Bot reload improvements and nav mesh updates

This commit is contained in:
RGreenlees 2024-06-20 16:31:28 +01:00 committed by pierow
parent 65155fb3f0
commit 2842aba0bb
7 changed files with 49 additions and 4 deletions

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@ -16,7 +16,8 @@ BotFillTiming=1
# Chance the AI commander will try to relocate to an empty hive at match start
# Value is a decimal between 0.0 and 1.0, with 0 being never and 1 being always
RelocationChance=0.1
# Note that setting relocation chance to 0.0 will also disable ANY relocation at any time
RelocationChance=0.2
### Skill Settings ###

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@ -3403,7 +3403,16 @@ bool RegularMarineCombatThink(AvHAIPlayer* pBot)
}
else
{
if (BotReloadWeapons(pBot)) { return true; }
float WeaponClipPercent = GetPlayerCurrentWeaponClipAmmo(pBot->Player) / GetPlayerCurrentWeaponMaxClipAmmo(pBot->Player);
float ReloadWaitTime = (WeaponClipPercent < 0.2f) ? 3.0f : 5.0f;
if (DesiredCombatWeapon == WEAPON_MARINE_HMG) { ReloadWaitTime *= 1.5f; } // Wait longer for HMG as we're more likely to be caught with our pants down
if (TimeSinceLastSeenEnemy > ReloadWaitTime)
{
if (BotReloadWeapons(pBot)) { return true; }
}
if (PlayerHasWeapon(pBot->Player, WEAPON_MARINE_GRENADE) || (PlayerHasWeapon(pBot->Player, WEAPON_MARINE_GL) && UTIL_GetPlayerPrimaryWeaponClipAmmo(pBot->Player) > 0))
{
@ -3542,7 +3551,14 @@ bool RegularMarineCombatThink(AvHAIPlayer* pBot)
}
else
{
if (bCanReloadCurrentWeapon && !bEnemyIsRanged && DistToEnemy > sqrf(UTIL_MetresToGoldSrcUnits(10.0f)))
float WeaponClipPercent = GetPlayerCurrentWeaponClipAmmo(pBot->Player) / GetPlayerCurrentWeaponMaxClipAmmo(pBot->Player);
float ReloadWaitTime = (WeaponClipPercent < 0.2f) ? 3.0f : 5.0f;
if (DesiredCombatWeapon == WEAPON_MARINE_HMG) { ReloadWaitTime *= 1.5f; } // Wait longer for HMG as we're more likely to be caught with our pants down
if (bCanReloadCurrentWeapon && !bEnemyIsRanged && DistToEnemy > sqrf(UTIL_MetresToGoldSrcUnits(10.0f)) && TimeSinceLastSeenEnemy > ReloadWaitTime)
{
BotReloadWeapons(pBot);
}
@ -3555,7 +3571,13 @@ bool RegularMarineCombatThink(AvHAIPlayer* pBot)
return true;
}
if (bCanReloadCurrentWeapon && DistToEnemy > sqrf(UTIL_MetresToGoldSrcUnits(10.0f)) && TimeSinceLastSeenEnemy > 2.0f)
float WeaponClipPercent = GetPlayerCurrentWeaponClipAmmo(pBot->Player) / GetPlayerCurrentWeaponMaxClipAmmo(pBot->Player);
float ReloadWaitTime = (WeaponClipPercent < 0.2f) ? 3.0f : 5.0f;
if (DesiredCombatWeapon == WEAPON_MARINE_HMG) { ReloadWaitTime *= 1.5f; } // Wait longer for HMG as we're more likely to be caught with our pants down
if (bCanReloadCurrentWeapon && DistToEnemy > sqrf(UTIL_MetresToGoldSrcUnits(10.0f)) && TimeSinceLastSeenEnemy > ReloadWaitTime)
{
BotReloadWeapons(pBot);
return true;
@ -7373,6 +7395,26 @@ void AIPlayerSetSecondaryAlienTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task)
{
AvHAIBuildableStructure ThisStructure = (*it);
if (ThisStructure.StructureType == STRUCTURE_ALIEN_RESTOWER)
{
const AvHAIResourceNode* ResNode = AITAC_GetResourceNodeFromEdict(ThisStructure.edict);
if (!ResNode) { continue; }
// Don't defend a res node if it's inside an enemy hive
if (!FNullEnt(ResNode->ParentHive) && ResNode->ParentHive->v.team != BotTeam) { continue; }
DeployableSearchFilter EnemyStuffFilter;
EnemyStuffFilter.DeployableTeam = EnemyTeam;
EnemyStuffFilter.IncludeStatusFlags = STRUCTURE_STATUS_COMPLETED;
EnemyStuffFilter.ExcludeStatusFlags = STRUCTURE_STATUS_RECYCLING;
EnemyStuffFilter.DeployableTypes = (STRUCTURE_MARINE_PHASEGATE | STRUCTURE_MARINE_TURRETFACTORY | STRUCTURE_MARINE_ADVTURRETFACTORY);
EnemyStuffFilter.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(10.0f);
// Don't defend res nodes if marines have built a base there, leads to bots throwing away their lives trying to save a doomed tower
if (AITAC_DeployableExistsAtLocation(ResNode->Location, &EnemyStuffFilter)) { continue; }
}
float ThisDist = vDist2D(pBot->Edict->v.origin, ThisStructure.edict->v.origin);
int NumAttackers = AITAC_GetNumPlayersOnTeamWithLOS(EnemyTeam, ThisStructure.Location, UTIL_MetresToGoldSrcUnits(15.0f), nullptr);
@ -7415,6 +7457,8 @@ void AIPlayerSetSecondaryAlienTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task)
}
}
AITASK_ClearBotTask(pBot, &pBot->SecondaryBotTask);
}
void AIPlayerSetWantsAndNeedsAlienTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task)