mirror of
https://github.com/ENSL/NS.git
synced 2024-11-24 21:41:17 +00:00
New base building setup
* Improved base strategy and planning * Bot is better at taking over from a human - less likely to sell up stuff unnecessarily
This commit is contained in:
parent
0897cf15a0
commit
6f263d400b
7 changed files with 2105 additions and 899 deletions
File diff suppressed because it is too large
Load diff
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@ -27,15 +27,17 @@ bool AICOMM_IssueSiegeHiveOrder(AvHAIPlayer* pBot, edict_t* Recipient, const AvH
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bool AICOMM_IssueSecureResNodeOrder(AvHAIPlayer* pBot, edict_t* Recipient, const AvHAIResourceNode* ResNode);
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void AICOMM_AssignNewPlayerOrder(AvHAIPlayer* pBot, edict_t* Assignee, edict_t* TargetEntity, AvHAIOrderPurpose OrderPurpose);
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void AICOMM_AssignNewPlayerOrder(AvHAIPlayer* pBot, edict_t* Assignee, Vector OrderLocation, AvHAIOrderPurpose OrderPurpose);
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int AICOMM_GetNumPlayersAssignedToOrder(AvHAIPlayer* pBot, edict_t* TargetEntity, AvHAIOrderPurpose OrderPurpose);
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int AICOMM_GetNumPlayersAssignedToOrderType(AvHAIPlayer* pBot, AvHAIOrderPurpose OrderPurpose);
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int AICOMM_GetNumPlayersAssignedToOrderLocation(AvHAIPlayer* pBot, Vector OrderLocation, AvHAIOrderPurpose OrderPurpose);
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bool AICOMM_IsOrderStillValid(AvHAIPlayer* pBot, ai_commander_order* Order);
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void AICOMM_UpdatePlayerOrders(AvHAIPlayer* pBot);
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edict_t* AICOMM_GetPlayerWithNoOrderNearestLocation(AvHAIPlayer* pBot, Vector SearchLocation);
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edict_t* AICOMM_GetPlayerWithoutSpecificOrderNearestLocation(AvHAIPlayer* pBot, Vector SearchLocation, AvHAIOrderPurpose OrderPurpose);
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bool AICOMM_DoesPlayerOrderNeedReminder(AvHAIPlayer* pBot, ai_commander_order* Order);
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void AICOMM_IssueOrderForAssignedJob(AvHAIPlayer* pBot, ai_commander_order* Order);
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void AICOMM_ClearAction(commander_action* Action);
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bool AICOMM_CheckForNextBuildAction(AvHAIPlayer* pBot);
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bool AICOMM_CheckForNextSupportAction(AvHAIPlayer* pBot);
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bool AICOMM_CheckForNextRecycleAction(AvHAIPlayer* pBot);
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@ -43,10 +45,7 @@ bool AICOMM_CheckForNextResearchAction(AvHAIPlayer* pBot);
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bool AICOMM_CheckForNextSupplyAction(AvHAIPlayer* pBot);
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bool AICOMM_CheckForNextRelocationAction(AvHAIPlayer* pBot);
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void AICOMM_SetDropHealthAction(AvHAIPlayer* pBot, commander_action* Action, edict_t* Recipient);
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void AICOMM_SetDropAmmoAction(AvHAIPlayer* pBot, commander_action* Action, edict_t* Recipient);
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void AICOMM_SetDeployStructureAction(AvHAIPlayer* pBot, commander_action* Action, AvHAIDeployableStructureType StructureToBuild, const Vector Location, bool bIsUrgent);
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void AICOMM_SetDeployItemAction(AvHAIPlayer* pBot, commander_action* Action, AvHAIDeployableItemType ItemToBuild, const Vector Location, bool bIsUrgent);
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Vector AICOMM_GetNextScanLocation(AvHAIPlayer* pBot);
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void AICOMM_CommanderThink(AvHAIPlayer* pBot);
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@ -76,11 +75,26 @@ bool AICOMM_ShouldCommanderRelocate(AvHAIPlayer* pBot);
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bool AICOMM_GetRelocationMessage(Vector RelocationPoint, char* MessageBuffer);
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void AICOMM_AddNewBase(AvHAIPlayer* pBot, Vector NewBaseLocation, MarineBaseType NewBaseType);
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AvHAIMarineBase* AICOMM_AddNewBase(AvHAIPlayer* pBot, Vector NewBaseLocation, MarineBaseType NewBaseType);
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bool AICOMM_AddStructureToBase(AvHAIPlayer* pBot, AvHAIDeployableStructureType StructureToDeploy, Vector BuildLocation, AvHAIMarineBase* BaseToAdd);
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void AICOMM_ManageActiveBases(AvHAIPlayer* pBot);
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bool AICOMM_IsMarineBaseValid(AvHAIMarineBase* Base);
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void AICOMM_DeployBases(AvHAIPlayer* pBot);
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vector<AvHAIBuildableStructure> AICOMM_GetBaseStructures(AvHAIMarineBase* Base);
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void AICOMM_UpdateBaseStatus(AvHAIPlayer* pBot, AvHAIMarineBase* Base);
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void AICOMM_UpdateSiegeBaseStatus(AvHAIPlayer* pBot, AvHAIMarineBase* Base);
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void AICOMM_UpdateOutpostStatus(AvHAIPlayer* pBot, AvHAIMarineBase* Base);
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void AICOMM_UpdateGuardpostStatus(AvHAIPlayer* pBot, AvHAIMarineBase* Base);
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void AICOMM_UpdateMainBaseStatus(AvHAIPlayer* pBot, AvHAIMarineBase* Base);
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bool AICOMM_BuildOutBase(AvHAIPlayer* pBot, AvHAIMarineBase* BaseToBuildOut);
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bool AICOMM_BuildOutMainBase(AvHAIPlayer* pBot, AvHAIMarineBase* BaseToBuildOut);
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bool AICOMM_BuildOutOutpost(AvHAIPlayer* pBot, AvHAIMarineBase* BaseToBuildOut);
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bool AICOMM_BuildOutSiege(AvHAIPlayer* pBot, AvHAIMarineBase* BaseToBuildOut);
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bool AICOMM_BuildOutGuardPost(AvHAIPlayer* pBot, AvHAIMarineBase* BaseToBuildOut);
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AvHAIMarineBase* AICOMM_GetNearestBaseToLocation(AvHAIPlayer* pBot, Vector SearchLocation);
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#endif // AVH_AI_COMMANDER_H
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@ -274,7 +274,7 @@ typedef struct _HIVE_DEFINITION_T
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AvHTeamNumber OwningTeam = TEAM_IND; // Which team owns this hive currently (TEAM_IND if empty)
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unsigned int TeamAReachabilityFlags = AI_REACHABILITY_NONE; // Who on team A can reach this node?
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unsigned int TeamBReachabilityFlags = AI_REACHABILITY_NONE; // Who on team B can reach this node?
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char HiveName[64];
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char HiveName[64] = {'\0'};
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} AvHAIHiveDefinition;
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// A nav profile combines a nav mesh reference (indexed into NavMeshes) and filters to determine how a bot should find paths
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@ -479,7 +479,8 @@ enum MarineBaseType
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{
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MARINE_BASE_MAINBASE, // The main marine base, where the CC, infantry portals and stuff like arms labs go
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MARINE_BASE_OUTPOST, // A permanent outpost designed to control an area of the map, but not the main marine base
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MARINE_BASE_SIEGE // A siege base designed to take down an enemy base
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MARINE_BASE_SIEGE, // A siege base designed to take down an enemy base
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MARINE_BASE_GUARDPOST // A cut-down version of an outpost with just sentry turrets and an observatory
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};
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typedef struct _AI_MARINE_BASE
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@ -488,8 +489,13 @@ typedef struct _AI_MARINE_BASE
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MarineBaseType BaseType = MARINE_BASE_OUTPOST; // The purpose of the base. Determines what structures the commander will place
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Vector BaseLocation = ZERO_VECTOR; // Where the base should be located. The base will be grown around this location
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vector<int> PlacedStructures; // Which structures are part of this base.
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int NumBuilders = 0; // How many potential builders are there, able to construct stuff?
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int NumEnemies = 0; // How many enemies are in and around the base?
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bool bRecycleBase = false; // Should the commander pack up and remove this base?
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bool bIsActive = true; // Should the commander actively build and maintain this base?
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bool bBaseInitialised = false; // Has the commander started building this base? Will be true once a structure has been placed
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bool bCanBeBuiltOut = false; // Can this base be built out currently?
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bool bIsBaseEstablished = false; // Have enough key structures been placed to consider this "established", even if it's not finished yet?
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} AvHAIMarineBase;
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// Bot path node. A path will be several of these strung together to lead the bot to its destination
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@ -658,61 +664,16 @@ typedef struct _NAV_STATUS
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AvHAIPlayerMoveTask MovementTask;
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} nav_status;
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// Type of goal the commander wants to achieve
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typedef enum _COMMANDERACTIONTYPE
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{
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ACTION_NONE = 0,
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ACTION_UPGRADE,
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ACTION_RESEARCH,
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ACTION_RECYCLE,
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ACTION_GIVEORDER,
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ACTION_DEPLOY // Deploy a structure or item into the map
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} CommanderActionType;
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// Some commander actions are multi-step (e.g. click to select building, release to complete selection, input recycle command etc). Tracks where the commander is in the process
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typedef enum _COMMANDERACTIONSTEP
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{
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ACTION_STEP_NONE = 0,
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ACTION_STEP_BEGIN_SELECT, // Click mouse button down to start select
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ACTION_STEP_END_SELECT, // Release mouse button to complete select
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} CommanderActionStep;
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// Used by the AI commander instead of bot_task. Has data specifically to handle commander-specific stuff
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typedef struct _COMMANDER_ACTION
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{
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bool bIsActive = false;
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CommanderActionType ActionType = ACTION_NONE; // What action to perform (e.g. build, recycle, drop item etc)
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CommanderActionStep ActionStep = ACTION_STEP_NONE; // Used for multi-stage processes such as selecting a building, issuing recycle command etc.
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AvHAIDeployableStructureType StructureToBuild = STRUCTURE_NONE; // What structure to build if build action
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AvHAIDeployableItemType ItemToPlace = DEPLOYABLE_ITEM_NONE;
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int NumInstances = 0;
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int NumDesiredInstances = 0;
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StructurePurpose ActionPurpose = STRUCTURE_PURPOSE_NONE;
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Vector BuildLocation = g_vecZero; // Where to build the structure
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Vector DesiredCommanderLocation = g_vecZero; // To perform this action, where does the commander's view need to be? For building, usually directly above location, but could be off to side if obstructed by geometry
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Vector LastAttemptedCommanderLocation = g_vecZero; // The position of the commander's view at the last action attempt
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Vector LastAttemptedCommanderAngle = g_vecZero; // The click angle of the last action attempt
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int AssignedPlayer = 0; // Which player index is assigned to perform the action (e.g. build structure)? Will send orders to that player (move here, build this structure etc.)
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edict_t* StructureOrItem = nullptr; // Reference the structure edict. If a structure has been successfully placed but not yet fully built, it will be referenced here
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edict_t* ActionTarget = nullptr; // Mostly used for dropping health packs and ammo for players where the drop location might be moving around
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bool bHasAttemptedAction = false; // Has the commander tried placing a structure or item at the build location? If so, and it didn't appear, will try to adjust view around until it works
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float StructureBuildAttemptTime = 0.0f; // When the commander tried placing a structure. Commander will wait a short while to confirm if the building appeared or if it should try again
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int NumActionAttempts = 0; // Commander will give up after a certain number of attempts to place structure/item
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AvHMessageID ResearchId = MESSAGE_NULL; // What research to perform if research action
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bool bIsAwaitingBuildLink = false; // The AI has tried placing a structure or item and is waiting to confirm it worked or not
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bool bIsActionUrgent = false;
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} commander_action;
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typedef enum
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{
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ORDERPURPOSE_NONE,
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ORDERPURPOSE_SECURE_HIVE,
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ORDERPURPOSE_SIEGE_HIVE,
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ORDERPURPOSE_SECURE_RESNODE
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ORDERPURPOSE_SECURE_RESNODE,
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ORDERPURPOSE_BUILD_MAINBASE,
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ORDERPURPOSE_BUILD_SIEGE,
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ORDERPURPOSE_BUILD_OUTPOST,
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ORDERPURPOSE_BUILD_GUARDPOST
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} AvHAIOrderPurpose;
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typedef struct _AI_COMMANDER_ORDER
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@ -1897,7 +1897,7 @@ void CustomThink(AvHAIPlayer* pBot)
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for (auto it = pBot->Bases.begin(); it != pBot->Bases.end(); it++)
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{
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if (AITAC_CanBuildOutBase(&(*it)))
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if (it->bCanBeBuiltOut)
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{
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if (AICOMM_BuildOutBase(pBot, &(*it))) { return; }
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}
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@ -5718,6 +5718,8 @@ void AIPlayerDMThink(AvHAIPlayer* pBot)
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void AIPlayerThink(AvHAIPlayer* pBot)
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{
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StartNewBotFrame(pBot);
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#ifdef BOTDEBUG
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for (int i = 0; i < gpGlobals->maxClients; i++)
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{
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return;
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}
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StartNewBotFrame(pBot);
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if (avh_botdebugmode.value == 1)
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{
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DroneThink(pBot);
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@ -7477,19 +7477,19 @@ void AIPlayerSetWantsAndNeedsAlienTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task)
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{
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if (!PlayerHasAlienUpgradeOfType(pBot->Edict, HIVE_TECH_DEFENCE) && AITAC_IsAlienUpgradeAvailableForTeam(pBot->Player->GetTeam(), HIVE_TECH_DEFENCE))
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{
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pBot->Edict->v.impulse = AlienGetDesiredUpgrade(pBot, HIVE_TECH_DEFENCE);
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pBot->Impulse = AlienGetDesiredUpgrade(pBot, HIVE_TECH_DEFENCE);
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return;
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}
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if (!PlayerHasAlienUpgradeOfType(pBot->Edict, HIVE_TECH_MOVEMENT) && AITAC_IsAlienUpgradeAvailableForTeam(pBot->Player->GetTeam(), HIVE_TECH_MOVEMENT))
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{
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pBot->Edict->v.impulse = AlienGetDesiredUpgrade(pBot, HIVE_TECH_MOVEMENT);
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pBot->Impulse = AlienGetDesiredUpgrade(pBot, HIVE_TECH_MOVEMENT);
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return;
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}
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if (!PlayerHasAlienUpgradeOfType(pBot->Edict, HIVE_TECH_SENSORY) && AITAC_IsAlienUpgradeAvailableForTeam(pBot->Player->GetTeam(), HIVE_TECH_SENSORY))
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{
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pBot->Edict->v.impulse = AlienGetDesiredUpgrade(pBot, HIVE_TECH_SENSORY);
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pBot->Impulse = AlienGetDesiredUpgrade(pBot, HIVE_TECH_SENSORY);
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return;
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}
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}
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@ -6040,7 +6040,7 @@ void AITAC_AddNewBase(AvHTeamNumber Team, Vector NewBaseLocation, MarineBaseType
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bool AITAC_CanBuildOutBase(const AvHAIMarineBase* Base)
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{
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if (!Base) { return false; }
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if (!Base || Base->bRecycleBase || !Base->bIsActive) { return false; }
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switch (Base->BaseType)
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{
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@ -6050,6 +6050,8 @@ bool AITAC_CanBuildOutBase(const AvHAIMarineBase* Base)
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return AITAC_CanBuildOutOutpost(Base);
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case MARINE_BASE_SIEGE:
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return AITAC_CanBuildOutSiege(Base);
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case MARINE_BASE_GUARDPOST:
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return AITAC_CanBuildOutGuardPost(Base);
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}
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return false;
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@ -6125,7 +6127,7 @@ bool AITAC_CanBuildOutMainBase(const AvHAIMarineBase* Base)
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|| (!bHasArmsLab && bArmouryCompleted)
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|| (!bHasProtoLab && bHasAdvArmoury && bArmsLabCompleted)
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|| (!bHasObs && bArmouryCompleted)
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|| (!bHasPhase && AITAC_ResearchIsComplete(Base->BaseTeam, TECH_PHASE_GATE))
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|| (!bHasPhase && AITAC_ResearchIsComplete(Base->BaseTeam, TECH_RESEARCH_PHASETECH))
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|| !bHasTF
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|| NumTurrets < 5);
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@ -6171,7 +6173,7 @@ bool AITAC_CanBuildOutOutpost(const AvHAIMarineBase* Base)
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return (!bHasArmoury
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|| !bHasObs
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|| (!bHasPhase && AITAC_ResearchIsComplete(Base->BaseTeam, TECH_PHASE_GATE))
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|| (!bHasPhase && AITAC_ResearchIsComplete(Base->BaseTeam, TECH_RESEARCH_PHASETECH))
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|| !bHasTF
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|| NumTurrets < 5);
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@ -6216,12 +6218,46 @@ bool AITAC_CanBuildOutSiege(const AvHAIMarineBase* Base)
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return (!bHasArmoury
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|| !bHasObs
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|| (!bHasPhase && AITAC_ResearchIsComplete(Base->BaseTeam, TECH_PHASE_GATE))
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|| (!bHasPhase && AITAC_ResearchIsComplete(Base->BaseTeam, TECH_RESEARCH_PHASETECH))
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|| !bHasTF
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|| NumTurrets < 3);
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}
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bool AITAC_CanBuildOutGuardPost(const AvHAIMarineBase* Base)
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{
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bool bHasObs = false;
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bool bHasTF = false;
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int NumTurrets = 0;
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std::unordered_map<int, AvHAIBuildableStructure>& BuildingMap = (Base->BaseTeam == AIMGR_GetTeamANumber()) ? TeamAStructureMap : TeamBStructureMap;
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for (auto it = Base->PlacedStructures.begin(); it != Base->PlacedStructures.end(); it++)
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{
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AvHAIBuildableStructure StructureRef = BuildingMap[*it];
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switch (StructureRef.StructureType)
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{
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case STRUCTURE_MARINE_OBSERVATORY:
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bHasObs = true;
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break;
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case STRUCTURE_MARINE_TURRETFACTORY:
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case STRUCTURE_MARINE_ADVTURRETFACTORY:
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bHasTF = true;
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break;
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case STRUCTURE_MARINE_TURRET:
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NumTurrets++;
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break;
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default:
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break;
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}
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}
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return (!bHasObs
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|| !bHasTF
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|| NumTurrets < 5);
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}
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vector<AvHAIMarineBase>& AITAC_GetTeamBases(AvHTeamNumber Team)
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{
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return (Team == AIMGR_GetTeamANumber()) ? ActiveTeamABases : ActiveTeamBBases;
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@ -229,6 +229,7 @@ bool AITAC_CanBuildOutBase(const AvHAIMarineBase* Base);
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bool AITAC_CanBuildOutMainBase(const AvHAIMarineBase* Base);
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bool AITAC_CanBuildOutOutpost(const AvHAIMarineBase* Base);
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bool AITAC_CanBuildOutSiege(const AvHAIMarineBase* Base);
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bool AITAC_CanBuildOutGuardPost(const AvHAIMarineBase* Base);
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vector<AvHAIMarineBase>& AITAC_GetTeamBases(AvHTeamNumber Team);
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@ -1351,7 +1351,11 @@ void BotProgressReinforceStructureTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task)
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{
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if (FNullEnt(Task->TaskTarget)) { return; }
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if (Task->ActiveBuildInfo.BuildStatus == BUILD_ATTEMPT_PENDING) { return; }
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if (Task->ActiveBuildInfo.BuildStatus == BUILD_ATTEMPT_PENDING)
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{
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pBot->Impulse = 0;
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return;
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}
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// We had a go, whether it succeeded or not we should try a new location
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if (Task->ActiveBuildInfo.BuildStatus == BUILD_ATTEMPT_FAILED || Task->ActiveBuildInfo.BuildStatus == BUILD_ATTEMPT_SUCCESS)
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@ -1361,7 +1365,7 @@ void BotProgressReinforceStructureTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task)
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Task->ActiveBuildInfo.BuildStatus = BUILD_ATTEMPT_NONE;
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}
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if (gpGlobals->time - Task->TaskStartedTime < 1.0f) { return; }
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if (gpGlobals->time - Task->TaskStartedTime < 0.5f) { return; }
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AvHTeamNumber BotTeam = pBot->Player->GetTeam();
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@ -2160,6 +2164,7 @@ void AlienProgressBuildTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task)
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// We tried and failed to place the structure
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if (Task->ActiveBuildInfo.BuildStatus == BUILD_ATTEMPT_PENDING)
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{
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pBot->Impulse = 0;
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return;
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}
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@ -2173,6 +2178,8 @@ void AlienProgressBuildTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task)
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{
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edict_t* LinkedEdict = Task->ActiveBuildInfo.LinkedStructure->edict;
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Task->TaskTarget = LinkedEdict;
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if (UTIL_StructureIsFullyBuilt(LinkedEdict)) { return; }
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if (IsPlayerInUseRange(pBot->Edict, LinkedEdict))
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@ -2240,7 +2247,11 @@ void BotAlienPlaceChamber(AvHAIPlayer* pBot, AvHAIPlayerTask* Task, AvHAIDeploya
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{
|
||||
if (vIsZero(Task->TaskLocation) || DesiredStructure == STRUCTURE_NONE) { return; }
|
||||
|
||||
if (Task->ActiveBuildInfo.BuildStatus == BUILD_ATTEMPT_PENDING) { return; }
|
||||
if (Task->ActiveBuildInfo.BuildStatus == BUILD_ATTEMPT_PENDING)
|
||||
{
|
||||
pBot->Impulse = 0;
|
||||
return;
|
||||
}
|
||||
|
||||
float DistFromBuildLocation = vDist2DSq(pBot->Edict->v.origin, Task->TaskLocation);
|
||||
|
||||
|
|
Loading…
Reference in a new issue