == COMMANDER_NEXTHEALTH)
{
NextRequest->bResponded = true;
return false;
}
}
if (NextRequest->RequestType == COMMANDER_NEXTAMMO)
{
AvHPlayer* thePlayer = dynamic_cast<AvHPlayer*>(CBaseEntity::Instance(Requestor));
bool bFillPrimaryWeapon = true;
AvHAIWeapon WeaponType = UTIL_GetPlayerPrimaryWeapon(thePlayer);
// Requesting player doesn't have a primary weapon, check if they have a pistol
if (WeaponType == WEAPON_INVALID)
{
bFillPrimaryWeapon = false;
WeaponType = UTIL_GetPlayerSecondaryWeapon(thePlayer);
}
// They've only got a knife, don't bother dropping ammo
if (WeaponType == WEAPON_INVALID)
{
NextRequest->bResponded = true;
return false;
}
int AmmoDeficit = (bFillPrimaryWeapon) ? (UTIL_GetPlayerPrimaryMaxAmmoReserve(thePlayer) - UTIL_GetPlayerPrimaryAmmoReserve(thePlayer)) : (UTIL_GetPlayerSecondaryMaxAmmoReserve(thePlayer) - UTIL_GetPlayerSecondaryAmmoReserve(thePlayer));
int WeaponClipSize = (bFillPrimaryWeapon) ? UTIL_GetPlayerPrimaryWeaponMaxClipSize(thePlayer) : UTIL_GetPlayerSecondaryWeaponMaxClipSize(thePlayer);
// Player already has full ammo, they're yanking our chain
if (AmmoDeficit == 0)
{
NextRequest->bResponded = true;
return false;
}
int DesiredNumAmmoPacks = (int)(ceilf((float)AmmoDeficit / (float)WeaponClipSize));
// Don't drop more than 5 at any one time
DesiredNumAmmoPacks = clampi(DesiredNumAmmoPacks, 0, 5);
int NumAmmoPacksPresent = AITAC_GetNumItemsInLocation(Requestor->v.origin, DEPLOYABLE_ITEM_AMMO, (AvHTeamNumber)Requestor->v.team, AI_REACHABILITY_MARINE, 0.0f, UTIL_MetresToGoldSrcUnits(5.0f), false);
DesiredNumAmmoPacks -= NumAmmoPacksPresent;
// Do we need to drop any ammo, or has the player got enough surrounding them already?
if (DesiredNumAmmoPacks > 0)
{
Vector DeployLocation = UTIL_GetRandomPointOnNavmeshInRadius(GetBaseNavProfile(MARINE_BASE_NAV_PROFILE), Requestor->v.origin, UTIL_MetresToGoldSrcUnits(2.0f));
bool bSuccess = AICOMM_DeployItem(pBot, DEPLOYABLE_ITEM_AMMO, DeployLocation);
if (bSuccess)
{
// We've dropped enough that the player has enough to fill their boots. Mission accomplished
if (DesiredNumAmmoPacks <= 1)
{
NextRequest->bResponded = true;
}
}
else
{
NextRequest->ResponseAttempts++;
}
return true;
}
else
{
// Player already has enough ammo packs deployed by them to satisfy. Don't drop any more
NextRequest->bResponded = true;
}
return false;
}
if (NextRequest->RequestType == COMMANDER_NEXTIDLE)
{
// TODO: Have the commander prioritise this player when looking for people to give orders to
NextRequest->bResponded = true;
}
if (NextRequest->RequestType == BUILD_CAT)
{
if (!AITAC_ResearchIsComplete(CommanderTeam, TECH_RESEARCH_CATALYSTS))
{
char msg[128];
sprintf(msg, "We haven't researched catalysts yet, %s. Ask again later.", STRING(Requestor->v.netname));
BotSay(pBot, true, 0.5f, msg);
NextRequest->bResponded = true;
return false;
}
if (!AITAC_IsCompletedStructureOfTypeNearLocation(CommanderTeam, (STRUCTURE_MARINE_ARMOURY | STRUCTURE_MARINE_ADVARMOURY), ZERO_VECTOR, 0.0f))
{
char msg[128];
sprintf(msg, "Don't have an armory anymore, %s. We need to build one.", STRING(Requestor->v.netname));
BotSay(pBot, true, 0.5f, msg);
NextRequest->bResponded = true;
return false;
}
Vector DeployLocation = UTIL_GetRandomPointOnNavmeshInRadius(GetBaseNavProfile(MARINE_BASE_NAV_PROFILE), Requestor->v.origin, UTIL_MetresToGoldSrcUnits(2.0f));
bool bSuccess = AICOMM_DeployItem(pBot, DEPLOYABLE_ITEM_CATALYSTS, DeployLocation);
if (bSuccess)
{
NextRequest->bResponded = true;
}
else
{
NextRequest->ResponseAttempts++;
}
return true;
}
if (NextRequest->RequestType == BUILD_WELDER || NextRequest->RequestType == BUILD_SHOTGUN || NextRequest->RequestType == BUILD_MINES)
{
AvHAIDeployableItemType ItemToDrop = DEPLOYABLE_ITEM_NONE;
float Cost = 0.0f;
switch (NextRequest->RequestType)
{
case BUILD_WELDER:
ItemToDrop = DEPLOYABLE_ITEM_WELDER;
Cost = BALANCE_VAR(kWelderCost);
break;
case BUILD_SHOTGUN:
ItemToDrop = DEPLOYABLE_ITEM_SHOTGUN;
Cost = BALANCE_VAR(kShotgunCost);
break;
case BUILD_MINES:
ItemToDrop = DEPLOYABLE_ITEM_MINES;
Cost = BALANCE_VAR(kMineCost);
break;
default:
ItemToDrop = DEPLOYABLE_ITEM_WELDER;
Cost = BALANCE_VAR(kWelderCost);
break;
}
DeployableSearchFilter ArmouryFilter;
ArmouryFilter.DeployableTeam = CommanderTeam;
ArmouryFilter.DeployableTypes = (STRUCTURE_MARINE_ARMOURY | STRUCTURE_MARINE_ADVARMOURY);
ArmouryFilter.IncludeStatusFlags = STRUCTURE_STATUS_COMPLETED;
ArmouryFilter.ExcludeStatusFlags = STRUCTURE_STATUS_RECYCLING;
ArmouryFilter.MaxSearchRadius = BALANCE_VAR(kArmoryBuildDistance);
AvHAIBuildableStructure NearestArmoury = AITAC_FindClosestDeployableToLocation(Requestor->v.origin, &ArmouryFilter);
if (!NearestArmoury.IsValid())
{
if (!NextRequest->bAcknowledged)
{
char msg[128];
sprintf(msg, "Get to an working armory %s, and ask again.", STRING(Requestor->v.netname));
BotSay(pBot, true, 0.5f, msg);
NextRequest->bAcknowledged = true;
}
return false;
}
if (pBot->Player->GetResources() < Cost)
{
if (!NextRequest->bAcknowledged)
{
char msg[128];
sprintf(msg, "Wait for resources %s, I'll drop it soon.", STRING(Requestor->v.netname));
BotSay(pBot, true, 0.5f, msg);
NextRequest->bAcknowledged = true;
}
return false;
}
Vector IdealDeployLocation = Requestor->v.origin + (UTIL_GetForwardVector2D(Requestor->v.angles) * 75.0f);
Vector ProjectedDeployLocation = AdjustPointForPathfinding(IdealDeployLocation);
if (vDist2DSq(ProjectedDeployLocation, NearestArmoury.Location) < BALANCE_VAR(kArmoryBuildDistance))
{
bool bSuccess = AICOMM_DeployItem(pBot, ItemToDrop, ProjectedDeployLocation);
if (bSuccess)
{
NextRequest->bResponded = bSuccess;
return true;
}
}
Vector DeployLocation = UTIL_GetRandomPointOnNavmeshInRadius(GetBaseNavProfile(STRUCTURE_BASE_NAV_PROFILE), NearestArmoury.Location, UTIL_MetresToGoldSrcUnits(4.0f));
if (vIsZero(DeployLocation))
{
DeployLocation = UTIL_GetRandomPointOnNavmeshInRadius(GetBaseNavProfile(MARINE_BASE_NAV_PROFILE), NearestArmoury.Location, UTIL_MetresToGoldSrcUnits(4.0f));
}
if (vIsZero(DeployLocation))
{
char msg[128];
sprintf(msg, "I can't find a drop location, %s. Try asking again elsewhere.", STRING(Requestor->v.netname));
BotSay(pBot, true, 0.5f, msg);
NextRequest->bResponded = true;
return false;
}
bool bSuccess = AICOMM_DeployItem(pBot, ItemToDrop, DeployLocation);
NextRequest->ResponseAttempts++;
NextRequest->bResponded = bSuccess;
return true;
}
if (NextRequest->RequestType == BUILD_HEAVY || NextRequest->RequestType == BUILD_JETPACK)
{
AvHAIDeployableItemType ItemToDrop = (NextRequest->RequestType == BUILD_HEAVY) ? DEPLOYABLE_ITEM_HEAVYARMOUR : DEPLOYABLE_ITEM_JETPACK;
float Cost = (NextRequest->RequestType == BUILD_HEAVY) ? BALANCE_VAR(kHeavyArmorCost) : BALANCE_VAR(kJetpackCost);
AvHTechID TechNeeded = (NextRequest->RequestType == BUILD_HEAVY) ? TECH_RESEARCH_HEAVYARMOR : TECH_RESEARCH_JETPACKS;
if (!AITAC_ResearchIsComplete(CommanderTeam, TechNeeded))
{
char msg[128];
sprintf(msg, "We haven't researched it yet, %s. Ask again later.", STRING(Requestor->v.netname));
BotSay(pBot, true, 0.5f, msg);
NextRequest->bResponded = true;
return false;
}
DeployableSearchFilter PrototypeLabFilter;
PrototypeLabFilter.DeployableTeam = CommanderTeam;
PrototypeLabFilter.DeployableTypes = STRUCTURE_MARINE_PROTOTYPELAB;
PrototypeLabFilter.IncludeStatusFlags = STRUCTURE_STATUS_COMPLETED;
PrototypeLabFilter.ExcludeStatusFlags = STRUCTURE_STATUS_RECYCLING;
AvHAIBuildableStructure NearestPL = AITAC_FindClosestDeployableToLocation(Requestor->v.origin, &PrototypeLabFilter);
if (!NearestPL.IsValid())
{
char msg[128];
sprintf(msg, "We don't have a prototype lab %s, ask again later.", STRING(Requestor->v.netname));
BotSay(pBot, true, 0.5f, msg);
NextRequest->bResponded = true;
return false;
}
if (vDist2DSq(Requestor->v.origin, NearestPL.Location) > sqrf(BALANCE_VAR(kArmoryBuildDistance)))
{
if (!NextRequest->bAcknowledged)
{
char msg[128];
sprintf(msg, "Get near the prototype lab %s, and I will drop it for you.", STRING(Requestor->v.netname));
BotSay(pBot, true, 0.5f, msg);
NextRequest->bAcknowledged = true;
}
return false;
}
Vector IdealDeployLocation = Requestor->v.origin + (UTIL_GetForwardVector2D(Requestor->v.angles) * 75.0f);
Vector ProjectedDeployLocation = AdjustPointForPathfinding(IdealDeployLocation);
if (vDist2DSq(ProjectedDeployLocation, NearestPL.Location) < BALANCE_VAR(kArmoryBuildDistance))
{
bool bSuccess = AICOMM_DeployItem(pBot, ItemToDrop, ProjectedDeployLocation);
if (bSuccess)
{
NextRequest->bResponded = bSuccess;
return true;
}
}
Vector DeployLocation = UTIL_GetRandomPointOnNavmeshInRadius(GetBaseNavProfile(STRUCTURE_BASE_NAV_PROFILE), NearestPL.Location, UTIL_MetresToGoldSrcUnits(4.0f));
if (vIsZero(DeployLocation))
{
DeployLocation = UTIL_GetRandomPointOnNavmeshInRadius(GetBaseNavProfile(MARINE_BASE_NAV_PROFILE), NearestPL.Location, UTIL_MetresToGoldSrcUnits(4.0f));
}
if (vIsZero(DeployLocation))
{
char msg[128];
sprintf(msg, "I can't find a drop location, %s. Try asking again elsewhere.", STRING(Requestor->v.netname));
BotSay(pBot, true, 0.5f, msg);
NextRequest->bResponded = true;
return false;
}
bool bSuccess = AICOMM_DeployItem(pBot, ItemToDrop, DeployLocation);
NextRequest->ResponseAttempts++;
NextRequest->bResponded = bSuccess;
return true;
}
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
if (NextRequest->RequestType == BUILD_HMG || NextRequest->RequestType == BUILD_GRENADE_GUN)
{
AvHAIDeployableItemType ItemToDrop = (NextRequest->RequestType == BUILD_HMG) ? DEPLOYABLE_ITEM_HMG : DEPLOYABLE_ITEM_GRENADELAUNCHER;
float Cost = (NextRequest->RequestType == BUILD_HMG) ? BALANCE_VAR(kHMGCost) : BALANCE_VAR(kGrenadeLauncherCost);
DeployableSearchFilter ArmouryFilter;
ArmouryFilter.DeployableTeam = CommanderTeam;
ArmouryFilter.DeployableTypes = STRUCTURE_MARINE_ADVARMOURY;
ArmouryFilter.IncludeStatusFlags = STRUCTURE_STATUS_COMPLETED;
ArmouryFilter.ExcludeStatusFlags = STRUCTURE_STATUS_RECYCLING;
AvHAIBuildableStructure NearestArmoury = AITAC_FindClosestDeployableToLocation(Requestor->v.origin, &ArmouryFilter);
if (!NearestArmoury.IsValid())
{
char msg[128];
sprintf(msg, "We don't have an adv armory yet %s, ask again later.", STRING(Requestor->v.netname));
BotSay(pBot, true, 0.5f, msg);
NextRequest->bResponded = true;
return false;
}
if (vDist2DSq(Requestor->v.origin, NearestArmoury.Location) > sqrf(BALANCE_VAR(kArmoryBuildDistance)))
{
if (!NextRequest->bAcknowledged)
{
char msg[128];
sprintf(msg, "Get near the adv armory %s, and I will drop it for you.", STRING(Requestor->v.netname));
BotSay(pBot, true, 0.5f, msg);
NextRequest->bAcknowledged = true;
}
return false;
}
if (pBot->Player->GetResources() < Cost)
{
if (!NextRequest->bAcknowledged)
{
char msg[128];
sprintf(msg, "Wait for resources %s, will drop asap.", STRING(Requestor->v.netname));
BotSay(pBot, true, 0.5f, msg);
NextRequest->bAcknowledged = true;
}
return false;
}
Vector IdealDeployLocation = Requestor->v.origin + (UTIL_GetForwardVector2D(Requestor->v.angles) * 75.0f);
Vector ProjectedDeployLocation = AdjustPointForPathfinding(IdealDeployLocation);
if (vDist2DSq(ProjectedDeployLocation, NearestArmoury.Location) < BALANCE_VAR(kArmoryBuildDistance))
{
bool bSuccess = AICOMM_DeployItem(pBot, ItemToDrop, ProjectedDeployLocation);
if (bSuccess)
{
NextRequest->bResponded = bSuccess;
return true;
}
}
Vector DeployLocation = UTIL_GetRandomPointOnNavmeshInRadius(GetBaseNavProfile(STRUCTURE_BASE_NAV_PROFILE), NearestArmoury.Location, UTIL_MetresToGoldSrcUnits(4.0f));
if (vIsZero(DeployLocation))
{
DeployLocation = UTIL_GetRandomPointOnNavmeshInRadius(GetBaseNavProfile(MARINE_BASE_NAV_PROFILE), NearestArmoury.Location, UTIL_MetresToGoldSrcUnits(4.0f));
}
if (vIsZero(DeployLocation))
{
char msg[128];
sprintf(msg, "I can't find a drop location, %s. Try asking again elsewhere.", STRING(Requestor->v.netname));
BotSay(pBot, true, 0.5f, msg);
NextRequest->bResponded = true;
return false;
}
bool bSuccess = AICOMM_DeployItem(pBot, ItemToDrop, DeployLocation);
NextRequest->ResponseAttempts++;
NextRequest->bResponded = bSuccess;
return true;
}
if (NextRequest->RequestType == BUILD_SCAN)
{
DeployableSearchFilter ObsFilter;
ObsFilter.DeployableTeam = CommanderTeam;
ObsFilter.DeployableTypes = STRUCTURE_MARINE_OBSERVATORY;
ObsFilter.IncludeStatusFlags = STRUCTURE_STATUS_COMPLETED;
ObsFilter.ExcludeStatusFlags = STRUCTURE_STATUS_RECYCLING;
AvHAIBuildableStructure NearestObservatory = AITAC_FindClosestDeployableToLocation(Requestor->v.origin, &ObsFilter);
if (!NearestObservatory.IsValid())
{
char msg[128];
sprintf(msg, "We don't have an observatory yet %s, ask again later.", STRING(Requestor->v.netname));
BotSay(pBot, true, 0.5f, msg);
NextRequest->bResponded = true;
return false;
}
Vector IdealDeployLocation = Requestor->v.origin + (UTIL_GetForwardVector2D(Requestor->v.angles) * 75.0f);
Vector ProjectedDeployLocation = AdjustPointForPathfinding(IdealDeployLocation, GetBaseNavProfile(STRUCTURE_BASE_NAV_PROFILE));
if (!vIsZero(ProjectedDeployLocation))
{
bool bSuccess = AICOMM_DeployItem(pBot, DEPLOYABLE_ITEM_SCAN, ProjectedDeployLocation);
if (bSuccess)
{
NextRequest->bResponded = true;
return true;
}
}
Vector DeployLocation = UTIL_GetRandomPointOnNavmeshInRadius(GetBaseNavProfile(STRUCTURE_BASE_NAV_PROFILE), Requestor->v.origin, UTIL_MetresToGoldSrcUnits(1.0f));
if (!vIsZero(DeployLocation))
{
bool bSuccess = AICOMM_DeployItem(pBot, DEPLOYABLE_ITEM_SCAN, DeployLocation);
if (bSuccess)
{
NextRequest->bResponded = true;
return true;
}
}
DeployLocation = UTIL_GetRandomPointOnNavmeshInRadiusIgnoreReachability(GetBaseNavProfile(STRUCTURE_BASE_NAV_PROFILE), Requestor->v.origin, UTIL_MetresToGoldSrcUnits(5.0f));
if (!vIsZero(DeployLocation))
{
bool bSuccess = AICOMM_DeployItem(pBot, DEPLOYABLE_ITEM_SCAN, DeployLocation);
if (bSuccess)
{
NextRequest->bResponded = true;
return true;
}
else
{
char msg[128];
sprintf(msg, "I can't find a good scan spot, %s. Try again elsewhere.", STRING(Requestor->v.netname));
BotSay(pBot, true, 0.5f, msg);
NextRequest->bResponded = true;
return false;
}
}
else
{
char msg[128];
sprintf(msg, "I can't find a good scan spot, %s. Try again elsewhere.", STRING(Requestor->v.netname));
BotSay(pBot, true, 0.5f, msg);
NextRequest->bResponded = true;
return false;
}
return false;
}
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
if (NextRequest->RequestType == BUILD_PHASEGATE && !AITAC_ResearchIsComplete(CommanderTeam, TECH_RESEARCH_PHASETECH))
{
char msg[128];
sprintf(msg, "We haven't got phase tech yet, %s. Ask again later.", STRING(Requestor->v.netname));
BotSay(pBot, true, 0.5f, msg);
NextRequest->bResponded = true;
return false;
}
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
if (NextRequest->RequestType == BUILD_OBSERVATORY && !AITAC_ResearchIsComplete(CommanderTeam, TECH_RESEARCH_PHASETECH))
{
DeployableSearchFilter ArmouryFilter;
ArmouryFilter.DeployableTeam = CommanderTeam;
ArmouryFilter.DeployableTypes = (STRUCTURE_MARINE_ARMOURY | STRUCTURE_MARINE_ADVARMOURY);
ArmouryFilter.IncludeStatusFlags = STRUCTURE_STATUS_COMPLETED;
ArmouryFilter.ExcludeStatusFlags = STRUCTURE_STATUS_RECYCLING;
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
bool bHasArmoury = AITAC_DeployableExistsAtLocation(ZERO_VECTOR, &ArmouryFilter);
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
if (!bHasArmoury)
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
{
char msg[128];
sprintf(msg, "We haven't got an armory yet, %s. Ask again later.", STRING(Requestor->v.netname));
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
BotSay(pBot, true, 0.5f, msg);
NextRequest->bResponded = true;
return false;
}
}
float RequiredRes = 0.0f;
AvHAIDeployableStructureType StructureToDeploy = STRUCTURE_NONE;
switch (NextRequest->RequestType)
{
case BUILD_ARMORY:
RequiredRes = BALANCE_VAR(kArmoryCost);
StructureToDeploy = STRUCTURE_MARINE_ARMOURY;
break;
case BUILD_COMMANDSTATION:
RequiredRes = BALANCE_VAR(kCommandStationCost);
StructureToDeploy = STRUCTURE_MARINE_COMMCHAIR;
break;
case BUILD_OBSERVATORY:
RequiredRes = BALANCE_VAR(kObservatoryCost);
StructureToDeploy = STRUCTURE_MARINE_OBSERVATORY;
break;
case BUILD_TURRET_FACTORY:
RequiredRes = BALANCE_VAR(kTurretFactoryCost);
StructureToDeploy = STRUCTURE_MARINE_TURRETFACTORY;
break;
case BUILD_TURRET:
RequiredRes = BALANCE_VAR(kSentryCost);
StructureToDeploy = STRUCTURE_MARINE_TURRET;
break;
case BUILD_PHASEGATE:
RequiredRes = BALANCE_VAR(kPhaseGateCost);
StructureToDeploy = STRUCTURE_MARINE_PHASEGATE;
break;
default:
break;
}
// Invalid commander request
if (StructureToDeploy == STRUCTURE_NONE)
{
NextRequest->bResponded = true;
return false;
}
if (pBot->Player->GetResources() < RequiredRes)
{
if (!NextRequest->bAcknowledged)
{
char msg[128];
sprintf(msg, "Just waiting on resources, %s. Will drop asap.", STRING(Requestor->v.netname));
BotSay(pBot, true, 0.5f, msg);
NextRequest->bAcknowledged = true;
return false;
}
return false;
}
Vector IdealDeployLocation = Requestor->v.origin + (UTIL_GetForwardVector2D(Requestor->v.angles) * 75.0f);
Vector ProjectedDeployLocation = AdjustPointForPathfinding(IdealDeployLocation, GetBaseNavProfile(STRUCTURE_BASE_NAV_PROFILE));
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
if (!vIsZero(ProjectedDeployLocation))
{
bool bSuccess = AICOMM_DeployStructure(pBot, StructureToDeploy, ProjectedDeployLocation, STRUCTURE_PURPOSE_NONE);
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
if (bSuccess)
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
{
NextRequest->bResponded = true;
return true;
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
}
}
Vector DeployLocation = UTIL_GetRandomPointOnNavmeshInRadius(GetBaseNavProfile(STRUCTURE_BASE_NAV_PROFILE), Requestor->v.origin, UTIL_MetresToGoldSrcUnits(5.0f));
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
if (!vIsZero(DeployLocation))
{
bool bSuccess = AICOMM_DeployStructure(pBot, StructureToDeploy, DeployLocation, STRUCTURE_PURPOSE_NONE);
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
if (bSuccess)
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
{
NextRequest->bResponded = true;
return true;
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
}
}
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
DeployLocation = UTIL_GetRandomPointOnNavmeshInRadiusIgnoreReachability(GetBaseNavProfile(STRUCTURE_BASE_NAV_PROFILE), Requestor->v.origin, UTIL_MetresToGoldSrcUnits(5.0f));
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
if (!vIsZero(DeployLocation))
{
bool bSuccess = AICOMM_DeployStructure(pBot, StructureToDeploy, DeployLocation, STRUCTURE_PURPOSE_NONE);
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
if (bSuccess)
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
{
NextRequest->bResponded = true;
return true;
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
}
else
{
char msg[128];
sprintf(msg, "I can't find a good deploy spot, %s. Try again elsewhere.", STRING(Requestor->v.netname));
BotSay(pBot, true, 0.5f, msg);
NextRequest->bResponded = true;
return false;
}
}
else
{
char msg[128];
sprintf(msg, "I can't find a good deploy spot, %s. Try again elsewhere.", STRING(Requestor->v.netname));
BotSay(pBot, true, 0.5f, msg);
NextRequest->bResponded = true;
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
return false;
}
return false;
}
void AICOMM_SetDropHealthAction(AvHAIPlayer* pBot, commander_action* Action, edict_t* Recipient)
{
AICOMM_ClearAction(Action);
Action->ActionType = ACTION_DEPLOY;
Action->ActionTarget = Recipient;
Action->ItemToPlace = DEPLOYABLE_ITEM_HEALTHPACK;
Action->NumDesiredInstances = (Recipient->v.health < 50.0f) ? 2 : 1;
}
void AICOMM_SetDropAmmoAction(AvHAIPlayer* pBot, commander_action* Action, edict_t* Recipient)
{
AICOMM_ClearAction(Action);
Action->ActionType = ACTION_DEPLOY;
Action->ActionTarget = Recipient;
Action->ItemToPlace = DEPLOYABLE_ITEM_AMMO;
Action->NumDesiredInstances = 4;
}
void AICOMM_SetDeployStructureAction(AvHAIPlayer* pBot, commander_action* Action, AvHAIDeployableStructureType StructureToBuild, const Vector Location, bool bIsUrgent)
{
AICOMM_ClearAction(Action);
Action->ActionType = ACTION_DEPLOY;
Action->StructureToBuild = StructureToBuild;
Action->BuildLocation = Location;
Action->NumDesiredInstances = 1;
Action->bIsActionUrgent = bIsUrgent;
}
void AICOMM_SetDeployItemAction(AvHAIPlayer* pBot, commander_action* Action, AvHAIDeployableItemType ItemToBuild, const Vector Location, bool bIsUrgent)
{
AICOMM_ClearAction(Action);
Action->ActionType = ACTION_DEPLOY;
Action->ItemToPlace = ItemToBuild;
Action->BuildLocation = Location;
Action->NumDesiredInstances = 1;
Action->bIsActionUrgent = bIsUrgent;
}
void AICOMM_ClearAction(commander_action* Action)
{
memset(Action, 0, sizeof(commander_action));
}
void AICOMM_CommanderThink(AvHAIPlayer* pBot)
{
if (IsPlayerCommander(pBot->Edict))
{
if (AICOMM_ShouldBeacon(pBot))
{
return;
}
}
// Thanks to EterniumDev (Alien) for the suggestion to have the commander jump out and build if nobody is around to help
if (AICOMM_ShouldCommanderLeaveChair(pBot))
{
if (IsPlayerCommander(pBot->Edict))
{
BotStopCommanderMode(pBot);
return;
}
DeployableSearchFilter StructureFilter;
StructureFilter.DeployableTypes = SEARCH_ALL_STRUCTURES;
StructureFilter.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(20.0f);
StructureFilter.DeployableTeam = pBot->Player->GetTeam();
StructureFilter.ReachabilityFlags = AI_REACHABILITY_MARINE;
StructureFilter.ReachabilityTeam = pBot->Player->GetTeam();
StructureFilter.ExcludeStatusFlags = STRUCTURE_STATUS_COMPLETED | STRUCTURE_STATUS_RECYCLING;
AvHAIBuildableStructure NearestUnbuiltStructure = AITAC_FindClosestDeployableToLocation(AITAC_GetCommChairLocation(pBot->Player->GetTeam()), &StructureFilter);
if (NearestUnbuiltStructure.IsValid())
{
AITASK_SetBuildTask(pBot, &pBot->PrimaryBotTask, NearestUnbuiltStructure.edict, false);
}
BotProgressTask(pBot, &pBot->PrimaryBotTask);
return;
}
if (!IsPlayerCommander(pBot->Edict))
{
BotProgressTakeCommandTask(pBot);
return;
}
if (gpGlobals->time < pBot->next_commander_action_time) { return; }
AICOMM_UpdatePlayerOrders(pBot);
if (AICOMM_CheckForNextRecycleAction(pBot)) { return; }
if (AICOMM_CheckForNextSupportAction(pBot)) { return; }
if (AICOMM_CheckForNextBuildAction(pBot)) { return; }
if (AICOMM_CheckForNextResearchAction(pBot)) { return; }
if (AICOMM_CheckForNextSupplyAction(pBot)) { return; }
}
bool AICOMM_IsCommanderActionValid(AvHAIPlayer* pBot, commander_action* Action)
{
if (Action->NumActionAttempts > 5) { return false; }
if (Action->bIsAwaitingBuildLink) { return true; }
switch (Action->ActionType)
{
case ACTION_RECYCLE:
return !FNullEnt(Action->ActionTarget) && AvHSHUGetIsMarineStructure((AvHUser3)Action->ActionTarget->v.iuser3) && !UTIL_StructureIsRecycling(Action->ActionTarget);
case ACTION_UPGRADE:
return !FNullEnt(Action->ActionTarget) && AITAC_StructureCanBeUpgraded(Action->ActionTarget);
case ACTION_DEPLOY:
return (Action->NumInstances < Action->NumDesiredInstances);
case ACTION_RESEARCH:
{
if (Action->ResearchId == RESEARCH_ELECTRICAL)
{
return AITAC_ElectricalResearchIsAvailable(Action->ActionTarget);
}
return (AITAC_MarineResearchIsAvailable(pBot->Player->GetTeam(), Action->ResearchId) && !FNullEnt(Action->ActionTarget));
}
case ACTION_GIVEORDER:
return Action->AssignedPlayer > -1;
default:
return false;
}
return false;
}
bool AICOMM_ShouldCommanderLeaveChair(AvHAIPlayer* pBot)
{
if (pBot->BotRole != BOT_ROLE_COMMAND) { return true; }
if (AIMGR_GetCommanderMode() == COMMANDERMODE_DISABLED) { return true; }
if (AIMGR_GetCommanderMode() == COMMANDERMODE_IFNOHUMAN)
{
if (AIMGR_GetNumHumanPlayersOnTeam(pBot->Player->GetTeam()) > 0) { return true;}
}
if (IsPlayerCommander(pBot->Edict) && AIMGR_GetCommanderAllowedTime(pBot->Player->GetTeam()) > gpGlobals->time) { return true; }
int NumAliveMarinesInBase = AITAC_GetNumPlayersOfTeamInArea(pBot->Player->GetTeam(), AITAC_GetCommChairLocation(pBot->Player->GetTeam()), UTIL_MetresToGoldSrcUnits(30.0f), true, pBot->Edict, AVH_USER3_NONE);
if (NumAliveMarinesInBase > 0) { return false; }
DeployableSearchFilter StructureFilter;
StructureFilter.DeployableTypes = SEARCH_ALL_STRUCTURES;
StructureFilter.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(20.0f);
StructureFilter.DeployableTeam = pBot->Player->GetTeam();
StructureFilter.ReachabilityFlags = AI_REACHABILITY_MARINE;
StructureFilter.ReachabilityTeam = pBot->Player->GetTeam();
StructureFilter.ExcludeStatusFlags = STRUCTURE_STATUS_COMPLETED | STRUCTURE_STATUS_RECYCLING;
int NumUnbuiltStructuresInBase = AITAC_GetNumDeployablesNearLocation(AITAC_GetCommChairLocation(pBot->Player->GetTeam()), &StructureFilter);
if (NumUnbuiltStructuresInBase == 0) { return false; }
StructureFilter.DeployableTypes = STRUCTURE_MARINE_INFANTRYPORTAL;
StructureFilter.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(5.0f);
StructureFilter.ExcludeStatusFlags = STRUCTURE_STATUS_RECYCLING;
StructureFilter.IncludeStatusFlags = STRUCTURE_STATUS_COMPLETED;
int NumInfantryPortals = AITAC_GetNumDeployablesNearLocation(AITAC_GetCommChairLocation(pBot->Player->GetTeam()), &StructureFilter);
if (NumInfantryPortals == 0) { return true; }
if (AITAC_GetNumDeadPlayersOnTeam(pBot->Player->GetTeam()) == 0) { return true; }
return false;
}
const AvHAIHiveDefinition* AICOMM_GetEmptyHiveOpportunityNearestLocation(AvHAIPlayer* CommanderBot, const Vector SearchLocation)
{
AvHTeamNumber CommanderTeam = CommanderBot->Player->GetTeam();
AvHTeamNumber EnemyTeam = AIMGR_GetEnemyTeam(CommanderTeam);
const AvHAIHiveDefinition* Result = nullptr;
float MinDist = 0.0f;
const vector<AvHAIHiveDefinition*> Hives = AITAC_GetAllHives();
for (auto it = Hives.begin(); it != Hives.end(); it++)
{
const AvHAIHiveDefinition* Hive = (*it);
if (Hive->Status != HIVE_STATUS_UNBUILT) { continue; }
if (AICOMM_IsHiveFullySecured(CommanderBot, Hive, false)) { continue; }
Vector SecureLocation = Hive->FloorLocation;
DeployableSearchFilter StructureFilter;
StructureFilter.DeployableTeam = CommanderTeam;
StructureFilter.ReachabilityTeam = CommanderTeam;
StructureFilter.ReachabilityFlags = AI_REACHABILITY_MARINE;
StructureFilter.ExcludeStatusFlags = STRUCTURE_STATUS_RECYCLING;
StructureFilter.DeployableTypes = STRUCTURE_MARINE_PHASEGATE | STRUCTURE_MARINE_TURRETFACTORY | STRUCTURE_MARINE_ADVTURRETFACTORY;
StructureFilter.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(10.0f);
AvHAIBuildableStructure ExistingStructure = AITAC_FindClosestDeployableToLocation(Hive->FloorLocation, &StructureFilter);
if (ExistingStructure.IsValid() && UTIL_QuickTrace(nullptr, UTIL_GetCentreOfEntity(ExistingStructure.edict), Hive->Location))
{
SecureLocation = ExistingStructure.Location;
}
float MarineDist = (ExistingStructure.IsValid()) ? UTIL_MetresToGoldSrcUnits(5.0f) : UTIL_MetresToGoldSrcUnits(10.0f);
if (AITAC_GetNearestHiddenPlayerInLocation(CommanderTeam, SecureLocation, MarineDist) == nullptr) { continue; }
int NumEnemiesNearby = AITAC_GetNumPlayersOnTeamWithLOS(EnemyTeam, SecureLocation + Vector(0.0f, 0.0f, 10.0f), UTIL_MetresToGoldSrcUnits(15.0f), nullptr);
if (NumEnemiesNearby > 0) { continue; }
DeployableSearchFilter EnemyStuff;
EnemyStuff.DeployableTeam = EnemyTeam;
EnemyStuff.IncludeStatusFlags = STRUCTURE_STATUS_COMPLETED;
EnemyStuff.ExcludeStatusFlags = STRUCTURE_STATUS_RECYCLING;
EnemyStuff.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(10.0f);
if (AIMGR_GetTeamType(EnemyTeam) == AVH_CLASS_TYPE_MARINE)
{
EnemyStuff.DeployableTypes = (STRUCTURE_MARINE_PHASEGATE | STRUCTURE_MARINE_TURRETFACTORY | STRUCTURE_MARINE_ADVTURRETFACTORY);
}
else
{
EnemyStuff.DeployableTypes = STRUCTURE_ALIEN_OFFENCECHAMBER;
}
if (AITAC_DeployableExistsAtLocation(SecureLocation, &EnemyStuff)) { continue; }
float ThisDist = vDist2DSq(Hive->FloorLocation, SearchLocation);
if (!Result || ThisDist < MinDist)
{
Result = Hive;
MinDist = ThisDist;
}
}
return Result;
}
bool AICOMM_IsHiveFullySecured(AvHAIPlayer* CommanderBot, const AvHAIHiveDefinition* Hive, bool bIncludeElectrical)
{
AvHTeamNumber CommanderTeam = CommanderBot->Player->GetTeam();
bool bPhaseGatesAvailable = AITAC_PhaseGatesAvailable(CommanderTeam);
bool bHasPhaseGate = false;
bool bHasTurretFactory = false;
bool bTurretFactoryElectrified = false;
int NumTurrets = 0;
DeployableSearchFilter SearchFilter;
SearchFilter.DeployableTypes = (STRUCTURE_MARINE_PHASEGATE | STRUCTURE_MARINE_TURRETFACTORY | STRUCTURE_MARINE_ADVTURRETFACTORY);
SearchFilter.DeployableTeam = CommanderTeam;
SearchFilter.ReachabilityTeam = CommanderTeam;
SearchFilter.ReachabilityFlags = AI_REACHABILITY_MARINE;
SearchFilter.IncludeStatusFlags = STRUCTURE_STATUS_COMPLETED;
SearchFilter.ExcludeStatusFlags = STRUCTURE_STATUS_RECYCLING;
SearchFilter.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(15.0f);
vector<AvHAIBuildableStructure> HiveStructures = AITAC_FindAllDeployables(Hive->FloorLocation, &SearchFilter);
for (auto it = HiveStructures.begin(); it != HiveStructures.end(); it++)
{
AvHAIBuildableStructure Structure = (*it);
if (Structure.StructureType == STRUCTURE_MARINE_PHASEGATE)
{
bHasPhaseGate = true;
}
if (Structure.StructureType == STRUCTURE_MARINE_TURRETFACTORY || Structure.StructureType == STRUCTURE_MARINE_ADVTURRETFACTORY)
{
bHasTurretFactory = true;
bTurretFactoryElectrified = (Structure.StructureStatusFlags & STRUCTURE_STATUS_ELECTRIFIED);
SearchFilter.DeployableTypes = STRUCTURE_MARINE_TURRET;
SearchFilter.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(8.0f);
NumTurrets = AITAC_GetNumDeployablesNearLocation(Structure.Location, &SearchFilter);
}
}
const AvHAIResourceNode* ResNode = Hive->HiveResNodeRef;
bool bSecuredResNode = (!ResNode || (ResNode->bIsOccupied && ResNode->OwningTeam == CommanderTeam && UTIL_StructureIsFullyBuilt(ResNode->ActiveTowerEntity)));
return ((!bPhaseGatesAvailable || bHasPhaseGate) && bHasTurretFactory && (!bIncludeElectrical || bTurretFactoryElectrified) && NumTurrets >= 5 && bSecuredResNode);
}
bool AICOMM_ShouldBeacon(AvHAIPlayer* pBot)
{
if (pBot->Player->GetResources() < BALANCE_VAR(kDistressBeaconCost)) { return false; }
AvHTeamNumber BotTeam = pBot->Player->GetTeam();
DeployableSearchFilter ObservatoryFilter;
ObservatoryFilter.DeployableTypes = STRUCTURE_MARINE_OBSERVATORY;
ObservatoryFilter.DeployableTeam = BotTeam;
ObservatoryFilter.IncludeStatusFlags = STRUCTURE_STATUS_COMPLETED;
ObservatoryFilter.ExcludeStatusFlags = (STRUCTURE_STATUS_RECYCLING | STRUCTURE_STATUS_RESEARCHING);
AvHAIBuildableStructure Observatory = AITAC_FindClosestDeployableToLocation(ZERO_VECTOR, &ObservatoryFilter);
if (!Observatory.IsValid()) { return false; }
AvHTeamNumber EnemyTeam = AIMGR_GetEnemyTeam(BotTeam);
Vector BaseLocation = AITAC_GetTeamStartingLocation(BotTeam);
DeployableSearchFilter BaseStructureFilter;
BaseStructureFilter.DeployableTypes = (STRUCTURE_MARINE_INFANTRYPORTAL | STRUCTURE_MARINE_COMMCHAIR);
BaseStructureFilter.DeployableTeam = BotTeam;
BaseStructureFilter.IncludeStatusFlags = STRUCTURE_STATUS_COMPLETED;
BaseStructureFilter.ExcludeStatusFlags = STRUCTURE_STATUS_RECYCLING;
vector<AvHAIBuildableStructure> BaseStructures = AITAC_FindAllDeployables(BaseLocation, &BaseStructureFilter);
bool bHasInfantryPortals = false;
bool bBaseUnderAttack = false;
for (auto it = BaseStructures.begin(); it != BaseStructures.end(); it++)
{
AvHAIBuildableStructure ThisStructure = (*it);
if (ThisStructure.StructureStatusFlags & STRUCTURE_STATUS_UNDERATTACK)
{
bBaseUnderAttack = true;
}
if (ThisStructure.StructureType == STRUCTURE_MARINE_INFANTRYPORTAL)
{
bHasInfantryPortals = true;
}
}
if (!bBaseUnderAttack && bHasInfantryPortals) { return false; }
int EnemyStrength = 0;
int DefenderStrength = AITAC_GetNumPlayersOfTeamInArea(BotTeam, BaseLocation, UTIL_MetresToGoldSrcUnits(10.0f), false, nullptr, AVH_USER3_COMMANDER_PLAYER);
if (AIMGR_GetTeamType(EnemyTeam) == AVH_CLASS_TYPE_MARINE)
{
EnemyStrength = AITAC_GetNumPlayersOfTeamInArea(EnemyTeam, BaseLocation, UTIL_MetresToGoldSrcUnits(10.0f), false, nullptr, AVH_USER3_COMMANDER_PLAYER);
}
else
{
int NumSkulks = AITAC_GetNumPlayersOfTeamAndClassInArea(EnemyTeam, BaseLocation, UTIL_MetresToGoldSrcUnits(10.0f), false, nullptr, AVH_USER3_ALIEN_PLAYER1);
int NumFades = AITAC_GetNumPlayersOfTeamAndClassInArea(EnemyTeam, BaseLocation, UTIL_MetresToGoldSrcUnits(10.0f), false, nullptr, AVH_USER3_ALIEN_PLAYER4);
int NumOnos = AITAC_GetNumPlayersOfTeamAndClassInArea(EnemyTeam, BaseLocation, UTIL_MetresToGoldSrcUnits(10.0f), false, nullptr, AVH_USER3_ALIEN_PLAYER5);
EnemyStrength = NumSkulks + (NumFades * 2) + (NumOnos * 2);
}
if (EnemyStrength >= 3 && EnemyStrength >= DefenderStrength * 3)
{
return AICOMM_ResearchTech(pBot, &Observatory, RESEARCH_DISTRESSBEACON);
}
return false;
}
void AICOMM_ReceiveChatRequest(AvHAIPlayer* Commander, edict_t* Requestor, const char* Request)
{
AvHMessageID NewRequestType = MESSAGE_NULL;
if (!stricmp(Request, "shotgun") || !stricmp(Request, "sg") || !stricmp(Request, "shotty"))
{
NewRequestType = BUILD_SHOTGUN;
}
else if (!stricmp(Request, "welder"))
{
NewRequestType = BUILD_WELDER;
}
else if (!stricmp(Request, "HMG"))
{
NewRequestType = BUILD_HMG;
}
else if (!stricmp(Request, "gl"))
{
NewRequestType = BUILD_GRENADE_GUN;
}
else if (!stricmp(Request, "mines"))
{
NewRequestType = BUILD_MINES;
}
else if (!stricmp(Request, "ha") || !stricmp(Request, "heavy") || !stricmp(Request, "heavyarmor") || !stricmp(Request, "heavy armor"))
{
NewRequestType = BUILD_HEAVY;
}
else if (!stricmp(Request, "jp") || !stricmp(Request, "jetpack") || !stricmp(Request, "jet pack"))
{
NewRequestType = BUILD_JETPACK;
}
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
else if (!stricmp(Request, "cat") || !stricmp(Request, "cats") || !stricmp(Request, "catalysts"))
{
NewRequestType = BUILD_CAT;
}
else if (!stricmp(Request, "pg") || !stricmp(Request, "phase") || !stricmp(Request, "phasegate"))
{
NewRequestType = BUILD_PHASEGATE;
}
else if (!stricmp(Request, "TF") || !stricmp(Request, "turretfactory"))
{
NewRequestType = BUILD_TURRET_FACTORY;
}
else if (!stricmp(Request, "turret"))
{
NewRequestType = BUILD_TURRET;
}
else if (!stricmp(Request, "armory") || !stricmp(Request, "armoury"))
{
NewRequestType = BUILD_ARMORY;
}
else if (!stricmp(Request, "scan"))
{
NewRequestType = BUILD_SCAN;
}
else if (!stricmp(Request, "cc") || !stricmp(Request, "chair") || !stricmp(Request, "command chair"))
{
NewRequestType = BUILD_COMMANDSTATION;
}
else if (!stricmp(Request, "obs") || !stricmp(Request, "observatory"))
{
NewRequestType = BUILD_OBSERVATORY;
}
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
if (NewRequestType == MESSAGE_NULL) { return; }
ai_commander_request* ExistingRequest = AICOMM_GetExistingRequestForPlayer(Commander, Requestor);
ai_commander_request NewRequest;
ai_commander_request* RequestRef = (ExistingRequest) ? ExistingRequest : &NewRequest;
RequestRef->bNewRequest = true;
RequestRef->bResponded = false;
RequestRef->RequestTime = gpGlobals->time;
RequestRef->RequestType = NewRequestType;
RequestRef->Requestor = Requestor;
RequestRef->RequestLocation = UTIL_GetFloorUnderEntity(Requestor) + (UTIL_GetForwardVector2D(Requestor->v.angles) * 75.0f);
if (!ExistingRequest)
{
Commander->ActiveRequests.push_back(NewRequest);
}
}