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Finish base system
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9ee01c0d64
commit
65155fb3f0
3 changed files with 55 additions and 92 deletions
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@ -224,6 +224,7 @@ void AICOMM_AssignNewPlayerOrder(AvHAIPlayer* pBot, edict_t* Assignee, edict_t*
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ai_commander_order NewOrder;
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NewOrder.Assignee = Assignee;
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NewOrder.OrderTarget = TargetEntity;
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NewOrder.OrderLocation = TargetEntity->v.origin;
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NewOrder.OrderPurpose = OrderPurpose;
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NewOrder.LastReminderTime = 0.0f;
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NewOrder.LastPlayerDistance = 0.0f;
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@ -1326,8 +1327,9 @@ bool AICOMM_CheckForNextBuildAction(AvHAIPlayer* pBot)
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}
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}
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// This is important, make sure we always prioritise setting up the infantry portals in our base before we do anything else
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// If we don't have enough resources to drop an infantry portal with resources to spare, then don't allow the commander to do anything else
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// This is important, make sure we always prioritise critical base infrastructure over everything else
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// If we don't have enough resources to drop the critical infrastructure then block the whole commander thought process
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// This ensures we aren't placing sentries in Eclipse Command when we don't even have an infantry portal at base
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if (MainBase)
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{
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bool bMustPrioritise = !MainBase->bIsBaseEstablished;
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@ -1337,7 +1339,8 @@ bool AICOMM_CheckForNextBuildAction(AvHAIPlayer* pBot)
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vector<AvHAIBuildableStructure> BaseStructures = AICOMM_GetBaseStructures(MainBase);
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bool bHasArmoury = false;
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bool bHasTF = true;
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bool bHasTF = false;
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bool bHasPG = false;
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int NumSentries = 0;
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int DesiredInfPortals = (int)ceilf((float)AIMGR_GetNumPlayersOnTeam(BotTeam) / 4.0f);
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@ -1346,12 +1349,13 @@ bool AICOMM_CheckForNextBuildAction(AvHAIPlayer* pBot)
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for (auto it = BaseStructures.begin(); it != BaseStructures.end(); it++)
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{
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if (it->StructureType == STRUCTURE_MARINE_INFANTRYPORTAL) { NumInfantryPortals++; }
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else if (it->StructureType == STRUCTURE_MARINE_PHASEGATE) { bHasPG = true; }
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else if (it->StructureType & (STRUCTURE_MARINE_ARMOURY | STRUCTURE_MARINE_ADVARMOURY)) { bHasArmoury = true; }
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else if (it->StructureType & (STRUCTURE_MARINE_TURRETFACTORY | STRUCTURE_MARINE_ADVTURRETFACTORY)) { bHasTF = true; }
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else if (it->StructureType == STRUCTURE_MARINE_TURRET) { NumSentries++; }
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}
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bMustPrioritise = !bHasArmoury || !bHasTF || NumInfantryPortals < DesiredInfPortals || NumSentries < 3;
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bMustPrioritise = !bHasArmoury || !bHasTF || NumInfantryPortals < DesiredInfPortals || NumSentries < 3 || (!bHasPG && AITAC_ResearchIsComplete(BotTeam, TECH_RESEARCH_PHASETECH));
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}
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if (bMustPrioritise)
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@ -1807,7 +1811,11 @@ bool AICOMM_CheckForNextResearchAction(AvHAIPlayer* pBot)
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if (Armoury.IsValid())
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{
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return AICOMM_ResearchTech(pBot, &Armoury, RESEARCH_GRENADES);
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bool bSuccess = AICOMM_ResearchTech(pBot, &Armoury, RESEARCH_GRENADES);
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if (bSuccess) { return true; }
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return pBot->Player->GetResources() < (BALANCE_VAR(kGrenadesResearchCost) * 1.5f);
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}
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}
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@ -1820,7 +1828,11 @@ bool AICOMM_CheckForNextResearchAction(AvHAIPlayer* pBot)
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{
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if (ArmsLab.IsValid())
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{
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return AICOMM_ResearchTech(pBot, &ArmsLab, RESEARCH_ARMOR_ONE);
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bool bSuccess = AICOMM_ResearchTech(pBot, &ArmsLab, RESEARCH_ARMOR_ONE);
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if (bSuccess) { return true; }
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return pBot->Player->GetResources() < (BALANCE_VAR(kArmorOneResearchCost) * 1.5f);
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}
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}
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@ -1828,7 +1840,11 @@ bool AICOMM_CheckForNextResearchAction(AvHAIPlayer* pBot)
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{
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if (ArmsLab.IsValid())
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{
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return AICOMM_ResearchTech(pBot, &ArmsLab, RESEARCH_WEAPONS_ONE);
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bool bSuccess = AICOMM_ResearchTech(pBot, &ArmsLab, RESEARCH_WEAPONS_ONE);
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if (bSuccess) { return true; }
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return pBot->Player->GetResources() < (BALANCE_VAR(kWeaponsOneResearchCost) * 1.5f);
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}
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}
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@ -1841,7 +1857,11 @@ bool AICOMM_CheckForNextResearchAction(AvHAIPlayer* pBot)
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{
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if (Observatory.IsValid())
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{
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return AICOMM_ResearchTech(pBot, &Observatory, RESEARCH_PHASETECH);
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bool bSuccess = AICOMM_ResearchTech(pBot, &Observatory, RESEARCH_PHASETECH);
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if (bSuccess) { return true; }
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return pBot->Player->GetResources() < (BALANCE_VAR(kPhaseTechResearchCost) * 1.5f);
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}
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}
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@ -3807,102 +3827,43 @@ void AICOMM_UpdateSiegeBaseStatus(AvHAIPlayer* pBot, AvHAIMarineBase* Base)
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const AvHAIHiveDefinition* NearestHive = AITAC_GetHiveNearestLocation(Base->BaseLocation);
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if (bStillStuffToSiege)
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if (bStillStuffToSiege || (NearestHive && NearestHive->Status != HIVE_STATUS_UNBUILT && vDist2DSq(Base->BaseLocation, NearestHive->Location) < sqrf(BALANCE_VAR(kSiegeTurretRange))))
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{
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Base->bRecycleBase = false;
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Base->bIsActive = true;
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}
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else
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{
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if (!NearestHive || NearestHive->Status == HIVE_STATUS_UNBUILT)
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{
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Base->bRecycleBase = true;
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Base->bIsActive = false;
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}
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else
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{
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float Dist = vDist2DSq(NearestHive->Location, Base->BaseLocation);
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if (Dist > sqrf(BALANCE_VAR(kSiegeTurretRange)))
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{
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Base->bRecycleBase = true;
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Base->bIsActive = false;
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}
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}
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}
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if (Base->bRecycleBase) { return; }
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if (Base->bIsActive)
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{
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vector<AvHAIBuildableStructure> BaseStructures = AICOMM_GetBaseStructures(Base);
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bool bHasPG = true;
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bool bHasAdvTF = true;
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bool bHasSiege = true;
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for (auto structIt = BaseStructures.begin(); structIt != BaseStructures.end(); structIt++)
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{
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AvHAIBuildableStructure ThisStructure = (*structIt);
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if (ThisStructure.StructureType == STRUCTURE_MARINE_PHASEGATE) { bHasPG = true; }
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if (ThisStructure.StructureType == STRUCTURE_MARINE_ADVTURRETFACTORY) { bHasAdvTF = true; }
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if (ThisStructure.StructureType == STRUCTURE_MARINE_SIEGETURRET) { bHasSiege = true; }
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}
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Base->bIsBaseEstablished = (bHasPG || !AITAC_ResearchIsComplete(BotTeam, TECH_RESEARCH_PHASETECH)) && bHasAdvTF && bHasSiege;
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return;
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}
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// We don't need to keep building out this siege base as it has nothing to siege, but let's check if we can safely recycle it
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else
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{
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if (!NearestHive || vDist2DSq(Base->BaseLocation, NearestHive->Location) > sqrf(BALANCE_VAR(kSiegeTurretRange)))
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{
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Base->bRecycleBase = false;
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Base->bIsActive = false;
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return;
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}
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else
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{
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for (auto it = pBot->Bases.begin(); it != pBot->Bases.end(); it++)
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{
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AvHAIMarineBase* ThisBase = &(*it);
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// Basically, if we have an outpost in the hive, and it has a phase gate (if available), a turret factory and at least 2 turrets, we can safely
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// discard this siege base since the outpost is established enough to take over
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if (ThisBase->BaseType == MARINE_BASE_OUTPOST && vDist2DSq(NearestHive->FloorLocation, ThisBase->BaseLocation) < sqrf(UTIL_MetresToGoldSrcUnits(10.0f)))
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if (it->BaseType == MARINE_BASE_OUTPOST && vDist2DSq(NearestHive->FloorLocation, it->BaseLocation) < sqrf(UTIL_MetresToGoldSrcUnits(10.0f)))
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{
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vector<AvHAIBuildableStructure> BaseStructures = AICOMM_GetBaseStructures(ThisBase);
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bool bHasPG = false;
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bool bHasTF = false;
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int NumTurrets = 0;
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for (auto structIt = BaseStructures.begin(); structIt != BaseStructures.end(); structIt++)
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{
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AvHAIBuildableStructure ThisStructure = (*structIt);
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if (ThisStructure.StructureType == STRUCTURE_MARINE_PHASEGATE)
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{
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bHasPG = true;
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}
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if (ThisStructure.StructureType & (STRUCTURE_MARINE_TURRETFACTORY | STRUCTURE_MARINE_ADVTURRETFACTORY))
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{
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bHasTF = true;
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}
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if (ThisStructure.StructureType == STRUCTURE_MARINE_TURRET)
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{
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NumTurrets++;
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}
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}
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if ((!AITAC_ResearchIsComplete(BotTeam, TECH_RESEARCH_PHASETECH) || bHasPG)
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&& bHasTF
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&& NumTurrets > 1)
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if (it->bIsBaseEstablished)
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{
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Base->bRecycleBase = true;
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Base->bIsActive = false;
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return;
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}
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}
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}
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Base->bRecycleBase = false;
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Base->bIsActive = false;
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return;
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}
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}
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Base->bRecycleBase = false;
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Base->bIsActive = true;
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}
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void AICOMM_DeployBases(AvHAIPlayer* pBot)
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@ -4630,7 +4591,7 @@ bool AICOMM_ShouldCommanderRelocate(AvHAIPlayer* pBot)
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return (CurrentMainBase->NumBuilders == 0);
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}
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if (AITAC_IsRelocationEnabled() && AIMGR_GetMatchLength() < 90.0f)
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if (AITAC_IsRelocationAtStartEnabled() && AIMGR_GetMatchLength() < 90.0f)
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{
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// We've not tried relocating yet
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if (bMainBaseIsAtChair) { return true; }
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@ -5231,7 +5192,9 @@ bool AICOMM_BuildOutMainBase(AvHAIPlayer* pBot, AvHAIMarineBase* BaseToBuildOut)
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return pBot->Player->GetResources() <= (BALANCE_VAR(kObservatoryCost) * 1.5f);
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}
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if (!PhaseGate.IsValid() && AITAC_ResearchIsComplete(BotTeam, TECH_RESEARCH_PHASETECH))
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if (!AITAC_ResearchIsComplete(BotTeam, TECH_RESEARCH_PHASETECH)) { return false; }
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if (!PhaseGate.IsValid())
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{
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if (pBot->Player->GetResources() < BALANCE_VAR(kPhaseGateCost)) { return true; }
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@ -58,7 +58,7 @@ Vector TeamBStartingLocation = ZERO_VECTOR;
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Vector TeamARelocationPoint = ZERO_VECTOR;
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Vector TeamBRelocationPoint = ZERO_VECTOR;
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bool bEnableRelocation = false; // For this round, should the AI commander try relocating (if appropriate)?
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bool bEnableRelocationAtStart = false; // For this round, should the AI commander try relocating at the start of the match?
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extern nav_mesh NavMeshes[MAX_NAV_MESHES]; // Array of nav meshes. Currently only 3 are used (building, onos, and regular)
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extern nav_profile BaseNavProfiles[MAX_NAV_PROFILES]; // Array of nav profiles
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@ -5967,20 +5967,20 @@ bool AITAC_IsRelocationCompleted(AvHTeamNumber RelocationTeam, Vector Relocation
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return true;
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}
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bool AITAC_IsRelocationEnabled()
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bool AITAC_IsRelocationAtStartEnabled()
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{
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return bEnableRelocation;
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return bEnableRelocationAtStart;
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}
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void AITAC_DetermineRelocationEnabled()
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{
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bEnableRelocation = false;
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bEnableRelocationAtStart = false;
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if (CONFIG_IsRelocationAllowed())
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{
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float RandomRoll = frandrange(0.0f, 1.0f);
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bEnableRelocation = (RandomRoll <= CONFIG_GetRelocationChance());
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bEnableRelocationAtStart = (RandomRoll <= CONFIG_GetRelocationChance());
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}
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}
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@ -222,7 +222,7 @@ Vector AITAC_FindNewTeamRelocationPoint(AvHTeamNumber Team);
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bool AITAC_IsRelocationPointStillValid(AvHTeamNumber RelocationTeam, Vector RelocationPoint);
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bool AITAC_IsRelocationCompleted(AvHTeamNumber RelocationTeam, Vector RelocationPoint);
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bool AITAC_IsRelocationEnabled();
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bool AITAC_IsRelocationAtStartEnabled();
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void AITAC_DetermineRelocationEnabled();
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